noname/character/gwent.js

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character.gwent={
character:{
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gw_huoge:['male','qun',3,['quanzhang']],
gw_aisinie:['female','wu',3,['huihun']],
gw_enxier:['male','wei',4,['gwbaquan']],
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gw_kaerweite:['male','shu',4,['gwjiquan']],
gw_falanxisika:['female','wu',3,['shewu']],
gw_haluo:['male','qun',4,['nuhou']],
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gw_airuiting:['male','wei',4,['kuanglie']],
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gw_laduoweide:['male','wei',4,['gwxiaoshou']],
gw_dagong:['male','qun',4,['tianbian']],
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// gw_bulanwang:['male','qun',3,[]],
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// gw_kuite:['male','qun',3,[]],
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// gw_fuertaisite:['male','qun',3,[]],
// gw_hengsaite:['male','qun',3,[]],
// gw_fulisi:['male','qun',3,[]],
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// gw_gaier:['male','shu',3,['hunmo']],
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gw_jieluote:['male','qun',6,['fayin']],
gw_yenaifa:['female','qun',3,['xuezhou']],
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gw_telisi:['female','wei',3,['huandie']],
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gw_xili:['female','qun',3,['fengjian']],
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gw_luoqi:['male','wei',4,['gwzhanjiang']],
gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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},
characterIntro:{
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。',
gw_gaier:'画作应该要传达情绪,而不是字句。',
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gw_enxier:'我可没什么耐心,最好小心点,否则脑袋不保',
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gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。',
gw_telisi:'我可以照顾我自己,相信我。',
gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。',
gw_xili:'我想去哪,就去哪。',
gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
skill:{
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tianbian:{
trigger:{player:'phaseUseBegin'},
direct:true,
content:function(){
'step 0'
var num1=0,num2=0;
var choice;
if(player.hasUnknown(2)){
if(game.dead.length==0){
choice='选项二';
}
else{
choice='cancel2';
}
}
else{
game.countPlayer(function(current){
var att=ai.get.attitude(player,current);
if(att>0){
num1++;
}
else if(att<0){
num2++;
}
});
choice=(num1>num2)?'选项一':'选项二';
}
player.chooseControl('选项一','选项二','cancel2',function(){
return choice;
}).set('prompt',get.prompt('tianbian')).set('choiceList',['随机使用一张对全场有正面效果的牌','随机使用一张对全场有负面效果的牌']);
'step 1'
if(result.control!='cancel2'){
player.logSkill('tianbian');
var list=[];
for(var i in lib.card){
if(lib.inpile.contains(i)&&
lib.card[i].selectTarget==-1&&
lib.card[i].type!='equip'&&
lib.card[i].ai&&lib.card[i].ai.tag&&
lib.card[i].ai.tag.multitarget){
if(lib.card[i].ai.tag.multineg){
if(result.control=='选项二'){
list.push(i);
}
}
else{
if(result.control=='选项一'){
list.push(i);
}
}
}
}
var name=null;
while(list.length){
name=list.randomRemove();
if(game.hasPlayer(function(current){
return player.canUse(name,current)
})){
break;
}
else{
name=null;
}
}
if(name){
var targets=game.filterPlayer(function(current){
return player.canUse(name,current);
});
targets.sortBySeat();
player.useCard({name:name},targets);
}
}
}
},
gwxiaoshou:{
enable:'phaseUse',
usable:2,
filterTarget:function(card,player,target){
return target.isHighestHp();
},
check:function(card){return 7-ai.get.value(card);},
position:'he',
filterCard:true,
content:function(){
target.damage();
},
ai:{
result:{
target:function(player,target){
return ai.get.damageEffect(target,player);
},
},
order:7
}
},
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kuanglie:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
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return event.target&&event.target!=player&&event.target.num('he')&&get.color(event.card)=='black';
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},
init:function(player){
player.storage.kuanglie=0;
},
forced:true,
content:function(){
trigger.target.randomDiscard();
player.storage.kuanglie++;
if(player.storage.kuanglie%2==0){
player.draw();
}
}
},
kuanglie2:{},
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gwjiquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('he');
},
selectTarget:[1,Infinity],
content:function(){
'step 0'
player.gainPlayerCard(target,'he',true);
'step 1'
target.useCard({name:'sha'},player);
},
ai:{
threaten:1.4,
order:7,
result:{
target:function(player,target){
if(player.getEquip('tengjia')||player.getEquip('bagua')) return -1;
if(ai.get.effect(target,{name:'sha'},player,player)>=0) return -1;
if(!player.hasShan()){
if(ui.selected.targets.length) return 0;
if(player.hp>=4) return -1;
if(player.hp>=3&&target.hp==1) return -1;
return 0;
}
var num=player.num('h','shan');
if(num<1){
num=1;
}
if(ui.selected.targets.length>=num){
return 0;
}
return -1;
}
}
}
},
nuhou:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
check:function(card){
return 7-ai.get.value(card)
},
content:function(){
'step 0'
var list=player.getEnemies();
list.sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
var current=event.list.shift();
var he=current.get('he');
player.line(current,'green');
if(he.length){
current.discard(he.randomGet());
current.addExpose(0.2);
}
event.redo();
}
},
ai:{
order:8.5,
result:{
player:1
},
},
},
shewu:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:[1,3],
check:function(card){
if(!ui.selected.cards.length){
return 6-ai.get.value(card)
}
var player=_status.event.player;
if(player.isDamaged()){
var hs=player.get('h');
var num=0;
for(var i=0;i<hs.length;i++){
if(ai.get.value(hs[i])<6){
num++;
}
}
if(num>=3){
return 6-ai.get.value(card);
}
}
return 0;
},
content:function(){
player.draw(3);
if(cards.length>=2){
player.addTempSkill('shewu_dist','phaseAfter');
}
if(cards.length==3){
player.recover();
}
},
ai:{
order:1,
result:{
player:1
},
threaten:1.6
},
subSkill:{
dist:{
mod:{
targetInRange:function(){
return true;
}
}
}
}
},
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gwzhanjiang:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return !player.hasSkill('gwzhanjiang2')&&event.player!=player;
},
content:function(){
'step 0'
var bool=(ai.get.effect(trigger.player,{name:'sha'},player,player)>0&&game.hasPlayer(function(current){
return ai.get.attitude(current,player)>0&&current.hasSha();
}));
var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
next.ai=function(card){
if(bool) return 7-ai.get.value(card);
return 0;
};
next.logSkill=['gwzhanjiang',trigger.player];
'step 1'
if(result.bool){
player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'});
event.targets=game.filterPlayer(function(current){
return current!=trigger.player;
});
event.targets.sortBySeat(trigger.player);
event.list=[];
}
else{
event.finish();
}
'step 2'
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.hasSha()){
event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1);
}
else{
event.redo();
}
}
else{
event.goto(4);
}
'step 3'
if(result.bool){
event.list.push(event.current);
}
event.goto(2);
'step 4'
if(event.list.length){
game.asyncDrawAuto(event.list);
}
},
ai:{
expose:0.2
}
},
gwzhanjiang2:{},
gwchuanxin:{
trigger:{player:'shaAfter'},
filter:function(event,player){
return event.target.isAlive();
},
check:function(event,player){
return ai.get.effect(event.target,{name:'sha'},player,player)>0
},
logTarget:'target',
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logLine:false,
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content:function(){
'step 0'
player.judge(function(card){
return get.color(card)=='black'?1:-1;
});
'step 1'
if(result.color=='black'){
player.useCard({name:'sha'},trigger.target,false);
}
}
},
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fengjian:{
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
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var type=get.type(event.card,'trick');
return (type=='trick'||type=='equip')&&game.hasPlayer(function(current){
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return player.canUse('sha',current,false)&&!event.targets.contains(current);
});
},
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usable:2,
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content:function(){
"step 0"
player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
return player.canUse('sha',target,false)&&!trigger.targets.contains(target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha',nature:'thunder'},player,player);
}
"step 1"
if(result.bool){
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player.logSkill('fengjian');
player.useCard({name:'sha',nature:'thunder'},result.targets,false);
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}
},
ai:{
expose:0.2,
threaten:1.5
},
group:'fengjian_hide',
subSkill:{
hide:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return event.getParent(3).name=='fengjian';
},
content:function(){
player.addTempSkill('qianxing',{player:'phaseBegin'});
}
}
}
},
huandie:{
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){
return target!=player;
}).ai=function(target){
return ai.get.attitude(player,target);
}
'step 1'
if(result.bool){
result.targets.sortBySeat();
result.targets.unshift(player);
player.logSkill('huandie',result.targets);
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game.asyncDrawAuto(result.targets,function(current){
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return current==player?1:2;
});
player.addTempSkill('huandie_discard','phaseAfter');
}
},
ai:{
threaten:1.5
},
subSkill:{
discard:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.num('h')>current.hp;
});
},
logTarget:function(){
return game.filterPlayer(function(current){
return current.num('h')>current.hp;
}).sortBySeat();
},
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current.num('h')>current.hp;
}).sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
event.list.shift().chooseToDiscard('h',true,2);
event.redo();
}
}
}
}
},
xuezhou:{
trigger:{player:'phaseBegin'},
direct:true,
unique:true,
forceunique:true,
intro:{
content:function(storage,player){
var name=get.translation(player);
if(storage==1){
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return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力';
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}
else if(storage==2){
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return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力';
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}
else{
return '未发动';
}
}
},
content:function(){
'step 0'
var next=player.chooseControl('选项一','选项二','cancel2',function(){
if(Math.random()<0.65) return 0;
return 1;
});
next.prompt=get.prompt('xuezhou');
next.choiceList=[
'每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力',
'每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
];
'step 1'
if(result.control=='cancel2'){
player.unmarkSkill('xuezhou');
delete _status.xuezhou;
}
else{
player.logSkill('xuezhou');
player.storage.xuezhou=result.index+1;
player.syncStorage('xuezhou');
player.markSkill('xuezhou');
_status.xuezhou=player;
}
},
ai:{
threaten:2.5
},
global:'xuezhou_hp'
},
xuezhou_hp:{
trigger:{source:'damageEnd',player:'damageEnd'},
filter:function(event,player){
if(!_status.xuezhou) return false;
if(player==_status.xuezhou) return false;
if(!player.isIn()||!_status.xuezhou.isIn()) return false;
switch(_status.xuezhou.storage.xuezhou){
case 1:return player==event.player;
case 2:return player==event.source;
default:return false;
}
},
forced:true,
popup:false,
silent:true,
content:function(){
'step 0'
game.delayx();
'step 1'
_status.xuezhou.logSkill('xuezhou',player);
player.loseHp();
if(_status.xuezhou!=trigger.player){
_status.xuezhou.recover();
}
}
},
fayin:{
trigger:{player:'shaBegin'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
'step 0'
var target=trigger.target;
var bool=ai.get.attitude(player,target)<0;
var next=player.chooseToDiscard('he',get.prompt('fayin',target));
next.ai=function(card){
if(bool) return 7-ai.get.value(card);
return 0;
};
next.logSkill=['fayin',target];
'step 1'
if(result.bool){
var target=trigger.target;
var num=5;
if(target.isMad()){
num=4;
}
switch(Math.floor(Math.random()*num)){
case 0:target.randomDiscard(2);break;
case 1:target.damage('fire');break;
case 2:player.changeHujia();break;
case 3:target.turnOver();target.draw();break;
case 4:target.goMad({player:'phaseBegin'});break;
}
}
}
},
gwbaquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('h')>0;
},
content:function(){
'step 0'
var hs=target.get('h');
player.gain(hs,target);
target.$giveAuto(hs,player);
event.hs=hs;
'step 1'
var damage=(target.hp>=player.hp&&ai.get.damageEffect(target,player,player)>0);
var hs=event.hs;
if(damage&&target.hp>1){
for(var i=0;i<hs.length;i++){
if(ai.get.value(hs[i],player,'raw')>=8){
damage=false;break;
}
}
}
player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
if(damage){
return hs.contains(card)?1:0;
}
else{
return -ai.get.value(card,player,'raw');
}
}
if(!event.isMine()) game.delay();
'step 2'
target.gain(result.cards,player);
player.$giveAuto(result.cards,target);
event.hs2=result.cards;
if(player.hp>target.hp){
event.finish();
}
'step 3'
for(var i=0;i<event.hs2.length;i++){
if(!event.hs.contains(event.hs2[i])) return;
}
player.line(target);
target.damage();
},
ai:{
order:11,
result:{
target:function(player,target){
return -Math.sqrt(target.num('h'));
}
}
}
},
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hunmo_old:{
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
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return target.num('h')!=Math.min(3,player.hp);
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},
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selectTarget:[1,3],
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content:function(){
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var dh=Math.min(3,player.hp)-target.num('h');
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if(dh>0){
target.draw(dh,false);
target.$draw(dh);
game.delay(0.5);
}
else if(dh<0){
target.chooseToDiscard(-dh,true);
if(player!=target) player.useCard({name:'sha'},target,false);
}
},
ai:{
order:11,
result:{
target:function(player,target){
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var dh=Math.min(3,player.hp)-target.num('h');
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if(dh<0){
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dh+=get.sgn(ai.get.effect(target,{name:'sha'},player,target));
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}
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return dh;
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}
}
}
},
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hunmo_old2:{
trigger:{player:['phaseBegin','phaseEnd']},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){
return target.num('h')!=Math.min(3,target.hp);
}).ai=function(target){
return ai.get.attitude(player,target)*(Math.min(3,target.hp)-target.num('h'));
}
'step 1'
if(result.bool){
player.logSkill('hunmo',result.targets);
event.targets=result.targets.slice(0);
event.targets.sortBySeat();
}
else{
event.finish();
}
'step 2'
if(event.targets.length){
var target=event.targets.shift();
var dh=Math.min(3,target.hp)-target.num('h');
if(dh>0){
target.draw(dh,false);
target.$draw(dh);
}
else if(dh<0){
target.chooseToDiscard(-dh,true).delay=false;
}
game.delay(0.5);
event.redo();
}
}
},
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huihun:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
if(!player.storage.huihun) return false;
for(var i=0;i<player.storage.huihun.length;i++){
if(get.position(player.storage.huihun[i])=='d') return true;
}
return false;
},
frequent:true,
content:function(){
var list=[];
for(var i=0;i<player.storage.huihun.length;i++){
if(get.position(player.storage.huihun[i])=='d'){
list.push(player.storage.huihun[i]);
if(list.length>=2) break;
}
}
player.gain(list,'gain2','log');
},
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ai:{
threaten:1.8,
},
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group:['huihun_count','huihun_count2'],
subSkill:{
count:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return _status.currentPhase==player;
},
content:function(){
if(!player.storage.huihun){
player.storage.huihun=[];
}
for(var i=0;i<trigger.cards.length;i++){
if(get.color(trigger.cards[i])=='red'){
player.storage.huihun.add(trigger.cards[i]);
}
}
}
},
count2:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.huihun;
}
}
}
},
quanzhang:{
enable:'phaseUse',
usable:1,
onChooseToUse:function(event){
var cards=[];
var num=6;
if(ui.cardPile.childNodes.length<num){
var discardcards=get.cards(num);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
}
for(var i=0;i<num;i++){
cards.push(ui.cardPile.childNodes[i]);
}
event.set('quanzhangcards',cards);
},
chooseButton:{
dialog:function(event,player){
return ui.create.dialog('权杖:选择一张牌使用',event.quanzhangcards);
},
filter:function(button,player){
var evt=_status.event.getParent();
if(evt&&evt.filterCard){
var type=get.type(button.link,'trick');
return type!='equip'&evt.filterCard(button.link,player,evt);
}
return false;
},
check:function(button){
return ai.get.value(button.link);
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:links[0],
}
},
prompt:function(links,player){
return '选择'+get.translation(links)+'的目标';
}
},
ai:{
order:12,
result:{
player:1
},
threaten:1.5
}
},
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},
translate:{
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gw_huoge:'霍格',
gw_aisinie:'埃丝涅',
gw_gaier:'盖尔',
gw_enxier:'恩希尔',
gw_kuite:'奎特',
gw_dagong:'达贡',
gw_airuiting:'艾瑞汀',
gw_fuertaisite:'弗泰斯特',
gw_falanxisika:'法兰西斯卡',
gw_haluo:'哈洛',
gw_hengsaite:'亨赛特',
gw_kaerweite:'卡尔维特',
gw_bulanwang:'布兰王',
gw_fulisi:'符里斯',
gw_laduoweide:'拉多维德',
gw_jieluote:'杰洛特',
gw_yenaifa:'叶奈法',
gw_telisi:'特莉斯',
gw_xili:'希里',
gw_luoqi:'罗契',
gw_yioufeisi:'伊欧菲斯',
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tianbian:'天变',
tianbian_info:'出牌阶段开始时,你可以选择一项:随机使用一张对全场有正面效果的牌;或随机使用一张对全场有负面效果的牌',
gwxiaoshou:'枭首',
gwxiaoshou_info:'出牌阶段限两次,你可以弃置一张牌对场上体力值最高(或之一)的一名角色造成一点伤害',
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kuanglie:'狂猎',
kuanglie_info:'锁定技,当一名其他角色成为你的黑色牌的目标后,该角色随机弃置一张牌;每当你发动两次“狂猎”,你摸一张牌',
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gwjiquan:'集权',
gwjiquan_info:'出牌阶段限一次,你可以从任意名角色处各获得一张牌,每拿一张牌,被拿牌的角色视为对你使用一张杀',
nuhou:'怒吼',
nuhou_info:'出牌阶段限一次,你可以弃置一张牌,然后所有敌人随机弃置一张牌',
shewu:'蛇舞',
shewu_info:'出牌阶段限一次你可以弃置1至3张牌然后摸3张牌若你弃置了至少2张牌你本回合使用卡牌无视距离若你弃置了3张牌你回复一点体力',
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gwzhanjiang:'斩将',
gwzhanjiang_info:'每轮限一次,在一名角色的准备阶段,你可以弃置一张牌,然后所有角色可以对该角色使用一张杀,结算后所有出杀的角色摸一张牌',
gwchuanxin:'穿心',
gwchuanxin_info:'每当你对一名角色使用杀结算完毕后,你可以进行一判定,若结果为黑色,视为对目标再使用一张杀',
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fengjian:'风剑',
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fengjian_info:'每当你使用一张锦囊牌或装备牌,你可以视为对一名不是此牌目标的角色使用一张雷杀;若此杀造成伤害,你获得潜行直到下一回合开始,每回合最多发动两次',
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huandie:'幻蝶',
huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
xuezhou:'血咒',
xuezhou_info:'准备阶段你可以选择一项效果直到下一回合开始1. 每当一名其他角色受到一次伤害该角色失去一点体力你回复一点体力2. 每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
fayin:'法印',
fayin_info:'每当你使用一张杀你可以弃置一张牌并获得一个随机法印效果1. 目标随机弃置两张牌2. 目标进入混乱状态直到下一回合开始3. 对目标造成一点火属性伤害4. 获得一点护甲5. 令目标翻面并摸一张牌',
gwbaquan:'霸权',
gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
hunmo:'魂墨',
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hunmo_info:'准备阶段和结束阶段你可以令任意名角色的手牌数等于其当前体力值最多为3',
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huihun:'回魂',
huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
quanzhang:'权杖',
quanzhang_backup:'权杖',
quanzhang_info:'出牌阶段限一次你可以观看牌堆顶的6张牌并选择一张使用',
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}
}