606 lines
23 KiB
JavaScript
606 lines
23 KiB
JavaScript
character.jiange={
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character:{
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jg_pangtong:['male','shu',3,['qiwu','tianyu'],['fullskin']],
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jg_huangyueying:['female','shu',3,['zhinang','jingmiao'],['fullskin']],
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jg_zhugeliang:['male','shu',3,['biantian','bazhen'],['fullskin']],
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jg_liubei:['male','shu',4,['jizhen','lingfeng'],['fullskin']],
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jg_xiahouyuan:['male','wei',4,['shensu','juechen'],['fullskin']],
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jg_caozhen:['male','wei',4,['chiying','jingfan'],['fullskin']],
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jg_zhanghe:['male','wei',4,['huodi','jueji'],['fullskin']],
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jg_simayi:['male','wei',6,['xuanlei','sfanshi','konghun'],['fullskin']],
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},
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skill:{
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sfanshi:{
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init:function(player){
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player.maxHp=Math.floor(game.players.length/2)+2;
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player.hp=player.maxHp;
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player.update();
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},
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trigger:{global:'dieAfter'},
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forced:true,
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content:function(){
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player.maxHp=Math.floor(game.players.length/2)+2;
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player.hp=Math.min(player.hp,player.maxHp);
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player.update();
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},
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group:'sfanshi2',
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ai:{
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mingzhi:false
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}
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},
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sfanshi2:{
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trigger:{player:'phaseEnd'},
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forced:true,
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check:function(){
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return false;
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},
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content:function(){
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player.loseHp();
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}
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},
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konghun:{
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trigger:{player:'phaseUseBegin'},
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direct:true,
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filter:function(event,player){
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return player.hp<=Math.floor(game.players.length/3);
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},
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content:function(){
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"step 0"
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player.chooseTarget('是否发动【控魂】?',function(card,player,target){
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return player!=target;
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},[1,Math.floor(game.players.length/2)]).ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder')+1;
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}
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"step 1"
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if(result.bool){
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event.targets=result.targets.slice(0);
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player.logSkill('konghun',event.targets,'thunder');
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event.targets.sort(lib.sort.seat);
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event.num=0;
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}
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else{
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event.finish();
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}
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"step 2"
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if(event.num<event.targets.length){
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event.targets[event.num].damage('thunder');
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event.num++;
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event.redo();
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}
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"step 3"
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player.recover(event.targets.length);
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}
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},
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xuanlei:{
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('j')) return true;
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}
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return false;
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},
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content:function(){
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"step 0"
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event.targets=[];
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('j')){
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event.targets.push(game.players[i]);
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}
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}
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event.targets.sort(lib.sort.seat);
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"step 1"
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if(event.targets.length){
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event.targets.shift().damage('thunder');
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}
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}
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},
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jueji:{
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trigger:{global:'phaseDrawBegin'},
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direct:true,
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filter:function(event,player){
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return event.num>0&&event.player!=player&&event.player.hp<event.player.maxHp&&player.num('he');
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},
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content:function(){
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"step 0"
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player.chooseToDiscard('he','是否弃置一张牌令'+get.translation(trigger.player)+'的摸牌数-1?').ai=function(card){
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if(ai.get.attitude(player,trigger.player)<0){
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return 6-ai.get.value(card);
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}
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return 0;
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}
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"step 1"
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if(result.bool){
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player.logSkill('jueji',trigger.player);
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trigger.num--;
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}
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},
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ai:{
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expose:0.2,
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threaten:1.8
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}
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},
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huodi:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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return !player.skills.contains('huodi3');
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},
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content:function(){
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"step 0"
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player.chooseTarget('是否发动【惑敌】?',function(card,player,target){
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return target.num('he')&&player!=target;
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}).ai=function(target){
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return -ai.get.attitude(player,target);
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}
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"step 1"
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if(result.bool){
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player.logSkill('huodi',result.targets);
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player.discardPlayerCard(result.targets[0],true,'he');
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}
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},
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ai:{
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expose:0.2,
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threaten:1.2
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},
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group:'huodi2'
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},
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huodi2:{
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trigger:{player:'useCard'},
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filter:function(event,player){
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return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
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},
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silent:true,
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forced:true,
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popup:false,
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content:function(){
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player.addTempSkill('huodi3','phaseAfter');
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}
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},
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huodi3:{},
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jingfan:{
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trigger:{player:'phaseUseEnd'},
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unique:true,
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direct:true,
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content:function(){
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"step 0"
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var num=get.cardCount(true,player)-player.num('h');
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event.num=num;
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if(num>0){
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player.draw(num);
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}
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"step 1"
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if(event.num>0){
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player.chooseTarget('选择至多'+get.cnNumber(event.num)+'名角色令其与其他角色的距离-1',[1,event.num],function(card,player,target){
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return player!=target;
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}).ai=function(target){
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return ai.get.attitude(player,target);
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}
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}
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else{
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event.finish();
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}
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"step 2"
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if(result.bool&&result.targets){
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player.logSkill('jingfan',result.targets);
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for(var i=0;i<result.targets.length;i++){
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result.targets[i].addSkill('jingfan2');
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result.targets[i].popup('jingfan');
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}
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}
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},
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mod:{
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globalFrom:function(from,to,distance){
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if(_status.currentPhase==from){
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return distance-get.cardCount(true,from);
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}
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}
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},
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ai:{
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expose:0.1
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}
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},
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jingfan2:{
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mod:{
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globalFrom:function(from,to,distance){
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return distance-1;
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}
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},
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trigger:{player:'phaseEnd'},
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forced:true,
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content:function(){
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player.removeSkill('jingfan2');
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}
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},
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chiying:{
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trigger:{global:'damageBegin'},
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check:function(event,player){
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return ai.get.attitude(player,event.player)>0;
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},
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filter:function(event,player){
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if(event.num<=1) return false;
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return true;
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},
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priority:-11,
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content:function(){
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trigger.num=1;
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if(trigger.source){
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trigger.source.addTempSkill('chiying2','damageAfter');
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}
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}
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},
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chiying2:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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content:function(){
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player.draw();
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}
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},
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juechen:{
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trigger:{player:'useCard'},
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filter:function(event,player){
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return event.card.name=='sha';
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},
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direct:true,
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content:function(){
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"step 0"
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game.delay(0.5);
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player.chooseTarget('是否发动【绝尘】?',function(card,player,target){
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return player!=target&&!trigger.targets.contains(target)&&target.num('he')>0;
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}).ai=function(target){
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return -ai.get.attitude(player,target);
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}
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"step 1"
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if(result.bool){
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player.logSkill('juechen',result.targets);
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player.discardPlayerCard(true,result.targets[0],'he');
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}
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}
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},
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lingfeng:{
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trigger:{player:'phaseDrawBefore'},
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check:function(event,player){
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for(i=0;i<game.players.length;i++){
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if(player!=game.players[i]){
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if(ai.get.attitude(player,game.players[i])<0) return true;
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}
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}
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return false;
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},
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content:function(){
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"step 0"
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trigger.untrigger();
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trigger.finish();
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event.cards=get.cards(2);
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player.showCards(event.cards);
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"step 1"
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if(get.color(event.cards[0])!=get.color(event.cards[1])){
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player.chooseTarget('是否弃置一名角色一张牌?',function(card,player,target){
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return player!=target&&target.num('he')>0;
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}).ai=function(target){
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return -ai.get.attitude(player,target);
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}
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}
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"step 2"
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if(result.bool&&result.targets&&result.targets.length){
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player.discardPlayerCard(result.targets[0],'he',true);
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}
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"step 3"
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player.gain(event.cards);
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player.$draw(event.cards);
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game.delay();
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},
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ai:{
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threaten:1.1
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}
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},
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biantian4:{
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trigger:{player:'dieBegin'},
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forced:true,
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popup:false,
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content:function(){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].skills.contains('biantian3')){
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game.players[i].removeSkill('biantian3');
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game.players[i].popup('biantian3');
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}
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}
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}
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},
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biantian:{
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trigger:{player:'phaseBegin'},
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forced:true,
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unique:true,
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group:'biantian4',
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content:function(){
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"step 0"
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player.removeSkill('biantian2');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].skills.contains('biantian3')){
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game.players[i].removeSkill('biantian3');
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game.players[i].popup('biantian3');
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}
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}
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player.judge(function(card){
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if(get.color(card)=='red') return 1;
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if(get.suit(card)=='spade') return 3;
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return -1;
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});
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"step 1"
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if(result.color=='red'){
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player.chooseTarget('选择至多三名角色获得狂风标记',[1,3],function(card,player,target){
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return player!=target;
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}).ai=function(target){
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if(target.hasSkillTag('nofire')) return 0;
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return -ai.get.attitude(player,target);
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};
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}
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else{
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event.finish();
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if(result.suit=='spade'){
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player.addSkill('biantian2');
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}
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}
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"step 2"
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if(result.bool&&result.targets){
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for(var i=0;i<result.targets.length;i++){
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result.targets[i].addSkill('biantian3');
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result.targets[i].popup('kuangfeng');
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}
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player.logSkill('kuangfeng',result.targets,'fire');
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}
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}
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},
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biantian2:{
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trigger:{player:'damageBefore'},
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filter:function(event){
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if(event.nature!='thunder') return true;
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return false;
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},
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forced:true,
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content:function(){
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trigger.untrigger();
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trigger.finish();
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},
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ai:{
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nofire:true,
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nodamage:true,
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
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}
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}
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}
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},
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biantian3:{
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trigger:{player:'damageBegin'},
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filter:function(event){
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if(event.nature=='fire') return true;
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return false;
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},
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forced:true,
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content:function(){
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trigger.num++;
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'fireDamage')) return 1.5;
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}
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}
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}
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},
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jingmiao:{
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trigger:{global:'useCardAfter'},
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direct:true,
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filter:function(event,player){
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return event.player!=player&&event.card.name=='wuxie'&&event.player.num('he')>0;
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},
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content:function(){
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"step 0"
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player.choosePlayerCard(trigger.player,'是否发动【精妙】弃置'+
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get.translation(trigger.player)+'一张牌?','he');
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"step 1"
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if(result.bool){
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player.logSkill('jingmiao',trigger.player);
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trigger.player.discard(result.links);
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}
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},
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ai:{
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expose:0.2
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}
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},
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zhinang:{
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trigger:{player:'phaseBegin'},
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frequent:true,
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content:function(){
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"step 0"
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event.cards=get.cards(3);
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event.cards2=[];
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for(var i=0;i<event.cards.length;i++){
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var type=get.type(event.cards[i]);
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if(type=='trick'||type=='equip'){
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event.cards2.push(event.cards[i]);
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}
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}
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if(!event.isMine()){
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player.showCards(event.cards);
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}
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"step 1"
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if(event.cards2.length==0){
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event.finish();
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}
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else{
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var dialog=ui.create.dialog('将三张牌中的锦囊牌或装备牌交给一名角色','hidden');
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dialog.add(event.cards);
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for(var i=0;i<dialog.buttons.length;i++){
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if(event.cards2.contains(dialog.buttons[i].link)){
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dialog.buttons[i].style.opacity=1;
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}
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else{
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dialog.buttons[i].style.opacity=0.5;
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}
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}
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var next=player.chooseTarget(true,dialog);
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next.ai=function(target){
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if(player.num('j','lebu')){
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if(target==player) return 0.1;
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}
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var att=ai.get.attitude(player,target);
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if(player.num('h')>player.hp){
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if(target==player) return Math.max(1,att-2);
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}
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if(target==player) return att+5;
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return att;
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}
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}
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"step 2"
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if(result&&result.targets&&result.targets.length){
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event.target=result.targets[0];
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}
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if(event.cards2.length){
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event.target.gain(event.cards2,'gain2');
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}
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},
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ai:{
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threaten:1.3
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}
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},
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qiwu:{
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trigger:{player:'useCard'},
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forced:true,
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filter:function(event,player){
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return get.suit(event.card)=='club'&&player.hp<player.maxHp;
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},
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content:function(){
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player.recover();
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}
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},
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tianyu:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(!game.players[i].isLinked()&&player!=game.players[i]){
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return true;
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}
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}
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},
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content:function(){
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"step 0"
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(!game.players[i].isLinked()&&player!=game.players[i]){
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num++;
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}
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}
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player.chooseTarget('是否发动【天狱】?',[1,num],function(card,player,target){
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return !target.isLinked()&&player!=target;
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}).ai=function(target){
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return -ai.get.attitude(player,target);
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}
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"step 1"
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if(result.bool){
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player.logSkill('tianyu',result.targets);
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event.targets=result.targets;
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event.num=0;
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}
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else{
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event.finish();
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}
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"step 2"
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if(event.num<event.targets.length){
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event.targets[event.num].link();
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event.num++;
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event.redo();
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}
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},
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ai:{
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expose:0.3
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}
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},
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jizhen:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp&&player!=game.players[i]){
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return true;
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}
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}
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},
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content:function(){
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"step 0"
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var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isLinked()&&player!=game.players[i]){
|
||
num++;
|
||
}
|
||
}
|
||
player.chooseTarget('是否发动【激阵】?',[1,2],function(card,player,target){
|
||
return target.hp<target.maxHp&&player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('jizhen',result.targets);
|
||
game.asyncDraw(result.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.3
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
jg_pangtong:'浴火士元',
|
||
jg_huangyueying:'工神月英',
|
||
jg_zhugeliang:'天侯孔明',
|
||
jg_liubei:'烈帝玄德',
|
||
jg_xiahouyuan:'绝尘妙才',
|
||
jg_caozhen:'佳人子丹',
|
||
jg_zhanghe:'巧魁儁乂',
|
||
jg_simayi:'断狱仲达',
|
||
qiwu:'栖梧',
|
||
tianyu:'天狱',
|
||
zhinang:'智囊',
|
||
jingmiao:'精妙',
|
||
biantian:'变天',
|
||
biantian2:'大雾',
|
||
biantian3:'狂风',
|
||
jizhen:'激阵',
|
||
xuanlei:'玄雷',
|
||
xuanlei_info:'锁定技,准备阶段,你令所有判定区内有牌的其他角色受到1点雷电伤害',
|
||
sfanshi:'反噬',
|
||
sfanshi2:'反噬',
|
||
sfanshi_info:'锁定技,你的体力上限为场上存活角色数的一半+2(向下取整),结束阶段,你失去1点体力',
|
||
konghun:'控魂',
|
||
konghun_info:'出牌阶段开始时,若你的体力值不大于1(场上存活角色数不小于6时改为2),你可以对至多X名角色各造成1点雷电伤害,然后你恢复等量体力,X为场上存活角色数的一半(向下取整)',
|
||
jizhen_info:'结束阶段,你可以令所至多两名已受伤角色摸一张牌',
|
||
// biantian2_info:'已获得大雾标记',
|
||
// biantian3_info:'已获得狂风标记',
|
||
lingfeng:'灵锋',
|
||
jueji:'绝汲',
|
||
huodi:'惑敌',
|
||
huodi_info:'回合结束阶段,若你本回合内没有使用过指定其他角色为目标的卡牌,你可以弃置一名其他角色的一张牌',
|
||
jueji_info:'其他角色的摸牌阶段开始时,若其已受伤,你可以弃置一张牌令其摸牌数-1',
|
||
lingfeng_info:'摸牌阶段,你可以弃置摸牌,改为亮出牌堆顶的两张牌并获得之,若两张牌颜色不同,你可以弃置一名角色的一张牌',
|
||
biantian_info:'锁定技,准备阶段,你进行一次判定,若为红色,你可以选择至多三名角色进入“狂风”状态直到你的下一回合开始,若为黑桃,直到下个回合开始前,你处于“大雾”状态',
|
||
jingmiao_info:'每当有一名其他角色使用无懈可击,你可以弃置其一张牌',
|
||
zhinang_info:'准备阶段,你可以亮出牌堆顶的三张牌,你可以将其中锦囊或装备牌交给一名角色,然后将其余牌置入弃牌堆',
|
||
qiwu_info:'锁定技。每当你使用一张梅花牌,你回复一点体力',
|
||
tianyu_info:'回合结束阶段,你可以将任意名未横置的其他角色横置',
|
||
juechen:'绝尘',
|
||
juechen_info:'每当你使用一张杀,可以弃置一名其他角色的一张牌(不能是杀的目标)',
|
||
chiying:'持盈',
|
||
chiying_info:'每当一名角色受到多于1伤害时,你可以令其防止其余伤害,然后令伤害来源摸一张牌',
|
||
jingfan:'惊帆',
|
||
jingfan2:'惊帆',
|
||
jingfan_info:'回合内,每当你使用一张卡牌,你与其他角色的距离-1;出牌阶段结束时,你可以将手牌数补至X,并指定至多X名角色令其与其他角色的距离-1直到其下一回合结束,X为你回合内使用的卡牌数',
|
||
|
||
},
|
||
}
|