noname/character/hearth.js

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'use strict';
character.hearth={
character:{
hs_jaina:['female','wei',3,['huopu','bianxing','bingjia']],
hs_lrexxar:['male','shu',4,['shoulie','gongji']],
hs_wuther:['male','qun',4,['fengxian','jieming']],
hs_jgarrosh:['male','shu',4,['zhanhou','qiangxi']],
hs_malfurion:['male','wu',4,['jihuo']],
hs_guldan:['male','wei',3,['fenliu','hongxi']],
hs_anduin:['male','qun',3,['shengguang','shijie','anying']],
hs_sthrall:['male','wu',4,['tuteng','guozai','zuling']],
hs_waleera:['female','shu',3,['jianren','mengun','wlianji']],
hs_medivh:['male','wei',3,['jingxiang','moying','mdzhoufu']],
hs_alleria:['male','wu',3,['fengxing','qiaodong','liegong']],
hs_magni:['male','shu',4,['zhongjia','dunji']],
hs_liadrin:['female','shu',4,['xueren']],
hs_morgl:['male','wu',3,['s_tuteng']],
hs_neptulon:['male','wu',4,['liechao','qingliu']],
hs_wvelen:['male','qun',3,['shengyan','xianzhi']],
hs_antonidas:['male','wei',3,['yanshu','bingshuang']],
hs_alakir:['male','wei',3,['fengnu','shengdun']],
hs_zhouzhuo:['male','qun',4,['yiwen']],
hs_yngvar:['male','qun',3,['huanwu']],
hs_bchillmaw:['male','wei',6,['hanshuang','bingshi']],
hs_malorne:['male','wu',3,['enze','chongsheng']],
hs_malygos:['male','wei',4,['malymowang']],
hs_xuefashi:['male','wei',2,['liehun','xjumo']],
hs_loatheb:['male','wu',5,['fengyin']],
hs_trueheart:['female','qun',3,['qianghuax']],
hs_sainaliusi:['male','wu',4,['chongsheng','yulu']],
hs_lrhonin:['male','wei',4,['bingyan','yufa']],
hs_bolvar:['male','wei',4,['yuanzheng','byuhuo']],
hs_fuding:['male','wei',4,['shengdun','fbeifa']],
hs_xuanzhuanjijia:['male','shu',3,['jixuan']],
hs_ysera:['female','wu',4,['chenshui']],
hs_alextrasza:['female','shu',5,['fushi']],
hs_nozdormu:['male','qun',5,['shixu']],
// hs_sapphiron:['male','wei',4,['bingdong','stuxi']],
hs_kchromaggus:['male','wei',4,['fenlie']],
hs_lreno:['male','shu',4,['tanmi']],
hs_brann:['male','shu',3,['mashu','qianghua']],
hs_finley:['male','wu',3,['maoxian']],
hs_kcthun:['male','qun',4,['luanji','xianji']],
hs_anomalus:['male','wei',4,['mobao']],
hs_blingtron:['male','shu',3,['zengli','xiubu']],
hs_yogg:['male','wu',4,['kuangluan']],
hs_xialikeer:['female','shu',3,['duxin']],
hs_zhishigushu:['male','shu',4,['jiaohui']],
hs_zhanzhenggushu:['male','wei',6,['biri']],
hs_ronghejuren:['male','shu',8,['ronghuo']],
hs_shanlingjuren:['male','wu',8,['luoshi']],
hs_aedwin:['male','wu',3,['lianzhan']],
hs_mijiaojisi:['female','wu',3,['kuixin']],
hs_huzhixiannv:['female','wu',3,['jingmeng','qingliu']],
// hs_tgolem:['male','wu',4,['xinwuyan','guozai']],
hs_totemic:['male','wu',3,['peiyu']],
// hs_wujiyuansu:['male','wu',3,['s_tuteng']],
hs_xsylvanas:['female','qun',3,['busi','xshixin','xmojian']],
hs_siwangzhiyi:['male','qun',12,['mieshi']],
hs_bilanyoulong:['male','wei',4,['lingzhou']],
hs_jinglinglong:['male','wu',3,['mianyi']],
// hs_ruanniguai:['male','wu',3,['nianfu']],
// hs_hudunren:['male','shu',3,['hhudun']],
hs_nate:['male','wu',4,['chuidiao']],
hs_jiaziruila:['male','wu',4,['hannu']],
// hs_shifazhe:['male','wei',3,['jizhi','shifa']],
hs_lafamu:['male','shu',4,['xieneng']],
hs_yelise:['female','wei',3,['xunbao','zhuizong']],
hs_fandral:['male','shu',4,['nuyan','chouhuo']],
hs_hallazeal:['male','wei',4,['shengteng','yuansu']],
// hs_nzoth:['male','shu',4,['nuyan']],
hs_walian:['male','shu',4,['wzhanyi']],
// hs_pengpeng:['male','qun',4,['zhadan']],
},
perfectPair:{
hs_sthrall:['hs_totemic','hs_alakir','hs_neptulon','hs_yngvar','hs_tgolem'],
hs_anduin:['hs_wvelen','hs_mijiaojisi'],
hs_jaina:['hs_antonidas'],
hs_malfurion:['hs_malorne'],
},
skill:{
peiyu:{
enable:'phaseUse',
filterCard:true,
position:'he',
filterTarget:true,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
'step 0'
var rand=['tuteng1','tuteng2','tuteng3','tuteng4',
'tuteng5','tuteng6','tuteng7','tuteng8'];
var rand2=[];
for(var i=0;i<target.skills.length;i++){
if(rand.contains(target.skills[i])){
rand.remove(target.skills[i]);
rand2.push(target.skills[i]);
}
}
if(!rand.length){
event.finish();
return;
}
if(!target.storage.peiyu){
target.storage.peiyu={};
}
for(var i in target.storage.peiyu){
if(target.storage.peiyu[i]==player){
delete target.storage.peiyu[i];
}
}
if(rand2.length){
var randx=[];
var rand2x=[];
if(target.isUnderControl(true)){
var dialog=ui.create.dialog();
for(var i=0;i<rand.length;i++){
randx[i]=['','',rand[i]];
}
for(var i=0;i<rand2.length;i++){
rand2x[i]=['','',rand2[i]];
}
dialog.add('选择一个图腾');
dialog.add([randx,'vcard']);
dialog.add('替换一个已有图腾');
dialog.add([rand2x,'vcard']);
target.chooseButton(dialog,2,true).filterButton=function(button){
if(ui.selected.buttons.length){
var current=ui.selected.buttons[0].name;
if(rand.contains(current)){
return rand2.contains(button.name);
}
else{
return rand.contains(button.name);
}
}
return true;
};
for(var i=0;i<dialog.buttons.length;i++){
var item=dialog.buttons[i]
if(i==4){
item.parentNode.insertBefore(document.createElement('br'),item);
}
item.style.zoom=0.7;
}
}
else{
var gain;
if(target.hp<target.maxHp){
if(rand.contains('tuteng1')){
gain='tuteng1';
}
else if(rand.contains('tuteng3')){
gain='tuteng3';
}
else{
gain=rand.randomGet();
}
target.removeSkill(rand2.randomGet())
}
else{
if(rand2.contains('tuteng1')){
gain=rand.randomGet();
target.removeSkill('tuteng1');
}
else{
if(rand.length>1){
rand.remove('tuteng1');
}
gain=rand.randomGet();
target.removeSkill(rand2.randomGet())
}
}
target.addSkill(gain);
target.storage.peiyu[gain]=player;
game.delay();
event.finish();
}
}
else{
var gain=rand.randomGet();
target.addSkill(gain);
target.storage.peiyu[gain]=player;
game.delay();
event.finish();
}
'step 1'
var skill1=result.buttons[0].name;
var skill2=result.buttons[1].name;
if(target.skills.contains(skill1)){
target.removeSkill(skill1);
target.addSkill(skill2);
target.storage.peiyu[skill2]=player;
}
else{
target.removeSkill(skill2);
target.addSkill(skill1);
target.storage.peiyu[skill1]=player;
}
},
ai:{
expose:0.2,
order:5,
result:{
target:function(player,target){
for(var i=1;i<=8;i++){
if(target.hasSkill('tuteng'+i)) return 0;
}
return 1;
}
}
},
group:'peiyu2'
},
peiyu2:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
content:function(){
for(var i=0;i<game.players.length;i++){
for(var j in game.players[i].storage.peiyu){
if(game.players[i].storage.peiyu[j]==player){
game.players[i].removeSkill(j);
}
}
}
}
},
wzhanyi:{
trigger:{player:'phaseUseBefore'},
check:function(event,player){
return player.num('h')+2<=player.hp;
},
content:function(){
'step 0'
event.cards=get.cards(3);
trigger.untrigger();
trigger.finish();
player.$draw(event.cards.slice(0));
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])=='equip'){
player.equip(event.cards[i]);
event.cards.splice(i--,1);
}
}
player.gain(event.cards);
'step 1'
if(player.num('h','sha')){
player.chooseToUse('战意:使用一张杀').filterCard=function(card){
return card.name=='sha'&&get.itemtype(card)=='card';
}
}
else{
event.finish();
}
'step 2'
if(result.bool){
event.goto(1);
}
}
},
shengteng:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event){
return event.card&&get.type(event.card)=='trick';
},
content:function(){
player.gainMaxHp(true);
player.recover();
},
},
yuansu:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.maxHp-player.hp>=3;
},
filterTarget:function(card,player,target){
return player.canUse('yuansuhuimie',target);
},
selectTarget:-1,
multitarget:true,
multiline:true,
line:'thunder',
content:function(){
player.maxHp=player.hp;
player.update();
targets.sort(lib.sort.seat);
player.useCard({name:'yuansuhuimie'},targets).animate=false;
}
},
chouhuo:{
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
skillAnimation:true,
animationColor:'fire',
filter:function(event,player){
if(player.storage.nuyan&&player.storage.nuyan.length){
var num=0;
for(var i=0;i<lib.inpile.length;i++){
if(get.tag({name:lib.inpile[i]},'damage')){
num++;
}
}
return num<=player.storage.nuyan.length;
}
return false;
},
content:function(){
player.loseMaxHp();
player.changeHujia(2);
player.removeSkill('nuyan');
player.addSkill('nuyan2');
}
},
nuyan2:{
enable:'phaseUse',
usable:3,
chooseButton:{
dialog:function(event,player){
var list=[];
for(var i=0;i<lib.inpile.length;i++){
if(get.tag({name:lib.inpile[i]},'damage')){
list.push([get.type(lib.inpile[i]),'',lib.inpile[i]]);
}
}
return ui.create.dialog([list,'vcard']);
},
filter:function(button,player){
return lib.filter.filterCard({name:button.link[2]},player,_status.event.getParent());
},
check:function(button){
var player=_status.event.player;
var recover=0,lose=1;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
if(button.link[2]=='nanman'||button.link[2]=='nanman'||button.link[2]=='yuansuhuimie'||
button.link[2]=='chiyuxi'||button.link[2]=='jingleishan'){
if(lose>recover&&lose>0){
return 2;
}
else{
return 0;
}
}
return 1;
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
popname:true,
viewAs:{name:links[0][2]},
onuse:function(result,player){
player.loseHp();
}
}
},
prompt:function(links,player){
return '失去一点体力,视为使用一张'+get.translation(links[0][2]);
}
},
ai:{
order:6,
result:{
player:function(player){
if(player.hp>1) return 1;
return 0;
}
},
}
},
nuyan:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('he',{color:'red'})>0
},
init:function(player){
player.storage.nuyan=[];
},
chooseButton:{
dialog:function(event,player){
var list=[];
for(var i=0;i<lib.inpile.length;i++){
if(get.tag({name:lib.inpile[i]},'damage')){
list.push([get.type(lib.inpile[i]),'',lib.inpile[i]]);
}
}
return ui.create.dialog([list,'vcard']);
},
filter:function(button,player){
if(player.storage.nuyan.contains(button.link[2])) return false;
return lib.filter.filterCard({name:button.link[2]},player,_status.event.getParent());
},
check:function(button){
var player=_status.event.player;
var recover=0,lose=1;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
if(button.link[2]=='nanman'||button.link[2]=='nanman'||button.link[2]=='yuansuhuimie'||
button.link[2]=='chiyuxi'||button.link[2]=='jingleishan'){
if(lose>recover&&lose>0){
return 2;
}
else{
return 0;
}
}
return 1;
},
backup:function(links,player){
return {
filterCard:{color:'red'},
selectCard:1,
position:'he',
popname:true,
viewAs:{name:links[0][2]},
ai1:function(card){
return 6-ai.get.value(card);
},
onuse:function(result,player){
player.storage.nuyan.add(result.card.name);
}
}
},
prompt:function(links,player){
return '将一张红色牌当作'+get.translation(links[0][2])+'使用';
}
},
ai:{
order:6,
result:{
player:1
},
}
},
duxin:{
trigger:{player:['phaseBegin','phaseEnd']},
frequent:true,
content:function(){
var list=['hsdusu_xueji','hsdusu_huangxuecao','hsdusu_kuyecao','hsdusu_shinancao','hsdusu_huoyanhua'];
if(typeof lib.cardType.hslingjian!='number'){
list.remove('hsdusu_kuyecao');
}
var name=list.randomGet();
if(name=='hsdusu_huoyanhua'){
player.gain(game.createCard({name:name,nature:'fire'}),'draw');
}
else{
player.gain(game.createCard(name),'draw');
}
},
ai:{
threaten:1.6
}
},
hsdusu_shinancao:{
mark:true,
marktext:'楠',
nopop:true,
intro:{
content:'下一次造成的伤害+1'
},
trigger:{source:'damageBegin'},
forced:true,
content:function(){
trigger.num++;
player.removeSkill('hsdusu_shinancao');
}
},
kuangluan:{
trigger:{player:'damageEnd'},
forced:true,
priority:10,
filter:function(event,player){
return event.source&&event.source.isAlive()&&event.source!=player;
},
intro:{
content:'players'
},
content:function(){
trigger.source.goMad('phaseAfter');
if(!player.storage.kuangluan){
player.storage.kuangluan=[];
}
player.storage.kuangluan.add(trigger.source);
player.markSkill('kuangluan');
},
ai:{
threaten:0.3
},
group:['kuangluan2','kuangluan3']
},
kuangluan2:{
trigger:{player:'phaseBegin'},
priority:10,
forced:true,
filter:function(event,player){
return player.storage.kuangluan&&player.storage.kuangluan.length>=2;
},
content:function(){
player.recover(player.maxHp);
player.goMad('phaseAfter');
}
},
kuangluan3:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.kuangluan=[];
player.unmarkSkill('kuangluan');
}
},
xiubu:{
trigger:{player:'equipEnd'},
frequent:true,
filter:function(event){
return lib.inpile.contains(event.card.name)&&get.subtype(event.card)=='equip1'&&typeof lib.cardType.hslingjian=='number';
},
content:function(){
var num=1;
var info=get.info(trigger.card);
if(info&&info.distance&&typeof info.distance.attackFrom=='number'){
num=1-info.distance.attackFrom;
}
if(num<1){
num=1;
}
var list=['hslingjian_zhongxinghujia','hslingjian_xuanfengzhiren','hslingjian_yinmilichang',
'hslingjian_shengxiuhaojiao','hslingjian_jinjilengdong','hslingjian_xingtigaizao','hslingjian_shijianhuisu'];
var cards=[];
while(num--){
cards.push(game.createCard(list.randomGet()));
}
player.gain(cards,'gain2');
},
threaten:1.3
},
zengli:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&!target.isMin();
},
delay:false,
content:function(){
'step 0'
var list=[];
for(var i=0;i<lib.inpile.length;i++){
if(lib.card[lib.inpile[i]].subtype=='equip1'){
list.push(lib.inpile[i]);
}
}
if(!list.length){
event.finish();
return;
}
event.card1=game.createCard(list.randomGet());
event.card2=game.createCard(list.randomGet());
player.$draw(event.card1);
target.$draw(event.card2);
game.delay();
'step 1'
player.equip(event.card1);
'step 2'
target.equip(event.card2);
},
ai:{
order:11,
result:{
player:1,
target:function(player,target){
if(target.get('e','1')) return 0;
return 1;
}
}
}
},
mobao:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(!player.storage.mobao) return false;
if(!player.num('h',{color:'black'})) return false;
for(var i=0;i<player.storage.mobao.length;i++){
if(player.storage.mobao[i].isAlive()) return true;
}
return false;
},
filterTarget:function(card,player,target){
return player.storage.mobao.contains(target);
},
position:'he',
selectTarget:-1,
selectCard:[1,3],
check:function(card){
return 8-ai.get.value(card);
},
filterCard:{color:'black'},
line:'thunder',
content:function(){
target.damage('thunder',cards.length);
},
ai:{
order:9,
threaten:0.7,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target,'thunder');
}
}
},
group:['mobao2','mobao3']
},
mobao2:{
trigger:{player:'damageEnd'},
forced:true,
silent:true,
popup:false,
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
if(!player.storage.mobao){
player.storage.mobao=[];
}
player.storage.mobao.add(trigger.source);
}
},
mobao3:{
trigger:{player:'phaseEnd'},
forced:true,
silent:true,
popup:false,
content:function(){
delete player.storage.mobao;
}
},
xianji:{
unique:true,
forceunique:true,
global:'xianji2'
},
xianji2:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
if(player.hasSkill('xianji')) return false;
if(player.hasSkill('xianji3')) return true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('xianji')) return true;
}
return false;
},
content:function(){
'step 0'
player.removeSkill('xianji3');
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('xianji')){
event.target=game.players[i];break;
}
}
if(event.target){
player.chooseToDiscard([1,2],'献祭是否弃置1〜2张手牌并令'+get.translation(event.target)+'摸等量的牌?').set('ai',function(card){
if(ai.get.attitude(_status.event.player,_status.event.getParent().target)>1){
return 6-ai.get.value(card);
}
return 0;
}).set('logSkill',['xianji',event.target]);
}
else{
event.finish();
}
'step 1'
if(result.bool){
event.target.draw(result.cards.length);
player.storage.xianji3=event.target;
player.addSkill('xianji3');
}
}
},
xianji3:{
mark:'character',
intro:{
content:function(storage,player){
return '每当'+get.translation(storage)+'对你使用一张牌,你摸一张牌';
}
},
trigger:{target:'useCardToBegin'},
filter:function(event,player){
return event.player==player.storage.xianji3;
},
forced:true,
content:function(){
player.draw();
},
},
tanmi:{
trigger:{global:'phaseEnd'},
filter:function(event,player){
return player.num('h')==0&&event.player!=player;
},
frequent:true,
content:function(){
'step 0'
player.draw(2);
'step 1'
player.chooseToUse();
'step 2'
if(result.bool){
event.goto(1);
}
}
},
xueren:{
trigger:{source:'damageEnd'},
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.isAlive();
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>=0) return false;
if(player.hp>2) return true;
if(player.hp<2) return false;
return player.hp>=event.player.hp;
},
content:function(){
'step 0'
trigger.player.loseHp();
'step 1'
player.loseHp();
'step 2'
player.draw(2);
}
},
maoxian_old:{
enable:'phaseUse',
usable:2,
direct:true,
delay:false,
unique:true,
onremove:function(player){
delete player.additionalSkills.maoxian;
},
content:function(){
'step 0'
var list=get.gainableSkills();
list.remove('maoxian');
player.chooseControl(list.randomGets(3)).prompt='选择一项作为你的技能';
'step 1'
if(result.control){
game.stopCountChoose();
var link=result.control;
player.addSkill(link);
player.skills.remove(link);
if(player.additionalSkills.maoxian){
player.removeSkill(player.additionalSkills.maoxian);
}
player.additionalSkills.maoxian=link;
player.popup(link);
game.log(player,'获得了技能','【'+get.translation(link)+'】');
player.checkMarks();
player.markSkill('maoxian');
game.delay();
}
},
intro:{
content:function(storage,player){
return '当前技能:'+get.translation(player.additionalSkills.maoxian);
}
},
ai:{
order:11,
result:{
player:function(player){
if(player.getStat().skill.maoxian) return 0;
return 1;
}
}
}
},
maoxian:{
enable:'phaseUse',
usable:2,
direct:true,
delay:false,
unique:true,
getSkills:function(player,current){
var names=[];
var list=[];
var map={};
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player) continue;
if(game.players[i].name&&lib.character[game.players[i].name]){
names.add(game.players[i].name);
}
if(game.players[i].name1&&lib.character[game.players[i].name1]){
names.add(game.players[i].name1);
}
if(game.players[i].name2&&lib.character[game.players[i].name2]){
names.add(game.players[i].name2);
}
}
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(skills[j]==current) continue;
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique){
list.add(skills[j]);
map[skills[j]]=names[i];
}
}
}
}
return [list,map];
},
onremove:function(player){
delete player.additionalSkills.maoxian;
},
content:function(){
'step 0'
var lm=lib.skill.maoxian.getSkills(player,player.additionalSkills.maoxian);
var list=lm[0];
event.map=lm[1];
if(list.length){
player.chooseControl(list.randomGets(3)).prompt='选择一项作为你的技能';
}
else{
event.finish();
}
'step 1'
if(result.control){
game.stopCountChoose();
var link=result.control;
player.addSkill(link);
player.skills.remove(link);
if(player.additionalSkills.maoxian){
player.removeSkill(player.additionalSkills.maoxian);
}
player.additionalSkills.maoxian=link;
player.popup(link);
game.log(player,'获得了技能','【'+get.translation(link)+'】')
var name=event.map[link];
var target;
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player) continue;
if(game.players[i].name==name||
game.players[i].name1==name||
game.players[i].name2==name){
target=game.players[i];break;
}
}
if(target&&(target.name==name||(target.name2==name&&!target.classList.contains('unseen2')))){
player.line(target,'green');
player.markSkillCharacter('maoxian',target,get.translation(link),lib.translate[link+'_info']);
}
player.checkMarks();
game.delay();
}
},
ai:{
order:11,
result:{
player:function(player){
if(player.getStat().skill.maoxian) return 0;
return 1;
}
}
}
},
yiwen:{
trigger:{target:'useCardToBegin'},
filter:function(event,player){
return event.targets&&event.targets.length==1&&
event.target!=event.player&&_status.currentPhase==event.player&&
!event.player.skills.contains('yiwen2');
},
forced:true,
content:function(){
player.gain(game.createCard(trigger.card),'gain2');
trigger.player.addTempSkill('yiwen2','phaseAfter');
},
ai:{
threaten:0.7
}
},
yiwen2:{},
tanbao:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(player.hp==player.maxHp) return false;
var hs=player.get('h');
if(hs.length==0) return false;
var types=[];
for(var i=0;i<hs.length;i++){
var type=get.type(hs[i],'trick');
if(types.contains(type)){
return false;
}
else{
types.push(type);
}
}
return true;
},
content:function(){
'step 0'
player.showHandcards();
'step 1'
player.recover(player.num('h'));
},
ai:{
order:10,
result:{
player:1
}
}
},
tanbao_old:{
enable:'phaseUse',
usable:10,
filterCard:true,
position:'he',
check:function(card){
if(_status.event.player.hp==1){
return 7-ai.get.value(card);
}
return 6-ai.get.value(card);
},
selectCard:3,
filter:function(event,player){
return player.num('he')>=3;
},
content:function(){
'step 0'
event.cards=get.cards(3);
if(!event.isMine()) player.showCards(event.cards);
'step 1'
player.chooseCardButton('获得任意张类别不同的牌',[1,3],event.cards).filterButton=function(button){
var type=get.type(button.link,'trick');
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.type(ui.selected.buttons[i].link,'trick')==type){
return false;
}
}
return true;
}
'step 2'
if(result.bool) player.gain(result.links,'gain2');
var types=[];
for(var i=0;i<event.cards.length;i++){
types.add(get.type(event.cards[i],'trick'));
}
if(types.length==3){
player.recover(player.maxHp-player.hp);
}
},
ai:{
order:5,
result:{
player:1
}
}
},
qianghuax:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
var type=get.type(card,'trick');
for(var i=0;i<ui.selected.cards.length;i++){
if(type==get.type(ui.selected.cards[i],'trick')) return false;
}
return true;
},
position:'he',
check:function(card){
return 8-ai.get.value(card);
},
selectCard:[1,Infinity],
content:function(){
var cards2=[];
for(var i=0;i<cards.length;i++){
var type=get.type(cards[i],'trick');
var list=game.findCards(function(name){
if(cards[i].name==name) return;
if(get.type({name:name},'trick')==type){
return ai.get.value({name:name})>ai.get.value(cards[i]);
}
});
if(!list.length){
list=game.findCards(function(name){
if(cards[i].name==name) return;
if(get.type({name:name},'trick')==type){
return ai.get.value({name:name})==ai.get.value(cards[i]);
}
});
}
if(!list.length){
list=[cards[i].name];
}
cards2.push(game.createCard(list.randomGet()));
}
player.gain(cards2);
player.$draw(cards2);
game.log(player,'获得了',cards2);
},
ai:{
order:8,
result:{
player:1
}
}
},
zhuizong:{
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
selectCard:[1,Infinity],
check:function(card){
if(ui.selected.cards.length) return 0;
return 6-ai.get.value(card)
},
content:function(){
'step 0'
event.cards=get.cards(4*cards.length);
player.chooseCardButton('获得其中的一张牌',true,event.cards,true);
'step 1'
player.gain(result.links,'draw');
event.cards.remove(result.links[0]);
for(var i=0;i<event.cards.length;i++){
ui.discardPile.appendChild(event.cards[i]);
}
},
ai:{
order:8,
result:{
player:1
},
}
},
xunbao:{
trigger:{player:'phaseBegin'},
frequent:true,
filter:function(event,player){
return !player.skills.contains('xunbao2');
},
priority:1,
// filterCard:true,
// check:function(card){
// return 6-ai.get.value(card);
// },
// position:'he',
content:function(){
'step 0'
event.card=game.createCard('hsbaowu_cangbaotu');
player.storage.xunbao2=event.card;
player.storage.xunbao2_markcount=player.storage.xunbao2.number;
// player.$draw(player.storage.xunbao2);
player.addSkill('xunbao2');
game.delay(2);
event.node=event.card.copy('thrown','center','thrownhighlight',ui.arena).animate('start');
ui.arena.classList.add('thrownhighlight');
game.addVideo('thrownhighlight1');
game.addVideo('centernode',null,get.cardInfo(event.card));
'step 1'
game.addVideo('deletenode',player,[get.cardInfo(event.node)]);
event.node.delete();
event.node.style.transform='scale(0)';
game.addVideo('thrownhighlight2');
ui.arena.classList.remove('thrownhighlight');
},
ai:{
order:3,
result:{
player:1
}
}
},
xunbao2:{
mark:true,
marktext:'宝',
intro:{
content:'card',
},
direct:true,
trigger:{player:'phaseBegin'},
filter:function(event,player){
var hs=player.get('he');
for(var i=0;i<hs.length;i++){
if(hs[i].number==player.storage.xunbao2.number) return true;
}
return false;
},
content:function(){
'step 0'
player.chooseToDiscard('是否弃置一张点数为'+player.storage.xunbao2.number+'的牌获得藏宝图?','he',function(card){
return card.number==player.storage.xunbao2.number;
}).ai=function(card){
return 7-ai.get.value(card);
};
'step 1'
if(result.bool){
player.gain(player.storage.xunbao2,'gain2');
game.log(player,'获得了',player.storage.xunbao2);
delete player.storage.xunbao2;
player.removeSkill('xunbao2');
}
}
},
hsbaowu_cangbaotu:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
content:function(){
player.gain(game.createCard('hsbaowu_huangjinyuanhou'),'gain2');
player.removeSkill('hsbaowu_cangbaotu');
}
},
hsbaowu_huangjinyuanhou:{
mark:'card',
nopup:true,
intro:{
content:'锁定技,你不能成为其他角色的卡牌的目标'
},
mod:{
targetEnabled:function(card,player,target){
if(player!=target) return false;
}
},
group:'hsbaowu_huangjinyuanhou2'
},
hsbaowu_huangjinyuanhou2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.removeSkill('hsbaowu_huangjinyuanhou');
delete player.storage.hsbaowu_huangjinyuanhou;
}
},
xieneng:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
var list=[['','','hsshenqi_morijingxiang'],
['','','hsshenqi_kongbusangzhong'],
['','','hsshenqi_nengliangzhiguang']];
var dialog=ui.create.dialog('邪能:选择一张神器牌并获得之',[list,'vcard'],'hidden');
player.chooseButton(dialog).ai=function(){return Math.random();};
'step 1'
if(result.buttons){
player.logSkill('xieneng');
player.gain(game.createCard(result.buttons[0].link[2]),'draw');
}
},
ai:{
threaten:1.3,
effect:{
target:function(card,player,target){
if(card.name=='guiyoujie') return [0,1];
}
}
}
},
fbeifa:{
trigger:{player:'loseEnd'},
filter:function(event,player){
if(player.num('h')) return false;
if(player.storage.fbeifa>=3) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【北伐】?',function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},player);
}
"step 1"
if(result.bool){
player.logSkill('fbeifa');
player.useCard({name:'sha'},result.targets,false);
player.storage.fbeifa++;
}
},
ai:{
expose:0.2,
},
group:['fbeifa2','fbeifa3'],
},
fbeifa2:{
trigger:{source:'damageAfter'},
forced:true,
popup:false,
filter:function(event){
return event.parent.parent.parent.name=='fbeifa';
},
content:function(){
player.draw();
}
},
fbeifa3:{
trigger:{global:'phaseBegin'},
forced:true,
silent:true,
popup:false,
content:function(){
player.storage.fbeifa=0;
}
},
yufa:{
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.storage.yufa==event.player;
},
content:function(){
'step 0'
player.chooseTarget('是否发动【驭法】?',function(card,player,target){
return target!=trigger.player;
}).ai=function(target){
return ai.get.attitude(player,target);
};
'step 1'
if(result.bool){
player.logSkill('yufa',result.targets);
result.targets[0].gain(game.createCard('chuansongmen'),'gain2');
}
},
group:['yufa2','yufa3'],
ai:{
expose:0.1
}
},
yufa2:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return event.source==_status.currentPhase&&event.source!=player;
},
popup:false,
forced:true,
silent:true,
content:function(){
player.storage.yufa=trigger.source;
}
},
yufa3:{
trigger:{global:'phaseBegin'},
popup:false,
forced:true,
silent:true,
content:function(){
player.storage.yufa=null;
}
},
bingyan:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(!lib.card.chiyuxi||!lib.card.jingleishan) return false;
return player.num('he')>0;
},
filterTarget:function(card,player,target){
if(get.color(card)=='red'){
return player.canUse('chiyuxi',target);
}
else{
return player.canUse('jingleishan',target);
}
},
selectTarget:-1,
discard:false,
delay:false,
line:false,
filterCard:true,
position:'he',
log:'notarget',
check:function(card){
return 6-ai.get.value(card);
},
multitarget:true,
content:function(){
if(get.color(cards[0])=='black'){
player.useCard({name:'jingleishan'},cards,targets);
}
else{
player.useCard({name:'chiyuxi'},cards,targets);
}
},
ai:{
order:9.1,
result:{
target:function(player,target){
var card=ui.selected.cards[0];
if(card&&get.color(card)=='black'){
return ai.get.effect(target,{name:'jingleishan'},player,target);
}
return ai.get.effect(target,{name:'chiyuxi'},player,target);
}
}
}
},
shifa:{
trigger:{player:'phaseUseBegin'},
forced:true,
content:function(){
'step 0'
var players=get.players();
var list=[];
for(var i in lib.card){
if(!lib.translate[i+'_info']) continue;
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='trick') list.push(i);
}
for(var i=0;i<game.players.length;i++){
game.players[i].gain(game.createCard(list.randomGet()));
game.players[i].$draw();
}
}
},
yuanzheng:{
trigger:{player:'useCardToBegin'},
direct:true,
filter:function(event,player){
if(event.getParent(2).name=='yuanzheng') return false;
return event.target&&event.target!=player&&get.distance(player,event.target,'attack')>1;
},
content:function(){
'step 0'
player.chooseControl('draw_card','出杀','cancel',function(){
if(ai.get.effect(trigger.target,{name:'sha'},player,player)>0){
return '出杀';
}
return 'draw_card';
}).prompt='是对'+get.translation(trigger.target)+'发动否发动【远征】?';
'step 1'
if(result.control!='cancel'){
if(result.control=='draw_card'){
player.draw();
player.logSkill('yuanzheng');
}
else{
player.logSkill('yuanzheng',trigger.target);
player.useCard({name:'sha'},trigger.target,false).animate=false;
// player.discardPlayerCard(trigger.target,'he',true);
}
}
}
},
byuhuo:{
unique:true,
trigger:{player:'dying'},
priority:6,
forced:true,
mark:true,
skillAnimation:true,
animationColor:'fire',
init:function(player){
player.storage.byuhuo=false;
},
filter:function(event,player){
if(player.hp>0) return false;
if(player.storage.byuhuo) return false;
return true;
},
content:function(){
player.storage.byuhuo=true;
player.addSkill('byuhuo2');
player.maxHp=2;
player.hp=2;
player.update();
if(!player.isTurnedOver()){
player.turnOver();
}
},
ai:{
threaten:function(player,target){
if(!target.storage.byuhuo) return 0.6;
}
},
intro:{
content:function(storage,player){
if(storage){
if(player.hasSkill('byuhuo2')){
return '不能成为其他角色卡牌的目标;在下一回合开始时,对所有其他角色造成两点火焰伤害';
}
return '已发动';
}
else{
return '未发动';
}
}
}
},
byuhuo2:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
'step 0'
var targets=game.players.slice(0);
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.num=0;
player.unmarkSkill('byuhuo');
'step 1'
if(num<event.targets.length){
// if(event.targets[num].num('hej')){
// player.gainPlayerCard(event.targets[num],'hej',true);
// }
player.line(event.targets[num],'fire');
event.targets[num].damage(2,'fire');
event.num++;
event.redo();
}
},
mod:{
targetEnabled:function(card,player,target){
if(player!=target) return false;
}
}
},
yulu:{
enable:'phaseUse',
usable:1,
filterTarget:true,
selectTarget:[1,3],
content:function(){
'step 0'
if(target==targets[0]){
game.asyncDraw(targets,2);
}
'step 1'
if(target==targets[0]){
game.delay();
}
'step 2'
target.chooseToDiscard(2,true);
},
ai:{
order:10,
result:{
target:function(player,target){
switch(target.num('he')==0){
case 0:return 0;
case 1:return 0.5;
case 2:return 0.8;
default:return 1;
}
}
},
threaten:1.2
}
},
fengyin:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
var stat=player.getStat('card');
for(var i in stat){
if(typeof stat[i]=='number'&&get.type(i,'trick')=='trick'){
return false;
}
}
return true;
},
content:function(){
'step 0'
player.chooseTarget('是否发动【封印】?',function(card,player,target){
return target!=player;
}).ai=function(target){
return -ai.get.attitude(player,target)*Math.sqrt(target.num('h'));
}
'step 1'
if(result.bool){
player.logSkill('fengyin',result.targets);
result.targets[0].addTempSkill('fengyin2',{player:'phaseAfter'});
}
}
},
fengyin2:{
mod:{
cardEnabled:function(card){
if(get.type(card,'trick')=='trick') return false;
}
},
mark:true,
marktext:'封',
intro:{
content:'下个回合无法使用锦囊牌'
}
},
hannu:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
'step 0'
var nh=player.num('h');
if(nh){
player.draw(nh);
}
else{
event.finish();
}
'step 1'
var hs=player.get('h');
if(hs.length>10&&hs.length>player.hp){
player.discard(hs.randomGets(hs.length-player.hp));
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(!target.hasFriend()) return;
var nh=target.num('h');
if(nh>5) return [1,-1];
if(nh<=1) return [1,-0.1];
if(nh==2){
if(target.hp>=2) return [1,0.1];
}
else{
if(target.hp>=4) return [1,2];
if(target.hp==3) return [1,1.5];
if(target.hp==2) return [1,0.5];
}
}
}
}
}
},
chuidiao:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
var num=Math.floor(Math.random()*3);
if(num) player.draw(num);
},
},
hhudun:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return player.hujia<3;
},
content:function(){
player.changeHujia();
player.update();
},
},
fenlie:{
audio:2,
forced:true,
trigger:{player:'gainAfter'},
filter:function(event,player){
if(event.parent.parent.name=='phaseDraw') return false;
if(event.parent.name=='fenlie') return false;
if(player.storage.fenlie>=3) return false;
if(!event.cards) return false;
return true;
},
content:function(){
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
cards.push(game.createCard(trigger.cards[i]));
}
player.storage.fenlie++;
player.gain(cards,'draw');
},
ai:{
effect:{
target:function(card){
if(card.name=='toulianghuanzhu'){
return [1,2];
}
}
}
},
group:'fenlie2'
},
fenlie2:{
trigger:{global:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.fenlie=0;
}
},
nianfu:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('e')>0;
},
filter:function(event,player){
return game.hasPlayer(function(target){
return target!=player&&target.num('e');
});
},
content:function(){
var es=target.get('e');
if(es.length>1){
es=es.randomGets(Math.ceil(Math.random()*2));
}
target.discard(es);
},
ai:{
order:9.5,
result:{
target:function(player,target){
var ne=target.num('e');
if(ne>1) return -1.5;
return -1;
}
}
}
},
shixu:{
group:['shixu_begin','shixu_end','shixu_discard'],
subSkill:{
begin:{
trigger:{global:'phaseUseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
trigger.player.storage.shixu_begin=get.time();
}
},
end:{
trigger:{global:'phaseUseEnd'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return typeof event.player.storage.shixu_begin=='number';
},
content:function(){
trigger.player.storage.shixu=get.time()-trigger.player.storage.shixu_begin;
delete trigger.player.storage.shixu_begin;
}
},
discard:{
trigger:{global:'phaseEnd'},
forced:true,
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
filter:function(event,player){
return typeof event.player.storage.shixu=='number'&&
event.player.storage.shixu>3000&&event.player.num('he')>0&&event.player.isAlive();
},
content:function(){
player.line(trigger.player,'green');
trigger.player.chooseToDiscard('he',true,Math.floor(trigger.player.storage.shixu/3000));
delete trigger.player.storage.shixu;
}
}
}
},
jixuan:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
return event.parent.name!='jixuan';
},
content:function(){
player.phase();
},
ai:{
threaten:1.8
},
},
qianghua:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
if(event.parent.name=='qianghua') return false;
if(player.storage.qianghua>=1) return false;
if(_status.currentPhase!=player) return false;
if(event.parent.parent.name!='phaseUse') return false;
if(!event.targets||!event.card) return false;
var type=get.type(event.card);
if(type!='basic'&&type!='trick') return false;
var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
for(var i=0;i<event.targets.length;i++){
if(!event.targets[i].isAlive()) return false;
if(!player.canUse({name:event.card.name},event.targets[i],false,false)){
return false;
}
}
return true;
},
check:function(event,player){
if(event.card.name=='tiesuo') return false;
if(event.card.name=='toulianghuanzhu') return false;
return true;
},
content:function(){
player.storage.qianghua++;
var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number,trigger.card.nature);
player.useCard(card,trigger.targets);
},
ai:{
threaten:1.3
},
group:'qianghua_clear',
subSkill:{
clear:{
trigger:{player:'phaseBefore'},
forced:true,
silent:true,
popup:false,
content:function(){
player.storage.qianghua=0;
}
}
}
},
qianghua2:{},
biri:{
trigger:{global:'useCard'},
priority:15,
filter:function(event,player){
return event.card.name=='sha'&&event.player!=player&&
get.distance(player,event.targets[0])<=1&&
player.num('h','shan')>0&&
event.targets.contains(player)==false&&event.targets.length==1;
},
direct:true,
content:function(){
"step 0"
var effect=0;
for(var i=0;i<trigger.targets.length;i++){
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
}
var str='蔽日:是否弃置一张闪令'+get.translation(trigger.player);
if(trigger.targets&&trigger.targets.length){
str+='对'+get.translation(trigger.targets);
}
str+='的'+get.translation(trigger.card)+'失效?';
if(event.isMine()||effect<0){
game.delay(0.5);
}
var next=player.chooseToDiscard('h',function(card){
return card.name=='shan';
},str);
next.ai=function(card){
if(effect<0){
return 9-ai.get.value(card);
}
return -1;
}
next.logSkill=['biri',trigger.targets];
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
},
ai:{
expose:0.2
}
},
stuxi:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
'step 0'
event.targets=get.players();
'step 1'
if(event.targets.length){
var target=event.targets.shift();
if(!target.isTurnedOver()&&target.num('he')){
target.chooseToDiscard(true);
}
event.redo();
}
}
},
bingdong:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.isTurnedOver();
},
filterTarget:function(card,player,target){
return !target.isTurnedOver()&&player!=target;
},
content:function(){
'step 0'
if(!player.isTurnedOver()){
player.turnOver();
}
'step 1'
if(!target.isTurnedOver()){
target.turnOver();
}
},
ai:{
order:1,
expose:0.2,
result:{
target:function(player,target){
if(ai.get.attitude(player,target)<-3&&player.identity!='zhu'){
return -1;
}
return 0;
}
}
}
},
luoshi:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return player.num('he')>0||(event.source&&event.source.num('he')>0);
},
content:function(){
'step 0'
var hs=player.get('he');
if(hs.length){
player.discard(hs.randomGet())
}
'step 1'
if(trigger.source){
var hs=trigger.source.get('he');
if(hs.length){
trigger.source.discard(hs.randomGet())
}
}
}
},
ronghuo:{
trigger:{player:'useCardToBefore'},
priority:7,
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
},
check:function(event,player){
var att=ai.get.attitude(player,event.target);
if(event.target.hasSkillTag('nofire')){
return att>0;
}
return att<=0;
},
forced:true,
content:function(){
trigger.card.nature='fire';
player.addSkill('ronghuo2');
player.storage.ronghuo=trigger.card;
}
},
ronghuo2:{
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
content:function(){
delete player.storage.ronghuo.nature;
}
},
fushi:{
enable:'phaseUse',
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
content:function(){
'step 0'
target.loseMaxHp(true);
'step 1'
if(target.hp<target.maxHp){
target.recover();
}
},
ai:{
threaten:1.4,
expose:0.2,
order:9,
result:{
target:function(player,target){
if(target.hp==target.maxHp) return 0;
if(target.hp==target.maxHp-1) return -1;
if(target.hp==1) return 1;
if(target.hp<target.maxHp-2) return 0.5;
return 0;
}
}
}
},
mianyi:{
mod:{
targetEnabled:function(card,player,target,now){
if(player!=target){
if(get.type(card)=='trick') return false;
}
}
}
},
jiaohui:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return !player.getStat('damage');
},
content:function(){
'step 0'
player.chooseTarget('是否发动【教诲】?').ai=function(target){
var att=ai.get.attitude(player,target);
if(att>1&&target.hp<=1){
att+=2;
}
return att;
};
'step 1'
if(result.bool){
event.target=result.targets[0];
player.logSkill('jiaohui',event.target);
if(event.target.hp<event.target.maxHp){
event.target.chooseControl('draw_card','recover_hp',function(event,target){
if(target.hp>=2||target.hp>=target.maxHp-1) return 'draw_card';
if(target.hp==2&&target.num('h')==0) return 'draw_card';
return 'recover_hp';
});
}
else{
event.target.draw(2);
event.finish();
}
}
else{
event.finish();
}
'step 2'
if(result.control=='draw_card'){
event.target.draw(2);
}
else{
event.target.recover();
}
},
},
chenshui:{
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
var list=['hsmengjing_feicuiyoulong','hsmengjing_huanxiaojiemei',
'hsmengjing_suxing','hsmengjing_mengye','hsmengjing_mengjing'];
player.gain(game.createCard(list.randomGet()));
player.$draw();
},
ai:{
threaten:2
}
},
liehun:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.num('h',{type:'basic'})<player.num('h');
},
content:function(){
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])=='basic'){
hs.splice(i--,1);
}
}
if(hs.length){
var hs2=[];
for(var i=0;i<hs.length;i++){
hs2.push(game.createCard(hs[i].name,hs[i].suit,hs[i].number));
}
player.gain(hs2,'draw');
}
},
ai:{
threaten:1.5
}
},
xjumo:{
mod:{
maxHandcard:function(player,num){
if(player.hp<player.maxHp) return num+5;
return num+3;
},
},
},
malymowang:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return event.card&&get.type(event.card)=='trick'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
trigger.num++;
},
group:'malymowang2',
ai:{
threaten:1.8
}
},
malymowang2:{
trigger:{player:'phaseUseBegin'},
forced:true,
content:function(){
'step 0'
var list=[];
for(var i in lib.card){
if(!lib.translate[i+'_info']) continue;
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='trick') list.push(['锦囊','',i]);
}
list=list.randomGets(3);
var dialog=ui.create.dialog('选择一张锦囊牌加入你的手牌',[list,'vcard'],'hidden');
player.chooseButton(dialog,true);
'step 1'
if(result.buttons){
player.gain(game.createCard(result.buttons[0].link[2]),'gain2');
}
}
},
lingzhou:{
trigger:{player:'useCard'},
direct:true,
filter:function(event){
return get.type(event.card,'trick')=='trick';
},
content:function(){
"step 0"
player.chooseTarget('是否发动【灵咒】?').ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
if(target==player){
num++;
}
if(target.hp==1){
num+=3;
}
else if(target.hp==2){
num+=1;
}
}
return num;
}
"step 1"
if(result.bool){
player.logSkill('lingzhou',result.targets);
var target=result.targets[0];
if(target.hp<target.maxHp){
target.chooseControl('draw_card','recover_hp',function(event,target){
if(target.hp>=3&&target.num('h')<target.hp) return 'draw_card';
return 'recover_hp';
});
event.target=target;
}
else{
target.draw();
event.finish();
}
}
else{
event.finish();
}
"step 2"
if(result.control=='draw_card'){
event.target.draw();
}
else{
event.target.recover();
}
},
ai:{
expose:0.2,
threaten:1.5
}
},
mieshi:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
'step 0'
player.loseHp();
'step 1'
event.target=game.players.randomGet(player);
player.line(event.target,'fire');
game.delayx();
'step 2'
event.target.damage('fire');
}
},
xmojian:{
trigger:{player:'turnOverAfter'},
direct:true,
filter:function(event,player){
return !player.isTurnedOver();
},
content:function(){
"step 0"
player.chooseTarget('是否发动【魔箭】?',function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},player);
}
"step 1"
if(result.bool){
player.logSkill('xmojian');
player.useCard({name:'sha'},result.targets,false);
}
},
ai:{
expose:0.2,
}
},
xshixin:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return event.player.isAlive()&&event.player!=player;
},
content:function(){
'step 0'
trigger.player.loseHp();
'step 1'
player.loseHp();
}
},
enze:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.num('h')!=target.num('h');
},
content:function(){
var num=player.num('h')-target.num('h');
if(num>0){
if(num>3){
num=3;
}
target.draw(num);
}
else if(num<0){
target.chooseToDiscard(-num,true);
}
},
ai:{
threaten:1.8,
order:function(name,player){
return 10;
},
result:{
target:function(player,target){
return player.num('h')-target.num('h');
}
},
expose:0.2
}
},
chongsheng:{
unique:true,
enable:'chooseToUse',
mark:true,
init:function(player){
player.storage.chongsheng=0;
game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]);
},
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.chongsheng==2) return false;
},
content:function(){
player.hp=Math.min(2-player.storage.chongsheng,player.maxHp);
player.discard(player.get('hej'));
player.draw(2-player.storage.chongsheng);
player.storage.chongsheng++;
if(player.storage.chongsheng==2){
player.unmarkSkill('chongsheng');
}
if(player.isLinked()) player.link();
if(player.isTurnedOver()) player.turnOver();
game.addVideo('storage',player,['chongsheng',player.storage.chongsheng]);
},
ai:{
skillTagFilter:function(player){
if(player.storage.chongsheng==2) return false;
if(player.hp>0) return false;
},
save:true,
result:{
player:10
},
threaten:function(player,target){
if(target.storage.chongsheng<2) return 0.6;
}
},
intro:{
content:function(storage){
return '剩余'+get.cnNumber(2-storage)+'次';
}
}
},
guozai:{
enable:'phaseUse',
usable:2,
filter:function(event,player){
return player.num('h')<4;
},
init:function(player){
player.storage.guozai2=0;
},
content:function(){
var num=4-player.num('h');
player.draw(num);
player.addSkill('guozai2');
player.storage.guozai2+=num;
game.addVideo('storage',player,['guozai2',player.storage.guozai2]);
},
ai:{
order:1,
result:{
player:1
}
}
},
guozai2:{
mark:true,
intro:{
content:function(storage){
return '需弃置'+get.cnNumber(storage)+'张牌';
}
},
trigger:{player:'phaseUseEnd'},
forced:true,
content:function(){
player.chooseToDiscard('he',true,player.storage.guozai2);
player.storage.guozai2=0;
player.removeSkill('guozai2');
}
},
guozaix:{
enable:'phaseUse',
usable:2,
filter:function(event,player){
return player.num('h')<4;
},
init:function(player){
player.storage.guozaix2=0;
},
content:function(){
var num=4-player.num('h');
player.draw(num);
player.addSkill('guozaix2');
player.storage.guozaix2+=num;
game.addVideo('storage',player,['guozaix2',player.storage.guozaix2]);
},
ai:{
order:1,
result:{
player:1
}
}
},
guozaix2:{
mark:true,
intro:{
content:function(storage){
return '需弃置'+get.cnNumber(storage)+'张牌';
}
},
trigger:{player:'phaseUseEnd'},
forced:true,
content:function(){
player.chooseToDiscard('he',true,player.storage.guozaix2);
player.storage.guozaix2=0;
player.removeSkill('guozaix2');
}
},
hanshuang:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return event.card&&get.color(event.card)=='black'&&
!event.player.isTurnedOver()&&event.player.isAlive();
},
content:function(){
trigger.player.turnOver();
player.loseHp();
},
ai:{
threaten:1.5,
effect:{
player:function(card,player,target,current){
if(get.color(card)=='black'&&get.tag(card,'damage')){
return [1,0,1,-2];
}
}
}
}
},
bingshi:{
global:'bingshi2'
},
bingshi2:{
trigger:{global:'dieAfter'},
forced:true,
filter:function(event,player){
return event.player.skills.contains('bingshi')&&event.player.isDead();
},
content:function(){
trigger.player.line(player,'thunder');
player.damage('nosource','thunder').animate=false;
player.$damage(trigger.player);
if(lib.config.animation&&!lib.config.low_performance){
player.$thunder();
}
}
},
huanwu:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return !target.storage.huanwu;
},
content:function(){
target.gainMaxHp();
target.recover();
target.draw(2);
target.storage.huanwu=true;
target.mark('huanwu',{
name:'唤雾',
content:'已发动'
});
game.addVideo('mark',target,{
name:'唤雾',
content:'已发动',
id:'huanwu'
});
},
ai:{
threaten:1.2,
result:{
target:function(player,target){
return 1/target.hp;
}
},
order:10,
expose:0.3
}
},
fengnu:{
mod:{
cardUsable:function(card){
if(get.info(card)&&get.info(card).forceUsable) return;
return Infinity;
},
targetInRange:function(){
return true;
}
},
trigger:{player:'useCard'},
filter:function(event,player){
if(_status.currentPhase!=player) return false;
return get.cardCount(event.card,player)>1;
},
forced:true,
content:function(){
player.draw();
}
},
shengdun:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return !player.hujia;
},
content:function(){
player.changeHujia();
player.update();
},
},
shengdun_old:{
trigger:{player:'phaseBegin'},
forced:true,
silent:true,
popup:false,
priority:10,
init2:function(player){
player.markSkill('shengdun');
},
content:function(){
if(player.storage.shengdun){
player.markSkill('shengdun');
}
player.storage.shengdun=false;
},
intro:{
content:'未发动'
},
group:'shengdun2'
},
shengdun_old2:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
return event.num>0&&!player.storage.shengdun;
},
content:function(){
trigger.num--;
player.storage.shengdun=true;
player.unmarkSkill('shengdun');
}
},
jingmeng:{
trigger:{player:'useCard'},
frequent:true,
filter:function(event,player){
return _status.currentPhase==player&&get.cardCount(true,player)==1;
},
content:function(){
var type=get.type(trigger.card);
var card=get.cardPile(function(card){
return get.type(card)==type;
});
if(card){
player.gain(card,'gain2');
game.log(player,'获得了',card);
}
},
ai:{
threaten:1.1
}
},
kuixin:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
var nh=player.num('h');
var nm=1;
for(var i=0;i<game.players.length;i++){
var target=game.players[i];
if(target!=player&&Math.abs(target.num('h')-nh)<=nm){
return true;
}
}
return false;
},
content:function(){
'step 0'
var nh=player.num('h');
var nm=1;
var check=true;
if(player.num('h','tao')){
check=false;
}
else if(player.num('h','shan')&&player.num('h','wuxie')){
check=false;
}
player.chooseTarget('是否发动【窥心】?',function(card,player,target){
return target!=player&&Math.abs(target.num('h')-nh)<=nm;
}).ai=function(target){
if(!check) return 0;
if(ai.get.attitude(player,target)<0){
return target.num('h')-nh;
}
return 0;
};
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('kuixin',result.targets);
var cards0=target.get('h');
var cards1=player.get('h');
target.gain(cards1);
player.gain(cards0);
target.$give(cards0.length,player);
player.$give(cards1.length,target);
}
},
ai:{
expose:0.2,
threaten:1.5
}
},
lianzhan:{
trigger:{player:'phaseUseEnd'},
frequent:true,
filter:function(event,player){
return get.cardCount(true,player)>0;
},
content:function(){
player.draw(get.cardCount(true,player));
},
ai:{
threaten:1.3
}
},
bingshuang:{
trigger:{source:'damageEnd'},
filter:function(event,player){
return event.card&&get.type(event.card)=='trick'&&
event.player.isAlive()&&!event.player.isTurnedOver();
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【冰霜】?';
},
check:function(event,player){
if(event.player.isTurnedOver()){
return ai.get.attitude(player,event.player)>0;
}
return ai.get.attitude(player,event.player)<=0;
},
logTarget:'player',
content:function(){
trigger.player.draw(2);
trigger.player.turnOver();
}
},
yanshu:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h',{type:'basic'})<player.num('h');
},
filterCard:function(card){
return get.type(card)!='basic';
},
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
var card=cards[0];
var card2=get.cardPile('liuxinghuoyu');
if(!card2){
card2=game.createCard('liuxinghuoyu',get.suit(card),get.number(card));
}
player.gain(card2,'gain2');
},
ai:{
order:9,
result:{
player:1
},
threaten:2
}
},
shengyan:{
trigger:{global:'recoverEnd'},
filter:function(event,player){
return !player.skills.contains('shengyan2')&&event.player.hp<event.player.maxHp;
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【圣言】?';
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
content:function(){
trigger.player.recover();
player.line(trigger.player,'green');
player.addTempSkill('shengyan2','phaseAfter');
},
ai:{
expose:0.2
}
},
shengyan2:{},
liechao:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.isTurnedOver()&&player.num('h')<=player.hp;
},
content:function(){
player.draw(4);
player.turnOver();
player.skip('phaseDiscard');
},
ai:{
order:10,
result:{
player:1
}
}
},
qingliu:{
trigger:{player:'damageBefore'},
filter:function(event){
return event.nature=='fire';
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 0;
}
}
}
},
zhongjia:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event){
return event.num>0;
},
content:function(){
player.changeHujia();
},
ai:{
nohujia:true,
skillTagFilter:function(player){
return player.hp>1;
},
threaten:function(player,target){
if(!target.hujia) return 0.8;
},
effect:{
target:function(card,player){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1];
return 0.8;
}
}
}
}
},
dunji:{
enable:'phaseUse',
filter:function(event,player){
return player.hujia?true:false;
},
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:function(){
return [1,_status.event.player.hujia];
},
content:function(){
if(target==targets[0]){
player.changeHujia(-player.hujia);
}
target.damage();
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target)+0.5;
}
}
}
},
fengxing:{
trigger:{player:['useCard']},
frequent:true,
filter:function(event){
return event.card&&event.card.name=='sha';
},
content:function(){
player.draw();
}
},
fengxian:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.num('h')>0;
},
selectTarget:-1,
content:function(){
target.chooseToDiscard(true);
},
ai:{
order:8,
result:{
target:function(player,target){
var nh=target.num('h');
switch(nh){
case 0:return 0;
case 1:return -1.5;
case 2:return -1.3;
case 3:return -1;
default:return -0.8;
}
}
}
}
},
qiaodong:{
enable:['chooseToRespond'],
filterCard:{type:'equip'},
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
viewAs:{name:'shan'},
position:'he',
prompt:'将一张装备牌当闪使用或打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.num('he',{type:'equip'})) return false;
}
}
},
hsmengjing_mengye:{
trigger:{player:'phaseEnd'},
forced:true,
priority:-1,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
player.discard(player.get('he'));
player.removeSkill('hsmengjing_mengye');
},
mark:'image',
intro:{
content:'回合结束阶段,弃置所有牌'
}
},
zhanhou:{
enable:'phaseUse',
filterCard:{subtype:'equip2'},
position:'he',
filter:function(event,player){
return player.num('he',{subtype:'equip2'})>0;
},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
player.changeHujia();
},
ai:{
order:9.5,
result:{
player:1
}
},
// mod:{
// globalFrom:function(from,to,distance){
// return distance-from.hujia;
// }
// },
},
shijie:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')){
return true;
}
}
return false;
},
content:function(){
'step 0'
player.chooseTarget('是否发动【视界】',function(card,player,target){
return player!=target&&target.num('h')>0;
}).ai=function(target){
return 11-ai.get.attitude(player,target);
};
'step 1'
if(result.bool){
player.logSkill('shijie',result.targets);
var target=result.targets[0];
player.gain(target.get('h').randomGet());
event.target=target;
target.$give(1,player);
game.delay();
event.target.draw();
}
},
ai:{
expose:0.1
}
},
shengguang:{
enable:'phaseUse',
filterCard:{color:'red'},
filter:function(event,player){
return player.num('he',{color:'red'})>0;
},
position:'he',
usable:1,
check:function(card){
return 9-ai.get.value(card)
},
filterTarget:function(card,player,target){
if(player.storage.anying) return true;
if(target.hp>=target.maxHp) return false;
return true;
},
content:function(){
if(player.storage.anying){
target.loseHp();
}
else{
target.recover();
}
},
ai:{
order:9,
result:{
target:function(player,target){
if(player.storage.anying) return -1;
if(target.hp==1) return 5;
if(player==target&&player.num('h')>player.hp) return 5;
return 2;
}
},
threaten:2,
expose:0.2
}
},
xinci:{
enable:'phaseUse',
filterCard:{color:'black'},
filter:function(event,player){
return player.num('he',{color:'black'})>0;
},
position:'he',
usable:1,
mark:true,
intro:{
content:'已进入暗影形态'
},
check:function(card){
return 9-ai.get.value(card)
},
filterTarget:true,
content:function(){
target.loseHp();
},
ai:{
order:9,
result:{
target:-1
},
threaten:2,
expose:0.2
}
},
anying:{
unique:true,
enable:'phaseUse',
skillAnimation:'epic',
animationColor:'thunder',
filter:function(event,player){
return !player.storage.anying&&player.num('he',{color:'black'})>1;
},
selectCard:2,
filterCard:{color:'black'},
position:'he',
check:function(card){
return 5-ai.get.value(card);
},
content:function(){
player.storage.anying=true;
player.removeSkill('shengguang');
player.addSkill('xinci');
},
ai:{
order:1,
result:{
player:1
}
}
},
bianxing:{
trigger:{global:'useCard'},
filter:function(event,player){
if(player.skills.contains('bianxing2')) return false;
if(event.player==player) return false;
if(_status.currentPhase!=event.player) return false;
if(!event.targets) return false;
if(event.targets.length!=1) return false;
if(event.targets[0]==event.player) return false;
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(hs[i].name!=event.card.name){
var card=hs[i];
if(get.type(card)=='basic'&&get.info(card.enable)){
return true;
}
}
}
return false;
},
direct:true,
content:function(){
'step 0'
var eff=ai.get.effect(trigger.targets[0],trigger.card,trigger.player,player);
var att=ai.get.attitude(player,trigger.player);
player.chooseCard('是否发动【变形】?',function(card){
if(card.name!=trigger.card.name){
if(get.type(card)=='basic'&&get.info(card).enable){
return true;
}
}
return false;
}).ai=function(card){
if(att>=0) return 0;
if(card.name=='tao'||card.name=='caoyao'){
if(trigger.targets[0].hp==trigger.targets[0].maxHp) return 0;
}
if(eff>=0) return 0;
return ai.get.effect(trigger.targets[0],card,trigger.player,player);
};
'step 1'
if(result.bool){
var card=result.cards[0];
player.lose(result.cards);
event.cards=result.cards;
player.logSkill('bianxing',trigger.player);
game.log(player,'将',trigger.card,'变为',result.cards);
game.delay(0.5);
trigger.untrigger();
trigger.card=card;
trigger.cards=[card];
player.addTempSkill('bianxing2','phaseAfter');
}
else{
event.finish();
}
'step 2'
player.$throw(event.cards);
game.delay();
'step 3'
// player.draw();
'step 4'
trigger.trigger('useCard');
},
ai:{
expose:0.2,
threaten:1.8
}
},
bingjia:{
enable:'phaseUse',
filter:function(event,player){
return !player.skills.contains('bingjia2');
},
filterCard:true,
check:function(card){
return 6-ai.get.value(card);
},
discard:false,
prepare:function(cards,player){
player.$give(1,player);
},
content:function(){
player.storage.bingjia=cards[0];
player.addSkill('bingjia2');
game.addVideo('storage',player,['bingjia',get.cardInfo(cards[0]),'card']);
},
ai:{
order:1,
result:{
player:1
}
}
},
bingjia2:{
mark:true,
trigger:{target:'useCardToBegin'},
forced:true,
filter:function(event,player){
return event.player!=player&&get.suit(event.card)==get.suit(player.storage.bingjia);
},
content:function(){
'step 0'
player.showCards([player.storage.bingjia],get.translation(player)+'发动了【冰甲】');
'step 1'
ui.discardPile.appendChild(player.storage.bingjia);
delete player.storage.bingjia;
player.changeHujia();
player.removeSkill('bingjia2');
game.addVideo('storage',player,['bingjia',null]);
},
intro:{
mark:function(dialog,content,player){
if(player==game.me||player.isUnderControl()){
dialog.add([player.storage.bingjia]);
}
else{
return '已发动冰甲';
}
},
content:function(content,player){
if(player==game.me||player.isUnderControl()){
return get.translation(player.storage.bingjia);
}
return '已发动冰甲';
}
}
},
bianxing2:{},
moying:{
trigger:{player:'phaseBegin'},
skillcheck:function(event,player){
if(!player.num('h',{suit:'spade'})) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','shandian')){
return false;
}
}
return true;
},
forced:true,
check:function(){
return false;
},
content:function(){
'step 0'
if(!lib.skill.moying.skillcheck(trigger,player)){
player.draw();
event.finish();
return;
}
var card=null;
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(ui.cardPile.childNodes[i].name=='shandian'){
card=ui.cardPile.childNodes[i];break;
}
}
if(!card){
for(var i=0;i<ui.discardPile.childNodes.length;i++){
if(ui.discardPile.childNodes[i].name=='shandian'){
card=ui.discardPile.childNodes[i];break;
}
}
}
if(card){
player.addJudge(card);
}
else{
event.finish();
}
'step 1'
game.delay();
},
ai:{
threaten:1.5
}
},
mdzhoufu:{
enable:'phaseUse',
filterCard:{color:'black'},
filter:function(event,player){
return player.num('h',{color:'black'})>0;
},
filterTarget:function(card,player,target){
return player!=target&&!target.skills.contains('mdzhoufu2');
},
prepare:function(cards,player){
player.$throw(cards);
},
discard:false,
content:function(){
target.$gain2(cards);
target.storage.mdzhoufu2=cards[0];
target.addSkill('mdzhoufu2');
target.storage.mdzhoufu3=player;
game.addVideo('storage',target,['mdzhoufu2',get.cardInfo(cards[0]),'card']);
ui.special.appendChild(cards[0]);
},
check:function(card){
if(get.suit(card)=='spade'&&card.number>=2&&card.number<=9){
return 6-ai.get.value(card);
}
return -1;
},
ai:{
tag:{
rejudge:0.1,
},
threaten:1.5,
expose:0.1,
order:10,
result:{
target:-1
}
}
},
mdzhoufu2:{
trigger:{player:'judge'},
forced:true,
priority:10,
mark:'card',
content:function(){
"step 0"
ui.discardPile.appendChild(player.storage.mdzhoufu2);
player.$throw(player.storage.mdzhoufu2);
if(player.storage.mdzhoufu2.clone){
player.storage.mdzhoufu2.clone.classList.add('thrownhighlight');
game.addVideo('highlightnode',player,get.cardInfo(player.storage.mdzhoufu2));
}
if(player.storage.mdzhoufu3.isAlive()){
// player.storage.mdzhoufu3.draw();
player.storage.mdzhoufu3.gain(player.judging[0],'gain2');
}
else{
ui.discardPile.appendChild(player.judging[0]);
game.delay(1.5);
}
"step 1"
player.judging[0]=player.storage.mdzhoufu2;
trigger.position.appendChild(player.storage.mdzhoufu2);
// trigger.untrigger();
game.log(player,'的判定牌改为',player.storage.mdzhoufu2);
player.removeSkill('mdzhoufu2');
delete player.storage.mdzhoufu2;
delete player.storage.mdzhoufu3;
},
intro:{
content:'card'
},
},
moying_old:{
trigger:{player:'damageEnd',source:'damageEnd'},
check:function(event,player){
var target=(player==event.player)?event.source:event.player;
return ai.get.attitude(player,target)<0;
},
filter:function(event,player){
var target=(player==event.player)?event.source:event.player;
return target.isAlive();
},
prompt:function(event,player){
var target=(player==event.player)?event.source:event.player;
return '是否对'+get.translation(target)+'发动【魔影】?';
},
content:function(){
"step 0"
event.target=(player==trigger.player)?trigger.source:trigger.player;
event.target.judge(function(card){
return get.color(card)=='black'?-1:0;
});
"step 1"
if(result.color=='black'){
event.target.loseHp();
}
},
ai:{
expose:0.1,
threaten:1.3
}
},
xianzhi:{
trigger:{global:'judgeBegin'},
direct:true,
filter:function(){
return ui.cardPile.childNodes.length>1;
},
content:function(){
'step 0'
var str='';
if(trigger.card) str=get.translation(trigger.card.viewAs||trigger.card.name);
else if(trigger.skill) str=get.translation(trigger.skill);
else str=get.translation(trigger.parent.name);
var cards=[ui.cardPile.childNodes[0],ui.cardPile.childNodes[1]];
var att=ai.get.attitude(player,trigger.player);
var delta=trigger.judge(ui.cardPile.childNodes[1])-trigger.judge(ui.cardPile.childNodes[0]);
player.chooseControl('调换顺序','cancel',
ui.create.dialog('先知:'+get.translation(trigger.player)+'的'+str+'判定',cards,'hidden')).ai=function(){
if(att*delta>0) return '调换顺序';
else return 'cancel';
};
'step 1'
if(result.control=='调换顺序'){
player.logSkill('xianzhi');
var card=ui.cardPile.firstChild;
ui.cardPile.removeChild(card);
ui.cardPile.insertBefore(card,ui.cardPile.firstChild.nextSibling);
game.log(player,'调换了牌堆顶两张牌的顺序');
}
},
ai:{
expose:0.1,
tag:{
rejudge:0.5
}
}
},
jingxiang:{
trigger:{player:'chooseToRespondBegin'},
direct:true,
filter:function(event,player){
if(event.responded) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')){
return true;
}
}
return false;
},
content:function(){
"step 0"
var players=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')){
players.push(game.players[i]);
}
}
if(!players.length){
event.finish();
return;
}
var target=players.randomGet();
event.target=target;
var cards=target.get('h');
player.chooseCardButton('镜像:选择'+get.translation(target)+'的一张卡手牌打出',cards).filterButton=function(button){
return trigger.filterCard(button.link);
}
"step 1"
if(result.bool){
player.logSkill('jingxiang',event.target);
event.target.lose(result.links);
trigger.untrigger();
trigger.responded=true;
result.buttons[0].link.remove();
trigger.result={bool:true,card:result.buttons[0].link}
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
}
},
},
wlianji:{
trigger:{player:'phaseEnd'},
frequent:true,
filter:function(event,player){
return get.cardCount(true,player)>player.hp;
},
content:function(){
player.draw(2);
},
init:function(player){player.storage.jingce=true},
intro:{
content:function(storage,player){
if(_status.currentPhase==player) return '已使用'+get.cardCount(true,player)+'张牌';
}
}
},
mengun:{
trigger:{global:'useCardToBefore'},
priority:12,
filter:function(event,player){
if(event.player==player) return false;
if(_status.currentPhase!=event.player) return false;
if(event.player.skills.contains('mengun2')) return false;
if(get.itemtype(event.card)!='card') return false;
if(!player.num('h',{suit:get.suit(event.card)})) return false;
return get.type(event.card)=='basic';
},
direct:true,
content:function(){
"step 0"
var val=ai.get.value(trigger.card);
var suit=get.suit(trigger.card);
var eff=ai.get.effect(trigger.target,trigger.card,trigger.player,player);
var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'使用的'+get.translation(trigger.card)+'发动【闷棍】?',function(card){
return get.suit(card)==suit;
});
next.logSkill=['mengun',trigger.player];
next.ai=function(card){
if(eff>=0) return 0;
return Math.min(8,1+val)-ai.get.value(card);
}
"step 1"
if(result.bool){
game.log(trigger.player,'收回了',trigger.cards);
trigger.untrigger();
trigger.finish();
game.delay();
}
else{
event.finish();
}
"step 2"
trigger.player.$gain2(trigger.cards);
trigger.player.gain(trigger.cards);
trigger.player.storage.mengun2=trigger.cards[0];
game.addVideo('storage',player,['mengun2',get.cardInfo(trigger.cards[0]),'card']);
trigger.player.addTempSkill('mengun2','phaseEnd');
}
},
mengun2:{
mark:'card',
mod:{
cardEnabled:function(card,player){
if(card==player.storage.mengun2) return false;
},
},
intro:{
content:'card',
onunmark:function(storage,player){
delete player.storage.mengun2;
}
},
},
jianren:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.get('e','1')?true:false;
},
filterCard:function(card,player){
return card==player.get('e','1');
},
position:'e',
filterTarget:function(card,player,target){
return target!=player;
},
selectCard:-1,
selectTarget:-1,
content:function(){
target.damage();
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target);
}
}
}
},
jihuo:{
trigger:{player:'phaseAfter'},
filter:function(event,player){
return !player.storage.jihuo&&player.num('h')>0;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard('是否发动【激活】?');
next.ai=ai.get.unuseful2;
next.logSkill='jihuo';
"step 1"
if(result.bool){
player.storage.jihuo=true;
}
else{
event.finish();
}
"step 2"
player.phase();
"step 3"
player.storage.jihuo=false;
},
ai:{
threaten:1.2
}
},
tzhenji:{
trigger:{player:'discardAfter'},
direct:true,
filter:function(event,player){
if(player.skills.contains('tzhenji2')){
return false;
}
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='black') return true;
}
}
return false;
},
content:function(){
"step 0";
player.chooseTarget('是否发动【震击】?').ai=function(target){
var bool=ai.get.attitude(player,target)>0;
return ai.get.damageEffect(target,player,player,'thunder')-(bool?1:0);
};
"step 1"
if(result.bool){
game.delay(0.5);
var target=result.targets[0];
player.logSkill('tzhenji',target,'thunder');
var cs=target.get('he');
if(cs.length){
target.discard(cs.randomGet());
}
target.damage('thunder');
player.addTempSkill('tzhenji2','phaseAfter');
}
},
ai:{
threaten:1.2,
expose:0.3,
effect:{
target:function(card,player,target){
if(get.tag(card,'loseCard')&&target.num('he')){
return 0.7;
}
}
},
}
},
tzhenji2:{},
tzhenji_old:{
trigger:{player:['useCard','respondEnd']},
filter:function(event){
return get.suit(event.card)=='spade';
},
direct:true,
content:function(){
"step 0";
player.chooseTarget('是否发动【震击】?').ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder')-1;
};
"step 1"
if(result.bool){
player.logSkill('tzhenji',result.targets,'thunder');
event.target=result.targets[0];
event.target.judge();
}
else{
event.finish();
}
"step 2"
if(result.color=='red'){
event.target.damage('fire');
}
else{
event.target.damage('thunder');
var cs=event.target.get('he');
if(cs.length){
event.target.discard(cs.randomGet());
}
cs=player.get('he');
if(cs.length){
player.discard(cs.randomGet());
}
}
},
ai:{
expose:0.2,
threaten:1.2,
effect_old:{
target:function(card,player,target){
if(get.tag(card,'respondShan')){
var hastarget=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])<0){
hastarget=true;break;
}
}
var ns=target.num('h','shan');
var nh=target.num('h');
if(ns>1){
return [0,hastarget?1:0];
}
if(ns&&nh>=2){
return [0,0];
}
if(nh>3){
return [0,0];
}
if(nh==0){
return 1.5;
}
return [1,0.05];
}
}
}
}
},
tuteng_s:{
trigger:{player:'phaseUseBegin'},
forced:true,
filter:function(event,player){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
for(var i=0;i<player.skills.length;i++){
rand.remove(player.skills[i]);
if(rand.length==0) return false;
}
return true;
},
content:function(){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
for(var i=0;i<player.skills.length;i++){
rand.remove(player.skills[i]);
}
if(rand.length){
player.addSkill(rand.randomGet());
}
},
ai:{
effect:function(card,player){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,1];
return 1.2;
}
},
threaten:1.3
},
group:'tuteng_lose'
},
s_tuteng:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
content:function(){
var rand=['tuteng2','tuteng4','tuteng5','tuteng6','tuteng7','tuteng8'];
if(player.storage.s_tuteng){
var rand2=player.storage.s_tuteng;
for(var i=0;i<3;i++){
rand.remove(rand2[i]);
}
player.removeSkill(rand2.randomRemove());
var totem=rand.randomGet();
rand2.push(totem);
player.addSkill(totem);
}
else{
for(var i=0;i<3;i++){
rand.randomRemove();
}
for(var i=0;i<3;i++){
player.addSkill(rand[i]);
}
player.storage.s_tuteng=rand;
}
},
ai:{
threaten:2
}
},
tuteng:{
enable:'phaseUse',
usable:1,
unique:true,
direct:true,
check:function(){
return 0;
},
delay:0,
init:function(){
for(var i=1;i<=8;i++){
lib.translate['tuteng'+i+'_info']=lib.skill['tuteng'+i].intro.content;
}
},
position:'he',
filter:function(event,player){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
for(var i=0;i<rand.length;i++){
if(!player.hasSkill(rand[i])) return true;
}
return false;
},
content:function(){
'step 0'
var rand=['tuteng1','tuteng2','tuteng3','tuteng4'];
var rand2=[];
var randx=[];
var rand2x=[];
if(player.storage.tuteng_awake){
// rand=rand.concat(['tuteng5','tuteng6','tuteng7','tuteng8']);
}
for(var i=0;i<player.skills.length;i++){
if(rand.contains(player.skills[i])){
rand.remove(player.skills[i]);
rand2.push(player.skills[i]);
}
}
if(!player.storage.tuteng_awake){
player.addSkill(rand.randomGet());
game.delay();
event.finish();
return;
}
if(rand.length){
if(event.isMine()&&(rand.length>1||rand2.length>=4)){
var dialog=ui.create.dialog();
for(var i=0;i<rand.length;i++){
randx[i]=['','',rand[i]];
}
for(var i=0;i<rand2.length;i++){
rand2x[i]=['','',rand2[i]];
}
dialog.add('选择一个图腾');
dialog.add([randx,'vcard']);
if(rand2.length>=4){
dialog.add('替换一个已有图腾');
dialog.add([rand2x,'vcard']);
player.chooseButton(dialog,2,true).filterButton=function(button){
if(ui.selected.buttons.length){
var current=ui.selected.buttons[0].name;
if(rand.contains(current)){
return rand2.contains(button.name);
}
else{
return rand.contains(button.name);
}
}
return true;
};
}
else{
player.chooseButton(dialog,true);
}
for(var i=0;i<dialog.buttons.length;i++){
var item=dialog.buttons[i]
if(i==4){
item.parentNode.insertBefore(document.createElement('br'),item);
}
item.style.zoom=0.7;
}
}
else{
if(player.hp<player.maxHp&&rand.contains('tuteng1')){
player.addSkill('tuteng1');
}
else{
if(rand.length>1){
rand.remove('tuteng1');
}
player.addSkill(rand.randomGet());
}
// if(rand2.length>=3){
// player.removeSkill(rand2.randomGet());
// }
game.delay();
event.finish();
}
}
else{
event.finish();
}
'step 1'
if(result.buttons.length==1){
player.addSkill(result.buttons[0].name);
}
else if(result.buttons.length==2){
var skill1=result.buttons[0].name;
var skill2=result.buttons[1].name;
if(player.skills.contains(skill1)){
player.removeSkill(skill1);
player.addSkill(skill2);
}
else{
player.removeSkill(skill2);
player.addSkill(skill1);
}
}
},
ai:{
order:11,
result:{
player:1
},
effect:function(card,player){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return;
return 1.2;
}
},
threaten:2
},
group:'tuteng_lose'
},
zuling:{
skillAnimation:'epic',
animationColor:'thunder',
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(!player.storage.tuteng_awake){
var rand=['tuteng1','tuteng2','tuteng3','tuteng4',
'tuteng5','tuteng6','tuteng7','tuteng8'];
var num=0;
for(var i=0;i<player.skills.length;i++){
if(rand.contains(player.skills[i])) num++;
if(num>=2){
return true;
}
}
}
return false;
},
content:function(){
player.storage.tuteng_awake=true;
player.loseMaxHp();
}
},
tuteng_h:{
mod:{
maxHandcard:function(player,num){
return num-1;
}
}
},
tuteng_lose:{
trigger:{player:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
var tuteng=['tuteng1','tuteng2','tuteng3','tuteng4',
'tuteng5','tuteng6','tuteng7','tuteng8'];
for(var i=0;i<player.skills.length;i++){
if(tuteng.contains(player.skills[i])) return true;
}
return false;
},
content:function(){
var tuteng=['tuteng1','tuteng2','tuteng3','tuteng4',
'tuteng5','tuteng6','tuteng7','tuteng8'];
var rand=[];
for(var i=0;i<player.skills.length;i++){
if(tuteng.contains(player.skills[i])){
rand.push(player.skills[i]);
}
}
if(rand.length){
player.removeSkill(rand.randomGet());
}
}
},
tuteng1:{
mark:'image',
nopop:true,
intro:{
content:'回合结束阶段,你回复一点体力'
},
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
}
},
tuteng2:{
mark:'image',
nopop:true,
intro:{
content:'每当你造成一点伤害,你摸一张牌'
},
filter:function(event){
return event.num>0;
},
trigger:{source:'damageAfter'},
forced:true,
content:function(){
player.draw(trigger.num);
}
},
tuteng3:{
mark:'image',
nopop:true,
intro:{
content:'你受到的伤害-1'
},
trigger:{player:'damageBegin'},
forced:true,
filter:function(event){
return event.num>0;
},
content:function(){
trigger.num--;
},
},
tuteng4:{
mark:'image',
nopop:true,
intro:{
content:'你的锦囊牌造成的伤害+1'
},
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return event.card&&get.type(event.card)=='trick'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
trigger.num++;
}
},
tuteng5:{
mark:'image',
nopop:true,
intro:{
content:'回合结束阶段,你摸一张牌'
},
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.draw();
}
},
tuteng6:{
mark:'image',
nopop:true,
intro:{
content:'你的杀造成的伤害+1'
},
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return event.card&&event.card.name=='sha'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
trigger.num++;
}
},
tuteng7:{
mark:'image',
nopop:true,
intro:{
content:'回合结束阶段,你令一名其他角色回复一点体力'
},
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].hp<game.players[i].maxHp){
return true;
}
}
return false;
},
content:function(){
'step 0'
player.chooseTarget('活力图腾:令一名其他角色回复一点体力',function(card,player,target){
return target!=player&&target.hp<target.maxHp;
}).ai=function(target){
return ai.get.recoverEffect(target,player,player);
};
'step 1'
if(result.bool){
player.logSkill('tuteng7',result.targets[0]);
result.targets[0].recover();
}
}
},
tuteng8:{
mark:'image',
nopop:true,
intro:{
content:'当计算你与其它角色的距离时,始终-1'
},
mod:{
globalFrom:function(from,to,distance){
return distance-1;
}
}
},
fenliu:{
enable:'phaseUse',
prompt:'流失1点体力并摸两张牌',
usable:1,
content:function(){
"step 0"
player.loseHp(1);
"step 1"
player.draw(3);
},
ai:{
order:4,
result:{
player:function(player){
if(player.num('h')>=player.hp-1) return -1;
if(player.hp<3) return -1;
return 1;
}
},
effect:{
target:function(card){
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
return 1.5;
}
}
},
threaten:1.2
}
},
hongxi:{
trigger:{global:'dieAfter'},
filter:function(event,player){
return player.hp<player.maxHp;
},
forced:true,
content:function(){
player.recover(player.maxHp-player.hp);
},
ai:{
threaten:1.2
}
},
},
cardType:{
hsmengjing:0.5,
hsbaowu:0.5,
hsdusu:0.5,
hsshenqi:0.5,
},
card:{
hsdusu_xueji:{
type:'hsdusu',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_xialikeer',
filterTarget:function(card,player,target){
return target.num('e')>0;
},
content:function(){
target.discard(target.get('e').randomGets(Math.ceil(Math.random()*2)));
},
ai:{
order:5,
result:{
target:function(player,target){
if(target.hasSkillTag('noe')) return 0;
if(target.num('e')>1) return -1.5;
return -1;
},
},
useful:3,
value:5,
}
},
hsdusu_kuyecao:{
type:'hsdusu',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_xialikeer',
filterTarget:function(card,player,target){
return !target.hasSkill('hslingjian_yinshen');
},
content:function(){
target.addTempSkill('hslingjian_yinshen',{player:'phaseBegin'});
},
ai:{
order:2,
result:{
target:function(player,target){
if(player!=target&&get.distance(player,target,'absolute')<=1) return 0;
var num=1;
if(target==player){
num=1.5;
}
if(target.hp==1) return 2*num;
if(target.hp==2&&target.num('h')<=2) return 1.2*num;
return num;
}
},
useful:4,
value:5,
}
},
hsdusu_huangxuecao:{
type:'hsdusu',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_xialikeer',
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
modTarget:true,
content:function(){
target.draw(2);
},
ai:{
order:9,
result:{
target:1,
},
useful:5,
value:10,
}
},
hsdusu_huoyanhua:{
type:'hsdusu',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_xialikeer',
range:{attack:1},
filterTarget:true,
content:function(){
target.damage('fire');
},
ai:{
order:5,
result:{
target:-1,
},
useful:5,
value:8,
tag:{
damage:1,
fireDamage:1,
natureDamage:1,
}
}
},
hsdusu_shinancao:{
type:'hsdusu',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_xialikeer',
filterTarget:function(card,player,target){
return !target.hasSkill('hsdusu_shinancao');
},
content:function(){
target.addSkill('hsdusu_shinancao');
},
ai:{
order:7,
result:{
target:function(player,target){
if(target.hp>1){
if(target.num('h')>2) return 1;
return 0.5;
}
return 0.2;
},
},
useful:4,
value:5,
}
},
hsbaowu_cangbaotu:{
type:'hsbaowu',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_yelise',
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
content:function(){
target.addSkill('hsbaowu_cangbaotu');
target.draw();
},
ai:{
order:10,
result:{
player:10
},
useful:10,
value:10,
}
},
hsbaowu_huangjinyuanhou:{
type:'hsbaowu',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_yelise',
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
content:function(){
player.recover();
var hs=target.get('h');
target.discard(hs);
var cs=[];
for(var i=0;i<hs.length;i++){
cs.push(game.createCard('wuzhong'));
}
target.gain(cs,'gain2');
target.storage.hsbaowu_huangjinyuanhou=cards[0];
target.addSkill('hsbaowu_huangjinyuanhou');
},
ai:{
order:10,
result:{
player:function(player){
if(player.num('h')>1) return 1;
if(player.hp==1) return 1;
return 0;
}
},
useful:10,
value:10,
}
},
hsshenqi_nengliangzhiguang:{
type:'hsshenqi',
fullimage:true,
vanish:true,
enable:function(card,player){
return !player.isTurnedOver();
},
derivation:'hs_lafamu',
filterTarget:true,
content:function(){
target.gainMaxHp();
target.recover();
target.draw(4);
},
contentAfter:function(){
if(!player.isTurnedOver()){
player.turnOver();
}
},
ai:{
order:5,
result:{
target:function(player,target){
if(target.hp<=1) return 2;
if(target.num('h')<target.hp||target.hp==2) return 1.5;
return 1;
}
},
useful:5,
value:10,
}
},
hsshenqi_kongbusangzhong:{
type:'hsshenqi',
fullimage:true,
vanish:true,
enable:function(card,player){
return !player.isTurnedOver();
},
derivation:'hs_lafamu',
filterTarget:function(card,player,target){
return target!=player;
},
selectTarget:-1,
content:function(){
target.damage(Math.ceil(Math.random()*2));
},
contentAfter:function(){
if(!player.isTurnedOver()){
player.turnOver();
}
},
ai:{
order:9,
result:{
target:-2
},
tag:{
damage:2,
multitarget:1,
multineg:1,
},
useful:5,
value:10,
}
},
hsshenqi_morijingxiang:{
type:'hsshenqi',
fullimage:true,
vanish:true,
enable:function(card,player){
return !player.isTurnedOver();
},
derivation:'hs_lafamu',
filterTarget:function(card,player,target){
return target!=player&&target.num('hej')>0;
},
selectTarget:-1,
content:function(){
if(target.num('hej')) player.gainPlayerCard(target,'hej',true,Math.ceil(Math.random()*2));
},
contentAfter:function(){
if(!player.isTurnedOver()){
player.turnOver();
}
},
ai:{
order:9.5,
result:{
player:1
},
tag:{
multitarget:1,
multineg:1,
},
useful:5,
value:10,
}
},
hsmengjing_feicuiyoulong:{
type:'hsmengjing',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_ysera',
filterTarget:true,
content:function(){
target.damage(2);
player.loseHp();
},
ai:{
order:5,
result:{
target:-2
},
tag:{
damage:2
},
useful:5,
value:10,
}
},
hsmengjing_suxing:{
type:'hsmengjing',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_ysera',
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:-1,
content:function(){
target.loseHp();
var he=target.get('he');
if(he.length){
target.discard(he.randomGets(2));
}
},
ai:{
result:{
target:-1,
},
order:6,
useful:5,
value:10,
}
},
hsmengjing_mengye:{
type:'hsmengjing',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_ysera',
filterTarget:true,
content:function(){
target.draw();
target.addSkill('hsmengjing_mengye');
},
ai:{
order:1,
useful:5,
value:10,
result:{
target:function(player,target){
if(target.skills.contains('hsmengjing_mengye')) return 0.5;
return -target.num('he');
}
}
}
},
hsmengjing_mengjing:{
type:'hsmengjing',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_ysera',
filterTarget:function(card,player,target){
return !target.num('j','lebu')||target.num('e')>0;
},
content:function(){
'step 0'
var es=target.get('e');
if(es.length){
target.gain(es,'gain2');
}
'step 1'
if(!target.num('j','lebu')){
target.addJudge(game.createCard('lebu'));
}
},
ai:{
order:2,
useful:5,
value:10,
result:{
target:function(player,target){
var num=target.hp-target.num('he')-2;
if(num>-1) return -1;
if(target.hp<3) num--;
if(target.hp<2) num--;
if(target.hp<1) num--;
return num;
}
}
}
},
hsmengjing_huanxiaojiemei:{
type:'hsmengjing',
fullimage:true,
vanish:true,
enable:true,
derivation:'hs_ysera',
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
content:function(){
target.recover(2);
},
ai:{
order:6,
value:10,
useful:[7,4],
result:{
target:function(player,target){
var eff=ai.get.recoverEffect(target,player,target);
if(eff<=0) return 0;
var num=target.maxHp-target.hp;
if(num<1) return 0;
if(target.hp==1) return num+0.5;
return num;
}
}
}
},
tuteng1:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
tuteng2:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
tuteng3:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
tuteng4:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
tuteng5:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
tuteng6:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
tuteng7:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
tuteng8:{
noname:true,
fullimage:true,
type:'hstuteng',
// derivation:'hs_sthrall'
},
},
translate:{
hs_alleria:'奥蕾莉亚',
hs_magni:'麦格尼',
hs_medivh:'麦迪文',
hs_jaina:'吉安娜',
hs_lrexxar:'雷克萨',
hs_wuther:'乌瑟尔',
hs_jgarrosh:'加尔鲁什',
hs_malfurion:'玛法里奥',
hs_guldan:'古尔丹',
hs_anduin:'安度因',
hs_sthrall:'萨尔',
hs_waleera:'瓦莉拉',
hs_liadrin:'莉亚德琳',
hs_morgl:'摩戈尔',
hs_neptulon:'耐普图隆',
hs_wvelen:'维纶',
hs_antonidas:'安东尼达斯',
hs_alakir:'奥拉基尔',
hs_zhouzhuo:'周卓',
hs_yngvar:'伊戈瓦尔',
hs_bchillmaw:'冰喉',
hs_malorne:'玛洛恩',
hs_xsylvanas:'希尔瓦娜斯',
hs_siwangzhiyi:'死亡之翼',
hs_malygos:'玛里苟斯',
hs_xuefashi:'血法师',
hs_ysera:'伊瑟拉',
hs_alextrasza:'阿莱克斯塔',
hs_trueheart:'图哈特',
hs_nozdormu:'诺兹多姆',
hs_loatheb:'洛欧塞布',
hs_jiaziruila:'加兹瑞拉',
hs_sainaliusi:'塞纳留斯',
hs_bolvar:'伯瓦尔',
hs_lrhonin:'罗宁',
hs_fuding:'弗丁',
hs_aedwin:'艾德温',
hs_lafamu:'拉法姆',
hs_yelise:'伊莉斯',
hs_lreno:'雷诺',
hs_finley:'芬利',
hs_brann:'布莱恩',
hs_kcthun:'克苏恩',
hs_anomalus:'阿诺玛鲁斯',
hs_blingtron:'布林顿',
hs_fandral:'范达尔',
hs_hallazeal:'海纳泽尔',
hs_nzoth:'恩佐斯',
hs_walian:'瓦里安',
hs_pengpeng:'砰砰博士',
hs_ronghejuren:'熔核巨人',
hs_shanlingjuren:'山岭巨人',
hs_mijiaojisi:'秘教祭司',
hs_huzhixiannv:'湖之仙女',
hs_tgolem:'图腾魔像',
hs_totemic:'图腾师',
hs_bilanyoulong:'碧蓝幼龙',
hs_zhishigushu:'知识古树',
hs_zhanzhenggushu:'战争古树',
hs_jinglinglong:'精灵龙',
hs_sapphiron:'萨菲隆',
hs_xuanzhuanjijia:'旋转机甲',
hs_ruanniguai:'软泥怪',
hs_kchromaggus:'克洛玛古斯',
hs_hudunren:'护盾人',
hs_nate:'纳特',
hs_shifazhe:'嗜法者',
hs_yogg:'尤格萨隆',
hs_xialikeer:'夏克里尔',
peiyu:'培育',
peiyu_info:'出牌阶段,你可以弃置一张牌令一名没有图腾的角色获得一个随机图腾,或令一名有图腾的角色替换一个图腾;你死亡时,其他角色失去以此法获得的图腾',
wzhanyi:'战意',
wzhanyi_info:'你可以跳过出牌阶段,改为摸三张牌并展示之,将摸到的装备牌置于装备区,然后可以使用手牌中的杀',
shengteng:'升腾',
shengteng_info:'锁定技,每当你使用锦囊牌造成伤害,你增加一点体力上限并回复一点体力',
yuansu:'元素',
yuansu_info:'出牌阶段限一次若你已损失的体力值不少于3你可以将体力上限降至与体力值相同视为使用一张元素毁灭',
nuyan:'怒焰',
nuyan2:'怒焰',
nuyan_backup:'怒焰',
nuyan_info:'出牌阶段限一次,你可以将一张红色牌当作任意一张能造成伤害的牌使用(不得是你本局以此法使用过的牌)',
nuyan2_info:'出牌阶段限三次,你可以失去一点体力,视为使用任意一张能造成伤害的牌”',
chouhuo:'仇火',
chouhuo_info:'觉醒技,出牌阶段开始时,若你的怒焰技能已将可用的牌用完,你失去一点体力上限,获得两点护甲,然后将怒焰的描述改为“出牌阶段限三次,你可以失去一点体力,视为使用任意一张能造成伤害的牌”',
hsdusu:'毒素',
hsdusu_xueji:'血蓟',
hsdusu_xueji_info:'随机弃至一名角色的1~2张装备牌',
hsdusu_shinancao:'石楠草',
hsdusu_shinancao_info:'令一名角色下一次造成的伤害+1',
hsdusu_kuyecao:'枯叶草',
hsdusu_kuyecao_info:'令一名角色获得技能潜行,直到其下一回合开始',
hsdusu_huoyanhua:'火焰花',
hsdusu_huoyanhua_info:'对攻击范围内的一名角色造成一点火焰伤害',
hsdusu_huangxuecao:'皇血草',
hsdusu_huangxuecao_info:'抽两张牌',
duxin:'毒心',
duxin_info:'回合开始和结束阶段,你可以获得一张随机毒素牌',
hstuteng:'图腾',
kuangluan:'狂乱',
kuangluan2:'狂乱',
kuangluan_info:'锁定技,每当一名其他角色对你造成伤害,该角色进入混乱状态直到当前回合结束;回合开始阶段,若上轮有至少两名不同角色因你而进入混乱状态,你回复全部体力并进入混乱状态进到本回合结束',
zengli:'赠礼',
zengli_info:'出牌阶段限一次,你指定一名其他角色与你各装备一把武器',
xiubu:'修补',
xiubu_info:'每当你装备一把未强化的武器,你可以获得数量等同于武器攻击范围的随机零件',
mobao:'魔爆',
mobao_info:'出牌阶段限一次,你可以弃置至多三张黑色牌,然后对所有于上轮对你造成过伤害的角色造成等同于你弃牌数的雷电伤害',
xianji:'献祭',
xianji2:'献祭',
xianji3:'献祭',
xianji_info:'其他角色可以在其回合结束阶段弃置1〜2张手牌并令你摸等量的牌若如此做直到其下一回合结束每当你使用卡牌指定其为目标时其摸一张牌',
xueren:'血刃',
xueren_info:'每当你使用杀造成伤害,你可以令受伤害角色与你各流失一点体力,然后你摸两张牌',
maoxian:'冒险',
maoxian2:'冒险',
maoxian_info:'出牌阶段限两次,你可以从三个来自其他存活角色的技能中选择一个作为你的技能',
tanmi:'探秘',
tanmi_info:'在一名其他角色的回合结束阶段,若你没有手牌,你可以摸两张牌并进行一个出牌阶段',
yiwen:'轶闻',
yiwen_info:'锁定技,每当其他角色于回合内首次使用卡牌指定你为惟一目标,你获得一张此牌的复制',
tanbao_old:'探宝',
tanbao_old_info:'出牌阶段限一次,你可以弃置三张牌,然后展示牌堆顶的三张牌,然后获得其中任意张类别不同的牌;若三张牌类别均不相同,你回复全部体力值',
qianghuax:'强化',
qianghuax_info:'出牌阶段限一次,你可以弃置任意张不同类别的牌,然后展示并获得与弃置的牌类别相同且价值更高的牌',
zhuizong:'追踪',
zhuizong_info:'出牌阶段限一次,你可以弃置任意张牌,观看牌堆顶的等同于弃牌数四倍的牌,然后获得其中的一张牌',
xunbao:'寻宝',
xunbao2:'寻宝',
xunbao_info:'回合开始阶段,若你的武将牌上没有藏宝图,你可以将一张藏宝图置于你的武将牌上;若你的武将牌上有藏宝图,你可以弃置一张与藏宝图点数相同的牌并获得此藏宝图',
xieneng:'邪能',
xieneng_info:'回合结束阶段,你可以选择一张神器牌并获得之',
fbeifa:'北伐',
fbeifa_info:'每当你失去最后一张手牌你可以视为使用一张无视距离的杀若此杀造成伤害你摸一张牌每回合最多发动3次',
yufa:'驭法',
yufa_info:'在任意一名其他角色的回合结束阶段,若你于此回合内受过其伤害,你可以将一张传送门交给除此角色外的任意一名角色',
bingyan:'冰焰',
bingyan_info:'出牌阶段限一次,你可以将一张红色牌当作炽羽袭,或将一张黑色牌当作惊雷闪使用',
hsshenqi:'神器',
hsshenqi_morijingxiang:'末日镜像',
hsshenqi_morijingxiang_info:'限武将牌正面朝上时使用从所有其他角色的区域内各获得1~2张牌使用后将武将牌翻至背面',
hsshenqi_kongbusangzhong:'恐怖丧钟',
hsshenqi_kongbusangzhong_info:'限武将牌正面朝上时使用对所有其他角色各造成1~2点伤害使用后将武将牌翻至背面',
hsshenqi_nengliangzhiguang:'能量之光',
hsshenqi_nengliangzhiguang_info:'限武将牌正面朝上时使用,令一名角色增加一点体力上限,回复一点体力,并摸四张牌;使用后将武将牌翻至背面',
hsbaowu:'宝物',
hsbaowu_huangjinyuanhou:'黄金猿猴',
hsbaowu_huangjinyuanhou_info:'回复一点体力并弃置所有手牌,然后获得等量的无中生有;直到下个回合开始,不能成为其他角色的卡牌目标',
hsbaowu_cangbaotu:'藏宝图',
hsbaowu_cangbaotu_info:'回合结束阶段,将一张黄金猿猴置入你的手牌;摸一张牌',
shifa:'嗜法',
shifa_info:'锁定技,出牌阶段开始时,你令场上所有角色各获得一张随机锦囊牌',
yuanzheng:'远征',
yuanzheng_info:'每当你对攻击范围外的一名角色使用一张牌,你可以选择一项:摸一张牌,或视为对目标使用一张杀',
byuhuo:'浴火',
byuhuo2:'浴火',
byuhuo_info:'觉醒技当你进入濒死状态时你须将体力和体力上限变为2并将武将牌翻至背面在你的下一回合开始时你对所有其他角色造成两点火焰伤害在此之前你不能成为其他角色的卡牌的目标',
yulu:'雨露',
yulu_info:'出牌阶段限一次你可以指定至多3名角色各摸两张牌然后各弃置两张牌',
fengyin:'封印',
fengyin2:'封印',
fengyin_info:'回合结束阶段,若你于本回合内未使用过锦囊牌,你可以指定一名其他角色令其下个回合无法使用锦囊牌',
hannu:'寒怒',
hannu_info:'锁定技每当你受到一次伤害你将手牌数翻倍若你的手牌数因此超过10张你随机弃置若干张手牌直到手牌数等于你当前的体力值',
chuidiao:'垂钓',
chuidiao_info:'锁定技回合结束阶段你随机摸0~2张牌',
fushi:'缚誓',
fushi_info:'出牌阶段,你可以令一名已受伤角色失去一点体力上限并回复一点体力',
hhudun:'护盾',
hhudun_info:'锁定技回合开始阶段若你的护甲值小于3你获得一点护甲',
fenlie:'分裂',
fenlie_info:'锁定技,每当你于摸牌阶段外获得卡牌,你获得一张此牌的复制,每回合最多发动三次',
nianfu:'粘附',
nianfu_info:'出牌阶段限一次你可以指定一名其他角色随机弃置其1~2张装备牌',
shixu:'时序',
shixu_info:'锁定技所有角色于出牌阶段每消耗3秒便须于回合结束阶段弃置一张牌',
qianghua:'绝手',
qianghua_info:'在你的回合内,你可以令一张你使用的基本牌或非延时锦囊牌额外结算一次,每回合限一次',
jixuan:'疾旋',
jixuan_info:'锁定技,回合结束后,你进行一个额外的回合',
biri:'蔽日',
biri_info:'每当距离你1以内的一名其他角色成为杀的惟一目标时若杀的使用者不是你你可以弃置一张闪取消之',
stuxi:'吐息',
stuxi_info:'锁定技,回合结束阶段,你令所有未翻面角色各弃置一张牌',
bingdong:'冰冻',
bingdong_info:'出牌阶段限一次,若你的武将牌正面朝上,你可以选择一名未翻面的角色与其同时将武将牌翻至背面',
ronghuo:'熔火',
ronghuo_info:'锁定技,你的普通杀均视为火杀',
luoshi:'落石',
luoshi_info:'锁定技,每当你受到一次伤害,你与伤害来源各随机弃置一张牌',
mianyi:'免疫',
mianyi_info:'锁定技,你不能成为其他角色的非延时锦囊的目标',
jiaohui:'教诲',
jiaohui_info:'回合结束阶段,若你没有于本回合内造成伤害,你可以令一名角色摸两张牌或回复一点体力',
chenshui:'沉睡',
chenshui_info:'回合结束阶段,你可以将一张随机梦境牌加入你的手牌',
hsmengjing:'梦境',
hsmengjing_card_config:'梦境',
hsmengjing_feicuiyoulong:'翡翠幼龙',
hsmengjing_feicuiyoulong_info:'出牌阶段对任意一名角色使用对目标造成2点伤害然后流失一点体力',
hsmengjing_huanxiaojiemei:'欢笑姐妹',
hsmengjing_huanxiaojiemei_info:'出牌阶段对一名已受伤角色使用,令目标恢复两点体力',
hsmengjing_suxing:'苏醒',
hsmengjing_suxing_info:'令所有其他角色流失一点体力并随机弃置两张牌',
hsmengjing_mengye:'梦魇',
hsmengjing_mengye_info:'令一名角色摸1张牌并在其下一个回合结束阶段弃置其所有牌',
hsmengjing_mengjing:'梦境',
hsmengjing_mengjing_info:'令一名角色将装备区内的所有牌收入手牌,并将一张乐不思蜀置于其判定区',
xjumo:'聚魔',
xjumo_info:'锁定技,你的手牌上限+3若你已受伤改为+5',
liehun:'裂魂',
liehun_info:'锁定技,回合结束阶段,你获得手牌中所有非基本牌的复制',
malymowang:'魔网',
malymowang2:'魔网',
malymowang_info:'锁定技,你的锦囊牌造成的伤害+1出牌阶段开始时你观看随机3张锦囊牌并将其中一张加入你的手牌',
lingzhou:'灵咒',
lingzhou_info:'每当你使用一张锦囊牌,可令一名角色摸一张牌或回复一点体力',
mieshi:'灭世',
mieshi_info:'锁定技,回合结束阶段,你流失一点体力,并对一名随机的其他角色造成一点火焰伤害',
xshixin:'蚀心',
xshixin_info:'锁定技,每当你对一名其他角色造成一次伤害,受伤害角色与你各流失一点体力',
xmojian:'魔箭',
xmojian_info:'每当你的武将牌翻至正面时,你可以指定一名角色视为对其使用了一张杀',
enze:'恩泽',
enze_info:'出牌阶段限一次,你可以指定一名角色令其手牌数与你相等(至多摸三张牌)',
chongsheng:'重生',
chongsheng_bg:'生',
chongsheng_info:'濒死阶段你可弃置所有牌将体力回复至2-X并摸X张牌X为你本局发动此技能的次数。每局最多发动2次',
s_tuteng:'神谕',
s_tuteng_info:'在你首个回合开始时,你获得三个随机图腾;在此后的每个回合开始阶段,你随机替换其中的一个图腾',
guozai:'过载',
guozai2:'过载',
guozai2_bg:'载',
guozai_info:'出牌阶段限两次,你可将手牌补至四张,并于此阶段结束时弃置等量的牌',
guozaix:'重载',
guozaix2:'重载',
guozaix2_bg:'载',
guozaix_info:'出牌阶段限两次,你可将手牌补至四张,并于此阶段结束时弃置等量的牌',
hanshuang:'寒霜',
hanshuang_info:'锁定技,你使用黑色牌造成伤害后,受伤害角色须将武将牌翻至背面,然后你流失一点体力',
bingshi:'冰噬',
bingshi_info:'锁定技,你死亡时,对所有其他角色造成一点伤害',
huanwu:'唤雾',
huanwu_info:'出牌阶段限一次,你可以令一名角色增加一点体力上限,回复一点体力,并摸两张牌(每名角色限发动一次)',
fengnu:'风怒',
fengnu_info:'锁定技,你使用的任何卡牌无数量及距离限制;当你于回合内重复使用同名卡牌时,你摸一张牌',
shengdun:'圣盾',
shengdun2:'圣盾',
shengdun_info:'锁定技,回合开始阶段,若你没有护甲,你获得一点护甲',
jingmeng:'镜梦',
jingmeng_info:'每当你于回合内使用第一张牌时,你可以从牌堆中随机获得一张与之类型相同的牌',
kuixin:'窥心',
kuixin_info:'回合结束阶段你可以将你的手牌与一名其他角色交换手牌数之差不能多于1',
lianzhan:'连斩',
lianzhan_info:'出牌阶段结束时你可以摸X张牌X为你本回合使用的卡牌数',
yanshu:'炎术',
yanshu_info:'出牌阶段限一次,你可以弃置一张非基本牌,并获得一张流星火雨',
bingshuang:'冰霜',
bingshuang_info:'你使用锦囊牌造成伤害后,可令目标摸两张牌并翻面',
shengyan:'圣言',
shengyan_info:'任意一名角色回复体力后,你可以令其额外回复一点体力,每回合限发动一次',
qingliu:'清流',
qingliu_info:'锁定技,你防止即将受到的火焰伤害',
liechao:'猎潮',
liechao_info:'出牌阶阶段限一次,若你的武将牌正面朝上且手牌数不大于当前体力值,你可以翻面并摸四张牌,若如此做,你跳过本回合的弃牌阶段',
fengxing:'风行',
fengxing_info:'每当你使用一张杀,你可以摸一张牌',
xinci:'心刺',
xinci_info:'出牌阶段限一次,你可以弃置一张黑色牌令一名角色流失一点体力',
zhongjia:'重甲',
zhongjia_info:'锁定技每当你受到一次伤害你获得一点护甲值当你的体力值大于1时你的护甲不为你抵挡伤害',
dunji:'盾击',
dunji_info:'出牌阶段,你可以失去你的所有护甲,并对等量的其他角色各造成一点伤害',
qiaodong:'巧动',
qiaodong_info:'你可以将一张装备牌当作闪使用或打出',
fengxian:'奉献',
fengxian_info:'出牌阶段限一次,你可以令场上所有角色各弃置一张手牌',
zhanhou:'战吼',
zhanhou_info:'出牌阶段限一次,你可以弃置一张防具牌并获得一点护甲值',
anying:'暗影',
anying_info:'限定技,出牌阶段,你可以弃置两张黑色牌,失去技能圣光,并获得技能心刺',
shijie:'视界',
shijie_info:'回合结束阶段,你可以获得一名其他角色的一张手牌,然后该角色摸一张牌',
shengguang:'圣光',
shengguang_info:'出牌阶段限一次,你可以弃置一张红色牌令一名角色回复一点体力',
bingjia:'冰甲',
bingjia2:'冰甲',
bingjia_info:'出牌阶段,若你武将牌上没有牌,你可以将一张手牌背面朝上置于你的武将牌上,当你成为其他角色的与此牌花色相同的牌的目标时,你将此牌置于弃牌堆,并获得一点护甲值',
bianxing:'变形',
bianxing_info:'当一其他角色于回合内使用卡牌指定了惟一的其他目标后,你可以用一张合理的基本牌替代此牌,每名角色的回合限一次',
xianzhi:'先知',
xianzhi_info:'任意一名角色进行判定前,你可以观看牌堆顶的两张牌,并可以将其调换顺序',
mdzhoufu:'缚魂',
mdzhoufu2:'缚魂',
mdzhoufu_info:'出牌阶段,你可以将一张黑色手牌置于一名其他角色的武将牌上,在其判定时以此牌作为判定结果,然后你获得亮出的判定牌',
moying:'诅咒',
moying_info:'锁定技,回合开始阶段,若场上没有闪电且你手牌中有黑桃牌,你将牌堆中的一张闪电置于你的判定区,否则你摸一张牌',
moying_old_info:'每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其流失一点体力',
jingxiang:'镜像',
jingxiang_info:'每当你需要打出卡牌时,你可以观看一名随机角色的手牌并将其视为你的手牌打出',
tuteng:'图腾',
tuteng_info:'出牌阶段,你可以获得一个随机图腾;每当你受到一次伤害,你随机失去一个图腾',
zuling:'祖灵',
zuling_info:'觉醒技回合开始阶段若你拥有至少2个图腾你失去一点体力上限并将图腾描述中的“获得一个随机图腾”改为“获得任意一个图腾”',
tuteng1:'治疗图腾',
tuteng1_info:'回合结束阶段,你回复一点体力',
tuteng2:'灼热图腾',
tuteng2_info:'每当你造成一点伤害,你摸一张牌',
tuteng3:'石爪图腾',
tuteng3_info:'你受到的伤害-1',
tuteng4:'空气之怒图腾',
tuteng4_info:'你的锦囊牌造成的伤害+1',
tuteng5:'法力之潮图腾',
tuteng5_info:'回合结束阶段,你摸一张牌',
tuteng6:'火舌图腾',
tuteng6_info:'你的杀造成的伤害+1',
tuteng7:'活力图腾',
tuteng7_info:'回合结束阶段,你令一名其他角色回复一点体力',
tuteng8:'图腾魔像',
tuteng8_info:'当计算你与其它角色的距离时,始终-1',
tzhenji:'震击',
tzhenji_info:'每当你因弃置而失去黑色牌可对一名角色造成1点雷电伤害并随机弃置其一张牌每回合限发动一次',
fenliu:'分流',
fenliu_info:'出牌阶段限一次你可以失去一点体力并获得3张牌',
hongxi:'虹吸',
hongxi_info:'锁定技,每当有一名角色死亡,你将体力回复至体力上限',
jihuo:'激活',
jihuo_info:'在你的回合结束后,你可以弃置一张手牌并进行一个额外的回合',
jianren:'剑刃',
jianren_info:'出牌阶段限一次,你可以弃置装备区内的武器牌,对所有其他角色造成一点伤害',
mengun:'闷棍',
mengun2:'闷棍',
mengun_info:'每当一名其他角色于回合内使用基本牌,你可以弃置一张与之花色相同的牌令其收回此牌,且在本回合内不能再次使用,每回合限一次',
wlianji:'连击',
wlianji_info:'回合结束阶段,若你本回合使用的卡牌数大于你当前的体力值,你可以摸两张牌',
},
}