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sp.js
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sp.js
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'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
return {
name:'sp',
connect:true,
card:{
jinchan:{
audio:true,
fullskin:true,
wuxieable:true,
type:'trick',
notarget:true,
global:['g_jinchan','g_jinchan2'],
content:function(){
var evt=event.getParent(3)._trigger;
if(evt.jinchan){
var type=get.type(evt.card,'trick');
if(type=='basic'||type=='trick'){
evt.neutralize();
}
}
player.draw(2);
},
ai:{
useful:function(){
var player=_status.event.player;
var nj=player.countCards('h','jinchan');
var num=player.getHandcardLimit();
if(nj>=num){
return 10;
}
if(nj==num-1){
return 6;
}
return 1;
},
result:{
player:1
},
value:5
}
},
qijia:{
audio:true,
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
if(target==player) return false;
if(target.getEquips(5).length){
return target.countCards('e')>1;
}
else{
return target.countCards('e')>0;
}
},
content:function(){
'step 0'
var e1=[],e2=[];
var he=target.getCards('he');
for(var i=0;i<he.length;i++){
if(get.type(he[i])=='equip'){
var subtype=get.subtype(he[i]);
if(subtype=='equip1'||subtype=='equip4'){
e1.push(he[i]);
}
else if(subtype=='equip2'||subtype=='equip3'){
e2.push(he[i]);
}
}
}
if(e1.length&&e2.length){
var choice=0;
if(e1.length>e2.length||(target.hp>=3&&Math.random()<0.3)){
choice=1;
}
event.e1=e1;
event.e2=e2;
target.chooseControl(choice).set('choiceList',['弃置'+get.translation(e1),'弃置'+get.translation(e2)]);
}
else{
if(e1.length){
target.discard(e1);
}
else if(e2.length){
target.discard(e2);
}
event.finish();
}
'step 1'
if(result.index==0){
target.discard(event.e1);
}
else{
target.discard(event.e2);
}
},
ai:{
order:9.01,
useful:1,
value:5,
result:{
target:function(player,target){
var num1=0,num2=0;
for(var i=1;i<=4;i++){
var card=target.getEquip(i);
if(card){
if(i==1||i==4){
num1+=get.equipValue(card);
}
else{
num2+=get.equipValue(card);
}
}
}
var num;
if(num1==0){
num=num2;
}
else if(num2==0){
num=num1;
}
else{
num=Math.min(num1,num2);
}
if(num>0){
return -0.8-num/10;
}
else{
return 0;
}
}
},
tag:{
loseCard:1,
discard:1
}
}
},
fulei:{
audio:true,
fullskin:true,
type:'delay',
cardnature:'thunder',
modTarget:function(card,player,target){
return lib.filter.judge(card,player,target);
},
enable:function(card,player){
return player.canAddJudge(card);
},
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player==target);
},
selectTarget:[-1,-1],
toself:true,
judge:function(card){
if(get.suit(card)=='spade') return -6;
return 6;
},
judge2:function(result){
if(result.bool==false) return true;
return false;
},
cardPrompt:function(card){
var str='出牌阶段,对你使用。你将【浮雷】置入判定区。若判定结果为♠,则目标角色受到X点雷电伤害(X为此牌判定结果为♠的次数)。判定完成后,将此牌移动到下家的判定区里。';
if(card.storage&&card.storage.fulei) str+=('<br><span style="font-family:yuanli">此牌已判定命中过:'+card.storage.fulei+'次</span>');
return str;
},
effect:function(){
'step 0'
if(result.bool==false){
var card=cards[0];
if(card){
if(!card.storage.fulei){
card.storage.fulei=1;
}
else{
card.storage.fulei++;
}
player.damage(card.storage.fulei,'thunder','nosource');
}
}
'step 1'
player.addJudgeNext(card);
},
cancel:function(){
player.addJudgeNext(card);
},
ai:{
basic:{
order:1,
useful:0,
value:0,
},
result:{
target:function(player,target){
return lib.card.shandian.ai.result.target(player,target);
}
},
}
},
qibaodao:{
audio:true,
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['qibaodao','qibaodao2'],
distance:{attackFrom:-1},
ai:{
equipValue:function(card,player){
if(game.hasPlayer(function(current){
return player.canUse('sha',current)&¤t.isHealthy()&&get.attitude(player,current)<0;
})){
return 5;
}
return 3;
},
basic:{
equipValue:5
}
},
},
zhungangshuo:{
audio:true,
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['zhungangshuo'],
distance:{attackFrom:-2},
ai:{
equipValue:4
},
},
lanyinjia:{
fullskin:true,
type:'equip',
subtype:'equip2',
skills:['lanyinjia','lanyinjia2'],
ai:{
equipValue:6
}
},
yinyueqiang:{
audio:true,
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4
}
},
skills:['yinyueqiang']
},
shengdong:{
audio:true,
fullskin:true,
enable:function(){
return game.countPlayer()>2;
},
recastable:function(){
return game.countPlayer()<=2;
},
singleCard:true,
type:'trick',
complexTarget:true,
multitarget:true,
targetprompt:['给一张牌','得两张牌'],
filterTarget:function(card,player,target){
return target!=player;
},
filterAddedTarget:function(card,player,target){
return target!=player;
},
content:function(){
'step 0'
if(!player.countCards('h')){
event.finish();
}
else{
event.target1=target;
event.target2=event.addedTarget;
player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
}
'step 1'
player.give(result.cards,event.target1);
'step 2'
if(!event.target1.countCards('h')){
event.finish();
}
else{
var he=event.target1.getCards('he');
if(he.length<=2){
event.directresult=he;
}
else{
event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true);
}
}
'step 3'
if(!event.directresult){
event.directresult=result.cards;
}
event.target1.give(event.directresult,event.target2);
},
ai:{
order:2.5,
value:[4,1],
useful:1,
wuxie:function(){
return 0;
},
result:{
target:function(player,target){
var ok=false;
var hs=player.getCards('h');
if(hs.length<=1) return 0;
for(var i=0;i<hs.length;i++){
if(get.value(hs[i])<=5){
ok=true;
break;
}
}
if(!ok) return 0;
if(ui.selected.targets.length==1){
if(target.hasSkillTag('nogain')) return 0;
return 2;
}
if(target.countCards('he')==0) return 0;
if(player.hasFriend()) return -1;
return 0;
}
}
}
},
zengbin:{
audio:true,
fullskin:true,
enable:true,
type:'trick',
filterTarget:true,
content:function(){
'step 0'
target.draw(3);
'step 1'
if(target.countCards('he',{type:'basic'})<target.countCards('he')){
target.chooseToDiscard('增兵减灶','he',function(card){
return get.type(card)!='basic';
}).set('ai',function(card){
if(_status.event.goon) return 8-get.value(card);
return 11-get.value(card);
}).set('goon',target.countCards('h',function(card){
return get.value(card,target,'raw')<8;
})>1).set('prompt2','弃置一张非基本牌,或取消并弃置两张牌');
event.more=true;
}
else{
target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
}
'step 2'
if(event.more&&!result.bool){
target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
}
},
ai:{
order:7,
useful:4,
value:10,
tag:{
draw:2
},
result:{
target:function(player,target){
if(target.hasJudge('lebu')) return 0;
return Math.max(1,2-target.countCards('h')/10);
}
}
}
},
caomu:{
audio:true,
fullskin:true,
enable:true,
type:'delay',
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
},
judge:function(card){
if(get.suit(card)=='club') return 1;
return -3;
},
judge2:function(result){
if(result.bool==false) return true;
return false;
},
effect:function(){
if(result.bool==false){
player.addTempSkill('caomu_skill');
}
},
ai:{
basic:{
order:1,
useful:1,
value:4.5,
},
result:{
player:function(player,target){
return game.countPlayer(function(current){
if(get.distance(target,current)<=1&¤t!=target){
var att=get.attitude(player,current);
if(att>3){
return 1.1;
}
else if(att>0){
return 1;
}
else if(att<-3){
return -1.1;
}
else if(att<0){
return -1;
}
}
});
},
target:function(player,target){
if(target.hasJudge('bingliang')) return 0;
return -1.5/Math.sqrt(target.countCards('h')+1);
}
},
}
}
},
skill:{
lanyinjia:{
equipSkill:true,
enable:['chooseToUse','chooseToRespond'],
filterCard:true,
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.countCards('hs')) return false;
},
position:'hs',
prompt:'将一张手牌当闪使用或打出',
check:function(card){
return 6-get.value(card);
},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.countCards('hs')) return false;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&¤t<0&&target.countCards('hs')) return 0.59
}
},
order:4,
useful:-0.5,
value:-0.5
}
},
lanyinjia2:{
equipSkill:true,
trigger:{player:'damageBegin4'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.getEquips('lanyinjia').length>0;
},
content:function(){
var card=player.getEquips('lanyinjia');
if(card.length){
player.discard(card);
}
},
},
zhungangshuo:{
equipSkill:true,
trigger:{player:'useCardToPlayered'},
logTarget:'target',
filter:function(event,player){
return event.card.name=='sha'&&(event.player.countCards('h')||player.countCards('h'));
},
check:function(event,player){
var target=event.target;
if(get.attitude(player,target)>=0) return false;
if(player.hasCard(function(card){
return get.value(card)>=8;
})){
return false;
}
var n1=event.target.countCards('h');
return n1>0&&n1<=player.countCards('h');
},
content:function(){
'step 0'
game.delayx();
'step 1'
trigger.target.discardPlayerCard('h',player,true);
'step 2'
player.discardPlayerCard('h',trigger.target,true);
}
},
qibaodao:{
equipSkill:true,
trigger:{source:'damageBegin1'},
forced:true,
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.isHealthy();
},
content:function(){
trigger.num++;
},
ai:{
effect:{
player:function(card,player,target){
if(card.name=='sha'&&target.isHealthy()&&get.attitude(player,target)>0){
return [1,-2];
}
}
}
}
},
qibaodao2:{
inherit:'qinggang_skill',
audio:true,
},
g_jinchan:{
cardSkill:true,
trigger:{target:'useCardToBefore'},
forced:true,
popup:false,
filter:function(event,player){
if(event.player==player) return false;
if(event.getParent().directHit.contains(player)) return false;
var num=player.countCards('h','jinchan');
return num&&num==player.countCards('h');
},
content:function(){
'step 0'
player.chooseToUse('是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
return _status.event.bool;
}).set('bool',-get.effect(player,trigger.card,trigger.player,player)).set('respondTo',[trigger.player,trigger.card]).set('filterCard',function(card,player){
if(get.name(card)!='jinchan') return false;
return lib.filter.cardEnabled(card,player,'forceEnable');
});
trigger.jinchan=true;
'step 1'
delete trigger.jinchan;
}
},
g_jinchan2:{
trigger:{
player:'loseAfter',
global:'loseAsyncAfter',
},
forced:true,
cardSkill:true,
filter:function(event,player){
if(event.type!='discard') return false;
var evt=event.getl(player);
if(!evt||!evt.cards2||!evt.cards2.length) return false;
for(var i of evt.cards2){
if(i.name=='jinchan') return true;
}
return false;
},
content:function(){
var num=0,cards=trigger.getl(player).cards2;
for(var i=0;i<cards.length;i++){
if(cards[i].name=='jinchan') num++;
}
if(num){
player.draw(num);
}
}
},
yinyueqiang:{
equipSkill:true,
trigger:{player:['useCard','respondAfter']},
direct:true,
filter:function(event,player){
if(_status.currentPhase==player) return false;
if(!event.cards) return false;
if(event.cards.length!=1) return false;
if(lib.filter.autoRespondSha.call({player:player})) return false;
return get.color(event.cards[0])=='black';
},
content:function(){
'step 0'
var next=player.chooseToUse(get.prompt('yinyueqiang'),{name:'sha'});
next.aidelay=true;
next.logSkill='yinyueqiang';
next.noButton=true;
'step 1'
if(result.bool){
game.delay();
}
}
},
caomu_skill:{
cardSkill:true,
unique:true,
trigger:{player:'phaseDrawBegin'},
popup:false,
charlotte:true,
forced:true,
content:function(){
trigger.num--;
},
group:'caomu_skill2'
},
caomu_skill2:{
cardSkill:true,
popup:false,
forced:true,
trigger:{player:'phaseDrawAfter'},
content:function(){
var targets=game.filterPlayer(function(current){
return get.distance(player,current)<=1&&player!=current;
});
if(targets.length){
game.asyncDraw(targets);
}
}
}
},
translate:{
qijia:'弃甲曳兵',
qijia_info:'出牌阶段,对一名装备区里有牌的其他角色使用。该角色选择一项:1.弃置手牌区和装备区里所有的武器和-1坐骑;2.弃置手牌区和装备区里所有的防具和+1坐骑。',
jinchan:'金蝉脱壳',
g_jinchan2:'金蝉脱壳',
g_jinchan2_info:'当你因弃置而失去【金蝉脱壳】时,你摸一张牌',
jinchan_info:'其他角色使用的基本牌或普通牌对你生效时,若你的所有手牌均为【金蝉脱壳】,则你可以使用此牌。你令此牌对你无效并摸两张牌。当你因弃置而失去【金蝉脱壳】时,你摸一张牌。',
fulei:'浮雷',
fulei_info:'出牌阶段,对你使用。你将【浮雷】置入判定区。若判定结果为♠,则目标角色受到X点雷电伤害(X为此牌判定结果为♠的次数)。判定完成后,将此牌移动到下家的判定区里。',
qibaodao:'七宝刀',
qibaodao_info:'攻击范围2;锁定技,你使用【杀】无视目标防具,若目标角色未损失体力值,此【杀】伤害+1',
qibaodao2:'七宝刀',
zhungangshuo:'衠钢槊',
zhungangshuo_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置你的一张手牌,然后你弃置其一张手牌',
lanyinjia:'烂银甲',
lanyinjia_info:'你可以将一张手牌当做【闪】使用或打出。锁定技,【烂银甲】不会无效化;当你受到【杀】造成的伤害时,弃置【烂银甲】。',
yinyueqiang:'银月枪',
yinyueqiang_info:'你的回合外,每当你使用或打出了一张黑色手牌(若为使用则在它结算之前),你可以立即对你攻击范围内的任意一名角色使用一张【杀】',
shengdong:'声东击西',
shengdong_info:'出牌阶段,对一名其他角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色(不足则全给,存活角色不超过2时可重铸)',
zengbin:'增兵减灶',
zengbin_info:'出牌阶段,对一名角色使用。目标角色摸三张牌,然后选择一项:1.弃置一张非基本牌;2.弃置两张牌',
caomu:'草木皆兵',
caomu_info:'出牌阶段,对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里,若判定结果不为梅花:摸牌阶段,目标角色少摸一张牌;摸牌阶段结束时,与其距离为1的角色各摸一张牌',
},
list:[
['spade',1,'caomu'],
['club',3,'caomu'],
['heart',12,'shengdong'],
['club',9,'shengdong'],
['spade',9,'shengdong'],
['diamond',4,'zengbin'],
['heart',6,'zengbin'],
['spade',7,'zengbin'],
['diamond',12,'yinyueqiang'],
["spade",11,'jinchan'],
["club",12,'jinchan'],
["club",13,'jinchan'],
["club",12,'qijia'],
["club",13,'qijia'],
["spade",1,'fulei'],
["spade",6,'qibaodao'],
["spade",5,'zhungangshuo'],
["spade",2,'lanyinjia'],
["club",2,'lanyinjia'],
],
};
});