This commit is contained in:
parent
25ea4af1c2
commit
2c01bed678
301
character/ow.js
301
character/ow.js
|
@ -11,7 +11,7 @@ character.ow={
|
||||||
ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
|
ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
|
||||||
ow_chanyata:['male','qun',3,['xie','luan','sheng']],
|
ow_chanyata:['male','qun',3,['xie','luan','sheng']],
|
||||||
ow_dva:['female','qun',2,['jijia','tuijin','zihui','chongzhuang']],
|
ow_dva:['female','qun',2,['jijia','tuijin','zihui','chongzhuang']],
|
||||||
ow_mei:['female','shu',3,[]],
|
ow_mei:['female','shu',3,['shuangqiang','bingqiang','jidong']],
|
||||||
|
|
||||||
// ow_heibaihe:['female','shu',3,[]],
|
// ow_heibaihe:['female','shu',3,[]],
|
||||||
// ow_baolei:['female','shu',3,[]],
|
// ow_baolei:['female','shu',3,[]],
|
||||||
|
@ -26,6 +26,281 @@ character.ow={
|
||||||
// ow_zhaliya:['female','shu',4,[]],
|
// ow_zhaliya:['female','shu',4,[]],
|
||||||
},
|
},
|
||||||
skill:{
|
skill:{
|
||||||
|
bingqiang:{
|
||||||
|
enable:'phaseUse',
|
||||||
|
position:'he',
|
||||||
|
filterCard:function(card){
|
||||||
|
var color=get.color(card);
|
||||||
|
for(var i=0;i<ui.selected.cards.length;i++){
|
||||||
|
if(get.color(ui.selected.cards[i])!=color) return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
},
|
||||||
|
selectCard:[1,Infinity],
|
||||||
|
filterTarget:function(card,player,target){
|
||||||
|
return !target.hasSkill('bingqiang2')&&!target.hasSkill('bingqiang5')&&
|
||||||
|
!target.next.hasSkill('bingqiang2')&&!target.next.hasSkill('bingqiang5')&&
|
||||||
|
!target.previous.hasSkill('bingqiang2')&&!target.previous.hasSkill('bingqiang5');
|
||||||
|
},
|
||||||
|
check:function(card){
|
||||||
|
var player=_status.event.player;
|
||||||
|
var max=0,min=0;
|
||||||
|
for(var i=0;i<game.players.length;i++){
|
||||||
|
if(!lib.skill.bingqiang.filterTarget(null,player,game.players[i])) continue;
|
||||||
|
var num=lib.skill.bingqiang.ai.result.playerx(player,game.players[i]);
|
||||||
|
if(num>max){
|
||||||
|
max=num;
|
||||||
|
}
|
||||||
|
if(num<min){
|
||||||
|
min=num;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(max==-min){
|
||||||
|
return 5-ai.get.value(card);
|
||||||
|
}
|
||||||
|
else if(max>-min){
|
||||||
|
if(get.color(card)=='red') return 5-ai.get.value(card);
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(get.color(card)=='black') return 5-ai.get.value(card);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
changeTarget:function(player,targets){
|
||||||
|
var target=targets[0];
|
||||||
|
targets.push(target.next);
|
||||||
|
targets.push(target.previous);
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
if(get.color(cards[0])=='red'){
|
||||||
|
target.storage.bingqiang2=cards.length;
|
||||||
|
target.addSkill('bingqiang2');
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
target.storage.bingqiang5=cards.length;
|
||||||
|
target.addSkill('bingqiang5');
|
||||||
|
}
|
||||||
|
if(!player.storage.bingqiang){
|
||||||
|
player.storage.bingqiang=[];
|
||||||
|
}
|
||||||
|
player.storage.bingqiang.add(target);
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
order:11,
|
||||||
|
result:{
|
||||||
|
playerx:function(player,target){
|
||||||
|
return ai.get.attitude(player,target)+ai.get.attitude(player,target.next)+ai.get.attitude(player,target.previous);
|
||||||
|
},
|
||||||
|
player:function(player,target){
|
||||||
|
var num=lib.skill.bingqiang.ai.result.playerx(player,target);
|
||||||
|
if(ui.selected.cards.length){
|
||||||
|
if(get.color(ui.selected.cards[0])=='black'){
|
||||||
|
return -num;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
return num;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
group:'bingqiang_remove'
|
||||||
|
},
|
||||||
|
bingqiang_remove:{
|
||||||
|
trigger:{player:['phaseBegin','dieBegin']},
|
||||||
|
forced:true,
|
||||||
|
popup:false,
|
||||||
|
filter:function(event,player){
|
||||||
|
return player.storage.bingqiang&&player.storage.bingqiang.length>0;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
for(var i=0;i<player.storage.bingqiang.length;i++){
|
||||||
|
player.storage.bingqiang[i].removeSkill('bingqiang2');
|
||||||
|
player.storage.bingqiang[i].removeSkill('bingqiang5');
|
||||||
|
}
|
||||||
|
player.storage.bingqiang=[];
|
||||||
|
}
|
||||||
|
},
|
||||||
|
bingqiang_old:{
|
||||||
|
trigger:{global:'phaseBegin'},
|
||||||
|
direct:true,
|
||||||
|
filter:function(event,player){
|
||||||
|
return player.num('he')>0;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
'step 0'
|
||||||
|
var goon=false;
|
||||||
|
var goon2=false;
|
||||||
|
var att=ai.get.attitude(player,trigger.player);
|
||||||
|
if(att>0){
|
||||||
|
if(trigger.player.hp==1) goon=true;
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(Math.random()<0.5) goon=true;
|
||||||
|
}
|
||||||
|
if(Math.random()<0.3) goon2=true;
|
||||||
|
player.chooseToDiscard([1,player.num('h')],'he','是否对'+get.translation(trigger.player)+'发动【冰墙】?').set('logSkill',['bingqiang',trigger.player]).ai=function(card){
|
||||||
|
if(ui.selected.cards.length) return 0;
|
||||||
|
if(goon) return 6-ai.get.value(card);
|
||||||
|
if(goon2) return 4-ai.get.value(card);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
'step 1'
|
||||||
|
if(result.bool){
|
||||||
|
var num=result.cards.length;
|
||||||
|
event.num=num;
|
||||||
|
player.chooseControl('选项一','选项二','选项三','选项四',function(){
|
||||||
|
if(ai.get.attitude(player,trigger.player)>0){
|
||||||
|
if(Math.random()<0.7) return '选项一';
|
||||||
|
return '选项三';
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(Math.random()<0.7) return '选项四';
|
||||||
|
return '选项二';
|
||||||
|
}
|
||||||
|
return '';
|
||||||
|
}).set('prompt','冰墙<br><br><div class="text center">选项一:防御距离+'+num+
|
||||||
|
'</div><br><div class="text center">选项二:防御距离-'+num+
|
||||||
|
'</div><br><div class="text center">选项三:进攻距离+'+num+
|
||||||
|
'</div><br><div class="text center">选项四:进攻距离-'+num+'</div>');
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
event.finish();
|
||||||
|
}
|
||||||
|
'step 2'
|
||||||
|
switch(result.control){
|
||||||
|
case '选项一':{
|
||||||
|
trigger.player.storage.bingqiang2=event.num;
|
||||||
|
trigger.player.addTempSkill('bingqiang2',{player:'phaseBegin'});
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case '选项二':{
|
||||||
|
trigger.player.storage.bingqiang3=event.num;
|
||||||
|
trigger.player.addTempSkill('bingqiang3',{player:'phaseBegin'});
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case '选项三':{
|
||||||
|
trigger.player.storage.bingqiang4=event.num;
|
||||||
|
trigger.player.addTempSkill('bingqiang4',{player:'phaseBegin'});
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case '选项四':{
|
||||||
|
trigger.player.storage.bingqiang5=event.num;
|
||||||
|
trigger.player.addTempSkill('bingqiang5',{player:'phaseBegin'});
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
expose:0.1
|
||||||
|
}
|
||||||
|
},
|
||||||
|
bingqiang2:{
|
||||||
|
mark:true,
|
||||||
|
intro:{
|
||||||
|
content:function(storage){
|
||||||
|
return '防御距离+'+storage;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
mod:{
|
||||||
|
globalTo:function(from,to,distance){
|
||||||
|
if(typeof to.storage.bingqiang2=='number') return distance+to.storage.bingqiang2;
|
||||||
|
},
|
||||||
|
}
|
||||||
|
},
|
||||||
|
bingqiang3:{
|
||||||
|
mark:true,
|
||||||
|
intro:{
|
||||||
|
content:function(storage){
|
||||||
|
return '防御距离-'+storage;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
mod:{
|
||||||
|
globalTo:function(from,to,distance){
|
||||||
|
if(typeof to.storage.bingqiang3=='number') return distance-to.storage.bingqiang3;
|
||||||
|
},
|
||||||
|
}
|
||||||
|
},
|
||||||
|
bingqiang4:{
|
||||||
|
mark:true,
|
||||||
|
intro:{
|
||||||
|
content:function(storage){
|
||||||
|
return '进攻距离+'+storage;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
mod:{
|
||||||
|
globalFrom:function(from,to,distance){
|
||||||
|
if(typeof from.storage.bingqiang4=='number') return distance-from.storage.bingqiang4;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
bingqiang5:{
|
||||||
|
mark:true,
|
||||||
|
intro:{
|
||||||
|
content:function(storage){
|
||||||
|
return '进攻距离-'+storage;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
mod:{
|
||||||
|
globalFrom:function(from,to,distance){
|
||||||
|
if(typeof from.storage.bingqiang5=='number') return distance+from.storage.bingqiang5;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
shuangqiang:{
|
||||||
|
trigger:{source:'damageBegin'},
|
||||||
|
check:function(event,player){
|
||||||
|
var att=ai.get.attitude(player,event.target);
|
||||||
|
if(event.target.hp==1) return att>0;
|
||||||
|
return att<=0;
|
||||||
|
},
|
||||||
|
filter:function(event,player){
|
||||||
|
return !event.player.isTurnedOver()&&event.num>0;
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
trigger.num--;
|
||||||
|
trigger.player.draw();
|
||||||
|
trigger.player.turnOver();
|
||||||
|
}
|
||||||
|
},
|
||||||
|
jidong:{
|
||||||
|
trigger:{global:'phaseEnd'},
|
||||||
|
filter:function(event,player){
|
||||||
|
return player.hp==1&&!player.isTurnedOver();
|
||||||
|
},
|
||||||
|
content:function(){
|
||||||
|
'step 0'
|
||||||
|
player.turnOver();
|
||||||
|
player.recover(2);
|
||||||
|
'step 1'
|
||||||
|
if(player.isTurnedOver()){
|
||||||
|
player.addTempSkill('jidong2',{player:'turnOverAfter'});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
jidong2:{
|
||||||
|
trigger:{player:'damageBefore'},
|
||||||
|
forced:true,
|
||||||
|
content:function(){
|
||||||
|
trigger.untrigger();
|
||||||
|
trigger.finish();
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
nofire:true,
|
||||||
|
nothunder:true,
|
||||||
|
nodamage:true,
|
||||||
|
effect:{
|
||||||
|
target:function(card,player,target,current){
|
||||||
|
if(get.tag(card,'damage')) return [0,0];
|
||||||
|
}
|
||||||
|
},
|
||||||
|
},
|
||||||
|
mod:{
|
||||||
|
targetEnabled:function(card,player,target){
|
||||||
|
if(player!=target) return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
chongzhuang:{
|
chongzhuang:{
|
||||||
trigger:{source:'damageEnd'},
|
trigger:{source:'damageEnd'},
|
||||||
forced:true,
|
forced:true,
|
||||||
|
@ -52,9 +327,10 @@ character.ow={
|
||||||
usable:1,
|
usable:1,
|
||||||
unique:true,
|
unique:true,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(!(player.storage.jijia>0)) return false;
|
if(player.storage.jijia>0){
|
||||||
for(var i=0;i<game.players.length;i++){
|
for(var i=0;i<game.players.length;i++){
|
||||||
if(get.distance(player,game.players[i])>1) return true;
|
if(get.distance(player,game.players[i])>1) return true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
},
|
},
|
||||||
|
@ -153,7 +429,7 @@ character.ow={
|
||||||
line:'fire',
|
line:'fire',
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
target.chooseToDiscard(player.storage.jijia,'弃置'+get.cnNumber(player.storage.jijia)+'张牌,或受到2点火焰伤害').ai=function(card){
|
target.chooseToDiscard(player.storage.jijia,'he','弃置'+get.cnNumber(player.storage.jijia)+'张牌,或受到2点火焰伤害').ai=function(card){
|
||||||
if(target.hasSkillTag('nofire')) return 0;
|
if(target.hasSkillTag('nofire')) return 0;
|
||||||
if(get.type(card)!='basic') return 11-ai.get.value(card);
|
if(get.type(card)!='basic') return 11-ai.get.value(card);
|
||||||
if(target.hp>4) return 7-ai.get.value(card);
|
if(target.hp>4) return 7-ai.get.value(card);
|
||||||
|
@ -1340,6 +1616,20 @@ character.ow={
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
translate:{
|
translate:{
|
||||||
|
shuangqiang:'霜枪',
|
||||||
|
shuangqiang_info:'每当你对一名未翻面的角色造成伤害,你可以令伤害-1,然后令受伤害角色翻面',
|
||||||
|
bingqiang:'冰墙',
|
||||||
|
bingqiang2:'冰墙',
|
||||||
|
bingqiang2_bg:'墙',
|
||||||
|
bingqiang3:'冰墙',
|
||||||
|
bingqiang3_bg:'墙',
|
||||||
|
bingqiang4:'冰墙',
|
||||||
|
bingqiang4_bg:'墙',
|
||||||
|
bingqiang5:'冰墙',
|
||||||
|
bingqiang5_bg:'墙',
|
||||||
|
bingqiang_info:'出牌阶段,你可以弃置X张红色牌令一名角色和其相邻角色的防御离+X,或弃置X张黑色牌令一名角色和其相邻角色的进攻离-X,效果持续到你的下个回合开始',
|
||||||
|
jidong:'急冻',
|
||||||
|
jidong_info:'在一名角色的回合结束阶段,若你的体力值为1,你可以翻面并回复两点体力,在你的武将牌翻至正面前,你防止所有伤害,也不能成为其他角色卡牌的目标',
|
||||||
jijia:'机甲',
|
jijia:'机甲',
|
||||||
jijia_info:'锁定技,游戏开始时,你获得一个体力为4的机甲;你的手牌上限为你和机甲的体力之和;你受到的伤害由机甲承担',
|
jijia_info:'锁定技,游戏开始时,你获得一个体力为4的机甲;你的手牌上限为你和机甲的体力之和;你受到的伤害由机甲承担',
|
||||||
zihui:'自毁',
|
zihui:'自毁',
|
||||||
|
@ -1406,5 +1696,6 @@ character.ow={
|
||||||
ow_yuanshi:'源氏',
|
ow_yuanshi:'源氏',
|
||||||
ow_chanyata:'禅雅塔',
|
ow_chanyata:'禅雅塔',
|
||||||
ow_dva:'DVA',
|
ow_dva:'DVA',
|
||||||
|
ow_mei:'小美',
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -8790,6 +8790,9 @@
|
||||||
if(next.cards==undefined){
|
if(next.cards==undefined){
|
||||||
next.cards=[];
|
next.cards=[];
|
||||||
}
|
}
|
||||||
|
if(next.skill&&get.info(next.skill)&&get.info(next.skill).changeTarget){
|
||||||
|
get.info(next.skill).changeTarget(next.player,next.targets);
|
||||||
|
}
|
||||||
if(next.targets){
|
if(next.targets){
|
||||||
for(var i=0;i<next.targets.length;i++){
|
for(var i=0;i<next.targets.length;i++){
|
||||||
if(ai.get.attitude(this,next.targets[i])>=-1&&ai.get.attitude(this,next.targets[i])<0){
|
if(ai.get.attitude(this,next.targets[i])>=-1&&ai.get.attitude(this,next.targets[i])<0){
|
||||||
|
@ -17051,7 +17054,7 @@
|
||||||
var custom=event.custom||{};
|
var custom=event.custom||{};
|
||||||
var ok=true,auto=true;
|
var ok=true,auto=true;
|
||||||
var player=event.player;
|
var player=event.player;
|
||||||
if(!event.filterButton&&!event.filterCard&&!event.filterTarget&&!event.skill){
|
if(!event.filterButton&&!event.filterCard&&!event.filterTarget&&(!event.skill||!event._backup)){
|
||||||
if(event.choosing){
|
if(event.choosing){
|
||||||
_status.imchoosing=true;
|
_status.imchoosing=true;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue