noname/character/sb.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
//strategy and battle, "sb" in short
name:'sb',
connect:true,
character:{
sb_yujin:['male','wei',4,['sbxiayuan','sbjieyue']],
sb_huaxiong:['male','qun','3/4/1',['new_reyaowu','sbyangwei']],
liucheng:['female','qun',3,['splveying','spyingwu']],
sp_yangwan:['female','shu',3,['spmingxuan','spxianchou']],
sb_huangzhong:['male','shu',4,['sbliegong']],
},
skill:{
//于禁
sbxiayuan:{
audio:2,
trigger:{global:'damageEnd'},
direct:true,
filter:function(event,player){
return event.hujia&&!event.player.hujia&&event.player.isIn()&&player.countCards('h')>1&&!player.hasSkill('sbxiayuan_round',null,false,false);
},
content:function(){
'step 0'
player.addTempSkill('sbxiayuan_round','roundStart');
player.chooseToDiscard(2,'h',get.prompt('sbxiayuan',trigger.player),'弃置两张手牌,令其获得'+get.cnNumber(trigger.hujia)+'点护甲').set('goon',get.attitude(player,trigger.player)>0).set('ai',function(card){
if(!_status.event.goon) return 0;
return 5-get.value(card);
}).logSkill=['sbxiayuan',trigger.player];
'step 1'
if(result.bool){
var target=trigger.player;
player.logSkill('sbxiayuan',target);
target.changeHujia(trigger.hujia);
game.delayx();
}
else player.removeSkill('sbxiayuan_round');
},
subSkill:{round:{charlotte:true}},
ai:{expose:0.2},
},
sbjieyue:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(lib.filter.notMe,get.prompt('sbjieyue'),'令一名其他角色获得1点护甲然后该角色可以交给你一张牌。').set('ai',function(target){
return get.attitude(_status.event.player,target)/Math.sqrt(Math.min(1,target.hp+target.hujia));
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('sbjieyue',target);
target.changeHujia(1);
target.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').set('ai',(card)=>0.1-get.value(card));
}
else event.finish();
'step 2'
if(result.bool){
player.gain(result.cards,target,'giveAuto');
}
},
ai:{
threaten:2.7,
expose:0.2,
},
},
//华雄
sbyangwei:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return !player.hasSkill('sbyangwei_counter',null,null,false);
},
content:function(){
player.draw(2);
player.addTempSkill('sbyangwei_effect');
player.addSkill('sbyangwei_counter');
},
ai:{
order:9,
result:{player:1},
},
subSkill:{
effect:{
audio:'sbyangwei',
equipSkill:false,
inherit:'qinggang_skill',
charlotte:true,
mod:{
targetInRange:function(card){
if(card.name=='sha') return true;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
},
},
mark:true,
marktext:'威',
intro:{content:'使用【杀】的次数上限+1且无距离限制且无视防具'},
},
counter:{
trigger:{player:'phaseJieshu'},
silent:true,
popup:false,
forced:true,
charlotte:true,
onremove:true,
content:function(){
if(!player.storage.sbyangwei_counter) player.storage.sbyangwei_counter=true;
else player.removeSkill('sbyangwei_counter');
},
},
},
},
//黄忠
sbliegong:{
audio:2,
mod:{
cardnature:function(card,player){
if(!player.getEquip(1)&&get.name(card,player)=='sha') return false;
},
},
trigger:{player:'useCardToPlayered'},
filter:function(event,player){
return !event.getParent()._sbliegong_player&&event.targets.length==1&&event.card.name=='sha'&&player.getStorage('sbliegong').length>0;
},
prompt2:function(event,player){
var str='',storage=player.getStorage('sbliegong');
if(storage.length>1){
str+=('展示牌堆顶的'+get.cnNumber(storage.length-1)+'张牌并增加伤害;且');
}
str+=('令'+get.translation(event.target)+'不能使用花色为');
for(var i=0;i<storage.length;i++){
str+=get.translation(storage[i]);
}
str+=('的牌响应'+get.translation(event.card));
return str;
},
logTarget:'target',
check:function(event,player){
var target=event.target;
if(get.attitude(player,target)>0) return false;
if(target.hasSkillTag('filterDamage',null,{
player:player,
card:event.card,
})) return false;
var storage=player.getStorage('sbliegong');
if(storage.length>=4) return true;
if(storage.length<3) return false;
if(target.hasShan()) return storage.contains('heart')&&storage.contains('diamond');
return true;
},
content:function(){
var storage=player.getStorage('sbliegong').slice(0);
var num=storage.length-1;
var evt=trigger.getParent();
if(num>0){
if(typeof evt.baseDamage!='number') evt.baseDamage=1;
var cards=get.cards(num);
player.showCards(cards.slice(0),get.translation(player)+'发动了【烈弓】');
while(cards.length>0){
var card=cards.pop();
if(storage.contains(get.suit(card,false))) evt.baseDamage++;
ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
}
game.updateRoundNumber();
}
evt._sbliegong_player=player;
player.addTempSkill('sbliegong_clear');
var target=trigger.target;
target.addTempSkill('sbliegong_block');
if(!target.storage.sbliegong_block) target.storage.sbliegong_block=[];
target.storage.sbliegong_block.push([evt.card,storage]);
},
ai:{
threaten:3.5,
directHit_ai:true,
halfneg:true,
skillTagFilter:function(player,tag,arg){
if(arg&&arg.card&&arg.card.name=='sha'){
var storage=player.getStorage('sbliegong');
if(storage.length<3||!storage.contains('heart')||!storage.contains('diamond')) return false;
var target=arg.target;
if(target.hasSkill('bagua_skill')||target.hasSkill('bazhen')||target.hasSkill('rw_bagua_skill')) return false;
return true;
}
return false;
},
},
intro:{
content:'已记录花色:$',
onunmark:true,
},
group:'sbliegong_count',
subSkill:{
clear:{
trigger:{player:'useCardAfter'},
forced:true,
charlotte:true,
popup:false,
filter:function(event,player){
return event._sbliegong_player==player;
},
content:function(){
player.unmarkSkill('sbliegong');
},
},
block:{
mod:{
cardEnabled:function(card,player){
if(!player.storage.sbliegong_block) return;
var suit=get.suit(card);
if(suit=='none') return;
var evt=_status.event;
if(evt.name!='chooseToUse') evt=evt.getParent('chooseToUse');
if(!evt||!evt.respondTo||evt.respondTo[1].name!='sha') return;
for(var i of player.storage.sbliegong_block){
if(i[1].contains(suit)) return false;
}
},
},
trigger:{
player:['damageBefore','damageCancelled','damageZero'],
target:['shaMiss','useCardToExcluded','useCardToEnd'],
global:['useCardEnd'],
},
forced:true,
firstDo:true,
charlotte:true,
onremove:true,
filter:function(event,player){
if(!event.card||!player.storage.sbliegong_block) return false;
for(var i of player.storage.sbliegong_block){
if(i[0]==event.card) return true;
}
return false;
},
content:function(){
var storage=player.storage.sbliegong_block;
for(var i=0;i<storage.length;i++){
if(storage[i][0]==trigger.card){
storage.splice(i--,1);
}
}
if(!storage.length) player.removeSkill('sbliegong_block');
},
},
count:{
trigger:{
player:'useCard',
target:'useCardToTargeted',
},
forced:true,
filter:function(event,player,name){
if(name!='useCard'&&player==event.player) return false;
var suit=get.suit(event.card);
if(!lib.suit.contains(suit)) return false;
if(player.storage.sbliegong&&player.storage.sbliegong.contains(suit)) return false;
return true;
},
content:function(){
player.markAuto('sbliegong',[get.suit(trigger.card)]);
},
},
},
},
//刘赪
splveying:{
audio:2,
trigger:{player:'useCardAfter'},
forced:true,
filter:function(event,player){
return event.card.name=='sha'&&player.countMark('splveying')>1;
},
logTarget:'targets',
content:function(){
player.removeMark('splveying',2);
for(var i of trigger.targets) player.discardPlayerCard(i,true,'he');
},
marktext:'椎',
intro:{
name:'椎(掠影/莺舞)',
name2:'椎',
content:'mark',
},
group:'splveying_add',
subSkill:{
add:{
trigger:{player:'useCardToPlayered'},
forced:true,
usable:2,
filter:function(event,player){
return event.card.name=='sha'&&player.isPhaseUsing();
},
content:function(){
player.addMark('splveying',1);
},
},
},
},
spyingwu:{
group:'spyingwu_add',
audio:2,
trigger:{player:'useCardAfter'},
forced:true,
locked:false,
filter:function(event,player){
return player.hasSkill('splveying')&&(get.type(event.card)=='trick'&&!get.tag(event.card,'damage'))&&player.countMark('splveying')>1;
},
content:function(){
player.removeMark('splveying',2);
player.chooseUseTarget('sha',false);
},
ai:{combo:'splveying'},
subSkill:{
add:{
trigger:{player:'useCardToPlayered'},
forced:true,
locked:false,
usable:2,
filter:function(event,player){
return player.hasSkill('splveying')&&(get.type(event.card)=='trick'&&!get.tag(event.card,'damage'))&&player.isPhaseUsing();
},
content:function(){
player.addMark('splveying',1);
},
},
},
},
//手杀杨婉
spmingxuan:{
audio:2,
trigger:{player:'phaseUseBegin'},
forced:true,
filter:function(event,player){
var list=player.getStorage('spmingxuan');
return player.countCards('h')>0&&game.hasPlayer(function(current){
return current!=player&&!list.contains(current);
});
},
content:function(){
'step 0'
var suits=[],hs=player.getCards('h');
for(var i of hs) suits.add(get.suit(i,player));
var list=player.getStorage('spmingxuan'),num=Math.min(suits.length,game.countPlayer(function(current){
return current!=player&&!list.contains(current);
}));
player.chooseCard('h',true,[1,num],'瞑昡:请选择至多'+get.cnNumber(num)+'张花色各不相同的手牌',function(card,player){
if(!ui.selected.cards.length) return true;
var suit=get.suit(card);
for(var i of ui.selected.cards){
if(get.suit(i,player)==suit) return false;
}
return true;
}).set('complexCard',true).set('ai',(card)=>6-get.value(card));
'step 1'
if(result.bool){
var list=player.getStorage('spmingxuan'),cards=result.cards.randomSort();
var targets=game.filterPlayer((current)=>(current!=player&&!list.contains(current))).randomGets(cards.length).sortBySeat();
player.line(targets,'green');
for(var i=0;i<targets.length;i++){
targets[i].gain(cards[i],player);
player.$giveAuto(cards[i],targets[i]);
}
event.targets=targets;
event.num=0;
}
else event.finish();
'step 2'
game.delayx();
'step 3'
if(num<targets.length){
var target=targets[num];
event.num++;
if(target.isIn()){
event.target=target;
target.chooseToUse(function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},'对'+get.translation(player)+'使用一张杀,否则交给其一张牌,且其摸一张牌').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
return lib.filter.targetEnabled.apply(this,arguments);
}).set('sourcex',player).set('addCount',false);
}
else{
if(event.num<targets.length) event.redo();
else event.finish();
}
}
'step 4'
if(result.bool){
player.markAuto('spmingxuan',[target]);
if(event.num<targets.length) event.goto(3);
else event.finish();
}
else{
var he=target.getCards('he');
if(he.length){
if(he.length==1) event._result={bool:true,cards:he};
else target.chooseCard('he',true,'交给'+get.translation(player)+'一张牌')
}
else{
if(event.num<targets.length) event.goto(3);
else event.finish();
}
}
'step 5'
if(result.bool){
player.gain(result.cards,target,'giveAuto');
player.draw();
}
if(event.num<targets.length) event.goto(3);
},
intro:{content:'已被$使用过杀'},
},
spxianchou:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.source&&event.source.isIn()&&game.hasPlayer(function(current){
return current!=player&&current!=event.source;
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('spxianchou'),function(card,player,target){
return target!=player&&target!=_status.event.getTrigger().source;
}).set('ai',function(target){
return get.attitude(target,_status.event.player)*Math.sqrt(target.countCards('he'));
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('spxianchou',target);
player.line2([target,trigger.source]);
target.chooseToDiscard('he','是否弃置一张牌,视为对'+get.translation(trigger.source)+'使用一张【杀】?').set('ai',function(card){
if(_status.event.goon) return 8-get.value(card);
return 0;
}).set('goon',((target.canUse('sha',trigger.source,false)?get.effect(trigger.source,{name:'sha',isCard:true},target,target):0)+get.recoverEffect(player,target,target))>0);
}
else event.finish();
'step 2'
if(result.bool){
if(target.canUse('sha',trigger.source,false)) target.useCard({name:'sha',isCard:true},trigger.source,false);
else event.finish();
}
else event.finish();
'step 3'
if(target.hasHistory('sourceDamage',function(evt){
var card=evt.card;
if(!card||card.name!='sha') return false;
var evtx=evt.getParent('useCard');
return evtx.card==card&&evtx.getParent()==event;
})) player.recover();
},
},
},
translate:{
sp_yangwan:'手杀杨婉',
spmingxuan:'瞑昡',
spmingxuan_info:'锁定技。出牌阶段开始时你须选择至多X张花色各不相同的手牌X为未选择过选项一的角色将这些牌随机交给这些角色中的等量角色。然后这些角色依次选择一项⒈对你使用一张【杀】。⒉交给你一张牌然后你摸一张牌。',
spxianchou:'陷仇',
spxianchou_info:'当你受到有来源的伤害后你可选择一名不为伤害来源的其他角色。该角色可以弃置一张牌然后视为对伤害来源使用一张【杀】无距离限制。若其因此【杀】造成了伤害则你回复1点体力。',
liucheng:'刘赪',
splveying:'掠影',
splveying_info:'锁定技。①每回合限两次当你使用【杀】指定目标后你获得一个“椎”。②当你使用的【杀】结算结束后若你的“椎”数大于1则你弃置两个“椎”然后弃置所有目标角色的各一张手牌。',
spyingwu:'莺舞',
spyingwu_info:'若你拥有〖掠影〗①每回合限两次当你使用非伤害类普通锦囊牌指定目标后你获得一个“椎”。②当你使用的非伤害类普通锦囊牌结算结束后若你的“椎”数大于1则你弃置两个“椎”然后可以视为使用一张【杀】。',
sb_huangzhong:'谋黄忠',
sbliegong:'烈弓',
sbliegong_info:'①若你的装备区内没有武器牌则你手牌区内所有【杀】的属性视为无属性。②当你使用牌时或成为其他角色使用牌的目标后你记录此牌的花色。③当你使用【杀】指定唯一目标后若你〖烈弓②〗的记录不为空则你可亮出牌堆顶的X张牌X为你〖烈弓②〗记录过的花色数-1令此【杀】的伤害值基数+YY为亮出牌中被〖烈弓②〗记录过花色的牌的数量且目标角色不能使用〖烈弓②〗记录过花色的牌响应此【杀】。此【杀】使用结算结束后你清除〖烈弓②〗的记录。',
sb_huaxiong:'谋华雄',
sbyangwei:'扬威',
sbyangwei_info:'出牌阶段,你可以摸两张牌,令此技能于你的下下个结束阶段前失效,且你获得如下效果直到回合结束:使用【杀】无距离限制,次数上限+1且无视防具。',
sb_yujin:'谋于禁',
sbxiayuan:'狭援',
sbxiayuan_info:'每轮限一次。其他角色受到伤害后若其因此伤害触发过护甲效果且其没有护甲则你可弃置两张手牌令其获得X点护甲X为其因此伤害触发护甲效果而失去的护甲数量。',
sbjieyue:'节钺',
sbjieyue_info:'结束阶段你可以令一名其他角色获得1点护甲。然后其可以交给你一张牌。',
},
};
});