noname/character/old.js

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character.old={
character:{
zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
masu:['male','shu',3,['xinzhan','huilei']],
xushu:['male','shu',3,['wuyan','jujian']],
fazheng:['male','shu',3,['enyuan','xuanhuo']],
liru:['male','qun',3,['juece','mieji','fencheng']],
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yujin:['male','wei',4,['yizhong']],
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lusu:['male','wu',3,['haoshi','dimeng']],
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yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
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old_zhonghui:['male','wei',3,['zzhenggong','zquanji','zbaijiang']],
old_xusheng:['male','wu',4,['pojun']],
old_zhuran:['male','wu',4,['olddanshou']],
old_lingtong:['male','wu',4,['oldxuanfeng']],
old_madai:['male','shu',4,['mashu','oldqianxi']],
old_caoxiu:['male','wei',4,['taoxi']],
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old_huaxiong:['male','qun',6,['shiyong']],
old_wangyi:['female','wei',3,['oldzhenlie','oldmiji']],
old_caozhen:['male','wei',4,['sidi']],
old_quancong:['male','wu',4,['zhenshan']],
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old_yuanshu:['male','qun',4,['yongsi','weidi']],
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},
skill:{
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zhenshan:{
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})&&!!event.filterCard({name:'sha'})) return false;
if(player.hasSkill('zhenshan2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
}
return false;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('zhenshan'),function(card,player,target){
return target.num('h')<player.num('h');
}).set('ai',function(target){
return ai.get.attitude(player,target)
});
"step 1"
if(result.bool){
trigger.untrigger();
trigger.responded=true;
if(trigger.filterCard({name:'shan'})){
trigger.result={bool:true,card:{name:'shan'}}
}
else{
trigger.result={bool:true,card:{name:'sha'}}
}
player.logSkill('zhenshan',result.targets);
player.addTempSkill('zhenshan2','phaseAfter');
event.target=result.targets[0];
event.cards0=player.get('h');
event.cards1=event.target.get('h');
player.lose(event.cards0,ui.special);
event.target.lose(event.cards1,ui.special);
}
else{
event.finish();
}
"step 2"
player.gain(event.cards1,event.target);
event.target.gain(event.cards0,player);
player.$give(event.cards0.length,event.target);
event.target.$give(event.cards1.length,player);
game.delay();
},
group:['zhenshan_sha','zhenshan_tao','zhenshan_jiu']
},
zhenshan2:{},
zhenshan_sha:{
enable:'chooseToUse',
viewAs:{name:'sha'},
log:false,
viewAsFilter:function(player){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
}
return false;
},
precontent:function(){
'step 0'
player.chooseTarget('选择交换手牌的目标',function(card,player,target){
return target.num('h')<player.num('h')
},true).ai=function(target){
return ai.get.attitude(player,target);
}
player.addTempSkill('zhenshan2','phaseAfter');
'step 1'
if(result.bool){
player.logSkill('zhenshan_sha',result.targets);
event.target=result.targets[0];
event.cards0=player.get('h');
event.cards1=event.target.get('h');
player.lose(event.cards0,ui.special);
event.target.lose(event.cards1,ui.special);
}
else{
event.finish();
}
'step 2'
player.gain(event.cards1,event.target);
event.target.gain(event.cards0,player);
player.$give(event.cards0.length,event.target);
event.target.$give(event.cards1.length,player);
},
filterCard:function(card){
return false;
},
selectCard:-1,
ai:{
skillTagFilter:function(player,tag,arg){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
}
return false;
},
order:function(){
var player=_status.event.player;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('h')<nh){
return 2.9;
}
}
return 0;
},
respondSha:true,
},
},
zhenshan_tao:{
enable:'chooseToUse',
viewAs:{name:'tao'},
viewAsFilter:function(player){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
}
return false;
},
log:false,
precontent:function(){
'step 0'
player.chooseTarget('选择交换手牌的目标',function(card,player,target){
return target.num('h')<player.num('h')
},true).ai=function(target){
return ai.get.attitude(player,target);
}
player.addTempSkill('zhenshan2','phaseAfter');
'step 1'
if(result.bool){
player.logSkill('zhenshan_tao',result.targets);
event.target=result.targets[0];
event.cards0=player.get('h');
event.cards1=event.target.get('h');
player.lose(event.cards0,ui.special);
event.target.lose(event.cards1,ui.special);
}
else{
event.finish();
}
'step 2'
player.gain(event.cards1,event.target);
event.target.gain(event.cards0,player);
player.$give(event.cards0.length,event.target);
event.target.$give(event.cards1.length,player);
},
filterCard:function(card){
return false;
},
selectCard:-1,
ai:{
skillTagFilter:function(player,tag,arg){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
}
return false;
},
order:function(){
var player=_status.event.player;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('h')<nh){
return _status.event.type=='dying'?0.5:4;
}
}
return 0;
},
save:true,
},
},
zhenshan_jiu:{
enable:'chooseToUse',
viewAs:{name:'jiu'},
viewAsFilter:function(player){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
}
return false;
},
log:false,
precontent:function(){
'step 0'
player.chooseTarget('选择交换手牌的目标',function(card,player,target){
return target.num('h')<player.num('h')
},true).ai=function(target){
return ai.get.attitude(player,target);
}
player.addTempSkill('zhenshan2','phaseAfter');
'step 1'
if(result.bool){
player.logSkill('zhenshan_jiu',result.targets);
event.target=result.targets[0];
event.cards0=player.get('h');
event.cards1=event.target.get('h');
player.lose(event.cards0,ui.special);
event.target.lose(event.cards1,ui.special);
}
else{
event.finish();
}
'step 2'
player.gain(event.cards1,event.target);
event.target.gain(event.cards0,player);
player.$give(event.cards0.length,event.target);
event.target.$give(event.cards1.length,player);
},
filterCard:function(card){
return false;
},
selectCard:-1,
ai:{
skillTagFilter:function(player,tag,arg){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<nh) return true;
}
return false;
},
order:0,
save:true,
},
},
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oldzhenlie:{
audio:'zhenlie',
trigger:{player:'judge'},
check:function(event,player){
return event.judge(player.judging[0])<0;
},
content:function(){
var card=get.cards()[0];
player.$throw(card);
card.clone.classList.add('thrownhighlight');
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
ui.discardPile.appendChild(trigger.player.judging[0]);
trigger.player.judging[0]=card;
trigger.position.appendChild(card);
game.log(trigger.player,'的判定牌改为',card);
game.delay(2);
},
},
oldmiji:{
trigger:{player:['phaseBegin','phaseEnd']},
filter:function(event,player){
return player.isDamaged();
},
content:function(){
'step 0'
player.judge(function(card){
return get.color(card)=='black'?1:-1;
});
'step 1'
if(result.bool&&player.maxHp>player.hp){
var cards=get.cards(player.maxHp-player.hp);
event.cards=cards;
var dialog=ui.create.dialog('选择获得卡牌的目标',cards,'hidden');
dialog.classList.add('noselect');
player.chooseTarget(true,dialog).ai=function(target){
return ai.get.attitude(player,target)/Math.sqrt(1+target.num('h'));
}
}
else{
event.finish();
}
'step 2'
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player.line(result.targets);
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result.targets[0].gain(event.cards,'draw');
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&target.hp==target.maxHp-1) return [0,0];
if(target.hasFriend()){
if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp==target.maxHp) return [0,1];
}
}
},
threaten:function(player,target){
if(target.hp==1) return 3;
if(target.hp==2) return 2;
return 1;
},
}
},
shiyong:{
audio:2,
trigger:{player:'damageEnd'},
forced:true,
check:function(){
return false;
},
filter:function(event,player){
return event.card.name=='sha'&&(get.color(event.card)=='red'||event.player.hasSkill('jiu'));
},
content:function(){
player.loseMaxHp();
}
},
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oldqianxi:{
trigger:{source:'damageBefore'},
check:function(event,player){
var att=ai.get.attitude(player,event.player);
if(event.player.hp==event.player.maxHp) return att<0;
if(event.player.hp==event.player.maxHp-1&&
(event.player.maxHp<=3||event.player.hasSkillTag('maixie'))) return att<0;
return att>0;
},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&get.distance(player,event.player)<=1;
},
logTarget:'player',
content:function(){
'step 0'
player.judge(function(card){
return get.suit(card)!='heart'?1:-1;
});
'step 1'
if(result.bool){
trigger.untrigger();
trigger.finish();
trigger.player.loseMaxHp(true);
}
}
},
oldxuanfeng:{
audio:'xuanfeng',
trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget(get.prompt('xuanfeng'),function(card,player,target){
if(target==player) return false;
return get.distance(player,target)<=1||player.canUse('sha',target,false);
}).set('ai',function(target){
if(get.distance(player,target)<=1){
return ai.get.damageEffect(target,player,player)*2;
}
else{
return ai.get.effect(target,{name:'sha'},player,player);
}
});
"step 1"
if(result.bool){
player.logSkill('xuanfeng',result.targets);
var target=result.targets[0];
var distance=get.distance(player,target);
if(distance<=1&&player.canUse('sha',target,false)){
player.chooseControl('出杀','造成伤害').ai=function(){
return '造成伤害';
}
event.target=target;
}
else if(distance<=1){
target.damage();
event.finish();
}
else{
player.useCard({name:'sha'},target,false).animate=false;
game.delay();
event.finish();
}
}
else{
event.finish();
}
"step 2"
var target=event.target;
if(result.control=='出杀'){
player.useCard({name:'sha'},target,false).animate=false;
game.delay();
}
else{
target.damage();
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
},
noe:true
}
},
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},
translate:{
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old_yuanshu:'旧袁术',
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old_xusheng:'旧徐盛',
old_lingtong:'旧凌统',
old_zhuran:'旧朱然',
old_madai:'旧马岱',
old_caoxiu:'旧曹休',
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old_huaxiong:'旧华雄',
old_wangyi:'旧王异',
old_caozhen:'旧曹真',
old_quancong:'旧全琮',
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zhenshan:'振赡',
zhenshan_sha:'赡杀',
zhenshan_tao:'赡桃',
zhenshan_jiu:'赡酒',
zhenshan_info:'每名角色的回合限一次,每当你需要使用或打出一张基本牌时,你可以与一名手牌数少于你的角色交换手牌。若如此做,视为你使用或打出了此牌',
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oldzhenlie:'贞烈',
oldzhenlie_info:'在你的判定牌生效前,你可以亮出牌堆顶的一张牌代替之',
oldmiji:'秘计',
oldmiji_info:'准备/结束阶段开始时若你已受伤你可以判定若判定结果为黑色你观看牌堆顶的X张牌X为你已损失的体力值然后将这些牌交给一名角色',
shiyong:'恃勇',
shiyong_info:'锁定技当你受到一次红色【杀】或【酒】【杀】造成的伤害后须减1点体力上限',
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oldqianxi:'潜袭',
oldqianxi_info:'当你使用【杀】对距离为1的目标角色造成伤害时你可以进行一次判定若判定结果不为红桃你防止此伤害令其减1点体力上限',
oldxuanfeng:'旋风',
oldxuanfeng_info:'每当你失去一次装备区里的牌时你可以执行下列两项中的一项1.视为对任意一名其他角色使用一张【杀】此【杀】不计入每回合的使用限制2.对与你距离1以内的一名其他角色造成一点伤害',
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}
}