noname/character/jiange.js

583 lines
22 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'jiange',
character:{
jg_pangtong:['male','shu',3,['qiwu','tianyu']],
jg_huangyueying:['female','shu',3,['zhinang','jingmiao']],
jg_zhugeliang:['male','shu',3,['biantian','bazhen']],
jg_liubei:['male','shu',4,['jizhen','lingfeng']],
jg_xiahouyuan:['male','wei',4,['xinshensu','juechen']],
jg_caozhen:['male','wei',4,['chiying','jingfan']],
jg_zhanghe:['male','wei',4,['huodi','jueji']],
jg_simayi:['male','wei',5,['xuanlei','sfanshi','konghun']],
},
skill:{
sfanshi:{
trigger:{player:'phaseEnd'},
forced:true,
check:function(){
return false;
},
content:function(){
player.loseHp();
}
},
konghun:{
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
if(game.players.length>=6){
return player.hp<=2;
}
return player.hp<=1;
},
content:function(){
"step 0"
player.chooseTarget(get.prompt('konghun'),function(card,player,target){
return player!=target;
},[1,Math.min(4,Math.floor((game.players.length-1)/2))]).ai=function(target){
return get.damageEffect(target,player,player,'thunder')+1;
}
"step 1"
if(result.bool){
event.targets=result.targets.slice(0);
player.logSkill('konghun',event.targets,'thunder');
event.targets.sort(lib.sort.seat);
event.num=0;
}
else{
event.finish();
}
"step 2"
if(event.num<event.targets.length){
event.targets[event.num].damage('thunder');
event.num++;
event.redo();
}
"step 3"
player.recover(event.targets.length);
}
},
xuanlei:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].countCards('j')) return true;
}
return false;
},
content:function(){
"step 0"
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].countCards('j')){
event.targets.push(game.players[i]);
}
}
event.targets.sort(lib.sort.seat);
"step 1"
if(event.targets.length){
event.targets.shift().damage('thunder');
event.redo();
}
}
},
jueji:{
trigger:{global:'phaseDrawBegin'},
direct:true,
filter:function(event,player){
return event.num>0&&event.player!=player&&event.player.hp<event.player.maxHp&&player.countCards('he');
},
content:function(){
"step 0"
var next=player.chooseToDiscard('he','是否弃置一张牌令'+get.translation(trigger.player)+'的摸牌数-1');
next.ai=function(card){
if(get.attitude(player,trigger.player)<0){
return 6-get.value(card);
}
return 0;
}
next.logSkill=['jueji',trigger.player];
"step 1"
if(result.bool){
trigger.num--;
}
},
ai:{
expose:0.2,
threaten:1.8
}
},
huodi:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return !player.hasSkill('huodi3');
},
content:function(){
"step 0"
player.chooseTarget(get.prompt('huodi'),function(card,player,target){
return target.countCards('he')&&player!=target;
}).ai=function(target){
return -get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('huodi',result.targets);
player.discardPlayerCard(result.targets[0],true,'he');
}
},
ai:{
expose:0.2,
threaten:1.2
},
group:'huodi2'
},
huodi2:{
trigger:{player:'useCard'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
},
silent:true,
forced:true,
popup:false,
content:function(){
player.addTempSkill('huodi3','phaseAfter');
}
},
huodi3:{},
jingfan:{
trigger:{player:'phaseUseEnd'},
unique:true,
direct:true,
content:function(){
"step 0"
var num=get.cardCount(true,player)-player.countCards('h');
event.num=num;
if(num>0){
player.draw(num);
}
"step 1"
if(event.num>0){
player.chooseTarget('选择至多'+get.cnNumber(event.num)+'名角色令其进攻距离+1',[1,event.num],function(card,player,target){
return player!=target;
}).ai=function(target){
return get.attitude(player,target);
}
}
else{
event.finish();
}
"step 2"
if(result.bool&&result.targets){
player.logSkill('jingfan',result.targets);
for(var i=0;i<result.targets.length;i++){
result.targets[i].addSkill('jingfan2');
result.targets[i].popup('jingfan');
}
}
},
mod:{
globalFrom:function(from,to,distance){
if(_status.currentPhase==from){
return distance-get.cardCount(true,from);
}
}
},
ai:{
expose:0.1
}
},
jingfan2:{
mod:{
globalFrom:function(from,to,distance){
return distance-1;
}
},
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.removeSkill('jingfan2');
}
},
chiying:{
trigger:{global:'damageBegin'},
check:function(event,player){
return get.attitude(player,event.player)>0;
},
filter:function(event,player){
if(event.num<=1) return false;
return true;
},
priority:-11,
content:function(){
trigger.num=1;
if(trigger.source){
trigger.source.addTempSkill('chiying2','damageAfter');
}
}
},
chiying2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
content:function(){
player.draw();
}
},
juechen:{
trigger:{player:'useCard'},
filter:function(event,player){
return event.card.name=='sha';
},
direct:true,
content:function(){
"step 0"
game.delay(0.5);
player.chooseTarget(get.prompt('juechen'),function(card,player,target){
return player!=target&&!trigger.targets.contains(target)&&target.countCards('he')>0;
}).ai=function(target){
return -get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('juechen',result.targets);
player.discardPlayerCard(true,result.targets[0],'he');
}
}
},
lingfeng:{
trigger:{player:'phaseDrawBefore'},
check:function(event,player){
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]){
if(get.attitude(player,game.players[i])<0) return true;
}
}
return false;
},
content:function(){
"step 0"
trigger.untrigger();
trigger.finish();
event.cards=get.cards(2);
player.showCards(event.cards);
"step 1"
if(get.color(event.cards[0])!=get.color(event.cards[1])){
player.chooseTarget('是否弃置一名角色一张牌?',function(card,player,target){
return player!=target&&target.countCards('he')>0;
}).ai=function(target){
return -get.attitude(player,target);
}
}
"step 2"
if(result.bool&&result.targets&&result.targets.length){
player.discardPlayerCard(result.targets[0],'he',true);
}
"step 3"
player.gain(event.cards);
player.$draw(event.cards);
game.delay();
},
ai:{
threaten:1.1
}
},
biantian4:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('biantian3')){
game.players[i].removeSkill('biantian3');
game.players[i].popup('biantian3');
}
}
}
},
biantian:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
group:'biantian4',
content:function(){
"step 0"
player.removeSkill('biantian2');
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('biantian3')){
game.players[i].removeSkill('biantian3');
game.players[i].popup('biantian3');
}
}
player.judge(function(card){
if(get.color(card)=='red') return 1;
if(get.suit(card)=='spade') return 3;
return -1;
});
"step 1"
if(result.color=='red'){
player.chooseTarget('选择至多三名角色获得狂风标记',[1,3],function(card,player,target){
return player!=target;
}).ai=function(target){
if(target.hasSkillTag('nofire')) return 0;
return -get.attitude(player,target);
};
}
else{
event.finish();
if(result.suit=='spade'){
player.addSkill('biantian2');
}
}
"step 2"
if(result.bool&&result.targets){
for(var i=0;i<result.targets.length;i++){
result.targets[i].addSkill('biantian3');
result.targets[i].popup('kuangfeng');
}
player.logSkill('kuangfeng',result.targets,'fire');
}
}
},
biantian2:{
trigger:{player:'damageBefore'},
filter:function(event){
if(event.nature!='thunder') return true;
return false;
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
}
}
}
},
biantian3:{
trigger:{player:'damageBegin'},
filter:function(event){
if(event.nature=='fire') return true;
return false;
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 1.5;
}
}
}
},
jingmiao:{
trigger:{global:'useCardAfter'},
direct:true,
filter:function(event,player){
return event.player!=player&&event.card.name=='wuxie'&&event.player.countCards('he')>0;
},
content:function(){
"step 0"
player.choosePlayerCard(trigger.player,get.prompt('jingmiao',trigger.player),'he');
"step 1"
if(result.bool){
player.logSkill('jingmiao',trigger.player);
trigger.player.discard(result.links);
}
},
ai:{
expose:0.2
}
},
zhinang:{
trigger:{player:'phaseBegin'},
frequent:true,
content:function(){
"step 0"
event.cards=get.cards(3);
event.cards2=[];
for(var i=0;i<event.cards.length;i++){
var type=get.type(event.cards[i]);
if(type=='trick'||type=='equip'){
event.cards2.push(event.cards[i]);
}
}
if(!event.isMine()||event.cards2.length==0){
player.showCards(event.cards);
}
"step 1"
if(event.cards2.length==0){
event.finish();
}
else{
var dialog=ui.create.dialog('将三张牌中的锦囊牌或装备牌交给一名角色','hidden');
dialog.add(event.cards);
for(var i=0;i<dialog.buttons.length;i++){
if(event.cards2.contains(dialog.buttons[i].link)){
dialog.buttons[i].style.opacity=1;
}
else{
dialog.buttons[i].style.opacity=0.5;
}
}
var next=player.chooseTarget(true,dialog);
next.ai=function(target){
if(player.hasJudge('lebu')){
if(target==player) return 0.1;
}
var att=get.attitude(player,target);
if(player.countCards('h')>player.hp){
if(target==player) return Math.max(1,att-2);
}
if(target==player) return att+5;
return att;
}
}
"step 2"
if(result&&result.targets&&result.targets.length){
event.target=result.targets[0];
}
if(event.cards2.length){
event.target.gain(event.cards2,'gain2');
}
},
ai:{
threaten:1.3
}
},
tianyu:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isLinked()&&player!=game.players[i]){
return true;
}
}
},
content:function(){
"step 0"
var num=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isLinked()&&player!=game.players[i]){
num++;
}
}
player.chooseTarget(get.prompt('tianyu'),[1,num],function(card,player,target){
return !target.isLinked()&&player!=target;
}).ai=function(target){
return -get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('tianyu',result.targets);
event.targets=result.targets;
event.num=0;
}
else{
event.finish();
}
"step 2"
if(event.num<event.targets.length){
event.targets[event.num].link();
event.num++;
event.redo();
}
},
ai:{
expose:0.3
}
},
jizhen:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp&&player!=game.players[i]){
return true;
}
}
},
content:function(){
"step 0"
var num=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isLinked()&&player!=game.players[i]){
num++;
}
}
player.chooseTarget(get.prompt('jizhen'),[1,2],function(card,player,target){
return target.hp<target.maxHp&&player!=target;
}).ai=function(target){
return get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('jizhen',result.targets);
game.asyncDraw(result.targets);
}
},
ai:{
expose:0.3,
threaten:1.3
}
},
},
translate:{
jg_pangtong:'浴火士元',
jg_huangyueying:'工神月英',
jg_zhugeliang:'天侯孔明',
jg_liubei:'烈帝玄德',
jg_xiahouyuan:'绝尘妙才',
jg_caozhen:'佳人子丹',
jg_zhanghe:'巧魁儁乂',
jg_simayi:'断狱仲达',
tianyu:'天狱',
zhinang:'智囊',
jingmiao:'精妙',
biantian:'变天',
biantian2:'大雾',
biantian3:'狂风',
jizhen:'激阵',
xuanlei:'玄雷',
xuanlei_info:'锁定技准备阶段你令所有判定区内有牌的其他角色受到1点雷电伤害',
sfanshi:'反噬',
sfanshi_info:'锁定技结束阶段你失去1点体力',
konghun:'控魂',
konghun_info:'出牌阶段开始时若你的体力值不大于1场上存活角色数不小于6时改为2你可以对至多X名角色各造成1点雷电伤害然后你恢复等量体力X为场上其他存活角色数的一半向下取整且至多为4',
jizhen_info:'结束阶段,你可以令所至多两名已受伤角色摸一张牌',
// biantian2_info:'已获得大雾标记',
// biantian3_info:'已获得狂风标记',
lingfeng:'灵锋',
jueji:'绝汲',
huodi:'惑敌',
huodi_info:'结束阶段,若你本回合内没有使用过指定其他角色为目标的卡牌,你可以弃置一名其他角色的一张牌',
jueji_info:'其他角色的摸牌阶段开始时,若其已受伤,你可以弃置一张牌令其摸牌数-1',
lingfeng_info:'摸牌阶段,你可以弃置摸牌,改为亮出牌堆顶的两张牌并获得之,若两张牌颜色不同,你可以弃置一名角色的一张牌',
biantian_info:'锁定技,准备阶段,你进行一次判定,若为红色,你可以选择至多三名角色进入“狂风”状态直到你的下一回合开始,若为黑桃,直到下个回合开始前,你处于“大雾”状态',
jingmiao_info:'每当有一名其他角色使用无懈可击,你可以弃置其一张牌',
zhinang_info:'准备阶段,你可以亮出牌堆顶的三张牌,你可以将其中锦囊或装备牌交给一名角色',
tianyu_info:'结束阶段,你可以将任意名未横置的其他角色横置',
juechen:'绝尘',
juechen_info:'每当你使用一张杀,可以弃置一名其他角色的一张牌(不能是杀的目标)',
chiying:'持盈',
chiying_info:'每当一名角色受到多于1伤害时你可以令其防止其余伤害然后令伤害来源摸一张牌',
jingfan:'惊帆',
jingfan2:'惊帆',
jingfan_info:'回合内,每当你使用一张卡牌,你的进攻距离+1出牌阶段结束时你可以将手牌数补至X并指定至多X名角色令其进攻距离+1直到其下一回合结束X为你回合内使用的卡牌数',
},
};
});