noname/character/gwent.js

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character.gwent={
character:{
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gw_huoge:['male','qun',3,['quanzhang']],
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']],
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gw_laduoweide:['male','wei',4,['gwxiaoshou']],
gw_dagong:['male','qun',4,['tianbian']],
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// gw_bulanwang:['male','qun',3,[]],
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// gw_kuite:['male','qun',3,[]],
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// gw_fuertaisite:['male','qun',3,[]],
// gw_hengsaite:['male','qun',3,[]],
// gw_fulisi:['male','qun',3,[]],
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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']],
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gw_telisi:['female','wei',3,['huandie']],
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gw_xili:['female','wu',3,['fengjian']],
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gw_luoqi:['male','wei',4,['gwzhanjiang']],
gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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},
characterIntro:{
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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。',
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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。',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
skill:{
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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';
}
else{
choice='cancel2';
}
}
else{
game.countPlayer(function(current){
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var att=get.attitude(player,current);
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if(att>0){
num1++;
}
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);
}
}
}
}
var name=null;
while(list.length){
name=list.randomRemove();
if(game.hasPlayer(function(current){
return player.canUse(name,current)
})){
break;
}
else{
name=null;
}
}
if(name){
var targets=game.filterPlayer(function(current){
return player.canUse(name,current);
});
targets.sortBySeat();
player.useCard({name:name},targets);
}
}
}
},
gwxiaoshou:{
enable:'phaseUse',
usable:2,
filterTarget:function(card,player,target){
return target.isHighestHp();
},
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check:function(card){return 7-get.value(card);},
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position:'he',
filterCard:true,
content:function(){
target.damage();
},
ai:{
result:{
target:function(player,target){
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return get.damageEffect(target,player);
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},
},
order:7
}
},
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kuanglie:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
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return event.target&&event.target!=player&&event.target.countCards('he')&&get.color(event.card)=='black';
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},
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();
}
}
},
kuanglie2:{},
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gwjiquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
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return target!=player&&target.countCards('he');
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},
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;
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if(get.effect(player,{name:'sha'},target,player)>=0) return -1;
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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;
}
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var num=player.countCards('h','shan');
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if(num<1){
num=1;
}
if(ui.selected.targets.length>=num){
return 0;
}
return -1;
}
}
}
},
nuhou:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
check:function(card){
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return 7-get.value(card)
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},
content:function(){
'step 0'
var list=player.getEnemies();
list.sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
var current=event.list.shift();
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var he=current.getCards('he');
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player.line(current,'green');
if(he.length){
current.discard(he.randomGet());
current.addExpose(0.2);
}
event.redo();
}
},
ai:{
order:8.5,
result:{
player:1
},
},
},
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 6-get.value(card)
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}
var player=_status.event.player;
if(player.isDamaged()){
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var hs=player.getCards('h');
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var num=0;
for(var i=0;i<hs.length;i++){
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if(get.value(hs[i])<6){
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num++;
}
}
if(num>=3){
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return 6-get.value(card);
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}
}
return 0;
},
content:function(){
player.draw(3);
if(cards.length>=2){
player.addTempSkill('shewu_dist','phaseAfter');
}
if(cards.length==3){
player.recover();
}
},
ai:{
order:1,
result:{
player:1
},
threaten:1.6
},
subSkill:{
dist:{
mod:{
targetInRange:function(){
return true;
}
}
}
}
},
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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'
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var bool=(get.effect(trigger.player,{name:'sha'},player,player)>0&&
Math.abs(get.attitude(player,trigger.player))>1&&
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game.hasPlayer(function(current){
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return get.attitude(current,player)>0&&current.hasSha();
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}));
var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
next.ai=function(card){
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if(bool) return 7-get.value(card);
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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);
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event.num=0;
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}
else{
event.finish();
}
'step 2'
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.hasSha()){
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event.current.addTempSkill('gwzhanjiang3','gwzhanjiangAfter');
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1);
}
else{
event.redo();
}
}
else{
event.goto(4);
}
'step 3'
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if(result.bool){
event.num++;
if(event.num>=2){
return;
}
}
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event.goto(2);
},
ai:{
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expose:0.2,
threaten:1.4
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},
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},
gwzhanjiang2:{},
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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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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'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.gwchuanxin=[];
}
},
count2:{
trigger:{player:'useCard'},
forced:true,
popup:false,
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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gwchuanxin:{
trigger:{player:'shaAfter'},
filter:function(event,player){
return event.target.isAlive();
},
check:function(event,player){
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return get.effect(event.target,{name:'sha'},player,player)>0
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},
logTarget:'target',
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logLine:false,
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content:function(){
'step 0'
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var cards=get.cards();
player.showCards(cards,get.translation(player)+'发动了【穿心】');
event.bool=(get.color(cards[0])=='black');
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'step 1'
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if(event.bool){
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player.useCard({name:'sha'},trigger.target,false);
}
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},
mod:{
attackFrom:function(from,to,distance){
return distance-from.hp;
}
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}
},
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fengjian:{
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
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var type=get.type(event.card,'trick');
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return type=='trick'&&game.hasPlayer(function(current){
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return player.canUse('sha',current,false)&&!event.targets.contains(current);
});
},
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){
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return get.effect(target,{name:'sha',nature:'thunder'},player,player);
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}
"step 1"
if(result.bool){
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player.logSkill('fengjian');
player.useCard({name:'sha',nature:'thunder'},result.targets,false);
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player.addTempSkill('qianxing',{player:'phaseBegin'});
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}
},
ai:{
expose:0.2,
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threaten:1.5,
noautowuxie:true,
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},
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// 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'});
// }
// }
// }
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},
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){
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return get.attitude(player,target);
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}
'step 1'
if(result.bool){
result.targets.sortBySeat();
result.targets.unshift(player);
player.logSkill('huandie',result.targets);
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game.asyncDrawAuto(result.targets,function(current){
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return current==player?1:2;
});
player.addTempSkill('huandie_discard','phaseAfter');
}
},
ai:{
threaten:1.5
},
subSkill:{
discard:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return game.hasPlayer(function(current){
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return current.countCards('h')>current.hp;
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});
},
logTarget:function(){
return game.filterPlayer(function(current){
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return current.countCards('h')>current.hp;
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}).sortBySeat();
},
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
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return current.countCards('h')>current.hp;
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}).sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
event.list.shift().chooseToDiscard('h',true,2);
event.redo();
}
}
}
}
},
xuezhou:{
trigger:{player:'phaseBegin'},
direct:true,
unique:true,
forceunique:true,
intro:{
content:function(storage,player){
var name=get.translation(player);
if(storage==1){
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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';
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}
else if(storage==2){
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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';
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}
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=[
'每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力',
'每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
];
'step 1'
if(result.control=='cancel2'){
player.unmarkSkill('xuezhou');
delete _status.xuezhou;
}
else{
player.logSkill('xuezhou');
player.storage.xuezhou=result.index+1;
player.syncStorage('xuezhou');
player.markSkill('xuezhou');
_status.xuezhou=player;
}
},
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;
switch(_status.xuezhou.storage.xuezhou){
case 1:return player==event.player;
case 2:return player==event.source;
default:return false;
}
},
forced:true,
popup:false,
silent:true,
content:function(){
'step 0'
game.delayx();
'step 1'
_status.xuezhou.logSkill('xuezhou',player);
player.loseHp();
if(_status.xuezhou!=trigger.player){
_status.xuezhou.recover();
}
}
},
fayin:{
trigger:{player:'shaBegin'},
direct:true,
filter:function(event,player){
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return player.countCards('he')>0;
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},
content:function(){
'step 0'
var target=trigger.target;
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var bool=get.attitude(player,target)<0;
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var next=player.chooseToDiscard('he',get.prompt('fayin',target));
next.ai=function(card){
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if(bool) return 7-get.value(card);
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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;
}
}
}
},
gwbaquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h')>0;
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},
content:function(){
'step 0'
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var hs=target.getCards('h');
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player.gain(hs,target);
target.$giveAuto(hs,player);
event.hs=hs;
'step 1'
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var damage=(target.hp>=player.hp&&get.damageEffect(target,player,player)>0);
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var hs=event.hs;
if(damage&&target.hp>1){
for(var i=0;i<hs.length;i++){
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if(get.value(hs[i],player,'raw')>=8){
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damage=false;break;
}
}
}
player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
if(damage){
return hs.contains(card)?1:0;
}
else{
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return -get.value(card,player,'raw');
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}
}
if(!event.isMine()) game.delay();
'step 2'
target.gain(result.cards,player);
player.$giveAuto(result.cards,target);
event.hs2=result.cards;
if(player.hp>target.hp){
event.finish();
}
'step 3'
for(var i=0;i<event.hs2.length;i++){
if(!event.hs.contains(event.hs2[i])) return;
}
player.line(target);
target.damage();
},
ai:{
order:11,
result:{
target:function(player,target){
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return -Math.sqrt(target.countCards('h'));
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}
}
}
},
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hunmo_old:{
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
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return target.countCards('h')!=Math.min(3,player.hp);
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},
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selectTarget:[1,3],
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content:function(){
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var dh=Math.min(3,player.hp)-target.countCards('h');
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if(dh>0){
target.draw(dh,false);
target.$draw(dh);
game.delay(0.5);
}
else if(dh<0){
target.chooseToDiscard(-dh,true);
if(player!=target) player.useCard({name:'sha'},target,false);
}
},
ai:{
order:11,
result:{
target:function(player,target){
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var dh=Math.min(3,player.hp)-target.countCards('h');
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if(dh<0){
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dh+=get.sgn(get.effect(target,{name:'sha'},player,target));
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}
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return dh;
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}
}
}
},
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hunmo_old2:{
trigger:{player:['phaseBegin','phaseEnd']},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){
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return target.countCards('h')!=Math.min(3,target.hp);
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}).ai=function(target){
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return get.attitude(player,target)*(Math.min(3,target.hp)-target.countCards('h'));
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}
'step 1'
if(result.bool){
player.logSkill('hunmo',result.targets);
event.targets=result.targets.slice(0);
event.targets.sortBySeat();
}
else{
event.finish();
}
'step 2'
if(event.targets.length){
var target=event.targets.shift();
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var dh=Math.min(3,target.hp)-target.countCards('h');
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if(dh>0){
target.draw(dh,false);
target.$draw(dh);
}
else if(dh<0){
target.chooseToDiscard(-dh,true).delay=false;
}
game.delay(0.5);
event.redo();
}
}
},
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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;
}
return false;
},
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;
}
}
player.gain(list,'gain2','log');
},
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ai:{
threaten:1.8,
},
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group:['huihun_count','huihun_count2'],
subSkill:{
count:{
trigger:{player:'useCard'},
forced:true,
popup:false,
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'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.huihun;
}
}
}
},
quanzhang:{
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]);
}
}
for(var i=0;i<num;i++){
cards.push(ui.cardPile.childNodes[i]);
}
event.set('quanzhangcards',cards);
},
chooseButton:{
dialog:function(event,player){
return ui.create.dialog('权杖:选择一张牌使用',event.quanzhangcards);
},
filter:function(button,player){
var evt=_status.event.getParent();
if(evt&&evt.filterCard){
var type=get.type(button.link,'trick');
return type!='equip'&evt.filterCard(button.link,player,evt);
}
return false;
},
check:function(button){
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return get.value(button.link);
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},
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';
}
},
ai:{
order:12,
result:{
player:1
},
threaten:1.5
}
},
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},
translate:{
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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',
gw_fuertaisite:'弗泰斯特',
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',
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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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',
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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',
2017-03-11 16:19:35 +00:00
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',
nuhou_info:'出牌阶段限一次,你可以弃置一张牌,然后所有敌人随机弃置一张牌',
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',
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gwzhanjiang:'斩将',
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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',
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gwchuanxin:'穿心',
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gwchuanxin_info:'你的攻击范围+XX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',
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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',
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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',
xuezhou_info:'准备阶段你可以选择一项效果直到下一回合开始1. 每当一名其他角色受到一次伤害该角色失去一点体力你回复一点体力2. 每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
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:'准备阶段和结束阶段你可以令任意名角色的手牌数等于其当前体力值最多为3',
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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',
quanzhang:'权杖',
quanzhang_backup:'权杖',
quanzhang_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',
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}
}