noname/character/boss.js

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'usr strict';
character.boss={
mode:['identity','guozhan','stone','boss'],
character:{
boss_zhangchunhua:['female','wei',4,['jueqing','wuxin','shangshix'],['boss','bossallowed'],'wei'],
boss_zhenji:['female','wei',4,['tashui','lingbo','jiaoxia','fanghua'],['boss','bossallowed'],'wei'],
// boss_liubei:['male','shu',5,['lingfeng'],['boss','bossallowed'],'qun'],
// boss_zhugeliang:['male','shu',4,[],['boss','bossallowed'],'qun'],
boss_huangyueying:['female','shu',4,['boss_gongshen','boss_jizhi','qicai','boss_guiyin'],['boss','bossallowed'],'wei'],
boss_pangtong:['male','shu',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['boss','bossallowed'],'zhu'],
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boss_zhaoyun:['male','shu',1,['boss_juejing','longhun','zhanjiang'],['boss','bossallowed'],'qun'],
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boss_zhouyu:['male','wu',6,['huoshen','boss_honglian','boss_xianyin'],['boss','bossallowed'],'zhu'],
boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['boss','bossallowed'],'wei'],
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boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['hiddenboss','bossallowed'],'qun'],
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boss_caiwenji:['female','qun',4,['beige','boss_hujia','boss_guihan'],['boss','bossallowed'],'wei'],
boss_zhangjiao:['male','qun',8,['boss_leiji','tiandao','jidian'],['boss','bossallowed'],'shu'],
boss_zuoci:['male','qun',0,['huanhua'],['boss','bossallowed'],'shu'],
// boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'],
boss_diaochan:['female','qun',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['boss','bossallowed'],'qun'],
boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['boss','bossallowed'],'wu'],
boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'],
// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
},
skill:{
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zhanjiang:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('e','qinggang')){
return true;
}
}
},
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
var e=game.players[i].get('e','qinggang');
if(e.length){
player.gain(e);
game.players[i].$give(e,player);
break;
}
}
}
}
},
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boss_juejing:{
trigger:{player:'phaseDrawBefore'},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
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ai:{
noh:true,
},
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group:'boss_juejing2'
},
boss_juejing2:{
trigger:{player:'loseEnd'},
forced:true,
filter:function(event,player){
return player.num('h')<4;
},
content:function(){
player.draw(4-player.num('h'));
}
},
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boss_leiji:{
audio:2,
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
direct:true,
content:function(){
"step 0";
player.chooseTarget('是否发动雷击?').ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder');
};
"step 1"
if(result.bool){
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player.logSkill('boss_leiji',result.targets,'thunder');
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event.target=result.targets[0];
event.target.judge(function(card){
// var suit=get.suit(card);
// if(suit=='spade') return -4;
// if(suit=='club') return -2;
if(get.color(card)=='black') return -2;
return 0;
});
}
else{
event.finish();
}
"step 2"
if(result.bool==false){
event.target.damage('thunder');
player.draw();
}
},
ai:{
effect:{
target:function(card,player,target,current){
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 be=target.num('e',{color:'black'});
if(target.num('h','shan')&&be){
if(!target.skills.contains('guidao')) return 0;
return [0,hastarget?target.num('he')/2:0];
}
if(target.num('h','shan')&&target.num('h')>2){
if(!target.skills.contains('guidao')) return 0;
return [0,hastarget?target.num('h')/4:0];
}
if(target.num('h')>3||(be&&target.num('h')>=2)){
return [0,0];
}
if(target.num('h')==0){
return [1.5,0];
}
if(target.num('h')==1&&!be){
return [1.2,0];
}
if(!target.skills.contains('guidao')) return [1,0.05];
return [1,Math.min(0.5,(target.num('h')+be)/4)];
}
}
}
}
},
wuqin:{
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audio:2,
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trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.num('h')==0;
},
content:function(){
player.draw(3)
}
},
boss_baolin:{
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audio:true,
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inherit:'juece',
},
boss_qiangzheng:{
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audio:2,
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trigger:{player:'phaseEnd'},
forced:true,
unique:true,
filter:function(event,player){
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=get.players(player);
players.remove(player);
event.players=players;
"step 1"
if(event.players.length){
var current=event.players.shift();
var hs=current.get('h')
if(hs.length){
player.gain(hs.randomGet());
current.$give(1,player);
}
event.redo();
}
}
},
guizhen:{
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audio:2,
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trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
"step 0"
var players=get.players(player);
players.remove(player);
event.players=players;
"step 1"
if(event.players.length){
var current=event.players.shift();
var hs=current.get('h');
if(hs.length){
current.lose(hs)._triggered=null;
current.$throw(hs);
}
else{
current.loseHp();
}
game.delay(0.5);
event.redo();
}
},
},
boss_konghun:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(){
return game.players.length>=3;
},
content:function(){
"step 0"
player.chooseTarget(function(card,player,target){
return target!=player;
}).ai=function(){
return 1;
}
"step 1"
if(result.bool){
player.logSkill('boss_konghun',result.targets);
result.targets[0].goMad();
}
},
group:'boss_konghun2'
},
boss_konghun2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
if(players[i].isMad()){
players[i].unMad();
}
}
}
},
yuehun:{
unique:true,
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
player.recover();
player.draw(2);
}
},
boss_wange:{
inherit:'guiji'
},
fengwu:{
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audio:2,
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unique:true,
enable:'phaseUse',
usable:1,
content:function(){
"step 0"
event.current=player.next;
"step 1"
event.current.chooseToUse({name:'sha'},function(card,player,target){
if(player==target) return false;
if(get.distance(player,target)<=1) return true;
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player) continue;
if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
}
return true;
})
"step 2"
if(result.bool==false) event.current.loseHp();
if(event.current.next!=player){
event.current=event.current.next;
game.delay(0.5);
event.goto(1);
}
},
ai:{
order:1,
result:{
player:function(player){
if(player.num('h','shan')) return 1;
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].canUse('sha',player)&&game.players[i].num('h')>1){
num--;
}
else{
num++;
}
}
return num;
}
}
}
},
huanhua:{
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audio:2,
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trigger:{global:'gameDrawAfter'},
forced:true,
unique:true,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player) continue;
player.maxHp+=game.players[i].maxHp;
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if(!game.players[i].name||!lib.character[game.players[i].name]) continue;
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var skills=lib.character[game.players[i].name][3];
for(var j=0;j<skills.length;j++){
if(!lib.skill[skills[j]].forceunique){
player.addSkill(skills[j]);
}
}
}
player.hp=player.maxHp;
player.update();
},
group:['huanhua3','huanhua4'],
ai:{
threaten:0.8,
effect:{
target:function(card){
if(card.name=='bingliang') return 0;
}
}
}
},
huanhua2:{
trigger:{player:'phaseDrawBefore'},
priority:10,
forced:true,
popup:false,
check:function(){
return false;
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
huanhua3:{
trigger:{global:'drawAfter'},
forced:true,
filter:function(event,player){
if(event.parent.name!='phaseDraw') return false;
return event.player!=player;
},
content:function(){
player.draw(trigger.num);
}
},
huanhua4:{
trigger:{global:'discardAfter'},
forced:true,
filter:function(event,player){
if(event.parent.parent.name!='phaseDiscard') return false;
return event.player!=player;
},
content:function(){
player.chooseToDiscard(trigger.cards.length,true);
}
},
jidian:{
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audio:2,
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trigger:{source:'damageAfter'},
direct:true,
unique:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【亟电】?',function(card,player,target){
return get.distance(trigger.player,target)<=1&&trigger.player!=target;
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder')+0.1;
}
"step 1"
if(result.bool){
event.target=result.targets[0];
event.target.judge(function(card){
return get.color(card)=='red'?0:-1;
})
player.logSkill('jidian',event.target,false);
trigger.player.line(event.target,'thunder');
}
else{
event.finish();
}
"step 2"
if(result.color=='black'){
event.target.damage('thunder');
}
}
},
tinqin:{
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audio:false,
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inherit:'manjuan'
},
boss_hujia:{
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audio:2,
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trigger:{player:'phaseEnd'},
direct:true,
unique:true,
filter:function(event,player){
if(player.hp==player.maxHp) return false;
if(!player.num('he')) return false;
return true;
},
content:function(){
"step 0"
player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return player!=target&&!target.storage.boss_hujia;
},
filterCard:true,
ai1:function(card){
return ai.get.unuseful(card)+9;
},
ai2:function(target){
if(target.disabledSkills.boss_hujia) return Math.max(1,10-target.maxHp);
return 1/target.maxHp;
},
prompt:'是否发动【胡笳】?'
});
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('boss_hujia',target);
if(target.disabledSkills.boss_hujia){
target.loseMaxHp();
}
else{
target.disabledSkills.boss_hujia=lib.character[target.name][3];
}
player.discard(result.cards);
}
},
ai:{
expose:0.2,
}
},
boss_guihan:{
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audio:2,
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unique:true,
enable:'chooseToUse',
mark:true,
init:function(player){
player.storage.boss_guihan=false;
},
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.boss_guihan) return false;
return true;
},
content:function(){
"step 0"
player.removeSkill('boss_guihan');
player.recover(player.maxHp-player.hp);
player.storage.boss_guihan=true;
"step 1"
player.draw(4);
"step 2"
for(var i=0;i<game.players.length;i++){
delete game.players[i].disabledSkills.boss_hujia;
}
if(game.bossinfo){
game.bossinfo.loopType=1;
}
player.removeSkill('beige');
player.removeSkill('boss_hujia');
player.addSkill('tinqin');
player.addSkill('boss_huixin');
},
ai:{
skillTagFilter:function(player){
if(player.storage.boss_guihan) return false;
},
save:true,
result:{
player:4,
},
},
intro:{
content:'limited'
}
},
huoshen:{
trigger:{player:'damageBefore'},
forced:true,
unique:true,
filter:function(event){
return event.nature=='fire';
},
content:function(){
trigger.untrigger();
trigger.finish();
player.recover();
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'fireDamage')){
return [0,2];
}
}
}
},
},
boss_xianyin:{
trigger:{player:'loseEnd'},
frequent:true,
unique:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.bool){
player.chooseTarget(true,'选择一个目标令其失去一点体力',function(card,player,target){
return player!=target;
}).ai=function(target){
return Math.max(1,9-target.hp);
}
}
else{
event.finish();
}
"step 2"
if(result.targets.length){
result.targets[0].loseHp();
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'loseCard')){
return [0.5,1];
}
}
}
}
},
boss_huixin:{
trigger:{player:'loseEnd'},
frequent:true,
unique:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
"step 0"
player.judge();
"step 1"
if(result.color=='black'){
_status.currentPhase.loseHp();
}
else{
player.recover();
player.draw();
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'loseCard')){
return [0.5,1];
}
}
}
}
},
boss_shengshou:{
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audio:true,
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trigger:{player:'useCard'},
frequent:true,
unique:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.bool){
player.recover();
}
},
},
boss_honglian:{
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audio:2,
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trigger:{player:'phaseEnd'},
forced:true,
unique:true,
content:function(){
"step 0"
event.players=get.players(player);
event.players.remove(player);
player.draw(2);
"step 1"
if(event.players.length){
event.players.shift().damage('fire');
event.redo();
}
},
},
boss_yuhuo:{
trigger:{player:'niepanAfter'},
forced:true,
unique:true,
content:function(){
player.addSkill('kanpo');
player.addSkill('shenwei');
player.addSkill('zhuyu');
if(game.bossinfo){
game.bossinfo.loopType=1;
}
}
},
boss_tianyu:{
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audio:true,
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inherit:'suoling'
},
boss_jizhi:{
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audio:2,
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trigger:{player:'useCard'},
frequent:true,
unique:true,
filter:function(event){
var type=get.type(event.card,'trick');
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
},
content:function(){
var cards=get.cards();
player.gain(cards,'gain2');
game.log(get.translation(player)+'获得了'+get.translation(cards));
},
ai:{
threaten:1.4
}
},
boss_guiyin:{
mod:{
targetEnabled:function(card,player,target){
if(_status.currentPhase==player&&target.hp<player.hp) return false;
}
}
},
boss_gongshen:{
trigger:{global:'gameDrawAfter'},
forced:true,
unique:true,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
game.players[i].forcemin=true;
}
}
},
mod:{
targetEnabled:function(card,player,target){
if(get.type(card)=='delay'&&player!=target){
return false;
}
}
}
},
fanghua:{
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
filter:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].isTurnedOver()){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.players=get.players(player);
event.num=0;
for(var i=0;i<event.players.length;i++){
if(!event.players[i].isTurnedOver()){
event.players.splice(i--,1);
}
}
"step 1"
if(event.players.length){
event.players.shift().loseHp();
event.redo();
}
}
},
tashui:{
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audio:2,
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trigger:{player:['useCard','respondAfter']},
direct:true,
unique:true,
filter:function(event){
return get.color(event.card)=='black';
},
content:function(){
"step 0"
game.delay(0.5);
player.chooseTarget('是否发动【踏水】?',function(card,player,target){
return player!=target;
}).ai=function(target){
if(target.isTurnedOver()) return -1;
return 1;
}
"step 1"
if(result.bool){
player.logSkill('tashui',result.targets,'thunder');
result.targets[0].turnOver();
}
},
ai:{
effect:{
player:function(card){
if(get.color(card)=='black'){
return [1,2];
}
}
}
}
},
shangshix:{
trigger:{player:['loseEnd','changeHp']},
forced:true,
unique:true,
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audio:2,
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filter:function(event,player){
return player.num('h')<4;
},
content:function(){
player.draw(4-player.num('h'));
},
group:'shangshix2',
ai:{
effect:{
target:function(card,player,target){
if(card.name=='shunshou') return;
if(card.name=='guohe'){
if(!target.num('e')) return [0,1];
}
else if(get.tag(card,'loseCard')){
return [0,1];
}
}
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},
noh:true,
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}
},
shangshix2:{
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
filter:function(event,player){
return player.hp>1;
},
content:function(){
"step 0"
event.players=get.players(player);
event.num=0;
"step 1"
if(event.players.length){
event.players.shift().loseHp();
event.redo();
}
}
},
wuxin:{
inherit:'miles_xueyi',
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group:'swd_wuxie',
audio:2,
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},
shenwei:{
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audio:2,
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unique:true,
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=Math.max(2,game.players.length-1);
},
mod:{
maxHandcard:function(player,current){
return current+Math.max(2,game.players.length-1);
}
}
},
shenji:{
unique:true,
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'||card.name=='juedou') range[1]=3;
},
}
},
boss_baonu:{
unique:true,
group:'boss_baonu2',
trigger:{player:'changeHp'},
forced:true,
priority:100,
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audio:2,
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filter:function(event,player){
return player.hp<=4
},
content:function(){
player.init('boss_lvbu2');
player.update();
ui.clear();
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
for(var i=0;i<game.players.length;i++){
for(var j in game.players[i].tempSkills){
game.players[i].skills.remove(j);
delete game.players[i].tempSkills[j];
}
}
_status.paused=false;
_status.event.player=player;
_status.event.step=0;
if(game.bossinfo){
game.bossinfo.loopType=1;
}
},
ai:{
effect:{
target:function(card,player){
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
if(player.hp==5){
if(game.players.length<4) return [0,5];
var num=0
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=game.boss&&game.players[i].hp==1){
num++;
}
}
if(num>1) return [0,2];
if(num&&Math.random()<0.7) return [0,1];
}
}
}
}
}
},
boss_baonu2:{
trigger:{player:'gameDrawBegin'},
forced:true,
popup:false,
content:function(){
player.draw(4,false);
}
},
},
translate:{
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zhanjiang:'斩将',
zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之',
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boss_qiangzheng:'强征',
boss_qiangzheng_info:'锁定技,回合结束阶段,你获得每个敌方角色的一张手牌',
boss_baolin:'暴凌',
guizhen:'归真',
guizhen_info:'每当你失去最后一张手牌,你可以所有敌人失去全部手牌,没有手牌的角色失去一点体力(不触发技能)',
boss_shengshou:'圣手',
boss_shengshou_info:'每当你使用一张牌,你可以进行一次判定,若为红色,你回复一点体力',
wuqin:'五禽戏',
wuqin_info:'回合结束阶段,若你没有手牌,可以摸三张牌',
boss_konghun:'控心',
boss_konghun_info:'回合结束阶段,你可以指定一名敌人令其进入混乱状态(不受对方控制,并将队友视为敌人)直到下一回合开始',
yuehun:'月魂',
yuehun_info:'回合开始阶段,你可以回复一点体力并摸两张牌',
fengwu:'风舞',
fengwu_info:'出牌阶段限一次可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】无法如此做者失去1点体力。',
boss_wange:'笙歌',
huanhua:'幻化',
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;其他角色于摸牌阶段摸牌时,你摸等量的牌;其他角色于弃牌阶段弃牌时,你弃置等量的手牌',
boss_leiji:'雷击',
boss_leiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸一张牌',
jidian:'亟电',
jidian_info:'每当你造成一次伤害可以指定距离受伤害角色1以内的一名其他角色进行判定若结果为黑色该角色受到一点雷电伤害',
tinqin:'听琴',
boss_guihan:'归汉',
boss_guihan_info:'限定技濒死阶段你可以将体力回复至体力上限摸4张牌令所有敌人的技能恢复并获得技能【听琴】、【蕙质】',
boss_huixin:'蕙质',
boss_huixin_info:'每当你于回合外失去牌,可以进行一次判定,若为黑色,当前回合角色失去一点体力,否则你回复一点体力并摸一张牌',
boss_hujia:'胡笳',
boss_hujia_info:'回合结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去一点体力上限',
boss_honglian:'红莲',
boss_honglian_info:'锁定技,回合结束阶段,你摸两张牌,并对所有敌人造成一点火焰伤害',
huoshen:'火神',
huoshen_info:'锁定技你防止即将受到的火焰伤害改为回复1点体力',
boss_xianyin:'仙音',
boss_xianyin_info:'每当你于回合外失去牌,你可以进行一次判定,若为红色,你令一名敌人失去一点体力',
// boss_yuhuo:'浴火',
// boss_yuhuo_info:'觉醒技,在你涅槃后,你获得技能【神威】、【朱羽】',
boss_tianyu:'天狱',
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boss_juejing:'绝境',
boss_juejing2:'绝境',
boss_juejing_info:'锁定技摸牌阶段开始时你不摸牌锁定技若你的手牌数小于4你将手牌补至四张',
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boss_jizhi:'集智',
boss_jizhi_info:'每当你使用一张锦囊牌或装备牌,你可以摸一张牌并展示之',
boss_guiyin:'归隐',
boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
boss_gongshen:'工神',
boss_gongshen_info:'锁定技,除你之外的角色没有装备区;你不能成为其他角色的的延时锦囊目标',
fanghua:'芳华',
fanghua_info:'回合结束阶段,你可以令所有已翻面角色流失一点体力',
tashui:'踏水',
tashui_info:'每当你使用或打出一张黑色牌,你可以令一名其他角色翻面',
wuxin:'无心',
wuxin_info:'锁定技,你防止即将受到的伤害,改为流失一点体力;你不能成为其他角色的延时锦囊的目标',
shangshix:'伤逝',
shangshix2:'伤逝',
shangshix_info:'锁定技你的手牌数至少为4回合结束阶段若你的体力值大于1你令场上所有角色流失一点体力',
boss_baonu:'暴怒',
boss_baonu_info:'锁定技当你的体力值降至4或更低时你变身为暴怒战神并立即开始你的回合',
shenwei:'神威',
shenwei_info:'锁定技摸牌阶段你额外摸X张牌你的手牌上限+XX为敌方存活角色个数且至少为2',
shenji:'神戟',
shenji_info:'你使用的杀或决斗可指定至多3名角色为目标',
boss_shuijing:'水镜先生',
boss_huangyueying:'奇智女杰',
boss_zhangchunhua:'冷血皇后',
boss_satan:'堕落天使',
boss_dongzhuo:'乱世魔王',
boss_lvbu1:'最强神话',
boss_lvbu2:'暴怒战神',
boss_zhouyu:'赤壁火神',
boss_pangtong:'涅盘凤雏',
boss_zhugeliang:'祭风卧龙',
boss_zhangjiao:'天公将军',
boss_zuoci:'迷之仙人',
boss_yuji:'琅琊道士',
boss_liubei:'蜀汉烈帝',
boss_caiwenji:'异乡孤女',
boss_huatuo:'药坛圣手',
boss_luxun:'蹁跹君子',
boss_zhenji:'洛水仙子',
boss_diaochan:'绝代妖姬',
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boss_zhaoyun:'高达一号',
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}
};