noname/character/extra.js

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'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
name:'extra',
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connect:true,
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character:{
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shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']],
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shen_zhaoyun:['male','shen',2,['xinjuejing','xinlonghun'],['shu']],
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shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']],
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shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']],
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shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']],
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"shen_liubei":["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]],
"shen_luxun":["male","shen",4,["nzry_junlve","nzry_cuike","nzry_dinghuo"],["wu"]],
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"shen_zhangliao":["male","shen",4,["drlt_duorui","drlt_zhiti"],["wei"]],
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"shen_ganning":["male","shen","3/6",["drlt_poxi","drlt_jieying"],["wu"]],
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},
characterIntro:{
shen_guanyu:'关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。',
shen_lvmeng:'吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。',
shen_zhouyu:'字公瑾庐江舒县人。东汉末年名将。有姿貌、精音律江东有“曲有误周郎顾”之语。周瑜少与孙策交好后孙策遇刺身亡孙权继任。周瑜将兵赴丧以中护军的身份与长史张昭共掌众事建安十三年208年周瑜率东吴军与刘备军联合在赤壁击败曹操。此战也奠定了三分天下的基础。',
shen_zhugeliang:'字孔明、号卧龙汉族琅琊阳都人三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯死后追谥忠武侯后来东晋政权推崇诸葛亮军事才能特追封他为武兴王。诸葛亮为匡扶蜀汉政权呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等并改造连弩可一弩十矢俱发。于234年在宝鸡五丈原逝世。',
},
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characterTitle:{
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//shen_ganning:"体力上限6",
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},
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skill:{
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"new_wuhun":{
audio:"wuhun2",
group:["new_wuhun_mark","new_wuhun_die"],
trigger:{
player:"damageEnd",
},
forced:true,
filter:function (event,player){
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return event.source!=undefined;
},
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content:function (){
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var source=trigger.source
if(!source.storage.new_wuhun_mark){
source.storage.new_wuhun_mark=0;
}
source.storage.new_wuhun_mark+=trigger.num;
source.markSkill('new_wuhun_mark');
},
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subSkill:{
die:{
audio:"wuhun2",
skillAnimation:true,
animationColor:'soil',
trigger:{
player:"die",
},
forced:true,
forceDie:true,
popup:false,
filter:function (event,player){
return game.hasPlayer(function(current){
return current!=player&&current.storage.new_wuhun_mark!=undefined;
});
},
content:function (){
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"step 0"
var num=0;
for(var i=0;i<game.players.length;i++){
var current=game.players[i];
if(current!=player&&current.storage.new_wuhun_mark&&current.storage.new_wuhun_mark>num){
num=current.storage.new_wuhun_mark;
}
}
player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){
return target!=player&&target.storage.new_wuhun_mark==num;
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
}).set('forceDie',true);
"step 1"
if(result.bool&&result.targets&&result.targets.length){
var target=result.targets[0];
event.target=target;
player.logSkill('new_wuhun_die',target);
player.line(target,{color:[255, 255, 0]});
game.delay(2);
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}
"step 2"
target.judge(function(card){
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if(['tao','taoyuan'].contains(card.name)) return 10;
return -10;
});
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"step 3"
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if(!result.bool){
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lib.element.player.die.apply(target,[]);
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}
},
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sub:true,
},
mark:{
marktext:"魇",
intro:{
name:"梦魇",
content:"mark",
},
sub:true,
},
},
},
"new_guixin":{
audio:"guixin",
trigger:{
player:"damageEnd",
},
check:function (event,player){
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if(player.isTurnedOver()||event.num>1) return true;
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
return num>=2;
},
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content:function (){
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"step 0"
var targets=game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.count=trigger.num;
"step 1"
event.num=0;
player.line(targets,'green');
player.chooseControl('手牌区','装备区','判定区').set('ai',function(){
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if(game.hasPlayer(function(current){
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return current.countCards('j')&&current!=player&&get.attitude(player,current)>0;
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})) return 2;
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return Math.floor(Math.random()*3);
}).set('prompt','请选择优先获得的区域');
"step 2"
event.range={
手牌区:['h','e','j'],
装备区:['e','h','j'],
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判定区:['j','h','e'],
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}[result.control||'手牌区'];
"step 3"
if(num<event.targets.length){
var target=event.targets[num];
var range=event.range;
for(var i=0;i<range.length;i++){
var cards=target.getCards(range[i]);
if(cards.length){
var card=cards.randomGet();
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player.gain(card,target,'giveAuto');
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break;
}
}
event.num++;
}
"step 4"
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if(num<event.targets.length) event.goto(3);
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"step 5"
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player.turnOver();
"step 6"
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event.count--;
if(event.count){
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player.chooseBool(get.prompt2('new_guixin')).ai=function(){
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return lib.skill.new_guixin.check({num:event.count},player);
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};
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}
else{
event.finish();
}
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"step 7"
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if(event.count&&result.bool){
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player.logSkill('new_guixin');
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event.goto(1);
}
},
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ai:{
maixie:true,
"maixie_hp":true,
threaten:function (player,target){
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if(target.hp==1) return 2.5;
return 1;
},
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effect:{
target:function (card,player,target){
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if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(target.hp==1) return 0.8;
if(target.isTurnedOver()) return [0,3];
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
if(num>2) return [0,1];
if(num==2) return [0.5,1];
}
},
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},
},
},
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ol_shenfen:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.storage.baonu>=6;
},
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usable:1,
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skillAnimation:true,
animationColor:'metal',
content:function(){
"step 0"
player.storage.baonu-=6;
player.syncStorage('baonu');
player.updateMarks('baonu');
event.targets=game.filterPlayer();
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
player.line(event.targets,'green');
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event.targets2=event.targets.slice(0);
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"step 1"
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if(event.targets2.length){
event.targets2.shift().damage('nocard');
event.redo();
}
"step 2"
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if(event.targets.length){
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event.current=event.targets.shift()
event.current.discard(event.current.getCards('e')).delay=false;
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}
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"step 3"
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event.current.chooseToDiscard('h',true,4).delay=false;
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"step 4"
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game.delay(0.5);
if(event.targets.length) event.goto(2);
"step 5"
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player.turnOver();
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},
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ai:{
combo:'baonu',
order:10,
result:{
player:function(player){
return game.countPlayer(function(current){
if(current!=player){
return get.sgn(get.damageEffect(current,player,player));
}
});
}
}
}
},
ol_wuqian:{
audio:2,
enable:'phaseUse',
derivation:'wushuang',
filter:function(event,player){
return player.storage.baonu>=2;
},
filterTarget:function(card,player,target){
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return target!=player&&!target.hasSkill('ol_wuqian_targeted');
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},
content:function(){
player.storage.baonu-=2;
player.syncStorage('baonu');
player.updateMarks('baonu');
player.addTempSkill('wushuang');
player.storage.ol_wuqian_target=target;
player.addTempSkill('ol_wuqian_target');
target.addTempSkill('ol_wuqian_targeted');
var list=game.filterPlayer();
for(var i=0;i<list.length;i++){
list[i].addTempSkill('ol_wuqian_equip');
}
},
subSkill:{
equip:{
ai:{
unequip:true,
skillTagFilter:function(player,tag,arg){
if(arg&&arg.target&&arg.target.hasSkill('ol_wuqian_targeted')) return true;
return false;
}
}
},
targeted:{},
target:{
mark:'character',
onremove:true,
intro:{
content:'获得无双且$防具失效直到回合结束'
}
}
}
},
wumou:{
audio:2,
trigger:{player:'useCard'},
forced:true,
filter:function(event){
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return get.type(event.card)=='trick';
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},
content:function(){
'step 0'
if(player.storage.baonu>0){
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player.chooseControlList([
'移去一枚【暴怒】标记',
'失去一点体力'
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],true).set('ai',function(event,player){
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if(player.storage.baonu>6) return 0;
if(player.hp+player.num('h','tao')>3) return 1;
return 0;
});
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}
else{
player.loseHp();
event.finish();
}
'step 1'
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if(result.index==0){
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player.storage.baonu--;
player.syncStorage('baonu');
player.updateMarks('baonu');
}
else{
player.loseHp();
}
},
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ai:{
effect:{
player:function(card,player){
if (get.type(card)=='trick'&&get.value(card)<6){
return [0,-2];
}
}
}
}
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},
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qinyin:{
audio:2,
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>1
},
content:function(){
"step 0"
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event.forceDie=true;
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if(typeof event.count!='number'){
// event.count=trigger.cards.length-1;
event.count=1;
}
var recover=0,lose=0,players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hp<players[i].maxHp){
if(get.attitude(player,players[i])>0){
if(players[i].hp<2){
lose--;
recover+=0.5;
}
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lose--;
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recover++;
}
else if(get.attitude(player,players[i])<0){
if(players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
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}
}
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else{
if(get.attitude(player,players[i])>0){
lose--;
}
else if(get.attitude(player,players[i])<0){
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lose++;
}
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}
}
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var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)';
player.chooseControl('失去体力','回复体力','cancel2',
ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){
if(lose>recover&&lose>0) return 0;
if(lose<recover&&recover>0) return 1;
return 2;
}
"step 1"
if(result.control=='cancel2'){
event.finish();
}
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else{
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player.logSkill('qinyin');
event.bool=(result.control=='回复体力');
event.num=0;
event.players=game.filterPlayer();
}
"step 2"
if(event.num<event.players.length){
var target=event.players[event.num];
if(event.bool){
target.recover();
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}
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else{
target.loseHp();
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}
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event.num++;
event.redo();
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}
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"step 3"
if(event.count>1){
event.count--;
event.goto(0);
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}
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},
ai:{
expose:0.1,
threaten:2
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}
},
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lianpo:{
audio:true,
trigger:{source:'dieAfter'},
forced:true,
filter:function(event,player){
return !player.hasSkill('lianpo2');
},
content:function(){
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player.addTempSkill('lianpo2');
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player.insertPhase();
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}
},
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lianpo2:{},
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baonu:{
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audio:2,
mark:true,
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marktext:'暴',
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unique:true,
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init:function(player){
player.storage.baonu=2;
player.markSkill('baonu');
player.syncStorage('baonu');
},
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trigger:{source:'damageSource',player:'damageEnd'},
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forced:true,
filter:function(event){
return event.num>0;
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},
content:function(){
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player.storage.baonu+=trigger.num;
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player.markSkill('baonu');
player.syncStorage('baonu');
},
intro:{
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content:'mark'
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},
ai:{
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combo:'shenfen',
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maixie:true,
maixie_hp:true
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}
},
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shenfen:{
audio:2,
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unique:true,
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enable:'phaseUse',
filter:function(event,player){
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return player.storage.baonu>=6;
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},
skillAnimation:true,
animationColor:'metal',
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limited:true,
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content:function(){
"step 0"
player.awakenSkill('shenfen');
player.storage.baonu-=6;
player.markSkill('baonu');
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player.syncStorage('baonu');
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event.targets=game.filterPlayer();
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
event.targets2=event.targets.slice(0);
player.line(event.targets,'green');
"step 1"
if(event.targets.length){
event.targets.shift().damage();
event.redo();
}
"step 2"
if(event.targets2.length){
var cur=event.targets2.shift();
if(cur&&cur.countCards('he')){
cur.chooseToDiscard('he',true,4);
}
event.redo();
}
},
ai:{
order:10,
result:{
player:function(player){
return game.countPlayer(function(current){
if(current!=player){
return get.sgn(get.damageEffect(current,player,player));
}
});
}
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}
}
},
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wuqian:{
audio:2,
enable:'phaseUse',
derivation:'wushuang',
filter:function(event,player){
return player.storage.baonu>=2&&!player.hasSkill('wushuang');
},
content:function(){
player.storage.baonu-=2;
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player.addTempSkill('wushuang');
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},
ai:{
order:5,
result:{
player:function(player){
if(!player.storage.shenfen) return 0;
var cards=player.getCards('h','sha');
if(cards.length){
if(game.hasPlayer(function(current){
return (player.canUse('sha',current)&&
get.effect(current,cards[0],player,player)>0&&current.hasShan());
})){
return 1;
}
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}
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return 0;
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}
}
}
},
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renjie:{
audio:true,
trigger:{player:'damageEnd'},
forced:true,
unique:true,
group:'renjie2',
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notemp:true,
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mark:true,
filter:function(event){
return event.num>0;
},
init:function(player){
player.storage.renjie=0;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
},
content:function(){
player.storage.renjie+=trigger.num;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
},
intro:{
content:'mark'
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
2017-05-21 03:13:18 +00:00
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
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if(get.tag(card,'damage')){
if(target.hp==target.maxHp){
if(!target.hasSkill('jilue')){
return [0,1];
}
return [0.7,1];
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
return 0.7;
}
},
player:function(card,player){
if(_status.currentPhase!=player) return;
2017-05-21 03:13:18 +00:00
if(_status.event.name!='chooseToUse'||_status.event.player!=player) return;
2017-05-19 05:56:04 +00:00
if(get.type(card)=='basic') return;
if(get.tag(card,'gain')) return;
if(get.value(card,player,'raw')>=7) return;
2017-04-15 00:25:50 +00:00
if(player.hp<=2) return;
if(!player.hasSkill('jilue')||player.storage.renjie==0){
2017-05-19 05:56:04 +00:00
return 'zeroplayertarget';
2015-04-29 03:25:17 +00:00
}
}
}
}
},
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renjie2:{
audio:true,
trigger:{player:'phaseDiscardEnd'},
forced:true,
filter:function(event){
return event.cards&&event.cards.length>0;
},
content:function(){
player.storage.renjie+=trigger.cards.length;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
2015-04-29 03:25:17 +00:00
}
},
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sbaiyin:{
skillAnimation:'epic',
2019-09-15 14:45:05 +00:00
animationColor:'thunder',
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trigger:{player:'phaseBegin'},
forced:true,
unique:true,
audio:true,
filter:function(event,player){
return player.storage.renjie>=4;
},
content:function(){
player.loseMaxHp();
player.addSkill('jilue');
player.awakenSkill('sbaiyin');
2015-04-29 03:25:17 +00:00
}
},
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jilue:{
unique:true,
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group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi','rezhiheng_draw','jilue_jizhi_clear']
2017-04-15 00:25:50 +00:00
},
jilue_guicai:{
audio:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0&&player.storage.renjie>0;
},
content:function(){
"step 0"
2019-06-09 03:23:49 +00:00
player.chooseCard('是否弃置一枚“忍”,并发动【鬼才】?','he').ai=function(card){
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var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
var attitude=get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result-get.value(card)/2;
}
else{
return -result-get.value(card)/2;
}
};
"step 1"
if(result.bool){
2019-09-13 13:35:44 +00:00
player.respond(result.cards,'highlight','jilue_guicai');
2015-04-29 03:25:17 +00:00
}
else{
2017-04-15 00:25:50 +00:00
event.finish();
}
"step 2"
if(result.bool){
2019-09-13 13:35:44 +00:00
//player.logSkill('jilue_guicai');
2017-04-15 00:25:50 +00:00
player.storage.renjie--;
player.updateMarks();
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
2015-04-29 03:25:17 +00:00
}
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game.cardsDiscard(trigger.player.judging[0]);
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trigger.player.judging[0]=result.cards[0];
trigger.position.appendChild(result.cards[0]);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
game.delay(2);
}
},
ai:{
tag:{
rejudge:1,
2015-04-29 03:25:17 +00:00
}
}
},
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jilue_fangzhu:{
audio:true,
trigger:{player:'damageEnd'},
direct:true,
priority:-1,
filter:function(event,player){
return player.storage.renjie>0;
},
content:function(){
"step 0"
player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){
return player!=target
}).ai=function(target){
2017-04-15 01:59:18 +00:00
if(target.hasSkillTag('noturn')) return 0;
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if(target.isTurnedOver()){
return get.attitude(player,target)-1;
}
else{
if(player.maxHp-player.hp==1){
return -get.attitude(player,target)-1;
2015-04-29 03:25:17 +00:00
}
}
return 0;
}
2017-04-15 00:25:50 +00:00
"step 1"
if(result.bool){
player.storage.renjie--;
player.updateMarks();
player.logSkill('jilue_fangzhu',result.targets);
result.targets[0].draw(player.maxHp-player.hp);
result.targets[0].turnOver();
}
2015-04-29 03:25:17 +00:00
},
},
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jilue_wansha:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.renjie>0;
},
content:function(){
player.storage.renjie--;
player.updateMarks();
2017-05-18 22:15:32 +00:00
player.addTempSkill('wansha');
2017-04-15 00:25:50 +00:00
}
2015-04-29 03:25:17 +00:00
},
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jilue_zhiheng:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.renjie>0;
},
position:'he',
filterCard:true,
selectCard:[1,Infinity],
2019-06-09 03:23:49 +00:00
prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。',
check:function(card){
var player=_status.event.player;
if(get.position(card)=='h'&&!player.countCards('h',function(card){
return get.value(card)>=8;
})){
return 8-get.value(card);
}
return 6-get.value(card)
},
2017-04-15 00:25:50 +00:00
content:function(){
2019-06-09 03:23:49 +00:00
'step 0'
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player.storage.renjie--;
player.updateMarks();
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event.num=player.hasSkill('rezhiheng_delay')?1:0;
'step 1'
player.draw(event.num+cards.length);
2015-04-29 03:25:17 +00:00
},
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ai:{
order:1,
result:{
player:function(player){
var num=0;
var cards=player.getCards('he');
for(var i=0;i<cards.length;i++){
if(get.value(cards[i])<6){
num++;
}
}
if(cards.length>2) return 1;
if(cards.length==2&&player.storage.jilue>1);
return 0;
}
},
threaten:1.5
2015-04-29 03:25:17 +00:00
},
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},
jilue_jizhi:{
audio:true,
trigger:{player:'useCard'},
filter:function(event,player){
return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card)&&player.storage.renjie>0;
2015-04-29 03:25:17 +00:00
},
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init:function(player){
player.storage.jilue_jizhi=0;
},
2017-04-15 00:25:50 +00:00
content:function(){
2019-06-09 03:23:49 +00:00
'step 0'
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player.storage.renjie--;
player.updateMarks();
player.draw();
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'step 1'
event.card=result[0];
if(get.type(event.card)=='basic'){
player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1').set('ai',function(evt,player){
return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6;
}).set('value',get.value(event.card,player));
}
'step 2'
if(result.bool){
player.discard(event.card);
player.storage.jilue_jizhi++;
if(_status.currentPhase==player){
player.markSkill('jilue_jizhi');
}
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
ai:{
threaten:1.4
2019-06-09 03:23:49 +00:00
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.jilue_jizhi;
}
},
intro:{
content:'本回合手牌上限+#',
},
subSkill:{
clear:{
trigger:{global:'phaseAfter'},
silent:true,
content:function(){
player.storage.jilue_jizhi=0;
player.unmarkSkill('jilue_jizhi');
}
}
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
wushen:{
mod:{
cardEnabled:function(card,player){
2019-08-23 15:03:21 +00:00
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
2017-04-15 00:25:50 +00:00
},
cardUsable:function(card,player){
2019-08-23 15:03:21 +00:00
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
2017-04-15 00:25:50 +00:00
},
cardRespondable:function(card,player){
2019-08-23 15:03:21 +00:00
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
2017-04-15 00:25:50 +00:00
},
cardSavable:function(card,player){
2019-08-23 15:03:21 +00:00
if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false;
2017-04-15 00:25:50 +00:00
},
targetInRange:function(card){
if(get.suit(card)=='heart'||_status.event.skill=='wushen') return true;
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
audio:2,
enable:['chooseToUse','chooseToRespond'],
filterCard:{suit:'heart'},
viewAs:{name:'sha'},
check:function(){return 1},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
respondSha:true,
order:4,
useful:-1,
value:-1
2016-02-01 09:32:18 +00:00
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
wuhun:{
2018-08-20 14:19:45 +00:00
trigger:{
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player:"damageEnd",
},
//alter:true,
filter:function (event,player){
if(event.source==undefined) return false
if(!get.is.altered('wuhun')) return false
return true;
},
forced:true,
content:function (){
if(!trigger.source.storage.wuhun_mark){
trigger.source.storage.wuhun_mark=0;
}
trigger.source.storage.wuhun_mark+=trigger.num;
trigger.source.syncStorage('wuhun_mark');
trigger.source.markSkill('wuhun_mark');
},
global:["wuhun_mark"],
subSkill:{
mark:{
2019-08-07 15:38:38 +00:00
marktext:"魇",
2019-08-24 15:41:12 +00:00
intro:{
2019-08-07 15:38:38 +00:00
content:"mark",
2019-08-24 15:41:12 +00:00
},
sub:true,
},
},
2019-08-07 15:38:38 +00:00
group:["wuhun2","wuhun4","wuhun5"],
},
2018-08-20 05:51:05 +00:00
wuhun2:{
trigger:{
player:'dieBegin',
},
forced:true,
popup:false,
filter:function (event,player){
for(var i=0;i<game.players.length;i++){
2019-08-24 15:41:12 +00:00
if(game.players[i].storage.wuhun_mark) return true;
2018-08-20 05:51:05 +00:00
}
return false;
},
content:function (){
"step 0"
player.chooseTarget(true,get.prompt('wuhun2'),function(card,player,target){
2018-08-20 06:01:24 +00:00
if(player==target) return false;
2018-08-20 05:51:05 +00:00
if(!target.storage.wuhun_mark) return false;
2018-08-20 06:01:24 +00:00
for(var i=0;i<game.players.length;i++){
2019-08-24 15:41:12 +00:00
if(game.players[i].storage.wuhun_mark>target.storage.wuhun_mark){
return false;
2018-08-20 06:01:24 +00:00
}
2018-08-20 05:51:05 +00:00
}
return true;
}).set('ai',function(target){
return -ai.get.attitude(_status.event.player,target);
});
"step 1"
player.line(result.targets[0],'fire');
result.targets[0].addSkill('wuhun3')
},
ai:{
threaten:0.5,
effect:{
target:function (card,player,target,current){
if(get.tag(card,'damage')){
if(player.hasSkill('jueqing')) return [1,-5];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
return [1,0,0,-player.hp];
}
},
},
},
},
wuhun3:{
audio:3,
trigger:{
global:'dieAfter',
},
forced:true,
content:function (){
"step 0"
player.judge(function(card){
if(card.name=='tao'||card.name=='taoyuan') return 2;
return -2;
})
"step 1"
2018-08-20 06:01:24 +00:00
if(result.judge==-2){
2018-08-20 05:51:05 +00:00
player.die();
}
player.removeSkill('wuhun3');
},
},
wuhun4:{
trigger:{
player:'dieAfter',
},
forced:true,
popup:false,
content:function (){
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.wuhun_mark){
game.players[i].storage.wuhun_mark=0;
game.players[i].unmarkSkill('wuhun_mark');
}
}
},
},
wuhun5:{
2017-04-15 00:25:50 +00:00
trigger:{player:'dieBegin'},
forced:true,
popup:false,
filter:function(event){
2019-08-07 15:38:38 +00:00
if(event.source!=player&&event.source!=undefined&&!get.is.altered('wuhun')) return true
2018-08-20 05:51:05 +00:00
return false;
2017-04-15 00:25:50 +00:00
},
content:function(){
2018-08-20 05:51:05 +00:00
trigger.source.addSkill('wuhun6');
2017-04-15 00:25:50 +00:00
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.5;
},
effect:{
target:function(card,player,target,current){
if(target.hp<=1&&get.tag(card,'damage')){
2017-05-21 03:13:18 +00:00
if(player.hasSkillTag('jueqing',false,target)) return [1,-5];
2017-04-15 00:25:50 +00:00
if(!target.hasFriend()) return;
if(player.hp>2&&get.attitude(player,target)<=0) return [0,2];
return [1,0,0,-player.hp];
}
2017-01-12 14:50:54 +00:00
}
2015-04-29 03:25:17 +00:00
}
}
},
2018-08-20 05:51:05 +00:00
wuhun6:{
2017-04-15 00:25:50 +00:00
audio:3,
trigger:{global:'dieAfter'},
forced:true,
content:function(){
if(player.hp<Infinity){
player.loseHp(player.hp);
2015-04-29 03:25:17 +00:00
}
2018-08-20 05:51:05 +00:00
player.removeSkill('wuhun6');
2015-04-29 03:25:17 +00:00
}
2018-08-20 05:51:05 +00:00
},
2017-04-15 00:25:50 +00:00
guixin:{
audio:2,
2019-06-07 03:46:13 +00:00
// alter:true,
2017-04-15 00:25:50 +00:00
trigger:{player:'damageEnd'},
check:function(event,player){
2018-08-19 02:17:31 +00:00
if(player.isTurnedOver()||event.num>1) return true;
2017-04-15 00:25:50 +00:00
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
return num>=2;
},
content:function(){
"step 0"
var targets=game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
2018-08-19 02:17:31 +00:00
event.count=trigger.num;
"step 1"
2017-04-15 00:25:50 +00:00
event.num=0;
player.line(targets,'green');
2018-08-19 02:17:31 +00:00
"step 2"
2017-04-15 00:25:50 +00:00
if(num<event.targets.length){
2018-08-19 02:17:31 +00:00
if(!get.is.altered('guixin')){
if(event.targets[num].countGainableCards(player,'hej')){
2018-08-20 06:07:29 +00:00
player.gainPlayerCard(event.targets[num],true,'hej');
2017-04-15 00:25:50 +00:00
}
2018-08-19 02:17:31 +00:00
}
else{
var hej=event.targets[num].getCards('hej')
if(hej.length){
var card=hej.randomGet();
player.gain(card,event.targets[num]);
if(get.position(card)=='h'){
event.targets[num].$giveAuto(card,player);
}
else{
event.targets[num].$give(card,player);
}
2017-04-15 00:25:50 +00:00
}
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
event.num++;
event.redo();
2015-04-29 03:25:17 +00:00
}
2018-08-19 02:17:31 +00:00
"step 3"
2017-04-15 00:25:50 +00:00
player.turnOver();
2018-08-19 02:17:31 +00:00
"step 4"
event.count--;
if(event.count){
player.chooseBool(get.prompt2('guixin'));
}
else{
event.finish();
}
"step 5"
if(event.count&&result.bool){
event.goto(1);
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
ai:{
maixie:true,
maixie_hp:true,
threaten:function(player,target){
if(target.hp==1) return 2.5;
return 1;
},
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
2017-05-21 03:13:18 +00:00
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
2017-04-15 00:25:50 +00:00
if(target.hp==1) return 0.8;
if(target.isTurnedOver()) return [0,3];
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
if(num>2) return [0,1];
if(num==2) return [0.5,1];
}
2015-04-29 03:25:17 +00:00
}
}
}
},
2017-04-15 00:25:50 +00:00
qixing:{
audio:2,
unique:true,
trigger:{global:'gameDrawAfter',player:'phaseBegin'},
forced:true,
check:function(event,player){
return player.hp<=1;
},
filter:function(event,player){
return !player.storage.qixing;
},
content:function(){
"step 0"
player.gain(get.cards(7))._triggered=null;
"step 1"
if(player==game.me){
game.addVideo('delay',null);
}
player.chooseCard('选择七张牌作为星',7,true).ai=function(card){
return get.value(card);
};
"step 2"
2019-06-13 12:51:34 +00:00
player.lose(result.cards,ui.special,'toStorage');
2017-04-15 00:25:50 +00:00
player.storage.qixing=result.cards;
2015-11-04 01:59:00 +00:00
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
2017-04-15 00:25:50 +00:00
},
mark:true,
intro:{
mark:function(dialog,content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
dialog.addAuto(content);
}
else{
return '共有'+get.cnNumber(content.length)+'张星';
}
}
},
content:function(content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
return get.translation(content);
}
return '共有'+get.cnNumber(content.length)+'张星';
}
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
group:['qixing2'],
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
qixing2:{
trigger:{player:'phaseDrawAfter'},
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
content:function(){
"step 0"
2017-11-05 15:22:35 +00:00
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).ai=function(card){
var val=get.value(card);
if(val<0) return 10;
if(player.skipList.contains('phaseUse')){
return val;
}
return -val;
2017-04-15 00:25:50 +00:00
};
"step 1"
if(result.bool){
player.logSkill('qixing');
2019-06-13 12:51:34 +00:00
player.lose(result.cards,ui.special,'toStorage');
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player.storage.qixing=player.storage.qixing.concat(result.cards);
2017-11-05 15:22:35 +00:00
player.syncStorage('qixing');
2017-04-15 00:25:50 +00:00
event.num=result.cards.length;
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
else{
event.finish();
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
"step 2"
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
2017-11-05 15:22:35 +00:00
var val=get.value(button.link);
if(val<0) return -10;
if(player.skipList.contains('phaseUse')){
return -val;
2017-04-15 00:25:50 +00:00
}
2017-11-05 15:22:35 +00:00
return val;
2015-04-29 03:25:17 +00:00
}
2017-11-05 15:22:35 +00:00
if(player==game.me&&!event.isMine()){
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game.delay(0.5);
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
"step 3"
2019-06-13 12:51:34 +00:00
player.gain(result.links,'fromStorage');
2017-04-15 00:25:50 +00:00
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
2015-04-29 03:25:17 +00:00
}
2017-11-05 15:22:35 +00:00
player.syncStorage('qixing');
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if(player==game.me&&_status.auto){
game.delay(0.5);
2015-04-29 03:25:17 +00:00
}
}
},
2017-04-15 00:25:50 +00:00
dawu:{
unique:true,
trigger:{player:'phaseEnd'},
priority:1,
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
audio:2,
content:function(){
"step 0"
player.chooseTarget('选择角色获得大雾标记',
[1,Math.min(game.countPlayer(),player.storage.qixing.length)]).ai=function(target){
if(target.isMin()) return 0;
if(target.hasSkill('biantian2')) return 0;
var att=get.attitude(player,target);
if(att>=4){
if(target.hp==1&&target.maxHp>2) return att;
if(target.hp==2&&target.maxHp>3&&target.countCards('he')==0) return att*0.7;
return 0;
}
return -1;
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
"step 1"
if(result.bool){
var length=result.targets.length;
for(var i=0;i<length;i++){
result.targets[i].addSkill('dawu2');
}
player.logSkill('dawu',result.targets,'thunder');
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
}
else{
event.finish();
}
"step 2"
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
2019-09-22 15:02:29 +00:00
game.cardsDiscard(result.links);
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},
group:'dawu3'
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
dawu2:{
trigger:{player:'damageBefore'},
filter:function(event){
if(event.nature!='thunder') return true;
return false;
},
mark:true,
forced:true,
content:function(){
2017-09-15 07:54:36 +00:00
trigger.cancel();
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},
ai:{
nofire:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
}
},
},
intro:{
content:'已获得大雾标记'
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
dawu3:{
trigger:{player:['phaseBegin','dieBegin']},
silent:true,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('dawu2')){
game.players[i].removeSkill('dawu2');
2019-09-22 15:02:29 +00:00
//game.players[i].popup('dawu2');
2017-04-15 00:25:50 +00:00
}
if(game.players[i].hasSkill('kuangfeng2')){
game.players[i].removeSkill('kuangfeng2');
2019-09-22 15:02:29 +00:00
//game.players[i].popup('kuangfeng2');
2017-04-15 00:25:50 +00:00
}
}
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
kuangfeng:{
unique:true,
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
content:function(){
"step 0"
player.chooseTarget('选择一名角色获得狂风标记').ai=function(target){
return -1;
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
"step 1"
if(result.bool){
var length=result.targets.length;
for(var i=0;i<length;i++){
result.targets[i].addSkill('kuangfeng2');
2015-05-04 03:17:03 +00:00
}
2017-04-15 00:25:50 +00:00
player.logSkill('kuangfeng',result.targets,'fire');
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
}
else{
event.finish();
}
"step 2"
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
2019-09-22 15:02:29 +00:00
game.cardsDiscard(result.links);
game.log(player,'将',result.links,'置入了弃牌堆')
2017-04-15 00:25:50 +00:00
},
},
kuangfeng2:{
trigger:{player:'damageBegin'},
filter:function(event){
if(event.nature=='fire') return true;
return false;
},
mark:true,
intro:{
content:'已获得大雾标记'
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 1.5;
2015-05-04 03:17:03 +00:00
}
}
2017-04-15 00:25:50 +00:00
}
},
yeyan:{
unique:true,
2019-09-20 15:19:26 +00:00
forceDie:true,
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enable:'phaseUse',
audio:3,
2019-09-15 14:45:05 +00:00
animationColor:'metal',
2017-04-15 00:25:50 +00:00
skillAnimation:'legend',
filterTarget:function(card,player,target){
var length=ui.selected.cards.length;
return (length==0||length==4);
},
filterCard:function(card){
var suit=get.suit(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.suit(ui.selected.cards[i])==suit) return false;
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
return true;
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
complexCard:true,
2018-08-10 09:29:29 +00:00
limited:true,
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selectCard:[0,4],
line:'fire',
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check:function (){return -1},
2019-08-07 15:38:38 +00:00
selectTarget:function (){
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if(ui.selected.cards.length==4) return [1,2];
2017-04-15 00:25:50 +00:00
if(ui.selected.cards.length==0) return [1,3];
game.uncheck('target');
return [1,3];
2015-04-29 03:25:17 +00:00
},
2019-08-07 15:38:38 +00:00
multitarget:true,
multiline:true,
content:function (){
2019-06-13 12:51:34 +00:00
"step 0"
2017-04-15 00:25:50 +00:00
player.awakenSkill('yeyan');
2019-06-13 12:51:34 +00:00
event.num=0;
"step 1"
if(cards.length==4) event.goto(2);
else {
if(event.num<targets.length){
targets[event.num].damage('fire',1,'nocard');
event.num++;
2017-04-15 00:25:50 +00:00
}
2019-06-13 12:51:34 +00:00
if(event.num==targets.length) event.finish();
else event.redo();
}
"step 2"
player.loseHp(3);
if(targets.length==1) event.goto(4);
2017-04-15 00:25:50 +00:00
else{
2019-06-13 12:51:34 +00:00
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
return targets.contains(target)
}).set('ai',function(target){
return 1;
2019-09-20 15:19:26 +00:00
}).set('forceDie',true);
2019-06-13 12:51:34 +00:00
}
"step 3"
if(event.num<targets.length){
var dnum=1;
if(result.bool&&result.targets&&targets[event.num]==result.targets[0]) dnum=2;
targets[event.num].damage('fire',dnum,'nocard');
event.num++;
2017-04-15 00:25:50 +00:00
}
2019-06-13 12:51:34 +00:00
if(event.num==targets.length) event.finish();
else event.redo();
"step 4"
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
return "3点";
2019-09-20 15:19:26 +00:00
}).forceDie=true;
2019-06-13 12:51:34 +00:00
"step 5"
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
2017-04-15 00:25:50 +00:00
},
ai:{
order:1,
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')) return 0;
if(lib.config.mode=='versus') return -1;
if(player.hasUnknown()) return 0;
return get.damageEffect(target,player);
}
}
}
2017-03-14 15:35:47 +00:00
},
2017-04-15 00:25:50 +00:00
longhun:{
group:['longhun1','longhun2','longhun3','longhun4'],
ai:{
skillTagFilter:function(player,tag){
switch(tag){
case 'respondSha':{
if(player.countCards('he',{suit:'diamond'})<Math.max(1,player.hp)) return false;
break;
}
case 'respondShan':{
if(player.countCards('he',{suit:'club'})<Math.max(1,player.hp)) return false;
break;
}
case 'save':{
if(player.countCards('he',{suit:'heart'})<Math.max(1,player.hp)) return false;
break;
}
}
},
maixie:true,
save:true,
respondSha:true,
respondShan:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&target.hp>=1) return [0,0];
if(!target.hasFriend()) return;
if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1];
}
},
threaten:function(player,target){
if(target.hp==1) return 2;
return 0.5;
},
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
longhun1:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张红桃牌当作桃使用';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'tao'},
filter:function(event,player){
return player.countCards('he',{suit:'heart'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='heart';
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
longhun2:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张方片当作火杀使用或打出';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'sha',nature:'fire'},
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='diamond';
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
longhun3:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张黑桃牌当作无懈可击使用';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 7-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'wuxie'},
viewAsFilter:function(player){
return player.countCards('he',{suit:'spade'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='spade';
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
longhun4:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张梅花牌当作闪打出';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'shan'},
filterCard:function(card){
return get.suit(card)=='club';
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
juejing:{
mod:{
maxHandcard:function(player,num){
return 2+num;
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
audio:true,
trigger:{player:'phaseDrawBegin'},
priority:-5,
filter:function(event,player){
return player.hp<player.maxHp;
},
forced:true,
content:function(){
trigger.num=2+player.maxHp-player.hp;
2015-04-29 03:25:17 +00:00
}
},
2019-06-07 03:46:13 +00:00
xinlonghun:{
group:['xinlonghun1','xinlonghun2','xinlonghun3','xinlonghun4','xinlonghun_num','xinlonghun_discard'],
ai:{
skillTagFilter:function(player,tag){
switch(tag){
case 'respondSha':{
if(player.countCards('he',{suit:'diamond'})==0) return false;
break;
}
case 'respondShan':{
if(player.countCards('he',{suit:'club'})==0) return false;
break;
}
case 'save':{
if(player.countCards('he',{suit:'heart'})==0) return false;
break;
}
}
},
save:true,
respondSha:true,
respondShan:true,
threaten:1.8
},
subSkill:{
num:{
trigger:{source:['damageBegin','recoverBegin']},
forced:true,
popup:false,
filter:function(event){
var evt=event.getParent();
return (evt.skill=='xinlonghun1'||evt.skill=='xinlonghun2')&&evt.cards&&evt.cards.length==2;
},
content:function(){
trigger.num++;
}
},
discard:{
2019-07-23 09:59:48 +00:00
trigger:{player:['useCard','respond']},
2019-06-07 03:46:13 +00:00
forced:true,
2019-07-23 09:59:48 +00:00
popup:false,
2019-06-07 03:46:13 +00:00
logTarget:function(){
return _status.currentPhase;
},
autodelay:function(event){
return event.name=='respond'?0.5:false;
},
2019-10-19 11:18:56 +00:00
filter:function(evt,player){
2019-06-07 03:46:13 +00:00
return (evt.skill=='xinlonghun3'||evt.skill=='xinlonghun4')&&
2019-10-19 11:18:56 +00:00
evt.cards&&evt.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
2019-06-07 03:46:13 +00:00
},
content:function(){
2019-10-19 11:18:56 +00:00
player.line(_status.currentPhase,'green');
2019-06-07 03:46:13 +00:00
player.discardPlayerCard(_status.currentPhase,'he',true);
}
}
}
},
xinlonghun1:{
2019-07-23 09:59:48 +00:00
audio:'longhun1',
2019-06-07 03:46:13 +00:00
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张红桃牌当作桃使用';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 10-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'tao'},
filter:function(event,player){
return player.countCards('he',{suit:'heart'})>0;
},
filterCard:function(card){
return get.suit(card)=='heart';
}
},
xinlonghun2:{
2019-07-23 09:59:48 +00:00
audio:'longhun2',
2019-06-07 03:46:13 +00:00
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张方片牌当作火杀使用或打出';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 10-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'sha',nature:'fire'},
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>0;
},
filterCard:function(card){
return get.suit(card)=='diamond';
}
},
xinlonghun3:{
2019-07-23 09:59:48 +00:00
audio:'longhun3',
2019-06-07 03:46:13 +00:00
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张黑桃牌当作无懈可击使用';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 7-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'wuxie'},
viewAsFilter:function(player){
return player.countCards('he',{suit:'spade'})>0;
},
filterCard:function(card){
return get.suit(card)=='spade';
}
},
xinlonghun4:{
2019-07-23 09:59:48 +00:00
audio:'longhun4',
2019-06-07 03:46:13 +00:00
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张梅花牌当作闪打出';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 10-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'shan'},
filter:function(event,player){
return player.countCards('he',{suit:'club'})>0;
},
filterCard:function(card){
return get.suit(card)=='club';
}
},
xinjuejing:{
mod:{
maxHandcard:function(player,num){
return 2+num;
}
},
2019-07-23 09:59:48 +00:00
audio:'juejing',
2019-06-07 03:46:13 +00:00
trigger:{player:['dyingBegin','dyingAfter']},
forced:true,
content:function(){
player.draw();
}
},
2017-04-15 00:25:50 +00:00
shelie:{
audio:2,
trigger:{player:'phaseDrawBefore'},
content:function(){
"step 0"
2017-09-15 07:54:36 +00:00
trigger.cancel();
2017-04-15 00:25:50 +00:00
"step 1"
event.cards=get.cards(5);
if(event.isMine()==false){
event.dialog=ui.create.dialog('涉猎',event.cards);
game.delay(2);
}
"step 2"
if(event.dialog) event.dialog.close();
var dialog=ui.create.dialog('涉猎',event.cards);
2017-05-07 07:22:55 +00:00
player.chooseButton([0,5],dialog,true).set('ai',function(button){
2017-05-07 16:19:05 +00:00
return get.value(button.link);
2017-05-07 07:22:55 +00:00
}).filterButton=function(button){
2017-04-15 00:25:50 +00:00
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
}
return true;
}
"step 3"
var cards2=[];
for(var i=0;i<result.buttons.length;i++){
cards2.push(result.buttons[i].link);
cards.remove(result.buttons[i].link);
}
player.gain(cards2,'log');
if(cards2.length) player.$gain2(cards2);
2019-08-07 15:38:38 +00:00
game.cardsDiscard(cards);
2017-04-15 00:25:50 +00:00
game.delay(2);
},
ai:{
threaten:1.2
2016-04-19 03:16:11 +00:00
}
2017-04-15 00:25:50 +00:00
},
gongxin:{
audio:2,
2019-07-23 09:59:48 +00:00
audioname:['re_lvmeng'],
2017-04-15 00:25:50 +00:00
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h');
},
content:function(){
"step 0"
event.videoId=lib.status.videoId++;
var cards=target.getCards('h');
if(player.isOnline2()){
player.send(function(cards,id){
ui.create.dialog('攻心',cards).videoId=id;
},cards,event.videoId);
}
event.dialog=ui.create.dialog('攻心',cards);
event.dialog.videoId=event.videoId;
if(!event.isMine()){
event.dialog.style.display='none';
}
player.chooseButton().set('filterButton',function(button){
return get.suit(button.link)=='heart';
}).set('dialog',event.videoId);
"step 1"
if(result.bool){
event.card=result.links[0];
var func=function(card,id){
var dialog=get.idDialog(id);
if(dialog){
for(var i=0;i<dialog.buttons.length;i++){
if(dialog.buttons[i].link==card){
dialog.buttons[i].classList.add('selectedx');
}
else{
dialog.buttons[i].classList.add('unselectable');
}
2016-04-19 03:16:11 +00:00
}
2015-04-29 03:25:17 +00:00
}
}
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if(player.isOnline2()){
player.send(func,event.card,event.videoId);
}
else if(event.isMine()){
func(event.card,event.videoId);
}
player.chooseControl('gongxin_discard','gongxin_top');
2015-04-29 03:25:17 +00:00
}
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else{
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
event.finish();
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
"step 2"
2016-04-19 03:16:11 +00:00
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
2015-04-29 03:25:17 +00:00
}
2016-04-19 03:16:11 +00:00
event.dialog.close();
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var card=event.card;
if(result.control=='gongxin_top'){
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target.lose(card,ui.special);
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player.showCards(card,'置于牌堆顶');
}
else{
target.discard(card);
event.finish();
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}
2017-04-15 00:25:50 +00:00
"step 3"
event.card.fix();
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
game.log(player,'将',event.card,'置于牌堆顶');
2015-04-29 03:25:17 +00:00
},
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ai:{
threaten:1.5,
result:{
target:function(player,target){
return -target.countCards('h');
}
},
order:10,
expose:0.4,
}
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},
"nzry_longnu":{
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mark:true,
locked:true,
marktext:'龙',
intro:{
content:function(storage,player,skill){
if(player.storage.nzry_longnu==true) return '锁定技出牌阶段开始时你减1点体力上限并摸一张牌然后本回合你的锦囊牌均视为雷杀且无使用次数限制';
return '锁定技,出牌阶段开始时,你流失一点体力并摸一张牌,然后本回合你的红色手牌均视为火杀且无距离限制';
},
},
audio:2,
trigger:{
player:'phaseUseBegin'
},
forced:true,
content:function(){
if(player.storage.nzry_longnu==true){
player.storage.nzry_longnu=false;
player.loseMaxHp();
player.draw();
player.addTempSkill('nzry_longnu_2',{player:'phaseAfter'});
}else{
player.storage.nzry_longnu=true;
player.loseHp();
player.draw();
player.addTempSkill('nzry_longnu_1',{player:'phaseAfter'});
};
},
subSkill:{
'1':{
mod:{
cardEnabled:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
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},
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cardUsable:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
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},
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cardRespondable:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
},
cardSavable:function(card,player){
if(_status.event.skill!='nzry_longnu_1'&&(card.name!='sha'||card.nature!='fire')&&get.color(card)=='red') return false;
},
targetInRange:function(card){
if((card.name=='sha'&&card.nature=='fire')||_status.event.skill=='nzry_longnu_1') return true;
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},
},
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prompt:'本回合你的红色手牌均视为火杀且无距离限制',
enable:['chooseToUse','chooseToRespond'],
filterCard:{color:'red'},
viewAs:{name:'sha',nature:'fire'},
check:function(){return 1},
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ai:{
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effect:{
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target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
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},
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respondSha:true,
order:4,
useful:-1,
value:-1
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},
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},
'2':{
prompt:'本回合你的锦囊牌均视为雷杀且无使用次数限制',
mod:{
cardEnabled:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
},
cardUsable:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
},
cardRespondable:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
},
cardSavable:function(card,player){
if(_status.event.skill!='nzry_longnu_2'&&get.type(card,'trick')=='trick') return false;
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},
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cardUsable:function(card,player){
if(card.name=='sha'&&card.nature=='thunder') return Infinity;
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},
},
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enable:['chooseToUse','chooseToRespond'],
filterCard:function(card){
return get.type(card,'trick')=='trick';
},
viewAs:{name:'sha',nature:'thunder'},
check:function(){return 1},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
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},
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respondSha:true,
order:4,
useful:-1,
value:-1
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},
},
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},
},
"nzry_jieying":{
audio:2,
locked:true,
global:"g_nzry_jieying",
ai:{
effect:{
target:function(card){
if(card.name=='tiesuo') return 'zeroplayertarget';
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},
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},
},
group:["nzry_jieying_1","nzry_jieying_2"],
subSkill:{
'1':{
audio:2,
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trigger:{
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player:'linkAfter',
global:'gameDrawAfter',
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},
forced:true,
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filter:function (event,player){
return !player.isLinked();
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},
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content:function(){
player.link(true);
},
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},
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'2':{
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audio:2,
trigger:{
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player:'phaseEnd',
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},
direct:true,
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filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&&!current.isLinked();
});
},
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content:function(){
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"step 0"
player.chooseTarget(true,'请选择【结营】的目标',function(card,player,target){
return target!=player&&!target.isLinked();
}).ai=function(target){
return 1+Math.random();
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};
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"step 1"
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if(result.bool){
player.line(result.targets);
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player.logSkill('nzry_jieying');
result.targets[0].link(true);
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}else{
event.finish();
};
},
},
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},
},
"g_nzry_jieying":{
mod:{
maxHandcard:function (player,num){
if(game.countPlayer(function(current){return current.hasSkill('nzry_jieying')})>0&&player.isLinked()) return num+2;
},
},
},
"nzry_junlve":{
audio:2,
init:function(player){
if(!player.storage.nzry_junlve) player.storage.nzry_junlve=0;
},
marktext:"军",
intro:{
content:'当前有#个“军略”标记',
},
mark:true,
trigger:{
player:"damageAfter",
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source:"damageSource",
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},
forced:true,
content:function(){
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player.storage.nzry_junlve+=trigger.num;
game.log(player,'获得了',trigger.num,'个“军略”标记');
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player.syncStorage('nzry_junlve');
},
},
"nzry_cuike":{
audio:2,
trigger:{
player:"phaseUseBegin",
},
direct:true,
content:function(){
'step 0'
if(player.storage.nzry_junlve%2==1){
player.chooseTarget('是否发动【摧克】来对一名角色造成一点伤害?').ai=function(target){
return -get.attitude(player,target);
};
}else if(player.storage.nzry_junlve%2==0){
player.chooseTarget('是否发动【摧克】来横置一名角色并弃置其区域内的一张牌?').ai=function(target){
return -get.attitude(player,target);
};
}else{
event.finish();
};
'step 1'
if(result.bool){
player.line(result.targets);
player.logSkill('nzry_cuike');
if(player.storage.nzry_junlve%2==1){
result.targets[0].damage();
}else{
result.targets[0].link(true);
player.discardPlayerCard(result.targets[0],1,'hej');
};
};
'step 2'
if(player.storage.nzry_junlve>7){
player.chooseBool().set('ai',function(){
return true;
}).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?');
}else{
event.finish();
};
'step 3'
if(result.bool){
player.line(game.players);
player.logSkill('nzry_cuike');
player.storage.nzry_junlve=0;
player.syncStorage('nzry_junlve');
game.log(player,'移去了所有“军略”标记');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player) game.players[i].damage();
};
};
},
},
"nzry_dinghuo":{
audio:2,
limited:true,
init:function (player){
player.storage.nzry_dinghuo=false;
},
intro:{
content:"limited",
},
unique:true,
mark:true,
skillAnimation:true,
2019-09-15 14:45:05 +00:00
animationColor:'metal',
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enable:'phaseUse',
filter:function (event,player){
return !player.storage.nzry_dinghuo&&player.storage.nzry_junlve>0;
},
check:function (event,player){
var num=game.countPlayer(function(current){return get.attitude(player,current)<0&&current.isLinked()});
return player.storage.nzry_junlve>=num&&num==game.countPlayer(function(current){return get.attitude(player,current)<0});
},
filterTarget:function(card,player,target){
return target.isLinked();
},
selectTarget:function(){
return [1,_status.event.player.storage.nzry_junlve];
},
multiline:true,
multitarget:true,
content:function (){
'step 0'
player.awakenSkill('nzry_dinghuo');
player.storage.nzry_dinghuo=true;
'step 1'
player.storage.nzry_junlve=0;
player.syncStorage('nzry_junlve');
game.log(player,'移去了所有“军略”标记');
for(var i=0;i<targets.length;i++){
targets[i].discard(targets[i].getCards('e'));
}
player.chooseTarget(true,'对一名目标角色造成1点火焰伤害',function(card,player,target){
return targets.contains(target);
}).ai=function(){return 1};
'step 2'
if(result.bool){
result.targets[0].damage('fire','nocard');
}
},
ai:{
order:1,
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')) return 0;
if(lib.config.mode=='versus') return -1;
if(player.hasUnknown()) return 0;
return get.damageEffect(target,player)-target.countCards('e');
}
}
}
},
"drlt_duorui":{
audio:2,
init:function(player){
player.storage.drlt_duorui=[];
},
trigger:{
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source:'damageSource'
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},
filter:function(event,player){
if(player.storage.drlt_duorui.length) return false;
return player!=event.player&&event.player.isAlive()&&_status.currentPhase==player;
},
check:function(event,player){
if(player.isDisabled(5)) return false;
var skills=event.player.skills.slice(0);
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i])
if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) return true;
}
},
content:function(){
'step 0'
event.skills=[];
var skills=trigger.player.skills.slice(0);
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i])
if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) event.skills.push(skills[i]);
};
if(player.countDisabled()<5){
player.chooseToDisable().ai=function(event,player,list){
if(list.contains('equip5')) return 'equip5';
return list.randomGet();
};
}
'step 1'
if(event.skills.length>0){
player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()});
}
else event.finish();
'step 2'
player.addTempSkill(result.control,{player:'dieAfter'});
player.popup(result.control,'thunder');
player.storage.drlt_duorui=[result.control];
player.storage.drlt_duorui_player=trigger.player;
trigger.player.storage.drlt_duorui=[result.control];
trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
},
group:['duorui_clear'],
},
"duorui_clear":{
trigger:{global:['phaseAfter','dieAfter'],},
filter:function(event,player){
if(!player.storage.drlt_duorui_player||!player.storage.drlt_duorui) return false;
return player.storage.drlt_duorui_player==event.player&&player.storage.drlt_duorui.length;
},
silent:true,
forced:true,
popup:false,
content:function(){
player.removeSkill(player.storage.drlt_duorui[0]);
delete player.storage.drlt_duorui_player;
player.storage.drlt_duorui=[];
},
},
"drlt_duorui1":{
init:function(player,skill){
player.disableSkill(skill,player.storage.drlt_duorui);
},
onremove:function(player,skill){
"step 0"
player.enableSkill(skill);
"step 1"
delete player.storage.drlt_duorui;
},
locked:true,
mark:true,
intro:{
content:function(storage,player,skill){
var list=[];
for(var i in player.disabledSkills){
if(player.disabledSkills[i].contains(skill)) list.push(i);
};
if(list.length){
var str='失效技能:';
for(var i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
};
return str.slice(0,str.length-1);
};
},
},
},
"drlt_zhiti":{
audio:2,
locked:true,
group:["drlt_zhiti_1","drlt_zhiti_2","drlt_zhiti_3","drlt_zhiti_4","drlt_zhiti_5"],
subSkill:{
'1':{
audio:"drlt_zhiti",
trigger:{
global:'juedouAfter'
2019-06-09 03:23:49 +00:00
},
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forced:true,
filter:function(event,player){
return event.targets&&event.targets.contains(player)&&event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
2019-06-09 03:23:49 +00:00
},
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content:function(){
player.chooseToEnable();
2019-06-09 03:23:49 +00:00
},
2019-08-24 15:41:12 +00:00
},
'2':{
audio:"drlt_zhiti",
trigger:{
player:'juedouAfter',
2019-06-13 12:51:34 +00:00
},
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forced:true,
filter:function(event,player){
return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
2019-06-13 12:51:34 +00:00
},
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content:function(){
player.chooseToEnable();
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},
},
2019-08-24 15:41:12 +00:00
'3':{
audio:"drlt_zhiti",
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trigger:{
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player:'chooseToCompareAfter'
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},
2019-08-24 15:41:12 +00:00
forced:true,
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filter:function(event,player){
2019-08-24 15:41:12 +00:00
return event.result.bool==true&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
2019-06-13 12:51:34 +00:00
},
content:function(){
'step 0'
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player.chooseToEnable();
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},
},
2019-08-24 15:41:12 +00:00
'4':{
audio:"drlt_zhiti",
trigger:{
global:'chooseToCompareAfter'
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},
forced:true,
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filter:function(event,player){
return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
},
2019-06-13 12:51:34 +00:00
content:function(){
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player.chooseToEnable();
2019-06-13 12:51:34 +00:00
},
},
2019-08-24 15:41:12 +00:00
'5':{
audio:"drlt_zhiti",
trigger:{
player:['damageEnd']
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},
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forced:true,
filter:function(event,player){
return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
2019-06-13 12:51:34 +00:00
},
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content:function(){
player.chooseToEnable();
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},
},
2019-08-24 15:41:12 +00:00
},
},
"_drlt_zhiti":{
mod:{
maxHandcard:function (player,num){
if(player.maxHp>player.hp&&game.countPlayer(function(current){return current!=player&&current.hasSkill('drlt_zhiti')&&get.distance(current,player,'attack')<=1})) return num-1;
},
},
},
'drlt_poxi':{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
2019-10-19 11:18:56 +00:00
return target!=player&&target.countCards('h')>0;
//return target!=player;
2019-08-24 15:41:12 +00:00
},
content:function(){
'step 0'
event.list1=[];
event.list2=[];
if(target.countCards('h')>0){
var chooseButton=player.chooseButton(4,'hidden',['你的手牌',player.getCards('h'),get.translation(target.name)+'的手牌',target.getCards('h'),'hidden']);
}else{
var chooseButton=player.chooseButton(4,'hidden',['你的手牌',player.getCards('h'),'hidden']);
}
chooseButton.set('ai',function(button){
//if(button.link.name=='du') return 1;
return 0;
});
chooseButton.filterButton=function(button){
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
};
return true;
};
'step 1'
if(result.bool){
var list=result.links;
for(var i=0;i<list.length;i++){
if(get.owner(list[i])==player){
event.list1.push(list[i]);
}else{
event.list2.push(list[i]);
};
};
if(event.list1.length&&event.list2.length){
target.discard(event.list2).delay=false;
player.discard(event.list1).delay=false;
game.delay();
}
else{
target.discard(event.list2);
player.discard(event.list1);
}
};
'step 2'
if(event.list1.length+event.list2.length==4){
if(event.list1.length==0) player.loseMaxHp();
if(event.list1.length==1){
var evt=_status.event;
for(var i=0;i<10;i++){
if(evt&&evt.getParent)evt=evt.getParent();
if(evt.name=='phaseUse'){
evt.skipped=true;
break;
};
};
player.addTempSkill('drlt_poxi1',{player:'phaseAfter'});
};
if(event.list1.length==3) player.recover();
if(event.list1.length==4) player.draw(4);
};
},
ai:{
order:13,
result:{
target:function(target,player){
return -1;
2019-06-13 12:51:34 +00:00
},
},
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},
},
'drlt_poxi1':{
mod:{
maxHandcard:function (player,num){
return num-1;
},
},
},
drlt_jieying_mark:{
init:function(player){
game.log(player,'获得了“营”标记');
},
onremove:function(player){
game.log(player,'失去了“营”标记');
},
mark:true,
marktext:"营",
intro:{
content:function(storage){
return '已获得“营”标记';
},
},
mod:{
cardUsable:function (card,player,num){
if(game.hasPlayer(function(current){
return current.hasSkill('drlt_jieying');
})&&card.name=='sha') return num+1;
},
maxHandcard:function (player,num){
if(game.hasPlayer(function(current){
return current.hasSkill('drlt_jieying');
})) return num+1;
},
},
audio:'drlt_jieying',
trigger:{
player:'phaseDrawBegin'
},
forced:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.hasSkill('drlt_jieying');
});
},
content:function(){
trigger.num++;
},
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ai:{nokeep:true},
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},
'drlt_jieying':{
audio:2,
locked:false,
group:["drlt_jieying_1","drlt_jieying_2","drlt_jieying_3"],
subSkill:{
'1':{
audio:'drlt_jieying',
trigger:{
player:'phaseBegin'
},
forced:true,
filter:function(event,player){
return !game.hasPlayer(function(current){
return current.hasSkill('drlt_jieying_mark');
});
},
content:function(){
player.addSkill('drlt_jieying_mark');
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},
},
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'2':{
audio:'drlt_jieying',
trigger:{
player:"phaseEnd",
},
direct:true,
filter:function(event,player){
return player.hasSkill('drlt_jieying_mark');
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},
content:function(){
'step 0'
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player.chooseTarget(get.prompt('drlt_jieying'),function(card,player,target){
return target!=player;
}).ai=function(target){
if(get.attitude(player,target)>0)
return 0.1;
if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1))
return 0.2;
if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0)
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2;
if(get.attitude(player,target)<1&&target.countCards('h')>0)
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7;
return 1;
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};
'step 1'
if(result.bool){
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var target=result.targets[0];
player.line(target);
player.logSkill('drlt_jieying',target);
target.addSkill('drlt_jieying_mark');
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};
},
},
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'3':{
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audio:'drlt_jieying',
trigger:{
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global:'phaseAfter',
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},
forced:true,
filter:function(event,player){
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return player!=event.player&&event.player.hasSkill('drlt_jieying_mark')&&event.player.isAlive();
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},
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logTarget:'player',
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content:function(){
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if(trigger.player.countCards('h')>0){
trigger.player.give(trigger.player.getCards('h'),player);
}
trigger.player.removeSkill('drlt_jieying_mark');
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},
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},
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},
},
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},
translate:{
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"shen_luxun":"神陆逊",
"nzry_junlve":"军略",
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"nzry_junlve_info":"锁定技当你受到或造成伤害后你获得X个“军略”标记(X为伤害点数)",
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"nzry_cuike":"摧克",
"nzry_cuike_info":"出牌阶段开始时,若“军略”标记的数量为奇数,你可以对一名角色造成一点伤害;若“军略”标记的数量为偶数你可以横置一名角色并弃置其区域内的一张牌。若“军略”标记的数量超过7个你可以移去全部“军略”标记并对所有其他角色造成一点伤害",
"nzry_dinghuo":"绽火",
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"nzry_dinghuo_info":"限定技出牌阶段你可以移去全部“军略”标记令至多等量的已横置角色弃置所有装备区内的牌。然后你对其中一名角色造成1点火焰伤害",
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"shen_liubei":"神刘备",
"nzry_longnu":"龙怒",
"nzry_longnu_info":"转换技锁定技①出牌阶段开始时你流失1点体力并摸一张牌然后本回合你的红色手牌均视为火杀且无距离限制。②出牌阶段开始时你减1点体力上限并摸一张牌然后本回合你的锦囊牌均视为雷杀且无使用次数限制",
"nzry_jieying":"结营",
"nzry_jieying_info":"锁定技,你始终处于横置状态;已横置的角色手牌上限+2;结束阶段,你横置一名其他角色",
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"shen_ganning":"神甘宁",
"shen_zhangliao":"神张辽",
"drlt_poxi":"魄袭",
"drlt_poxi_info":"出牌阶段限一次你可以观看一名其他角色的手牌然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做根据此次弃置你的牌的数量执行以下效果1.没有扣减一点体力上限2.一张,立即结束出牌阶段且本回合手牌上限-1三张恢复一点体力四张摸四张牌",
"drlt_jieying":"劫营",
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"drlt_jieying_info":"回合开始时若没有角色有“营”标记你获得1个“营”标记结束阶段你可以将你的“营”交给一名角色有“营”标记的角色摸牌阶段多摸一张牌其于出牌阶段使用【杀】的次数上限+1其手牌上限+1。有“营”的其他角色回合结束后其移去“营”标记然后你获得其所有手牌。",
drlt_jieying_mark:"劫营",
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"drlt_duorui1":"失效技能",
"drlt_duorui1_bg":"锐",
"drlt_duorui":"夺锐",
"drlt_duorui_info":"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得其的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去此技能。",
"drlt_zhiti":"止啼",
"drlt_zhiti_info":"锁定技,你范围内已受伤的其他角色手牌上限-1当你拼点或【决斗】胜利或受到伤害后你恢复一个装备栏",
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shen_zhaoyun:'神赵云',
shen_guanyu:'神关羽',
shen_lvmeng:'神吕蒙',
shen_simayi:'神司马懿',
shen_caocao:'神曹操',
shen_zhugeliang:'神诸葛亮',
shen_zhouyu:'神周瑜',
shen_lvbu:'神吕布',
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xinjuejing:'绝境',
xinjuejing_info:'锁定技,你的手牌上限+2当你进入或脱离濒死状态时你摸一张牌',
xinlonghun:'龙魂',
xinlonghun1:'龙魂♥︎',
xinlonghun2:'龙魂♦︎',
xinlonghun3:'龙魂♠︎',
xinlonghun4:'龙魂♣︎',
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xinlonghun_info:'你可以将同花色的X张牌按下列规则使用或打出红桃当【桃】方块当具火焰伤害的【杀】梅花当【闪】黑桃当【无懈可击】。若你以此法使用了两张红色牌则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌则你弃置当前回合角色一张牌',
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longhun:'龙魂',
longhun1:'龙魂♥︎',
longhun2:'龙魂♦︎',
longhun3:'龙魂♠︎',
longhun4:'龙魂♣︎',
juejing:'绝境',
longhun_info:'你可以将同花色的X张牌按下列规则使用或打出红桃当【桃】方块当具火焰伤害的【杀】梅花当【闪】黑桃当【无懈可击】X为你当前的体力值且至少为1',
juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2你的手牌上限+2。',
wushen:'武神',
wushen_info:'锁定技,你的红桃手牌视为杀;锁定技,你使用红桃杀时无距离限制。',
wuhun:'武魂',
wuhun2:'武魂',
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wuhun3:'武魂',
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wuhun_info_alter:'锁定技当你受到1点伤害后你令伤害来源获得1枚“梦魇”标记当你死亡时你令拥有最多“梦魇”标记的一名其他角色判定若结果不为【桃】或【桃园结义】则该角色死亡。',
wuhun_info:'锁定技,杀死你的角色立即进入濒死状态',
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shelie:'涉猎',
gongxin:'攻心',
gongxin_discard:'弃置',
gongxin_top:'牌堆顶',
renjie:'忍戒',
renjie2:'忍戒',
renjie_info:'锁定技,每当你受到一次伤害后,你获得等同于你受到的伤害数量的“忍”标记;锁定技,每当你于弃牌阶段内因你的弃置而失去手牌时,你获得等同于你失去的手牌数量的“忍”标记。',
sbaiyin:'拜印',
sbaiyin_info:'觉醒技准备阶段开始时若你拥有的“忍”标记枚数不小于4你减1点体力上限然后获得“极略”',
jilue:'极略',
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jilue_info:'每当一名角色的判定牌生效前若你有牌你可以弃1枚“忍”标记发动“鬼才”(界)每当你受到伤害后你可以弃1枚“忍”标记发动“放逐”每当你使用锦囊牌时你可以弃1枚“忍”标记发动“集智”(界)出牌阶段限一次若你有牌你可以弃1枚“忍”标记发动“制衡”(界)出牌阶段你可以弃1枚“忍”标记执行“完杀”的效果直到回合结束。',
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jilue_guicai:'鬼才',
jilue_fangzhu:'放逐',
jilue_wansha:'完杀',
jilue_zhiheng:'制衡',
jilue_jizhi:'集智',
lianpo:'连破',
lianpo2:'连破',
lianpo_info:'若你在一回合内杀死了至少一名角色,此回合结束后,你可以进行一个额外的回合。',
guixin:'归心',
qinyin:'琴音',
yeyan:'业炎',
shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张',
gongxin_info:'出牌阶段,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶,每阶段限一次。',
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guixin_info:'当你受到1点伤害后你可以获得每名其他角色区域里的一张牌然后你翻面',
guixin_info_alter:'当你受到1点伤害后你可以随机获得每名其他角色区域里的一张牌然后你翻面',
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qinyin_info:'弃牌阶段结束时若你于此阶段内弃置过你的至少两张手牌则你可以选择一项1. 所有角色各回复1点体力2. 所有角色各失去1点体力。',
// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时X至少为2你可以选择一项1.令所有角色各回复1点体力2.令所有角色各失去1点体力。每阶段限一次。',
yeyan_info:'限定技出牌阶段你可以对一至三名角色造成至多共3点火焰伤害你可以任意分配每名目标角色受到的伤害点数若你将对一名角色分配2点或更多的火焰伤害你须先弃置四张不同花色的手牌再失去3点体力。',
qixing:'七星',
qixing_bg:'星',
qixing2:'七星',
qixing3:'七星',
qixing_info:'游戏开始前共发你11张牌选4张作为手牌其余的面朝下置于一旁移出游戏称之为“星”。每当你于摸牌阶段摸牌后可用任意数量的手牌等量交换这些“星”。',
dawu:'大雾',
dawu2_bg:'雾',
dawu2:'大雾',
dawu3:'大雾',
// dawu2_info:'已获得大雾标记',
dawu_info:'结束阶段你可以弃掉X枚“星”指定X名角色直到你的下回合开始防止他们受到的除雷电伤害外的一切伤害。',
kuangfeng:'狂风',
kuangfeng2:'狂风',
kuangfeng2_bg:'风',
// kuangfeng2_info:'已获得狂风标记',
kuangfeng3:'狂风',
kuangfeng_info:'结束阶段你可以弃掉1枚“星”指定一名角色直到你的下回合开始该角色每次受到的火焰伤害+1。',
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baonu:'狂暴',
baonu_bg:'暴',
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baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记,;锁定技,每当你造成/受到1点伤害后你获得1枚“暴怒”标记。',
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shenfen:'神愤',
shenfen_info:'限定技出牌阶段你可以弃置6枚暴怒标记对场上所有其他角色造成一点伤害然后令其弃置4张牌',
wuqian:'无前',
wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束',
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wumou:'无谋',
wumou_info:'锁定技每当你使用非延时类锦囊牌选择目标后你选择一项1.弃1枚“暴怒”标记2.失去1点体力。',
ol_wuqian:'无前',
ol_wuqian_info:'出牌阶段你可以弃2枚“暴怒”标记并选择一名其他角色你视为拥有技能“无双”并令其防具无效直到回合结束。',
ol_shenfen:'神愤',
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ol_shenfen_info:'出牌阶段你可以弃6枚“暴怒”标记并选择所有其他角色然后这些角色先各弃置其装备区里的牌再各弃置四张手牌然后受到来自你的1点伤害。最后你将你的武将牌翻面。每阶段限一次。',
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"new_wuhun":"武魂",
"new_wuhun_info":"锁定技当你受到伤害后伤害来源获得X个“梦魇”标记X为伤害点数。锁定技当你死亡时你选择一名“梦魇”标记数量最多的其他角色。你的死亡流程结算完成后该角色进行一次判定若判定结果不为【桃】或【桃园结义】则该角色立刻死亡。",
"new_guixin":"归心",
"new_guixin_info":"当你受到1点伤害后你可以随机获得每名其他角色区域里的一张牌然后你翻面",
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},
};
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});