noname/character/jiange.js

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'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,
content:function(){
player.addTempSkill('huodi3');
}
},
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',
},
};
});