noname/character/xianjian.js

2546 lines
68 KiB
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'use strict';
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character.xianjian={
character:{
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pal_lixiaoyao:['male','qun',4,['xiaoyao','yujian']],
pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
pal_linyueru:['female','wei',3,['guiyuan','qijian']],
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// pal_wangxiaohu:['male','qun',4,[]],
// pal_sumei:['female','shu',3,[]],
// pal_shenqishuang:['female','wei',3,[]],
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pal_jingtian:['male','wu',3,['sajin','jubao']],
pal_xuejian:['female','shu',3,['shuangren','shenmu','duci']],
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pal_longkui:['female','qun',3,['fenxing','diewu','lingyu']],
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pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian']],
pal_changqing:['male','wei',4,['luanjian','tianfu']],
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pal_nangonghuang:['male','wei',3,['zhaoyao','sheling','zhangmu']],
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pal_wenhui:['female','shu',4,['huxi','longxiang']],
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pal_wangpengxu:['female','shu',3,['duxinshu','feixu']],
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pal_xingxuan:['male','wei',3,['feizhua','leiyu','lingxue']],
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pal_leiyuange:['male','shu',4,['feng','ya','song']],
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pal_yuntianhe:['male','wu',4,['longxi','zhuyue','guanri']],
pal_hanlingsha:['female','shu',3,['tannang','tuoqiao']],
pal_liumengli:['female','wei',3,['tianxian','runxin','zhimeng']],
pal_murongziying:['male','wei',4,['xuanning','poyun','qianfang']],
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pal_xuanxiao:['male','wei',4,['xuanyan','ningbin','xfenxin']],
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// pal_jiangyunfan:['male','wei',4,[]],
// pal_tangyurou:['male','wei',4,[]],
// pal_longyou:['male','wei',4,[]],
// pal_xiaoman:['male','wei',4,[]],
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pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']],
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pal_muchanglan:['female','wu',3,['feixia','lueying']],
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// pal_xia:['male','wei',4,[]],
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// pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']],
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},
skill:{
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yanzhan:{
enable:'phaseUse',
viewAs:{name:'sha',nature:'fire'},
usable:1,
viewAsFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
filterCard:{color:'red'},
ai:{
order:3.15
},
group:'yanzhan2'
},
yanzhan2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event){
return event.parent.skill=='yanzhan';
},
content:function(){
player.getStat().card.sha--;
}
},
fenshi:{
},
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feixia:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
position:'he',
filter:function(event,player){
return player.num('he',{color:'red'})>0;
},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
var targets=player.getEnemies();
if(targets.length){
var target=targets.randomGet();
target.addExpose(0.2);
player.useCard({name:'sha'},target,false);
}
},
ai:{
order:2.9,
result:{
player:1
}
}
},
lueying:{
trigger:{player:'shaBegin'},
filter:function(event,player){
if(event.target.num('he')>0){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i]!=event.target&&
game.players[i].num('he')){
return true;
}
}
}
return false;
},
logTarget:'target',
usable:1,
content:function(){
'step 0'
var card=trigger.target.get('he').randomGet();
player.gain(card,trigger.target);
if(get.position(card)=='e'){
trigger.target.$give(card,player);
}
else{
trigger.target.$give(1,player);
}
'step 1'
if(game.players.length>2){
trigger.target.chooseTarget(function(card,player,target){
return target!=player&&target!=_status.event.parent.player&&target.num('he')>0;
},'选择一名角色并令'+get.translation(player)+'弃置其一张牌').ai=function(target){
return -ai.get.attitude(_status.event.player,target);
};
}
else{
event.finish();
}
'step 2'
if(result.bool){
trigger.target.line(result.targets[0],'green');
player.discardPlayerCard(result.targets[0],true,'he');
}
},
ai:{
threaten:1.5,
expose:0.2,
}
},
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yujian:{
enable:'phaseUse',
viewAs:{name:'wanjian'},
filterCard:{name:'sha'},
filter:function(event,player){
return player.num('h','sha')>0;
},
usable:1
},
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feng:{
unique:true,
init:function(player){
player.storage.feng=0;
},
mark:true,
intro:{
content:function(storage){
return '已累计摸'+storage+'次牌';
}
},
trigger:{player:'drawBegin'},
forced:true,
popup:false,
content:function(){
if(player.storage.feng<2){
player.storage.feng++;
}
else{
trigger.num++;
player.storage.feng=0;
player.logSkill('feng');
}
player.updateMarks();
}
},
ya:{
unique:true,
init:function(player){
player.storage.ya=0;
},
mark:true,
intro:{
content:function(storage){
return '已累计受到'+storage+'次伤害';
}
},
trigger:{player:'damageBegin'},
filter:function(event,player){
if(player.storage.ya==2) return event.num>0;
return true;
},
forced:true,
popup:false,
content:function(){
if(player.storage.ya<2){
player.storage.ya++;
}
else if(trigger.num>0){
trigger.num--;
player.storage.ya=0;
player.logSkill('ya');
}
player.updateMarks();
}
},
song:{
unique:true,
init:function(player){
player.storage.song=0;
},
mark:true,
intro:{
content:function(storage){
return '已累计造成'+storage+'次伤害';
}
},
trigger:{source:'damageBegin'},
forced:true,
popup:false,
content:function(){
if(player.storage.song<2){
player.storage.song++;
}
else{
trigger.num++;
player.storage.song=0;
player.logSkill('song');
}
player.updateMarks();
}
},
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longxiang:{
trigger:{player:'shaBegin'},
filter:function(event,player){
return event.target.num('h')>player.num('h');
},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
logTarget:'target',
content:function(){
var hs=trigger.target.get('h');
trigger.target.discard(hs.randomGets(hs.length-player.num('h')));
}
},
huxi:{
enable:'chooseToUse',
viewAs:{name:'sha'},
precontent:function(){
'step 0'
player.loseHp();
'step 1'
player.changeHujia();
},
filterCard:function(){return false},
selectCard:-1,
prompt:'失去一点体力并获得一点护甲,视为使用一张杀',
ai:{
order:function(){
var player=_status.event.player;
if(player.hp<=2) return 0;
return 2;
},
skillTagFilter:function(player,tag,arg){
if(arg!='use') return false;
},
respondSha:true,
}
},
xuanmo:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
var type=get.type(card,'trick');
return type=='basic'||type=='equip'||type=='trick';
},
check:function(card){
return 8-ai.get.value(card);
},
filter:function(event,player){
return player.num('h')>0;
},
discard:false,
prepare:'throw',
content:function(){
game.log(player,'将',cards,'置于牌堆顶');
ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
var list=get.inpile(get.type(cards[0],'trick'),'trick').randomGets(2);
for(var i=0;i<list.length;i++){
list[i]=game.createCard(list[i]);
}
player.gain(list,'draw');
},
ai:{
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threaten:1.5,
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order:5,
result:{
player:1
}
}
},
danqing:{
trigger:{player:'useCardAfter'},
init:function(player){
player.storage.danqing=[];
},
mark:true,
direct:true,
intro:{
content:function(storage){
if(!storage.length){
return '未使用或打出过有花色的牌';
}
else{
var str='已使用过'+get.translation(storage[0]+'2');
for(var i=1;i<storage.length;i++){
str+='、'+get.translation(storage[i]+'2');
}
str+='牌';
return str;
}
}
},
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filter:function(event,player){
return player.storage.danqing.length==4;
},
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ai:{
threaten:1.2,
},
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skillAnimation:true,
animationColor:'wood',
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content:function(){
'step 0'
player.storage.danqing.length=0;
player.updateMarks();
player.chooseTarget(get.prompt('danqing'),[1,4]).ai=function(target){
return ai.get.attitude(player,target);
}
'step 1'
if(result.bool){
player.logSkill('danqing',result.targets);
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var effs=['draw','hujia','equip','stealth'];
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for(var i=0;i<result.targets.length;i++){
var eff=effs.randomRemove();
var current=result.targets[i];
switch(eff){
case 'draw':current.draw();break;
case 'hujia':current.changeHujia();break;
case 'equip':
var card=game.createCard(get.inpile('equip').randomGet());
current.equip(card);
current.$draw(card);
break;
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case 'stealth':
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current.addTempSkill('qianxing',{player:'phaseBegin'});
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break;
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}
}
if(effs.contains('draw')){
game.delay();
}
}
else{
event.finish();
}
},
group:'danqing_count'
},
danqing_count:{
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trigger:{player:'useCard'},
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forced:true,
popup:false,
silent:true,
content:function(){
var suit=get.suit(trigger.card);
if(suit){
player.storage.danqing.add(suit);
player.updateMarks();
}
}
},
danqing_old:{
content:function(){
'step 0'
player.storage.danqing.length=0;
player.updateMarks();
event.targets=[];
'step 1'
player.chooseTarget('令一名角色摸一张牌',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
return att+1/Math.sqrt(1+target.num('h'));
}
return 0;
};
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
result.targets[0].draw();
event.targets.push(result.targets[0]);
if(event.targets.length==game.players.length){
event.finish();
}
else{
player.chooseTarget('令一名角色获得一点护甲',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
return att+1/Math.sqrt(1+target.hp);
}
return 0;
};
}
}
else{
event.finish();
}
'step 3'
if(result.bool){
player.line(result.targets[0],'green');
result.targets[0].changeHujia();
game.delay();
event.targets.push(result.targets[0]);
if(event.targets.length==game.players.length){
event.finish();
}
else{
player.chooseTarget('令一名角色装备一件随机装备',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0&&!target.get('e','5')){
return att;
}
return 0;
};
}
}
else{
event.finish();
}
'step 4'
if(result.bool){
player.line(result.targets[0],'green');
game.delay();
var list=[];
for(var i=0;i<lib.inpile.length;i++){
if(lib.card[lib.inpile[i]].type=='equip'){
list.push(lib.inpile[i]);
}
}
var card=game.createCard(list.randomGet());
result.targets[0].equip(card);
result.targets[0].$draw(card);
event.targets.push(result.targets[0]);
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if(event.targets.length==game.players.length){
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event.finish();
}
else{
player.chooseTarget('令一名角色获得潜行',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
return att+1/Math.sqrt(1+target.hp);
}
return 0;
};
}
}
else{
event.finish();
}
'step 5'
if(result.bool){
player.line(result.targets[0],'green');
game.delay();
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result.targets[0].addTempSkill('qianxing',{player:'phaseBegin'});
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}
}
},
lingyan:{
trigger:{player:'useCardToBegin'},
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filter:function(event,player){
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if(player.num('e')==5) return false;
return lib.skill.lingyan.filterx(event.card,player)&&event.target==player;
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},
direct:true,
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filterx:function(card,player){
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if(!lib.inpile.contains(card.name)) return false;
var info=get.info(card);
if(info.type!='equip') return false;
if(info.nomod) return false;
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if(!info.subtype) return false;
if(!player.get('e',info.subtype[5])) return false;
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return true;
},
content:function(){
'step 0'
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var list=['equip1','equip2','equip3','equip4','equip5'];
for(var i=0;i<list.length;i++){
if(player.get('e',list[i][5])){
list.splice(i--,1);
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}
}
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list.push('cancel2');
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player.chooseControl(list,function(){
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return list.randomGet();
}).prompt='灵砚:是否改变'+get.translation(trigger.card.name)+'的装备类型?';
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'step 1'
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if(result.control&&result.control!='cancel2'){
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player.logSkill('lingyan');
var name=trigger.card.name+'_lingyan_'+result.control;
if(!lib.card[name]){
lib.card[name]=get.copy(get.info(trigger.card));
lib.card[name].subtype=result.control;
lib.card[name].epic=true;
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lib.card[name].cardimage=trigger.card.name;
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lib.translate[name]=lib.translate[trigger.card.name];
lib.translate[name+'_info']=lib.translate[trigger.card.name+'_info'];
}
trigger.card.init([trigger.card.suit,trigger.card.number,name,trigger.card.nature]);
}
},
ai:{
effect:{
target:function(card,player,target,current){
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if(target==player&&lib.skill.lingyan.filterx(card,target)&&target.num('e')<5){
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return [1,3];
}
}
}
}
},
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sheling:{
trigger:{global:['useCardAfter','respondAfter','discardAfter']},
filter:function(event,player){
if(player!=_status.currentPhase||player==event.player) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d') return true;
}
}
return false;
},
frequent:'check',
check:function(event){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'&&event.cards[i].name=='du') return false;
}
return true;
},
usable:3,
content:function(){
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
player.gain(cards,'gain2');
}
},
zhaoyao:{
trigger:{global:'phaseDrawBegin'},
filter:function(event,player){
return event.player!=player&&event.player.num('h')>0&&player.num('h')>0;
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>=0) return false;
var hs=player.get('h');
if(hs.length<event.player.num('h')) return false;
for(var i=0;i<hs.length;i++){
var val=ai.get.value(hs[0]);
if(hs[i].number>=10&&val<=6) return true;
if(hs[i].number>=8&&val<=3) return true;
}
return false;
},
logTarget:'player',
content:function(){
'step 0'
player.chooseToCompare(trigger.player);
'step 1'
if(result.bool){
player.draw(2);
}
else{
event.finish();
}
'step 2'
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player.chooseCard('将两张牌置于牌堆顶(先选择的在上)',2,'he',true);
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'step 3'
if(result.bool){
player.lose(result.cards,ui.special);
event.cards=result.cards;
}
else{
event.finish();
}
'step 4'
game.delay();
var nodes=[];
for(var i=0;i<event.cards.length;i++){
var cardx=ui.create.card();
cardx.classList.add('infohidden');
cardx.classList.add('infoflip');
nodes.push(cardx);
}
player.$throw(nodes,700,'nobroadcast');
game.log(player,'将'+get.cnNumber(event.cards.length)+'张牌置于牌堆顶');
'step 5'
for(var i=event.cards.length-1;i>=0;i--){
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
}
},
ai:{
expose:0.2
}
},
zhangmu:{
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})) return false;
return player.num('h','shan')>0;
},
direct:true,
check:function(event,player){
if(ai.get.damageEffect(player,event.player,player)>=0) return false;
return true;
},
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usable:1,
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content:function(){
"step 0"
var goon=(ai.get.damageEffect(player,trigger.player,player)<=0);
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player.chooseCard(get.prompt('zhangmu'),{name:'shan'}).ai=function(){
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return goon?1:0;
}
"step 1"
if(result.bool){
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player.logSkill('zhangmu');
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player.showCards(result.cards);
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'shan'}}
player.addSkill('zhangmu_ai');
}
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')&&effect<0){
if(target.hasSkill('zhangmu_ai')) return 0;
if(target.num('h')>=2) return 0.5;
}
}
}
}
},
zhangmu_ai:{
trigger:{player:'loseAfter'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return player.num('h','shan')==0;
},
content:function(){
player.removeSkill('zhangmu_ai');
}
},
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leiyu:{
trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
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if(player.storage.leiyu){
for(var i=0;i<player.storage.leiyu.length;i++){
if(player.storage.leiyu[i].isAlive()) return true;
}
}
return false;
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},
content:function(){
'step 0'
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for(var i=0;i<player.storage.leiyu.length;i++){
if(player.storage.leiyu[i].isDead()){
player.storage.leiyu.splice(i--,1);
}
}
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var num=0;
var num2=0;
for(var i=0;i<player.storage.leiyu.length;i++){
if(player.storage.leiyu[i].isDead()) continue;
var eff=ai.get.effect(player.storage.leiyu[i],{name:'jingleishan',nature:'thunder'},player,player);
num+=eff;
if(eff>0){
num2++;
}
else if(eff<0){
num2--;
}
}
var next=player.chooseToDiscard(get.prompt('leiyu',player.storage.leiyu),{color:'black'});
next.ai=function(){
if(num>0&&num2>=2){
return 7-ai.get.value(card);
}
return 0;
};
next.logSkill=['leiyu',player.storage.leiyu];
2016-08-08 09:23:13 +00:00
'step 1'
2017-01-19 13:00:41 +00:00
if(result.bool){
player.storage.leiyu.sort(lib.sort.seat);
player.useCard({name:'jingleishan',nature:'thunder'},player.storage.leiyu).animate=false;
}
2016-08-08 09:23:13 +00:00
},
2017-01-19 13:00:41 +00:00
group:['leiyu2','leiyu4'],
2016-08-08 09:23:13 +00:00
ai:{
threaten:1.3
}
},
leiyu2:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.leiyu=[];
}
},
leiyu3:{
trigger:{source:'dieAfter'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.leiyu2?true:false;
},
content:function(){
player.recover();
delete player.storage.leiyu2;
}
},
leiyu4:{
trigger:{player:'useCardToBegin'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return _status.currentPhase==player&&Array.isArray(player.storage.leiyu)&&event.target&&event.target!=player;
},
content:function(){
player.storage.leiyu.add(trigger.target);
}
},
feizhua:{
trigger:{player:'useCard'},
filter:function(event,player){
if(event.card.name!='sha') return false;
if(event.targets.length!=1) return false;
var target=event.targets[0];
2017-01-12 14:50:54 +00:00
var players;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
2016-08-08 09:23:13 +00:00
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
return true;
}
}
return false;
},
prompt:function(event,player){
var targets=[];
var target=event.targets[0];
2017-01-12 14:50:54 +00:00
var players;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
targets.push(players[i]);
}
}
2016-09-20 05:06:35 +00:00
return get.prompt('feizhua',targets);
2016-08-08 09:23:13 +00:00
},
check:function(event,player){
var target=event.targets[0];
var num=0;
2017-01-12 14:50:54 +00:00
var players;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
2016-08-08 09:23:13 +00:00
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
num+=ai.get.effect(players[i],{name:'sha'},player,player);
}
}
return num>0;
},
content:function(){
"step 0"
var target=trigger.targets[0];
2017-01-12 14:50:54 +00:00
var players;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
2016-08-08 09:23:13 +00:00
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
trigger.targets.push(players[i]);
player.line(players[i],'green');
}
}
}
},
2016-08-08 03:11:14 +00:00
lingxue:{
2016-08-08 09:23:13 +00:00
trigger:{player:'recoverEnd'},
2016-08-08 03:11:14 +00:00
forced:true,
content:function(){
player.changeHujia();
}
},
2016-08-07 18:30:02 +00:00
diesha:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event){
return event.player.isAlive()&&event.card&&event.card.name=='sha';
},
content:function(){
trigger.player.loseHp();
player.recover();
},
ai:{
threaten:1.5
}
},
guijiang:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('guijiang2');
},
filterCard:{color:'black'},
filter:function(event,player){
return player.num('h',{color:'black'});
},
check:function(card){
return 5-ai.get.value(card);
},
content:function(){
target.addSkill('guijiang2');
target.storage.guijiang2=player;
},
ai:{
order:4,
threaten:1.2,
expose:0.2,
result:{
target:function(player,target){
if(target.hp==1) return -1;
if(target.hp==2) return -0.5;
return 0;
}
}
}
},
guijiang2:{
mark:true,
intro:{
content:'不能成为回复牌的目标'
},
trigger:{global:['dieBegin','phaseBegin']},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.guijiang2;
},
content:function(){
player.removeSkill('guijiang2');
},
mod:{
targetEnabled:function(card){
if(get.tag(card,'recover')) return false;
},
2016-08-11 14:59:43 +00:00
},
global:'guijiang3'
2016-08-07 18:30:02 +00:00
},
2016-08-11 14:59:43 +00:00
guijiang3:{
2016-08-07 18:30:02 +00:00
mod:{
cardSavable:function(card,player){
2016-08-11 14:59:43 +00:00
if(_status.event.dying&&_status.event.dying.hasSkill('guijiang2')) return false;
2016-08-07 18:30:02 +00:00
}
}
},
fenxing:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
forceunique:true,
filter:function(){
2016-08-28 00:30:25 +00:00
return Math.random()<0.5;
2016-08-07 18:30:02 +00:00
},
content:function(){
if(player.storage.fenxing){
player.storage.fenxing=false;
player.removeSkill('guijiang');
player.removeSkill('diesha');
player.addSkill('diewu');
player.addSkill('lingyu');
2017-01-13 10:46:49 +00:00
player.setAvatar('pal_longkui','pal_longkui');
2016-08-07 18:30:02 +00:00
}
else{
player.storage.fenxing=true;
player.removeSkill('diewu');
player.removeSkill('lingyu');
player.addSkill('guijiang');
player.addSkill('diesha');
2017-01-13 10:46:49 +00:00
player.setAvatar('pal_longkui','pal_longkuigui');
2016-08-07 18:30:02 +00:00
}
},
},
diewu:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>0;
},
filterCard:{name:'sha'},
filterTarget:function(card,player,target){
return target!=player;
},
2017-01-14 04:56:52 +00:00
prepare:'give',
2016-08-07 18:30:02 +00:00
discard:false,
content:function(){
2017-01-13 18:51:13 +00:00
target.gain(cards,player);
2016-08-07 18:30:02 +00:00
if(!player.hasSkill('diewu2')){
player.draw();
player.addTempSkill('diewu2','phaseAfter');
}
},
ai:{
order:2,
expose:0.2,
result:{
target:function(player,target){
if(!player.hasSkill('diewu2')) return 1;
return 0;
}
}
}
},
diewu2:{},
lingyu:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].hp<game.players[i].maxHp){
return true;
}
}
return false;
},
content:function(){
'step 0'
player.chooseTarget('灵愈:令一名其他角色回复一点体力',function(card,player,target){
return target!=player&&target.hp<target.maxHp;
}).ai=function(target){
return ai.get.recoverEffect(target,player,player);
};
'step 1'
if(result.bool){
player.logSkill('lingyu',result.targets[0]);
result.targets[0].recover();
}
},
ai:{
threaten:1.5,
expose:0.2,
}
},
duxinshu:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('h');
},
content:function(){
'step 0'
if(player.num('h')){
player.chooseCardButton('读心',target.get('h')).ai=function(button){
return ai.get.value(button.link)-5;
}
}
else{
player.viewCards('读心',target.get('h'));
event.finish();
}
'step 1'
if(result.bool){
event.card=result.links[[0]];
player.chooseCard('h',true,'用一张手牌替换'+get.translation(event.card)).ai=function(card){
return -ai.get.value(card);
};
}
else{
event.finish();
}
'step 2'
if(result.bool){
2017-01-13 18:51:13 +00:00
player.gain(event.card,target);
target.gain(result.cards,player);
2016-08-07 18:30:02 +00:00
player.$give(1,target);
target.$give(1,player);
game.log(player,'与',target,'交换了一张手牌');
}
},
ai:{
threaten:1.3,
result:{
target:function(player,target){
return -target.num('h');
}
},
order:10,
expose:0.2,
}
},
feixu:{
trigger:{global:'respond'},
filter:function(event,player){
return event.card&&event.card.name=='shan';
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
2016-09-20 05:06:35 +00:00
logTarget:'player',
2016-08-07 18:30:02 +00:00
content:function(){
trigger.player.draw();
},
ai:{
mingzhi:false,
threaten:2,
expose:0.2,
}
},
2015-04-29 03:25:17 +00:00
xuanyan:{
2015-06-12 05:35:29 +00:00
// trigger:{source:'damageBefore'},
// forced:true,
// priority:5,
// check:function(event,player){
// return player.hp>3;
// },
// filter:function(event){
// return event.card&&get.color(event.card)=='red';
// },
// content:function(){
// trigger.nature='fire';
// },
2015-04-29 03:25:17 +00:00
group:['xuanyan2','xuanyan3']
},
xuanyan2:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
2016-01-24 08:34:21 +00:00
return event.nature=='fire'&&event.notLink();
2015-04-29 03:25:17 +00:00
},
content:function(){
trigger.num++;
}
},
xuanyan3:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event){
return event.nature=='fire';
},
content:function(){
player.loseHp();
}
},
ningbin:{
2015-11-09 03:15:16 +00:00
trigger:{player:'damageEnd'},
2015-04-29 03:25:17 +00:00
forced:true,
filter:function(event){
return event.nature=='thunder';
},
content:function(){
player.recover();
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'thunderDamage')){
2016-08-12 08:26:31 +00:00
if(target.hp<=1||!target.hasSkill('xfenxin')) return [0,0];
2015-04-29 03:25:17 +00:00
return [0,1.5];
}
}
}
},
},
2015-12-19 09:28:50 +00:00
xfenxin:{
2015-04-29 03:25:17 +00:00
trigger:{player:'changeHp'},
forced:true,
filter:function(event){
return event.num!=0;
},
content:function(){
player.draw(Math.abs(trigger.num));
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'thunderDamage')) return;
if(get.tag(card,'damage')||get.tag(card,'recover')){
return [1,0.2];
}
}
}
},
2015-12-19 09:28:50 +00:00
group:'xfenxin2'
2015-04-29 03:25:17 +00:00
},
2015-12-19 09:28:50 +00:00
xfenxin2:{
2015-04-29 03:25:17 +00:00
trigger:{source:'dieAfter'},
forced:true,
content:function(){
player.gainMaxHp();
player.recover();
}
},
luanjian:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>1&&lib.filter.filterCard({name:'sha'},player);
},
filterCard:{name:'sha'},
selectCard:2,
check:function(card){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},player)>0){
num++;
if(num>1) return 8-ai.get.value(card);
}
}
return 0;
},
selectTarget:[1,Infinity],
discard:false,
2016-05-29 05:34:06 +00:00
line:false,
multiline:true,
2017-01-14 04:56:52 +00:00
prepare:'throw',
2015-04-29 03:25:17 +00:00
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
content:function(){
"step 0"
2016-08-12 08:26:31 +00:00
if(!player.hasSkill('unequip')){
2015-04-29 03:25:17 +00:00
event.added=true;
player.skills.push('unequip');
}
targets.sort(lib.sort.seat);
player.useCard({name:'sha'},cards,targets,'luanjian').animate=false;
"step 1"
if(event.added){
player.skills.remove('unequip');
}
},
multitarget:true,
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
},
result:{
target:function(player,target){
var added=false;
2016-08-12 08:26:31 +00:00
if(!player.hasSkill('unequip')){
2015-04-29 03:25:17 +00:00
added=true;
player.skills.push('unequip');
}
var eff=ai.get.effect(target,{name:'sha'},player,target);
if(added){
player.skills.remove('unequip');
}
return eff;
}
},
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&player.num('h','sha')<2&&player.num('h')<=player.hp){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.attitude(player,game.players[i])<0){
num++;
if(num>1) return [0,0,0,0];
}
}
}
}
},
}
},
tianfu:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','shan')>0;
},
2016-07-30 17:04:31 +00:00
usable:1,
2015-04-29 03:25:17 +00:00
filterCard:{name:'shan'},
discard:false,
2017-01-14 04:56:52 +00:00
prepare:'give',
2015-04-29 03:25:17 +00:00
filterTarget:function(card,player,target){
2016-08-12 08:26:31 +00:00
return target!=player&&!target.hasSkill('tianfu2');
2015-04-29 03:25:17 +00:00
},
check:function(card){
if(_status.event.player.hp>=3) return 8-ai.get.value(card);
return 7-ai.get.value(card);
},
content:function(){
target.storage.tianfu2=cards[0];
target.storage.tianfu3=player;
2015-11-04 01:59:00 +00:00
game.addVideo('storage',target,['tianfu2',get.cardInfo(cards[0]),'card']);
2015-04-29 03:25:17 +00:00
target.addSkill('tianfu2');
},
ai:{
2017-01-14 04:56:52 +00:00
order:2,
2015-04-29 03:25:17 +00:00
result:{
target:function(player,target){
var att=ai.get.attitude(player,target);
if(att>=0) return 0;
2017-01-14 04:56:52 +00:00
return ai.get.damageEffect(target,player,target,'thunder');
2015-04-29 03:25:17 +00:00
}
},
expose:0.2
}
},
tianfu2:{
trigger:{source:'damageAfter'},
forced:true,
mark:'card',
filter:function(event,player){
return player.storage.tianfu2&&player.storage.tianfu3;
},
content:function(){
"step 0"
2016-07-30 17:04:31 +00:00
if(player.storage.tianfu3&&player.storage.tianfu3.isAlive()){
player.damage(player.storage.tianfu3);
player.storage.tianfu3.line(player,'thunder');
}
else{
player.damage('nosource');
}
2015-04-29 03:25:17 +00:00
"step 1"
2016-07-30 17:04:31 +00:00
var he=player.get('he');
if(he.length){
player.discard(he.randomGet());
}
"step 2"
2015-04-29 03:25:17 +00:00
player.$throw(player.storage.tianfu2);
ui.discardPile.appendChild(player.storage.tianfu2);
delete player.storage.tianfu2;
delete player.storage.tianfu3;
2016-07-30 17:04:31 +00:00
player.removeSkill('tianfu2');
2015-04-29 03:25:17 +00:00
},
group:'tianfu3',
intro:{
content:'card'
}
},
tianfu3:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
content:function(){
2016-07-30 17:04:31 +00:00
ui.discardPile.appendChild(player.storage.tianfu2);
2015-04-29 03:25:17 +00:00
delete player.storage.tianfu2;
delete player.storage.tianfu3;
player.removeSkill('tianfu2');
}
},
shuiyun:{
trigger:{player:'phaseEnd'},
direct:true,
init:function(player){
player.storage.shuiyun=[];
},
filter:function(event,player){
if(player.storage.shuiyun.length>=3) return false;
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(!types.contains(get.type(cards[i],'trick'))){
return true;
}
}
return false;
},
content:function(){
"step 0"
var types=[];
var num=player.num('h');
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
2016-09-20 05:06:35 +00:00
player.chooseCard(get.prompt('shuiyun'),function(card){
2015-04-29 03:25:17 +00:00
return !types.contains(get.type(card,'trick'));
}).ai=function(card){
return 11-ai.get.value(card);
};
"step 1"
if(result.bool){
2015-08-15 09:10:06 +00:00
player.$throw(result.cards);
var clone=result.cards[0].clone;
setTimeout(function(){
2015-11-23 10:59:44 +00:00
clone.moveDelete(player);
2015-11-04 01:59:00 +00:00
game.addVideo('gain2',player,get.cardsInfo([clone]));
2015-08-15 09:10:06 +00:00
},500);
2015-04-29 03:25:17 +00:00
player.logSkill('shuiyun');
player.storage.shuiyun.push(result.cards[0]);
player.lose(result.cards,ui.special);
player.markSkill('shuiyun');
2015-11-04 01:59:00 +00:00
game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
2015-04-29 03:25:17 +00:00
}
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
for(var i=0;i<storage.length;i++){
ui.discardPile.appendChild(storage[i]);
}
player.$throw(storage);
delete player.storage.shuiyun;
}
}
},
ai:{
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='wuzhong'||card.name=='yiyi'||
card.name=='yuanjiao'||card.name=='shunshou') return;
if(player.num('h')<=player.hp){
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
if(!types.contains(get.type(card,'trick'))){
return [0,0,0,0];
}
}
}
},
threaten:2.2
},
group:['shuiyun5']
},
shuiyun5:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.storage.shuiyun&&player.storage.shuiyun.length;
},
direct:true,
content:function(){
"step 0"
2016-09-20 05:06:35 +00:00
player.chooseCardButton(player.storage.shuiyun,get.prompt('shuiyun',trigger.player)).ai=function(button){
2015-04-29 03:25:17 +00:00
return ai.get.attitude(player,trigger.player)>2?1:0;
}
"step 1"
if(result.bool){
player.storage.shuiyun.remove(result.links[0]);
if(!player.storage.shuiyun.length){
player.unmarkSkill('shuiyun');
}
player.$throw(result.links);
ui.discardPile.appendChild(result.links[0]);
trigger.player.recover();
2015-12-15 05:13:47 +00:00
// if(trigger.player!=player){
// trigger.player.draw();
// }
2015-04-29 03:25:17 +00:00
player.logSkill('shuiyun5',trigger.player,'thunder');
2015-11-04 01:59:00 +00:00
game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
2015-04-29 03:25:17 +00:00
}
2016-07-16 06:16:24 +00:00
else{
event.finish();
}
2015-06-16 13:24:35 +00:00
"step 2"
if(trigger.player!=player){
game.delay();
}
2015-04-29 03:25:17 +00:00
},
ai:{
expose:0.3
}
},
wangyou:{
trigger:{global:'phaseEnd'},
unique:true,
gainable:true,
direct:true,
filter:function(event,player){
if(!player.num('he')) return false;
if(player==event.player) return false;
for(var i=0;i<game.players.length;i++){
2016-08-12 08:26:31 +00:00
if(game.players[i].hasSkill('wangyou3')) return true;
2015-04-29 03:25:17 +00:00
}
return false;
},
content:function(){
"step 0"
var targets=[];
var num=0;
for(var i=0;i<game.players.length;i++){
2016-08-12 08:26:31 +00:00
if(game.players[i].hasSkill('wangyou3')){
2015-04-29 03:25:17 +00:00
var att=ai.get.attitude(player,game.players[i]);
if(att>0) num++;
else if(att<0) num--;
targets.push(game.players[i]);
}
}
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event.targets=targets;
var next=player.chooseToDiscard(get.prompt('wangyou',targets),'he');
2015-11-21 05:30:26 +00:00
next.logSkill=['wangyou',event.targets];
next.ai=function(card){
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if(num<=0) return 0;
switch(num){
case 1:return 5-ai.get.value(card);
case 2:return 7-ai.get.value(card);
default:return 8-ai.get.value(card);
}
}
"step 1"
if(result.bool){
event.targets.sort(lib.sort.seat);
game.asyncDraw(event.targets);
}
else{
event.finish();
}
},
ai:{
expose:0.1,
threaten:1.2
},
group:'wangyou2'
},
wangyou2:{
trigger:{global:'damageEnd'},
forced:true,
popup:false,
silent:true,
filter:function(event){
return event.player.isAlive();
},
content:function(){
trigger.player.addTempSkill('wangyou3','phaseAfter');
}
},
wangyou3:{},
changnian:{
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forbid:['boss'],
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trigger:{player:'dieBegin'},
direct:true,
unique:true,
content:function(){
"step 0"
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player.chooseTarget(get.prompt('changnian'),function(card,player,target){
2015-04-29 03:25:17 +00:00
return player!=target;
}).ai=function(target){
return ai.get.attitude(player,target);
};
"step 1"
if(result.bool){
var cards=player.get('hej');
var target=result.targets[0];
2015-12-27 08:09:12 +00:00
// if(player.storage.shuiyun&&player.storage.shuiyun.length){
// target.gainMaxHp();
// target.recover(player.storage.shuiyun.length);
// cards=cards.concat(player.storage.shuiyun);
// player.storage.shuiyun.length=0;
// }
2015-04-29 03:25:17 +00:00
player.$give(cards,target);
target.gain(cards);
target.addSkill('changnian2');
player.logSkill('changnian',target);
2015-06-16 13:24:35 +00:00
target.marks.changnian=target.markCharacter(player,{
name:'长念',
content:'$<div><div class="skill">【追思】</div><div>锁定技,回合结束阶段,你摸一张牌</div></div>'
});
2015-11-04 01:59:00 +00:00
game.addVideo('markCharacter',target,{
name:'长念',
content:'$<div><div class="skill">【追思】</div><div>锁定技,回合结束阶段,你摸一张牌</div></div>',
id:'changnian',
target:player.dataset.position
});
2015-04-29 03:25:17 +00:00
}
},
ai:{
threaten:0.8
}
},
changnian2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.draw();
},
},
sajin:{
enable:'phaseUse',
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
selectTarget:[1,Infinity],
filterCard:true,
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usable:1,
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check:function(card){
var player=_status.currentPhase;
if(player.num('h')>player.hp){
return 7-ai.get.value(card);
}
return 4-ai.get.value(card);
},
content:function(){
"step 0"
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var color=get.color(cards[0]);
2015-04-29 03:25:17 +00:00
target.judge(function(card){
2015-09-10 09:35:58 +00:00
return get.color(card)==color?1:0;
2015-04-29 03:25:17 +00:00
});
"step 1"
if(result.bool){
target.recover();
}
},
ai:{
order:3,
result:{
target:function(player,target){
return ai.get.recoverEffect(target);
}
},
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threaten:1.5
2015-04-29 03:25:17 +00:00
}
},
jubao:{
trigger:{global:'discardAfter'},
filter:function(event,player){
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if(player.hasSkill('jubao2')) return false;
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if(event.player==player) return false;
if(_status.currentPhase==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])!='basic'&&get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
2015-04-29 03:25:17 +00:00
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.type(trigger.cards[i])!='basic'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
var card=cards.randomGet();
2017-02-05 12:02:01 +00:00
player.gain(card,'log');
player.$gain2(card);
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player.addTempSkill('jubao2','phaseAfter');
2015-04-29 03:25:17 +00:00
}
},
ai:{
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threaten:1.5
2015-04-29 03:25:17 +00:00
}
},
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jubao2:{},
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duci:{
trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
"step 0"
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player.chooseTarget(get.prompt('duci'),function(card,player,target){
2015-04-29 03:25:17 +00:00
return player!=target&&get.distance(player,target)<=1;
}).ai=function(target){
return ai.get.damageEffect(target,player,player);
};
"step 1"
if(result.bool){
player.logSkill('duci',result.targets);
result.targets[0].damage();
}
},
ai:{
expose:0.2,
threaten:1.5,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip'){
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&get.distance(player,game.players[i])<=1&&
ai.get.damageEffect(game.players[i],player,player)>0){
return [1,3];
}
}
}
}
}
}
},
shuangren:{
trigger:{player:['loseEnd']},
filter:function(event,player){
if(!player.equiping) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e'&&get.subtype(event.cards[i])=='equip1') return true;
}
return false;
},
content:function(){
var card;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='e'&&get.subtype(trigger.cards[i])=='equip1'){
card=trigger.cards[i];
}
}
if(card){
if(player.storage.shuangren){
player.unmark(player.storage.shuangren,'shuangren');
player.discard(player.storage.shuangren);
2015-11-04 01:59:00 +00:00
game.addVideo('unmarkId',player,[get.cardInfo(player.storage.shuangren),'shuangren']);
2015-04-29 03:25:17 +00:00
}
if(card.clone){
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card.clone.moveDelete(player);
2015-11-04 01:59:00 +00:00
game.addVideo('gain2',player,get.cardsInfo([card.clone]));
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player.mark(card,'shuangren');
2015-11-04 01:59:00 +00:00
game.addVideo('markId',player,[get.cardInfo(card),'shuangren']);
2015-04-29 03:25:17 +00:00
}
ui.special.appendChild(card);
player.storage.shuangren=card;
var info=get.info(card);
if(info.skills){
2016-08-11 11:52:17 +00:00
player.addAdditionalSkill('shuangren',info.skills);
2015-04-29 03:25:17 +00:00
}
else{
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player.removeAdditionalSkill('shuangren');
2015-04-29 03:25:17 +00:00
}
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.subtype(card)=='equip1') return [1,3];
}
}
},
intro:{
content:'card'
},
group:'shuangren2'
},
shuangren2:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return player.storage.shuangren?true:false;
},
content:function(){
if(player.storage.shuangren){
ui.discardPile.appendChild(player.storage.shuangren);
player.$throw(player.storage.shuangren);
}
}
},
guiyuan:{
enable:'phaseUse',
usable:1,
filterCard:{name:'sha'},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
},
ai:{
order:5,
result:{
player:1
}
}
},
qijian:{
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>0;
},
content:function(){
"step 0"
2016-09-20 05:06:35 +00:00
player.chooseTarget([1,trigger.cards.length],get.prompt('qijian'),function(card,player,target){
2015-04-29 03:25:17 +00:00
return player.canUse({name:'sha'},target,false);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},player);
};
"step 1"
if(result.bool){
player.logSkill('qijian');
player.useCard({name:'sha'},result.targets);
}
},
},
shenmu:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.num('h',{color:'red'});
},
check:function(event,player){
if(ai.get.attitude(player,event.player)<=0) return false;
var cards=player.get('h',{color:'red'});
for(var i=0;i<cards.length;i++){
if(cards[i].name=='tao') return false;
if(ai.get.value(cards[i])>7&&cards.length>2) return false;
}
},
content:function(){
"step 0"
player.showHandcards();
"step 1"
var cards=player.get('h',{color:'red'});
event.num=cards.length;
player.discard(cards);
"step 2"
2016-10-01 06:07:17 +00:00
trigger.player.recover();
2015-04-29 03:25:17 +00:00
trigger.player.draw(event.num);
},
ai:{
threaten:1.6,
expose:0.2
}
},
qianfang:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.storage.xuanning&&player.num('he')+player.storage.xuanning>=3;
},
content:function(){
"step 0"
var ainum=0;
var num=3-player.storage.xuanning;
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&!game.players[i].isOut()&&
lib.filter.targetEnabled({name:'wanjian'},player,game.players[i])){
ainum+=ai.get.effect(game.players[i],{name:'wanjian'});
event.targets.push(game.players[i]);
}
}
if(num){
2016-09-20 05:06:35 +00:00
var next=player.chooseToDiscard(num,get.prompt('qianfang'),'he');
2015-11-21 05:30:26 +00:00
next.ai=function(card){
2015-04-29 03:25:17 +00:00
if(ainum>=0){
switch(num){
case 1:return 8-ai.get.value(card);
case 2:return 6-ai.get.value(card);
case 3:return 4-ai.get.value(card);
}
}
return -1;
}
2015-11-21 05:30:26 +00:00
next.logSkill='qianfang';
event.logged=true;
2015-04-29 03:25:17 +00:00
}
else{
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player.chooseBool(get.prompt('qianfang')).ai=function(){
2015-04-29 03:25:17 +00:00
return ainum>=0;
}
}
"step 1"
if(result.bool){
player.storage.xuanning=0;
player.unmarkSkill('xuanning');
player.addTempSkill('qianfang2','phaseAfter');
2015-11-21 05:30:26 +00:00
if(!event.logged) player.logSkill('qianfang');
2015-04-29 03:25:17 +00:00
player.useCard({name:'wanjian'},event.targets);
}
else{
event.finish();
}
},
ai:{
expose:0.1,
threaten:1.5
}
},
qianfang2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
content:function(){
trigger.num++;
}
},
poyun:{
trigger:{source:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&event.player.num('he')>1;
},
filter:function(event,player){
return player.storage.xuanning>0&&event.player.num('he')>0;
},
direct:true,
content:function(){
"step 0"
2016-09-20 05:06:35 +00:00
player.discardPlayerCard(trigger.player,'he',get.prompt('poyun'),[1,2]).logSkill=['poyun',trigger.player];
2015-04-29 03:25:17 +00:00
"step 1"
if(result.bool){
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
2016-01-04 08:59:37 +00:00
player.syncStorage('xuanning');
2015-04-29 03:25:17 +00:00
}
},
ai:{
threaten:1.3
}
},
poyun2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.poyun?true:false;
},
content:function(){
player.draw();
player.storage.poyun=false;
player.removeSkill('poyun2');
}
},
poyun3:{},
zhuyue:{
enable:'phaseUse',
filter:function(event,player){
return player.num('he',{type:'basic'})<player.num('he');
},
// position:'he',
init:function(player){
player.storage.zhuyue=[];
},
filterCard:function(card){
return get.type(card)!='basic';
},
selectTarget:[1,2],
filterTarget:function(card,player,target){
return player!=target&&target.num('he')>0;
},
usable:1,
locked:false,
check:function(card){
return 7-ai.get.value(card);
},
2015-08-15 09:10:06 +00:00
multitarget:true,
multiline:true,
2015-04-29 03:25:17 +00:00
content:function(){
2015-08-15 09:10:06 +00:00
'step 0'
targets.sort(lib.sort.seat);
var target=targets[0];
var cs=target.get('he');
if(cs.length){
target.discard(cs.randomGet());
}
player.storage.zhuyue.add(target);
if(targets.length<2){
event.finish();
}
'step 1'
var target=targets[1];
var cs=target.get('he');
if(cs.length){
target.discard(cs.randomGet());
2015-04-29 03:25:17 +00:00
}
player.storage.zhuyue.add(target);
},
ai:{
result:{
target:function(player,target){
if(!target.num('he')) return -0.2;
return -1;
}
},
order:10,
threaten:1.2,
exoise:0.2
2015-04-29 03:25:17 +00:00
},
mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.contains(target)){
return true;
}
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length){
range[1]=-1;
range[0]=-1;
}
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length&&!player.storage.zhuyue.contains(target)){
return false;
}
}
},
intro:{
content:'players'
},
group:'zhuyue2'
},
zhuyue2:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.zhuyue.length=0;
}
},
longxi:{
trigger:{player:['chooseToRespondBegin','chooseToUseBegin']},
forced:true,
popup:false,
max:2,
filter:function(event,player){
return _status.currentPhase!=player;
},
2015-05-10 05:34:37 +00:00
priority:101,
2015-04-29 03:25:17 +00:00
content:function(){
var cards=[];
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
for(var i=0;i<max;i++){
var card=ui.cardPile.childNodes[i];
if(trigger.filterCard(card,player)){
cards.push(card);
}
}
if(cards.length){
player.gain(cards,'draw');
player.logSkill('longxi');
2015-12-08 13:54:44 +00:00
game.log(player,'获得了'+get.cnNumber(cards.length)+'张牌');
2015-04-29 03:25:17 +00:00
}
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
}
},
hiddenCard:function(player,name){
if(_status.currentPhase==player) return false;
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
for(var i=0;i<max;i++){
var card=ui.cardPile.childNodes[i];
if(card.name==name) return true;
}
return false;
}
},
guanri:{
unique:true,
enable:'phaseUse',
filter:function(event,player){
2015-08-15 09:10:06 +00:00
return !player.storage.guanri&&player.num('h',{color:'red'})>=2;
2015-04-29 03:25:17 +00:00
},
check:function(card){
return 8-ai.get.value(card);
},
filterCard:function(card){
return get.color(card)=='red';
},
selectCard:2,
filterTarget:function(card,player,target){
return player!=target&&target.hp>=player.hp;
},
intro:{
content:'limited'
},
line:'fire',
content:function(){
"step 0"
player.storage.guanri=true;
player.loseHp();
"step 1"
target.damage(2,'fire');
"step 2"
if(target.isAlive()){
target.discard(target.get('e'));
}
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.get.damageEffect(target,player,target,'fire');
if(player.hp>2) return eff;
if(player.hp==2&&target.hp==2) return eff;
return 0;
}
},
expose:0.5
}
},
tianxian:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]=Infinity;
}
},
priority:5.5,
trigger:{player:'useCardToBefore'},
filter:function(event){
return event.card.name=='sha';
},
forced:true,
check:function(){
return false;
},
content:function(){
"step 0"
trigger.target.judge(function(card){
return get.color(card)=='black'?1:0;
});
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
runxin:{
trigger:{player:['useCard','respondEnd']},
direct:true,
filter:function(event){
if(get.suit(event.card)=='heart'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp){
return true;
}
}
}
return false;
},
content:function(){
"step 0"
var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1);
2016-09-20 05:06:35 +00:00
player.chooseTarget(get.prompt('runxin'),function(card,player,target){
2015-04-29 03:25:17 +00:00
return target.hp<target.maxHp
}).ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
if(noneed&&player==target){
num=0.5;
}
else if(target.hp==1){
num+=3;
}
else if(target.hp==2){
num+=1;
}
}
return num;
}
"step 1"
if(result.bool){
2016-01-28 06:46:42 +00:00
player.logSkill('runxin',result.targets);
2015-04-29 03:25:17 +00:00
result.targets[0].recover();
}
},
ai:{
expose:0.3,
threaten:1.5
}
},
zhimeng:{
trigger:{player:'phaseEnd'},
direct:true,
locked:true,
unique:true,
gainable:true,
group:'zhimeng3',
content:function(){
"step 0"
2016-09-20 05:06:35 +00:00
player.chooseTarget(get.prompt('zhimeng'),function(card,player,target){
2016-05-29 08:46:27 +00:00
return player!=target;
}).ai=function(target){
2015-04-29 03:25:17 +00:00
var num=ai.get.attitude(player,target);
if(num>0){
if(player==target){
num++;
}
if(target.hp==1){
num+=3;
}
if(target.hp==2){
num+=1;
}
}
return num;
}
"step 1"
if(result.bool){
var target=result.targets[0];
var card=get.cards()[0];
target.$draw(card);
2015-08-15 09:10:06 +00:00
target.storage.zhimeng2=card;
2015-11-04 01:59:00 +00:00
game.addVideo('storage',target,['zhimeng2',get.cardInfo(card),'card']);
2015-08-15 09:10:06 +00:00
target.addSkill('zhimeng2');
event.finish();
2015-04-29 03:25:17 +00:00
player.logSkill('zhimeng',target);
}
},
ai:{
expose:0.2
}
},
zhimeng2:{
intro:{
content:'card',
onunmark:function(storage,player){
delete player.storage.zhimeng2;
}
},
mark:'card',
trigger:{target:'useCardToBegin'},
frequent:true,
filter:function(event,player){
return player.storage.zhimeng2&&get.type(event.card,'trick')==get.type(player.storage.zhimeng2,'trick');
},
content:function(){
player.draw();
},
ai:{
effect:{
target:function(card,player,target){
if(target.storage.zhimeng2&&get.type(card,'trick')==get.type(target.storage.zhimeng2,'trick')){
return [1,0.5];
}
}
}
}
},
zhimeng3:{
trigger:{player:['phaseBegin','dieBegin']},
forced:true,
popup:false,
silent:true,
2015-04-29 03:25:17 +00:00
content:function(){
"step 0"
event.players=game.players.slice(0);
event.num=0;
"step 1"
if(event.num<event.players.length){
var player=event.players[event.num];
if(player.storage.zhimeng2){
if(trigger.name=='die'&&player==trigger.player){
ui.discardPile.appendChild(player.storage.zhimeng2);
}
else{
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game.log(player,'发动织梦,获得了',player.storage.zhimeng2);
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player.gain(player.storage.zhimeng2,'gain2');
player.popup('zhimeng');
}
player.removeSkill('zhimeng2');
}
event.num++;
event.redo();
}
},
},
tannang:{
enable:'chooseToUse',
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usable:1,
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filterCard:function(card){
return get.suit(card)=='club';
},
filter:function(event,player){
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return player.num('h',{suit:'club'});
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},
viewAs:{name:'shunshou'},
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viewAsFilter:function(player){
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if(!player.num('h',{suit:'club'})) return false;
2015-06-27 16:21:25 +00:00
},
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prompt:'将一张装备牌当顺手牵羊使用',
check:function(card){
var player=_status.currentPhase;
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if(player.num('h',{subtype:get.subtype(card)})>1){
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return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='shunshou') return true;
},
},
ai:{
order:9.5,
threaten:1.5
}
},
2017-01-28 02:03:53 +00:00
xiaoyao:{
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direct:true,
filter:function(event,player){
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if(event.player==player) return false;
if(event.cards&&event.cards.length==1){
return player.num('h',{suit:get.suit(event.cards[0])})>0;
}
return false;
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},
trigger:{target:'useCardToBefore'},
content:function(){
"step 0"
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var next=player.chooseToDiscard('逍遥:是否弃置一张牌使'+get.translation(trigger.card)+'失效?',{suit:get.suit(trigger.cards[0])});
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next.logSkill='xiaoyao';
next.ai=function(card){
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if(ai.get.effect(player,trigger.card,trigger.player,player)<0){
2017-01-28 02:03:53 +00:00
return 7-ai.get.value(card);
2015-04-29 03:25:17 +00:00
}
return 0;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
tuoqiao:{
filter:function(event,player){
return game.players.length>3&&(event.player==player.next||event.player==player.previous);
},
check:function(event,player){
return ai.get.effect(player,event.card,event.player,player)<0
},
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changeSeat:true,
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trigger:{target:'useCardToBefore'},
content:function(){
if(trigger.player==player.next){
game.swapSeat(player,player.previous);
}
else if(trigger.player==player.previous){
game.swapSeat(player,player.next);
}
else{
return;
}
trigger.untrigger();
trigger.finish();
// player.popup('xiaoyao');
},
ai:{
effect:{
target:function(card,player,target,current){
if(target==player.next||target==player.previous) return 0.1;
}
}
}
},
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yujian_old:{
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enable:'phaseUse',
usable:1,
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changeSeat:true,
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filterTarget:function(card,player,target){
return player!=target&&player.next!=target;
},
filterCard:true,
check:function(card){
return 4-ai.get.value(card);
},
content:function(){
while(player.next!=target){
game.swapSeat(player,player.next);
}
},
ai:{
order:5,
result:{
player:function(player,target){
var att=ai.get.attitude(player,target);
if(target==player.previous&&att>0) return 1;
if(target==player.next.next&&ai.get.attitude(player,player.next)<0) return 1;
return 0;
}
}
}
},
huimeng:{
trigger:{player:'recoverAfter'},
frequent:true,
content:function(){
player.draw(2);
},
ai:{
threaten:0.8
2015-04-29 03:25:17 +00:00
}
},
tianshe:{
group:['tianshe2'],
trigger:{player:'damageBefore'},
filter:function(event){
if(event.nature) return true;
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nothunder:true,
effect:{
target:function(card,player,target,current){
if(card.name=='tiesuo') return 0;
if(get.tag(card,'fireDamage')) return 0;
if(get.tag(card,'thunderDamage')) return 0;
}
}
}
},
tianshe2:{
trigger:{source:'damageAfter'},
2015-09-10 13:56:57 +00:00
filter:function(event,player){
if(event.nature&&player.hp<player.maxHp) return true;
2015-04-29 03:25:17 +00:00
},
forced:true,
content:function(){
player.recover();
},
}
},
translate:{
2016-09-26 06:42:05 +00:00
pal_xiahoujinxuan:'夏侯瑾轩',
pal_muchanglan:'暮菖兰',
pal_xia:'瑕',
pal_jiangcheng:'姜承',
pal_jiangyunfan:'姜云凡',
pal_tangyurou:'唐雨柔',
pal_longyou:'龙幽',
pal_xiaoman:'小蛮',
2016-08-07 18:30:02 +00:00
pal_wangxiaohu:'王小虎',
pal_sumei:'苏媚',
pal_shenqishuang:'沈欺霜',
pal_longkui:'龙葵',
pal_nangonghuang:'南宫煌',
pal_wenhui:'温慧',
pal_wangpengxu:'王蓬絮',
pal_xingxuan:'星璇',
pal_leiyuange:'雷元戈',
2015-04-29 03:25:17 +00:00
pal_zhaoliner:'赵灵儿',
pal_linyueru:'林月如',
pal_xuejian:'雪见',
pal_jingtian:'景天',
pal_zixuan:'紫萱',
pal_lixiaoyao:'李逍遥',
pal_yuntianhe:'云天河',
pal_hanlingsha:'韩菱纱',
pal_liumengli:'柳梦璃',
pal_murongziying:'慕容紫英',
2016-04-07 13:21:19 +00:00
pal_changqing:'长卿',
2015-04-29 03:25:17 +00:00
pal_xuanxiao:'玄霄',
2017-02-03 15:46:54 +00:00
longhuo:'龙火',
longhuo_info:'回合结束阶段,你可以对所有角色各造成一点火焰伤害',
fenshi:'焚世',
fenshi_info:'觉醒技,回合开始阶段,若你没有牌,你回复一点体力并摸三张牌,并获得技能龙火',
yanzhan:'炎斩',
yanzhan_info:'出牌阶段限一次,你可以将一张红色手牌当作火杀使用,若造成了伤害,此杀不计入出牌次数',
2017-01-28 12:29:36 +00:00
feixia:'飞霞',
feixia_info:'出牌阶段限一次,你可以弃置一张红色牌视为对一名随机敌人使用一张不计入出杀次数的杀',
lueying:'掠影',
lueying_info:'每当你使用一张杀,你可以随机获得目标的一张牌,然后目标可以指定一名其他角色,你弃置该角色一张牌(每回合限发动一次,没有弃牌目标时无法发动)',
2017-01-22 06:56:55 +00:00
feng:'风',
feng_info:'锁定技当你累计摸2次牌后你下一次摸牌时摸牌数+1',
ya:'雅',
ya_info:'锁定技当你累计受到2次伤害后你下一次受到的伤害-1',
song:'颂',
song_info:'锁定技当你累计造成2次伤害后你下一次造成的伤害+1',
2017-01-19 13:00:41 +00:00
longxiang:'龙翔',
longxiang_info:'当你使用杀指定目标后,你可以弃置目标若干张手牌直到其手牌数与你相同',
huxi:'虎袭',
huxi_info:'你可以失去一点体力并获得一点护甲,视为使用一张杀',
xuanmo:'玄墨',
xuanmo_info:'出牌阶段限一次,你可以将一张手牌置于牌堆顶并随机获得两张与之类别相同的牌',
2017-01-18 12:54:45 +00:00
lingyan:'灵砚',
2017-01-22 04:32:21 +00:00
lingyan_info:'每当你即将替换一件装备时,你可以永久改变新装备的装备类型,使其装备在装备区的空余位置',
2017-01-18 12:54:45 +00:00
danqing:'丹青',
2017-01-20 05:34:31 +00:00
danqing_info:'当你累计使用了4张花色不同的牌后你可以选择至多4名角色分别获得以下4种效果中的随机一个1、摸一张牌2、获得一点护甲3、装备一件随机装备4、获得潜行直到下一回合开始',
2016-08-08 03:11:14 +00:00
zhangmu:'障目',
2016-08-10 14:07:35 +00:00
zhangmu_info:'每回合限一次,当你需要使用或打出一张闪时,你可以展示一张闪,视为使用或打出了此闪',
2016-08-08 03:11:14 +00:00
feizhua:'飞爪',
feizhua_info:'当你使用一张杀时,你可以将目标两侧的角色追加为额外目标',
leiyu:'雷狱',
2017-01-19 13:00:41 +00:00
leiyu_info:'回合结束阶段,你可以弃置一张黑色牌,视为对本回合内所有成为过你的卡牌目标的角色使用一张惊雷闪',
2016-08-08 03:11:14 +00:00
lingxue:'灵血',
2016-08-08 09:23:13 +00:00
lingxue_info:'锁定技,每当你回复一点体力,你获得一点护甲',
2016-08-08 03:11:14 +00:00
zhaoyao:'招摇',
zhaoyao_info:'其他角色的摸牌阶段开始时,你可以与其拼点,若你赢,你摸两张牌,然后将两张牌置于牌堆顶',
sheling:'摄灵',
2016-08-08 16:04:13 +00:00
sheling_info:'其他角色于你的回合内因使用、打出或弃置而失去牌时,你可以获得之(每回合最多发动三次)',
2016-08-07 18:30:02 +00:00
fenxing:'分形',
fenxing_info:'锁定技回合开始阶段你有50%概率变身为另一形态',
guijiang:'鬼降',
guijiang2:'鬼降',
guijiang_info:'出牌阶段限一次,你可以弃置一张黑色牌,令一名其他角色无法成为回复牌的目标直到你下一回合开始',
diesha:'叠杀',
diesha_info:'锁定技,每当你使用杀造成伤害,受伤害角色失去一点体力,你回复一点体力',
lingyu:'灵愈',
lingyu_info:'回合结束阶段,你可以令一名其他角色回复一点体力',
diewu:'蝶舞',
diewu_info:'出牌阶段,你可以将一张【杀】交给一名角色,若你于此阶段内首次如此做,你摸一张牌',
duxinshu:'读心',
duxinshu_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后可以用一张手牌替换其中的一张',
feixu:'飞絮',
feixu_info:'每当一名角色使用或打出一张闪,你可以令其摸一张牌',
2015-04-29 03:25:17 +00:00
xuanyan:'玄炎',
xuanyan2:'玄炎',
2015-06-12 05:35:29 +00:00
xuanyan_info:'锁定技,你的火属性伤害+1你造成火属性伤害后流失1点体力',
2015-04-29 03:25:17 +00:00
ningbin:'凝冰',
2015-11-09 03:15:16 +00:00
ningbin_info:'锁定技每当你受到1次雷属性伤害你回复1点体力',
2015-12-19 09:28:50 +00:00
xfenxin:'焚心',
xfenxin2:'焚心',
xfenxin_info:'锁定技,每当你的体力值发生改变,你摸等量的牌;每当你杀死一名角色,你增加一点体力上限并回复一点体力',
2015-04-29 03:25:17 +00:00
luanjian:'乱剑',
luanjian_info:'你可以将两张杀当杀使用,此杀无视距离和防具,且可以指定任意名目标',
tianfu:'天符',
tianfu2:'天符',
tianfu3:'天符',
2016-07-30 17:04:31 +00:00
tianfu_info:'出牌阶段,你可以将一张闪置于一名其他角色的武将牌上,该角色在下一次造成伤害时受到来自你的一点雷属性伤害并随机弃置一张牌,然后将此牌置入弃牌堆',
2015-04-29 03:25:17 +00:00
shuiyun:'水蕴',
shuiyun_bg:'蕴',
shuiyun2:'水蕴',
shuiyun5:'水蕴',
shuiyun3:'水蕴',
2015-12-15 05:13:47 +00:00
shuiyun_info:'回合结束阶段你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”任意一名角色进入濒死状态时你可以弃置一张“蕴”令其回复1点体力',
2015-04-29 03:25:17 +00:00
wangyou:'忘忧',
wangyou_info:'其他角色的回合结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
changnian:'长念',
2015-06-16 13:24:35 +00:00
changnian2:'追思',
2015-12-27 08:09:12 +00:00
changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】',
2015-04-29 03:25:17 +00:00
sajin:'洒金',
2015-09-10 09:35:58 +00:00
sajin_info:'出牌阶段限一次,你可以弃置一张手牌并指定任意名角色进行判定,若判定颜色与你弃置的牌相同,该角色回复一点体力',
2015-04-29 03:25:17 +00:00
jubao:'聚宝',
2015-09-10 09:35:58 +00:00
jubao_info:'当其他角色于你的回合外首次弃置非基本牌时,你可以获得其中的随机一张',
2015-04-29 03:25:17 +00:00
guiyuan:'归元',
guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
shuangren:'双刃',
shuangren_info:'当你的武器牌被替换时,你可以将其置于你的武将牌上,并获得此装备的武器效果(不含距离)',
duci:'毒刺',
duci_info:'每当你失去一次装备牌可以对距离1以内的一名其他角色造成一点伤害',
shenmu:'神木',
2016-10-01 06:07:17 +00:00
shenmu_info:'任意一名角色濒死时你可以展示你的手牌并弃置其中的所有红色牌至少一张若如此做该角色回复一点体力然后摸X张牌X为你弃置的手牌数',
2015-04-29 03:25:17 +00:00
qijian:'气剑',
qijian_info:'弃牌阶段结束时你可以指定至多X名目标视为使用一张杀X为你于此阶段弃置的卡牌数',
poyun:'破云',
poyun_info:'每当你造成一次伤害,你可以弃置一枚玄凝标记,然后弃置对方两张牌',
qianfang:'千方',
qianfang_info:'回合开始阶段若你有玄凝标记可以弃置3-X张牌和所有玄凝标记视为使用了一张【万箭齐发】若如此做你本回合的摸牌阶段摸牌数+1。X为你的玄凝标记数',
longxi:'龙息',
longxi2:'龙息',
longxi_info:'锁定技,在回合外每当你需要使用或打出一张卡牌时,若牌堆顶的前两张中有可使用或打出的牌,你立即获得之',
zhuyue:'逐月',
2015-08-15 09:10:06 +00:00
zhuyue_info:'出牌阶段限一次,你可以弃置一张非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标',
2015-04-29 03:25:17 +00:00
guanri:'贯日',
guanri_info:'限制技,你可以弃置两张红色手牌并流失一点体力,然后对一名体力值不少于你的其他角色造成两点火焰伤害并弃置其所有装备牌',
tianxian:'天弦',
tianxian_info:'锁定技,你的杀无视距离且可指定任意多个目标,目标须进行一次判定,若结果为黑色则取消之',
zhimeng:'织梦',
zhimeng2:'织梦',
zhimeng3:'织梦',
2016-05-29 08:46:27 +00:00
zhimeng_info:'回合结束阶段,你可以选择一名其他角色将牌堆顶的一张牌置于该角色的武将牌上,直到你的下个回合开始将其收入手牌。当一名角色武将牌上有牌时,每当其成为与此牌类型相同的卡牌的目标,可以摸一张牌',
2015-04-29 03:25:17 +00:00
runxin:'润心',
runxin_info:'每当你使用或打出一张红桃牌,你可以令一名角色回复一点体力',
tannang:'探囊',
2017-01-23 06:37:21 +00:00
tannang_info:'出牌阶段限一次,你可以将一张梅花手牌当顺手牵羊使用;你的顺手牵羊无距离限制',
2015-04-29 03:25:17 +00:00
tuoqiao:'脱壳',
tuoqiao_info:'每当你成为身边角色的卡牌的目标,你可以将座位后移一位,然后取消之',
xiaoyao:'逍遥',
2017-01-28 02:03:53 +00:00
xiaoyao_info:'每当你成为其他角色的卡牌目标,你可以弃置一张与之花色相同的手牌取消之',
2015-04-29 03:25:17 +00:00
yujian:'御剑',
2017-01-23 06:37:21 +00:00
yujian_info:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用',
2015-04-29 03:25:17 +00:00
huimeng:'回梦',
huimeng_info:'每当你回复一点体力,可以摸两张牌',
tianshe:'天蛇',
tianshe2:'天蛇',
tianshe_info:'锁定技,你防止即将受到的属性伤害,每当你造成一次属性伤害,你回复一点体力',
},
}