noname/card/gwent.js

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JavaScript
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'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
return {
name:'gwent',
card:{
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gw_ansha:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(card,player){
var enemies=player.getEnemies();
return game.hasPlayer(function(current){
return current.hp==1&&enemies.contains(current);
});
},
notarget:true,
contentBefore:function(){
player.$skill('暗杀','legend','metal');
game.delay(2);
},
content:function(){
var enemies=player.getEnemies();
var list=game.filterPlayer(function(current){
return current.hp==1&&enemies.contains(current);
});
if(list.length){
var target=list.randomGet();
player.line(target);
target.die()._triggered=null;
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:0.6,
}
},
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gw_xinsheng:{
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fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(card,player){
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return game.hasPlayer(function(current){
return !current.isUnseen();
});
},
notarget:true,
contentBefore:function(){
player.$skill('新生','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
var target=game.findMax(game.filterPlayer(function(current){
return !current.isUnseen();
}).randomSort(),function(current){
var att=get.attitude(player,current);
var rank=get.rank(current,true);
if(current.maxHp>=3){
if(current.hp<=1){
return att*2;
}
else if(current.hp==2){
if(att>0){
att*=1.5;
}
else{
att/=1.5;
}
}
}
if(rank>=7){
if(att>0){
return att/10;
}
return -att;
}
else if(rank<=4){
if(att<0){
return -att/10;
}
return att;
}
return Math.abs(att/2);
})[0];
event.aitarget=target;
var list=[];
for(var i in lib.character){
if(!lib.filter.characterDisabled(i)&&lib.character[i][2]>=5){
list.push(i);
}
}
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
list.remove(players[i].name);
list.remove(players[i].name1);
list.remove(players[i].name2);
}
var dialog=ui.create.dialog('选择一张武将牌','hidden');
dialog.add([list.randomGets(12),'character']);
player.chooseButton(dialog,true).ai=function(button){
if(get.attitude(player,event.aitarget)>0){
return get.rank(button.link,true);
}
else{
return -get.rank(button.link,true);
}
};
'step 1'
event.nametarget=result.links[0];
player.chooseTarget(true,'使用'+get.translation(event.nametarget)+'替换一名角色的武将牌',function(card,player,target){
return !target.isUnseen();
}).ai=function(target){
if(target==event.aitarget){
return 1;
}
else{
return 0;
}
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}
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'step 2'
var target=result.targets[0];
target.reinit(target.name,event.nametarget);
target.hp=target.maxHp;
target.update();
player.line(target,'green');
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},
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contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
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},
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ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:0.5,
}
},
gw_niuquzhijing:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(card,player){
return game.hasPlayer(function(current){
return current.hp!=player.hp;
});
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},
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notarget:true,
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contentBefore:function(){
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var list1=game.filterPlayer(function(current){
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return current.isMaxHp();
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});
var list2=game.filterPlayer(function(current){
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return current.isMinHp();
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});
player.line(list1);
for(var i=0;i<list1.length;i++){
list1[i].animate('target');
}
setTimeout(function(){
var list11=list1.slice(0);
var list22=list2.slice(0);
while(list22.length>list11.length){
list11.push(list1.randomGet());
}
while(list22.length<list11.length){
list22.push(list2.randomGet());
}
list11.sortBySeat();
list22.sortBySeat();
while(list11.length){
list11.shift().line(list22.shift(),'green');
}
},500);
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player.$skill('纽曲之镜','legend','metal');
game.delay(2);
},
content:function(){
var max=null,min=null;
for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMaxHp()){
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max=game.players[i].hp;break;
}
}
for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMinHp()){
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min=game.players[i].hp;break;
}
}
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var targets=game.filterPlayer();
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if(max!=min&&max!=null&&min!=null){
for(var i=0;i<targets.length;i++){
if(targets[i].hp==max){
targets[i].hp=min;
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targets[i].$damagepop(min-max);
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}
else if(targets[i].hp==min){
targets[i].hp=max;
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targets[i].$damagepop(max-min,'wood');
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if(targets[i].maxHp<targets[i].hp){
targets[i].maxHp=targets[i].hp;
}
}
targets[i].update();
}
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
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useful:[6,1],
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result:{
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player:function(player,target){
return game.countPlayer(function(current){
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if(current.isMaxHp()){
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return -get.sgn(get.attitude(player,current));
}
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if(current.isMinHp()){
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return get.sgn(get.attitude(player,current));
}
});
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}
},
order:3.5,
}
},
gw_zhongmozhizhan:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
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enable:true,
notarget:true,
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contentBefore:function(){
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player.line(game.filterPlayer());
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player.$skill('终末之战','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
event.num=0;
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event.targets=game.filterPlayer().sortBySeat();
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'step 1'
if(event.num<targets.length){
ui.clear();
var target=targets[event.num];
var cards=target.getCards('hej');
target.lose(cards)._triggered=null;
target.$throw(cards);
event.num++;
event.redo();
game.delay(0.7);
}
'step 2'
ui.clear();
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
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useful:[6,1],
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result:{
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player:function(player,target){
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if(player.hasUnknown()) return 0;
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return -game.countPlayer(function(current){
return current.countCards('he')*get.sgn(get.attitude(player,current));
});
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}
},
order:0.5,
}
},
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gw_youer:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('e')>0;
},
content:function(){
var cards=target.getCards('e');
target.gain(cards,'draw2');
target.draw(cards.length);
},
ai:{
basic:{
order:6,
value:7,
useful:[3,1],
},
result:{
target:function(player,target){
var num=target.countCards('e');
if(target.hasSkillTag('noe')){
num*=1.5;
}
if(target==_status.currentPhase){
num*=1.2;
}
return num/1.5;
},
},
}
},
gw_tongdi:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:true,
content:function(){
'step 0'
if(!player.countCards('h')){
event.finish();
}
else{
player.chooseCard('h','将一张手牌交给'+get.translation(target),true);
}
'step 1'
player.$giveAuto(result.cards,target);
target.gain(result.cards,player);
'step 2'
player.gainPlayerCard(target,'h',true,2,'visible');
},
ai:{
basic:{
order:8,
value:9.5,
useful:[5,1],
},
result:{
target:function(player,target){
if(player.countCards('h','gw_tongdi')==player.countCards('h')) return 0;
if(!target.countCards('h')) return 0;
return -1;
},
player:function(player,target){
if(player.countCards('h','gw_tongdi')==player.countCards('h')) return 0;
if(!target.countCards('h')) return 0;
return 0.5;
},
},
}
},
gw_fuyuan:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
savable:true,
selectTarget:-1,
content:function(){
target.recover();
target.changeHujia();
},
ai:{
basic:{
order:6,
useful:10,
value:[8,6.5,5,4],
},
result:{
target:2
},
tag:{
recover:1,
save:1,
}
}
},
gw_zhuoshao:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
return target.isMaxHp();
},
cardnature:'fire',
selectTarget:[1,Infinity],
content:function(){
target.damage('fire');
},
ai:{
basic:{
order:8.5,
value:7.5,
useful:[4,1],
},
result:{
target:-1
},
tag:{
damage:1,
fireDamage:1,
natureDamage:1,
}
}
},
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gw_butianshu:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
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enable:true,
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filterTarget:true,
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// contentBefore:function(){
// player.$skill('卜天术','legend','water');
// game.delay(2);
// },
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content:function(){
'step 0'
var list=[];
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
}
var dialog=ui.create.dialog('卜天术',[list,'vcard']);
var bing=target.countCards('h')<=1;
player.chooseButton(dialog,true,function(button){
if(ai.get.effect(target,{name:button.link[2]},player,player)>0){
if(button.link[2]=='bingliang'){
if(bing) return 2;
return 0.7;
}
if(button.link[2]=='lebu'){
return 1;
}
if(button.link[2]=='guiyoujie'){
return 0.5;
}
if(button.link[2]=='caomu'){
return 0.3;
}
return 0.2;
}
return 0;
}).filterButton=function(button){
return !target.hasJudge(button.link[2]);
};
'step 1'
var card=game.createCard(result.links[0][2]);
event.judgecard=card;
target.$draw(card);
game.delay(0.7);
'step 2'
target.addJudge(event.judgecard);
},
ai:{
value:8,
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useful:[5,1],
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result:{
player:function(player,target){
var eff=0;
for(var i in lib.card){
if(lib.card[i].type=='delay'){
var current=ai.get.effect(target,{name:i},player,player);
if(current>eff){
eff=current;
}
}
}
return eff;
}
},
order:6,
}
},
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gw_shizizhaohuan:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
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// contentBefore:function(){
// player.$skill('十字召唤','legend','water');
// game.delay(2);
// },
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content:function(){
var list=[];
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list.push(get.cardPile('juedou','cardPile'));
list.push(get.cardPile('huogong','cardPile'));
list.push(get.cardPile('nanman','cardPile'));
list.push(get.cardPile('huoshaolianying','cardPile'));
list=[list.randomGet()];
var sha=get.cardPile('sha','cardPile');
if(sha){
sha.remove();
list.push(sha);
list.push(get.cardPile('sha','cardPile'));
}
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if(list.length){
player.gain(list,'gain2');
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:6,
}
},
gw_zuihouyuanwang:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
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// contentBefore:function(){
// player.$skill('最后愿望','legend','water');
// game.delay(2);
// },
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content:function(){
'step 0'
event.num=game.countPlayer();
player.draw(event.num);
'step 1'
player.chooseToDiscard(true,event.num,'he');
},
ai:{
value:6,
useful:[4,1],
result:{
player:1
},
order:7,
}
},
gw_zirankuizeng:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:function(card,player){
if(!player.storage.gw_zirankuizeng) return false;
var evtcard=player.storage.gw_zirankuizeng[0];
var targets=player.storage.gw_zirankuizeng[1];
if(!lib.filter.cardEnabled(evtcard,player)) return false;
for(var i=0;i<targets.length;i++){
if(!targets[i].isIn()) return false;
if(!player.canUse(evtcard,targets[i],false)){
return false;
}
}
return true;
},
notarget:true,
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// contentBefore:function(){
// player.$skill('自然馈赠','legend','water');
// game.delay(2);
// },
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content:function(){
'step 0'
var info=player.storage.gw_zirankuizeng;
player.useCard(game.createCard(info[0]),info[1]);
'step 1'
player.draw();
},
ai:{
value:6,
useful:[4,1],
result:{
player:1
},
order:7,
}
},
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gw_zhihuanjun:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
filterTarget:function(card,player,target){
return target.isDamaged();
},
content:function(){
target.loseMaxHp(true);
},
ai:{
value:4,
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useful:[3,1],
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result:{
target:function(player,target){
if(target.maxHp-target.hp==1){
return -1/target.maxHp;
}
else{
return -1/target.maxHp/3;
}
}
},
order:8,
}
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},
gw_zumoshoukao:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
filterTarget:true,
content:function(){
target.addTempSkill('fengyin',{player:'phaseAfter'});
if(target.hujia){
target.changeHujia(-target.hujia);
}
},
ai:{
value:4,
useful:[4,1],
result:{
target:function(player,target){
var threaten=ai.get.threaten(target,player,true);
if(target.hujia){
threaten*=(target.hujia+1);
}
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else if(target.hasSkill('fengyin')){
return 0;
}
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return -threaten;
}
},
order:9.5,
}
},
gw_aozuzhilei:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
cardnature:'thunder',
filterTarget:function(card,player,target){
return target.hp>=player.hp;
},
content:function(){
'step 0'
target.damage('thunder');
'step 1'
if(target.isIn()){
target.draw();
}
},
ai:{
basic:{
order:1.8,
value:[6,1],
useful:[4,1],
},
result:{
target:-1
},
tag:{
damage:1,
thunderDamage:1,
natureDamage:1,
}
}
},
gw_poxiao:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
notarget:true,
content:function(){
'step 0'
var choice=1;
if(game.countPlayer(function(current){
if(current.countCards('j')){
if(get.attitude(player,current)>0){
choice=0;
}
return true;
}
})){
player.chooseControl().set('choiceList',[
'弃置一名角色判定区内的所有牌',
'随机获得一张铜卡法术(破晓除外)并展示之'
],function(){
return choice;
});
}
else{
event.directfalse=true;
}
'step 1'
if(!event.directfalse&&result.index==0){
player.chooseTarget(true,'弃置一名角色判定区内的所有牌',function(card,player,target){
return target.countCards('j');
}).ai=function(target){
return get.attitude(player,target)*target.countCards('j');
};
}
else{
var list=get.libCard(function(info,name){
return name!='gw_poxiao'&&info.subtype=='spell_bronze';
});
if(list.length){
player.gain(game.createCard(list.randomGet()),'gain2');
}
else{
player.draw();
}
event.finish();
}
'step 2'
if(result.targets[0]){
player.line(result.targets[0],'green');
result.targets[0].discard(result.targets[0].getCards('j'));
}
},
ai:{
order:4,
useful:[3,1],
result:{
player:1,
}
}
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}
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},
skill:{
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_gw_zirankuizeng:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
if(get.info(event.card).complexTarget) return false;
if(!event.targets) return false;
return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card);
},
content:function(){
player.storage.gw_zirankuizeng=[trigger.cards[0],trigger.targets.concat(trigger.addedTargets||[])];
}
},
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_gainspell:{
trigger:{player:'drawBegin'},
forced:true,
popup:false,
silent:true,
priority:-11,
filter:function(event,player){
return event.num>0&&event.parent.name=='phaseDraw';
},
content:function(){
if(!player.storage.spell_gain||Math.max.apply(null,player.storage.spell_gain)<0){
var tmp=player.storage.spell_gain2;
player.storage.spell_gain=[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15].randomGets(3);
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player.storage.spell_gain2=Math.floor((15-Math.max.apply(null,player.storage.spell_gain))/2);
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if(tmp){
for(var i=0;i<3;i++){
player.storage.spell_gain[i]+=tmp;
}
}
}
for(var i=0;i<3;i++){
if(player.storage.spell_gain[i]==0){
var list;
if(i==0){
list=get.libCard(function(info){
return info.subtype=='spell_gold';
});
}
else{
list=get.libCard(function(info){
return info.subtype=='spell_silver';
});
}
if(list&&list.length){
ui.cardPile.insertBefore(game.createCard(list.randomGet()),ui.cardPile.firstChild);
}
}
player.storage.spell_gain[i]--;
}
}
}
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},
help:{
'昆特牌':'<ul><li>法术为分金、银、铜三类,金卡和银卡不出现在牌堆中<li>'+
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'摸牌阶段有一定概率摸到银卡在16个摸牌阶段中至少会摸到2张银卡<li>'+
'摸牌阶段有一定概率摸到金卡在16个摸牌阶段中至少会摸到1张金卡<li>'+
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'金卡造成的任何效果不会触发相关技能,金卡无视调虎离山、潜行等免疫效果<li>'+
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'进行洗牌时金卡、银卡将从弃牌堆中消失,不进入牌堆'
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},
translate:{
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spell:'法术',
spell_gold:'金卡法术',
spell_silver:'银卡法术',
spell_bronze:'铜卡法术',
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gw_xinsheng:'新生',
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gw_xinsheng_info:'随机观看12张武将牌选择一张替代一名角色的武将牌不触发技能然后结束出牌阶段',
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gw_zhongmozhizhan:'终末之战',
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gw_zhongmozhizhan_info:'将所有角色区域内的所有牌置入弃牌堆(不触发技能),然后结束出牌阶段',
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gw_butianshu:'卜天术',
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gw_butianshu_info:'出牌阶段对任意角色使用,将任意一张延时锦囊牌置入其判定区',
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gw_zhihuanjun:'致幻菌',
gw_zhihuanjun_info:'出牌阶段对一名已受伤角色使用,令其减少一点体力上限',
gw_niuquzhijing:'纽曲之镜',
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gw_niuquzhijing_info:'交换全场体力值最大和最小角色的体力值(不触发技能),然后结束出牌阶段',
gw_ansha:'暗杀',
gw_ansha_info:'令一名体力为1的随机敌方角立即死亡不触发技能然后结束出牌阶段',
gw_shizizhaohuan:'十字召唤',
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gw_shizizhaohuan_info:'从牌堆中获得两张杀以及决斗、火攻、火烧连营、南蛮入侵中的随机一张',
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gw_zuihouyuanwang:'最后愿望',
gw_zuihouyuanwang_info:'摸X张牌并弃置X张牌X为存活角色数',
gw_zirankuizeng:'自然馈赠',
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gw_zirankuizeng_info:'重新结算一遍你上一张使用的非转化普通锦囊牌,然后摸一张牌',
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gw_poxiao:'破晓',
gw_poxiao_info:'选择一项:弃置一名角色判定区内的所有牌,或随机获得一张铜卡法术(破晓除外)并展示之',
gw_zumoshoukao:'阻魔手铐',
gw_zumoshoukao_info:'令一名角色失去所有护甲且非锁定技失效直到下一回合结束',
gw_aozuzhilei:'奥祖之雷',
gw_aozuzhilei_info:'对一名体力值不小于你的角色造成一点雷属性伤害,然后该角色摸一张牌',
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gw_zhuoshao:'灼烧',
gw_zhuoshao_info:'对任意名体力值为全场最高的角色使用,造成一点火属性伤害',
gw_fuyuan:'复原',
gw_fuyuan_info:'对一名濒死状态角色使用,目标回复一点体力并获得一点护甲',
gw_youer:'诱饵',
gw_youer_info:'令一名装备区内有牌的其他角色将装备区内的牌收回手牌,然后摸等量的牌',
gw_tongdi:'通敌',
gw_tongdi_info:'交给一名角色一张手牌,然后观看其手牌并获得其中两张',
gw_baoxueyaoshui:'暴雪药水',
gw_baoxueyaoshui_info:'令一名角色弃置两张手牌并摸一张牌',
gw_birinongwu:'蔽日浓雾',
gw_birinongwu_info:'所有角色不能使用杀直到下一回合结束',
gw_qinpendayu:'倾盆大雨',
gw_qinpendayu_info:'所有角色进入横置状态',
gw_cigubingshuang:'刺骨寒霜',
gw_cigubingshuang_info:'所有角色下个摸牌阶段摸牌数-1',
gw_wenyi:'瘟疫',
gw_wenyi_info:'令所有体力值为全场最少的角色随机弃置一张牌',
gw_yanziyaoshui:'燕子药水',
gw_yanziyaoshui_info:'令一名角色摸一张牌,若其手牌数为全场最少,改为摸三张',
gw_guaiwuchaoxue:'怪物巢穴',
gw_guaiwuchaoxue_info:'选择手牌中的一张杀、闪或酒,获得两张该牌的复制',
gw_shanbengshu:'山崩术',
gw_shanbengshu_info:'所有角色随机弃置一张牌',
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},
cardType:{
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spell:0.5,
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spell_bronze:0.2,
spell_silver:0.3,
spell_gold:0.4
},
list:[
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['club',3,'gw_zhihuanjun'],
['spade',2,'gw_zhihuanjun'],
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['heart',7,'gw_poxiao'],
['diamond',4,'gw_poxiao'],
['spade',9,'gw_aozuzhilei','thunder'],
['club',7,'gw_aozuzhilei','thunder'],
['club',1,'gw_zumoshoukao'],
['spade',1,'gw_zumoshoukao'],
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],
};
});