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:{
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zhugeliangwolong:['pangtong','huangyueying'],
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'},
viewAsFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
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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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if(player.hp>0) return false;
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},
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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"
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player.judge(ui.special);
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"step 1"
player.gain(result.card);
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player.$gain2(result.card);
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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。',
},
}