noname/card/huanlekapai.js

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'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
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return {
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name:'huanlekapai',
connect:true,
card:{
"monkey":{
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audio:true,
fullskin:true,
type:"equip",
subtype:"equip5",
skills:["monkey"],
ai:{
basic:{
equipValue:8,
},
},
},
"mianju":{
audio:true,
type:"equip",
subtype:"equip2",
skills:["mianju"],
ai:{
order:9.5,
basic:{
equipValue:function (card,player){
if(!player.isTurnedOver()) return 6;
if(player.isTurnedOver()) return -10;
return 0;
},
},
},
},
"shoulijian":{
audio:true,
type:"basic",
enable:true,
fullskin:true,
outrange:{
global:1,
},
filterTarget:lib.filter.notMe,
content:function (){
"step 0"
if(!target.countCards('he',{type:'equip'})){
target.damage();
event.finish();
}
else{
target.chooseToDiscard('he',{type:'equip'},'弃置一张装备牌或受到一点伤害').ai=function(card){
var player=_status.event.player;
var source=_status.event.getParent().player;
if(get.damageEffect(player,source,player)>0) return -1;
return 7-get.value(card);
};
}
"step 1"
if(!result.bool){
target.damage();
}
},
ai:{
basic:{
order:9,
value:6,
useful:2,
},
result:{
target:-2,
},
tag:{
discard:1,
damage:1,
},
},
selectTarget:1,
},
"kuwu":{
audio:true,
fullskin:true,
type:"equip",
subtype:"equip1",
skills:["kuwu"],
nomod:true,
nopower:true,
unique:true,
distance:{
attackFrom:-1,
},
ai:{
equipValue:6,
},
},
"xuelunyang":{
audio:true,
fullskin:true,
type:"equip",
subtype:"equip5",
skills:["xuelunyang"],
ai:{
basic:{
equipValue:8,
},
},
},
"jiuwei":{
audio:true,
fullskin:true,
type:"equip",
subtype:"equip5",
skills:["jiuwei"],
ai:{
basic:{
equipValue:8,
},
},
},
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},
skill:{
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"monkey":{
trigger:{
global:"useCardToBegin",
},
audio:true,
filter:function (event,player){
var card=player.getEquip(5);
if(card){
var name=card.name;
if(name&&name.indexOf('monkey')!=-1&&event.name=='tao'&&event.player!=player&&event.cards.filterInD().length>0) return true;
}
return false;
},
check:function (event,player){
return get.attitude(player,event.player)<=0;
},
content:function (){
"step 0"
player.$fullscreenpop('猴子偷桃','fire');
trigger.untrigger();
trigger.finish();
"step 1"
player.discard(player.getEquip(5));
"step 2"
player.gain(trigger.cards.filterInD(),'gain2','log');
},
},
"mianju":{
audio:true,
trigger:{
player:"turnOverBefore",
},
forced:true,
equipSkill:true,
content:function (){
trigger.cancel();
},
ai:{
noturnOver:true,
effect:{
target:function (card,player,target,current){
if(get.tag(card,'turnOver')) return [0,0];
},
},
},
},
"kuwu":{
audio:true,
trigger:{
source:"damageSource",
},
forced:true,
equipSkill:true,
filter:function (event,player){
if(event._notrigger.contains(event.player)) return false;
return event.card&&event.card.name=='sha'&&event.notLink()&&event.player.countCards('he')>0;
},
content:function (){
trigger.player.chooseToDiscard(true,'he');
},
},
"xuelunyang":{
audio:true,
trigger:{
player:"phaseBegin",
},
equipSkill:true,
direct:true,
createDialog:function (player,target,onlylist){
var names=[];
var list=[];
if(target.name&&!target.isUnseen(0)) names.add(target.name);
if(target.name1&&!target.isUnseen(0)) names.add(target.name1);
if(target.name2&&!target.isUnseen(1)) names.add(target.name2);
var pss=player.getSkills();
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&
!pss.contains(skills[j])){
list.push(skills[j]);
}
}
}
}
if(onlylist) return list;
var dialog=ui.create.dialog('forcebutton');
dialog.add('选择获得一项技能');
_status.event.list=list;
var clickItem=function(){
_status.event._result=this.link;
if(dialog) dialog.close();
_status.imchoosing=false;
game.resume();
};
for(i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']){
var translation=get.translation(list[i]);
if(translation[0]=='新'&&translation.length==3){
translation=translation.slice(1,3);
}
else{
translation=translation.slice(0,2);
}
var item=dialog.add('<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【'+
translation+'】</div><div>'+lib.translate[list[i]+'_info']+'</div></div>');
item.firstChild.addEventListener('click',clickItem);
item.firstChild.link=list[i];
}
}
dialog.add(ui.create.div('.placeholder'));
return dialog;
},
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xuelunyang'),function(card,player,target){
var names=[];
if(target.name&&!target.isUnseen(0)) names.add(target.name);
if(target.name1&&!target.isUnseen(0)) names.add(target.name1);
if(target.name2&&!target.isUnseen(1)) names.add(target.name2);
var pss=player.getSkills();
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&!pss.contains(skills[j])){
return true;
}
}
}
return false;
}
}).set('ai',function(target){
return Math.random();
});
'step 1'
if(result.bool){
event.target=result.targets[0];
player.logSkill('xuelunyang',event.target);
}
else{
event.finish();
}
'step 2'
event.skillai=function(list){
return get.max(list,get.skillRank,'item');
};
if(event.isMine()){
event.dialog=lib.skill.xuelunyang.createDialog(player,target);//tianshu
event.switchToAuto=function(){
event._result=event.skillai(event.list);
event.dialog.close();
_status.imchoosing=false;
game.resume();
};
_status.imchoosing=true;
game.pause();
}
else if(event.isOnline()){
event.player.send(function(){
var event=_status.event;
event.skillai=function(list){
return get.max(list,get.skillRank,'item');
};
event.dialog=lib.skill.xuelunyang.createDialog(player,target);//tianshu
event.switchToAuto=function(){
event._result=event.skillai(event.list);
event.dialog.close();
_status.imchoosing=false;
game.resume();
};
_status.imchoosing=true;
game.pause();
})
event.player.wait();
game.pause();
}
else{
event._result=event.skillai(lib.skill.xuelunyang.createDialog(player,target,true));
}
'step 3'
player.addTempSkill(result);
player.popup(result);
game.log(player,'获得了','【'+get.translation(result)+'】');
},
},
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"jiuwei":{
trigger:{
player:"phaseEnd",
},
audio:true,
frequent:true,
equipSkill:true,
content:function (){
if(player.isDamaged()){
player.recover();
}
else{
player.draw();
}
},
},
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},
translate:{
"monkey":"猴子",
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"monkey_info":"猴子偷桃:当场上有其他角色使用【桃】时,你可以弃掉【猴子】,阻止【桃】的结算并将其收为手牌",
"mianju":"漩涡面具",
"mianju_info":"<font color=#f00>锁定技</font> 你的武将牌不能被翻面",
"shoulijian":"手里剑",
"shoulijian_info":"出牌阶段对一名距离1以外的角色使用令其弃置一张装备牌或受到一点伤害",
"kuwu":"苦无",
"kuwu_info":"<font color=#f00>锁定技</font> 每当你使用【杀】造成一次伤害,受伤角色须弃置一张牌",
"xuelunyang":"写轮眼",
"xuelunyang_info":"回合开始阶段,你可以选择一名角色,然后获得其一项技能,直到回合结束",
"jiuwei":"九尾",
"jiuwei_info":"(收集查克拉)回合结束时,若你已受伤,你可回复一点体力,否则摸一张牌",
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},
list:[
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["diamond","5","monkey"],
["heart","9","jiuwei"],
["heart","2","xuelunyang"],
["spade","6","kuwu"],
["diamond","4","shoulijian"],
["spade","4","shoulijian"],
["club","3","mianju"],
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],
}
});