noname/character/old.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'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']],
yujin:['male','wei',4,['yizhong']],
xin_yujin:['male','wei',4,['jieyue']],
lusu:['male','wu',3,['haoshi','dimeng']],
yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
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']],
old_wangyi:['female','wei',3,['oldzhenlie','oldmiji']],
old_caozhen:['male','wei',4,['sidi']],
old_quancong:['male','wu',4,['zhenshan']],
old_yuanshu:['male','qun',4,['yongsi','weidi']],
old_lingju:['female','qun',3,['jieyuan','fenxin_old']],
old_maliang:['male','shu',3,['xiemu','naman']],
old_chenqun:['male','wei',3,['dingpin','oldfaen']],
old_zhuhuan:['male','wu',4,['youdi']],
old_zhuzhi:['male','wu',4,['anguo']],
old_machao:['male','qun',4,['zhuiji','cihuai']],
old_bulianshi:['female','wu',3,['old_anxu','zhuiyi']],
old_zhugezhan:["male","shu",3,["old_zuilun","old_fuyin"]],
zhangliang:["male","qun",3,["old_jijun","old_fangtong"]],
},
characterFilter:{
old_lingju:function(mode){
return mode=='identity';
}
},
skill:{
old_zuilun:{
audio:'xinfu_zuilun',
subSkill:{
e:{},
h:{},
},
enable:"phaseUse",
usable:2,
filterTarget:function (card,player,target){
if(player==target) return false;
var pos='he';
if(player.hasSkill('old_zuilun_h')) pos='e';
if(player.hasSkill('old_zuilun_e')) pos='h';
return target.countGainableCards(player,pos)>0;
},
content:function (){
'step 0'
var pos='he';
if(player.hasSkill('old_zuilun_h')) pos='e';
if(player.hasSkill('old_zuilun_e')) pos='h';
player.gainPlayerCard(target,pos,true);
'step 1'
if(result.bool&&result.cards&&result.cards.length){
target.draw();
var pos=result.cards[0].original;
if(pos=='h'||pos=='e') player.addTempSkill('old_zuilun_'+pos,'phaseUseAfter');
}
},
ai:{
order:7,
result:{
target:-1,
},
},
},
old_fuyin:{
mod:{
targetEnabled:function(card,player,target){
if((card.name=='juedou'||card.name=='sha'||card.name=='huogong')&&player!=target&&player.countCards('h')>=target.countCards('h')&&!target.isEmpty(2)) return false;
},
},
},
"old_jijun":{
marktext:"方",
audio:"xinfu_jijun",
intro:{
content:"cards",
},
enable:"phaseUse",
filterCard:true,
selectCard:[1,Infinity],
filter:function (event,player){
return player.countCards('h')>0;
},
check:function (card){
var player=_status.event.player;
if(player.storage.old_jijun&&(36-player.storage.old_jijun.length)<=player.countCards('h')) return 1;
return 5-get.value(card);
},
discard:false,
lose:false,
content:function (){
player.lose(cards,ui.special,'toStorage');
player.$give(cards,player);
if(!player.storage.old_jijun) player.storage.old_jijun=[];
player.storage.old_jijun.addArray(cards);
player.markSkill('old_jijun');
},
ai:{order:1,result:{player:1}},
},
"old_fangtong":{
trigger:{
player:"phaseEnd",
},
audio:"xinfu_fangtong",
forced:true,
skillAnimation:true,
filter:function (event,player){
return (player.storage.old_jijun&&player.storage.old_jijun.length>35);
},
content:function (){
var bool=false;
if(player==game.me) bool=true;
else switch(get.mode()){
case 'identity':{
game.showIdentity();
var id1=player.identity;
var id2=game.me.identity;
if(['zhu','zhong','mingzhong'].contains(id1)){
if(['zhu','zhong','mingzhong'].contains(id2)) bool=true;
break;
}
else if(id1=='fan'){
if(id2=='fan') bool=true;
break;
}
break;
}
case 'guozhan':{
if(game.me.isFriendOf(player)) bool=true;
break;
}
case 'versus':{
if(player.side==game.me.side) bool=true;
break;
}
case 'boss':{
if(player.side==game.me.side) bool=true;
break;
}
default:{}
}
game.over(bool);
},
},
oldanxu:{
enable:'phaseUse',
usable:1,
multitarget:true,
audio:2,
filterTarget:function(card,player,target){
if(player==target) return false;
var num=target.countCards('h');
if(ui.selected.targets.length){
return num<ui.selected.targets[0].countCards('h');
}
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(num>players[i].countCards('h')) return true;
}
return false;
},
selectTarget:2,
content:function(){
'step 0'
var gainner,giver;
if(targets[0].countCards('h')<targets[1].countCards('h')){
gainner=targets[0];
giver=targets[1];
}
else{
gainner=targets[1];
giver=targets[0];
}
gainner.gainPlayerCard(giver,'h',true).set('visible',true);
'step 1'
if(result.bool&&result.links.length&&get.suit(result.links[0])!='spade'){
player.draw();
}
},
ai:{
order:10.5,
threaten:2,
result:{
target:function(player,target){
var num=target.countCards('h');
var att=get.attitude(player,target);
if(ui.selected.targets.length==0){
if(att>0) return -1;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
var num2=players[i].countCards('h');
var att2=get.attitude(player,players[i]);
if(att2>=0&&num2<num) return -1;
}
return 0;
}
else{
return 1;
}
},
player:0.1
}
}
},
oldfaen:{
audio:'faen',
trigger:{global:['turnOverAfter','linkAfter']},
filter:function(event,player){
if(event.name=='link') return event.player.isLinked();
return true;
},
check:function(event,player){
return get.attitude(player,event.player)>0;
},
logTarget:'player',
content:function(){
trigger.player.draw();
},
ai:{
expose:0.2
}
},
zhenshan:{
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'},player,event)&&!!event.filterCard({name:'sha'},player,event)) return false;
if(player.hasSkill('zhenshan2')) return false;
var nh=player.countCards('h');
return game.hasPlayer(function(current){
return current!=player&&current.countCards('h')<nh;
});
},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('zhenshan'),function(card,player,target){
return target.countCards('h')<player.countCards('h');
}).set('ai',function(target){
return 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');
player.swapHandcards(result.targets[0]);
}
},
group:'zhenshan_use'
},
zhenshan2:{},
zhenshan_use:{
enable:'chooseToUse',
filter:function(event,player){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.countCards('h');
if(!game.hasPlayer(function(current){
return current!=player&&current.countCards('h')<nh;
})){
return false;
}
return event.filterCard({name:'sha'},player,event)||
event.filterCard({name:'jiu'},player,event)||
event.filterCard({name:'tao'},player,event);
},
chooseButton:{
dialog:function(event,player){
var list=[];
if(event.filterCard({name:'sha'},player,event)){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
if(event.filterCard({name:'tao'},player,event)){
list.push(['基本','','tao']);
}
if(event.filterCard({name:'jiu'},player,event)){
list.push(['基本','','jiu']);
}
return ui.create.dialog('振赡',[list,'vcard'],'hidden');
},
check:function(button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(card.name=='jiu') return 0;
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
})){
if(card.name=='sha'){
if(card.nature=='fire') return 2.95;
else if(card.nature=='fire') return 2.92;
else return 2.9;
}
else if(card.name=='tao'){
return 4;
}
}
return 0;
},
backup:function(links,player){
return {
filterCard:function(){return false},
viewAs:{name:links[0][2],nature:links[0][3]},
selectCard:-1,
popname:true,
log:false,
precontent:function(){
'step 0'
player.chooseTarget('选择交换手牌的目标',function(card,player,target){
return target.countCards('h')<player.countCards('h')
},true).ai=function(target){
return get.attitude(player,target);
}
player.addTempSkill('zhenshan2');
'step 1'
if(result.bool){
player.logSkill('zhenshan',result.targets);
player.swapHandcards(result.targets[0]);
}
},
}
},
prompt:function(links,player){
return '选择'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'的目标';
}
},
ai:{
order:function(){
var player=_status.event.player;
var event=_status.event;
var nh=player.countCards('h');
if(game.hasPlayer(function(current){
return get.attitude(player,current)>0&&current.countCards('h')<nh;
})){
if(event.type=='dying'){
if(event.filterCard({name:'tao'},player,event)){
return 0.5;
}
}
else{
if(event.filterCard({name:'tao'},player,event)){
return 4;
}
if(event.filterCard({name:'sha'},player,event)){
return 2.9;
}
}
}
return 0;
},
save:true,
respondSha:true,
skillTagFilter:function(player,tag,arg){
if(player.hasSkill('zhenshan2')) return false;
var nh=player.countCards('h');
return game.hasPlayer(function(current){
return current!=player&&current.countCards('h')<nh;
});
},
result:{
player:function(player){
if(_status.event.type=='dying'){
return get.attitude(player,_status.event.dying);
}
else{
return 1;
}
}
}
}
},
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]));
}
trigger.player.judging[0].discard();
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 get.attitude(player,target)/Math.sqrt(1+target.countCards('h'));
}
}
else{
event.finish();
}
'step 2'
player.line(result.targets);
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&&event.card.name=='sha'&&(get.color(event.card)=='red'||event.source.hasSkill('jiu'));
},
content:function(){
player.loseMaxHp();
}
},
oldqianxi:{
trigger:{source:'damageBefore'},
check:function(event,player){
var att=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.cancel();
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 get.damageEffect(target,player,player)*2;
}
else{
return 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];
}
},
reverseEquip:true,
noe:true
}
},
},
translate:{
old_yuanshu:'旧袁术',
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',
old_huaxiong:'华雄',
old_wangyi:'旧王异',
old_caozhen:'旧曹真',
old_quancong:'旧全琮',
old_lingju:'旧灵雎',
old_maliang:'旧马良',
old_chenqun:'旧陈群',
old_zhuhuan:'旧朱桓',
old_zhuzhi:'旧朱治',
old_machao:'旧马超',
old_bulianshi:'旧步练师',
old_zhugezhan:"旧诸葛瞻",
zhangliang:'旧张梁',
"old_jijun":"集军",
"old_jijun_info":"出牌阶段,你可以将任意张手牌置于你的武将牌上。(均称为“方”)",
"old_fangtong":"方统",
"old_fangtong_info":"锁定技结束阶段若你的“方”的数目大于等于36则你所在的游戏阵营直接取得游戏胜利。",
old_zuilun:"罪论",
old_zuilun_info:"出牌阶段,你可以获得一名其他角色的一张牌(手牌、装备区各一次),然后该角色摸一张牌。",
old_fuyin:"父荫",
old_fuyin_info:"锁定技,若你的装备区内没有防具牌,手牌数大于或等于你的其他角色不能使用【杀】、【决斗】或【火攻】指定你为目标",
oldanxu:'安恤',
oldanxu_info:'出牌阶段限一次,你可以选择手牌数不相等的两名其他角色,令其中手牌少的角色获得手牌多的角色的一张手牌并展示之,然后若此牌不为黑桃,你摸一张牌。',
oldfaen:'法恩',
oldfaen_info:'当一名角色翻面或横置后,你可以令其摸一张牌。',
zhenshan:'振赡',
zhenshan_use:'振赡',
zhenshan_use_backup:'振赡',
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',
zhenshan_use_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',
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',
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',
}
};
});