noname/character/hearth.js

2619 lines
67 KiB
JavaScript
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'use strict';
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character.hearth={
character:{
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hs_jaina:['female','wei',3,['huopu','bianxing','bingjia']],
hs_lrexxar:['male','qun',4,['shoulie','gongji']],
hs_wuther:['male','qun',4,['fengxian','jieming']],
hs_jgarrosh:['male','qun',4,['zhanhou','qiangxi']],
hs_malfurion:['male','wu',4,['jihuo']],
hs_guldan:['male','qun',3,['fenliu','hongxi']],
hs_anduin:['male','qun',3,['shengguang','shijie','anying']],
hs_sthrall:['male','wu',4,['tuteng','guozai']],
hs_waleera:['female','qun',3,['jianren','mengun','wlianji']],
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hs_medivh:['male','wei',3,['jingxiang','moying','mdzhoufu']],
hs_alleria:['male','wu',3,['fengxing','qiaodong','liegong']],
hs_magni:['male','qun',4,['zhongjia','dunji']],
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hs_neptulon:['male','wu',4,['liechao','qingliu']],
hs_wvelen:['male','qun',3,['shengyan','xianzhi']],
hs_antonidas:['male','wei',3,['yanshu','bingshuang']],
hs_alakir:['male','wei',3,['fengnu','shengdun']],
hs_zhouzhuo:['male','qun',3,['jubao','qice']],
hs_yngvar:['male','qun',3,['huanwu']],
hs_bchillmaw:['male','wei',6,['hanshuang','bingshi']],
hs_malorne:['male','wu',3,['enze','chongsheng']],
hs_malygos:['male','wei',4,['malymowang']],
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hs_xuefashi:['male','wei',2,['liehun','xjumo']],
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// hs_loatheb:['male','wei',2,[]],
// hs_trueheart:['male','wei',2,[]],
// hs_sainaliusi:['male','wei',2,[]],
// hs_lrhonin:['male','wei',2,[]],
// hs_bolvar:['male','wei',2,[]],
// hs_fuding:['male','wei',2,[]],
hs_ysera:['female','wu',4,['chenshui']],
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hs_alextrasza:['female','shu',5,['fushi']],
hs_sapphiron:['male','wei',4,['bingdong','stuxi']],
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hs_zhishigushu:['male','shu',4,['jiaohui']],
hs_zhanzhenggushu:['male','wei',6,['biri']],
hs_ronghejuren:['male','shu',8,['ronghuo']],
hs_shanlingjuren:['male','qun',8,['luoshi']],
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hs_edwin:['male','qun',3,['lianzhan']],
hs_mijiaojisi:['female','qun',3,['kuixin']],
hs_huzhixiannv:['female','wu',3,['jingmeng','qingliu']],
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hs_tgolem:['male','qun',4,['guozaix']],
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hs_totemic:['male','wu',3,['s_tuteng']],
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hs_xsylvanas:['female','qun',3,['busi','xshixin','xmojian']],
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hs_siwangzhiyi:['male','qun',12,['mieshi']],
hs_bilanyoulong:['male','wei',4,['lingzhou']],
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hs_jinglinglong:['male','wu',3,['mianyi']],
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},
perfectPair:{
hs_sthrall:['hs_totemic','hs_alakir','hs_neptulon','hs_yngvar','hs_tgolem'],
hs_anduin:['hs_wvelen','hs_mijiaojisi'],
hs_jaina:['hs_antonidas'],
hs_malfurion:['hs_malorne'],
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},
skill:{
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biri:{
trigger:{global:'useCard'},
priority:15,
filter:function(event,player){
return event.card.name=='sha'&&event.player!=player&&
get.distance(player,event.targets[0])<=1&&
player.num('h',{type:'basic'})>0&&
event.targets.contains(player)==false&&event.targets.length==1;
},
direct:true,
content:function(){
"step 0"
var effect=0;
for(var i=0;i<trigger.targets.length;i++){
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
}
var str='蔽日:是否弃置一张基本牌令'+get.translation(trigger.player);
if(trigger.targets&&trigger.targets.length){
str+='对'+get.translation(trigger.targets);
}
str+='的'+get.translation(trigger.card)+'失效?';
if(event.isMine()||effect<0){
game.delay(0.5);
}
player.chooseToDiscard('h',{type:'basic'},str).ai=function(card){
if(effect<0){
return 9-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
player.logSkill('biri',trigger.targets);
}
},
ai:{
expose:0.2
}
},
stuxi:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
'step 0'
event.targets=get.players();
'step 1'
if(event.targets.length){
var target=event.targets.shift();
if(!target.isTurnedOver()&&target.num('he')){
target.chooseToDiscard(true);
}
event.redo();
}
}
},
bingdong:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.isTurnedOver();
},
filterTarget:function(card,player,target){
return !target.isTurnedOver()&&player!=target;
},
content:function(){
'step 0'
if(!player.isTurnedOver()){
player.turnOver();
}
'step 1'
if(!target.isTurnedOver()){
target.turnOver();
}
},
ai:{
order:1,
expose:0.2,
result:{
target:function(player,target){
if(ai.get.attitude(player,target)<-3&&player.identity!='zhu'){
return -1;
}
return 0;
}
}
}
},
luoshi:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return player.num('he')>0||(event.source&&event.source.num('he')>0);
},
content:function(){
'step 0'
var hs=player.get('he');
if(hs.length){
player.discard(hs.randomGet())
}
'step 1'
if(trigger.source){
var hs=trigger.source.get('he');
if(hs.length){
trigger.source.discard(hs.randomGet())
}
}
}
},
ronghuo:{
trigger:{player:'useCardToBefore'},
priority:7,
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
},
check:function(event,player){
var att=ai.get.attitude(player,event.target);
if(event.target.hasSkillTag('nofire')){
return att>0;
}
return att<=0;
},
forced:true,
content:function(){
trigger.card.nature='fire';
player.addSkill('ronghuo2');
player.storage.ronghuo=trigger.card;
}
},
ronghuo2:{
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
content:function(){
delete player.storage.ronghuo.nature;
}
},
fushi:{
enable:'phaseUse',
filterTarget:true,
content:function(){
'step 0'
target.loseMaxHp(true);
'step 1'
if(target.hp<target.maxHp){
target.recover();
}
},
ai:{
threaten:1.4,
expose:0.2,
order:9,
result:{
target:function(player,target){
if(target.hp==target.maxHp) return 0;
if(target.hp==target.maxHp-1) return -1;
if(target.hp==1) return 1;
if(target.hp<target.maxHp-2) return 0.5;
return 0;
}
}
}
},
mianyi:{
mod:{
targetEnabled:function(card,player,target,now){
if(player!=target){
if(get.type(card)=='trick'&&!get.tag(card,'multitarget')) return false;
}
}
}
},
jiaohui:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return !player.getStat('damage');
},
content:function(){
'step 0'
player.chooseTarget('是否发动【教诲】?').ai=function(target){
var att=ai.get.attitude(player,target);
if(att>1&&target.hp<=1){
att+=2;
}
return att;
};
'step 1'
if(result.bool){
event.target=result.targets[0];
player.logSkill('jiaohui',event.target);
if(event.target.hp<event.target.maxHp){
event.target.chooseControl('draw_card','recover_hp',function(event,target){
if(target.hp>=2||target.hp>=target.maxHp-1) return 'draw_card';
if(target.hp==2&&target.num('h')==0) return 'draw_card';
return 'recover_hp';
});
}
else{
event.target.draw(2);
event.finish();
}
}
else{
event.finish();
}
'step 2'
if(result.control=='draw_card'){
event.target.draw(2);
}
else{
event.target.recover();
}
},
},
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chenshui:{
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
var list=['mengjing_feicuiyoulong','mengjing_huanxiaojiemei',
'mengjing_suxing','mengjing_mengye','mengjing_mengjing'];
player.gain(game.createCard(list.randomGet()));
player.$draw();
},
ai:{
threaten:2
}
},
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liehun:{
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trigger:{player:'phaseEnd'},
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forced:true,
filter:function(event,player){
return player.num('h',{type:'basic'})<player.num('h');
},
content:function(){
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])=='basic'){
hs.splice(i--,1);
}
}
if(hs.length){
var hs2=[];
for(var i=0;i<hs.length;i++){
hs2.push(game.createCard(hs[i].name,hs[i].suit,hs[i].number));
}
player.gain(hs2,'draw');
}
},
ai:{
threaten:1.5
}
},
xjumo:{
mod:{
maxHandcard:function(player,num){
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if(player.hp<player.maxHp) return num+5;
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return num+3;
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},
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},
},
malymowang:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return event.card&&get.type(event.card)=='trick'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
trigger.num++;
},
group:'malymowang2',
ai:{
threaten:1.8
}
},
malymowang2:{
trigger:{player:'phaseUseBegin'},
forced:true,
content:function(){
'step 0'
var list=[];
for(var i in lib.card){
if(!lib.translate[i+'_info']) continue;
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='trick') list.push(['锦囊','',i]);
}
list=list.randomGets(3);
var dialog=ui.create.dialog('选择一张锦囊牌加入你的手牌',[list,'vcard'],'hidden');
player.chooseButton(dialog,true);
'step 1'
if(result.buttons){
player.gain(game.createCard(result.buttons[0].link[2]),'gain2');
}
}
},
lingzhou:{
trigger:{player:'useCard'},
direct:true,
filter:function(event){
return get.type(event.card,'trick')=='trick';
},
content:function(){
"step 0"
var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1);
player.chooseTarget('是否发动【灵咒】?').ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
if(noneed&&player==target){
num=0.5;
}
else if(target.hp==1){
num+=3;
}
else if(target.hp==2){
num+=1;
}
}
return num;
}
"step 1"
if(result.bool){
player.logSkill('lingzhou',result.targets);
var target=result.targets[0];
if(target.hp<target.maxHp){
target.chooseControl('draw_card','recover_hp',function(event,target){
if(target.hp>=3&&target.num('h')<target.hp) return 'draw_card';
return 'recover_hp';
});
event.target=target;
}
else{
target.draw();
event.finish();
}
}
else{
event.finish();
}
"step 2"
if(result.control=='draw_card'){
event.target.draw();
}
else{
event.target.recover();
}
},
ai:{
expose:0.2,
threaten:1.5
}
},
mieshi:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
'step 0'
player.loseHp();
'step 1'
event.target=game.players.randomGet(player);
player.line(event.target,'fire');
game.delayx();
'step 2'
event.target.damage('fire');
}
},
xmojian:{
trigger:{player:'turnOverAfter'},
direct:true,
filter:function(event,player){
return !player.skills.contains('xmojian2');
},
content:function(){
"step 0"
player.chooseTarget('是否发动【魔箭】?',function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},player);
}
"step 1"
if(result.bool){
player.logSkill('xmojian');
player.useCard({name:'sha'},result.targets,false);
player.addTempSkill('xmojian2','phaseAfter');
}
},
ai:{
expose:0.2,
}
},
xmojian2:{},
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xshixin:{
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trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return event.player.isAlive()&&event.player!=player;
},
content:function(){
'step 0'
trigger.player.loseHp();
'step 1'
player.loseHp();
}
},
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enze:{
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.num('h')!=target.num('h');
},
content:function(){
var num=player.num('h')-target.num('h');
if(num>0){
target.draw(num);
}
else if(num<0){
target.chooseToDiscard(-num,true);
}
},
ai:{
threaten:1.8,
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order:function(name,player){
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return 10;
},
result:{
target:function(player,target){
return player.num('h')-target.num('h');
}
},
expose:0.2
}
},
chongsheng:{
unique:true,
enable:'chooseToUse',
mark:true,
init:function(player){
player.storage.chongsheng=0;
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game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]);
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},
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
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if(player.storage.chongsheng==2) return false;
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},
content:function(){
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player.hp=Math.min(2-player.storage.chongsheng,player.maxHp);
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player.discard(player.get('hej'));
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player.draw(2-player.storage.chongsheng);
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player.storage.chongsheng++;
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if(player.storage.chongsheng==2){
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player.unmarkSkill('chongsheng');
}
if(player.classList.contains('linked')) player.link();
if(player.classList.contains('turnedover')) player.turnOver();
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game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]);
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},
ai:{
skillTagFilter:function(player){
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if(player.storage.chongsheng==2) return false;
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if(player.hp>0) return false;
},
save:true,
result:{
player:10
},
threaten:function(player,target){
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if(target.storage.chongsheng<2) return 0.6;
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}
},
intro:{
content:function(storage){
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return '剩余'+get.cnNumber(2-storage)+'次';
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}
}
},
guozai:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return player.num('h')<4;
},
init:function(player){
player.storage.guozai2=0;
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},
content:function(){
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var num=4-player.num('h');
player.draw(num);
player.addSkill('guozai2');
player.storage.guozai2+=num;
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game.addVideo('storage',player,['guozai2',player.storage.guozai2]);
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},
ai:{
order:1,
result:{
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player:1
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}
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}
},
guozai2:{
mark:true,
intro:{
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content:function(storage){
return '需弃置'+get.cnNumber(storage)+'张牌';
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}
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},
trigger:{player:'phaseUseEnd'},
forced:true,
content:function(){
player.chooseToDiscard('he',true,player.storage.guozai2);
player.storage.guozai2=0;
player.removeSkill('guozai2');
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}
},
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guozaix:{
enable:'phaseUse',
usable:2,
filter:function(event,player){
return player.num('h')<4;
},
init:function(player){
player.storage.guozaix2=0;
},
content:function(){
var num=4-player.num('h');
player.draw(num);
player.addSkill('guozaix2');
player.storage.guozaix2+=num;
game.addVideo('storage',player,['guozaix2',player.storage.guozaix2]);
},
ai:{
order:1,
result:{
player:1
}
}
},
guozaix2:{
mark:true,
intro:{
content:function(storage){
return '需弃置'+get.cnNumber(storage)+'张牌';
}
},
trigger:{player:'phaseUseEnd'},
forced:true,
content:function(){
player.chooseToDiscard('he',true,player.storage.guozaix2);
player.storage.guozaix2=0;
player.removeSkill('guozaix2');
}
},
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hanshuang:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return event.card&&get.color(event.card)=='black'&&
!event.player.isTurnedOver()&&event.player.isAlive();
},
content:function(){
trigger.player.turnOver();
player.loseHp();
},
ai:{
threaten:1.5,
effect:{
player:function(card,player,target,current){
if(get.color(card)=='black'&&get.tag(card,'damage')){
return [1,0,1,-2];
}
}
}
}
},
bingshi:{
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global:'bingshi2'
},
bingshi2:{
trigger:{global:'dieAfter'},
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forced:true,
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filter:function(event,player){
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return event.player.skills.contains('bingshi')&&event.player.isDead();
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},
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content:function(){
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trigger.player.line(player,'thunder');
player.damage('nosource','thunder').animate=false;
player.$damage(trigger.player);
player.$thunder();
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}
},
huanwu:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return !target.storage.huanwu;
},
content:function(){
target.gainMaxHp();
target.recover();
target.draw(2);
target.storage.huanwu=true;
target.mark('huanwu',{
name:'唤雾',
content:'已发动'
});
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game.addVideo('mark',target,{
name:'唤雾',
content:'已发动',
id:'huanwu'
});
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},
ai:{
threaten:1.2,
result:{
target:function(player,target){
return 1/target.hp;
}
},
order:10,
expose:0.3
}
},
fengnu:{
mod:{
cardUsable:function(){
return Infinity;
},
targetInRange:function(){
return true;
}
},
trigger:{player:'useCard'},
filter:function(event,player){
if(_status.currentPhase!=player) return false;
return get.cardCount(event.card,player)>1;
},
forced:true,
content:function(){
player.draw();
}
},
shengdun:{
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trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return !player.hujia;
},
content:function(){
player.changeHujia();
player.update();
},
},
shengdun_old:{
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trigger:{player:'phaseBegin'},
forced:true,
silent:true,
popup:false,
priority:10,
init2:function(player){
player.markSkill('shengdun');
},
content:function(){
if(player.storage.shengdun){
player.markSkill('shengdun');
}
player.storage.shengdun=false;
},
intro:{
content:'未发动'
},
group:'shengdun2'
},
2015-10-20 17:44:00 +00:00
shengdun_old2:{
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trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
return event.num>0&&!player.storage.shengdun;
},
content:function(){
trigger.num--;
player.storage.shengdun=true;
player.unmarkSkill('shengdun');
}
},
2015-08-15 09:10:06 +00:00
jingmeng:{
trigger:{player:'useCard'},
frequent:true,
filter:function(event,player){
return _status.currentPhase==player&&get.cardCount(true,player)==1;
},
content:function(){
var type=get.type(trigger.card);
var card=get.cardPile(function(card){
return get.type(card)==type;
});
if(card){
player.gain(card,'gain2');
2015-12-08 13:54:44 +00:00
game.log(player,'获得了',card);
2015-08-15 09:10:06 +00:00
}
},
ai:{
threaten:1.1
}
},
kuixin:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
var nh=player.num('h');
var nm=1;
for(var i=0;i<game.players.length;i++){
var target=game.players[i];
if(target!=player&&Math.abs(target.num('h')-nh)<=nm){
return true;
}
}
return false;
},
content:function(){
'step 0'
var nh=player.num('h');
var nm=1;
var check=true;
if(player.num('h','tao')){
check=false;
}
else if(player.num('h','shan')&&player.num('h','wuxie')){
check=false;
}
player.chooseTarget('是否发动【窥心】?',function(card,player,target){
return target!=player&&Math.abs(target.num('h')-nh)<=nm;
}).ai=function(target){
if(!check) return 0;
if(ai.get.attitude(player,target)<0){
return target.num('h')-nh;
}
return 0;
};
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('kuixin',result.targets);
var cards0=target.get('h');
var cards1=player.get('h');
target.gain(cards1);
player.gain(cards0);
target.$give(cards0.length,player);
player.$give(cards1.length,target);
}
},
ai:{
expose:0.2,
threaten:1.5
}
},
2015-10-20 17:44:00 +00:00
lianzhan:{
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trigger:{player:'phaseUseEnd'},
frequent:true,
filter:function(event,player){
return get.cardCount(true,player)>0;
},
content:function(){
player.draw(get.cardCount(true,player));
},
ai:{
threaten:1.3
}
},
bingshuang:{
trigger:{source:'damageEnd'},
filter:function(event,player){
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return event.card&&get.type(event.card)=='trick'&&
event.player.isAlive()&&!event.player.isTurnedOver();
2015-08-15 09:10:06 +00:00
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【冰霜】?';
},
check:function(event,player){
return ai.get.attitude(player,event.player)<=0;
},
content:function(){
trigger.player.draw(2);
trigger.player.turnOver();
}
},
yanshu:{
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enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h',{type:'basic'})<player.num('h');
},
filterCard:function(card){
return get.type(card)!='basic';
},
check:function(card){
return 6-ai.get.value(card);
},
2015-08-15 09:10:06 +00:00
content:function(){
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var card=cards[0];
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var card2=get.cardPile('liuxinghuoyu');
if(!card2){
card2=game.createCard('liuxinghuoyu',get.suit(card),get.number(card));
}
player.gain(card2,'gain2');
2015-08-15 09:10:06 +00:00
},
ai:{
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order:9,
result:{
player:1
},
2015-08-15 09:10:06 +00:00
threaten:2
}
},
shengyan:{
trigger:{global:'recoverEnd'},
filter:function(event,player){
return !player.skills.contains('shengyan2')&&event.player.hp<event.player.maxHp;
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【圣言】?';
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
content:function(){
trigger.player.recover();
player.addTempSkill('shengyan2','phaseAfter');
},
ai:{
expose:0.2
}
},
shengyan2:{},
liechao:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.isTurnedOver()&&player.num('h')<=player.hp;
},
content:function(){
player.draw(4);
player.turnOver();
player.skip('phaseDiscard');
},
ai:{
order:10,
result:{
player:1
}
}
},
qingliu:{
trigger:{player:'damageBefore'},
filter:function(event){
return event.nature=='fire';
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 0;
}
}
}
},
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zhongjia:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event){
return event.num>0;
},
content:function(){
player.changeHujia();
},
ai:{
nohujia:true,
skillTagFilter:function(player){
return player.hp>1;
},
threaten:function(player,target){
if(!target.hujia) return 0.8;
},
effect:{
2015-06-27 16:36:03 +00:00
target:function(card,player){
2015-06-27 16:21:25 +00:00
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1];
return 0.8;
}
}
}
}
},
dunji:{
enable:'phaseUse',
filter:function(event,player){
return player.hujia?true:false;
},
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:function(){
return [1,_status.event.player.hujia];
},
content:function(){
if(target==targets[0]){
player.changeHujia(-player.hujia);
}
target.damage();
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target)+0.5;
}
}
}
},
fengxing:{
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trigger:{player:['useCard']},
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frequent:true,
filter:function(event){
return event.card&&event.card.name=='sha';
},
content:function(){
player.draw();
}
},
fengxian:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.num('h')>0;
},
selectTarget:-1,
content:function(){
target.chooseToDiscard(true);
},
ai:{
order:8,
result:{
target:function(player,target){
var nh=target.num('h');
switch(nh){
case 0:return 0;
case 1:return -1.5;
case 2:return -1.3;
case 3:return -1;
default:return -0.8;
}
}
}
}
},
qiaodong:{
enable:['chooseToRespond'],
filterCard:{type:'equip'},
2015-08-15 09:10:06 +00:00
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
2015-06-27 16:21:25 +00:00
viewAs:{name:'shan'},
position:'he',
prompt:'将一张装备牌当闪使用或打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.num('he',{type:'equip'})) return false;
}
}
},
2015-11-21 05:30:26 +00:00
mengjing_mengye:{
trigger:{player:'phaseEnd'},
forced:true,
priority:-1,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
player.discard(player.get('he'));
player.removeSkill('mengjing_mengye');
},
mark:'image',
intro:{
content:'回合结束阶段,弃置所有牌'
}
},
2015-06-27 16:21:25 +00:00
zhanhou:{
enable:'phaseUse',
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filterCard:{subtype:'equip2'},
position:'he',
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filter:function(event,player){
2015-12-15 05:13:47 +00:00
return player.num('he',{subtype:'equip2'})>0;
2015-08-15 09:10:06 +00:00
},
2015-12-15 05:13:47 +00:00
check:function(card){
return 7-ai.get.value(card);
2015-06-27 16:21:25 +00:00
},
content:function(){
player.changeHujia();
},
ai:{
2015-12-15 05:13:47 +00:00
order:9.5,
2015-06-27 16:21:25 +00:00
result:{
player:1
}
},
2015-11-21 05:30:26 +00:00
// mod:{
// globalFrom:function(from,to,distance){
// return distance-from.hujia;
// }
// },
2015-06-27 16:21:25 +00:00
},
shijie:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
2015-06-27 16:21:25 +00:00
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')){
return true;
}
}
return false;
},
content:function(){
'step 0'
player.chooseTarget('是否发动【视界】',function(card,player,target){
return player!=target&&target.num('h')>0;
}).ai=function(target){
return 11-ai.get.attitude(player,target);
};
'step 1'
if(result.bool){
player.logSkill('shijie',result.targets);
var target=result.targets[0];
player.gain(target.get('h').randomGet());
event.target=target;
target.$give(1,player);
game.delay();
event.target.draw();
}
},
ai:{
expose:0.1
}
},
shengguang:{
enable:'phaseUse',
filterCard:{color:'red'},
filter:function(event,player){
return player.num('he',{color:'red'})>0;
},
position:'he',
usable:1,
check:function(card){
return 9-ai.get.value(card)
},
filterTarget:function(card,player,target){
if(player.storage.anying) return true;
if(target.hp>=target.maxHp) return false;
return true;
},
content:function(){
'step 0'
if(player.storage.anying){
target.loseHp();
event.finish();
}
else{
target.recover();
}
'step 1'
if(target.hp<target.maxHp){
target.draw();
}
},
ai:{
order:9,
result:{
target:function(player,target){
if(player.storage.anying) return -1;
if(target.hp==1) return 5;
if(player==target&&player.num('h')>player.hp) return 5;
return 2;
}
},
threaten:2,
expose:0.2
}
},
xinci:{
enable:'phaseUse',
filterCard:{color:'black'},
filter:function(event,player){
return player.num('he',{color:'black'})>0;
},
position:'he',
usable:1,
mark:true,
intro:{
content:'已进入暗影形态'
},
check:function(card){
return 9-ai.get.value(card)
},
filterTarget:true,
content:function(){
target.loseHp();
},
ai:{
order:9,
result:{
target:-1
},
threaten:2,
expose:0.2
}
},
anying:{
unique:true,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.anying&&player.num('he',{color:'black'})>1;
},
selectCard:2,
filterCard:{color:'black'},
position:'he',
check:function(card){
return 5-ai.get.value(card);
},
content:function(){
player.storage.anying=true;
player.removeSkill('shengguang');
player.addSkill('xinci');
},
ai:{
order:1,
result:{
player:1
}
}
},
bianxing:{
trigger:{global:'useCard'},
filter:function(event,player){
if(player.skills.contains('bianxing2')) return false;
if(event.player==player) return false;
if(_status.currentPhase!=event.player) return false;
if(!event.targets) return false;
if(event.targets.length!=1) return false;
2015-08-15 09:10:06 +00:00
if(event.targets[0]==event.player) return false;
2015-06-27 16:21:25 +00:00
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(hs[i].name!=event.card.name){
2015-08-15 09:10:06 +00:00
var card=hs[i];
2015-09-16 07:31:41 +00:00
if(get.type(card)=='basic'&&get.info(card.enable)){
2015-08-15 09:10:06 +00:00
return true;
2015-06-27 16:21:25 +00:00
}
}
}
return false;
2015-06-19 15:31:36 +00:00
},
direct:true,
content:function(){
2015-06-27 16:21:25 +00:00
'step 0'
var eff=ai.get.effect(trigger.targets[0],trigger.card,trigger.player,player);
var att=ai.get.attitude(player,trigger.player);
player.chooseCard('是否发动【变形】?',function(card){
2015-08-15 09:10:06 +00:00
if(card.name!=trigger.card.name){
2015-09-16 07:31:41 +00:00
if(get.type(card)=='basic'&&get.info(card).enable){
return true;
}
2015-06-19 15:31:36 +00:00
}
2015-06-27 16:21:25 +00:00
return false;
}).ai=function(card){
if(att>=0) return 0;
2015-08-15 09:10:06 +00:00
if(card.name=='tao'||card.name=='caoyao'){
if(trigger.targets[0].hp==trigger.targets[0].maxHp) return 0;
}
if(eff>=0) return 0;
return ai.get.effect(trigger.targets[0],card,trigger.player,player);
2015-06-19 15:31:36 +00:00
};
2015-06-27 16:21:25 +00:00
'step 1'
2015-06-19 15:31:36 +00:00
if(result.bool){
2015-06-27 16:21:25 +00:00
var card=result.cards[0];
player.lose(result.cards);
event.cards=result.cards;
player.logSkill('bianxing',trigger.player);
2015-12-08 13:54:44 +00:00
game.log(player,'将',trigger.card,'变为',result.cards);
2015-06-27 16:21:25 +00:00
game.delay(0.5);
trigger.untrigger();
trigger.card=card;
trigger.cards=[card];
player.addTempSkill('bianxing2','phaseAfter');
2015-06-19 15:31:36 +00:00
}
else{
event.finish();
}
2015-06-27 16:21:25 +00:00
'step 2'
player.$throw(event.cards);
game.delay();
2015-08-15 09:10:06 +00:00
'step 3'
// player.draw();
'step 4'
2015-06-27 16:21:25 +00:00
trigger.trigger('useCard');
},
ai:{
expose:0.2,
threaten:1.8
}
},
bingjia:{
enable:'phaseUse',
filter:function(event,player){
return !player.skills.contains('bingjia2');
},
2015-08-15 09:10:06 +00:00
filterCard:true,
2015-06-27 16:21:25 +00:00
check:function(card){
return 6-ai.get.value(card);
},
discard:false,
prepare:function(cards,player){
player.$give(1,player);
},
content:function(){
player.storage.bingjia=cards[0];
player.addSkill('bingjia2');
2015-11-04 01:59:00 +00:00
game.addVideo('storage',player,['bingjia',get.cardInfo(cards[0]),'card']);
2015-06-27 16:21:25 +00:00
},
ai:{
order:1,
result:{
player:1
}
}
},
bingjia2:{
mark:true,
trigger:{target:'useCardToBegin'},
forced:true,
filter:function(event,player){
2015-08-15 09:10:06 +00:00
return event.player!=player&&get.suit(event.card)==get.suit(player.storage.bingjia);
2015-06-27 16:21:25 +00:00
},
content:function(){
'step 0'
player.showCards([player.storage.bingjia],get.translation(player)+'发动了【冰甲】');
'step 1'
ui.discardPile.appendChild(player.storage.bingjia);
delete player.storage.bingjia;
2015-08-15 09:10:06 +00:00
player.changeHujia();
2015-06-27 16:21:25 +00:00
player.removeSkill('bingjia2');
2015-11-04 01:59:00 +00:00
game.addVideo('storage',player,['bingjia',null]);
2015-06-27 16:21:25 +00:00
},
intro:{
mark:function(dialog,content,player){
if(player==game.me||player.isUnderControl()){
dialog.add([player.storage.bingjia]);
}
else{
return '已发动冰甲';
}
},
content:function(content,player){
if(player==game.me||player.isUnderControl()){
return get.translation(player.storage.bingjia);
}
return '已发动冰甲';
}
}
},
bianxing2:{},
moying:{
trigger:{player:'phaseBegin'},
2015-09-03 03:49:14 +00:00
skillcheck:function(event,player){
if(!player.num('h',{suit:'spade'})) return false;
2015-06-27 16:21:25 +00:00
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','shandian')){
return false;
}
}
return true;
},
forced:true,
check:function(){
return false;
},
content:function(){
'step 0'
2015-09-03 03:49:14 +00:00
if(!lib.skill.moying.skillcheck(trigger,player)){
player.draw();
event.finish();
return;
}
2015-06-27 16:21:25 +00:00
var card=null;
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(ui.cardPile.childNodes[i].name=='shandian'){
card=ui.cardPile.childNodes[i];break;
}
}
if(!card){
for(var i=0;i<ui.discardPile.childNodes.length;i++){
if(ui.discardPile.childNodes[i].name=='shandian'){
card=ui.discardPile.childNodes[i];break;
}
}
}
if(card){
player.addJudge(card);
}
2015-06-29 02:51:59 +00:00
else{
event.finish();
}
2015-06-27 16:21:25 +00:00
'step 1'
game.delay();
},
ai:{
threaten:1.5
}
},
mdzhoufu:{
enable:'phaseUse',
filterCard:{color:'black'},
filter:function(event,player){
return player.num('h',{color:'black'})>0;
},
filterTarget:function(card,player,target){
return player!=target&&!target.skills.contains('mdzhoufu2');
},
prepare:function(cards,player){
player.$throw(cards);
},
discard:false,
content:function(){
target.$gain2(cards);
target.storage.mdzhoufu2=cards[0];
target.addSkill('mdzhoufu2');
target.storage.mdzhoufu3=player;
2015-11-04 01:59:00 +00:00
game.addVideo('storage',target,['mdzhoufu2',get.cardInfo(cards[0]),'card']);
2015-06-27 16:21:25 +00:00
ui.special.appendChild(cards[0]);
},
check:function(card){
2015-06-29 02:51:59 +00:00
if(get.suit(card)=='spade'&&card.number>=2&&card.number<=9){
return 6-ai.get.value(card);
}
return -1;
2015-06-27 16:21:25 +00:00
},
ai:{
2015-08-15 09:10:06 +00:00
tag:{
rejudge:0.1,
},
2015-06-27 16:36:03 +00:00
threaten:1.5,
2015-06-27 16:21:25 +00:00
expose:0.1,
2015-06-29 02:51:59 +00:00
order:10,
2015-06-27 16:21:25 +00:00
result:{
2015-06-29 02:51:59 +00:00
target:-1
2015-06-27 16:21:25 +00:00
}
}
},
mdzhoufu2:{
trigger:{player:'judge'},
forced:true,
priority:10,
mark:'card',
content:function(){
"step 0"
ui.discardPile.appendChild(player.storage.mdzhoufu2);
player.$throw(player.storage.mdzhoufu2);
2015-11-06 10:05:08 +00:00
if(player.storage.mdzhoufu2.clone){
player.storage.mdzhoufu2.clone.classList.add('thrownhighlight');
game.addVideo('highlightnode',player,get.cardInfo(player.storage.mdzhoufu2));
}
2015-06-27 16:21:25 +00:00
if(player.storage.mdzhoufu3.isAlive()){
2015-09-03 03:49:14 +00:00
// player.storage.mdzhoufu3.draw();
2015-12-12 08:37:15 +00:00
player.storage.mdzhoufu3.gain(player.judging[0],'gain2');
2015-06-19 15:31:36 +00:00
}
else{
2015-12-12 08:37:15 +00:00
ui.discardPile.appendChild(player.judging[0]);
2015-06-27 16:21:25 +00:00
game.delay(1.5);
}
"step 1"
2015-12-12 08:37:15 +00:00
player.judging[0]=player.storage.mdzhoufu2;
2015-06-27 16:21:25 +00:00
trigger.position.appendChild(player.storage.mdzhoufu2);
// trigger.untrigger();
2015-12-08 13:54:44 +00:00
game.log(player,'的判定牌改为',player.storage.mdzhoufu2);
2015-06-27 16:21:25 +00:00
player.removeSkill('mdzhoufu2');
delete player.storage.mdzhoufu2;
delete player.storage.mdzhoufu3;
},
intro:{
content:'card'
},
},
moying_old:{
trigger:{player:'damageEnd',source:'damageEnd'},
check:function(event,player){
var target=(player==event.player)?event.source:event.player;
return ai.get.attitude(player,target)<0;
},
filter:function(event,player){
var target=(player==event.player)?event.source:event.player;
return target.isAlive();
},
prompt:function(event,player){
var target=(player==event.player)?event.source:event.player;
return '是否对'+get.translation(target)+'发动【魔影】?';
},
content:function(){
"step 0"
event.target=(player==trigger.player)?trigger.source:trigger.player;
event.target.judge(function(card){
return get.color(card)=='black'?-1:0;
});
"step 1"
if(result.color=='black'){
2015-06-19 15:31:36 +00:00
event.target.loseHp();
}
},
ai:{
expose:0.1,
threaten:1.3
}
},
xianzhi:{
trigger:{global:'judgeBegin'},
2015-06-27 16:21:25 +00:00
direct:true,
2015-06-19 15:31:36 +00:00
filter:function(){
return ui.cardPile.childNodes.length>1;
},
content:function(){
'step 0'
var str='';
if(trigger.card) str=get.translation(trigger.card.viewAs||trigger.card.name);
else if(trigger.skill) str=get.translation(trigger.skill);
else str=get.translation(trigger.parent.name);
var cards=[ui.cardPile.childNodes[0],ui.cardPile.childNodes[1]];
var att=ai.get.attitude(player,trigger.player);
var delta=trigger.judge(ui.cardPile.childNodes[1])-trigger.judge(ui.cardPile.childNodes[0]);
player.chooseControl('调换顺序','cancel',
ui.create.dialog('先知:'+get.translation(trigger.player)+'的'+str+'判定',cards,'hidden')).ai=function(){
if(att*delta>0) return '调换顺序';
else return 'cancel';
};
'step 1'
if(result.control=='调换顺序'){
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player.logSkill('xianzhi');
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var card=ui.cardPile.firstChild;
ui.cardPile.removeChild(card);
ui.cardPile.insertBefore(card,ui.cardPile.firstChild.nextSibling);
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game.log(player,'调换了牌堆顶两张牌的顺序');
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}
},
ai:{
expose:0.1,
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tag:{
rejudge:0.5
}
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}
},
jingxiang:{
trigger:{player:'chooseToRespondBegin'},
direct:true,
filter:function(event,player){
if(event.responded) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')){
return true;
}
}
return false;
},
content:function(){
"step 0"
var players=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')){
players.push(game.players[i]);
}
}
if(!players.length){
event.finish();
return;
}
var target=players.randomGet();
event.target=target;
var cards=target.get('h');
player.chooseCardButton('镜像:选择'+get.translation(target)+'的一张卡手牌打出',cards).filterButton=function(button){
return trigger.filterCard(button.link);
}
"step 1"
if(result.bool){
player.logSkill('jingxiang',event.target);
event.target.lose(result.links);
trigger.untrigger();
trigger.responded=true;
result.buttons[0].link.remove();
trigger.result={bool:true,card:result.buttons[0].link}
}
},
ai:{
effect:{
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target:function(card){
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if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
}
},
},
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wlianji:{
trigger:{player:'phaseEnd'},
frequent:true,
filter:function(event,player){
return get.cardCount(true,player)>player.hp;
},
content:function(){
player.draw(2);
},
init:function(player){player.storage.jingce=true},
intro:{
content:function(storage,player){
if(_status.currentPhase==player) return '已使用'+get.cardCount(true,player)+'张牌';
}
}
},
mengun:{
trigger:{global:'useCardToBefore'},
priority:12,
filter:function(event,player){
if(event.player==player) return false;
if(_status.currentPhase!=event.player) return false;
if(event.player.skills.contains('mengun2')) return false;
if(get.itemtype(event.card)!='card') return false;
if(!player.num('h',{suit:get.suit(event.card)})) return false;
return get.type(event.card)=='basic';
},
direct:true,
content:function(){
"step 0"
var val=ai.get.value(trigger.card);
var suit=get.suit(trigger.card);
var eff=ai.get.effect(trigger.target,trigger.card,trigger.player,player);
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var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'使用的'+get.translation(trigger.card)+'发动【闷棍】?',function(card){
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return get.suit(card)==suit;
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});
next.logSkill=['mengun',trigger.player];
next.ai=function(card){
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if(eff>=0) return 0;
return Math.min(8,1+val)-ai.get.value(card);
}
"step 1"
if(result.bool){
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game.log(trigger.player,'收回了',trigger.cards);
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trigger.untrigger();
trigger.finish();
game.delay();
}
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else{
event.finish();
}
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"step 2"
trigger.player.$gain2(trigger.cards);
trigger.player.gain(trigger.cards);
trigger.player.storage.mengun2=trigger.cards[0];
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game.addVideo('storage',player,['mengun2',get.cardInfo(trigger.cards[0]),'card']);
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trigger.player.addTempSkill('mengun2','phaseEnd');
}
},
mengun2:{
mark:'card',
mod:{
cardEnabled:function(card,player){
if(card==player.storage.mengun2) return false;
},
},
intro:{
content:'card',
onunmark:function(storage,player){
delete player.storage.mengun2;
}
},
},
jianren:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.get('e','1')?true:false;
},
filterCard:function(card,player){
return card==player.get('e','1');
},
position:'e',
filterTarget:function(card,player,target){
return target!=player;
},
selectCard:-1,
selectTarget:-1,
content:function(){
target.damage();
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target);
}
}
}
},
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jihuo:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return !player.storage.jihuo&&player.num('h')>0;
},
direct:true,
content:function(){
"step 0"
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var next=player.chooseToDiscard('是否发动【激活】?');
next.ai=ai.get.unuseful2;
next.logSkill='jihuo';
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"step 1"
if(result.bool){
player.storage.jihuo=true;
}
else{
event.finish();
}
"step 2"
player.phase();
"step 3"
player.storage.jihuo=false;
},
ai:{
threaten:1.2
}
},
tzhenji:{
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trigger:{player:'discardAfter'},
direct:true,
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filter:function(event,player){
if(player.skills.contains('tzhenji2')){
return false;
}
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if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='black') return true;
}
}
return false;
},
content:function(){
"step 0";
player.chooseTarget('是否发动【震击】?').ai=function(target){
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var bool=ai.get.attitude(player,target)>0;
return ai.get.damageEffect(target,player,player,'thunder')-(bool?1:0);
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};
"step 1"
if(result.bool){
game.delay(0.5);
var target=result.targets[0];
player.logSkill('tzhenji',target,'thunder');
var cs=target.get('he');
if(cs.length){
target.discard(cs.randomGet());
}
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target.damage('thunder');
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player.addTempSkill('tzhenji2','phaseAfter');
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}
},
ai:{
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threaten:1.2,
expose:0.3,
effect:{
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target:function(card,player,target){
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if(get.tag(card,'loseCard')&&target.num('he')){
return 0.7;
}
}
},
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}
},
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tzhenji2:{},
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zuling:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(player.storage.zuling) return false;
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
var num=0;
for(var i=0;i<player.skills.length;i++){
if(rand.contains(player.skills[i])) num++;
if(num>=3) return true;
}
return false;
},
content:function(){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
for(var i=0;i<rand.length;i++){
player.removeSkill(rand[i]);
}
player.storage.zuling=true;
}
},
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tzhenji_old:{
trigger:{player:['useCard','respondEnd']},
filter:function(event){
return get.suit(event.card)=='spade';
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},
direct:true,
content:function(){
"step 0";
player.chooseTarget('是否发动【震击】?').ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder')-1;
};
"step 1"
if(result.bool){
player.logSkill('tzhenji',result.targets,'thunder');
event.target=result.targets[0];
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event.target.judge();
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}
else{
event.finish();
}
"step 2"
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if(result.color=='red'){
event.target.damage('fire');
}
else{
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event.target.damage('thunder');
var cs=event.target.get('he');
if(cs.length){
event.target.discard(cs.randomGet());
}
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cs=player.get('he');
if(cs.length){
player.discard(cs.randomGet());
}
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}
},
ai:{
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expose:0.2,
threaten:1.2,
effect_old:{
target:function(card,player,target){
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if(get.tag(card,'respondShan')){
var hastarget=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])<0){
hastarget=true;break;
}
}
var ns=target.num('h','shan');
var nh=target.num('h');
if(ns>1){
return [0,hastarget?1:0];
}
if(ns&&nh>=2){
return [0,0];
}
if(nh>3){
return [0,0];
}
if(nh==0){
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return 1.5;
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}
return [1,0.05];
}
}
}
}
},
tuteng_s:{
trigger:{player:'phaseUseBegin'},
forced:true,
filter:function(event,player){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
for(var i=0;i<player.skills.length;i++){
rand.remove(player.skills[i]);
if(rand.length==0) return false;
}
return true;
},
content:function(){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
for(var i=0;i<player.skills.length;i++){
rand.remove(player.skills[i]);
}
if(rand.length){
player.addSkill(rand.randomGet());
}
},
ai:{
effect:function(card,player){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,1];
return 1.2;
}
},
threaten:1.3
},
group:'tuteng_lose'
},
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s_tuteng:{
trigger:{player:'phaseBegin'},
forced:true,
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unique:true,
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content:function(){
var rand=['tuteng1','tuteng2','tuteng4',
'tuteng5','tuteng6','tuteng7'];
if(player.storage.s_tuteng){
var rand2=player.storage.s_tuteng;
for(var i=0;i<3;i++){
rand.remove(rand2[i]);
}
player.removeSkill(rand2.randomRemove());
var totem=rand.randomGet();
rand2.push(totem);
player.addSkill(totem);
}
else{
for(var i=0;i<3;i++){
rand.randomRemove();
}
for(var i=0;i<3;i++){
player.addSkill(rand[i]);
}
player.storage.s_tuteng=rand;
}
},
ai:{
threaten:2
}
},
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tuteng:{
enable:'phaseUse',
usable:1,
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unique:true,
direct:true,
check:function(){
return 0;
},
delay:0,
init:function(){
for(var i=1;i<=8;i++){
lib.translate['tuteng'+i+'_info']=lib.skill['tuteng'+i].intro.content;
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}
},
position:'he',
content:function(){
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'step 0'
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var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
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var rand2=[];
var randx=[];
var rand2x=[];
if(player.storage.tuteng_awake){
rand=rand.concat(['tuteng5','tuteng6','tuteng7','tuteng8']);
}
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for(var i=0;i<player.skills.length;i++){
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if(rand.contains(player.skills[i])){
rand.remove(player.skills[i]);
rand2.push(player.skills[i]);
}
2015-06-10 09:10:24 +00:00
}
if(rand.length){
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if(event.isMine()&&rand.length>1){
var dialog=ui.create.dialog();
for(var i=0;i<rand.length;i++){
randx[i]=['','',rand[i]];
}
for(var i=0;i<rand2.length;i++){
rand2x[i]=['','',rand2[i]];
}
dialog.add('选择一个图腾');
dialog.add([randx,'vcard']);
if(rand2.length>=3){
dialog.add('替换一个已有图腾');
dialog.add([rand2x,'vcard']);
player.chooseButton(dialog,2,true).filterButton=function(button){
if(ui.selected.buttons.length){
var current=ui.selected.buttons[0].name;
if(rand.contains(current)){
return rand2.contains(button.name);
}
else{
return rand.contains(button.name);
}
}
return true;
};
}
else{
player.chooseButton(dialog,true);
}
for(var i=0;i<dialog.buttons.length;i++){
var item=dialog.buttons[i]
if(i==4){
item.parentNode.insertBefore(document.createElement('br'),item);
}
item.style.zoom=0.7;
}
}
else{
if(player.hp<player.maxHp&&rand.contains('tuteng1')){
player.addSkill('tuteng1');
}
else{
2015-10-08 06:16:37 +00:00
if(rand.length>1){
rand.remove('tuteng1');
}
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player.addSkill(rand.randomGet());
}
if(rand2.length>=3){
player.removeSkill(rand2.randomGet());
}
game.delay();
event.finish();
}
}
else{
event.finish();
}
'step 1'
if(result.buttons.length==1){
player.addSkill(result.buttons[0].name);
}
else if(result.buttons.length==2){
var skill1=result.buttons[0].name;
var skill2=result.buttons[1].name;
if(player.skills.contains(skill1)){
player.removeSkill(skill1);
player.addSkill(skill2);
}
else{
player.removeSkill(skill2);
player.addSkill(skill1);
}
}
player.addSkill(event.choice);
if(!player.storage.tuteng_awake){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4',
'tuteng5','tuteng6','tuteng7','tuteng8'];
var num=0;
for(var i=0;i<player.skills.length;i++){
if(rand.contains(player.skills[i])) num++;
if(num>=3){
player.storage.tuteng_awake=true;
player.popup('图腾已解锁');
break;
}
}
2015-06-10 09:10:24 +00:00
}
},
ai:{
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order:11,
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result:{
player:1
},
effect:function(card,player){
if(get.tag(card,'damage')){
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if(player.skills.contains('jueqing')) return;
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return 1.2;
}
},
threaten:1.3
},
group:'tuteng_lose'
},
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tuteng_h:{
mod:{
maxHandcard:function(player,num){
return num-1;
}
}
},
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tuteng_lose:{
trigger:{player:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
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var tuteng=['tuteng1','tuteng2','tuteng3','tuteng4',
'tuteng5','tuteng6','tuteng7','tuteng8'];
2015-06-10 09:10:24 +00:00
for(var i=0;i<player.skills.length;i++){
if(tuteng.contains(player.skills[i])) return true;
}
return false;
},
content:function(){
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var tuteng=['tuteng1','tuteng2','tuteng3','tuteng4',
'tuteng5','tuteng6','tuteng7','tuteng8'];
2015-06-10 09:10:24 +00:00
var rand=[];
for(var i=0;i<player.skills.length;i++){
if(tuteng.contains(player.skills[i])){
rand.push(player.skills[i]);
}
}
if(rand.length){
player.removeSkill(rand.randomGet());
}
}
},
tuteng1:{
mark:'image',
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nopop:true,
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intro:{
content:'回合结束阶段,你回复一点体力'
},
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
}
},
tuteng2:{
mark:'image',
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nopop:true,
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intro:{
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content:'每当你造成一点伤害,你摸一张牌'
2015-06-10 09:10:24 +00:00
},
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filter:function(event){
return event.num>0;
},
2015-06-10 09:10:24 +00:00
trigger:{source:'damageAfter'},
forced:true,
content:function(){
2015-08-15 09:10:06 +00:00
player.draw(trigger.num);
2015-06-10 09:10:24 +00:00
}
},
tuteng3:{
mark:'image',
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nopop:true,
2015-06-10 09:10:24 +00:00
intro:{
content:'你受到的伤害-1'
},
trigger:{player:'damageBegin'},
forced:true,
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filter:function(event){
2015-06-10 09:10:24 +00:00
return event.num>0;
},
content:function(){
trigger.num--;
},
},
tuteng4:{
mark:'image',
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nopop:true,
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intro:{
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content:'你的锦囊牌造成的伤害+1'
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},
trigger:{source:'damageBegin'},
forced:true,
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filter:function(event){
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return event.card&&get.type(event.card)=='trick'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
2015-06-10 09:10:24 +00:00
},
content:function(){
trigger.num++;
}
},
2015-09-03 03:49:14 +00:00
tuteng5:{
mark:'image',
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nopop:true,
2015-09-03 03:49:14 +00:00
intro:{
content:'回合结束阶段,你摸一张牌'
},
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.draw();
}
},
tuteng6:{
mark:'image',
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nopop:true,
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intro:{
content:'你的杀造成的伤害+1'
},
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
2015-09-10 13:56:57 +00:00
return event.card&&event.card.name=='sha'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
2015-09-03 03:49:14 +00:00
},
content:function(){
trigger.num++;
}
},
tuteng7:{
mark:'image',
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nopop:true,
2015-09-03 03:49:14 +00:00
intro:{
content:'回合结束阶段,你令一名其他角色回复一点体力'
},
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].hp<game.players[i].maxHp){
return true;
}
}
return false;
},
content:function(){
'step 0'
player.chooseTarget('活力图腾:令一名其他角色回复一点体力',function(card,player,target){
return target!=player&&target.hp<target.maxHp;
}).ai=function(target){
return ai.get.recoverEffect(target,player,player);
};
'step 1'
if(result.bool){
player.logSkill('tuteng7',result.targets[0]);
result.targets[0].recover();
}
}
},
2015-09-22 03:53:35 +00:00
tuteng8:{
mark:'image',
nopop:true,
intro:{
content:'当计算你与其它角色的距离时,始终-1'
},
mod:{
globalFrom:function(from,to,distance){
return distance-1;
}
}
},
2015-06-10 09:10:24 +00:00
fenliu:{
enable:'phaseUse',
prompt:'流失1点体力并摸两张牌',
usable:1,
content:function(){
"step 0"
player.loseHp(1);
"step 1"
player.draw(3);
},
ai:{
order:1,
result:{
player:function(player){
if(player.num('h')>=player.hp-1) return -1;
if(player.hp<3) return -1;
return 1;
}
},
effect:{
target:function(card){
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
return 1.5;
}
}
},
threaten:1.2
}
},
hongxi:{
trigger:{global:'dieAfter'},
filter:function(event,player){
return player.hp<player.maxHp;
},
forced:true,
content:function(){
player.recover(player.maxHp-player.hp);
},
ai:{
threaten:1.2
}
},
},
card:{
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mengjing_feicuiyoulong:{
type:'mengjing',
image:'card/mengjing_feicuiyoulong',
color:'white',
opacity:1,
textShadow:'black 0 0 2px',
enable:true,
filterTarget:true,
content:function(){
target.damage(2);
},
ai:{
order:5,
result:{
target:-2
},
tag:{
damage:2
},
useful:5,
value:10,
}
},
mengjing_suxing:{
type:'mengjing',
image:'card/mengjing_suxing',
color:'white',
opacity:1,
textShadow:'black 0 0 2px',
enable:true,
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:-1,
content:function(){
target.loseHp();
var he=target.get('he');
if(he.length){
target.discard(he.randomGets(2));
}
},
ai:{
result:{
target:-1,
},
order:6,
useful:5,
value:10,
}
},
mengjing_mengye:{
type:'mengjing',
image:'card/mengjing_mengye',
color:'white',
opacity:1,
textShadow:'black 0 0 2px',
enable:true,
filterTarget:true,
content:function(){
target.draw();
target.addSkill('mengjing_mengye');
},
ai:{
order:1,
useful:5,
value:10,
result:{
target:function(player,target){
if(target.skills.contains('mengjing_mengye')) return 0.5;
return -target.num('he');
}
}
}
},
mengjing_mengjing:{
type:'mengjing',
image:'card/mengjing_mengjing',
color:'white',
opacity:1,
textShadow:'black 0 0 2px',
enable:true,
filterTarget:function(card,player,target){
return !target.num('j','lebu')||target.num('e')>0;
},
content:function(){
'step 0'
var es=target.get('e');
if(es.length){
target.gain(es,'gain2');
}
'step 1'
if(!target.num('j','lebu')){
target.addJudge(game.createCard('lebu'));
}
},
ai:{
order:2,
useful:5,
value:10,
result:{
target:function(player,target){
var num=target.hp-target.num('he')-2;
if(num>-1) return -1;
if(target.hp<3) num--;
if(target.hp<2) num--;
if(target.hp<1) num--;
return num;
}
}
}
},
mengjing_huanxiaojiemei:{
type:'mengjing',
image:'card/mengjing_huanxiaojiemei',
color:'white',
opacity:1,
textShadow:'black 0 0 2px',
enable:true,
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
content:function(){
target.recover(target.maxHp-target.hp);
},
ai:{
order:6,
value:10,
useful:[7,4],
result:{
target:function(player,target){
var eff=ai.get.recoverEffect(target,player,target);
if(eff<=0) return 0;
var num=target.maxHp-target.hp;
if(num<1) return 0;
if(target.hp==1) return num+0.5;
return num;
}
}
}
},
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tuteng1:{
image:'card/tuteng1',
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color:'white',
noname:true,
textShadow:'black 0 0 2px',
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},
tuteng2:{
image:'card/tuteng2',
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color:'white',
noname:true,
textShadow:'black 0 0 2px',
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},
tuteng3:{
image:'card/tuteng3',
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color:'white',
noname:true,
textShadow:'black 0 0 2px',
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},
tuteng4:{
image:'card/tuteng4',
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color:'white',
noname:true,
textShadow:'black 0 0 2px',
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},
tuteng5:{
image:'card/tuteng5',
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color:'white',
noname:true,
textShadow:'black 0 0 2px',
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},
tuteng6:{
image:'card/tuteng6',
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color:'white',
noname:true,
textShadow:'black 0 0 2px',
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},
tuteng7:{
image:'card/tuteng7',
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color:'white',
noname:true,
textShadow:'black 0 0 2px',
},
tuteng8:{
image:'card/tuteng8',
color:'white',
noname:true,
textShadow:'black 0 0 2px',
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},
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},
translate:{
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hs_alleria:'奥蕾莉亚',
hs_magni:'麦格尼',
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hs_medivh:'麦迪文',
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hs_jaina:'吉安娜',
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hs_lrexxar:'雷克萨',
hs_wuther:'乌瑟尔',
hs_jgarrosh:'加尔鲁什',
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hs_malfurion:'玛法里奥',
hs_guldan:'古尔丹',
hs_anduin:'安度因',
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hs_sthrall:'萨尔',
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hs_waleera:'瓦莉拉',
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hs_neptulon:'耐普图隆',
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hs_wvelen:'维纶',
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hs_antonidas:'安东尼达斯',
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hs_alakir:'奥拉基尔',
hs_zhouzhuo:'周卓',
hs_yngvar:'伊戈瓦尔',
hs_bchillmaw:'冰喉',
hs_malorne:'玛洛恩',
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hs_xsylvanas:'希尔瓦娜斯',
hs_siwangzhiyi:'死亡之翼',
hs_malygos:'玛里苟斯',
hs_xuefashi:'血法师',
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hs_ysera:'伊瑟拉',
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hs_alextrasza:'阿莱克斯塔',
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fushi:'缚誓',
fushi_info:'出牌阶段,你可以令一名已受伤角色失去一点体力上限并回复一点体力',
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hs_ronghejuren:'熔核巨人',
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hs_shanlingjuren:'山岭巨人',
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hs_edwin:'艾德温',
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hs_mijiaojisi:'秘教祭司',
hs_huzhixiannv:'湖之仙女',
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hs_tgolem:'图腾魔像',
hs_totemic:'图腾师',
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hs_bilanyoulong:'碧蓝幼龙',
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hs_zhishigushu:'知识古树',
hs_zhanzhenggushu:'战争古树',
hs_jinglinglong:'精灵龙',
hs_sapphiron:'萨菲隆',
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biri:'蔽日',
biri_info:'每当距离你1以内的一名其他角色成为杀的惟一目标时若杀的使用者不是你你可以弃置一张基本牌取消之',
stuxi:'吐息',
stuxi_info:'锁定技,回合结束阶段,你令所有未翻面角色各弃置一张牌',
bingdong:'冰冻',
bingdong_info:'出牌阶段限一次,若你的武将牌正面朝上,你可以选择一名未翻面的角色与其同时将武将牌翻至背面',
ronghuo:'熔火',
ronghuo_info:'锁定技,你的普通杀均视为火杀',
luoshi:'落石',
luoshi_info:'锁定技,每当你受到一次伤害,你与伤害来源各随机弃置一张牌',
mianyi:'免疫',
mianyi_info:'锁定技,你不能成为其他角色的单体非延时锦囊的目标',
jiaohui:'教诲',
jiaohui_info:'回合结束阶段,若你没有于本回合内造成伤害,你可以令一名角色摸两张牌或回复一点体力',
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chenshui:'沉睡',
chenshui_info:'回合结束阶段,你可以将一张随机梦境牌加入你的手牌',
mengjing:'梦境',
mengjing_card_config:'梦境',
mengjing_feicuiyoulong:'翡翠幼龙',
mengjing_feicuiyoulong_info:'出牌阶段对任意一名角色使用对目标造成2点伤害',
mengjing_huanxiaojiemei:'欢笑姐妹',
mengjing_huanxiaojiemei_info:'出牌阶段对一名已受伤角色使用,令目标恢复所有体力值',
mengjing_suxing:'苏醒',
mengjing_suxing_info:'令所有其他角色流失一点体力并随机弃置两张牌',
mengjing_mengye:'梦魇',
mengjing_mengye_info:'令一名角色摸1张牌并在其下一个回合结束阶段弃置其所有牌',
mengjing_mengjing:'梦境',
mengjing_mengjing_info:'令一名角色将装备区内的所有牌收入手牌,并将一张乐不思蜀置于其判定区',
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xjumo:'聚魔',
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xjumo_info:'锁定技,你的手牌上限+3若你已受伤改为+5',
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liehun:'裂魂',
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liehun_info:'锁定技,回合结束阶段,你获得手牌中所有非基本牌的复制',
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malymowang:'魔网',
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malymowang2:'魔网',
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malymowang_info:'锁定技,你的锦囊牌造成的伤害+1出牌阶段开始时你观看随机3张锦囊牌并将其中一张加入你的手牌',
lingzhou:'灵咒',
lingzhou_info:'每当你使用一张锦囊牌,可令一名角色摸一张牌或回复一点体力',
mieshi:'灭世',
mieshi_info:'锁定技,回合结束阶段,你流失一点体力,并对一名随机的其他角色造成一点火焰伤害',
2015-12-19 09:28:50 +00:00
xshixin:'蚀心',
xshixin_info:'锁定技,每当你对一名其他角色造成一次伤害,受伤害角色与你各流失一点体力',
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xmojian:'魔箭',
xmojian_info:'每当你翻面时,你可以指定一名角色视为对其使用了一张杀,每回合最多发动一次',
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enze:'恩泽',
enze_info:'出牌阶段限一次,你可以指定一名角色令其手牌数与你相等',
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chongsheng:'重生',
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chongsheng_bg:'生',
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chongsheng_info:'濒死阶段你可弃置所有牌将体力回复至2-X并摸X张牌X为你本局发动此技能的次数。每局最多发动2次',
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s_tuteng:'滋养',
s_tuteng_info:'在你首个回合开始时,你获得三个随机图腾;在此后的每个回合开始阶段,你随机替换其中的一个图腾',
guozai:'过载',
guozai2:'过载',
guozai2_bg:'载',
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guozai_info:'出牌阶段限一次,你可将手牌补至四张,并于此阶段结束时弃置等量的牌',
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guozaix:'重载',
guozaix2:'重载',
guozaix2_bg:'载',
guozaix_info:'出牌阶段限两次,你可将手牌补至四张,并于此阶段结束时弃置等量的牌',
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hanshuang:'寒霜',
hanshuang_info:'锁定技,你使用黑色牌造成伤害后,受伤害角色须将武将牌翻至背面,然后你流失一点体力',
bingshi:'冰噬',
bingshi_info:'锁定技,你死亡时,对所有其他角色造成一点伤害',
huanwu:'唤雾',
huanwu_info:'出牌阶段限一次,你可以令一名角色增加一点体力上限,回复一点体力,并摸两张牌(每名角色限发动一次)',
fengnu:'风怒',
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fengnu_info:'锁定技,你使用的任何卡牌无数量及距离限制;当你于回合内重复使用同名卡牌时,你摸一张牌',
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shengdun:'圣盾',
shengdun2:'圣盾',
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shengdun_info:'锁定技,回合开始阶段,若你没有护甲,你获得一点护甲',
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jingmeng:'镜梦',
jingmeng_info:'每当你于回合内使用第一张牌时,你可以从牌堆中随机获得一张与之类型相同的牌',
kuixin:'窥心',
kuixin_info:'回合结束阶段你可以将你的手牌与一名其他角色交换手牌数之差不能多于1',
2015-10-20 17:44:00 +00:00
lianzhan:'连斩',
lianzhan_info:'出牌阶段结束时你可以摸X张牌X为你本回合使用的卡牌数',
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yanshu:'炎术',
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yanshu_info:'出牌阶段限一次,你可以弃置一张非基本牌,并获得一张流星火雨',
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bingshuang:'冰霜',
bingshuang_info:'你使用锦囊牌造成伤害后,可令目标摸两张牌并翻面',
shengyan:'圣言',
shengyan_info:'任意一名角色回复体力后,你可以令其额外回复一点体力,每回合限发动一次',
qingliu:'清流',
qingliu_info:'锁定技,你防止即将受到的火焰伤害',
liechao:'猎潮',
liechao_info:'出牌阶阶段限一次,若你的武将牌正面朝上且手牌数不大于当前体力值,你可以翻面并摸四张牌,若如此做,你跳过本回合的弃牌阶段',
2015-06-27 16:21:25 +00:00
fengxing:'风行',
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fengxing_info:'每当你使用一张杀,你可以摸一张牌',
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xinci:'心刺',
xinci_info:'出牌阶段限一次,你可以弃置一张黑色牌令一名角色流失一点体力',
zhongjia:'重甲',
zhongjia_info:'锁定技每当你受到一次伤害你获得一点护甲值当你的体力值大于1时你的护甲不为你抵挡伤害',
dunji:'盾击',
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dunji_info:'出牌阶段,你可以失去你的所有护甲,并对等量的其他角色各造成一点伤害',
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qiaodong:'巧动',
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qiaodong_info:'你可以将一张装备牌当作闪使用或打出',
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fengxian:'奉献',
fengxian_info:'出牌阶段限一次,你可以令场上所有角色各弃置一张手牌',
zhanhou:'战吼',
2015-12-15 05:13:47 +00:00
zhanhou_info:'出牌阶段限一次,你可以弃置一张防具牌并获得一点护甲值',
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anying:'暗影',
anying_info:'限定技,出牌阶段,你可以弃置两张黑色牌,失去技能圣光,并获得技能心刺',
shijie:'视界',
shijie_info:'回合结束阶段,你可以获得一名其他角色的一张手牌,然后该角色摸一张牌',
shengguang:'圣光',
shengguang_info:'出牌阶段限一次,你可以弃置一张红色牌令一名角色回复一点体力,若其仍处于受伤状态则摸一张牌',
bingjia:'冰甲',
bingjia2:'冰甲',
2015-08-15 09:10:06 +00:00
bingjia_info:'出牌阶段,若你武将牌上没有牌,你可以将一张手牌背面朝上置于你的武将牌上,当你成为其他角色的与此牌花色相同的牌的目标时,你将此牌置于弃牌堆,并获得一点护甲值',
2015-06-27 16:21:25 +00:00
bianxing:'变形',
2015-08-15 09:10:06 +00:00
bianxing_info:'当一其他角色于回合内使用卡牌指定了惟一的其他目标后,你可以用一张合理的基本牌替代此牌,每名角色的回合限一次',
2015-06-19 15:31:36 +00:00
xianzhi:'先知',
xianzhi_info:'任意一名角色进行判定前,你可以观看牌堆顶的两张牌,并可以将其调换顺序',
2015-09-10 09:35:58 +00:00
mdzhoufu:'缚魂',
mdzhoufu2:'缚魂',
2015-09-03 03:49:14 +00:00
mdzhoufu_info:'出牌阶段,你可以将一张黑色手牌置于一名其他角色的武将牌上,在其判定时以此牌作为判定结果,然后你获得亮出的判定牌',
2015-09-10 09:35:58 +00:00
moying:'诅咒',
2015-09-03 03:49:14 +00:00
moying_info:'锁定技,回合开始阶段,若场上没有闪电且你手牌中有黑桃牌,你将牌堆中的一张闪电置于你的判定区,否则你摸一张牌',
2015-06-27 16:21:25 +00:00
moying_old_info:'每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其流失一点体力',
2015-06-19 15:31:36 +00:00
jingxiang:'镜像',
jingxiang_info:'每当你需要打出卡牌时,你可以观看一名随机角色的手牌并将其视为你的手牌打出',
2015-06-10 09:10:24 +00:00
tuteng:'图腾',
2015-09-22 03:53:35 +00:00
tuteng_info:'出牌阶段你可以获得一个基础图腾当你的图腾数量达到3时你解锁全部图腾每当你受到一次伤害你随机失去一个图腾',
zuling:'祖灵',
zuling_info:'觉醒技回合开始阶段若你拥有至少3个图腾你失去所有图腾并解锁强化图腾',
2015-06-10 09:10:24 +00:00
tuteng1:'治疗图腾',
tuteng2:'灼热图腾',
tuteng3:'石爪图腾',
tuteng4:'空气之怒图腾',
2015-09-03 03:49:14 +00:00
tuteng5:'法力之潮图腾',
tuteng6:'火舌图腾',
tuteng7:'活力图腾',
2015-09-22 03:53:35 +00:00
tuteng8:'图腾魔像',
2015-06-10 09:10:24 +00:00
tzhenji:'震击',
2015-08-15 09:10:06 +00:00
tzhenji_info:'每当你因弃置而失去黑色牌可对一名角色造成1点雷电伤害并随机弃置其一张牌每回合限发动一次',
2015-06-10 09:10:24 +00:00
fenliu:'分流',
fenliu_info:'出牌阶段限一次你可以失去一点体力并获得3张牌',
hongxi:'虹吸',
hongxi_info:'锁定技,每当有一名角色死亡,你将体力回复至体力上限',
jihuo:'激活',
jihuo_info:'回合结束阶段,你可以弃置一张手牌并进行一个额外的回合',
2015-06-13 06:53:40 +00:00
jianren:'剑刃',
jianren_info:'出牌阶段限一次,你可以弃置装备区内的武器牌,对所有其他角色造成一点伤害',
mengun:'闷棍',
mengun2:'闷棍',
mengun_info:'每当一名其他角色于回合内使用基本牌,你可以弃置一张与之花色相同的牌令其收回此牌,且在本回合内不能再次使用,每回合限一次',
wlianji:'连击',
wlianji_info:'回合结束阶段,若你本回合使用的卡牌数大于你当前的体力值,你可以摸两张牌',
2015-06-10 09:10:24 +00:00
},
}