noname/character/zhuogui.js

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2015-04-29 03:25:17 +00:00
character.zhuogui={
character:{
nianshou:['male','shu',4,['nianrui','qixiang']],
mamian:['male','qun',4,['lianyu','guiji']],
niutou:['male','shu',4,['manjia','xiaoshou'],['fullskin']],
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baiwuchang:['male','qun',3,['qiangzheng','moukui']],
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heiwuchang:['male','qun',3,['suoling','xixing']],
},
skill:{
qixiang:{
group:['qixiang1','qixiang2'],
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='lebu'&&card.name=='bingliang') return 0.8;
}
}
}
},
qixiang1:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
if(event.card.viewAs){
return event.card.viewAs=='lebu';
}
else{
return event.card.name=='lebu';
}
}
},
content:function(){
player.addTempSkill('qixiang3','phaseJudgeAfter');
}
},
qixiang2:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
if(event.card.viewAs){
return event.card.viewAs=='bingliang';
}
else{
return event.card.name=='bingliang';
}
}
},
content:function(){
player.addTempSkill('qixiang4','phaseJudgeAfter');
}
},
qixiang3:{
mod:{
suit:function(card,suit){
if(suit=='diamond') return 'heart';
}
}
},
qixiang4:{
mod:{
suit:function(card,suit){
if(suit=='spade') return 'club';
}
}
},
nianrui:{
trigger:{player:['phaseBegin','phaseEnd']},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.bool){
player.draw();
}
}
},
lianyu:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
check:function(card){return 6-ai.get.value(card)},
filterTarget:true,
selectTarget:-1,
line:'fire',
content:function(){
target.damage('fire');
},
ai:{
result:{
player:function(card,player,target){
var eff=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
num+=ai.get.damageEffect(game.players[i],player,player,'fire');
}
}
return eff;
}
},
expose:0.1
}
},
manjia:{
group:['manjia1','manjia2']
},
manjia1:{
trigger:{target:'useCardToBefore'},
forced:true,
priority:6,
filter:function(event,player){
if(player.get('e','2')) return false;
if(event.player.num('s','unequip')) return false;
if(event.card.name=='nanman') return true;
if(event.card.name=='wanjian') return true;
if(event.card.name=='sha'&&!event.card.nature) return true;
},
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.get('e','2')) return;
if(player.num('s','unequip')) return;
if(card.name=='nanman'||card.name=='wanjian') return 0;
if(card.name=='sha'){
var equip1=player.get('e','1');
if(equip1&&equip1.name=='zhuque') return 2;
if(equip1&&equip1.name=='qinggang') return 1;
if(!card.nature) return 0;
}
}
}
}
},
manjia2:{
trigger:{player:'damageBegin'},
filter:function(event,player){
if(player.get('e','2')) return false;
if(event.nature=='fire') return true;
},
forced:true,
check:function(){
return false;
},
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.get('e','2')) return;
if(card.name=='sha'){
if(card.nature=='fire'||player.skills.contains('zhuque_skill')) return 2;
}
if(get.tag(card,'fireDamage')&&current<0) return 2;
}
}
}
},
xiaoshou:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
var players=game.players.slice(0);
players.sort(function(a,b){
return b.hp-a.hp;
});
return players[0].hp>players[1].hp&&players[0]!=player;
},
check:function(event,player){
var players=game.players.slice(0);
players.sort(function(a,b){
return b.hp-a.hp;
});
return ai.get.damageEffect(players[0],player,player,'fire')>0;
},
prompt:function(){
var players=game.players.slice(0);
players.sort(function(a,b){
return b.hp-a.hp;
});
return '枭首:是否对'+get.translation(players[0])+'造成一点火焰伤害?';
},
content:function(){
var players=game.players.slice(0);
players.sort(function(a,b){
return b.hp-a.hp;
});
if(players[0].hp>players[1].hp&&players[0]!=player){
players[0].damage('fire');
player.line(players[0],'fire');
}
},
ai:{
expose:0.2
}
},
guiji:{
trigger:{player:'phaseJudgeBegin'},
forced:true,
content:function(){
player.discard(player.get('j').randomGet());
},
filter:function(event ,player){
return player.num('j')>0;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='delay'&&target.num('j')==0) return 0.1;
}
}
}
},
qiangzheng:{
trigger:{player:'phaseEnd'},
direct:true,
forced:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')) return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget('获得一名角色的一张手牌',true,function(card,player,target){
return player!=target&&target.num('h')>0;
}).ai=function(target){
return -ai.get.attitude(player,target);
};
"step 1"
if(result.targets&&result.targets.length){
player.logSkill('qiangzheng',result.targets);
player.gain(result.targets[0].get('h').randomGet());
result.targets[0].$give(1,player);
game.delay();
}
}
},
suoling:{
trigger:{player:'phaseEnd'},
forced:true,
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filter:function(event,player){
if(player.isLinked()) return true;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&!game.players[i].isLinked()){
return true;
}
}
return false;
},
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content:function(){
"step 0"
event.targets=game.players.slice(0);
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
if(player.isLinked()) player.link();
"step 1"
if(event.targets.length){
var target=event.targets.shift();
if(!target.isLinked()){
target.link();
}
event.redo();
}
}
},
xixing:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
var type=get.type(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.type(ui.selected.cards[i])==type) return false;
}
return true;
},
selectCard:3,
position:'he',
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
if(_status.event.player.hp==_status.event.player.maxHp){
return 5-ai.get.value(card);
}
return 10-ai.get.value(card);
},
content:function(){
"step 0"
target.damage();
"step 1"
player.recover();
},
ai:{
order:9.5,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player);
}
},
expose:0.2
}
}
},
translate:{
nianshou:'年兽',
nianrui:'年瑞',
qixiang:'祺祥',
qixiang1:'祺祥',
qixiang2:'祺祥',
nianrui_info:'回合开始和结束阶段,你可以进行一次判定,若结果为红色则摸一张牌',
qixiang_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花',
mamian:'马面',
lianyu:'炼狱',
lianyu_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害',
niutou:'牛头',
manjia:'蛮甲',
manjia1:'蛮甲',
manjia2:'蛮甲',
manjia_info:'锁定技,若你的装备区内没有防具牌,则你视为装备了[藤甲]',
xiaoshou:'枭首',
xiaoshou_info:'回合结束阶段,若场上体力值最多的角色只有一个,你可以对其造成一点火焰伤害',
guiji:'诡计',
guiji_info:'锁定技,准备阶段结束时,若你的判定区内有牌,你随机弃置其中一张牌',
baiwuchang:'白无常',
qiangzheng:'强征',
qiangzheng_info:'锁定技,回合结束阶段,你获得一名其他角色的一张手牌',
zuijiu:'醉酒',
zuijiu_info:'锁定技,你的黑杀造成的伤害+1造成伤害后须弃置一张手牌',
heiwuchang:'黑无常',
suoling:'索令',
suoling_info:'锁定技,回合结束阶段,你解除横置状态,除你之外的所有角色进入横置状态',
xixing:'吸星',
xixing_info:'出牌阶段限一次,你可以弃置三张不同类别的牌,对一名其他角色造成一点伤害,然后回复一点体力',
},
}