noname/card/gwent.js

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2017-05-10 15:24:15 +00:00
'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
return {
name:'gwent',
card:{
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gw_dieyi:{
fullskin:true
},
gw_dieyi_equip1:{
fullskin:true,
vanish:true,
hidden:true,
cardimage:'gw_dieyi',
type:'equip',
subtype:'equip1',
onLose:function(){
lib.skill.gw_dieyi.process(player);
},
loseDelay:false,
skills:[],
ai:{
equipValue:0
}
},
gw_dieyi_equip2:{
fullskin:true,
vanish:true,
hidden:true,
cardimage:'gw_dieyi',
type:'equip',
subtype:'equip2',
onLose:function(){
lib.skill.gw_dieyi.process(player);
},
loseDelay:false,
skills:[],
ai:{
equipValue:0
}
},
gw_dieyi_equip3:{
fullskin:true,
vanish:true,
hidden:true,
cardimage:'gw_dieyi',
type:'equip',
subtype:'equip3',
onLose:function(){
lib.skill.gw_dieyi.process(player);
},
loseDelay:false,
skills:[],
ai:{
equipValue:0
}
},
gw_dieyi_equip4:{
fullskin:true,
vanish:true,
hidden:true,
cardimage:'gw_dieyi',
type:'equip',
subtype:'equip4',
onLose:function(){
lib.skill.gw_dieyi.process(player);
},
loseDelay:false,
skills:[],
ai:{
equipValue:0
}
},
gw_dieyi_equip5:{
fullskin:true,
vanish:true,
hidden:true,
cardimage:'gw_dieyi',
type:'equip',
subtype:'equip5',
onLose:function(){
lib.skill.gw_dieyi.process(player);
},
loseDelay:false,
skills:[],
ai:{
equipValue:0
}
},
gw_dieyi_judge:{
fullskin:true,
vanish:true,
hidden:true,
cardimage:'gw_dieyi',
enable:true,
type:'delay',
filterTarget:true,
effect:function(){
lib.skill.gw_dieyi.process(player);
},
},
gw_hudiewu:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
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enable:function(card,player){
return game.hasPlayer(function(current){
return current!=player&&current.countCards('ej');
});
},
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notarget:true,
contentBefore:function(){
player.$skill('蝴蝶舞','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
event.targets=game.filterPlayer(function(current){
return current.countCards('ej');
}).sortBySeat();
event.targets.remove(player);
'step 1'
if(event.targets.length){
var target=event.targets.shift();
var ej=target.getCards('ej');
player.line(target);
target.removeEquipTrigger();
for(var i=0;i<ej.length;i++){
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game.createCard(ej[i]).discard();
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ej[i].init([ej[i].suit,ej[i].number,'gw_dieyi_'+(get.subtype(ej[i])||'judge')]);
}
event.redo();
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:6,
useful:[6,1],
result:{
player:function(player){
return game.countPlayer(function(current){
if(current==player) return;
return -(current.countCards('e')-current.countCards('j')/3)*get.sgn(get.attitude(player,current));
});
}
},
order:0.7,
}
},
gw_yigeniyin:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:true,
notarget:true,
contentBefore:function(){
player.$skill('伊格尼印','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
var enemies=player.getEnemies();
var target=get.max(enemies,'hp','list').randomGet();
if(target){
player.line(target,'fire');
target.damage('fire');
game.delay();
}
'step 1'
event.targets=game.filterPlayer(function(current){
return current.isMaxHp();
}).sortBySeat();
player.line(event.targets,'fire');
'step 2'
if(event.targets.length){
var target=event.targets.shift();
player.line(target,'fire');
target.damage('fire');
event.redo();
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:function(player){
var enemies=player.getEnemies();
var players=game.filterPlayer();
var func=function(current){
return current.hp;
};
var max1=get.max(enemies,func);
for(var i=0;i<players.length;i++){
if(players[i].hp==max1){
players.splice(i,1);break;
}
}
var max2=get.max(players,func);
if(max1-1>max2){
return get.damageEffect(get.max(enemies,func,'item'),player,player,'fire');
}
else{
var num;
if(max1>max2){
num=get.sgn(get.damageEffect(get.max(enemies,func,'item'),player,player,'fire'));
}
else if(max1==max2){
num=0;
}
else{
num=1;
}
return num+game.countPlayer(function(current){
if(current.hp>=max2){
return get.sgn(get.damageEffect(current,player,player,'fire'));
}
});
}
}
},
order:0.7,
}
},
gw_leizhoushu:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:true,
notarget:true,
contentBefore:function(){
player.$skill('雷咒术','legend','metal');
game.delay(2);
},
content:function(){
if(player.hasSkill('gw_leizhoushu')){
if(typeof player.storage.gw_leizhoushu!='number'){
player.storage.gw_leizhoushu=2;
}
else{
player.storage.gw_leizhoushu++;
}
player.syncStorage('gw_leizhoushu');
player.updateMarks();
}
else{
player.addSkill('gw_leizhoushu');
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:function(player){
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return 1+game.countPlayer(function(current){
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if(current!=player&&current.isMaxHandcard()){
return -get.sgn(get.attitude(player,current));
}
});
}
},
order:0.5,
}
},
gw_aerdeyin:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
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enable:function(card,player){
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var enemies=player.getEnemies();
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return game.hasPlayer(function(current){
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return enemies.contains(current)&&get.distance(player,current,'pure')==1;
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});
},
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notarget:true,
contentBefore:function(){
player.$skill('阿尔德印','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
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var enemies=player.getEnemies();
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var list=game.filterPlayer(function(current){
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return enemies.contains(current)&&get.distance(player,current,'pure')==1;
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});
event.list=list.sortBySeat();
'step 1'
if(event.list.length){
var target=event.list.shift();
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event.target=target;
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player.line(target,'green');
target.damage();
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}
else{
delete event.target;
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}
'step 2'
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if(event.target){
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if(!event.target.isTurnedOver()){
event.target.turnOver();
event.target.addSkill('gw_aerdeyin');
}
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event.goto(1);
}
'step 3'
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game.delay();
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:function(player){
return game.countPlayer(function(current){
if(get.distance(player,current,'pure')==1){
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var att=get.sgn(get.attitude(player,current));
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if(current==player.next){
return -att*1.5;
}
return -att;
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}
});
}
},
order:0.5,
}
},
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gw_ansha:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(card,player){
var enemies=player.getEnemies();
return game.hasPlayer(function(current){
return current.hp==1&&enemies.contains(current);
});
},
notarget:true,
contentBefore:function(){
player.$skill('暗杀','legend','metal');
game.delay(2);
},
content:function(){
var enemies=player.getEnemies();
var list=game.filterPlayer(function(current){
return current.hp==1&&enemies.contains(current);
});
if(list.length){
var target=list.randomGet();
player.line(target);
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target.die();
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}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:0.6,
}
},
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gw_xinsheng:{
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fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(card,player){
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return game.hasPlayer(function(current){
return !current.isUnseen();
});
},
notarget:true,
contentBefore:function(){
player.$skill('新生','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
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var target=get.max(game.filterPlayer(function(current){
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return !current.isUnseen();
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},'list').randomSort(),function(current){
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var att=get.attitude(player,current);
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if(att<0&&current.isDamaged()&&current.hp<=3){
return -10;
}
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var rank=get.rank(current,true);
if(current.maxHp>=3){
if(current.hp<=1){
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if(att>0) return att*3+2;
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return att*3;
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}
else if(current.hp==2){
if(att>0){
att*=1.5;
}
else{
att/=1.5;
}
}
}
if(rank>=7){
if(att>0){
return att/10;
}
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return -att/5;
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}
else if(rank<=4){
if(att<0){
return -att/10;
}
return att;
}
return Math.abs(att/2);
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},'item');
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event.aitarget=target;
var list=[];
for(var i in lib.character){
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if(!lib.filter.characterDisabled(i)&&!lib.filter.characterDisabled2(i)){
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list.push(i);
}
}
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
list.remove(players[i].name);
list.remove(players[i].name1);
list.remove(players[i].name2);
}
var dialog=ui.create.dialog('选择一张武将牌','hidden');
dialog.add([list.randomGets(12),'character']);
player.chooseButton(dialog,true).ai=function(button){
if(get.attitude(player,event.aitarget)>0){
return get.rank(button.link,true);
}
else{
return -get.rank(button.link,true);
}
};
'step 1'
event.nametarget=result.links[0];
player.chooseTarget(true,'使用'+get.translation(event.nametarget)+'替换一名角色的武将牌',function(card,player,target){
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return !target.isUnseen()&&!target.isMin();
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}).ai=function(target){
if(target==event.aitarget){
return 1;
}
else{
return 0;
}
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}
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'step 2'
var target=result.targets[0];
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var hp=target.hp;
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target.reinit(target.name,event.nametarget);
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target.hp=Math.min(hp+1,target.maxHp);
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target.update();
player.line(target,'green');
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'step 3'
game.triggerEnter(target);
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},
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contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
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},
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ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:0.5,
}
},
gw_niuquzhijing:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(card,player){
return game.hasPlayer(function(current){
return current.hp!=player.hp;
});
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},
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notarget:true,
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contentBefore:function(){
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var list1=game.filterPlayer(function(current){
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return current.isMaxHp();
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});
var list2=game.filterPlayer(function(current){
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return current.isMinHp();
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});
player.line(list1);
for(var i=0;i<list1.length;i++){
list1[i].animate('target');
}
setTimeout(function(){
var list11=list1.slice(0);
var list22=list2.slice(0);
while(list22.length>list11.length){
list11.push(list1.randomGet());
}
while(list22.length<list11.length){
list22.push(list2.randomGet());
}
list11.sortBySeat();
list22.sortBySeat();
while(list11.length){
list11.shift().line(list22.shift(),'green');
}
},500);
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player.$skill('纽曲之镜','legend','metal');
game.delay(2);
},
content:function(){
var max=null,min=null;
for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMaxHp()){
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max=game.players[i].hp;break;
}
}
for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMinHp()){
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min=game.players[i].hp;break;
}
}
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var targets=game.filterPlayer();
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if(max!=min&&max!=null&&min!=null){
for(var i=0;i<targets.length;i++){
if(targets[i].hp==max){
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targets[i].hp--;
targets[i].maxHp--;
targets[i].$damagepop(-1);
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}
else if(targets[i].hp==min){
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targets[i].hp++;
targets[i].maxHp++;
targets[i].$damagepop(1,'wood');
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}
targets[i].update();
}
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
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useful:[6,1],
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result:{
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player:function(player,target){
return game.countPlayer(function(current){
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if(current.isMaxHp()){
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return -get.sgn(get.attitude(player,current));
}
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if(current.isMinHp()){
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return get.sgn(get.attitude(player,current));
}
});
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}
},
order:3.5,
}
},
gw_zhongmozhizhan:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
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enable:true,
notarget:true,
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contentBefore:function(){
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player.line(game.filterPlayer());
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player.$skill('终末之战','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
event.num=0;
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event.targets=game.filterPlayer().sortBySeat();
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'step 1'
if(event.num<targets.length){
ui.clear();
var target=targets[event.num];
var cards=target.getCards('hej');
target.lose(cards)._triggered=null;
target.$throw(cards);
event.num++;
event.redo();
game.delay(0.7);
}
'step 2'
ui.clear();
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
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useful:[6,1],
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result:{
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player:function(player,target){
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if(player.hasUnknown()) return 0;
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return -game.countPlayer(function(current){
return current.countCards('he')*get.sgn(get.attitude(player,current));
});
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}
},
order:0.5,
}
},
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gw_ganhan:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:true,
notarget:true,
contentBefore:function(){
player.line(game.filterPlayer());
player.$skill('干旱','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
event.num=0;
event.targets=game.filterPlayer().sortBySeat();
'step 1'
if(event.num<targets.length){
ui.clear();
var target=targets[event.num];
target.loseMaxHp(true);
event.num++;
event.redo();
}
'step 2'
ui.clear();
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:7,
useful:[5,1],
result:{
player:function(player,target){
if(player.hasUnknown()) return 0;
return game.countPlayer(function(current){
var att=-get.sgn(get.attitude(player,current));
if(current.isHealthy()){
switch(current.hp){
case 1:return att*3;
case 2:return att*2;
case 3:return att*1.5;
case 4:return att;
default:return att*0.5;
}
}
else if(current.maxHp-current.hp==1){
switch(current.hp){
case 1:return att*0.5;
case 2:return att*0.3;
case 3:return att*0.2;
default:return att*0.15;
}
}
else{
return att*0.1;
}
});
}
},
order:0.5,
}
},
gw_huangjiashenpan:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:true,
notarget:true,
contentBefore:function(){
player.$skill('皇家审判','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
var list=get.libCard(function(info){
return info.subtype=='spell_gold';
});
list.remove('gw_huangjiashenpan');
if(list.length){
player.chooseVCardButton(list,true,'notype').ai=function(){
return Math.random();
};
}
'step 1'
if(result.bool){
player.gain(game.createCard(result.links[0][2]),'draw');
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:0.1,
}
},
gw_tunshi:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(event,player){
if(player.maxHp==1) return false;
var list=player.getEnemies();
for(var i=0;i<list.length;i++){
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if(list[i].isMin()) continue;
2017-07-22 12:52:25 +00:00
if(list[i].getStockSkills().length) return true;
}
},
notarget:true,
contentBefore:function(){
player.$skill('吞噬','legend','metal');
game.delay(2);
},
content:function(){
var list=player.getEnemies();
for(var i=0;i<list.length;i++){
2017-12-04 05:01:00 +00:00
if(list[i].isMin()||!list[i].getStockSkills().length){
2017-07-22 12:52:25 +00:00
list.splice(i--,1);
}
}
if(list.length){
var target=list.randomGet();
target.addExpose(0.1);
player.line(target);
var skill=target.getStockSkills().randomGet();
target.popup(skill);
player.addSkill(skill);
target.removeSkill(skill);
2017-07-23 07:32:56 +00:00
player.loseHp();
2017-07-22 12:52:25 +00:00
player.loseMaxHp(true);
target.gainMaxHp(true);
target.recover();
}
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
2017-07-23 07:32:56 +00:00
player:function(player){
if(player.hp<=2) return 0;
return 1;
}
2017-07-22 12:52:25 +00:00
},
order:0.4,
}
},
gw_chongci:{
fullborder:'gold',
type:'spell',
subtype:'spell_gold',
vanish:true,
enable:function(event,player){
if(player.maxHp==1) return false;
var list=player.getEnemies();
for(var i=0;i<list.length;i++){
if(list[i].getStockSkills().length) return true;
}
},
notarget:true,
contentBefore:function(){
player.$skill('冲刺','legend','metal');
game.delay(2);
},
content:function(){
'step 0'
event.hs=player.getCards('h');
event.es=player.getCards('e');
player.discard(event.hs.concat(event.es));
'step 1'
var hs2=[];
for(var i=0;i<event.hs.length;i++){
var type=get.type(event.hs[i],'trick');
var cardname=event.hs[i].name;
var list=game.findCards(function(name){
if(cardname==name) return;
if(get.type({name:name},'trick')==type){
return true;
}
});
if(!list.length){
list=[cardname];
}
hs2.push(game.createCard(list.randomGet()));
}
if(hs2.length){
player.gain(hs2,'draw');
}
'step 2'
var es2=[];
for(var i=0;i<event.es.length;i++){
var subtype=get.subtype(event.es[i]);
var cardname=event.es[i].name;
var list=game.findCards(function(name){
if(cardname==name) return;
if(get.subtype({name:name})==subtype){
return true;
}
});
if(!list.length){
list=[cardname];
}
es2.push(game.createCard(list.randomGet()));
}
if(es2.length){
2017-08-03 03:08:25 +00:00
game.delay();
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player.$draw(es2);
for(var i=0;i<es2.length;i++){
player.equip(es2[i]);
}
}
'step 3'
player.addTempSkill('qianxing',{player:'phaseBegin'});
},
contentAfter:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:0.2,
}
},
2017-05-12 08:05:59 +00:00
gw_youer:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
2017-06-18 11:10:45 +00:00
return target!=player&&target.countCards('h')>0;
2017-05-12 08:05:59 +00:00
},
content:function(){
2017-06-18 11:10:45 +00:00
'step 0'
var cards=target.getCards('h');
target.lose(cards,ui.special);
target.storage.gw_youer=cards;
target.addSkill('gw_youer');
'step 1'
player.draw();
2017-05-12 08:05:59 +00:00
},
ai:{
basic:{
2017-06-18 11:10:45 +00:00
order:10,
2017-05-12 08:05:59 +00:00
value:7,
useful:[3,1],
},
result:{
target:function(player,target){
2017-06-18 11:10:45 +00:00
if(target.hasSkillTag('noh')) return 3;
var num=-Math.sqrt(target.countCards('h'));
if(player.hasSha()&&player.canUse('sha',target)){
num-=2;
2017-05-12 08:05:59 +00:00
}
2017-06-18 11:10:45 +00:00
return num;
2017-05-12 08:05:59 +00:00
},
},
}
},
gw_tongdi:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
2017-06-13 15:17:05 +00:00
filterTarget:function(card,player,target){
2017-07-22 13:58:41 +00:00
return target!=player&&target.countCards('h');
2017-06-13 15:17:05 +00:00
},
2017-05-12 08:05:59 +00:00
content:function(){
2017-08-05 02:57:53 +00:00
'step 0'
2017-07-22 13:58:41 +00:00
player.gainPlayerCard(target,'h',true,'visible').set('ai',function(button){
2017-07-12 15:54:48 +00:00
return get.value(button.link);
});
2017-08-05 02:57:53 +00:00
'step 1'
2018-01-18 12:36:47 +00:00
target.gain(game.createCard('sha'),'gain2');
2017-05-12 08:05:59 +00:00
},
ai:{
basic:{
order:8,
value:9.5,
useful:[5,1],
},
result:{
2017-08-05 02:57:53 +00:00
target:function(player,target){
if(target.getEquip(4)) return -2;
return -1;
}
2017-05-12 08:05:59 +00:00
},
}
},
gw_fuyuan:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
savable:true,
selectTarget:-1,
content:function(){
target.recover();
target.changeHujia();
},
ai:{
basic:{
order:6,
useful:10,
value:[8,6.5,5,4],
},
result:{
target:2
},
tag:{
recover:1,
save:1,
}
}
},
gw_zhuoshao:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
return target.isMaxHp();
},
cardnature:'fire',
selectTarget:[1,Infinity],
content:function(){
target.damage('fire');
},
ai:{
basic:{
order:8.5,
value:7.5,
useful:[4,1],
},
result:{
target:-1
},
tag:{
damage:1,
fireDamage:1,
natureDamage:1,
}
}
},
2017-05-10 19:08:28 +00:00
gw_butianshu:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
2017-05-11 04:46:11 +00:00
enable:true,
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filterTarget:true,
2017-05-11 11:37:52 +00:00
// contentBefore:function(){
// player.$skill('卜天术','legend','water');
// game.delay(2);
// },
2017-05-10 19:08:28 +00:00
content:function(){
'step 0'
var list=[];
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
2017-06-18 11:10:45 +00:00
if(lib.card[i].vanish) continue;
2017-05-10 19:08:28 +00:00
if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
}
var dialog=ui.create.dialog('卜天术',[list,'vcard']);
var bing=target.countCards('h')<=1;
player.chooseButton(dialog,true,function(button){
2017-05-18 22:15:32 +00:00
if(get.effect(target,{name:button.link[2]},player,player)>0){
2017-05-10 19:08:28 +00:00
if(button.link[2]=='bingliang'){
if(bing) return 2;
return 0.7;
}
if(button.link[2]=='lebu'){
return 1;
}
if(button.link[2]=='guiyoujie'){
return 0.5;
}
if(button.link[2]=='caomu'){
return 0.3;
}
return 0.2;
}
return 0;
}).filterButton=function(button){
return !target.hasJudge(button.link[2]);
};
'step 1'
var card=game.createCard(result.links[0][2]);
event.judgecard=card;
target.$draw(card);
game.delay(0.7);
'step 2'
target.addJudge(event.judgecard);
},
ai:{
value:8,
2017-05-11 04:46:11 +00:00
useful:[5,1],
2017-05-10 19:08:28 +00:00
result:{
player:function(player,target){
var eff=0;
for(var i in lib.card){
if(lib.card[i].type=='delay'){
2017-05-18 22:15:32 +00:00
var current=get.effect(target,{name:i},player,player);
2017-05-10 19:08:28 +00:00
if(current>eff){
eff=current;
}
}
}
return eff;
}
},
order:6,
}
},
2017-05-11 09:37:48 +00:00
gw_shizizhaohuan:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
2017-05-11 11:37:52 +00:00
// contentBefore:function(){
// player.$skill('十字召唤','legend','water');
// game.delay(2);
// },
2017-05-11 09:37:48 +00:00
content:function(){
var list=[];
2017-08-05 03:04:20 +00:00
list.push(get.cardPile2('juedou'));
list.push(get.cardPile2('huogong'));
list.push(get.cardPile2('nanman'));
list.push(get.cardPile2('huoshaolianying'));
2017-05-22 09:03:59 +00:00
for(var i=0;i<list.length;i++){
if(!list[i]) list.splice(i--,1);
2017-05-12 08:05:59 +00:00
}
2017-05-22 09:03:59 +00:00
list=[list.randomGet()];
2017-08-05 03:04:20 +00:00
var sha=get.cardPile2('sha');
2017-05-22 09:03:59 +00:00
if(sha){
if(list.length){
list.push(sha);
}
else{
2017-05-17 08:53:56 +00:00
sha.remove();
list.push(sha);
2017-08-05 03:04:20 +00:00
var sha2=get.cardPile2('sha');
2017-05-22 09:03:59 +00:00
if(sha2){
list.push(sha2);
}
2017-05-17 08:53:56 +00:00
}
}
2017-05-11 09:37:48 +00:00
if(list.length){
2017-05-22 09:03:59 +00:00
target.gain(list,'gain2','log');
2017-05-11 09:37:48 +00:00
}
},
ai:{
value:8,
useful:[6,1],
result:{
player:1
},
order:6,
}
},
gw_zuihouyuanwang:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
enable:true,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
2017-05-11 11:37:52 +00:00
// contentBefore:function(){
// player.$skill('最后愿望','legend','water');
// game.delay(2);
// },
2017-05-11 09:37:48 +00:00
content:function(){
'step 0'
event.num=game.countPlayer();
player.draw(event.num);
'step 1'
player.chooseToDiscard(true,event.num,'he');
},
ai:{
value:6,
useful:[4,1],
result:{
2017-05-19 07:38:20 +00:00
player:function(player){
var num=player.countCards('he');
if(num<=1) return 0;
if(num<=3&&!player.needsToDiscard()) return 0;
return 1;
}
2017-05-11 09:37:48 +00:00
},
order:7,
}
},
gw_zirankuizeng:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
vanish:true,
2017-06-18 07:45:33 +00:00
enable:true,
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notarget:true,
2017-05-11 11:37:52 +00:00
// contentBefore:function(){
// player.$skill('自然馈赠','legend','water');
// game.delay(2);
// },
2017-05-11 09:37:48 +00:00
content:function(){
'step 0'
2017-06-18 07:45:33 +00:00
var list=[];
for(var i in lib.card){
if(lib.card[i].subtype=='spell_bronze') list.push([cards[0].suit,cards[0].number,i]);
}
var dialog=ui.create.dialog('自然馈赠',[list,'vcard']);
var rand=get.rand();
var aozu=game.hasPlayer(function(current){
return player.canUse('gw_aozuzhilei',current)&&current.hp<=3&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
});
var aozu2=game.hasPlayer(function(current){
return player.canUse('gw_aozuzhilei',current)&&current.hp<=2&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
});
var aozu3=game.hasPlayer(function(current){
return player.canUse('gw_aozuzhilei',current)&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
});
var baoxue=game.hasPlayer(function(current){
return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2,3].contains(current.countCards('h'))&&!current.hasSkillTag('noh');
});
var baoxue2=game.hasPlayer(function(current){
return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2].contains(current.countCards('h'))&&!current.hasSkillTag('noh');
});
var baoxue3=game.hasPlayer(function(current){
return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&current.countCards('h')>=2&&!current.hasSkillTag('noh');
});
var nongwu=game.hasPlayer(function(current){
return get.attitude(player,current)<0&&(get.attitude(player,current.getNext())<0||get.attitude(player,current.getPrevious())<0);
});
var nongwu2=game.hasPlayer(function(current){
return get.attitude(player,current)<0&&get.attitude(player,current.getNext())<0&&get.attitude(player,current.getPrevious())<0;
});
2017-07-23 05:10:52 +00:00
var yanzi=game.hasPlayer(function(current){
return get.attitude(player,current)>0&&current.isMinHandcard();
});
2017-06-18 07:45:33 +00:00
player.chooseButton(dialog,true,function(button){
var name=button.link[2];
switch(name){
2017-07-16 15:59:32 +00:00
case 'gw_ciguhanshuang':
2017-06-18 07:45:33 +00:00
if(nongwu2) return 3;
if(nongwu) return 1;
return 0;
case 'gw_baoxueyaoshui':
if(baoxue2) return 2;
if(baoxue) return 1.5;
if(baoxue3) return 0.5;
return 0;
case 'gw_aozuzhilei':
if(aozu2) return 2.5;
if(aozu) return 1.2;
if(aozu3) return 0.2;
return 0;
2017-07-23 05:10:52 +00:00
case 'gw_yanziyaoshui':
if(yanzi) return 2;
return 0.6;
2017-06-18 07:45:33 +00:00
}
if(game.hasPlayer(function(current){
return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0;
})){
return Math.random();
}
return 0;
}).filterButton=function(button){
var name=button.link[2];
if(!lib.card[name].notarget){
return game.hasPlayer(function(current){
return player.canUse(name,current);
})
}
return true;
};
'step 1'
2017-08-05 02:13:01 +00:00
player.chooseUseTarget(game.createCard(result.links[0][2],get.suit(card),get.number(card)));
2017-05-11 09:37:48 +00:00
},
ai:{
2017-07-17 02:45:11 +00:00
value:7,
2017-05-11 09:37:48 +00:00
useful:[4,1],
result:{
2017-05-23 02:35:47 +00:00
player:function(player){
2017-05-22 12:34:36 +00:00
return 1;
}
2017-05-11 09:37:48 +00:00
},
order:7,
}
},
2017-07-17 02:45:11 +00:00
2017-07-22 13:58:41 +00:00
gw_nuhaifengbao:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('gw_nuhaifengbao');
},
content:function(){
target.addSkill('gw_nuhaifengbao');
},
ai:{
value:[7,1],
useful:[4,1],
result:{
2017-07-23 05:10:52 +00:00
target:function(player,target){
return -2/Math.sqrt(1+target.hp);
}
2017-07-22 13:58:41 +00:00
},
order:1.2,
}
},
gw_baishuang:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('gw_ciguhanshuang');
},
selectTarget:[1,3],
content:function(){
target.addSkill('gw_ciguhanshuang');
},
ai:{
value:[7.5,1],
useful:[5,1],
result:{
target:-1
},
order:1.2,
}
},
gw_baobaoshu:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('gw_baobaoshu');
},
selectTarget:[1,2],
content:function(){
2017-07-23 07:32:56 +00:00
target.addTempSkill('gw_baobaoshu',{player:'phaseAfter'});
2017-07-22 13:58:41 +00:00
},
ai:{
value:[7.5,1],
useful:[5,1],
result:{
target:function(player,target){
2017-08-05 03:26:14 +00:00
return -Math.sqrt(target.countCards('h'))-0.5;
2017-07-22 13:58:41 +00:00
}
},
order:1.2,
}
},
2017-07-22 14:14:11 +00:00
gw_guaiwuchaoxue:{
fullborder:'silver',
type:'spell',
subtype:'spell_silver',
enable:true,
2017-09-26 03:17:52 +00:00
usable:1,
forceUsable:true,
2017-07-22 14:14:11 +00:00
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
content:function(){
var list=get.gainableSkills(function(info,skill){
return !info.notemp&&info.ai&&info.ai.maixie_hp&&!player.hasSkill(skill);
});
2018-01-14 17:46:27 +00:00
list.remove('guixin');
2017-07-22 14:14:11 +00:00
if(list.length){
var skill=list.randomGet();
player.popup(skill);
player.addTempSkill(skill,{player:'phaseBegin'});
var enemies=player.getEnemies();
if(enemies.length){
var source=enemies.randomGet();
source.line(player);
source.addExpose(0.1);
2017-12-01 12:47:37 +00:00
player.damage(source);
2017-09-14 15:19:44 +00:00
player.recover();
2017-07-22 14:14:11 +00:00
}
}
},
ai:{
2017-09-14 15:19:44 +00:00
value:[8,1],
2017-07-22 14:14:11 +00:00
useful:[3,1],
result:{
target:function(player,target){
if(target.hp<=1||target.hujia) return 0;
return 1;
}
},
order:1,
}
},
2017-07-22 13:58:41 +00:00
2017-05-12 14:08:50 +00:00
gw_qinpendayu:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
2017-07-21 12:03:04 +00:00
filterTarget:function(card,player,target){
return !target.hasSkill('gw_qinpendayu');
},
2017-06-18 07:45:33 +00:00
changeTarget:function(player,targets){
game.filterPlayer(function(current){
return get.distance(targets[0],current,'pure')==1;
},targets);
},
2017-05-12 14:08:50 +00:00
content:function(){
2018-01-14 03:24:58 +00:00
target.addSkill('gw_qinpendayu');
2017-05-12 14:08:50 +00:00
},
ai:{
2017-07-17 02:45:11 +00:00
value:[5,1],
2017-05-12 14:08:50 +00:00
useful:[3,1],
result:{
2017-06-18 07:45:33 +00:00
player:function(player,target){
return game.countPlayer(function(current){
2017-07-21 12:03:04 +00:00
if(current.hasSkill('gw_qinpendayu')) return 0;
2017-06-18 07:45:33 +00:00
if(current==target||(get.distance(target,current,'pure')==1)){
var num=-get.sgn(get.attitude(player,current));
if(current.needsToDiscard()) return num;
if(current.needsToDiscard(1)) return 0.7*num;
if(current.needsToDiscard(2)) return 0.4*num;
return 0.1*num;
}
});
}
2017-05-12 14:08:50 +00:00
},
order:1.2,
}
},
gw_birinongwu:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
2017-07-21 12:03:04 +00:00
filterTarget:function(card,player,target){
return !target.hasSkill('gw_birinongwu');
},
2017-06-18 07:45:33 +00:00
changeTarget:function(player,targets){
game.filterPlayer(function(current){
return get.distance(targets[0],current,'pure')==1;
},targets);
},
2017-05-12 14:08:50 +00:00
content:function(){
2018-01-14 03:24:58 +00:00
target.addSkill('gw_birinongwu');
2017-05-12 14:08:50 +00:00
},
ai:{
2017-07-17 02:45:11 +00:00
value:[5,1],
2017-05-12 14:08:50 +00:00
useful:[3,1],
result:{
2017-06-18 07:45:33 +00:00
player:function(player,target){
return game.countPlayer(function(current){
2017-07-21 12:03:04 +00:00
if(current.hasSkill('gw_birinongwu')) return 0;
2017-06-18 07:45:33 +00:00
if(current==target||(get.distance(target,current,'pure')==1)){
return -get.sgn(get.attitude(player,current));
}
});
}
2017-05-12 14:08:50 +00:00
},
order:1.2,
}
},
gw_ciguhanshuang:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
2017-07-21 12:03:04 +00:00
filterTarget:function(card,player,target){
return !target.hasSkill('gw_ciguhanshuang');
},
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changeTarget:function(player,targets){
game.filterPlayer(function(current){
return get.distance(targets[0],current,'pure')==1;
},targets);
},
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content:function(){
target.addSkill('gw_ciguhanshuang');
},
ai:{
2017-07-17 02:45:11 +00:00
value:[5,1],
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useful:[3,1],
result:{
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player:function(player,target){
return game.countPlayer(function(current){
2017-07-21 12:03:04 +00:00
if(current.hasSkill('gw_ciguhanshuang')) return 0;
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if(current==target||(get.distance(target,current,'pure')==1)){
return -get.sgn(get.attitude(player,current));
}
});
}
2017-05-12 14:08:50 +00:00
},
order:1.2,
}
},
gw_baoxueyaoshui:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
filterTarget:true,
content:function(){
'step 0'
2017-05-17 06:45:21 +00:00
target.chooseToDiscard('h',2,true).delay=false;
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'step 1'
target.draw();
},
ai:{
2017-05-15 17:44:43 +00:00
value:6,
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useful:[3,1],
result:{
target:function(player,target){
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if(target.hasSkillTag('noh')) return 0.1;
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switch(target.countCards('h')){
case 0:return 0.5;
case 1:return 0;
case 2:return -1.5;
default:return -1;
}
}
},
order:8,
tag:{
loseCard:1,
discard:1,
}
}
},
2017-05-10 19:08:28 +00:00
gw_zhihuanjun:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
filterTarget:function(card,player,target){
return target.isDamaged();
},
content:function(){
2017-09-12 02:54:07 +00:00
'step 0'
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target.loseMaxHp(true);
2017-09-12 02:54:07 +00:00
'step 1'
if(target.isDamaged()&&target.countCards('h')<target.maxHp){
event.goto(0);
}
2017-05-10 19:08:28 +00:00
},
ai:{
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value:[4,1],
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useful:[3,1],
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result:{
target:function(player,target){
if(target.maxHp-target.hp==1){
return -1/target.maxHp;
}
else{
return -1/target.maxHp/3;
}
}
},
order:8,
}
2017-05-11 09:37:48 +00:00
},
gw_zumoshoukao:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
2017-05-22 05:13:06 +00:00
filterTarget:function(card,player,target){
return target.hujia||!target.hasSkill('fengyin');
},
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content:function(){
target.addTempSkill('fengyin',{player:'phaseAfter'});
if(target.hujia){
target.changeHujia(-target.hujia);
}
},
ai:{
2017-07-17 02:45:11 +00:00
value:[4.5,1],
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useful:[4,1],
result:{
target:function(player,target){
2017-05-18 22:15:32 +00:00
var threaten=get.threaten(target,player,true);
2017-05-11 09:37:48 +00:00
if(target.hujia){
threaten*=(target.hujia+1);
}
2017-05-11 11:37:52 +00:00
else if(target.hasSkill('fengyin')){
return 0;
}
2017-05-22 05:13:06 +00:00
if(target.hasSkillTag('maixie_hp')){
threaten*=1.5;
}
2017-05-11 09:37:48 +00:00
return -threaten;
}
},
order:9.5,
}
},
gw_aozuzhilei:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
cardnature:'thunder',
filterTarget:function(card,player,target){
return target.hp>=player.hp;
},
content:function(){
'step 0'
target.damage('thunder');
'step 1'
if(target.isIn()){
target.draw();
}
},
ai:{
basic:{
order:1.8,
2017-07-17 02:45:11 +00:00
value:[5,1],
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useful:[4,1],
},
result:{
target:-1
},
tag:{
damage:1,
thunderDamage:1,
natureDamage:1,
}
}
},
gw_poxiao:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
notarget:true,
content:function(){
'step 0'
var choice=1;
if(game.countPlayer(function(current){
2017-07-17 02:45:11 +00:00
if(current.countCards('j')||current.hasSkillTag('weather')){
2017-05-11 09:37:48 +00:00
if(get.attitude(player,current)>0){
choice=0;
}
return true;
}
})){
2017-07-09 06:08:34 +00:00
player.chooseControl(function(){
return choice;
}).set('choiceList',[
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'解除任意名角色的天气效果并移除其判定区内的牌',
2017-05-11 09:37:48 +00:00
'随机获得一张铜卡法术(破晓除外)并展示之'
2017-07-09 06:08:34 +00:00
]);
2017-05-11 09:37:48 +00:00
}
else{
event.directfalse=true;
}
'step 1'
if(!event.directfalse&&result.index==0){
2017-07-17 02:45:11 +00:00
player.chooseTarget(true,[1,Infinity],'解除任意名角色的天气效果并移除其判定区内的牌',function(card,player,target){
return target.countCards('j')||target.hasSkillTag('weather');
2017-05-11 09:37:48 +00:00
}).ai=function(target){
2017-07-17 02:45:11 +00:00
return get.attitude(player,target);
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};
}
else{
var list=get.libCard(function(info,name){
return name!='gw_poxiao'&&info.subtype=='spell_bronze';
});
if(list.length){
player.gain(game.createCard(list.randomGet()),'gain2');
}
else{
player.draw();
}
event.finish();
}
'step 2'
2017-07-17 02:45:11 +00:00
event.list=result.targets.slice(0).sortBySeat();
'step 3'
if(event.list.length){
var target=event.list.shift();
player.line(target,'green');
var cards=target.getCards('j');
if(cards.length){
target.discard(cards);
}
if(target.hasSkillTag('weather')){
2017-07-22 13:58:41 +00:00
var skills=target.getSkills();
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]);
if(info&&info.ai&&info.ai.weather){
target.removeSkill(skills[i]);
2017-08-03 04:15:31 +00:00
game.log(target,'解除了','【'+get.translation(skills[i])+'】','的效果');
2017-07-22 13:58:41 +00:00
}
}
2017-07-17 02:45:11 +00:00
}
event.redo();
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}
},
ai:{
order:4,
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value:[5,1],
useful:[4,1],
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result:{
player:1,
}
}
2017-07-22 15:31:32 +00:00
},
gw_kunenfayin:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('gw_kunenfayin');
},
content:function(){
target.addSkill('gw_kunenfayin');
},
ai:{
basic:{
order:2,
value:[5,1],
useful:[4,1],
},
result:{
target:function(player,target){
2017-07-23 03:19:32 +00:00
if(target==player) return get.threaten(target,player)/1.5;
2017-07-22 15:31:32 +00:00
return get.threaten(target,player);
}
},
}
},
gw_yanziyaoshui:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
filterTarget:true,
content:function(){
if(target.isMinHandcard()){
target.draw(2);
}
else{
target.draw();
}
},
ai:{
basic:{
order:6,
value:[6,1],
useful:[4,1],
},
result:{
target:function(player,target){
if(target.isMinHandcard()) return 2;
return 1;
}
},
}
},
gw_wenyi:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:true,
filterTarget:function(card,player,target){
2017-11-26 05:21:55 +00:00
return target.isMinHp();
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},
selectTarget:-1,
content:function(){
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if(target.countCards('h')){
target.randomDiscard('h');
}
else{
target.loseHp();
}
2017-07-22 15:31:32 +00:00
},
ai:{
basic:{
order:6,
value:[6,1],
useful:[4,1],
},
result:{
2017-11-26 05:21:55 +00:00
target:function(player,target){
if(target.countCards('h')) return -1;
return -2;
}
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},
tag:{
multitarget:1,
multineg:1
}
}
},
gw_shanbengshu:{
fullborder:'bronze',
type:'spell',
subtype:'spell_bronze',
enable:function(event,player){
var list=player.getEnemies();
for(var i=0;i<list.length;i++){
if(list[i].countCards('e')){
return true;
}
}
return false;
},
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
content:function(){
var list=target.getEnemies();
2017-08-03 04:15:31 +00:00
var equips=[];
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for(var i=0;i<list.length;i++){
2017-08-03 04:15:31 +00:00
equips.addArray(list[i].getCards('e'));
}
equips=equips.randomGets(2);
if(equips.length==2){
var target1=get.owner(equips[0]);
var target2=get.owner(equips[1]);
if(target1==target2){
target1.discard(equips);
player.line(target1);
}
else{
target1.discard(equips[0]).delay=false;
target2.discard(equips[1]);
player.line(target1);
player.line(target2);
2017-07-22 15:31:32 +00:00
}
}
2017-08-03 04:15:31 +00:00
else if(equips.length){
var target1=get.owner(equips[0]);
target1.discard(equips[0]);
player.line(target1);
}
2017-07-22 15:31:32 +00:00
},
ai:{
basic:{
order:9,
value:[6,1],
useful:[4,1],
},
result:{
target:1
},
tag:{
multitarget:1,
multineg:1
}
}
2017-05-10 19:08:28 +00:00
}
2017-05-10 15:24:15 +00:00
},
skill:{
2018-02-09 15:38:56 +00:00
gw_aerdeyin:{
trigger:{global:'roundStart'},
silent:true,
mark:true,
intro:{
content:'新的一轮开始时,若武将牌正面朝上,则在当前回合结束后进行一个额外回合,否则将武将牌翻回正面'
},
content:function(){
if(player.isTurnedOver()){
player.turnOver();
player.removeSkill('gw_aerdeyin');
player.logSkill('gw_aerdeyin');
}
else{
player.insertPhase();
}
},
group:'gw_aerdeyin_phase',
subSkill:{
phase:{
trigger:{player:'phaseBefore'},
silent:true,
filter:function(event,player){
return event.skill=='gw_aerdeyin';
},
content:function(){
player.removeSkill('gw_aerdeyin');
player.logSkill('gw_aerdeyin');
}
}
}
},
2017-07-22 15:31:32 +00:00
gw_kunenfayin:{
mark:true,
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nopop:true,
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intro:{
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content:'防止所有非属性伤害(剩余个#角色的回合)'
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},
init:function(player){
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player.storage.gw_kunenfayin=Math.min(5,game.countPlayer());
},
trigger:{player:'damageBefore'},
filter:function(event){
return !event.nature;
2017-07-22 15:31:32 +00:00
},
forced:true,
content:function(){
2017-11-26 05:21:55 +00:00
trigger.cancel();
},
ai:{
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&!get.tag(card,'natureDamage')) return [0,0];
}
},
},
subSkill:{
count:{
trigger:{global:'phaseEnd'},
silent:true,
content:function(){
player.storage.gw_kunenfayin--;
if(player.storage.gw_kunenfayin>0){
player.updateMarks();
}
else{
player.removeSkill('gw_kunenfayin');
}
},
2017-07-22 15:31:32 +00:00
}
},
2017-11-26 05:21:55 +00:00
group:'gw_kunenfayin_count',
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onremove:true
},
2017-07-22 13:58:41 +00:00
gw_baobaoshu:{
mark:true,
nopop:true,
intro:{
2017-08-04 15:08:57 +00:00
content:'每使用一张基本牌或锦囊牌,需弃置一张牌'
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},
2017-08-04 15:08:57 +00:00
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
if(player.countCards('he')==0) return false;
var type=get.type(event.card,'trick');
return type=='basic'||type=='trick';
},
content:function(){
if(!event.isMine()) game.delay(0.5);
player.chooseToDiscard(true,'he');
},
2017-07-22 13:58:41 +00:00
ai:{
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weather:true,
effect:{
player:function(card,player){
if(!player.needsToDiscard()) return 'zeroplayertarget';
}
}
2017-07-22 13:58:41 +00:00
}
},
gw_nuhaifengbao:{
mark:true,
intro:{
content:'结束阶段随机弃置一张牌(剩余#回合)'
},
init:function(player){
player.storage.gw_nuhaifengbao=2;
},
trigger:{player:'phaseEnd'},
forced:true,
2017-07-23 08:42:56 +00:00
nopop:true,
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content:function(){
player.randomDiscard();
player.storage.gw_nuhaifengbao--;
if(player.storage.gw_nuhaifengbao>0){
player.updateMarks();
}
else{
player.removeSkill('gw_nuhaifengbao');
}
},
onremove:true,
ai:{
neg:true,
weather:true
}
},
2017-06-18 11:10:45 +00:00
gw_youer:{
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trigger:{global:'phaseEnd',player:'dieBegin'},
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forced:true,
audio:false,
mark:true,
intro:{
content:'cards'
},
content:function(){
if(player.storage.gw_youer){
if(trigger.name=='phase'){
player.gain(player.storage.gw_youer);
}
else{
player.$throw(player.storage.gw_youer,1000);
for(var i=0;i<player.storage.gw_youer.length;i++){
2017-11-23 09:25:15 +00:00
player.storage.gw_youer[i].discard();
2017-06-18 11:10:45 +00:00
}
game.log(player,'弃置了',player.storage.gw_youer);
}
}
delete player.storage.gw_youer;
player.removeSkill('gw_youer');
},
},
2017-05-12 14:08:50 +00:00
gw_qinpendayu:{
mark:true,
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nopop:true,
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intro:{
2018-01-14 03:24:58 +00:00
content:'手牌上限-1直到下一个弃牌阶段结束'
2017-05-12 14:08:50 +00:00
},
mod:{
maxHandcard:function(player,num){
return num-1;
}
2017-07-17 02:45:11 +00:00
},
ai:{
weather:true
2018-01-14 03:24:58 +00:00
},
group:'gw_qinpendayu_clear',
subSkill:{
clear:{
trigger:{player:'phaseDiscardAfter'},
silent:true,
content:function(){
player.removeSkill('gw_qinpendayu');
}
}
2017-07-17 02:45:11 +00:00
}
2017-05-12 14:08:50 +00:00
},
gw_birinongwu:{
mark:true,
2017-05-26 09:53:24 +00:00
nopop:true,
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intro:{
2018-01-14 03:24:58 +00:00
content:'不能使用杀直到下一个出牌阶段结束'
2017-05-12 14:08:50 +00:00
},
mod:{
cardEnabled:function(card){
if(card.name=='sha') return false;
}
2017-07-17 02:45:11 +00:00
},
ai:{
weather:true
2018-01-14 03:24:58 +00:00
},
group:'gw_birinongwu_clear',
subSkill:{
clear:{
trigger:{player:'phaseUseAfter'},
silent:true,
content:function(){
player.removeSkill('gw_birinongwu');
}
}
2017-07-17 02:45:11 +00:00
}
2017-05-12 14:08:50 +00:00
},
gw_ciguhanshuang:{
trigger:{player:'phaseDrawBegin'},
forced:true,
mark:true,
2017-05-26 09:53:24 +00:00
nopop:true,
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intro:{
content:'下个摸牌阶段摸牌数-1'
},
filter:function(event){
return event.num>0;
},
content:function(){
trigger.num--;
player.removeSkill('gw_ciguhanshuang');
2017-07-17 02:45:11 +00:00
},
ai:{
weather:true
}
2017-05-12 14:08:50 +00:00
},
2017-05-12 13:29:12 +00:00
gw_dieyi:{
init:function(player){
player.storage.gw_dieyi=1;
},
onremove:true,
trigger:{global:'phaseEnd'},
forced:true,
mark:true,
2017-07-23 08:42:56 +00:00
nopop:true,
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process:function(player){
if(player.hasSkill('gw_dieyi')){
player.storage.gw_dieyi++;
}
else{
player.addSkill('gw_dieyi');
}
player.syncStorage('gw_dieyi');
player.updateMarks();
},
intro:{
2017-05-13 08:56:28 +00:00
content:'在当前回合的结束阶段,你随机弃置#张牌'
2017-05-12 13:29:12 +00:00
},
content:function(){
player.randomDiscard(player.storage.gw_dieyi);
player.removeSkill('gw_dieyi');
}
},
gw_leizhoushu:{
mark:true,
intro:{
content:function(storage,player){
if(storage>=2){
2017-07-16 15:59:32 +00:00
return '锁定技,准备阶段,你令手牌数为全场最多的所有其他角色各随机弃置一张手牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标(重复'+storage+'次)';
2017-05-12 13:29:12 +00:00
}
else{
2017-07-16 15:59:32 +00:00
return '锁定技,准备阶段,你令手牌数为全场最多的所有其他角色各随机弃置一张手牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标';
2017-05-12 13:29:12 +00:00
}
}
},
2017-05-13 08:56:28 +00:00
nopop:true,
2017-05-12 13:29:12 +00:00
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
var list=game.filterPlayer();
for(var i=0;i<list.length;i++){
2017-05-19 05:56:04 +00:00
if(list[i]!=player&&list[i].isMaxHandcard()) return true;
2017-05-12 13:29:12 +00:00
}
return false;
},
content:function(){
'step 0'
if(typeof player.storage.gw_leizhoushu=='number'){
event.num=player.storage.gw_leizhoushu;
}
else{
event.num=1;
}
'step 1'
if(event.num){
var max=0;
var maxp=null;
var list=game.filterPlayer(function(current){
2017-05-19 05:56:04 +00:00
return current.isMaxHandcard();
2017-05-12 13:29:12 +00:00
}).sortBySeat();
2017-05-19 05:56:04 +00:00
var enemies=player.getEnemies();
for(var i=0;i<enemies.length;i++){
if(list.contains(enemies[i])){
break;
}
}
if(i==enemies.length){
list.push(enemies.randomGet());
}
2017-05-12 13:29:12 +00:00
list.remove(player);
if(!list.length){
event.finish();
return;
}
player.line(list,'green');
for(var i=0;i<list.length;i++){
2017-05-19 05:56:04 +00:00
list[i].randomDiscard('h',false);
2017-05-12 13:29:12 +00:00
}
}
else{
event.finish();
}
'step 2'
event.num--;
event.goto(1);
game.delay();
}
},
2017-05-11 04:46:11 +00:00
_gainspell:{
trigger:{player:'drawBegin'},
silent:true,
priority:-11,
filter:function(event,player){
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if(_status.connectMode) return false;
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if(!lib.config.cards.contains('gwent')) return false;
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if(player.isMin()) return false;
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if(game.fixedPile) return false;
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return event.num>0&&event.parent.name=='phaseDraw';
},
content:function(){
if(!player.storage.spell_gain||Math.max.apply(null,player.storage.spell_gain)<0){
var tmp=player.storage.spell_gain2;
player.storage.spell_gain=[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15].randomGets(3);
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player.storage.spell_gain2=Math.floor((15-Math.max.apply(null,player.storage.spell_gain))/2);
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if(tmp){
for(var i=0;i<3;i++){
player.storage.spell_gain[i]+=tmp;
}
}
}
for(var i=0;i<3;i++){
if(player.storage.spell_gain[i]==0){
var list;
if(i==0){
list=get.libCard(function(info){
return info.subtype=='spell_gold';
});
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if(get.mode()=='stone'){
list.remove('gw_aerdeyin');
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list.remove('gw_niuquzhijing');
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}
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}
else{
list=get.libCard(function(info){
return info.subtype=='spell_silver';
});
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if(get.mode()=='stone'){
list.remove('gw_butianshu');
}
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}
if(list&&list.length){
ui.cardPile.insertBefore(game.createCard(list.randomGet()),ui.cardPile.firstChild);
}
}
player.storage.spell_gain[i]--;
}
}
}
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},
help:{
'昆特牌':'<ul><li>法术为分金、银、铜三类,金卡和银卡不出现在牌堆中<li>'+
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'摸牌阶段有一定概率摸到银卡在16个摸牌阶段中至少会摸到2张银卡<li>'+
'摸牌阶段有一定概率摸到金卡在16个摸牌阶段中至少会摸到1张金卡<li>'+
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'金卡无视调虎离山、潜行等免疫目标的效果<li>'+
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'进行洗牌时金卡、银卡将从弃牌堆中消失,不进入牌堆'
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},
translate:{
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spell:'法术',
spell_gold:'金卡法术',
spell_silver:'银卡法术',
spell_bronze:'铜卡法术',
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gw_youlanzhimeng:'幽蓝之梦',
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gw_guaiwuchaoxue:'怪物巢穴',
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gw_guaiwuchaoxue_info:'出牌阶段限用一次,随机获得一个卖血技能直到下一回合开始;令一名随机敌方角色对你造成一点伤害,然后你回复一点体力',
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gw_baobaoshu:'雹暴术',
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gw_baobaoshu_info:'天气牌,出牌阶段对至多两名角色使用,目标每使用一张基本牌或锦囊牌,需弃置一张牌,直到下一回合结束',
2017-07-22 13:58:41 +00:00
gw_baishuang:'白霜',
gw_baishuang_info:'天气牌,出牌阶段对至多三名角色使用,目标下个摸牌阶段摸牌数-1',
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gw_nuhaifengbao:'怒海风暴',
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gw_nuhaifengbao_bg:'海',
gw_nuhaifengbao_info:'天气牌出牌阶段对一名角色使用目标在结束阶段随机弃置一张牌持续2回合',
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gw_ganhan:'干旱',
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gw_ganhan_info:'所有角色减少一点体力上限(不触发技能),然后结束出牌阶段',
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gw_huangjiashenpan:'皇家审判',
gw_huangjiashenpan_info:'获得任意一张金卡法术(皇家审判除外),然后结束出牌阶段',
gw_chongci:'冲刺',
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gw_chongci_info:'弃置所有牌,每弃置一张手牌,便随机获得一张类别相同的牌;每弃置一张装备区内的牌,随机装备一件类别相同的装备;获得潜行直到下一回合开始,然后结束出牌阶段',
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gw_tunshi:'吞噬',
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gw_tunshi_info:'随机移除一名敌方角色的一个随机技能,你获得此技能并减少一点体力和体力上限,被移除技能的角色增加一点体力和体力上限,然后结束出牌阶段',
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gw_dieyi:'蝶翼',
gw_dieyi_equip1:'蝶翼·器',
gw_dieyi_equip2:'蝶翼·衣',
gw_dieyi_equip3:'蝶翼·攻',
gw_dieyi_equip4:'蝶翼·防',
gw_dieyi_equip5:'蝶翼·宝',
gw_dieyi_judge:'蝶翼·判',
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gw_dieyi_equip1_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
gw_dieyi_equip2_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
gw_dieyi_equip3_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
gw_dieyi_equip4_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
gw_dieyi_equip5_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
gw_dieyi_judge_info:'你在判定阶段移去此牌,并获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
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gw_hudiewu:'蝴蝶舞',
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gw_hudiewu_info:'将其他角色在场上的所有牌替换为蝶翼(每当你失去一张蝶翼,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌),然后结束出牌阶段',
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gw_yigeniyin:'伊格尼印',
2018-02-09 15:38:56 +00:00
gw_yigeniyin_info:'对敌方角色中体力值最高的一名随机角色造成一点火焰伤害,然后对场上体力值最高的所有角色各造成一点火焰伤害,然后结束出牌阶段',
2017-05-12 13:29:12 +00:00
gw_leizhoushu:'雷咒术',
2017-05-19 05:56:04 +00:00
gw_leizhoushu_info:'获得技能雷咒术在每个准备阶段令全场牌数最多的所有其他角色各随机弃置一张牌若目标不包含敌方角色将一名随机敌方角色追加为额外目标结算X次X为本局获得此技能的次数然后结束出牌阶段',
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gw_aerdeyin:'阿尔德印',
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gw_aerdeyin_bg:'印',
gw_aerdeyin_info:'对相邻的敌方角色造成一点伤害,若目标武将牌正面朝上,则将其翻面;新的一轮开始时,若目标武将牌正面朝上,则在当前回合结束后进行一个额外回合,否则将武将牌翻回正面',
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gw_xinsheng:'新生',
2018-01-15 02:38:05 +00:00
gw_xinsheng_info:'选择一名角色随机观看12张武将牌选择一张替代其武将牌并令其增加一点体力然后结束出牌阶段',
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gw_zhongmozhizhan:'终末之战',
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gw_zhongmozhizhan_info:'将所有角色区域内的所有牌置入弃牌堆(不触发技能),然后结束出牌阶段',
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gw_butianshu:'卜天术',
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gw_butianshu_info:'出牌阶段对任意角色使用,将任意一张延时锦囊牌置入其判定区',
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gw_zhihuanjun:'致幻菌',
2017-09-12 02:54:07 +00:00
gw_zhihuanjun_info:'出牌阶段对一名已受伤角色使用,令其减少一点体力上限;若该角色仍处于受伤状态且手牌数小于体力上限,则重复此结算',
2017-05-10 19:08:28 +00:00
gw_niuquzhijing:'纽曲之镜',
2017-05-19 05:56:04 +00:00
gw_niuquzhijing_info:'令全场体力最多的角色减少一点体力和体力上限,体力最少的角色增加一点体力和体力上限(不触发技能),然后结束出牌阶段',
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gw_ansha:'暗杀',
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gw_ansha_info:'令一名体力为1的随机敌方角立即死亡然后结束出牌阶段',
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gw_shizizhaohuan:'十字召唤',
2017-05-17 08:13:00 +00:00
gw_shizizhaohuan_info:'从牌堆中获得一张杀以及决斗、火攻、火烧连营、南蛮入侵四张牌中的随机一张',
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gw_zuihouyuanwang:'最后愿望',
gw_zuihouyuanwang_info:'摸X张牌并弃置X张牌X为存活角色数',
gw_zirankuizeng:'自然馈赠',
2017-06-18 07:45:33 +00:00
gw_zirankuizeng_info:'选择任意一张铜卡法术使用',
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gw_poxiao:'破晓',
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gw_poxiao_info:'选择一项:解除任意名角色的天气效果并移除其判定区内的牌,或随机获得一张铜卡法术(破晓除外)并展示之',
2017-05-11 09:37:48 +00:00
gw_zumoshoukao:'阻魔手铐',
gw_zumoshoukao_info:'令一名角色失去所有护甲且非锁定技失效直到下一回合结束',
gw_aozuzhilei:'奥祖之雷',
gw_aozuzhilei_info:'对一名体力值不小于你的角色造成一点雷属性伤害,然后该角色摸一张牌',
2017-05-12 08:05:59 +00:00
gw_zhuoshao:'灼烧',
gw_zhuoshao_info:'对任意名体力值为全场最高的角色使用,造成一点火属性伤害',
gw_fuyuan:'复原',
gw_fuyuan_info:'对一名濒死状态角色使用,目标回复一点体力并获得一点护甲',
gw_youer:'诱饵',
2017-06-18 11:10:45 +00:00
gw_youer_bg:'饵',
gw_youer_info:'将一名其他角色的所有手牌移出游戏,然后摸一张牌,当前回合结束后该角色将以此法失去的牌收回手牌',
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gw_tongdi:'通敌',
2018-01-18 12:36:47 +00:00
gw_tongdi_info:'观看一名其他角色的手牌并获得其中一张,然后令目标获得一张杀',
2017-05-12 08:05:59 +00:00
gw_baoxueyaoshui:'暴雪药水',
gw_baoxueyaoshui_info:'令一名角色弃置两张手牌并摸一张牌',
gw_birinongwu:'蔽日浓雾',
2017-05-12 14:08:50 +00:00
gw_birinongwu_bg:'雾',
2018-01-14 03:24:58 +00:00
gw_birinongwu_info:'天气牌,出牌阶段对一名角色及其相邻角色使用,目标不能使用杀直到下一个出牌阶段结束',
2017-05-12 08:05:59 +00:00
gw_qinpendayu:'倾盆大雨',
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gw_qinpendayu_bg:'雨',
2018-01-14 03:24:58 +00:00
gw_qinpendayu_info:'天气牌,出牌阶段对一名角色及其相邻角色使用,目标手牌上限-1直到下一个弃牌阶段结束',
2017-05-12 14:08:50 +00:00
gw_ciguhanshuang:'刺骨寒霜',
gw_ciguhanshuang_bg:'霜',
2017-07-17 02:45:11 +00:00
gw_ciguhanshuang_info:'天气牌,出牌阶段对一名角色及其相邻角色使用,目标下个摸牌阶段摸牌数-1',
2017-05-12 08:05:59 +00:00
gw_wenyi:'瘟疫',
2017-11-26 05:21:55 +00:00
gw_wenyi_info:'令所有体力值为全场最少的角色随机弃置一张手牌;若没有手牌,改为失去一点体力',
2017-05-12 08:05:59 +00:00
gw_yanziyaoshui:'燕子药水',
2017-07-22 13:58:41 +00:00
gw_yanziyaoshui_info:'令一名角色摸一张牌,若其手牌数为全场最少或之一,改为摸两张',
2017-05-12 08:05:59 +00:00
gw_shanbengshu:'山崩术',
2017-08-03 04:15:31 +00:00
gw_shanbengshu_info:'出牌阶段对自己使用,随机弃置两件敌方角色场上的装备',
2017-07-22 15:31:32 +00:00
gw_kunenfayin:'昆恩法印',
2017-11-26 05:21:55 +00:00
gw_kunenfayin_info:'出牌阶段对一名角色使用目标防止所有非属性伤害持续X个角色的回合X为存活角色数且最多为5',
2017-05-10 15:24:15 +00:00
},
cardType:{
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spell:0.5,
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spell_bronze:0.2,
spell_silver:0.3,
spell_gold:0.4
},
list:[
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['club',3,'gw_zhihuanjun'],
['spade',2,'gw_zhihuanjun'],
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['heart',7,'gw_poxiao'],
['diamond',4,'gw_poxiao'],
['spade',9,'gw_aozuzhilei','thunder'],
['club',7,'gw_aozuzhilei','thunder'],
['club',1,'gw_zumoshoukao'],
['spade',1,'gw_zumoshoukao'],
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['diamond',5,'gw_qinpendayu'],
['club',7,'gw_qinpendayu'],
['spade',9,'gw_birinongwu'],
['heart',13,'gw_birinongwu'],
['diamond',11,'gw_ciguhanshuang'],
['club',7,'gw_ciguhanshuang'],
['heart',4,'gw_baoxueyaoshui'],
['spade',8,'gw_baoxueyaoshui'],
2017-07-22 15:54:51 +00:00
2017-11-10 06:45:31 +00:00
['spade',8,'gw_shanbengshu'],
['spade',2,'gw_kunenfayin'],
['club',3,'gw_wenyi'],
['heart',8,'gw_yanziyaoshui'],
2017-05-10 15:24:15 +00:00
],
};
});