noname/mode/stone.js

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JavaScript
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'use strict';
mode.stone={
element:{
player:{
init:function(player){
if(!player.isMin()){
if(!player.node.actcount){
player.node.actcount=ui.create.div('.actcount.hp',player);
}
if(typeof player.actcount!=='number'){
player.actcount=2;
}
player.actused=0;
if(!player.actcharacterlist){
player.actcharacterlist=[];
}
player.updateActCount();
}
},
updateActCount:function(used){
for(var i=0;i<10;i++){
if(this.actcount>this.node.actcount.childElementCount){
ui.create.div(this.node.actcount);
}
else if(this.actcount<this.node.actcount.childElementCount){
this.node.actcount.lastChild.remove();
}
else{
break;
}
}
if(used!==false){
var count=this.actcount-this.getActCount();
for(var i=0;i<this.actcount;i++){
if(i<count){
this.node.actcount.childNodes[i].classList.remove('lost');
}
else{
this.node.actcount.childNodes[i].classList.add('lost');
}
}
}
},
canAddFellow:function(){
if(!this.actcharacterlist) return false;
if(this.actcharacterlist.length<4) return true;
for(var i=0;i<this.actcharacterlist.length;i++){
if(this.actcharacterlist[i]===null) return true;
}
return false;
},
getActCount:function(){
return get.cardCount(true,this)+(this.actused||0)
},
getLeader:function(){
return this.side==game.me.side?game.me:game.enemy;
},
getEnemy:function(){
return this.side!=game.me.side?game.me:game.enemy;
},
hasFellow:function(){
if(!this.actcharacterlist) return false;
for(var i=0;i<this.actcharacterlist.length;i++){
if(this.actcharacterlist[i]) return true;
}
return false;
},
countFellow:function(){
if(!this.actcharacterlist) return 0;
var num=0;
for(var i=0;i<this.actcharacterlist.length;i++){
if(this.actcharacterlist[i]) num++;
}
return num;
},
addFellow:function(fellow){
if(!this.actcharacterlist) return this;
var i;
for(i=0;i<this.actcharacterlist.length;i++){
if(this.actcharacterlist[i]===null){
break;
}
}
this.actcharacterlist[i]=fellow;
fellow.dataset.position=i+4+(this==game.me?0:4);
return this;
},
removeFellow:function(fellow){
if(!this.actcharacterlist) return this;
var index=this.actcharacterlist.indexOf(fellow);
if(index>=0){
this.actcharacterlist[index]=null;
}
return this;
},
dieAfter:function(source){
var dead=this;
if(game.me.isDead()){
if(!_status.mylist.length){
_status.friendCount.innerHTML='我方兵力:'+get.cnNumber(0);
game.over(false);
}
else{
game.pause();
_status.deadfriend.push(this);
game.additionaldead.push(this);
setTimeout(function(){
var player=ui.create.player();
player.classList.add('noidentity');
player.dataset.position=dead.dataset.position;
player.side=dead.side;
player.actcharacterlist=dead.actcharacterlist;
player.animate('replaceme');
player.actcount=game.enemy.actcount;
player.actcount=dead.actcount;
if(_status.double_character){
player.init(_status.mylist.shift(),_status.mylist.shift());
}
else{
player.init(_status.mylist.shift());
}
game.players.push(player);
ui.arena.appendChild(player);
game.swapControl(player);
game.arrangePlayers();
player.draw(2+game.enemy.countFellow(),false);
game.resume();
game.updateStatusCount();
},lib.config.duration);
}
}
else if(game.enemy.isDead()){
if(!_status.enemylist.length){
_status.enemyCount.innerHTML='敌方兵力:'+get.cnNumber(0);
game.over(true);
}
else{
game.pause();
_status.deadenemy.push(this);
game.additionaldead.push(this);
setTimeout(function(){
var player=ui.create.player();
player.classList.add('noidentity');
player.dataset.position=dead.dataset.position;
player.side=dead.side;
player.actcharacterlist=dead.actcharacterlist;
player.animate('replaceenemy');
player.actcount=dead.actcount;
if(_status.double_character){
player.init(_status.enemylist.shift(),_status.enemylist.shift());
}
else{
player.init(_status.enemylist.shift());
}
game.players.push(player);
game.enemy=player;
ui.arena.appendChild(player);
game.arrangePlayers();
player.draw(2+game.me.countFellow(),false);
game.resume();
game.updateStatusCount();
},lib.config.duration);
}
}
if(source&&source.side!=this.side&&!source.isMin()){
source.draw(2);
if(source.getActCount()>0){
source.actused--;
}
source.updateActCount();
}
game.dead.remove(this);
game.arrangePlayers();
this.getLeader().removeFellow(this);
setTimeout(function(){
dead.delete();
},500);
}
}
},
game:{
reserveDead:true,
updateStatusCount:function(){
_status.friendCount.innerHTML='我方兵力:'+get.cnNumber(1+_status.mylist.length/(_status.double_character?2:1),true);
_status.enemyCount.innerHTML='敌方兵力:'+get.cnNumber(1+_status.enemylist.length/(_status.double_character?2:1),true);
},
stoneLoop:function(player){
var next=game.createEvent('phaseLoop');
next.player=player;
next.content=function(){
"step 0"
player.phase();
event.num=0;
"step 1"
if(event.num<player.actcharacterlist.length){
var current=player.actcharacterlist[event.num];
if(current){
current.phase();
}
event.num++;
event.redo();
}
"step 2"
if(event.player==game.me){
event.player=game.enemy;
}
else{
event.player=game.me;
}
event.goto(0);
}
},
initStone:function(){
var list=[],list2=[];
var i,j,name;
for(i in lib.character){
if(lib.character[i][4]&&lib.character[i][4].contains('minskin')&&lib.character[i][4].contains('stone')){
lib.character[i][3].add('stonesha');
lib.character[i][3].add('stoneshan');
lib.character[i][3].add('stonedraw');
name=i+'_stonecharacter';
if(lib.character[i][5][0]<3){
list.push(name);
}
else{
list2.push(name);
}
lib.card[name]={
image:'character/default/'+i,
stoneact:lib.character[i][5][0]
};
for(j in lib.card.stonecharacter){
lib.card[name][j]=lib.card.stonecharacter[j];
}
lib.translate[name]=get.translation(i);
lib.translate[name+'_info']=get.skillintro(i);
}
}
var addedcardcount=Math.ceil(lib.card.list.length/80);
var addedcardcount2=Math.ceil(lib.card.list.length/160);
var suit=['heart','diamond','club','spade'];
while(addedcardcount--){
for(i=0;i<list.length;i++){
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),list[i]]);
}
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'shengerpingdeng']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'konghunshi']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'emofengdi']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'mindieyi']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'miefafu']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'sanghunzhao']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'sanghunzhao']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'jintiao']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'zhaohunfan']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'fengraozhijiao']);
}
while(addedcardcount2--){
for(i=0;i<list2.length;i++){
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),list2[i]]);
}
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'liumangxingzhen']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'dianhaishenzhu']);
lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'yesushengxue']);
}
lib.card.list.randomSort();
lib.skill._chongzhu.usable=3;
for(i in lib.skill){
if(lib.skill[i].changeSeat){
lib.skill[i]={};
if(lib.translate[i+'_info']){
lib.translate[i+'_info']='此模式下不可用';
}
}
}
for(i in lib.card){
if(lib.card[i].type=='equip'){
lib.card[i].chongzhu=true;
}
if(typeof lib.card[i].stoneact==='number'&&!lib.card[i].addinfo){
lib.card[i].addinfo='消耗 '+lib.card[i].stoneact;
}
}
_status.deadfriend=[];
_status.deadenemy=[];
game.additionaldead=[];
},
start:function(){
var next=game.createEvent('game',false);
next.content=function(){
"step 0"
lib.init.css('layout/mode/','stone');
game.initStone();
game.prepareArena(2);
ui.arena.classList.add('stone');
game.delay();
"step 1"
for(var i=0;i<game.players.length;i++){
game.players[i].classList.add('noidentity');
}
game.enemy=game.me.next;
game.chooseCharacter();
"step 2"
_status.friendCount=ui.create.system('',null,true);
_status.enemyCount=ui.create.system('',null,true);
game.updateStatusCount();
lib.setPopped(_status.friendCount,function(){
var uiintro=ui.create.dialog('hidden');
if(_status.deadfriend.length){
uiintro.add('已阵亡');
uiintro.add([_status.deadfriend,'player']);
}
uiintro.add('未上场');
if(_status.mylist.length){
uiintro.add([_status.mylist,'character']);
}
else{
uiintro.add('(无)')
}
return uiintro;
});
lib.setPopped(_status.enemyCount,function(){
if(_status.deadenemy.length){
var uiintro=ui.create.dialog('hidden');
uiintro.add('已阵亡');
uiintro.add([_status.deadenemy,'player']);
return uiintro;
}
});
game.me.side=Math.random()<0.5;
game.enemy.side=!game.me.side;
game.gameDraw(game.me,2);
if(game.me.side){
game.stoneLoop(game.me);
}
else{
game.stoneLoop(game.enemy);
}
}
},
chooseCharacter:function(){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.ai=function(player,list){
if(get.config('double_character')){
player.init(list[0],list[1]);
}
else{
player.init(list[0]);
}
}
next.content=function(){
"step 0"
var i;
var list=[];
event.list=list;
for(i in lib.character){
if(lib.character[i][4]&&lib.character[i][4].contains('minskin')) continue;
if(lib.config.forbidai.contains(i)) continue;
if(lib.config.forbidall.contains(i)) continue;
if(lib.config.forbidstone.contains(i)) continue;
if(!get.config('double_character')&&get.config('ban_weak')&&lib.config.forbidsingle.contains(i)) continue;
if(get.config('double_character')&&lib.config.forbiddouble.contains(i)) continue;
list.push(i);
}
list.randomSort();
var dialog=ui.create.dialog('按顺序选择出场角色'+(get.config('double_character')?'(双将)':''));
dialog.add('0/'+(get.config('double_character')?2:1)*get.config('battle_number'));
dialog.add([list.slice(0,get.config('battle_number')*2+5),'character']);
var next=game.me.chooseButton(dialog,true);
next.selectButton=function(){
return (get.config('double_character')?2:1)*get.config('battle_number');
};
next.custom.add.button=function(){
if(ui.cheat2&&ui.cheat2.backup) return;
_status.event.dialog.content.childNodes[0].innerHTML=
'按顺序选择出场角色'+(get.config('double_character')?'(双将)':'');
_status.event.dialog.content.childNodes[1].innerHTML=
ui.selected.buttons.length+'/'+_status.event.selectButton();
};
event.changeDialog=function(){
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
return;
}
list.randomSort();
_status.event.dialog.close();
_status.event.dialog=ui.create.dialog('按顺序选择出场角色'+(get.config('double_character')?'(双将)':''));
_status.event.dialog.add('0/'+(get.config('double_character')?2:1)*get.config('battle_number'));
_status.event.dialog.add([list.slice(0,get.config('battle_number')*2+5),'character']);
game.uncheck();
game.check();
};
ui.create.cheat=function(){
ui.cheat=ui.create.control('更换',event.changeDialog);
};
event.dialogxx=ui.create.characterDialog();
ui.create.cheat2=function(){
ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){
this.dialog.close();
_status.event.dialog=this.backup;
this.backup.open();
delete this.backup;
game.uncheck();
game.check();
if(ui.cheat2x){
ui.cheat2x.close();
delete ui.cheat2x;
}
}
else{
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
this.backup=_status.event.dialog;
_status.event.dialog.close();
_status.event.dialog=_status.event.parent.dialogxx;
this.dialog=_status.event.dialog;
this.dialog.open();
game.uncheck();
game.check();
}
});
}
if(!ui.cheat&&get.config('change_choice'))
ui.create.cheat();
if(!ui.cheat2&&get.config('free_choose'))
ui.create.cheat2();
"step 1"
if(ui.cheat){
ui.cheat.close();
delete ui.cheat;
}
if(ui.cheat2){
ui.cheat2.close();
delete ui.cheat2;
}
if(ui.cheat2x){
ui.cheat2x.close();
delete ui.cheat2x;
}
_status.mylist=result.links.slice(0);
for(var i=0;i<result.links.length;i++){
event.list.remove(result.links[i]);
}
event.list.randomSort();
_status.enemylist=event.list.slice(0,result.links.length);
_status.double_character=get.config('double_character');
if(_status.double_character){
game.me.init(_status.mylist.shift(),_status.mylist.shift());
game.enemy.init(_status.enemylist.shift(),_status.enemylist.shift());
}
else{
game.me.init(_status.mylist.shift());
game.enemy.init(_status.enemylist.shift());
}
}
},
},
card:{
stonecharacter:{
type:'stonecharacter',
color:'white',
opacity:1,
enable:function(event,player){
return player.canAddFellow();
},
chongzhu:true,
textShadow:'black 0 0 2px',
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
content:function(){
"step 0"
var name=card.name.slice(0,card.name.indexOf('_stonecharacter'));
var added=false;
var i;
for(i=0;i<player.actcharacterlist.length;i++){
if(player.actcharacterlist[i]===null){
added=true;
break;
}
}
var pos=i+4;
if(player!=game.me){
pos+=4;
}
var fellow=game.addFellow(pos,name);
fellow.side=player.side;
fellow.classList.add('turnedover');
player.actcharacterlist[i]=fellow;
fellow.$gain2(card);
event.source=fellow;
var num=lib.character[name][5][1];
if(num){
fellow.draw(num,false);
}
player.updateActCount();
"step 1"
event.trigger('fellow');
},
ai:{
order:8.5,
useful:[5.5,1],
result:{
target:1
}
}
},
zhaohunfan:{
type:'stone',
fullskin:true,
enable:true,
stoneact:2,
filterTarget:function(card,player,target){
if(!target.isMin()) return false;
if(ui.selected.targets.length){
return target.side!=ui.selected.targets[0].side;
}
return true;
},
selectTarget:2,
multitarget:true,
multiline:true,
content:function(){
targets.sort(lib.sort.seat);
for(var i=0;i<targets.length;i++){
targets[i].die();
}
},
ai:{
result:{
target:function(player,target){
if(ui.selected.targets.length&&target.hp<ui.selected.targets[0].hp){
return 1;
}
return -1;
}
},
order:6
}
},
jintiao:{
type:'stone',
enable:true,
stoneact:2,
fullskin:true,
filterTarget:function(card,player,target){
return target.isMin()&&(target.maxHp>1||target.num('he')>0);
},
content:function(){
"step 0"
target.discard(target.get('he'));
"step 1"
if(target.maxHp>1){
target.loseMaxHp(target.maxHp-1);
}
},
ai:{
result:{
target:function(player,target){
return 1-target.hp-target.num('h')/2;
}
},
order:5
}
},
liumangxingzhen:{
fullskin:true,
type:'stone',
enable:true,
filterTarget:function(card,player,target){
return target.isMin();
},
selectTarget:-1,
multiline:true,
multitarget:true,
content:function(){
targets.sort(lib.sort.seat);
for(var i=0;i<targets.length;i++){
targets[i].die()._triggered=null;
}
ui.clear();
},
stoneact:6,
ai:{
order:9,
result:{
target:-1
}
}
},
shengerpingdeng:{
fullskin:true,
type:'stone',
enable:true,
stoneact:2,
filterTarget:function(card,player,target){
return target.isMin()&&target.maxHp>1;
},
selectTarget:-1,
content:function(){
target.loseMaxHp(target.maxHp-1);
},
ai:{
order:9,
result:{
target:function(player,target){
if(target.hp>1) return -1;
if(target.maxHp>1) return -0.1;
return 0;
}
}
}
},
emofengdi:{
fullskin:true,
type:'stone',
enable:function(event,player){
if(player.isMin()) return false;
return player.canAddFellow();
},
stoneact:5,
filterTarget:function(card,player,target){
return target.isMin()&&target.side!=player.side;
},
content:function(){
target.getLeader().removeFellow(target);
target.side=player.side;
player.addFellow(target);
},
ai:{
order:9,
result:{
target:function(player,target){
return -target.hp;
}
}
}
},
konghunshi:{
type:'stone',
fullskin:true,
enable:function(event,player){
if(player.isMin()) return false;
return player.canAddFellow();
},
stoneact:4,
filterTarget:function(card,player,target){
return target.isMin()&&target.side!=player.side;
},
content:function(){
target.getLeader().removeFellow(target);
target.side=player.side;
player.addFellow(target);
target.addSkill('konghunshi_die');
},
ai:{
order:9,
result:{
target:function(player,target){
return -target.hp;
}
}
}
},
mindieyi:{
fullskin:true,
type:'stone',
enable:true,
stoneact:3,
filterTarget:function(card,player,target){
return target.isMin();
},
selectTarget:-1,
content:function(){
target.turnOver();
},
ai:{
order:7,
result:{
target:function(player,target){
if(target.isTurnedOver()) return 1;
return -1;
}
}
}
},
miefafu:{
type:'stone',
enable:true,
stoneact:2,
fullskin:true,
filterTarget:function(card,player,target){
return target.isMin();
},
content:function(){
target.turnOver();
},
ai:{
order:6,
result:{
target:function(player,target){
if(target.isTurnedOver()) return 1;
return -1;
}
}
}
},
dianhaishenzhu:{
fullskin:true,
type:'stone',
enable:true,
stoneact:3,
filterTarget:function(card,player,target){
return target.isMin()&&target.side==player.side&&!target.skills.contains('chaofeng');
},
content:function(){
target.addSkill('chaofeng');
target.markSkill('chaofeng');
game.log(get.translation(target)+'获得了嘲讽');
target.popup('嘲讽');
},
ai:{
order:2,
result:{
target:function(player,target){
if(target.hp>=3) return target.hp;
return 0;
}
}
}
},
yesushengxue:{
fullskin:true,
type:'stone',
enable:true,
stoneact:4,
filterTarget:function(card,player,target){
return target.isMin()&&target.hp<5;
},
content:function(){
if(target.maxHp<5){
target.gainMaxHp(Math.min(2,5-target.maxHp));
}
target.recover(2);
},
ai:{
order:7,
result:{
target:function(player,target){
return 5-target.hp;
}
}
}
},
sanghunzhao:{
type:'stone',
fullskin:true,
enable:true,
stoneact:3,
filterTarget:function(card,player,target){
return target.isMin();
},
selectTarget:-1,
multitarget:true,
multiline:true,
content:function(){
targets.sort(lib.sort.seat);
for(var i=0;i<targets.length;i++){
targets[i].loseHp();
}
ui.clear();
},
ai:{
order:9,
result:{
target:-1
}
}
},
fengraozhijiao:{
type:'stone',
fullskin:true,
enable:true,
stoneact:1,
filterTarget:function(card,player,target){
return target.isMin()&&target.hp<target.maxHp;
},
content:function(){
target.recover();
},
ai:{
order:8,
result:{
target:1
}
}
},
},
character:{
stone_weibing:['male','wei',2,['stone_weibing'],['minskin','stone'],[1,0]],
stone_weiguan:['male','wei',1,['stone_weiguan'],['minskin','stone'],[1,2]],
stone_weijiang:['male','wei',3,['stone_weijiang'],['minskin','stone'],[3,0]],
stone_shubing:['male','shu',2,['stone_shubing'],['minskin','stone'],[1,0]],
stone_shuguan:['male','shu',1,['stone_shuguan'],['minskin','stone'],[1,2]],
stone_shujiang:['male','shu',3,['stone_shujiang'],['minskin','stone'],[3,0]],
stone_wubing:['male','wu',2,['stone_wubing'],['minskin','stone'],[1,0]],
stone_wuguan:['male','wu',1,['stone_wuguan'],['minskin','stone'],[1,2]],
stone_wujiang:['male','wu',3,['stone_wujiang'],['minskin','stone'],[3,0]],
stone_qunbing:['male','qun',2,['stone_qunbing'],['minskin','stone'],[1,0]],
stone_qunguan:['male','qun',1,['stone_qunguan'],['minskin','stone'],[1,2]],
stone_qunjiang:['male','qun',3,['stone_qunjiang'],['minskin','stone'],[3,0]],
stone_daoshi:['male','qun',1,['stone_daoshi'],['minskin','stone'],[1,2]],
stone_sanxian:['male','qun',2,['stone_sanxian'],['minskin','stone'],[2,0]],
stone_yisheng:['male','qun',1,['jijiu'],['minskin','stone'],[2,2]],
stone_yinshi:['male','qun',1,['stone_yinshi'],['minskin','stone'],[1,2]],
stone_banxian:['male','qun',3,['stone_banxian'],['minskin','stone'],[3,0]],
stone_daogu:['female','qun',1,['stone_daogu'],['minskin','stone'],[1,2]],
stone_gongzhu:['female','wu',1,['shushen'],['minskin','stone'],[2,2]],
stone_genv:['female','wei',1,['jieyin'],['minskin','stone'],[1,2]],
stone_wunv:['female','qun',1,['biyue'],['minskin','stone'],[3,2]],
stone_huanghou:['female','qun',2,['stone_huanghou'],['minskin','stone'],[3,1]],
stone_feipin:['female','qun',1,['guixiu'],['minskin','stone'],[1,2]],
stone_yiji:['female','qun',1,['stone_yiji'],['minskin','stone'],[2,2]],
},
skill:{
chaofeng:{
mark:true,
intro:{
content:'已获得嘲讽'
}
},
_chaofeng:{
mod:{
targetEnabled:function(card,player,target){
if(target.skills.contains('chaofeng')) return;
if(card.name=='sha'||card.name=='juedou'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].side==target.side&&game.players[i].skills.contains('chaofeng')){
return false;
}
}
}
}
}
},
konghunshi_die:{
trigger:{player:'phaseAfter'},
forced:true,
unique:true,
content:function(){
player.die();
}
},
stone_sanxian:{
trigger:{player:'dieBegin'},
forced:true,
unique:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].side!=player.side&&
game.players[i].isMin()){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.chooser=player.getLeader();
event.chooser.chooseTarget('散仙:令一名敌方随从失去一点体力',function(card,playerx,target){
return player.side!=target.side&&target.isMin();
}).ai=function(target){
return Math.max(1,10-target.hp);
};
player.line(event.chooser);
"step 1"
if(result.bool){
event.chooser.line(result.targets[0]);
game.delay();
result.targets[0].addSkill('stone_sanxian2');
}
}
},
stone_sanxian2:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
unique:true,
filter:function(event,player){
return player.skills.contains('stone_sanxian2');
},
content:function(){
player.loseHp();
player.removeSkill('stone_sanxian2');
}
},
stone_banxian:{
trigger:{player:'dieBegin'},
forced:true,
unique:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&
game.players[i].isMin()){
return true;
}
}
return false;
},
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].isMin()&&game.players[i]!=player){
game.players[i].addSkill('stone_banxian2');
}
}
}
},
stone_banxian2:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
unique:true,
filter:function(event,player){
return player.skills.contains('stone_banxian2');
},
content:function(){
player.loseHp();
player.removeSkill('stone_banxian2');
}
},
stone_daoshi:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.num('h')==0;
},
content:function(){
player.draw();
}
},
stone_daogu:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.num('h')==0;
},
content:function(){
player.draw();
}
},
stone_shubing:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
player.classList.remove('turnedover');
}
},
stone_yinshi:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
player.addTempSkill('stone_yinshi2',{player:'phaseBegin'});
}
},
stone_yinshi2:{
mod:{
targetEnabled:function(){
return false;
}
}
},
stone_shuguan:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
player.getLeader().addSkill('stone_shuguan2');
}
},
stone_shuguan2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.draw();
player.removeSkill('stone_shuguan2');
}
},
stone_shujiang:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
"step 0"
event.chooser=player.getLeader();
event.chooser.chooseTarget('蜀将:选择敌方一名角色视为对其使用一张杀',function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},event.chooser,target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},event.chooser);
}
player.line(event.chooser);
"step 1"
if(result.bool){
event.chooser.useCard({name:'sha'},result.targets,false);
}
}
},
stone_weiguan:{
trigger:{source:'fellow'},
forced:true,
unique:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].side==player.side&&
game.players[i]!=player) return true;
}
return false;
},
content:function(){
"step 0"
event.chooser=player.getLeader();
event.chooser.chooseTarget('魏官:选择已方一名角色摸一张牌',function(card,playerx,target){
return player!=target&&player.side==target.side;
}).ai=function(target){
return ai.get.attitude(event.chooser,target);
};
player.line(event.chooser);
"step 1"
if(result.bool){
event.chooser.line(result.targets[0]);
result.targets[0].draw();
}
}
},
stone_weibing:{
trigger:{source:'fellow'},
forced:true,
unique:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].side!=player.side&&
game.players[i].isMin()&&
game.players[i].num('he')){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.chooser=player.getLeader();
event.chooser.chooseTarget('魏兵:弃置对方一名随从的所有牌',function(card,playerx,target){
return player.side!=target.side&&target.isMin()&&target.num('he')>0;
}).ai=function(target){
return 1;
};
player.line(event.chooser);
"step 1"
if(result.bool){
event.chooser.line(result.targets[0]);
game.delay();
result.targets[0].discard(result.targets[0].get('he'));
}
}
},
stone_weijiang:{
trigger:{source:'fellow'},
forced:true,
unique:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].side!=player.side&&
game.players[i].isMin()){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.chooser=player.getLeader();
event.chooser.chooseTarget('魏将:对一名对方随从造成一点伤害',function(card,playerx,target){
return player.side!=target.side&&target.isMin();
}).ai=function(target){
return Math.max(1,10-target.hp);
};
player.line(event.chooser);
"step 1"
if(result.bool){
event.chooser.line(result.targets[0]);
game.delay();
result.targets[0].damage(event.chooser);
}
}
},
stone_wubing:{
trigger:{source:'fellow'},
forced:true,
unique:true,
filter:function(event,player){
return player.getEnemy().num('e')>0;
},
content:function(){
"step 0"
event.chooser=player.getLeader();
event.enemy=player.getEnemy();
event.chooser.choosePlayerCard(event.enemy,'e','吴兵:令对方主将将装备区中的一张牌收入手牌');
player.line(event.chooser);
"step 1"
if(result.bool){
event.chooser.line(event.enemy);
game.delay();
event.enemy.gain(result.links,'gain2');
game.log(get.translation(event.enemy)+'将'+get.translation(result.links)+'收入手牌')
}
}
},
stone_wuguan:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
player.getLeader().addTempSkill('stone_wuguan2','phaseAfter');
}
},
stone_wuguan2:{
mod:{
maxHandcard:function(player,num){
return num+1;
}
},
},
stone_wujiang:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
player.getLeader().draw(2);
}
},
stone_qunbing:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
player.addSkill('stone_qunbing2');
}
},
stone_qunbing2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num++;
player.removeSkill('stone_qunbing2');
}
},
stone_qunguan:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
var targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].isMin()&&game.players[i]!=player){
targets.push(game.players[i]);
}
}
targets.sort(lib.sort.seat);
game.asyncDraw(targets);
}
},
stone_qunjiang:{
trigger:{source:'fellow'},
forced:true,
unique:true,
content:function(){
var targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].isMin()&&game.players[i].side!=player.side){
targets.push(game.players[i]);
}
}
targets.sort(lib.sort.seat);
for(var i=0;i<targets.length;i++){
targets[i].discard(targets[i].get('he'));
}
}
},
stone_huanghou:{
trigger:{source:'fellow'},
forced:true,
unique:true,
filter:function(event,player){
return player.getEnemy().countFellow()>player.getLeader().countFellow();
},
content:function(){
"step 0"
event.chooser=player.getEnemy();
event.chooser.chooseTarget('皇后:选择己方一名随从令其死亡',function(card,playerx,target){
return target.isMin()&&target.side!=player.side;
},true).ai=function(target){
return -target.hp;
};
player.line(event.chooser);
"step 1"
if(result.bool){
event.chooser.line(result.targets[0]);
game.delay();
result.targets[0].die();
}
}
},
stone_yiji:{
trigger:{player:'dieBegin'},
forced:true,
filter:function(event){
return event.source!=undefined&&event.source.isMin();
},
content:function(){
trigger.source.addSkill('stone_yiji2');
},
},
stone_yiji2:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
unique:true,
filter:function(event,player){
return player.skills.contains('stone_yiji2');
},
content:function(){
player.loseHp();
player.removeSkill('stone_yiji2');
}
},
_actcount:{
mod:{
cardEnabled:function(card,player){
if(player.isMin()){
if(get.type(card)=='equip') return false;
return;
}
if(_status.currentPhase!=player) return;
var stoneact=get.info(card).stoneact;
if(typeof stoneact!='number'){
stoneact=1;
}
if(player.getActCount()+stoneact>player.actcount) return false;
}
},
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
filter:function(event,player){
return !player.isMin();
},
content:function(){
player.actused=0;
if(player.side){
player.actcount=player.getEnemy().actcount;
}
else{
player.actcount=player.getEnemy().actcount+1;
}
if(player.actcount>6){
player.actcount-=5;
}
player.updateActCount();
}
},
_actcount2:{
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event,player){
return !player.isMin();
},
content:function(){
var stoneact=get.info(trigger.card).stoneact;
if(typeof stoneact==='number'){
player.actused+=stoneact-1;
}
player.updateActCount();
}
},
stonesha:{
unique:true,
enable:['chooseToUse','chooseToRespond'],
filterCard:{type:'equip'},
viewAs:{name:'sha'},
check:function(){return 1},
filter:function(event,player){
return player.num('h',{type:'equip'})>0;
},
viewAsFilter:function(player){
return player.num('h',{type:'equip'})>0;
},
ai:{
skillTagFilter:function(player){
return player.num('h',{type:'equip'})>0;
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
stoneshan:{
unique:true,
enable:['chooseToRespond'],
viewAs:{name:'shan'},
filterCard:{type:'stonecharacter'},
check:function(){return 1},
filter:function(event,player){
return player.num('h',{type:'stonecharacter'})>0;
},
viewAsFilter:function(player){
return player.num('h',{type:'stonecharacter'})>0;
},
ai:{
skillTagFilter:function(player){
return player.num('h',{type:'stonecharacter'})>0;
},
respondShan:true,
order:4,
useful:-1,
value:-1
}
},
stonedraw:{
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
content:function(){
trigger.num--;
}
}
},
translate:{
stone_weibing:'魏兵',
stone_weibing_info:'你出场时,已方主将可以弃置对方一名随从的所有牌',
stone_weiguan:'魏官',
stone_weiguan_info:'你出场时,已方主将可以令已方一名其他角色摸一张牌',
stone_weijiang:'魏将',
stone_weijiang_info:'你出场时,已方主将可以对对方一名随从造成一点伤害',
stone_shubing:'蜀兵',
stone_shubing_info:'你出场时,立即将武将牌翻至正面',
stone_shuguan:'蜀官',
stone_shuguan2:'蜀官',
stone_shuguan_info:'你出场时,已方主将于本回合结束阶段摸一张牌',
stone_shujiang:'蜀将',
stone_shujiang_info:'你出场时,已方主将可视为对一名敌方角色使用一张杀',
stone_wubing:'吴兵',
stone_wubing_info:'你出场时,已方主将可令敌方主将将装备区内的一张牌收入手牌',
stone_wuguan:'吴官',
stone_wuguan_info:'你出场时,已方主将本回合手牌上限+1',
stone_wujiang:'吴将',
stone_wujiang_info:'你出场时,已方主将摸两张牌',
stone_qunbing:'群兵',
stone_qunbing2:'群兵',
stone_qunbing_info:'你出场后的第一个摸牌阶段摸牌数+1',
stone_qunguan:'群官',
stone_qunguan_info:'你出场时,所有其他随从各摸一张牌',
stone_qunjiang:'群将',
stone_qunjiang_info:'你出场时,敌方随从弃置所有牌',
stone_daoshi:'道士',
stone_daoshi_info:'回合开始阶段,若你没有手牌,你摸一张牌',
stone_sanxian:'散仙',
stone_sanxian_info:'你死亡前已方主将可令一名敌方随从失去1点体力',
stone_banxian:'半仙',
stone_banxian_info:'你死亡后场上所有其他随从失去1点体力',
stone_yisheng:'医生',
stone_yinshi:'隐士',
stone_yinshi_info:'在你的回合开始前,不能成为任何卡牌的目标',
stone_gongzhu:'公主',
stone_genv:'歌女',
stone_wunv:'舞女',
stone_huanghou:'皇后',
stone_huanghou_info:'你出场时,若敌方随从数多于己方,敌方主将须选择一名随从令其死亡',
stone_feipin:'王妃',
stone_yiji:'艺伎',
stone_yiji_info:'杀死你的随从失去一点体力',
stone_daogu:'道姑',
stone_daogu_info:'回合结束阶段,若你没有手牌,你摸一张牌',
stonesha:'冲锋',
stonesha_info:'锁定技,你的装备牌均视为杀',
stoneshan:'格挡',
stoneshan_info:'锁定技,你的随从牌均视为闪',
stonecharacter:'随从',
shengerpingdeng:'生而平等',
shengerpingdeng_info:'将所有随从体力上限降为1',
emofengdi:'恶魔之眼',
emofengdi_info:'限主将使用,将一名敌方随从吸收为已方',
konghunshi:'控魂石',
konghunshi_info:'限主将使用,将一名敌方随从吸收为已方,并令其于下个回合结束后死亡',
konghunshi_die:'控魂石',
konghunshi_die_info:'下个回合结束后死亡',
mindieyi:'冥蝶翼',
mindieyi_info:'将场上所有随从翻面',
miefafu:'灭法符',
miefafu_info:'将目标随从翻面',
liumangxingzhen:'六芒星阵',
liumangxingzhen_info:'令场上所有随从立即死亡(无法触发死亡技能)',
dianhaishenzhu:'颠海神珠',
dianhaishenzhu_info:'令目标随从获得嘲讽',
chaofeng:'嘲讽',
chaofeng_info:'同阵营的无嘲讽角色不以能成为杀或决斗的目标',
yesushengxue:'耶稣圣血',
yesushengxue_info:'令一名随从增加两点体力上限不能超过5并回复两点体力',
sanghunzhao:'丧魂爪',
sanghunzhao_info:'令场上所有随从失去一点体力',
jintiao:'荆条',
jintiao_info:'弃置一名随从的所有牌并令其体力上限减至1',
zhaohunfan:'招魂幡',
zhaohunfan_info:'令双方各一名随从立即死亡',
fengraozhijiao:'丰饶之角',
fengraozhijiao_info:'令一名随从回复一点体力',
},
ai:{
get:{
attitude:function(from,to){
var num;
if(to.isMin()&&!to.skills.contains('chaofeng')){
num=5;
}
else{
num=6;
}
return num*(from.side==to.side?1:-1);
}
}
},
config:['battle_number','double_character','double_hp','ban_weak','free_choose','change_choice'],
help:{
'炉石模式':'<ul><li>游戏流程类似1v1场上有两名主将进行对抗'+
'<li>主将出牌阶段的出牌数量行动值有上限先手为2后手为3<li>游戏每进行一轮,主将的出牌上限+1超过6时减至2并重新累加'+
'<li>牌堆中随机加入总量1/3的随从牌使用之可召唤一个随从随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1随从的随从牌均视为闪装备牌均视为杀<li>'+
'随从与其他所有角色相互距离基数为1<li>'+
'主将杀死对方随从后获得一个额外的行动值并摸两张牌,杀死己方随从无惩罚,随从杀死随从无效果'+
'<li>牌堆中随机加入总量1/6的炉石牌效果主要与随从有关炉石牌根据强度不同可能会消耗额外的行动值'+
'<li>主将可重铸装备牌和随从牌但回合内总的重铸次数不能超过3随从不能重铸任何牌包括铁索等默认可以重铸的牌'+
'<li>嘲讽:若一方阵营中有嘲讽角色,则同阵营的无嘲讽角色不以能成为杀或决斗的目标'+
'<li>行动顺序为先主将后随从。主将或随从死亡后立即移出游戏主将死亡后替补登场替补登场时摸2+X张牌X为对方存活的随从数无替补时游戏结束'
}
}