noname/character/gwent.js

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66 KiB
JavaScript
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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:'gwent',
character:{
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gw_huoge:['male','qun',3,['yinzhang']],
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gw_aisinie:['female','wu',3,['huihun']],
gw_enxier:['male','wei',4,['gwbaquan']],
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gw_kaerweite:['male','shu',4,['gwjiquan']],
gw_falanxisika:['female','wu',3,['shewu']],
gw_haluo:['male','qun',4,['nuhou']],
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gw_airuiting:['male','wei',4,['kuanglie']],
gw_laduoweide:['male','wei',4,['gwxiaoshou']],
gw_dagong:['male','qun',4,['tianbian']],
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gw_bulanwang:['male','qun',4,['bolang']],
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gw_kuite:['male','qun',4,['gwxuezhan']],
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gw_fuertaisite:['male','wei',3,['zhengjun']],
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gw_hengsaite:['male','wei',3,['jielue']],
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gw_fulisi:['male','qun',3,['lanquan']],
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gw_gaier:['male','shu',3,['hunmo']],
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gw_jieluote:['male','qun',6,['fayin']],
gw_yenaifa:['female','qun',3,['xuezhou']],
gw_telisi:['female','wei',3,['huandie']],
gw_xili:['female','wu',3,['fengjian']],
gw_luoqi:['male','wei',4,['gwzhanjiang']],
gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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gw_aigeleisi:['female','wu',3,['gwshenyu']],
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gw_aokeweisite:['male','qun',4,['yunhuo']],
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gw_kaxier:['male','shu',4,['gwfengchi']],
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gw_luobo:['male','qun',3,['junchi']],
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gw_mieren:['male','shu',3,['lingji']],
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gw_sanhanya:['male','shu',3,['gwjinyan']],
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gw_shanhu:['female','qun',3,['shuijian']],
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gw_zhangyujushou:['male','wu',4,['gwjushi']],
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gw_zhuoertan:['male','wu',3,['hupeng']],
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gw_meizi:['female','wei',3,['gwjieyin']],
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gw_aimin:['female','wu',3,['huanshu']],
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gw_puxila:['female','qun',3,['gwqinwu']],
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gw_xigedelifa:['female','qun',3,['gwfusheng']],
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gw_laomaotou:['male','qun',4,['gwchenshui']],
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gw_qigaiwang:['male','qun',4,['julian']],
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},
characterIntro:{
gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。',
gw_gaier:'画作应该要传达情绪,而不是字句。',
gw_enxier:'我可没什么耐心,最好小心点,否则脑袋不保',
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gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。',
gw_telisi:'我可以照顾我自己,相信我。',
gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。',
gw_xili:'我想去哪,就去哪。',
gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。',
gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
},
skill:{
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gwchenshui:{
trigger:{player:'damageBefore',source:'damageBefore'},
forced:true,
init:function(player){
player.storage.gwchenshui=0;
},
mark:true,
intro:{
content:function(storage){
if(!storage){
return '未发动过沉睡效果';
}
else{
return '累计发动过'+storage+'次沉睡效果';
}
}
},
logTarget:function(event,player){
if(player==event.source) return event.player;
return event.source;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.storage.gwchenshui++;
player.updateMarks();
if(trigger.source!=trigger.player&&trigger.source.isIn()&&trigger.player.isIn()){
var cards=trigger.player.getCards('he');
if(cards.length){
trigger.player.give(cards.randomGet(),trigger.source);
}
}
},
onremove:true,
group:'gwchenshui_juexing',
subSkill:{
juexing:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.storage.gwchenshui>=3;
},
skillAnimation:true,
animationStr:'觉醒',
forced:true,
content:function(){
'step 0'
player.removeSkill('gwchenshui');
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player.setAvatar('gw_laomaotou','gw_laomaotou2');
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event.list=player.getEnemies().sortBySeat();
'step 1'
if(event.list.length){
var target=event.list.shift();
player.line(target,'green');
target.damage();
event.redo();
}
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'step 2'
player.addSkill('gwliedi');
}
}
},
ai:{
threaten:0.6,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return;
if(!target.countCards('he')) return 'zeroplayertarget';
}
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}
}
}
},
gwliedi:{
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trigger:{source:'damageBegin'},
forced:true,
filter:function(event,player){
return event.player!=player&&player.distanceTo(event.player)>=2;
},
content:function(){
trigger.num+=Math.floor(Math.max(1,player.distanceTo(trigger.player))/2);
},
group:['gwliedi_sleep','gwliedi_damage'],
onremove:true,
subSkill:{
damage:{
trigger:{source:'damageEnd'},
silent:true,
filter:function(event,player){
return event.player!=player;
},
content:function(){
player.storage.gwliedi=-1;
},
},
sleep:{
trigger:{player:'phaseEnd'},
silent:true,
content:function(){
if(player.storage.gwliedi!=1){
if(player.storage.gwliedi==-1){
player.storage.gwliedi=0;
}
else{
player.storage.gwliedi=1;
}
}
else{
player.logSkill('gwliedi');
player.addSkill('gwchenshui');
player.removeSkill('gwliedi');
player.setAvatar('gw_laomaotou','gw_laomaotou');
}
}
}
}
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},
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julian:{
trigger:{player:'phaseUseBegin'},
frequent:true,
filter:function(event,player){
return !player.isMaxHandcard();
},
content:function(){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
num=Math.max(num,game.players[i].countCards('h'));
}
}
var dh=num-player.countCards('h');
if(dh>0){
player.draw(dh);
}
}
},
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gwfusheng:{
enable:'chooseToUse',
filter:function(event,player){
return event.type=='dying'&&event.dying&&!event.dying.isTurnedOver();
},
filterTarget:function(card,player,target){
return target==_status.event.dying;
},
selectTarget:-1,
content:function(){
target.turnOver();
target.recover();
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if(player!=target){
game.asyncDraw([player,target]);
}
else{
player.draw();
}
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},
ai:{
order:0.1,
skillTagFilter:function(player){
if(!_status.event.dying||_status.event.dying.isTurnedOver()) return false;
},
save:true,
result:{
target:3
},
threaten:1.6
},
},
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gwqinwu:{
trigger:{player:'useCard'},
filter:function(event,player){
return get.type(event.card)=='basic';
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('gwqinwu')).ai=function(target){
var att=get.attitude(player,target);
if(att<=0) return 0;
att+=1-get.distance(player,target,'absolute')/game.players.length;
if(target.hasSkill('gwqinwu')){
att/=1.5;
}
if(target.hasJudge('lebu')||target.skipList.contains('phaseUse')){
att/=2;
}
return att;
}
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('gwqinwu',target);
target.draw();
if(!target.hasSkill('gwqinwu')){
target.addTempSkill('gwqinwu',{player:'phaseAfter'});
target.addTempSkill('gwqinwu2',{player:'phaseAfter'});
}
}
},
ai:{
threaten:1.5
}
},
gwqinwu2:{
mark:true,
intro:{
content:'获得【琴舞】直到下一回合结束'
}
},
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huanshu:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0&&!player.hasSkill('huangshu2');
},
content:function(){
"step 0"
player.chooseCard(get.prompt2('huanshu')).ai=function(card){
return 6-get.value(card);
};
"step 1"
if(result.bool){
player.$give(result.cards,player);
player.logSkill('huanshu');
player.storage.huanshu2=result.cards[0];
player.lose(result.cards,ui.special);
player.addSkill('huanshu2');
}
},
ai:{
threaten:1.4
},
},
huanshu2:{
intro:{
content:function(storage,player){
if(player.isUnderControl(true)){
return '当一名敌方角色使用'+get.translation(get.color(storage))+'锦囊牌时,移去'+get.translation(storage)+',取消锦囊的效果,并摸两张牌';
}
else{
return '当一名敌方角色使用与“幻术”牌颜色相同的锦囊牌时,移去“幻术”牌,取消锦囊的效果,并摸两张牌';
}
},
onunmark:function(storage,player){
if(storage){
storage.discard();
delete player.storage.huanshu2;
}
}
},
trigger:{global:'useCard'},
forced:true,
filter:function(event,player){
return player.getEnemies().contains(event.player)&&
get.type(event.card,'trick')=='trick'&&get.color(event.card)==get.color(player.storage.huanshu2);
},
mark:true,
content:function(){
'step 0'
game.delay(0.5);
player.addExpose(0.1);
trigger.player.addExpose(0.1);
'step 1'
player.showCards(player.storage.huanshu2,get.translation(player)+'发动了【幻术】');
'step 2'
player.removeSkill('huanshu2');
trigger.untrigger();
trigger.finish();
player.draw(2);
},
group:'huanshu3'
},
huanshu3:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
player.$throw(player.storage.huanshu2);
game.log(player,'弃置了',player.storage.huanshu2);
player.removeSkill('huanshu2');
}
},
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gwjieyin:{
group:'gwjieyin_reset',
init:function(player){
player.storage.gwjieyin=[];
},
enable:'phaseUse',
filter:function(event,player){
return player.storage.gwjieyin.length<3;
},
chooseButton:{
dialog:function(event,player){
return ui.create.dialog('结印',[[['','','gw_wenyi'],['','','gw_yanziyaoshui'],['','','gw_kunenfayin']],'vcard'],'hidden');
},
filter:function(button,player){
if(player.storage.gwjieyin.contains(button.link[2])){
return false;
}
return true;
},
check:function(button){
var player=_status.event.player;
if(button.link[2]=='gw_yanziyaoshui'){
if(game.hasPlayer(function(current){
return get.attitude(player,current)>1&&current.isMinHandcard();
})){
return 3;
}
else if((game.roundNumber-player.storage.gwjieyin_round)%2==0){
return 0;
}
else{
return 0.5;
}
}
else if(button.link[2]=='gw_wenyi'){
if(game.countPlayer(function(current){
if(current.isMinHp()&&current.countCards('he')){
return -get.sgn(get.attitude(player,current));
}
})>0){
return 2;
}
else{
return 0;
}
}
else{
return 1;
}
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:{name:links[0][2]},
popname:true,
onuse:function(result,player){
player.logSkill('gwjieyin');
player.storage.gwjieyin.add(result.card.name);
}
}
},
prompt:function(links,player){
return '选择'+get.translation(links[0][2])+'的目标';
}
},
subSkill:{
reset:{
trigger:{player:'phaseBegin'},
silent:true,
content:function(){
if(typeof player.storage.gwjieyin_round=='number'){
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var num=game.roundNumber-player.storage.gwjieyin_round;
if(num&&num%2==0){
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player.storage.gwjieyin.length=0;
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player.storage.gwjieyin_round=game.roundNumber;
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}
}
else{
player.storage.gwjieyin_round=game.roundNumber;
}
}
}
},
ai:{
order:6,
result:{
player:1
}
}
},
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zhengjun:{
init:function(player){
player.storage.zhengjun=[];
player.storage.zhengjun_one=[];
},
trigger:{player:'zhengjun'},
forced:true,
intro:{
content:'已经使用或打出过至少两张同名牌的牌有:$'
},
content:function(){
'step 0'
player.markSkill('zhengjun');
player.gainMaxHp();
'step 1'
player.recover();
},
group:['zhengjun_one','zhengjun_draw'],
subSkill:{
one:{
trigger:{player:['useCard','respondAfter']},
silent:true,
content:function(){
if(player.storage.zhengjun_one.contains(trigger.card.name)){
if(!player.storage.zhengjun.contains(trigger.card.name)){
player.storage.zhengjun.add(trigger.card.name);
event.trigger('zhengjun');
}
}
else{
player.storage.zhengjun_one.add(trigger.card.name);
}
}
},
draw:{
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trigger:{player:'phaseEnd'},
frequent:true,
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filter:function(event,player){
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return player.storage.zhengjun.length>=1;
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},
content:function(){
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'step 0'
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if(player.storage.zhengjun.length==1){
player.draw();
event.finish();
return;
}
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event.cards=get.cards(player.storage.zhengjun.length);
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player.chooseCardButton('整军:获得其中一张牌',true,event.cards).set('ai',function(button){
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return get.useful(button.link);
});
'step 1'
if(result.bool){
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var card=result.links[0];
card.fix();
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player.gain(card,'draw');
event.cards.remove(card);
}
'step 2'
while(event.cards.length){
ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild);
}
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}
}
}
},
gwxuezhan:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.isMinHandcard();
},
frequent:true,
content:function(){
player.gain(game.createCard('gw_shizizhaohuan'),'gain2');
}
},
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jielue:{
trigger:{player:'useCard'},
frequent:true,
oncancel:function(event,player){
player.addTempSkill('jielue2');
},
usable:1,
filter:function(event,player){
return !player.hasSkill('jielue2')&&get.type(event.card)=='basic';
},
check:function(event,player){
return get.value(event.card)>3;
},
content:function(){
player.gain([game.createCard(trigger.card),game.createCard(trigger.card)],'gain2');
},
ai:{
pretao:true
}
},
jielue2:{},
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bolang:{
trigger:{player:'phaseBegin'},
frequent:true,
init:function(player){
player.storage.bolang=[];
},
content:function(){
'step 0'
var cards=[];
for(var i=0;i<ui.cardPile.childElementCount;i++){
cards.push(ui.cardPile.childNodes[i]);
}
player.chooseCardButton('搏浪将至多3张牌移至弃牌堆',[1,3],cards.slice(0,6)).ai=function(button){
if(button.link==cards[0]||button.link==cards[1]){
return get.value(button.link)-5;
}
else if(button.link==cards[4]||button.link==cards[5]){
return get.value(button.link)/5;
}
};
'step 1'
if(result.bool){
for(var i=0;i<player.storage.bolang.length;i++){
if(!player.storage.bolang[i].vanishtag.contains('bolang')){
player.storage.bolang.splice(i--,1);
}
}
player.storage.bolang.addArray(result.links);
for(var i=0;i<result.links.length;i++){
result.links[i].vanishtag.add('bolang');
result.links[i].discard();
}
}
},
group:'bolang_gain',
subSkill:{
gain:{
trigger:{source:'damageEnd'},
direct:true,
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usable:1,
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filter:function(event,player){
for(var i=0;i<player.storage.bolang.length;i++){
if(player.storage.bolang[i].vanishtag.contains('bolang')){
return true;
}
}
},
content:function(){
'step 0'
var list=[];
for(var i=0;i<player.storage.bolang.length;i++){
if(player.storage.bolang[i].vanishtag.contains('bolang')){
list.push(player.storage.bolang[i]);
}
}
player.chooseCardButton(true,list,get.prompt('bolang'));
'step 1'
if(result.bool){
player.logSkill('bolang');
player.gain(result.links,'gain2');
}
}
}
}
},
gwjushi:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.hasSkill('gwjushi2');
},
filterTarget:function(card,player,target){
return target!=player&&get.distance(player,target)<=1&&target.countCards('he');
},
content:function(){
var hs=target.getCards('he');
if(hs.length){
var card=hs.randomGet();
target.$give(card,player);
player.storage.gwjushi2=card;
player.storage.gwjushi3=target;
player.storage.gwjushi4=get.position(card);
target.lose(card,ui.special);
player.addSkill('gwjushi2');
}
}
},
gwjushi2:{
mark:'card',
intro:{
content:'受到伤害时,令此牌回归原位;准备阶段,你获得此牌'
},
trigger:{player:['phaseBegin','damageEnd']},
forced:true,
content:function(){
var card=player.storage.gwjushi2;
var target=player.storage.gwjushi3;
if(trigger.name=='damage'){
if(target.isIn()){
if(player.storage.gwjushi4=='e'&&get.type(card)=='equip'){
target.equip(card);
player.$give(card,target);
game.delay();
}
else{
player.give(card,target);
}
}
else{
card.discard();
}
}
else{
player.gain(card,'gain2');
}
player.removeSkill('gwjushi2');
},
onremove:['gwjushi2','gwjushi3','gwjushi4'],
ai:{
threaten:1.5
}
},
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gwfengchi:{
trigger:{player:'phaseUseBegin'},
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forced:true,
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content:function(){
'step 0'
var list=get.gainableSkills(function(info){
if(typeof info.enable=='string') return info.enable=='phaseUse';
if(Array.isArray(info.enable)) return info.enable.contains('phaseUse');
});
list.remove(player.getSkills());
list=list.randomGets(3);
event.skillai=function(){
return get.max(list,get.skillRank,'item');
};
if(event.isMine()){
var dialog=ui.create.dialog('forcebutton');
dialog.add('风驰:选择获得一项技能');
var clickItem=function(){
_status.event._result=this.link;
dialog.close();
game.resume();
};
for(var i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']){
var translation=get.translation(list[i]);
if(translation[0]=='新'&&translation.length==3){
translation=translation.slice(1,3);
}
else{
translation=translation.slice(0,2);
}
var item=dialog.add('<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【'+
translation+'】</div><div>'+lib.translate[list[i]+'_info']+'</div></div>');
item.firstChild.addEventListener('click',clickItem);
item.firstChild.link=list[i];
}
}
dialog.add(ui.create.div('.placeholder'));
event.switchToAuto=function(){
event._result=event.skillai();
dialog.close();
game.resume();
};
_status.imchoosing=true;
game.pause();
}
else{
event._result=event.skillai();
}
'step 1'
_status.imchoosing=false;
var link=result;
player.addTempSkill(link,'phaseUseAfter');
player.popup(link);
game.log(player,'获得了技能','【'+get.translation(link)+'】');
game.delay();
}
},
2017-05-18 22:15:32 +00:00
lingji:{
enable:'phaseUse',
usable:1,
content:function(){
'step 0'
player.draw(2);
'step 1'
player.chooseToDiscard('he',2,true).ai=function(card){
var val=get.value(card);
if(ui.selected.cards.length){
if(get.suit(card)==get.suit(ui.selected.cards[0])) val++;
if(get.number(card)==get.number(ui.selected.cards[0])) val+=3;
}
return val;
}
'step 2'
if(result.cards.length==2){
var list=[];
if(get.suit(result.cards[0])==get.suit(result.cards[1])){
var list1=get.typeCard('spell_bronze');
if(list1.length){
list.push(game.createCard(list1.randomGet()));
}
}
if(get.number(result.cards[0])==get.number(result.cards[1])){
var list2=get.typeCard('spell_silver');
if(list2.length){
list.push(game.createCard(list2.randomGet()));
}
}
if(list.length){
player.gain(list,'gain2');
}
}
},
ai:{
order:8,
result:{
player:1
}
}
},
2017-05-18 09:40:25 +00:00
gwjinyan:{
2017-08-03 04:15:31 +00:00
trigger:{player:['damageBefore']},
2017-05-18 09:40:25 +00:00
forced:true,
mark:true,
filter:function(event,player){
2017-08-03 04:15:31 +00:00
return game.roundNumber%3!=0;
2017-05-18 09:40:25 +00:00
},
content:function(){
2017-08-03 04:15:31 +00:00
trigger.untrigger();
trigger.finish();
2017-05-18 09:40:25 +00:00
},
2017-08-03 04:15:31 +00:00
group:['gwjinyan_gain'],
2017-05-18 09:40:25 +00:00
subSkill:{
gain:{
trigger:{player:'phaseBegin'},
frequent:true,
filter:function(){
return game.roundNumber%3==0;
},
content:function(){
var list=get.typeCard('spell_gold');
if(list.length){
player.gain(game.createCard(list.randomGet()),'gain2');
}
}
}
},
ai:{
threaten:function(){
if(game.roundNumber%3==0) return 1.6;
return 0.8;
},
2017-08-03 04:15:31 +00:00
nofire:true,
nothunder:true,
nodamage:true,
skillTagFilter:function(){
if(game.roundNumber%3==0) return false;
},
2017-05-18 09:40:25 +00:00
effect:{
target:function(card,player,target){
2017-08-03 04:15:31 +00:00
if(game.roundNumber%3!=0&&get.tag(card,'damage')){
return [0,0];
}
2017-05-18 09:40:25 +00:00
}
}
}
},
2017-05-17 07:11:21 +00:00
gwshenyu:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
2017-05-17 08:53:56 +00:00
if(game.hasPlayer(function(current){
2017-05-17 07:11:21 +00:00
return current.isDamaged();
2017-05-17 08:53:56 +00:00
})){
return true;
}
for(var i=0;i<ui.discardPile.childElementCount;i++){
var card=ui.discardPile.childNodes[i];
2017-07-16 01:42:40 +00:00
if(card.vanishtag.contains('gwshenyu')) continue;
2017-05-17 08:53:56 +00:00
if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
return true;
}
}
return false;
2017-05-17 07:11:21 +00:00
},
content:function(){
'step 0'
2017-05-17 08:53:56 +00:00
var list=[];
for(var i=0;i<ui.discardPile.childElementCount;i++){
var card=ui.discardPile.childNodes[i];
2017-07-16 01:42:40 +00:00
if(card.vanishtag.contains('gwshenyu')) continue;
2017-05-17 08:53:56 +00:00
if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
list.push(card);
2017-05-17 07:11:21 +00:00
}
2017-05-17 08:53:56 +00:00
}
event.list=list;
player.chooseTarget(get.prompt('gwshenyu'),function(card,player,target){
return list.length||target.isDamaged();
}).ai=function(target){
var att=get.attitude(player,target);
if(att<=0) return 0;
var num=1;
if(player==target){
num+=1;
}
if(target.hp==1){
num+=2;
}
return num*att;
};
2017-05-17 07:11:21 +00:00
'step 1'
if(result.bool){
2017-05-17 08:53:56 +00:00
player.logSkill('gwshenyu',result.targets);
2017-05-17 07:11:21 +00:00
event.target=result.targets[0];
2017-05-17 08:53:56 +00:00
if(!event.list.length){
event.target.recover();
event.finish();
}
else if(event.target.isHealthy()){
event.directbool=true;
}
else{
event.target.chooseControl(function(event,player){
2017-05-17 09:00:02 +00:00
if(player.hp>=3&&!player.needsToDiscard()) return 1;
2017-05-17 09:10:35 +00:00
if(player.hp==2&&player.hasShan()&&player.countCards('h')<=1) return 1;
2017-05-17 08:53:56 +00:00
return 0;
}).set('choiceList',[
'回复一点体力','从弃牌堆中获得一张非金法术'
]);
}
2017-05-17 07:11:21 +00:00
}
else{
event.finish();
}
'step 2'
2017-05-17 08:53:56 +00:00
if(!event.directbool&&result.index==0){
event.target.recover();
event.finish();
2017-05-17 07:11:21 +00:00
}
2017-05-17 08:53:56 +00:00
'step 3'
var list=event.list;
2017-05-17 07:11:21 +00:00
if(list.length){
2017-05-23 02:53:13 +00:00
event.target.chooseCardButton('选择一张法术牌',list,true).ai=function(button){
2017-05-17 07:11:21 +00:00
return get.value(button.link);
};
}
else{
event.finish();
}
2017-05-17 08:53:56 +00:00
'step 4'
2017-05-17 07:11:21 +00:00
if(result.bool){
2017-07-16 01:42:40 +00:00
result.links[0].vanishtag.add('gwshenyu');
2017-05-17 08:53:56 +00:00
event.target.gain(result.links,'gain2','log');
2017-05-17 07:11:21 +00:00
}
},
ai:{
2017-05-21 03:16:54 +00:00
threaten:2,
expose:0.2
2017-05-17 07:11:21 +00:00
}
},
2017-05-17 06:45:21 +00:00
junchi:{
trigger:{global:'shaAfter'},
direct:true,
filter:function(event,player){
return event.player!=player&&event.target!=player&&event.target.isIn()&&player.hasCard(function(card){
2017-05-17 14:16:14 +00:00
return player.canUse(card,event.target,false)&&!get.info(card).multitarget;
2017-05-17 06:45:21 +00:00
});
},
content:function(){
var next=player.chooseToUse(get.prompt('junchi'),trigger.target,-1).set('targetRequired',true);
next.prompt2='对'+get.translation(trigger.target)+'使用一张牌,并摸一张牌';
next.filterCard=function(card){
return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
};
next.oncard=function(){
player.draw();
};
next.logSkill='junchi';
},
subSkill:{
gold:{
trigger:{global:'useCardAfter'},
frequent:true,
filter:function(event,player){
return event.player!=player&get.subtype(event.card)=='spell_gold';
},
content:function(){
player.insertPhase();
}
}
},
2017-07-12 14:56:02 +00:00
// group:'junchi_gold'
2017-05-17 06:45:21 +00:00
},
junchi_old:{
trigger:{global:'shaAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.player!=player&&event.target!=player&&event.player.isIn()&&event.player.countCards('he');
},
content:function(){
'step 0'
var att=get.attitude(trigger.player,player);
trigger.player.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').ai=function(card){
if(att>1){
if(trigger.target.isIn()){
return 9-get.value(card);
}
return 4-get.value(card);
}
return 0;
}
'step 1'
if(result.bool){
player.logSkill('junchi');
player.gain(result.cards,trigger.player);
if(get.position(result.cards[0])=='h'){
trigger.player.$giveAuto(result.cards,player);
}
else{
trigger.player.$give(result.cards,player);
}
trigger.player.addExpose(0.2);
trigger.player.line(player,'green');
}
else{
event.finish();
}
'step 2'
if(trigger.target.isIn()){
var next=player.chooseToUse('是否对'+get.translation(trigger.target)+'使用一张牌?',trigger.target,-1).set('targetRequired',true);
next.filterCard=function(card){
return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
};
next.oncard=function(){
player.recover();
trigger.player.draw();
}
}
}
},
2017-05-16 16:52:28 +00:00
hupeng:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('he')>0;
},
filterCard:true,
check:function(card){
2017-05-18 22:15:32 +00:00
return 7-get.value(card);
2017-05-16 16:52:28 +00:00
},
filterTarget:true,
content:function(){
'step 0'
var att=get.attitude(player,target);
player.chooseVCardButton('选择令'+get.translation(target)+'获得的牌',['gw_dudayuanshuai1','gw_dudayuanshuai2'],true).ai=function(button){
if(att>0){
return button.link[2]=='gw_dudayuanshuai1'?1:-1;
}
else{
return button.link[2]=='gw_dudayuanshuai2'?1:-1;
}
}
'step 1'
if(result.bool){
target.gain(game.createCard(result.links[0][2]),'gain2');
}
},
ai:{
threaten:1.5,
order:6,
result:{
target:function(player,target){
var nh=target.countCards('h');
if(get.attitude(player,target)>0){
if(!nh) return 3;
if(!target.needsToDiscard(1)){
if(nh==1) return 2.5;
return 2;
}
if(!target.needsToDiscard()) return 1;
return 0.1;
}
else{
if(!nh) return -0.05;
if(target.hp==1) return -1;
if(target.hp==2) return -2.5;
if(target.hp==3) return -2;
return -0.5;
}
}
}
},
global:['hupeng2','hupeng3','hupeng4']
},
hupeng2:{
mod:{
cardDiscardable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardEnabled:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardUsable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardRespondable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardSavable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
},
ai:{
effect:{
target:function(card,player,target){
if(target.countCards('h','gw_dudayuanshuai1')&&get.attitude(player,target)<0){
return 0.4;
}
}
}
}
},
hupeng3:{
trigger:{player:'phaseEnd'},
silent:true,
filter:function(event,player){
return player.countCards('h','gw_dudayuanshuai2');
},
content:function(){
var hs=player.getCards('h');
var hs2=player.getCards('h','gw_dudayuanshuai2');
hs.remove(hs2);
if(hs.length){
hs2.addArray(hs.randomGets(hs2.length));
}
player.discard(hs2);
}
},
hupeng4:{
trigger:{target:'useCardToBefore'},
forced:true,
popup:false,
filter:function(event,player){
if(event.player==player) return false;
var num=player.countCards('h','gw_dudayuanshuai1');
return num>0;
},
content:function(){
'step 0'
player.chooseToUse({name:'gw_dudayuanshuai1'},'是否对'+get.translation(trigger.card)+'使用【杜达元帅】?').set('ai1',function(card){
return _status.event.bool;
}).set('bool',-get.effect(player,trigger.card,trigger.player,player));
trigger.gw_dudayuanshuai1=true;
'step 1'
delete trigger.gw_dudayuanshuai1;
}
},
2017-05-15 17:44:43 +00:00
hunmo:{
enable:'phaseUse',
filter:function(event,player){
return game.hasPlayer(function(current){
return lib.skill.hunmo.filterTarget(null,player,current);
});
},
filterTarget:function(card,player,target){
2017-06-07 07:36:48 +00:00
if(target==player) return false;
2017-06-07 08:10:45 +00:00
if(target.hasSkill('hunmo2')) return false;
2017-06-29 05:22:36 +00:00
var nh=player.countCards('h');
var nh2=target.countCards('h');
if(nh<2) return nh2<2;
else return nh2>=2;
2017-05-15 17:44:43 +00:00
},
content:function(){
2017-06-29 05:22:36 +00:00
'step 0'
target.addTempSkill('hunmo2');
player.addTempSkill('hunmo3');
if(player.countCards('h')<2){
game.asyncDraw([target,player]);
2017-05-15 17:44:43 +00:00
}
2017-06-29 05:22:36 +00:00
else{
player.chooseToDiscard('h',true).delay=false;
target.chooseToDiscard('h',true).delay=false;
2017-05-15 17:44:43 +00:00
}
2017-06-29 05:22:36 +00:00
'step 1'
game.delay();
if(typeof player.storage.hunmo!='number'){
player.storage.hunmo=1;
}
else{
player.storage.hunmo++;
2017-05-15 17:44:43 +00:00
}
},
ai:{
2017-06-07 07:36:48 +00:00
order:function(){
var player=_status.event.player;
2017-06-29 05:22:36 +00:00
if(player.countCards('h')<2) return 11;
return 6;
2017-06-07 07:36:48 +00:00
},
2017-05-15 17:44:43 +00:00
threaten:1.2,
result:{
target:function(player,target){
2017-06-29 05:22:36 +00:00
if(player.countCards('h')<2) return 1;
if(player.hasCard(function(card){
return get.value(card)<=5
})){
2017-05-15 17:44:43 +00:00
return -1;
}
}
}
2017-06-29 05:22:36 +00:00
},
group:'hunmo_draw',
subSkill:{
draw:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.hasSkill('hunmo3')&&player.countCards('h')<2;
},
frequent:true,
content:function(){
var num=2-player.countCards('h');
if(num>0) player.draw(num);
}
},
2017-05-15 17:44:43 +00:00
}
},
2017-06-07 08:10:45 +00:00
hunmo2:{},
2017-06-29 05:22:36 +00:00
hunmo3:{},
2017-05-13 08:56:28 +00:00
shuijian:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
var targets=player.getEnemies();
var num=0;
for(var i=0;i<targets.length;i++){
num+=get.sgn(get.effect(targets[i],{name:'wanjian'},player,player));
}
event.targets=targets;
player.chooseToDiscard(get.prompt('shuijian')).set('ai',function(card){
if(num>=3) return 10-get.value(card);
if(num>=2) return 9-get.value(card);
if(num>=1) return 7-get.value(card);
return 0;
}).logSkill='shuijian';
'step 1'
if(result.bool){
for(var i=0;i<event.targets.length;i++){
event.targets[i].addExpose(0.1);
}
player.useCard({name:'wanjian'},event.targets);
}
},
ai:{
threaten:1.6
}
},
2017-05-13 08:07:06 +00:00
yunhuo:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
2017-06-15 16:31:00 +00:00
return game.roundNumber%4==0&&event.skill!='yunhuo';
2017-05-13 08:07:06 +00:00
},
forced:true,
content:function(){
'step 0'
2017-05-17 06:45:21 +00:00
player.insertPhase();
2017-05-13 08:07:06 +00:00
event.list=player.getEnemies().sortBySeat();
'step 1'
if(event.list.length){
var target=event.list.shift();
player.line(target,'fire');
if(target.countCards('h')){
target.randomDiscard('h',false);
}
else{
target.damage('fire');
}
event.redo();
}
'step 2'
game.delayx();
}
},
yinzhang:{
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
check:function(card){
return 8-get.value(card)
},
content:function(){
'step 0'
var list=get.typeCard('spell_silver').randomGets(3);
if(!list.length){
event.finish();
return;
}
var dialog=ui.create.dialog('选择一张加入你的手牌',[list,'vcard'],'hidden');
player.chooseButton(dialog,true);
'step 1'
player.gain(game.createCard(result.links[0][2]),'draw');
},
ai:{
order:8,
2017-05-15 13:35:30 +00:00
threaten:1.3,
2017-05-13 08:07:06 +00:00
result:{
player:1
},
}
},
2017-04-15 00:25:50 +00:00
tianbian:{
trigger:{player:'phaseUseBegin'},
direct:true,
content:function(){
'step 0'
var num1=0,num2=0;
var choice;
if(player.hasUnknown(2)){
if(game.dead.length==0){
choice='选项二';
2017-03-21 09:24:19 +00:00
}
2017-04-15 00:25:50 +00:00
else{
choice='cancel2';
2017-03-21 09:24:19 +00:00
}
2017-04-15 00:25:50 +00:00
}
else{
game.countPlayer(function(current){
var att=get.attitude(player,current);
if(att>0){
num1++;
2017-03-21 09:24:19 +00:00
}
2017-04-15 00:25:50 +00:00
else if(att<0){
num2++;
}
});
choice=(num1>num2)?'选项一':'选项二';
}
player.chooseControl('选项一','选项二','cancel2',function(){
return choice;
}).set('prompt',get.prompt('tianbian')).set('choiceList',['随机使用一张对全场有正面效果的牌','随机使用一张对全场有负面效果的牌']);
'step 1'
if(result.control!='cancel2'){
player.logSkill('tianbian');
var list=[];
for(var i in lib.card){
if(lib.inpile.contains(i)&&
lib.card[i].selectTarget==-1&&
lib.card[i].type!='equip'&&
lib.card[i].ai&&lib.card[i].ai.tag&&
lib.card[i].ai.tag.multitarget){
if(lib.card[i].ai.tag.multineg){
if(result.control=='选项二'){
list.push(i);
}
}
else{
if(result.control=='选项一'){
list.push(i);
}
2017-03-21 09:24:19 +00:00
}
}
}
2017-04-15 00:25:50 +00:00
var name=null;
while(list.length){
name=list.randomRemove();
if(game.hasPlayer(function(current){
return player.canUse(name,current)
})){
break;
}
else{
name=null;
}
2017-03-21 09:24:19 +00:00
}
2017-04-15 00:25:50 +00:00
if(name){
var targets=game.filterPlayer(function(current){
return player.canUse(name,current);
});
targets.sortBySeat();
player.useCard({name:name},targets);
2017-03-21 09:24:19 +00:00
}
}
}
},
2017-04-15 00:25:50 +00:00
gwxiaoshou:{
enable:'phaseUse',
usable:2,
filterTarget:function(card,player,target){
2017-05-12 08:05:59 +00:00
return target.isMaxHp();
2017-03-21 09:24:19 +00:00
},
2017-04-15 00:25:50 +00:00
check:function(card){return 7-get.value(card);},
position:'he',
filterCard:true,
content:function(){
target.damage();
},
ai:{
result:{
target:function(player,target){
return get.damageEffect(target,player);
},
},
order:7
2017-03-14 15:35:47 +00:00
}
2017-03-11 16:19:35 +00:00
},
2017-04-15 00:25:50 +00:00
kuanglie:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
return event.target&&event.target!=player&&event.target.countCards('he')&&get.color(event.card)=='black';
},
init:function(player){
player.storage.kuanglie=0;
},
forced:true,
content:function(){
trigger.target.randomDiscard();
player.storage.kuanglie++;
if(player.storage.kuanglie%2==0){
player.draw();
2017-03-11 16:19:35 +00:00
}
}
},
2017-04-15 00:25:50 +00:00
kuanglie2:{},
gwjiquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he');
},
selectTarget:[1,Infinity],
content:function(){
'step 0'
player.gainPlayerCard(target,'he',true);
'step 1'
target.useCard({name:'sha'},player);
},
ai:{
threaten:1.4,
order:7,
result:{
target:function(player,target){
if(player.getEquip('tengjia')||player.getEquip('bagua')) return -1;
if(get.effect(player,{name:'sha'},target,player)>=0) return -1;
if(!player.hasShan()){
if(ui.selected.targets.length) return 0;
if(player.hp>=4) return -1;
if(player.hp>=3&&target.hp==1) return -1;
return 0;
}
var num=player.countCards('h','shan');
if(num<1){
num=1;
}
if(ui.selected.targets.length>=num){
return 0;
}
return -1;
}
}
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}
},
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nuhou_old:{
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enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
check:function(card){
return 7-get.value(card)
},
content:function(){
'step 0'
var list=player.getEnemies();
list.sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
var current=event.list.shift();
var he=current.getCards('he');
player.line(current,'green');
if(he.length){
current.discard(he.randomGet());
current.addExpose(0.2);
}
event.redo();
}
},
ai:{
order:8.5,
result:{
player:1
},
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},
},
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nuhou:{
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
player.chooseToDiscard(get.prompt2('nuhou'),'he').set('ai',function(card){
return 8-get.useful(card);
}).set('logSkill','nuhou');
'step 1'
if(result.bool){
var targets=player.getEnemies();
if(targets.length){
var target=targets.randomGet();
player.line(target,'green');
target.damage();
target.randomDiscard();
}
}
},
ai:{
threaten:0.8,
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
var nh=target.countCards('he');
if(player.hasSkillTag('jueqing',false,target)||nh==0) return [1,-2];
if(!target.hasFriend()||nh<=1) return;
if(target.hp>=2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
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shewu:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:[1,3],
check:function(card){
if(!ui.selected.cards.length){
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return 8-get.value(card)
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}
var player=_status.event.player;
if(player.isDamaged()){
var hs=player.getCards('h');
var num=0;
for(var i=0;i<hs.length;i++){
if(get.value(hs[i])<6){
num++;
}
}
if(num>=3){
return 6-get.value(card);
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}
}
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return 0;
},
content:function(){
player.draw(3);
if(cards.length>=2){
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player.addTempSkill('shewu_dist');
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}
if(cards.length==3){
player.recover();
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}
},
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ai:{
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order:4,
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result:{
player:1
},
threaten:1.6
},
subSkill:{
dist:{
mod:{
targetInRange:function(){
return true;
}
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}
}
}
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},
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gwzhanjiang:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return !player.hasSkill('gwzhanjiang2')&&event.player!=player;
},
content:function(){
'step 0'
var bool=(get.effect(trigger.player,{name:'sha'},player,player)>0&&
Math.abs(get.attitude(player,trigger.player))>1&&
game.hasPlayer(function(current){
return get.attitude(current,player)>0&&current.hasSha();
}));
var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
next.ai=function(card){
if(bool) return 7-get.value(card);
return 0;
};
next.logSkill=['gwzhanjiang',trigger.player];
'step 1'
if(result.bool){
player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'});
event.targets=game.filterPlayer(function(current){
return current!=trigger.player;
});
event.targets.sortBySeat(trigger.player);
event.num=0;
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}
else{
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event.finish();
}
'step 2'
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.hasSha()){
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1).oncard=function(card,player){
player.draw();
};
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}
else{
event.redo();
}
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}
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else{
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event.finish();
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}
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'step 3'
if(result.bool){
event.num++;
if(event.num>=2){
return;
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}
}
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event.goto(2);
},
ai:{
expose:0.2,
threaten:1.4
},
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},
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gwzhanjiang2:{},
gwzhanjiang3:{
trigger:{player:'useCard'},
filter:function(event){
return event.card.name=='sha'&&event.getParent(2).name=='gwzhanjiang';
},
forced:true,
popup:false,
content:function(){
player.draw();
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}
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},
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gwchuanxin_old:{
trigger:{player:'shaAfter'},
filter:function(event,player){
if(player.storage.gwchuanxin&&player.storage.gwchuanxin.length>=4) return false;
return event.target.isAlive();
},
check:function(event,player){
return get.effect(event.target,{name:'sha'},player,player)>0
},
logTarget:'target',
logLine:false,
content:function(){
'step 0'
event.card=get.cards()[0];
player.showCards(event.card,get.translation(player)+'对'+get.translation(trigger.player)+'发动了【穿心】');
'step 1'
if(player.storage.gwchuanxin&&!player.storage.gwchuanxin.contains(get.suit(event.card))){
player.useCard({name:'sha'},[event.card],trigger.target,false);
}
},
group:['gwchuanxin_count1','gwchuanxin_count2'],
subSkill:{
count1:{
trigger:{global:'phaseBegin'},
silent:true,
content:function(){
player.storage.gwchuanxin=[];
}
},
count2:{
trigger:{player:'useCard'},
silent:true,
// filter:function(event){
// return event.card&&event.card.name=='sha';
// },
content:function(){
for(var i=0;i<trigger.cards.length;i++){
player.storage.gwchuanxin.add(get.suit(trigger.cards[i]));
}
}
}
},
ai:{
presha:true,
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}
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},
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gwchuanxin:{
trigger:{player:'shaAfter'},
filter:function(event,player){
return event.target.isAlive();
},
check:function(event,player){
return get.effect(event.target,{name:'sha'},player,player)>0
},
logTarget:'target',
// logLine:false,
content:function(){
'step 0'
var cards=get.cards();
player.showCards(cards,get.translation(player)+'发动了【穿心】');
event.bool=(get.color(cards[0])=='black');
'step 1'
if(event.bool){
player.useCard({name:'sha'},trigger.target,false).animate=false;
}
},
mod:{
attackFrom:function(from,to,distance){
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return distance-from.hp+1;
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}
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}
},
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fengjian:{
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
var type=get.type(event.card,'trick');
return type=='trick'&&game.hasPlayer(function(current){
return player.canUse('sha',current,false)&&!event.targets.contains(current);
2017-03-02 13:06:03 +00:00
});
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},
content:function(){
"step 0"
player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
return player.canUse('sha',target,false)&&!trigger.targets.contains(target);
}).ai=function(target){
return get.effect(target,{name:'sha',nature:'thunder'},player,player);
}
"step 1"
if(result.bool){
player.logSkill('fengjian');
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if(!event.isMine()){
game.delay();
}
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player.useCard({name:'sha',nature:'thunder'},result.targets,false);
player.addTempSkill('qianxing',{player:'phaseBegin'});
}
},
ai:{
expose:0.2,
threaten:1.5,
noautowuxie:true,
},
// group:'fengjian_hide',
// subSkill:{
// hide:{
// trigger:{source:'damageEnd'},
// forced:true,
// popup:false,
// filter:function(event,player){
// return event.getParent(3).name=='fengjian';
// },
// content:function(){
// player.addTempSkill('qianxing',{player:'phaseBegin'});
// }
// }
// }
},
huandie:{
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){
return target!=player;
}).ai=function(target){
return get.attitude(player,target);
}
'step 1'
if(result.bool){
result.targets.sortBySeat();
result.targets.unshift(player);
player.logSkill('huandie',result.targets);
game.asyncDrawAuto(result.targets,function(current){
return current==player?1:2;
2017-03-02 13:06:03 +00:00
});
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player.addTempSkill('huandie_discard');
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}
},
ai:{
threaten:1.5
},
subSkill:{
discard:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.countCards('h')>current.hp;
});
},
logTarget:function(){
return game.filterPlayer(function(current){
return current.countCards('h')>current.hp;
}).sortBySeat();
},
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current.countCards('h')>current.hp;
}).sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
event.list.shift().chooseToDiscard('h',true,2);
event.redo();
}
2017-03-02 13:06:03 +00:00
}
}
}
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},
xuezhou:{
trigger:{player:'phaseBegin'},
direct:true,
unique:true,
forceunique:true,
intro:{
content:function(storage,player){
var name=get.translation(player);
if(storage==1){
return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力';
}
else if(storage==2){
return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力';
}
else{
return '未发动';
}
}
},
content:function(){
'step 0'
var next=player.chooseControl('选项一','选项二','cancel2',function(){
if(Math.random()<0.65) return 0;
return 1;
});
next.prompt=get.prompt('xuezhou');
next.choiceList=[
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'每当一名其他角色在一个回合中首次受到伤害,该角色失去一点体力,你回复一点体力',
'每当一名其他角色在一个回合中首次造成伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
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];
'step 1'
if(result.control=='cancel2'){
player.unmarkSkill('xuezhou');
delete _status.xuezhou;
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}
else{
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player.logSkill('xuezhou');
player.storage.xuezhou=result.index+1;
player.syncStorage('xuezhou');
player.markSkill('xuezhou');
_status.xuezhou=player;
2017-03-02 13:06:03 +00:00
}
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},
ai:{
threaten:2.5
},
global:'xuezhou_hp'
},
xuezhou_hp:{
trigger:{source:'damageEnd',player:'damageEnd'},
filter:function(event,player){
if(!_status.xuezhou) return false;
if(player==_status.xuezhou) return false;
if(!player.isIn()||!_status.xuezhou.isIn()) return false;
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if(_status.currentPhase.hasSkill('xuezhou_hp2')) return false;
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switch(_status.xuezhou.storage.xuezhou){
case 1:return player==event.player;
case 2:return player==event.source;
default:return false;
2017-03-02 13:06:03 +00:00
}
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},
silent:true,
content:function(){
'step 0'
game.delayx();
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_status.currentPhase.addTempSkill('xuezhou_hp2');
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'step 1'
_status.xuezhou.logSkill('xuezhou',player);
player.loseHp();
if(_status.xuezhou!=trigger.player){
_status.xuezhou.recover();
}
}
},
2017-07-23 07:32:56 +00:00
xuezhou_hp2:{},
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fayin:{
trigger:{player:'shaBegin'},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
var target=trigger.target;
var bool=get.attitude(player,target)<0;
var next=player.chooseToDiscard('he',get.prompt('fayin',target));
next.ai=function(card){
if(bool) return 7-get.value(card);
return 0;
};
next.logSkill=['fayin',target];
'step 1'
if(result.bool){
var target=trigger.target;
var num=5;
if(target.isMad()){
num=4;
}
switch(Math.floor(Math.random()*num)){
case 0:target.randomDiscard(2);break;
case 1:target.damage('fire');break;
case 2:player.changeHujia();break;
case 3:target.turnOver();target.draw();break;
case 4:target.goMad({player:'phaseBegin'});break;
}
2017-03-02 13:06:03 +00:00
}
}
},
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gwbaquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
},
content:function(){
'step 0'
var hs=target.getCards('h');
player.gain(hs,target);
target.$giveAuto(hs,player);
event.hs=hs;
'step 1'
var damage=(target.hp>=player.hp&&get.damageEffect(target,player,player)>0);
var hs=event.hs;
if(damage&&target.hp>1){
for(var i=0;i<hs.length;i++){
if(get.value(hs[i],player,'raw')>=8){
damage=false;break;
}
2017-03-02 13:06:03 +00:00
}
}
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player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
if(damage){
return hs.contains(card)?1:0;
}
else{
return -get.value(card,player,'raw');
}
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}
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if(!event.isMine()) game.delay();
'step 2'
target.gain(result.cards,player);
player.$giveAuto(result.cards,target);
event.hs2=result.cards;
if(player.hp>target.hp){
event.finish();
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
'step 3'
for(var i=0;i<event.hs2.length;i++){
if(!event.hs.contains(event.hs2[i])) return;
2017-03-02 13:06:03 +00:00
}
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player.line(target);
target.damage();
},
ai:{
order:11,
result:{
target:function(player,target){
return -Math.sqrt(target.countCards('h'));
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}
}
}
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},
hunmo_old:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.countCards('h')!=Math.min(3,player.hp);
},
selectTarget:[1,3],
content:function(){
var dh=Math.min(3,player.hp)-target.countCards('h');
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if(dh>0){
target.draw(dh,false);
target.$draw(dh);
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game.delay(0.5);
2017-03-21 09:24:19 +00:00
}
else if(dh<0){
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target.chooseToDiscard(-dh,true);
if(player!=target) player.useCard({name:'sha'},target,false);
2017-03-21 09:24:19 +00:00
}
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},
ai:{
order:11,
result:{
target:function(player,target){
var dh=Math.min(3,player.hp)-target.countCards('h');
if(dh<0){
dh+=get.sgn(get.effect(target,{name:'sha'},player,target));
}
return dh;
}
2017-03-02 13:06:03 +00:00
}
}
2017-03-02 16:46:02 +00:00
},
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hunmo_old2:{
trigger:{player:['phaseBegin','phaseEnd']},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){
return target.countCards('h')!=Math.min(3,target.hp);
}).ai=function(target){
return get.attitude(player,target)*(Math.min(3,target.hp)-target.countCards('h'));
}
'step 1'
if(result.bool){
player.logSkill('hunmo',result.targets);
event.targets=result.targets.slice(0);
event.targets.sortBySeat();
}
else{
event.finish();
}
'step 2'
if(event.targets.length){
var target=event.targets.shift();
var dh=Math.min(3,target.hp)-target.countCards('h');
if(dh>0){
target.draw(dh,false);
target.$draw(dh);
2017-03-02 13:06:03 +00:00
}
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else if(dh<0){
target.chooseToDiscard(-dh,true).delay=false;
2017-03-02 13:06:03 +00:00
}
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game.delay(0.5);
event.redo();
}
}
},
huihun:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
if(!player.storage.huihun) return false;
for(var i=0;i<player.storage.huihun.length;i++){
if(get.position(player.storage.huihun[i])=='d') return true;
2017-03-02 13:06:03 +00:00
}
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return false;
2017-03-02 13:06:03 +00:00
},
2017-04-15 00:25:50 +00:00
frequent:true,
content:function(){
var list=[];
for(var i=0;i<player.storage.huihun.length;i++){
if(get.position(player.storage.huihun[i])=='d'){
list.push(player.storage.huihun[i]);
if(list.length>=2) break;
}
2017-03-02 13:06:03 +00:00
}
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player.gain(list,'gain2','log');
},
ai:{
threaten:1.8,
},
group:['huihun_count','huihun_count2'],
subSkill:{
count:{
trigger:{player:'useCard'},
silent:true,
filter:function(event,player){
return _status.currentPhase==player;
},
content:function(){
if(!player.storage.huihun){
player.storage.huihun=[];
}
for(var i=0;i<trigger.cards.length;i++){
if(get.color(trigger.cards[i])=='red'){
player.storage.huihun.add(trigger.cards[i]);
}
}
}
},
count2:{
trigger:{player:'phaseAfter'},
silent:true,
content:function(){
delete player.storage.huihun;
}
2017-03-02 13:06:03 +00:00
}
}
},
2017-05-13 08:07:06 +00:00
lanquan:{
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enable:'phaseUse',
usable:1,
onChooseToUse:function(event){
var cards=[];
var num=6;
if(ui.cardPile.childNodes.length<num){
var discardcards=get.cards(num);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
2017-03-02 13:06:03 +00:00
}
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for(var i=0;i<num;i++){
cards.push(ui.cardPile.childNodes[i]);
}
2017-05-13 08:07:06 +00:00
event.set('lanquancards',cards);
2017-03-02 13:06:03 +00:00
},
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chooseButton:{
dialog:function(event,player){
2017-06-02 02:58:40 +00:00
return ui.create.dialog('选择一张牌使用',event.lanquancards);
2017-04-15 00:25:50 +00:00
},
filter:function(button,player){
var evt=_status.event.getParent();
if(evt&&evt.filterCard){
var type=get.type(button.link,'trick');
2017-05-13 08:07:06 +00:00
return evt.filterCard(button.link,player,evt);
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}
return false;
},
check:function(button){
return get.value(button.link);
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:links[0],
}
},
prompt:function(links,player){
return '选择'+get.translation(links)+'的目标';
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}
},
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ai:{
order:12,
result:{
player:1
},
threaten:1.5
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}
},
},
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card:{
gw_dudayuanshuai1:{
type:'special',
fullimage:true,
derivation:'gw_zhuoertan',
vanish:true,
addinfo:'小伙伴',
notarget:true,
content:function(){
var evt=event.getParent(3)._trigger;
if(evt.gw_dudayuanshuai1){
evt.untrigger();
evt.finish();
}
if(evt.cards){
player.gain(evt.cards,'gain2');
}
},
ai:{
value:10,
useful:9,
result:{
player:1
},
}
},
gw_dudayuanshuai2:{
type:'special',
fullimage:true,
derivation:'gw_zhuoertan',
vanish:true,
addinfo:'捣蛋鬼',
},
},
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translate:{
gw_huoge:'霍格',
gw_aisinie:'埃丝涅',
gw_gaier:'盖尔',
gw_enxier:'恩希尔',
gw_kuite:'奎特',
gw_dagong:'达贡',
gw_airuiting:'艾瑞汀',
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gw_fuertaisite:'弗尔泰斯特',
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gw_falanxisika:'法兰西斯卡',
gw_haluo:'哈洛',
gw_hengsaite:'亨赛特',
gw_kaerweite:'卡尔维特',
gw_bulanwang:'布兰王',
gw_fulisi:'符里斯',
gw_laduoweide:'拉多维德',
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gw_jieluote:'杰洛特',
gw_yenaifa:'叶奈法',
gw_telisi:'特莉斯',
gw_xili:'希里',
gw_luoqi:'罗契',
gw_yioufeisi:'伊欧菲斯',
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gw_aigeleisi:'艾格蕾斯',
gw_aokeweisite:'奥克维斯特',
gw_kaxier:'卡西尔',
gw_luobo:'萝卜',
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gw_mieren:'尔米恩',
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gw_sanhanya:'三寒鸦',
gw_shanhu:'珊瑚',
gw_zhangyujushou:'章鱼巨兽',
gw_zhuoertan:'卓尔坦',
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gw_meizi:'梅兹',
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gw_aimin:'艾敏',
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gw_puxila:'普希拉',
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gw_xigedelifa:'希格德莉法',
gw_laomaotou:'毛矛头',
gw_laomaotou2:'毛矛头',
gw_qigaiwang:'乞丐王',
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test:'每当你使用一张牌,你随机重铸一张手牌',
gwchenshui:'沉睡',
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gwchenshui_bg:'睡',
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gwchenshui_info:'锁定技你防止即将造成或受到的伤害改为令伤害来随机源获得对方一张牌结束阶段若你自上次沉睡起累计发动了至少3次沉睡效果你解除沉睡状态对所有敌方角色造成一点伤害然后切换至觉醒状态',
gwliedi:'裂地',
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gwliedi_info:'锁定技,你造成的伤害+XX为你到该角色距离的一半向下取整结束阶段若你连续两轮未造成伤害你切换至沉睡状态',
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julian:'巨敛',
julian_info:'出牌阶段开始时,你可以摸若干张牌直到你的手牌数为全场最多或之一',
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gwfusheng:'复生',
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gwfusheng_info:'当一名未翻面的角色进入濒死状态时,你可以令其翻面并回复一点体力,然后你与其各摸一张牌(目标为自己时只摸一张)',
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gwqinwu:'琴舞',
gwqinwu2:'琴舞',
gwqinwu_info:'每当你使用一张基本牌,你可以令一名角色摸一张牌并获得技能【琴舞】直到其下一回合结束',
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huanshu:'幻术',
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huanshu2:'幻术',
huanshu3:'幻术',
huanshu_info:'结束阶段,你可以将一张手牌背面朝上置于你的武将牌上;当一名敌方角色使用一张与之颜色相同的锦囊牌时,你展示并移去此牌,取消锦囊的效果,然后摸两张牌;准备阶段,你移去武将牌上的“幻术”牌',
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gwjieyin:'结印',
gwjieyin_info:'出牌阶段,你可以视为使用瘟疫、燕子药水或昆恩法印(不能重复使用同一法术),技能两轮重置一次',
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zhengjun:'整军',
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zhengjun_info:'锁定技每当你使用或打出一张卡牌若这是你在本局游戏中使用或打出的第二张与之同名的牌你增加一点体力和体力上限结束阶段你可以观看牌堆顶的X张牌并获得其中一张X为你以此法增加的体力上限数',
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gwxuezhan:'血战',
gwxuezhan_info:'准备阶段,若你的手牌数为全场最少或之一,你可以获得一张十字召唤',
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jielue:'劫掠',
jielue_info:'当你于回合内首次使用基本牌时,你可以获得两张该牌的复制',
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gwfengchi:'风驰',
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gwfengchi_info:'锁定技出牌阶段开始时你随机观看3个可以在出牌阶段使用的技能并获得其中一个技能直到此阶段结束',
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gwjushi:'巨噬',
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gwjushi2:'巨噬',
gwjushi_info:'出牌阶段限一次你可以将一名距离1以内的其他角色的一张随机牌置于你的武将牌上当你受到伤害后令“巨噬”牌回到原来的位置准备阶段你获得武将牌上的“巨噬”牌',
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bolang:'搏浪',
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bolang_info:'准备阶段你可以观看牌堆顶的6张牌然后将其中至多3张移入弃牌堆每当你造成一次伤害你可以从弃牌堆中获得一张以此法移入弃牌堆的牌每回合限发动一次',
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lingji:'灵计',
lingji_info:'出牌阶段限一次,你可以摸两张牌并弃置两张牌,若弃置的牌花色相同,你获得一张随机铜卡;若弃置的牌点数相同,你获得一张随机银卡',
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gwjinyan:'金焰',
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gwjinyan_info:'锁定技准备阶段若游戏轮数为3的倍数你获得一张随机金卡当游戏轮数不是3的倍数时你防止所有伤害',
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gwshenyu:'神愈',
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gwshenyu_info:'准备阶段,你可以令一名角色选择一项:回复一点体力,或从弃牌堆中获得一张非金法术牌(直到洗牌前该牌不能再以此法获得)',
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junchi:'骏驰',
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junchi_info:'每当一名其他角色使用一张杀,若目标不是你,你可以对杀的目标使用一张牌,并摸一张牌',
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junchi_old_info:'当一名其他角色使用杀对一个目标结算后,该角色可以交给你一张牌,然后你可以对杀的目标使用一张牌,若如此做,你回复一点体力,杀的使用者摸一张牌',
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gw_dudayuanshuai1:'杜达元帅',
gw_dudayuanshuai1_info:'当你成为其他角色使用牌的目标时,你可以使用此牌取消之,然后获得对你使用的牌',
gw_dudayuanshuai2:'杜达元帅',
gw_dudayuanshuai2_info:'你不能使用、打出或弃置此牌;结束阶段,若此牌在你手牌中,你弃置之并随机弃置一张手牌',
hupeng:'呼朋',
hupeng_info:'出牌阶段限一次,你可以弃置一张牌并将一张杜达元帅置入一名角色的手牌',
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shuijian:'水箭',
shuijian_info:'准备阶段,你可以弃置一张手牌视为对所有敌方角色使用一张万箭齐发',
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yunhuo:'陨火',
yunhuo_info:'锁定技准备阶段若游戏轮数为4的倍数你令所有敌方角色随机弃置一张手牌若没有手牌改为受到一点火焰伤害然后在此回合结束后获得一个额外回合',
yinzhang:'银杖',
yinzhang_info:'出牌阶段限一次你可以弃置一张牌然后从3张随机亮出的牌中选择一张加入手牌',
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tianbian:'天变',
tianbian_info:'出牌阶段开始时,你可以选择一项:随机使用一张对全场有正面效果的牌;或随机使用一张对全场有负面效果的牌',
gwxiaoshou:'枭首',
gwxiaoshou_info:'出牌阶段限两次,你可以弃置一张牌对场上体力值最高(或之一)的一名角色造成一点伤害',
kuanglie:'狂猎',
kuanglie_info:'锁定技,当一名其他角色成为你的黑色牌的目标后,该角色随机弃置一张牌;每当你发动两次“狂猎”,你摸一张牌',
gwjiquan:'集权',
gwjiquan_info:'出牌阶段限一次,你可以从任意名角色处各获得一张牌,每拿一张牌,被拿牌的角色视为对你使用一张杀',
nuhou:'怒吼',
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nuhou_info:'每当你受到一次伤害,你可以弃置一张牌,然后对一名随机敌人造成一点伤害并随机弃置其一张牌',
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shewu:'蛇舞',
shewu_info:'出牌阶段限一次你可以弃置1至3张牌然后摸3张牌若你弃置了至少2张牌你本回合使用卡牌无视距离若你弃置了3张牌你回复一点体力',
gwzhanjiang:'斩将',
gwzhanjiang_info:'每轮限一次,在一名角色的准备阶段,你可以弃置一张牌,然后所有角色可以对该角色使用一张杀,出杀的角色在响应时摸一张牌,当有至少两名角色响应后停止结算',
gwchuanxin:'穿心',
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gwchuanxin_info:'你的攻击范围基数为你当前体力值;每当你对一名角色使用杀结算完毕后,你可以亮出牌堆顶的一张牌,若为黑色,视为对目标再使用一张杀',
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fengjian:'风剑',
fengjian_info:'每当你使用一张锦囊牌,你可以视为对一名不是此牌目标的角色使用一张雷杀,若如此做,你获得潜行直到下一回合开始',
huandie:'幻蝶',
huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
xuezhou:'血咒',
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xuezhou_info:'准备阶段你可以选择一项效果直到下一回合开始1. 每当一名其他角色在一个回合中首次受到伤害该角色失去一点体力你回复一点体力2. 每当一名其他角色在一个回合中首次造成伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
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fayin:'法印',
fayin_info:'每当你使用一张杀你可以弃置一张牌并获得一个随机法印效果1. 目标随机弃置两张牌2. 目标进入混乱状态直到下一回合开始3. 对目标造成一点火属性伤害4. 获得一点护甲5. 令目标翻面并摸一张牌',
gwbaquan:'霸权',
gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
hunmo:'魂墨',
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hunmo_info:'出牌阶段若你手牌数小于2你可以选择一名手牌数小于2的角色与其各摸一张牌若你手牌数不小于2你可以选择一名手牌数不小于2的角色与你各弃置一张手牌结束阶段若你发动过魂墨你可以将手牌数补至2同一阶段不能对同一角色发动两次',
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huihun:'回魂',
huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
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lanquan:'远略',
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lanquan_backup:'远略',
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lanquan_info:'出牌阶段限一次你可以观看牌堆顶的6张牌并选择一张使用',
2017-05-11 09:37:48 +00:00
chaoyong:'潮涌',
chaoyong_info:'准备阶段,你可以弃置一张牌,视为对所有敌方角色使用一张南蛮入侵或万箭齐发',
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}
};
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});