362 lines
14 KiB
JavaScript
362 lines
14 KiB
JavaScript
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'onlyOL',
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connect:true,
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character:{
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ol_sb_jiangwei:['male','shu',4,['olsbzhuri','olsbranji']],
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ol_caozhang:['male','wei',4,['oljiangchi']],
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ol_jianyong:['male','shu',3,['olqiaoshui','jyzongshi'],['tempname:re_jianyong','die_audio:re_jianyong']],
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ol_lingtong:['male','wu',4,['olxuanfeng'],['die_audio:re_lingtong']],
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},
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characterSort:{
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onlyOL:{
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onlyOL_yijiang1:['ol_caozhang','ol_jianyong','ol_lingtong'],
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onlyOL_sb:['ol_sb_jiangwei'],
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},
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},
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characterIntro:{
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},
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characterReplace:{
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},
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skill:{
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//OL谋姜维
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olsbzhuri:{
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audio:2,
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trigger:{player:['phaseZhunbeiEnd','phaseJudgeEnd','phaseDrawEnd','phaseUseEnd','phaseDiscardEnd','phaseJieshuEnd']},
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filter:function(event,player){
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if(player.hasSkill('olsbzhuri_block')) return false;
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if(!game.hasPlayer(target=>player.canCompare(target))) return false;
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return player.getHistory('gain',evt=>evt.getParent(event.name)==event).length+player.getHistory('lose',evt=>evt.getParent(event.name)==event&&evt.hs.length).length;
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},
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direct:true,
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content:function*(event,map){
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var player=map.player;
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var trigger=map.trigger;
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var result=yield player.chooseTarget(get.prompt('olsbzhuri'),'与一名角色进行拼点,若你赢,你可以使用其中的一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合失效',(card,player,target)=>{
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return player.canCompare(target);
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}).set('ai',target=>{
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var player=_status.event.player;
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var ts=target.getCards('h').sort((a,b)=>get.number(a)-get.number(b));
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if(get.attitude(player,target)<0){
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var hs=player.getCards('h').sort((a,b)=>get.number(b)-get.number(a));
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var ts=target.getCards('h').sort((a,b)=>get.number(b)-get.number(a));
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if(get.number(hs[0])>get.number(ts[0])) return 1;
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if(get.effect(player,{name:'losehp'},player,player)>0) return Math.random()+0.2;
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if(player.getHp()>2) return Math.random()-0.5;
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return 0;
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}
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return 0;
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});
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if(result.bool){
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var target=result.targets[0];
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player.logSkill('olsbzhuri',target);
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var result2=yield player.chooseToCompare(target);
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if(result2.bool){
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var cards=[result2.player,result2.target].filterInD('d');
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cards=cards.filter(card=>player.hasUseTarget(card));
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if(cards.length){
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var result3=yield player.chooseButton(['是否使用其中的牌?',cards]).set('ai',button=>_status.event.player.getUseValue(button.link));
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if(result3.bool){
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var card=result3.links[0];
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player.$gain2(card,false);
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game.delayx();
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player.chooseUseTarget(true,card,false);
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}
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}
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}
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else{
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var list=lib.skill.olsbranji.getList(trigger);
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var result3=yield player.chooseControl('失去体力','技能失效').set('prompt','逐日:失去1点体力,或令此技能于本回合失效').set('ai',()=>{
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var player=_status.event.player;
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if(player.getHp()>2){
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var list=_status.event.list;
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list.removeArray(player.skipList);
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if(list.includes('phaseDraw')||list.includes('phaseUse')) return '失去体力';
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}
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if(get.effect(player,{name:'losehp'},player,player)>0) return '失去体力';
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return '技能失效';
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}).set('list',list.slice(trigger.getParent().num,list.length));
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player[result3.control=='失去体力'?'loseHp':'addTempSkill'](result3.control=='失去体力'?1:'olsbzhuri_block');
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}
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}
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},
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subSkill:{
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block:{
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charlotte:true,
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mark:true,
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marktext:'<span style="text-decoration: line-through;">日</span>',
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intro:{content:'追不动太阳了'},
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},
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},
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},
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olsbranji:{
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audio:2,
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trigger:{player:'phaseJieshuBegin'},
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prompt2:function(event,player){
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var str='获得技能';
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var num=lib.skill.olsbranji.getNum(event,player);
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if(num>=player.getHp()) str+='【困奋】';
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if(num==player.getHp()) str+='和';
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if(num<=player.getHp()) str+='【诈降】';
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str+=',然后';
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var num1=(player.countCards('h')-player.getHandcardLimit());
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if(num1||player.isDamaged()){
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if(num1) str+=(num1<0?'摸'+get.cnNumber(-num1)+'张牌':'弃置'+get.cnNumber(num1)+'张牌');
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if(num1&&player.isDamaged()) str+='或';
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if(player.isDamaged()) str+=('回复'+player.getDamagedHp()+'点体力');
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str+=',最后';
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}
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str+='你不能回复体力直到你杀死角色。';
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return str;
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},
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check:function(event,player){
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var num=lib.skill.olsbranji.getNum(event,player);
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if(num==player.getHp()) return true;
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return player.getHandcardLimit()-player.countCards('h')>=3||player.getDamagedHp()>=2;
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},
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limited:true,
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skillAnimation:true,
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animationColor:'fire',
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content:function*(event,map){
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var player=map.player;
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var trigger=map.trigger;
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player.awakenSkill('olsbranji');
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var num=lib.skill.olsbranji.getNum(trigger,player);
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if(num>=player.getHp()){
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player.addSkillLog('kunfen');
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player.storage.kunfen=true;
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}
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if(num<=player.getHp()) player.addSkillLog('zhaxiang');
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if(player.countCards('h')!=player.getHandcardLimit()||player.isDamaged()){
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var result,num1=player.countCards('h')-player.getHandcardLimit();
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if(!num1) result={index:1};
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else if(player.isHealthy()) result={index:0};
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else{
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result=yield player.chooseControl('手牌数','体力值').set('choiceList',[
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num1<0?'摸'+get.cnNumber(-num1)+'张牌':'弃置'+get.cnNumber(num1)+'张牌',
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'回复'+(player.getDamagedHp())+'点体力',
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]).set('ai',()=>{
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var player=_status.event.player;
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var list=_status.event.list;
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var num1=get.effect(player,{name:'wuzhong'},player,player)/2;
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var num2=get.recoverEffect(player,player,player);
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return num1*list[0]>num2*list[1]?0:1;
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}).set('list',[-num1,player.getDamagedHp()]);
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}
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if(result.index==0){
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if(num1<0) player.drawTo(player.getHandcardLimit());
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else player.chooseToDiscard(num1,'h',true);
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}
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else{
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player.recover(player.maxHp-player.hp);
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}
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}
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player.when('olsbranjiAfter').then(()=>player.addSkill('olsbranji_norecover'));
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player.when({source:'dieAfter'}).then(()=>player.removeSkill('olsbranji_norecover'));
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},
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derivation:['kunfenx','zhaxiang'],
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getList:function(event){
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return event.getParent().phaseList.map(list=>list.split('|')[0]);
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},
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getNum:function(event,player){
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return lib.skill.olsbranji.getList(event).slice(0,event.getParent().num).filter(name=>player.getHistory('useCard',evt=>evt.getParent(name).name==name).length).length;
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},
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subSkill:{
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norecover:{
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charlotte:true,
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mark:true,
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intro:{content:'不能回复体力'},
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trigger:{player:'recoverBefore'},
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forced:true,
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firstDo:true,
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content:function(){
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trigger.cancel();
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'recover')) return 'zeroplayertarget';
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},
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},
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},
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},
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},
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},
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//界曹彰
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oljiangchi:{
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audio:2,
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trigger:{player:'phaseDrawEnd'},
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direct:true,
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content:function*(event,map){
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var player=map.player;
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var choiceList=[
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'摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。',
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'重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。',
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],list=['cancel2'];
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if(player.countCards('he',card=>player.canRecast(card))) list.unshift('重铸,+1');
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else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
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list.unshift('摸牌,-1');
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var result=yield player.chooseControl(list).set('ai',()=>{
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var player=_status.event.player;
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var controls=_status.event.controls.slice();
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if(controls.includes('重铸,+1')&&player.countCards('hs',card=>get.name(card)=='sha'&&player.hasValueTarget(card))>=2) return '重铸,+1';
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return '摸牌,-1';
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}).set('choiceList',choiceList).set('prompt',get.prompt('oljiangchi'));
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if(result.control!='cancel2'){
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player.logSkill('oljiangchi');
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if(result.control=='摸牌,-1'){
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player.draw();
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player.addTempSkill('oljiangchi_less');
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player.addMark('oljiangchi_less',1,false);
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}
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else{
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var result2=yield player.chooseCard('he','将驰:请重铸一张牌',true,(card,player)=>player.canRecast(card));
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if(result2.bool){
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player.recast(result2.cards);
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player.addTempSkill('oljiangchi_more');
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player.addMark('oljiangchi_more',1,false);
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}
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}
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}
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},
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subSkill:{
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less:{
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charlotte:true,
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onremove:true,
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mod:{
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cardUsable:function(card,player,num){
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if(card.name=='sha') return num-player.countMark('oljiangchi_less');
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},
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ignoredHandcard:function(card,player){
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if(card.name=='sha') return true;
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},
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cardDiscardable:function(card,player,name){
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if(name=='phaseDiscard'&&card.name=='sha') return false;
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},
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},
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},
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more:{
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charlotte:true,
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onremove:true,
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mod:{
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cardUsable:function(card,player,num){
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if(card.name=='sha') return num+player.countMark('oljiangchi_more');
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},
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targetInRange:function (card,player){
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if(card.name=='sha') return true;
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},
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},
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},
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},
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},
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//界简雍
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olqiaoshui:{
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audio:'reqiaoshui',
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inherit:'reqiaoshui',
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filter:function(event,player){
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return player.countCards('h')>0&&!player.hasSkill('olqiaoshui_used');
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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) player.addTempSkill('qiaoshui3',{player:'phaseUseAfter'});
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else{
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player.addTempSkill('qiaoshui2');
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player.addTempSkill('olqiaoshui_used');
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}
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},
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subSkill:{
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used:{
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charlotte:true,
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mark:true,
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marktext:'<span style="text-decoration: line-through;">说</span>',
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intro:{content:'被迫闭嘴'},
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},
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},
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},
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//界凌统
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olxuanfeng:{
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audio:'xuanfeng',
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audioname:['boss_lvbu3'],
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audioname2:{
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lingtong:'xuanfeng',
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ol_lingtong:'xuanfeng_re_lingtong',
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},
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trigger:{
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player:['loseAfter'],
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global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
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},
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filter:function(event,player){
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var evt=event.getl(player);
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return evt&&(evt.es.length||evt.cards2.length>1);
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},
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direct:true,
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content:function(){
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'step 0'
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event.count=2;
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event.logged=false;
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'step 1'
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player.chooseTarget(get.prompt('olxuanfeng'),'弃置一名其他角色的一张牌',function(card,player,target){
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if(player==target) return false;
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return target.countDiscardableCards(player,'he');
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}).set('ai',function(target){
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return -get.attitude(_status.event.player,target);
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});
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'step 2'
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if(result.bool){
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if(!event.logged){
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player.logSkill('olxuanfeng',result.targets);
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event.logged=true;
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}
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else player.line(result.targets[0],'green');
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player.discardPlayerCard(result.targets[0],'he',true);
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event.count--;
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}
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else event.finish();
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'step 3'
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if(event.count) event.goto(1);
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},
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ai:{
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reverseEquip:true,
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noe:true,
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effect:{
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target:function(card,player,target,current){
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if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3];
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},
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},
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},
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},
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xuanfeng_re_lingtong:{audio:2},
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},
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dynamicTranslate:{
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},
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translate:{
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ol_lingtong:'OL界凌统',
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ol_lingtong_prefix:'OL界',
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olxuanfeng:'旋风',
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olxuanfeng_info:'当你一次性失去至少两张牌后,或失去装备区的牌后,你可以依次弃置一至两名其他角色的共计两张牌。',
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ol_jianyong:'OL界简雍',
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ol_jianyong_prefix:'OL界',
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olqiaoshui:'巧说',
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olqiaoshui_info:'出牌阶段,你可与一名其他角色拼点。若你赢,你使用的下一张基本牌或普通锦囊牌可以额外指定任意一名其他角色为目标或减少指定一个目标;若你没赢,此技能于本回合失效且本回合你不能使用锦囊牌。',
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ol_caozhang:'OL界曹彰',
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ol_caozhang_prefix:'OL界',
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oljiangchi:'将驰',
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oljiangchi_info:'摸牌阶段结束时,你可以选择一项:①摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。②重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。',
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ol_sb_jiangwei:'OL谋姜维',
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ol_sb_jiangwei_prefix:'OL谋',
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olsbzhuri:'逐日',
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olsbzhuri_info:'你的阶段结束时,若你本阶段失去过手牌或得到过牌,则你可以与一名角色拼点。若你赢,你可以使用其中一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合无效。',
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olsbranji:'燃己',
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olsbranji_info:'限定技,结束阶段。若你本回合使用过牌的阶段数大于等于/小于等于体力值,你可以获得技能〖困奋〗/〖诈降〗(同时满足则都获得,以此法获得的〖困奋〗直接修改为非锁定技)。若如此做,你将手牌数调整至手牌上限或将体力值回复至体力上限,然后你不能回复体力直到你杀死角色。',
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kunfenx:'困奋',
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kunfenx_info:'结束阶段开始时,你可以失去1点体力,然后摸两张牌。',
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onlyOL_yijiang1:'OL专属·将1',
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onlyOL_sb:'OL专属·上兵伐谋',
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},
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};
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});
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