'use strict'; game.import('mode',function(lib,game,ui,get,ai,_status){ return { name:'boss', start:function(){ "step 0" var playback=localStorage.getItem(lib.configprefix+'playback'); if(playback){ ui.create.me(); ui.arena.style.display='none'; ui.system.style.display='none'; _status.playback=playback; localStorage.removeItem(lib.configprefix+'playback'); var store=lib.db.transaction(['video'],'readwrite').objectStore('video'); store.get(parseInt(playback)).onsuccess=function(e){ if(e.target.result){ game.playVideoContent(e.target.result.video); } else{ alert('播放失败:找不到录像'); game.reload(); } } event.finish(); return; } for(var i in lib.characterPack.mode_boss){ lib.character[i]=lib.characterPack.mode_boss[i]; if(!lib.character[i][4]){ lib.character[i][4]=[]; } } for(var i in lib.cardPack.mode_boss){ lib.card[i]=lib.cardPack.mode_boss[i]; } for(var i in lib.skill){ if(lib.skill[i].changeSeat){ lib.skill[i]={}; if(lib.translate[i+'_info']){ lib.translate[i+'_info']='此模式下不可用'; } } } lib.translate.restart='返回'; lib.init.css(lib.assetURL+'layout/mode','boss'); game.delay(0.1); "step 1" var bosslist=ui.create.div('#bosslist.hidden'); event.bosslist=bosslist; bosslist.ontouchmove = ui.click.touchScroll; bosslist.style.WebkitOverflowScrolling='touch'; if(!lib.config.touchscreen&&lib.config.mousewheel){ bosslist._scrollspeed=30; bosslist._scrollnum=10; bosslist.onmousewheel=ui.click.mousewheel; } // var bosslistlinks={}; // var toggleBoss=function(bool){ // game.saveConfig(this._link.config._name,bool,true); // var node=bosslistlinks[this._link.config._name]; // if(bool){ // node.style.display=''; // } // else{ // node.style.display='none'; // } // }; var onpause=function(){ ui.window.classList.add('bosspaused'); } var onresume=function(){ ui.window.classList.remove('bosspaused'); } game.onpause=onpause; game.onpause2=onpause; game.onresume=onresume; game.onresume2=onresume; ui.create.div(bosslist); event.current=null; var list=[]; for(var i in lib.character){ var info=lib.character[i]; if(info[4].contains('boss')){ // var cfg=i+'_bossconfig'; // if(get.config(cfg)==undefined){ // game.saveConfig(cfg,true,true); // } // lib.translate[cfg+'_config']=lib.translate[i]; // lib.mode.boss.config[cfg]={ // name:get.translation(i), // onclick:toggleBoss, // init:true, // } var player=ui.create.player(bosslist).init(i); if(lib.characterPack.mode_boss[i]&&get.config(i+'_boss_config')==false){ player.style.display='none'; } if(player.hp==0){ player.node.hp.style.display='none'; } list.push(player); player.node.hp.classList.add('text'); player.node.hp.dataset.condition=''; player.node.hp.innerHTML=info[2]; if(info[2]==Infinity){ player.node.hp.innerHTML='∞'; } player.setIdentity(player.name); player.node.identity.dataset.color=info[5]; // bosslistlinks[cfg]=player; player.classList.add('bossplayer'); if(lib.storage.current==i){ event.current=player; player.classList.add('highlight'); } // if(!get.config(cfg)){ // player.style.display='none'; // } } } if(!list.length){ alert('没有可挑战的BOSS'); event.finish(); lib.init.onfree(); _status.over=true; return; } if(!event.current){ event.current=bosslist.childNodes[1]; event.current.classList.add('highlight'); } ui.create.div(bosslist); lib.translate.boss_pangtong='涅槃凤雏'; ui.create.cardsAsync(); game.finishCards(); game.addGlobalSkill('autoswap'); ui.arena.setNumber(8); ui.control.style.transitionProperty='opacity'; ui.control.classList.add('bosslist'); setTimeout(function(){ ui.control.style.transitionProperty=''; },1000); ui.window.appendChild(bosslist); setTimeout(function(){ if(event.current){ var left=event.current.offsetLeft-(ui.window.offsetWidth-180)/2; if(bosslist.scrollLeft<left){ bosslist.scrollLeft=left; } } bosslist.show(); },200); game.me=ui.create.player(); if(lib.config.continue_name_boss){ event.noslide=true; lib.init.onfree(); } else{ game.chooseCharacter(function(target){ if(event.current){ event.current.classList.remove('highlight'); } event.current=target; game.save('current',target.name); target.classList.add('highlight'); }); } if(lib.config.test_game){ event.current.classList.remove('highlight'); if(event.current.nextSibling&&event.current.nextSibling.classList.contains('player')){ event.current=event.current.nextSibling; } else{ event.current=event.current.parentNode.childNodes[1]; } game.save('current',event.current.name); } "step 2" game.bossinfo=lib.boss.global; for(var i in lib.boss[event.current.name]){ game.bossinfo[i]=lib.boss[event.current.name][i]; } delete lib.boss; setTimeout(function(){ ui.control.classList.remove('bosslist'); },500); var boss=ui.create.player(); boss.getId(); game.boss=boss; boss.init(event.current.name); boss.side=true; if(!event.noslide){ var rect=event.current.getBoundingClientRect(); boss.animate('bossing'); boss.node.hp.animate('start'); boss.bossinginfo=[rect.left+rect.width/2,rect.top+rect.height/2]; boss.style.transition='all 0s'; boss.node.equips.style.opacity='0'; } else{ boss.animate('start'); } boss.setIdentity('zhu'); boss.identity='zhu'; if(lib.config.continue_name_boss){ result=lib.config.continue_name_boss; game.saveConfig('continue_name_boss'); } for(var i=0;i<result.links.length;i++){ var player=ui.create.player(); player.getId(); player.init(result.links[i]).animate('start'); player.setIdentity('cai'); player.identity='cai'; player.side=false; game.players.push(player); if(result.boss){ player.dataset.position=(i+1)*2; } else{ player.dataset.position=i+1; } ui.arena.appendChild(player); } if(result.boss){ game.players.unshift(boss); boss.dataset.position=0; } else{ game.players.push(boss); boss.dataset.position=7; } ui.create.me(); ui.fakeme=ui.create.div('.fakeme.avatar',ui.me); if(game.me!==boss){ game.singleHandcard=true; ui.arena.classList.add('single-handcard'); ui.window.classList.add('single-handcard'); game.onSwapControl(); if(lib.config.show_handcardbutton){ lib.setPopped(ui.create.system('手牌',null,true),function(){ var uiintro=ui.create.dialog('hidden'); var players=game.players.concat(game.dead); for(var i=0;i<players.length;i++){ if(players[i].side==game.me.side&&players[i]!=game.me){ uiintro.add(get.translation(players[i])); var cards=players[i].getCards('h'); if(cards.length){ uiintro.addSmall(cards,true); } else{ uiintro.add('(无)'); } } } return uiintro; },220); } } else{ ui.fakeme.style.display='none'; } if(game.bossinfo.chongzheng){ lib.setPopped(ui.create.system('重整',null,true),function(){ var uiintro=ui.create.dialog('hidden'); uiintro.add('重整'); var table=ui.create.div('.bosschongzheng'); var tr,td,added=false; for(var i=0;i<game.dead.length;i++){ if(typeof game.dead[i].storage.boss_chongzheng!=='number') continue; added=true; tr=ui.create.div(table); td=ui.create.div(tr); td.innerHTML=get.translation(game.dead[i]); td=ui.create.div(tr); if(game.dead[i].maxHp>0){ td.innerHTML='剩余'+(game.bossinfo.chongzheng-game.dead[i].storage.boss_chongzheng)+'回合'; } else{ td.innerHTML='无法重整' } } if(!added){ uiintro.add('<div class="text center">(无重整角色)</div>'); uiintro.add(ui.create.div('.placeholder.slim')) } else{ uiintro.add(table); } return uiintro; },180); } ui.single_swap=ui.create.system('换人',function(){ var players=get.players(game.me); players.remove(game.boss); if(players.length>1){ if(ui.auto.classList.contains('hidden')){ game.me.popup('请稍后换人'); return; } if(_status.event.isMine()){ ui.click.auto(); setTimeout(function(){ ui.click.auto(); },500); } game.modeSwapPlayer(players[1]); } },true); if(get.config('single_control')||game.me==game.boss){ ui.single_swap.style.display='none'; } ui.arena.appendChild(boss); if(boss.bossinginfo){ var rect=boss.getBoundingClientRect(); boss.style.transform='translate('+(boss.bossinginfo[0]-rect.left-rect.width/2)+'px,'+(boss.bossinginfo[1]-rect.top-rect.height/2)+'px) scale(1.1)'; ui.refresh(boss); boss.style.transition=''; boss.style.transform=''; delete boss.bossinginfo; setTimeout(function(){ boss.node.equips.style.opacity=''; },500); } event.bosslist.delete(); game.arrangePlayers(); for(var i=0;i<game.players.length;i++){ game.players[i].node.action.innerHTML='行动'; } var players=get.players(lib.sort.position); var info=[]; for(var i=0;i<players.length;i++){ info.push({ name:players[i].name, identity:players[i].identity, position:players[i].dataset.position }); } _status.videoInited=true, info.boss=(game.me==game.boss); game.addVideo('init',null,info); if(game.bossinfo.init){ game.bossinfo.init(); } "step 3" if(get.config('single_control')){ for(var i=0;i<game.players.length;i++){ if(game.players[i].side==game.me.side){ game.addRecentCharacter(game.players[i].name); } } } else{ game.addRecentCharacter(game.me.name); } event.trigger('gameStart'); game.gameDraw(game.boss); game.bossPhaseLoop(); setTimeout(function(){ ui.updatehl(); },200); }, element:{ player:{ dieAfter:function(){ if(this!=game.boss){ this.storage.boss_chongzheng=0; } if(game.bossinfo.checkResult&&game.bossinfo.checkResult(this)===false){ return; } if(this==game.boss||!game.hasPlayer(function(current){ return !current.side; })){ game.checkResult(); } }, } }, characterPack:{ mode_boss:{ boss_chiyanshilian:['male','',0,['boss_chiyan','boss_chiyan_intro1','boss_chiyan_intro2','boss_chiyan_intro3'],['boss'],'zhu'], boss_zhuque:['female','shen',4,['boss_shenyi','boss_fentian','boss_chiyan2'],['shu','hiddenboss','bossallowed']], boss_huoshenzhurong:['male','shen',5,['boss_shenyi','boss_xingxia','boss_chiyan3'],['shu','hiddenboss','bossallowed']], boss_yanling:['male','shen',4,['boss_huihuo','boss_furan'],['shu','hiddenboss','bossallowed']], boss_yandi:['male','shen',6,['boss_shenyi','boss_shenen','boss_chiyi'],['shu','hiddenboss','bossallowed']], boss_qingmushilian:['male','',0,['boss_qingmu','boss_qingmu_intro1','boss_qingmu_intro2','boss_qingmu_intro3'],['boss'],'wu'], boss_qinglong:['male','shen',4,['boss_shenyi','releiji','boss_qingmu2'],['wu','hiddenboss','bossallowed']], boss_mushengoumang:['male','shen',5,['boss_shenyi','boss_buchun','boss_qingmu3'],['wu','hiddenboss','bossallowed']], boss_shujing:['female','shen',2,['boss_cuidu'],['wu','hiddenboss','bossallowed']], boss_taihao:['male','shen',6,['boss_shenyi','boss_shenen','boss_qingyi'],['wu','hiddenboss','bossallowed']], boss_zhuoguiquxie:['male','',0,['boss_bianshen','boss_bianshen_intro1','boss_bianshen_intro2','boss_bianshen_intro3','boss_bianshen_intro4'],['boss'],'shu'], boss_nianshou_heti:['male','shen',12,['boss_nianrui','boss_mengtai','boss_nbianshen','boss_nbianshenx'],['shu','boss','bossallowed'],'shu'], boss_nianshou_jingjue:['male','shen',12,['boss_nianrui','boss_mengtai','boss_jingjue','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'], boss_nianshou_renxing:['male','shen',12,['boss_nianrui','boss_mengtai','boss_renxing','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'], boss_nianshou_ruizhi:['male','shen',12,['boss_nianrui','boss_mengtai','boss_ruizhi','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'], boss_nianshou_baonu:['male','shen',12,['boss_nianrui','boss_mengtai','boss_nbaonu','boss_shouyi','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'], boss_baiwuchang:['male','shen',9,['boss_baolian','boss_qiangzheng','boss_zuijiu','juece','boss_bianshen4'],['shu','hiddenboss','bossallowed']], boss_heiwuchang:['male','shen',9,['boss_guiji','boss_taiping','boss_suoming','boss_xixing','boss_bianshen4'],['shu','hiddenboss','bossallowed']], boss_luocha:['male','shen',12,['boss_modao','boss_yushou','yizhong','boss_moyany'],['shu','hiddenboss','bossallowed']], boss_yecha:['male','shen',11,['boss_modao','boss_mojian','bazhen','boss_danshu'],['shu','hiddenboss','bossallowed']], boss_niutou:['male','shen',7,['boss_baolian','niepan','boss_manjia','boss_xiaoshou','boss_bianshen3'],['shu','hiddenboss','bossallowed']], boss_mamian:['male','shen',6,['boss_guiji','fankui','boss_lianyu','juece','boss_bianshen3'],['shu','hiddenboss','bossallowed']], boss_chi:['male','shen',5,['boss_guimei','boss_didong','boss_shanbeng','boss_bianshen2'],['shu','hiddenboss','bossallowed']], boss_mo:['female','shen',5,['boss_guimei','enyuan','boss_beiming','boss_bianshen2'],['shu','hiddenboss','bossallowed']], boss_wang:['male','shen',5,['boss_guimei','boss_luolei','huilei','boss_bianshen2'],['shu','hiddenboss','bossallowed']], boss_liang:['female','shen',5,['boss_guimei','boss_guihuo','boss_minbao','boss_bianshen2'],['shu','hiddenboss','bossallowed']], boss_lvbu1:['male','shen',8,['mashu','wushuang','boss_baonu'],['qun','boss','bossallowed'],'wei'], boss_lvbu2:['male','shen',4,['mashu','wushuang','xiuluo','shenwei','shenji'],['qun','hiddenboss','bossallowed'],'qun'], boss_lvbu3:['male','shen',4,['wushuang','shenqu','jiwu'],['qun','hiddenboss','bossallowed'],'qun'], boss_caocao:['male','shen',12,['boss_guixin','xiongcai'],['wei','boss','bossallowed'],'wei'], boss_guojia:['male','shen',4,['tiandu','boss_guimou','boss_yuance','boss_qizuo'],['wei','boss','bossallowed'],'zhu'], boss_zhangchunhua:['female','shen',4,['jueqing','boss_wuxin','shangshix'],['wei','boss','bossallowed'],'wei'], boss_zhenji:['female','shen',4,['tashui','lingbo','jiaoxia','fanghua'],['wei','boss','bossallowed'],'wei'], boss_liubei:['male','shen',12,['xiaoxiong','boss_zhangwu'],['shu','boss','bossallowed'],'qun'], boss_zhugeliang:['male','shen',Infinity,['xiangxing','yueyin','fengqi','gaiming'],['shu','boss','bossallowed'],'qun'], boss_huangyueying:['female','shen',4,['boss_gongshen','boss_jizhi','qicai','boss_guiyin'],['shu','boss','bossallowed'],'wei'], boss_pangtong:['male','shen',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['shu','boss','bossallowed'],'zhu'], boss_zhaoyun:['male','shen',1,['boss_juejing','longhun','zhanjiang'],['shu','boss','bossallowed'],'qun'], boss_zhouyu:['male','shen',6,['huoshen','boss_honglian','boss_xianyin'],['wu','boss','bossallowed'],'zhu'], boss_caiwenji:['female','shen',4,['beige','boss_hujia','boss_guihan'],['qun','boss','bossallowed'],'wei'], boss_zhangjiao:['male','shen',8,['boss_leiji','tiandao','jidian'],['qun','boss','bossallowed'],'shu'], boss_zuoci:['male','shen',0,['huanhua'],['qun','boss','bossallowed'],'shu'], boss_diaochan:['female','shen',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['qun','boss','bossallowed'],'qun'], boss_huatuo:['male','shen',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['qun','boss','bossallowed'],'wu'], boss_dongzhuo:['male','shen',20,['jiuchi','boss_qiangzheng','boss_baolin'],['qun','boss','bossallowed'],'shu'], // boss_nianshou:['male','shen',Infinity,['boss_nianrui','boss_qixiang','boss_damagecount'],['boss'],'shu'], // boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'], // boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'], // boss_sunshangxiang:['male','qun',8,[],['boss','bossallowed'],'wei'], } }, cardPack:{ mode_boss:{ honghuangzhili:{ type:'trick', enable:true, fullskin:true, filterTarget:true, content:function(){ if(target.group=='shen'){ target.addSkill('honghuangzhili'); if(target.countCards('he')){ player.gainPlayerCard(target,'he',true); } } else{ target.turnOver(); } }, ai:{ order:4, value:10, result:{ target:function(player,target){ if(target.group=='shen'){ if(target.countCards('he')) return -2; return 0; } else{ if(target.isTurnedOver()) return 4; return -3; } } } } } } }, init:function(){ for(var i in lib.characterPack.mode_boss){ if(lib.characterPack.mode_boss[i][4].contains('hiddenboss')) continue; lib.mode.boss.config[i+'_boss_config']={ name:get.translation(i), init:true, unfrequent:true, } } }, game:{ reserveDead:true, addBossFellow:function(position,name){ var fellow=game.addFellow(position,name,'zoominanim'); fellow.directgain(get.cards(4)); fellow.side=true; fellow.identity='zhong'; fellow.setIdentity('zhong'); game.addVideo('setIdentity',fellow,'zhong'); }, changeBoss:function(name,player){ if(!player){ if(game.additionaldead){ game.additionaldead.push(game.boss); } else{ game.additionaldead=[game.boss]; } player=game.boss; delete game.boss; } player.delete(); game.players.remove(player); game.dead.remove(player); var boss=ui.create.player(); boss.getId(); boss.init(name); boss.side=true; game.addVideo('bossSwap',player,(game.boss?'_':'')+boss.name); boss.dataset.position=player.dataset.position; if(game.me==player){ game.swapControl(boss); } game.players.push(boss.animate('zoominanim')); game.arrangePlayers(); if(!game.boss){ game.boss=boss; boss.setIdentity('zhu'); boss.identity='zhu'; } else{ boss.setIdentity('zhong'); boss.identity='zhong'; } ui.arena.appendChild(boss); boss.directgain(get.cards(4)); }, checkResult:function(){ if(game.boss==game.me){ game.over(game.boss.isAlive()); } else{ game.over(!game.boss.isAlive()); } }, getVideoName:function(){ var str=get.translation(game.me.name); if(game.me.name2){ str+='/'+get.translation(game.me.name2); } var str2='挑战'; if(game.me!=game.boss){ str2+=' - '+get.translation(game.boss); } var name=[str,str2]; return name; }, bossPhaseLoop:function(){ var next=game.createEvent('phaseLoop'); next.player=game.boss; _status.looped=true; next.setContent(function(){ "step 0" if(player.chongzheng){ player.chongzheng=false; } else if(player.isDead()){ if(player.hp<0) player.hp=0; player.storage.boss_chongzheng++; if(player.maxHp>0&&game.bossinfo.chongzheng){ if(player.hp<player.maxHp){ player.hp++; } else if(player.countCards('h')<4){ var card=get.cards()[0]; var sort=lib.config.sort_card(card); var position=sort>0?player.node.handcards1:player.node.handcards2; card.fix(); card.animate('start'); position.insertBefore(card,position.firstChild); } player.update(); if(player.storage.boss_chongzheng>=game.bossinfo.chongzheng){ player.revive(player.hp); } } if(game.bossinfo.loopType==2){ game.boss.chongzheng=true; } } else{ if(player.identity=='zhu'&&game.boss!=player){ player=game.boss; } player.phase(); } "step 1" if(game.bossinfo.loopType==2){ _status.roundStart=true; if(event.player==game.boss){ if(!_status.last||_status.last.nextSeat==game.boss){ event.player=game.boss.nextSeat; } else{ event.player=_status.last.nextSeat; } } else{ _status.last=player; event.player=game.boss; if(player.nextSeat==game.boss){ delete _status.roundStart; } } } else{ event.player=event.player.nextSeat; } event.goto(0); }); }, onSwapControl:function(){ if(game.me==game.boss) return; game.addVideo('onSwapControl'); var name=game.me.name; if(ui.fakeme&&ui.fakeme.current!=name){ ui.fakeme.current=name; if(ui.versushighlight&&ui.versushighlight!=game.me){ ui.versushighlight.classList.remove('current_action'); } ui.versushighlight=game.me; game.me.classList.add('current_action'); // game.me.line(ui.fakeme,{opacity:0.5,dashed:true}); ui.fakeme.style.backgroundImage=game.me.node.avatar.style.backgroundImage; // ui.fakeme.style.backgroundSize='cover'; } ui.updatehl(); }, modeSwapPlayer:function(player){ var bool=(game.me==game.boss||player==game.boss); game.swapControl(player); game.onSwapControl(); if(!bool) return; if(game.me==game.boss){ game.singleHandcard=false; ui.arena.classList.remove('single-handcard'); ui.window.classList.remove('single-handcard'); ui.fakeme.style.display='none'; game.me.dataset.position=0; game.me.nextSeat.dataset.position=2; game.me.nextSeat.nextSeat.dataset.position=4; game.me.nextSeat.nextSeat.nextSeat.dataset.position=6; } else{ game.singleHandcard=true; ui.arena.classList.add('single-handcard'); ui.window.classList.add('single-handcard'); ui.fakeme.style.display=''; game.boss.dataset.position=7; game.boss.nextSeat.dataset.position=1; game.boss.nextSeat.nextSeat.dataset.position=2; game.boss.nextSeat.nextSeat.nextSeat.dataset.position=3; if(game.me&&game.me.node.handcards2.childNodes.length){ while(game.me.node.handcards2.childNodes.length){ game.me.node.handcards1.appendChild(game.me.node.handcards2.firstChild); } } } }, chooseCharacter:function(func){ var next=game.createEvent('chooseCharacter',false); next.showConfig=true; next.customreplacetarget=func; next.ai=function(player,list){ if(get.config('double_character')){ player.init(list[0],list[1]); } else{ player.init(list[0]); } } next.setContent(function(){ "step 0" var i; var list=[]; event.list=list; for(i in lib.character){ if(lib.character[i][4].contains('minskin')) continue; if(lib.character[i][4].contains('boss')) continue; if(lib.character[i][4].contains('hiddenboss')) continue; if(lib.character[i][4]&&lib.character[i][4].contains('forbidai')) continue; if(lib.config.forbidboss.contains(i)) continue; if(lib.filter.characterDisabled(i)) continue; list.push(i); } list.randomSort(); var dialog=ui.create.dialog('选择参战角色','hidden'); dialog.classList.add('fixed'); ui.window.appendChild(dialog); dialog.classList.add('bosscharacter'); dialog.classList.add('withbg'); // dialog.add('0/3'); dialog.add([list.slice(0,20),'character']); dialog.noopen=true; var next=game.me.chooseButton(dialog,true).set('onfree',true); next._triggered=null; next.custom.replace.target=event.customreplacetarget; next.selectButton=[3,3]; // next.custom.add.button=function(){ // if(ui.cheat2&&ui.cheat2.backup) return; // _status.event.dialog.content.childNodes[1].innerHTML= // ui.selected.buttons.length+'/3'; // }; event.changeDialog=function(){ if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){ return; } if(game.changeCoin){ game.changeCoin(-3); } list.randomSort(); var buttons=ui.create.div('.buttons'); var node=_status.event.dialog.buttons[0].parentNode; _status.event.dialog.buttons=ui.create.buttons(list.slice(0,20),'character',buttons); _status.event.dialog.content.insertBefore(buttons,node); buttons.animate('start'); node.remove(); game.uncheck(); game.check(); }; ui.create.cheat=function(){ _status.createControl=ui.cheat2||event.asboss; ui.cheat=ui.create.control('更换',event.changeDialog); delete _status.createControl; }; var createCharacterDialog=function(){ event.dialogxx=ui.create.characterDialog(); event.dialogxx.classList.add('bosscharacter'); event.dialogxx.classList.add('withbg'); event.dialogxx.classList.add('fixed'); if(ui.cheat2){ ui.cheat2.animate('controlpressdownx',500); ui.cheat2.classList.remove('disabled'); } }; if(lib.onfree){ lib.onfree.push(createCharacterDialog); } else{ createCharacterDialog(); } ui.create.cheat2=function(){ _status.createControl=event.asboss; ui.cheat2=ui.create.control('自由选将',function(){ if(this.dialog==_status.event.dialog){ if(game.changeCoin){ game.changeCoin(50); } this.dialog.close(); _status.event.dialog=this.backup; ui.window.appendChild(this.backup); delete this.backup; game.uncheck(); game.check(); if(ui.cheat){ ui.cheat.animate('controlpressdownx',500); ui.cheat.classList.remove('disabled'); } } else{ if(game.changeCoin){ game.changeCoin(-10); } this.backup=_status.event.dialog; _status.event.dialog.close(); _status.event.dialog=_status.event.parent.dialogxx; this.dialog=_status.event.dialog; ui.window.appendChild(this.dialog); game.uncheck(); game.check(); if(ui.cheat){ ui.cheat.classList.add('disabled'); } } }); if(lib.onfree){ ui.cheat2.classList.add('disabled'); } delete _status.createControl; } if(!ui.cheat&&get.config('change_choice')) ui.create.cheat(); if(!ui.cheat2&&get.config('free_choose')) ui.create.cheat2(); event.asboss=ui.create.control('应战',function(){ event.boss=true; event.enemy=[]; for(var i=0;i<ui.selected.buttons.length;i++){ event.enemy.push(ui.selected.buttons[i].link); event.list.remove(ui.selected.buttons[i].link); } while(event.enemy.length<3){ event.enemy.push(event.list.randomRemove()); } game.uncheck(); if(ui.confirm){ ui.confirm.close(); } game.resume(); }); "step 1" if(ui.cheat){ ui.cheat.close(); delete ui.cheat; } if(ui.cheat2){ ui.cheat2.close(); delete ui.cheat2; } event.asboss.close(); if(event.boss){ event.result={ boss:true, links:event.enemy }; } else{ event.result={ boss:false, links:result.links }; _status.coinCoeff=get.coinCoeff(result.links); } }); return next; }, }, boss:{ boss_chiyanshilian:{ chongzheng:0, loopType:2, checkResult:function(player){ if(player==game.boss&&game.boss.name!='boss_yandi'){ return false; } }, init:function(){ _status.additionalReward=function(){ return 500; } lib.inpile.remove('shandian'); lib.inpile.remove('huoshan'); lib.inpile.remove('hongshui'); lib.inpile.remove('fulei'); lib.inpile.add('honghuangzhili'); for(var i=0;i<ui.cardPile.childElementCount;i++){ var node=ui.cardPile.childNodes[i]; if(node.name=='shandian'){ node.classList.remove('fullskin'); node.classList.remove('thunder'); node.init([node.suit,node.number,'honghuangzhili']); } else if(['huoshan','hongshui','fulei'].contains(node)){ node.remove(); } } } }, boss_qingmushilian:{ chongzheng:0, loopType:2, checkResult:function(player){ if(player==game.boss&&game.boss.name!='boss_taihao'){ return false; } }, init:function(){ _status.additionalReward=function(){ return 500; } lib.inpile.remove('shandian'); lib.inpile.remove('huoshan'); lib.inpile.remove('hongshui'); lib.inpile.remove('fulei'); lib.inpile.add('honghuangzhili'); for(var i=0;i<ui.cardPile.childElementCount;i++){ var node=ui.cardPile.childNodes[i]; if(node.name=='shandian'){ node.classList.remove('fullskin'); node.classList.remove('thunder'); node.init([node.suit,node.number,'honghuangzhili']); } else if(['huoshan','hongshui','fulei'].contains(node)){ node.remove(); } } } }, boss_zhuoguiquxie:{ chongzheng:0, checkResult:function(player){ if(player==game.boss&&game.boss.name!='boss_yecha'&&game.boss.name!='boss_luocha'){ return false; } }, init:function(){ _status.additionalReward=function(){ return 500; } } }, boss_nianshou:{ chongzheng:0, init:function(){ game.boss.node.action.classList.add('freecolor'); game.boss.node.action.style.opacity=1; game.boss.node.action.style.letterSpacing='4px'; game.boss.node.action.style.marginRight=0; game.boss.node.action.style.fontFamily='huangcao'; game.boss.node.action.innerHTML=''; _status.additionalReward=function(){ return Math.round(Math.pow(_status.damageCount,2.4))*2; } var time=360; var interval=setInterval(function(){ if(_status.over){ clearInterval(interval); return; } var sec=time%60; if(sec<10){ sec='0'+sec; } game.boss.node.action.innerHTML=Math.floor(time/60)+':'+sec; if(time<=0){ delete _status.additionalReward; if(typeof _status.coin=='number'){ if(game.me==game.boss){ _status.coin+=Math.round(Math.pow(_status.damageCount,2.4)); } else{ _status.coin+=Math.round(Math.pow(_status.damageCount,1.8)); } } game.forceOver(true); clearInterval(interval); } time--; },1000); _status.damageCount=0; ui.damageCount=ui.create.system('伤害: 0',null,true); } }, boss_nianshou_heti:{ chongzheng:0, }, boss_zhangjiao:{ // loopType:2, }, boss_caiwenji:{ loopType:2, }, boss_pangtong:{ loopType:2, chongzheng:12 }, boss_zhaoyun:{ chongzheng:12 }, boss_zhenji:{ chongzheng:4, }, boss_lvbu1:{ loopType:2 }, boss_zuoci:{ chongzheng:4, }, boss_diaochan:{ chongzheng:4, }, boss_huangyueying:{ chongzheng:12, }, global:{ loopType:1, chongzheng:6 }, }, skill:{ boss_chiyan:{ trigger:{global:'gameStart'}, forced:true, popup:false, unique:true, content:function(){ player.smoothAvatar(); player.init('boss_zhuque'); _status.noswap=true; game.addVideo('reinit2',player,player.name); } }, boss_chiyan2:{ mode:['boss'], global:'boss_chiyan2x', trigger:{player:'dieBegin'}, silent:true, unique:true, filter:function(event,player){ return player==game.boss; }, content:function(){ player.hide(); game.addVideo('hidePlayer',player); } }, boss_chiyan2x:{ trigger:{global:'dieAfter'}, forced:true, priority:-10, globalFixed:true, unique:true, filter:function(event){ if(lib.config.mode!='boss') return false; return event.player==game.boss&&event.player.hasSkill('boss_chiyan2'); }, content:function(){ 'step 0' game.delay(); 'step 1' if(game.me!=game.boss){ game.boss.changeSeat(6); } else{ game.boss.nextSeat.changeSeat(3); game.boss.previousSeat.changeSeat(5); } game.changeBoss('boss_huoshenzhurong'); for(var i=0;i<game.players.length;i++){ game.players[i].hp=game.players[i].maxHp; game.players[i].update(); } game.delay(0.5); 'step 2' game.addBossFellow(game.me==game.boss?1:5,'boss_yanling'); game.addBossFellow(7,'boss_yanling'); 'step 3' var dnum=0; var dead=game.dead.slice(0); for(var i=0;i<dead.length;i++){ if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){ dead[i].revive(dead[i].maxHp); dnum++; } } for(var i=0;i<game.players.length;i++){ if(game.players[i].side) continue; game.players[i].removeEquipTrigger(); var hej=game.players[i].getCards('hej'); for(var j=0;j<hej.length;j++){ ui.discardPile.appendChild(hej[j]); } game.players[i].hp=game.players[i].maxHp; game.players[i].hujia=0; game.players[i].classList.remove('turnedover'); game.players[i].removeLink(); game.players[i].directgain(get.cards(4-dnum)); } 'step 4' while(_status.event.name!='phaseLoop'){ _status.event=_status.event.parent; } game.resetSkills(); _status.paused=false; _status.event.player=game.boss; _status.event.step=0; _status.roundStart=game.boss; game.phaseNumber=0; game.roundNumber=0; if(game.bossinfo){ game.bossinfo.loopType=1; } } }, boss_chiyan3:{ mode:['boss'], global:'boss_chiyan3x', trigger:{player:'dieBegin'}, silent:true, unique:true, filter:function(event,player){ return player==game.boss; }, content:function(){ player.hide(); player.nextSeat.hide(); player.previousSeat.hide(); game.addVideo('hidePlayer',player); game.addVideo('hidePlayer',player.nextSeat); game.addVideo('hidePlayer',player.previousSeat); } }, boss_chiyan3x:{ trigger:{global:'dieAfter'}, forced:true, priority:-10, globalFixed:true, unique:true, filter:function(event){ if(lib.config.mode!='boss') return false; return event.player==game.boss&&event.player.hasSkill('boss_chiyan3'); }, content:function(){ 'step 0' game.delay(); 'step 1' game.changeBoss('boss_yandi'); game.delay(0.5); 'step 2' game.changeBoss('boss_huoshenzhurong',game.boss.previousSeat); game.changeBoss('boss_yanling',game.boss.nextSeat); 'step 3' var dnum=0; var dead=game.dead.slice(0); for(var i=0;i<dead.length;i++){ if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){ dead[i].revive(dead[i].maxHp); dnum++; } } for(var i=0;i<game.players.length;i++){ if(game.players[i].side) continue; game.players[i].removeEquipTrigger(); var hej=game.players[i].getCards('hej'); for(var j=0;j<hej.length;j++){ ui.discardPile.appendChild(hej[j]); } game.players[i].hp=game.players[i].maxHp; game.players[i].hujia=0; game.players[i].classList.remove('turnedover'); game.players[i].removeLink(); game.players[i].directgain(get.cards(4-dnum)); } 'step 4' while(_status.event.name!='phaseLoop'){ _status.event=_status.event.parent; } game.resetSkills(); _status.paused=false; _status.event.player=game.boss; _status.event.step=0; _status.roundStart=game.boss; game.phaseNumber=0; game.roundNumber=0; } }, boss_qingmu:{ trigger:{global:'gameStart'}, forced:true, popup:false, unique:true, content:function(){ player.smoothAvatar(); player.init('boss_qinglong'); _status.noswap=true; game.addVideo('reinit2',player,player.name); } }, boss_qingmu2:{ mode:['boss'], global:'boss_qingmu2x', trigger:{player:'dieBegin'}, silent:true, unique:true, filter:function(event,player){ return player==game.boss; }, content:function(){ player.hide(); game.addVideo('hidePlayer',player); } }, boss_qingmu2x:{ trigger:{global:'dieAfter'}, forced:true, priority:-10, globalFixed:true, unique:true, filter:function(event){ if(lib.config.mode!='boss') return false; return event.player==game.boss&&event.player.hasSkill('boss_qingmu2'); }, content:function(){ 'step 0' game.delay(); 'step 1' if(game.me!=game.boss){ game.boss.changeSeat(6); } else{ game.boss.nextSeat.changeSeat(3); game.boss.previousSeat.changeSeat(5); } game.changeBoss('boss_mushengoumang'); for(var i=0;i<game.players.length;i++){ game.players[i].hp=game.players[i].maxHp; game.players[i].update(); } game.delay(0.5); 'step 2' game.addBossFellow(game.me==game.boss?1:5,'boss_shujing'); game.addBossFellow(7,'boss_shujing'); 'step 3' var dnum=0; var dead=game.dead.slice(0); for(var i=0;i<dead.length;i++){ if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){ dead[i].revive(dead[i].maxHp); dnum++; } } for(var i=0;i<game.players.length;i++){ if(game.players[i].side) continue; game.players[i].removeEquipTrigger(); var hej=game.players[i].getCards('hej'); for(var j=0;j<hej.length;j++){ ui.discardPile.appendChild(hej[j]); } game.players[i].hp=game.players[i].maxHp; game.players[i].hujia=0; game.players[i].classList.remove('turnedover'); game.players[i].removeLink(); game.players[i].directgain(get.cards(4-dnum)); } 'step 4' while(_status.event.name!='phaseLoop'){ _status.event=_status.event.parent; } game.resetSkills(); _status.paused=false; _status.event.player=game.boss; _status.event.step=0; _status.roundStart=game.boss; game.phaseNumber=0; game.roundNumber=0; if(game.bossinfo){ game.bossinfo.loopType=1; } } }, boss_qingmu3:{ mode:['boss'], global:'boss_qingmu3x', trigger:{player:'dieBegin'}, silent:true, unique:true, filter:function(event,player){ return player==game.boss; }, content:function(){ player.hide(); player.nextSeat.hide(); player.previousSeat.hide(); game.addVideo('hidePlayer',player); game.addVideo('hidePlayer',player.nextSeat); game.addVideo('hidePlayer',player.previousSeat); } }, boss_qingmu3x:{ trigger:{global:'dieAfter'}, forced:true, priority:-10, globalFixed:true, unique:true, filter:function(event){ if(lib.config.mode!='boss') return false; return event.player==game.boss&&event.player.hasSkill('boss_qingmu3'); }, content:function(){ 'step 0' game.delay(); 'step 1' game.changeBoss('boss_taihao'); game.delay(0.5); 'step 2' game.changeBoss('boss_mushengoumang',game.boss.previousSeat); game.changeBoss('boss_shujing',game.boss.nextSeat); 'step 3' var dnum=0; var dead=game.dead.slice(0); for(var i=0;i<dead.length;i++){ if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){ dead[i].revive(dead[i].maxHp); dnum++; } } for(var i=0;i<game.players.length;i++){ if(game.players[i].side) continue; game.players[i].removeEquipTrigger(); var hej=game.players[i].getCards('hej'); for(var j=0;j<hej.length;j++){ ui.discardPile.appendChild(hej[j]); } game.players[i].hp=game.players[i].maxHp; game.players[i].hujia=0; game.players[i].classList.remove('turnedover'); game.players[i].removeLink(); game.players[i].directgain(get.cards(4-dnum)); } 'step 4' while(_status.event.name!='phaseLoop'){ _status.event=_status.event.parent; } game.resetSkills(); _status.paused=false; _status.event.player=game.boss; _status.event.step=0; _status.roundStart=game.boss; game.phaseNumber=0; game.roundNumber=0; } }, boss_shenyi:{ unique:true, mod:{ judge:function(player,result){ if(_status.event.type=='phase'){ if(result.bool==false){ result.bool=null; } else{ result.bool=false; } } } }, trigger:{player:'turnOverBefore'}, priority:20, forced:true, filter:function(event,player){ return !player.isTurnedOver(); }, content:function(){ trigger.untrigger(); trigger.finish(); game.log(player,'取消了翻面'); }, ai:{ noturn:true, effect:{ target:function(card,player,target){ if(get.type(card)=='delay') return 0.5; } } } }, honghuangzhili:{ init:function(player){ player.disableSkill('honghuangzhili','boss_shenyi'); }, mark:true, nopop:true, intro:{ content:'【神裔】无效直到下家的回合开始' }, marktext:'荒', onremove:function(player){ player.enableSkill('honghuangzhili','boss_shenyi'); }, trigger:{global:'phaseBegin'}, forced:true, popup:false, filter:function(event,player){ return event.player==player.next; }, content:function(){ player.removeSkill('honghuangzhili'); } }, boss_shenen:{ mode:['boss'], unique:true, global:'boss_shenen2' }, boss_shenen2:{ mod:{ targetInRange:function(card,player){ if(player.side) return true; }, maxHandcard:function(player,num){ if(!player.side) return num+1; } }, trigger:{player:'phaseDrawBegin'}, forced:true, filter:function(event,player){ return !player.side; }, content:function(){ trigger.num++; } }, boss_fentian:{ trigger:{source:'damageBegin'}, forced:true, filter:function(event){ return event.nature!='fire'; }, content:function(){ trigger.nature='fire'; }, mod:{ cardUsable:function(card){ if(get.color(card)=='red') return Infinity; }, targetInRange:function(card){ if(get.color(card)=='red') return true; }, wuxieRespondable:function(card,player,target){ if(get.color(card)=='red'&&player!=target) return false; } }, global:'boss_fentian2' }, boss_fentian2:{ mod:{ cardRespondable:function(card,player){ var evt=_status.event.parent; if(evt.player&&evt.player.hasSkill('boss_fentian')&& player!=evt.player&&evt.card&&get.color(evt.card)=='red'){ return false; } } } }, boss_xingxia:{ enable:'phaseUse', mode:['boss'], filter:function(event,player){ if(!game.hasPlayer(function(current){ return current.name=='boss_yanling'; })){ return false; } return !player.storage.boss_xingxia||game.roundNumber-player.storage.boss_xingxia>=2; }, unique:true, filterTarget:function(card,player,target){ return target.name=='boss_yanling'; }, selectTarget:-1, line:'fire', content:function(){ target.damage(2,'fire'); }, contentAfter:function(){ 'step 0' player.storage.boss_xingxia=game.roundNumber; player.chooseTarget(function(card,player,target){ return target.side!=player.side; }).ai=function(target){ return get.damageEffect(target,player,player,'fire'); } 'step 1' if(result.bool){ event.target=result.targets[0]; player.line(event.target,'fire'); event.target.chooseToDiscard('he',{color:'red'},'弃置一张红色牌或受到一点火焰伤害').ai=function(card){ var player=_status.event.player; var source=_status.event.parent.player; if(get.damageEffect(player,source,player,'fire')>=0) return 0; return 8-get.value(card); } } else{ event.finish(); } 'step 2' if(!result.bool){ event.target.damage('fire'); } }, ai:{ order:6, result:{ target:function(player,target){ if(target.isLinked()&&player.isLinked()&&get.damageEffect(player,player,player,'fire')<0) return -1; return 1; } } } }, boss_huihuo:{ global:'boss_huihuo2', unique:true, mod:{ cardUsable:function(card,player,num){ if(card.name=='sha') return num+1; } }, ai:{ revertsave:true, effect:{ target:function(card,player,target){ if(!game.boss) return; if(card.name=='tiesuo'){ if(_status.event.player==game.boss) return 'zeroplayertarget'; return 0.5; } if(get.tag(card,'damage')||get.tag(card,'recover')){ if(game.boss.isLinked()&&get.damageEffect(game.boss,player,game.boss,'fire')<0){ if(game.hasPlayer(function(current){ return current.isEnemyOf(game.boss)&¤t.isLinked(); })){ return; } if(get.tag(card,'natureDamage')&&target.isLinked()){ return; } } if(target.isDying()){ if(player.isEnemyOf(target)&&player.hp>=-1) return [0,0,0,1]; return 'zeroplayertarget'; } return -0.5; } } } } }, boss_huihuo2:{ trigger:{global:'dieAfter'}, forced:true, globalFixed:true, unique:true, filter:function(event,player){ return event.player.hasSkill('boss_huihuo')&&event.player.isDead()&&player.isEnemyOf(event.player); }, content:function(){ trigger.player.line(player,'fire'); player.damage('nosource','fire',3).animate=false; player.$damage(trigger.player); player.$damagepop(-3,'fire'); if(lib.config.animation&&!lib.config.low_performance){ player.$fire(); } if(!event.parent.parent.boss_huihuo_logv){ event.parent.parent.boss_huihuo_logv=true; game.logv(trigger.player,'boss_huihuo',game.filterPlayer(),event.parent.parent); } } }, boss_furan:{ unique:true, global:'boss_furan2' }, boss_furan2:{ enable:'chooseToUse', filter:function(event,player){ return event.type=='dying'&&event.dying.hasSkill('boss_furan')&&player.isEnemyOf(event.dying); }, filterCard:function(card){ return get.color(card)=='red'; }, position:'he', viewAs:{name:'tao'}, prompt:'将一张红色牌当桃使用', check:function(card){return 8-get.value(card)}, ai:{ order:5, skillTagFilter:function(player){ var event=_status.event; if(event.dying&&event.dying.hasSkill('boss_furan')&&player.isEnemyOf(event.dying)){ return player.countCards('he',{color:'red'})>0&&_status.currentPhase!=player; } else{ return false; } }, save:true, } }, boss_chiyi:{ trigger:{player:'phaseBegin'}, forced:true, unique:true, filter:function(event,player){ return [3,5,7].contains(game.roundNumber); }, content:function(){ 'step 0' if(game.roundNumber==3){ var enemies=game.filterPlayer(function(current){ return current.isEnemyOf(player); }); player.line(enemies,'green'); for(var i=0;i<enemies.length;i++){ enemies[i].addSkill('boss_chiyi2'); } event.finish(); } else if(game.roundNumber==5){ event.targets=game.filterPlayer().sortBySeat(); event.num=1; } else{ event.targets=game.filterPlayer(function(current){ return current.name=='boss_yanling'; }).sortBySeat(); event.num=5; } 'step 1' if(event.targets.length){ var target=event.targets.shift(); player.line(target,'fire'); target.damage(event.num,'fire'); event.redo(); } } }, boss_chiyi2:{ mark:true, marktext:'赤', intro:{ content:'受到的伤害+1' }, trigger:{player:'damageBegin'}, forced:true, popup:false, content:function(){ trigger.num++; } }, boss_buchun:{ mode:['boss'], unique:true, group:['boss_buchun_recover','boss_buchun_revive'], subSkill:{ revive:{ enable:'phaseUse', filter:function(event,player){ if(!player.storage.boss_buchun||game.roundNumber-player.storage.boss_buchun>=2){ for(var i=0;i<game.dead.length;i++){ if(game.dead[i].parentNode==player.parentNode&&game.dead[i].name=='boss_shujing'){ return true; } } } return false; }, content:function(){ 'step 0' player.loseHp(); player.storage.boss_buchun=game.roundNumber; 'step 1' event.targets=[]; var dead=game.dead.slice(0); for(var i=0;i<dead.length;i++){ if(dead[i].parentNode==player.parentNode&&dead[i].name=='boss_shujing'){ event.targets.push(dead[i]); } } if(event.targets[0]==player.previousSeat){ event.targets.push(event.targets.shift()); } 'step 2' if(event.targets.length){ var target=event.targets.shift(); player.line(target,'green'); target.revive(1); target.draw(2,false); target.$draw(2); event.redo(); } 'step 3' game.delay(); }, ai:{ order:6, result:{ player:function(player,target){ if(player.hp<=1) return 0; if(player.hp<=3&&game.hasPlayer(function(current){ return current.name=='boss_shujing'&¤t.hp==1; })){ if(_status.event.getRand()<0.4){ return 0; } } if(player.hp>=3) return 1; if(player.hp>=2&&player!=game.boss) return 1; if(game.hasPlayer(function(current){ return current.name=='boss_shujing'; })){ return 0; } return 1; } } } }, recover:{ enable:'phaseUse', filter:function(event,player){ if(!player.storage.boss_buchun||game.roundNumber-player.storage.boss_buchun>=2){ for(var i=0;i<game.dead.length;i++){ if(game.dead[i].parentNode==player.parentNode&&game.dead[i].name=='boss_shujing'){ return false; } } return true; } return false; }, prompt:'令一名己方角色回复2点体力', filterTarget:function(card,player,target){ return target.isFriendOf(player)&&target.isDamaged(); }, content:function(){ target.recover(2); player.storage.boss_buchun=game.roundNumber; }, ai:{ order:6, result:{ target:function(player,target){ var num=1; if(target.maxHp-target.hp>=2){ num=1.5; } return 1.5*get.recoverEffect(target,player,target); } } } } } }, boss_cuidu:{ trigger:{source:'damageEnd'}, forced:true, unique:true, filter:function(event,player){ if(event._notrigger.contains(event.player)) return false; return event.player.isIn()&&event.player.isEnemyOf(player)&&!event.player.hasSkill('boss_zhongdu'); }, logTarget:'player', content:function(){ trigger.player.addSkill('boss_zhongdu'); var boss=game.findPlayer(function(current){ return current.name=='boss_mushengoumang'; }); if(boss){ boss.draw(); } } }, boss_zhongdu:{ trigger:{player:'phaseBegin'}, forced:true, mark:true, nopop:true, temp:true, intro:{ content:'锁定技,回合开始时,你进行判定,若结果不为红桃,你受到1点无来源的伤害,若结果不为黑桃,你失去此技能' }, content:function(){ 'step 0' player.judge(function(card){ var suit=get.suit(card); if(suit=='spade') return -1; if(suit=='heart') return 1; return 0; }); 'step 1' if(result.suit!='heart'){ player.damage('nosource'); } if(result.suit!='spade'){ player.removeSkill('boss_zhongdu'); } } }, boss_qingyi:{ trigger:{player:'phaseBegin'}, forced:true, unique:true, filter:function(event,player){ return [3,5,7].contains(game.roundNumber); }, content:function(){ 'step 0' if(game.roundNumber==7){ var goumang,shujing; for(var i=0;i<game.players.length;i++){ if(game.players[i].name=='boss_mushengoumang'){ goumang=game.players[i]; } if(game.players[i].name=='boss_shujing'){ shujing=game.players[i]; } } if(!goumang||!shujing){ for(var i=0;i<game.dead.length;i++){ if(game.dead[i].parentNode!=player.parentNode) continue; if(game.dead[i].name=='boss_mushengoumang'){ goumang=game.dead[i]; } if(game.dead[i].name=='boss_shujing'){ shujing=game.dead[i]; } } } event.targets=[]; if(goumang){ event.targets.push(goumang); } if(shujing){ event.targets.push(shujing); } event.command='revive'; } else if(game.roundNumber==5){ event.targets=game.filterPlayer(function(current){ return current.isEnemyOf(player); }).sortBySeat(); event.command='loseHp'; } else{ event.targets=game.filterPlayer(function(current){ return current.isFriendOf(player); }).sortBySeat(); event.command='recover'; } 'step 1' if(event.targets.length){ var target=event.targets.shift(); player.line(target,'green'); if(event.command=='revive'){ player.line(target,'green'); if(target.isDead()){ target.maxHp++; target.revive(3); } else{ target.gainMaxHp(); target.recover(3); } target.draw(3,false); target.$draw(3); event.delay=true; } else{ target[event.command](); } event.redo(); } 'step 2' if(event.delay){ game.delay(); } } }, boss_qizuo:{ trigger:{player:'useCardAfter'}, filter:function(event,player){ if(event.parent.name=='boss_qizuo') return false; if(!event.targets||!event.card) return false; if(event.card&&event.card.name=='wuxie') return false; var type=get.type(event.card); if(type!='trick') return false; var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature); var targets=event._targets||event.targets; for(var i=0;i<targets.length;i++){ if(!targets[i].isIn()) return false; if(!player.canUse({name:event.card.name},targets[i],false,false)){ return false; } } return true; }, check:function(event,player){ if(event.card.name=='tiesuo') return false; return true; }, content:function(){ var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number,trigger.card.nature); player.useCard(card,(trigger._targets||trigger.targets).slice(0)); }, ai:{ threaten:1.3 }, }, boss_guimou:{ trigger:{player:'phaseEnd'}, frequent:true, content:function(){ var list=game.filterPlayer(function(target){ return target!=player&&!target.isMad(); }); if(list.length){ var target=list.randomGet(); player.line(target,'green'); target.goMad({player:'phaseAfter'}); } } }, boss_yuance:{ trigger:{global:'damageEnd'}, filter:function(event){ return event.source&&event.source!=event.player&&event.source.isAlive()&&event.player.isAlive(); }, direct:true, content:function(){ 'step 0' var att1=get.attitude(player,trigger.player); var att2=get.attitude(player,trigger.source); var targets=player.getEnemies(); var stop=false; for(var i=0;i<targets.length;i++){ var skills=targets[i].getSkills(); for(var j=0;j<skills.length;j++){ if(get.tag(skills[j],'rejudge',targets[i])){ stop=true;break; } } } var rand=Math.random()<0.5?'选项一':'选项二'; var sourcename=get.translation(trigger.source); var playername=get.translation(trigger.player); player.chooseControl('选项一','选项二','cancel2',function(){ if(att1==0&&att2==0) return rand; if(att1*att2>=0){ if(att1+att2>0){ return '选项二'; } else{ return '选项一'; } } else{ if(trigger.player.isHealthy()&&trigger.source.isHealthy()) return rand; if(trigger.player.isHealthy()){ if(att1<0) return '选项二'; if(att1>0&&!stop) return '选项一'; } if(trigger.source.isHealthy()){ if(att2<0) return '选项二'; if(att2>0&&!stop) return '选项一'; } if(stop) return 'cancel2'; return rand; } }).set('prompt',get.prompt('boss_yuance')).set('choiceList',[ '若判定结果为黑色,'+playername+'失去一点体力,否则'+sourcename+'失去一点体力', '若判定结果为红色,'+playername+'回复一点体力,否则'+sourcename+'回复一点体力' ]); 'step 1' var att1=get.attitude(player,trigger.player); var att2=get.attitude(player,trigger.source); if(result.control=='选项一'){ event.type=1; player.judge(function(card){ if(get.color(card)=='black'){ if(att1>0) return -1; if(att1<0) return 1; } else{ if(att2>0) return -1; if(att2<0) return 1; } return 0; }); } else if(result.control=='选项二'){ event.type=2; player.judge(function(card){ if(get.color(card)=='red'){ if(trigger.player.isDamaged()){ if(att1>0) return 1; if(att1<0) return -1; } } else{ if(trigger.source.isDamaged()){ if(att2>0) return 1; if(att2<0) return -1; } } return 0; }); } else{ event.finish(); } 'step 2' if(event.type==1){ if(result.color=='black'){ trigger.player.loseHp(); } else{ trigger.source.loseHp(); } } else{ if(result.color=='red'){ trigger.player.recover(); } else{ trigger.source.recover(); } } } }, boss_guixin:{ trigger:{global:'drawAfter'}, forced:true, logTarget:'player', filter:function(event,player){ return event.result&&event.result.length>=2&&event.player!=player; }, content:function(){ 'step 0' trigger.player.chooseCard(function(card){ return trigger.result.contains(card); },'归心:交给'+get.translation(player)+'一张牌',true); 'step 1' if(result.bool){ player.gain(result.cards,trigger.player); trigger.player.$give(1,player); } } }, xiongcai:{ unique:true, trigger:{player:'phaseAfter'}, direct:true, init:function(player){ player.storage.xiongcai=[]; // player.storage.xiongcai2=0; }, intro:{ content:'characters' }, content:function(){ 'step 0' // if(player.storage.xiongcai2<1){ // player.storage.xiongcai2++; // event.finish(); // } // else{ // player.storage.xiongcai2=0; // } 'step 1' player.logSkill('xiongcai'); var list=[]; var list2=[]; var players=game.players.concat(game.dead); for(var i=0;i<players.length;i++){ list2.add(players[i].name); list2.add(players[i].name1); list2.add(players[i].name2); } for(var i in lib.character){ if(lib.character[i][1]!='wei') continue; if(lib.character[i][4].contains('boss')) continue; if(lib.character[i][4].contains('minskin')) continue; if(player.storage.xiongcai.contains(i)) continue; if(list2.contains(i)) continue; list.push(i); } var name=list.randomGet(); player.storage.xiongcai.push(name); player.markSkill('xiongcai'); var skills=lib.character[name][3]; for(var i=0;i<skills.length;i++){ player.addSkill(skills[i]); } event.dialog=ui.create.dialog('<div class="text center">'+get.translation(player)+'发动了【雄才】',[[name],'character']); game.delay(2); 'step 2' event.dialog.close(); } }, xiaoxiong:{ trigger:{global:'useCardAfter'}, forced:true, unique:true, forceunique:true, filter:function(event,player){ var type=get.type(event.card,'trick'); return event.player!=player&&(type=='basic'||type=='trick'); }, content:function(){ player.gain(game.createCard(trigger.card),'gain2'); } }, boss_zhangwu:{ global:'boss_zhangwu_ai', trigger:{player:'damageEnd'}, check:function(event,player){ return event.source&&get.damageEffect(event.source,player,player)>0; }, filter:function(event){ return event.source&&event.source.isAlive(); }, logTarget:'source', content:function(){ 'step 0' var target=trigger.source; if(target.countCards('h')==0){ target.damage(2); event.finish(); } else{ target.chooseControl('discard_card','get_damage',function(){ if(get.damageEffect(target,player,target)>=0) return 'get_damage'; var nh=target.countCards('h'); if(nh<=3||target.hp<=3||target.hasSkillTag('noh')) return 'discard_card'; return 'get_damage'; }) } 'step 1' var target=trigger.source; if(result.control=='discard_card'){ target.discard(target.getCards('h')); } else{ target.damage(2); } }, ai:{ maixie:true, maixie_hp:true, } }, boss_zhangwu_ai:{ ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'recover')&&card.name!='recover'){ for(var i=0;i<game.players.length;i++){ if(game.players[i].hasSkill('xiaoxiong')&&get.attitude(target,game.players[i])<0){ return 'zeroplayertarget'; } } } } } } }, yueyin:{ unique:true, mark:true, intro:{ content:function(storage,player){ var str='扣减'+(7-player.storage.xiangxing_count)+'点体力后失去下一枚星;'; str+='防上禳星伤害条件:'+lib.translate['xiangxing'+player.storage.xiangxing+'_info']; return str; }, markcount:function(storage,player){ return Math.max(0,7-player.storage.xiangxing_count); } }, skipDamage:{ x7:function(player){ return player.countCards('h')==0; }, x6:function(player,event){ return event.nature=='fire'; }, x5:function(player,event){ return event.nature=='thunder'; }, x4:function(player,event){ return event.name=='loseHp'; }, x3:function(player,event){ return game.hasPlayer(function(current){ return current!=player&¤t.countCards('e')>=4; }); }, x2:function(player){ return player.countCards('j')>=2; }, x1:function(){ return game.players.length==2; } }, }, xiangxing:{ unique:true, init:function(player){ player.storage.xiangxing=7; player.storage.xiangxing_count=0; player.addSkill('xiangxing7'); }, mark:true, intro:{ content:'当前有#枚星' }, trigger:{player:['damageEnd','loseHpEnd']}, forced:true, popup:false, content:function(){ 'step 0' var num=trigger.num; if(num){ player.storage.xiangxing_count+=num; } if(player.storage.xiangxing_count>=7){ if(player.hasSkill('yueyin')&&lib.skill.yueyin.skipDamage['x'+player.storage.xiangxing](player,trigger)){ event.goto(3); } player.removeSkill('xiangxing'+player.storage.xiangxing); player.storage.xiangxing--; player.storage.xiangxing_count=0; player.updateMarks(); if(player.storage.xiangxing){ player.addSkill('xiangxing'+player.storage.xiangxing); } else{ player.awakenSkill('xiangxing'); } player.popup('xiangxing'); game.log(player,'失去了一枚星'); } else{ player.updateMarks(); event.finish(); } 'step 1' var list=game.filterPlayer(); list.remove(player); list.sort(lib.sort.seat); var list2=[]; for(var i=0;i<list.length;i++){ list2.push(0); } for(var i=0;i<7;i++){ list2[Math.floor(Math.random()*list2.length)]++; } event.list=list; event.list2=list2; 'step 2' if(event.list.length){ var target=event.list.shift(); target.damage(event.list2.shift(),'thunder'); player.line(target,'thunder'); event.redo(); } 'step 3' if(player.storage.xiangxing==0){ player.maxHp=3; player.update(); } }, }, fengqi:{ trigger:{player:['phaseBegin','phaseEnd']}, direct:true, content:function(){ 'step 0' var list={basic:[],equip:[],trick:[],delay:[]}; for(var i=0;i<lib.inpile.length;i++){ var name=lib.inpile[i]; var info=lib.card[name]; if(info.autoViewAs||name=='yuansuhuimie') continue; if(lib.filter.cardEnabled({name:name},player)){ if(!list[info.type]){ list[info.type]=[]; } list[info.type].push([get.translation(lib.card[name].type),'',name]); } } list.trick.sort(lib.sort.name); var dialog=ui.create.dialog('风起',[list.trick,'vcard']); // for(var i in list){ // dialog.addText(get.translation(i)+'牌'); // dialog.add([list[i],'vcard']); // } var rand1=Math.random()<1/3; var rand2=Math.random()<0.5; var rand3=Math.random()<1/3; var rand4=Math.random()<1/3; player.chooseButton(dialog).ai=function(button){ var name=button.link[2]; if(player.hp<=1){ switch(name){ case 'zhiliaobo':return 1; case 'dunpaigedang':return 0.8; case 'nanman':return 0.5; default:return 0; } } if(rand4&&player.countCards('h')<=1){ switch(name){ case 'zengbin':return 1; case 'wuzhong':return 0.8; default:return 0; } } if(player.hasSkill('qinglonglingzhu')){ if(rand2) return name=='chiyuxi'?0.8:0; return name=='jingleishan'?0.8:0; } if(rand2) return name=='wanjian'?0.8:0; return name=='nanman'?0.8:0; } 'step 1' if(result.bool){ var name=result.links[0][2]; var info=lib.card[name]; var card=game.createCard(name); if(info.selectTarget==-1){ var targets=game.filterPlayer(function(current){ return lib.filter.filterTarget(card,player,current); }); if(targets.length){ targets.sort(lib.sort.seat); player.useCard(card,targets); } event.finish(); } else if(info.notarget){ player.useCard(card); } else{ var next=player.chooseTarget('选择'+get.translation(name)+'的目标'); next._get_card=card; next.filterTarget=lib.filter.filterTarget; next.ai=get.effect; if(typeof info.selectTarget=='function'){ next.selectTarget=info.selectTarget; } else{ next.selectTarget=get.select(info.selectTarget); } event.card=card; } } else{ event.finish(); } 'step 2' if(result.bool){ // player.addTempSkill('fengqi2',{player:'useCardAfter'}); player.useCard(event.card,result.targets); } }, ai:{ threaten:1.5, } }, fengqi2:{ mod:{ wuxieRespondable:function(){ return false; } } }, gaiming:{ trigger:{player:'judgeBefore'}, direct:true, priority:1, unique:true, content:function(){ "step 0" event.cards=get.cards(7); player.chooseCardButton(true,event.cards,'改命:选择一张牌作为你的'+trigger.judgestr+'判定结果').ai=function(button){ if(get.attitude(player,trigger.player)>0){ return 1+trigger.judge(button.link); } if(get.attitude(player,trigger.player)<0){ return 1-trigger.judge(button.link); } return 0; }; "step 1" if(!result.bool){ event.finish(); return; } player.logSkill('gaiming',trigger.player); var card=result.links[0]; event.cards.remove(card); var judgestr=get.translation(trigger.player)+'的'+trigger.judgestr+'判定'; event.videoId=lib.status.videoId++; event.dialog=ui.create.dialog(judgestr); event.dialog.classList.add('center'); event.dialog.videoId=event.videoId; game.addVideo('judge1',player,[get.cardInfo(card),judgestr,event.videoId]); for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]); // var node=card.copy('thrown','center',ui.arena).animate('start'); var node; if(game.chess){ node=card.copy('thrown','center',ui.arena).animate('start'); } else{ node=player.$throwordered(card.copy(),true); } node.classList.add('thrownhighlight'); ui.arena.classList.add('thrownhighlight'); if(card){ trigger.untrigger(); trigger.finish(); trigger.result={ card:card, judge:trigger.judge(card), node:node, number:get.number(card), suit:get.suit(card), color:get.color(card), }; if(trigger.result.judge>0){ trigger.result.bool=true; trigger.player.popup('洗具'); } if(trigger.result.judge<0){ trigger.result.bool=false; trigger.player.popup('杯具'); } game.log(trigger.player,'的判定结果为',card); trigger.direct=true; trigger.position.appendChild(card); game.delay(2); } else{ event.finish(); } "step 2" ui.arena.classList.remove('thrownhighlight'); event.dialog.close(); game.addVideo('judge2',null,event.videoId); ui.clear(); var card=trigger.result.card; trigger.position.appendChild(card); trigger.result.node.delete(); game.delay(); }, }, tiandao:{ audio:true, trigger:{global:'judge'}, direct:true, filter:function(event,player){ return player.countCards('he')>0; }, content:function(){ "step 0" player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+ get.translation(trigger.player.judging[0])+','+get.prompt('tiandao'),'he').ai=function(card){ var trigger=_status.event.parent._trigger; var player=_status.event.player; var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]); var attitude=get.attitude(player,trigger.player); if(attitude==0||result==0) return 0; if(attitude>0){ return result; } else{ return -result; } }; "step 1" if(result.bool){ player.respond(result.cards,'highlight'); } else{ event.finish(); } "step 2" if(result.bool){ player.logSkill('tiandao'); player.$gain2(trigger.player.judging[0]); player.gain(trigger.player.judging[0]); trigger.player.judging[0]=result.cards[0]; trigger.position.appendChild(result.cards[0]); game.log(trigger.player,'的判定牌改为',result.cards[0]); } "step 3" game.delay(2); }, ai:{ tag:{ rejudge:1 }, threaten:1.5 } }, lianji:{ audio:true, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ if(player==target) return false; return target.countCards('h')>0; }, selectTarget:2, multitarget:true, multiline:true, filter:function(event,player){ return player.countCards('h')>0; }, prepare:'throw', discard:false, filterCard:true, check:function(card){ return 6-get.value(card); }, content:function(){ "step 0" if(targets[0].countCards('h')&&targets[1].countCards('h')){ targets[0].chooseToCompare(targets[1]); } else{ event.finish(); } "step 1" if(result.bool){ targets[0].gain(cards); targets[0].$gain2(cards); targets[1].damage(targets[0]); } else{ targets[1].gain(cards); targets[1].$gain2(cards); targets[0].damage(targets[1]); } }, ai:{ expose:0.3, threaten:2, order:9, result:{ target:-1 } }, }, mazui:{ audio:true, enable:'phaseUse', usable:1, filterCard:{color:'black'}, filterTarget:function(card,player,target){ return !target.hasSkill('mazui2'); }, check:function(card){ return 6-get.value(card); }, discard:false, prepare:'give', content:function(){ target.storage.mazui2=cards[0]; target.addSkill('mazui2'); game.addVideo('storage',target,['mazui2',get.cardInfo(target.storage.mazui2),'card']); }, ai:{ expose:0.2, result:{ target:function(player,target){ return -target.hp; } }, order:4, threaten:1.2 } }, mazui2:{ trigger:{source:'damageBegin'}, forced:true, mark:'card', filter:function(event){ return event.num>0; }, content:function(){ trigger.num--; player.addSkill('mazui3'); player.removeSkill('mazui2'); }, intro:{ content:'card' } }, mazui3:{ trigger:{source:['damageEnd','damageZero']}, forced:true, popup:false, content:function(){ player.gain(player.storage.mazui2,'gain2'); game.log(player,'获得了',player.storage.mazui2); player.removeSkill('mazui3'); delete player.storage.mazui2; } }, yunshen:{ trigger:{player:'respond'}, filter:function(event,player){ return event.card.name=='shan'; }, frequent:true, init:function(player){ player.storage.yunshen=0; }, content:function(){ player.storage.yunshen++; player.markSkill('yunshen'); }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'respondShan')){ var shans=target.countCards('h','shan'); var hs=target.countCards('h'); if(shans>1) return [1,1]; if(shans&&hs>2) return [1,1]; if(shans) return [1,0.5]; if(hs>2) return [1,0.3]; if(hs>1) return [1,0.2]; return [1.2,0]; } } }, threaten:0.8 }, intro:{ content:'mark' }, group:'yunshen2' }, yunshen2:{ trigger:{player:'phaseBegin'}, forced:true, filter:function(event,player){ return player.storage.yunshen>0; }, content:function(){ player.draw(player.storage.yunshen); player.storage.yunshen=0; player.unmarkSkill('yunshen'); }, mod:{ globalTo:function(from,to,distance){ if(typeof to.storage.yunshen=='number') return distance+to.storage.yunshen; } } }, lingbo:{ audio:2, trigger:{player:'respond'}, filter:function(event,player){ return event.card.name=='shan'; }, frequent:true, content:function(){ player.draw(2); }, ai:{ mingzhi:false, effect:{ target:function(card,player,target){ if(get.tag(card,'respondShan')){ var shans=target.countCards('h','shan'); var hs=target.countCards('h'); if(shans>1) return [0,1]; if(shans&&hs>2) return [0,1]; if(shans) return [0,0]; if(hs>2) return [0,0]; if(hs>1) return [1,0.5]; return [1.5,0]; } } }, threaten:0.8 } }, jiaoxia:{ audio:2, trigger:{target:'useCardToBegin'}, filter:function(event,player){ return event.card&&get.color(event.card)=='red'; }, frequent:true, content:function(){ player.draw(); }, ai:{ effect:function(card,player,target){ if(get.color(card)=='red') return [1,1]; }, } }, boss_nbianshenx:{}, boss_jingjue:{ inherit:'boss_danshu' }, boss_renxing:{ trigger:{global:['damageEnd','recoverEnd']}, forced:true, filter:function(event,player){ return _status.currentPhase!=player; }, content:function(){ player.draw(); } }, boss_ruizhi:{ trigger:{global:'phaseBegin'}, forced:true, filter:function(event,player){ return event.player!=player&&event.player.countCards('he')>1; }, content:function(){ 'step 0' player.line(trigger.player,'green'); var next=trigger.player.chooseCard(true,'选择保留一张手牌和一张装备区内的牌,然后弃置其它牌','he',function(card){ switch(get.position(card)){ case 'h':{ if(ui.selected.cards.length){ return get.position(ui.selected.cards[0])=='e'; } else{ return trigger.player.countCards('h')>1; } break; } case 'e':{ if(ui.selected.cards.length){ return get.position(ui.selected.cards[0])=='h'; } else{ return trigger.player.countCards('e')>1; } break; } } }); var num=0; if(trigger.player.countCards('h')>1){ num++; } if(trigger.player.countCards('e')>1){ num++; } next.selectCard=[num,num]; next.ai=function(card){ return get.value(card); }; 'step 1' if(result.bool){ var he=[]; var hs=trigger.player.getCards('h'); var es=trigger.player.getCards('e'); if(hs.length>1){ he=he.concat(hs); } if(es.length>1){ he=he.concat(es); } for(var i=0;i<result.cards.length;i++){ he.remove(result.cards[i]); } trigger.player.discard(he); } } }, boss_nbaonu:{ group:['boss_nbaonu_sha'], trigger:{player:'phaseDrawBegin'}, forced:true, priority:-1, content:function(){ if(player.hp>4){ trigger.num=4+Math.floor(Math.random()*(player.hp-3)); } else{ trigger.num=4; } }, subSkill:{ sha:{ mod:{ cardUsable:function(card,player,num){ if(card.name=='sha'&&player.hp<5) return Infinity; } }, trigger:{source:'damageBegin'}, filter:function(event,player){ return event.card&&event.card.name=='sha'&&event.notLink()&&player.hp<5; }, forced:true, content:function(){ trigger.num++; } } } }, boss_shouyi:{ mod:{ targetInRange:function(){ return true; } }, }, boss_mengtai:{ group:['boss_mengtai_begin','boss_mengtai_draw','boss_mengtai_use', 'boss_mengtai_discard','boss_mengtai_end'], subSkill:{ begin:{ trigger:{player:'phaseBegin'}, forced:true, popup:false, content:function(){ player.storage.boss_mengtai_draw=true; player.storage.boss_mengtai_use=true; } }, draw:{ trigger:{player:'phaseDrawBegin'}, forced:true, popup:false, content:function(){ player.storage.boss_mengtai_draw=false; } }, use:{ trigger:{player:'phaseUseBegin'}, forced:true, popup:false, content:function(){ player.storage.boss_mengtai_use=false; } }, discard:{ trigger:{player:'phaseDiscardBefore'}, forced:true, filter:function(event,player){ if(player.storage.boss_mengtai_use) return true; return false; }, content:function(){ trigger.untrigger(); trigger.finish(); } }, end:{ trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ if(player.storage.boss_mengtai_draw) return true; return false; }, content:function(){ player.draw(3); } } } }, boss_nbianshen:{ trigger:{player:'phaseBefore'}, forced:true, popup:false, priority:25, filter:function(event,player){ if(player.name=='boss_nianshou_heti'||player.storage.boss_nbianshen) return true; return false; }, content:function(){ if(player.storage.boss_nbianshen){ var hp=player.hp, maxHp=player.maxHp, hujia=player.hujia; player.init('boss_nianshou_'+player.storage.boss_nbianshen_next); player.storage.boss_nbianshen.remove(player.storage.boss_nbianshen_next); if(!player.storage.boss_nbianshen.length){ player.storage.boss_nbianshen=['jingjue','renxing','ruizhi','baonu']; } player.storage.boss_nbianshen_next=player.storage.boss_nbianshen.randomGet(player.storage.boss_nbianshen_next); player.hp=hp; player.maxHp=maxHp; player.hujia=hujia; player.update(); } else{ player.storage.boss_nbianshen=['jingjue','renxing','ruizhi','baonu']; player.storage.boss_nbianshen_next=player.storage.boss_nbianshen.randomGet(); player.markSkill('boss_nbianshen'); } }, intro:{ content:function(storage,player){ var map={ jingjue:'警觉', renxing:'任性', ruizhi:'睿智', baonu:'暴怒' }; return '下一个状态:'+map[player.storage.boss_nbianshen_next]; } } }, boss_damagecount:{ mode:['boss'], global:'boss_damagecount2' }, boss_damagecount2:{ trigger:{source:'damageEnd'}, silent:true, filter:function(event,player){ if(!ui.damageCount) return false; return event.num>0&&player.isFriendOf(game.me)&&event.player.isEnemyOf(game.me); }, content:function(){ _status.damageCount+=trigger.num; ui.damageCount.innerHTML='伤害: '+_status.damageCount; } }, boss_nianrui:{ trigger:{player:'phaseDrawBegin'}, forced:true, content:function(){ trigger.num+=2; }, ai:{ threaten:1.6 } }, boss_qixiang:{ group:['boss_qixiang1','boss_qixiang2'], ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='lebu'&&card.name=='bingliang') return 0.8; } } } }, boss_qixiang1:{ trigger:{player:'judge'}, forced:true, filter:function(event,player){ if(event.card){ if(event.card.viewAs){ return event.card.viewAs=='lebu'; } else{ return event.card.name=='lebu'; } } }, content:function(){ player.addTempSkill('boss_qixiang3','judgeAfter'); } }, boss_qixiang2:{ trigger:{player:'judge'}, forced:true, filter:function(event,player){ if(event.card){ if(event.card.viewAs){ return event.card.viewAs=='bingliang'; } else{ return event.card.name=='bingliang'; } } }, content:function(){ player.addTempSkill('boss_qixiang4','judgeAfter'); } }, boss_qixiang3:{ mod:{ suit:function(card,suit){ if(suit=='diamond') return 'heart'; } } }, boss_qixiang4:{ mod:{ suit:function(card,suit){ if(suit=='spade') return 'club'; } } }, boss_bianshen2:{ mode:['boss'], global:'boss_bianshen2x', trigger:{player:'dieBegin'}, silent:true, content:function(){ player.hide(); game.addVideo('hidePlayer',player); } }, boss_bianshen2x:{ trigger:{global:'dieAfter'}, forced:true, priority:-10, globalFixed:true, filter:function(event){ if(lib.config.mode!='boss') return false; return event.player==game.boss&&event.player.hasSkill('boss_bianshen2'); }, content:function(){ 'step 0' game.delay(); 'step 1' game.changeBoss(['boss_niutou','boss_mamian'].randomGet()); } }, boss_bianshen3:{ mode:['boss'], global:'boss_bianshen3x', trigger:{player:'dieBegin'}, silent:true, content:function(){ player.hide(); game.addVideo('hidePlayer',player); } }, boss_bianshen3x:{ trigger:{global:'dieAfter'}, forced:true, priority:-10, globalFixed:true, filter:function(event){ if(lib.config.mode!='boss') return false; return event.player==game.boss&&event.player.hasSkill('boss_bianshen3'); }, content:function(){ 'step 0' game.delay(); 'step 1' game.changeBoss(['boss_baiwuchang','boss_heiwuchang'].randomGet()); } }, boss_bianshen4:{ mode:['boss'], global:'boss_bianshen4x', trigger:{player:'dieBegin'}, silent:true, content:function(){ player.hide(); game.addVideo('hidePlayer',player); } }, boss_bianshen4x:{ trigger:{global:'dieAfter'}, forced:true, priority:-10, globalFixed:true, filter:function(event){ if(lib.config.mode!='boss') return false; return event.player==game.boss&&event.player.hasSkill('boss_bianshen4'); }, content:function(){ 'step 0' game.delay(); 'step 1' game.changeBoss(['boss_yecha','boss_luocha'].randomGet()); } }, boss_moyany:{ trigger:{player:'loseEnd'}, frequent:true, unique:true, filter:function(event,player){ return _status.currentPhase!=player; }, content:function(){ "step 0" player.judge(function(card){ return get.color(card)=='red'?1:0; }); "step 1" if(result.bool){ player.chooseTarget(true,'选择一个目标对其造成两点火焰伤害',function(card,player,target){ return player!=target; }).ai=function(target){ return get.damageEffect(target,player,player,'fire'); } } else{ event.finish(); } "step 2" if(result.targets.length){ player.line(result.targets,'fire'); result.targets[0].damage(2,'fire'); } }, ai:{ effect:{ target:function(card){ if(get.tag(card,'loseCard')){ return [0.5,1]; } } } } }, boss_danshu:{ trigger:{player:'loseEnd'}, frequent:true, unique:true, filter:function(event,player){ return _status.currentPhase!=player&&player.hp<player.maxHp; }, content:function(){ "step 0" player.judge(function(card){ return get.color(card)=='red'?1:0; }); "step 1" if(result.color=='red'){ player.recover(); } }, ai:{ effect:{ target:function(card){ if(get.tag(card,'loseCard')){ return [0.5,1]; } } } } }, boss_modao:{ trigger:{player:'phaseBegin'}, forced:true, content:function(){ player.draw(2); } }, boss_mojian:{ trigger:{player:'phaseUseBegin'}, content:function(){ var list=game.filterPlayer(function(current){ return player.canUse('wanjian',current)&¤t.isEnemyOf(player); }); list.sort(lib.sort.seat); player.useCard({name:'wanjian'},list); }, ai:{ threaten:1.8 } }, boss_yushou:{ trigger:{player:'phaseUseBegin'}, content:function(){ var list=game.filterPlayer(function(current){ return player.canUse('nanman',current)&¤t.isEnemyOf(player); }); list.sort(lib.sort.seat); player.useCard({name:'nanman'},list); } }, boss_zuijiu:{ trigger:{source:'damageBegin'}, filter:function(event){ return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&& event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2'; }, forced:true, content:function(){ trigger.num++; } }, boss_xixing:{ trigger:{player:'phaseBegin'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('boss_xixing'),function(card,player,target){ return player!=target&&target.isLinked(); }).ai=function(target){ return get.damageEffect(target,player,player,'thunder'); } "step 1" if(result.bool){ player.logSkill('boss_xixing',result.targets); result.targets[0].damage('thunder'); player.recover(); } }, }, boss_suoming:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return game.hasPlayer(function(current){ return current!=player&&!current.isLinked(); }); }, content:function(){ "step 0" var num=game.countPlayer(function(current){ return current!=player&&!current.isLinked(); }); player.chooseTarget(get.prompt('boss_suoming'),[1,num],function(card,player,target){ return !target.isLinked()&&player!=target; }).ai=function(target){ return -get.attitude(player,target); } "step 1" if(result.bool){ player.logSkill('boss_suoming',result.targets); event.targets=result.targets; event.num=0; } else{ event.finish(); } "step 2" if(event.num<event.targets.length){ event.targets[event.num].link(); event.num++; event.redo(); } }, }, boss_taiping:{ trigger:{player:'phaseDrawBegin'}, forced:true, content:function(){ trigger.num+=2; } }, boss_baolian:{ trigger:{player:'phaseEnd'}, forced:true, content:function(){ player.draw(2); } }, boss_xiaoshou:{ trigger:{player:'phaseEnd'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('boss_xiaoshou'),function(card,player,target){ return player!=target&&target.hp>=player.hp; }).ai=function(target){ return get.damageEffect(target,player,player,'fire'); } "step 1" if(result.bool){ player.logSkill('boss_xiaoshou',result.targets); result.targets[0].damage('fire',3); } }, }, boss_manjia:{ group:['boss_manjia1','boss_manjia2'] }, boss_manjia1:{ trigger:{target:'useCardToBefore'}, forced:true, priority:6, filter:function(event,player){ if(player.getEquip(2)) return false; return lib.skill.tengjia1.filter(event,player); }, content:function(){ trigger.untrigger(); trigger.finish(); }, ai:{ effect:{ target:function(card,player,target,current){ if(target.getEquip(2)) return; return lib.skill.tengjia1.ai.effect.target.apply(this,arguments); } } } }, boss_manjia2:{ trigger:{player:'damageBegin'}, filter:function(event,player){ if(player.getEquip(2)) return false; if(event.nature=='fire') return true; }, forced:true, check:function(){ return false; }, content:function(){ trigger.num++; }, ai:{ effect:{ target:function(card,player,target,current){ if(target.getEquip(2)) return; return lib.skill.tengjia2.ai.effect.target.apply(this,arguments); } } } }, boss_lianyu:{ trigger:{player:'phaseEnd'}, unique:true, content:function(){ "step 0" event.players=get.players(player); "step 1" if(event.players.length){ var current=event.players.shift(); if(current.isEnemyOf(player)){ player.line(current,'fire'); current.damage('fire'); } event.redo(); } }, ai:{ threaten:2 } }, boss_guiji:{ trigger:{player:'phaseJudgeBegin'}, forced:true, content:function(){ player.discard(player.getCards('j').randomGet()); }, filter:function(event ,player){ return player.countCards('j')>0; }, ai:{ effect:{ target:function(card,player,target,current){ if(get.type(card)=='delay'&&target.countCards('j')==0) return 0.1; } } } }, boss_minbao:{ global:'boss_minbao2' }, boss_minbao2:{ trigger:{global:'dieAfter'}, forced:true, globalFixed:true, filter:function(event,player){ return event.player.hasSkill('boss_minbao')&&event.player.isDead(); }, content:function(){ trigger.player.line(player,'fire'); player.damage('nosource','fire').animate=false; player.$damage(trigger.player); player.$damagepop(-1,'fire'); if(lib.config.animation&&!lib.config.low_performance){ player.$fire(); } if(!event.parent.parent.boss_minbao_logv){ event.parent.parent.boss_minbao_logv=true; game.logv(trigger.player,'boss_minbao',game.filterPlayer(),event.parent.parent); } } }, boss_guihuo:{ trigger:{player:'phaseEnd'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('boss_guihuo'),function(card,player,target){ return player!=target; }).ai=function(target){ return get.damageEffect(target,player,player,'fire'); } "step 1" if(result.bool){ player.logSkill('boss_guihuo',result.targets); result.targets[0].damage('fire'); } }, }, boss_luolei:{ trigger:{player:'phaseBegin'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('boss_luolei'),function(card,player,target){ return player!=target; }).ai=function(target){ return get.damageEffect(target,player,player,'thunder'); } "step 1" if(result.bool){ player.logSkill('boss_luolei',result.targets); result.targets[0].damage('thunder'); } }, }, boss_beiming:{ trigger:{player:'dieBegin'}, forced:true, filter:function(event){ return event.source!=undefined; }, content:function(){ trigger.source.discard(trigger.source.getCards('h')); }, ai:{ threaten:0.7 } }, boss_shanbeng:{ global:'boss_shanbeng2', trigger:{player:'dieBegin'}, forced:true, logv:false, content:function(){ var targets=game.filterPlayer(function(current){ return current.countCards('e'); }); player.line(targets,'green'); game.delay(); game.logv(player,'boss_shanbeng',targets,null,true); } }, boss_shanbeng2:{ trigger:{global:'dieAfter'}, forced:true, globalFixed:true, filter:function(event,player){ return player.countCards('e')>0&&event.player.hasSkill('boss_shanbeng')&&event.player.isDead(); }, content:function(){ player.discard(player.getCards('e')); } }, boss_didong:{ trigger:{player:'phaseEnd'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('boss_didong'),function(card,player,target){ return target.isEnemyOf(player); }).ai=function(target){ var att=get.attitude(player,target); if(target.isTurnedOver()){ if(att>0){ return att+5; } return -1; } if(player.isTurnedOver()){ return 5-att; } return -att; }; "step 1" if(result.bool){ player.logSkill('boss_didong',result.targets); result.targets[0].turnOver(); } }, ai:{ threaten:1.7 } }, boss_guimei:{ mod:{ targetEnabled:function(card,player,target){ if(get.type(card)=='delay'){ return false; } } } }, boss_bianshen:{ trigger:{global:'gameStart'}, forced:true, popup:false, content:function(){ player.smoothAvatar(); player.init(['boss_chi','boss_mo','boss_wang','boss_liang'].randomGet()); game.addVideo('reinit2',player,player.name); } }, boss_bianshen_intro1:{nobracket:true}, boss_bianshen_intro2:{nobracket:true}, boss_bianshen_intro3:{nobracket:true}, boss_bianshen_intro4:{nobracket:true}, boss_chiyan_intro1:{nobracket:true}, boss_chiyan_intro2:{nobracket:true}, boss_chiyan_intro3:{nobracket:true}, boss_chiyan_intro4:{nobracket:true}, boss_qingmu_intro1:{nobracket:true}, boss_qingmu_intro2:{nobracket:true}, boss_qingmu_intro3:{nobracket:true}, boss_qingmu_intro4:{nobracket:true}, zhanjiang:{ trigger:{player:'phaseBegin'}, filter:function(event,player){ var players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(players[i]!=player&&players[i].getEquip('qinggang')){ return true; } } }, content:function(){ var players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(players[i]!=player){ var e=players[i].getEquip('qinggang'); if(e.length){ player.gain(e,players[i]); players[i].$give(e,player); break; } } } } }, boss_juejing:{ trigger:{player:'phaseDrawBefore'}, forced:true, content:function(){ trigger.untrigger(); trigger.finish(); }, ai:{ noh:true, }, group:'boss_juejing2' }, boss_juejing2:{ trigger:{player:'loseEnd'}, forced:true, filter:function(event,player){ return player.countCards('h')<4; }, content:function(){ player.draw(4-player.countCards('h')); } }, boss_leiji:{ audio:2, trigger:{player:'respond'}, filter:function(event,player){ return event.card.name=='shan'; }, direct:true, content:function(){ "step 0"; player.chooseTarget(get.prompt('boss_leiji')).ai=function(target){ return get.damageEffect(target,player,player,'thunder'); }; "step 1" if(result.bool){ player.logSkill('boss_leiji',result.targets,'thunder'); event.target=result.targets[0]; event.target.judge(function(card){ // var suit=get.suit(card); // if(suit=='spade') return -4; // if(suit=='club') return -2; if(get.color(card)=='black') return -2; return 0; }); } else{ event.finish(); } "step 2" if(result.bool==false){ event.target.damage('thunder'); player.draw(); } }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')){ var hastarget=false,players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(get.attitude(target,players[i])<0){ hastarget=true;break; } } var be=target.countCards('e',{color:'black'}); if(target.countCards('h','shan')&&be){ if(!target.hasSkill('guidao')) return 0; return [0,hastarget?target.countCards('he')/2:0]; } if(target.countCards('h','shan')&&target.countCards('h')>2){ if(!target.hasSkill('guidao')) return 0; return [0,hastarget?target.countCards('h')/4:0]; } if(target.countCards('h')>3||(be&&target.countCards('h')>=2)){ return [0,0]; } if(target.countCards('h')==0){ return [1.5,0]; } if(target.countCards('h')==1&&!be){ return [1.2,0]; } if(!target.hasSkill('guidao')) return [1,0.05]; return [1,Math.min(0.5,(target.countCards('h')+be)/4)]; } } } } }, wuqin:{ audio:2, trigger:{player:'phaseEnd'}, filter:function(event,player){ return player.countCards('h')==0; }, content:function(){ player.draw(3) } }, boss_baolin:{ audio:true, inherit:'juece', }, boss_qiangzheng:{ audio:2, trigger:{player:'phaseEnd'}, forced:true, unique:true, filter:function(event,player){ return game.hasPlayer(function(current){ return current!=player&¤t.countCards('h'); }); }, content:function(){ "step 0" var players=get.players(player); players.remove(player); event.players=players; player.line(players,'green'); "step 1" if(event.players.length){ var current=event.players.shift(); var hs=current.getCards('h') if(hs.length){ var card=hs.randomGet(); player.gain(card,current); current.$giveAuto(card,player); } event.redo(); } } }, guizhen:{ audio:2, trigger:{player:'loseEnd'}, frequent:true, filter:function(event,player){ if(player.countCards('h')) return false; for(var i=0;i<event.cards.length;i++){ if(event.cards[i].original=='h') return true; } return false; }, content:function(){ "step 0" var players=get.players(player); players.remove(player); event.players=players; "step 1" if(event.players.length){ var current=event.players.shift(); var hs=current.getCards('h'); if(hs.length){ current.lose(hs)._triggered=null; current.$throw(hs); } else{ current.loseHp(); } game.delay(0.5); event.redo(); } }, }, boss_konghun:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(){ return game.players.length>=3; }, content:function(){ "step 0" player.chooseTarget(function(card,player,target){ return target!=player; }).ai=function(){ return 1; } "step 1" if(result.bool){ player.logSkill('boss_konghun',result.targets); result.targets[0].goMad(); } }, group:'boss_konghun2' }, boss_konghun2:{ trigger:{player:'phaseBegin'}, forced:true, popup:false, content:function(){ var players=game.players.concat(game.dead); for(var i=0;i<players.length;i++){ if(players[i].isMad()){ players[i].unMad(); } } } }, yuehun:{ unique:true, trigger:{player:'phaseEnd'}, frequent:true, content:function(){ player.recover(); player.draw(2); } }, boss_wange:{ inherit:'boss_guiji' }, fengwu:{ audio:2, unique:true, enable:'phaseUse', usable:1, content:function(){ "step 0" event.current=player.next; "step 1" event.current.chooseToUse({name:'sha'},function(card,player,target){ if(player==target) return false; if(get.distance(player,target)<=1) return true; var players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(players[i]==player) continue; if(get.distance(player,players[i])<get.distance(player,target)) return false; } return true; }) "step 2" if(result.bool==false) event.current.loseHp(); if(event.current.next!=player){ event.current=event.current.next; game.delay(0.5); event.goto(1); } }, ai:{ order:1, result:{ player:function(player){ if(player.countCards('h','shan')) return 1; var num=0,players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(players[i].canUse('sha',player)&&players[i].countCards('h')>1){ num--; } else{ num++; } } return num; } } } }, huanhua:{ audio:2, trigger:{global:'gameDrawAfter'}, forced:true, unique:true, content:function(){ for(var i=0;i<game.players.length;i++){ if(game.players[i]==player) continue; player.maxHp+=game.players[i].maxHp; if(!game.players[i].name||!lib.character[game.players[i].name]) continue; var skills=lib.character[game.players[i].name][3]; for(var j=0;j<skills.length;j++){ if(!lib.skill[skills[j]].forceunique){ player.addSkill(skills[j]); } } } player.hp=player.maxHp; player.update(); }, group:['huanhua3','huanhua4'], ai:{ threaten:0.8, effect:{ target:function(card){ if(card.name=='bingliang') return 0; } } } }, huanhua2:{ trigger:{player:'phaseDrawBefore'}, priority:10, forced:true, popup:false, check:function(){ return false; }, content:function(){ trigger.untrigger(); trigger.finish(); } }, huanhua3:{ trigger:{global:'drawAfter'}, forced:true, filter:function(event,player){ if(event.parent.name!='phaseDraw') return false; return event.player!=player; }, content:function(){ player.draw(trigger.num); } }, huanhua4:{ trigger:{global:'discardAfter'}, forced:true, filter:function(event,player){ if(event.parent.parent.name!='phaseDiscard') return false; return event.player!=player; }, content:function(){ player.chooseToDiscard(trigger.cards.length,true); } }, jidian:{ audio:2, trigger:{source:'damageAfter'}, direct:true, unique:true, content:function(){ "step 0" player.chooseTarget(get.prompt('jidian'),function(card,player,target){ return get.distance(trigger.player,target)<=1&&trigger.player!=target; }).ai=function(target){ return get.damageEffect(target,player,player,'thunder')+0.1; } "step 1" if(result.bool){ event.target=result.targets[0]; event.target.judge(function(card){ return get.color(card)=='red'?0:-1; }) player.logSkill('jidian',event.target,false); trigger.player.line(event.target,'thunder'); } else{ event.finish(); } "step 2" if(result.color=='black'){ event.target.damage('thunder'); } } }, tinqin:{ audio:false, inherit:'manjuan' }, boss_hujia:{ audio:2, trigger:{player:'phaseEnd'}, direct:true, unique:true, filter:function(event,player){ if(player.hp==player.maxHp) return false; if(!player.countCards('he')) return false; return true; }, content:function(){ "step 0" player.chooseCardTarget({ position:'he', filterTarget:function(card,player,target){ if(player==target) return false; if(!lib.character[target.name]) return false; return true; }, filterCard:lib.filter.cardDiscardable, ai1:function(card){ return get.unuseful(card)+9; }, ai2:function(target){ if(target.storage.boss_hujia) return Math.max(1,10-target.maxHp); return 1/target.maxHp; }, prompt:get.prompt('boss_hujia') }); "step 1" if(result.bool){ var target=result.targets[0]; player.logSkill('boss_hujia',target); if(target.storage.boss_hujia){ target.loseMaxHp(); } else{ target.disableSkill('boss_hujia',lib.character[target.name][3]); target.storage.boss_hujia=true; } player.discard(result.cards); } }, ai:{ expose:0.2, } }, boss_guihan:{ audio:2, unique:true, enable:'chooseToUse', mark:true, derivation:['tinqin','boss_huixin'], init:function(player){ player.storage.boss_guihan=false; }, filter:function(event,player){ if(event.type!='dying') return false; if(!player.isDying()) return false; if(player.storage.boss_guihan) return false; return true; }, content:function(){ "step 0" player.removeSkill('boss_guihan'); player.recover(player.maxHp-player.hp); player.storage.boss_guihan=true; "step 1" player.draw(4); "step 2" for(var i=0;i<game.players.length;i++){ game.players[i].enableSkill('boss_hujia'); delete game.players[i].storage.boss_hujia; } if(game.bossinfo){ game.bossinfo.loopType=1; _status.roundStart=game.boss; } player.removeSkill('beige'); player.removeSkill('boss_hujia'); player.addSkill('tinqin'); player.addSkill('boss_huixin'); }, ai:{ skillTagFilter:function(player){ if(player.storage.boss_guihan) return false; }, save:true, result:{ player:4, }, }, intro:{ content:'limited' } }, huoshen:{ trigger:{player:'damageBefore'}, forced:true, unique:true, filter:function(event){ return event.nature=='fire'; }, content:function(){ trigger.untrigger(); trigger.finish(); player.recover(); }, ai:{ effect:{ target:function(card){ if(get.tag(card,'fireDamage')){ return [0,2]; } } } }, }, boss_xianyin:{ trigger:{player:'loseEnd'}, frequent:true, unique:true, filter:function(event,player){ return _status.currentPhase!=player; }, content:function(){ "step 0" player.judge(function(card){ return get.color(card)=='red'?1:0; }); "step 1" if(result.bool){ player.chooseTarget(true,'选择一个目标令其失去一点体力',function(card,player,target){ return player!=target; }).ai=function(target){ return Math.max(1,9-target.hp); } } else{ event.finish(); } "step 2" if(result.targets.length){ player.line(result.targets); result.targets[0].loseHp(); } }, ai:{ effect:{ target:function(card){ if(get.tag(card,'loseCard')){ return [0.5,1]; } } } } }, boss_huixin:{ trigger:{player:'loseEnd'}, frequent:true, unique:true, filter:function(event,player){ return _status.currentPhase!=player; }, content:function(){ "step 0" player.judge(); "step 1" if(result.color=='black'){ _status.currentPhase.loseHp(); } else{ player.recover(); player.draw(); } }, ai:{ effect:{ target:function(card){ if(get.tag(card,'loseCard')){ return [0.5,1]; } } } } }, boss_shengshou:{ audio:true, trigger:{player:'useCard'}, frequent:true, unique:true, filter:function(event,player){ return player.hp<player.maxHp; }, content:function(){ "step 0" player.judge(function(card){ return get.color(card)=='red'?1:0; }); "step 1" if(result.bool){ player.recover(); } }, }, boss_honglian:{ audio:2, trigger:{player:'phaseEnd'}, forced:true, unique:true, content:function(){ "step 0" event.players=get.players(player); event.players.remove(player); player.draw(2); "step 1" if(event.players.length){ event.players.shift().damage('fire'); event.redo(); } }, }, boss_yuhuo:{ trigger:{player:'niepanAfter'}, forced:true, unique:true, derivation:['shenwei','zhuyu'], content:function(){ player.addSkill('kanpo'); player.addSkill('shenwei'); player.addSkill('zhuyu'); if(game.bossinfo){ game.bossinfo.loopType=1; _status.roundStart=game.boss; } } }, boss_tianyu:{ audio:true, trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ if(player.isLinked()) return true; return game.hasPlayer(function(current){ return current!=player&&!current.isLinked(); }); }, content:function(){ "step 0" event.targets=game.filterPlayer(); event.targets.remove(player); event.targets.sort(lib.sort.seat); if(player.isLinked()) player.link(); "step 1" if(event.targets.length){ var target=event.targets.shift(); if(!target.isLinked()){ target.link(); player.line(target,'green'); } event.redo(); } } }, boss_jizhi:{ audio:2, trigger:{player:'useCard'}, frequent:true, unique:true, filter:function(event){ var type=get.type(event.card,'trick'); return type!='basic'&&event.cards[0]&&event.cards[0]==event.card; }, content:function(){ var cards=get.cards(); player.gain(cards,'gain2'); game.log(player,'获得了',cards); }, ai:{ threaten:1.4, noautowuxie:true, } }, boss_guiyin:{ mod:{ targetEnabled:function(card,player,target){ if(_status.currentPhase==player&&target.hp<player.hp) return false; } } }, boss_gongshen:{ trigger:{global:'gameDrawAfter'}, forced:true, unique:true, content:function(){ for(var i=0;i<game.players.length;i++){ if(game.players[i]!=player){ game.players[i].forcemin=true; } } }, mod:{ targetEnabled:function(card,player,target){ if(get.type(card)=='delay'&&player!=target){ return false; } } } }, fanghua:{ trigger:{player:'phaseEnd'}, forced:true, unique:true, filter:function(){ return game.hasPlayer(function(current){ return current.isTurnedOver(); }); }, content:function(){ "step 0" event.players=get.players(player); event.num=0; for(var i=0;i<event.players.length;i++){ if(!event.players[i].isTurnedOver()){ event.players.splice(i--,1); } } "step 1" if(event.players.length){ event.players.shift().loseHp(); event.redo(); } } }, tashui:{ audio:2, trigger:{player:['useCard','respondAfter']}, direct:true, unique:true, filter:function(event){ return get.color(event.card)=='black'; }, content:function(){ "step 0" game.delay(0.5); player.chooseTarget(get.prompt('tashui'),function(card,player,target){ return player!=target; }).ai=function(target){ if(target.isTurnedOver()) return -1; return 1; } "step 1" if(result.bool){ player.logSkill('tashui',result.targets,'thunder'); result.targets[0].turnOver(); } }, ai:{ effect:{ player:function(card){ if(get.color(card)=='black'){ return [1,2]; } } } } }, shangshix:{ trigger:{player:['loseEnd','changeHp']}, forced:true, unique:true, audio:2, filter:function(event,player){ return player.countCards('h')<4; }, content:function(){ player.draw(4-player.countCards('h')); }, group:'shangshix2', ai:{ effect:{ target:function(card,player,target){ if(card.name=='shunshou') return; if(card.name=='guohe'){ if(!target.countCards('e')) return [0,1]; } else if(get.tag(card,'loseCard')){ return [0,1]; } } }, noh:true, } }, xiuluo:{ audio:2, trigger:{player:'phaseBegin'}, direct:true, filter:function(event,player){ return player.countCards('j')>0; }, content:function(){ "step 0" var next=player.discardPlayerCard(player,2,'hj','是否一张手牌来弃置一张花色相同的判定牌?'); next.filterButton=function(button){ var card=button.link; if(!lib.filter.cardDiscardable(card,player)) return false; if(ui.selected.buttons.length==0) return true; if(get.position(ui.selected.buttons[0].link)=='h'){ if(get.position(card)!='j') return false; } if(get.position(ui.selected.buttons[0].link)=='j'){ if(get.position(card)!='h') return false; } return get.suit(card)==get.suit(ui.selected.buttons[0].link) }; next.ai=function(button){ var card=button.link; if(get.position(card)=='h'){ return 11-get.value(card); } if(card.name=='lebu') return 5; if(card.name=='bingliang') return 4; if(card.name=='guiyoujie') return 3; return 2; }; next.logSkill='xiuluo'; } }, shangshix2:{ trigger:{player:'phaseEnd'}, forced:true, unique:true, filter:function(event,player){ return player.hp>1; }, content:function(){ "step 0" event.players=get.players(player); event.num=0; "step 1" if(event.players.length){ event.players.shift().loseHp(); event.redo(); } } }, boss_wuxin:{ trigger:{player:'damageBefore'}, forced:true, priority:10, content:function(){ trigger.untrigger(); trigger.finish(); player.loseHp(); }, audio:2, }, shenwei:{ audio:2, unique:true, trigger:{player:'phaseDrawBegin'}, forced:true, content:function(){ trigger.num+=3; }, mod:{ maxHandcard:function(player,current){ return current+3; } } }, shenji:{ unique:true, mod:{ selectTarget:function(card,player,range){ if(range[1]==-1) return; if(player.getEquip(1)) return; if(card.name=='sha') range[1]+=2; }, cardUsable:function(card,player,num){ if(player.getEquip(1)) return; if(card.name=='sha') return num+1; } }, ai:{ effect:{ target:function(card,player,target,current){ if(get.subtype(card)=='equip1') return -1; } } } }, boss_baonuwash:{ trigger:{player:'phaseAfter'}, forced:true, content:function(){ game.over(game.me==game.boss); }, temp:true, }, boss_baonu:{ unique:true, group:'boss_baonu2', trigger:{player:'changeHp',global:'boss_baonuwash'}, forced:true, priority:100, audio:2, mode:['identity','guozhan','boss','stone'], init:function(player){ if(get.mode()=='boss'&&player==game.boss){ lib.onwash.push(function(){ if(!_status.boss_baonuwash){ _status.boss_baonuwash=true; _status.event.parent.trigger('boss_baonuwash'); } else{ _status.event.player.addSkill('boss_baonuwash'); } }); for(var i in lib.card){ if(lib.card[i].subtype=='equip1') lib.card[i].chongzhu=true; } } }, filter:function(event,player){ return player.hp<=4||_status.boss_baonuwash; }, content:function(){ 'step 0' if(player.hp>4){ game.delay(); } 'step 1' player.chooseControl('暴怒战神','神鬼无前',function(){ if(Math.random()<0.5) return '神鬼无前'; return '暴怒战神'; }).set('prompt','选择一个形态'); 'step 2' var hp=player.hp; if(result.control=='暴怒战神'){ player.init('boss_lvbu2'); } else{ player.init('boss_lvbu3'); } if(hp>4){ player.maxHp=hp; player.hp=hp; } player.update(); ui.clear(); if(player.isLinked()) player.link(); if(player.isTurnedOver()) player.turnOver(); player.discard(player.getCards('ej')); 'step 3' while(_status.event.name!='phaseLoop'){ _status.event=_status.event.parent; } game.resetSkills(); _status.paused=false; _status.event.player=player; _status.event.step=0; if(game.bossinfo){ game.bossinfo.loopType=1; _status.roundStart=game.boss; } }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'damage')||get.tag(card,'loseHp')){ if(player.hp==5){ if(game.players.length<4) return [0,5]; var num=0 for(var i=0;i<game.players.length;i++){ if(game.players[i]!=game.boss&&game.players[i].hp==1){ num++; } } if(num>1) return [0,2]; if(num&&Math.random()<0.7) return [0,1]; } } } } } }, boss_baonu2:{ trigger:{player:'gameDrawBegin'}, forced:true, popup:false, content:function(){ player.draw(4,false); } }, qiwu:{ audio:true, trigger:{player:'useCard'}, forced:true, filter:function(event,player){ return get.suit(event.card)=='club'&&player.hp<player.maxHp; }, content:function(){ player.recover(); } }, jizhen:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return game.hasPlayer(function(current){ return current.isDamaged()&¤t!=player; }); }, content:function(){ "step 0" var num=0; for(var i=0;i<game.players.length;i++){ if(!game.players[i].isLinked()&&player!=game.players[i]){ num++; } } player.chooseTarget(get.prompt('jizhen'),[1,2],function(card,player,target){ return target.hp<target.maxHp&&player!=target; }).ai=function(target){ return get.attitude(player,target); } "step 1" if(result.bool){ player.logSkill('jizhen',result.targets); game.asyncDraw(result.targets); } }, ai:{ expose:0.3, threaten:1.3 } }, shenqu:{ group:'shenqu2', trigger:{global:'phaseBegin'}, filter:function(event,player){ return player.countCards('h')<=player.maxHp; }, frequent:true, content:function(){ player.draw(2); } }, shenqu2:{ trigger:{player:'damageAfter'}, direct:true, filter:function(event,player){ return player.countCards('h','tao')>0; }, content:function(){ player.chooseToUse({name:'tao'},'神躯:是否使用一张桃?').logSkill='shenqu'; } }, jiwu:{ enable:'phaseUse', filter:function(event,player){ if(player.countCards('h')==0) return false; if(!player.hasSkill('qiangxi')) return true; if(!player.hasSkill('lieren')) return true; if(!player.hasSkill('xuanfeng')) return true; if(!player.hasSkill('wansha')) return true; return false; }, filterCard:true, check:function(card){ return 7-get.value(card); }, content:function(){ 'step 0' var list=[]; if(!player.hasSkill('qiangxi')) list.push('qiangxi'); if(!player.hasSkill('lieren')) list.push('lieren'); if(!player.hasSkill('xuanfeng')) list.push('xuanfeng'); if(!player.hasSkill('wansha')) list.push('wansha'); if(list.length==1){ player.addTempSkill(list[0]); event.finish(); } else{ player.chooseControl(list,function(){ if(!player.getStat().skill.qiangxi){ if(player.hasSkill('qiangxi')&&player.getEquip(1)&&list.contains('xuanfeng')) return 'xuanfeng'; if(list.contains('wansha')||list.contains('qiangxi')){ var players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(players[i].hp==1&&get.attitude(player,players[i])<0){ if(list.contains('wansha')) return 'wansha'; if(list.contains('qiangxi')) return 'qiangxi'; } } } } if(list.contains('xuanfeng')) return 'xuanfeng'; if(list.contains('qiangxi')) return 'qiangxi'; if(list.contains('wansha')) return 'wansha'; return 'lieren'; }).set('prompt','选择获得一项技能直到回合结束'); } 'step 1' player.addTempSkill(result.control); player.popup(get.translation(result.control)); }, ai:{ order:function(){ var player=_status.event.player; if(!player.getStat().skill.qiangxi){ if(player.hasSkill('qiangxi')&&player.getEquip(1)&&!player.hasSkill('xuanfeng')) return 10; if(player.hasSkill('wansha')) return 1; var players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(players[i].hp==1&&get.attitude(player,players[i])<0) return 10; } } return 1; }, result:{ player:function(player){ if(!player.getStat().skill.qiangxi){ if(player.hasSkill('qiangxi')&&player.getEquip(1)&&!player.hasSkill('xuanfeng')) return 1; if(!player.hasSkill('wansha')||!player.hasSkill('qiangxi')){ var players=game.filterPlayer(); for(var i=0;i<players.length;i++){ if(players[i].hp==1&&get.attitude(player,players[i])<0) return 1; } } } if(!player.hasSkill('xuanfeng')&&player.needsToDiscard()>=3) return 1; return 0; } } } }, }, translate:{ zhu:'神', cai:'盟', zhong:'从', boss_chi:'魑', boss_mo:'魅', boss_wang:'魍', boss_liang:'魉', boss_niutou:'牛头', boss_mamian:'马面', boss_baiwuchang:'白无常', boss_heiwuchang:'黑无常', boss_luocha:'罗刹', boss_yecha:'夜叉', boss_zhuoguiquxie:'捉鬼驱邪', boss_nianshou:'年兽', boss_nianshou_heti:'年兽', boss_nianshou_jingjue:'警觉年兽', boss_nianshou_renxing:'任性年兽', boss_nianshou_baonu:'暴怒年兽', boss_nianshou_ruizhi:'睿智年兽', boss_shuijing:'水镜先生', boss_huangyueying:'奇智女杰', boss_zhangchunhua:'冷血皇后', boss_satan:'堕落天使', boss_dongzhuo:'乱世魔王', boss_lvbu1:'最强神话', boss_lvbu2:'暴怒战神', boss_lvbu3:'神鬼无前', boss_zhouyu:'赤壁火神', boss_pangtong:'涅盘凤雏', boss_zhugeliang:'祭风卧龙', boss_zhangjiao:'天公将军', boss_zuoci:'迷之仙人', boss_yuji:'琅琊道士', boss_liubei:'蜀汉烈帝', boss_caiwenji:'异乡孤女', boss_huatuo:'药坛圣手', boss_luxun:'蹁跹君子', boss_zhenji:'洛水仙子', boss_diaochan:'绝代妖姬', boss_zhaoyun:'高达一号', boss_guojia:'世之奇士', boss_caocao:'魏武大帝', boss_chiyanshilian:'赤炎试炼', boss_zhuque:'朱雀', boss_huoshenzhurong:'火神祝融', boss_yanling:'焰灵', boss_yandi:'炎帝', honghuangzhili:'洪荒之力', honghuangzhili_cbg:'洪', honghuangzhili_info:'若该角色的势力是神,你获得其一张牌,其【神裔】无效直到其下家的回合(这个下家是动态变化的,会随着一个人的死或者复活而变化)开始;若该角色的势力不是神,其翻面。', boss_qingmushilian:'青木试炼', boss_qinglong:'青龙', boss_mushengoumang:'木神勾芒', boss_shujing:'树精', boss_taihao:'太昊', boss_shenyi:'神裔', boss_shenyi_info:'锁定技,你的武将牌始终正面向上,你的判定区内的牌效果反转', boss_shenen:'神恩', boss_shenen_info:'锁定技,所有己方角色使用牌无距离限制;所有敌方角色摸牌阶段多摸一张牌且手牌上限+1', boss_fentian:'焚天', boss_fentian_info:'锁定技,你造成的伤害视为火焰伤害;你使用红色牌无距离和次数限制,且不可被其他角色使用【闪】或【无懈可击】响应', boss_xingxia:'行夏', boss_xingxia_info:'每两轮限一次,出牌阶段,你可以对焰灵造成2点火焰伤害,然后令每名敌方角色选择一项:1.弃置一张红色牌;2.你对其造成1点火焰伤害', boss_huihuo:'回火', boss_huihuo_info:'锁定技,当你死亡时,你对所有敌方角色各造成3点火焰伤害;出牌阶段,你可以多使用一张【杀】', boss_furan:'复燃', boss_furan2:'复燃', boss_furan_info:'当你濒死时,所有敌方角色视为可以将红色牌当【桃】对你使用', boss_chiyi:'赤仪', boss_chiyi2:'赤仪', boss_chiyi_info:'锁定技,从第三轮开始,敌方角色受到的伤害+1;第五轮开始时,你对所有角色各造成1点火焰伤害;第七轮开始时,你对焰灵造成5点火焰伤害', boss_buchun:'布春', boss_buchun_info:'每两轮限一次,出牌阶段,若场上有死亡的树精,你可以失去1点体力,复活所有树精,使其回复体力至1点,补充手牌至两张;若场上没有死亡的树精,你可以为一名己方角色回复2点体力', boss_cuidu:'淬毒', boss_cuidu_info:'锁定技,你对敌方角色造成伤害后,若其没有“中毒”,你令其获得“中毒”,然后令木神勾芒摸一张牌', boss_zhongdu:'中毒', boss_zhongdu_bg:'毒', boss_zhongdu_info:'锁定技,回合开始时,你进行判定,若结果不为红桃,你受到1点无来源的伤害,若结果不为黑桃,你失去此技能', boss_qingyi:'青仪', boss_qingyi_info:'锁定技,第三轮开始时,己方角色各回复1点体力;第五轮开始时,敌方角色各失去1点体力;第七轮开始时,复活木神勾芒和树精,使其各摸三张牌,各+1体力上限,然后各回复3点体力', boss_guimou:'鬼谋', boss_guimou_info:'结束阶段,你可以令一名随机的其他角色进入混乱状态直到其下一回合结束', boss_yuance:'远策', boss_yuance_info:'每当一名角色受到其他角色的伤害,你可以选择一项并进行一次判定:1. 若结果为黑色,受伤害角色失去一点体力,否则伤害来源失去一点体力;2. 若结果为红色,受伤害角色回复一点体力,否则伤害来源回复一点体力', boss_qizuo:'奇佐', boss_qizuo_info:'你可以令你的普通锦囊牌额外结算一次', boss_guixin:'归心', boss_guixin_info:'锁定技,其他角色摸牌时,若摸牌数不少于2,须将摸到的牌中的一张交给你', xiongcai:'雄才', xiongcai_info:'锁定技,你在回合结束后随机获得一个魏势力角色的所有技能', xiaoxiong:'枭雄', xiaoxiong_info:'锁定技,每当一名其他角色使用一张基本牌或锦囊牌,你获得一张与之同名的牌', boss_zhangwu:'章武', boss_zhangwu_info:'每当你受到一次伤害,你可以令伤害来源选择一项:弃置所有手牌(至少一张),或受到两点伤害', xiangxing:'禳星', xiangxing_info:'锁定技,游戏开始时,你获得7枚星;每当你累计扣减7点体力,你失去一枚星,并造成7点雷属性伤害,随机分配给其他角色;当你失去全部星后,你的体力上限变为3', yueyin:'月隐', yueyin_info:'锁定技,你的每一枚星对应的一个特定条件,当你失去星时,若满足此条件,则不造成伤害', xiangxing7_info:'你没有手牌', xiangxing6_info:'此次受到的是火属性伤害', xiangxing5_info:'此次受到的是雷属性伤害', xiangxing4_info:'此次为失去体力', xiangxing3_info:'一名其他角色有至少4件装备', xiangxing2_info:'你的判定区内至少有2张牌', xiangxing1_info:'场上只有2名存活角色', gaiming:'改命', gaiming_info:'锁定技,在你的判定牌生效前,你观看牌堆顶的7张牌并选择一张作为判定结果,此结果不可更改', fengqi:'风起', fengqi_info:'准备阶段和结束阶段,你可以视为使用任意一张普通锦囊牌', jiaoxia:'皎霞', jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌', lingbo:'凌波', lingbo_info:'每当你使用或打出一张闪,你可以摸两张牌', tiandao:'天道', tiandao_info:'任意一名角色的判定生效前,你可以打出一张牌替换之', yunshen:'云身', yunshen2:'云身', yunshen_info:'每当你打出一张闪,你可以令你的防御距离+1;准备阶段,你将累计的防御距离清零,然后摸等量的牌', lianji:'连计', lianji_info:'出牌阶段限一次,你可以选择一张手牌并指定两名角色进行拼点,拼点赢的角色获得此牌,并对没赢的角色造成一点伤害', mazui:'麻醉', mazui2:'麻醉', mazui_info:'出牌阶段限一次,你可以将一张黑色手牌置于一名角色的武将牌上,该角色造成的下一次伤害-1,然后获得此牌', boss_nbianshen:'变形', boss_nbianshenx:'变形', boss_nbianshenx_info:'你从第二轮开始,每一轮幻化为警觉、任性、睿智、暴怒四种随机状态中的一种', boss_mengtai:'萌态', boss_mengtai_info:'锁定技,若你的出牌阶段被跳过,你跳过本回合的弃牌阶段;若你的摸牌阶段被跳过,结束阶段开始时,你摸三张牌', boss_ruizhi:'睿智', boss_ruizhi_info:'锁定技,其他角色的准备阶段开始时,其选择一张手牌和一张装备区里的牌,然后弃置其余的牌', boss_jingjue:'警觉', boss_jingjue_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你回复1点体力', boss_renxing:'任性', boss_renxing_info:'锁定技,你的回合外,一名角色受到1点伤害后或回复1点体力时,你摸一张牌', boss_nbaonu:'暴怒', boss_nbaonu_info:'锁定技,摸牌阶段,你改为摸X张牌(X为4到你体力值间的随机数);若你的体力值小于5,则你使用【杀】造成的伤害+1且无次数限制', boss_shouyi:'兽裔', boss_shouyi_info:'锁定技,你使用牌无距离限制', boss_nianrui:'年瑞', boss_nianrui_info:'锁定技,摸牌阶段,你额外摸两张牌', boss_qixiang:'祺祥', boss_qixiang1:'祺祥', boss_qixiang2:'祺祥', boss_qixiang_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花', qiwu:'栖梧', qiwu_info:'锁定技。每当你使用一张梅花牌,你回复一点体力', jizhen:'激阵', jizhen_info:'结束阶段,你可以令所至多两名已受伤角色摸一张牌', boss_yushou:'驭兽', boss_yushou_info:'出牌阶段开始时,你可以对所有敌方角色使用一张南蛮入侵', boss_moyany:'魔炎', boss_moyany_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你对一名其他角色造成2点火焰伤害', boss_modao:'魔道', boss_modao_info:'锁定技,准备阶段,你摸两张牌', boss_mojian:'魔箭', boss_mojian_info:'出牌阶段开始时,你可以对所有敌方角色使用一张万箭齐发', boss_danshu:'丹术', boss_danshu_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你回复1点体力', boss_zuijiu:'醉酒', boss_zuijiu_info:'锁定技,你的【杀】额外造成1点伤害', boss_taiping:'太平', boss_taiping_info:'锁定技,摸牌阶段摸牌时,你的摸牌数量+2', boss_suoming:'索命', boss_suoming_info:'结束阶段,将任意名未被横置的其他角色的武将牌横置', boss_xixing:'吸星', boss_xixing_info:'准备阶段,对任意一名横置的其他角色造成1点雷电伤害,然后回复1点体力', boss_baolian:'暴敛', boss_baolian_info:'锁定技,结束阶段,你摸两张牌', boss_manjia:'蛮甲', boss_manjia_info:'锁定技,若你的装备区内没有防具牌,则你视为装备了[藤甲]', boss_xiaoshou:'枭首', boss_xiaoshou_info:'结束阶段,对体力不小于你的一名其他角色造成3点伤害', boss_guiji:'诡计', boss_guiji_info:'锁定技,准备阶段结束时,若你的判定区内有牌,你随机弃置其中一张牌', boss_lianyu:'炼狱', boss_lianyu_info:'结束阶段,你可以对所有敌方角色造成1点火焰伤害', boss_guihuo:'鬼火', boss_guihuo_info:'结束阶段,你可以对一名其他角色造成1点火焰伤害', boss_minbao:'冥爆', boss_minbao_info:'锁定技,当你死亡时,对场上所有其他角色造成1点火焰伤害', boss_luolei:'落雷', boss_luolei_info:'准备阶段,你可以对一名其他角色造成1点雷电伤害', boss_beiming:'悲鸣', boss_beiming_info:'锁定技,当你死亡时,你令杀死你的角色弃置所有手牌', boss_guimei:'鬼魅', boss_guimei_info:'锁定技,你不能成为延时类锦囊的目标', boss_didong:'地动', boss_didong_info:'结束阶段,你可以选择一名敌方角色将其武将牌翻面', boss_shanbeng:'山崩', boss_shanbeng_info:'锁定技,当你死亡时,你令所有其他角色弃置其装备区内的所有牌', boss_chiyan_intro1:' 第一关', boss_chiyan_intro1_info:'挑战朱雀', boss_chiyan_intro2:' 第二关', boss_chiyan_intro2_info:'挑战火神祝融、焰灵', boss_chiyan_intro3:' 第三关', boss_chiyan_intro3_info:'挑战炎帝、火神祝融、焰灵', boss_chiyan_intro3_append:'每通过一关,游戏轮数清零,阵亡角色复活,所有角色重置武将和区域内的牌,并获得4-X张起始手牌,X为阵亡角色数', boss_qingmu_intro1:' 第一关', boss_qingmu_intro1_info:'挑战青龙', boss_qingmu_intro2:' 第二关', boss_qingmu_intro2_info:'挑战木神勾芒、树精', boss_qingmu_intro3:' 第三关', boss_qingmu_intro3_info:'挑战太昊、木神勾芒、树精', boss_qingmu_intro3_append:'每通过一关,游戏轮数清零,阵亡角色复活,所有角色重置武将和区域内的牌,并获得4-X张起始手牌,X为阵亡角色数', boss_bianshen_intro1:' 第一关', boss_bianshen_intro1_info:'挑战魑、魅、魍、魉中的随机一个', boss_bianshen_intro2:' 第二关', boss_bianshen_intro2_info:'挑战牛头、马面中的随机一个', boss_bianshen_intro3:' 第三关', boss_bianshen_intro3_info:'挑战白无常、黑无常中的随机一个', boss_bianshen_intro4:' 第四关', boss_bianshen_intro4_info:'挑战罗刹、夜叉中的随机一个', // boss_bianshen2:'后援', // boss_bianshen2_info:'你死亡后,随机召唤牛头、马面中的一个', // boss_bianshen3:'后援', // boss_bianshen3_info:'你死亡后,随机召唤白无常、黑无常中的一个', // boss_bianshen4:'后援', // boss_bianshen4_info:'你死亡后,随机召唤罗刹、夜叉中的一个', zhanjiang:'斩将', zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之', boss_qiangzheng:'强征', boss_qiangzheng_info:'锁定技,结束阶段,你获得每个敌方角色的一张手牌', boss_baolin:'暴凌', guizhen:'归真', guizhen_info:'每当你失去最后一张手牌,你可以所有敌人失去全部手牌,没有手牌的角色失去一点体力(不触发技能)', boss_shengshou:'圣手', boss_shengshou_info:'每当你使用一张牌,你可以进行一次判定,若为红色,你回复一点体力', wuqin:'五禽戏', wuqin_info:'结束阶段,若你没有手牌,可以摸三张牌', boss_konghun:'控心', boss_konghun_info:'结束阶段,你可以指定一名敌人令其进入混乱状态(不受对方控制,并将队友视为敌人)直到下一回合开始', yuehun:'月魂', yuehun_info:'结束阶段,你可以回复一点体力并摸两张牌', fengwu:'风舞', fengwu_info:'出牌阶段限一次,可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】,无法如此做者失去1点体力。', boss_wange:'笙歌', huanhua:'幻化', huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;其他角色于摸牌阶段摸牌时,你摸等量的牌;其他角色于弃牌阶段弃牌时,你弃置等量的手牌', boss_leiji:'雷击', boss_leiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸一张牌', jidian:'亟电', jidian_info:'每当你造成一次伤害,可以指定距离受伤害角色1以内的一名其他角色进行判定,若结果为黑色,该角色受到一点雷电伤害', tinqin:'听琴', boss_guihan:'归汉', boss_guihan_info:'限定技,濒死阶段,你可以将体力回复至体力上限,摸4张牌,令所有敌人的技能恢复,并获得技能【听琴】、【蕙质】', boss_huixin:'蕙质', boss_huixin_info:'每当你于回合外失去牌,可以进行一次判定,若为黑色,当前回合角色失去一点体力,否则你回复一点体力并摸一张牌', boss_hujia:'胡笳', boss_hujia_info:'结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去一点体力上限', boss_honglian:'红莲', boss_honglian_info:'锁定技,结束阶段,你摸两张牌,并对所有敌人造成一点火焰伤害', huoshen:'火神', huoshen_info:'锁定技,你防止即将受到的火焰伤害,改为回复1点体力', boss_xianyin:'仙音', boss_xianyin_info:'每当你于回合外失去牌,你可以进行一次判定,若为红色,你令一名敌人失去一点体力', boss_yuhuo:'浴火', boss_yuhuo_info:'觉醒技,在你涅槃后,你获得技能【神威】、【朱羽】', boss_tianyu:'天狱', boss_tianyu_info:'锁定技,结束阶段,你解除横置状态,除你之外的所有角色进入横置状态', boss_juejing:'绝境', boss_juejing2:'绝境', boss_juejing_info:'锁定技,摸牌阶段开始时,你不摸牌;锁定技,若你的手牌数小于4,你将手牌补至四张', boss_jizhi:'集智', boss_jizhi_info:'每当你使用一张非转化的非基本牌,你可以摸一张牌并展示之', boss_guiyin:'归隐', boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌', boss_gongshen:'工神', boss_gongshen_info:'锁定技,除你之外的角色没有装备区;你不能成为其他角色的的延时锦囊目标', fanghua:'芳华', fanghua_info:'结束阶段,你可以令所有已翻面角色流失一点体力', tashui:'踏水', tashui_info:'每当你使用或打出一张黑色牌,你可以令一名其他角色翻面', boss_wuxin:'无心', boss_wuxin_info:'锁定技,你防止即将受到的伤害,改为流失一点体力;你不能成为其他角色的延时锦囊的目标', shangshix:'伤逝', shangshix2:'伤逝', shangshix_info:'锁定技,你的手牌数至少为4,结束阶段,若你的体力值大于1,你令场上所有角色流失一点体力', boss_baonu:'暴怒', boss_baonu_info:'锁定技,当你的体力值降至4或更低时,你变身为暴怒战神或神鬼无前,并立即开始你的回合', shenwei:'神威', shenwei_info:'锁定技,摸牌阶段,你额外摸3张牌,你的手牌上限+3', shenji:'神戟', shenji_info:'锁定技,若你未装备武器,你使用【杀】指定的目标数上限+2,次数上限+1', xiuluo:'修罗', xiuluo_info:'准备阶段,你可以弃置一张牌,然后弃置你判定区内一张同花色的牌', shenqu:'神躯', shenqu_info:'每名角色的准备阶段,若你的手牌数少于或等于你的体力上限数,你可以摸两张牌;当你受到伤害后,你可以使用一张【桃】', jiwu:'极武', jiwu_info:'出牌阶段,你可以弃置一张手牌,然后获得一项:“强袭”、“烈刃”、“旋风”、“完杀”,直到回合结束', mode_boss_character_config:'挑战武将', }, get:{ rawAttitude:function(from,to){ return (from.side===to.side?6:-6); } } }; });