noname/character/xiake.js

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import { lib, game, ui, get, ai, _status } from "../noname.js";
game.import("character", function () {
return {
name: "xiake",
character: {
// xk_dongfangweiming:['male','shu',4,[]],
xk_guyuexuan: ["male", "qun", 4, ["rouquan", "gzhenji"]],
xk_jinji: ["male", "shu", 4, ["zhongzhan", "lianpo"]],
// xk_shenxiangyun:['female','wei',3,['zhenjiu']],
xk_fujianhan: ["male", "qun", 4, ["zuijian", "zitong"]],
},
skill: {
zhongzhan: {
trigger: { source: "damageBegin" },
logTarget: "player",
check: function (event, player) {
if (
get.damageEffect(event.player, player, player) > 0 &&
get.attitude(player, event.player) < 0
) {
return player.hp > event.player.hp && player.hp >= 2;
}
return false;
},
content: function () {
player.loseHp();
trigger.num++;
},
},
rouquan: {
mod: {
selectTarget: function (card, player, range) {
if (card.name == "sha" && !player.getEquip(1) && range[1] != -1) range[1] = Infinity;
},
},
enable: "phaseUse",
position: "e",
filter: function (event, player) {
return player.hasCard(
(card) => lib.skill.rouquan.filterCard(card, player),
lib.skill.rouquan.position
);
},
filterCard: lib.filter.cardRecastable,
prompt: "将要重铸的牌置入弃牌堆并摸一张牌",
discard: false,
lose: false,
delay: false,
check: function (card, player) {
var val = get.equipValue(card);
var player = _status.event.player;
var cards = player.getCards("h", { subtype: get.subtype(card) });
for (var i = 0; i < cards.length; i++) {
if (get.equipValue(cards[i]) >= val) {
return 1;
}
}
return 0;
},
content: function () {
player.recast(cards);
},
ai: {
order: 9.5,
result: {
player: 1,
},
},
},
gzhenji: {
trigger: { source: "damageEnd" },
frequent: true,
filter: function (event, player) {
if (event._notrigger.includes(event.player)) return false;
return _status.currentPhase == player && event.card && event.card.name == "sha";
},
content: function () {
player.draw();
player.addTempSkill("gzhenji3");
},
},
gzhenji3: {
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
},
},
zitong: {
trigger: { player: "useCard" },
frequent: true,
filter: function (event, player) {
return _status.currentPhase == player && player.countUsed() == 3;
},
content: function () {
var card = get.cardPile("chuansongmen");
if (!card) {
card = game.createCard("chuansongmen");
}
player.gain(card, "gain2");
},
ai: {
threaten: 1.2,
},
},
},
translate: {
xk_dongfangweiming: "东方未明",
xk_guyuexuan: "谷月轩",
xk_jinji: "荆棘",
xk_shenxiangyun: "沈湘芸",
xk_fujianhan: "傅剑寒",
zhongzhan: "重斩",
zhongzhan_info: "每当你即将造成伤害你可失去1点体力令伤害+1。",
gzhenji: "震击",
gzhenji_info: "你使用杀造成伤害后,可以摸一张牌,并且本回合内可以额外使用一张杀。",
rouquan: "柔拳",
rouquan_info: "你可以重铸装备区内的牌;当你没有武器牌时,你的杀可以指定任意个目标。",
zitong: "通悟",
zitong_info: "当你于自己的回合内使用第三张牌时,你可以将一张传送门置于你的手牌。",
},
};
});