455 lines
17 KiB
JavaScript
455 lines
17 KiB
JavaScript
character.old={
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character:{
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zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
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masu:['male','shu',3,['xinzhan','huilei']],
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xushu:['male','shu',3,['wuyan','jujian']],
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fazheng:['male','shu',3,['enyuan','xuanhuo']],
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liru:['male','qun',3,['juece','mieji','fencheng']],
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yujin:['male','wei',4,['yizhong']],
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lusu:['male','wu',3,['haoshi','dimeng']],
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yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
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old_zhonghui:['male','wei',3,['zzhenggong','zquanji','zbaijiang']],
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old_xusheng:['male','wu',4,['pojun']],
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old_zhuran:['male','wu',4,['olddanshou']],
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old_lingtong:['male','wu',4,['oldxuanfeng']],
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old_madai:['male','shu',4,['mashu','oldqianxi']],
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old_caoxiu:['male','wei',4,['taoxi']],
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old_huaxiong:['male','qun',6,['shiyong']],
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old_wangyi:['female','wei',3,['oldzhenlie','oldmiji']],
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old_caozhen:['male','wei',4,['sidi']],
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old_quancong:['male','wu',4,['zhenshan']],
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},
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skill:{
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zhenshan:{
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trigger:{player:'chooseToRespondBegin'},
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filter:function(event,player){
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if(event.responded) return false;
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if(!event.filterCard({name:'shan'})&&!!event.filterCard({name:'sha'})) return false;
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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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('h')<nh) return true;
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}
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return false;
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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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player.chooseTarget(get.prompt('zhenshan'),function(card,player,target){
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return target.num('h')<player.num('h');
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}).set('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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trigger.untrigger();
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trigger.responded=true;
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if(trigger.filterCard({name:'shan'})){
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trigger.result={bool:true,card:{name:'shan'}}
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}
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else{
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trigger.result={bool:true,card:{name:'sha'}}
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}
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player.logSkill('zhenshan',result.targets);
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player.addTempSkill('zhenshan2','phaseAfter');
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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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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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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game.delay();
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},
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group:['zhenshan_sha','zhenshan_tao','zhenshan_jiu']
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},
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zhenshan2:{},
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zhenshan_sha:{
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enable:'chooseToUse',
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viewAs:{name:'sha'},
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log:false,
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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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('h')<nh) return true;
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}
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return false;
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},
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_sha',result.targets);
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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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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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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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('h')<nh) return true;
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}
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return false;
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},
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order:function(){
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var player=_status.event.player;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('h')<nh){
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return 2.9;
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}
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}
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return 0;
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},
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respondSha:true,
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},
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},
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zhenshan_tao:{
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enable:'chooseToUse',
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viewAs:{name:'tao'},
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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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('h')<nh) return true;
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}
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return false;
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},
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log:false,
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_tao',result.targets);
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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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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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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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('h')<nh) return true;
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}
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return false;
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},
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order:function(){
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var player=_status.event.player;
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('h')<nh){
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return _status.event.type=='dying'?0.5:4;
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}
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}
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return 0;
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},
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save:true,
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},
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},
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zhenshan_jiu:{
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enable:'chooseToUse',
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viewAs:{name:'jiu'},
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viewAsFilter:function(player){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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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('h')<nh) return true;
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}
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return false;
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},
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log:false,
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precontent:function(){
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'step 0'
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player.chooseTarget('选择交换手牌的目标',function(card,player,target){
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return target.num('h')<player.num('h')
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},true).ai=function(target){
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return ai.get.attitude(player,target);
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}
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player.addTempSkill('zhenshan2','phaseAfter');
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'step 1'
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if(result.bool){
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player.logSkill('zhenshan_jiu',result.targets);
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event.target=result.targets[0];
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event.cards0=player.get('h');
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event.cards1=event.target.get('h');
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player.lose(event.cards0,ui.special);
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event.target.lose(event.cards1,ui.special);
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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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player.gain(event.cards1,event.target);
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event.target.gain(event.cards0,player);
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player.$give(event.cards0.length,event.target);
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event.target.$give(event.cards1.length,player);
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},
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filterCard:function(card){
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return false;
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},
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selectCard:-1,
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ai:{
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skillTagFilter:function(player,tag,arg){
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if(player.hasSkill('zhenshan2')) return false;
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var nh=player.num('h');
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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('h')<nh) return true;
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}
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return false;
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},
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order:0,
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save:true,
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},
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},
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oldzhenlie:{
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audio:'zhenlie',
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trigger:{player:'judge'},
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check:function(event,player){
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return event.judge(player.judging[0])<0;
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},
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content:function(){
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var card=get.cards()[0];
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player.$throw(card);
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card.clone.classList.add('thrownhighlight');
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if(trigger.player.judging[0].clone){
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trigger.player.judging[0].clone.classList.remove('thrownhighlight');
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game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
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}
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ui.discardPile.appendChild(trigger.player.judging[0]);
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trigger.player.judging[0]=card;
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trigger.position.appendChild(card);
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game.log(trigger.player,'的判定牌改为',card);
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game.delay(2);
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},
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},
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oldmiji:{
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trigger:{player:['phaseBegin','phaseEnd']},
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filter:function(event,player){
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return player.isDamaged();
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},
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content:function(){
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'step 0'
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player.judge(function(card){
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return get.color(card)=='black'?1:-1;
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});
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'step 1'
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if(result.bool&&player.maxHp>player.hp){
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var cards=get.cards(player.maxHp-player.hp);
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event.cards=cards;
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var dialog=ui.create.dialog('选择获得卡牌的目标',cards,'hidden');
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dialog.classList.add('noselect');
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player.chooseTarget(true,dialog).ai=function(target){
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return ai.get.attitude(player,target)/Math.sqrt(1+target.num('h'));
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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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result.targets[0].gain(event.cards,'draw');
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'recover')&&target.hp==target.maxHp-1) return [0,0];
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if(target.hasFriend()){
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if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp==target.maxHp) return [0,1];
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}
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}
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},
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threaten:function(player,target){
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if(target.hp==1) return 3;
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if(target.hp==2) return 2;
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return 1;
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},
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}
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},
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shiyong:{
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audio:2,
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trigger:{player:'damageEnd'},
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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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filter:function(event,player){
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return event.card.name=='sha'&&(get.color(event.card)=='red'||event.player.hasSkill('jiu'));
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},
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content:function(){
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player.loseMaxHp();
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}
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},
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oldqianxi:{
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trigger:{source:'damageBefore'},
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check:function(event,player){
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var att=ai.get.attitude(player,event.player);
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if(event.player.hp==event.player.maxHp) return att<0;
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if(event.player.hp==event.player.maxHp-1&&
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(event.player.maxHp<=3||event.player.hasSkillTag('maixie'))) return att<0;
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return att>0;
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},
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filter:function(event,player){
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return event.card&&event.card.name=='sha'&&get.distance(player,event.player)<=1;
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},
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logTarget:'player',
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content:function(){
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'step 0'
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player.judge(function(card){
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return get.suit(card)!='heart'?1:-1;
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});
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'step 1'
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if(result.bool){
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trigger.untrigger();
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trigger.finish();
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trigger.player.loseMaxHp(true);
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}
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}
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},
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oldxuanfeng:{
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audio:'xuanfeng',
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trigger:{player:'loseEnd'},
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direct:true,
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filter:function(event,player){
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='e') 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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player.chooseTarget(get.prompt('xuanfeng'),function(card,player,target){
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if(target==player) return false;
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return get.distance(player,target)<=1||player.canUse('sha',target,false);
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}).set('ai',function(target){
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if(get.distance(player,target)<=1){
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return ai.get.damageEffect(target,player,player)*2;
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}
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else{
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return ai.get.effect(target,{name:'sha'},player,player);
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}
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});
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"step 1"
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if(result.bool){
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player.logSkill('xuanfeng',result.targets);
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var target=result.targets[0];
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var distance=get.distance(player,target);
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if(distance<=1&&player.canUse('sha',target,false)){
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player.chooseControl('出杀','造成伤害').ai=function(){
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return '造成伤害';
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}
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event.target=target;
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}
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else if(distance<=1){
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target.damage();
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event.finish();
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}
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else{
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player.useCard({name:'sha'},target,false).animate=false;
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game.delay();
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event.finish();
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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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var target=event.target;
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if(result.control=='出杀'){
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player.useCard({name:'sha'},target,false).animate=false;
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game.delay();
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}
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else{
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target.damage();
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}
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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.type(card)=='equip') return [1,3];
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}
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},
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noe:true
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}
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},
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},
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translate:{
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old_xusheng:'旧徐盛',
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old_lingtong:'旧凌统',
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old_zhuran:'旧朱然',
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old_madai:'旧马岱',
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old_caoxiu:'旧曹休',
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old_huaxiong:'旧华雄',
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old_wangyi:'旧王异',
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old_caozhen:'旧曹真',
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old_quancong:'旧全琮',
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zhenshan:'振赡',
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zhenshan_sha:'赡杀',
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zhenshan_tao:'赡桃',
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zhenshan_jiu:'赡酒',
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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',
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oldzhenlie:'贞烈',
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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',
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oldmiji:'秘计',
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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',
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shiyong:'恃勇',
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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',
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oldqianxi:'潜袭',
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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',
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oldxuanfeng:'旋风',
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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',
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}
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}
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