2319 lines
61 KiB
JavaScript
2319 lines
61 KiB
JavaScript
'use strict';
|
||
game.import('card',function(lib,game,ui,get,ai,_status){
|
||
return {
|
||
name:'gwent',
|
||
card:{
|
||
gw_dieyi:{
|
||
fullskin:true
|
||
},
|
||
gw_dieyi_equip1:{
|
||
fullskin:true,
|
||
vanish:true,
|
||
hidden:true,
|
||
cardimage:'gw_dieyi',
|
||
type:'equip',
|
||
subtype:'equip1',
|
||
onLose:function(){
|
||
lib.skill.gw_dieyi.process(player);
|
||
},
|
||
loseDelay:false,
|
||
skills:[],
|
||
ai:{
|
||
equipValue:0
|
||
}
|
||
},
|
||
gw_dieyi_equip2:{
|
||
fullskin:true,
|
||
vanish:true,
|
||
hidden:true,
|
||
cardimage:'gw_dieyi',
|
||
type:'equip',
|
||
subtype:'equip2',
|
||
onLose:function(){
|
||
lib.skill.gw_dieyi.process(player);
|
||
},
|
||
loseDelay:false,
|
||
skills:[],
|
||
ai:{
|
||
equipValue:0
|
||
}
|
||
},
|
||
gw_dieyi_equip3:{
|
||
fullskin:true,
|
||
vanish:true,
|
||
hidden:true,
|
||
cardimage:'gw_dieyi',
|
||
type:'equip',
|
||
subtype:'equip3',
|
||
onLose:function(){
|
||
lib.skill.gw_dieyi.process(player);
|
||
},
|
||
loseDelay:false,
|
||
skills:[],
|
||
ai:{
|
||
equipValue:0
|
||
}
|
||
},
|
||
gw_dieyi_equip4:{
|
||
fullskin:true,
|
||
vanish:true,
|
||
hidden:true,
|
||
cardimage:'gw_dieyi',
|
||
type:'equip',
|
||
subtype:'equip4',
|
||
onLose:function(){
|
||
lib.skill.gw_dieyi.process(player);
|
||
},
|
||
loseDelay:false,
|
||
skills:[],
|
||
ai:{
|
||
equipValue:0
|
||
}
|
||
},
|
||
gw_dieyi_equip5:{
|
||
fullskin:true,
|
||
vanish:true,
|
||
hidden:true,
|
||
cardimage:'gw_dieyi',
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
onLose:function(){
|
||
lib.skill.gw_dieyi.process(player);
|
||
},
|
||
loseDelay:false,
|
||
skills:[],
|
||
ai:{
|
||
equipValue:0
|
||
}
|
||
},
|
||
gw_dieyi_judge:{
|
||
fullskin:true,
|
||
vanish:true,
|
||
hidden:true,
|
||
cardimage:'gw_dieyi',
|
||
enable:true,
|
||
type:'delay',
|
||
filterTarget:true,
|
||
effect:function(){
|
||
lib.skill.gw_dieyi.process(player);
|
||
},
|
||
},
|
||
gw_hudiewu:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(card,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&¤t.countCards('ej');
|
||
});
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('蝴蝶舞','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.targets=game.filterPlayer(function(current){
|
||
return current.countCards('ej');
|
||
}).sortBySeat();
|
||
event.targets.remove(player);
|
||
'step 1'
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
var ej=target.getCards('ej');
|
||
player.line(target);
|
||
target.removeEquipTrigger();
|
||
for(var i=0;i<ej.length;i++){
|
||
game.createCard(ej[i]).discard();
|
||
ej[i].init([ej[i].suit,ej[i].number,'gw_dieyi_'+(get.subtype(ej[i])||'judge')]);
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:6,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player){
|
||
return game.countPlayer(function(current){
|
||
if(current==player) return;
|
||
return -(current.countCards('e')-current.countCards('j')/3)*get.sgn(get.attitude(player,current));
|
||
});
|
||
}
|
||
},
|
||
order:0.7,
|
||
}
|
||
},
|
||
gw_yigeniyin:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:true,
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('伊格尼印','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var enemies=player.getEnemies();
|
||
var target=get.max(enemies,'hp','list').randomGet();
|
||
if(target){
|
||
player.line(target,'fire');
|
||
target.damage('fire');
|
||
game.delay();
|
||
}
|
||
'step 1'
|
||
event.targets=game.filterPlayer(function(current){
|
||
return current.isMaxHp();
|
||
}).sortBySeat();
|
||
player.line(event.targets,'fire');
|
||
'step 2'
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
player.line(target,'fire');
|
||
target.damage('fire');
|
||
event.redo();
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player){
|
||
var enemies=player.getEnemies();
|
||
var players=game.filterPlayer();
|
||
var func=function(current){
|
||
return current.hp;
|
||
};
|
||
var max1=get.max(enemies,func);
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i].hp==max1){
|
||
players.splice(i,1);break;
|
||
}
|
||
}
|
||
var max2=get.max(players,func);
|
||
if(max1-1>max2){
|
||
return get.damageEffect(get.max(enemies,func,'item'),player,player,'fire');
|
||
}
|
||
else{
|
||
var num;
|
||
if(max1>max2){
|
||
num=get.sgn(get.damageEffect(get.max(enemies,func,'item'),player,player,'fire'));
|
||
}
|
||
else if(max1==max2){
|
||
num=0;
|
||
}
|
||
else{
|
||
num=1;
|
||
}
|
||
return num+game.countPlayer(function(current){
|
||
if(current.hp>=max2){
|
||
return get.sgn(get.damageEffect(current,player,player,'fire'));
|
||
}
|
||
});
|
||
}
|
||
}
|
||
},
|
||
order:0.7,
|
||
}
|
||
},
|
||
gw_leizhoushu:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:true,
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('雷咒术','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
if(player.hasSkill('gw_leizhoushu')){
|
||
if(typeof player.storage.gw_leizhoushu!='number'){
|
||
player.storage.gw_leizhoushu=2;
|
||
}
|
||
else{
|
||
player.storage.gw_leizhoushu++;
|
||
}
|
||
player.syncStorage('gw_leizhoushu');
|
||
player.updateMarks();
|
||
}
|
||
else{
|
||
player.addSkill('gw_leizhoushu');
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player){
|
||
return 1+game.countPlayer(function(current){
|
||
if(current!=player&¤t.isMaxHandcard()){
|
||
return -get.sgn(get.attitude(player,current));
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:0.5,
|
||
}
|
||
},
|
||
gw_aerdeyin:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(card,player){
|
||
return game.hasPlayer(function(current){
|
||
return get.distance(player,current,'pure')==1;
|
||
});
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('阿尔德印','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=game.filterPlayer(function(current){
|
||
return get.distance(player,current,'pure')==1;
|
||
});
|
||
event.list=list.sortBySeat();
|
||
'step 1'
|
||
if(event.list.length){
|
||
var target=event.list.shift();
|
||
event.target=target;
|
||
player.line(target,'green');
|
||
target.damage();
|
||
target.draw(false);
|
||
target.$draw();
|
||
}
|
||
else{
|
||
delete event.target;
|
||
}
|
||
'step 2'
|
||
if(event.target){
|
||
event.target.out();
|
||
event.goto(1);
|
||
}
|
||
'step 3'
|
||
game.delay();
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player){
|
||
return game.countPlayer(function(current){
|
||
if(get.distance(player,current,'pure')==1){
|
||
var att=get.sgn(get.attitude(player,current));
|
||
if(current==player.next){
|
||
return -att*1.5;
|
||
}
|
||
return -att;
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:0.5,
|
||
}
|
||
},
|
||
gw_ansha:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(card,player){
|
||
var enemies=player.getEnemies();
|
||
return game.hasPlayer(function(current){
|
||
return current.hp==1&&enemies.contains(current);
|
||
});
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('暗杀','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
var enemies=player.getEnemies();
|
||
var list=game.filterPlayer(function(current){
|
||
return current.hp==1&&enemies.contains(current);
|
||
});
|
||
if(list.length){
|
||
var target=list.randomGet();
|
||
player.line(target);
|
||
target.die();
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:0.6,
|
||
}
|
||
},
|
||
gw_xinsheng:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(card,player){
|
||
return game.hasPlayer(function(current){
|
||
return !current.isUnseen();
|
||
});
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('新生','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=get.max(game.filterPlayer(function(current){
|
||
return !current.isUnseen();
|
||
},'list').randomSort(),function(current){
|
||
var att=get.attitude(player,current);
|
||
if(att<0&¤t.isDamaged()&¤t.hp<=3){
|
||
return -10;
|
||
}
|
||
var rank=get.rank(current,true);
|
||
if(current.maxHp>=3){
|
||
if(current.hp<=1){
|
||
if(att>0) return att*3+2;
|
||
return att*3;
|
||
}
|
||
else if(current.hp==2){
|
||
if(att>0){
|
||
att*=1.5;
|
||
}
|
||
else{
|
||
att/=1.5;
|
||
}
|
||
}
|
||
}
|
||
if(rank>=7){
|
||
if(att>0){
|
||
return att/10;
|
||
}
|
||
return -att/5;
|
||
}
|
||
else if(rank<=4){
|
||
if(att<0){
|
||
return -att/10;
|
||
}
|
||
return att;
|
||
}
|
||
return Math.abs(att/2);
|
||
},'item');
|
||
event.aitarget=target;
|
||
var list=[];
|
||
for(var i in lib.character){
|
||
if(!lib.filter.characterDisabled(i)&&!lib.filter.characterDisabled2(i)){
|
||
list.push(i);
|
||
}
|
||
}
|
||
var players=game.players.concat(game.dead);
|
||
for(var i=0;i<players.length;i++){
|
||
list.remove(players[i].name);
|
||
list.remove(players[i].name1);
|
||
list.remove(players[i].name2);
|
||
}
|
||
var dialog=ui.create.dialog('选择一张武将牌','hidden');
|
||
dialog.add([list.randomGets(12),'character']);
|
||
player.chooseButton(dialog,true).ai=function(button){
|
||
if(get.attitude(player,event.aitarget)>0){
|
||
return get.rank(button.link,true);
|
||
}
|
||
else{
|
||
return -get.rank(button.link,true);
|
||
}
|
||
};
|
||
'step 1'
|
||
event.nametarget=result.links[0];
|
||
player.chooseTarget(true,'使用'+get.translation(event.nametarget)+'替换一名角色的武将牌',function(card,player,target){
|
||
return !target.isUnseen()&&!target.isMin();
|
||
}).ai=function(target){
|
||
if(target==event.aitarget){
|
||
return 1;
|
||
}
|
||
else{
|
||
return 0;
|
||
}
|
||
}
|
||
'step 2'
|
||
var target=result.targets[0];
|
||
var hp=target.hp;
|
||
target.reinit(target.name,event.nametarget);
|
||
target.hp=Math.min(hp+1,target.maxHp);
|
||
target.update();
|
||
player.line(target,'green');
|
||
'step 3'
|
||
game.triggerEnter(target);
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:0.5,
|
||
}
|
||
},
|
||
gw_niuquzhijing:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(card,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.hp!=player.hp;
|
||
});
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
var list1=game.filterPlayer(function(current){
|
||
return current.isMaxHp();
|
||
});
|
||
var list2=game.filterPlayer(function(current){
|
||
return current.isMinHp();
|
||
});
|
||
player.line(list1);
|
||
for(var i=0;i<list1.length;i++){
|
||
list1[i].animate('target');
|
||
}
|
||
setTimeout(function(){
|
||
var list11=list1.slice(0);
|
||
var list22=list2.slice(0);
|
||
while(list22.length>list11.length){
|
||
list11.push(list1.randomGet());
|
||
}
|
||
while(list22.length<list11.length){
|
||
list22.push(list2.randomGet());
|
||
}
|
||
list11.sortBySeat();
|
||
list22.sortBySeat();
|
||
while(list11.length){
|
||
list11.shift().line(list22.shift(),'green');
|
||
}
|
||
},500);
|
||
player.$skill('纽曲之镜','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
var max=null,min=null;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isMaxHp()){
|
||
max=game.players[i].hp;break;
|
||
}
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isMinHp()){
|
||
min=game.players[i].hp;break;
|
||
}
|
||
}
|
||
var targets=game.filterPlayer();
|
||
if(max!=min&&max!=null&&min!=null){
|
||
for(var i=0;i<targets.length;i++){
|
||
if(targets[i].hp==max){
|
||
targets[i].hp--;
|
||
targets[i].maxHp--;
|
||
targets[i].$damagepop(-1);
|
||
}
|
||
else if(targets[i].hp==min){
|
||
targets[i].hp++;
|
||
targets[i].maxHp++;
|
||
targets[i].$damagepop(1,'wood');
|
||
}
|
||
targets[i].update();
|
||
}
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player,target){
|
||
return game.countPlayer(function(current){
|
||
if(current.isMaxHp()){
|
||
return -get.sgn(get.attitude(player,current));
|
||
}
|
||
if(current.isMinHp()){
|
||
return get.sgn(get.attitude(player,current));
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:3.5,
|
||
}
|
||
},
|
||
gw_zhongmozhizhan:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:true,
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.line(game.filterPlayer());
|
||
player.$skill('终末之战','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.num=0;
|
||
event.targets=game.filterPlayer().sortBySeat();
|
||
'step 1'
|
||
if(event.num<targets.length){
|
||
ui.clear();
|
||
var target=targets[event.num];
|
||
var cards=target.getCards('hej');
|
||
target.lose(cards)._triggered=null;
|
||
target.$throw(cards);
|
||
event.num++;
|
||
event.redo();
|
||
game.delay(0.7);
|
||
}
|
||
'step 2'
|
||
ui.clear();
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.hasUnknown()) return 0;
|
||
return -game.countPlayer(function(current){
|
||
return current.countCards('he')*get.sgn(get.attitude(player,current));
|
||
});
|
||
}
|
||
},
|
||
order:0.5,
|
||
}
|
||
},
|
||
|
||
gw_ganhan:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:true,
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.line(game.filterPlayer());
|
||
player.$skill('干旱','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.num=0;
|
||
event.targets=game.filterPlayer().sortBySeat();
|
||
'step 1'
|
||
if(event.num<targets.length){
|
||
ui.clear();
|
||
var target=targets[event.num];
|
||
target.loseMaxHp(true);
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
'step 2'
|
||
ui.clear();
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:7,
|
||
useful:[5,1],
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.hasUnknown()) return 0;
|
||
return game.countPlayer(function(current){
|
||
var att=-get.sgn(get.attitude(player,current));
|
||
if(current.isHealthy()){
|
||
switch(current.hp){
|
||
case 1:return att*3;
|
||
case 2:return att*2;
|
||
case 3:return att*1.5;
|
||
case 4:return att;
|
||
default:return att*0.5;
|
||
}
|
||
}
|
||
else if(current.maxHp-current.hp==1){
|
||
switch(current.hp){
|
||
case 1:return att*0.5;
|
||
case 2:return att*0.3;
|
||
case 3:return att*0.2;
|
||
default:return att*0.15;
|
||
}
|
||
}
|
||
else{
|
||
return att*0.1;
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:0.5,
|
||
}
|
||
},
|
||
gw_huangjiashenpan:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:true,
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('皇家审判','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=get.libCard(function(info){
|
||
return info.subtype=='spell_gold';
|
||
});
|
||
list.remove('gw_huangjiashenpan');
|
||
if(list.length){
|
||
player.chooseVCardButton(list,true,'notype').ai=function(){
|
||
return Math.random();
|
||
};
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.gain(game.createCard(result.links[0][2]),'draw');
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:0.1,
|
||
}
|
||
},
|
||
gw_tunshi:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(event,player){
|
||
if(player.maxHp==1) return false;
|
||
var list=player.getEnemies();
|
||
for(var i=0;i<list.length;i++){
|
||
if(list[i].isMin()) continue;
|
||
if(list[i].getStockSkills().length) return true;
|
||
}
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('吞噬','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
var list=player.getEnemies();
|
||
for(var i=0;i<list.length;i++){
|
||
if(list[i].isMin()||!list[i].getStockSkills().length){
|
||
list.splice(i--,1);
|
||
}
|
||
}
|
||
if(list.length){
|
||
var target=list.randomGet();
|
||
target.addExpose(0.1);
|
||
player.line(target);
|
||
var skill=target.getStockSkills().randomGet();
|
||
target.popup(skill);
|
||
player.addSkill(skill);
|
||
target.removeSkill(skill);
|
||
player.loseHp();
|
||
player.loseMaxHp(true);
|
||
target.gainMaxHp(true);
|
||
target.recover();
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player){
|
||
if(player.hp<=2) return 0;
|
||
return 1;
|
||
}
|
||
},
|
||
order:0.4,
|
||
}
|
||
},
|
||
gw_chongci:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(event,player){
|
||
if(player.maxHp==1) return false;
|
||
var list=player.getEnemies();
|
||
for(var i=0;i<list.length;i++){
|
||
if(list[i].getStockSkills().length) return true;
|
||
}
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.$skill('冲刺','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.hs=player.getCards('h');
|
||
event.es=player.getCards('e');
|
||
player.discard(event.hs.concat(event.es));
|
||
'step 1'
|
||
var hs2=[];
|
||
for(var i=0;i<event.hs.length;i++){
|
||
var type=get.type(event.hs[i],'trick');
|
||
var cardname=event.hs[i].name;
|
||
var list=game.findCards(function(name){
|
||
if(cardname==name) return;
|
||
if(get.type({name:name},'trick')==type){
|
||
return true;
|
||
}
|
||
});
|
||
if(!list.length){
|
||
list=[cardname];
|
||
}
|
||
hs2.push(game.createCard(list.randomGet()));
|
||
}
|
||
if(hs2.length){
|
||
player.gain(hs2,'draw');
|
||
}
|
||
'step 2'
|
||
var es2=[];
|
||
for(var i=0;i<event.es.length;i++){
|
||
var subtype=get.subtype(event.es[i]);
|
||
var cardname=event.es[i].name;
|
||
var list=game.findCards(function(name){
|
||
if(cardname==name) return;
|
||
if(get.subtype({name:name})==subtype){
|
||
return true;
|
||
}
|
||
});
|
||
if(!list.length){
|
||
list=[cardname];
|
||
}
|
||
es2.push(game.createCard(list.randomGet()));
|
||
}
|
||
if(es2.length){
|
||
game.delay();
|
||
player.$draw(es2);
|
||
for(var i=0;i<es2.length;i++){
|
||
player.equip(es2[i]);
|
||
}
|
||
}
|
||
'step 3'
|
||
player.addTempSkill('qianxing',{player:'phaseBegin'});
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:0.2,
|
||
}
|
||
},
|
||
|
||
gw_youer:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var cards=target.getCards('h');
|
||
target.lose(cards,ui.special);
|
||
target.storage.gw_youer=cards;
|
||
target.addSkill('gw_youer');
|
||
'step 1'
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:10,
|
||
value:7,
|
||
useful:[3,1],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('noh')) return 3;
|
||
var num=-Math.sqrt(target.countCards('h'));
|
||
if(player.hasSha()&&player.canUse('sha',target)){
|
||
num-=2;
|
||
}
|
||
return num;
|
||
},
|
||
},
|
||
}
|
||
},
|
||
gw_tongdi:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.gainPlayerCard(target,'h',true,'visible').set('ai',function(button){
|
||
return get.value(button.link);
|
||
});
|
||
'step 1'
|
||
target.gain(game.createCard('sha'),'gain2');
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:8,
|
||
value:9.5,
|
||
useful:[5,1],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.getEquip(4)) return -2;
|
||
return -1;
|
||
}
|
||
},
|
||
}
|
||
},
|
||
gw_fuyuan:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
savable:true,
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.recover();
|
||
target.changeHujia();
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:6,
|
||
useful:10,
|
||
value:[8,6.5,5,4],
|
||
},
|
||
result:{
|
||
target:2
|
||
},
|
||
tag:{
|
||
recover:1,
|
||
save:1,
|
||
}
|
||
}
|
||
},
|
||
gw_zhuoshao:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMaxHp();
|
||
},
|
||
cardnature:'fire',
|
||
selectTarget:[1,Infinity],
|
||
content:function(){
|
||
target.damage('fire');
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:8.5,
|
||
value:7.5,
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:-1
|
||
},
|
||
tag:{
|
||
damage:1,
|
||
fireDamage:1,
|
||
natureDamage:1,
|
||
}
|
||
}
|
||
},
|
||
gw_butianshu:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:true,
|
||
// contentBefore:function(){
|
||
// player.$skill('卜天术','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
for(var i in lib.card){
|
||
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
|
||
if(lib.card[i].vanish) continue;
|
||
if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
|
||
}
|
||
var dialog=ui.create.dialog('卜天术',[list,'vcard']);
|
||
var bing=target.countCards('h')<=1;
|
||
player.chooseButton(dialog,true,function(button){
|
||
if(get.effect(target,{name:button.link[2]},player,player)>0){
|
||
if(button.link[2]=='bingliang'){
|
||
if(bing) return 2;
|
||
return 0.7;
|
||
}
|
||
if(button.link[2]=='lebu'){
|
||
return 1;
|
||
}
|
||
if(button.link[2]=='guiyoujie'){
|
||
return 0.5;
|
||
}
|
||
if(button.link[2]=='caomu'){
|
||
return 0.3;
|
||
}
|
||
return 0.2;
|
||
}
|
||
return 0;
|
||
}).filterButton=function(button){
|
||
return !target.hasJudge(button.link[2]);
|
||
};
|
||
'step 1'
|
||
var card=game.createCard(result.links[0][2]);
|
||
event.judgecard=card;
|
||
target.$draw(card);
|
||
game.delay(0.7);
|
||
'step 2'
|
||
target.addJudge(event.judgecard);
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[5,1],
|
||
result:{
|
||
player:function(player,target){
|
||
var eff=0;
|
||
for(var i in lib.card){
|
||
if(lib.card[i].type=='delay'){
|
||
var current=get.effect(target,{name:i},player,player);
|
||
if(current>eff){
|
||
eff=current;
|
||
}
|
||
}
|
||
}
|
||
return eff;
|
||
}
|
||
},
|
||
order:6,
|
||
}
|
||
},
|
||
gw_shizizhaohuan:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
selectTarget:-1,
|
||
// contentBefore:function(){
|
||
// player.$skill('十字召唤','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
var list=[];
|
||
list.push(get.cardPile2('juedou'));
|
||
list.push(get.cardPile2('huogong'));
|
||
list.push(get.cardPile2('nanman'));
|
||
list.push(get.cardPile2('huoshaolianying'));
|
||
for(var i=0;i<list.length;i++){
|
||
if(!list[i]) list.splice(i--,1);
|
||
}
|
||
list=[list.randomGet()];
|
||
var sha=get.cardPile2('sha');
|
||
if(sha){
|
||
if(list.length){
|
||
list.push(sha);
|
||
}
|
||
else{
|
||
sha.remove();
|
||
list.push(sha);
|
||
var sha2=get.cardPile2('sha');
|
||
if(sha2){
|
||
list.push(sha2);
|
||
}
|
||
}
|
||
}
|
||
if(list.length){
|
||
target.gain(list,'gain2','log');
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:6,
|
||
}
|
||
},
|
||
gw_zuihouyuanwang:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
selectTarget:-1,
|
||
// contentBefore:function(){
|
||
// player.$skill('最后愿望','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
'step 0'
|
||
event.num=game.countPlayer();
|
||
player.draw(event.num);
|
||
'step 1'
|
||
player.chooseToDiscard(true,event.num,'he');
|
||
},
|
||
ai:{
|
||
value:6,
|
||
useful:[4,1],
|
||
result:{
|
||
player:function(player){
|
||
var num=player.countCards('he');
|
||
if(num<=1) return 0;
|
||
if(num<=3&&!player.needsToDiscard()) return 0;
|
||
return 1;
|
||
}
|
||
},
|
||
order:7,
|
||
}
|
||
},
|
||
gw_zirankuizeng:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
notarget:true,
|
||
// contentBefore:function(){
|
||
// player.$skill('自然馈赠','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
for(var i in lib.card){
|
||
if(lib.card[i].subtype=='spell_bronze') list.push([cards[0].suit,cards[0].number,i]);
|
||
}
|
||
var dialog=ui.create.dialog('自然馈赠',[list,'vcard']);
|
||
var rand=get.rand();
|
||
var aozu=game.hasPlayer(function(current){
|
||
return player.canUse('gw_aozuzhilei',current)&¤t.hp<=3&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
|
||
});
|
||
var aozu2=game.hasPlayer(function(current){
|
||
return player.canUse('gw_aozuzhilei',current)&¤t.hp<=2&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
|
||
});
|
||
var aozu3=game.hasPlayer(function(current){
|
||
return player.canUse('gw_aozuzhilei',current)&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0;
|
||
});
|
||
var baoxue=game.hasPlayer(function(current){
|
||
return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2,3].contains(current.countCards('h'))&&!current.hasSkillTag('noh');
|
||
});
|
||
var baoxue2=game.hasPlayer(function(current){
|
||
return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2].contains(current.countCards('h'))&&!current.hasSkillTag('noh');
|
||
});
|
||
var baoxue3=game.hasPlayer(function(current){
|
||
return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&¤t.countCards('h')>=2&&!current.hasSkillTag('noh');
|
||
});
|
||
var nongwu=game.hasPlayer(function(current){
|
||
return get.attitude(player,current)<0&&(get.attitude(player,current.getNext())<0||get.attitude(player,current.getPrevious())<0);
|
||
});
|
||
var nongwu2=game.hasPlayer(function(current){
|
||
return get.attitude(player,current)<0&&get.attitude(player,current.getNext())<0&&get.attitude(player,current.getPrevious())<0;
|
||
});
|
||
var yanzi=game.hasPlayer(function(current){
|
||
return get.attitude(player,current)>0&¤t.isMinHandcard();
|
||
});
|
||
player.chooseButton(dialog,true,function(button){
|
||
var name=button.link[2];
|
||
switch(name){
|
||
case 'gw_ciguhanshuang':
|
||
if(nongwu2) return 3;
|
||
if(nongwu) return 1;
|
||
return 0;
|
||
case 'gw_baoxueyaoshui':
|
||
if(baoxue2) return 2;
|
||
if(baoxue) return 1.5;
|
||
if(baoxue3) return 0.5;
|
||
return 0;
|
||
case 'gw_aozuzhilei':
|
||
if(aozu2) return 2.5;
|
||
if(aozu) return 1.2;
|
||
if(aozu3) return 0.2;
|
||
return 0;
|
||
case 'gw_yanziyaoshui':
|
||
if(yanzi) return 2;
|
||
return 0.6;
|
||
}
|
||
if(game.hasPlayer(function(current){
|
||
return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0;
|
||
})){
|
||
return Math.random();
|
||
}
|
||
return 0;
|
||
}).filterButton=function(button){
|
||
var name=button.link[2];
|
||
if(!lib.card[name].notarget){
|
||
return game.hasPlayer(function(current){
|
||
return player.canUse(name,current);
|
||
})
|
||
}
|
||
return true;
|
||
};
|
||
'step 1'
|
||
player.chooseUseTarget(game.createCard(result.links[0][2],get.suit(card),get.number(card)));
|
||
},
|
||
ai:{
|
||
value:7,
|
||
useful:[4,1],
|
||
result:{
|
||
player:function(player){
|
||
return 1;
|
||
}
|
||
},
|
||
order:7,
|
||
}
|
||
},
|
||
|
||
gw_nuhaifengbao:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('gw_nuhaifengbao');
|
||
},
|
||
content:function(){
|
||
target.addSkill('gw_nuhaifengbao');
|
||
},
|
||
ai:{
|
||
value:[7,1],
|
||
useful:[4,1],
|
||
result:{
|
||
target:function(player,target){
|
||
return -2/Math.sqrt(1+target.hp);
|
||
}
|
||
},
|
||
order:1.2,
|
||
}
|
||
},
|
||
gw_baishuang:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('gw_ciguhanshuang');
|
||
},
|
||
selectTarget:[1,3],
|
||
content:function(){
|
||
target.addSkill('gw_ciguhanshuang');
|
||
},
|
||
ai:{
|
||
value:[7.5,1],
|
||
useful:[5,1],
|
||
result:{
|
||
target:-1
|
||
},
|
||
order:1.2,
|
||
}
|
||
},
|
||
gw_baobaoshu:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('gw_baobaoshu');
|
||
},
|
||
selectTarget:[1,2],
|
||
content:function(){
|
||
target.addTempSkill('gw_baobaoshu',{player:'phaseAfter'});
|
||
},
|
||
ai:{
|
||
value:[7.5,1],
|
||
useful:[5,1],
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.sqrt(target.countCards('h'))-0.5;
|
||
}
|
||
},
|
||
order:1.2,
|
||
}
|
||
},
|
||
gw_guaiwuchaoxue:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
enable:true,
|
||
usable:1,
|
||
forceUsable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
var list=get.gainableSkills(function(info,skill){
|
||
return !info.notemp&&info.ai&&info.ai.maixie_hp&&!player.hasSkill(skill);
|
||
});
|
||
list.remove('guixin');
|
||
if(list.length){
|
||
var skill=list.randomGet();
|
||
player.popup(skill);
|
||
player.addTempSkill(skill,{player:'phaseBegin'});
|
||
var enemies=player.getEnemies();
|
||
if(enemies.length){
|
||
var source=enemies.randomGet();
|
||
source.line(player);
|
||
source.addExpose(0.1);
|
||
player.damage(source);
|
||
player.recover();
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
value:[8,1],
|
||
useful:[3,1],
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hp<=1||target.hujia) return 0;
|
||
return 1;
|
||
}
|
||
},
|
||
order:1,
|
||
}
|
||
},
|
||
|
||
gw_qinpendayu:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('gw_qinpendayu');
|
||
},
|
||
changeTarget:function(player,targets){
|
||
game.filterPlayer(function(current){
|
||
return get.distance(targets[0],current,'pure')==1;
|
||
},targets);
|
||
},
|
||
content:function(){
|
||
target.addSkill('gw_qinpendayu');
|
||
},
|
||
ai:{
|
||
value:[5,1],
|
||
useful:[3,1],
|
||
result:{
|
||
player:function(player,target){
|
||
return game.countPlayer(function(current){
|
||
if(current.hasSkill('gw_qinpendayu')) return 0;
|
||
if(current==target||(get.distance(target,current,'pure')==1)){
|
||
var num=-get.sgn(get.attitude(player,current));
|
||
if(current.needsToDiscard()) return num;
|
||
if(current.needsToDiscard(1)) return 0.7*num;
|
||
if(current.needsToDiscard(2)) return 0.4*num;
|
||
return 0.1*num;
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:1.2,
|
||
}
|
||
},
|
||
gw_birinongwu:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('gw_birinongwu');
|
||
},
|
||
changeTarget:function(player,targets){
|
||
game.filterPlayer(function(current){
|
||
return get.distance(targets[0],current,'pure')==1;
|
||
},targets);
|
||
},
|
||
content:function(){
|
||
target.addSkill('gw_birinongwu');
|
||
},
|
||
ai:{
|
||
value:[5,1],
|
||
useful:[3,1],
|
||
result:{
|
||
player:function(player,target){
|
||
return game.countPlayer(function(current){
|
||
if(current.hasSkill('gw_birinongwu')) return 0;
|
||
if(current==target||(get.distance(target,current,'pure')==1)){
|
||
return -get.sgn(get.attitude(player,current));
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:1.2,
|
||
}
|
||
},
|
||
gw_ciguhanshuang:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('gw_ciguhanshuang');
|
||
},
|
||
changeTarget:function(player,targets){
|
||
game.filterPlayer(function(current){
|
||
return get.distance(targets[0],current,'pure')==1;
|
||
},targets);
|
||
},
|
||
content:function(){
|
||
target.addSkill('gw_ciguhanshuang');
|
||
},
|
||
ai:{
|
||
value:[5,1],
|
||
useful:[3,1],
|
||
result:{
|
||
player:function(player,target){
|
||
return game.countPlayer(function(current){
|
||
if(current.hasSkill('gw_ciguhanshuang')) return 0;
|
||
if(current==target||(get.distance(target,current,'pure')==1)){
|
||
return -get.sgn(get.attitude(player,current));
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:1.2,
|
||
}
|
||
},
|
||
gw_baoxueyaoshui:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
target.chooseToDiscard('h',2,true).delay=false;
|
||
'step 1'
|
||
target.draw();
|
||
},
|
||
ai:{
|
||
value:6,
|
||
useful:[3,1],
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('noh')) return 0.1;
|
||
switch(target.countCards('h')){
|
||
case 0:return 0.5;
|
||
case 1:return 0;
|
||
case 2:return -1.5;
|
||
default:return -1;
|
||
}
|
||
}
|
||
},
|
||
order:8,
|
||
tag:{
|
||
loseCard:1,
|
||
discard:1,
|
||
}
|
||
}
|
||
},
|
||
gw_zhihuanjun:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isDamaged();
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
target.loseMaxHp(true);
|
||
'step 1'
|
||
if(target.isDamaged()&&target.countCards('h')<target.maxHp){
|
||
event.goto(0);
|
||
}
|
||
},
|
||
ai:{
|
||
value:[4,1],
|
||
useful:[3,1],
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.maxHp-target.hp==1){
|
||
return -1/target.maxHp;
|
||
}
|
||
else{
|
||
return -1/target.maxHp/3;
|
||
}
|
||
}
|
||
},
|
||
order:8,
|
||
}
|
||
},
|
||
gw_zumoshoukao:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.hujia||!target.hasSkill('fengyin');
|
||
},
|
||
content:function(){
|
||
target.addTempSkill('fengyin',{player:'phaseAfter'});
|
||
if(target.hujia){
|
||
target.changeHujia(-target.hujia);
|
||
}
|
||
},
|
||
ai:{
|
||
value:[4.5,1],
|
||
useful:[4,1],
|
||
result:{
|
||
target:function(player,target){
|
||
var threaten=get.threaten(target,player,true);
|
||
if(target.hujia){
|
||
threaten*=(target.hujia+1);
|
||
}
|
||
else if(target.hasSkill('fengyin')){
|
||
return 0;
|
||
}
|
||
if(target.hasSkillTag('maixie_hp')){
|
||
threaten*=1.5;
|
||
}
|
||
return -threaten;
|
||
}
|
||
},
|
||
order:9.5,
|
||
}
|
||
},
|
||
gw_aozuzhilei:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
cardnature:'thunder',
|
||
filterTarget:function(card,player,target){
|
||
return target.hp>=player.hp;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
target.damage('thunder');
|
||
'step 1'
|
||
if(target.isIn()){
|
||
target.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:1.8,
|
||
value:[5,1],
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:-1
|
||
},
|
||
tag:{
|
||
damage:1,
|
||
thunderDamage:1,
|
||
natureDamage:1,
|
||
}
|
||
}
|
||
},
|
||
gw_poxiao:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
notarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
var choice=1;
|
||
if(game.countPlayer(function(current){
|
||
if(current.countCards('j')||current.hasSkillTag('weather')){
|
||
if(get.attitude(player,current)>0){
|
||
choice=0;
|
||
}
|
||
return true;
|
||
}
|
||
})){
|
||
player.chooseControl(function(){
|
||
return choice;
|
||
}).set('choiceList',[
|
||
'解除任意名角色的天气效果并移除其判定区内的牌',
|
||
'随机获得一张铜卡法术(破晓除外)并展示之'
|
||
]);
|
||
}
|
||
else{
|
||
event.directfalse=true;
|
||
}
|
||
'step 1'
|
||
if(!event.directfalse&&result.index==0){
|
||
player.chooseTarget(true,[1,Infinity],'解除任意名角色的天气效果并移除其判定区内的牌',function(card,player,target){
|
||
return target.countCards('j')||target.hasSkillTag('weather');
|
||
}).ai=function(target){
|
||
return get.attitude(player,target);
|
||
};
|
||
}
|
||
else{
|
||
var list=get.libCard(function(info,name){
|
||
return name!='gw_poxiao'&&info.subtype=='spell_bronze';
|
||
});
|
||
if(list.length){
|
||
player.gain(game.createCard(list.randomGet()),'gain2');
|
||
}
|
||
else{
|
||
player.draw();
|
||
}
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
event.list=result.targets.slice(0).sortBySeat();
|
||
'step 3'
|
||
if(event.list.length){
|
||
var target=event.list.shift();
|
||
player.line(target,'green');
|
||
var cards=target.getCards('j');
|
||
if(cards.length){
|
||
target.discard(cards);
|
||
}
|
||
if(target.hasSkillTag('weather')){
|
||
var skills=target.getSkills();
|
||
for(var i=0;i<skills.length;i++){
|
||
var info=get.info(skills[i]);
|
||
if(info&&info.ai&&info.ai.weather){
|
||
target.removeSkill(skills[i]);
|
||
game.log(target,'解除了','【'+get.translation(skills[i])+'】','的效果');
|
||
}
|
||
}
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
order:4,
|
||
value:[5,1],
|
||
useful:[4,1],
|
||
result:{
|
||
player:1,
|
||
}
|
||
}
|
||
},
|
||
gw_kunenfayin:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('gw_kunenfayin');
|
||
},
|
||
content:function(){
|
||
target.addSkill('gw_kunenfayin');
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:2,
|
||
value:[5,1],
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target==player) return get.threaten(target,player)/1.5;
|
||
return get.threaten(target,player);
|
||
}
|
||
},
|
||
}
|
||
},
|
||
gw_yanziyaoshui:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:true,
|
||
content:function(){
|
||
if(target.isMinHandcard()){
|
||
target.draw(2);
|
||
}
|
||
else{
|
||
target.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:6,
|
||
value:[6,1],
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.isMinHandcard()) return 2;
|
||
return 1;
|
||
}
|
||
},
|
||
}
|
||
},
|
||
gw_wenyi:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMinHp();
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
if(target.countCards('h')){
|
||
target.randomDiscard('h');
|
||
}
|
||
else{
|
||
target.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:6,
|
||
value:[6,1],
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.countCards('h')) return -1;
|
||
return -2;
|
||
}
|
||
},
|
||
tag:{
|
||
multitarget:1,
|
||
multineg:1
|
||
}
|
||
}
|
||
},
|
||
gw_shanbengshu:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:function(event,player){
|
||
var list=player.getEnemies();
|
||
for(var i=0;i<list.length;i++){
|
||
if(list[i].countCards('e')){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
var list=target.getEnemies();
|
||
var equips=[];
|
||
for(var i=0;i<list.length;i++){
|
||
equips.addArray(list[i].getCards('e'));
|
||
}
|
||
equips=equips.randomGets(2);
|
||
if(equips.length==2){
|
||
var target1=get.owner(equips[0]);
|
||
var target2=get.owner(equips[1]);
|
||
if(target1==target2){
|
||
target1.discard(equips);
|
||
player.line(target1);
|
||
}
|
||
else{
|
||
target1.discard(equips[0]).delay=false;
|
||
target2.discard(equips[1]);
|
||
player.line(target1);
|
||
player.line(target2);
|
||
}
|
||
}
|
||
else if(equips.length){
|
||
var target1=get.owner(equips[0]);
|
||
target1.discard(equips[0]);
|
||
player.line(target1);
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:9,
|
||
value:[6,1],
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:1
|
||
},
|
||
tag:{
|
||
multitarget:1,
|
||
multineg:1
|
||
}
|
||
}
|
||
}
|
||
},
|
||
skill:{
|
||
gw_kunenfayin:{
|
||
mark:true,
|
||
nopop:true,
|
||
intro:{
|
||
content:'防止所有非属性伤害(剩余个#角色的回合)'
|
||
},
|
||
init:function(player){
|
||
player.storage.gw_kunenfayin=Math.min(5,game.countPlayer());
|
||
},
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event){
|
||
return !event.nature;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
ai:{
|
||
nodamage:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')&&!get.tag(card,'natureDamage')) return [0,0];
|
||
}
|
||
},
|
||
},
|
||
subSkill:{
|
||
count:{
|
||
trigger:{global:'phaseEnd'},
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.gw_kunenfayin--;
|
||
if(player.storage.gw_kunenfayin>0){
|
||
player.updateMarks();
|
||
}
|
||
else{
|
||
player.removeSkill('gw_kunenfayin');
|
||
}
|
||
},
|
||
}
|
||
},
|
||
group:'gw_kunenfayin_count',
|
||
onremove:true
|
||
},
|
||
gw_baobaoshu:{
|
||
mark:true,
|
||
nopop:true,
|
||
intro:{
|
||
content:'每使用一张基本牌或锦囊牌,需弃置一张牌'
|
||
},
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.countCards('he')==0) return false;
|
||
var type=get.type(event.card,'trick');
|
||
return type=='basic'||type=='trick';
|
||
},
|
||
content:function(){
|
||
if(!event.isMine()) game.delay(0.5);
|
||
player.chooseToDiscard(true,'he');
|
||
},
|
||
ai:{
|
||
weather:true,
|
||
effect:{
|
||
player:function(card,player){
|
||
if(!player.needsToDiscard()) return 'zeroplayertarget';
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gw_nuhaifengbao:{
|
||
mark:true,
|
||
intro:{
|
||
content:'结束阶段随机弃置一张牌(剩余#回合)'
|
||
},
|
||
init:function(player){
|
||
player.storage.gw_nuhaifengbao=2;
|
||
},
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
nopop:true,
|
||
content:function(){
|
||
player.randomDiscard();
|
||
player.storage.gw_nuhaifengbao--;
|
||
if(player.storage.gw_nuhaifengbao>0){
|
||
player.updateMarks();
|
||
}
|
||
else{
|
||
player.removeSkill('gw_nuhaifengbao');
|
||
}
|
||
},
|
||
onremove:true,
|
||
ai:{
|
||
neg:true,
|
||
weather:true
|
||
}
|
||
},
|
||
gw_youer:{
|
||
trigger:{global:'phaseEnd',player:'dieBegin'},
|
||
forced:true,
|
||
audio:false,
|
||
mark:true,
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
content:function(){
|
||
if(player.storage.gw_youer){
|
||
if(trigger.name=='phase'){
|
||
player.gain(player.storage.gw_youer);
|
||
}
|
||
else{
|
||
player.$throw(player.storage.gw_youer,1000);
|
||
for(var i=0;i<player.storage.gw_youer.length;i++){
|
||
player.storage.gw_youer[i].discard();
|
||
}
|
||
game.log(player,'弃置了',player.storage.gw_youer);
|
||
}
|
||
}
|
||
delete player.storage.gw_youer;
|
||
player.removeSkill('gw_youer');
|
||
},
|
||
},
|
||
gw_qinpendayu:{
|
||
mark:true,
|
||
nopop:true,
|
||
intro:{
|
||
content:'手牌上限-1直到下一个弃牌阶段结束'
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-1;
|
||
}
|
||
},
|
||
ai:{
|
||
weather:true
|
||
},
|
||
group:'gw_qinpendayu_clear',
|
||
subSkill:{
|
||
clear:{
|
||
trigger:{player:'phaseDiscardAfter'},
|
||
silent:true,
|
||
content:function(){
|
||
player.removeSkill('gw_qinpendayu');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gw_birinongwu:{
|
||
mark:true,
|
||
nopop:true,
|
||
intro:{
|
||
content:'不能使用杀直到下一个出牌阶段结束'
|
||
},
|
||
mod:{
|
||
cardEnabled:function(card){
|
||
if(card.name=='sha') return false;
|
||
}
|
||
},
|
||
ai:{
|
||
weather:true
|
||
},
|
||
group:'gw_birinongwu_clear',
|
||
subSkill:{
|
||
clear:{
|
||
trigger:{player:'phaseUseAfter'},
|
||
silent:true,
|
||
content:function(){
|
||
player.removeSkill('gw_birinongwu');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gw_ciguhanshuang:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
mark:true,
|
||
nopop:true,
|
||
intro:{
|
||
content:'下个摸牌阶段摸牌数-1'
|
||
},
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
player.removeSkill('gw_ciguhanshuang');
|
||
},
|
||
ai:{
|
||
weather:true
|
||
}
|
||
},
|
||
gw_dieyi:{
|
||
init:function(player){
|
||
player.storage.gw_dieyi=1;
|
||
},
|
||
onremove:true,
|
||
trigger:{global:'phaseEnd'},
|
||
forced:true,
|
||
mark:true,
|
||
nopop:true,
|
||
process:function(player){
|
||
if(player.hasSkill('gw_dieyi')){
|
||
player.storage.gw_dieyi++;
|
||
}
|
||
else{
|
||
player.addSkill('gw_dieyi');
|
||
}
|
||
player.syncStorage('gw_dieyi');
|
||
player.updateMarks();
|
||
},
|
||
intro:{
|
||
content:'在当前回合的结束阶段,你随机弃置#张牌'
|
||
},
|
||
content:function(){
|
||
player.randomDiscard(player.storage.gw_dieyi);
|
||
player.removeSkill('gw_dieyi');
|
||
}
|
||
},
|
||
gw_leizhoushu:{
|
||
mark:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
if(storage>=2){
|
||
return '锁定技,准备阶段,你令手牌数为全场最多的所有其他角色各随机弃置一张手牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标(重复'+storage+'次)';
|
||
}
|
||
else{
|
||
return '锁定技,准备阶段,你令手牌数为全场最多的所有其他角色各随机弃置一张手牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标';
|
||
}
|
||
}
|
||
},
|
||
nopop:true,
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
var list=game.filterPlayer();
|
||
for(var i=0;i<list.length;i++){
|
||
if(list[i]!=player&&list[i].isMaxHandcard()) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(typeof player.storage.gw_leizhoushu=='number'){
|
||
event.num=player.storage.gw_leizhoushu;
|
||
}
|
||
else{
|
||
event.num=1;
|
||
}
|
||
'step 1'
|
||
if(event.num){
|
||
var max=0;
|
||
var maxp=null;
|
||
var list=game.filterPlayer(function(current){
|
||
return current.isMaxHandcard();
|
||
}).sortBySeat();
|
||
var enemies=player.getEnemies();
|
||
for(var i=0;i<enemies.length;i++){
|
||
if(list.contains(enemies[i])){
|
||
break;
|
||
}
|
||
}
|
||
if(i==enemies.length){
|
||
list.push(enemies.randomGet());
|
||
}
|
||
list.remove(player);
|
||
if(!list.length){
|
||
event.finish();
|
||
return;
|
||
}
|
||
player.line(list,'green');
|
||
for(var i=0;i<list.length;i++){
|
||
list[i].randomDiscard('h',false);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
event.num--;
|
||
event.goto(1);
|
||
game.delay();
|
||
}
|
||
},
|
||
_gainspell:{
|
||
trigger:{player:'drawBegin'},
|
||
silent:true,
|
||
priority:-11,
|
||
filter:function(event,player){
|
||
if(_status.connectMode) return false;
|
||
if(!lib.config.cards.contains('gwent')) return false;
|
||
if(player.isMin()) return false;
|
||
if(game.fixedPile) return false;
|
||
return event.num>0&&event.parent.name=='phaseDraw';
|
||
},
|
||
content:function(){
|
||
if(!player.storage.spell_gain||Math.max.apply(null,player.storage.spell_gain)<0){
|
||
var tmp=player.storage.spell_gain2;
|
||
player.storage.spell_gain=[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15].randomGets(3);
|
||
player.storage.spell_gain2=Math.floor((15-Math.max.apply(null,player.storage.spell_gain))/2);
|
||
if(tmp){
|
||
for(var i=0;i<3;i++){
|
||
player.storage.spell_gain[i]+=tmp;
|
||
}
|
||
}
|
||
}
|
||
for(var i=0;i<3;i++){
|
||
if(player.storage.spell_gain[i]==0){
|
||
var list;
|
||
if(i==0){
|
||
list=get.libCard(function(info){
|
||
return info.subtype=='spell_gold';
|
||
});
|
||
if(get.mode()=='stone'){
|
||
list.remove('gw_aerdeyin');
|
||
list.remove('gw_niuquzhijing');
|
||
}
|
||
}
|
||
else{
|
||
list=get.libCard(function(info){
|
||
return info.subtype=='spell_silver';
|
||
});
|
||
if(get.mode()=='stone'){
|
||
list.remove('gw_butianshu');
|
||
}
|
||
}
|
||
if(list&&list.length){
|
||
ui.cardPile.insertBefore(game.createCard(list.randomGet()),ui.cardPile.firstChild);
|
||
}
|
||
}
|
||
player.storage.spell_gain[i]--;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
help:{
|
||
'昆特牌':'<ul><li>法术为分金、银、铜三类,金卡和银卡不出现在牌堆中<li>'+
|
||
'摸牌阶段有一定概率摸到银卡,在16个摸牌阶段中至少会摸到2张银卡<li>'+
|
||
'摸牌阶段有一定概率摸到金卡,在16个摸牌阶段中至少会摸到1张金卡<li>'+
|
||
'金卡无视调虎离山、潜行等免疫目标的效果<li>'+
|
||
'进行洗牌时金卡、银卡将从弃牌堆中消失,不进入牌堆'
|
||
},
|
||
translate:{
|
||
spell:'法术',
|
||
spell_gold:'金卡法术',
|
||
spell_silver:'银卡法术',
|
||
spell_bronze:'铜卡法术',
|
||
|
||
gw_youlanzhimeng:'幽蓝之梦',
|
||
gw_guaiwuchaoxue:'怪物巢穴',
|
||
gw_guaiwuchaoxue_info:'出牌阶段限用一次,随机获得一个卖血技能直到下一回合开始;令一名随机敌方角色对你造成一点伤害,然后你回复一点体力',
|
||
gw_baobaoshu:'雹暴术',
|
||
gw_baobaoshu_info:'天气牌,出牌阶段对至多两名角色使用,目标每使用一张基本牌或锦囊牌,需弃置一张牌,直到下一回合结束',
|
||
gw_baishuang:'白霜',
|
||
gw_baishuang_info:'天气牌,出牌阶段对至多三名角色使用,目标下个摸牌阶段摸牌数-1',
|
||
gw_nuhaifengbao:'怒海风暴',
|
||
gw_nuhaifengbao_bg:'海',
|
||
gw_nuhaifengbao_info:'天气牌,出牌阶段对一名角色使用,目标在结束阶段随机弃置一张牌,持续2回合',
|
||
gw_ganhan:'干旱',
|
||
gw_ganhan_info:'所有角色减少一点体力上限(不触发技能),然后结束出牌阶段',
|
||
gw_huangjiashenpan:'皇家审判',
|
||
gw_huangjiashenpan_info:'获得任意一张金卡法术(皇家审判除外),然后结束出牌阶段',
|
||
gw_chongci:'冲刺',
|
||
gw_chongci_info:'弃置所有牌,每弃置一张手牌,便随机获得一张类别相同的牌;每弃置一张装备区内的牌,随机装备一件类别相同的装备;获得潜行直到下一回合开始,然后结束出牌阶段',
|
||
gw_tunshi:'吞噬',
|
||
gw_tunshi_info:'随机移除一名敌方角色的一个随机技能,你获得此技能并减少一点体力和体力上限,被移除技能的角色增加一点体力和体力上限,然后结束出牌阶段',
|
||
gw_dieyi:'蝶翼',
|
||
gw_dieyi_equip1:'蝶翼·器',
|
||
gw_dieyi_equip2:'蝶翼·衣',
|
||
gw_dieyi_equip3:'蝶翼·攻',
|
||
gw_dieyi_equip4:'蝶翼·防',
|
||
gw_dieyi_equip5:'蝶翼·宝',
|
||
gw_dieyi_judge:'蝶翼·判',
|
||
gw_dieyi_equip1_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
|
||
gw_dieyi_equip2_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
|
||
gw_dieyi_equip3_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
|
||
gw_dieyi_equip4_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
|
||
gw_dieyi_equip5_info:'在你从装备区中失去此牌后,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
|
||
gw_dieyi_judge_info:'你在判定阶段移去此牌,并获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌',
|
||
gw_hudiewu:'蝴蝶舞',
|
||
gw_hudiewu_info:'将其他角色在场上的所有牌替换为蝶翼(每当你失去一张蝶翼,你获得一枚“蝶翼”标记;在任意角色的结束阶段,你移去所有“蝶翼”标记,并随机弃置等量的牌),然后结束出牌阶段',
|
||
gw_yigeniyin:'伊格尼印',
|
||
gw_yigeniyin_info:'对敌方角色中体力值最大的一名随机角色造成一点火焰伤害,然后对场上体力值最大的所有角色各造成一点火焰伤害,然后结束出牌阶段',
|
||
gw_leizhoushu:'雷咒术',
|
||
gw_leizhoushu_info:'获得技能雷咒术(在每个准备阶段令全场牌数最多的所有其他角色各随机弃置一张牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标,结算X次,X为本局获得此技能的次数),然后结束出牌阶段',
|
||
gw_aerdeyin:'阿尔德印',
|
||
gw_aerdeyin_info:'对相邻的角色造成一点伤害,目标摸一张牌并移出游戏一轮,然后结束出牌阶段',
|
||
gw_xinsheng:'新生',
|
||
gw_xinsheng_info:'选择一名角色,随机观看12张武将牌,选择一张替代其武将牌,并令其增加一点体力,然后结束出牌阶段',
|
||
gw_zhongmozhizhan:'终末之战',
|
||
gw_zhongmozhizhan_info:'将所有角色区域内的所有牌置入弃牌堆(不触发技能),然后结束出牌阶段',
|
||
gw_butianshu:'卜天术',
|
||
gw_butianshu_info:'出牌阶段对任意角色使用,将任意一张延时锦囊牌置入其判定区',
|
||
gw_zhihuanjun:'致幻菌',
|
||
gw_zhihuanjun_info:'出牌阶段对一名已受伤角色使用,令其减少一点体力上限;若该角色仍处于受伤状态且手牌数小于体力上限,则重复此结算',
|
||
gw_niuquzhijing:'纽曲之镜',
|
||
gw_niuquzhijing_info:'令全场体力最多的角色减少一点体力和体力上限,体力最少的角色增加一点体力和体力上限(不触发技能),然后结束出牌阶段',
|
||
gw_ansha:'暗杀',
|
||
gw_ansha_info:'令一名体力为1的随机敌方角立即死亡,然后结束出牌阶段',
|
||
gw_shizizhaohuan:'十字召唤',
|
||
gw_shizizhaohuan_info:'从牌堆中获得一张杀以及决斗、火攻、火烧连营、南蛮入侵四张牌中的随机一张',
|
||
gw_zuihouyuanwang:'最后愿望',
|
||
gw_zuihouyuanwang_info:'摸X张牌并弃置X张牌,X为存活角色数',
|
||
gw_zirankuizeng:'自然馈赠',
|
||
gw_zirankuizeng_info:'选择任意一张铜卡法术使用',
|
||
gw_poxiao:'破晓',
|
||
gw_poxiao_info:'选择一项:解除任意名角色的天气效果并移除其判定区内的牌,或随机获得一张铜卡法术(破晓除外)并展示之',
|
||
gw_zumoshoukao:'阻魔手铐',
|
||
gw_zumoshoukao_info:'令一名角色失去所有护甲且非锁定技失效直到下一回合结束',
|
||
gw_aozuzhilei:'奥祖之雷',
|
||
gw_aozuzhilei_info:'对一名体力值不小于你的角色造成一点雷属性伤害,然后该角色摸一张牌',
|
||
gw_zhuoshao:'灼烧',
|
||
gw_zhuoshao_info:'对任意名体力值为全场最高的角色使用,造成一点火属性伤害',
|
||
gw_fuyuan:'复原',
|
||
gw_fuyuan_info:'对一名濒死状态角色使用,目标回复一点体力并获得一点护甲',
|
||
gw_youer:'诱饵',
|
||
gw_youer_bg:'饵',
|
||
gw_youer_info:'将一名其他角色的所有手牌移出游戏,然后摸一张牌,当前回合结束后该角色将以此法失去的牌收回手牌',
|
||
gw_tongdi:'通敌',
|
||
gw_tongdi_info:'观看一名其他角色的手牌并获得其中一张,然后令目标获得一张杀',
|
||
gw_baoxueyaoshui:'暴雪药水',
|
||
gw_baoxueyaoshui_info:'令一名角色弃置两张手牌并摸一张牌',
|
||
gw_birinongwu:'蔽日浓雾',
|
||
gw_birinongwu_bg:'雾',
|
||
gw_birinongwu_info:'天气牌,出牌阶段对一名角色及其相邻角色使用,目标不能使用杀直到下一个出牌阶段结束',
|
||
gw_qinpendayu:'倾盆大雨',
|
||
gw_qinpendayu_bg:'雨',
|
||
gw_qinpendayu_info:'天气牌,出牌阶段对一名角色及其相邻角色使用,目标手牌上限-1直到下一个弃牌阶段结束',
|
||
gw_ciguhanshuang:'刺骨寒霜',
|
||
gw_ciguhanshuang_bg:'霜',
|
||
gw_ciguhanshuang_info:'天气牌,出牌阶段对一名角色及其相邻角色使用,目标下个摸牌阶段摸牌数-1',
|
||
gw_wenyi:'瘟疫',
|
||
gw_wenyi_info:'令所有体力值为全场最少的角色随机弃置一张手牌;若没有手牌,改为失去一点体力',
|
||
gw_yanziyaoshui:'燕子药水',
|
||
gw_yanziyaoshui_info:'令一名角色摸一张牌,若其手牌数为全场最少或之一,改为摸两张',
|
||
gw_shanbengshu:'山崩术',
|
||
gw_shanbengshu_info:'出牌阶段对自己使用,随机弃置两件敌方角色场上的装备',
|
||
gw_kunenfayin:'昆恩法印',
|
||
gw_kunenfayin_info:'出牌阶段对一名角色使用,目标防止所有非属性伤害,持续X个角色的回合(X为存活角色数且最多为5)',
|
||
},
|
||
cardType:{
|
||
spell:0.5,
|
||
spell_bronze:0.2,
|
||
spell_silver:0.3,
|
||
spell_gold:0.4
|
||
},
|
||
list:[
|
||
['club',3,'gw_zhihuanjun'],
|
||
['spade',2,'gw_zhihuanjun'],
|
||
|
||
['heart',7,'gw_poxiao'],
|
||
['diamond',4,'gw_poxiao'],
|
||
|
||
['spade',9,'gw_aozuzhilei','thunder'],
|
||
['club',7,'gw_aozuzhilei','thunder'],
|
||
|
||
['club',1,'gw_zumoshoukao'],
|
||
['spade',1,'gw_zumoshoukao'],
|
||
|
||
['diamond',5,'gw_qinpendayu'],
|
||
['club',7,'gw_qinpendayu'],
|
||
|
||
['spade',9,'gw_birinongwu'],
|
||
['heart',13,'gw_birinongwu'],
|
||
|
||
['diamond',11,'gw_ciguhanshuang'],
|
||
['club',7,'gw_ciguhanshuang'],
|
||
|
||
['heart',4,'gw_baoxueyaoshui'],
|
||
['spade',8,'gw_baoxueyaoshui'],
|
||
|
||
['spade',8,'gw_shanbengshu'],
|
||
['spade',2,'gw_kunenfayin'],
|
||
['club',3,'gw_wenyi'],
|
||
['heart',8,'gw_yanziyaoshui'],
|
||
],
|
||
};
|
||
});
|