562 lines
15 KiB
JavaScript
Executable File
562 lines
15 KiB
JavaScript
Executable File
'use strict';
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character.wind={
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character:{
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xiahouyuan:['male','wei',4,['shensu']],
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caoren:['male','wei',4,['jushou']],
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huangzhong:['male','shu',4,['liegong']],
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weiyan:['male','shu',4,['kuanggu']],
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xiaoqiao:['female','wu',3,['tianxiang','hongyan']],
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zhoutai:['male','wu',4,['buqu','fenji']],
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zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
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sp_zhangjiao:['male','qun',3,['diyleiji','guidao','huangtian'],['zhu']],
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// spzhangjiao:['male','qun',3,['spleiji','guidao','huangtian'],['zhu']],
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// yuji:['male','qun',3,['guhuo']],
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},
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skill:{
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diyleiji:{
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audio:2,
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trigger:{player:'respond'},
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filter:function(event,player){
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return event.card.name=='shan';
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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('是否发动新雷击?').ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder');
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};
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"step 1"
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if(result.bool){
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player.logSkill('diyleiji',result.targets,'thunder');
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event.target=result.targets[0];
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event.target.judge(function(card){
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var suit=get.suit(card);
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if(suit=='spade') return -4;
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if(suit=='club') return -2;
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return 0;
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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.suit=='club'){
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event.target.damage('thunder');
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player.recover();
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}
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else if(result.suit=='spade'){
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event.target.damage(2,'thunder');
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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.tag(card,'respondShan')){
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var hastarget=false;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(target,game.players[i])<0){
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hastarget=true;break;
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}
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}
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var be=target.num('e',{color:'black'});
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if(target.num('h','shan')&&be){
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if(!target.skills.contains('guidao')) return 0;
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return [0,hastarget?target.num('he')/2:0];
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}
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if(target.num('h','shan')&&target.num('h')>2){
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if(!target.skills.contains('guidao')) return 0;
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return [0,hastarget?target.num('h')/4:0];
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}
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if(target.num('h')>3||(be&&target.num('h')>=2)){
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return [0,0];
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}
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if(target.num('h')==0){
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return [1.5,0];
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}
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if(target.num('h')==1&&!be){
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return [1.2,0];
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}
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if(!target.skills.contains('guidao')) return [1,0.05];
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return [1,Math.min(0.5,(target.num('h')+be)/4)];
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}
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}
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}
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}
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},
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shensu:{
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group:['shensu1','shensu2']
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},
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shensu1:{
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audio:2,
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trigger:{player:'phaseBegin'},
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direct:true,
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content:function(){
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"step 0"
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player.addSkill('shensu3');
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var check= player.num('h')>2;
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player.chooseTarget('是否发动神速?',function(card,player,target){
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if(player==target) return false;
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return player.canUse({name:'sha'},target);
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}).ai=function(target){
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if(!check) return 0;
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return ai.get.effect(target,{name:'sha'},_status.event.player);
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}
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"step 1"
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if(result.bool){
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player.logSkill('shensu1',result.targets);
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player.useCard({name:'sha'},result.targets[0],false);
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player.skip('phaseJudge');
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player.skip('phaseDraw');
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}
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player.removeSkill('shensu3');
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}
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},
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shensu2:{
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audio:2,
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trigger:{player:'phaseUseBefore'},
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direct:true,
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filter:function(event,player){
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return player.num('he',{type:'equip'})>0;
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},
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content:function(){
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"step 0"
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player.addSkill('shensu3');
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var check=player.num('h')<=player.hp;
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player.chooseCardTarget({
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prompt:'是否发动【神速】?',
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filterCard:function(card){
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return get.type(card)=='equip'
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},
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position:'he',
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filterTarget:function(card,player,target){
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if(player==target) return false;
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return player.canUse({name:'sha'},target);
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},
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ai1:function(card){
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if(!check) return 0;
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return 6-ai.get.value(card);
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},
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ai2:function(target){
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if(!check) return 0;
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return ai.get.effect(target,{name:'sha'},_status.event.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('shensu2',result.targets);
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player.discard(result.cards[0]);
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player.useCard({name:'sha'},result.targets[0]);
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trigger.untrigger();
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trigger.finish();
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}
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player.removeSkill('shensu3');
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}
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},
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shensu3:{
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mod:{
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targetInRange:function(card,player,target,now){
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return true;
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}
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},
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},
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jushou:{
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audio:true,
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trigger:{player:'phaseEnd'},
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content:function(){
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player.turnOver();
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player.draw(3);
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}
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},
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liegong:{
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audio:2,
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trigger:{player:'shaBegin'},
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filter:function(event,player){
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var length=event.target.num('h');
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return (length>=player.hp||length<=get.attackRange(player));
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},
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content:function(){
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trigger.directHit=true;
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}
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},
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kuanggu:{
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audio:2,
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trigger:{source:'damageEnd'},
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forced:true,
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filter:function(event,player){
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return get.distance(player,event.player)<=1;
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},
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content:function(){
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player.recover(trigger.num);
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}
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},
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tianxiang:{
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audio:2,
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trigger:{player:'damageBefore'},
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direct:true,
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filter:function(event,player){
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return player.num('h',{suit:'heart'})>0&&event.num>0;
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},
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content:function(){
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"step 0"
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player.chooseCardTarget({
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filterCard:function(card){
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return get.suit(card)=='heart';
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},
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filterTarget:function(card,player,target){
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return player!=target;
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},
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ai1:function(card){
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return 10-ai.get.value(card);
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},
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ai2:function(target){
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var att=ai.get.attitude(player,target);
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if(trigger.num>1){
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if(target.maxHp>5&&target.hp>1) return -att/10;
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return -att;
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}
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var eff=ai.get.damageEffect(target,trigger.source,target,trigger.nature);
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if(att==0) return 0.1;
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if(eff>=0&&trigger.num==1){
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return att;
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}
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if(target.hp==target.maxHp) return -att;
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if(target.hp==1){
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if(target.maxHp<=4&&!target.hasSkillTag('maixie')){
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if(target.maxHp<=3){
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return -att;
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}
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return -att/2;
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}
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return 0;
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}
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if(target.hp==target.maxHp-1){
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if(target.hp>2||target.hasSkillTag('maixie')) return att/5;
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if(att>0) return 0.02;
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return 0.05;
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}
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return att/2;
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},
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prompt:'天香:弃置一张红桃牌转移伤害'
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});
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"step 1"
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if(result.bool){
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player.logSkill('tianxiang',result.targets);
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trigger.untrigger();
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trigger.player=result.targets[0];
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trigger.player.addSkill('tianxiang2');
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player.discard(result.cards[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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trigger.trigger('damageBefore');
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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(player.skills.contains('jueqing')) return;
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if(get.tag(card,'damage')&&target.num('h')>1) return 0.7;
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}
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},
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threaten:function(player,target){
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if(target.num('h')==0) return 2;
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}
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}
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},
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tianxiang2:{
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trigger:{player:['damageAfter','damageCancelled']},
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forced:true,
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popup:false,
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audio:false,
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content:function(){
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if(player.hp<player.maxHp) player.draw(player.maxHp-player.hp);
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player.removeSkill('tianxiang2');
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player.popup('tianxiang');
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}
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},
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hongyan:{
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mod:{
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suit:function(card,suit){
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if(suit=='spade') return 'heart';
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}
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}
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},
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buqu:{
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audio:2,
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trigger:{player:'dieBefore'},
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forced:true,
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filter:function(event,player){return player.maxHp>0},
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content:function(){
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"step 0"
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event.card=get.cards()[0];
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if(player.storage.buqu==undefined) player.storage.buqu=[];
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player.storage.buqu.push(event.card);
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game.addVideo('storage',player,['buqu',get.cardsInfo(player.storage.buqu),'cards']);
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player.showCards(player.storage.buqu,'不屈')
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game.log(player,'的不屈牌为',player.storage.buqu);
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player.markSkill('buqu');
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"step 1"
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for(var i=0;i<player.storage.buqu.length-1;i++){
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if(get.number(event.card)&&get.number(event.card)==get.number(player.storage.buqu[i])) return;
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}
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trigger.untrigger();
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trigger.finish();
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player.hp=0;
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},
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mod:{
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maxHandcard:function(player){
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if(player.storage.buqu&&player.storage.buqu.length) return player.storage.buqu.length;
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}
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},
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intro:{
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content:'cards',
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onunmark:function(storage,player){
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if(storage&&storage.length){
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player.$throw(storage);
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for(var i=0;i<storage.length;i++){
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ui.discardPile.appendChild(storage[i]);
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}
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delete player.storage.buqu;
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}
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}
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}
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},
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fenji:{
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audio:2,
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trigger:{global:'discardAfter'},
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filter:function(event){
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if(_status.currentPhase!=event.player){
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='h') return true;
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}
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}
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return false;
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},
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check:function(event,player){
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return ai.get.attitude(player,event.player)>2;
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},
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content:function(){
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"step 0"
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player.loseHp();
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"step 1"
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trigger.player.draw(2);
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},
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},
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leiji:{
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audio:2,
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trigger:{player:'respond'},
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filter:function(event,player){
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return event.card.name=='shan';
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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('是否发动雷击?').ai=function(target){
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return ai.get.damageEffect(target,player,player);
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};
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"step 1"
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if(result.bool){
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player.logSkill('leiji',result.targets,'thunder');
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event.target=result.targets[0];
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event.target.judge(function(card){
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if(get.suit(card)=='spade') return -4;
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return 0;
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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==false){
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event.target.damage(2,'thunder');
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}
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},
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ai:{
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mingzhi:false,
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'respondShan')){
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var hastarget=false;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(target,game.players[i])<0){
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hastarget=true;break;
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}
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}
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if(target.num('h','shan')&&target.num('e',{suit:'spade'})){
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return [0,hastarget?target.num('he')/2:0];
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}
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if(target.num('h','shan')){
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return [1,hastarget?target.num('he')/2:0];
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}
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return [1,target.num('h')/4];
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}
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}
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}
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}
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},
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guidao:{
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audio:2,
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trigger:{global:'judge'},
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filter:function(event,player){
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return player.num('he',{color:'black'})>0;
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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.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
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get.translation(trigger.player.judging[0])+',是否发动【鬼道】?','he',function(card){
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return get.color(card)=='black';
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}).ai=function(card){
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
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var attitude=ai.get.attitude(player,trigger.player);
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if(attitude==0||result==0) return 0;
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if(attitude>0){
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return result;
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}
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else{
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return -result;
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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.respond(result.cards,'highlight');
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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){
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player.logSkill('guidao');
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player.$gain2(trigger.player.judging[0]);
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player.gain(trigger.player.judging[0]);
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trigger.player.judging[0]=result.cards[0];
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trigger.position.appendChild(result.cards[0]);
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game.log(trigger.player,'的判定牌改为',result.cards[0]);
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}
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"step 3"
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game.delay(2);
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},
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ai:{
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tag:{
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rejudge:1
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}
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}
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},
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guhuo:{
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trigger:{player:'phaseBegin'},
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forced:true,
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content:function(){
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player.draw();
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player.chooseToDiscard('hej',true).ai=ai.get.disvalue;
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},
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ai:{
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effect:{
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target:function(card){
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if(get.type(card)=='delay') return [0,1];
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}
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}
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}
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},
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huangtian:{
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unique:true,
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global:'huangtian2'
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},
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huangtian2:{
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audio:2,
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enable:'phaseUse',
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discard:false,
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line:true,
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prepare:function(cards,player,targets){
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player.$give(cards,targets[0]);
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},
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filter:function(event,player){
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if(!game.zhu) return false;
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if(!game.zhu.isZhu) return false;
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return (player!=game.zhu&&game.zhu.skills.contains('huangtian')&&player.group=='qun')
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},
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filterCard:function(card){
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return (card.name=='shan'||card.name=='shandian')
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},
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filterTarget:function(card,player,target){
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return target==game.zhu;
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},
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usable:1,
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forceaudio:true,
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content:function(){
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target.gain(cards);
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},
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ai:{
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expose:0.3,
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order:10,
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result:{
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target:5
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}
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}
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}
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},
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translate:{
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xiahouyuan:'夏侯渊',
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caoren:'曹仁',
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huangzhong:'黄忠',
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sp_zhangjiao:'张角',
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weiyan:'魏延',
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xiaoqiao:'小乔',
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zhoutai:'周泰',
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zhangjiao:'张角',
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spzhangjiao:'张角',
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yuji:'于吉',
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shensu:'神速',
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shensu1:'神速',
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shensu2:'神速',
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jushou:'据守',
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liegong:'烈弓',
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kuanggu:'狂骨',
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tianxiang:'天香',
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hongyan:'红颜',
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buqu:'不屈',
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leiji:'雷击',
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spleiji:'新雷击',
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guidao:'鬼道',
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huangtian:'黄天',
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huangtian2:'黄天',
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guhuo:'蛊惑',
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fenji:'奋激',
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diyleiji:'雷击',
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diyleiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为梅花,其受到一点雷电伤害,然后你回复一点体力;若结果为黑桃,其受到两点雷电伤害',
|
||
tiangong:'天公',
|
||
tiangong2:'天公',
|
||
tiangong_info:'锁定技,你防止即将受到的雷电伤害,每当你造成一次雷电伤害,你摸一张牌',
|
||
shensu_info:
|
||
'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,'+
|
||
'若如此则视为对任意一名使用一张【杀】',
|
||
jushou_info:
|
||
'回合结束阶段,你可以将武将牌翻页并摸3张牌',
|
||
liegong_info:
|
||
'当你使用【杀】时,若目标的手牌数大于等于你的体力值,或小于等于你的攻击范围,你可令此【杀】不能闪避',
|
||
kuanggu_info:
|
||
'锁定技,每当你造成一点伤害,若受伤害角色与你的距离不大于1,你回复一点体力',
|
||
tianxiang_info:
|
||
'当你即将受到伤害时,你可以弃置一张红桃牌将伤害转移给任意一名其他角色,然后该角色摸x张牌,x为其已损失体力值',
|
||
hongyan_info:
|
||
'锁定技,你的黑桃牌均视为红桃',
|
||
buqu_info:
|
||
'锁定技,每当你扣减1点体力后,若你当前的体力值为0,你可以将牌堆顶的一张牌置于你的武将牌上,'+
|
||
'称为“创”,若所有“创”的点数均不同,你不会死亡。你的手牌上限为“创”的个数',
|
||
leiji_info:
|
||
'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑桃,其受到两点雷电伤害',
|
||
spleiji_info:
|
||
'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你回复一点体力',
|
||
guidao_info:
|
||
'任意一名角色的判定生效前,你可以打出一张黑色牌替换之',
|
||
huangtian_info:
|
||
'主公技,群雄角色可在他们各自的回合里给你一张【闪】或【闪电】。',
|
||
guhuo_info:
|
||
'锁定技,回合开始阶段,你摸一张牌并弃置区域内的一张牌',
|
||
fenji_info:
|
||
'每当一名角色的手牌于回合外被弃置时,你可以失去1点体力,然后该角色摸两张牌。'
|
||
},
|
||
}
|