noname/character/fire.js

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'use strict';
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character.fire={
character:{
zhugeliangwolong:['male','shu',3,['huoji','bazhen','kanpo'],['fullskin']],
pangtong:['male','shu',3,['lianhuan','niepan'],['fullskin']],
xunyu:['male','wei',3,['quhu','jieming'],['fullskin']],
dianwei:['male','wei',4,['qiangxi'],['fullskin']],
taishici:['male','wu',4,['tianyi'],['fullskin']],
yanwen:['male','qun',4,['shuangxiong'],['fullskin']],
yuanshao:['male','qun',4,['luanji','xueyi'],['zhu','fullskin']],
pangde:['male','qun',4,['mashu','mengjin'],['fullskin']],
},
perfectPair:{
zhugeliangwolong:['pangtong'],
yuanshao:['yanwen']
},
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skill:{
huoji:{
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audio:2,
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enable:'chooseToUse',
filterCard:function(card){
return get.color(card)=='red';
},
viewAs:{name:'huogong',nature:'fire'},
prompt:'将一张红色牌当火攻使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('h')>player.hp){
return 6-ai.get.value(card);
}
return 4-ai.get.value(card)
}
},
bazhen:{
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audio:2,
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inherit:'bagua_skill',
filter:function(event,player){
if(!event.filterCard({name:'shan'})) return false;
if(event.parent.player.num('s','unequip')) return false;
if(player.get('e','2')) return false;
return true;
},
ai:{
effect:{
target:function(card,player,target){
if(player==target&&get.subtype(card)=='equip2'){
if(ai.get.equipValue(card)<=8) return 0;
}
if(target.num('e','2')) return;
if(player.skills.contains('unequip')) return;
if(get.tag(card,'respondShan')) return [0.5,0];
}
}
}
},
kanpo:{
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audio:2,
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enable:'chooseToUse',
filterCard:function(card){
return get.color(card)=='black';
},
viewAsFilter:function(player){
return player.num('h',{color:'black'})>0;
},
viewAs:{name:'wuxie'},
prompt:'将一张黑色牌当无懈可击使用',
check:function(card){return 8-ai.get.value(card)},
threaten:1.2
},
lianhuan:{
group:['lianhuan1','lianhuan2']
},
lianhuan1:{
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audio:2,
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enable:'phaseUse',
filter:function(event,player){
return player.num('h',{suit:'club'})>0;
},
filterCard:function(card){
return get.suit(card)=='club';
},
viewAs:{name:'tiesuo'},
prompt:'将一张梅花牌当铁锁连环使用',
check:function(card){return 4-ai.get.value(card)}
},
lianhuan2:{
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audio:2,
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enable:'phaseUse',
filter:function(event,player){
return player.num('h',{suit:'club'})>0;
},
filterCard:function(card){
return get.suit(card)=='club';
},
check:function(card){
return 5-ai.get.useful(card);
},
content:function(){
player.draw();
},
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
ai:{
basic:{
order:1
},
result:{
player:1,
},
}
},
niepan:{
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audio:2,
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unique:true,
enable:'chooseToUse',
mark:true,
init:function(player){
player.storage.niepan=false;
},
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.niepan) return false;
},
content:function(){
player.hp=Math.min(3,player.maxHp);
player.discard(player.get('hej'));
player.draw(3);
player.unmarkSkill('niepan');
if(player.classList.contains('linked')) player.link();
if(player.classList.contains('turnedover')) player.turnOver();
player.storage.niepan=true;
},
ai:{
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skillTagFilter:function(player){
if(player.storage.niepan) return false;
},
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save:true,
result:{
player:10
},
threaten:function(player,target){
if(!target.storage.niepan) return 0.6;
}
},
intro:{
content:'limited'
}
},
quhu:{
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audio:2,
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enable:'phaseUse',
usable:1,
filter:function(event,player){
if(player.num('h')==0) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp>player.hp&&game.players[i].num('h')) return true;
}
return false;
},
filterTarget:function(card,player,target){
return target.hp>player.hp&&target.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
player.chooseTarget(function(card,player,target1){
return target1!=target&&get.distance(target,target1,'attack')<=1;
},true).ai=function(target1){
return ai.get.damageEffect(target1,target,player);
}
}
else{
player.damage(target);
event.finish();
}
"step 2"
if(result.bool){
result.targets[0].damage(target);
}
},
ai:{
order:0.5,
result:{
target:function(player,target){
var att=ai.get.attitude(player,target);
var oc=(target.num('h')==1);
if(att>0&&oc) return 0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&game.players[i]!=player&&
get.distance(target,game.players[i],'attack')<=1){
if(ai.get.damageEffect(game.players[i],target,player)>0){
return att>0?att/2:att-(oc?5:0);
}
}
}
return 0;
},
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player:function(player,target){
if(target.skills.contains('jueqing')) return -10;
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var mn=1;
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
mn=Math.max(mn,hs[i].number);
}
if(mn<=11&&player.hp<2) return -20;
var max=player.maxHp-hs.length;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>2){
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
}
}
switch(max){
case 0:return mn==13?0:-20;
case 1:return mn>=12?0:-15;
case 2:return 0;
case 3:return 1;
default:return max;
}
}
},
expose:0.2
}
},
jieming:{
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audio:2,
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trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.num>0
},
content:function(){
"step 0"
player.chooseTarget([1,trigger.num],function(card,player,target){
return target.num('h')<Math.min(target.maxHp,5);
}).ai=function(target){
var att=ai.get.attitude(_status.event.player,target);
if(att>2){
return Math.min(5,target.maxHp)-target.num('h');
}
return att/3;
}
"step 1"
if(result.bool){
player.logSkill('jieming',result.targets);
for(var i=0;i<result.targets.length;i++){
result.targets[i].draw(Math.min(5,result.targets[i].maxHp)-result.targets[i].num('h'));
}
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&target.hp>1){
if(player.skills.contains('jueqing')) return [1,-2];
var max=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])>0){
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
}
}
switch(max){
case 0:return 2;
case 1:return 1.5;
case 2:return [1,2];
default:return [0,max];
}
}
if((card.name=='tao'||card.name=='caoyao')&&
target.hp>1&&target.num('h')<=target.hp) return [0,0];
}
},
}
},
qiangxi:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterCard:function(card){
return get.subtype(card)=='equip1';
},
selectCard:[0,1],
filterTarget:function(card,player,target){
if(player==target) return false;
return get.distance(player,target,'attack')<=1;
},
content:function(){
"step 0"
if(cards.length==0){
player.loseHp();
}
"step 1"
target.damage();
},
check:function(card){
return 10-ai.get.value(card);
},
position:'he',
ai:{
order:8,
result:{
player:function(player,target){
if(ui.selected.cards.length) return 0;
if(player.hp>=target.hp) return -0.9;
if(player.hp<=2) return -10;
return -2;
},
target:function(player,target){
return ai.get.damageEffect(target,player);
}
}
},
threaten:1.3
},
tianyi:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('h')>0;
},
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
player.addTempSkill('tianyi2','phaseAfter');
}
else{
player.addTempSkill('tianyi3','phaseAfter');
}
},
ai:{
order:function(name,player){
var cards=player.get('h');
if(player.num('h','sha')==0){
return 1;
}
for(var i=0;i<cards.length;i++){
if(cards[i].name!='sha'&&cards[i].number>11&&ai.get.value(cards[i])<7){
return 9;
}
}
return lib.card.sha.ai.order-1;
},
result:{
player:function(player){
if(player.num('h','sha')>0) return 0.6;
var num=player.num('h');
if(num>player.hp) return 0;
if(num==1) return -2;
if(num==2) return -1;
return -0.7;
},
target:function(player,target){
var num=target.num('h');
if(num==1) return -1;
if(num==2) return -0.7;
return -0.5
},
},
threaten:1.3
}
},
tianyi2:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]++;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
},
tianyi3:{
mod:{
cardEnabled:function(card){if(card.name=='sha') return false}
}
},
shuangxiong:{
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audio:true,
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trigger:{player:'phaseDrawBefore'},
check:function(event,player){
if(player.num('h')>player.hp) return true;
if(player.num('h')>3) return true;
return false;
},
content:function(){
"step 0"
player.judge();
"step 1"
player.gain(result.card);
player.addTempSkill('shuangxiong2','phaseAfter');
player.storage.shuangxiong=get.color(result.card);
trigger.untrigger();
trigger.finish();
}
},
shuangxiong2:{
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audio:true,
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enable:'phaseUse',
viewAs:{name:'juedou'},
filterCard:function(card,player){
return get.color(card)!=player.storage.shuangxiong;
},
check:function(card){
return 6-ai.get.value(card);
},
ai:{
basic:{
order:10
}
}
},
luanji:{
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audio:2,
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enable:'phaseUse',
viewAs:{name:'wanjian'},
filterCard:function(card,player){
if(ui.selected.cards.length){
return get.suit(card)==get.suit(ui.selected.cards[0]);
}
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(card!=cards[i]){
if(get.suit(card)==get.suit(cards[i])) return true;
}
}
return false;
},
selectCard:2,
check:function(card){
return 6-ai.get.value(card);
},
ai:{
basic:{
order:10
}
}
},
xueyi:{
mod:{
maxHandcard:function(player,num){
if(player.identity=='zhu'){
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&game.players[i].group=='qun') num+=2;
}
}
return num;
}
}
},
mengjin:{
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audio:2,
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trigger:{player:'shaMiss'},
priority:-1,
filter:function(event){
return event.target.num('he')>0;
},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
content:function(){
player.discardPlayerCard('he',trigger.target,true);
}
},
},
translate:{
zhugeliangwolong:'卧龙',
pangtong:'庞统',
xunyu:'荀彧',
dianwei:'典韦',
taishici:'太史慈',
yanwen:'颜良文丑',
yuanshao:'袁绍',
pangde:'庞德',
huoji:'火计',
bazhen:'八阵',
kanpo:'看破',
lianhuan:'连环',
lianhuan1:'连环',
lianhuan2:'重铸♣︎',
niepan:'涅槃',
quhu:'驱虎',
jieming:'节命',
qiangxi:'强袭',
tianyi:'天义',
shuangxiong:'双雄',
shuangxiong2:'双雄',
luanji:'乱击',
xueyi:'血裔',
mengjin:'猛进',
huoji_info:'出牌阶段,你可以将你的任意一张♥或♦手牌当【火攻】使用。',
bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
lianhuan_info:'出牌阶段,你可以将你任意一张梅花手牌当【铁索连环】使用或重铸。',
niepan_info:'当你处于濒死状态时你可以丢弃你所有的牌和你判定区里的牌并重置你的武将牌然后摸三张牌且体力回复至3点。',
quhu_info:'出牌阶段你可以与一名体力比你多的角色拼电若你赢则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢他/她对你造成一点伤害。每回合限用一次。',
jieming_info:'你每受到1点伤害可令任意一名角色将手牌补至其体力上限的张数(不能超过五张)。',
qiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害,每回合限一次。',
tianyi_info:'出牌阶段,你可以和一名角色拼点,若你赢,你获得以下技能直到回合结束:攻击范围无限;可额外使用一张【杀】;使用【杀】时可额外指定一个目标,若你没赢,你不能使用【杀】直到回合结束。每回合限一次。',
shuangxiong_info:'摸牌阶段,你可选择放弃摸牌并进行一次判定:你获得此判定牌,且于此回合的出牌阶段,你可以将任意一张与此判定牌不同颜色的手牌当【决斗】使用。',
luanji_info:'出牌阶段,你可以将任意两张相同花色的手牌当【万箭齐发】使用。',
xueyi_info:'场上每有一名其他群雄角色存活,你的手牌上限便+2。',
mengjin_info:'当你使用的【杀】被【闪】抵消时,你可以弃掉对方的一张牌。',
},
help:{
}
}