860 lines
24 KiB
JavaScript
860 lines
24 KiB
JavaScript
character.gwent={
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character:{
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gw_huoge:['male','qun',3,['quanzhang']],
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gw_aisinie:['female','wu',3,['huihun']],
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gw_enxier:['male','wei',4,['gwbaquan']],
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gw_kaerweite:['male','shu',4,['gwjiquan']],
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gw_falanxisika:['female','wu',3,['shewu']],
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gw_haluo:['male','qun',4,['nuhou']],
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gw_airuiting:['male','wei',4,['kuanglie']],
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gw_laduoweide:['male','wei',4,['gwxiaoshou']],
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gw_dagong:['male','qun',4,['tianbian']],
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// gw_bulanwang:['male','qun',3,[]],
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// gw_kuite:['male','qun',3,[]],
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// gw_fuertaisite:['male','qun',3,[]],
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// gw_hengsaite:['male','qun',3,[]],
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// gw_fulisi:['male','qun',3,[]],
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// gw_gaier:['male','shu',3,['hunmo']],
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gw_jieluote:['male','qun',6,['fayin']],
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gw_yenaifa:['female','qun',3,['xuezhou']],
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gw_telisi:['female','wei',3,['huandie']],
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gw_xili:['female','wu',3,['fengjian']],
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gw_luoqi:['male','wei',4,['gwzhanjiang']],
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gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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},
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characterIntro:{
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
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gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。',
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gw_gaier:'画作应该要传达情绪,而不是字句。',
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gw_enxier:'我可没什么耐心,最好小心点,否则脑袋不保',
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gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。',
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gw_telisi:'我可以照顾我自己,相信我。',
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gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。',
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gw_xili:'我想去哪,就去哪。',
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gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
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skill:{
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tianbian:{
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trigger:{player:'phaseUseBegin'},
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direct:true,
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content:function(){
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'step 0'
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var num1=0,num2=0;
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var choice;
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if(player.hasUnknown(2)){
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if(game.dead.length==0){
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choice='选项二';
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}
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else{
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choice='cancel2';
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}
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}
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else{
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game.countPlayer(function(current){
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var att=get.attitude(player,current);
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if(att>0){
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num1++;
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}
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else if(att<0){
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num2++;
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}
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});
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choice=(num1>num2)?'选项一':'选项二';
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}
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player.chooseControl('选项一','选项二','cancel2',function(){
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return choice;
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}).set('prompt',get.prompt('tianbian')).set('choiceList',['随机使用一张对全场有正面效果的牌','随机使用一张对全场有负面效果的牌']);
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'step 1'
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if(result.control!='cancel2'){
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player.logSkill('tianbian');
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var list=[];
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for(var i in lib.card){
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if(lib.inpile.contains(i)&&
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lib.card[i].selectTarget==-1&&
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lib.card[i].type!='equip'&&
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lib.card[i].ai&&lib.card[i].ai.tag&&
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lib.card[i].ai.tag.multitarget){
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if(lib.card[i].ai.tag.multineg){
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if(result.control=='选项二'){
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list.push(i);
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}
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}
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else{
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if(result.control=='选项一'){
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list.push(i);
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}
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}
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}
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}
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var name=null;
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while(list.length){
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name=list.randomRemove();
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if(game.hasPlayer(function(current){
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return player.canUse(name,current)
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})){
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break;
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}
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else{
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name=null;
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}
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}
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if(name){
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var targets=game.filterPlayer(function(current){
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return player.canUse(name,current);
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});
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targets.sortBySeat();
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player.useCard({name:name},targets);
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}
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}
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}
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},
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gwxiaoshou:{
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enable:'phaseUse',
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usable:2,
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filterTarget:function(card,player,target){
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return target.isHighestHp();
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},
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check:function(card){return 7-get.value(card);},
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position:'he',
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filterCard:true,
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content:function(){
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target.damage();
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},
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ai:{
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result:{
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target:function(player,target){
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return get.damageEffect(target,player);
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},
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},
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order:7
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}
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},
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kuanglie:{
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trigger:{player:'useCardToBegin'},
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filter:function(event,player){
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return event.target&&event.target!=player&&event.target.countCards('he')&&get.color(event.card)=='black';
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},
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init:function(player){
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player.storage.kuanglie=0;
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},
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forced:true,
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content:function(){
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trigger.target.randomDiscard();
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player.storage.kuanglie++;
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if(player.storage.kuanglie%2==0){
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player.draw();
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}
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}
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},
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kuanglie2:{},
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gwjiquan:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('he');
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},
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selectTarget:[1,Infinity],
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content:function(){
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'step 0'
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player.gainPlayerCard(target,'he',true);
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'step 1'
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target.useCard({name:'sha'},player);
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},
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ai:{
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threaten:1.4,
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order:7,
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result:{
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target:function(player,target){
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if(player.getEquip('tengjia')||player.getEquip('bagua')) return -1;
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if(get.effect(player,{name:'sha'},target,player)>=0) return -1;
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if(!player.hasShan()){
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if(ui.selected.targets.length) return 0;
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if(player.hp>=4) return -1;
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if(player.hp>=3&&target.hp==1) return -1;
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return 0;
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}
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var num=player.countCards('h','shan');
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if(num<1){
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num=1;
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}
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if(ui.selected.targets.length>=num){
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return 0;
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}
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return -1;
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}
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}
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}
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},
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nuhou:{
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enable:'phaseUse',
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usable:1,
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position:'he',
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filterCard:true,
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check:function(card){
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return 7-get.value(card)
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},
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content:function(){
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'step 0'
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var list=player.getEnemies();
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list.sortBySeat();
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event.list=list;
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'step 1'
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if(event.list.length){
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var current=event.list.shift();
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var he=current.getCards('he');
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player.line(current,'green');
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if(he.length){
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current.discard(he.randomGet());
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current.addExpose(0.2);
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}
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event.redo();
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}
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},
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ai:{
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order:8.5,
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result:{
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player:1
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},
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},
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},
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shewu:{
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enable:'phaseUse',
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usable:1,
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position:'he',
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filterCard:true,
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selectCard:[1,3],
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check:function(card){
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if(!ui.selected.cards.length){
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return 6-get.value(card)
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}
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var player=_status.event.player;
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if(player.isDamaged()){
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var hs=player.getCards('h');
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var num=0;
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for(var i=0;i<hs.length;i++){
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if(get.value(hs[i])<6){
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num++;
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}
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}
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if(num>=3){
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return 6-get.value(card);
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}
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}
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return 0;
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},
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content:function(){
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player.draw(3);
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if(cards.length>=2){
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player.addTempSkill('shewu_dist','phaseAfter');
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}
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if(cards.length==3){
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player.recover();
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}
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},
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ai:{
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order:1,
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result:{
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player:1
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},
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threaten:1.6
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},
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subSkill:{
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dist:{
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mod:{
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targetInRange:function(){
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return true;
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}
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}
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}
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}
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},
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gwzhanjiang:{
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trigger:{global:'phaseBegin'},
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direct:true,
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filter:function(event,player){
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return !player.hasSkill('gwzhanjiang2')&&event.player!=player;
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},
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content:function(){
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'step 0'
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var bool=(get.effect(trigger.player,{name:'sha'},player,player)>0&&
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Math.abs(get.attitude(player,trigger.player))>1&&
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game.hasPlayer(function(current){
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return get.attitude(current,player)>0&¤t.hasSha();
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}));
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var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
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next.ai=function(card){
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if(bool) return 7-get.value(card);
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return 0;
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};
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next.logSkill=['gwzhanjiang',trigger.player];
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'step 1'
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if(result.bool){
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player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'});
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event.targets=game.filterPlayer(function(current){
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return current!=trigger.player;
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});
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event.targets.sortBySeat(trigger.player);
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event.num=0;
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}
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else{
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event.finish();
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}
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'step 2'
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if(event.targets.length){
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event.current=event.targets.shift();
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if(event.current.hasSha()){
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event.current.addTempSkill('gwzhanjiang3','gwzhanjiangAfter');
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event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1);
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}
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else{
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event.redo();
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}
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}
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else{
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event.goto(4);
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}
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'step 3'
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if(result.bool){
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event.num++;
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if(event.num>=2){
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return;
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}
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}
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event.goto(2);
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},
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ai:{
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expose:0.2,
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threaten:1.4
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},
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},
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gwzhanjiang2:{},
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gwzhanjiang3:{
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trigger:{player:'useCard'},
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filter:function(event){
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return event.card.name=='sha'&&event.getParent(2).name=='gwzhanjiang';
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},
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forced:true,
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popup:false,
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content:function(){
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player.draw();
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}
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},
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gwchuanxin:{
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trigger:{player:'shaAfter'},
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filter:function(event,player){
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return event.target.isAlive();
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},
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check:function(event,player){
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return get.effect(event.target,{name:'sha'},player,player)>0
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},
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logTarget:'target',
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logLine:false,
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content:function(){
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'step 0'
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player.judge(function(card){
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return get.color(card)=='black'?1:-1;
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});
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'step 1'
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if(result.color=='black'){
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player.useCard({name:'sha'},trigger.target,false);
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}
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}
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},
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fengjian:{
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trigger:{player:'useCard'},
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direct:true,
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filter:function(event,player){
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var type=get.type(event.card,'trick');
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return type=='trick'&&game.hasPlayer(function(current){
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return player.canUse('sha',current,false)&&!event.targets.contains(current);
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});
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},
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content:function(){
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"step 0"
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player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
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return player.canUse('sha',target,false)&&!trigger.targets.contains(target);
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}).ai=function(target){
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return get.effect(target,{name:'sha',nature:'thunder'},player,player);
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}
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"step 1"
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if(result.bool){
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player.logSkill('fengjian');
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player.useCard({name:'sha',nature:'thunder'},result.targets,false);
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player.addTempSkill('qianxing',{player:'phaseBegin'});
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}
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},
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ai:{
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expose:0.2,
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threaten:1.5,
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noautowuxie:true,
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},
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// group:'fengjian_hide',
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// subSkill:{
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// hide:{
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// trigger:{source:'damageEnd'},
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// forced:true,
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// popup:false,
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// filter:function(event,player){
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// return event.getParent(3).name=='fengjian';
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// },
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// content:function(){
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// player.addTempSkill('qianxing',{player:'phaseBegin'});
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// }
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// }
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// }
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},
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huandie:{
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trigger:{player:'phaseBegin'},
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direct:true,
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){
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return target!=player;
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}).ai=function(target){
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return get.attitude(player,target);
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}
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'step 1'
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if(result.bool){
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result.targets.sortBySeat();
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result.targets.unshift(player);
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player.logSkill('huandie',result.targets);
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game.asyncDrawAuto(result.targets,function(current){
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return current==player?1:2;
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});
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player.addTempSkill('huandie_discard','phaseAfter');
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}
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},
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ai:{
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threaten:1.5
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},
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subSkill:{
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discard:{
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trigger:{player:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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return game.hasPlayer(function(current){
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return current.countCards('h')>current.hp;
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});
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},
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logTarget:function(){
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return game.filterPlayer(function(current){
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return current.countCards('h')>current.hp;
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}).sortBySeat();
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},
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content:function(){
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'step 0'
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var list=game.filterPlayer(function(current){
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return current.countCards('h')>current.hp;
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}).sortBySeat();
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event.list=list;
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'step 1'
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if(event.list.length){
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event.list.shift().chooseToDiscard('h',true,2);
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event.redo();
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}
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}
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}
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}
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},
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xuezhou:{
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trigger:{player:'phaseBegin'},
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direct:true,
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unique:true,
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forceunique:true,
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intro:{
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content:function(storage,player){
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var name=get.translation(player);
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if(storage==1){
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return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力';
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}
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else if(storage==2){
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return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力';
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}
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else{
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return '未发动';
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}
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}
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},
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content:function(){
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'step 0'
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var next=player.chooseControl('选项一','选项二','cancel2',function(){
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if(Math.random()<0.65) return 0;
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return 1;
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});
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next.prompt=get.prompt('xuezhou');
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next.choiceList=[
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'每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力',
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'每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
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];
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'step 1'
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if(result.control=='cancel2'){
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player.unmarkSkill('xuezhou');
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delete _status.xuezhou;
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}
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else{
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player.logSkill('xuezhou');
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player.storage.xuezhou=result.index+1;
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player.syncStorage('xuezhou');
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player.markSkill('xuezhou');
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_status.xuezhou=player;
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}
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},
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ai:{
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threaten:2.5
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},
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global:'xuezhou_hp'
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},
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xuezhou_hp:{
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trigger:{source:'damageEnd',player:'damageEnd'},
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filter:function(event,player){
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if(!_status.xuezhou) return false;
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if(player==_status.xuezhou) return false;
|
||
if(!player.isIn()||!_status.xuezhou.isIn()) return false;
|
||
switch(_status.xuezhou.storage.xuezhou){
|
||
case 1:return player==event.player;
|
||
case 2:return player==event.source;
|
||
default:return false;
|
||
}
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
'step 0'
|
||
game.delayx();
|
||
'step 1'
|
||
_status.xuezhou.logSkill('xuezhou',player);
|
||
player.loseHp();
|
||
if(_status.xuezhou!=trigger.player){
|
||
_status.xuezhou.recover();
|
||
}
|
||
}
|
||
},
|
||
fayin:{
|
||
trigger:{player:'shaBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.target;
|
||
var bool=get.attitude(player,target)<0;
|
||
var next=player.chooseToDiscard('he',get.prompt('fayin',target));
|
||
next.ai=function(card){
|
||
if(bool) return 7-get.value(card);
|
||
return 0;
|
||
};
|
||
next.logSkill=['fayin',target];
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=trigger.target;
|
||
var num=5;
|
||
if(target.isMad()){
|
||
num=4;
|
||
}
|
||
switch(Math.floor(Math.random()*num)){
|
||
case 0:target.randomDiscard(2);break;
|
||
case 1:target.damage('fire');break;
|
||
case 2:player.changeHujia();break;
|
||
case 3:target.turnOver();target.draw();break;
|
||
case 4:target.goMad({player:'phaseBegin'});break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwbaquan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var hs=target.getCards('h');
|
||
player.gain(hs,target);
|
||
target.$giveAuto(hs,player);
|
||
event.hs=hs;
|
||
'step 1'
|
||
var damage=(target.hp>=player.hp&&get.damageEffect(target,player,player)>0);
|
||
var hs=event.hs;
|
||
if(damage&&target.hp>1){
|
||
for(var i=0;i<hs.length;i++){
|
||
if(get.value(hs[i],player,'raw')>=8){
|
||
damage=false;break;
|
||
}
|
||
}
|
||
}
|
||
player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
|
||
if(damage){
|
||
return hs.contains(card)?1:0;
|
||
}
|
||
else{
|
||
return -get.value(card,player,'raw');
|
||
}
|
||
}
|
||
if(!event.isMine()) game.delay();
|
||
'step 2'
|
||
target.gain(result.cards,player);
|
||
player.$giveAuto(result.cards,target);
|
||
event.hs2=result.cards;
|
||
if(player.hp>target.hp){
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
for(var i=0;i<event.hs2.length;i++){
|
||
if(!event.hs.contains(event.hs2[i])) return;
|
||
}
|
||
player.line(target);
|
||
target.damage();
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.sqrt(target.countCards('h'));
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunmo_old:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target.countCards('h')!=Math.min(3,player.hp);
|
||
},
|
||
selectTarget:[1,3],
|
||
content:function(){
|
||
var dh=Math.min(3,player.hp)-target.countCards('h');
|
||
if(dh>0){
|
||
target.draw(dh,false);
|
||
target.$draw(dh);
|
||
game.delay(0.5);
|
||
}
|
||
else if(dh<0){
|
||
target.chooseToDiscard(-dh,true);
|
||
if(player!=target) player.useCard({name:'sha'},target,false);
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
var dh=Math.min(3,player.hp)-target.countCards('h');
|
||
if(dh<0){
|
||
dh+=get.sgn(get.effect(target,{name:'sha'},player,target));
|
||
}
|
||
return dh;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunmo_old2:{
|
||
trigger:{player:['phaseBegin','phaseEnd']},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){
|
||
return target.countCards('h')!=Math.min(3,target.hp);
|
||
}).ai=function(target){
|
||
return get.attitude(player,target)*(Math.min(3,target.hp)-target.countCards('h'));
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('hunmo',result.targets);
|
||
event.targets=result.targets.slice(0);
|
||
event.targets.sortBySeat();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
var dh=Math.min(3,target.hp)-target.countCards('h');
|
||
if(dh>0){
|
||
target.draw(dh,false);
|
||
target.$draw(dh);
|
||
}
|
||
else if(dh<0){
|
||
target.chooseToDiscard(-dh,true).delay=false;
|
||
}
|
||
game.delay(0.5);
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
huihun:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
if(!player.storage.huihun) return false;
|
||
for(var i=0;i<player.storage.huihun.length;i++){
|
||
if(get.position(player.storage.huihun[i])=='d') return true;
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<player.storage.huihun.length;i++){
|
||
if(get.position(player.storage.huihun[i])=='d'){
|
||
list.push(player.storage.huihun[i]);
|
||
if(list.length>=2) break;
|
||
}
|
||
}
|
||
player.gain(list,'gain2','log');
|
||
},
|
||
ai:{
|
||
threaten:1.8,
|
||
},
|
||
group:['huihun_count','huihun_count2'],
|
||
subSkill:{
|
||
count:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase==player;
|
||
},
|
||
content:function(){
|
||
if(!player.storage.huihun){
|
||
player.storage.huihun=[];
|
||
}
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.color(trigger.cards[i])=='red'){
|
||
player.storage.huihun.add(trigger.cards[i]);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
count2:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
delete player.storage.huihun;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
quanzhang:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
onChooseToUse:function(event){
|
||
var cards=[];
|
||
var num=6;
|
||
if(ui.cardPile.childNodes.length<num){
|
||
var discardcards=get.cards(num);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<num;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
event.set('quanzhangcards',cards);
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
return ui.create.dialog('权杖:选择一张牌使用',event.quanzhangcards);
|
||
},
|
||
filter:function(button,player){
|
||
var evt=_status.event.getParent();
|
||
if(evt&&evt.filterCard){
|
||
var type=get.type(button.link,'trick');
|
||
return type!='equip'&evt.filterCard(button.link,player,evt);
|
||
}
|
||
return false;
|
||
},
|
||
check:function(button){
|
||
return get.value(button.link);
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
filterCard:function(){return false},
|
||
selectCard:-1,
|
||
viewAs:links[0],
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '选择'+get.translation(links)+'的目标';
|
||
}
|
||
},
|
||
ai:{
|
||
order:12,
|
||
result:{
|
||
player:1
|
||
},
|
||
threaten:1.5
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
gw_huoge:'霍格',
|
||
gw_aisinie:'埃丝涅',
|
||
gw_gaier:'盖尔',
|
||
gw_enxier:'恩希尔',
|
||
gw_kuite:'奎特',
|
||
gw_dagong:'达贡',
|
||
gw_airuiting:'艾瑞汀',
|
||
gw_fuertaisite:'弗泰斯特',
|
||
gw_falanxisika:'法兰西斯卡',
|
||
gw_haluo:'哈洛',
|
||
gw_hengsaite:'亨赛特',
|
||
gw_kaerweite:'卡尔维特',
|
||
gw_bulanwang:'布兰王',
|
||
gw_fulisi:'符里斯',
|
||
gw_laduoweide:'拉多维德',
|
||
|
||
gw_jieluote:'杰洛特',
|
||
gw_yenaifa:'叶奈法',
|
||
gw_telisi:'特莉斯',
|
||
gw_xili:'希里',
|
||
gw_luoqi:'罗契',
|
||
gw_yioufeisi:'伊欧菲斯',
|
||
|
||
tianbian:'天变',
|
||
tianbian_info:'出牌阶段开始时,你可以选择一项:随机使用一张对全场有正面效果的牌;或随机使用一张对全场有负面效果的牌',
|
||
gwxiaoshou:'枭首',
|
||
gwxiaoshou_info:'出牌阶段限两次,你可以弃置一张牌对场上体力值最高(或之一)的一名角色造成一点伤害',
|
||
kuanglie:'狂猎',
|
||
kuanglie_info:'锁定技,当一名其他角色成为你的黑色牌的目标后,该角色随机弃置一张牌;每当你发动两次“狂猎”,你摸一张牌',
|
||
gwjiquan:'集权',
|
||
gwjiquan_info:'出牌阶段限一次,你可以从任意名角色处各获得一张牌,每拿一张牌,被拿牌的角色视为对你使用一张杀',
|
||
nuhou:'怒吼',
|
||
nuhou_info:'出牌阶段限一次,你可以弃置一张牌,然后所有敌人随机弃置一张牌',
|
||
shewu:'蛇舞',
|
||
shewu_info:'出牌阶段限一次,你可以弃置1至3张牌然后摸3张牌;若你弃置了至少2张牌,你本回合使用卡牌无视距离;若你弃置了3张牌,你回复一点体力',
|
||
gwzhanjiang:'斩将',
|
||
gwzhanjiang_info:'每轮限一次,在一名角色的准备阶段,你可以弃置一张牌,然后所有角色可以对该角色使用一张杀,出杀的角色在响应时摸一张牌,当有至少两名角色响应后停止结算',
|
||
gwchuanxin:'穿心',
|
||
gwchuanxin_info:'每当你对一名角色使用杀结算完毕后,你可以进行一判定,若结果为黑色,视为对目标再使用一张杀',
|
||
fengjian:'风剑',
|
||
fengjian_info:'每当你使用一张锦囊牌,你可以视为对一名不是此牌目标的角色使用一张雷杀,若如此做,你获得潜行直到下一回合开始',
|
||
huandie:'幻蝶',
|
||
huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
|
||
xuezhou:'血咒',
|
||
xuezhou_info:'准备阶段,你可以选择一项效果直到下一回合开始:1. 每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力;2. 每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
|
||
fayin:'法印',
|
||
fayin_info:'每当你使用一张杀,你可以弃置一张牌并获得一个随机法印效果:1. 目标随机弃置两张牌;2. 目标进入混乱状态直到下一回合开始;3. 对目标造成一点火属性伤害;4. 获得一点护甲;5. 令目标翻面并摸一张牌',
|
||
gwbaquan:'霸权',
|
||
gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
|
||
hunmo:'魂墨',
|
||
hunmo_info:'准备阶段和结束阶段,你可以令任意名角色的手牌数等于其当前体力值(最多为3)',
|
||
huihun:'回魂',
|
||
huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
|
||
quanzhang:'权杖',
|
||
quanzhang_backup:'权杖',
|
||
quanzhang_info:'出牌阶段限一次,你可以观看牌堆顶的6张牌,并选择一张使用',
|
||
}
|
||
}
|