noname/character/gujian.js

1133 lines
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character.gujian={
character:{
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gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']],
gjqt_fengqingxue:['female','wu',3,['qinglan','yuehua','swd_wuxie']],
gjqt_xiangling:['female','wu',3,['qianhuan','meihu','xidie']],
gjqt_fanglansheng:['male','wu',3,['fanyin','mingkong','fumo']],
gjqt_yinqianshang:['male','qun',4,['zhongji','zuizhan']],
gjqt_hongyu:['female','shu',4,['jianwu','meiying']],
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gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua']],
gjqt_wenrenyu:['female','shu',4,['jizhan','qianjun']],
gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']],
gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
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},
skill:{
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meiying:{
global:'meiying2',
globalSilent:true,
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&!event.player.tempSkills.meiying3&&event.player.isAlive()&&player.num('he',{color:'red'})>0;
},
direct:true,
content:function(){
"step 0"
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var next=player.chooseToDiscard('he','魅影:是否弃置一张红色牌视为对'+get.translation(trigger.player)+'使用一张杀?');
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next.logSkill=['meiying',trigger.player];
var eff=ai.get.effect(trigger.player,{name:'sha'},player,player);
next.ai=function(card){
if(eff>0){
return 7-ai.get.value(card);
}
return 0;
}
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"step 1"
if(result.bool){
player.useCard({name:'sha'},trigger.player).animate=false;
}
},
ai:{
expose:0.1
}
},
meiying2:{
trigger:{player:'useCard'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('meiying3','phaseAfter');
}
},
meiying3:{},
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jianwu:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return get.distance(event.target,player,'attack')>1;
},
content:function(){
trigger.directHit=true;
}
},
zuizhan:{
trigger:{player:'useCard'},
popup:false,
filter:function(event,player){
if(event.card.name!='sha') return false;
for(var i=0;i<game.players.length;i++){
if(event.targets.contains(game.players[i])==false&&
game.players[i]!=player&&
lib.filter.targetEnabled(event.card,player,game.players[i])){
return true;
}
}
return false;
},
content:function(){
var list=[];
for(var i=0;i<game.players.length;i++){
if(trigger.targets.contains(game.players[i])==false&&
game.players[i]!=player&&
lib.filter.targetEnabled(trigger.card,player,game.players[i])){
list.push(game.players[i]);
}
}
if(list.length){
event.target=list.randomGet();
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player.line(event.target,'green');
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game.log(event.target,'被追加为额外目标');
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trigger.targets.push(event.target);
player.draw();
}
}
},
zhongji:{
trigger:{source:'damageBegin'},
direct:true,
content:function(){
"step 0"
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var next=player.chooseToDiscard('是否弃置一张黑色牌使伤害+1',{color:'black'});
next.logSkill='zhongji';
next.ai=function(card){
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if(ai.get.attitude(player,trigger.player)<0){
return 7-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.num++;
}
},
ai:{
threaten:1.3
}
},
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meiying_old:{
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trigger:{global:'phaseBefore'},
filter:function(event,player){
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return event.player!=player&&!player.isTurnedOver()&&!player.storage.meiying;
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},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&
((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【魅影】?'
},
content:function(){
"step 0"
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player.line(trigger.player,'green');
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player.phase();
player.storage.meiying=trigger.player;
"step 1"
if(!player.isTurnedOver()){
player.turnOver();
}
delete player.storage.meiying;
},
mod:{
targetInRange:function(card,player,target,now){
if(target==player.storage.meiying) return true;
},
},
ai:{
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,0];
}
}
}
},
xidie:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.num('h')>player.hp;
},
content:function(){
"step 0"
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var next=player.chooseToDiscard('是否发动【戏蝶】?',[1,Math.min(3,player.num('h')-player.hp)]);
next.ai=function(card){
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return 6-ai.get.value(card);
}
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next.logSkill='xidie';
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"step 1"
if(result.bool){
player.storage.xidie=result.cards.length;
}
},
group:'xidie2'
},
xidie2:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.storage.xidie>0;
},
content:function(){
player.draw(player.storage.xidie);
player.storage.xidie=0;
}
},
meihu:{
trigger:{player:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.source)<4;
},
filter:function(event,player){
return event.source&&event.source!=player&&event.source.num('h')>0;
},
content:function(){
"step 0"
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌',true).ai=function(card){
return -ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1.5];
return [1,0,0,-0.5];
}
}
}
}
},
qianhuan:{
trigger:{player:'phaseAfter'},
check:function(event,player){
return player.hp==1||player.isTurnedOver();
},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
player.recover();
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"step 1"
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player.turnOver();
},
mod:{
targetEnabled:function(card,player,target){
if(target.isTurnedOver()) return false;
},
cardEnabled:function(card,player){
if(player.isTurnedOver()) return false;
}
}
},
fumo:{
trigger:{player:'damageAfter'},
check:function(event,player){
return event.source&&ai.get.attitude(player,event.source)<0;
},
filter:function(event,player){
return player.num('h',{color:'red'})>1||player.num('h',{color:'black'})>1;
},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('是否发动伏魔?',2,function(card){
if(ui.selected.cards.length){
return get.color(card)==get.color(ui.selected.cards[0]);
}
return player.num('h',{color:get.color(card)})>1;
}).ai=function(card){
if(ai.get.damageEffect(trigger.source,player,player,'thunder')>0){
return 8-ai.get.value(card);
}
return 0;
};
"step 1"
if(result.bool){
player.logSkill('fumo',trigger.source,'thunder');
// player.line(trigger.source,'thunder');
trigger.source.damage('thunder');
}
},
ai:{
threaten:0.8
}
},
fanyin:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【梵音】?',function(card,player,target){
if(player==target) return false;
if(target.isLinked()) return true;
if(target.isTurnedOver()) return true;
if(target.num('j')) return true;
if(target.hp==target.maxHp) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<target.hp){
return false;
}
}
return true;
}).ai=function(target){
var num=0;
var att=ai.get.attitude(player,target);
if(att>0){
var min=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<target.hp){
min=false;break;
}
}
if(min){
num+=5;
}
if(target.isTurnedOver()){
num+=5;
}
if(target.num('j')){
num+=2;
}
if(target.isLinked()){
num++;
}
if(num>0){
return num+att;
}
}
return num;
}
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('fanyin',event.target);
}
else{
event.finish();
}
"step 2"
if(event.target.isLinked()){
event.target.link();
}
"step 3"
if(event.target.isTurnedOver()){
event.target.turnOver();
}
"step 4"
var cards=event.target.get('j');
if(cards.length){
event.target.discard(cards);
}
"step 5"
var min=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<event.target.hp){
min=false;break;
}
}
if(min){
event.target.recover();
}
},
ai:{
expose:0.2,
threaten:1.3
}
},
mingkong:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
return player.num('h')==0&&event.num>=1;
},
content:function(){
if(trigger.num>=1){
trigger.num--;
}
if(trigger.source){
trigger.source.storage.mingkong=true;
trigger.source.addTempSkill('mingkong2','phaseBefore');
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')&&target.num('h')==0){
if(player.skills.contains('jueqing')) return;
return 0.1;
}
}
}
},
},
mingkong2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
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audio:false,
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filter:function(event,player){
return player.storage.mingkong?true:false;
},
content:function(){
player.draw();
player.storage.mingkong=false;
player.removeSkill('mingkong2');
}
},
yuehua:{
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
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if(get.color(event.cards[i])=='red'&&
event.cards[i].original!='j') return true;
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}
}
return false;
},
content:function(){
player.draw();
},
ai:{
threaten:0.7
}
},
qinglan:{
trigger:{global:'damageBefore'},
filter:function(event,player){
return event.nature&&player.num('he')>0;
},
direct:true,
priority:-5,
content:function(){
"step 0"
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var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【晴岚】?','he');
next.logSkill='qinglan';
next.ai=function(card){
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if(trigger.num>1||!trigger.source){
if(ai.get.attitude(player,trigger.player)>0){
return 9-ai.get.value(card);
}
return -1;
}
else if(ai.get.attitude(player,trigger.player)>0){
if(trigger.player.hp==1){
return 8-ai.get.value(card);
}
if(trigger.source.hp==trigger.source.maxHp){
return 6-ai.get.value(card);
}
}
else if(ai.get.attitude(player,trigger.source)>0&&
trigger.source.hp<trigger.source.maxHp&&trigger.num<=1&&trigger.player.hp>1){
if(get.color(card)=='red') return 5-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
if(trigger.source){
trigger.source.recover();
}
}
else{
event.finish();
}
"step 2"
if(trigger.source){
trigger.source.draw();
}
},
ai:{
expose:0.1
}
},
fanshi:{
trigger:{player:'phaseDiscardAfter'},
forced:true,
filter:function(event,player){
return player.getStat('damage')>0;
},
check:function(event,player){
return player.hp==player.maxHp;
},
content:function(){
"step 0"
player.loseHp();
"step 1"
player.draw();
}
},
xuelu:{
unique:true,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.maxHp>player.hp;
},
content:function(){
"step 0"
player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return player!=target;
},
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filterCard:function(card){
return get.color(card)=='red';
},
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ai1:function(card){
return 9-ai.get.value(card);
},
ai2:function(target){
return ai.get.damageEffect(target,player,player,'fire');
},
prompt:'是否发动【血戮】?'
});
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('xuelu',event.target,'fire');
event.num=Math.ceil((player.maxHp-player.hp)/2);
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if(event.num>2) event.num=2;
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player.discard(result.cards);
}
else{
event.finish();
}
"step 2"
if(event.target){
event.target.damage(event.num,'fire');
}
},
ai:{
maixie:true,
expose:0.2,
threaten:function(player,target){
if(target.hp==1) return 3;
if(target.hp==2) return 1.5;
return 0.5;
},
effect:{
target:function(card,player,target){
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if(!target.hasFriend()) return;
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if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
xiuhua:{
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changeSeat:true,
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trigger:{player:'shaHit'},
filter:function(event,player){
return event.target!=player.previous;
},
content:function(){
game.swapSeat(trigger.target,player,true,true);
}
},
shahun:{
enable:'chooseToUse',
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skillAnimation:true,
animationColor:'fire',
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filter:function(event,player){
return !player.storage.shahun&&player.hp<=0;
},
content:function(){
"step 0"
var cards=player.get('hej');
player.discard(cards);
event.num=Math.max(3,cards.length);
"step 1"
if(player.isLinked()) player.link();
"step 2"
if(player.isTurnedOver()) player.turnOver();
"step 3"
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player.draw(3);
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"step 4"
player.recover(1-player.hp);
player.removeSkill('fanshi');
player.addSkill('juejing');
player.storage.shahun=3;
player.markSkill('shahun');
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game.addVideo('storage',player,['shahun',player.storage.shahun]);
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},
group:'shahun2',
intro:{
content:'turn'
},
ai:{
save:true,
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skillTagFilter:function(player){
if(player.storage.shahun) return false;
if(player.hp>0) return false;
},
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result:{
player:3
}
}
},
shahun2:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
return player.storage.shahun?true:false;
},
content:function(){
if(player.storage.shahun>1){
player.storage.shahun--;
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game.addVideo('storage',player,['shahun',player.storage.shahun]);
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}
else{
player.die();
}
}
},
yanjia:{
enable:'chooseToUse',
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
viewAs:{name:'wuzhong'},
prompt:'将一张装备牌当无中生有使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
ai:{
order:9,
threaten:1.1
}
},
jizhan:{
enable:'phaseUse',
usable:1,
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changeSeat:true,
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filterTarget:function(card,player,target){
return player!=target&&player.next!=target&&player.canUse('sha',target,false);
},
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filter:function(event,player){
var min=Math.max(1,player.maxHp-player.hp);
return lib.filter.filterCard({name:'sha'},player);
},
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content:function(){
game.swapSeat(player,target,true,true);
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player.useCard({name:'sha'},target,false);
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},
ai:{
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha'},player,target);
},
},
order:4,
}
},
qianjun:{
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
if(event.card.name!='sha') return false;
if(event.targets.length!=1) return false;
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if(!player.num('he')) return false;
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var target=event.targets[0];
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&target!=game.players[i]&&get.distance(target,game.players[i])<=1){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&trigger.targets[0]!=game.players[i]&&get.distance(trigger.targets[0],game.players[i])<=1){
event.targets.push(game.players[i]);
}
}
var num=0;
for(var i=0;i<event.targets.length;i++){
num+=ai.get.effect(event.targets[i],{name:'sha'},player,player);
}
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var next=player.chooseToDiscard('是否对'+get.translation(event.targets)+'发动千军?','he');
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next.logSkill=['qianjun',event.targets];
next.ai=function(card){
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if(num<=0) return -1;
return 7-ai.get.value(card);
}
"step 1"
if(result.bool){
for(var i=0;i<targets.length;i++){
trigger.targets.add(targets[i]);
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// targets[i].classList.add('selected');
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}
}
}
},
xuanning:{
group:['xuanning1','xuanning2'],
intro:{
content:'mark'
},
ai:{
threaten:0.9
}
},
xuanning1:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h',{type:'basic'})>0&&player.storage.xuanning!=3;
},
filterCard:function(card){
return get.type(card)=='basic';
},
check:function(card){
return 7-ai.get.useful(card);
},
content:function(){
player.storage.xuanning=3;
player.markSkill('xuanning');
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game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
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},
ai:{
result:{
player:function(player){
var num=player.num('h');
if(num>player.hp+1) return 1;
if(player.storage.xuanning>=2) return 0;
if(num>player.hp) return 1
if(player.storage.xuanning>=1) return 0;
return 1;
},
},
order:5
}
},
xuanning2:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
if(player.storage.xuanning){
return (event.source&&event.source.num('he')>0);
}
return false;
},
content:function(){
player.discardPlayerCard(trigger.source,ai.get.buttonValue,'he',true);
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
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game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
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}
},
liuguang:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
if(player.storage.xuanning) return true;
return false;
},
content:function(){
"step 0"
player.chooseTarget(function(card,player,target){
return player!=target;
},'是否发动【流光】?',[1,3]).ai=function(target){
return ai.get.damageEffect(target,player,player);
}
"step 1"
if(result.bool){
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
event.targets=result.targets.slice(0);
event.targets.sort(lib.sort.seat);
player.logSkill('liuguang',result.targets);
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game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
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}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
var next=target.chooseToDiscard('流光:弃置一张牌或受到一点伤害','he');
next.ai=function(card){
if(ai.get.damageEffect(_status.event.player,player,_status.event.player)>=0) return -1;
if(_status.event.player.hp==1) return 9-ai.get.value(card);
return 8-ai.get.value(card);
};
next.autochoose=function(){
return this.player.num('he')==0;
};
event.current=target;
}
else{
event.finish();
}
"step 3"
if(result.bool&&result.cards&&result.cards.length){
event.goto(2);
}
else{
event.current.damage();
}
},
ai:{
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expose:0.2,
threaten:1.3
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}
},
yangming:{
enable:'phaseUse',
filter:function(event,player){
if(player.storage.yangming2>0) return false;
return player.num('h',{color:'red'})>0;
},
filterCard:function(card){
return get.color(card)=='red';
},
content:function(){
player.storage.yangming2=2;
player.addSkill('yangming2');
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game.addVideo('storage',player,['yangming2',player.storage.yangming2]);
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},
check:function(card){
return 6-ai.get.value(card);
},
ai:{
result:{
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player:function(player){
if(player.num('h')<=player.hp&&player.hp==player.maxHp){
return 0;
}
return 1;
}
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},
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order:6,
threaten:1.3
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}
},
yangming2:{
trigger:{player:'phaseUseEnd'},
direct:true,
mark:true,
content:function(){
"step 0"
player.storage.yangming2--;
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game.addVideo('storage',player,['yangming2',player.storage.yangming2]);
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if(player.storage.yangming2>0){
event.finish();
}
else{
player.removeSkill('yangming2');
var num=0
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])<=1&&game.players[i].hp<game.players[i].maxHp){
num++;
}
}
if(num==0){
event.finish();
}
else{
player.chooseTarget(function(card,player,target){
return get.distance(player,target)<=1&&target.hp<target.maxHp;
},'请选择目标回复体力',[1,num]);
}
}
"step 1"
if(result.bool){
player.logSkill('yangming');
for(var i=0;i<result.targets.length;i++){
result.targets[i].recover();
}
}
},
intro:{
content:'turn'
},
},
zhaolu:{
unique:true,
mark:true,
check:function(){
return false;
},
forbid:['infinity'],
init:function(player){
player.storage.zhaolu=Math.min(5,game.players.length);
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game.addVideo('storage',player,['zhaolu',player.storage.zhaolu]);
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},
trigger:{player:['phaseEnd','damageEnd'],global:'dieAfter'},
forced:true,
content:function(){
var num=2;
if(typeof trigger.num=='number') num=2*trigger.num;
if(trigger.name=='phase') num=1;
if(trigger.name=='die') num=2;
player.storage.zhaolu-=num;
if(player.storage.zhaolu<=0){
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player.loseMaxHp(true);
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player.storage.zhaolu=Math.min(5,game.players.length);
}
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game.addVideo('storage',player,['zhaolu',player.storage.zhaolu]);
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},
intro:{
content:'turn'
},
ai:{
mingzhi:false,
threaten:0.8
},
},
jiehuo:{
unique:true,
forbid:['infinity'],
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skillAnimation:true,
animationColor:'fire',
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init:function(player){
player.storage.jiehuo=false;
},
enable:'phaseUse',
filter:function(event,player){
//if(player.maxHp<=1) return false;
return !player.storage.jiehuo
},
intro:{
content:'limited'
},
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// mark:true,
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line:'fire',
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:-1,
content:function(){
if(!player.storage.jiehuo2){
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player.storage.jiehuo2=player.maxHp;
player.addSkill('jiehuo2');
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}
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player.storage.jiehuo=true;
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target.damage(Math.min(target.hp,player.storage.jiehuo2),'fire');
}
},
jiehuo2:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
content:function(){
player.die();
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}
},
yuling:{
unique:true,
locked:true,
group:['yuling1','yuling2','yuling3','yuling4','yuling5','yuling6'],
intro:{
content:'time'
},
ai:{
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noh:true,
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threaten:0.8,
effect:{
target:function(card,player,target){
if(card.name=='bingliang') return 0;
if(card.name=='lebu') return 1.5;
if(card.name=='guohe'){
if(!target.num('e')) return 0;
return 0.5;
}
if(card.name=='liuxinghuoyu') return 0;
}
}
}
},
yuling1:{
trigger:{player:['phaseDrawBefore','phaseDiscardBefore']},
priority:10,
forced:true,
popup:false,
check:function(){
return false;
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
yuling2:{
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trigger:{player:['loseEnd','drawEnd'],global:'gameDrawAfter'},
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check:function(event,player){
return player.num('h')<2;
},
priority:10,
forced:true,
filter:function(event,player){
return player.num('h')<5;
},
content:function(){
player.draw(5-player.num('h'));
}
},
yuling3:{
trigger:{player:'gainEnd'},
priority:10,
forced:true,
filter:function(event,player){
return player.num('h')>5;
},
check:function(event,player){
return player.num('h')<2;
},
content:function(){
player.chooseToDiscard(true,player.num('h')-5);
}
},
yuling4:{
mod:{
cardEnabled:function(card,player){
if(_status.currentPhase!=player) return;
if(get.cardCount(true,player)>=player.maxHp+2) return false;
}
}
},
yuling5:{
trigger:{player:['useCardAfter','phaseBegin']},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.yuling=player.maxHp+2-get.cardCount(true,player);
}
},
yuling6:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.yuling;
}
},
},
translate:{
gjqt_bailitusu:'百里屠苏',
gjqt_fengqingxue:'风晴雪',
gjqt_fanglansheng:'方兰生',
gjqt_xiangling:'襄铃',
gjqt_yinqianshang:'尹千觞',
gjqt_hongyu:'红玉',
gjqt_yuewuyi:'乐无异',
gjqt_wenrenyu:'闻人羽',
gjqt_xiayize:'夏夷则',
gjqt_aruan:'阿阮',
xidie:'戏蝶',
xidie2:'戏蝶',
xidie_info:'回合开始阶段若你的手牌数大于体力值可以弃置至多X张牌并于回合结束阶段摸等量的牌X为你的体力值与手牌数之差且不超过3',
meihu:'魅狐',
meihu2:'魅狐',
meihu_info:'当你受到伤害后,可令伤害来源交给你一张手牌',
jianwu:'剑舞',
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jianwu_info:'锁定技,攻击范围不含你的角色无法闪避你的杀',
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meiying:'魅影',
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meiying_info:'一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以弃置一张红色牌视为对其使用一张杀',
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zhongji:'重击',
zhongji_info:'每当你即将造成伤害,可弃置一张黑色手牌令伤害+1',
zuizhan:'醉斩',
zuizhan_info:'每当你使用一张杀,可以摸一张牌,然后此杀随机增加一个额外目标',
qianhuan:'千幻',
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qianhuan_info:'回合结束后,若你已受伤,你可以回复一点体力并将武将牌翻面。若你的武将牌背面朝上,你不能使用卡牌,也不能成为卡牌的目标',
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fumo:'伏魔',
fumo_info:'每当你受到一次伤害,可以弃置两张颜色相同的手牌并对伤害来源造成一点雷电伤害',
fanyin:'梵音',
fanyin_info:'回合结束阶段,你可以令一名角色重置武将牌。若其体力值是全场最少的之一,其回复一点体力。',
mingkong:'明空',
mingkong_info:'锁定技,若你没有手牌,你受到的伤害-1然后伤害来源摸一张牌',
qinglan:'晴岚',
qinglan_info:'每当有一名角色即将受到属性伤害,你可以弃置一张牌令其防止此伤害,然后伤害来源摸一张牌并回复一点体力',
yuehua:'月华',
yuehua_info:'每当你于回合外使用、打出或弃置红色牌,你可以摸一张牌',
xuelu:'血戮',
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xuelu_info:'回合结束阶段你可以弃置一张红色牌并对一名其他角色造成X点火焰伤害X为你已损失体力值的一半向上取整且不超过2',
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fanshi:'反噬',
fanshi_info:'锁定技,若你于回合内造成过伤害,你于弃牌阶段结束时流失一点体力并摸一张牌',
shahun:'煞魂',
shahun2:'煞魂',
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shahun_info:'限定技濒死阶段你可以重置武将牌弃置所有牌并摸三张牌然后将体力回复至1若如此做你失去技能【反噬】获得技能【绝境】并于三回合后立即死亡',
2015-04-29 03:25:17 +00:00
xiuhua:'袖花',
xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边',
liuying:'流影',
liuying_info:'你可以将一张装备牌当顺手牵羊使用',
yanjia:'偃甲',
yanjia_info:'你可以将一张装备牌当无中生有使用',
boyun:'拨云',
boyun1:'拨云',
boyun2:'拨云',
boyun_info:'在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成一点伤害,否则你摸一张牌',
jizhan:'疾战',
2016-07-01 01:31:02 +00:00
jizhan_info:'出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张不计入出杀次数的杀',
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qianjun:'千军',
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qianjun_info:'每当你使用一张杀你可以弃置一张牌令距离目标1以内的所有角色成为额外目标',
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xuanning:'玄凝',
xuanning1:'玄凝',
xuanning2:'玄凝',
liuguang:'流光',
yangming:'养命',
yangming2:'养命',
xuanning_info:'出牌阶段你可以弃置一基本牌获得至多3个玄凝标记。当你受到伤害时若你有玄凝标记你须弃置一个玄凝标记并弃置伤害来源一张牌',
liuguang_info:'回合开始阶段,若你有玄凝标记,你可以弃置一枚玄凝标记,选择至多三名角色依次令其弃置一张牌或受到一点伤害,若有角色受到伤害则终止结算',
yangming_info:'出牌阶段你可以弃置一张红色牌并在下个出牌阶段结束时令距离1以内的任意名角色回复一点体力在此之前不可再次发动',
zhaolu:'朝露',
jiehuo:'劫火',
yuling:'御灵',
yuling1:'御灵',
yuling2:'御灵',
yuling3:'御灵',
yuling4:'御灵',
zhaolu_info:'锁定技每隔X回合你流失一点体力上限每当你受到一点伤害或有人死亡视为减少两个回合X为现存角色数且至多为5',
2015-08-15 09:10:06 +00:00
jiehuo_info:'限定技出牌阶段你可以令所有其他角色受到X点火焰伤害并在此阶段结束后死亡X为你的体力上限且不超过该角色的当前体力值',
2015-04-29 03:25:17 +00:00
yuling_info:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+2张牌X为你的体力上限',
},
}