"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]; } 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; lib.setScroll(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 = []; if (lib.storage.current == undefined) lib.storage.current = "boss_hundun"; for (var i in lib.character) { var info = lib.character[i]; if (info.isBoss) { // 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 (!lib.config.continue_name_boss && lib.boss[i] && lib.boss[i].control) { _status.bosschoice = lib.boss[i].control(); _status.bosschoice.name = i; _status.bosschoice.link = lib.boss[i].controlid || i; } } // 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); 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 (_status.bosschoice) { var name = target.name; if (lib.boss[target.name] && lib.boss[target.name].controlid) { name = lib.boss[target.name].controlid; } if (_status.bosschoice.link != name) { lib.boss[_status.bosschoice.name].control("cancel", _status.bosschoice); _status.bosschoice.classList.remove("disabled"); _status.bosschoice.close(); delete _status.bosschoice; } else { return; } } if (lib.boss[target.name] && lib.boss[target.name].control) { _status.createControl = ui.control.firstChild; _status.bosschoice = lib.boss[target.name].control(); _status.bosschoice.name = target.name; _status.bosschoice.link = lib.boss[target.name].controlid || target.name; if (ui.cheat2 && ui.cheat2.dialog == _status.event.dialog) { _status.bosschoice.classList.add("disabled"); } delete _status.createControl; } }); } 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]; } 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.addTempClass("bossing"); boss.node.hp.addTempClass("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.addTempClass("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]).addTempClass("start"); player.setIdentity("cai"); player.identity = "cai"; player.side = false; game.players.push(player); if (result.boss) { if (game.bossinfo.minion) { player.dataset.position = i + 3; } else { 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; } if (game.bossinfo.minion) { if (!result.boss) { boss.dataset.position = 6; } for (var i in game.bossinfo.minion) { var player = ui.create.player(); player.getId(); player.init(game.bossinfo.minion[i]); if (boss.bossinginfo) { player.addTempClass("bossing"); player.node.hp.addTempClass("start"); player.style.transition = "all 0s"; } else { player.addTempClass("start"); } player.setIdentity("zhong"); player.identity = "zhong"; player.side = true; game.players.push(player); var num = parseInt(i); if (result.boss) { player.dataset.position = num - 1; } else { if (num == 2) { player.dataset.position = 7; } else { player.dataset.position = num - 3; } } ui.arena.appendChild(player); if (boss.bossinginfo) { var rect = player.getBoundingClientRect(); player.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(player); player.style.transition = ""; player.style.transform = ""; } } } 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('
(无重整角色)
'); 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].name1, 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(); } delete lib.boss; "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.bossinfo.gameDraw || 4); 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; }, true) ) { game.checkResult(); } }, }, }, card: { niaobaidaowenha: { type: "equip", subtype: "equip5", skills: ["niaobaidaowenha_skill"], modeimage: "boss", ai: { basic: { equipValue: 7.5, }, }, fullskin: true, }, goujiangdesidai: { type: "equip", subtype: "equip1", distance: { attackFrom: -6 }, skills: ["goujiangdesidai_skill"], modeimage: "boss", ai: { basic: { equipValue: 7.5, }, }, fullskin: true, }, shenzhixiunvfu: { type: "equip", subtype: "equip2", modeimage: "boss", fullskin: true, }, gubuzifeng: { type: "trick", fullskin: true, modeimage: "boss", enable: true, filterTarget: function (card, player, target) { return target != player; }, content: function () { target.addTempSkill("gubuzifeng_disable", { player: "phaseAfter" }); var skills = target.getSkills(null, false); for (var i = 0; i < skills.length; i++) { if (get.info(skills[i]).charlotte) skills.splice(i--, 1); } if (skills.length) { target.storage.gubuzifeng_disable.push(skills.randomGet()); target.disableSkill("gubuzifeng_disable", target.storage.gubuzifeng_disable); } }, ai: { order: 12, result: { target: function (player, target) { return -2; }, }, }, }, lingsheji: { type: "equip", subtype: "equip5", skills: ["lingsheji"], modeimage: "boss", ai: { basic: { equipValue: 7.5, }, }, fullskin: true, }, shanrangzhaoshu: { type: "equip", subtype: "equip5", skills: ["shanrangzhaoshu"], modeimage: "boss", ai: { basic: { equipValue: 7.5, }, }, fullskin: true, }, xingtianpojunfu: { type: "equip", subtype: "equip1", distance: { attackFrom: -3 }, skills: ["noda_axe"], modeimage: "boss", ai: { basic: { equipValue: 7.5, }, }, fullskin: true, }, jinwuluorigong: { type: "equip", subtype: "equip1", skills: ["iwasawa_crowbow"], modeimage: "boss", distance: { attackFrom: -8 }, ai: { basic: { equipValue: 7.5, }, }, fullskin: true, }, boss_mengpohuihun: { mode: ["boss"], type: "trick", modeimage: "boss", fullskin: true, selectTarget: -1, enable: true, toself: true, multitarget: true, global: ["boss_mengpohuihun1"], modTarget: true, filterTarget: function (card, player, target) { return player == target; }, content: function () { game.countPlayer2(function (current) { current.enableSkill("boss_wanghun"); }); }, ai: { basic: { order: function () { return 11; }, useful: [3, 1], value: 10, }, result: { player: function (player, target) { if (player == game.boss) { return -2; } else { return 5; } }, }, }, }, sadouchengbing: { fullskin: true, type: "trick", enable: true, selectTarget: -1, cardcolor: "red", toself: true, modeimage: "boss", filterTarget: function (card, player, target) { return target == player; }, modTarget: true, content: function () { var num = Math.min(5, target.maxHp); if (target.group == "shen") { target.draw(num); } else { var nh = target.countCards("h"); if (nh < num) { target.draw(num - nh); } } }, ai: { basic: { order: 7.2, useful: 4.5, value: 9.2, }, result: { target: function (player, target) { var num = Math.min(5, target.maxHp); if (target.group == "shen") { return Math.sqrt(num); } else { var nh = target.countCards("h"); if (target == player && player.countCards("h", "sadouchengbing")) { nh--; } if (nh < num) { return Math.sqrt(num - nh); } } return 0; }, }, tag: { draw: 2, }, }, }, yihuajiemu: { type: "trick", fullskin: true, modeimage: "boss", enable: true, filterTarget: function (card, player, target) { return target != player && target.countCards("he"); }, content: function () { "step 0"; if (target.hasSha()) { target.chooseToUse(function (card, player, event) { return get.name(card) == "sha" && lib.filter.filterCard.apply(this, arguments); }, "使用一张杀,或交给" + get.translation(player) + "两张牌"); } else { event.directfalse = true; } "step 1"; var nh = target.countCards("he"); if ((event.directfalse || !result.bool) && nh) { if (nh <= 2) { event.directcards = true; } else { target.chooseCard("he", 2, true, "将两张牌交给" + get.translation(player)); } } else { event.finish(); } "step 2"; if (event.directcards) { target.give(target.getCards("he"), player); } else if (result.bool && result.cards && result.cards.length) { target.give(result.cards, player); } }, ai: { order: 7, result: { target: function (player, target) { if (target.hasSha() && _status.event.getRand() < 0.5) return 1; return -2; }, }, }, }, chiyanzhenhunqin: { type: "equip", fullskin: true, subtype: "equip1", modeimage: "boss", distance: { attackFrom: -3 }, skills: ["chiyanzhenhunqin"], nomod: true, nopower: true, unique: true, ai: { equipValue: 5, }, }, juechenjinge: { type: "equip", fullskin: true, modeimage: "boss", subtype: "equip3", skills: ["juechenjinge"], nomod: true, nopower: true, unique: true, ai: { equipValue: 9, }, }, xiuluolianyuji: { type: "equip", fullskin: true, subtype: "equip1", modeimage: "boss", distance: { attackFrom: -3 }, skills: ["xiuluolianyuji"], nomod: true, nopower: true, unique: true, ai: { equipValue: 9, }, }, longfenghemingjian: { type: "equip", fullskin: true, modeimage: "boss", subtype: "equip1", distance: { attackFrom: -2 }, skills: ["longfenghemingjian"], nomod: true, nopower: true, unique: true, ai: { equipValue: 9, }, }, qicaishenlu: { fullskin: true, modeimage: "boss", type: "equip", subtype: "equip4", distance: { globalFrom: -1 }, skills: ["qicaishenlu"], nomod: true, nopower: true, unique: true, ai: { equipValue: 9, }, }, honghuangzhili: { type: "trick", enable: true, fullskin: true, filterTarget: true, modeimage: "boss", 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; } }, }, }, }, }, characterPack: { mode_boss: { boss_hundun: [ "male", "qun", 25, ["boss_xiongshou", "boss_wuzang", "boss_xiangde", "boss_yinzei", "boss_yinzei_switch"], ["qun", "boss", "bossallowed"], "qun", ], boss_qiongqi: [ "male", "qun", "20/25", ["boss_xiongshou", "boss_zhue", "boss_futai", "boss_yandu", "boss_yandu_switch"], ["qun", "boss", "bossallowed"], "qun", ], boss_taotie: [ "male", "qun", 20, ["boss_xiongshou", "boss_tanyu", "boss_cangmu", "boss_jicai", "boss_jicai_switch"], ["qun", "boss", "bossallowed"], "qun", ], boss_taowu: [ "male", "qun", 25, [ "boss_xiongshou", "boss_minwan", "boss_nitai", "boss_luanchang", "boss_luanchang_switch", ], ["qun", "boss", "bossallowed"], "qun", ], boss_zhuyin: [ "male", "qun", 4, ["boss_xiongshou"], ["qun", "hiddenboss", "bossallowed"], "qun", ], boss_xiangliu: [ "male", "qun", 25, ["boss_yaoshou", "boss_duqu", "boss_jiushou", "boss_echou", "boss_echou_switch"], ["qun", "boss", "bossallowed"], "qun", ], boss_zhuyan: [ "male", "qun", "25/30", ["boss_yaoshou", "boss_bingxian", "boss_juyuan", "boss_xushi", "boss_xushi_switch"], ["qun", "boss", "bossallowed"], "qun", ], boss_bifang: [ "male", "qun", 25, ["boss_yaoshou", "boss_zhaohuo", "boss_honglianx", "boss_yanyu", "boss_yanyu_switch"], ["qun", "boss", "bossallowed"], "qun", ], boss_yingzhao: [ "male", "qun", 25, ["boss_yaoshou", "boss_fengdong", "boss_xunyou", "boss_sipu", "boss_sipu_switch"], ["qun", "boss", "bossallowed"], "qun", ], boss_qingmushilian: [ "male", "", 0, ["boss_qingmu", "boss_qingmu_intro1", "boss_qingmu_intro2", "boss_qingmu_intro3"], ["boss"], "wu", ], boss_qinglong: [ "male", "qun", 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_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_baimangshilian: [ "male", "", 0, ["boss_baimang", "boss_baimang_intro1", "boss_baimang_intro2", "boss_baimang_intro3"], ["boss"], "qun", ], boss_baihu: [ "male", "shen", 4, ["boss_shenyi", "boss_kuangxiao", "boss_baimang2"], ["qun", "hiddenboss", "bossallowed"], ], boss_jinshenrushou: [ "male", "shen", 5, ["boss_shenyi", "boss_xingqiu", "boss_baimang3"], ["qun", "hiddenboss", "bossallowed"], ], boss_mingxingzhu: [ "female", "shen", 3, ["boss_qingzhu", "boss_jiazu", "boss_jiding"], ["qun", "hiddenboss", "bossallowed"], ], boss_shaohao: [ "male", "shen", 6, ["boss_shenyi", "boss_shenen", "boss_baiyi"], ["qun", "hiddenboss", "bossallowed"], ], boss_xuanlinshilian: [ "male", "", 0, ["boss_xuanlin", "boss_xuanlin_intro1", "boss_xuanlin_intro2", "boss_xuanlin_intro3"], ["boss"], "wei", ], boss_xuanwu: [ "male", "shen", 4, ["boss_shenyi", "boss_lingqu", "boss_xuanlin2"], ["wei", "hiddenboss", "bossallowed"], ], boss_shuishengonggong: [ "male", "shen", 5, ["boss_shenyi", "boss_juehong", "boss_xuanlin3"], ["wei", "hiddenboss", "bossallowed"], ], boss_shuishenxuanming: [ "female", "shen", 5, ["boss_shenyi", "boss_zirun", "boss_xuanlin3"], ["wei", "hiddenboss", "bossallowed"], ], boss_zhuanxu: [ "male", "shen", 6, ["boss_shenyi", "boss_shenen", "boss_zaoyi"], ["wei", "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: [ "female", "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_qinguangwang: [ "male", "qun", 3, ["boss_panguan", "boss_juhun", "boss_wangxiang", "boss_newhuanren"], ["shu", "boss", "bossallowed"], "shu", ], boss_chujiangwang: [ "male", "qun", 4, ["weimu", "refankui", "boss_bingfeng"], ["shu", "hiddenboss", "bossallowed"], ], boss_songdiwang: [ "male", "qun", 4, ["boss_heisheng", "boss_shengfu", "enyuan"], ["shu", "hiddenboss", "bossallowed"], ], boss_wuguanwang: [ "male", "qun", 4, ["boss_zhiwang", "boss_gongzheng", "boss_xuechi"], ["shu", "hiddenboss", "bossallowed"], ], boss_yanluowang: [ "male", "qun", 4, ["boss_tiemian", "boss_zhadao", "boss_zhuxin"], ["shu", "hiddenboss", "bossallowed"], ], boss_bianchengwang: [ "male", "qun", 4, ["boss_leizhou", "boss_leifu", "boss_leizhu"], ["shu", "hiddenboss", "bossallowed"], ], boss_taishanwang: [ "male", "qun", 4, ["boss_fudu", "boss_kujiu", "boss_renao"], ["shu", "hiddenboss", "bossallowed"], ], boss_dushiwang: [ "male", "qun", 4, ["boss_remen", "boss_zhifen", "boss_huoxing"], ["shu", "hiddenboss", "bossallowed"], ], boss_pingdengwang: [ "male", "qun", 4, ["boss_suozu", "boss_abi", "boss_pingdeng"], ["shu", "hiddenboss", "bossallowed"], ], boss_zhuanlunwang: [ "male", "qun", 6, ["boss_modao", "boss_lunhui", "boss_wangsheng", "boss_zlfanshi"], ["shu", "hiddenboss", "bossallowed"], ], boss_mengpo: [ "female", "qun", 3, ["boss_shiyou", "boss_wanghun", "boss_wangshi"], ["shu", "hiddenboss", "bossallowed"], ], boss_dizangwang: [ "male", "qun", 8, ["boss_bufo", "boss_wuliang", "boss_dayuan", "boss_diting"], ["shu", "hiddenboss", "bossallowed"], ], //boss_shikieiki:['female','qun',8,['boss_yingzhong'],['qun','hiddenboss','bossallowed']], boss_lvbu1: [ "male", "shen", 8, ["mashu", "wushuang", "boss_baonu", "boss_jingjia", "boss_aozhan"], ["qun", "boss", "bossallowed"], "qun", ], boss_lvbu2: [ "male", "shen", 6, ["mashu", "wushuang", "xiuluo", "shenwei", "shenji"], ["qun", "hiddenboss", "bossallowed"], "qun", ], boss_lvbu3: [ "male", "shen", 6, ["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", 8, ["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_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_sunce: [ "male", "shen", "1/8", ["boss_jiang", "boss_hunzi", "boss_hunyou", "boss_taoni"], ["qun", "boss", "bossallowed", "InitFilter:noZhuHp:noZhuSkill"], "wu", ], // 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", "sadouchengbing", "yihuajiemu", "chiyanzhenhunqin", "juechenjinge", "xiuluolianyuji", "longfenghemingjian", "qicaishenlu", "hongmianbaihuapao", "boss_mengpohuihun", "lingsheji", "shanrangzhaoshu", "jinwuluorigong", "xingtianpojunfu", "gubuzifeng", ], }, init: function () { for (var i in lib.characterPack.mode_boss) { if (get.convertedCharacter(lib.characterPack.mode_boss[i]).isHiddenBoss) 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.addTempClass("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"); if (game.bossinfo.loopFirst) { next.player = game.bossinfo.loopFirst(); } else { 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.addTempClass("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"); 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].isMinskin) continue; if (lib.character[i].isBoss) continue; if (lib.character[i].isHiddenBoss) continue; if (lib.character[i].isAiForbidden) continue; if (lib.config.forbidboss.includes(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("modeshortcutpause"); 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.addTempClass("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.addTempClass("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(10); } 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.addTempClass("controlpressdownx", 500); ui.cheat.classList.remove("disabled"); } if (_status.bosschoice) { _status.bosschoice.addTempClass("controlpressdownx", 500); _status.bosschoice.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 (_status.bosschoice) { _status.bosschoice.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) { var name = event.list.randomRemove(); if (lib.boss[lib.storage.current] && lib.boss[lib.storage.current].randchoice) { name = lib.boss[lib.storage.current].randchoice(name, event.enemy); } event.enemy.push(name); } 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 (_status.bosschoice) { _status.bosschoice.close(); delete _status.bosschoice; } 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_qiongqi: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function () { return lib.boss.boss_taowu.randchoice.apply(this, arguments); }, controlid: "shenwuzaishi", control: function () { return lib.boss.boss_taowu.control.apply(this, arguments); }, init: function () { return lib.boss.boss_taowu.init.apply(this, arguments); }, }, boss_xiangliu: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function () { return lib.boss.boss_taowu.randchoice.apply(this, arguments); }, controlid: "shenwuzaishi", control: function () { return lib.boss.boss_taowu.control.apply(this, arguments); }, init: function () { return lib.boss.boss_taowu.init.apply(this, arguments); }, }, boss_zhuyan: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function () { return lib.boss.boss_taowu.randchoice.apply(this, arguments); }, controlid: "shenwuzaishi", control: function () { return lib.boss.boss_taowu.control.apply(this, arguments); }, init: function () { return lib.boss.boss_taowu.init.apply(this, arguments); }, }, boss_bifang: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function () { return lib.boss.boss_taowu.randchoice.apply(this, arguments); }, controlid: "shenwuzaishi", control: function () { return lib.boss.boss_taowu.control.apply(this, arguments); }, init: function () { return lib.boss.boss_taowu.init.apply(this, arguments); }, }, boss_yingzhao: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function () { return lib.boss.boss_taowu.randchoice.apply(this, arguments); }, controlid: "shenwuzaishi", control: function () { return lib.boss.boss_taowu.control.apply(this, arguments); }, init: function () { return lib.boss.boss_taowu.init.apply(this, arguments); }, }, boss_hundun: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function () { return lib.boss.boss_taowu.randchoice.apply(this, arguments); }, controlid: "shenwuzaishi", control: function () { return lib.boss.boss_taowu.control.apply(this, arguments); }, init: function () { return lib.boss.boss_taowu.init.apply(this, arguments); }, }, boss_taotie: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function () { return lib.boss.boss_taowu.randchoice.apply(this, arguments); }, controlid: "shenwuzaishi", control: function () { return lib.boss.boss_taowu.control.apply(this, arguments); }, init: function () { return lib.boss.boss_taowu.init.apply(this, arguments); }, }, boss_taowu: { chongzheng: 0, loopFirst: function () { return game.boss.nextSeat.nextSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, minion: { 2: "boss_zhuyin", 8: "boss_zhuyin", }, randchoice: function (name, list) { if (Math.random() > 1 / 3) { return name; } else { var arr = [ "shen_caocao", "shen_simayi", "shen_guanyu", "shen_zhugeliang", "shen_zhaoyun", "shen_zhouyu", "shen_lvmeng", "shen_lvbu", "shen_liubei", "shen_luxun", "shen_ganning", "ol_zhangliao", "shen_zhenji", "shen_caopi", "key_kagari", "key_shiki", "db_key_hina", ]; arr.removeArray(list); return arr.randomGet(); } }, controlid: "shenwuzaishi", control: function (type, control) { if (type == "cancel") { if (!control.classList.contains("glow")) return; var dialog = control.dialog; dialog.content.removeChild(control.backup1); dialog.buttons.removeArray(control.backup2); game.uncheck(); game.check(); } else { var control = ui.create.control("神将", function () { if (ui.cheat2 && ui.cheat2.dialog == _status.event.dialog) { return; } var dialog = _status.event.dialog; this.dialog = dialog; if (this.classList.contains("glow")) { this.backup1.remove(); dialog.buttons.removeArray(this.backup2); } else { var links = []; for (var i = 0; i < dialog.buttons.length; i++) { links.push(dialog.buttons[i].link); } for (var i = 0; i < this.backup2.length; i++) { if (links.includes(this.backup2[i].link)) { this.backup2[i].style.display = "none"; } else { this.backup2[i].style.display = ""; } } dialog.content.insertBefore(this.backup1, dialog.buttons[0].parentNode); dialog.buttons.addArray(this.backup2); } this.classList.toggle("glow"); game.uncheck(); game.check(); }); control.backup1 = ui.create.div(".buttons"); control.backup2 = ui.create.buttons( [ "shen_caocao", "shen_simayi", "shen_guanyu", "shen_zhugeliang", "shen_zhaoyun", "shen_zhouyu", "shen_lvmeng", "shen_lvbu", "shen_liubei", "shen_luxun", "shen_ganning", "ol_zhangliao", "shen_zhenji", "shen_caopi", "key_kagari", "key_shiki", "db_key_hina", ], "character", control.backup1 ); return control; } }, init: function () { game.addGlobalSkill("boss_shenwuzaishi"); game.addGlobalSkill("TheDayIBecomeAGod"); game.addGlobalSkill("thedayibecomeagod"); var list = ["lebu", "bingliang"]; for (var i = 0; i < game.players.length; i++) { switch (game.players[i].name1) { case "shen_guanyu": { game.players[i].equip(game.createCard2("guilongzhanyuedao", "spade", 5)); lib.inpile.add("guilongzhanyuedao"); list.push("qinglong"); break; } case "shen_zhugeliang": { game.players[i].equip(game.createCard2("qimenbagua", "spade", 2)); list.push("bagua"); lib.inpile.add("qimenbagua"); break; } case "shen_zhouyu": { game.players[i].equip(game.createCard2("chiyanzhenhunqin", "diamond", 1)); list.push("zhuque"); lib.inpile.add("chiyanzhenhunqin"); break; } case "shen_caocao": { game.players[i].equip(game.createCard2("juechenjinge", "spade", 5)); list.push("jueying"); lib.inpile.add("juechenjinge"); break; } case "shen_zhaoyun": { game.players[i].equip(game.createCard2("chixueqingfeng", "spade", 6)); list.push("qinggang"); lib.inpile.add("chixueqingfeng"); break; } case "shen_lvbu": { game.players[i].equip(game.createCard2("xiuluolianyuji", "diamond", 12)); list.push("fangtian"); lib.inpile.add("xiuluolianyuji"); break; } case "shen_simayi": { game.players[i].equip(game.createCard2("xuwangzhimian", "diamond", 4)); lib.inpile.add("xuwangzhimian"); break; } case "shen_liubei": { game.players[i].equip(game.createCard2("longfenghemingjian", "spade", 2)); lib.inpile.add("longfenghemingjian"); list.push("cixiong"); break; } case "shen_lvmeng": { game.players[i].equip(game.createCard2("guofengyupao", "diamond", 3)); lib.inpile.add("guofengyupao"); break; } case "shen_luxun": { game.players[i].equip(game.createCard2("qicaishenlu", "diamond", 3)); lib.inpile.add("qicaishenlu"); break; } case "shen_ganning": case "key_iwasawa": { game.players[i].equip(game.createCard2("jinwuluorigong", "heart", 5)); lib.inpile.add("jinwuluorigong"); list.push("qilin"); break; } case "ol_zhangliao": case "key_noda": { game.players[i].equip(game.createCard2("xingtianpojunfu", "diamond", 5)); lib.inpile.add("xingtianpojunfu"); list.push("guanshi"); break; } case "shen_zhenji": { game.players[i].equip(game.createCard2("lingsheji", "club", 12)); lib.inpile.add("lingsheji"); break; } case "shen_caopi": { game.players[i].equip(game.createCard2("shanrangzhaoshu", "spade", 13)); lib.inpile.add("shanrangzhaoshu"); break; } case "key_kagari": { game.players[i].equip(game.createCard2("goujiangdesidai", "heart", 1)); lib.inpile.add("goujiangdesidai"); break; } case "key_shiki": { game.players[i].equip(game.createCard2("niaobaidaowenha", "diamond", 13)); lib.inpile.add("niaobaidaowenha"); break; } case "db_key_hina": { game.players[i].equip(game.createCard2("shenzhixiunvfu", "spade", 13)); lib.inpile.add("shenzhixiunvfu"); break; } } } lib.inpile.remove("wuzhong"); lib.inpile.remove("jiedao"); lib.inpile.add("sadouchengbing"); lib.inpile.add("yihuajiemu"); lib.inpile.add("gubuzifeng"); for (var i = 0; i < ui.cardPile.childElementCount; i++) { var node = ui.cardPile.childNodes[i]; if (node.name == "wuzhong") { node.init([node.suit, node.number, "sadouchengbing"]); } else if (node.name == "jiedao") { node.init([node.suit, node.number, "yihuajiemu"]); } else if (list.includes(node.name)) { lib.inpile.remove(node.name); node.remove(); } } var cards = [ game.createCard2("gubuzifeng", "club", 5), game.createCard2("gubuzifeng", "diamond", 7), ]; while (cards.length > 0) { ui.cardPile.insertBefore( cards.shift(), ui.cardPile.childNodes[get.rand(0, ui.cardPile.childElementCount - 1)] ); } lib.inpile.sort(lib.sort.card); }, }, 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"); lib.inpile.sort(lib.sort.card); 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"].includes(node.name)) { node.remove(); } } }, }, boss_qingmushilian: { chongzheng: 0, loopType: 2, checkResult: function (player) { if (player == game.boss && game.boss.name != "boss_taihao") { return false; } }, init: function () { lib.boss.boss_chiyanshilian.init(); }, }, boss_baimangshilian: { chongzheng: 0, loopType: 2, checkResult: function (player) { if (player == game.boss && game.boss.name != "boss_shaohao") { return false; } }, init: function () { lib.boss.boss_chiyanshilian.init(); }, }, boss_xuanlinshilian: { chongzheng: 0, loopType: 2, checkResult: function (player) { if (player == game.boss && game.boss.name != "boss_zhuanxu") { return false; } }, init: function () { lib.boss.boss_chiyanshilian.init(); }, }, 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_qinguangwang: { chongzheng: 0, checkResult: function (player) { if ( player == game.boss && (!_status.shidianyanluo_level || _status.shidianyanluo_level < 3) ) { return false; } }, init: function () { _status.shidianyanluo_level = 0; lib.inpile.remove("muniu"); for (var i = 0; i < ui.cardPile.childElementCount; i++) { if (ui.cardPile.childNodes[i].name == "muniu") { ui.cardPile.childNodes[i].remove(); break; } } _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_zhenji: { chongzheng: 4, }, boss_lvbu1: { loopType: 2, gameDraw: function (player) { if (player == game.boss) return 8; if (player == game.boss.previous) return 5; return 4; }, loopFirst: function () { return game.boss.nextSeat; }, init: function () { lib.inpile.remove("wugu"); lib.inpile.remove("taoyuan"); lib.inpile.remove("bagua"); lib.inpile.remove("tengjia"); lib.inpile.remove("fangtian"); lib.inpile.remove("muniu"); lib.inpile.addArray([ "wushuangfangtianji", "shufazijinguan", "hongmianbaihuapao", "linglongshimandai", "lianjunshengyan", ]); lib.inpile.sort(lib.sort.card); var equiplist = []; for (var i = 0; i < ui.cardPile.childElementCount; i++) { var node = ui.cardPile.childNodes[i]; if (node.name == "bagua") { node.init([node.suit, node.number, "linglongshimandai"]); equiplist.push(node); } else if (node.name == "tengjia") { node.init([node.suit, node.number, "hongmianbaihuapao"]); equiplist.push(node); } else if (node.name == "fangtian") { node.init([node.suit, node.number, "wushuangfangtianji"]); equiplist.push(node); } else if (node.name == "muniu") { node.init([node.suit, node.number, "shufazijinguan"]); equiplist.push(node); } else if (node.name == "wugu" || node.name == "taoyuan") { node.init([node.suit, node.number, "lianjunshengyan"]); } } equiplist.randomSort(); var next = game.createEvent("boss_jingjia"); next.player = game.boss; next.cards = equiplist; next.setContent(function () { "step 0"; if (!cards.length) { event.finish(); return; } player.logSkill("boss_jingjia"); event.num = 1.5; "step 1"; var card = cards.shift(); if (player.canEquip(card) && Math.random() < event.num) { player.equip(card); event.num = 0.5; } if (cards.length) event.redo(); }); }, }, boss_zuoci: { chongzheng: 4, }, boss_diaochan: { chongzheng: 4, }, boss_huangyueying: { chongzheng: 12, }, boss_sunce: { loopType: 2, loopFirst: function () { return game.boss.previousSeat; }, gameDraw: function (player) { return player == game.boss ? 8 : 4; }, init: function () { _status.taoni_over = get.copy(game.over); }, }, global: { loopType: 1, chongzheng: 6, }, }, skill: { boss_yingzhong: { //Unfinished }, niaobaidaowenha_skill: { trigger: { player: "loseMaxHpAfter" }, direct: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; player .chooseTarget(get.prompt2("niaobaidaowenha_skill"), lib.filter.notMe) .set("ai", function (target) { return get.attitude(_status.event.player, target) / (target.maxHp || 1); }); "step 2"; if (result.bool) { var target = result.targets[0]; player.logSkill("niaobaidaowenha_skill", target); target.gainMaxHp(); target.recover(); if (event.count) event.goto(1); } }, }, goujiangdesidai_skill: { inherit: "kagari_zongsi", filter: function (event, player) { return !player.hasSkill("kagari_zongsi") || player.getStat("skill").kagari_zongsi; }, }, gubuzifeng_disable: { init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, onremove: function (player, skill) { player.enableSkill(skill); delete player.storage[skill]; }, charlotte: true, locked: true, mark: true, intro: { content: function (storage, player, skill) { var list = []; for (var i in player.disabledSkills) { if (player.disabledSkills[i].includes(skill)) { list.push(i); } } if (list.length) { var str = "失效技能:"; for (var i = 0; i < list.length; i++) { if (lib.translate[list[i] + "_info"]) { str += get.translation(list[i]) + "、"; } } return str.slice(0, str.length - 1); } }, }, }, thedayibecomeagod: { trigger: { player: "die" }, direct: true, filter: function (event, player) { return player.group == "shen"; }, forceDie: true, skillAnimation: true, animationColor: "kami", content: function () { "step 0"; player .chooseTarget(get.prompt2("thedayibecomeagod"), function (card, player, target) { return target.isFriendOf(player); }) .set("forceDie", true).ai = function (target) { return get.attitude(_status.event.player, target); }; "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("thedayibecomeagod", target); if (target.group != "shen") { target.changeGroup("shen"); game.log("此刻,便是", target, "成为神明之日!"); event.finish(); } else target.turnOver(false); } else event.finish(); "step 2"; if (target.isDamaged()) target.recover(target.maxHp - target.hp); "step 3"; target.drawTo(5); }, }, TheDayIBecomeAGod: { trigger: { player: "useCard1" }, ruleSkill: true, popup: false, forced: true, prompt: "是否将此【杀】改为神属性?", filter: function (event, player) { return player.group == "shen" && event.card.name == "sha"; }, content: function () { game.log(trigger.card, "被改为神属性"); game.setNature(trigger.card, "kami"); }, }, shanrangzhaoshu: { trigger: { global: ["gainEnd", "loseAsyncAfter"], }, direct: true, filter: function (event, player) { let min = 0; if (!player.hasSkill("shanrangzhaoshu", null, false)) min += get.sgn(player.getEquips("shanrangzhaoshu").length); const bool = player.countCards("he") > min; return game.hasPlayer((current) => { if (current == player || current == _status.currentPhase) return false; if (!bool && current.countCards("h") == 0) return false; const history = current.getHistory("gain")[0]; if (!history) return false; if (event.name == "gain") { return history == event && event.getlx !== false; } return history.getParent() == event; }); }, content: function () { "step 0"; event.targets = game .filterPlayer(function (current) { if (current == player || current == _status.currentPhase) return false; const history = current.getHistory("gain")[0]; if (!history) return false; if (trigger.name == "gain") { return history == trigger && trigger.getlx !== false; } return history.getParent() == trigger; }) .sortBySeat(_status.currentPhase); "step 1"; var target = event.targets.shift(); event.target = target; if (target.isIn()) { var list = []; var min = 0; if (!player.hasSkill("shanrangzhaoshu", null, false)) min += get.sgn(player.getEquips("shanrangzhaoshu").length); if (player.countCards("he") > min) list.push(`交给${get.translation(target)}一张牌`); if (target.countCards("he") > 0) list.push(`令${get.translation(target)}交给你一张牌`); event.list = list; if (list.length == 0) event.goto(4); else if (list.length == 1) event._result = { index: 0 }; else player .chooseControl("cancel2") .set("choiceList", list) .set("prompt", get.prompt("shanrangzhaoshu", target)) .set("ai", function () { if ( get.attitude(_status.event.player, _status.event.getParent().target) < 0 ) return 1; return "cancel2"; }); } else event.goto(4); "step 2"; if (result.control == "cancel2") { event.goto(4); return; } player.logSkill("shanrangzhaoshu", target); if (event.list[result.index][0] == "令") { event.gainner = player; event.giver = target; target.chooseCard("he", true, `交给${get.translation(player)}一张牌`); } else { event.giver = player; event.gainner = target; player .chooseCard("he", true, `交给${get.translation(target)}一张牌`) .set("filterCard", function (card, player) { if (_status.event.ignoreCard) return true; var cards = player.getEquips("shanrangzhaoshu"); if (!cards.includes(card)) return true; return cards.some( (cardx) => cardx != card && !ui.selected.cards.includes(cardx) ); }) .set("ignoreCard", player.hasSkill("shanrangzhaoshu", null, false)); } "step 3"; if (result.cards && result.cards.length) event.giver.give(result.cards, event.gainner); "step 4"; if (targets.length > 0) event.goto(1); }, }, lingsheji: { trigger: { player: "phaseUseEnd" }, equipSkill: true, direct: true, content: function () { "step 0"; var list = ["摸一张牌"]; if (player.countCards("he") > 1) list.push("将一张牌置于武将牌上,于回合结束后获得之"); player .chooseControl("cancel2") .set("prompt", get.prompt("lingsheji")) .set("choiceList", list) .set("ai", function () { var player = _status.event.player; if ( player.countCards("e", function (card) { return card.name != "tengjia" && get.value(card) <= 0; }) ) return 1; if (!player.needsToDiscard()) return 0; return 1; }); "step 1"; if (result.control == "cancel2") { event.finish(); return; } player.logSkill("lingsheji"); if (result.index == 0) { player.draw(); event.finish(); } else { player .chooseCard("he", true, function (card, player) { return card != player.getEquip(5); }) .set("ai", function (card) { if (get.position(card) == "e" && get.value(card) <= 0) return 10; return (get.position(card) == "h" ? 2 : 1) * -get.value(card); }); } "step 2"; player.addSkill("lingsheji2"); player.lose(result.cards, ui.special, "toStorage"); player.markAuto("lingsheji2", result.cards); }, }, lingsheji2: { trigger: { player: "phaseEnd" }, equipSkill: true, forced: true, popup: false, content: function () { player.gain(player.getStorage("lingsheji2"), "gain2", "log"); player.storage.lingsheji2.length = 0; player.removeSkill("lingsheji2"); }, intro: { content: "cards" }, }, noda_axe: { trigger: { player: "useCardToPlayered" }, equipSkill: true, direct: true, filter: function (event, player) { return ( player.isPhaseUsing() && player != event.target && event.targets.length == 1 && player.countCards("he") > 2 ); }, content: function () { "step 0"; player .chooseToDiscard( "he", get.prompt("noda_axe", trigger.target), 2, "弃置两张牌,令" + get.translation(trigger.target) + "本回合内不能使用或打出牌且防具技能无效。", function (card, player) { return card != player.getEquip(1); } ) .set("logSkill", ["noda_axe", trigger.target]) .set( "goon", (function (event, player) { if (player.hasSkill("noda_axe2")) return false; if (event.getParent().excluded.includes(player)) return false; if (get.attitude(event.player, player) > 0) { return false; } if (get.type(event.card) == "trick" && event.player.hasWuxie()) return true; if (get.tag(event.card, "respondSha")) { if (!player.hasSha()) return false; return true; } else if (get.tag(event.card, "respondShan")) { if (!player.hasShan()) return false; return true; } return false; })(trigger, trigger.target) ) .set("ai", function (card) { if (_status.event.goon) return 7.5 - get.value(card); return 0; }); "step 1"; if (result.bool) trigger.target.addTempSkill("noda_axe2"); }, }, noda_axe2: { equipSkill: true, mod: { cardEnabled: function () { return false; }, cardSavable: function () { return false; }, cardRespondable: function () { return false; }, }, mark: true, intro: { content: "不能使用或打出牌且防具技能无效直到回合结束", }, ai: { unequip2: true }, }, iwasawa_crowbow: { equipSkill: true, trigger: { player: "loseAfter", global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, direct: true, filter: function (event, player) { var evt = event.getl(player); return evt && evt.hs && evt.hs.length > 1 && player.isPhaseUsing(); }, content: function () { "step 0"; var evt = trigger.getl(player); event.num = evt.hs.length; player .chooseTarget( get.prompt("iwasawa_crowbow"), "弃置一名其他角色的" + get.cnNumber(event.num) + "张牌", function (card, player, target) { return player != target && target.countDiscardableCards(player, "he") > 0; } ) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if ( target.countDiscardableCards(_status.event.player, "he") >= _status.event.getParent().num ) att = att * 2; return -att; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("iwasawa_crowbow", target); player.discardPlayerCard(target, "he", true, num); } }, }, boss_panguan: { mod: { targetEnabled: function (card) { if (get.type(card) == "delay") return false; }, }, }, boss_juhun: { trigger: { player: "phaseJieshuBegin" }, forced: true, content: function () { var list = game.filterPlayer(function (current) { return current != player; }); if (list.length) { var target = list.randomGet(); player.line(target); target[["turnOver", "link"].randomGet()](); } }, }, boss_wangxiang: { trigger: { player: "die" }, forced: true, forceDie: true, content: function () { game.countPlayer(function (current) { if (current != player && current.countCards("e")) { player.line(current); current.discard(current.getCards("e")); } }); }, }, boss_xhuanren: { nobracket: true, global: "boss_xhuanren2", }, boss_xhuanren2: { trigger: { player: "dieBegin" }, forced: true, priority: -10, fixed: true, globalFixed: true, charlotte: true, silent: true, popup: false, filter: function (event, player) { if (lib.config.mode != "boss") return false; if (_status.shidianyanluo_level == undefined) return false; return player == game.boss; }, content: function () { var next = game.createEvent("shidianyanluo_huanren", false, trigger.getParent()); next.player = player; next.forceDie = true; next.setContent(lib.skill.boss_xhuanren2.contentx); }, contentx: function () { "step 0"; game.delay(); "step 1"; var list = [ ["boss_chujiangwang", "boss_songdiwang", "boss_wuguanwang", "boss_yanluowang"], ["boss_bianchengwang", "boss_taishanwang", "boss_dushiwang", "boss_pingdengwang"], ["boss_zhuanlunwang"], ][_status.shidianyanluo_level]; if (list.length == 1) event._result = { control: list[0] }; else player .chooseControl(list) .set("prompt", "请选择下一个出战的角色") .set("forceDie", true).ai = function () { return list.randomGet(); }; "step 2"; _status.shidianyanluo_level++; game.changeBoss(result.control); }, }, boss_newhuanren: { nobracket: true, global: "boss_newhuanren2", trigger: { global: "gameStart" }, popup: false, forced: true, superCharlotte: true, charlotte: true, fixed: true, content: function () { if (get.mode() != "boss") return; //孟婆 if (!_status.shidianyanluo_mengpo && Math.random() <= 0.4) { if (game.me != game.boss) { game.boss.changeSeat(6); } else { game.boss.nextSeat.changeSeat(3); game.boss.previousSeat.changeSeat(5); } // game.addBossFellow(game.me==game.boss?1:7,'boss_mengpo'); var fellow = game.addFellow( game.me == game.boss ? 1 : 7, "boss_mengpo", "zoominanim" ); if (_status.shidianyanluo_level != 0) { fellow.directgain(get.cards(4)); } fellow.side = true; fellow.identity = "zhong"; fellow.setIdentity("zhong"); game.addVideo("setIdentity", fellow, "zhong"); _status.shidianyanluo_mengpo = true; } var list = [ "luxun", "re_luxun", "zhangchunhua", "zuoci", "re_zuoci", "re_yuji", "xin_yuji", "jiangfei", "kongrong", ]; //禁将 game.countPlayer(function (current) { if (current != game.boss) { for (var i = 0; i < list.length; i++) { if (current.name == list[i] || current.name2 == list[i]) { current.init(["sunce", "re_sunce", "shen_sunce", "sb_sunce"].randomGet()); } } } }); }, }, boss_newhuanren2: { trigger: { global: ["die"] }, forced: true, priority: -10, fixed: true, globalFixed: true, charlotte: true, silent: true, popup: false, forceDie: true, filter: function (event, player) { if (lib.config.mode != "boss") return false; if (_status.shidianyanluo_level == undefined) return false; return player == game.boss && event.player == player; }, content: function () { var next = game.createEvent("shidianyanluo_huanren", false, trigger.getParent()); next.player = player; next.forceDie = true; next.setContent(lib.skill.boss_newhuanren2.contentx); }, contentx: function () { "step 0"; game.delay(); var list = game.filterPlayer(); for (var x = 0; x < list.length; x++) { list[x].removeSkill("diaohulishan"); list[x].removeSkill("guogong2"); } var list = game.boss.getEnemies(); for (var x = 0; x < list.length; x++) { list[x].removeSkill("boss_wangshi2"); } "step 1"; var list = [ ["boss_chujiangwang", "boss_songdiwang", "boss_wuguanwang", "boss_yanluowang"], ["boss_bianchengwang", "boss_taishanwang", "boss_dushiwang", "boss_pingdengwang"], ["boss_zhuanlunwang"], ][_status.shidianyanluo_level]; //如果mengpo死亡且50回合内通过第三关,list[2]变成地藏王 if ( game.phaseNumber <= 50 && _status.shidianyanluo_level == 2 && _status.shidianyanluo_mengpodie == true ) { list = ["boss_dizangwang"]; } if (list.length == 1) event._result = { control: list[0] }; else { player .chooseControl(list) .set("forceDie", true) .set("choice", list.randomGet()) .set("ai", function () { return _status.event.choice; }).prompt = "选择下一个登场的武将"; } "step 2"; _status.shidianyanluo_level++; game.changeBoss(result.control); //地藏王登场摸3 if (result.control == "boss_dizangwang") { game.boss.draw(3); } //计回合数 var level = _status.shidianyanluo_level; //孟婆 if (!_status.shidianyanluo_mengpo) { if (Math.random() <= 0.5 || level == 2) { if (game.me != game.boss) { game.boss.changeSeat(6); } else { game.boss.nextSeat.changeSeat(3); game.boss.previousSeat.changeSeat(5); } //game.addBossFellow(); var fellow = game.addFellow( game.me == game.boss ? 1 : 7, "boss_mengpo", "zoominanim" ); if (_status.shidianyanluo_level != 0) { fellow.directgain(get.cards(4)); } fellow.side = true; fellow.identity = "zhong"; fellow.setIdentity("zhong"); game.addVideo("setIdentity", fellow, "zhong"); _status.shidianyanluo_mengpo = true; } } else { //移除孟婆 game.countPlayer2(function (current) { if (current.name == "boss_mengpo") { current.removed = true; current.classList.add("dead"); current.remove(); game.players.remove(current); } }); } //然后是boss进行回合 game.phaseLoop(game.boss); }, }, boss_bingfeng: { trigger: { player: "die" }, forceDie: true, forced: true, filter: function (event) { return event.source && !event.source.isTurnedOver(); }, logTarget: "source", content: function () { trigger.source.turnOver(); }, }, boss_heisheng: { trigger: { player: "die" }, forceDie: true, forced: true, content: function () { player.line(game.players.slice(0)); game.countPlayer(function (current) { if (current != player) current.link(); }); }, }, boss_shengfu: { trigger: { player: "phaseJieshuBegin" }, forced: true, popup: false, content: function () { var list = []; game.countPlayer(function (current) { if (current == player) return; var es = current.getCards("e", { subtype: ["equip3", "equip4", "equip6"] }); if (es.length) list.push([current, es]); }); if (list.length) { player.logSkill("boss_heisheng"); var current = list.randomGet(); player.line(current[0]); current[0].discard(current[1].randomGet()); } }, }, boss_zhiwang: { derivation: "boss_zhiwang_planetarian", trigger: { global: "gainEnd" }, filter: function (event, player) { return ( event.player != player && !(event.getParent().name == "draw" && event.getParent(2).name == "phaseDraw") && event.player.countCards("h") ); }, forced: true, logTarget: "player", content: function () { var evt = trigger.getParent("boss_zhiwang"); if (evt && evt.name == "boss_zhiwang") { trigger.player.uninit(); trigger.player.init("sunce"); } var hs = trigger.player.getCards("h"); if (hs.length) { trigger.player.discard(hs.randomGet()); } }, subSkill: { planetarian: {} }, }, boss_gongzheng: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return player.countCards("j") > 0; }, content: function () { player.discard(player.getCards("j").randomGet()); }, }, boss_xuechi: { trigger: { player: "phaseJieshuBegin" }, forced: true, content: function () { var list = game.players.slice(0); list.remove(player); var target = list.randomGet(); player.line(target); target.loseHp(2); }, }, boss_tiemian: { inherit: "renwang_skill", priority: -0.3, equipSkill: false, filter: function (event, player) { if (!player.hasEmptySlot(2)) return false; return lib.skill.renwang_skill.filter.apply(this, arguments); }, }, boss_zhadao: { inherit: "qinggang_skill", equipSkill: false, }, boss_zhuxin: { trigger: { player: "die" }, forceDie: true, forced: true, content: function () { "step 0"; player .chooseTarget( "【诛心】:请选择一名角色,令其受到2点伤害。", function (card, player, target) { return ( target != player && !game.hasPlayer(function (current) { return ( current != player && current != target && current.hp < target.hp ); }) ); } ) .set("forceDie", true).ai = function (target) { return -get.attitude(_status.event.player, target); }; "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target); target.damage(2); } }, }, boss_leizhou: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, content: function () { var list = game.players.slice(0); list.remove(player); if (list.length) { var target = list.randomGet(); player.line(target); target.damage("thunder"); } }, }, boss_leifu: { trigger: { player: "phaseJieshuBegin" }, forced: true, content: function () { var list = game.players.slice(0); list.remove(player); if (list.length) { var target = list.randomGet(); player.line(target); target.link(); } }, }, boss_leizhu: { trigger: { player: "die" }, forceDie: true, forced: true, content: function () { var list = game.players.slice(0); list.remove(player); if (list.length) { list.sort(lib.sort.seat); player.line(list); for (var i = 0; i < list.length; i++) { list[i].damage("thunder"); } } }, }, boss_fudu: { trigger: { global: "useCard" }, forced: true, filter: function (event, player) { return event.card.name == "tao" && event.player != player && game.players.length > 2; }, content: function () { var list = game.players.slice(0); list.remove(player); list.remove(trigger.player); var target = list.randomGet(); player.line(target); target.loseHp(); }, }, boss_kujiu: { trigger: { global: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return event.player != player; }, logTarget: "player", content: function () { "step 0"; trigger.player.loseHp(); "step 1"; trigger.player.useCard({ name: "jiu" }, trigger.player); }, }, boss_renao: { trigger: { player: "die" }, forceDie: true, forced: true, content: function () { var list = game.players.slice(0); list.remove(player); if (list.length) { var target = list.randomGet(); player.line(target); target.damage(3, "fire"); } }, }, boss_remen: { equipSkill: true, trigger: { target: ["useCardToBefore"] }, forced: true, priority: 6, audio: true, filter: function (event, player) { if (!player.hasEmptySlot("equip2")) return false; if (event.card.name == "nanman") return true; if (event.card.name == "wanjian") return true; return event.card.name == "sha" && !game.hasNature(event.card); }, content: function () { trigger.cancel(); }, ai: { effect: { target: function (card, player, target, current) { if (!target.hasEmptySlot("equip2")) return; if (card.name == "nanman" || card.name == "wanjian") return "zerotarget"; if (card.name == "sha") { var equip1 = player.getEquip(1); if (equip1 && equip1.name == "zhuque") return 1.9; if (!game.hasNature(card)) return "zerotarget"; } }, }, }, }, boss_zhifen: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, content: function () { "step 0"; var list = game.filterPlayer(); list.remove(player); if (list.length) { var target = list.randomGet(); player.line(target); event.target = target; if (target.countGainableCards(player, "h")) player.gainPlayerCard(target, "h", true); } else event.finish(); "step 1"; target.damage("fire"); }, }, boss_huoxing: { trigger: { player: "die" }, forceDie: true, forced: true, content: function () { var list = game.players.slice(0); list.remove(player); if (list.length) { list.sort(lib.sort.seat); player.line(list); for (var i = 0; i < list.length; i++) { list[i].damage("fire"); } } }, }, boss_suozu: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, content: function () { var list = game.players.slice(0); list.remove(player); if (list.length) { list.sort(lib.sort.seat); player.line(list); for (var i = 0; i < list.length; i++) { list[i].link(); } } }, }, boss_abi: { trigger: { player: "damageEnd" }, forced: true, filter: function (event) { return event.source != undefined; }, logTarget: "source", content: function () { trigger.source.damage().nature = ["fire", "thunder"].randomGet(); }, }, boss_pingdeng: { trigger: { player: "die" }, forceDie: true, forced: true, content: function () { "step 0"; var list = game.filterPlayer(function (current) { return ( current != player && !game.hasPlayer(function (current2) { return current2.hp > current.hp; }) ); }); if (list.length) { var target = list.randomGet(); player.line(target); target.damage(2).nature = lib.linked.randomGet(); } else event.finish(); "step 1"; var list = game.filterPlayer(function (current) { return ( current != player && !game.hasPlayer(function (current2) { return current2.hp > current.hp; }) ); }); if (list.length) { var target = list.randomGet(); player.line(target); target.damage().nature = lib.linked.randomGet(); } }, }, boss_lunhui: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return ( player.hp <= 2 && game.hasPlayer(function (current) { return current != player && current.hp > 2; }) ); }, content: function () { var list = game.filterPlayer(function (current) { return current != player && current.hp > 2; }); if (list.length) { var target = list.randomGet(); player.line(target); var hp1 = player.hp; var hp2 = target.hp; player.hp = Math.min(player.maxHp, hp2); target.hp = Math.min(target.maxHp, hp1); player.update(); target.update(); game.log(player, "和", target, "交换了体力值"); } }, }, boss_wangsheng: { trigger: { player: "phaseUseBegin" }, forced: true, content: function () { var name = ["nanman", "wanjian"].randomGet(); player.useCard( { name: name }, game.filterPlayer(function (current) { return player.canUse({ name: name }, current); }), "noai" ); }, }, boss_zlfanshi: { trigger: { player: "damageEnd" }, forced: true, content: function () { if (player.hasSkill("boss_zlfanshi_terra")) { var list = game.players.slice(0); list.remove(player); if (list.length) { var target = list.randomGet(); player.line(target); target.damage(); } } else player.addTempSkill("boss_zlfanshi_terra"); }, }, boss_zlfanshi_terra: { charlotte: true }, //孟婆: boss_shiyou: { audio: true, trigger: { global: "loseAfter" }, filter: function (event, player) { var evt = event.getParent(3); return ( event.type == "discard" && evt.name == "phaseDiscard" && evt.player == event.player && evt.player != player && event.cards2 && event.cards2.filterInD("d").length > 0 ); }, content: function () { "step 0"; event.cards = trigger.cards2.filterInD("d"); "step 1"; var next = player .chooseCardButton(get.prompt("boss_shiyou"), event.cards, [1, event.cards.length]) .set("ai", function (button) { return get.value(button.link, player); }) .set("filterButton", function (button) { for (var i = 0; i < ui.selected.buttons.length; i++) { if (get.suit(ui.selected.buttons[i].link) == get.suit(button.link)) return false; } return true; }); "step 2"; if (result.bool) { player.gain(result.links, "gain2", "log"); } }, }, boss_wangshi: { trigger: { global: "phaseZhunbeiBegin" }, forced: true, audio: true, filter: function (event, player) { if (player.getEnemies().includes(event.player)) { return true; } return false; }, logTarget: "player", content: function () { var list = ["basic", "trick", "equip"].randomGet(); trigger.player.addTempSkill("boss_wangshi2"); trigger.player.storage.boss_wangshi2 = [list]; game.log(trigger.player, "本回合不能使用或打出", list, "牌"); trigger.player.markSkill("boss_wangshi2"); }, }, boss_wangshi2: { unique: true, charlotte: true, intro: { content: function (storage) { return "不能使用或打出" + get.translation(storage) + "牌"; }, }, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, //mark:true, onremove: true, mod: { cardEnabled2: function (card, player) { if (player.storage.boss_wangshi2.includes(get.type(card, "trick"))) return false; }, }, }, boss_mengpohuihun1: { mode: ["boss"], trigger: { player: "loseEnd", global: "cardsDiscardEnd", }, filter: function (event, player) { for (var i = 0; i < event.cards.length; i++) { if ( event.cards[i].name == "boss_mengpohuihun" && get.position(event.cards[i], true) == "d" ) { return true; } } return false; }, forced: true, popup: false, content: function () { var cards = []; for (var i = 0; i < trigger.cards.length; i++) { if ( trigger.cards[i].name == "boss_mengpohuihun" && get.position(trigger.cards[i]) == "d" ) { cards.push(trigger.cards[i]); } } if (cards.length) { game.cardsGotoSpecial(cards); game.log(cards, "已被移出游戏"); player.popup("回魂"); } }, }, boss_wanghun: { audio: true, forced: true, trigger: { player: "die" }, forceDie: true, content: function () { _status.shidianyanluo_mengpodie = true; var list = player.getEnemies(); if (list.length > 0) { for (var x = 0; x < list.length; x++) { list[x].removeSkill("boss_wangshi2"); } var ran1 = list.randomGet(); //第一个角色 list.remove(ran1); //移除 var skills1 = ran1.getSkills(true, false); if (skills1.length) { for (var i = 0; i < skills1.length; i++) { //排除技能,然后随机失去一个可以失去的技能 if ( get.skills[i] || lib.skill[skills1[i]].charlotte || !lib.translate[skills1[i] + "_info"] || lib.skill[skills1[i]].zhuSkill == true ) { skills1.splice(i--, 1); } } if (skills1.length > 0) { skills1 = skills1.randomGet(); ran1.disableSkill("boss_wanghun", skills1); game.log(ran1, "失去了", skills1); } else { game.log(ran1, "没有技能可失去"); } } if (list.length > 0) { var ran2 = list.randomGet(); //第二个角色 list.remove(ran2); //移除 var skills2 = ran2.getSkills(true, false); if (skills2.length) { for (var i = 0; i < skills2.length; i++) { //排除技能,然后随机失去一个可以失去的技能 if ( get.skills[i] || lib.skill[skills2[i]].charlotte || !lib.translate[skills2[i] + "_info"] || lib.skill[skills2[i]].zhuSkill == true ) { skills2.splice(i--, 1); } } if (skills2.length > 0) { skills2 = skills2.randomGet(); ran2.disableSkill("boss_wanghun", skills2); game.log(ran2, "失去了", skills2); } else { game.log(ran2, "没有技能可失去"); } } } //添加两张回魂 if (get.mode() == "boss") { var card1 = game.createCard("boss_mengpohuihun", "heart", 3, null); var card2 = game.createCard("boss_mengpohuihun", "club", 4, null); var a = []; if (ui.cardPile.childElementCount < 3) { game.boss.getCards(4); } for (var i = 0; i < ui.cardPile.childElementCount; i++) { a.push(i); } ui.cardPile.insertBefore(card1, ui.cardPile.childNodes[a.randomGet()]); a.push(a.length); ui.cardPile.insertBefore(card2, ui.cardPile.childNodes[a.randomGet()]); game.log("牌堆中添加了", card1, card2); game.updateRoundNumber(); } } }, }, //地藏王: boss_bufo: { audio: true, forced: true, trigger: { player: ["damageBegin4", "phaseZhunbeiBegin"], }, filter: function (event, player, name) { if (name == "damageBegin4") { return event.num && event.num > 1; } return game.hasPlayer(function (target) { return player != target && get.distance(player, target) <= 1; }); }, content: function () { var name = event.triggername; if (name == "damageBegin4") { trigger.num--; } else { game.countPlayer(function (target) { if (player != target && get.distance(player, target) <= 1) { target.damage(1, player, "fire"); } }); } }, }, boss_wuliang: { forced: true, audio: true, trigger: { global: "gameDrawAfter", player: ["phaseZhunbeiBegin", "phaseJieshuBegin", "enterGame"], }, filter: function (event, player, name) { if (name == "gameDrawAfter" || name == "enterGame") { return true; } else if (name == "phaseZhunbeiBegin") { return player.hp < 3; } return true; }, content: function () { var name = event.triggername; if (name == "phaseZhunbeiBegin") { player.recover(3 - player.hp); } else { player.draw(name == "gameDrawAfter" || name == "enterGame" ? 3 : 2); } }, }, boss_dayuan: { trigger: { global: "judge", }, audio: true, direct: true, lastDo: true, content: function () { "step 0"; var card = trigger.player.judging[0]; var judge0 = trigger.judge(card); var judge1 = 0; var choice = "cancel2"; event.suitchoice = "cancel2"; var attitude = get.attitude(player, trigger.player); var list = []; event.suitx = ["heart", "diamond", "club", "spade"]; for (var x = 0; x < 4; x++) { for (var i = 1; i < 14; i++) { list.add(i); var judge2 = (trigger.judge({ name: get.name(card), suit: event.suitx[x], number: i, nature: get.nature(card), }) - judge0) * attitude; if (judge2 > judge1) { choice = i; event.suitchoice = event.suitx[x]; judge1 = judge2; } } } list.push("cancel2"); event.suitx.push("cancel2"); player .chooseControl(list) .set("ai", function () { return _status.event.choice; }) .set("choice", choice).prompt = get.prompt2(event.name); "step 1"; if (result.control != "cancel2") { if (!event.logged) { event.logged = true; player.logSkill(event.name, trigger.player); } game.log(trigger.player, "判定结果点数为", "#g" + result.control); player.popup(result.control, "fire"); if (!trigger.fixedResult) trigger.fixedResult = {}; trigger.fixedResult.number = result.control; } player .chooseControl(event.suitx) .set("ai", function () { return _status.event.choice; }) .set("choice", event.suitchoice).prompt = get.prompt2(event.name); "step 2"; if (result.control != "cancel2") { if (!event.logged) { event.logged = true; player.logSkill(event.name, trigger.player); } game.log(trigger.player, "判定结果花色为", "#g" + result.control); player.popup(result.control, "fire"); if (!trigger.fixedResult) trigger.fixedResult = {}; trigger.fixedResult.suit = result.control; if (result.control == "club" || result.control == "spade") { trigger.fixedResult.color = "black"; } else if (result.control == "heart" || result.control == "diamond") { trigger.fixedResult.color = "red"; } } }, }, boss_diting: { audio: true, mod: { globalFrom: function (from, to, distance) { return distance - 1; }, globalTo: function (from, to, distance) { return distance + 1; }, }, enable: "phaseUse", position: "h", filter: function (event, player) { return player.countCards("he", { subtype: ["equip3", "equip4", "equip6"] }) > 0; }, filterCard: function (card) { return ( get.subtype(card) == "equip3" || get.subtype(card) == "equip4" || get.subtype(card) == "equip6" ); }, check: function (card) { if (_status.event.player.isDisabled(get.subtype(card))) return 5; return 3 - get.value(card); }, content: function () { player.draw(); }, discard: false, visible: true, loseTo: "discardPile", prompt: "将一张坐骑牌置入弃牌堆并摸一张牌", delay: 0.5, prepare: function (cards, player) { player.$throw(cards, 1000); game.log(player, "将", cards, "置入了弃牌堆"); }, ai: { order: 10, result: { player: 1, }, }, group: "boss_diting_init", subSkill: { init: { trigger: { global: "gameStart", player: "enterGame", }, forced: true, filter: function (event, player) { return player.hasEnabledSlot(3) || player.hasEnabledSlot(4); }, content: function () { var disables = []; for (var i = 3; i <= 4; i++) { for (var j = 0; j < player.countEnabledSlot(i); j++) { disables.push(i); } } if (disables.length > 0) player.disableEquip(disables); }, }, }, }, /* "boss_sdyl_level":{ trigger:{global:'gameStart'}, forced:true, superCharlotte:true, charlotte:true, fixed:true, content:function(){}, contentplayer:function(player){ var list=[1,2,3,4,5]; var list2=["boss_sdyl_playerlevel1","boss_sdyl_playerlevel2","boss_sdyl_playerlevel3","boss_sdyl_playerlevel4","boss_sdyl_playerlevel5"]; player.removeAdditionalSkill('boss_sdyl_level'); var num=list.randomGet(); player.storage.boss_sdyl_level=num; var list3=list2.concat(); list3.length=num; player.addAdditionalSkill('boss_sdyl_level',list3); game.log(player,'的等阶为',num); if(num>1){ var a=function(card){ return get.type(card)=='equip'; }; for(var i=0;i1){ var a=function(card){ return get.type(card)=='equip'; }; for(var i=0;i0) return false; }, save:true, result:{ player:function(player){ if(player.hp<=0) return 10; if(player.hp<=2&&player.countCards('he')<=1) return 10; return 0; } }, threaten:function(player,target){ if(!target.storage.boss_sdyl_playerlevel5) return 0.6; } }, intro:{ content:'limited' } }, "boss_sdyl_bosslevel1":{ fixed:true, globalFixed:true, charlotte:true, silent:true, popup:false, forced:true, }, "boss_sdyl_bosslevel3":{ fixed:true, globalFixed:true, charlotte:true, silent:true, popup:false, forced:true, init:function(player){ player.maxHp++; player.hp++; player.update(); }, trigger:{player:'phaseZhunbeiBegin'}, forced:true, content:function(){ var card=get.cardPile('sha'); if(card){ player.gain(card); } }, mod:{ cardUsable:function (card,player,num){ if(card.name=='sha') return num+=1; }, }, }, "boss_sdyl_bosslevel2":{ fixed:true, globalFixed:true, charlotte:true, silent:true, popup:false, forced:true, }, "boss_sdyl_bosslevel4":{ fixed:true, globalFixed:true, charlotte:true, silent:true, popup:false, forced:true, trigger:{player:'phaseDrawBegin2'}, forced:true, filter:function (event,player){ return !event.numFixed; }, content:function(){ trigger.num++; }, mod:{ maxHandcard:function (player,num){ return num+=1; }, }, }, "boss_sdyl_bosslevel5":{ fixed:true, globalFixed:true, charlotte:true, silent:true, popup:false, forced:true, init:function(player){ player.maxHp++; player.hp++; player.update(); if(_status.shidianyanluo_level&&_status.shidianyanluo_level>0){ var players=game.filterPlayer(function(current){return current!=player;}); player.useCard({name:'nanman'},false,players); } }, trigger:{ source:"damageBegin4", player:"useCardAfter", global:'gameDrawAfter', }, filter:function (event,player,name){ if(name=='gameDrawAfter'){ if(!_status.shidianyanluo_level||_status.shidianyanluo_level==0){ var players=game.filterPlayer(function(current){return current!=player;}); player.useCard({name:'nanman'},false,players); } return false; } if(player.storage.boss_sdyl_bosslevel5) return false; if(name=='damageBegin4'){ if(!event.card||event.card.name!='nanman') return false; return true; }else if(name=='useCardAfter'){ if(!event.card||event.card.name!='nanman') return false; player.storage.boss_sdyl_bosslevel5=true; return false; } }, content:function (){ trigger.num++; }, }, */ boss_jingjia: {}, boss_aozhan: { forced: true, locked: true, charlotte: true, group: ["boss_aozhan_wuqi", "boss_aozhan_fangju", "boss_aozhan_zuoji", "boss_aozhan_baowu"], subSkill: { wuqi: { mod: { cardUsable: function (card, player, num) { if (player.getEquip(1) && card.name == "sha") return num + 1; }, }, sub: true, }, fangju: { trigger: { player: "damageBegin4", }, forced: true, filter: function (event, player) { return player.getEquip(2) && event.num > 1; }, content: function () { trigger.num = 1; }, sub: true, }, zuoji: { trigger: { player: "phaseDrawBegin", }, forced: true, filter: function (event, player) { return player.getEquip(3) || player.getEquip(4); }, content: function () { trigger.num++; }, sub: true, }, baowu: { trigger: { player: "phaseJudgeBefore", }, forced: true, filter: function (event, player) { return player.getEquip(5); }, content: function () { trigger.cancel(); game.log(player, "跳过了判定阶段"); }, sub: true, }, }, }, boss_yaoshou: { mod: { globalFrom: function (from, to, distance) { return distance - 2; }, }, }, boss_duqu: { trigger: { player: "damageEnd" }, filter: function (event, player) { return event.source && !event.source.hasSkill("boss_duqu"); }, content: function () { var target = trigger.source; if (!target.storage.boss_shedu) target.storage.boss_shedu = 0; target.storage.boss_shedu++; target.markSkill("boss_shedu"); }, forced: true, global: "boss_shedu", mod: { cardname: function (card, player) { if (card.name == "tao") return "sha"; }, }, }, boss_shedu: { trigger: { player: "phaseBegin" }, mark: true, intro: { content: "mark" }, forced: true, filter: function (event, player) { return player.storage.boss_shedu && player.storage.boss_shedu > 0; }, content: function () { "step 0"; var num = player.storage.boss_shedu; event.num = num; var chs = get.cnNumber(num); player.chooseToDiscard("he", num, "弃置" + chs + "张牌,或失去" + chs + "点体力").ai = function (card) { return 12 - get.value(card); }; "step 1"; if (!result.bool) player.loseHp(num); player.storage.boss_shedu--; if (num > 1) player.markSkill("boss_shedu"); else player.unmarkSkill("boss_shedu"); }, }, boss_jiushou: { mod: { maxHandcard: function (player, num) { return num - player.hp + 9; }, }, trigger: { player: ["phaseUseBegin", "phaseJieshuBegin", "phaseDrawBegin"] }, forced: true, filter: function (event, player) { return event.name == "phaseDraw" || player.countCards("h") < 9; }, content: function () { if (trigger.name == "phaseDraw") trigger.cancel(); else player.draw(9 - player.countCards("h")); }, }, boss_echou_switch: { unique: true, charlotte: true, group: ["boss_echou_switch_on", "boss_echou_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_echou_awake", "boss_echou"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_echou_awake"); player.removeSkill("boss_echou_switch"); }, }, }, }, boss_echou: { trigger: { global: "useCard" }, filter: function (event, player) { return !event.player.hasSkill("boss_duqu") && ["tao", "jiu"].includes(event.card.name); }, content: function () { var target = trigger.player; player.line(target); if (!target.storage.boss_shedu) target.storage.boss_shedu = 0; target.storage.boss_shedu++; target.markSkill("boss_shedu"); }, }, boss_bingxian: { trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player != player && event.player.countUsed("sha", true) == 0; }, forced: true, content: function () { player.useCard({ name: "sha" }, trigger.player); }, }, boss_juyuan: { init: function (player, skill) { player.storage[skill] = 0; }, trigger: { player: "phaseAfter" }, forced: true, silent: true, popup: false, content: function () { player.storage.boss_juyuan = player.hp; }, mod: { selectTarget: function (card, player, range) { if (card.name != "sha") return; if (range[1] == -1) return; if (player.hp >= player.storage.boss_juyuan) return; range[1] += 2; }, }, }, boss_xushi_switch: { unique: true, charlotte: true, group: ["boss_xushi_switch_on", "boss_xushi_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_xushi_awake", "boss_xushi"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_xushi_awake"); player.removeSkill("boss_xushi_switch"); }, }, }, }, boss_xushi: { trigger: { player: ["phaseUseEnd", "turnOverEnd"] }, filter: function (event, player) { return event.name == "phaseUse" || !player.isTurnedOver(); }, forced: true, content: function () { "step 0"; if (trigger.name == "phaseUse") { player.turnOver(); event.finish(); } else { event.list = game.filterPlayer(function (current) { return current != player; }); event.list.sort(lib.sort.seat); player.line(event.list, "green"); } "step 1"; var target = event.list.shift(); target.damage([1, 2].randomGet()); if (event.list.length) event.redo(); }, }, boss_zhaohuo: { trigger: { player: "damageBegin4", source: "damageBegin1", }, forced: true, filter: function (event, player) { if (player == event.player) return event.hasNature("fire") || player == event.source; return true; }, content: function () { if (player == trigger.player) trigger.cancel(); else game.setNature(trigger, "fire"); }, ai: { unequip: true, skillTagFilter: function (player) { if (player != _status.currentPhase) return false; }, }, }, boss_honglianx: { mod: { ignoredHandcard: function (card, player) { if (get.color(card) == "red") { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && get.color(card) == "red") return false; }, }, forced: true, trigger: { player: "phaseZhunbeiBegin" }, content: function () { "step 0"; event.num1 = 3; event.num2 = [0, 1, 2, 3].randomGet(); event.togain = []; while (event.togain.length < event.num2) { var card = get.cardPile(function (card) { return !event.togain.includes(card) && get.color(card) == "red"; }); if (card) event.togain.push(card); else break; } event.num1 -= event.togain.length; if (event.togain.length) player.gain(event.togain, "draw"); if (event.num1 == 0) event.finish(); else { event.list = game .filterPlayer(function (current) { return current != player; }) .randomGets(event.num1) .sortBySeat(); player.line(event.list, "fire"); } "step 1"; var target = event.list.shift(); target.damage("fire"); if (event.list.length) event.redo(); }, }, boss_yanyu_switch: { unique: true, charlotte: true, group: ["boss_yanyu_switch_on", "boss_yanyu_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_yanyu_awake", "boss_yanyu"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_yanyu_awake"); player.removeSkill("boss_yanyu_switch"); }, }, }, }, boss_yanyu: { forced: true, trigger: { global: "phaseBegin" }, filter: function (event, player) { return player != event.player; }, content: function () { "step 0"; event.count = 3; player.line(trigger.player, "fire"); "step 1"; event.count--; trigger.player.judge(function (card) { if (get.color(card) == "red") return -5; return 5; }); "step 2"; if (!result.bool) { trigger.player.damage("fire"); if (event.count) event.goto(1); } }, }, boss_fengdong: { trigger: { player: "phaseBegin" }, forced: true, content: function () { game.countPlayer(function (current) { if (current != player) current.addTempSkill("fengyin"); }); }, }, boss_xunyou: { trigger: { global: "phaseBegin" }, forced: true, filter: function (event, player) { return player != event.player; }, content: function () { "step 0"; var list = game.filterPlayer(function (current) { return current != player && current.countCards("hej"); }); if (list.length) { var target = list.randomGet(); player.line(target, "green"); var card = target.getCards("hej").randomGet(); event.card = card; player.gain(card, target); target.$giveAuto(card, player); } else event.finish(); "step 1"; if (player.getCards("h").includes(card) && get.type(card) == "equip") player.chooseUseTarget(card, true, "nopopup", "noanimate"); }, }, boss_sipu_switch: { unique: true, charlotte: true, group: ["boss_sipu_switch_on", "boss_sipu_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_sipu_awake", "boss_sipu"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_sipu_awake"); player.removeSkill("boss_sipu_switch"); }, }, }, }, boss_sipu: { global: "boss_sipu2", }, boss_sipu2: { mod: { cardEnabled: function (card, player) { var sc = _status.currentPhase; if ( sc && sc != player && sc.isPhaseUsing() && sc.hasSkill("boss_sipu") && !sc.hasSkill("boss_sipu_switch") && sc.countUsed() < 3 ) { return false; } }, cardUsable: function (card, player) { var sc = _status.currentPhase; if ( sc && sc != player && sc.isPhaseUsing() && sc.hasSkill("boss_sipu") && !sc.hasSkill("boss_sipu_switch") && sc.countUsed() < 3 ) { return false; } }, cardRespondable: function (card, player) { var sc = _status.currentPhase; if ( sc && sc != player && sc.isPhaseUsing() && sc.hasSkill("boss_sipu") && !sc.hasSkill("boss_sipu_switch") && sc.countUsed() < 3 ) { return false; } }, cardSavable: function (card, player) { var sc = _status.currentPhase; if ( sc && sc != player && sc.isPhaseUsing() && sc.hasSkill("boss_sipu") && !sc.hasSkill("boss_sipu_switch") && sc.countUsed() < 3 ) { return false; } }, }, }, /*----分界线----*/ boss_zirun: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, logTarget: function () { return game.filterPlayer(); }, content: function () { var list = game.filterPlayer().sortBySeat(); game.asyncDraw(list, function (current) { if (current.countCards("e")) return 2; return 1; }); }, }, boss_juehong: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, logTarget: function (event, player) { return player.getEnemies(); }, content: function () { "step 0"; event.list = player.getEnemies().sortBySeat(); "step 1"; if (event.list.length) { var target = event.list.shift(); if (target.countCards("he")) { var es = target.getCards("e"); if (es.length) { target.discard(es); } else { player.discardPlayerCard(target, "h", true); } } event.redo(); } }, }, boss_zaoyi: { trigger: { global: "dieAfter" }, forced: true, filter: function (event, player) { if (lib.config.mode != "boss") return false; var list = ["boss_shuishenxuanming", "boss_shuishengonggong"]; if (list.includes(event.player.name)) { return !game.hasPlayer(function (current) { return list.includes(current.name); }); } return false; }, content: function () { player.draw(4); player.addSkill("boss_zaoyi_hp"); }, subSkill: { hp: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, mark: true, intro: { content: "每个回合开始时使体力值最少的敌方角色失去所有体力", }, content: function () { var list = player.getEnemies(); var min = list[0].hp; for (var i = 0; i < list.length; i++) { if (list[i].hp < min) { min = list[i].hp; } } for (var i = 0; i < list.length; i++) { if (list[i].hp > min) { list.splice(i--, 1); } } player.line(list, "green"); list.sortBySeat(); for (var i = 0; i < list.length; i++) { list[i].loseHp(min); } }, }, }, mod: { targetEnabled: function (card, player, target, now) { if (target.isEnemyOf(player)) { var type = get.type(card, "trick"); if (type == "trick") { if ( game.hasPlayer(function (current) { return current.name == "boss_shuishenxuanming"; }) ) { return false; } } if (type == "basic") { if ( game.hasPlayer(function (current) { return current.name == "boss_shuishengonggong"; }) ) { return false; } } } }, }, }, boss_lingqu: { init: function (player) { player.storage.boss_lingqu = 0; }, trigger: { player: "damageEnd" }, forced: true, content: function () { player.draw(); player.storage.boss_lingqu++; player.markSkill("boss_lingqu"); }, intro: { content: "手牌上限+#", }, mod: { maxHandcard: function (player, num) { return num + player.storage.boss_lingqu; }, }, group: "boss_lingqu_cancel", subSkill: { cancel: { trigger: { player: "damageBegin4" }, priority: -11, forced: true, filter: function (event) { return event.num > 1; }, content: function () { trigger.num = 0; }, }, }, }, boss_baiyi: { group: ["boss_baiyi_draw", "boss_baiyi_thunder", "boss_baiyi_discard"], subSkill: { discard: { trigger: { global: "roundStart" }, forced: true, filter: function () { return game.roundNumber == 5; }, logTarget: function (event, player) { return player.getEnemies(); }, content: function () { "step 0"; event.list = player.getEnemies(); "step 1"; if (event.list.length) { event.list.shift().chooseToDiscard("he", true, 2); event.redo(); } }, }, draw: { trigger: { global: "phaseDrawBegin" }, forced: true, filter: function (event, player) { return game.roundNumber < 3 && event.player.isEnemyOf(player); }, content: function () { trigger.num--; }, }, thunder: { trigger: { player: "damageBegin4" }, filter: function (event) { return event.hasNature("thunder") && game.roundNumber < 7; }, forced: true, content: function () { trigger.cancel(); }, ai: { nothunder: true, skillTagFilter: function () { return game.roundNumber < 7; }, effect: { target: function (card, player, target, current) { if (get.tag(card, "thunderDamage") && game.roundNumber < 7) return 0; }, }, }, }, }, }, boss_qingzhu: { trigger: { player: "phaseDiscardBefore" }, forced: true, content: function () { trigger.cancel(); }, mod: { cardEnabled: function (card, player) { if ( card.name == "sha" && _status.currentPhase == player && _status.event.getParent("phaseUse") && !player.hasSkill("boss_jiding") ) { return false; } }, }, }, boss_jiazu: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, getTargets: function (player) { var targets = []; targets.add(player.getNext()); targets.add(player.getPrevious()); var enemies = player.getEnemies(); for (var i = 0; i < targets.length; i++) { if ( !enemies.includes(targets[i]) || (!targets[i].getEquip(3) && !targets[i].getEquip(4)) ) { targets.splice(i--, 1); } } return targets; }, filter: function (event, player) { return lib.skill.boss_jiazu.getTargets(player).length > 0; }, logTarget: function (event, player) { return lib.skill.boss_jiazu.getTargets(player); }, content: function () { "step 0"; event.list = lib.skill.boss_jiazu.getTargets(player).sortBySeat(); "step 1"; if (event.list.length) { var target = event.list.shift(); var cards = target.getCards("e", function (card) { var subtype = get.subtype(card); return subtype == "equip3" || subtype == "equip4"; }); if (cards.length) { target.discard(cards); } event.redo(); } }, }, boss_jiding: { trigger: { global: "damageEnd" }, forced: true, mark: true, intro: { content: "info", }, filter: function (event, player) { return ( event.player != player && event.player.isFriendOf(player) && event.source && event.source.isIn() && event.source.isEnemyOf(player) ); }, logTarget: "source", content: function () { "step 0"; player.useCard({ name: "sha", nature: "thunder" }, trigger.source); "step 1"; player.removeSkill("boss_jiding"); }, group: "boss_jiding_recover", subSkill: { recover: { trigger: { source: "damageEnd" }, silent: true, filter: function (event, player) { return event.getParent(3).name == "boss_jiding"; }, content: function () { for (var i = 0; i < game.players.length; i++) { if (game.players[i].name == "boss_jinshenrushou") { game.players[i].recover(); player.line(game.players[i], "green"); } } }, }, }, }, boss_xingqiu: { init: function (player) { player.storage.boss_xingqiu = false; }, trigger: { player: "phaseDrawBegin" }, direct: true, locked: true, content: function () { "step 0"; if (player.storage.boss_xingqiu) { player.logSkill("boss_xingqiu"); event.list = player.getEnemies().sortBySeat(); } else { event.finish(); } player.storage.boss_xingqiu = !player.storage.boss_xingqiu; "step 1"; if (event.list.length) { var target = event.list.shift(); if (!target.isLinked()) { target.link(); player.line(target, "green"); } event.redo(); } "step 2"; game.delay(); for (var i = 0; i < game.players.length; i++) { if (game.players[i].name == "boss_mingxingzhu") { game.players[i].addSkill("boss_jiding"); } } }, }, boss_kuangxiao: { mod: { targetInRange: function (card, player, target) { return true; }, selectTarget: function (card, player, range) { if (card.name == "sha") { range[1] = -1; range[0] = -1; } }, playerEnabled: function (card, player, target) { if (card.name == "sha" && target.isFriendOf(player)) { return false; } }, }, }, boss_yinzei_switch: { unique: true, charlotte: true, group: ["boss_yinzei_switch_on", "boss_yinzei_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_yinzei_awake", "boss_yinzei"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_yinzei_awake"); player.removeSkill("boss_yinzei_switch"); }, }, }, }, boss_jicai_switch: { unique: true, charlotte: true, group: ["boss_jicai_switch_on", "boss_jicai_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_jicai_awake", "boss_jicai"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_jicai_awake"); player.removeSkill("boss_jicai_switch"); }, }, }, }, boss_luanchang_switch: { unique: true, charlotte: true, group: ["boss_luanchang_switch_on", "boss_luanchang_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_luanchang_awake", "boss_luanchang"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_luanchang_awake"); player.removeSkill("boss_luanchang_switch"); }, }, }, }, boss_yandu_switch: { unique: true, charlotte: true, group: ["boss_yandu_switch_on", "boss_yandu_switch_off"], subSkill: { off: { trigger: { global: "gameStart" }, content: function () { player.disableSkill("boss_yandu_awake", "boss_yandu"); }, silent: true, }, on: { trigger: { player: "changeHp" }, filter: function (event, player) { return player.hp <= player.maxHp / 2; }, forced: true, skillAnimation: true, animationColor: "thunder", content: function () { player.enableSkill("boss_yandu_awake"); player.removeSkill("boss_yandu_switch"); }, }, }, }, boss_shenwuzaishi: { trigger: { global: "dieAfter" }, silent: true, filter: function (event, player) { return player.side != game.boss.side; }, content: function () { if (player == trigger.source && trigger.player.name == "boss_zhuyin") { player.draw(3); player.recover(); } else if (trigger.player.side == player.side) { player.draw(player.group == "shen" ? 3 : 1); player.recover(); } }, }, boss_wuzang: { trigger: { player: "phaseDrawBegin" }, forced: true, content: function () { trigger.num += Math.max(5, Math.floor(player.hp / 2)) - 2; }, mod: { maxHandcard: function (player, num) { return num - player.hp; }, }, }, boss_xiangde: { trigger: { player: "damageBegin3" }, forced: true, filter: function (event, player) { return ( event.source && event.source.isIn() && event.source != player && event.source.getEquip(1) ); }, content: function () { trigger.num++; }, }, boss_yinzei: { trigger: { player: "damageEnd" }, forced: true, logTarget: "source", filter: function (event, player) { return ( event.source && event.source.isIn() && event.source != player && event.source.countCards("he") && !player.countCards("h") ); }, content: function () { trigger.source.randomDiscard(); }, }, boss_zhue: { trigger: { global: "damageEnd" }, forced: true, filter: function (event, player) { return event.source && event.source.isIn() && event.source != player; }, logTarget: "source", content: function () { game.asyncDraw([player, trigger.source]); }, }, boss_yandu: { trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return ( event.player != player && !event.player.getStat("damage") && event.player.countCards("he") ); }, logTarget: "player", forced: true, content: function () { player.gainPlayerCard(trigger.player, true); }, }, boss_futai: { global: "boss_futai2", trigger: { player: "phaseZhunbeiBegin" }, logTarget: function (event, player) { return game.filterPlayer(function (current) { return current.isDamaged(); }); }, forced: true, content: function () { "step 0"; var list = game .filterPlayer(function (current) { return current.isDamaged(); }) .sortBySeat(); event.list = list; "step 1"; if (event.list.length) { event.list.shift().recover(); event.redo(); } }, }, boss_futai2: { mod: { cardSavable: function (card, player) { if ( card.name == "tao" && !_status.event.skill && game.hasPlayer(function (current) { return ( current != player && current.hasSkill("boss_futai") && _status.currentPhase != current ); }) ) { return false; } }, cardEnabled: function (card, player) { if ( card.name == "tao" && !_status.event.skill && game.hasPlayer(function (current) { return ( current != player && current.hasSkill("boss_futai") && _status.currentPhase != current ); }) ) { return false; } }, }, }, boss_luanchang: { group: ["boss_luanchang_begin", "boss_luanchang_end"], subSkill: { begin: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, content: function () { var list = game .filterPlayer(function (current) { return player.canUse("nanman", current); }) .sortBySeat(); if (list.length) { player.useCard({ name: "nanman" }, list); } }, }, end: { trigger: { player: "phaseJieshuBegin" }, forced: true, content: function () { var list = game .filterPlayer(function (current) { return player.canUse("wanjian", current); }) .sortBySeat(); if (list.length) { player.useCard({ name: "wanjian" }, list); } }, }, }, }, boss_nitai: { group: ["boss_nitai_in", "boss_nitai_out"], subSkill: { in: { trigger: { player: "damageBegin4" }, forced: true, filter: function (event, player) { return _status.currentPhase == player; }, content: function () { trigger.cancel(); }, }, out: { trigger: { player: "damageBegin1" }, forced: true, filter: function (event, player) { return _status.currentPhase != player && event.hasNature("fire"); }, content: function () { trigger.num++; }, }, }, }, boss_minwan: { group: ["boss_minwan_clear", "boss_minwan_draw", "boss_minwan_add"], subSkill: { clear: { trigger: { player: "phaseAfter" }, silent: true, content: function () { delete player.storage.boss_minwan; }, }, draw: { trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return ( _status.currentPhase == player && Array.isArray(player.storage.boss_minwan) ); }, content: function () { player.draw(); }, }, add: { trigger: { source: "damageAfter" }, filter: function (event, player) { return _status.currentPhase == player; }, forced: true, content: function () { if (!player.storage.boss_minwan) { player.storage.boss_minwan = [player]; } player.storage.boss_minwan.add(trigger.player); }, }, }, mod: { playerEnabled: function (card, player, target) { if ( _status.currentPhase == player && Array.isArray(player.storage.boss_minwan) && !player.storage.boss_minwan.includes(target) ) { return false; } }, }, }, boss_tanyu: { trigger: { player: "phaseDiscardBefore" }, forced: true, content: function () { trigger.cancel(); }, group: "boss_tanyu_hp", subSkill: { hp: { trigger: { player: "phaseJieshuBegin" }, forced: true, popup: false, filter: function (event, player) { return player.isMaxHandcard(); }, content: function () { player.loseHp(); }, }, }, }, boss_cangmu: { trigger: { player: "phaseDrawBegin" }, forced: true, content: function () { trigger.num += game.countPlayer() - 2; }, }, boss_jicai: { trigger: { global: "recoverAfter" }, forced: true, logTarget: "player", content: function () { if (trigger.player == player) { player.draw(2); } else { game.asyncDraw([player, trigger.player]); } }, }, boss_xiongshou: { group: ["boss_xiongshou_turn", "boss_xiongshou_damage"], subSkill: { damage: { trigger: { source: "damageBegin1" }, forced: true, filter: function (event, player) { return ( event.notLink() && event.card && event.card.name == "sha" && event.player.hp < player.hp ); }, content: function () { trigger.num++; }, }, turn: { trigger: { player: "turnOverBefore" }, priority: 20, forced: true, filter: function (event, player) { return !player.isTurnedOver(); }, content: function () { trigger.cancel(); game.log(player, "取消了翻面"); }, }, }, mod: { globalFrom: function (from, to, distance) { return distance - 1; }, }, ai: { noturn: true, }, }, xiuluolianyuji2: { equipSkill: true, vanish: true, trigger: { player: "damageEnd" }, forced: true, popup: false, content: function () { if (trigger.xiuluolianyuji) player.recover(); player.removeSkill("xiuluolianyuji2"); }, }, xiuluolianyuji: { mod: { selectTarget: function (card, player, range) { if (card.name != "sha") return; if (range[1] == -1) return; range[1] = Infinity; }, }, trigger: { source: "damageBegin1" }, forced: true, filter: function (event) { return event.card && event.card.name == "sha"; }, content: function () { trigger.num++; trigger.xiuluolianyuji = true; trigger.player.addSkill("xiuluolianyuji2"); }, }, juechenjinge: { equipSkill: true, global: "juechenjinge2", }, juechenjinge2: { equipSkill: true, mod: { globalTo: function (from, to, distance) { return ( distance + game.countPlayer(function (current) { if (current == to) return; if (current.side != to.side) return; if (current.hasSkill("juechenjinge")) return 1; }) ); }, }, }, chiyanzhenhunqin: { equipSkill: true, trigger: { source: "damageBegin1" }, forced: true, content: function () { game.setNature(trigger, "fire"); }, }, longfenghemingjian: { equipSkill: true, inherit: "cixiong_skill", filter: function (event, player) { return game.hasNature(event.card, "linked"); }, }, qicaishenlu: { trigger: { source: "damageBegin1" }, forced: true, filter: function (event, player) { return game.hasNature(event.card, "linked"); }, content: function () { trigger.num++; }, }, boss_chiyan: { trigger: { global: "gameStart" }, forced: true, popup: false, unique: true, fixed: 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, fixed: 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, fixed: true, 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++) { hej[j].discard(false); } 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, fixed: 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, fixed: 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++) { hej[j].discard(false); } 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, fixed: true, 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, fixed: 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, fixed: 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++) { hej[j].discard(false); } 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, fixed: 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, fixed: true, 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++) { hej[j].discard(false); } 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_xuanlin: { trigger: { global: "gameStart" }, forced: true, popup: false, fixed: true, unique: true, content: function () { player.smoothAvatar(); player.init("boss_xuanwu"); _status.noswap = true; game.addVideo("reinit2", player, player.name); }, }, boss_xuanlin2: { mode: ["boss"], global: "boss_xuanlin2x", trigger: { player: "dieBegin" }, silent: true, unique: true, fixed: true, filter: function (event, player) { return player == game.boss; }, content: function () { player.hide(); game.addVideo("hidePlayer", player); }, }, boss_xuanlin2x: { trigger: { global: "dieAfter" }, forced: true, priority: -10, globalFixed: true, unique: true, fixed: true, filter: function (event) { if (lib.config.mode != "boss") return false; return event.player == game.boss && event.player.hasSkill("boss_xuanlin2"); }, 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_shuishengonggong"); 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 : 7, "boss_shuishenxuanming"); "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++) { hej[j].discard(false); } 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_xuanlin3: { mode: ["boss"], global: "boss_xuanlin3x", trigger: { player: "dieBegin" }, silent: true, fixed: true, unique: true, filter: function (event, player) { if (game.boss && game.boss.name == "boss_zhuanxu") return false; return true; }, content: function () { player.hide(); game.addVideo("hidePlayer", player); if (player.nextSeat.side == player.side) { player.nextSeat.hide(); game.addVideo("hidePlayer", player.nextSeat); } if (player.previousSeat.side == player.side) { player.previousSeat.hide(); player.previousSeat.node.handcards1.hide(); player.previousSeat.node.handcards2.hide(); game.addVideo("hidePlayer", player.previousSeat); game.addVideo("deleteHandcards", player.previousSeat); } }, }, boss_xuanlin3x: { trigger: { global: "dieAfter" }, forced: true, priority: -10, fixed: true, globalFixed: true, unique: true, filter: function (event) { if (lib.config.mode != "boss") return false; if (game.boss && game.boss.name == "boss_zhuanxu") return false; return event.player.hasSkill("boss_xuanlin3"); }, content: function () { "step 0"; game.delay(); "step 1"; game.changeBoss("boss_zhuanxu"); game.delay(0.5); "step 2"; game.addBossFellow(game.me == game.boss ? 7 : 5, "boss_shuishengonggong"); game.changeBoss("boss_shuishenxuanming", game.boss.nextSeat); game.boss.previousSeat.maxHp--; game.boss.previousSeat.update(); game.boss.nextSeat.maxHp--; game.boss.nextSeat.update(); "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++) { hej[j].discard(false); } 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_baimang: { trigger: { global: "gameStart" }, forced: true, popup: false, fixed: true, unique: true, content: function () { player.smoothAvatar(); player.init("boss_baihu"); _status.noswap = true; game.addVideo("reinit2", player, player.name); }, }, boss_baimang2: { mode: ["boss"], global: "boss_baimang2x", trigger: { player: "dieBegin" }, silent: true, unique: true, fixed: true, filter: function (event, player) { return player == game.boss; }, content: function () { player.hide(); game.addVideo("hidePlayer", player); }, }, boss_baimang2x: { trigger: { global: "dieAfter" }, forced: true, priority: -10, globalFixed: true, unique: true, fixed: true, filter: function (event) { if (lib.config.mode != "boss") return false; return event.player == game.boss && event.player.hasSkill("boss_baimang2"); }, 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_jinshenrushou"); 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_mingxingzhu"); game.addBossFellow(7, "boss_mingxingzhu"); "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++) { hej[j].discard(false); } 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_baimang3: { mode: ["boss"], global: "boss_baimang3x", trigger: { player: "dieBegin" }, silent: true, fixed: 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_baimang3x: { trigger: { global: "dieAfter" }, forced: true, priority: -10, fixed: true, globalFixed: true, unique: true, filter: function (event) { if (lib.config.mode != "boss") return false; return event.player == game.boss && event.player.hasSkill("boss_baimang3"); }, content: function () { "step 0"; game.delay(); "step 1"; game.changeBoss("boss_shaohao"); game.delay(0.5); "step 2"; game.changeBoss("boss_jinshenrushou", game.boss.previousSeat); game.changeBoss("boss_mingxingzhu", game.boss.nextSeat); game.boss.previousSeat.maxHp--; game.boss.previousSeat.update(); if (game.me != game.boss) { game.addBossFellow(4, "boss_mingxingzhu"); } else { // ui.arena.dataset.number='7'; // game.addVideo('arenaNumber',null,7); // game.boss.previousSeat.changeSeat(6); // game.boss.nextSeat.nextSeat.changeSeat(2); // game.boss.nextSeat.nextSeat.nextSeat.changeSeat(3); // game.boss.nextSeat.nextSeat.nextSeat.nextSeat.changeSeat(4); game.addBossFellow(6, "boss_mingxingzhu"); } "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++) { hej[j].discard(false); } 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.cancel(); 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: "phaseZhunbeiBegin" }, 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: "damageBegin1" }, forced: true, filter: function (event) { return !event.hasNature("fire"); }, content: function () { trigger.hasNature("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; }, }, group: "boss_fentian2", }, boss_fentian2: { trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return get.color(event.card) == "red"; }, content: function () { trigger.directHit.addArray(game.players); trigger.directHit.remove(player); }, }, 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1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) && current.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: "phaseZhunbeiBegin" }, forced: true, unique: true, filter: function (event, player) { return [3, 5, 7].includes(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: "damageBegin3" }, 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" && current.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.includes(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: "phaseZhunbeiBegin" }, 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: "phaseZhunbeiBegin" }, forced: true, unique: true, filter: function (event, player) { return [3, 5, 7].includes(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: "phaseJieshuBegin" }, 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1点体力,否则" + sourcename + "失去1点体力", "若判定结果为红色," + playername + "回复1点体力,否则" + sourcename + "回复1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.includes(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].isBoss) continue; if (lib.character[i].isMinskin) continue; if (player.storage.xiongcai.includes(i)) continue; if (list2.includes(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( '
' + 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"); }, group: "xiaoxiong_damage", subSkill: { damage: { trigger: { global: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return event.player != player && event.player.countUsed() == 0; }, logTarget: "player", content: function () { trigger.player.damage(); }, }, }, }, boss_zhangwu: { global: "boss_zhangwu_ai", trigger: { player: "damageEnd" }, check: function (event, player) { return ( event.source && event.source.isIn() && get.damageEffect(event.source, player, player) > 0 ); }, filter: function (event) { return event.source && event.source.isAlive(); }, direct: true, logTarget: "source", content: function () { "step 0"; player .chooseToDiscard(get.prompt("boss_zhangwu", trigger.source), "he", [1, Infinity]) .set("ai", function (card) { if (get.attitude(player, target) < 0) return 8 - get.value(card); return 0; }) .set("logSkill", ["boss_zhangwu", trigger.source]); "step 1"; if (result.bool) { var num = result.cards.length; var cnum = get.cnNumber(num); event.num = num; trigger.source .chooseToDiscard( "he", "章武:弃置" + cnum + "张牌,或取消并受到" + cnum + "点伤害", num ) .set("ai", function (card) { if (!trigger.source.hasSkillTag("nodamage")) return 10 - get.value(card); return 0; }); } else { event.finish(); } "step 2"; if (!result.bool) { trigger.source.damage(event.num); } }, ai: { maixie: true, maixie_hp: true, effect: { target: function (card, player, target) { if ( get.tag(card, "damage") && get.attitude(target, player) < 0 && player.countCards("he") < target.countCards("he") ) { return [0, 2]; } }, }, }, }, 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.hasNature("fire"); }, x5: function (player, event) { return event.hasNature("thunder"); }, x4: function (player, event) { return event.name == "loseHp"; }, x3: function (player, event) { return game.hasPlayer(function (current) { return current != player && current.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: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, 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) { player.chooseUseTarget(result.links[0][2], true, false); } }, 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++) event.cards[i].discard(); // var node=card.copy('thrown','center',ui.arena).addTempClass('start'); var node; if (game.chess) { node = card.copy("thrown", "center", ui.arena).addTempClass("start"); } else { node = player.$throwordered(card.copy(), true); } node.classList.add("thrownhighlight"); ui.arena.classList.add("thrownhighlight"); if (card) { trigger.cancel(); trigger.result = { card: card, judge: trigger.judge(card), node: node, number: get.number(card), suit: get.suit(card), color: get.color(card), }; if (trigger.result.judge > 0) { trigger.result.bool = true; trigger.player.popup("改命成功"); } if (trigger.result.judge < 0) { trigger.result.bool = false; trigger.player.popup("改命失败"); } game.log(trigger.player, "的判定结果为", card); trigger.direct = true; trigger.position.appendChild(card); game.delay(2); } else { event.finish(); } "step 2"; ui.arena.classList.remove("thrownhighlight"); event.dialog.close(); game.addVideo("judge2", null, event.videoId); ui.clear(); var card = trigger.result.card; trigger.position.appendChild(card); trigger.result.node.delete(); game.delay(); }, }, tiandao: { audio: true, trigger: { global: "judge" }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player.chooseCard( get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("tiandao"), "he" ).ai = function (card) { var trigger = _status.event.parent._trigger; var player = _status.event.player; var result = trigger.judge(card) - trigger.judge(trigger.player.judging[0]); var attitude = get.attitude(player, trigger.player); if (attitude == 0 || result == 0) return 0; if (attitude > 0) { return result; } else { return -result; } }; "step 1"; if (result.bool) { player.respond(result.cards, "highlight"); } else { event.finish(); } "step 2"; if (result.bool) { player.logSkill("tiandao"); player.$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: "damageBegin1" }, 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", "useCard"] }, 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: "phaseZhunbeiBegin" }, 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", "useCard"] }, 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: "useCardToTargeted" }, 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: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return ( event.player != player && (event.player.countCards("h") > 1 || event.player.countCards("e") > 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; } } case "e": { if (ui.selected.cards.length) { return get.position(ui.selected.cards[0]) == "h"; } else { return trigger.player.countCards("e") > 1; } } } } ); 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: "damageBegin1" }, 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: "phaseZhunbeiBegin" }, 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.cancel(); }, }, end: { trigger: { player: "phaseJieshuBegin" }, 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, fixed: true, 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"], fixed: true, 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, fixed: true, 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, fixed: true, content: function () { player.hide(); game.addVideo("hidePlayer", player); }, }, boss_bianshen3x: { trigger: { global: "dieAfter" }, forced: true, priority: -10, fixed: true, 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, fixed: true, content: function () { player.hide(); game.addVideo("hidePlayer", player); }, }, boss_bianshen4x: { trigger: { global: "dieAfter" }, forced: true, priority: -10, fixed: true, 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: "phaseZhunbeiBegin" }, 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) && current.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) && current.isEnemyOf(player); }); list.sort(lib.sort.seat); player.useCard({ name: "nanman" }, list); }, }, boss_zuijiu: { trigger: { source: "damageBegin1" }, filter: function (event) { return event.card && event.card.name == "sha" && event.getParent().name == "sha"; }, forced: true, content: function () { trigger.num++; }, }, boss_xixing: { trigger: { player: "phaseZhunbeiBegin" }, 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: "phaseJieshuBegin" }, 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: "phaseJieshuBegin" }, forced: true, content: function () { player.draw(2); }, }, boss_xiaoshou: { trigger: { player: "phaseJieshuBegin" }, 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); }; "step 1"; if (result.bool) { player.logSkill("boss_xiaoshou", result.targets); result.targets[0].damage(3); } }, }, boss_manjia: { group: ["boss_manjia1", "boss_manjia2"], }, boss_manjia1: { trigger: { target: ["useCardToBefore", "shaBegin"] }, forced: true, priority: 6, filter: function (event, player, name) { if (player.getEquip(2)) return false; if (name == "shaBegin") return lib.skill.tengjia3.filter(event, player); return lib.skill.tengjia1.filter(event, player); }, content: function () { trigger.cancel(); }, 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: "damageBegin3" }, filter: function (event, player) { if (player.getEquip(2)) return false; if (event.hasNature("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: "phaseJieshuBegin" }, 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: "phaseJieshuBegin" }, 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: "phaseZhunbeiBegin" }, 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: "phaseJieshuBegin" }, 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 }, boss_baimang_intro1: { nobracket: true }, boss_baimang_intro2: { nobracket: true }, boss_baimang_intro3: { nobracket: true }, boss_baimang_intro4: { nobracket: true }, boss_xuanlin_intro1: { nobracket: true }, boss_xuanlin_intro2: { nobracket: true }, boss_xuanlin_intro3: { nobracket: true }, boss_xuanlin_intro4: { nobracket: true }, boss_leiji: { audio: 2, trigger: { player: ["respond", "useCard"] }, 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: "phaseJieshuBegin" }, 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: "phaseJieshuBegin" }, forced: true, unique: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.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: "phaseJieshuBegin" }, 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: "phaseZhunbeiBegin" }, 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: "phaseJieshuBegin" }, 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.cancel(); }, }, 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: "phaseJieshuBegin" }, 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: "damageBegin1" }, forced: true, unique: true, filter: function (event) { return event.hasNature("fire"); }, content: function () { trigger.cancel(); 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1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: "phaseJieshuBegin" }, 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: "phaseJieshuBegin" }, 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.card.isCard; }, 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: "phaseJieshuBegin" }, forced: true, locked: false, 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; var player = _status.event.player; if (get.attitude(_status.event.player, target) == 0) return 0; if (get.attitude(_status.event.player, target) > 0) { if (target.classList.contains("turnedover")) return 3; if (target.hasSkillTag("noturn")) return 1; return -1; } else { if (target.hasSkillTag("noturn")) return 0; if (target.classList.contains("turnedover")) return -1; return 5 - target.getDamagedHp(); } }; "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: "phaseZhunbeiBegin" }, 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"; "step 1"; if (result.bool && player.countCards("j")) event.goto(0); }, }, shangshix2: { trigger: { player: "phaseJieshuBegin" }, 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: { audio: 2, mod: { targetEnabled: function (card, player, target) { if (get.type(card) == "delay" && player != target) return false; }, }, trigger: { player: "damageBefore" }, forced: true, priority: 10, content: function () { trigger.cancel(); player.loseHp(); }, }, shenwei: { audio: 2, unique: true, trigger: { player: "phaseDrawBegin" }, forced: true, content: function () { trigger.num += Math.min(3, game.players.length - 1); }, mod: { maxHandcard: function (player, current) { return current + Math.min(3, game.players.length - 1); }, }, }, boss_baonuwash: { trigger: { player: "phaseAfter" }, forced: true, content: function () { game.over(game.me == game.boss); }, temp: true, }, boss_baonu: { unique: true, trigger: { player: "changeHp", global: "boss_baonuwash" }, forced: true, priority: 100, fixed: true, 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].recastable = true; } } }, filter: function (event, player) { return player.hp <= 4 || _status.boss_baonuwash; }, content: function () { "step 0"; if (player.hp > 6) { 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; player.removeSkill("boss_baonu", true); if (result.control == "暴怒战神") { player.init("boss_lvbu2"); } else { player.init("boss_lvbu3"); } if (hp > 6) { player.maxHp = hp; player.hp = hp; } player.update(); ui.clear(); if (player.isLinked()) player.link(); if (player.isTurnedOver()) player.turnOver(); player.discard(player.getCards("j")); "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]; } } }, }, }, }, 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: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.isDamaged() && current != 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: { audio: 2, group: "shenqu2", trigger: { global: "phaseZhunbeiBegin" }, 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.hasSkillTag("respondTao") || player.countCards("h", "tao") > 0; }, content: function () { player.chooseToUse({ name: "tao" }, "神躯:是否使用一张桃?").logSkill = "shenqu"; }, }, jiwu: { derivation: ["qiangxix", "retieji", "olxuanfeng", "rewansha"], audio: 2, enable: "phaseUse", filter: function (event, player) { if (player.countCards("he") == 0) return false; if (!player.hasSkill("qiangxix")) return true; if (!player.hasSkill("retieji")) return true; if (!player.hasSkill("olxuanfeng")) return true; if (!player.hasSkill("rewansha")) return true; return false; }, filterCard: true, position: "he", check: function (card) { if (get.position(card) == "e" && _status.event.player.hasSkill("olxuanfeng")) return 16 - get.value(card); return 7 - get.value(card); }, content: function () { "step 0"; var list = []; if (!player.hasSkill("qiangxix")) list.push("qiangxix"); if (!player.hasSkill("retieji")) list.push("retieji"); if (!player.hasSkill("olxuanfeng")) list.push("olxuanfeng"); if (!player.hasSkill("rewansha")) list.push("rewansha"); if (list.length == 1) { player.addTempSkills(list[0]); event.finish(); } else { player .chooseControl(list, function () { if (list.includes("olxuanfeng") && player.countCards("he", { type: "equip" })) return "olxuanfeng"; if (!player.getStat().skill.qiangxix) { if ( player.hasSkill("qiangxix") && player.getEquip(1) && list.includes("olxuanfeng") ) return "olxuanfeng"; if (list.includes("rewansha") || list.includes("qiangxix")) { 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.includes("rewansha")) return "rewansha"; if (list.includes("qiangxix")) return "qiangxix"; } } } } if (list.includes("qiangxix")) return "qiangxix"; if (list.includes("rewansha")) return "rewansha"; if (list.includes("olxuanfeng")) return "olxuanfeng"; return "retieji"; }) .set("prompt", "选择获得一项技能直到回合结束"); } "step 1"; player.addTempSkills(result.control); // player.popup(get.translation(result.control)); }, ai: { order: function () { var player = _status.event.player; if (player.countCards("e", { type: "equip" })) return 10; if (!player.getStat().skill.qiangxix) { if ( player.hasSkill("qiangxix") && player.getEquip(1) && !player.hasSkill("olxuanfeng") ) return 10; if (player.hasSkill("rewansha")) 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.countCards("e", { type: "equip" })) return 1; if (!player.getStat().skill.qiangxix) { if ( player.hasSkill("qiangxix") && player.getEquip(1) && !player.hasSkill("olxuanfeng") ) return 1; if (!player.hasSkill("rewansha") || !player.hasSkill("qiangxix")) { 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; } } } return 0; }, }, }, }, boss_hunzi: { skillAnimation: true, animationColor: "wood", audio: "hunzi", juexingji: true, derivation: ["reyingzi", "yinghun"], unique: true, trigger: { player: "phaseZhunbeiBegin", }, filter: function (event, player) { return player.hp <= 2 && !player.storage.boss_hunzi; }, forced: true, content: function () { player.removeSkill("boss_hunyou"); player.removeSkill("boss_hunyou_dying"); player.removeSkill("boss_hunyou_dieBegin"); player.loseMaxHp(); player.addSkill("reyingzi"); player.addSkill("yinghun"); game.log(player, "获得了技能", "#g【英姿】和【英魂】"); game.log(player, "", "#y【魂佑】"); player.awakenSkill("boss_hunzi"); player.storage.boss_hunzi = true; }, ai: { threaten: function (player, target) { if (target.hp == 1) return 2; return 0.5; }, maixie: true, effect: { target: function (card, player, target) { if (!target.hasFriend()) return; if ( get.tag(card, "damage") == 1 && target.hp == 2 && !target.isTurnedOver() && _status.currentPhase != target && get.distance(_status.currentPhase, target, "absolute") <= 3 ) return [0.5, 1]; }, }, }, }, boss_jiang: { audio: "jiang", trigger: { global: ["respondEnd"], }, charlotte: true, locked: true, init: function (player) { var a = window.setInterval(function () { if (player.hasSkill("boss_jiang")) { player.storage.boss_jiang = true; } else { game.addGlobalSkill("boss_jiang"); game.addGlobalSkill("boss_jiang_use"); window.clearInterval(a); } }, 1000); }, filter2: function (event, player) { if (!event.respondTo[1]) return false; if (get.itemtype(event.cards) != "cards") return false; if (["h", "e", "j"].includes(get.position(event.cards[0]))) return false; if (event.respondTo[1] && get.itemtype(event.respondTo[1]) != "card") return false; if (event.respondTo[1] && ["h", "e", "j"].includes(get.position(event.respondTo[1]))) return false; }, filter: function (event, player) { if (!player.storage.boss_jiang) return false; if (!event.respondTo) return false; if (get.color(event.card) != "red") return false; if (event.respondTo[0] != player) { return event.player == player; } else { return event.player != player; } }, frequent: true, content: function () { player.draw(); if (!lib.skill.boss_jiang.filter2(trigger, player)) return; if (trigger.respondTo[0] != player) { if (trigger.respondTo[1] && get.position(trigger.respondTo[1]) == "d") player.gain(trigger.respondTo[1], "gain2"); } else { if (get.position(trigger.cards[0]) == "d") player.gain(trigger.cards, "gain2"); } }, group: ["boss_jiang_use"], subSkill: { use: { trigger: { global: ["useCard"], }, filter: function (event, player) { if (!player.storage.boss_jiang) return false; if (get.color(event.card) != "red") return false; return player == event.player || event.targets.includes(player); }, frequent: true, content: function () { player.draw(); if ( trigger.player != player && get.itemtype(trigger.cards) == "cards" && get.position(trigger.cards[0]) == "d" ) player.gain(trigger.cards, "gain2"); }, sub: true, }, }, }, boss_hunyou: { forced: true, init: function (player) { player.hp = 1; player.storage.hp = player.hp; player.storage.maxHp = player.maxHp; player.update(); }, trigger: { player: [ "damageBefore", "recoverBefore", "loseHpBefore", "loseMaxHpBefore", "gainMaxHpBefore", ], }, content: function () { trigger.cancel(); }, group: ["boss_hunyou_dying", "boss_hunyou_dieBegin"], subSkill: { dying: { trigger: { player: "dying", }, silent: true, filter: function (event, player) { if (player.hp != player.storage.hp && player.storage.hp > 0) return true; return false; }, content: function () { trigger.cancel(); player.maxHp = player.storage.maxHp; player.hp = player.storage.hp; player.update(); }, sub: true, forced: true, popup: false, }, dieBegin: { trigger: { player: "dieBegin", }, silent: true, filter: function (event, player) { if (player.maxHp != player.storage.maxHp && player.storage.maxHp > 0) return true; return false; }, content: function () { trigger.cancel(); player.maxHp = player.storage.maxHp; player.hp = player.storage.hp; player.update(); }, sub: true, forced: true, popup: false, }, }, }, boss_taoni: { forced: true, trigger: { global: ["gameStart", "phaseBefore"], player: "dieBegin", }, priority: 50, init: function (player) { player.boss_taoni = function () { if (typeof _status.taoni_over != "function") { _status.taoni_over = function (str) { _status.over = true; game.alert(str); }; } function isDefined(opd) { if (opd != undefined) { if (opd.get || opd.set || opd.writable != true || opd.configurable != true) { return true; } } return false; } var keysArray = ["length", "players", "Player", "element"]; for (var i = 0; i < game[keysArray[1]][keysArray[0]]; i++) { var node = game[keysArray[1]][i]; for (var a in Object.keys(lib[keysArray[3]][keysArray[2]].prototype)) { var opd = Object.getOwnPropertyDescriptor(node, a); if (isDefined(opd)) _status.taoni_over( lib.translate[node.name] + "触发了〖讨逆〗,游戏已被终止。" ); //还原函数 node[a] = lib[keysArray[3]][keysArray[2]].prototype[a]; var playerKeysArray = ["classList", "hp", "maxHp", "skills"]; for (var b = 0; b < playerKeysArray.length; b++) { var opd2 = Object.getOwnPropertyDescriptor(node, playerKeysArray[b]); if (isDefined(opd2)) _status.taoni_over( lib.translate[node.name] + "触发了〖讨逆〗,游戏已被终止。" ); } var gameKeysArray = ["players", "dead", "over"]; for (var c = 0; c < gameKeysArray.length; c++) { var opd3 = Object.getOwnPropertyDescriptor(game, gameKeysArray[c]); if (isDefined(opd3)) _status.taoni_over("〖讨逆〗被触发,游戏终止。"); } } } }; }, content: function () { player.boss_taoni(); }, }, }, 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: "涅槃凤雏", 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_guojia: "世之奇士", boss_caocao: "魏武大帝", boss_chiyanshilian: "夏之试炼", boss_zhuque: "朱雀", boss_huoshenzhurong: "火神祝融", boss_yanling: "焰灵", boss_yandi: "炎帝", boss_hundun: "混沌", boss_qiongqi: "穷奇", boss_taowu: "梼杌", boss_taotie: "饕餮", boss_zhuyin: "烛阴", boss_xiangliu: "相柳", boss_zhuyan: "朱厌", boss_bifang: "毕方", boss_yingzhao: "英招", boss_yaoshou: "妖兽", boss_yaoshou_info: "锁定技,你与其他角色计算-2。", boss_duqu: "毒躯", boss_duqu_info: "锁定技,你受到伤害时,伤害来源获得1枚“蛇毒”标记;你自身不会拥有“蛇毒”标记;你的“桃”均视为“杀”。“蛇毒”标记:锁定技,拥有“蛇毒”标记的角色回合开始时,需要选择弃置X张牌或者失去X点体力,然后弃置一枚“蛇毒”标记。X为其拥有的“蛇毒”标记个数。", boss_shedu: "蛇毒", boss_jiushou: "九首", boss_jiushou_info: "锁定技,你的手牌上限始终为9,你的出牌阶段开始时以及你的回合结束时,将手牌补至手牌上限,你始终跳过你的摸牌阶段。", boss_echou_switch: "恶臭", boss_echou: "恶臭", boss_echou_info: "体力值首次减少至一半或更少时激活此技能。锁定技,除你之外的其他角色使用“桃”或“酒”时,获得1枚“蛇毒”标记。", boss_bingxian: "兵燹", boss_bingxian_info: "锁定技,其他角色的回合结束时,若其回合内没有使用杀,则视为你对其使用一张“杀”。", boss_juyuan: "巨猿", boss_juyuan_info: "锁定技,你的体力上限+5,你的出牌阶段内,若你的体力少于上一次你的回合结束时的体力,则你本回合使用“杀”可额外指定1个目标。", boss_xushi_switch: "蓄势", boss_xushi: "蓄势", boss_xushi_info: "体力值首次减少至一半或更少时激活此技能。锁定技,你的出牌阶段结束时,你令自己翻面;当你的武将牌从背面翻至正面时,对所有其他角色造成随机1至2点伤害。", boss_zhaohuo: "兆火", boss_zhaohuo_info: "锁定技,你造成的所有伤害均视为火属性伤害;你的回合中,所有其他角色的防具牌无效;你免疫所有火属性伤害。", boss_honglianx: "红莲", boss_honglianx_info: "锁定技,你的红色牌不计入你的手牌上限;你的回合开始时,随机获得牌堆中0到3张红色牌,然后随机对3到0名其他角色各造成1点火属性伤害。", boss_yanyu: "炎狱", boss_yanyu_switch: "炎狱", boss_yanyu_info: "体力值首次减少至一半或更少时激活此技能。锁定技,其他角色回合开始时进行判定,若为红色则受到1点火属性伤害,并重复此过程(每个回合最多判定3次)。", boss_fengdong: "封冻", boss_fengdong_info: "锁定技,你的回合内,其他角色的非锁定技无效。", boss_xunyou: "巡游", boss_xunyou_info: "锁定技,其他角色回合开始时,你随机获得场上除你以外的一名角色区域内的一张牌,若你获得的是装备牌,则你使用之。", boss_sipu: "司圃", boss_sipu_switch: "司圃", boss_sipu_info: "体力值首次减少至一半或更少时激活此技能。锁定技,你的出牌阶段内,若你使用的牌数小于等于2张,其他角色无法使用或打出牌。", boss_wuzang: "无脏", boss_wuzang_info: "锁定技,摸牌阶段,你的摸牌基数改为X(X为你的体力值一半且至少为5);你的手牌上限基数为0。", boss_xiangde: "相德", boss_xiangde_info: "锁定技,其他角色对你造成伤害时,若其装备区内有武器牌,此伤害+1。", boss_yinzei: "隐贼", boss_yinzei_switch: "隐贼", boss_yinzei_info: "体力值首次减少至一半或更少时激活此技能。锁定技,若你没有手牌,其他角色对你造成伤害后,随机弃置一张牌。", boss_zhue: "助恶", boss_zhue_info: "锁定技,每当一名其他角色造成伤害后,你与伤害来源各摸一张牌。", boss_futai: "复态", boss_futai_info: "锁定技,你的回合外,其他角色不能使用【桃】;你的回合开始时,你令所有角色回复1点体力。", boss_yandu: "厌笃", boss_yandu_switch: "厌笃", boss_yandu_info: "体力值首次减少至一半或更少时激活此技能。锁定技,其他角色回合结束后,若其未造成过伤害,你获得其一张牌。", boss_minwan: "冥顽", boss_minwan_info: "锁定技,当你于回合内使用牌对其他角色造成伤害后,你于此回合内使用牌只能指定你与这些角色为目标,且你每使用一张牌,摸一张牌。", boss_nitai: "拟态", boss_nitai_info: "锁定技,防止你于回合内受到的伤害;你于回合外受到火属性伤害+1。", boss_luanchang: "乱常", boss_luanchang_switch: "乱常", boss_luanchang_info: "体力值首次减少至一半或更少时激活此技能。锁定技,回合开始时,你视为使用【南蛮入侵】;回合结束时,你视为使用【万箭齐发】。", boss_tanyu: "贪欲", boss_tanyu_info: "锁定技,跳过你的弃牌阶段;结束阶段,若你的手牌数为全场最多,失去1点体力。", boss_cangmu: "藏目", boss_cangmu_info: "锁定技,你令摸牌阶段摸牌基数改为X(X为存活角色数)。", boss_jicai: "积财", boss_jicai_switch: "积财", boss_jicai_info: "体力值首次减少至一半或更少时激活此技能。锁定技,一名角色回复体力后,你与其各摸一张牌。", boss_xiongshou: "凶兽", boss_xiongshou_info: "锁定技,你使用【杀】对体力值小于你的角色造成的伤害+1;你与其他角色距离-1;你不能被翻面。", sadouchengbing: "撒豆成兵", sadouchengbing_info: "出牌阶段对自己使用,若你的势力为“神”,摸X张牌;否则将你手牌补至X;(X为你的体力上限且至多为5)。", yihuajiemu: "移花接木", yihuajiemu_info: "出牌阶段对一名有牌的其他角色使用,令其使用一张【杀】,或交给你两张牌。", chiyanzhenhunqin: "赤焰镇魂琴", chiyanzhenhunqin_info: "锁定技,你造成的伤害均视为具有火属性。", juechenjinge: "绝尘金戈", juechenjinge_info: "锁定技,敌方角色计算与己方其他角色距离+1。", xiuluolianyuji: "修罗炼狱戟", xiuluolianyuji_info: "你使用【杀】可以额外指定任意名攻击范围内的其他角色为目标;锁定技,你使用【杀】造成的伤害+1,然后令受到伤害的角色回复1点体力。", longfenghemingjian: "鸾凤和鸣剑", longfenghemingjian_info: "你使用的雷【杀】或火【杀】指定目标后,可令对方选择弃置一张牌或令你摸一张牌。", qicaishenlu: "七彩神鹿", qicaishenlu_info: "锁定技,你计算与其他角色的距离时-1,当你造成属性伤害时,你令此伤害+1。", boss_mengpohuihun: "回魂", boss_mengpohuihun_info: "若场上有角色在本局游戏中因孟婆的〖忘魂〗失去过技能,则令其恢复该技能;此牌进入弃牌堆后,会被销毁。", 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: "春之试炼", boss_qinglong: "青龙", boss_mushengoumang: "木神勾芒", boss_shujing: "树精", boss_taihao: "太昊", boss_baimangshilian: "秋之试炼", boss_baihu: "白虎", boss_jinshenrushou: "金神蓐收", boss_mingxingzhu: "明刑柱", boss_shaohao: "少昊", boss_xuanlinshilian: "冬之试炼", boss_xuanwu: "玄武", boss_shuishenxuanming: "水神玄冥", boss_shuishengonggong: "水神共工", boss_zhuanxu: "颛顼", boss_lingqu: "灵躯", boss_lingqu_info: "锁定技,当你受到伤害后,你摸一张牌,然后手牌上限+1;防止你受到的大于1点的伤害。", boss_zirun: "滋润", boss_zirun_info: "锁定技,准备阶段开始时,你令所有角色摸一张牌,若其装备区内有牌,则其额外摸一张牌。", boss_juehong: "决洪", boss_juehong_info: "锁定技,准备阶段开始时,你令所有敌方角色自己弃置自己的装备区内的所有牌,若其装备区内没有牌,则改为你弃置其一张手牌。", boss_zaoyi: "皂仪", boss_zaoyi_info: "锁定技,只要水神玄冥存活,你不会成为敌方角色使用锦囊牌的目标,只要水神共工存活,你不会成为敌方角色使用基本牌的目标。水神玄冥和水神共工均死亡后,你摸四张牌,然后从下回合开始,每个回合开始时使体力值最少的敌方角色失去所有体力。", boss_baiyi: "白仪", boss_baiyi_info: "锁定技,每名敌方角色的摸牌阶段,若当前轮数小于3,其少摸一张牌;第五轮开始时,每名敌方角色弃置两张牌;当己方角色受到的雷电伤害时,若当前轮数小于7,其防止此伤害。", boss_qingzhu: "擎柱", boss_qingzhu_info: "锁定技,你跳过弃牌阶段,若你没有“殛顶”,你于出牌阶段不能使用【杀】。", boss_jiazu: "枷足", boss_jiazu_info: "锁定技,回合开始时,弃置你上家和下家的敌方角色的装备区内的坐骑牌。", boss_jiding: "殛顶", boss_jiding_info: "锁定技,其他己方角色受到伤害后,若伤害来源为敌方角色,则你视为对伤害来源使用雷【杀】,若此【杀】造成伤害,蓐收回复1点体力。然后你失去此技能(只有发动了才会失去,没发动不会失去)。", boss_xingqiu: "刑秋", boss_xingqiu_info: "锁定技,每两轮的出牌阶段开始时,你横置所有敌方角色,然后使明刑柱获得〖殛顶〗。", boss_kuangxiao: "狂啸", boss_kuangxiao_info: "锁定技,你的回合内,你使用【杀】没有距离限制,且指定所有敌方角色为目标。", 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_fentian2: "焚天", 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1点体力,否则伤害来源失去1点体力;2. 若结果为红色,受伤害角色回复1点体力,否则伤害来源回复1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;在一名其他角色的结束阶段,若其本回合没有使用牌,你对其造成1点伤害。", boss_zhangwu: "章武", boss_zhangwu_info: "每当你受到一次伤害,你可以弃置任意张牌并令伤害来源选择一项:弃置等量的牌,或受到等量的伤害。", 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两张牌", 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,你观看牌堆顶的七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: "每当你使用或打出一张闪时,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1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1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,你因【杀】造成伤害时,此伤害+1。", 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_xuanlin_intro1: " 第一关", boss_xuanlin_intro1_info: "挑战玄武", boss_xuanlin_intro2: " 第二关", boss_xuanlin_intro2_info: "挑战水神玄冥、水神共工", boss_xuanlin_intro3: " 第三关", boss_xuanlin_intro3_info: "挑战颛顼、水神玄冥、水神共工", boss_xuanlin_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_baimang_intro1: " 第一关", boss_baimang_intro1_info: "挑战白虎", boss_baimang_intro2: " 第二关", boss_baimang_intro2_info: "挑战金神蓐收、明刑柱", boss_baimang_intro3: " 第三关", boss_baimang_intro3_info: "挑战少昊、金神蓐收、明刑柱", boss_baimang_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。', 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1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1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1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1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1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,摸四张牌,令所有敌人的技能恢复,失去技能〖悲歌〗和〖胡笳〗,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1点体力,否则你回复1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1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1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1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_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延时锦囊牌的目标。", fanghua: "芳华", fanghua_info: "结束阶段,你可以令所有已翻面角色失去1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,改为失去1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,你令场上所有角色失去1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X张牌,你的手牌上限+X(X为场上其他角色的数目且至多为3)。", 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,然后你可以重复此流程。", 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,你可以弃置一张牌,然后获得获得以下一项技能直到回合结束:〖强袭〗、〖铁骑〗、〖旋风〗、〖完杀〗。", boss_jingjia: "精甲", boss_jingjia_info: "锁定技,游戏开始时,将本局游戏中加入的装备随机置入你的装备区。", boss_aozhan: "鏖战", boss_aozhan_info: "锁定技,若你装备区内有:武器牌,你可以多使用一张【杀】;防具牌,防止你受到的超过1点的伤害;坐骑牌,摸牌阶段多摸一张牌;宝物牌,跳过你的判定阶段。", boss_qinguangwang_ab: "秦广王", boss_qinguangwang: "秦广王·蒋子文", boss_panguan: "判官", boss_panguan_info: " 锁定技,你不能成为延时类锦囊的目标。", boss_juhun: "拘魂", boss_juhun_info: "锁定技,结束阶段,你令随机一名其他角色的武将牌翻面或横置。", boss_wangxiang: "望乡", boss_wangxiang_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_chujiangwang_ab: "楚江王", boss_chujiangwang: "楚江王·厉温", boss_bingfeng: "冰封", boss_bingfeng_info: "锁定技,你死亡时,若杀死你的角色武将牌是正面朝上, 你令其翻面。", boss_songdiwang: "宋帝王·余懃", boss_heisheng: "黑绳", boss_heisheng_info: "锁定技,你死亡时,横置所有场上角色。", boss_shengfu: "绳缚", boss_shengfu_info: "锁定技,你的回合结束时,随机弃置一张场上其他角色的坐骑牌。", boss_wuguanwang_ab: "五官王", boss_wuguanwang: "五官王·吕岱", boss_zhiwang: "治妄", boss_zhiwang_info: "锁定技,当其他角色于摸牌阶段外得到牌时,你随机弃置其一张手牌。", boss_zhiwang_planetarian: "注意事项", boss_zhiwang_planetarian_info: "若触发〖治妄〗的角色因〖治妄〗触发的其他的技能(如〖伤逝〗〖连营〗等)继续得到了牌,则该角色将其武将牌变更为孙策。", boss_gongzheng: "公正", boss_gongzheng_info: "锁定技,准备阶段,若你判定区有牌,你随机弃置一张你判定区的牌。", boss_xuechi: "血池", boss_xuechi_info: "锁定技,你的回合结束时,令随机一名其他角色失去2点体力。", boss_yanluowang_ab: "阎罗王", boss_yanluowang: "阎罗王·包拯", boss_tiemian: "铁面", boss_tiemian_info: "锁定技,你的防具区没有牌时,视为你装备【仁王盾】。", boss_zhadao: "铡刀", boss_zhadao_info: "锁定技,你使用【杀】指定目标后,你令目标角色防具无效。", boss_zhuxin: "诛心", boss_zhuxin_info: "锁定技,你死亡时,你令场上血量最少的一名其他角色受到2点伤害。", boss_bianchengwang_ab: "卞城王", boss_bianchengwang: "卞城王·毕元宾", boss_leizhou: "雷咒", boss_leizhou_info: "锁定技,准备阶段,你对随机一名其他角色造成1点雷属性伤害。", boss_leifu: "雷缚", boss_leifu_info: "锁定技,你的回合结束时,随机横置一名其他角色。", boss_leizhu: "雷诛", boss_leizhu_info: "锁定技,你死亡时,对所有其他角色造成依次造成1点雷属性伤害。", boss_taishanwang_ab: "泰山王", boss_taishanwang: "泰山王·董和", boss_fudu: "服毒", boss_fudu_info: "锁定技,其他角色使用【桃】时,你令随机另一名其他角色失去1点体力。", boss_kujiu: "苦酒", boss_kujiu_info: "锁定技,其他角色准备阶段,你令其失去1点体力,然后该角色视为使用一张【酒】。", boss_renao: "热恼", boss_renao_info: "锁定技,你死亡时,你令随机一名其他角色受到3点火属性伤害。", boss_dushiwang_ab: "都市王", boss_dushiwang: "都市王·黄中庸", boss_remen: "热闷", boss_remen_info: "锁定技,若你的装备区内没有防具牌,则【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。", boss_zhifen: "炙焚", boss_zhifen_info: "锁定技,准备阶段,你随机选择一名其他角色,获得其1张手牌(没有则不获得),并对其造成1点火属性伤害。", boss_huoxing: "火刑", boss_huoxing_info: "锁定技,你死亡时,你对所有其他角色造成1点火属性伤害。", boss_pingdengwang_ab: "平等王", boss_pingdengwang: "平等王·陆游", boss_suozu: "锁足", boss_suozu_info: "锁定技,准备阶段,你令所有其他角色横置。", boss_abi: "阿鼻", boss_abi_info: "锁定技,锁定技,你受到伤害时,你对伤害来源造成伤害的角色造成1点随机属性伤害(雷或火随机)。", boss_pingdeng: "平等", boss_pingdeng_info: "锁定技,你死亡时,你对体力最多的一名其他角色造成2点随机属性伤害(属性随机),然后再对一名体力最多的其他角色造成1点随机属性伤害(属性随机)。", boss_zhuanlunwang_ab: "转轮王", boss_zhuanlunwang: "转轮王·薛礼", boss_lunhui: "轮回", boss_lunhui_info: "锁定技,准备阶段,若你的体力小于等于2,则你与场上除你以外体力最高且大于2的角色交换体力值。", boss_wangsheng: "往生", boss_wangsheng_info: "锁定技,你的出牌阶段开始时,视为你随机使用一张【南蛮入侵】或【万箭齐发】。", boss_zlfanshi: "反噬", boss_zlfanshi_info: "锁定技,每个回合你受到第一次伤害后,若再次受到伤害,则对随机一名其他角色造成1点伤害。", boss_shikieiki_ab: "四季映姫", boss_shikieiki: "四季映姬·夜魔仙那度", boss_yingzhong: "映冢", boss_yingzhong_info: "锁定技。你登场后的第一个回合开始时,你随机获得两个“阴间武将”的全部技能。", boss_yingzhong_append: '四季映姬到阴曹地府
——阴(映)到家了!
', //孟婆: boss_mengpo: "孟婆", boss_shiyou: "拾忧", boss_shiyou_info: "其他角色于弃牌阶段弃置的牌进入弃牌堆前,你可以选择其中任意张花色各不相同的牌获得之。", boss_wanghun: "忘魂", boss_wanghun_info: "锁定技,你死亡时,令随机两名敌方角色各随机失去一个技能(主公技除外),并在牌堆中加入2张回魂。(回魂只能在挑战模式出现)", boss_wangshi: "往事", boss_wangshi_info: "锁定技,你存活时,敌方角色的回合开始时,令其于本回合不能使用或打出随机一种类型的牌(基本、锦囊、装备)。", boss_wangshi2: "往事", boss_wangshi2_info: "", //地藏王: boss_dizangwang: "地藏王", boss_bufo: "不佛", boss_bufo_info: "锁定技,你的回合开始时,你对所有距离为1的其他角色造成1点火焰伤害;你受到大于等于2的伤害时,令此伤害-1。", boss_wuliang: "无量", boss_wuliang_info: "锁定技,你登场时额外摸三张牌;结束阶段开始时,你摸两张牌;你的回合开始时,若你当前体力小于3,则回复至3。", boss_dayuan: "大愿", boss_dayuan_info: " 当一名角色判定牌最终生效前,你可以指定该判定牌的点数和花色。", boss_diting: "谛听", boss_diting_info: "锁定技,你的坐骑区被废除,你与别人计算距离时-1,别人与你计算距离时+1;你的坐骑牌均用于重铸。", /* //等阶 "boss_sdyl_playerlevel1":"一阶", "boss_sdyl_playerlevel1_info":"", "boss_sdyl_playerlevel2":"二阶", "boss_sdyl_playerlevel2_info":"开局随机使用一张装备牌,起始手牌+1。", "boss_sdyl_playerlevel3":"三阶", "boss_sdyl_playerlevel3_info":"出杀次数+1,体力上限+1。", "boss_sdyl_playerlevel4":"四阶", "boss_sdyl_playerlevel4_info":"摸牌阶段多摸一张牌,起始手牌+1。", "boss_sdyl_playerlevel5":"重生", "boss_sdyl_playerlevel5_info":"限定技,当你处于濒死状态时,你可以弃置所有判定区牌,然后复原你的武将牌,将手牌补充至手牌体力上限(至多为5),将体力回复至体力上限。", "boss_sdyl_bosslevel1":"一阶", "boss_sdyl_bosslevel1_info":"", "boss_sdyl_bosslevel2":"二阶", "boss_sdyl_bosslevel2_info":"登场时随机使用一张装备牌。", "boss_sdyl_bosslevel3":"三阶", "boss_sdyl_bosslevel3_info":"出杀次数+1,回合开始获得一张【杀】,体力上限+1,起始手牌+1。", "boss_sdyl_bosslevel4":"四阶", "boss_sdyl_bosslevel4_info":"摸牌阶段多摸一张牌,手牌上限+1。", "boss_sdyl_bosslevel5":"五阶", "boss_sdyl_bosslevel5_info":"登场时视为使用一张【南蛮入侵】且此【南蛮入侵】伤害+1。体力上限+1,起始手牌+1。", */ boss_sunce: "那个男人", boss_hunzi: "魂姿", boss_hunzi_info: "觉醒技,准备阶段,若你的体力值为1,你减1点体力上限,失去技能〖魂佑〗并获得技能〖英姿〗和〖英魂〗。", boss_jiang: "激昂", boss_jiang_info: "①锁定技,〖激昂〗不会无效。
②每当你使用或打出红色牌时,你可以摸一张牌。若你是因响应其他角色使用或打出的牌,则你获得对方使用或打出的牌。
③当有其他角色使用或打出红色牌指定你为目标或响应你后,你可以摸一张牌并获得这些牌。", boss_hunyou: "魂佑", boss_hunyou_info: "锁定技,你的体力值变化和体力上限变化无效。", boss_taoni: "讨逆", boss_taoni_info: "锁定技,游戏开始时,每名角色回合开始时或你死亡时,你检查存活角色的合法性。若有角色存在非法行为,则你终止本局游戏。", boss_xhuanren: "关卡说明", boss_xhuanren_info: "", boss_xhuanren_info_boss: "第一关:挑战秦广王
第二关:挑战楚江王,宋帝王,五官王,阎罗王中的一个
第三关:挑战卞城王,泰山王,都市王,平等王中的一个
第四关:挑战转轮王", boss_newhuanren: "关卡说明", boss_newhuanren_info: "", boss_newhuanren_info_boss: "第一关:挑战秦广王
第二关:挑战楚江王,宋帝王,五官王,阎罗王中的一个
第三关:挑战卞城王,泰山王,都市王,平等王中的一个
第四关:挑战转轮王
注:孟婆将在每局前三个阶段随机一个阶段登场
地藏王登场规则为,50回合内通过第三关,并且在前三关中成功击杀孟婆。
  • 选陆逊左慈张春华于吉蒋费孔融自动变孙笨", lingsheji: "灵蛇髻", lingsheji2: "灵蛇髻", shanrangzhaoshu: "禅让诏书", xingtianpojunfu: "刑天破军斧", noda_axe: "刑天破军斧", noda_axe2: "刑天破军斧", jinwuluorigong: "金乌落日弓", iwasawa_crowbow: "金乌落日弓", lingsheji_info: "出牌阶段结束时,你可选择:1.摸一张牌。2.将一张武将牌置于武将牌上,并于回合结束后获得此牌。", shanrangzhaoshu_info: "其他角色于回合外得到牌后,若是其本回合内第一次得到牌,则你可以选择一项:交给其一张牌,或令其交给你一张牌。", xingtianpojunfu_info: "当你于出牌阶段内使用牌指定唯一目标后,你可弃置两张牌。若如此做,其本回合内不能使用或打出牌且其防具技能无效。", jinwuluorigong_info: "当你于出牌阶段内一次性失去了两张以上的手牌后,你可以弃置一名其他角色等量的牌。", TheDayIBecomeAGod: "神杀", thedayibecomeagod: "传承", thedayibecomeagod_info: "选择一名其他己方角色。若其势力非神,则改为神势力;若其势力为神,则将武将牌翻至正面,回复体力至体力上限,并将手牌摸至5。", gubuzifeng: "故步自封", gubuzifeng_disable: "故步自封", gubuzifeng_info: "出牌阶段,对一名其他角色使用。其的一个随机技能失效直到其下个回合结束。", goujiangdesidai: "篝酱的丝带", goujiangdesidai_info: "锁定技,若你未拥有技能〖纵丝〗,则你视为拥有技能〖纵丝〗;若你拥有技能〖纵丝〗,则你将此技能改为「出牌阶段限两次」。", goujiangdesidai_skill: "纵丝", niaobaidaowenha: "鸟白岛文蛤", niaobaidaowenha_skill: "鸟白岛文蛤", niaobaidaowenha_info: "当你减少1点体力上限后,你可令一名其他角色增加1点体力上限并回复1点体力。", niaobaidaowenha_skill_info: "当你减少1点体力上限后,你可令一名其他角色增加1点体力上限并回复1点体力。", shenzhixiunvfu: "神之修女服", shenzhixiunvfu_info: "没什么实际作用的衣服,仅仅是显得像个神而已。", mode_boss_card_config: "挑战卡牌", mode_boss_character_config: "挑战武将", }, get: { rawAttitude: function (from, to) { var num = to.identity == "zhong" ? 5 : 6; return from.side === to.side ? num : -num; }, }, }; });