noname/card/hearth.js

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'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
return {
name:'hearth',
card:{
linghunzhihuo:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:true,
content:function(){
'step 0'
target.damage('fire');
'step 1'
var hs=player.getCards('h');
if(hs.length){
player.discard(hs.randomGet());
}
},
ai:{
basic:{
order:1.8,
value:[6,1],
useful:[4,1],
},
result:{
player:function(player,target){
if(player==target) return -1;
if(player.countCards('h')>=player.hp) return -0.1;
if(player.countCards('h')>1) return -0.5;
return 0;
},
target:-1
},
tag:{
damage:1,
fireDamage:1,
natureDamage:1,
}
}
},
jihuocard:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
modTarget:true,
content:function(){
if(_status.currentPhase==target){
target.addTempSkill('jihuocard2','phaseAfter');
}
target.draw();
},
ai:{
order:10,
result:{
target:1
}
}
},
zhaomingdan:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return player!=target&&target.countCards('hej')>0;
},
content:function(){
'step 0'
if(target.countCards('hej')){
var next=player.discardPlayerCard('hej',target,true);
next.visible=true;
next.delay=false;
}
else{
event.goto(2);
}
'step 1'
if(result.bool){
game.delay(0.5);
}
'step 2'
target.draw(false);
target.$draw();
game.delay(0.5);
'step 3'
player.draw();
},
ai:{
order:9.5,
value:6,
useful:3,
result:{
target:function(player,target){
var es=target.getCards('e');
var nh=target.countCards('h');
var noe=(es.length==0||target.hasSkillTag('noe'));
var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp<target.maxHp);
var noh=(nh==0||target.hasSkillTag('noh'));
if(noh&&noe) return 0;
if(noh&&noe2) return 0.01;
if(get.attitude(player,target)<=0) return (target.countCards('he'))?-1.5:1.5;
var js=target.getCards('j');
if(js.length){
var jj=js[0].viewAs?{name:js[0].viewAs}:js[0];
if(jj.name=='zhaomingdan') return 3;
if(js.length==1&&get.effect(target,jj,target,player)>=0){
return 0;
}
return 3;
}
return 0.1;
}
}
}
},
shijieshu:{
fullskin:true,
enable:true,
type:'trick',
filterTarget:function(card,player,target){
return !target.isMin();
},
content:function(){
'step 0'
var cards=[];
for(var i=0;i<2;i++){
var card=get.cardPile(function(card){
return get.type(card)=='equip';
});
if(card){
ui.special.appendChild(card);
cards.push(card);
}
}
switch(cards.length){
case 1:{
target.$gain(cards[0]);
game.delay();
break;
}
case 2:{
target.$gain(cards[0]);
setTimeout(function(){
target.$gain(cards[1]);
},250);
game.delay();
break;
}
}
event.cards=cards;
'step 1'
if(event.cards.length){
target.equip(event.cards.shift());
game.delay(0.5);
if(event.cards.length){
event.redo();
}
}
'step 2'
game.delay(0.5);
'step 3'
if(target.countCards('h')){
target.chooseToDiscard('h',true);
}
},
ai:{
order:9,
value:6,
useful:2,
result:{
target:function(player,target){
return Math.max(0,2-target.countCards('e'))+(target.countCards('h')?0:0.5);
},
},
tag:{
norepeat:1
}
}
},
shandianjian:{
fullskin:true,
type:'trick',
enable:true,
cardnature:'thunder',
filterTarget:function(card,player,target){
if(player!=game.me&&player.countCards('h')<2) return false;
return target.countCards('h')>0;
},
content:function(){
"step 0"
if(target.countCards('h')==0){
event.finish();
return;
}
var rand=Math.random()<0.5;
target.chooseCard(true).ai=function(card){
if(rand) return Math.random();
return get.value(card);
};
"step 1"
event.dialog=ui.create.dialog(get.translation(target.name)+'展示的手牌',result.cards);
event.card2=result.cards[0];
event.videoId=lib.status.videoId++;
game.addVideo('cardDialog',null,[get.translation(target.name)+'展示的手牌',get.cardsInfo(result.cards),event.videoId]);
game.log(target,'展示了',event.card2);
player.chooseToDiscard(function(card){
return get.suit(card)==get.suit(_status.event.parent.card2);
},function(card){
if(get.damageEffect(target,player,player,'thunder')>0){
return 6-get.value(card,_status.event.player);
}
return -1;
}).prompt=false;
game.delay(2);
"step 2"
if(result.bool){
target.damage('thunder');
}
else{
target.addTempSkill('huogong2','phaseBegin');
}
game.addVideo('cardDialog',null,event.videoId);
event.dialog.close();
},
ai:{
basic:{
order:4,
value:[3,1],
useful:1,
},
wuxie:function(target,card,player,current,state){
if(get.attitude(current,player)>=0&&state>0) return false;
},
result:{
player:function(player){
var nh=player.countCards('h');
if(nh<=player.hp&&nh<=4&&_status.event.name=='chooseToUse'){
if(typeof _status.event.filterCard=='function'&&
_status.event.filterCard({name:'shandianjian'})){
return -10;
}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
if(viewAs=='shandianjian') return -10;
if(viewAs&&viewAs.name=='shandianjian') return -10;
}
}
return 0;
},
target:function(player,target){
if(target.hasSkill('huogong2')||target.countCards('h')==0) return 0;
if(player.countCards('h')<=1) return 0;
if(target==player){
if(typeof _status.event.filterCard=='function'&&
_status.event.filterCard({name:'shandianjian'})){
return -1.5;
}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
if(viewAs=='shandianjian') return -1.5;
if(viewAs&&viewAs.name=='shandianjian') return -1.5;
}
return 0;
}
return -1.5;
}
},
tag:{
damage:1,
thunderDamage:1,
natureDamage:1,
norepeat:1
}
}
},
shihuawuqi:{
fullskin:true,
type:'basic',
enable:true,
usable:1,
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
content:function(){
player.addTempSkill('shihuawuqi','phaseAfter');
if(!player.countCards('h','sha')){
var card=get.cardPile('sha');
if(card){
player.gain(card,'gain2');
}
}
},
ai:{
value:4,
useful:2,
order:8,
result:{
target:function(player,target){
return target.countCards('h','sha')?0:1;
}
}
}
},
siwangchanrao:{
enable:true,
type:'trick',
filterTarget:function(card,player,target){
return player!=target&&target.countCards('h')>0;
},
selectTarget:1,
content:function(){
'step 0'
var hs=target.getCards('h');
if(hs.length){
target.discard(hs.randomGet());
}
'step 1'
if(!target.countCards('h')){
player.draw();
}
},
ai:{
order:9,
value:4,
useful:1,
result:{
target:-1,
player:function(player,target){
if(target.countCards('h')==1) return 1;
}
}
}
},
dunpaigedang:{
fullskin:true,
enable:true,
type:'trick',
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
modTarget:true,
content:function(){
target.changeHujia();
target.draw();
},
ai:{
order:8.5,
value:7,
useful:3,
result:{
target:1
}
}
},
chuansongmen:{
fullskin:true,
type:'trick',
enable:true,
discard:false,
selectTarget:-1,
filterTarget:function(card,player,target){
return target==player;
},
modTarget:true,
// usable:3,
// forceUsable:true,
content:function(){
'step 0'
var gained=get.cards()[0];
target.gain(gained,'gain2');
if(event.getParent(3).name=='phaseUse'&&_status.currentPhase==target&&
lib.filter.filterCard(gained,target,event.getParent(2))){
var next=target.chooseToUse();
next.filterCard=function(card){
return card==gained;
};
next.prompt='是否使用'+get.translation(gained)+'';
if(cards[0]){
ui.special.appendChild(cards[0]);
}
else{
event.finish();
}
}
else{
if(cards[0]){
ui.discardPile.appendChild(cards[0]);
}
event.finish();
}
'step 1'
if(result.bool&&!target.hasSkill('chuansongmen3')){
if(target.hasSkill('chuansongmen2')){
target.addTempSkill('chuansongmen3','phaseAfter');
}
else{
target.addTempSkill('chuansongmen2','phaseAfter');
}
target.gain(cards,'gain2');
}
else{
ui.discardPile.appendChild(cards[0]);
}
},
ai:{
order:9.5,
value:7,
useful:3,
result:{
target:1
},
tag:{
norepeat:1
}
}
},
tanshezhiren:{
fullskin:true,
type:'trick',
enable:true,
// chongzhu:true,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
modTarget:true,
content:function(){
'step 0'
event.current=target;
event.num=game.countPlayer();
if(event.num%2==0){
event.num--;
}
'step 1'
if(event.num){
var enemies=event.current.getEnemies();
for(var i=0;i<enemies.length;i++){
if(!enemies[i].countCards('h')){
enemies.splice(i--,1);
}
}
if(enemies.length){
var enemy=enemies.randomGet();
event.current.line(enemy);
enemy.discard(enemy.getCards('h').randomGet());
event.current=enemy;
event.num--;
event.redo();
}
}
},
ai:{
order:1.5,
wuxie:function(){
return 0;
},
result:{
player:1
},
tag:{
multineg:1,
multitarget:1
}
}
},
xingjiegoutong:{
fullskin:true,
type:'trick',
enable:true,
selectTarget:-1,
modTarget:true,
filterTarget:function(card,player,target){return player==target},
content:function(){
target.gainMaxHp();
target.recover();
target.discard(target.getCards('h'));
},
ai:{
basic:{
useful:[1,1],
value:[1,1],
},
order:1,
result:{
target:function(player,target){
if(target.countCards('h','tao')) return 0;
var nh=target.countCards('h');
if(nh<=2) return 1;
if(target.hp==1&&target.maxHp>2) return 1;
return 0;
},
},
tag:{
recover:1
}
}
},
shenenshu:{
fullskin:true,
enable:true,
filterTarget:function(card,player,target){
return target!=player;
},
type:'trick',
content:function(){
var num=player.countCards('h')-target.countCards('h');
if(num<-3) num=-3;
if(num>3) num=3;
if(num>0){
target.draw(num);
}
else if(num<0){
player.draw(-num);
}
else{
game.asyncDraw([target,player]);
}
},
ai:{
order:10,
value:7,
useful:2,
result:{
target:function(player,target){
var nh=player.countCards('h')-target.countCards('h');
if(!player.hasSkill('jizhi')){
nh--;
}
if(nh>0) return nh;
if(nh==0) return 1;
return 0;
},
player:function(player,target){
var nh=target.countCards('h')-player.countCards('h');
if(!player.hasSkill('jizhi')){
nh++;
}
if(nh>0) return nh;
if(nh==0) return 1;
return 0;
}
},
expose:0.2
}
},
zhiliaobo:{
fullskin:true,
enable:true,
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
type:'trick',
content:function(){
'step 0'
target.recover();
'step 1'
target.judge(function(card){
return get.color(card)=='red'?1:0;
});
'step 2'
if(result.bool){
target.draw();
}
},
ai:{
order:4,
value:[8,3],
useful:[6,3],
result:{
target:function(player,target){
var eff=get.recoverEffect(target,player,target);
if(eff<=0) return 0;
var num=target.maxHp-target.hp;
if(num<1) return 0;
if(num==1) return 1;
if(target.hp==1) return 2.5;
return 2;
}
},
tag:{
recover:1
}
}
},
yuansuhuimie:{
fullskin:true,
type:'trick',
enable:true,
selectTarget:-1,
filterTarget:true,
reverseOrder:true,
content:function(){
"step 0"
target.chooseToDiscard([1,2],'he').ai=function(card){
if(get.damageEffect(target,player,target,'thunder')>=0){
if(target.hasSkillTag('maixie')){
if(ui.selected.cards.length) return 0;
}
else{
return 0;
}
}
if(player.hasSkillTag('notricksource')) return 0;
if(target.hasSkillTag('notrick')) return 0;
if(card.name=='tao') return 0;
if(target.hp==1&&card.name=='jiu') return 0;
if(get.type(card)!='basic'){
return 10-get.value(card);
}
return 8-get.value(card);
};
"step 1"
if(!result.bool||result.cards.length<2){
if(result.bool) target.damage(2-result.cards.length,'thunder');
else target.damage(2,'thunder');
}
},
ai:{
basic:{
order:7,
useful:[5,1]
},
result:{
target:function(player,target){
if(target.hasSkillTag('nothunder')) return 0;
if(player.hasUnknown(2)) return 0;
var nh=target.countCards('he');
if(target==player) nh--;
if(nh==2) return -2.5;
if(nh==1) return -3;
if(nh==0) return -4;
return -2;
},
},
tag:{
damage:1,
natureDamage:1,
thunderDamage:1,
multitarget:1,
multineg:1,
discard:2,
loseCard:2,
}
}
}
},
skill:{
chuansongmen2:{},
chuansongmen3:{},
shihuawuqi:{
mod:{
attackFrom:function(from,to,distance){
return distance-1;
}
}
},
jihuocard2:{
mod:{
maxHandcard:function(player,num){
return num+2;
}
}
}
},
translate:{
linghunzhihuo:'灵魂之火',
linghunzhihuo_info:'对一名角色造成一点火焰伤害,然后随机弃置一张手牌',
shenenshu:'神恩术',
shenenshu_info:'对一名其他角色使用令你与目标中手牌数较少的摸若干张牌直到手牌数相等X不大于3若手牌数已相等改为你与目标各摸一张牌',
zhiliaobo:'治疗波',
zhiliaobo_info:'对一名受伤角色使用,令其回复一点体力,并进行一次判定,若结果为红色则目标摸一张牌',
yuansuhuimie:'元素毁灭',
yuansuhuimie_info:'对所有角色使用令目标弃置0~2张牌并受到2-X点雷电伤害X为其弃置的手牌数',
xingjiegoutong:'星界沟通',
xingjiegoutong_info:'增加一点体力上限并回复一点体力,弃置你的所有手牌',
tanshezhiren:'弹射之刃',
tanshezhiren_info:'出牌阶段对自己使用,依次按敌方-友方-敌方-的顺序随机弃置阵营内一名随机角色的一张牌共结算X次X为存活角色数若X为偶数改为X-1',
chuansongmen:'传送门',
chuansongmen_info:'摸一张牌并展示若发生在出牌阶段你可以立即使用摸到的牌若如此做你将传送门收回手牌每阶段最多收回2张传送门',
dunpaigedang:'盾牌格挡',
dunpaigedang_info:'获得一点护甲值,摸一张牌',
siwangchanrao:'死亡缠绕',
siwangchanrao_infox:'弃置一名其他角色的一张手牌,若其此时没有手牌,则你摸一张牌',
shihuawuqi:'石化武器',
shihuawuqi_infox:'本回合内攻击范围+1若你手牌中没有杀则从牌堆中获得一张杀',
shandianjian:'闪电箭',
shandianjian_info:'目标角色展示一张手牌然后若你能弃掉一张与所展示牌相同花色的手牌则对该角色造成1点雷电伤害。',
shijieshu:'视界术',
shijieshu_info:'目标随机装备两张装备牌,然后弃置一张手牌',
zhaomingdan:'照明弹',
zhaomingdan_info:'观看一名其他角色的手牌,并弃置其区域内的一张牌,然后其与你各摸一张牌',
jihuocard:'激活',
jihuocard_info:'摸一张牌,本回合手牌上限+2',
},
list:[
// ['heart',2,'shenenshu'],
// ['diamond',12,'shenenshu'],
['club',7,'zhiliaobo'],
['spade',1,'zhiliaobo'],
['spade',13,'yuansuhuimie'],
['spade',13,'xingjiegoutong'],
['diamond',2,'tanshezhiren'],
['diamond',2,'chuansongmen'],
['heart',2,'chuansongmen'],
['club',3,'dunpaigedang'],
['club',3,'shandianjian','thunder'],
['spade',1,'shandianjian','thunder'],
['spade',7,'shijieshu'],
['diamond',5,'zhaomingdan'],
['heart',10,'zhaomingdan'],
['diamond',2,'jihuocard'],
['diamond',1,'linghunzhihuo'],
],
};
});