noname/character/tw.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'tw',
connect:false,
characterSort:{},
character:{
tw_beimihu:['female','qun',3,['zongkui','guju','baijia','bingzhao'],['zhu']],
nashime:['male','qun',3,['chijie','waishi','renshe']],
tw_xiahouba:['male','shu',4,['twyanqin','twbaobian']],
tw_zumao:['male','wu',4,['twtijin']],
tw_caoang:['male','wei',4,['twxiaolian']],
tw_dingfeng:['male','wu',4,['twqijia','twzhulin']],
tw_caohong:['male','wei',4,['twhuzhu','twliancai']],
tw_maliang:['male','shu',3,['twrangyi','twbaimei']],
kaisa:["male","western",4,["zhengfu"]],
},
characterIntro:{
nashime:'难升米(なしめ,或なんしょうまい)是倭国大夫。景初二年六月,受女王卑弥呼之命,与都市牛利出使魏国,被魏国拜为率善中郎将。',
},
card:{
},
characterFilter:{},
skill:{
twrangyi:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:lib.filter.notMe,
delay:0,
content:function(){
'step 0'
event.cards=player.getCards('h');
player.give(event.cards,target,true);
'step 1'
target.chooseToUse({
prompt:'请使用得到的一张牌,或者受到来自'+get.translation(player)+'的一点伤害',
filterCard:function(card,player,event){
if(!cards.contains(card)) return false;
return lib.filter.filterCard(card,player,event);
},
});
'step 2'
if(result.bool){
var hs=target.getCards('h');
for(var i=0;i<cards.length;i++){
if(!hs.contains(cards[i])) cards.splice(i--,1);
}
if(cards.length) target.give(cards,player,true);
}
else target.damage('nocard');
},
ai:{
order:1,
result:{
target:function(player,target){
var hs=player.getCards('h');
for(var i=0;i<hs.length;i++){
var hi=hs[i];
if(hi.name=='tao'||game.hasPlayer(function(current){
return target.canUse(hi,current)&&get.effect(current,hi,target,target);
})) return 1;
}
return get.damageEffect(target,player,target);
},
},
},
},
twbaimei:{
audio:2,
trigger:{
player:"damageBefore",
},
forced:true,
priority:15,
filter:function (event,player){
if(player.countCards('h')) return false;
if(event.nature) return true;
return get.type(event.card,'trick')=='trick';
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(target.countCards('h')) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
},
},
},
twhuzhu:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(e,player){
return player.countCards('e')>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0
},
content:function(){
'step 0'
target.chooseCard('交给'+get.translation(player)+'一张手牌','h',true);
'step 1'
target.give(result.cards,player);
'step 2'
if(player.countGainableCards(player,'e')) target.gainPlayerCard(player,'e',true);
'step 3'
if(target.isDamaged()&&target.hp<=player.hp){
player.chooseBool('是否令'+get.translation(target)+'回复1点体力').ai=function(){
return get.recoverEffect(target,player,player);
};
}
'step 4'
if(result.bool) target.recover();
},
ai:{
order:8,
result:{
target:function(player,target){
var eff=(target.isDamaged()&&target.hp<=player.hp)?get.recoverEffect(target,player,player):0;
if(eff<=0&&!player.countGainableCards(target,'e')) return -1;
return eff;
},
},
},
},
twliancai:{
audio:2,
trigger:{player:['turnOverEnd','phaseEnd']},
filter:function(card,player,target){
return target=='phaseEnd'||player.countCards('h')<player.hp;
},
filterTarget:function(card,player,target){
return target!=player&&target.countGainableCards(player,'e')>0;
},
check:function(card,player){
if(card.name=='turnOve') return true;
if(player.isTurnedOver()) return true;
if(player.hp-player.countCards('h')>1) return true;
return game.hasPlayer(function(current){
return lib.skill.twliancai.filterTarget(null,player,current)&&lib.skill.twliancai.filterAI(current);
});
},
filterAI:function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(target.isDamaged()&&target.countCards('e','baiyin')&&att>0) return 2*att;
return -att;
},
prompt2:function(card,player,target){
return card.name=='phase'?'将武将牌翻面,然后获得一名其他角色装备区内的一张牌':'将手牌摸至与体力值相同';
},
content:function(){
'step 0'
if(event.triggername=='phaseEnd') player.turnOver();
else{
player.draw(player.hp-player.countCards('h'));
event.finish();
}
'step 1'
player.chooseTarget('获得一名角色装备区内的一张牌',lib.skill.twliancai.filterTarget).ai=lib.skill.twliancai.filterAI;
'step 2'
if(result.bool){
player.line(result.targets,'thunder');
player.gainPlayerCard('e',true,result.targets[0]);
}
},
},
twqijia:{
group:'twqijia_alka',
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.countCards('e',function(card){
return !player.storage.twqijia.contains(get.subtype(card));
});
},
filterTarget:function(card,player,target){
return target!=player&&player.canUse({name:'sha'},target);
},
position:'e',
filterCard:function(card,player){
return !player.storage.twqijia.contains(get.subtype(card));
},
content:function(){
'step 0'
player.storage.twqijia.push(get.subtype(cards[0]));
player.useCard({name:'sha'},target);
'step 1'
player.getStat().card.sha--;
},
subSkill:{
alka:{
sub:true,
trigger:{player:['phaseUseBegin','phaseUseEnd']},
silent:true,
content:function(){
player.storage.twqijia=[];
player.storage.twzhulin=[];
},
},
},
check:function(card){
return 7-get.value(card);
},
ai:{
order:function(){
return get.order({name:'sha'})-0.2;
},
result:{
target:function(player,target){
return get.effect(target,{name:'sha'},player,player);
},
},
},
},
twzhulin:{
group:'twqijia_alka',
locked:false,
mod:{
globalFrom:function(from,to,distance){
if(from.storage.twzhulin&&from.storage.twzhulin.contains(to)) return -Infinity;
}
},
enable:'phaseUse',
filter:function(event,player){
return player.countCards('h',lib.skill.twzhulin.filterCard)>0;
},
filterCard:function(card){
return card.name=='tao'||card.name=='jiu';
},
filterTarget:lib.filter.notMe,
content:function(){
player.storage.twzhulin.add(target);
player.markSkill('twzhulin');
},
intro:{
content:function(content,player){
return '至'+get.translation(content)+'的距离视为1';
},
},
},
twxiaolian:{
inherit:'twtijin',
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&
event.targets.length==1&&event.targets[0]!=player;
},
content:function(){
trigger.twxiaolian=trigger.targets[0];
trigger.targets=[player];
},
group:'twxiaolian_damage',
subSkill:{
distance:{
sub:true,
charlotte:true,
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
mark:true,
marktext:'马',
intro:{
content:'cards',
},
mod:{
globalTo:function(from,to,distance){
if(from!=to) return distance+to.storage.twxiaolian_distance.length;
},
},
},
damage:{
sub:true,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.getParent(2).twxiaolian!=undefined;
},
content:function(){
'step 0'
var target=trigger.getParent(2).twxiaolian;
event.target=target;
player.chooseCard('是否将一张牌当做【马】置于'+get.translation(target)+'的武将牌旁?','he').ai=function(target){
if(get.attitude(_status.event.player,_status.event.getParent('twxiaolian_damage').target)>2) return 7-get.value(card);
return 0;
};
'step 1'
if(result.bool){
player.logSkill('twxiaolian',target);
player.lose(result.cards,ui.special,'toStorage');
target.addSkill('twxiaolian_distance');
target.storage.twxiaolian_distance.addArray(result.cards);
target.markSkill('twxiaolian_distance');
}
},
},
},
},
twtijin:{
audio:2,
trigger:{global:'useCard'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&
event.targets.length==1&&event.targets[0]!=player&&get.distance(event.player,player,'attack')<=1;
},
logTarget:'player',
check:function(event,player){
return get.effect(event.targets[0],{name:'sha'},event.player,player)<=get.effect(player,{name:'sha'},event.player,player);
},
content:function(){
'step 0'
trigger.targets=[player];
var next=game.createEvent('twtijin_discard',null,trigger.getParent());
next.player=player;
next.target=trigger.player;
next.setContent(function(){
player.line(target,'green');
player.discardPlayerCard(target,true,'he');
});
},
},
twyanqin:{
forbid:['guozhan'],
audio:2,
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
var list=[];
if(player.group!='wei') list.push('wei2');
if(player.group!='shu') list.push('shu2');
list.push('cancel2');
player.chooseControl(list).set('ai',function(){
return list.randomGet();
}).set('prompt',get.prompt2('twyanqin'));
'step 1'
if(result.control!='cancel2'){
player.logSkill('twyanqin');
var group=result.control.slice(0,3);
player.group=group;
player.node.name.dataset.nature=get.groupnature(group);
game.log(player,'将势力变为了','#y'+get.translation(group+2));
}
},
},
twbaobian:{
audio:2,
trigger:{source:'damageBefore'},
filter:function(event,player){
var card=event.card;
if(!card||(card.name!='sha'&&card.name!='juedou')) return false;
return event.player.group==player.group||event.player.countCards('h')>event.player.hp
},
check:function(event,player){
var att=get.attitude(player,event.player);
if(event.player.group==player.group) return att>0;
return att<0;
},
logTarget:'player',
content:function(){
var target=trigger.player;
if(target.group==player.group){
trigger.cancel();
var num=target.maxHp-target.countCards('h');
if(num) target.draw(num);
}
else{
player.discardPlayerCard(target,'h',true,target.countCards('h')-target.hp)
}
},
},
renshe:{
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
if(lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
if(game.hasPlayer(function(current){
return get.attitude(player,current)>0||current.hasSkillTag('nogain');
})) return 0;
return 1;
});
'step 1'
if(result.control=='cancel2') event.finish();
else{
event.index=result.index;
player.logSkill('renshe');
if(event.index==0){
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
if(target.hasSkillTag('nogain')) return 0.1;
return get.attitude(_status.event.player,target);
};
}
else if(result.index==1){
player.storage.waishi++;
event.finish();
}
else{
var next=game.createEvent('renshe_changeGroup');
next.player=player;
next.renshe=true;
next.setContent(lib.skill.chijie.content);
event.finish();
}
}
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
game.asyncDraw([player,result.targets[0]]);
game.delay();
}
},
},
waishi:{
group:'waishi_afterstory',
subSkill:{
afterstory:{
trigger:{player:'phaseUseEnd'},
forced:true,
silent:true,
popup:false,
content:function(){player.storage.waishi=1},
},
},
init:function(player,skill){
player.storage[skill]=1;
},
enable:'phaseUse',
filter:function(event,player){
return player.storage.waishi>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>=ui.selected.cards.length;
},
filterCard:true,
check:function(card){
if(!game.hasPlayer(function(current){
return current!=_status.event.player&&current.countCards('h')>ui.selected.cards.length;
})) return 0;
return 6-get.value(card);
},
selectCard:function(){
if(!ui.selected.targets.length) return [1,game.countGroup()];
return [1,Math.min(ui.selected.targets[0].countCards('h'),game.countGroup())];
},
discard:false,
lose:false,
delay:0,
content:function(){
'step 0'
player.storage.waishi--;
player.lose(cards,ui.special);
player.gainPlayerCard(target,true,'h',cards.length).chooseonly=true;
'step 1'
event.cards2=result.cards;
target.lose(event.cards2,ui.special);
'step 2'
player.gain(event.cards2);
target.gain(cards);
player.$give(cards.length,target);
target.$give(event.cards2.length,player);
'step 3'
game.delay(1.2);
'step 4'
if(target.countCards('h')>player.countCards('h')||player.group==target.group) player.draw();
},
ai:{
result:{
player:function(player,target){
if(player.countCards('h')<target.countCards('h')||player.group==target.group) return 1;
return 0.1;
},
},
},
},
chijie:{
forbid:['guozhan'],
trigger:{global:'gameDrawAfter'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.group!=player.group;
});
},
content:function(){
'step 0'
var list=[];
game.countPlayer(function(current){
if(current.group!=player.group&&current.group!='shen') list.add(current.group);
});
if(!event.renshe) list.push('cancel2');
player.chooseControl(list).set('prompt',event.renshe?'请选择一个势力':get.prompt('chijie')).set('prompt2',event.renshe?'':'将自己的势力变更为场上存在的一个势力').set('',function(){
return list.randomGet();
});
'step 1'
if(result.control!='cancel2'){
if(!event.renshe) player.logSkill('chijie');
var group=result.control;
player.group=group;
player.node.name.dataset.nature=get.groupnature(group);
game.log(player,'将势力变为了','#y'+get.translation(group));
}
},
},
},
translate:{
tw_beimihu:'TW卑弥呼',
nashime:'难升米',
tw_xiahouba:'TW夏侯霸',
tw_zumao:'TW祖茂',
tw_caoang:'TW曹昂',
tw_dingfeng:'TW丁奉',
tw_caohong:'TW曹洪',
tw_maliang:'TW马良',
twyanqin:'姻亲',
twyanqin_info:'准备阶段,你可以将势力变更为魏或蜀。',
twbaobian:'豹变',
twbaobian_info:'当你使用【杀】或【决斗】造成伤害时,若目标角色的势力与你相同,则你可以防止此伤害,然后其将手牌数补充至与体力值相同。若不同且其手牌数大于体力值,则你可以将其手牌弃置至与其体力值相同。',
twtijin:'替巾',
twtijin_info:'当你攻击范围内的一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,此【杀】结算完成后,你弃置该角色的一张牌。',
twxiaolian:'孝廉',
twxiaolian_info:'当一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,当你受到此【杀】的伤害后,你可以将一张牌放在此【杀】原目标的武将牌旁,称之为“马”。锁定技,场上的一名角色每有一张“马”,其他角色计算与其的距离便+1。',
twqijia:'弃甲',
twqijia_info:'出牌阶段,你可以弃置一张装备区内的牌(每种类型的装备牌限一次),然后视为对攻击范围内的一名其他角色使用了一张【杀】。',
twzhulin:'诛綝',
twzhulin_info:'出牌阶段你可以弃置一张【桃】或【酒】并选择一名其他角色。你与其的距离视为1直到此阶段结束。',
twhuzhu:'护主',
twhuzhu_info:'出牌阶段限一次若你的装备区内有牌则你可以令一名其他角色交给你一张手牌然后获得你装备区内的一张牌。若其体力值不大于你则你可以令其回复1点体力。',
twliancai:'敛财',
twliancai_info:'结束阶段,你可以将武将牌翻面,然后获得一名其他角色装备区内的一张牌。当你的武将牌翻面时,你可以将手牌补至与体力值相同。',
twrangyi:'攘夷',
twrangyi_info:'出牌阶段限一次你可以将所有手牌交给一名其他角色然后令其选择一项1.使用其中的一张牌然后将其余的牌交还给你。2.受到来自你的1点伤害。',
twbaimei:'白眉',
twbaimei_info:'锁定技,若你没有手牌,则防止你受到的所有属性伤害和锦囊牌造成的伤害。',
chijie:'持节',
chijie_info:' 游戏开始时,你可以选择一个现存势力,你的势力视为该势力。 ',
waishi:'外使',
waishi_info:' 出牌阶段限一次你可以用至多X张牌交换一名其他角色等量的手牌X为现存势力数然后若其与你势力相同或手牌多于你你摸一张牌。',
renshe:'忍涉',
renshe_info:'当你受到伤害后,你可以选择一项:将势力改为现存的另一个势力;或可以额外发动一次“外使”直到你的下个出牌阶段结束;或与另一名其他角色各摸一张牌。',
}
};
});