504 lines
14 KiB
JavaScript
504 lines
14 KiB
JavaScript
character.fire={
|
||
character:{
|
||
zhugeliangwolong:['male','shu',3,['huoji','bazhen','kanpo'],['fullskin']],
|
||
pangtong:['male','shu',3,['lianhuan','niepan'],['fullskin']],
|
||
xunyu:['male','wei',3,['quhu','jieming'],['fullskin']],
|
||
dianwei:['male','wei',4,['qiangxi'],['fullskin']],
|
||
taishici:['male','wu',4,['tianyi'],['fullskin']],
|
||
yanwen:['male','qun',4,['shuangxiong'],['fullskin']],
|
||
yuanshao:['male','qun',4,['luanji','xueyi'],['zhu','fullskin']],
|
||
pangde:['male','qun',4,['mashu','mengjin'],['fullskin']],
|
||
},
|
||
perfectPair:{
|
||
zhugeliangwolong:['pangtong'],
|
||
yuanshao:['yanwen']
|
||
},
|
||
skill:{
|
||
huoji:{
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
viewAs:{name:'huogong',nature:'fire'},
|
||
prompt:'将一张红色牌当火攻使用',
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('h')>player.hp){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return 4-ai.get.value(card)
|
||
}
|
||
},
|
||
bazhen:{
|
||
inherit:'bagua_skill',
|
||
filter:function(event,player){
|
||
if(!event.filterCard({name:'shan'})) return false;
|
||
if(event.parent.player.num('s','unequip')) return false;
|
||
if(player.get('e','2')) return false;
|
||
return true;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player==target&&get.subtype(card)=='equip2'){
|
||
if(ai.get.equipValue(card)<=8) return 0;
|
||
}
|
||
if(target.num('e','2')) return;
|
||
if(player.skills.contains('unequip')) return;
|
||
if(get.tag(card,'respondShan')) return [0.5,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kanpo:{
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
return get.color(card)=='black';
|
||
},
|
||
viewAsFilter:function(player){
|
||
return player.num('h',{color:'black'})>0;
|
||
},
|
||
viewAs:{name:'wuxie'},
|
||
prompt:'将一张黑色牌当无懈可击使用',
|
||
check:function(card){return 8-ai.get.value(card)},
|
||
threaten:1.2
|
||
},
|
||
lianhuan:{
|
||
group:['lianhuan1','lianhuan2']
|
||
},
|
||
lianhuan1:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h',{suit:'club'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
},
|
||
viewAs:{name:'tiesuo'},
|
||
prompt:'将一张梅花牌当铁锁连环使用',
|
||
check:function(card){return 4-ai.get.value(card)}
|
||
},
|
||
lianhuan2:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h',{suit:'club'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
},
|
||
check:function(card){
|
||
return 5-ai.get.useful(card);
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player){
|
||
player.$throw(cards);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:1
|
||
},
|
||
result:{
|
||
player:1,
|
||
},
|
||
}
|
||
},
|
||
niepan:{
|
||
unique:true,
|
||
enable:'chooseToUse',
|
||
mark:true,
|
||
init:function(player){
|
||
player.storage.niepan=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player!=_status.dying) return false;
|
||
if(player.storage.niepan) return false;
|
||
},
|
||
content:function(){
|
||
player.hp=Math.min(3,player.maxHp);
|
||
player.discard(player.get('hej'));
|
||
player.draw(3);
|
||
player.unmarkSkill('niepan');
|
||
if(player.classList.contains('linked')) player.link();
|
||
if(player.classList.contains('turnedover')) player.turnOver();
|
||
player.storage.niepan=true;
|
||
},
|
||
ai:{
|
||
save:true,
|
||
result:{
|
||
player:10
|
||
},
|
||
threaten:function(player,target){
|
||
if(!target.storage.niepan) return 0.6;
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
quhu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(player.num('h')==0) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp>player.hp&&game.players[i].num('h')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.hp>player.hp&&target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(target);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.chooseTarget(function(card,player,target1){
|
||
return target1!=target&&get.distance(target,target1,'attack')<=1;
|
||
},true).ai=function(target1){
|
||
return ai.get.damageEffect(target1,target,player);
|
||
}
|
||
}
|
||
else{
|
||
player.damage(target);
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
result.targets[0].damage(target);
|
||
}
|
||
},
|
||
ai:{
|
||
order:0.5,
|
||
result:{
|
||
target:function(player,target){
|
||
var att=ai.get.attitude(player,target);
|
||
var oc=(target.num('h')==1);
|
||
if(att>0&&oc) return 0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=target&&game.players[i]!=player&&
|
||
get.distance(target,game.players[i],'attack')<=1){
|
||
if(ai.get.damageEffect(game.players[i],target,player)>0){
|
||
return att>0?att/2:att-(oc?5:0);
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
player:function(player){
|
||
var mn=1;
|
||
var hs=player.get('h');
|
||
for(var i=0;i<hs.length;i++){
|
||
mn=Math.max(mn,hs[i].number);
|
||
}
|
||
if(mn<=11&&player.hp<2) return -20;
|
||
var max=player.maxHp-hs.length;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])>2){
|
||
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
|
||
}
|
||
}
|
||
switch(max){
|
||
case 0:return mn==13?0:-20;
|
||
case 1:return mn>=12?0:-15;
|
||
case 2:return 0;
|
||
case 3:return 1;
|
||
default:return max;
|
||
}
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
jieming:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.num>0
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget([1,trigger.num],function(card,player,target){
|
||
return target.num('h')<Math.min(target.maxHp,5);
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(_status.event.player,target);
|
||
if(att>2){
|
||
return Math.min(5,target.maxHp)-target.num('h');
|
||
}
|
||
return att/3;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('jieming',result.targets);
|
||
for(var i=0;i<result.targets.length;i++){
|
||
result.targets[i].draw(Math.min(5,result.targets[i].maxHp)-result.targets[i].num('h'));
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')&&target.hp>1){
|
||
if(player.skills.contains('jueqing')) return [1,-2];
|
||
var max=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(target,game.players[i])>0){
|
||
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
|
||
}
|
||
}
|
||
switch(max){
|
||
case 0:return 2;
|
||
case 1:return 1.5;
|
||
case 2:return [1,2];
|
||
default:return [0,max];
|
||
}
|
||
}
|
||
if((card.name=='tao'||card.name=='caoyao')&&
|
||
target.hp>1&&target.num('h')<=target.hp) return [0,0];
|
||
}
|
||
},
|
||
}
|
||
},
|
||
qiangxi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.subtype(card)=='equip1';
|
||
},
|
||
selectCard:[0,1],
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return get.distance(player,target,'attack')<=1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(cards.length==0){
|
||
player.loseHp();
|
||
}
|
||
"step 1"
|
||
target.damage();
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:function(player,target){
|
||
if(ui.selected.cards.length) return 0;
|
||
if(player.hp>=target.hp) return -0.9;
|
||
if(player.hp<=2) return -10;
|
||
return -2;
|
||
},
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
}
|
||
},
|
||
threaten:1.3
|
||
},
|
||
tianyi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h')>0;
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(target);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.addTempSkill('tianyi2','phaseAfter');
|
||
}
|
||
else{
|
||
player.addTempSkill('tianyi3','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
order:function(name,player){
|
||
var cards=player.get('h');
|
||
if(player.num('h','sha')==0){
|
||
return 1;
|
||
}
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].name!='sha'&&cards[i].number>11&&ai.get.value(cards[i])<7){
|
||
return 9;
|
||
}
|
||
}
|
||
return lib.card.sha.ai.order-1;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
if(player.num('h','sha')>0) return 0.6;
|
||
var num=player.num('h');
|
||
if(num>player.hp) return 0;
|
||
if(num==1) return -2;
|
||
if(num==2) return -1;
|
||
return -0.7;
|
||
},
|
||
target:function(player,target){
|
||
var num=target.num('h');
|
||
if(num==1) return -1;
|
||
if(num==2) return -0.7;
|
||
return -0.5
|
||
},
|
||
},
|
||
threaten:1.3
|
||
}
|
||
},
|
||
tianyi2:{
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'&&range[1]!=-1) range[1]++;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+1;
|
||
}
|
||
},
|
||
},
|
||
tianyi3:{
|
||
mod:{
|
||
cardEnabled:function(card){if(card.name=='sha') return false}
|
||
}
|
||
},
|
||
shuangxiong:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
check:function(event,player){
|
||
if(player.num('h')>player.hp) return true;
|
||
if(player.num('h')>3) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge();
|
||
"step 1"
|
||
player.gain(result.card);
|
||
player.addTempSkill('shuangxiong2','phaseAfter');
|
||
player.storage.shuangxiong=get.color(result.card);
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
shuangxiong2:{
|
||
enable:'phaseUse',
|
||
viewAs:{name:'juedou'},
|
||
filterCard:function(card,player){
|
||
return get.color(card)!=player.storage.shuangxiong;
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:10
|
||
}
|
||
}
|
||
},
|
||
luanji:{
|
||
enable:'phaseUse',
|
||
viewAs:{name:'wanjian'},
|
||
filterCard:function(card,player){
|
||
if(ui.selected.cards.length){
|
||
return get.suit(card)==get.suit(ui.selected.cards[0]);
|
||
}
|
||
var cards=player.get('h');
|
||
for(var i=0;i<cards.length;i++){
|
||
if(card!=cards[i]){
|
||
if(get.suit(card)==get.suit(cards[i])) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
selectCard:2,
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:10
|
||
}
|
||
}
|
||
},
|
||
xueyi:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(player.identity=='zhu'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]&&game.players[i].group=='qun') num+=2;
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
},
|
||
mengjin:{
|
||
trigger:{player:'shaMiss'},
|
||
popup:false,
|
||
priority:-1,
|
||
filter:function(event){
|
||
return event.target.num('he')>0;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
player.discardPlayerCard('he',trigger.target,true);
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
zhugeliangwolong:'卧龙',
|
||
pangtong:'庞统',
|
||
xunyu:'荀彧',
|
||
dianwei:'典韦',
|
||
taishici:'太史慈',
|
||
yanwen:'颜良文丑',
|
||
yuanshao:'袁绍',
|
||
pangde:'庞德',
|
||
huoji:'火计',
|
||
bazhen:'八阵',
|
||
kanpo:'看破',
|
||
lianhuan:'连环',
|
||
lianhuan1:'连环',
|
||
lianhuan2:'重铸♣︎',
|
||
niepan:'涅槃',
|
||
quhu:'驱虎',
|
||
jieming:'节命',
|
||
qiangxi:'强袭',
|
||
tianyi:'天义',
|
||
shuangxiong:'双雄',
|
||
shuangxiong2:'双雄',
|
||
luanji:'乱击',
|
||
xueyi:'血裔',
|
||
mengjin:'猛进',
|
||
huoji_info:'出牌阶段,你可以将你的任意一张♥或♦手牌当【火攻】使用。',
|
||
bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
|
||
kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
|
||
lianhuan_info:'出牌阶段,你可以将你任意一张梅花手牌当【铁索连环】使用或重铸。',
|
||
niepan_info:'当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。',
|
||
quhu_info:'出牌阶段,你可以与一名体力比你多的角色拼电,若你赢,则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢,他/她对你造成一点伤害。每回合限用一次。',
|
||
jieming_info:'你每受到1点伤害,可令任意一名角色将手牌补至其体力上限的张数(不能超过五张)。',
|
||
qiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害,每回合限一次。',
|
||
tianyi_info:'出牌阶段,你可以和一名角色拼点,若你赢,你获得以下技能直到回合结束:攻击范围无限;可额外使用一张【杀】;使用【杀】时可额外指定一个目标,若你没赢,你不能使用【杀】直到回合结束。每回合限一次。',
|
||
shuangxiong_info:'摸牌阶段,你可选择放弃摸牌并进行一次判定:你获得此判定牌,且于此回合的出牌阶段,你可以将任意一张与此判定牌不同颜色的手牌当【决斗】使用。',
|
||
luanji_info:'出牌阶段,你可以将任意两张相同花色的手牌当【万箭齐发】使用。',
|
||
xueyi_info:'场上每有一名其他群雄角色存活,你的手牌上限便+2。',
|
||
mengjin_info:'当你使用的【杀】被【闪】抵消时,你可以弃掉对方的一张牌。',
|
||
},
|
||
help:{
|
||
|
||
}
|
||
}
|