📄 rules.txt
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2 doubles. (Not in M) (Note: such a hand will also score the double for all majors.)The following doubles apply only to the winning hand: Winning with loose tile: 1 double. (M 117(h)) (Note: with the default settings, replacements for bonus tiles come from the live wall. Hence this double applies only to winning after Kong.) Winning from the bottom of the sea (winning with last tile), 1 double. (M 117(i)) Catching a fish from the bottom of the sea (winning with last discard), 1 double. (M 117(j)) Robbing a kong, 1 double. (M 117(k)) Completing Original Call, 1 double. (M 117(l))Limit (M 118-120): the limit is 1000 by default, and can be changed by the ScoreLimit game option. The NoLimit game option can be used to play a game "with the roof off".The following hands are limit hands: Heaven's Blessing: East wins with dealt hand. (M 122(a)) Earth's Blessing: player wins with East's first discard. (M 122(b)) Gathering Plum Blossom from the Roof: winning with 5 Circles from the loose wall. (M 122(c)) Catching the Moon from the Bottom of the Sea: winning with 1 Circle as the last tile. (M 122(d)) (Note: M says that the tile must be drawn. It seems more reasonable also to allow it to be the last discard, which is what we do. Objections?) Scratching a Carrying Pole: robbing a kong of 2 Bamboos. (M 122(e)) (Note: these last three limits are rather arbitrary, but of the arbitrary limits they are apparently the most common. There should be options to disable them.) Kong upon Kong: making a Kong, making another Kong with the loose tile, and with the second loose tile obtaining Mah Jong. (Also, of course, with three or four successive kongs.) (M 122(f)) Four Kongs. (M 122(g)) Buried Treasure: all concealed and no chows. (M 122(h)) The Three Great Scholars: three sets of dragons and no chows. (M 122(i)) (Note: in most rules I have seen, there is no restriction to a no chow hand. Since in M's rules, three sets and a chow scores at least (10 (M has 10 for Mah Jong) + 12 (at least 3 pungs)) times 8 (2 for each set of dragons) times 4 (for Big Three Dragons) = 704, this is significant with the default limit. For us, with 20 for going out, Big Three Dragons is over the default limit anyway.) Four Blessings o'er the Door: four sets of winds and a pair. (M 122(j)) All Honours. (M 122(k)) Heads and Tails: all terminals. (M 122(l)) Imperial Jade: contains only Green Dragon and 2,3,4,6,8 Bamboo. (M 122(m)) (Note: another rather arbitrary hand, but widely adopted.) Nine Gates: calling on 1-1-1-2-3-4-5-6-7-8-9-9-9 of one suit. (M 122(n)). Wriggling Snake: 1-1-1-2-3-4-5-6-7-8-9-9-9 plus 2, 5 or 8 of one suit (M 122(o)). (Note: another rather arbitrary hand.) Concealed Clear Suit: one suit only and all concealed. (M 122(p)) Thirteen Unique Wonders: one of each major tile, and a match to any of them. (M 122(q)) East's 13th consecutive Mah-Jong. (M 122(r))General note: there are many other doubles and limits kickingaround. I welcome opinions on which should be possible options; andalso on which of the above I should eject from the default set.I dislike Imperial Jade, Wriggling Snake, and the ones depending on aspecific tile (Gathering Plum Blossom, Catching the Moon, Scratching a Carrying Pole): which of these are so commonly adopted that theyshould be in even a fairly minimalist default set?GAME OPTIONS------------This section describes the options that can be set in thegame. Whether an option can be used, depends on the version of theprograms. This is described by a "protocol version number"; this isnot strictly speaking a version just of the communication protocol,but a version number reflecting the combination of protocol andprograms. When playing by oneself, this does not matter, but in thecase of a networked game, players might have different versions of the software, in which case the game is played according to the lowestversion of any player.Game options can be controlled in two ways: the --option-file argument to the mj-server program gives options to be applied to the game, or options can be set by the players, using the interfacedescribed in the manual section for xmj .In the user interface, the options are referred to by a one linedescription, but each option also has a short name, given here.Options are of several types: bool boolean, or on/off, options. int integer options nat non-negative integer options string is a miscellaneous type, whose values are strings of at most 127 characters which must not contain white space score is the type used for options that give the score of some combination or feature in a hand. A score is either a limit (or a half-limit; the underlying protocol supports percentages of limits, but the current user programs only support limits and half limits); or a number of doubles to be awarded; or a number of points to be added. It is possible (though never needed) to have both points and doubles. If points/doubles are specified as well as a limit, they will be used in a no-limit game. (The server implements a hard limit of 100000000 on all scores to avoid arithmetic overflow, but that's unlikely to worry anybody.) Currently supported options---------------------------The following options are implemented in the versions of the programwith which this document is distributed. If playing against peoplewith older versions of the software, some options may not beavailable. The list gives for each option the short name, type, andshort description, followed by a detailed explanation. Timeout ( nat ) time limit for claims This is the time in seconds allowed to claim a discard, or to rob a kong. If set to zero, there is no timeout. The default is 15 seconds. TimeoutGrace ( nat ) grace period when clients handle timeouts This period (in seconds) is added to the Timeout above before the server actually forces a timeout. This is for when clients handle timeouts locally, and allows for network lags. If this option is zero, clients are not permitted to handle timeouts locally. The current server also only allows players to handle timeouts locally if all of them wish to do so. ScoreLimit ( nat ) limit on hand score This is the limit for the score of a hand. In a no-limit game, it is the notional value of a "limit" hand. The default is 1000. NoLimit ( bool ) no-limit game If this option is set, the game has no limit on hand scores. The default is unset. MahJongScore ( score ) base score for going out This is the number of points for obtaining Mah-Jong. The default is 20. SevenPairs ( bool ) seven pairs hand allowed If this option is set, then Mah-Jong hands of seven pairs (any seven pairs) are allowed. The default is unset. SevenPairsVal ( score ) score for a seven pair hand This gives the score (in addition to the base Mah-Jong score) for a seven pairs hand. The default is 20. Flowers ( bool ) play using flowers and seasons If this option is set, the deal includes four flowers and four seasons in the Chinese Classical style. If unset, only the 136 standard tiles are used. The default is set. FlowersLoose ( bool ) flowers replaced by loose tiles If playing with flowers, this option determines whether flowers and seasons are replaced from the live wall (unset), or by loose tiles (set). The default is unset. FlowersOwnEach ( score ) score for each own flower or season This option gives the score for having one's own flower or season. If one has both, this score will be given twice. The default is no score. FlowersOwnBoth ( score ) score for own flower and own season This is the score for having both one's own flower and one's own season. Note that this is awarded in addition to twice the previous score. The default is 1 double. FlowersBouquet ( score ) score for all four flowers or all four seasons This is the score for having all four flowers or all four seasons. The default is 1 double. DeadWall ( bool ) there is a dead wall This determines whether there is a dead wall, so that play ends when it is reached (set), or whether all tiles may be drawn (unset). The default is set. DeadWall16 ( bool ) dead wall is 16 tiles, unreplenished If this option is set, then the dead wall initially has 16 tiles, and does not have any more tiles added to it (this is the set-up described by Millington). If the option is unset, then the dead wall initially has 14 tiles, and after two loose tiles have been taken, two tiles are moved from the live wall to the dead wall (this is the set-up described by almost everyone else). The default is unset in versions 1.1 onwards, and set previously. (To be precise, the protocol level default is set, but all servers from 1.1 onwards will change this to unset.) ConcealedFully ( score ) score for fully concealed hand This is the score for a winning hand with no open sets. The default is 1 double. ConcealedAlmost ( score ) score for almost concealed hand This is the score for a hand that is concealed up to the point of going out. The default is no additional score. LosersPurity ( bool ) losing hands score doubles for pure, concealed etc. If this option is set, losing hands will score various doubles for one suit, almost concealed, etc. See the rules for details. This option is an (Anglo-)Americanism alien to Chinese Classical (see Foster for a spirited but faulty argument in its favour, and Millington for the rejoinder). The default is unset. KongHas3Types ( bool ) claimed kongs count as concealed for doubling If this option is set, claimed kongs count as concealed for various doubling combinations, although they score as exposed for basic points. See the note above under "Kongs". The default is unset. LosersSettle ( bool ) losers pay each other If this option is set, the losers pay each other the difference between their scores. If it unset, they pay only the winner. The default is set. EastDoubles ( bool ) east pays and receives double If this option is set, payments to and from East Wind are doubled, as in the Chinese Classical game. The default is set. DiscDoubles ( bool ) the discarder pays double If this option is set, the settlement procedure is changed to a style common in Singapore. That is, if the winning player wins off a discard, the discarder pays double the hand value, and the other players pay the hand value. If the winner wins from the wall, then all other players pay double the hand value. The default is unset. Note: EastDoubles and DiscDoubles can be set together, but nobody plays such a rule. Option file format------------------Both in the option file and in the .xmjrc file, options arerecorded in the format used by the server protocol. This is a line ofthe formGameOption 0 NAME TYPE MINPROT ENABLED VALUE DESCThe meanings of the elements are: GameOption 0 identifies this as a game option line (the 0 is an irrelevant field from the protocol). NAME is the name of the option. TYPE is the type of the option. MINPROT is the minimum protocol version with which the option can be used (which is not necessarily the version at which it was introduced). ENABLED will always be 1. VALUE is the value: a decimal (signed) integer for nat and int ; 0 or 1 for bool ; the string for string ; and for score , if the score is C centi-limits, D doubles and P points, the value is C*1000000 + D*10000 + P. DESC is a short description of the option, which is not required but is usually copied in from the server.
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