noname/mode/mowang.js

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mode.mowang={
game:{
start:function(){
var next=game.createEvent('game',false);
next.content=function(){
"step 0"
game.import('boss');
"step 1"
game.load();
}
},
},
character:{
boss_zuiqiangshenhua:['male','qun',8,['mashu','wushuang','baonu'],['boss']],
boss_baonuzhanshen:['male','qun',4,['mashu','wushuang','xiuluo','shenwei','shenji'],['boss']],
boss_gaodayihao:['male','shu',1,['gd_juejing','gd_longhun'],['boss']],
boss_nianshou:['male','qun',10,['nianrui','qixiang1','qixiang2','jixing'],['boss']],
boss_hanxu:['male','qun',8,['chonglian','jiankong'],['boss']],
boss_taiyangshen:['male','wei',8,['youqing','riguang','ty_wuxie','kaikeng'],['boss']],
boss_paracel:['female','wei',6,['zhiji','liuli','feiying','ganglie','kongcheng','zaiqi'],['boss']],
boss_ailue:['female','qun',6,['shuihu','guiyin'],['boss']],
boss_nvwang:['female','wei',6,['wangshou','luanji','wanggong'],['boss']],
boss_qiongmei:['female','qun',3,['qiongmei','xiyu'],['boss']],
},
skill:{
taoyuan:{
inherit:'biyue'
},
baonu:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return player.hp<=4
},
content:function(){
var hp=player.hp;
player.init('boss_baonuzhanshen');
player.hp=hp;
player.update();
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
_status.event.player=player;
_status.event.step=0;
_status.loopType=0;
}
},
xiuluo:{
trigger:{player:'phaseBegin'},
frequent:true,
filter:function(event,player){
return player.num('j')>0;
},
content:function(){
player.chooseToDiscard(2,'hj',function(card){
if(ui.selected.cards.length==0) return true;
if(get.position(ui.selected.cards[0])=='h'){
if(get.position(card)!='j') return false;
}
if(get.position(ui.selected.cards[0])=='j'){
if(get.position(card)!='h') return false;
}
return get.suit(card)==get.suit(ui.selected.cards[0])
},'是否一张手牌来弃置一张花色相同的判定牌?').ai=function(card){
return 11-ai.get.value(card);
}
}
},
shenwei:{
group:['shenwei1','shenwei2']
},
shenwei1:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=2;
}
},
shenwei2:{
mod:{
maxHandcard:function(player,current){
return current+2;
}
}
},
shenji:{
mod:{
selectTarget:function(card,player,range){
if(!player.get('e','1')&&card.name=='sha') range[1]=3;
},
}
},
nianrui:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=2;
}
},
jixing:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
player.recover(2);
}
},
qixiang1:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
return (event.card.name=='lebu'||event.card.viewAs=='lebu');
}
},
content:function(){
player.addTempSkill('qixiang3','phaseJudgeAfter');
}
},
qixiang2:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
return (event.card.name=='bingliang'||event.card.viewAs=='bingliang');
}
},
content:function(){
player.addTempSkill('qixiang3','phaseJudgeAfter');
}
},
qixiang3:{
mod:{
suit:function(card,suit){
if(suit=='diamond') return 'heart';
if(suit=='spade') return 'club';
}
}
},
hlg_dieDraw:{
trigger:{global:'dieAfter'},
filter:function(event,player){
return player!=game.zhu;
},
prompt:'是否摸一张牌?',
content:function(){
player.draw();
}
},
hlg_chongzhu:{
enable:'phaseUse',
filter:function(event,player){
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(get.info(cards[i]).chongzhu||get.subtype(cards[i])=='equip1') return true;
}
return false;
},
filterCard:function(card){
return get.info(card).chongzhu||get.subtype(card)=='equip1';
},
content:function(){
player.draw();
},
ai:{
result:{
player:function(player){
if(player==game.zhu) return 2;
return ai.get.value(get.card(),player)-5;
}
},
order:11
}
},
chonglian:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return (event.source!=undefined);
},
content:function(){
trigger.source.clearSkills();
trigger.source.maxHp=3;
if(trigger.source.hp>3) trigger.source.hp=3;
trigger.source.update();
}
},
jiankong:{
trigger:{global:'drawEnd'},
frequent:true,
filter:function(event,player){
return event.player!=player;
},
content:function(){
player.draw();
}
},
ns_damage:{
trigger:{player:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player==game.zhu
},
content:function(){
player.hp=player.maxHp;
player.update();
}
},
youqing:{
trigger:{player:'loseHpBefore'},
forced:true,
content:function(){
trigger.finish();
trigger.untrigger();
}
},
riguang:{
enable:'phaseUse',
selectTarget:-1,
usable:1,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
"step 0"
target.chooseToRespond({name:'shan'});
"step 1"
if(result.bool==false){
target.damage('fire');
}
},
ai:{
result:{
target:-1.5,
},
order:9,
}
},
ty_wuxie:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
player.gain(player.judges.slice(0));
}
},
kaikeng:{
trigger:{global:['respondEnd','discardEnd']},
frequent:true,
filter:function(event,player){
return event.player!=player;
},
content:function(){
player.draw();
}
},
shuihu:{
trigger:{player:'phaseDrawBefore'},
content:function(){
trigger.untrigger();
trigger.finish();
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')){
player.gain(game.players[i].get('h').randomGet());
game.players[i].$give(1,player);
}
}
}
},
guiyin:{
trigger:{player:'phaseUseBefore'},
check:function(event,player){
return player.num('h')<player.hp;
},
content:function(){
player.skip('phaseDiscard');
trigger.untrigger();
trigger.finish();
player.draw(3);
}
},
wangshou:{
trigger:{player:'damageEnd'},
forced:true,
content:function(){
player.draw(3);
}
},
wanggong:{
trigger:{source:'dieAfter'},
forced:true,
content:function(){
player.draw(3)
}
},
qiongmei:{
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
"step 0"
if(event.cards==undefined) event.cards=[];
player.judge(function(card){
if(get.suit(card)!='spade') return 1.5;
return -1.5;
});
"step 1"
if(result.judge>0){
event.cards.push(result.card);
if(lib.config.auto_skill==false){
player.chooseBool('是否再次发动?');
}
else{
event._result={bool:true};
}
}
else{
player.gain(event.cards);
event.finish();
}
"step 2"
if(result.bool){
event.goto(0);
}
else{
player.gain(event.cards);
}
}
},
xiyu:{
trigger:{player:'damageBefore'},
filter:function(event,player){
if(!event.source) return false;
return player.num('h')<=event.source.num('h')||
player.num('h')<=event.source.hp;
},
content:function(){
trigger.untrigger();
trigger.finish();
trigger.source.draw();
}
},
gd_juejing:{
group:['gd_juejing1','gd_juejing2']
},
gd_juejing1:{
trigger:{player:'phaseDrawBegin'},
priority:-10,
forced:true,
content:function(){
trigger.num=0;
}
},
gd_juejing2:{
trigger:{player:'loseEnd'},
forced:true,
filter:function(event,player){
return (player.num('h')<4);
},
content:function(){
player.draw(4-player.num('h'));
}
},
gd_longhun:{
group:['gd_longhun1','gd_longhun2','gd_longhun3','gd_longhun4']
},
gd_longhun1:{
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张红桃牌当桃使用',
viewAs:{name:'tao'},
filterCard:function(card){
return get.suit(card)=='heart';
}
},
gd_longhun2:{
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张方片牌当火杀使用或打出',
viewAs:{name:'sha',nature:'fire'},
filterCard:function(card){
return get.suit(card)=='diamond';
}
},
gd_longhun3:{
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张黑桃牌当无懈可击使用',
viewAs:{name:'wuxie'},
filterCard:function(card){
return get.suit(card)=='spade';
}
},
gd_longhun4:{
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张梅花牌当闪打出',
viewAs:{name:'shan'},
filterCard:function(card){
return get.suit(card)=='club';
}
}
},
translate:{
boss_zuiqiangshenhua:'神吕布·最强神话',
boss_baonuzhanshen:'神吕布·暴怒战神',
baonu:'暴怒',
baonu2:'暴怒',
baonu3:'暴怒',
hlg_dieDraw:'重整',
hlg_chongzhu:'重铸',
xiuluo:'修罗',
shenwei:'神威',
shenwei1:'神威',
shenwei2:'神威',
chonglian:'重练',
jiankong:'监控',
jiankong_info:'每当有其他角色摸牌,你可以立即摸一张牌',
chonglian_info:'锁定技对你造成伤害的角色立即失去所有技能若体力上限高于3则降至3',
xiuluo_info:'回合开始阶段,你可以弃一张手牌来弃置你判断区里的一张延时类锦囊(必须花色相同)',
shenwei_info:'锁定技,摸牌阶段,你额外摸两张牌,你的手牌上限+2',
shenji:'没装备武器时你使用的杀可指定至多3名角色为目标',
boss_nianshou:'年兽',
nianrui:'年瑞',
qixiang1:'祺祥',
qixiang2:'祺祥',
jixing:'吉兴',
nianrui_info:'摸牌阶段,你额外摸两张牌',
jixing_info:'回合开始阶段,你回复两点体力',
qixiang1_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花',
boss_hanxu:'韩旭',
boss_taiyangshen:'太阳神',
youqing:'有情',
youqing_info:'锁定技,你不能流失体力',
riguang:'日光',
riguang_info:'出牌阶段,你可令所有角色今次打出一张闪,否则受到一点火焰伤害,每阶段限一次',
ty_wuxie:'无懈',
ty_wuxie_info:'锁定技,回合开始阶段,你将所有判定区内的牌收入手牌',
kaikeng:'开坑',
kaikeng_info:'每当有其他角色打出或弃置卡牌,你可以立即摸一张牌',
boss_paracel:'Paracel',
boss_ailue:'宇文天启',
shuihu:'水浒',
guiyin:'鬼隐',
shuihu_info:'你可以放弃摸牌,并从每名其他角色中抽取一张手牌',
guiyin_info:'你可以跳过出牌阶段和弃牌阶段并摸X张牌X为场上现存角色数的一半向下取整',
boss_nvwang:'女王受·虫',
wangshou:'王受',
wangshou_info:'锁定技每当你受到一次伤害你立即摸3张牌',
wanggong:'王攻',
wanggong_info:'锁定技每当你受杀死一名角色你立即摸3张牌',
boss_qiongmei:'爱上穹妹的某',
qiongmei:'穹妹',
qiongmei_info:'回合结束阶段,你可以进行判定,若不为黑桃则可以继续判定,判定结束后将判定成功的牌收入手牌',
xiyu:'惜玉',
xiyu_info:'每当你即将受到伤害时,若你的手牌数不大于伤害来源的手牌数或体力值,你可以防止此伤害,并令伤害来源摸一张牌',
boss_gaodayihao:'高达一号',
gd_juejing:'绝境',
gd_juejing1:'绝境',
gd_juejing2:'绝境',
gd_longhun:'龙魂',
gd_longhun1:'龙魂 ♥︎',
gd_longhun2:'龙魂 ♦︎',
gd_longhun3:'龙魂 ♠︎',
gd_longhun4:'龙魂 ♣︎',
gd_juejing_info:'锁定技摸牌阶段你不摸牌你的手牌数永远为4。',
gd_longhun_info:'你的牌可以按以下规则使用或打出:红桃当桃,方块当火杀,梅花当闪,黑桃当无懈可击',
},
scene:[
{
title:'虎牢关',
versus:3,
boss:'boss_zuiqiangshenhua',
global:['hlg_chongzhu','hlg_dieDraw'],
disable:['_chongzhu'],
forbid:['caiwenji'],
maxShuffle:1,
loopType:1,
chongzheng:6
},
{
title:'高达一号',
versus:7,
boss:'boss_gaodayihao',
},
{
title:'年兽(计时)',
boss:'boss_nianshou',
versus:3,
prepare:function(){
_status.damage=0;
var node=ui.create.div(ui.system);
node.innerHTML=300;
var count=300;
var timer=setInterval(function(){
if(count){
count--;node.innerHTML=count;
}
else{
clearInterval(timer);
if(!_status.over) game.over();
}
},1000);
},
global:['ns_damage']
},
{
title:'年兽',
boss:'boss_nianshou',
versus:3,
},
{
title:'韩旭',
boss:'boss_hanxu',
versus:7,
remove:['zhuge']
},
{
title:'太阳神',
boss:'boss_taiyangshen',
versus:7,
},
{
title:'Paracel',
boss:'boss_paracel',
versus:3,
},
{
title:'宇文天启',
boss:'boss_ailue',
versus:6,
},
{
title:'女王受·虫',
boss:'boss_nvwang',
versus:3,
},
{
title:'爱上穹妹的某',
boss:'boss_qiongmei',
versus:6,
},
],
}