noname/card/shenqi.js

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card.shenqi={
card:{
donghuangzhong:{
type:'equip',
subtype:'equip5',
skills:['donghuangzhong'],
enable:function(card,player){return player==game.me;},
onEquip:function(){
//if(player==game.me) player.loseHp();
},
onLose:function(){
//if(player==game.me) player.loseHp();
}
},
xuanyuanjian:{
type:'equip',
subtype:'equip1',
skills:['xuanyuanjian','xuanyuanjian2'],
enable:function(card,player){
return player.skills.contains('xuanyuan')||player.hp>2;
},
distance:{attackFrom:-Infinity},
onEquip:function(){
//player.loseHp();
if(!player.skills.contains('xuanyuan')&&player.hp<=2){
player.discard(card);
}
},
onLose:function(){
if(!player.skills.contains('xuanyuan')) player.loseHp();
},
ai:{
equipValue:20
}
},
pangufu:{
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['pangufu'],
distance:{attackFrom:-3},
ai:{
equipValue:8
}
},
lianyaohu:{
fullskin:true,
type:'equip',
subtype:'equip5',
onLose:function(){
delete player.storage.lianhua;
},
ai:{
equipValue:8
},
skills:['lianhua','shouna']
},
haotianta:{
type:'equip',
subtype:'equip5',
skills:['haotianta'],
enable:function(card,player){return player==game.me;},
onEquip:function(){
//player.loseHp();
},
onLose:function(){
//player.loseHp();
},
ai:{
equipValue:0
}
},
fuxiqin:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['kongxin'],
ai:{
equipValue:8
}
},
shennongding:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['shennongding'],
ai:{
equipValue:6
}
},
kongdongyin:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['kongdongyin'],
ai:{
basic:{
equipValue:function(card,player){
if(player.hp==2) return 7;
if(player.hp==1) return 10;
return 5;
}
}
}
},
// kunlunjing:{
// type:'equip',
// subtype:'equip5',
// skills:['kunlunjing'],
// onEquip:function(){
// //if(player==game.me) player.loseHp();
// },
// onLose:function(){
// //if(player==game.me) player.loseHp();
// },
// ai:{
// equipValue:5
// }
// },
nvwashi:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['nvwashi'],
ai:{
equipValue:7
}
}
},
skill:{
lianhua:{
enable:'phaseUse',
filter:function(event,player){
var hu=player.get('e','5');
if(hu&&hu.storage.shouna&&hu.storage.shouna.length>1){
return true;
}
return false;
},
usable:1,
content:function(){
"step 0"
event.hu=player.get('e','5');
player.chooseCardButton('弃置两张壶中的牌,然后从牌堆中获得一张类别不同的牌',2,event.hu.storage.shouna).ai=function(){
return 1;
}
"step 1"
if(result.bool){
var type=[];
player.$throw(result.links);
game.log(player,'弃置了',result.links);
for(var i=0;i<result.links.length;i++){
event.hu.storage.shouna.remove(result.links[i]);
ui.discardPile.appendChild(result.links[i]);
type.add(get.type(result.links[i],'trick'));
}
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(!type.contains(get.type(ui.cardPile.childNodes[i],'trick'))){
player.gain(ui.cardPile.childNodes[i],'gain');
break;
}
}
}
else{
player.getStat('skill').lianhua--;
}
},
ai:{
order:11,
result:{
player:1
}
}
},
shouna:{
trigger:{global:'discardAfter'},
filter:function(event,player){
if(player.skills.contains('shouna2')) return false;
if(_status.currentPhase==event.player) return false;
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
forced:true,
content:function(){
var cards=trigger.cards.slice(0);
for(var i=0;i<cards.length;i++){
if(get.position(cards[i])!='d'){
cards.splice(i,1);i--;
}
}
var hu=player.get('e','5');
if(cards.length&&hu){
if(!hu.storage.shouna){
hu.storage.shouna=[];
}
player.addTempSkill('shouna2','phaseAfter');
player.$gain2(cards);
for(var i=0;i<cards.length;i++){
hu.storage.shouna.push(cards[i]);
ui.special.appendChild(cards[i]);
}
game.log(player,'将',cards,'收入炼妖壶');
}
},
},
shouna2:{},
donghuangzhong:{
mode:['identity','guozhan'],
enable:'phaseUse',
usable:1,
filter:function(event,player){
return event.player==game.me&&
(game.dead.length||game.players.length+game.dead.length<8);
},
content:function(){
"step 0"
var list=[];
for(var i=0;i<game.dead.length;i++){
list.push(game.dead[i].name);
}
if(game.dead.length){
player.chooseButton(ui.create.dialog([list,'character']),function(button){
for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
return -ai.get.attitude(_status.event.player,game.dead[i]);
},true);
if(game.players.length+game.dead.length<8){
event.control=ui.create.control('新角色',ui.click.cancel)
}
}
"step 1"
if(result.bool){
for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
game.removePlayer(game.dead[i]);
player.recover();
}
else{
var group=player.group;
if(group=='unknown') group=lib.group.randomGet();
var list=[];
for(var i in lib.character){
if(lib.character[i][1]==group) list.push(i);
}
var player2=game.addPlayer();
if(get.config('double_character')){
var list2=list.randomGets(2);
player2.init(list2[0],list2[1]);
}
else{
player2.init(list.randomGet())
}
player2.identity=player.identity;
if(player2.identity=='zhu') player2.identity='zhong';
player2.setIdentity();
player2.identityShown=true;
if(group!='unknown') player.loseHp(player2.maxHp);
}
if(event.control) event.control.close();
}
},
xuanyuanjian:{
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]++;
},
},
trigger:{player:'changeHp'},
forced:true,
popup:false,
filter:function(event,player){
return !player.skills.contains('xuanyuan')&&player.hp<=2
},
content:function(){
player.discard(player.get('e','1'));
},
ai:{
threaten:1.5
}
},
xuanyuanjian2:{
trigger:{source:'damageBefore'},
forced:true,
filter:function(event){
return Math.random()<0.5;
},
content:function(){
trigger.num++;
if(!trigger.nature) trigger.nature='thunder';
player.get('e','1').animate('thunder');
}
},
pangufu:{
trigger:{source:'damageEnd'},
forced:true,
priority:55,
filter:function(event){
return event.player.num('he')>0;
},
content:function(){
trigger.player.chooseToDiscard(true,'he');
}
},
shouhua:{
mode:['identity','infinity'],
enable:'phaseUse',
filter:function(event,player){
return player==game.me;
},
usable:1,
filterTarget:function(card,player,target){
return target!=game.zhu&&target!=game.me&&target.hp<target.maxHp;
},
filterCard:true,
check:function(card){
return ai.get.value(card);
},
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
content:function(){
"step 0"
target.$turn2();
target.style.left='calc(50% - 120px)';
target.style.top='calc(50% - 60px)';
game.delay(0,2500);
"step 1"
target.removeAttribute('style');
if(Math.random()<(ai.get.value(cards[0])+1)*(target.maxHp-target.hp)/(60*target.maxHp)){
event.position=target.dataset.position;
target.dataset.position=player.dataset.position;
target.delete();
event.success=true;
}
game.delay();
"step 2"
if(event.success){
player.popup('收化成功');
game.log(player,'将',target,'收化');
target.dataset.position=event.position;
var card=player.get('e','5');
if(!card.storage.shouhua) card.storage.shouhua=[];
card.storage.shouhua.push(target);
game.removePlayer(target);
game.checkResult();
}
else{
player.popup('收化失败');
target.gain(cards);
target.$gain2(cards);
}
game.delay();
},
ai:{
result:{
player:function(){
return Math.random()-0.4;
}
}
}
},
haotianta:{
trigger:{global:'judgeBefore'},
content:function(){
"step 0"
event.cards=get.cards(9);
player.chooseCardButton(event.cards,'选择一张牌作为判定结果',true).ai=function(button){
if(ai.get.attitude(player,trigger.player)>0){
return trigger.judge(button.link);
}
if(ai.get.attitude(player,trigger.player)<0){
return -trigger.judge(button.link);
}
};
"step 1"
var card=result.links[0];
event.cards.remove(card);
for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]);
var node=card.copy('thrown','center',ui.arena).animate('start');
if(card){
trigger.untrigger();
trigger.finish();
trigger.result={
card:card,
judge:trigger.judge(card),
node:node,
};
if(trigger.result.judge>0){
trigger.result.bool=true;
trigger.player.popup('洗具');
}
if(trigger.result.judge<0){
trigger.result.bool=false;
trigger.player.popup('杯具');
}
game.log(trigger.player,'的判定结果为',card);
trigger.direct=true;
trigger.position.appendChild(card);
game.delay(2);
}
else{
event.finish();
}
"step 2"
var card=trigger.result.card;
if(trigger.position!=ui.discardPile){
trigger.position.appendChild(card);
trigger.result.node.delete();
}
else{
player.gain(card);
player.$gain2(card);
}
game.delay();
},
ai:{
tag:{
rejudge:10
}
}
},
shennongding:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
check:function(card){
if(get.tag(card,'recover')>=1) return 0;
return 7-ai.get.value(card);
},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
},
ai:{
result:{
player:function(player){
return ai.get.recoverEffect(player);
}
},
order:2.5
}
},
kongdongyin:{
trigger:{player:'dieBefore'},
forced:true,
filter:function(event,player){
return player.maxHp>0;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.hp=1;
player.draw();
player.discard(player.get('e',{subtype:'equip5'}));
game.delay();
}
},
nvwashi:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0;
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
content:function(){
"step 0"
trigger.player.judge(function(card){
return get.suit(card)=='heart'?1:0;
});
"step 1"
if(result.bool){
trigger.player.recover();
}
},
ai:{
threaten:1.2,
expose:0.2
}
},
kongxin:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('h');
},
filter:function(event,player){
return player.num('h')?true:false;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
event.bool=true;
player.chooseTarget('选择一个目标视为'+get.translation(target)+'对其使用一张杀',function(card,player,target2){
return player!=target2&&target.canUse('sha',target2);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},target,player);
}
}
else{
target.discardPlayerCard(player);
}
"step 2"
if(event.bool&&result.bool){
target.useCard({name:'sha'},result.targets);
}
},
ai:{
order:7,
result:{
target:function(player,target){
if(player.num('h')<=1) return 0;
if(ai.get.attitude(player,target)>=0) return 0;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&
target.canUse('sha',game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},target,player)>0){
return -1;
}
}
return 0;
}
}
}
},
kongxin2:{
trigger:{player:'dying'},
priority:10,
forced:true,
popup:false,
filter:function(event,player){
return player==game.me;
},
content:function(){
player.removeSkill('kongxin2');
game.swapPlayer(player);
player.storage.kongxin.lockOut=false;
player.storage.kongxin.out();
if(player==game.me) game.swapPlayer(player.storage.kongxin);
if(lib.config.mode=='identity') player.storage.kongxin.setIdentity();
delete player.storage.kongxin;
},
},
lianyao_hujia:{
mode:['identity','guozhan'],
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(player!=game.me) return false;
var card=player.get('e','5');
if(card.storage.shouhua&&card.storage.shouhua.length) return true;
return false;
},
content:function(){
"step 0"
var list=[];
var card=player.get('e','5');
for(var i=0;i<card.storage.shouhua.length;i++){
list.push(card.storage.shouhua[i].name);
}
var dialog=ui.create.dialog([list,'character']);
for(var i=0;i<dialog.buttons.length;i++){
dialog.buttons[i].link=card.storage.shouhua[i];
dialog.buttons[i].querySelector('.intro').remove();
}
player.chooseButton(dialog,true);
"step 1"
if(result.bool){
game.restorePlayer(result.links[0]);
game.delay();
}
else{
event.finish();
}
"step 2"
game.swapPlayer(result.links[0]);
result.links[0].hp=1;
result.links[0].update();
result.links[0].storage.lianyao_hujia=player;
game.swapPlayer(result.links[0]);
result.links[0].addSkill('lianyao_hujia2');
result.links[0].phase();
result.links[0].setIdentity();
result.links[0].identityShown=true;
player.out(true);
}
},
lianyao_hujia2:{
trigger:{player:['phaseAfter','changeHp']},
forced:true,
popup:false,
content:function(){
player.hp=1;
player.update();
var me=player.storage.lianyao_hujia;
delete player.storage.lianyao_hujia;
me.lockOut=false;
me.out();
player.removeSkill('lianyao_hujia2');
if(player==game.me){
game.swapPlayer(me);
game.removePlayer(player);
game.delay();
}
}
}
},
translate:{
donghuangzhong:'东皇钟',
xuanyuanjian:'轩辕剑',
xuanyuanjian2:'轩辕剑',
pangufu:'盘古斧',
lianyaohu:'炼妖壶',
haotianta:'昊天塔',
fuxiqin:'伏羲琴',
shennongding:'神农鼎',
kongdongyin:'崆峒印',
//kunlunjing:'昆仑镜',
//kunlunjing1:'昆仑镜',
nvwashi:'女娲石',
donghuangzhong_bg:'钟',
lianyaohu_bg:'壶',
haotianta_bg:'塔',
fuxiqin_bg:'琴',
shennongding_bg:'鼎',
kongdongyin_bg:'印',
kunlunjing_bg:'镜',
nvwashi_bg:'石',
kongxin:'控心',
lianhua:'炼化',
lianhua_info:'出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
shouna:'收纳',
shouna_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你可以选择其中的一张放入炼妖壶,每名角色的回合限一次',
// donghuangzhong_info:'出牌阶段你可以将一名已死亡角色永久移出游戏然后回复一点体力或创建一名与你身份相同的新角色然后流失X点体力X为新角色的体力上限',
// xuanyuanjian_info:'锁定技你使用的杀无视距离可以额外指定一个目标每当你造成一次伤害有50的机率使伤害加一并变为雷属性。任何时候若你体力值不超过2则立即失去轩辕剑',
pangufu_info:'锁定技,每当你造成一次伤害,受伤角色须弃置一张牌',
// haotianta_info:'任意一名角色进行判定前你可以亮出牌堆顶的9张牌并选择一张作为判定结果此结果不可被更改也不能触发技能',
shennongding_info:'出牌阶段,你可以弃置两张手牌,然后回复一点体力。每阶段限一次',
kongdongyin_info:'令你抵挡一次死亡将体力回复至1并摸一张牌发动后进入弃牌堆',
//kunlunjing_info:'回合开始前,你可以令场上所有牌还原到你上一回合结束后的位置,然后流失一点体力',
nvwashi_info:'意一名角色濒死时,你可以令其进行一次判定,若结果为红桃,其回复一点体力',
kongxin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
fuxiqin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
lianyaohu_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你将其放入炼妖壶(每回合只发动一次);出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
// fuxiqin_info:'出牌阶段你可以选择一名角色并流失X点体力然后获得其控制权直到其首次进入濒死状态X为该角色当前的体力值',
// fuxiqin_info:'',
},
list:[
// ['diamond',13,'donghuangzhong'],
['diamond',13,'fuxiqin'],
// ['spade',13,'kunlunjing'],
// ['spade',13,'xuanyuanjian'],
['spade',13,'pangufu'],
['club',13,'lianyaohu'],
// ['diamond',13,'haotianta'],
['club',13,'shennongding'],
['heart',13,'nvwashi'],
['heart',13,'kongdongyin'],
],
}