noname/character/gwent.js

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'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
name:'gwent',
character:{
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gw_huoge:['male','qun',3,['yinzhang']],
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gw_aisinie:['female','wu',3,['huihun']],
gw_enxier:['male','wei',4,['gwbaquan']],
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gw_kaerweite:['male','shu',4,['gwjiquan']],
gw_falanxisika:['female','wu',3,['shewu']],
gw_haluo:['male','qun',4,['nuhou']],
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gw_airuiting:['male','wei',4,['kuanglie']],
gw_laduoweide:['male','wei',4,['gwxiaoshou']],
gw_dagong:['male','qun',4,['tianbian']],
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// gw_bulanwang:['male','qun',4,['jielve']],
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// gw_kuite:['male','qun',3,[]],
// gw_fuertaisite:['male','qun',3,[]],
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// gw_hengsaite:['male','wei',4,['jinsheng']],
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gw_fulisi:['male','qun',3,['lanquan']],
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gw_gaier:['male','qun',3,['hunmo']],
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gw_jieluote:['male','qun',6,['fayin']],
gw_yenaifa:['female','qun',3,['xuezhou']],
gw_telisi:['female','wei',3,['huandie']],
gw_xili:['female','wu',3,['fengjian']],
gw_luoqi:['male','wei',4,['gwzhanjiang']],
gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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gw_aigeleisi:['female','wu',3,['gwshenyu']],
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gw_aokeweisite:['male','qun',4,['yunhuo']],
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// gw_kaxier:['male','wu',4,[]],
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gw_luobo:['male','qun',3,['junchi']],
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gw_mieren:['male','shu',3,['lingji']],
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gw_sanhanya:['male','shu',3,['gwjinyan']],
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gw_shanhu:['female','qun',3,['shuijian']],
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// gw_zhangyujushou:['male','wu',4,[]],
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gw_zhuoertan:['male','wu',3,['hupeng']],
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},
characterIntro:{
gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。',
gw_gaier:'画作应该要传达情绪,而不是字句。',
gw_enxier:'我可没什么耐心,最好小心点,否则脑袋不保',
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gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。',
gw_telisi:'我可以照顾我自己,相信我。',
gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。',
gw_xili:'我想去哪,就去哪。',
gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。',
gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
},
skill:{
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lingji:{
enable:'phaseUse',
usable:1,
content:function(){
'step 0'
player.draw(2);
'step 1'
player.chooseToDiscard('he',2,true).ai=function(card){
var val=get.value(card);
if(ui.selected.cards.length){
if(get.suit(card)==get.suit(ui.selected.cards[0])) val++;
if(get.number(card)==get.number(ui.selected.cards[0])) val+=3;
}
return val;
}
'step 2'
if(result.cards.length==2){
var list=[];
if(get.suit(result.cards[0])==get.suit(result.cards[1])){
var list1=get.typeCard('spell_bronze');
if(list1.length){
list.push(game.createCard(list1.randomGet()));
}
}
if(get.number(result.cards[0])==get.number(result.cards[1])){
var list2=get.typeCard('spell_silver');
if(list2.length){
list.push(game.createCard(list2.randomGet()));
}
}
if(list.length){
player.gain(list,'gain2');
}
}
},
ai:{
order:8,
result:{
player:1
}
}
},
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gwjinyan:{
trigger:{player:['damageBegin','loseHpBegin']},
forced:true,
priority:-55,
mark:true,
filter:function(event,player){
if(game.roundNumber%3==0) return false;
return player.hp-event.num<game.roundNumber%3;
},
content:function(){
trigger.num=Math.max(0,player.hp-game.roundNumber%3);
},
group:['gwjinyan_gain','gwjinyan_hp'],
subSkill:{
gain:{
trigger:{player:'phaseBegin'},
frequent:true,
filter:function(){
return game.roundNumber%3==0;
},
content:function(){
var list=get.typeCard('spell_gold');
if(list.length){
player.gain(game.createCard(list.randomGet()),'gain2');
}
}
},
hp:{
trigger:{global:'roundStart'},
forced:true,
filter:function(event,player){
return player.hp<game.roundNumber%3;
},
content:function(){
player.hp=game.roundNumber%3;
if(player.maxHp<player.hp){
player.maxHp=player.hp;
}
player.update();
}
}
},
ai:{
threaten:function(){
if(game.roundNumber%3==0) return 1.6;
return 0.8;
},
effect:{
target:function(card,player,target){
if(game.roundNumber%3==0) return;
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
if(target.hp<=game.roundNumber%3) return 0;
}
}
}
}
},
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gwshenyu:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
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if(game.hasPlayer(function(current){
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return current.isDamaged();
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})){
return true;
}
for(var i=0;i<ui.discardPile.childElementCount;i++){
var card=ui.discardPile.childNodes[i];
if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
return true;
}
}
return false;
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},
content:function(){
'step 0'
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var list=[];
for(var i=0;i<ui.discardPile.childElementCount;i++){
var card=ui.discardPile.childNodes[i];
if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
list.push(card);
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}
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}
event.list=list;
player.chooseTarget(get.prompt('gwshenyu'),function(card,player,target){
return list.length||target.isDamaged();
}).ai=function(target){
var att=get.attitude(player,target);
if(att<=0) return 0;
var num=1;
if(player==target){
num+=1;
}
if(target.hp==1){
num+=2;
}
return num*att;
};
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'step 1'
if(result.bool){
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player.logSkill('gwshenyu',result.targets);
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event.target=result.targets[0];
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if(!event.list.length){
event.target.recover();
event.finish();
}
else if(event.target.isHealthy()){
event.directbool=true;
}
else{
event.target.chooseControl(function(event,player){
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if(player.hp>=3&&!player.needsToDiscard()) return 1;
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if(player.hp==2&&player.hasShan()&&player.countCards('h')<=1) return 1;
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return 0;
}).set('choiceList',[
'回复一点体力','从弃牌堆中获得一张非金法术'
]);
}
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}
else{
event.finish();
}
'step 2'
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if(!event.directbool&&result.index==0){
event.target.recover();
event.finish();
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}
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'step 3'
var list=event.list;
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if(list.length){
event.target.chooseCardButton('选择一张法术牌',list).ai=function(button){
return get.value(button.link);
};
}
else{
event.finish();
}
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'step 4'
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if(result.bool){
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event.target.gain(result.links,'gain2','log');
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}
},
ai:{
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threaten:2,
expose:0.2
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}
},
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junchi:{
trigger:{global:'shaAfter'},
direct:true,
filter:function(event,player){
return event.player!=player&&event.target!=player&&event.target.isIn()&&player.hasCard(function(card){
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return player.canUse(card,event.target,false)&&!get.info(card).multitarget;
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});
},
content:function(){
var next=player.chooseToUse(get.prompt('junchi'),trigger.target,-1).set('targetRequired',true);
next.prompt2='对'+get.translation(trigger.target)+'使用一张牌,并摸一张牌';
next.filterCard=function(card){
return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
};
next.oncard=function(){
player.draw();
};
next.logSkill='junchi';
},
subSkill:{
gold:{
trigger:{global:'useCardAfter'},
frequent:true,
filter:function(event,player){
return event.player!=player&get.subtype(event.card)=='spell_gold';
},
content:function(){
player.insertPhase();
}
}
},
group:'junchi_gold'
},
junchi_old:{
trigger:{global:'shaAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.player!=player&&event.target!=player&&event.player.isIn()&&event.player.countCards('he');
},
content:function(){
'step 0'
var att=get.attitude(trigger.player,player);
trigger.player.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').ai=function(card){
if(att>1){
if(trigger.target.isIn()){
return 9-get.value(card);
}
return 4-get.value(card);
}
return 0;
}
'step 1'
if(result.bool){
player.logSkill('junchi');
player.gain(result.cards,trigger.player);
if(get.position(result.cards[0])=='h'){
trigger.player.$giveAuto(result.cards,player);
}
else{
trigger.player.$give(result.cards,player);
}
trigger.player.addExpose(0.2);
trigger.player.line(player,'green');
}
else{
event.finish();
}
'step 2'
if(trigger.target.isIn()){
var next=player.chooseToUse('是否对'+get.translation(trigger.target)+'使用一张牌?',trigger.target,-1).set('targetRequired',true);
next.filterCard=function(card){
return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
};
next.oncard=function(){
player.recover();
trigger.player.draw();
}
}
}
},
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hupeng:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('he')>0;
},
filterCard:true,
check:function(card){
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return 7-get.value(card);
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},
filterTarget:true,
content:function(){
'step 0'
var att=get.attitude(player,target);
player.chooseVCardButton('选择令'+get.translation(target)+'获得的牌',['gw_dudayuanshuai1','gw_dudayuanshuai2'],true).ai=function(button){
if(att>0){
return button.link[2]=='gw_dudayuanshuai1'?1:-1;
}
else{
return button.link[2]=='gw_dudayuanshuai2'?1:-1;
}
}
'step 1'
if(result.bool){
target.gain(game.createCard(result.links[0][2]),'gain2');
}
},
ai:{
threaten:1.5,
order:6,
result:{
target:function(player,target){
var nh=target.countCards('h');
if(get.attitude(player,target)>0){
if(!nh) return 3;
if(!target.needsToDiscard(1)){
if(nh==1) return 2.5;
return 2;
}
if(!target.needsToDiscard()) return 1;
return 0.1;
}
else{
if(!nh) return -0.05;
if(target.hp==1) return -1;
if(target.hp==2) return -2.5;
if(target.hp==3) return -2;
return -0.5;
}
}
}
},
global:['hupeng2','hupeng3','hupeng4']
},
hupeng2:{
mod:{
cardDiscardable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardEnabled:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardUsable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardRespondable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
cardSavable:function(card,player){
if(card.name=='gw_dudayuanshuai2') return false;
},
},
ai:{
effect:{
target:function(card,player,target){
if(target.countCards('h','gw_dudayuanshuai1')&&get.attitude(player,target)<0){
return 0.4;
}
}
}
}
},
hupeng3:{
trigger:{player:'phaseEnd'},
silent:true,
filter:function(event,player){
return player.countCards('h','gw_dudayuanshuai2');
},
content:function(){
var hs=player.getCards('h');
var hs2=player.getCards('h','gw_dudayuanshuai2');
hs.remove(hs2);
if(hs.length){
hs2.addArray(hs.randomGets(hs2.length));
}
player.discard(hs2);
}
},
hupeng4:{
trigger:{target:'useCardToBefore'},
forced:true,
popup:false,
filter:function(event,player){
if(event.player==player) return false;
var num=player.countCards('h','gw_dudayuanshuai1');
return num>0;
},
content:function(){
'step 0'
player.chooseToUse({name:'gw_dudayuanshuai1'},'是否对'+get.translation(trigger.card)+'使用【杜达元帅】?').set('ai1',function(card){
return _status.event.bool;
}).set('bool',-get.effect(player,trigger.card,trigger.player,player));
trigger.gw_dudayuanshuai1=true;
'step 1'
delete trigger.gw_dudayuanshuai1;
}
},
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hunmo:{
enable:'phaseUse',
filter:function(event,player){
return game.hasPlayer(function(current){
return lib.skill.hunmo.filterTarget(null,player,current);
});
},
filterTarget:function(card,player,target){
if(target.countCards('h')==2) return false;
if(target!=player){
return !target.hasSkill('hunmo2');
}
else{
return player.storage.hunmo2>=player.storage.hunmo1;
}
},
content:function(){
var nh=target.countCards('h');
if(nh<2){
target.draw();
}
else if(nh>2){
target.chooseToDiscard('h',true);
}
if(target!=player){
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target.addTempSkill('hunmo2');
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player.storage.hunmo2++;
}
else{
player.storage.hunmo1++;
}
},
ai:{
order:11,
threaten:1.2,
result:{
target:function(player,target){
var nh=target.countCards('h');
if(nh<2) return 1;
if(nh>2){
if(target.hasSkillTag('noh')) return 0;
if(target.hasSkillTag('nodiscard')) return 0;
return -1;
}
return 0;
}
}
},
group:'hunmo_count',
subSkill:{
count:{
trigger:{player:'phaseUseBegin'},
silent:true,
content:function(){
player.storage.hunmo1=0;
player.storage.hunmo2=0;
}
}
}
},
hunmo2:{},
hunmo3:{},
hunmo4:{},
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shuijian:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
var targets=player.getEnemies();
var num=0;
for(var i=0;i<targets.length;i++){
num+=get.sgn(get.effect(targets[i],{name:'wanjian'},player,player));
}
event.targets=targets;
player.chooseToDiscard(get.prompt('shuijian')).set('ai',function(card){
if(num>=3) return 10-get.value(card);
if(num>=2) return 9-get.value(card);
if(num>=1) return 7-get.value(card);
return 0;
}).logSkill='shuijian';
'step 1'
if(result.bool){
for(var i=0;i<event.targets.length;i++){
event.targets[i].addExpose(0.1);
}
player.useCard({name:'wanjian'},event.targets);
}
},
ai:{
threaten:1.6
}
},
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yunhuo:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
return game.roundNumber%4==0&&event.skill!='yunhuo2';
},
forced:true,
content:function(){
'step 0'
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player.insertPhase();
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event.list=player.getEnemies().sortBySeat();
'step 1'
if(event.list.length){
var target=event.list.shift();
player.line(target,'fire');
if(target.countCards('h')){
target.randomDiscard('h',false);
}
else{
target.damage('fire');
}
event.redo();
}
'step 2'
game.delayx();
}
},
yinzhang:{
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
check:function(card){
return 8-get.value(card)
},
content:function(){
'step 0'
var list=get.typeCard('spell_silver').randomGets(3);
if(!list.length){
event.finish();
return;
}
var dialog=ui.create.dialog('选择一张加入你的手牌',[list,'vcard'],'hidden');
player.chooseButton(dialog,true);
'step 1'
player.gain(game.createCard(result.links[0][2]),'draw');
},
ai:{
order:8,
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threaten:1.3,
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result:{
player:1
},
}
},
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tianbian:{
trigger:{player:'phaseUseBegin'},
direct:true,
content:function(){
'step 0'
var num1=0,num2=0;
var choice;
if(player.hasUnknown(2)){
if(game.dead.length==0){
choice='选项二';
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}
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else{
choice='cancel2';
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}
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}
else{
game.countPlayer(function(current){
var att=get.attitude(player,current);
if(att>0){
num1++;
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}
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else if(att<0){
num2++;
}
});
choice=(num1>num2)?'选项一':'选项二';
}
player.chooseControl('选项一','选项二','cancel2',function(){
return choice;
}).set('prompt',get.prompt('tianbian')).set('choiceList',['随机使用一张对全场有正面效果的牌','随机使用一张对全场有负面效果的牌']);
'step 1'
if(result.control!='cancel2'){
player.logSkill('tianbian');
var list=[];
for(var i in lib.card){
if(lib.inpile.contains(i)&&
lib.card[i].selectTarget==-1&&
lib.card[i].type!='equip'&&
lib.card[i].ai&&lib.card[i].ai.tag&&
lib.card[i].ai.tag.multitarget){
if(lib.card[i].ai.tag.multineg){
if(result.control=='选项二'){
list.push(i);
}
}
else{
if(result.control=='选项一'){
list.push(i);
}
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}
}
}
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var name=null;
while(list.length){
name=list.randomRemove();
if(game.hasPlayer(function(current){
return player.canUse(name,current)
})){
break;
}
else{
name=null;
}
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}
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if(name){
var targets=game.filterPlayer(function(current){
return player.canUse(name,current);
});
targets.sortBySeat();
player.useCard({name:name},targets);
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}
}
}
},
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gwxiaoshou:{
enable:'phaseUse',
usable:2,
filterTarget:function(card,player,target){
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return target.isMaxHp();
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},
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check:function(card){return 7-get.value(card);},
position:'he',
filterCard:true,
content:function(){
target.damage();
},
ai:{
result:{
target:function(player,target){
return get.damageEffect(target,player);
},
},
order:7
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}
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},
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kuanglie:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
return event.target&&event.target!=player&&event.target.countCards('he')&&get.color(event.card)=='black';
},
init:function(player){
player.storage.kuanglie=0;
},
forced:true,
content:function(){
trigger.target.randomDiscard();
player.storage.kuanglie++;
if(player.storage.kuanglie%2==0){
player.draw();
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}
}
},
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kuanglie2:{},
gwjiquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he');
},
selectTarget:[1,Infinity],
content:function(){
'step 0'
player.gainPlayerCard(target,'he',true);
'step 1'
target.useCard({name:'sha'},player);
},
ai:{
threaten:1.4,
order:7,
result:{
target:function(player,target){
if(player.getEquip('tengjia')||player.getEquip('bagua')) return -1;
if(get.effect(player,{name:'sha'},target,player)>=0) return -1;
if(!player.hasShan()){
if(ui.selected.targets.length) return 0;
if(player.hp>=4) return -1;
if(player.hp>=3&&target.hp==1) return -1;
return 0;
}
var num=player.countCards('h','shan');
if(num<1){
num=1;
}
if(ui.selected.targets.length>=num){
return 0;
}
return -1;
}
}
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}
},
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nuhou:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
check:function(card){
return 7-get.value(card)
},
content:function(){
'step 0'
var list=player.getEnemies();
list.sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
var current=event.list.shift();
var he=current.getCards('he');
player.line(current,'green');
if(he.length){
current.discard(he.randomGet());
current.addExpose(0.2);
}
event.redo();
}
},
ai:{
order:8.5,
result:{
player:1
},
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},
},
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shewu:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:[1,3],
check:function(card){
if(!ui.selected.cards.length){
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return 8-get.value(card)
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}
var player=_status.event.player;
if(player.isDamaged()){
var hs=player.getCards('h');
var num=0;
for(var i=0;i<hs.length;i++){
if(get.value(hs[i])<6){
num++;
}
}
if(num>=3){
return 6-get.value(card);
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}
}
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return 0;
},
content:function(){
player.draw(3);
if(cards.length>=2){
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player.addTempSkill('shewu_dist');
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}
if(cards.length==3){
player.recover();
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}
},
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ai:{
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order:4,
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result:{
player:1
},
threaten:1.6
},
subSkill:{
dist:{
mod:{
targetInRange:function(){
return true;
}
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}
}
}
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},
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gwzhanjiang:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return !player.hasSkill('gwzhanjiang2')&&event.player!=player;
},
content:function(){
'step 0'
var bool=(get.effect(trigger.player,{name:'sha'},player,player)>0&&
Math.abs(get.attitude(player,trigger.player))>1&&
game.hasPlayer(function(current){
return get.attitude(current,player)>0&&current.hasSha();
}));
var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
next.ai=function(card){
if(bool) return 7-get.value(card);
return 0;
};
next.logSkill=['gwzhanjiang',trigger.player];
'step 1'
if(result.bool){
player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'});
event.targets=game.filterPlayer(function(current){
return current!=trigger.player;
});
event.targets.sortBySeat(trigger.player);
event.num=0;
2017-03-02 16:46:02 +00:00
}
else{
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event.finish();
}
'step 2'
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.hasSha()){
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1).oncard=function(card,player){
player.draw();
};
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}
else{
event.redo();
}
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}
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else{
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event.finish();
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}
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'step 3'
if(result.bool){
event.num++;
if(event.num>=2){
return;
2017-04-06 01:54:08 +00:00
}
}
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event.goto(2);
},
ai:{
expose:0.2,
threaten:1.4
},
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},
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gwzhanjiang2:{},
gwzhanjiang3:{
trigger:{player:'useCard'},
filter:function(event){
return event.card.name=='sha'&&event.getParent(2).name=='gwzhanjiang';
},
forced:true,
popup:false,
content:function(){
player.draw();
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}
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},
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gwchuanxin_old:{
trigger:{player:'shaAfter'},
filter:function(event,player){
if(player.storage.gwchuanxin&&player.storage.gwchuanxin.length>=4) return false;
return event.target.isAlive();
},
check:function(event,player){
return get.effect(event.target,{name:'sha'},player,player)>0
},
logTarget:'target',
logLine:false,
content:function(){
'step 0'
event.card=get.cards()[0];
player.showCards(event.card,get.translation(player)+'对'+get.translation(trigger.player)+'发动了【穿心】');
'step 1'
if(player.storage.gwchuanxin&&!player.storage.gwchuanxin.contains(get.suit(event.card))){
player.useCard({name:'sha'},[event.card],trigger.target,false);
}
},
group:['gwchuanxin_count1','gwchuanxin_count2'],
subSkill:{
count1:{
trigger:{global:'phaseBegin'},
silent:true,
content:function(){
player.storage.gwchuanxin=[];
}
},
count2:{
trigger:{player:'useCard'},
silent:true,
// filter:function(event){
// return event.card&&event.card.name=='sha';
// },
content:function(){
for(var i=0;i<trigger.cards.length;i++){
player.storage.gwchuanxin.add(get.suit(trigger.cards[i]));
}
}
}
},
ai:{
presha:true,
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}
2017-03-02 13:06:03 +00:00
},
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gwchuanxin:{
trigger:{player:'shaAfter'},
filter:function(event,player){
return event.target.isAlive();
},
check:function(event,player){
return get.effect(event.target,{name:'sha'},player,player)>0
},
logTarget:'target',
// logLine:false,
content:function(){
'step 0'
var cards=get.cards();
player.showCards(cards,get.translation(player)+'发动了【穿心】');
event.bool=(get.color(cards[0])=='black');
'step 1'
if(event.bool){
player.useCard({name:'sha'},trigger.target,false).animate=false;
}
},
mod:{
attackFrom:function(from,to,distance){
return distance-from.hp;
}
2017-03-02 13:06:03 +00:00
}
},
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fengjian:{
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
var type=get.type(event.card,'trick');
return type=='trick'&&game.hasPlayer(function(current){
return player.canUse('sha',current,false)&&!event.targets.contains(current);
2017-03-02 13:06:03 +00:00
});
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},
content:function(){
"step 0"
player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
return player.canUse('sha',target,false)&&!trigger.targets.contains(target);
}).ai=function(target){
return get.effect(target,{name:'sha',nature:'thunder'},player,player);
}
"step 1"
if(result.bool){
player.logSkill('fengjian');
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if(!event.isMine()){
game.delay();
}
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player.useCard({name:'sha',nature:'thunder'},result.targets,false);
player.addTempSkill('qianxing',{player:'phaseBegin'});
}
},
ai:{
expose:0.2,
threaten:1.5,
noautowuxie:true,
},
// group:'fengjian_hide',
// subSkill:{
// hide:{
// trigger:{source:'damageEnd'},
// forced:true,
// popup:false,
// filter:function(event,player){
// return event.getParent(3).name=='fengjian';
// },
// content:function(){
// player.addTempSkill('qianxing',{player:'phaseBegin'});
// }
// }
// }
},
huandie:{
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){
return target!=player;
}).ai=function(target){
return get.attitude(player,target);
}
'step 1'
if(result.bool){
result.targets.sortBySeat();
result.targets.unshift(player);
player.logSkill('huandie',result.targets);
game.asyncDrawAuto(result.targets,function(current){
return current==player?1:2;
2017-03-02 13:06:03 +00:00
});
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player.addTempSkill('huandie_discard');
2017-04-15 00:25:50 +00:00
}
},
ai:{
threaten:1.5
},
subSkill:{
discard:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.countCards('h')>current.hp;
});
},
logTarget:function(){
return game.filterPlayer(function(current){
return current.countCards('h')>current.hp;
}).sortBySeat();
},
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current.countCards('h')>current.hp;
}).sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
event.list.shift().chooseToDiscard('h',true,2);
event.redo();
}
2017-03-02 13:06:03 +00:00
}
}
}
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},
xuezhou:{
trigger:{player:'phaseBegin'},
direct:true,
unique:true,
forceunique:true,
intro:{
content:function(storage,player){
var name=get.translation(player);
if(storage==1){
return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力';
}
else if(storage==2){
return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力';
}
else{
return '未发动';
}
}
},
content:function(){
'step 0'
var next=player.chooseControl('选项一','选项二','cancel2',function(){
if(Math.random()<0.65) return 0;
return 1;
});
next.prompt=get.prompt('xuezhou');
next.choiceList=[
'每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力',
'每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
];
'step 1'
if(result.control=='cancel2'){
player.unmarkSkill('xuezhou');
delete _status.xuezhou;
2017-03-02 13:06:03 +00:00
}
else{
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player.logSkill('xuezhou');
player.storage.xuezhou=result.index+1;
player.syncStorage('xuezhou');
player.markSkill('xuezhou');
_status.xuezhou=player;
2017-03-02 13:06:03 +00:00
}
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},
ai:{
threaten:2.5
},
global:'xuezhou_hp'
},
xuezhou_hp:{
trigger:{source:'damageEnd',player:'damageEnd'},
filter:function(event,player){
if(!_status.xuezhou) return false;
if(player==_status.xuezhou) return false;
if(!player.isIn()||!_status.xuezhou.isIn()) return false;
switch(_status.xuezhou.storage.xuezhou){
case 1:return player==event.player;
case 2:return player==event.source;
default:return false;
2017-03-02 13:06:03 +00:00
}
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},
silent:true,
content:function(){
'step 0'
game.delayx();
'step 1'
_status.xuezhou.logSkill('xuezhou',player);
player.loseHp();
if(_status.xuezhou!=trigger.player){
_status.xuezhou.recover();
}
}
},
fayin:{
trigger:{player:'shaBegin'},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
var target=trigger.target;
var bool=get.attitude(player,target)<0;
var next=player.chooseToDiscard('he',get.prompt('fayin',target));
next.ai=function(card){
if(bool) return 7-get.value(card);
return 0;
};
next.logSkill=['fayin',target];
'step 1'
if(result.bool){
var target=trigger.target;
var num=5;
if(target.isMad()){
num=4;
}
switch(Math.floor(Math.random()*num)){
case 0:target.randomDiscard(2);break;
case 1:target.damage('fire');break;
case 2:player.changeHujia();break;
case 3:target.turnOver();target.draw();break;
case 4:target.goMad({player:'phaseBegin'});break;
}
2017-03-02 13:06:03 +00:00
}
}
},
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gwbaquan:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
},
content:function(){
'step 0'
var hs=target.getCards('h');
player.gain(hs,target);
target.$giveAuto(hs,player);
event.hs=hs;
'step 1'
var damage=(target.hp>=player.hp&&get.damageEffect(target,player,player)>0);
var hs=event.hs;
if(damage&&target.hp>1){
for(var i=0;i<hs.length;i++){
if(get.value(hs[i],player,'raw')>=8){
damage=false;break;
}
2017-03-02 13:06:03 +00:00
}
}
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player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
if(damage){
return hs.contains(card)?1:0;
}
else{
return -get.value(card,player,'raw');
}
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
if(!event.isMine()) game.delay();
'step 2'
target.gain(result.cards,player);
player.$giveAuto(result.cards,target);
event.hs2=result.cards;
if(player.hp>target.hp){
event.finish();
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
'step 3'
for(var i=0;i<event.hs2.length;i++){
if(!event.hs.contains(event.hs2[i])) return;
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
player.line(target);
target.damage();
},
ai:{
order:11,
result:{
target:function(player,target){
return -Math.sqrt(target.countCards('h'));
2017-03-02 13:06:03 +00:00
}
}
}
2017-04-15 00:25:50 +00:00
},
hunmo_old:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.countCards('h')!=Math.min(3,player.hp);
},
selectTarget:[1,3],
content:function(){
var dh=Math.min(3,player.hp)-target.countCards('h');
2017-03-21 09:24:19 +00:00
if(dh>0){
target.draw(dh,false);
target.$draw(dh);
2017-04-15 00:25:50 +00:00
game.delay(0.5);
2017-03-21 09:24:19 +00:00
}
else if(dh<0){
2017-04-15 00:25:50 +00:00
target.chooseToDiscard(-dh,true);
if(player!=target) player.useCard({name:'sha'},target,false);
2017-03-21 09:24:19 +00:00
}
2017-04-15 00:25:50 +00:00
},
ai:{
order:11,
result:{
target:function(player,target){
var dh=Math.min(3,player.hp)-target.countCards('h');
if(dh<0){
dh+=get.sgn(get.effect(target,{name:'sha'},player,target));
}
return dh;
}
2017-03-02 13:06:03 +00:00
}
}
2017-03-02 16:46:02 +00:00
},
2017-04-15 00:25:50 +00:00
hunmo_old2:{
trigger:{player:['phaseBegin','phaseEnd']},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){
return target.countCards('h')!=Math.min(3,target.hp);
}).ai=function(target){
return get.attitude(player,target)*(Math.min(3,target.hp)-target.countCards('h'));
}
'step 1'
if(result.bool){
player.logSkill('hunmo',result.targets);
event.targets=result.targets.slice(0);
event.targets.sortBySeat();
}
else{
event.finish();
}
'step 2'
if(event.targets.length){
var target=event.targets.shift();
var dh=Math.min(3,target.hp)-target.countCards('h');
if(dh>0){
target.draw(dh,false);
target.$draw(dh);
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
else if(dh<0){
target.chooseToDiscard(-dh,true).delay=false;
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
game.delay(0.5);
event.redo();
}
}
},
huihun:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
if(!player.storage.huihun) return false;
for(var i=0;i<player.storage.huihun.length;i++){
if(get.position(player.storage.huihun[i])=='d') return true;
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
return false;
2017-03-02 13:06:03 +00:00
},
2017-04-15 00:25:50 +00:00
frequent:true,
content:function(){
var list=[];
for(var i=0;i<player.storage.huihun.length;i++){
if(get.position(player.storage.huihun[i])=='d'){
list.push(player.storage.huihun[i]);
if(list.length>=2) break;
}
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
player.gain(list,'gain2','log');
},
ai:{
threaten:1.8,
},
group:['huihun_count','huihun_count2'],
subSkill:{
count:{
trigger:{player:'useCard'},
silent:true,
filter:function(event,player){
return _status.currentPhase==player;
},
content:function(){
if(!player.storage.huihun){
player.storage.huihun=[];
}
for(var i=0;i<trigger.cards.length;i++){
if(get.color(trigger.cards[i])=='red'){
player.storage.huihun.add(trigger.cards[i]);
}
}
}
},
count2:{
trigger:{player:'phaseAfter'},
silent:true,
content:function(){
delete player.storage.huihun;
}
2017-03-02 13:06:03 +00:00
}
}
},
2017-05-13 08:07:06 +00:00
lanquan:{
2017-04-15 00:25:50 +00:00
enable:'phaseUse',
usable:1,
onChooseToUse:function(event){
var cards=[];
var num=6;
if(ui.cardPile.childNodes.length<num){
var discardcards=get.cards(num);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
2017-03-02 13:06:03 +00:00
}
2017-04-15 00:25:50 +00:00
for(var i=0;i<num;i++){
cards.push(ui.cardPile.childNodes[i]);
}
2017-05-13 08:07:06 +00:00
event.set('lanquancards',cards);
2017-03-02 13:06:03 +00:00
},
2017-04-15 00:25:50 +00:00
chooseButton:{
dialog:function(event,player){
2017-05-13 08:07:06 +00:00
return ui.create.dialog('权杖:选择一张牌使用',event.lanquancards);
2017-04-15 00:25:50 +00:00
},
filter:function(button,player){
var evt=_status.event.getParent();
if(evt&&evt.filterCard){
var type=get.type(button.link,'trick');
2017-05-13 08:07:06 +00:00
return evt.filterCard(button.link,player,evt);
2017-04-15 00:25:50 +00:00
}
return false;
},
check:function(button){
return get.value(button.link);
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:links[0],
}
},
prompt:function(links,player){
return '选择'+get.translation(links)+'的目标';
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}
},
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ai:{
order:12,
result:{
player:1
},
threaten:1.5
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}
},
},
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card:{
gw_dudayuanshuai1:{
type:'special',
fullimage:true,
derivation:'gw_zhuoertan',
vanish:true,
addinfo:'小伙伴',
notarget:true,
content:function(){
var evt=event.getParent(3)._trigger;
if(evt.gw_dudayuanshuai1){
evt.untrigger();
evt.finish();
}
if(evt.cards){
player.gain(evt.cards,'gain2');
}
},
ai:{
value:10,
useful:9,
result:{
player:1
},
}
},
gw_dudayuanshuai2:{
type:'special',
fullimage:true,
derivation:'gw_zhuoertan',
vanish:true,
addinfo:'捣蛋鬼',
},
},
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translate:{
gw_huoge:'霍格',
gw_aisinie:'埃丝涅',
gw_gaier:'盖尔',
gw_enxier:'恩希尔',
gw_kuite:'奎特',
gw_dagong:'达贡',
gw_airuiting:'艾瑞汀',
gw_fuertaisite:'弗泰斯特',
gw_falanxisika:'法兰西斯卡',
gw_haluo:'哈洛',
gw_hengsaite:'亨赛特',
gw_kaerweite:'卡尔维特',
gw_bulanwang:'布兰王',
gw_fulisi:'符里斯',
gw_laduoweide:'拉多维德',
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gw_jieluote:'杰洛特',
gw_yenaifa:'叶奈法',
gw_telisi:'特莉斯',
gw_xili:'希里',
gw_luoqi:'罗契',
gw_yioufeisi:'伊欧菲斯',
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gw_aigeleisi:'艾格蕾斯',
gw_aokeweisite:'奥克维斯特',
gw_kaxier:'卡西尔',
gw_luobo:'萝卜',
gw_mieren:'米尔恩',
gw_sanhanya:'三寒鸦',
gw_shanhu:'珊瑚',
gw_zhangyujushou:'章鱼巨兽',
gw_zhuoertan:'卓尔坦',
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lingji:'灵计',
lingji_info:'出牌阶段限一次,你可以摸两张牌并弃置两张牌,若弃置的牌花色相同,你获得一张随机铜卡;若弃置的牌点数相同,你获得一张随机银卡',
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gwjinyan:'金焰',
gwjinyan_info:'锁定技准备阶段若游戏轮数为3的倍数你获得一张随机金卡你的体力值不能小于XX为游戏轮数除3的余数',
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gwshenyu:'神愈',
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gwshenyu_info:'准备阶段,你可以令一名角色选择一项:回复一点体力,或从弃牌堆中获得一张非金法术牌',
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junchi:'骏驰',
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junchi_info:'每当一名其他角色使用一张杀,若目标不是你,你可以对杀的目标使用一张牌,并摸一张牌;每当一名其他角色使用一张金卡,你可以在此回合结束后获得一个额外回合',
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junchi_old_info:'当一名其他角色使用杀对一个目标结算后,该角色可以交给你一张牌,然后你可以对杀的目标使用一张牌,若如此做,你回复一点体力,杀的使用者摸一张牌',
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gw_dudayuanshuai1:'杜达元帅',
gw_dudayuanshuai1_info:'当你成为其他角色使用牌的目标时,你可以使用此牌取消之,然后获得对你使用的牌',
gw_dudayuanshuai2:'杜达元帅',
gw_dudayuanshuai2_info:'你不能使用、打出或弃置此牌;结束阶段,若此牌在你手牌中,你弃置之并随机弃置一张手牌',
hupeng:'呼朋',
hupeng_info:'出牌阶段限一次,你可以弃置一张牌并将一张杜达元帅置入一名角色的手牌',
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shuijian:'水箭',
shuijian_info:'准备阶段,你可以弃置一张手牌视为对所有敌方角色使用一张万箭齐发',
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yunhuo:'陨火',
yunhuo_info:'锁定技准备阶段若游戏轮数为4的倍数你令所有敌方角色随机弃置一张手牌若没有手牌改为受到一点火焰伤害然后在此回合结束后获得一个额外回合',
yinzhang:'银杖',
yinzhang_info:'出牌阶段限一次你可以弃置一张牌然后从3张随机亮出的牌中选择一张加入手牌',
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tianbian:'天变',
tianbian_info:'出牌阶段开始时,你可以选择一项:随机使用一张对全场有正面效果的牌;或随机使用一张对全场有负面效果的牌',
gwxiaoshou:'枭首',
gwxiaoshou_info:'出牌阶段限两次,你可以弃置一张牌对场上体力值最高(或之一)的一名角色造成一点伤害',
kuanglie:'狂猎',
kuanglie_info:'锁定技,当一名其他角色成为你的黑色牌的目标后,该角色随机弃置一张牌;每当你发动两次“狂猎”,你摸一张牌',
gwjiquan:'集权',
gwjiquan_info:'出牌阶段限一次,你可以从任意名角色处各获得一张牌,每拿一张牌,被拿牌的角色视为对你使用一张杀',
nuhou:'怒吼',
nuhou_info:'出牌阶段限一次,你可以弃置一张牌,然后所有敌人随机弃置一张牌',
shewu:'蛇舞',
shewu_info:'出牌阶段限一次你可以弃置1至3张牌然后摸3张牌若你弃置了至少2张牌你本回合使用卡牌无视距离若你弃置了3张牌你回复一点体力',
gwzhanjiang:'斩将',
gwzhanjiang_info:'每轮限一次,在一名角色的准备阶段,你可以弃置一张牌,然后所有角色可以对该角色使用一张杀,出杀的角色在响应时摸一张牌,当有至少两名角色响应后停止结算',
gwchuanxin:'穿心',
gwchuanxin_info:'你的攻击范围+XX为你当前体力值每当你对一名角色使用杀结算完毕后你可以亮出牌堆顶的一张牌若为黑色视为对目标再使用一张杀',
fengjian:'风剑',
fengjian_info:'每当你使用一张锦囊牌,你可以视为对一名不是此牌目标的角色使用一张雷杀,若如此做,你获得潜行直到下一回合开始',
huandie:'幻蝶',
huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
xuezhou:'血咒',
xuezhou_info:'准备阶段你可以选择一项效果直到下一回合开始1. 每当一名其他角色受到一次伤害该角色失去一点体力你回复一点体力2. 每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
fayin:'法印',
fayin_info:'每当你使用一张杀你可以弃置一张牌并获得一个随机法印效果1. 目标随机弃置两张牌2. 目标进入混乱状态直到下一回合开始3. 对目标造成一点火属性伤害4. 获得一点护甲5. 令目标翻面并摸一张牌',
gwbaquan:'霸权',
gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
hunmo:'魂墨',
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hunmo_info:'出牌阶段你可以令一名手牌数少于2的角色摸一张牌或令一名手牌数大于2的角色弃置一张手牌每阶段对除你之外的每名角色最多发动一次对你最多发动X+1次X为你本回合对其他角色发动魂墨的次数',
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huihun:'回魂',
huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
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lanquan:'揽权',
lanquan_backup:'揽权',
lanquan_info:'出牌阶段限一次你可以观看牌堆顶的6张牌并选择一张使用',
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chaoyong:'潮涌',
chaoyong_info:'准备阶段,你可以弃置一张牌,视为对所有敌方角色使用一张南蛮入侵或万箭齐发',
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}
};
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});