670 lines
18 KiB
JavaScript
Executable File
670 lines
18 KiB
JavaScript
Executable File
card.shenqi={
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card:{
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donghuangzhong:{
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type:'equip',
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subtype:'equip5',
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skills:['donghuangzhong'],
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enable:function(card,player){return player==game.me;},
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onEquip:function(){
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//if(player==game.me) player.loseHp();
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},
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onLose:function(){
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//if(player==game.me) player.loseHp();
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}
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},
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xuanyuanjian:{
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type:'equip',
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subtype:'equip1',
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skills:['xuanyuanjian','xuanyuanjian2'],
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enable:function(card,player){
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return player.skills.contains('xuanyuan')||player.hp>2;
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},
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distance:{attackFrom:-Infinity},
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onEquip:function(){
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//player.loseHp();
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if(!player.skills.contains('xuanyuan')&&player.hp<=2){
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player.discard(card);
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}
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},
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onLose:function(){
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if(!player.skills.contains('xuanyuan')) player.loseHp();
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},
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ai:{
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equipValue:20
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}
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},
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pangufu:{
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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skills:['pangufu'],
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distance:{attackFrom:-3},
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ai:{
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equipValue:8
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}
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},
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lianyaohu:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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onLose:function(){
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delete player.storage.lianhua;
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},
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ai:{
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equipValue:8
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},
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skills:['lianhua','shouna']
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},
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haotianta:{
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type:'equip',
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subtype:'equip5',
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skills:['haotianta'],
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enable:function(card,player){return player==game.me;},
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onEquip:function(){
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//player.loseHp();
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},
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onLose:function(){
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//player.loseHp();
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},
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ai:{
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equipValue:0
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}
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},
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fuxiqin:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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skills:['kongxin'],
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ai:{
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equipValue:8
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}
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},
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shennongding:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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skills:['shennongding'],
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ai:{
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equipValue:6
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}
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},
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kongdongyin:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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skills:['kongdongyin'],
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ai:{
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basic:{
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equipValue:function(card,player){
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if(player.hp==2) return 7;
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if(player.hp==1) return 9;
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return 5;
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}
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}
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}
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},
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// kunlunjing:{
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// type:'equip',
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// subtype:'equip5',
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// skills:['kunlunjing'],
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// onEquip:function(){
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// //if(player==game.me) player.loseHp();
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// },
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// onLose:function(){
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// //if(player==game.me) player.loseHp();
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// },
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// ai:{
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// equipValue:5
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// }
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// },
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nvwashi:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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skills:['nvwashi'],
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ai:{
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equipValue:7
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}
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}
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},
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skill:{
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lianhua:{
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enable:'phaseUse',
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filter:function(event,player){
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var hu=player.get('e','5');
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if(hu&&hu.storage.shouna&&hu.storage.shouna.length>1){
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return true;
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}
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return false;
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},
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usable:1,
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content:function(){
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"step 0"
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event.hu=player.get('e','5');
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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(){
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return 1;
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}
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"step 1"
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if(result.bool){
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var type=[];
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player.$throw(result.links);
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game.log(get.translation(player)+'弃置了'+get.translation(result.links));
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for(var i=0;i<result.links.length;i++){
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event.hu.storage.shouna.remove(result.links[i]);
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ui.discardPile.appendChild(result.links[i]);
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type.add(get.type(result.links[i],'trick'));
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}
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for(var i=0;i<ui.cardPile.childNodes.length;i++){
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if(!type.contains(get.type(ui.cardPile.childNodes[i],'trick'))){
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player.gain(ui.cardPile.childNodes[i],'gain');
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break;
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}
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}
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}
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else{
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player.getStat('skill').lianhua--;
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}
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},
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ai:{
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order:11,
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result:{
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player:1
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}
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}
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},
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shouna:{
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trigger:{global:'discardAfter'},
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filter:function(event,player){
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if(player.skills.contains('shouna2')) return false;
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if(_status.currentPhase==event.player) return false;
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if(event.player==player) return false;
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for(var i=0;i<event.cards.length;i++){
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if(get.position(event.cards[i])=='d'){
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return true;
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}
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}
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return false;
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},
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forced:true,
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content:function(){
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var cards=trigger.cards.slice(0);
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for(var i=0;i<cards.length;i++){
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if(get.position(cards[i])!='d'){
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cards.splice(i,1);i--;
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}
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}
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var hu=player.get('e','5');
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if(cards.length&&hu){
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if(!hu.storage.shouna){
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hu.storage.shouna=[];
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}
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player.addTempSkill('shouna2','phaseAfter');
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player.$gain2(cards);
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for(var i=0;i<cards.length;i++){
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hu.storage.shouna.push(cards[i]);
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ui.special.appendChild(cards[i]);
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}
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game.log(get.translation(player)+'将'+get.translation(cards)+'收入炼妖壶');
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}
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},
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},
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shouna2:{},
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donghuangzhong:{
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mode:['identity','guozhan'],
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return event.player==game.me&&
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(game.dead.length||game.players.length+game.dead.length<8);
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},
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content:function(){
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"step 0"
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var list=[];
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for(var i=0;i<game.dead.length;i++){
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list.push(game.dead[i].name);
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}
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if(game.dead.length){
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player.chooseButton(ui.create.dialog([list,'character']),function(button){
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for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
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return -ai.get.attitude(_status.event.player,game.dead[i]);
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},true);
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if(game.players.length+game.dead.length<8){
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event.control=ui.create.control('新角色',ui.click.cancel)
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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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for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
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game.removePlayer(game.dead[i]);
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player.recover();
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}
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else{
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var group=player.group;
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if(group=='unknown') group=lib.group.randomGet();
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var list=[];
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for(var i in lib.character){
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if(lib.character[i][1]==group) list.push(i);
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}
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var player2=game.addPlayer();
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if(get.config('double_character')){
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var list2=list.randomGets(2);
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player2.init(list2[0],list2[1]);
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}
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else{
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player2.init(list.randomGet())
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}
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player2.identity=player.identity;
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if(player2.identity=='zhu') player2.identity='zhong';
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player2.setIdentity();
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player2.identityShown=true;
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if(group!='unknown') player.loseHp(player2.maxHp);
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}
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if(event.control) event.control.close();
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}
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},
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xuanyuanjian:{
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mod:{
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selectTarget:function(card,player,range){
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if(card.name=='sha'&&range[1]!=-1) range[1]++;
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},
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},
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trigger:{player:'changeHp'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return !player.skills.contains('xuanyuan')&&player.hp<=2
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},
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content:function(){
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player.discard(player.get('e','1'));
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},
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ai:{
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threaten:1.5
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}
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},
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xuanyuanjian2:{
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trigger:{source:'damageBefore'},
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forced:true,
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filter:function(event){
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return Math.random()<0.5;
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},
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content:function(){
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trigger.num++;
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if(!trigger.nature) trigger.nature='thunder';
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player.get('e','1').animate('thunder');
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}
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},
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pangufu:{
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trigger:{source:'damageEnd'},
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forced:true,
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priority:55,
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filter:function(event){
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return event.player.num('he')>0;
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},
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content:function(){
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trigger.player.chooseToDiscard(true,'he');
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}
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},
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shouhua:{
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mode:['identity','infinity'],
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enable:'phaseUse',
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filter:function(event,player){
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return player==game.me;
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},
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usable:1,
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filterTarget:function(card,player,target){
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return target!=game.zhu&&target!=game.me&&target.hp<target.maxHp;
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},
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filterCard:true,
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check:function(card){
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return ai.get.value(card);
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},
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discard:false,
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prepare:function(cards,player){
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player.$throw(cards);
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},
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content:function(){
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"step 0"
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target.$turn2();
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target.style.left='calc(50% - 120px)';
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target.style.top='calc(50% - 60px)';
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game.delay(0,2500);
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"step 1"
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target.removeAttribute('style');
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if(Math.random()<(ai.get.value(cards[0])+1)*(target.maxHp-target.hp)/(60*target.maxHp)){
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event.position=target.dataset.position;
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target.dataset.position=player.dataset.position;
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target.delete();
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event.success=true;
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}
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game.delay();
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"step 2"
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if(event.success){
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player.popup('收化成功');
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game.log(get.translation(player)+'将'+get.translation(target)+'收化');
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target.dataset.position=event.position;
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var card=player.get('e','5');
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if(!card.storage.shouhua) card.storage.shouhua=[];
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card.storage.shouhua.push(target);
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game.removePlayer(target);
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game.checkResult();
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}
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else{
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player.popup('收化失败');
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target.gain(cards);
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target.$gain2(cards);
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}
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game.delay();
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},
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ai:{
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result:{
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player:function(){
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return Math.random()-0.4;
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}
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}
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}
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},
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haotianta:{
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trigger:{global:'judgeBefore'},
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content:function(){
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"step 0"
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event.cards=get.cards(9);
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player.chooseCardButton(event.cards,'选择一张牌作为判定结果',true).ai=function(button){
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if(ai.get.attitude(player,trigger.player)>0){
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return trigger.judge(button.link);
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}
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if(ai.get.attitude(player,trigger.player)<0){
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return -trigger.judge(button.link);
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}
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};
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"step 1"
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var card=result.links[0];
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event.cards.remove(card);
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for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]);
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var node=card.copy('thrown','center',ui.arena).animate('start');
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if(card){
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trigger.untrigger();
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trigger.finish();
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trigger.result={
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card:card,
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judge:trigger.judge(card),
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node:node,
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};
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if(trigger.result.judge>0){
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trigger.result.bool=true;
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trigger.player.popup('洗具');
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}
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if(trigger.result.judge<0){
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trigger.result.bool=false;
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trigger.player.popup('杯具');
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}
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game.log(get.translation(trigger.player)+'的判定结果为'+get.translation(card)+
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'('+get.translation(get.suit(card))+get.number(card)+')');
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trigger.direct=true;
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trigger.position.appendChild(card);
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game.delay(2);
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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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var card=trigger.result.card;
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if(trigger.position!=ui.discardPile){
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trigger.position.appendChild(card);
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trigger.result.node.delete();
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}
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else{
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player.gain(card);
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player.$gain2(card);
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}
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game.delay();
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},
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ai:{
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tag:{
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rejudge:10
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}
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}
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},
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shennongding:{
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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selectCard:2,
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check:function(card){
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if(get.tag(card,'recover')>=1) return 0;
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return 7-ai.get.value(card);
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},
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filter:function(event,player){
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return player.hp<player.maxHp;
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},
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content:function(){
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player.recover();
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},
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ai:{
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result:{
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player:function(player){
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return ai.get.recoverEffect(player);
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}
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},
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order:4
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}
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},
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kongdongyin:{
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trigger:{player:'dieBefore'},
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forced:true,
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filter:function(event,player){
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return player.maxHp>0;
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},
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content:function(){
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trigger.untrigger();
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trigger.finish();
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player.hp=1;
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player.draw();
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player.discard(player.get('e',{subtype:'equip5'}));
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game.delay();
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}
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},
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nvwashi:{
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trigger:{global:'dying'},
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priority:6,
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filter:function(event,player){
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return event.player.hp<=0;
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},
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check:function(event,player){
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return ai.get.attitude(player,event.player)>0;
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},
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content:function(){
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"step 0"
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trigger.player.judge(function(card){
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return get.suit(card)=='heart'?1:0;
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});
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"step 1"
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if(result.bool){
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trigger.player.recover();
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}
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},
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ai:{
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threaten:1.2,
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expose:0.2
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}
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},
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kongxin:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.num('h');
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},
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filter:function(event,player){
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return player.num('h')?true:false;
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},
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content:function(){
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"step 0"
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player.chooseToCompare(target);
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"step 1"
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if(result.bool){
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event.bool=true;
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player.chooseTarget('选择一个目标视为'+get.translation(target)+'对其使用一张杀',function(card,player,target2){
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return player!=target2&&target.canUse('sha',target2);
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}).ai=function(target){
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return ai.get.effect(target,{name:'sha'},target,player);
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}
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}
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else{
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target.discardPlayerCard(player);
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}
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"step 2"
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if(event.bool&&result.bool){
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target.useCard({name:'sha'},result.targets);
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}
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},
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ai:{
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order:7,
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result:{
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target:function(player,target){
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if(ai.get.attitude(player,target)>=0) return 0;
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for(var i=0;i<game.players.length;i++){
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if(player!=game.players[i]&&
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target.canUse('sha',game.players[i])&&
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ai.get.effect(game.players[i],{name:'sha'},target,player)>0){
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return -1;
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}
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}
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return 0;
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}
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}
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}
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},
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kongxin2:{
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trigger:{player:'dying'},
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priority:10,
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forced:true,
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popup:false,
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filter:function(event,player){
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return player==game.me;
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},
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content:function(){
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player.removeSkill('kongxin2');
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game.swapPlayer(player);
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player.storage.kongxin.lockOut=false;
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player.storage.kongxin.out();
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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处于',
|
||
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',
|
||
},
|
||
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'],
|
||
],
|
||
}
|