noname/card/extra.js

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JavaScript
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'use strict';
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game.import('card',function(lib,game,ui,get,ai,_status){
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return {
name:'extra',
connect:true,
card:{
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muniu:{
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
onEquip:function(){
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if(card&&card.cards&&card.cards.length){
player.directgains(card.cards,null,'muniu');
}
player.markSkill('muniu_skill');
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},
forceDie:true,
onLose:function(){
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delete player.getStat('skill').muniu_skill;
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player.unmarkSkill('muniu_skill');
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if(!card||!card.cards||!card.cards.length) return;
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if((!event.getParent(2)||event.getParent(2).name!='swapEquip')&&(event.getParent().type!='equip'||event.getParent().swapEquip)){
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player.lose(card.cards,ui.discardPile);
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player.$throw(card.cards,1000);
player.popup('muniu');
game.log(card,'掉落了',card.cards);
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card.cards.length=0;
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}
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else{
player.lose(card.cards,ui.special);
}
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},
clearLose:true,
equipDelay:false,
loseDelay:false,
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skills:['muniu_skill','muniu_skill7'],
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ai:{
equipValue:function(card){
if(card.card) return 7+card.card.length;
return 7;
},
basic:{
equipValue:7
}
}
},
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jiu:{
audio:true,
fullskin:true,
type:"basic",
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toself:true,
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enable:function(event,player){
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//return !player.hasSkill('jiu');
return true;
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},
lianheng:true,
logv:false,
savable:function(card,player,dying){
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return dying==player||player.hasSkillTag('jiuOther',null,dying,true);
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},
usable:1,
selectTarget:-1,
modTarget:true,
filterTarget:function(card,player,target){
return target==player;
},
content:function(){
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if(typeof event.baseDamage!='number') event.baseDamage=1;
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if(target.isDying()||event.getParent(2).type=='dying'){
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target.recover(event.baseDamage);
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if(_status.currentPhase==target){
target.getStat().card.jiu--;
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}
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}
else{
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game.addVideo('jiuNode',target,true);
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if(cards&&cards.length){
card=cards[0];
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}
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if(!target.storage.jiu) target.storage.jiu=0;
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target.storage.jiu+=event.baseDamage;
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game.broadcastAll(function(target,card,gain2){
target.addSkill('jiu');
if(!target.node.jiu&&lib.config.jiu_effect){
target.node.jiu=ui.create.div('.playerjiu',target.node.avatar);
target.node.jiu2=ui.create.div('.playerjiu',target.node.avatar2);
}
if(gain2&&card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
card.clone.moveDelete(target);
}
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},target,card,target==targets[0]&&cards.length==1);
if(target==targets[0]&&cards.length==1){
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if(card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
game.addVideo('gain2',target,get.cardsInfo([card]));
}
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}
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}
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},
ai:{
basic:{
useful:function(card,i){
if(_status.event.player.hp>1){
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if(i==0) return 4;
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return 1;
}
if(i==0) return 7.3;
return 3;
},
value:function(card,player,i){
if(player.hp>1){
if(i==0) return 5;
return 1;
}
if(i==0) return 7.3;
return 3;
},
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},
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order:function(){
return get.order({name:'sha'})+0.2;
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},
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result:{
target:function(player,target){
if(target&&target.isDying()) return 2;
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if(target&&!target.isPhaseUsing()) return 0;
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if(lib.config.mode=='stone'&&!player.isMin()){
if(player.getActCount()+1>=player.actcount) return 0;
}
var shas=player.getCards('h','sha');
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if(shas.length>1&&(player.getCardUsable('sha')>1||player.countCards('h','zhuge'))){
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return 0;
}
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shas.sort(function(a,b){
return get.order(b)-get.order(a);
})
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var card;
if(shas.length){
for(var i=0;i<shas.length;i++){
if(lib.filter.filterCard(shas[i],target)){
card=shas[i];break;
}
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}
}
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else if(player.hasSha()&&player.needsToDiscard()){
if(player.countCards('h','hufu')!=1){
card={name:'sha'};
}
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}
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if(card){
if(game.hasPlayer(function(current){
return (get.attitude(target,current)<0&&
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target.canUse(card,current,null,true)&&
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!current.hasSkillTag('filterDamage',null,{
player:player,
card:card,
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jiu:true,
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})&&
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get.effect(current,card,target)>0);
})){
return 1;
}
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}
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return 0;
},
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},
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tag:{
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save:1,
recover:0.1,
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}
}
},
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huogong:{
audio:true,
fullskin:true,
type:'trick',
enable:true,
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//cardnature:'fire',
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filterTarget:function(card,player,target){
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
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//if(player!=game.me&&player.countCards('h')<2) return false;
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return target.countCards('h')>0;
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},
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content:function(){
"step 0"
if(target.countCards('h')==0){
event.finish();
return;
}
v1.9.123 (#158) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js * Add files via upload * Add files via upload * UI fix, Pinyin * 李白 * Add files via upload * Add files via upload * collab pack, shen_dengai * 朱铁雄, 小约翰可汗, 铜雀台补全 * small change * 新增阮籍语音,修复阮籍的一个bug * 添加族王凌和界孙登的语音 * 调整火攻和雌雄剑效果为只有1牌/0牌的时候直接亮出/令摸牌;新增一些语音 * 添加武诸葛、神邓艾配音 * 更新武诸葛、袁姬技能,bug修复 * 新增严纲、公孙范、乐蔡文姬、OL王朗,bug修复,添加相关语音 * 添加十周年地主相关语音,修复张世平的一个AIbug * 修改intro的一个问题 * collab AI * 新增OL界二张、甘夫人糜夫人,线下小杀小闪小酒小桃小乐;解禁刘宠骆俊 * v1.9.123 update info --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn> Co-authored-by: lieren2023 <131325076+lieren2023@users.noreply.github.com>
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else if(target.countCards('h')==1) event._result={cards:target.getCards('h')};
else target.chooseCard(true).ai=function(card){
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if(_status.event.getRand()<0.5) return Math.random();
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return get.value(card);
};
"step 1"
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target.showCards(result.cards).setContent(function(){});
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event.dialog=ui.create.dialog(get.translation(target)+'展示的手牌',result.cards);
event.videoId=lib.status.videoId++;
game.broadcast('createDialog',event.videoId,get.translation(target)+'展示的手牌',result.cards);
game.addVideo('cardDialog',null,[get.translation(target)+'展示的手牌',get.cardsInfo(result.cards),event.videoId]);
event.card2=result.cards[0];
game.log(target,'展示了',event.card2);
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event._result={};
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player.chooseToDiscard({suit:get.suit(event.card2)},function(card){
var evt=_status.event.getParent();
if(get.damageEffect(evt.target,evt.player,evt.player,'fire')>0){
return 7-get.value(card,evt.player);
}
return -1;
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}).set('prompt',false);
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game.delay(2);
"step 2"
if(result.bool){
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target.damage('fire',event.baseDamage||1);
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}
else{
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target.addTempSkill('huogong2');
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}
event.dialog.close();
game.addVideo('cardDialog',null,event.videoId);
game.broadcast('closeDialog',event.videoId);
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},
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ai:{
basic:{
order:4,
value:[3,1],
useful:1,
},
wuxie:function(target,card,player,current,state){
if(get.attitude(current,player)>=0&&state>0) return false;
},
result:{
player:function(player){
var nh=player.countCards('h');
if(nh<=player.hp&&nh<=4&&_status.event.name=='chooseToUse'){
if(typeof _status.event.filterCard=='function'&&
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_status.event.filterCard({name:'huogong'},player,_status.event)){
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return -10;
}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
if(viewAs=='huogong') return -10;
if(viewAs&&viewAs.name=='huogong') return -10;
}
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}
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return 0;
},
target:function(player,target){
if(target.hasSkill('huogong2')||target.countCards('h')==0) return 0;
if(player.countCards('h')<=1) return 0;
if(target==player){
if(typeof _status.event.filterCard=='function'&&
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_status.event.filterCard({name:'huogong'},player,_status.event)){
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return -1.15;
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}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
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if(viewAs=='huogong') return -1.15;
if(viewAs&&viewAs.name=='huogong') return -1.15;
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}
return 0;
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}
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return -1.15;
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}
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},
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tag:{
damage:1,
fireDamage:1,
natureDamage:1,
norepeat:1
}
}
},
tiesuo:{
audio:true,
fullskin:true,
type:'trick',
enable:true,
filterTarget:true,
selectTarget:[1,2],
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complexTarget:true,
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content:function(){
target.link();
},
recastable:true,
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ai:{
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wuxie:function(target,card,player,viewer){
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if(_status.event.getRand()<0.5) return 0;
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if(player==game.me&&get.attitude(viewer,player)>0){
return 0;
}
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},
basic:{
useful:4,
value:4,
order:7
},
result:{
target:function(player,target){
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if(target.isLinked()){
if(target.hasSkillTag('link')) return 0;
var f=target.hasSkillTag('nofire');
var t=target.hasSkillTag('nothunder');
if(f&&t) return 0;
if(f||t) return 0.5;
return 2;
}
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if(get.attitude(player,target)>=0) return -0.9;
if(ui.selected.targets.length) return -0.9;
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if(game.hasPlayer(function(current){
return get.attitude(player,current)<=-1&&current!=target&&!current.isLinked();
})){
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return -0.9;
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}
return 0;
}
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},
tag:{
multitarget:1,
multineg:1,
norepeat:1
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}
}
},
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bingliang:{
audio:true,
fullskin:true,
type:'delay',
range:{global:1},
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
},
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judge:function(card){
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if(get.suit(card)=='club') return 1;
return -2;
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},
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judge2:function(result){
if(result.bool==false) return true;
return false;
},
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effect:function(){
if(result.bool==false){
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if(get.is.changban()) player.addTempSkill('bingliang_changban');
else player.skip('phaseDraw');
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}
},
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ai:{
basic:{
order:1,
useful:1,
value:4,
},
result:{
target:function(player,target){
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if(target.hasJudge('caomu')) return 0;
return -1.5/Math.sqrt(target.countCards('h')+1);
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}
},
tag:{
skip:'phaseDraw'
}
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}
},
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hualiu:{
fullskin:true,
type:'equip',
subtype:'equip3',
distance:{globalTo:1},
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},
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zhuque:{
fullskin:true,
type:'equip',
subtype:'equip1',
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//cardnature:'fire',
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distance:{attackFrom:-3},
ai:{
basic:{
equipValue:2
2015-04-29 03:25:17 +00:00
}
},
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skills:['zhuque_skill']
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},
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guding:{
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-1},
ai:{
basic:{
equipValue:2
2015-04-29 03:25:17 +00:00
}
},
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skills:['guding_skill']
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},
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tengjia:{
fullskin:true,
type:'equip',
subtype:'equip2',
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//cardnature:'fire',
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ai:{
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value:function(card,player,index,method){
if(player.isDisabled(2)) return 0.01;
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if(player.getEquips('tengjia').contains(card)){
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if(player.hasSkillTag('noDirectDamage')) return 10;
if(game.hasPlayer(function(current){
return current!=player&&get.attitude(current,player)<0&&current.hasSkillTag('fireAttack',null,null,true);
2020-12-02 11:48:23 +00:00
})) return 0;
return 6;
}
var value=0;
var info=get.info(card);
var current=player.getEquip(info.subtype);
if(current&&card!=current){
value=get.value(current,player);
}
var equipValue=info.ai.equipValue;
if(equipValue==undefined){
equipValue=info.ai.basic.equipValue;
}
if(typeof equipValue=='function'){
if(method=='raw') return equipValue(card,player);
if(method=='raw2') return equipValue(card,player)-value;
return Math.max(0.1,equipValue(card,player)-value);
}
if(typeof equipValue!='number') equipValue=0;
if(method=='raw') return equipValue;
if(method=='raw2') return equipValue-value;
return Math.max(0.1,equipValue-value);
},
2017-05-22 03:18:10 +00:00
equipValue:function(card,player){
if(player.hasSkillTag('maixie')&&player.hp>1) return 0;
if(player.hasSkillTag('noDirectDamage')) return 10;
if(get.damageEffect(player,player,player,'fire')>=0) return 10;
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var num=4-game.countPlayer(function(current){
if(get.attitude(current,player)<0){
if(current.hasSkillTag('fireAttack',null,null,true)) return 3;
return 1;
}
return false;
2017-05-22 03:18:10 +00:00
});
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if(player.hp==1) num+=3;
2017-05-22 03:18:10 +00:00
if(player.hp==2) num+=1;
return num;
},
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basic:{
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equipValue:3
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},
},
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skills:['tengjia1','tengjia2','tengjia3']
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},
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baiyin:{
fullskin:true,
type:'equip',
subtype:'equip2',
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loseDelay:false,
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onLose:function(){
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var next=game.createEvent('baiyin_recover');
event.next.remove(next);
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var evt=event.getParent();
if(evt.getlx===false) evt=evt.getParent();
evt.after.push(next);
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next.player=player;
next.setContent(function(){
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if(player.isDamaged()) player.logSkill('baiyin_skill');
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player.recover();
});
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},
filterLose:function(card,player){
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if(player.hasSkillTag('unequip2')) return false;
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return true;
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},
skills:['baiyin_skill'],
tag:{
recover:1,
},
ai:{
order:9.5,
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equipValue:function(card,player){
if(player.hp==player.maxHp) return 5;
if(player.countCards('h','baiyin')) return 6;
return 0;
},
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basic:{
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equipValue:5
2015-04-29 03:25:17 +00:00
}
}
},
},
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skill:{
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bingliang_changban:{
cardSkill:true,
unique:true,
trigger:{player:'phaseDrawBegin'},
silent:true,
content:function(){
trigger.num--;
},
group:'bingliang_changban2'
},
bingliang_changban2:{
cardSkill:true,
trigger:{player:'phaseDrawAfter'},
silent:true,
content:function(){
if(player.enemy) player.enemy.draw();
}
},
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muniu_skill:{
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equipSkill:true,
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enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
if(card.name=='du') return 20;
var player=_status.event.player;
var nh=player.countCards('h');
if(!player.needsToDiscard()){
if(nh<3) return 0;
if(nh==3) return 5-get.value(card);
return 7-get.value(card);
}
return 10-get.useful(card);
},
discard:false,
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lose:false,
delay:false,
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sync:function(muniu){
if(game.online){
return;
}
if(!muniu.cards){
muniu.cards=[];
}
for(var i=0;i<muniu.cards.length;i++){
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if(get.position(muniu.cards[i])!='s'){
2019-09-20 15:10:34 +00:00
muniu.cards.splice(i--,1);
}
}
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
},
filter:function(event,player){
return player.countCards('h')>0;
},
prepare:function(cards,player){
player.$give(1,player,false);
},
content:function(){
"step 0"
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player.loseToSpecial(cards,'muniu');
"step 1"
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for(var i=0;i<cards.length;i++){
2021-05-18 07:57:26 +00:00
if(cards[i].destroyed||!cards[i].hasGaintag('muniu')||get.position(cards[i])!='s'){
2019-09-20 15:10:34 +00:00
cards[i].remove();
cards.splice(i--,1);
}
}
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var muniu=player.getEquip('muniu');
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if(!muniu||!cards.length){
for(var i=0;i<cards.length;i++){
cards[i].discard();
}
event.finish();
return;
}
if(muniu.cards==undefined) muniu.cards=[];
muniu.cards.push(cards[0]);
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
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game.delayx();
"step 2"
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var muniu=player.getEquip('muniu');
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var players=game.filterPlayer(function(current){
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if(current.canEquip(muniu)&&current!=player&&!current.isTurnedOver()&&
2019-09-20 15:10:34 +00:00
get.attitude(player,current)>=3&&get.attitude(current,player)>=3){
return true;
}
});
players.sort(lib.sort.seat);
var choice=players[0];
var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
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return !target.isMin()&&player!=target&&target.canEquip(_status.event.muniu);
}).set('muniu',muniu)
2019-09-20 15:10:34 +00:00
next.set('ai',function(target){
return target==_status.event.choice?1:-1;
});
next.set('choice',choice);
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"step 3"
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if(result.bool){
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var card=player.getEquip('muniu');
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result.targets[0].equip(card);
player.$give(card,result.targets[0]);
player.line(result.targets,'green');
game.delay();
}
else{
player.updateMarks();
}
},
ai:{
order:1,
expose:0.1,
result:{
player:1
}
},
2021-05-18 07:57:26 +00:00
mod:{
cardEnabled2:function(card,player){
if(!ui.selected.cards.length) return;
2020-04-25 05:40:05 +00:00
var muniu=player.getEquip('muniu');
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if(!muniu||!muniu.cards||!muniu.cards.length) return;
for(var i of ui.selected.cards){
if(i==muniu&&muniu.cards.contains(card)) return false;
if(muniu.cards.contains(i)&&card==muniu) return false;
2019-09-20 15:10:34 +00:00
}
},
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},
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mark:true,
intro:{
content:function(storage,player){
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var muniu=player.getEquip('muniu');
2019-09-20 15:10:34 +00:00
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
if(player.isUnderControl(true)){
return get.translation(muniu.cards);
}
else{
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
}
},
mark:function(dialog,storage,player){
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var muniu=player.getEquip('muniu');
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if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
if(player.isUnderControl(true)){
dialog.addAuto(muniu.cards);
}
else{
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
}
},
markcount:function(storage,player){
2023-08-12 14:57:27 +00:00
var muniu=player.getEquip('muniu');
2019-09-20 15:10:34 +00:00
if(muniu&&muniu.cards) return muniu.cards.length;
return 0;
}
}
},
muniu_skill7:{
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trigger:{player:'loseEnd'},
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firstDo:true,
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forced:true,
//silent:true,
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filter:function(event,player){
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if(!event.ss||!event.ss.length||event.parent.name=='lose_muniu') return false;
2020-11-07 08:52:28 +00:00
var muniu=player.getEquip('muniu');
if(!muniu||!muniu.cards) return false;
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return event.ss.filter(function(card){
2020-11-07 08:52:28 +00:00
return muniu.cards.contains(card);
}).length>0;
},
content:function(){
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var muniu=player.getEquip('muniu');
2020-11-07 08:52:28 +00:00
if(muniu&&muniu.cards){
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muniu.cards.removeArray(trigger.ss);
2020-11-07 08:52:28 +00:00
lib.skill.muniu_skill.sync(muniu);
}
player.updateMarks();
},
2019-09-20 15:10:34 +00:00
},
2022-11-12 11:47:23 +00:00
huogong2:{charlotte:true},
2017-04-15 00:25:50 +00:00
jiu:{
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trigger:{player:'useCard1'},
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filter:function(event){
2019-06-17 07:19:46 +00:00
return event.card&&event.card.name=='sha';
2017-04-15 00:25:50 +00:00
},
forced:true,
2020-02-06 11:51:46 +00:00
charlotte:true,
firstDo:true,
2017-04-15 00:25:50 +00:00
content:function(){
2019-06-17 07:19:46 +00:00
if(!trigger.baseDamage) trigger.baseDamage=1;
trigger.baseDamage+=player.storage.jiu;
2019-10-19 11:18:56 +00:00
trigger.jiu=true;
2020-03-13 10:02:18 +00:00
trigger.jiu_add=player.storage.jiu;
2020-01-22 06:04:55 +00:00
game.addVideo('jiuNode',player,false);
2019-06-17 07:19:46 +00:00
game.broadcastAll(function(player){
player.removeSkill('jiu');
},player);
2017-04-15 00:25:50 +00:00
},
temp:true,
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vanish:true,
2019-06-17 07:19:46 +00:00
silent:true,
popup:false,
2020-06-20 04:53:15 +00:00
nopop:true,
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onremove:function(player){
if(player.node.jiu){
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
2019-06-17 07:19:46 +00:00
delete player.storage.jiu;
2017-04-15 05:47:45 +00:00
},
2017-11-30 08:32:57 +00:00
ai:{
damageBonus:true
},
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group:'jiu2'
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
jiu2:{
trigger:{player:'useCardAfter',global:'phaseAfter'},
priority:2,
2020-02-06 11:51:46 +00:00
firstDo:true,
charlotte:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
filter:function(event,player){
if(player.hasSkillTag('jiuSustain',null,event.name)) return false;
2017-04-15 00:25:50 +00:00
if(event.name=='useCard') return (event.card&&(event.card.name=='sha'));
return true;
},
forced:true,
popup:false,
audio:false,
content:function(){
game.broadcastAll(function(player){
player.removeSkill('jiu');
},player);
2020-01-22 06:04:55 +00:00
game.addVideo('jiuNode',player,false);
2017-04-15 00:25:50 +00:00
},
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
guding_skill:{
2019-11-14 05:47:38 +00:00
equipSkill:true,
2017-04-15 00:25:50 +00:00
audio:true,
2019-11-14 05:47:38 +00:00
trigger:{source:'damageBegin1'},
2017-04-15 00:25:50 +00:00
filter:function(event){
if(event.parent.name=='_lianhuan'||event.parent.name=='_lianhuan2') return false;
if(event.card&&event.card.name=='sha'){
if(event.player.countCards('h')==0) return true;
}
return false;
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
effect:{
2021-01-19 14:04:52 +00:00
player:function(card,player,target,current,isLink){
if(card.name=='sha'&&!isLink&&target.countCards('h')==0&&!target.hasSkillTag('filterDamage',null,{
2020-02-16 04:25:41 +00:00
player:player,
card:card,
})) return [1,0,1,-3];
2017-04-15 00:25:50 +00:00
}
}
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
tengjia1:{
2019-11-14 05:47:38 +00:00
equipSkill:true,
2019-06-17 07:19:46 +00:00
trigger:{target:['useCardToBefore']},
2017-04-15 00:25:50 +00:00
forced:true,
priority:6,
audio:true,
filter:function(event,player){
2019-11-14 05:47:38 +00:00
if(player.hasSkillTag('unequip2')) return false;
2018-08-20 05:51:05 +00:00
if(event.player.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
2017-04-15 00:25:50 +00:00
if(event.card.name=='nanman') return true;
if(event.card.name=='wanjian') return true;
2021-07-28 08:46:10 +00:00
//if(event.card.name=='chuqibuyi') return true;
return false;
2017-04-15 00:25:50 +00:00
},
content:function(){
2017-09-15 07:51:09 +00:00
trigger.cancel();
2017-04-15 00:25:50 +00:00
},
ai:{
effect:{
target:function(card,player,target,current){
2019-11-14 05:47:38 +00:00
if(target.hasSkillTag('unequip2')) return;
2018-08-20 05:51:05 +00:00
if(player.hasSkillTag('unequip',false,{
name:card?card.name:null,
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target:target,
2018-08-20 05:51:05 +00:00
card:card
2020-02-14 05:33:43 +00:00
})||player.hasSkillTag('unequip_ai',false,{
name:card?card.name:null,
2021-01-19 14:04:52 +00:00
target:target,
2020-02-14 05:33:43 +00:00
card:card
2018-08-20 05:51:05 +00:00
})) return;
2021-07-28 08:46:10 +00:00
//if(card.name=='nanman'||card.name=='wanjian'||card.name=='chuqibuyi') return 'zerotarget';
if(card.name=='nanman'||card.name=='wanjian') return 'zerotarget';
2017-04-15 00:25:50 +00:00
if(card.name=='sha'){
2023-08-14 17:33:36 +00:00
var equip1=player.getEquip('zhuque');
2019-10-24 04:55:01 +00:00
if(equip1&&equip1.name=='zhuque') return 1.9;
2017-04-15 00:25:50 +00:00
if(!card.nature) return 'zerotarget';
}
}
2015-04-29 03:25:17 +00:00
}
}
},
2017-04-15 00:25:50 +00:00
tengjia2:{
2019-11-14 05:47:38 +00:00
equipSkill:true,
trigger:{player:'damageBegin3'},
2019-08-30 14:57:11 +00:00
filter:function(event,player){
if(event.nature!='fire') return false;
2019-11-14 05:47:38 +00:00
if(player.hasSkillTag('unequip2')) return false;
2019-08-30 14:57:11 +00:00
if(event.source&&event.source.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
return true;
2017-04-15 00:25:50 +00:00
},
audio:true,
forced:true,
content:function(){
trigger.num++;
},
ai:{
2020-12-02 11:48:23 +00:00
fireAttack:true,
2017-04-15 00:25:50 +00:00
effect:{
target:function(card,player,target,current){
if(card.name=='sha'){
2019-10-24 04:55:01 +00:00
if(card.nature=='fire') return 2;
if(player.hasSkill('zhuque_skill')) return 1.9;
2017-04-15 00:25:50 +00:00
}
if(get.tag(card,'fireDamage')&&current<0) return 2;
2015-04-29 03:25:17 +00:00
}
}
}
},
2019-06-17 07:19:46 +00:00
tengjia3:{
2019-11-14 05:47:38 +00:00
equipSkill:true,
2019-08-24 15:41:12 +00:00
audio:'tengjia1',
2019-12-28 14:03:35 +00:00
trigger:{target:'shaBefore'},
2019-08-24 15:41:12 +00:00
forced:true,
filter:function(event,player){
2019-11-14 05:47:38 +00:00
if(player.hasSkillTag('unequip2')) return false;
2019-08-24 15:41:12 +00:00
if(event.player.hasSkillTag('unequip',false,{
2019-06-17 07:19:46 +00:00
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
if(event.card.name=='sha'&&!event.card.nature) return true;
return false;
2019-08-24 15:41:12 +00:00
},
content:function(){
trigger.cancel();
},
2019-06-17 07:19:46 +00:00
},
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baiyin_skill:{
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equipSkill:true,
trigger:{player:'damageBegin4'},
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forced:true,
audio:true,
filter:function(event,player){
if(event.num<=1) return false;
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if(player.hasSkillTag('unequip2')) return false;
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if(event.source&&event.source.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
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return true;
},
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//priority:-10,
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content:function(){
trigger.num=1;
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},
ai:{
filterDamage:true,
skillTagFilter:function(player,tag,arg){
if(player.hasSkillTag('unequip2')) return false;
if(arg&&arg.player){
if(arg.player.hasSkillTag('unequip',false,{
name:arg.card?arg.card.name:null,
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target:player,
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card:arg.card,
})) return false;
if(arg.player.hasSkillTag('unequip_ai',false,{
name:arg.card?arg.card.name:null,
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target:player,
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card:arg.card,
})) return false;
if(arg.player.hasSkillTag('jueqing',false,player)) return false;
}
},
},
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},
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zhuque_skill:{
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equipSkill:true,
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trigger:{player:'useCard1'},
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//priority:7,
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filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
},
audio:true,
check:function(event,player){
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var eff=0;
for(var i=0;i<event.targets.length;i++){
var target=event.targets[i];
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var eff1=get.damageEffect(target,player,player);
var eff2=get.damageEffect(target,player,player,'fire');
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eff+=eff2;
eff-=eff1;
}
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return eff>=0;
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},
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prompt2:function(event,player){
return '将'+get.translation(event.card)+'改为火属性';
},
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content:function(){
trigger.card.nature='fire';
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if(get.itemtype(trigger.card)=='card'){
var next=game.createEvent('zhuque_clear');
next.card=trigger.card;
event.next.remove(next);
trigger.after.push(next);
next.setContent(function(){
delete card.nature;
});
}
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}
},
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zhuque_skill2:{
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
content:function(){
delete player.storage.zhuque_skill.nature;
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}
},
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huogon2:{},
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},
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translate:{
jiu:'酒',
jiu_info:'①每回合限一次。出牌阶段,对你自己使用。本回合目标角色使用的下一张【杀】的伤害值基数+1。②当你处于濒死状态时对你自己使用。目标角色回复1点体力。',
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huogong:'火攻',
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tiesuo:'铁索连环',
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tiesuo_info:'此牌可被重铸。出牌阶段,对至多两名角色使用。目标角色横置。',
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huogong_bg:'攻',
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huogong_info:'出牌阶段对一名有手牌的角色使用。目标角色展示一张手牌A然后你可以弃置一张与A花色相同的手牌对目标造成1点火属性伤害。',
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tiesuo_bg:'索',
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bingliang:'兵粮寸断',
hualiu:'骅骝',
zhuque:'朱雀羽扇',
bingliang_bg:'粮',
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bingliang_info:'出牌阶段对一名距离为1的其他角色使用。目标角色于其判定阶段进行判定若判定结果不为梅花则其跳过下一个摸牌阶段。',
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hualiu_bg:'+马',
hualiu_info:'你的防御距离+1',
zhuque_bg:'扇',
zhuque_skill:'朱雀羽扇',
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zhuque_info:'当你声明使用普【杀】后,你可以为此【杀】赋予火属性。',
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guding:'古锭刀',
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guding_info:'锁定技,当你因执行【杀】的效果而对目标角色造成伤害时,若其没有手牌,则此伤害+1。',
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guding_skill:'古锭刀',
tengjia:'藤甲',
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//tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】、【出其不意】和普通【杀】对你无效。当你受到火焰伤害时,该伤害+1。',
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tengjia_info:'锁定技。①【南蛮入侵】、【万箭齐发】和普【杀】对你无效。②当你受到火属性伤害时,此伤害+1。',
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tengjia1:'藤甲',
tengjia2:'藤甲',
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tengjia3:'藤甲',
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baiyin:'白银狮子',
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baiyin_info:'锁定技。①当你受到伤害时若此伤害大于1则你将伤害值扣减至1点。②当你失去装备区内的【白银狮子】后你回复1点体力。',
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baiyin_skill:'白银狮子',
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muniu:'木牛流马',
muniu_bg:'牛',
muniu_skill:'木牛',
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muniu_skill7:'木牛流马',
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muniu_skill_bg:'辎',
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muniu_info:'①出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,然后你可以将【木牛流马】移动到一名其他角色的装备区里。②你可以将【木牛流马】下的牌如手牌般使用或打出。③当你失去装备区的【木牛流马】后,你刷新〖木牛流马①〗的使用次数限制。若此牌不是因置入其他角色的装备区而失去的,则你将【木牛流马】下的所有牌置入弃牌堆。',
muniu_skill_info:'将一张手牌扣置于你装备区里的【木牛流马】下,然后可以将此装备移动到一名其他角色的装备区里。',
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},
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list:[
["heart",4,"sha","fire"],
["heart",7,"sha","fire"],
["heart",10,"sha","fire"],
["diamond",4,"sha","fire"],
["diamond",5,"sha","fire"],
["spade",4,"sha","thunder"],
["spade",5,"sha","thunder"],
["spade",6,"sha","thunder"],
["spade",7,"sha","thunder"],
["spade",8,"sha","thunder"],
["club",5,"sha","thunder"],
["club",6,"sha","thunder"],
["club",7,"sha","thunder"],
["club",8,"sha","thunder"],
["heart",8,"shan"],
["heart",9,"shan"],
["heart",11,"shan"],
["heart",12,"shan"],
["diamond",6,"shan"],
["diamond",7,"shan"],
["diamond",8,"shan"],
["diamond",10,"shan"],
["diamond",11,"shan"],
["heart",5,"tao"],
["heart",6,"tao"],
["diamond",2,"tao"],
["diamond",3,"tao"],
["diamond",9,"jiu"],
["spade",3,"jiu"],
["spade",9,"jiu"],
["club",3,"jiu"],
["club",9,"jiu"],
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["diamond",13,"hualiu"],
["club",1,"baiyin"],
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["spade",2,"tengjia"],
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["club",2,"tengjia"],
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["spade",1,"guding"],
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["diamond",1,"zhuque"],
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["heart",2,"huogong"],
["heart",3,"huogong"],
["diamond",12,"huogong"],
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["spade",11,"tiesuo"],
["spade",12,"tiesuo"],
["club",10,"tiesuo"],
["club",11,"tiesuo"],
["club",12,"tiesuo"],
["club",13,"tiesuo"],
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["heart",1,"wuxie"],
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["heart",13,"wuxie"],
["spade",13,"wuxie"],
["spade",10,"bingliang"],
["club",4,"bingliang"],
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['diamond',5,'muniu'],
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],
}
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});