1464 lines
40 KiB
JavaScript
1464 lines
40 KiB
JavaScript
'use strict';
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mode.stone={
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element:{
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player:{
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init:function(player){
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if(!player.isMin()){
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if(!player.node.actcount){
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player.node.actcount=ui.create.div('.actcount.hp',player);
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}
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if(typeof player.actcount!=='number'){
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player.actcount=2;
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}
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player.actused=0;
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if(!player.actcharacterlist){
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player.actcharacterlist=[];
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}
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player.updateActCount();
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}
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},
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updateActCount:function(used){
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for(var i=0;i<10;i++){
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if(this.actcount>this.node.actcount.childElementCount){
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ui.create.div(this.node.actcount);
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}
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else if(this.actcount<this.node.actcount.childElementCount){
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this.node.actcount.lastChild.remove();
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}
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else{
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break;
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}
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}
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if(used!==false){
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var count=this.actcount-this.getActCount();
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for(var i=0;i<this.actcount;i++){
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if(i<count){
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this.node.actcount.childNodes[i].classList.remove('lost');
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}
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else{
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this.node.actcount.childNodes[i].classList.add('lost');
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}
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}
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}
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},
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canAddFellow:function(){
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if(!this.actcharacterlist) return false;
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if(this.actcharacterlist.length<4) return true;
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for(var i=0;i<this.actcharacterlist.length;i++){
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if(this.actcharacterlist[i]===null) return true;
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}
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return false;
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},
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getActCount:function(){
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return get.cardCount(true,this)+(this.actused||0)
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},
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getLeader:function(){
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return this.side==game.me.side?game.me:game.enemy;
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},
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getEnemy:function(){
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return this.side!=game.me.side?game.me:game.enemy;
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},
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hasFellow:function(){
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if(!this.actcharacterlist) return false;
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for(var i=0;i<this.actcharacterlist.length;i++){
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if(this.actcharacterlist[i]) return true;
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}
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return false;
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},
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countFellow:function(){
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if(!this.actcharacterlist) return 0;
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var num=0;
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for(var i=0;i<this.actcharacterlist.length;i++){
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if(this.actcharacterlist[i]) num++;
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}
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return num;
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},
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addFellow:function(fellow){
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if(!this.actcharacterlist) return this;
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var i;
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for(i=0;i<this.actcharacterlist.length;i++){
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if(this.actcharacterlist[i]===null){
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break;
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}
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}
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this.actcharacterlist[i]=fellow;
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fellow.dataset.position=i+4+(this==game.me?0:4);
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return this;
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},
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removeFellow:function(fellow){
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if(!this.actcharacterlist) return this;
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var index=this.actcharacterlist.indexOf(fellow);
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if(index>=0){
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this.actcharacterlist[index]=null;
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}
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return this;
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},
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dieAfter:function(source){
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var dead=this;
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if(game.me.isDead()){
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if(!_status.mylist.length){
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_status.friendCount.innerHTML='我方兵力:'+get.cnNumber(0);
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game.over(false);
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}
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else{
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game.pause();
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_status.deadfriend.push(this);
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game.additionaldead.push(this);
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setTimeout(function(){
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var player=ui.create.player();
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player.classList.add('noidentity');
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player.dataset.position=dead.dataset.position;
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player.side=dead.side;
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player.actcharacterlist=dead.actcharacterlist;
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player.animate('replaceme');
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player.actcount=game.enemy.actcount;
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player.actcount=dead.actcount;
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if(_status.double_character){
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player.init(_status.mylist.shift(),_status.mylist.shift());
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}
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else{
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player.init(_status.mylist.shift());
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}
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game.players.push(player);
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ui.arena.appendChild(player);
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game.swapControl(player);
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game.arrangePlayers();
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player.draw(2+game.enemy.countFellow(),false);
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game.resume();
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game.updateStatusCount();
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},lib.config.duration);
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}
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}
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else if(game.enemy.isDead()){
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if(!_status.enemylist.length){
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_status.enemyCount.innerHTML='敌方兵力:'+get.cnNumber(0);
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game.over(true);
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}
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else{
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game.pause();
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_status.deadenemy.push(this);
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game.additionaldead.push(this);
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setTimeout(function(){
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var player=ui.create.player();
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player.classList.add('noidentity');
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player.dataset.position=dead.dataset.position;
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player.side=dead.side;
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player.actcharacterlist=dead.actcharacterlist;
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player.animate('replaceenemy');
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player.actcount=dead.actcount;
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if(_status.double_character){
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player.init(_status.enemylist.shift(),_status.enemylist.shift());
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}
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else{
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player.init(_status.enemylist.shift());
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}
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game.players.push(player);
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game.enemy=player;
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ui.arena.appendChild(player);
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game.arrangePlayers();
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player.draw(2+game.me.countFellow(),false);
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game.resume();
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game.updateStatusCount();
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},lib.config.duration);
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}
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}
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if(source&&source.side!=this.side&&!source.isMin()){
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source.draw(2);
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if(source.getActCount()>0){
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source.actused--;
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}
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source.updateActCount();
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}
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game.dead.remove(this);
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game.arrangePlayers();
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this.getLeader().removeFellow(this);
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setTimeout(function(){
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dead.delete();
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},500);
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}
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}
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},
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game:{
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reserveDead:true,
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updateStatusCount:function(){
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_status.friendCount.innerHTML='我方兵力:'+get.cnNumber(1+_status.mylist.length/(_status.double_character?2:1),true);
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_status.enemyCount.innerHTML='敌方兵力:'+get.cnNumber(1+_status.enemylist.length/(_status.double_character?2:1),true);
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},
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stoneLoop:function(player){
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var next=game.createEvent('phaseLoop');
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next.player=player;
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next.content=function(){
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"step 0"
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player.phase();
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event.num=0;
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"step 1"
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if(event.num<player.actcharacterlist.length){
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var current=player.actcharacterlist[event.num];
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if(current){
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current.phase();
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}
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event.num++;
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event.redo();
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}
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"step 2"
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if(event.player==game.me){
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event.player=game.enemy;
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}
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else{
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event.player=game.me;
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}
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event.goto(0);
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}
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},
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initStone:function(){
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var list=[],list2=[];
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var i,j,name;
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for(i in lib.character){
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if(lib.character[i][4]&&lib.character[i][4].contains('minskin')&&lib.character[i][4].contains('stone')){
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lib.character[i][3].add('stonesha');
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lib.character[i][3].add('stoneshan');
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lib.character[i][3].add('stonedraw');
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name=i+'_stonecharacter';
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if(lib.character[i][5][0]<3){
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list.push(name);
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}
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else{
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list2.push(name);
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}
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lib.card[name]={
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image:'character/default/'+i,
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stoneact:lib.character[i][5][0]
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};
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for(j in lib.card.stonecharacter){
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lib.card[name][j]=lib.card.stonecharacter[j];
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}
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lib.translate[name]=get.translation(i);
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lib.translate[name+'_info']=get.skillintro(i);
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}
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}
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var addedcardcount=Math.ceil(lib.card.list.length/80);
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var addedcardcount2=Math.ceil(lib.card.list.length/160);
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var suit=['heart','diamond','club','spade'];
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while(addedcardcount--){
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for(i=0;i<list.length;i++){
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),list[i]]);
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}
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'shengerpingdeng']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'konghunshi']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'emofengdi']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'mindieyi']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'miefafu']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'sanghunzhao']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'sanghunzhao']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'jintiao']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'zhaohunfan']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'fengraozhijiao']);
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}
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while(addedcardcount2--){
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for(i=0;i<list2.length;i++){
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),list2[i]]);
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}
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'liumangxingzhen']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'dianhaishenzhu']);
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lib.card.list.push([suit.randomGet(),Math.ceil(Math.random()*13),'yesushengxue']);
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}
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lib.card.list.randomSort();
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lib.skill._chongzhu.usable=3;
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for(i in lib.skill){
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if(lib.skill[i].changeSeat){
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lib.skill[i]={};
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if(lib.translate[i+'_info']){
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lib.translate[i+'_info']='此模式下不可用';
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}
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}
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}
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for(i in lib.card){
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if(lib.card[i].type=='equip'){
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lib.card[i].chongzhu=true;
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}
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if(typeof lib.card[i].stoneact==='number'&&!lib.card[i].addinfo){
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lib.card[i].addinfo='消耗 '+lib.card[i].stoneact;
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}
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}
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_status.deadfriend=[];
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_status.deadenemy=[];
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game.additionaldead=[];
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},
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start:function(){
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var next=game.createEvent('game',false);
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next.content=function(){
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"step 0"
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lib.init.css('layout/mode/','stone');
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game.initStone();
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game.prepareArena(2);
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ui.arena.classList.add('stone');
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game.delay();
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"step 1"
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for(var i=0;i<game.players.length;i++){
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game.players[i].classList.add('noidentity');
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}
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game.enemy=game.me.next;
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game.chooseCharacter();
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"step 2"
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_status.friendCount=ui.create.system('',null,true);
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_status.enemyCount=ui.create.system('',null,true);
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game.updateStatusCount();
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lib.setPopped(_status.friendCount,function(){
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var uiintro=ui.create.dialog('hidden');
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if(_status.deadfriend.length){
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uiintro.add('已阵亡');
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uiintro.add([_status.deadfriend,'player']);
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}
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uiintro.add('未上场');
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if(_status.mylist.length){
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uiintro.add([_status.mylist,'character']);
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}
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else{
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uiintro.add('(无)')
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}
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return uiintro;
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});
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lib.setPopped(_status.enemyCount,function(){
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if(_status.deadenemy.length){
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var uiintro=ui.create.dialog('hidden');
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uiintro.add('已阵亡');
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uiintro.add([_status.deadenemy,'player']);
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return uiintro;
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}
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});
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game.me.side=Math.random()<0.5;
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game.enemy.side=!game.me.side;
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game.gameDraw(game.me,2);
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if(game.me.side){
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game.stoneLoop(game.me);
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}
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else{
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game.stoneLoop(game.enemy);
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}
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}
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},
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chooseCharacter:function(){
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var next=game.createEvent('chooseCharacter',false);
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next.showConfig=true;
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next.ai=function(player,list){
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if(get.config('double_character')){
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player.init(list[0],list[1]);
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}
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else{
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player.init(list[0]);
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}
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}
|
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next.content=function(){
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"step 0"
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var i;
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var list=[];
|
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event.list=list;
|
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for(i in lib.character){
|
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if(lib.character[i][4]&&lib.character[i][4].contains('minskin')) continue;
|
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if(lib.config.forbidai.contains(i)) continue;
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if(lib.config.forbidall.contains(i)) continue;
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if(lib.config.forbidstone.contains(i)) continue;
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if(!get.config('double_character')&&get.config('ban_weak')&&lib.config.forbidsingle.contains(i)) continue;
|
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if(get.config('double_character')&&lib.config.forbiddouble.contains(i)) continue;
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list.push(i);
|
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}
|
||
list.randomSort();
|
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var dialog=ui.create.dialog('按顺序选择出场角色'+(get.config('double_character')?'(双将)':''));
|
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dialog.add('0/'+(get.config('double_character')?2:1)*get.config('battle_number'));
|
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dialog.add([list.slice(0,get.config('battle_number')*2+5),'character']);
|
||
|
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var next=game.me.chooseButton(dialog,true);
|
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next.selectButton=function(){
|
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return (get.config('double_character')?2:1)*get.config('battle_number');
|
||
};
|
||
next.custom.add.button=function(){
|
||
if(ui.cheat2&&ui.cheat2.backup) return;
|
||
_status.event.dialog.content.childNodes[0].innerHTML=
|
||
'按顺序选择出场角色'+(get.config('double_character')?'(双将)':'');
|
||
_status.event.dialog.content.childNodes[1].innerHTML=
|
||
ui.selected.buttons.length+'/'+_status.event.selectButton();
|
||
};
|
||
event.changeDialog=function(){
|
||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||
return;
|
||
}
|
||
list.randomSort();
|
||
_status.event.dialog.close();
|
||
_status.event.dialog=ui.create.dialog('按顺序选择出场角色'+(get.config('double_character')?'(双将)':''));
|
||
_status.event.dialog.add('0/'+(get.config('double_character')?2:1)*get.config('battle_number'));
|
||
_status.event.dialog.add([list.slice(0,get.config('battle_number')*2+5),'character']);
|
||
game.uncheck();
|
||
game.check();
|
||
};
|
||
ui.create.cheat=function(){
|
||
ui.cheat=ui.create.control('更换',event.changeDialog);
|
||
};
|
||
event.dialogxx=ui.create.characterDialog();
|
||
ui.create.cheat2=function(){
|
||
ui.cheat2=ui.create.control('自由选将',function(){
|
||
if(this.dialog==_status.event.dialog){
|
||
this.dialog.close();
|
||
_status.event.dialog=this.backup;
|
||
this.backup.open();
|
||
delete this.backup;
|
||
game.uncheck();
|
||
game.check();
|
||
if(ui.cheat2x){
|
||
ui.cheat2x.close();
|
||
delete ui.cheat2x;
|
||
}
|
||
}
|
||
else{
|
||
ui.cheat2x=ui.create.groupControl(_status.event.parent.dialogxx);
|
||
this.backup=_status.event.dialog;
|
||
_status.event.dialog.close();
|
||
_status.event.dialog=_status.event.parent.dialogxx;
|
||
this.dialog=_status.event.dialog;
|
||
this.dialog.open();
|
||
game.uncheck();
|
||
game.check();
|
||
}
|
||
});
|
||
}
|
||
if(!ui.cheat&&get.config('change_choice'))
|
||
ui.create.cheat();
|
||
if(!ui.cheat2&&get.config('free_choose'))
|
||
ui.create.cheat2();
|
||
"step 1"
|
||
if(ui.cheat){
|
||
ui.cheat.close();
|
||
delete ui.cheat;
|
||
}
|
||
if(ui.cheat2){
|
||
ui.cheat2.close();
|
||
delete ui.cheat2;
|
||
}
|
||
if(ui.cheat2x){
|
||
ui.cheat2x.close();
|
||
delete ui.cheat2x;
|
||
}
|
||
_status.mylist=result.links.slice(0);
|
||
for(var i=0;i<result.links.length;i++){
|
||
event.list.remove(result.links[i]);
|
||
}
|
||
event.list.randomSort();
|
||
_status.enemylist=event.list.slice(0,result.links.length);
|
||
_status.double_character=get.config('double_character');
|
||
if(_status.double_character){
|
||
game.me.init(_status.mylist.shift(),_status.mylist.shift());
|
||
game.enemy.init(_status.enemylist.shift(),_status.enemylist.shift());
|
||
}
|
||
else{
|
||
game.me.init(_status.mylist.shift());
|
||
game.enemy.init(_status.enemylist.shift());
|
||
}
|
||
}
|
||
},
|
||
},
|
||
card:{
|
||
stonecharacter:{
|
||
type:'stonecharacter',
|
||
color:'white',
|
||
opacity:1,
|
||
enable:function(event,player){
|
||
return player.canAddFellow();
|
||
},
|
||
chongzhu:true,
|
||
textShadow:'black 0 0 2px',
|
||
filterTarget:function(card,player,target){
|
||
return player==target;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
"step 0"
|
||
var name=card.name.slice(0,card.name.indexOf('_stonecharacter'));
|
||
var added=false;
|
||
var i;
|
||
for(i=0;i<player.actcharacterlist.length;i++){
|
||
if(player.actcharacterlist[i]===null){
|
||
added=true;
|
||
break;
|
||
}
|
||
}
|
||
var pos=i+4;
|
||
if(player!=game.me){
|
||
pos+=4;
|
||
}
|
||
var fellow=game.addFellow(pos,name);
|
||
fellow.side=player.side;
|
||
fellow.classList.add('turnedover');
|
||
player.actcharacterlist[i]=fellow;
|
||
fellow.$gain2(card);
|
||
event.source=fellow;
|
||
var num=lib.character[name][5][1];
|
||
if(num){
|
||
fellow.draw(num,false);
|
||
}
|
||
player.updateActCount();
|
||
"step 1"
|
||
event.trigger('fellow');
|
||
},
|
||
ai:{
|
||
order:8.5,
|
||
useful:[5.5,1],
|
||
result:{
|
||
target:1
|
||
}
|
||
}
|
||
},
|
||
zhaohunfan:{
|
||
type:'stone',
|
||
fullskin:true,
|
||
enable:true,
|
||
stoneact:2,
|
||
filterTarget:function(card,player,target){
|
||
if(!target.isMin()) return false;
|
||
if(ui.selected.targets.length){
|
||
return target.side!=ui.selected.targets[0].side;
|
||
}
|
||
return true;
|
||
},
|
||
selectTarget:2,
|
||
multitarget:true,
|
||
multiline:true,
|
||
content:function(){
|
||
targets.sort(lib.sort.seat);
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].die();
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(ui.selected.targets.length&&target.hp<ui.selected.targets[0].hp){
|
||
return 1;
|
||
}
|
||
return -1;
|
||
}
|
||
},
|
||
order:6
|
||
}
|
||
},
|
||
jintiao:{
|
||
type:'stone',
|
||
enable:true,
|
||
stoneact:2,
|
||
fullskin:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin()&&(target.maxHp>1||target.num('he')>0);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.discard(target.get('he'));
|
||
"step 1"
|
||
if(target.maxHp>1){
|
||
target.loseMaxHp(target.maxHp-1);
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return 1-target.hp-target.num('h')/2;
|
||
}
|
||
},
|
||
order:5
|
||
}
|
||
},
|
||
liumangxingzhen:{
|
||
fullskin:true,
|
||
type:'stone',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin();
|
||
},
|
||
selectTarget:-1,
|
||
multiline:true,
|
||
multitarget:true,
|
||
content:function(){
|
||
targets.sort(lib.sort.seat);
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].die()._triggered=null;
|
||
}
|
||
ui.clear();
|
||
},
|
||
stoneact:6,
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:-1
|
||
}
|
||
}
|
||
},
|
||
shengerpingdeng:{
|
||
fullskin:true,
|
||
type:'stone',
|
||
enable:true,
|
||
stoneact:2,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin()&&target.maxHp>1;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.loseMaxHp(target.maxHp-1);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hp>1) return -1;
|
||
if(target.maxHp>1) return -0.1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
emofengdi:{
|
||
fullskin:true,
|
||
type:'stone',
|
||
enable:function(event,player){
|
||
if(player.isMin()) return false;
|
||
return player.canAddFellow();
|
||
},
|
||
stoneact:5,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin()&&target.side!=player.side;
|
||
},
|
||
content:function(){
|
||
target.getLeader().removeFellow(target);
|
||
target.side=player.side;
|
||
player.addFellow(target);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.hp;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
konghunshi:{
|
||
type:'stone',
|
||
fullskin:true,
|
||
enable:function(event,player){
|
||
if(player.isMin()) return false;
|
||
return player.canAddFellow();
|
||
},
|
||
stoneact:4,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin()&&target.side!=player.side;
|
||
},
|
||
content:function(){
|
||
target.getLeader().removeFellow(target);
|
||
target.side=player.side;
|
||
player.addFellow(target);
|
||
target.addSkill('konghunshi_die');
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.hp;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mindieyi:{
|
||
fullskin:true,
|
||
type:'stone',
|
||
enable:true,
|
||
stoneact:3,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin();
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.turnOver();
|
||
},
|
||
ai:{
|
||
order:7,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.isTurnedOver()) return 1;
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
miefafu:{
|
||
type:'stone',
|
||
enable:true,
|
||
stoneact:2,
|
||
fullskin:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin();
|
||
},
|
||
content:function(){
|
||
target.turnOver();
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.isTurnedOver()) return 1;
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dianhaishenzhu:{
|
||
fullskin:true,
|
||
type:'stone',
|
||
enable:true,
|
||
stoneact:3,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin()&&target.side==player.side&&!target.skills.contains('chaofeng');
|
||
},
|
||
content:function(){
|
||
target.addSkill('chaofeng');
|
||
target.markSkill('chaofeng');
|
||
game.log(get.translation(target)+'获得了嘲讽');
|
||
target.popup('嘲讽');
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hp>=3) return target.hp;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yesushengxue:{
|
||
fullskin:true,
|
||
type:'stone',
|
||
enable:true,
|
||
stoneact:4,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin()&&target.hp<5;
|
||
},
|
||
content:function(){
|
||
if(target.maxHp<5){
|
||
target.gainMaxHp(Math.min(2,5-target.maxHp));
|
||
}
|
||
target.recover(2);
|
||
},
|
||
ai:{
|
||
order:7,
|
||
result:{
|
||
target:function(player,target){
|
||
return 5-target.hp;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sanghunzhao:{
|
||
type:'stone',
|
||
fullskin:true,
|
||
enable:true,
|
||
stoneact:3,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin();
|
||
},
|
||
selectTarget:-1,
|
||
multitarget:true,
|
||
multiline:true,
|
||
content:function(){
|
||
targets.sort(lib.sort.seat);
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].loseHp();
|
||
}
|
||
ui.clear();
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:-1
|
||
}
|
||
}
|
||
},
|
||
fengraozhijiao:{
|
||
type:'stone',
|
||
fullskin:true,
|
||
enable:true,
|
||
stoneact:1,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMin()&&target.hp<target.maxHp;
|
||
},
|
||
content:function(){
|
||
target.recover();
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
target:1
|
||
}
|
||
}
|
||
},
|
||
},
|
||
character:{
|
||
stone_weibing:['male','wei',2,['stone_weibing'],['minskin','stone'],[1,0]],
|
||
stone_weiguan:['male','wei',1,['stone_weiguan'],['minskin','stone'],[1,2]],
|
||
stone_weijiang:['male','wei',3,['stone_weijiang'],['minskin','stone'],[3,0]],
|
||
|
||
stone_shubing:['male','shu',2,['stone_shubing'],['minskin','stone'],[1,0]],
|
||
stone_shuguan:['male','shu',1,['stone_shuguan'],['minskin','stone'],[1,2]],
|
||
stone_shujiang:['male','shu',3,['stone_shujiang'],['minskin','stone'],[3,0]],
|
||
|
||
stone_wubing:['male','wu',2,['stone_wubing'],['minskin','stone'],[1,0]],
|
||
stone_wuguan:['male','wu',1,['stone_wuguan'],['minskin','stone'],[1,2]],
|
||
stone_wujiang:['male','wu',3,['stone_wujiang'],['minskin','stone'],[3,0]],
|
||
|
||
stone_qunbing:['male','qun',2,['stone_qunbing'],['minskin','stone'],[1,0]],
|
||
stone_qunguan:['male','qun',1,['stone_qunguan'],['minskin','stone'],[1,2]],
|
||
stone_qunjiang:['male','qun',3,['stone_qunjiang'],['minskin','stone'],[3,0]],
|
||
|
||
stone_daoshi:['male','qun',1,['stone_daoshi'],['minskin','stone'],[1,2]],
|
||
stone_sanxian:['male','qun',2,['stone_sanxian'],['minskin','stone'],[2,0]],
|
||
stone_yisheng:['male','qun',1,['jijiu'],['minskin','stone'],[2,2]],
|
||
stone_yinshi:['male','qun',1,['stone_yinshi'],['minskin','stone'],[1,2]],
|
||
stone_banxian:['male','qun',3,['stone_banxian'],['minskin','stone'],[3,0]],
|
||
|
||
stone_daogu:['female','qun',1,['stone_daogu'],['minskin','stone'],[1,2]],
|
||
stone_gongzhu:['female','wu',1,['shushen'],['minskin','stone'],[2,2]],
|
||
stone_genv:['female','wei',1,['jieyin'],['minskin','stone'],[1,2]],
|
||
stone_wunv:['female','qun',1,['biyue'],['minskin','stone'],[3,2]],
|
||
stone_huanghou:['female','qun',2,['stone_huanghou'],['minskin','stone'],[3,1]],
|
||
stone_feipin:['female','qun',1,['guixiu'],['minskin','stone'],[1,2]],
|
||
stone_yiji:['female','qun',1,['stone_yiji'],['minskin','stone'],[2,2]],
|
||
},
|
||
skill:{
|
||
chaofeng:{
|
||
mark:true,
|
||
intro:{
|
||
content:'已获得嘲讽'
|
||
}
|
||
},
|
||
_chaofeng:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(target.skills.contains('chaofeng')) return;
|
||
if(card.name=='sha'||card.name=='juedou'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].side==target.side&&game.players[i].skills.contains('chaofeng')){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
konghunshi_die:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.die();
|
||
}
|
||
},
|
||
stone_sanxian:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].side!=player.side&&
|
||
game.players[i].isMin()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.chooser=player.getLeader();
|
||
event.chooser.chooseTarget('散仙:令一名敌方随从失去一点体力',function(card,playerx,target){
|
||
return player.side!=target.side&&target.isMin();
|
||
}).ai=function(target){
|
||
return Math.max(1,10-target.hp);
|
||
};
|
||
player.line(event.chooser);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.chooser.line(result.targets[0]);
|
||
game.delay();
|
||
result.targets[0].addSkill('stone_sanxian2');
|
||
}
|
||
}
|
||
},
|
||
stone_sanxian2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.skills.contains('stone_sanxian2');
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
player.removeSkill('stone_sanxian2');
|
||
}
|
||
},
|
||
stone_banxian:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&
|
||
game.players[i].isMin()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isMin()&&game.players[i]!=player){
|
||
game.players[i].addSkill('stone_banxian2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
stone_banxian2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.skills.contains('stone_banxian2');
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
player.removeSkill('stone_banxian2');
|
||
}
|
||
},
|
||
stone_daoshi:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.num('h')==0;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
stone_daogu:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
return player.num('h')==0;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
stone_shubing:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.classList.remove('turnedover');
|
||
}
|
||
},
|
||
stone_yinshi:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.addTempSkill('stone_yinshi2',{player:'phaseBegin'});
|
||
}
|
||
},
|
||
stone_yinshi2:{
|
||
mod:{
|
||
targetEnabled:function(){
|
||
return false;
|
||
}
|
||
}
|
||
},
|
||
stone_shuguan:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.getLeader().addSkill('stone_shuguan2');
|
||
}
|
||
},
|
||
stone_shuguan2:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
player.removeSkill('stone_shuguan2');
|
||
}
|
||
},
|
||
stone_shujiang:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.chooser=player.getLeader();
|
||
event.chooser.chooseTarget('蜀将:选择敌方一名角色视为对其使用一张杀',function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha'},event.chooser,target);
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha'},event.chooser);
|
||
}
|
||
player.line(event.chooser);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.chooser.useCard({name:'sha'},result.targets,false);
|
||
}
|
||
|
||
}
|
||
},
|
||
stone_weiguan:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].side==player.side&&
|
||
game.players[i]!=player) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.chooser=player.getLeader();
|
||
event.chooser.chooseTarget('魏官:选择已方一名角色摸一张牌',function(card,playerx,target){
|
||
return player!=target&&player.side==target.side;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(event.chooser,target);
|
||
};
|
||
player.line(event.chooser);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.chooser.line(result.targets[0]);
|
||
result.targets[0].draw();
|
||
}
|
||
}
|
||
},
|
||
stone_weibing:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].side!=player.side&&
|
||
game.players[i].isMin()&&
|
||
game.players[i].num('he')){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.chooser=player.getLeader();
|
||
event.chooser.chooseTarget('魏兵:弃置对方一名随从的所有牌',function(card,playerx,target){
|
||
return player.side!=target.side&&target.isMin()&&target.num('he')>0;
|
||
}).ai=function(target){
|
||
return target.num('he');
|
||
};
|
||
player.line(event.chooser);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.chooser.line(result.targets[0]);
|
||
game.delay();
|
||
result.targets[0].discard(result.targets[0].get('he'));
|
||
}
|
||
}
|
||
},
|
||
stone_weijiang:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].side!=player.side&&
|
||
game.players[i].isMin()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.chooser=player.getLeader();
|
||
event.chooser.chooseTarget('魏将:对一名对方随从造成一点伤害',function(card,playerx,target){
|
||
return player.side!=target.side&&target.isMin();
|
||
}).ai=function(target){
|
||
return Math.max(1,10-target.hp);
|
||
};
|
||
player.line(event.chooser);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.chooser.line(result.targets[0]);
|
||
game.delay();
|
||
result.targets[0].damage(event.chooser);
|
||
}
|
||
}
|
||
},
|
||
stone_wubing:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.getEnemy().num('e')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.chooser=player.getLeader();
|
||
event.enemy=player.getEnemy();
|
||
event.chooser.choosePlayerCard(event.enemy,'e','吴兵:令对方主将将装备区中的一张牌收入手牌');
|
||
player.line(event.chooser);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.chooser.line(event.enemy);
|
||
game.delay();
|
||
event.enemy.gain(result.links,'gain2');
|
||
game.log(get.translation(event.enemy)+'将'+get.translation(result.links)+'收入手牌')
|
||
}
|
||
}
|
||
},
|
||
stone_wuguan:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.getLeader().addTempSkill('stone_wuguan2','phaseAfter');
|
||
}
|
||
},
|
||
stone_wuguan2:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+1;
|
||
}
|
||
},
|
||
},
|
||
stone_wujiang:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.getLeader().draw(2);
|
||
}
|
||
},
|
||
stone_qunbing:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.addSkill('stone_qunbing2');
|
||
}
|
||
},
|
||
stone_qunbing2:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
player.removeSkill('stone_qunbing2');
|
||
}
|
||
},
|
||
stone_qunguan:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
var targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isMin()&&game.players[i]!=player){
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
targets.sort(lib.sort.seat);
|
||
game.asyncDraw(targets);
|
||
}
|
||
},
|
||
stone_qunjiang:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
var targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isMin()&&game.players[i].side!=player.side){
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
targets.sort(lib.sort.seat);
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].discard(targets[i].get('he'));
|
||
}
|
||
}
|
||
},
|
||
stone_huanghou:{
|
||
trigger:{source:'fellow'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.getEnemy().countFellow()>player.getLeader().countFellow();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.chooser=player.getEnemy();
|
||
event.chooser.chooseTarget('皇后:选择己方一名随从令其死亡',function(card,playerx,target){
|
||
return target.isMin()&&target.side!=player.side;
|
||
},true).ai=function(target){
|
||
return -target.hp;
|
||
};
|
||
player.line(event.chooser);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.chooser.line(result.targets[0]);
|
||
game.delay();
|
||
result.targets[0].die();
|
||
}
|
||
}
|
||
},
|
||
stone_yiji:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.source!=undefined&&event.source.isMin();
|
||
},
|
||
content:function(){
|
||
trigger.source.addSkill('stone_yiji2');
|
||
},
|
||
},
|
||
stone_yiji2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.skills.contains('stone_yiji2');
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
player.removeSkill('stone_yiji2');
|
||
}
|
||
},
|
||
_actcount:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(player.isMin()){
|
||
return;
|
||
}
|
||
if(_status.currentPhase!=player) return;
|
||
var stoneact=get.info(card).stoneact;
|
||
if(typeof stoneact!='number'){
|
||
stoneact=1;
|
||
}
|
||
if(player.getActCount()+stoneact>player.actcount) return false;
|
||
}
|
||
},
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return !player.isMin();
|
||
},
|
||
content:function(){
|
||
player.actused=0;
|
||
if(player.side){
|
||
player.actcount=player.getEnemy().actcount;
|
||
}
|
||
else{
|
||
player.actcount=player.getEnemy().actcount+1;
|
||
}
|
||
if(player.actcount>6){
|
||
player.actcount-=5;
|
||
}
|
||
player.updateActCount();
|
||
}
|
||
},
|
||
_actcount2:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return !player.isMin();
|
||
},
|
||
content:function(){
|
||
var stoneact=get.info(trigger.card).stoneact;
|
||
if(typeof stoneact==='number'){
|
||
player.actused+=stoneact-1;
|
||
}
|
||
player.updateActCount();
|
||
}
|
||
},
|
||
stonesha:{
|
||
unique:true,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
filterCard:{type:'equip'},
|
||
viewAs:{name:'sha'},
|
||
check:function(){return 1},
|
||
filter:function(event,player){
|
||
return player.num('h',{type:'equip'})>0;
|
||
},
|
||
viewAsFilter:function(player){
|
||
return player.num('h',{type:'equip'})>0;
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
return player.num('h',{type:'equip'})>0;
|
||
},
|
||
respondSha:true,
|
||
order:4,
|
||
useful:-1,
|
||
value:-1
|
||
}
|
||
},
|
||
stoneshan:{
|
||
unique:true,
|
||
enable:['chooseToRespond'],
|
||
viewAs:{name:'shan'},
|
||
filterCard:{type:'stonecharacter'},
|
||
check:function(){return 1},
|
||
filter:function(event,player){
|
||
return player.num('h',{type:'stonecharacter'})>0;
|
||
},
|
||
viewAsFilter:function(player){
|
||
return player.num('h',{type:'stonecharacter'})>0;
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
return player.num('h',{type:'stonecharacter'})>0;
|
||
},
|
||
respondShan:true,
|
||
order:4,
|
||
useful:-1,
|
||
value:-1
|
||
}
|
||
},
|
||
stonedraw:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
trigger.num--;
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
stone_weibing:'魏兵',
|
||
stone_weibing_info:'你出场时,已方主将可以弃置对方一名随从的所有牌',
|
||
stone_weiguan:'魏官',
|
||
stone_weiguan_info:'你出场时,已方主将可以令已方一名其他角色摸一张牌',
|
||
stone_weijiang:'魏将',
|
||
stone_weijiang_info:'你出场时,已方主将可以对对方一名随从造成一点伤害',
|
||
|
||
stone_shubing:'蜀兵',
|
||
stone_shubing_info:'你出场时,立即将武将牌翻至正面',
|
||
stone_shuguan:'蜀官',
|
||
stone_shuguan2:'蜀官',
|
||
stone_shuguan_info:'你出场时,已方主将于本回合结束阶段摸一张牌',
|
||
stone_shujiang:'蜀将',
|
||
stone_shujiang_info:'你出场时,已方主将可视为对一名敌方角色使用一张杀',
|
||
|
||
stone_wubing:'吴兵',
|
||
stone_wubing_info:'你出场时,已方主将可令敌方主将将装备区内的一张牌收入手牌',
|
||
stone_wuguan:'吴官',
|
||
stone_wuguan_info:'你出场时,已方主将本回合手牌上限+1',
|
||
stone_wujiang:'吴将',
|
||
stone_wujiang_info:'你出场时,已方主将摸两张牌',
|
||
|
||
stone_qunbing:'群兵',
|
||
stone_qunbing2:'群兵',
|
||
stone_qunbing_info:'你出场后的第一个摸牌阶段摸牌数+1',
|
||
stone_qunguan:'群官',
|
||
stone_qunguan_info:'你出场时,所有其他随从各摸一张牌',
|
||
stone_qunjiang:'群将',
|
||
stone_qunjiang_info:'你出场时,敌方随从弃置所有牌',
|
||
|
||
stone_daoshi:'道士',
|
||
stone_daoshi_info:'回合开始阶段,若你没有手牌,你摸一张牌',
|
||
stone_sanxian:'散仙',
|
||
stone_sanxian_info:'你死亡前,已方主将可令一名敌方随从失去1点体力',
|
||
stone_banxian:'半仙',
|
||
stone_banxian_info:'你死亡后,场上所有其他随从失去1点体力',
|
||
stone_yisheng:'医生',
|
||
stone_yinshi:'隐士',
|
||
stone_yinshi_info:'在你的回合开始前,不能成为任何卡牌的目标',
|
||
|
||
stone_gongzhu:'公主',
|
||
stone_genv:'歌女',
|
||
stone_wunv:'舞女',
|
||
stone_huanghou:'皇后',
|
||
stone_huanghou_info:'你出场时,若敌方随从数多于己方,敌方主将须选择一名随从令其死亡',
|
||
stone_feipin:'王妃',
|
||
stone_yiji:'艺伎',
|
||
stone_yiji_info:'杀死你的随从失去一点体力',
|
||
stone_daogu:'道姑',
|
||
stone_daogu_info:'回合结束阶段,若你没有手牌,你摸一张牌',
|
||
|
||
stonesha:'冲锋',
|
||
stonesha_info:'锁定技,你的装备牌均视为杀',
|
||
stoneshan:'格挡',
|
||
stoneshan_info:'锁定技,你的随从牌均视为闪',
|
||
|
||
stonecharacter:'随从',
|
||
shengerpingdeng:'生而平等',
|
||
shengerpingdeng_info:'将所有随从体力上限降为1',
|
||
emofengdi:'恶魔之眼',
|
||
emofengdi_info:'限主将使用,将一名敌方随从吸收为已方',
|
||
konghunshi:'控魂石',
|
||
konghunshi_info:'限主将使用,将一名敌方随从吸收为已方,并令其于下个回合结束后死亡',
|
||
konghunshi_die:'控魂石',
|
||
konghunshi_die_info:'下个回合结束后死亡',
|
||
mindieyi:'冥蝶翼',
|
||
mindieyi_info:'将场上所有随从翻面',
|
||
miefafu:'灭法符',
|
||
miefafu_info:'将目标随从翻面',
|
||
liumangxingzhen:'六芒星阵',
|
||
liumangxingzhen_info:'令场上所有随从立即死亡(无法触发死亡技能)',
|
||
dianhaishenzhu:'颠海神珠',
|
||
dianhaishenzhu_info:'令目标随从获得嘲讽',
|
||
chaofeng:'嘲讽',
|
||
chaofeng_info:'同阵营的无嘲讽角色不以能成为杀或决斗的目标',
|
||
yesushengxue:'耶稣圣血',
|
||
yesushengxue_info:'令一名随从增加两点体力上限(不能超过5)并回复两点体力',
|
||
sanghunzhao:'丧魂爪',
|
||
sanghunzhao_info:'令场上所有随从失去一点体力',
|
||
jintiao:'荆条',
|
||
jintiao_info:'弃置一名随从的所有牌,并令其体力上限减至1',
|
||
zhaohunfan:'招魂幡',
|
||
zhaohunfan_info:'令双方各一名随从立即死亡',
|
||
fengraozhijiao:'丰饶之角',
|
||
fengraozhijiao_info:'令一名随从回复一点体力',
|
||
},
|
||
ai:{
|
||
get:{
|
||
attitude:function(from,to){
|
||
var num;
|
||
if(to.isMin()&&!to.skills.contains('chaofeng')){
|
||
num=5;
|
||
}
|
||
else{
|
||
num=6;
|
||
}
|
||
return num*(from.side==to.side?1:-1);
|
||
}
|
||
}
|
||
},
|
||
config:['battle_number','double_character','double_hp','ban_weak','free_choose','change_choice'],
|
||
help:{
|
||
'炉石模式':'<ul><li>游戏流程类似1v1,场上有两名主将进行对抗'+
|
||
'<li>主将出牌阶段的出牌数量(行动值)有上限,先手为2,后手为3<li>游戏每进行一轮,主将的出牌上限+1,超过6时减至2并重新累加'+
|
||
'<li>牌堆中随机加入总量1/3的随从牌,使用之可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
|
||
'随从与其他所有角色相互距离基数为1<li>'+
|
||
'主将杀死对方随从后获得一个额外的行动值并摸两张牌,杀死己方随从无惩罚,随从杀死随从无效果'+
|
||
'<li>牌堆中随机加入总量1/6的炉石牌,效果主要与随从有关,炉石牌根据强度不同可能会消耗额外的行动值'+
|
||
'<li>主将可重铸装备牌和随从牌,但回合内总的重铸次数不能超过3,随从不能重铸任何牌(包括铁索等默认可以重铸的牌)'+
|
||
'<li>嘲讽:若一方阵营中有嘲讽角色,则同阵营的无嘲讽角色不以能成为杀或决斗的目标'+
|
||
'<li>行动顺序为先主将后随从。主将或随从死亡后立即移出游戏,主将死亡后替补登场,替补登场时摸2+X张牌,X为对方存活的随从数,无替补时游戏结束'
|
||
}
|
||
}
|