3853 lines
106 KiB
JavaScript
3853 lines
106 KiB
JavaScript
'use strict';
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mode.boss={
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start:function(){
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"step 0"
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var playback=localStorage.getItem(lib.configprefix+'playback');
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if(playback){
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ui.create.me();
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ui.arena.style.display='none';
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ui.system.style.display='none';
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_status.playback=playback;
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localStorage.removeItem(lib.configprefix+'playback');
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var store=lib.db.transaction(['video'],'readwrite').objectStore('video');
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store.get(parseInt(playback)).onsuccess=function(e){
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if(e.target.result){
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game.playVideoContent(e.target.result.video);
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}
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else{
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alert('播放失败:找不到录像');
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game.reload();
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}
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}
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event.finish();
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return;
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}
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for(var i in lib.characterPack.mode_boss){
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lib.character[i]=lib.characterPack.mode_boss[i];
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if(!lib.character[i][4]){
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lib.character[i][4]=[];
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}
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}
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for(var 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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lib.init.css(lib.assetURL+'layout/mode','boss');
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game.delay(0.1);
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"step 1"
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var bosslist=ui.create.div('#bosslist.hidden');
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if(lib.config.player_border!='wide'){
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bosslist.classList.add('slim');
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}
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event.bosslist=bosslist;
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bosslist.ontouchmove = ui.click.touchScroll;
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bosslist.style.WebkitOverflowScrolling='touch';
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if(!lib.config.touchscreen&&lib.config.mousewheel){
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bosslist._scrollspeed=30;
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bosslist._scrollnum=10;
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bosslist.onmousewheel=ui.click.mousewheel;
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}
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// var bosslistlinks={};
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// var toggleBoss=function(bool){
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// game.saveConfig(this._link.config._name,bool,true);
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// var node=bosslistlinks[this._link.config._name];
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// if(bool){
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// node.style.display='';
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// }
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// else{
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// node.style.display='none';
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// }
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// };
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var onpause=function(){
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ui.window.classList.add('bosspaused');
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}
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var onresume=function(){
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ui.window.classList.remove('bosspaused');
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}
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game.onpause=onpause;
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game.onpause2=onpause;
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game.onresume=onresume;
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game.onresume2=onresume;
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ui.create.div(bosslist);
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event.current=null;
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var list=[];
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for(var i in lib.character){
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var info=lib.character[i];
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if(info[4].contains('boss')){
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if(lib.characterPack.mode_boss[i]&&!get.config(i+'_boss_config')) continue;
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// var cfg=i+'_bossconfig';
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// if(get.config(cfg)==undefined){
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// game.saveConfig(cfg,true,true);
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// }
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// lib.translate[cfg+'_config']=lib.translate[i];
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// lib.mode.boss.config[cfg]={
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// name:get.translation(i),
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// onclick:toggleBoss,
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// init:true,
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// }
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var player=ui.create.player(bosslist).init(i);
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if(player.hp==0){
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player.node.hp.style.display='none';
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}
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list.push(player);
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player.node.hp.classList.add('text');
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player.node.hp.dataset.condition='';
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player.node.hp.innerHTML=info[2];
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if(info[2]==Infinity){
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player.node.hp.innerHTML='∞';
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}
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player.setIdentity(player.name);
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player.node.identity.dataset.color=info[5];
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// bosslistlinks[cfg]=player;
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player.classList.add('bossplayer');
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if(lib.storage.current==i){
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event.current=player;
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player.classList.add('highlight');
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}
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// if(!get.config(cfg)){
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// player.style.display='none';
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// }
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}
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}
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if(!list.length){
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alert('挑战模式不可隐藏boss武将包,请在选项-其它中选择“重置隐藏扩展包”');
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event.finish();
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_status.over=true;
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return;
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}
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if(!event.current){
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event.current=bosslist.childNodes[1];
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event.current.classList.add('highlight');
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}
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ui.create.div(bosslist);
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lib.translate.boss_pangtong='涅槃凤雏';
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ui.create.cards();
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game.finishCards();
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ui.arena.setNumber(8);
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ui.control.style.transitionProperty='opacity';
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ui.control.classList.add('bosslist');
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setTimeout(function(){
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ui.control.style.transitionProperty='';
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},1000);
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ui.window.appendChild(bosslist);
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setTimeout(function(){
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if(event.current){
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var left=event.current.offsetLeft-(ui.window.offsetWidth-180)/2;
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if(bosslist.scrollLeft<left){
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bosslist.scrollLeft=left;
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}
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}
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bosslist.show();
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},200);
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game.me=ui.create.player();
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if(lib.config.continue_name_boss){
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event.noslide=true;
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}
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else{
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game.chooseCharacter(function(target){
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if(event.current){
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event.current.classList.remove('highlight');
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}
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event.current=target;
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game.save('current',target.name);
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target.classList.add('highlight');
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});
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}
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if(lib.storage.test){
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event.current.classList.remove('highlight');
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if(event.current.nextSibling&&event.current.nextSibling.classList.contains('player')){
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event.current=event.current.nextSibling;
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}
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else{
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event.current=event.current.parentNode.childNodes[1];
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}
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lib.config.game_speed='vfast';
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_status.auto=true;
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ui.auto.classList.add('glow');
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game.save('current',event.current.name);
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}
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"step 2"
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game.bossinfo=lib.boss.global;
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for(var i in lib.boss[event.current.name]){
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game.bossinfo[i]=lib.boss[event.current.name][i];
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}
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delete lib.boss;
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setTimeout(function(){
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ui.control.classList.remove('bosslist');
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},500);
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var rect=event.current.getBoundingClientRect();
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var boss=ui.create.player();
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boss.getId();
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game.boss=boss;
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boss.init(event.current.name);
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boss.side=true;
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boss.node.equips.style.opacity='0';
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if(!event.noslide){
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// boss.classList.add('bossplayer');
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// boss.classList.add('highlight');
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boss.animate('bossing');
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boss.node.hp.animate('start');
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boss.style.left=(rect.left-ui.arena.offsetLeft)+'px';
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boss.style.top=(rect.top-ui.arena.offsetTop)+'px';
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}
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boss.setIdentity('zhu');
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boss.identity='zhu';
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if(lib.config.continue_name_boss){
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result=lib.config.continue_name_boss;
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game.saveConfig('continue_name_boss');
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}
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for(var i=0;i<result.links.length;i++){
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var player=ui.create.player(ui.arena);
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player.getId();
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player.init(result.links[i]).animate('start');
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player.setIdentity('cai');
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player.identity='cai';
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player.side=false;
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game.players.push(player);
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if(result.boss){
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player.dataset.position=(i+1)*2;
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}
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else{
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player.dataset.position=i+1;
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}
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}
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if(result.boss){
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game.players.unshift(boss);
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boss.dataset.position=0;
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}
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else{
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game.players.push(boss);
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boss.dataset.position=7;
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}
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ui.create.me();
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if(game.me!==boss){
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game.singleHandcard=true;
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ui.arena.classList.add('single-handcard');
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ui.fakeme=ui.create.div('.fakeme.avatar',ui.me);
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// ui.fakeme.dataset.position=0;
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// ui.fakeme.line=lib.element.player.line;
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// ui.fakemebg=ui.create.div('.avatar',ui.fakeme).hide();
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// ui.refresh(ui.fakemebg);
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game.onSwapControl();
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// ui.fakemebg.show();
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if(lib.config.show_handcardbutton){
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lib.setPopped(ui.create.system('手牌',null,true),function(){
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var uiintro=ui.create.dialog('hidden');
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var players=game.players.concat(game.dead);
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for(var i=0;i<players.length;i++){
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if(players[i].side==game.me.side&&players[i]!=game.me){
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uiintro.add(get.translation(players[i]));
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var cards=players[i].get('h');
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if(cards.length){
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uiintro.addSmall(cards,true);
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}
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else{
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uiintro.add('(无)');
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}
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}
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}
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return uiintro;
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},220);
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}
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}
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lib.setPopped(ui.create.system('重整',null,true),function(){
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var uiintro=ui.create.dialog('hidden');
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uiintro.add('重整');
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var table=ui.create.div('.bosschongzheng');
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var tr,td,added=false;
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for(var i=0;i<game.dead.length;i++){
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if(typeof game.dead[i].storage.boss_chongzheng!=='number') continue;
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added=true;
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tr=ui.create.div(table);
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td=ui.create.div(tr);
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td.innerHTML=get.translation(game.dead[i]);
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td=ui.create.div(tr);
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if(game.dead[i].maxHp>0){
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td.innerHTML='剩余'+get.cnNumber(game.bossinfo.chongzheng-game.dead[i].storage.boss_chongzheng)+'回合';
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}
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else{
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td.innerHTML='无法重整'
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}
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}
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if(!added){
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uiintro.add('<div class="text center">(无重整角色)</div>');
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uiintro.add(ui.create.div('.placeholder.slim'))
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}
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else{
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uiintro.add(table);
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}
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return uiintro;
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},180);
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ui.single_swap=ui.create.system('换人',function(){
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var players=get.players(game.me);
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players.remove(game.boss);
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if(players.length>1){
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if(ui.auto.classList.contains('hidden')){
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game.me.popup('请稍后换人');
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return;
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}
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if(_status.event.isMine()){
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ui.click.auto();
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setTimeout(function(){
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ui.click.auto();
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},500);
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}
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game.modeSwapPlayer(players[1]);
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}
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},true);
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if(get.config('single_control')||game.me==game.boss){
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ui.single_swap.style.display='none';
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}
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ui.arena.appendChild(boss);
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ui.refresh(boss);
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boss.classList.remove('highlight');
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boss.classList.remove('bossplayer');
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boss.style.left='';
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boss.style.top='';
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boss.style.position='';
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setTimeout(function(){
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boss.node.equips.style.opacity='';
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},500);
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event.bosslist.delete();
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game.arrangePlayers();
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for(var i=0;i<game.players.length;i++){
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game.players[i].node.action.innerHTML='行动';
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}
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var players=get.players(lib.sort.position);
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var info=[];
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for(var i=0;i<players.length;i++){
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info.push({
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name:players[i].name,
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identity:players[i].identity,
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position:players[i].dataset.position
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});
|
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}
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_status.videoInited=true,
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info.boss=(game.me==game.boss);
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game.addVideo('init',null,info);
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if(game.bossinfo.init){
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game.bossinfo.init();
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}
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"step 3"
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if(get.config('single_control')){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].side==game.me.side){
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game.addRecentCharacter(game.players[i].name);
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}
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}
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}
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else{
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game.addRecentCharacter(game.me.name);
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}
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event.trigger('gameStart');
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game.gameDraw(game.boss);
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game.bossPhaseLoop();
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setTimeout(function(){
|
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ui.updatehl();
|
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},200);
|
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},
|
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element:{
|
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player:{
|
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dieAfter:function(){
|
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if(this!=game.boss){
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this.storage.boss_chongzheng=0;
|
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}
|
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if(game.bossinfo.checkResult&&game.bossinfo.checkResult(this)===false){
|
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return;
|
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}
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if(this==game.boss||game.players.length==1){
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game.checkResult();
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}
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},
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}
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},
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characterPack:{
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mode_boss:{
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boss_zhangchunhua:['female','wei',4,['jueqing','wuxin','shangshix'],['boss','bossallowed'],'wei'],
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boss_zhenji:['female','wei',4,['tashui','lingbo','jiaoxia','fanghua'],['boss','bossallowed'],'wei'],
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boss_huangyueying:['female','shu',4,['boss_gongshen','boss_jizhi','qicai','boss_guiyin'],['boss','bossallowed'],'wei'],
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boss_pangtong:['male','shu',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['boss','bossallowed'],'zhu'],
|
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boss_zhaoyun:['male','shu',1,['boss_juejing','longhun','zhanjiang'],['boss','bossallowed'],'qun'],
|
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boss_zhouyu:['male','wu',6,['huoshen','boss_honglian','boss_xianyin'],['boss','bossallowed'],'zhu'],
|
||
|
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boss_zhuoguiquxie:['male','qun',0,['boss_bianshen'],['boss','bossallowed'],'shu'],
|
||
boss_nianshou:['male','qun',Infinity,['boss_nianrui','boss_qixiang','boss_damagecount'],['boss'],'shu'],
|
||
boss_nianshou_heti:['male','qun',12,['boss_nianrui','boss_mengtai','boss_nbianshen','boss_nbianshenx'],['boss','bossallowed'],'shu'],
|
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boss_nianshou_jingjue:['male','qun',12,['boss_nianrui','boss_mengtai','boss_jingjue','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
|
||
boss_nianshou_renxing:['male','qun',12,['boss_nianrui','boss_mengtai','boss_renxing','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
|
||
boss_nianshou_ruizhi:['male','qun',12,['boss_nianrui','boss_mengtai','boss_ruizhi','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
|
||
boss_nianshou_baonu:['male','qun',12,['boss_nianrui','boss_mengtai','boss_nbaonu','boss_shouyi','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
|
||
boss_baiwuchang:['male','qun',9,['boss_baolian','boss_qiangzheng','boss_zuijiu','juece','boss_bianshen4'],['hiddenboss','bossallowed']],
|
||
boss_heiwuchang:['male','qun',9,['boss_guiji','boss_taiping','boss_suoming','boss_xixing','boss_bianshen4'],['hiddenboss','bossallowed']],
|
||
boss_luocha:['male','qun',12,['boss_modao','boss_yushou','yizhong','boss_moyany'],['hiddenboss','bossallowed']],
|
||
boss_yecha:['male','qun',11,['boss_modao','boss_mojian','bazhen','boss_danshu'],['hiddenboss','bossallowed']],
|
||
boss_niutou:['male','qun',7,['boss_baolian','niepan','boss_manjia','boss_xiaoshou','boss_bianshen3'],['hiddenboss','bossallowed']],
|
||
boss_mamian:['male','qun',6,['boss_guiji','fankui','boss_lianyu','juece','boss_bianshen3'],['hiddenboss','bossallowed']],
|
||
boss_chi:['male','qun',5,['boss_guimei','boss_didong','boss_shanbeng','boss_bianshen2'],['hiddenboss','bossallowed']],
|
||
boss_mo:['female','qun',5,['boss_guimei','enyuan','boss_beiming','boss_bianshen2'],['hiddenboss','bossallowed']],
|
||
boss_wang:['male','qun',5,['boss_guimei','boss_luolei','huilei','boss_bianshen2'],['hiddenboss','bossallowed']],
|
||
boss_liang:['female','qun',5,['boss_guimei','boss_guihuo','boss_minbao','boss_bianshen2'],['hiddenboss','bossallowed']],
|
||
|
||
boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['boss','bossallowed'],'wei'],
|
||
boss_lvbu2:['male','qun',4,['mashu','wushuang','xiuluo','shenwei','shenji'],['hiddenboss','bossallowed'],'qun'],
|
||
boss_lvbu3:['male','qun',4,['wushuang','shenqu','jiwu'],['hiddenboss','bossallowed'],'qun'],
|
||
boss_caiwenji:['female','qun',4,['beige','boss_hujia','boss_guihan'],['boss','bossallowed'],'wei'],
|
||
boss_zhangjiao:['male','qun',8,['boss_leiji','tiandao','jidian'],['boss','bossallowed'],'shu'],
|
||
boss_zuoci:['male','qun',0,['huanhua'],['boss','bossallowed'],'shu'],
|
||
|
||
// boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'],
|
||
boss_diaochan:['female','qun',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['boss','bossallowed'],'qun'],
|
||
boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['boss','bossallowed'],'wu'],
|
||
boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'],
|
||
// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
|
||
// boss_sunshangxiang:['male','qun',8,[],['boss','bossallowed'],'wei'],
|
||
|
||
boss_liubei:['male','shu',12,['xiaoxiong','boss_zhangwu'],['boss','bossallowed'],'qun'],
|
||
boss_zhugeliang:['male','shu',Infinity,['xiangxing','yueyin','fengqi','gaiming'],['boss','bossallowed'],'qun'],
|
||
boss_guojia:['male','wei',4,['tiandu','boss_guimou','boss_yuance','boss_qizuo'],['boss','bossallowed'],'zhu'],
|
||
boss_caocao:['male','wei',12,['boss_guixin','xiongcai'],['boss','bossallowed'],'wei'],
|
||
}
|
||
},
|
||
init:function(){
|
||
for(var i in lib.characterPack.mode_boss){
|
||
if(lib.characterPack.mode_boss[i][4].contains('hiddenboss')) continue;
|
||
lib.mode.boss.config[i+'_boss_config']={
|
||
name:get.translation(i),
|
||
init:true,
|
||
unfrequent:true,
|
||
}
|
||
}
|
||
},
|
||
game:{
|
||
reserveDead:true,
|
||
changeBoss:function(name){
|
||
if(game.additionaldead){
|
||
game.additionaldead.push(game.boss);
|
||
}
|
||
else{
|
||
game.additionaldead=[game.boss];
|
||
}
|
||
game.boss.delete();
|
||
game.dead.remove(game.boss);
|
||
var boss=ui.create.player();
|
||
boss.getId();
|
||
boss.init(name);
|
||
game.addVideo('bossSwap',game.boss,boss.name);
|
||
if(game.me==game.boss){
|
||
boss.dataset.position=0;
|
||
game.swapControl(boss);
|
||
}
|
||
else{
|
||
boss.dataset.position=7;
|
||
}
|
||
game.players.push(boss.animate('zoominanim'));
|
||
game.arrangePlayers();
|
||
game.boss=boss;
|
||
ui.arena.appendChild(boss);
|
||
boss.directgain(get.cards(4));
|
||
boss.setIdentity('zhu');
|
||
boss.identity='zhu';
|
||
},
|
||
checkResult:function(){
|
||
if(game.boss==game.me){
|
||
game.over(game.boss.isAlive());
|
||
}
|
||
else{
|
||
game.over(!game.boss.isAlive());
|
||
}
|
||
},
|
||
getVideoName:function(){
|
||
var str=get.translation(game.me.name);
|
||
if(game.me.name2){
|
||
str+='/'+get.translation(game.me.name2);
|
||
}
|
||
var str2='挑战';
|
||
if(game.me!=game.boss){
|
||
str2+=' - '+get.translation(game.boss);
|
||
}
|
||
var name=[str,str2];
|
||
return name;
|
||
},
|
||
bossPhaseLoop:function(){
|
||
var next=game.createEvent('phaseLoop');
|
||
next.player=game.boss;
|
||
_status.looped=true;
|
||
next.setContent(function(){
|
||
"step 0"
|
||
if(player.chongzheng){
|
||
player.chongzheng=false;
|
||
}
|
||
else if(player.isDead()){
|
||
if(player.hp<0) player.hp=0;
|
||
player.storage.boss_chongzheng++;
|
||
if(player.maxHp>0){
|
||
if(player.hp<player.maxHp){
|
||
player.hp++;
|
||
game.log(player,'回复了一点体力');
|
||
}
|
||
else if(player.num('h')<4){
|
||
var card=get.cards()[0];
|
||
var sort=lib.config.sort_card(card);
|
||
var position=sort>0?player.node.handcards1:player.node.handcards2;
|
||
card.fix();
|
||
card.animate('start');
|
||
position.insertBefore(card,position.firstChild);
|
||
player.$draw();
|
||
game.log(player,'摸了一张牌');
|
||
}
|
||
player.update();
|
||
if(player.storage.boss_chongzheng>=game.bossinfo.chongzheng){
|
||
player.revive(player.hp);
|
||
}
|
||
}
|
||
|
||
if(game.bossinfo.loopType==2){
|
||
game.boss.chongzheng=true;
|
||
}
|
||
}
|
||
else{
|
||
if(player.identity=='zhu'&&game.boss!=player){
|
||
player=game.boss;
|
||
}
|
||
player.phase();
|
||
}
|
||
"step 1"
|
||
if(game.bossinfo.loopType==2){
|
||
if(event.player==game.boss){
|
||
if(!_status.last||_status.last.nextSeat==game.boss){
|
||
event.player=game.boss.nextSeat;
|
||
}
|
||
else{
|
||
event.player=_status.last.nextSeat;
|
||
}
|
||
}
|
||
else{
|
||
_status.last=player;
|
||
event.player=game.boss;
|
||
}
|
||
}
|
||
else{
|
||
event.player=event.player.nextSeat;
|
||
}
|
||
event.goto(0);
|
||
});
|
||
},
|
||
onSwapControl:function(){
|
||
if(game.me==game.boss) return;
|
||
game.addVideo('onSwapControl');
|
||
var name=game.me.name;
|
||
if(ui.fakeme&&ui.fakeme.current!=name){
|
||
ui.fakeme.current=name;
|
||
if(ui.versushighlight&&ui.versushighlight!=game.me){
|
||
ui.versushighlight.classList.remove('current_action');
|
||
}
|
||
ui.versushighlight=game.me;
|
||
game.me.classList.add('current_action');
|
||
// game.me.line(ui.fakeme,{opacity:0.5,dashed:true});
|
||
|
||
ui.fakeme.style.backgroundImage=game.me.node.avatar.style.backgroundImage;
|
||
// ui.fakeme.style.backgroundSize='cover';
|
||
}
|
||
ui.updatehl();
|
||
},
|
||
modeSwapPlayer:function(player){
|
||
game.swapControl(player);
|
||
game.onSwapControl();
|
||
},
|
||
chooseCharacter:function(func){
|
||
var next=game.createEvent('chooseCharacter',false);
|
||
next.showConfig=true;
|
||
next.customreplacetarget=func;
|
||
next.ai=function(player,list){
|
||
if(get.config('double_character')){
|
||
player.init(list[0],list[1]);
|
||
}
|
||
else{
|
||
player.init(list[0]);
|
||
}
|
||
}
|
||
next.setContent(function(){
|
||
"step 0"
|
||
var i;
|
||
var list=[];
|
||
event.list=list;
|
||
for(i in lib.character){
|
||
if(lib.character[i][4].contains('minskin')) continue;
|
||
if(lib.character[i][4].contains('boss')) continue;
|
||
if(lib.character[i][4].contains('hiddenboss')) continue;
|
||
if(lib.character[i][4]&&lib.character[i][4].contains('forbidai')) continue;
|
||
if(lib.config.forbidboss.contains(i)) continue;
|
||
if(lib.filter.characterDisabled(i)) continue;
|
||
list.push(i);
|
||
}
|
||
list.randomSort();
|
||
var dialog=ui.create.dialog('选择参战角色','hidden');
|
||
dialog.classList.add('fixed');
|
||
ui.window.appendChild(dialog);
|
||
dialog.classList.add('bosscharacter');
|
||
dialog.classList.add('withbg');
|
||
// dialog.add('0/3');
|
||
dialog.add([list.slice(0,20),'character']);
|
||
dialog.noopen=true;
|
||
var next=game.me.chooseButton(dialog,true);
|
||
next._triggered=null;
|
||
next.custom.replace.target=event.customreplacetarget;
|
||
next.selectButton=[3,3];
|
||
// next.custom.add.button=function(){
|
||
// if(ui.cheat2&&ui.cheat2.backup) return;
|
||
// _status.event.dialog.content.childNodes[1].innerHTML=
|
||
// ui.selected.buttons.length+'/3';
|
||
// };
|
||
event.changeDialog=function(){
|
||
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
|
||
return;
|
||
}
|
||
if(game.changeCoin){
|
||
game.changeCoin(-3);
|
||
}
|
||
list.randomSort();
|
||
|
||
var buttons=ui.create.div('.buttons');
|
||
var node=_status.event.dialog.buttons[0].parentNode;
|
||
_status.event.dialog.buttons=ui.create.buttons(list.slice(0,20),'character',buttons);
|
||
_status.event.dialog.content.insertBefore(buttons,node);
|
||
buttons.animate('start');
|
||
node.remove();
|
||
|
||
game.uncheck();
|
||
game.check();
|
||
};
|
||
ui.create.cheat=function(){
|
||
_status.createControl=ui.cheat2||event.asboss;
|
||
ui.cheat=ui.create.control('更换',event.changeDialog);
|
||
delete _status.createControl;
|
||
};
|
||
event.dialogxx=ui.create.characterDialog();
|
||
event.dialogxx.classList.add('bosscharacter');
|
||
event.dialogxx.classList.add('withbg');
|
||
event.dialogxx.classList.add('fixed');
|
||
ui.create.cheat2=function(){
|
||
_status.createControl=event.asboss;
|
||
ui.cheat2=ui.create.control('自由选将',function(){
|
||
if(this.dialog==_status.event.dialog){
|
||
if(game.changeCoin){
|
||
game.changeCoin(50);
|
||
}
|
||
this.dialog.close();
|
||
_status.event.dialog=this.backup;
|
||
ui.window.appendChild(this.backup);
|
||
delete this.backup;
|
||
game.uncheck();
|
||
game.check();
|
||
if(ui.cheat){
|
||
ui.cheat.style.opacity=1;
|
||
}
|
||
}
|
||
else{
|
||
if(game.changeCoin){
|
||
game.changeCoin(-10);
|
||
}
|
||
this.backup=_status.event.dialog;
|
||
_status.event.dialog.close();
|
||
_status.event.dialog=_status.event.parent.dialogxx;
|
||
this.dialog=_status.event.dialog;
|
||
ui.window.appendChild(this.dialog);
|
||
game.uncheck();
|
||
game.check();
|
||
if(ui.cheat){
|
||
ui.cheat.style.opacity=0.6;
|
||
}
|
||
}
|
||
});
|
||
delete _status.createControl;
|
||
}
|
||
if(!ui.cheat&&get.config('change_choice'))
|
||
ui.create.cheat();
|
||
if(!ui.cheat2&&get.config('free_choose'))
|
||
ui.create.cheat2();
|
||
|
||
event.asboss=ui.create.control('应战',function(){
|
||
event.boss=true;
|
||
event.enemy=[];
|
||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||
event.enemy.push(ui.selected.buttons[i].link);
|
||
event.list.remove(ui.selected.buttons[i].link);
|
||
}
|
||
while(event.enemy.length<3){
|
||
event.enemy.push(event.list.randomRemove());
|
||
}
|
||
game.uncheck();
|
||
if(ui.confirm){
|
||
ui.confirm.close();
|
||
}
|
||
game.resume();
|
||
});
|
||
"step 1"
|
||
if(ui.cheat){
|
||
ui.cheat.close();
|
||
delete ui.cheat;
|
||
}
|
||
if(ui.cheat2){
|
||
ui.cheat2.close();
|
||
delete ui.cheat2;
|
||
}
|
||
event.asboss.close();
|
||
if(event.boss){
|
||
event.result={
|
||
boss:true,
|
||
links:event.enemy
|
||
};
|
||
}
|
||
else{
|
||
event.result={
|
||
boss:false,
|
||
links:result.links
|
||
};
|
||
_status.coinCoeff=get.coinCoeff(result.links);
|
||
}
|
||
});
|
||
return next;
|
||
},
|
||
},
|
||
boss:{
|
||
boss_zhuoguiquxie:{
|
||
chongzheng:99,
|
||
checkResult:function(player){
|
||
if(player==game.boss&&game.boss.name!='boss_yecha'&&game.boss.name!='boss_luocha'){
|
||
return false;
|
||
}
|
||
},
|
||
init:function(){
|
||
_status.additionalReward=function(){
|
||
return 500;
|
||
}
|
||
}
|
||
},
|
||
boss_nianshou:{
|
||
chongzheng:99,
|
||
init:function(){
|
||
game.boss.node.action.classList.add('freecolor');
|
||
game.boss.node.action.style.opacity=1;
|
||
game.boss.node.action.style.letterSpacing='4px';
|
||
game.boss.node.action.style.marginRight=0;
|
||
game.boss.node.action.style.fontFamily='huangcao';
|
||
game.boss.node.action.innerHTML='';
|
||
_status.additionalReward=function(){
|
||
return Math.round(Math.pow(_status.damageCount,2.4))*2;
|
||
}
|
||
var time=360;
|
||
var interval=setInterval(function(){
|
||
if(_status.over){
|
||
clearInterval(interval);
|
||
return;
|
||
}
|
||
var sec=time%60;
|
||
if(sec<10){
|
||
sec='0'+sec;
|
||
}
|
||
game.boss.node.action.innerHTML=Math.floor(time/60)+':'+sec;
|
||
if(time<=0){
|
||
delete _status.additionalReward;
|
||
if(typeof _status.coin=='number'){
|
||
if(game.me==game.boss){
|
||
_status.coin+=Math.round(Math.pow(_status.damageCount,2.4));
|
||
}
|
||
else{
|
||
_status.coin+=Math.round(Math.pow(_status.damageCount,1.8));
|
||
}
|
||
}
|
||
game.forceOver(true);
|
||
clearInterval(interval);
|
||
}
|
||
time--;
|
||
},1000);
|
||
_status.damageCount=0;
|
||
ui.damageCount=ui.create.system('伤害: 0',null,true);
|
||
}
|
||
},
|
||
boss_nianshou_heti:{
|
||
chongzheng:99,
|
||
},
|
||
boss_zhangjiao:{
|
||
// loopType:2,
|
||
},
|
||
boss_caiwenji:{
|
||
loopType:2,
|
||
},
|
||
boss_pangtong:{
|
||
loopType:2,
|
||
chongzheng:12
|
||
},
|
||
boss_zhaoyun:{
|
||
chongzheng:12
|
||
},
|
||
boss_zhenji:{
|
||
chongzheng:4,
|
||
},
|
||
boss_lvbu1:{
|
||
loopType:2
|
||
},
|
||
boss_zuoci:{
|
||
chongzheng:4,
|
||
},
|
||
boss_diaochan:{
|
||
chongzheng:4,
|
||
},
|
||
boss_huangyueying:{
|
||
chongzheng:12,
|
||
},
|
||
global:{
|
||
loopType:1,
|
||
chongzheng:6
|
||
},
|
||
},
|
||
skill:{
|
||
boss_qizuo:{
|
||
trigger:{player:'useCardAfter'},
|
||
filter:function(event,player){
|
||
if(event.parent.name=='boss_qizuo') return false;
|
||
if(!event.targets||!event.card) return false;
|
||
if(event.card&&event.card.name=='wuxie') return false;
|
||
var type=get.type(event.card);
|
||
if(type!='trick') return false;
|
||
var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
|
||
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;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number,trigger.card.nature);
|
||
player.useCard(card,trigger.targets);
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
},
|
||
},
|
||
boss_guimou:{
|
||
trigger:{player:'phaseEnd'},
|
||
frequent:true,
|
||
content:function(){
|
||
var list=game.filterPlayer(function(target){
|
||
return target!=player&&!target.isMad();
|
||
});
|
||
if(list.length){
|
||
var target=list.randomGet();
|
||
player.line(target,'green');
|
||
target.goMad({player:'phaseAfter'});
|
||
}
|
||
}
|
||
},
|
||
boss_yuance:{
|
||
trigger:{global:'damageEnd'},
|
||
filter:function(event){
|
||
return event.source&&event.source!=event.player&&event.source.isAlive()&&event.player.isAlive();
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var att1=ai.get.attitude(player,trigger.player);
|
||
var att2=ai.get.attitude(player,trigger.source);
|
||
var targets=player.getEnemies();
|
||
var stop=false;
|
||
for(var i=0;i<targets.length;i++){
|
||
var skills=targets[i].get('s');
|
||
for(var j=0;j<skills.length;j++){
|
||
if(get.tag(skills[j],'rejudge',targets[i])){
|
||
stop=true;break;
|
||
}
|
||
}
|
||
}
|
||
var rand=Math.random()<0.5?'选项一':'选项二';
|
||
var sourcename=get.translation(trigger.source);
|
||
var playername=get.translation(trigger.player);
|
||
player.chooseControl('选项一','选项二','cancel2',function(){
|
||
if(att1==0&&att2==0) return rand;
|
||
if(att1*att2>=0){
|
||
if(att1+att2>0){
|
||
return '选项二';
|
||
}
|
||
else{
|
||
return '选项一';
|
||
}
|
||
}
|
||
else{
|
||
if(trigger.player.isHealthy()&&trigger.source.isHealthy()) return rand;
|
||
if(trigger.player.isHealthy()){
|
||
if(att1<0) return '选项二';
|
||
if(att1>0&&!stop) return '选项一';
|
||
}
|
||
if(trigger.source.isHealthy()){
|
||
if(att2<0) return '选项二';
|
||
if(att2>0&&!stop) return '选项一';
|
||
}
|
||
if(stop) return 'cancel2';
|
||
return rand;
|
||
}
|
||
}).set('prompt',get.prompt('boss_yuance')).set('choiceList',[
|
||
'若判定结果为黑色,'+playername+'失去一点体力,否则'+sourcename+'失去一点体力',
|
||
'若判定结果为红色,'+playername+'回复一点体力,否则'+sourcename+'回复一点体力'
|
||
]);
|
||
'step 1'
|
||
var att1=ai.get.attitude(player,trigger.player);
|
||
var att2=ai.get.attitude(player,trigger.source);
|
||
if(result.control=='选项一'){
|
||
event.type=1;
|
||
player.judge(function(card){
|
||
if(get.color(card)=='black'){
|
||
if(att1>0) return -1;
|
||
if(att1<0) return 1;
|
||
}
|
||
else{
|
||
if(att2>0) return -1;
|
||
if(att2<0) return 1;
|
||
}
|
||
return 0;
|
||
});
|
||
}
|
||
else if(result.control=='选项二'){
|
||
event.type=2;
|
||
player.judge(function(card){
|
||
if(get.color(card)=='red'){
|
||
if(trigger.player.isDamaged()){
|
||
if(att1>0) return 1;
|
||
if(att1<0) return -1;
|
||
}
|
||
}
|
||
else{
|
||
if(trigger.source.isDamaged()){
|
||
if(att2>0) return 1;
|
||
if(att2<0) return -1;
|
||
}
|
||
}
|
||
return 0;
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.type==1){
|
||
if(result.color=='black'){
|
||
trigger.player.loseHp();
|
||
}
|
||
else{
|
||
trigger.source.loseHp();
|
||
}
|
||
}
|
||
else{
|
||
if(result.color=='red'){
|
||
trigger.player.recover();
|
||
}
|
||
else{
|
||
trigger.source.recover();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_guixin:{
|
||
trigger:{global:'drawAfter'},
|
||
forced:true,
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
return event.result&&event.result.length>=2&&event.player!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.player.chooseCard(function(card){
|
||
return trigger.result.contains(card);
|
||
},'归心:交给'+get.translation(player)+'一张牌',true);
|
||
'step 1'
|
||
if(result.bool){
|
||
player.gain(result.cards,trigger.player);
|
||
trigger.player.$give(1,player);
|
||
}
|
||
}
|
||
},
|
||
xiongcai:{
|
||
unique:true,
|
||
trigger:{player:'phaseAfter'},
|
||
direct:true,
|
||
init:function(player){
|
||
player.storage.xiongcai=[];
|
||
// player.storage.xiongcai2=0;
|
||
},
|
||
intro:{
|
||
content:'characters'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
// if(player.storage.xiongcai2<1){
|
||
// player.storage.xiongcai2++;
|
||
// event.finish();
|
||
// }
|
||
// else{
|
||
// player.storage.xiongcai2=0;
|
||
// }
|
||
'step 1'
|
||
player.logSkill('xiongcai');
|
||
var list=[];
|
||
var list2=[];
|
||
var players=game.players.concat(game.dead);
|
||
for(var i=0;i<players.length;i++){
|
||
list2.add(players[i].name);
|
||
list2.add(players[i].name1);
|
||
list2.add(players[i].name2);
|
||
}
|
||
for(var i in lib.character){
|
||
if(lib.character[i][1]!='wei') continue;
|
||
if(lib.character[i][4].contains('boss')) continue;
|
||
if(lib.character[i][4].contains('minskin')) continue;
|
||
if(player.storage.xiongcai.contains(i)) continue;
|
||
if(list2.contains(i)) continue;
|
||
list.push(i);
|
||
}
|
||
var name=list.randomGet();
|
||
player.storage.xiongcai.push(name);
|
||
player.markSkill('xiongcai');
|
||
var skills=lib.character[name][3];
|
||
for(var i=0;i<skills.length;i++){
|
||
player.addSkill(skills[i]);
|
||
}
|
||
event.dialog=ui.create.dialog('<div class="text center">'+get.translation(player)+'发动了【雄才】',[[name],'character']);
|
||
game.delay(2);
|
||
'step 2'
|
||
event.dialog.close();
|
||
}
|
||
},
|
||
xiaoxiong:{
|
||
trigger:{global:'useCardAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
forceunique:true,
|
||
filter:function(event,player){
|
||
var type=get.type(event.card,'trick');
|
||
return event.player!=player&&(type=='basic'||type=='trick');
|
||
},
|
||
content:function(){
|
||
player.gain(game.createCard(trigger.card),'gain2');
|
||
}
|
||
},
|
||
boss_zhangwu:{
|
||
global:'boss_zhangwu_ai',
|
||
trigger:{player:'damageEnd'},
|
||
check:function(event,player){
|
||
return event.source&&ai.get.damageEffect(event.source,player,player)>0;
|
||
},
|
||
filter:function(event){
|
||
return event.source&&event.source.isAlive();
|
||
},
|
||
logTarget:'source',
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.source;
|
||
if(target.num('h')==0){
|
||
target.damage();
|
||
event.finish();
|
||
}
|
||
else{
|
||
target.chooseControl('discard_card','get_damage',function(){
|
||
if(ai.get.damageEffect(target,player,target)>=0) return 'get_damage';
|
||
var nh=target.num('h');
|
||
if(nh==1||target.hp<=2||target.hasSkillTag('noh')) return 'discard_card';
|
||
return 'get_damage';
|
||
})
|
||
}
|
||
'step 1'
|
||
var target=trigger.source;
|
||
if(result.control=='discard_card'){
|
||
target.discard(target.get('h'));
|
||
}
|
||
else{
|
||
target.damage();
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true
|
||
}
|
||
},
|
||
boss_zhangwu_ai:{
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'recover')&&card.name!='recover'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hasSkill('xiaoxiong')&&ai.get.attitude(target,game.players[i])<0){
|
||
return 'zeroplayertarget';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yueyin:{
|
||
unique:true,
|
||
mark:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
var str='扣减'+(7-player.storage.xiangxing_count)+'点体力后失去下一枚星;';
|
||
str+='防上禳星伤害条件:'+lib.translate['xiangxing'+player.storage.xiangxing+'_info'];
|
||
return str;
|
||
},
|
||
markcount:function(storage,player){
|
||
return Math.max(0,7-player.storage.xiangxing_count);
|
||
}
|
||
},
|
||
skipDamage:{
|
||
x7:function(player){
|
||
return player.num('h')==0;
|
||
},
|
||
x6:function(player,event){
|
||
return event.nature=='fire';
|
||
},
|
||
x5:function(player,event){
|
||
return event.nature=='thunder';
|
||
},
|
||
x4:function(player,event){
|
||
return event.name=='loseHp';
|
||
},
|
||
x3:function(player,event){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].num('e')>=4) return true;
|
||
}
|
||
return false;
|
||
},
|
||
x2:function(player){
|
||
return player.num('j')>=2;
|
||
},
|
||
x1:function(){
|
||
return game.players.length==2;
|
||
}
|
||
},
|
||
},
|
||
xiangxing:{
|
||
unique:true,
|
||
init:function(player){
|
||
player.storage.xiangxing=7;
|
||
player.storage.xiangxing_count=0;
|
||
player.addSkill('xiangxing7');
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:'当前有#枚星'
|
||
},
|
||
trigger:{player:['damageEnd','loseHpEnd']},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
'step 0'
|
||
var num=trigger.num;
|
||
if(num){
|
||
player.storage.xiangxing_count+=num;
|
||
}
|
||
if(player.storage.xiangxing_count>=7){
|
||
if(player.hasSkill('yueyin')&&lib.skill.yueyin.skipDamage['x'+player.storage.xiangxing](player,trigger)){
|
||
event.goto(3);
|
||
}
|
||
player.removeSkill('xiangxing'+player.storage.xiangxing);
|
||
player.storage.xiangxing--;
|
||
player.storage.xiangxing_count=0;
|
||
player.updateMarks();
|
||
if(player.storage.xiangxing){
|
||
player.addSkill('xiangxing'+player.storage.xiangxing);
|
||
}
|
||
else{
|
||
player.awakenSkill('xiangxing');
|
||
}
|
||
player.popup('xiangxing');
|
||
game.log(player,'失去了一枚星');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
var list=game.players.slice(0);
|
||
list.remove(player);
|
||
list.sort(lib.sort.seat);
|
||
var list2=[];
|
||
for(var i=0;i<list.length;i++){
|
||
list2.push(0);
|
||
}
|
||
for(var i=0;i<7;i++){
|
||
list2[Math.floor(Math.random()*list2.length)]++;
|
||
}
|
||
event.list=list;
|
||
event.list2=list2;
|
||
'step 2'
|
||
if(event.list.length){
|
||
var target=event.list.shift();
|
||
target.damage(event.list2.shift(),'thunder');
|
||
player.line(target,'thunder');
|
||
event.redo();
|
||
}
|
||
'step 3'
|
||
if(player.storage.xiangxing==0){
|
||
player.maxHp=3;
|
||
player.update();
|
||
}
|
||
},
|
||
},
|
||
fengqi:{
|
||
trigger:{player:['phaseBegin','phaseEnd']},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var list={basic:[],equip:[],trick:[],delay:[]};
|
||
for(var i=0;i<lib.inpile.length;i++){
|
||
var name=lib.inpile[i];
|
||
var info=lib.card[name];
|
||
if(info.autoViewAs||name=='yuansuhuimie') continue;
|
||
if(lib.filter.cardEnabled({name:name},player)){
|
||
if(!list[info.type]){
|
||
list[info.type]=[];
|
||
}
|
||
list[info.type].push([get.translation(lib.card[name].type),'',name]);
|
||
}
|
||
}
|
||
list.trick.sort(lib.sort.name);
|
||
var dialog=ui.create.dialog('风起',[list.trick,'vcard']);
|
||
// for(var i in list){
|
||
// dialog.addText(get.translation(i)+'牌');
|
||
// dialog.add([list[i],'vcard']);
|
||
// }
|
||
var rand1=Math.random()<1/3;
|
||
var rand2=Math.random()<0.5;
|
||
var rand3=Math.random()<1/3;
|
||
var rand4=Math.random()<1/3;
|
||
player.chooseButton(dialog).ai=function(button){
|
||
var name=button.link[2];
|
||
if(player.hp<=1){
|
||
switch(name){
|
||
case 'zhiliaobo':return 1;
|
||
case 'dunpaigedang':return 0.8;
|
||
case 'nanman':return 0.5;
|
||
default:return 0;
|
||
}
|
||
}
|
||
if(rand4&&player.num('h')<=1){
|
||
switch(name){
|
||
case 'zengbin':return 1;
|
||
case 'wuzhong':return 0.8;
|
||
default:return 0;
|
||
}
|
||
}
|
||
if(player.hasSkill('qinglonglingzhu')){
|
||
if(rand2) return name=='chiyuxi'?0.8:0;
|
||
return name=='jingleishan'?0.8:0;
|
||
}
|
||
if(rand2) return name=='wanjian'?0.8:0;
|
||
return name=='nanman'?0.8:0;
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
var name=result.links[0][2];
|
||
var info=lib.card[name];
|
||
var card=game.createCard(name);
|
||
if(info.selectTarget==-1){
|
||
var targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(lib.filter.filterTarget(card,player,game.players[i])){
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
if(targets.length){
|
||
targets.sort(lib.sort.seat);
|
||
// player.addTempSkill('fengqi2',{player:'useCardAfter'});
|
||
player.useCard(card,targets);
|
||
}
|
||
event.finish();
|
||
}
|
||
else if(info.notarget){
|
||
// player.addTempSkill('fengqi2',{player:'useCardAfter'});
|
||
player.useCard(card);
|
||
}
|
||
else{
|
||
var next=player.chooseTarget('选择'+get.translation(name)+'的目标');
|
||
next._get_card=card;
|
||
next.filterTarget=lib.filter.filterTarget;
|
||
next.ai=ai.get.effect;
|
||
if(typeof info.selectTarget=='function'){
|
||
next.selectTarget=info.selectTarget;
|
||
}
|
||
else{
|
||
next.selectTarget=get.select(info.selectTarget);
|
||
}
|
||
event.card=card;
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.bool){
|
||
// player.addTempSkill('fengqi2',{player:'useCardAfter'});
|
||
player.useCard(event.card,result.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
}
|
||
},
|
||
fengqi2:{
|
||
ai:{
|
||
playernowuxie:true
|
||
}
|
||
},
|
||
gaiming:{
|
||
trigger:{player:'judgeBefore'},
|
||
direct:true,
|
||
priority:1,
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.cards=get.cards(7);
|
||
player.chooseCardButton(true,event.cards,'改命:选择一张牌作为你的'+trigger.judgestr+'判定结果').ai=function(button){
|
||
if(ai.get.attitude(player,trigger.player)>0){
|
||
return 1+trigger.judge(button.link);
|
||
}
|
||
if(ai.get.attitude(player,trigger.player)<0){
|
||
return 1-trigger.judge(button.link);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(!result.bool){
|
||
event.finish();
|
||
return;
|
||
}
|
||
player.logSkill('gaiming',trigger.player);
|
||
var card=result.links[0];
|
||
event.cards.remove(card);
|
||
var judgestr=get.translation(trigger.player)+'的'+trigger.judgestr+'判定';
|
||
event.videoId=lib.status.videoId++;
|
||
event.dialog=ui.create.dialog(judgestr);
|
||
event.dialog.classList.add('center');
|
||
event.dialog.videoId=event.videoId;
|
||
|
||
game.addVideo('judge1',player,[get.cardInfo(card),judgestr,event.videoId]);
|
||
for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]);
|
||
// var node=card.copy('thrown','center',ui.arena).animate('start');
|
||
var node;
|
||
if(game.chess){
|
||
node=card.copy('thrown','center',ui.arena).animate('start');
|
||
}
|
||
else{
|
||
node=player.$throwordered(card.copy(),true);
|
||
}
|
||
node.classList.add('thrownhighlight');
|
||
ui.arena.classList.add('thrownhighlight');
|
||
if(card){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
trigger.result={
|
||
card:card,
|
||
judge:trigger.judge(card),
|
||
node:node,
|
||
number:get.number(card),
|
||
suit:get.suit(card),
|
||
color:get.color(card),
|
||
};
|
||
if(trigger.result.judge>0){
|
||
trigger.result.bool=true;
|
||
trigger.player.popup('洗具');
|
||
}
|
||
if(trigger.result.judge<0){
|
||
trigger.result.bool=false;
|
||
trigger.player.popup('杯具');
|
||
}
|
||
game.log(trigger.player,'的判定结果为',card);
|
||
trigger.direct=true;
|
||
trigger.position.appendChild(card);
|
||
game.delay(2);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
ui.arena.classList.remove('thrownhighlight');
|
||
event.dialog.close();
|
||
game.addVideo('judge2',null,event.videoId);
|
||
ui.clear();
|
||
var card=trigger.result.card;
|
||
trigger.position.appendChild(card);
|
||
trigger.result.node.delete();
|
||
game.delay();
|
||
},
|
||
},
|
||
tiandao:{
|
||
audio:true,
|
||
trigger:{global:'judge'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
|
||
get.translation(trigger.player.judging[0])+','+get.prompt('tiandao'),'he').ai=function(card){
|
||
var trigger=_status.event.parent._trigger;
|
||
var player=_status.event.player;
|
||
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
|
||
var attitude=ai.get.attitude(player,trigger.player);
|
||
if(attitude==0||result==0) return 0;
|
||
if(attitude>0){
|
||
return result;
|
||
}
|
||
else{
|
||
return -result;
|
||
}
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.respond(result.cards,'highlight');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
player.logSkill('tiandao');
|
||
player.$gain2(trigger.player.judging[0]);
|
||
player.gain(trigger.player.judging[0]);
|
||
trigger.player.judging[0]=result.cards[0];
|
||
trigger.position.appendChild(result.cards[0]);
|
||
game.log(trigger.player,'的判定牌改为',result.cards[0]);
|
||
}
|
||
"step 3"
|
||
game.delay(2);
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:1
|
||
},
|
||
threaten:1.5
|
||
}
|
||
},
|
||
lianji:{
|
||
audio:true,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return target.num('h')>0;
|
||
},
|
||
selectTarget:2,
|
||
multitarget:true,
|
||
multiline:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
prepare:'throw',
|
||
discard:false,
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(targets[0].num('h')&&targets[1].num('h')){
|
||
targets[0].chooseToCompare(targets[1]);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
targets[0].gain(cards);
|
||
targets[0].$gain2(cards);
|
||
targets[1].damage(targets[0]);
|
||
}
|
||
else{
|
||
targets[1].gain(cards);
|
||
targets[1].$gain2(cards);
|
||
targets[0].damage(targets[1]);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:2,
|
||
order:9,
|
||
result:{
|
||
target:-1
|
||
}
|
||
},
|
||
},
|
||
mazui:{
|
||
audio:true,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:{color:'black'},
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('mazui2');
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
discard:false,
|
||
prepare:'give',
|
||
content:function(){
|
||
target.storage.mazui2=cards[0];
|
||
target.addSkill('mazui2');
|
||
game.addVideo('storage',target,['mazui2',get.cardInfo(target.storage.mazui2),'card']);
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.hp;
|
||
}
|
||
},
|
||
order:4,
|
||
threaten:1.2
|
||
}
|
||
},
|
||
mazui2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
mark:'card',
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
player.addSkill('mazui3');
|
||
player.removeSkill('mazui2');
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
}
|
||
},
|
||
mazui3:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.gain(player.storage.mazui2,'gain2');
|
||
game.log(player,'获得了',player.storage.mazui2);
|
||
player.removeSkill('mazui3');
|
||
delete player.storage.mazui2;
|
||
}
|
||
},
|
||
yunshen:{
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card.name=='shan';
|
||
},
|
||
frequent:true,
|
||
init:function(player){
|
||
player.storage.yunshen=0;
|
||
},
|
||
content:function(){
|
||
player.storage.yunshen++;
|
||
player.markSkill('yunshen');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'respondShan')){
|
||
var shans=target.num('h','shan');
|
||
var hs=target.num('h');
|
||
if(shans>1) return [1,1];
|
||
if(shans&&hs>2) return [1,1];
|
||
if(shans) return [1,0.5];
|
||
if(hs>2) return [1,0.3];
|
||
if(hs>1) return [1,0.2];
|
||
return [1.2,0];
|
||
}
|
||
}
|
||
},
|
||
threaten:0.8
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
},
|
||
group:'yunshen2'
|
||
},
|
||
yunshen2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.yunshen>0;
|
||
},
|
||
content:function(){
|
||
player.draw(player.storage.yunshen);
|
||
player.storage.yunshen=0;
|
||
player.unmarkSkill('yunshen');
|
||
},
|
||
mod:{
|
||
globalTo:function(from,to,distance){
|
||
if(typeof to.storage.yunshen=='number') return distance+to.storage.yunshen;
|
||
}
|
||
}
|
||
},
|
||
lingbo:{
|
||
audio:2,
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card.name=='shan';
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
ai:{
|
||
mingzhi:false,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'respondShan')){
|
||
var shans=target.num('h','shan');
|
||
var hs=target.num('h');
|
||
if(shans>1) return [0,1];
|
||
if(shans&&hs>2) return [0,1];
|
||
if(shans) return [0,0];
|
||
if(hs>2) return [0,0];
|
||
if(hs>1) return [1,0.5];
|
||
return [1.5,0];
|
||
}
|
||
}
|
||
},
|
||
threaten:0.8
|
||
}
|
||
},
|
||
jiaoxia:{
|
||
audio:2,
|
||
trigger:{target:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
return event.card&&get.color(event.card)=='red';
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:function(card,player,target){
|
||
if(get.color(card)=='red') return [1,1];
|
||
},
|
||
}
|
||
},
|
||
boss_nbianshenx:{},
|
||
boss_jingjue:{
|
||
inherit:'boss_danshu'
|
||
},
|
||
boss_renxing:{
|
||
trigger:{global:['damageEnd','recoverEnd']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
boss_ruizhi:{
|
||
trigger:{global:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.player.num('he')>1;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.line(trigger.player,'green');
|
||
var next=trigger.player.chooseCard(true,'选择保留一张手牌和一张装备区内的牌,然后弃置其它牌','he',function(card){
|
||
switch(get.position(card)){
|
||
case 'h':{
|
||
if(ui.selected.cards.length){
|
||
return get.position(ui.selected.cards[0])=='e';
|
||
}
|
||
else{
|
||
return trigger.player.num('h')>1;
|
||
}
|
||
break;
|
||
}
|
||
case 'e':{
|
||
if(ui.selected.cards.length){
|
||
return get.position(ui.selected.cards[0])=='h';
|
||
}
|
||
else{
|
||
return trigger.player.num('e')>1;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
});
|
||
var num=0;
|
||
if(trigger.player.num('h')>1){
|
||
num++;
|
||
}
|
||
if(trigger.player.num('e')>1){
|
||
num++;
|
||
}
|
||
next.selectCard=[num,num];
|
||
next.ai=function(card){
|
||
return ai.get.value(card);
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
var he=[];
|
||
var hs=trigger.player.get('h');
|
||
var es=trigger.player.get('e');
|
||
if(hs.length>1){
|
||
he=he.concat(hs);
|
||
}
|
||
if(es.length>1){
|
||
he=he.concat(es);
|
||
}
|
||
for(var i=0;i<result.cards.length;i++){
|
||
he.remove(result.cards[i]);
|
||
}
|
||
trigger.player.discard(he);
|
||
}
|
||
}
|
||
},
|
||
boss_nbaonu:{
|
||
group:['boss_nbaonu_sha'],
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
priority:-1,
|
||
content:function(){
|
||
if(player.hp>4){
|
||
trigger.num=4+Math.floor(Math.random()*(player.hp-3));
|
||
}
|
||
else{
|
||
trigger.num=4;
|
||
}
|
||
},
|
||
subSkill:{
|
||
sha:{
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha'&&player.hp<5) return Infinity;
|
||
}
|
||
},
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.notLink()&&player.hp<5;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_shouyi:{
|
||
mod:{
|
||
targetInRange:function(){
|
||
return true;
|
||
}
|
||
},
|
||
},
|
||
boss_mengtai:{
|
||
group:['boss_mengtai_begin','boss_mengtai_draw','boss_mengtai_use',
|
||
'boss_mengtai_discard','boss_mengtai_end'],
|
||
subSkill:{
|
||
begin:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.storage.boss_mengtai_draw=true;
|
||
player.storage.boss_mengtai_use=true;
|
||
}
|
||
},
|
||
draw:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.storage.boss_mengtai_draw=false;
|
||
}
|
||
},
|
||
use:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.storage.boss_mengtai_use=false;
|
||
}
|
||
},
|
||
discard:{
|
||
trigger:{player:'phaseDiscardBefore'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.storage.boss_mengtai_use) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
end:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.storage.boss_mengtai_draw) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.draw(3);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_nbianshen:{
|
||
trigger:{player:'phaseBefore'},
|
||
forced:true,
|
||
popup:false,
|
||
priority:25,
|
||
filter:function(event,player){
|
||
if(player.name=='boss_nianshou_heti'||player.storage.boss_nbianshen) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
if(player.storage.boss_nbianshen){
|
||
var hp=player.hp,
|
||
maxHp=player.maxHp,
|
||
hujia=player.hujia;
|
||
player.init('boss_nianshou_'+player.storage.boss_nbianshen_next);
|
||
player.storage.boss_nbianshen.remove(player.storage.boss_nbianshen_next);
|
||
if(!player.storage.boss_nbianshen.length){
|
||
player.storage.boss_nbianshen=['jingjue','renxing','ruizhi','baonu'];
|
||
}
|
||
player.storage.boss_nbianshen_next=player.storage.boss_nbianshen.randomGet(player.storage.boss_nbianshen_next);
|
||
player.hp=hp;
|
||
player.maxHp=maxHp;
|
||
player.hujia=hujia;
|
||
player.update();
|
||
}
|
||
else{
|
||
player.storage.boss_nbianshen=['jingjue','renxing','ruizhi','baonu'];
|
||
player.storage.boss_nbianshen_next=player.storage.boss_nbianshen.randomGet();
|
||
player.markSkill('boss_nbianshen');
|
||
}
|
||
},
|
||
intro:{
|
||
content:function(storage,player){
|
||
var map={
|
||
jingjue:'警觉',
|
||
renxing:'任性',
|
||
ruizhi:'睿智',
|
||
baonu:'暴怒'
|
||
};
|
||
return '下一个状态:'+map[player.storage.boss_nbianshen_next];
|
||
}
|
||
}
|
||
},
|
||
boss_damagecount:{
|
||
mode:['boss'],
|
||
global:'boss_damagecount2'
|
||
},
|
||
boss_damagecount2:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
if(!ui.damageCount) return false;
|
||
return event.num>0&&player.isFriendOf(game.me)&&event.player.isEnemyOf(game.me);
|
||
},
|
||
content:function(){
|
||
_status.damageCount+=trigger.num;
|
||
ui.damageCount.innerHTML='伤害: '+_status.damageCount;
|
||
}
|
||
},
|
||
boss_nianrui:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num+=2;
|
||
},
|
||
ai:{
|
||
threaten:1.6
|
||
}
|
||
},
|
||
boss_qixiang:{
|
||
group:['boss_qixiang1','boss_qixiang2'],
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='lebu'&&card.name=='bingliang') return 0.8;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_qixiang1:{
|
||
trigger:{player:'judge'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.card){
|
||
if(event.card.viewAs){
|
||
return event.card.viewAs=='lebu';
|
||
}
|
||
else{
|
||
return event.card.name=='lebu';
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('boss_qixiang3','judgeAfter');
|
||
}
|
||
},
|
||
boss_qixiang2:{
|
||
trigger:{player:'judge'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.card){
|
||
if(event.card.viewAs){
|
||
return event.card.viewAs=='bingliang';
|
||
}
|
||
else{
|
||
return event.card.name=='bingliang';
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('boss_qixiang4','judgeAfter');
|
||
}
|
||
},
|
||
boss_qixiang3:{
|
||
mod:{
|
||
suit:function(card,suit){
|
||
if(suit=='diamond') return 'heart';
|
||
}
|
||
}
|
||
},
|
||
boss_qixiang4:{
|
||
mod:{
|
||
suit:function(card,suit){
|
||
if(suit=='spade') return 'club';
|
||
}
|
||
}
|
||
},
|
||
boss_bianshen2:{
|
||
mode:['boss'],
|
||
global:'boss_bianshen2x'
|
||
},
|
||
boss_bianshen2x:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
priority:-10,
|
||
globalFixed:true,
|
||
filter:function(event){
|
||
if(lib.config.mode!='boss') return false;
|
||
return event.player==game.boss&&event.player.hasSkill('boss_bianshen2');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
game.delay();
|
||
'step 1'
|
||
game.changeBoss(['boss_niutou','boss_mamian'].randomGet());
|
||
}
|
||
},
|
||
boss_bianshen3:{
|
||
mode:['boss'],
|
||
global:'boss_bianshen3x'
|
||
},
|
||
boss_bianshen3x:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
priority:-10,
|
||
globalFixed:true,
|
||
filter:function(event){
|
||
if(lib.config.mode!='boss') return false;
|
||
return event.player==game.boss&&event.player.hasSkill('boss_bianshen3');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
game.delay();
|
||
'step 1'
|
||
game.changeBoss(['boss_baiwuchang','boss_heiwuchang'].randomGet());
|
||
}
|
||
},
|
||
boss_bianshen4:{
|
||
mode:['boss'],
|
||
global:'boss_bianshen4x'
|
||
},
|
||
boss_bianshen4x:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
priority:-10,
|
||
globalFixed:true,
|
||
filter:function(event){
|
||
if(lib.config.mode!='boss') return false;
|
||
return event.player==game.boss&&event.player.hasSkill('boss_bianshen4');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
game.delay();
|
||
'step 1'
|
||
game.changeBoss(['boss_yecha','boss_luocha'].randomGet());
|
||
}
|
||
},
|
||
boss_moyany:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
return get.color(card)=='red'?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.chooseTarget(true,'选择一个目标对其造成两点火焰伤害',function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'fire');
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.targets.length){
|
||
player.line(result.targets,'fire');
|
||
result.targets[0].damage(2,'fire');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'loseCard')){
|
||
return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_danshu:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player&&player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
return get.color(card)=='red'?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.color=='red'){
|
||
player.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'loseCard')){
|
||
return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_modao:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
}
|
||
},
|
||
boss_mojian:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player.canUse('wanjian',game.players[i])&&game.players[i].isEnemyOf(player)){
|
||
list.push(game.players[i]);
|
||
}
|
||
}
|
||
list.sort(lib.sort.seat);
|
||
player.useCard({name:'wanjian'},list);
|
||
},
|
||
ai:{
|
||
threaten:1.8
|
||
}
|
||
},
|
||
boss_yushou:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player.canUse('nanman',game.players[i])){
|
||
list.push(game.players[i]);
|
||
}
|
||
}
|
||
list.sort(lib.sort.seat);
|
||
player.useCard({name:'nanman'},list);
|
||
}
|
||
},
|
||
boss_zuijiu:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event){
|
||
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&
|
||
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
boss_xixing:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('boss_xixing'),function(card,player,target){
|
||
return player!=target&&target.isLinked();
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'thunder');
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_xixing',result.targets);
|
||
result.targets[0].damage('thunder');
|
||
player.recover();
|
||
}
|
||
},
|
||
},
|
||
boss_suoming:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isLinked()&&player!=game.players[i]){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isLinked()&&player!=game.players[i]){
|
||
num++;
|
||
}
|
||
}
|
||
player.chooseTarget(get.prompt('boss_suoming'),[1,num],function(card,player,target){
|
||
return !target.isLinked()&&player!=target;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_suoming',result.targets);
|
||
event.targets=result.targets;
|
||
event.num=0;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.num<event.targets.length){
|
||
event.targets[event.num].link();
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
boss_taiping:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num+=2;
|
||
}
|
||
},
|
||
boss_baolian:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
}
|
||
},
|
||
boss_xiaoshou:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('boss_xiaoshou'),function(card,player,target){
|
||
return player!=target&&target.hp>=player.hp;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'fire');
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_xiaoshou',result.targets);
|
||
result.targets[0].damage('fire',3);
|
||
}
|
||
},
|
||
},
|
||
boss_manjia:{
|
||
group:['boss_manjia1','boss_manjia2']
|
||
},
|
||
boss_manjia1:{
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:6,
|
||
filter:function(event,player){
|
||
if(player.get('e','2')) return false;
|
||
if(event.player.num('s','unequip')) return false;
|
||
if(event.card.name=='nanman') return true;
|
||
if(event.card.name=='wanjian') return true;
|
||
if(event.card.name=='sha'&&!event.card.nature) return true;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(target.get('e','2')) return;
|
||
if(player.num('s','unequip')) return;
|
||
if(card.name=='nanman'||card.name=='wanjian') return 0;
|
||
if(card.name=='sha'){
|
||
var equip1=player.get('e','1');
|
||
if(equip1&&equip1.name=='zhuque') return 2;
|
||
if(equip1&&equip1.name=='qinggang') return 1;
|
||
if(!card.nature) return 0;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_manjia2:{
|
||
trigger:{player:'damageBegin'},
|
||
filter:function(event,player){
|
||
if(player.get('e','2')) return false;
|
||
if(event.nature=='fire') return true;
|
||
},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(target.get('e','2')) return;
|
||
if(card.name=='sha'){
|
||
if(card.nature=='fire'||player.hasSkill('zhuque_skill')) return 2;
|
||
}
|
||
if(get.tag(card,'fireDamage')&¤t<0) return 2;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_lianyu:{
|
||
trigger:{player:'phaseEnd'},
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.players=get.players(player);
|
||
"step 1"
|
||
if(event.players.length){
|
||
var current=event.players.shift();
|
||
if(current.isEnemyOf(player)){
|
||
player.line(current,'fire');
|
||
current.damage('fire');
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:2
|
||
}
|
||
},
|
||
boss_guiji:{
|
||
trigger:{player:'phaseJudgeBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
player.discard(player.get('j').randomGet());
|
||
},
|
||
filter:function(event ,player){
|
||
return player.num('j')>0;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='delay'&&target.num('j')==0) return 0.1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_minbao:{
|
||
global:'boss_minbao2'
|
||
},
|
||
boss_minbao2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
globalFixed:true,
|
||
filter:function(event,player){
|
||
return event.player.hasSkill('boss_minbao')&&event.player.isDead();
|
||
},
|
||
content:function(){
|
||
trigger.player.line(player,'fire');
|
||
player.damage('nosource','fire').animate=false;
|
||
player.$damage(trigger.player);
|
||
if(lib.config.animation&&!lib.config.low_performance){
|
||
player.$fire();
|
||
}
|
||
if(!event.parent.parent.boss_minbao_logv){
|
||
event.parent.parent.boss_minbao_logv=true;
|
||
game.logv(trigger.player,'boss_minbao',game.players.slice(0),event.parent.parent);
|
||
}
|
||
}
|
||
},
|
||
boss_guihuo:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('boss_guihuo'),function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'fire');
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_guihuo',result.targets);
|
||
result.targets[0].damage('fire');
|
||
}
|
||
},
|
||
},
|
||
boss_luolei:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('boss_luolei'),function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'thunder');
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_luolei',result.targets);
|
||
result.targets[0].damage('thunder');
|
||
}
|
||
},
|
||
},
|
||
boss_beiming:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.source!=undefined;
|
||
},
|
||
content:function(){
|
||
trigger.source.discard(trigger.source.get('h'));
|
||
},
|
||
ai:{
|
||
threaten:0.7
|
||
}
|
||
},
|
||
boss_shanbeng:{
|
||
global:'boss_shanbeng2',
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
logv:false,
|
||
content:function(){
|
||
var targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('e')){
|
||
player.line(game.players[i],'green');
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
game.delay();
|
||
game.logv(player,'boss_shanbeng',targets,null,true);
|
||
}
|
||
},
|
||
boss_shanbeng2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
globalFixed:true,
|
||
filter:function(event,player){
|
||
return player.num('e')>0&&event.player.hasSkill('boss_shanbeng')&&event.player.isDead();
|
||
},
|
||
content:function(){
|
||
player.discard(player.get('e'));
|
||
}
|
||
},
|
||
boss_didong:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('boss_didong'),function(card,player,target){
|
||
return target.isEnemyOf(player);
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(target.isTurnedOver()){
|
||
if(att>0){
|
||
return att+5;
|
||
}
|
||
return -1;
|
||
}
|
||
if(player.isTurnedOver()){
|
||
return 5-att;
|
||
}
|
||
return -att;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_didong',result.targets);
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.7
|
||
}
|
||
},
|
||
boss_guimei:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(get.type(card)=='delay'){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_bianshen:{
|
||
trigger:{global:'gameStart'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.init(['boss_chi','boss_mo','boss_wang','boss_liang'].randomGet());
|
||
game.addVideo('reinit2',player,player.name);
|
||
}
|
||
},
|
||
zhanjiang:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].num('e','qinggang')){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
var e=game.players[i].get('e','qinggang');
|
||
if(e.length){
|
||
player.gain(e,game.players[i]);
|
||
game.players[i].$give(e,player);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_juejing:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
noh:true,
|
||
},
|
||
group:'boss_juejing2'
|
||
},
|
||
boss_juejing2:{
|
||
trigger:{player:'loseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.num('h')<4;
|
||
},
|
||
content:function(){
|
||
player.draw(4-player.num('h'));
|
||
}
|
||
},
|
||
boss_leiji:{
|
||
audio:2,
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card.name=='shan';
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0";
|
||
player.chooseTarget(get.prompt('boss_leiji')).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'thunder');
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_leiji',result.targets,'thunder');
|
||
event.target=result.targets[0];
|
||
event.target.judge(function(card){
|
||
// var suit=get.suit(card);
|
||
// if(suit=='spade') return -4;
|
||
// if(suit=='club') return -2;
|
||
if(get.color(card)=='black') return -2;
|
||
return 0;
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool==false){
|
||
event.target.damage('thunder');
|
||
player.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')){
|
||
var hastarget=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(target,game.players[i])<0){
|
||
hastarget=true;break;
|
||
}
|
||
}
|
||
var be=target.num('e',{color:'black'});
|
||
if(target.num('h','shan')&&be){
|
||
if(!target.hasSkill('guidao')) return 0;
|
||
return [0,hastarget?target.num('he')/2:0];
|
||
}
|
||
if(target.num('h','shan')&&target.num('h')>2){
|
||
if(!target.hasSkill('guidao')) return 0;
|
||
return [0,hastarget?target.num('h')/4:0];
|
||
}
|
||
if(target.num('h')>3||(be&&target.num('h')>=2)){
|
||
return [0,0];
|
||
}
|
||
if(target.num('h')==0){
|
||
return [1.5,0];
|
||
}
|
||
if(target.num('h')==1&&!be){
|
||
return [1.2,0];
|
||
}
|
||
if(!target.hasSkill('guidao')) return [1,0.05];
|
||
return [1,Math.min(0.5,(target.num('h')+be)/4)];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wuqin:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
return player.num('h')==0;
|
||
},
|
||
content:function(){
|
||
player.draw(3)
|
||
}
|
||
},
|
||
boss_baolin:{
|
||
audio:true,
|
||
inherit:'juece',
|
||
},
|
||
boss_qiangzheng:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
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].num('h')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var players=get.players(player);
|
||
players.remove(player);
|
||
event.players=players;
|
||
"step 1"
|
||
if(event.players.length){
|
||
var current=event.players.shift();
|
||
var hs=current.get('h')
|
||
if(hs.length){
|
||
player.gain(hs.randomGet(),current);
|
||
current.$give(1,player);
|
||
}
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
guizhen:{
|
||
audio:2,
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player.num('h')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var players=get.players(player);
|
||
players.remove(player);
|
||
event.players=players;
|
||
"step 1"
|
||
if(event.players.length){
|
||
var current=event.players.shift();
|
||
var hs=current.get('h');
|
||
if(hs.length){
|
||
current.lose(hs)._triggered=null;
|
||
current.$throw(hs);
|
||
}
|
||
else{
|
||
current.loseHp();
|
||
}
|
||
game.delay(0.5);
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
boss_konghun:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(){
|
||
return game.players.length>=3;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(){
|
||
return 1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_konghun',result.targets);
|
||
result.targets[0].goMad();
|
||
}
|
||
},
|
||
group:'boss_konghun2'
|
||
},
|
||
boss_konghun2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
var players=game.players.concat(game.dead);
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i].isMad()){
|
||
players[i].unMad();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuehun:{
|
||
unique:true,
|
||
trigger:{player:'phaseEnd'},
|
||
frequent:true,
|
||
content:function(){
|
||
player.recover();
|
||
player.draw(2);
|
||
}
|
||
},
|
||
boss_wange:{
|
||
inherit:'boss_guiji'
|
||
},
|
||
fengwu:{
|
||
audio:2,
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
"step 0"
|
||
event.current=player.next;
|
||
"step 1"
|
||
event.current.chooseToUse({name:'sha'},function(card,player,target){
|
||
if(player==target) return false;
|
||
if(get.distance(player,target)<=1) return true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]==player) continue;
|
||
if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
|
||
}
|
||
return true;
|
||
})
|
||
"step 2"
|
||
if(result.bool==false) event.current.loseHp();
|
||
if(event.current.next!=player){
|
||
event.current=event.current.next;
|
||
game.delay(0.5);
|
||
event.goto(1);
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player){
|
||
if(player.num('h','shan')) return 1;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].canUse('sha',player)&&game.players[i].num('h')>1){
|
||
num--;
|
||
}
|
||
else{
|
||
num++;
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huanhua:{
|
||
audio:2,
|
||
trigger:{global:'gameDrawAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]==player) continue;
|
||
player.maxHp+=game.players[i].maxHp;
|
||
if(!game.players[i].name||!lib.character[game.players[i].name]) continue;
|
||
var skills=lib.character[game.players[i].name][3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(!lib.skill[skills[j]].forceunique){
|
||
player.addSkill(skills[j]);
|
||
}
|
||
}
|
||
}
|
||
player.hp=player.maxHp;
|
||
player.update();
|
||
},
|
||
group:['huanhua3','huanhua4'],
|
||
ai:{
|
||
threaten:0.8,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='bingliang') return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huanhua2:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
priority:10,
|
||
forced:true,
|
||
popup:false,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
huanhua3:{
|
||
trigger:{global:'drawAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.parent.name!='phaseDraw') return false;
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
player.draw(trigger.num);
|
||
}
|
||
},
|
||
huanhua4:{
|
||
trigger:{global:'discardAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.parent.parent.name!='phaseDiscard') return false;
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
player.chooseToDiscard(trigger.cards.length,true);
|
||
}
|
||
},
|
||
jidian:{
|
||
audio:2,
|
||
trigger:{source:'damageAfter'},
|
||
direct:true,
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('jidian'),function(card,player,target){
|
||
return get.distance(trigger.player,target)<=1&&trigger.player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'thunder')+0.1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
event.target=result.targets[0];
|
||
event.target.judge(function(card){
|
||
return get.color(card)=='red'?0:-1;
|
||
})
|
||
player.logSkill('jidian',event.target,false);
|
||
trigger.player.line(event.target,'thunder');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.color=='black'){
|
||
event.target.damage('thunder');
|
||
}
|
||
}
|
||
},
|
||
tinqin:{
|
||
audio:false,
|
||
inherit:'manjuan'
|
||
},
|
||
boss_hujia:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
if(player.hp==player.maxHp) return false;
|
||
if(!player.num('he')) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
if(!lib.character[target.name]) return false;
|
||
return true;
|
||
},
|
||
filterCard:lib.filter.cardDiscardable,
|
||
ai1:function(card){
|
||
return ai.get.unuseful(card)+9;
|
||
},
|
||
ai2:function(target){
|
||
if(target.storage.boss_hujia) return Math.max(1,10-target.maxHp);
|
||
return 1/target.maxHp;
|
||
},
|
||
prompt:get.prompt('boss_hujia')
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('boss_hujia',target);
|
||
if(target.storage.boss_hujia){
|
||
target.loseMaxHp();
|
||
}
|
||
else{
|
||
target.disableSkill('boss_hujia',lib.character[target.name][3]);
|
||
target.storage.boss_hujia=true;
|
||
}
|
||
player.discard(result.cards);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
}
|
||
},
|
||
boss_guihan:{
|
||
audio:2,
|
||
unique:true,
|
||
enable:'chooseToUse',
|
||
mark:true,
|
||
init:function(player){
|
||
player.storage.boss_guihan=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player!=_status.dying) return false;
|
||
if(player.storage.boss_guihan) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('boss_guihan');
|
||
player.recover(player.maxHp-player.hp);
|
||
player.storage.boss_guihan=true;
|
||
"step 1"
|
||
player.draw(4);
|
||
"step 2"
|
||
for(var i=0;i<game.players.length;i++){
|
||
game.players[i].enableSkill('boss_hujia');
|
||
delete game.players[i].storage.boss_hujia;
|
||
}
|
||
if(game.bossinfo){
|
||
game.bossinfo.loopType=1;
|
||
}
|
||
player.removeSkill('beige');
|
||
player.removeSkill('boss_hujia');
|
||
player.addSkill('tinqin');
|
||
player.addSkill('boss_huixin');
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
if(player.storage.boss_guihan) return false;
|
||
},
|
||
save:true,
|
||
result:{
|
||
player:4,
|
||
},
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
huoshen:{
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event){
|
||
return event.nature=='fire';
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.recover();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'fireDamage')){
|
||
return [0,2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
boss_xianyin:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
return get.color(card)=='red'?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.chooseTarget(true,'选择一个目标令其失去一点体力',function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
return Math.max(1,9-target.hp);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.targets.length){
|
||
player.line(result.targets);
|
||
result.targets[0].loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'loseCard')){
|
||
return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_huixin:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge();
|
||
"step 1"
|
||
if(result.color=='black'){
|
||
_status.currentPhase.loseHp();
|
||
}
|
||
else{
|
||
player.recover();
|
||
player.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'loseCard')){
|
||
return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_shengshou:{
|
||
audio:true,
|
||
trigger:{player:'useCard'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
return get.color(card)=='red'?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.recover();
|
||
}
|
||
},
|
||
},
|
||
boss_honglian:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.players=get.players(player);
|
||
event.players.remove(player);
|
||
player.draw(2);
|
||
"step 1"
|
||
if(event.players.length){
|
||
event.players.shift().damage('fire');
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
boss_yuhuo:{
|
||
trigger:{player:'niepanAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.addSkill('kanpo');
|
||
player.addSkill('shenwei');
|
||
player.addSkill('zhuyu');
|
||
if(game.bossinfo){
|
||
game.bossinfo.loopType=1;
|
||
}
|
||
}
|
||
},
|
||
boss_tianyu:{
|
||
audio:true,
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.isLinked()) return true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&!game.players[i].isLinked()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=game.players.slice(0);
|
||
event.targets.remove(player);
|
||
event.targets.sort(lib.sort.seat);
|
||
if(player.isLinked()) player.link();
|
||
"step 1"
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
if(!target.isLinked()){
|
||
target.link();
|
||
}
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
boss_jizhi:{
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event){
|
||
var type=get.type(event.card,'trick');
|
||
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
|
||
},
|
||
content:function(){
|
||
var cards=get.cards();
|
||
player.gain(cards,'gain2');
|
||
game.log(player,'获得了',cards);
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
boss_guiyin:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(_status.currentPhase==player&&target.hp<player.hp) return false;
|
||
}
|
||
}
|
||
},
|
||
boss_gongshen:{
|
||
trigger:{global:'gameDrawAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
game.players[i].forcemin=true;
|
||
}
|
||
}
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(get.type(card)=='delay'&&player!=target){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fanghua:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isTurnedOver()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.players=get.players(player);
|
||
event.num=0;
|
||
for(var i=0;i<event.players.length;i++){
|
||
if(!event.players[i].isTurnedOver()){
|
||
event.players.splice(i--,1);
|
||
}
|
||
}
|
||
"step 1"
|
||
if(event.players.length){
|
||
event.players.shift().loseHp();
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
tashui:{
|
||
audio:2,
|
||
trigger:{player:['useCard','respondAfter']},
|
||
direct:true,
|
||
unique:true,
|
||
filter:function(event){
|
||
return get.color(event.card)=='black';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay(0.5);
|
||
player.chooseTarget(get.prompt('tashui'),function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
if(target.isTurnedOver()) return -1;
|
||
return 1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('tashui',result.targets,'thunder');
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player:function(card){
|
||
if(get.color(card)=='black'){
|
||
return [1,2];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shangshix:{
|
||
trigger:{player:['loseEnd','changeHp']},
|
||
forced:true,
|
||
unique:true,
|
||
audio:2,
|
||
filter:function(event,player){
|
||
return player.num('h')<4;
|
||
},
|
||
content:function(){
|
||
player.draw(4-player.num('h'));
|
||
},
|
||
group:'shangshix2',
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='shunshou') return;
|
||
if(card.name=='guohe'){
|
||
if(!target.num('e')) return [0,1];
|
||
}
|
||
else if(get.tag(card,'loseCard')){
|
||
return [0,1];
|
||
}
|
||
}
|
||
},
|
||
noh:true,
|
||
}
|
||
},
|
||
xiuluo:{
|
||
audio:2,
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('j')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard(2,'hj',function(card){
|
||
if(ui.selected.cards.length==0) return true;
|
||
if(get.position(ui.selected.cards[0])=='h'){
|
||
if(get.position(card)!='j') return false;
|
||
}
|
||
if(get.position(ui.selected.cards[0])=='j'){
|
||
if(get.position(card)!='h') return false;
|
||
}
|
||
return get.suit(card)==get.suit(ui.selected.cards[0])
|
||
},'是否一张手牌来弃置一张花色相同的判定牌?').ai=function(card){
|
||
if(get.position(card)=='h'){
|
||
return 11-ai.get.value(card);
|
||
}
|
||
if(card.name=='lebu') return 5;
|
||
if(card.name=='bingliang') return 4;
|
||
if(card.name=='guiyoujie') return 3;
|
||
return 2;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('xiuluo');
|
||
}
|
||
}
|
||
},
|
||
shangshix2:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.hp>1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.players=get.players(player);
|
||
event.num=0;
|
||
"step 1"
|
||
if(event.players.length){
|
||
event.players.shift().loseHp();
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
wuxin:{
|
||
inherit:'miles_xueyi',
|
||
group:'swd_wuxie',
|
||
audio:2,
|
||
},
|
||
shenwei:{
|
||
audio:2,
|
||
unique:true,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num+=3;
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,current){
|
||
return current+3;
|
||
}
|
||
}
|
||
},
|
||
shenji:{
|
||
unique:true,
|
||
mod:{
|
||
selectTarget:function(card,player,range){
|
||
if(range[1]==-1) return;
|
||
if(player.get('e','1')) return;
|
||
if(card.name=='sha') range[1]+=2;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(player.get('e','1')) return;
|
||
if(card.name=='sha') return num+1;
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.subtype(card)=='equip1') return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_baonuwash:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
game.over(game.me==game.boss);
|
||
},
|
||
temp:true,
|
||
},
|
||
boss_baonu:{
|
||
unique:true,
|
||
group:'boss_baonu2',
|
||
trigger:{player:'changeHp',global:'boss_baonuwash'},
|
||
forced:true,
|
||
priority:100,
|
||
audio:2,
|
||
mode:['identity','guozhan','boss','stone'],
|
||
init:function(player){
|
||
if(get.mode()=='boss'&&player==game.boss){
|
||
lib.onwash.push(function(){
|
||
if(!_status.boss_baonuwash){
|
||
_status.boss_baonuwash=true;
|
||
_status.event.parent.trigger('boss_baonuwash');
|
||
}
|
||
else{
|
||
_status.event.player.addSkill('boss_baonuwash');
|
||
}
|
||
});
|
||
for(var i in lib.card){
|
||
if(lib.card[i].subtype=='equip1') lib.card[i].chongzhu=true;
|
||
}
|
||
}
|
||
},
|
||
filter:function(event,player){
|
||
return player.hp<=4||_status.boss_baonuwash;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(player.hp>4){
|
||
game.delay();
|
||
}
|
||
'step 1'
|
||
player.chooseControl('暴怒战神','神鬼无前',function(){
|
||
if(Math.random()<0.5) return '神鬼无前';
|
||
return '暴怒战神';
|
||
}).set('prompt','选择一个形态');
|
||
'step 2'
|
||
var hp=player.hp;
|
||
if(result.control=='暴怒战神'){
|
||
player.init('boss_lvbu2');
|
||
}
|
||
else{
|
||
player.init('boss_lvbu3');
|
||
}
|
||
if(hp>4){
|
||
player.maxHp=hp;
|
||
player.hp=hp;
|
||
}
|
||
player.update();
|
||
ui.clear();
|
||
if(player.isLinked()) player.link();
|
||
if(player.isTurnedOver()) player.turnOver();
|
||
player.discard(player.get('ej'));
|
||
'step 3'
|
||
while(_status.event.name!='phaseLoop'){
|
||
_status.event=_status.event.parent;
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
for(var j in game.players[i].tempSkills){
|
||
game.players[i].removeSkill(j);
|
||
}
|
||
}
|
||
_status.paused=false;
|
||
_status.event.player=player;
|
||
_status.event.step=0;
|
||
if(game.bossinfo){
|
||
game.bossinfo.loopType=1;
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player){
|
||
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
|
||
if(player.hp==5){
|
||
if(game.players.length<4) return [0,5];
|
||
var num=0
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=game.boss&&game.players[i].hp==1){
|
||
num++;
|
||
}
|
||
}
|
||
if(num>1) return [0,2];
|
||
if(num&&Math.random()<0.7) return [0,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_baonu2:{
|
||
trigger:{player:'gameDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.draw(4,false);
|
||
}
|
||
},
|
||
qiwu:{
|
||
audio:true,
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return get.suit(event.card)=='club'&&player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
player.recover();
|
||
}
|
||
},
|
||
jizhen:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp&&player!=game.players[i]){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isLinked()&&player!=game.players[i]){
|
||
num++;
|
||
}
|
||
}
|
||
player.chooseTarget(get.prompt('jizhen'),[1,2],function(card,player,target){
|
||
return target.hp<target.maxHp&&player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('jizhen',result.targets);
|
||
game.asyncDraw(result.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.3
|
||
}
|
||
},
|
||
shenqu:{
|
||
group:'shenqu2',
|
||
trigger:{global:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.num('h')<=player.maxHp;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
}
|
||
},
|
||
shenqu2:{
|
||
trigger:{player:'damageAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h','tao')>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToUse({name:'tao'},'神躯:是否使用一张桃?').logSkill='shenqu';
|
||
}
|
||
},
|
||
jiwu:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
if(player.num('h')==0) return false;
|
||
if(!player.hasSkill('qiangxi')) return true;
|
||
if(!player.hasSkill('lieren')) return true;
|
||
if(!player.hasSkill('xuanfeng')) return true;
|
||
if(!player.hasSkill('wansha')) return true;
|
||
return false;
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
if(!player.hasSkill('qiangxi')) list.push('qiangxi');
|
||
if(!player.hasSkill('lieren')) list.push('lieren');
|
||
if(!player.hasSkill('xuanfeng')) list.push('xuanfeng');
|
||
if(!player.hasSkill('wansha')) list.push('wansha');
|
||
if(list.length==1){
|
||
player.addTempSkill(list[0],'phaseAfter');
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseControl(list,function(){
|
||
if(!player.getStat().skill.qiangxi){
|
||
if(player.hasSkill('qiangxi')&&player.get('e','1')&&list.contains('xuanfeng')) return 'xuanfeng';
|
||
if(list.contains('wansha')||list.contains('qiangxi')){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp==1&&ai.get.attitude(player,game.players[i])<0){
|
||
if(list.contains('wansha')) return 'wansha';
|
||
if(list.contains('qiangxi')) return 'qiangxi';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(list.contains('xuanfeng')) return 'xuanfeng';
|
||
if(list.contains('qiangxi')) return 'qiangxi';
|
||
if(list.contains('wansha')) return 'wansha';
|
||
return 'lieren';
|
||
}).set('prompt','选择获得一项技能直到回合结束');
|
||
}
|
||
'step 1'
|
||
player.addTempSkill(result.control,'phaseAfter');
|
||
player.popup(get.translation(result.control));
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
var player=_status.event.player;
|
||
if(!player.getStat().skill.qiangxi){
|
||
if(player.hasSkill('qiangxi')&&player.get('e','1')&&!player.hasSkill('xuanfeng')) return 10;
|
||
if(player.hasSkill('wansha')) return 1;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp==1&&ai.get.attitude(player,game.players[i])<0) return 10;
|
||
}
|
||
}
|
||
return 1;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
if(!player.getStat().skill.qiangxi){
|
||
if(player.hasSkill('qiangxi')&&player.get('e','1')&&!player.hasSkill('xuanfeng')) return 1;
|
||
if(!player.hasSkill('wansha')||!player.hasSkill('qiangxi')){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp==1&&ai.get.attitude(player,game.players[i])<0) return 1;
|
||
}
|
||
}
|
||
}
|
||
if(!player.hasSkill('xuanfeng')&&player.needsToDiscard()>=3) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
_bossswap:{
|
||
trigger:{player:['phaseBegin','chooseToUseBegin','chooseToRespondBegin','chooseToDiscardBegin','chooseToCompareBegin',
|
||
'chooseButtonBegin','chooseCardBegin','chooseTargetBegin','chooseCardTargetBegin','chooseControlBegin',
|
||
'chooseBoolBegin','choosePlayerCardBegin','discardPlayerCardBegin','gainPlayerCardBegin']},
|
||
forced:true,
|
||
priority:100,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(!get.config('single_control')) return false;
|
||
if(event.autochoose&&event.autochoose()) return false;
|
||
if(lib.filter.wuxieSwap(event)) return false;
|
||
return player.isUnderControl();
|
||
},
|
||
content:function(){
|
||
game.modeSwapPlayer(player);
|
||
},
|
||
},
|
||
},
|
||
translate:{
|
||
zhu:'神',
|
||
cai:'盟',
|
||
|
||
boss_chi:'魑',
|
||
boss_mo:'魅',
|
||
boss_wang:'魍',
|
||
boss_liang:'魉',
|
||
boss_niutou:'牛头',
|
||
boss_mamian:'马面',
|
||
boss_baiwuchang:'白无常',
|
||
boss_heiwuchang:'黑无常',
|
||
boss_luocha:'罗刹',
|
||
boss_yecha:'夜叉',
|
||
boss_zhuoguiquxie:'捉鬼驱邪',
|
||
|
||
boss_nianshou:'年兽',
|
||
boss_nianshou_heti:'合体年兽',
|
||
boss_nianshou_jingjue:'警觉年兽',
|
||
boss_nianshou_renxing:'任性年兽',
|
||
boss_nianshou_baonu:'暴怒年兽',
|
||
boss_nianshou_ruizhi:'睿智年兽',
|
||
|
||
boss_shuijing:'水镜先生',
|
||
boss_huangyueying:'奇智女杰',
|
||
boss_zhangchunhua:'冷血皇后',
|
||
boss_satan:'堕落天使',
|
||
boss_dongzhuo:'乱世魔王',
|
||
boss_lvbu1:'最强神话',
|
||
boss_lvbu2:'暴怒战神',
|
||
boss_lvbu3:'神鬼无前',
|
||
boss_zhouyu:'赤壁火神',
|
||
boss_pangtong:'涅盘凤雏',
|
||
boss_zhugeliang:'祭风卧龙',
|
||
boss_zhangjiao:'天公将军',
|
||
boss_zuoci:'迷之仙人',
|
||
boss_yuji:'琅琊道士',
|
||
boss_liubei:'蜀汉烈帝',
|
||
boss_caiwenji:'异乡孤女',
|
||
boss_huatuo:'药坛圣手',
|
||
boss_luxun:'蹁跹君子',
|
||
boss_zhenji:'洛水仙子',
|
||
boss_diaochan:'绝代妖姬',
|
||
boss_zhaoyun:'高达一号',
|
||
boss_guojia:'世之奇士',
|
||
boss_caocao:'魏武大帝',
|
||
|
||
boss_guimou:'鬼谋',
|
||
boss_guimou_info:'结束阶段,你可以令一名随机的其他角色进入混乱状态直到其下一回合结束',
|
||
boss_yuance:'远策',
|
||
boss_yuance_info:'每当一名角色受到其他角色的伤害,你可以选择一项并进行一次判定:1. 若结果为黑色,受伤害角色失去一点体力,否则伤害来源失去一点体力;2. 若结果为红色,受伤害角色回复一点体力,否则伤害来源回复一点体力',
|
||
boss_qizuo:'奇佐',
|
||
boss_qizuo_info:'你可以令你的通常锦囊牌额外结算一次',
|
||
boss_guixin:'归心',
|
||
boss_guixin_info:'锁定技,其他角色摸牌时,若摸牌数不少于2,须将摸到的牌中的一张交给你',
|
||
xiongcai:'雄才',
|
||
xiongcai_info:'锁定技,你在回合结束后随机获得一个魏势力角色的所有技能',
|
||
xiaoxiong:'枭雄',
|
||
xiaoxiong_info:'锁定技,每当一名其他角色使用一张基本牌或锦囊牌,你获得一张与之同名的牌',
|
||
boss_zhangwu:'章武',
|
||
boss_zhangwu_info:'每当你受到一次伤害,你可以令伤害来源选择一项:弃置所有手牌,或受到一点伤害',
|
||
xiangxing:'禳星',
|
||
xiangxing_info:'锁定技,游戏开始时,你获得7枚星;每当你累计扣减7点体力,你失去一枚星,并造成7点雷属性伤害,随机分配给其他角色;当你失去全部星后,你的体力上限变为3',
|
||
yueyin:'月隐',
|
||
yueyin_info:'锁定技,你的每一枚星对应的一个特定条件,当你失去星时,若满足此条件,则不造成伤害',
|
||
xiangxing7_info:'你没有手牌',
|
||
xiangxing6_info:'此次受到的是火属性伤害',
|
||
xiangxing5_info:'此次受到的是雷属性伤害',
|
||
xiangxing4_info:'此次为失去体力',
|
||
xiangxing3_info:'一名其他角色有至少4件装备',
|
||
xiangxing2_info:'你的判定区内至少有2张牌',
|
||
xiangxing1_info:'场上只有2名存活角色',
|
||
gaiming:'改命',
|
||
gaiming_info:'锁定技,在你的判定牌生效前,你观看牌堆顶的7张牌并选择一张作为判定结果,此结果不可更改',
|
||
fengqi:'风起',
|
||
fengqi_info:'准备阶段和结束阶段,你可以视为使用任意一张通常锦囊牌',
|
||
|
||
jiaoxia:'皎霞',
|
||
jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌',
|
||
lingbo:'凌波',
|
||
lingbo_info:'每当你使用或打出一张闪,你可以摸两张牌',
|
||
tiandao:'天道',
|
||
tiandao_info:'任意一名角色的判定生效前,你可以打出一张牌替换之',
|
||
yunshen:'云身',
|
||
yunshen2:'云身',
|
||
yunshen_info:'每当你打出一张闪,你可以令你的防御距离+1;准备阶段,你将累计的防御距离清零,然后摸等量的牌',
|
||
lianji:'连计',
|
||
lianji_info:'出牌阶段限一次,你可以选择一张手牌并指定两名角色进行拼点,拼点赢的角色获得此牌,并对没赢的角色造成一点伤害',
|
||
mazui:'麻醉',
|
||
mazui2:'麻醉',
|
||
mazui_info:'出牌阶段限一次,你可以将一张黑色手牌置于一名角色的武将牌上,该角色造成的下一次伤害-1,然后获得此牌',
|
||
|
||
boss_nbianshen:'变形',
|
||
boss_nbianshenx:'变形',
|
||
boss_nbianshenx_info:'你从第二轮开始,每一轮幻化为警觉、任性、睿智、暴怒四种随机状态中的一种',
|
||
boss_mengtai:'萌态',
|
||
boss_mengtai_info:'锁定技,若你的出牌阶段被跳过,你跳过本回合的弃牌阶段;若你的摸牌阶段被跳过,结束阶段开始时,你摸三张牌',
|
||
boss_ruizhi:'睿智',
|
||
boss_ruizhi_info:'锁定技,其他角色的准备阶段开始时,其选择一张手牌和一张装备区里的牌,然后弃置其余的牌',
|
||
boss_jingjue:'警觉',
|
||
boss_jingjue_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你回复1点体力',
|
||
// boss_jingjue_info:'锁定技,当你因弃置而失去牌后,你回复1点体力',
|
||
boss_renxing:'任性',
|
||
boss_renxing_info:'锁定技,你的回合外,一名角色受到1点伤害后或回复1点体力时,你摸一张牌',
|
||
boss_nbaonu:'暴怒',
|
||
boss_nbaonu_info:'锁定技,摸牌阶段,你改为摸X张牌(X为4到你体力值间的随机数);若你的体力值小于5,则你使用【杀】造成的伤害+1且无次数限制',
|
||
boss_shouyi:'兽裔',
|
||
boss_shouyi_info:'锁定技,你使用牌无距离限制',
|
||
|
||
boss_nianrui:'年瑞',
|
||
boss_nianrui_info:'锁定技,摸牌阶段,你额外摸两张牌',
|
||
boss_qixiang:'祺祥',
|
||
boss_qixiang1:'祺祥',
|
||
boss_qixiang2:'祺祥',
|
||
boss_qixiang_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花',
|
||
|
||
qiwu:'栖梧',
|
||
qiwu_info:'锁定技。每当你使用一张梅花牌,你回复一点体力',
|
||
jizhen:'激阵',
|
||
jizhen_info:'结束阶段,你可以令所至多两名已受伤角色摸一张牌',
|
||
|
||
boss_yushou:'驭兽',
|
||
boss_yushou_info:'出牌阶段开始时,你可以对所有敌方角色使用一张南蛮入侵',
|
||
boss_moyany:'魔炎',
|
||
boss_moyany_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你对一名其他角色造成2点火焰伤害',
|
||
boss_modao:'魔道',
|
||
boss_modao_info:'锁定技,准备阶段,你摸两张牌',
|
||
boss_mojian:'魔箭',
|
||
boss_mojian_info:'出牌阶段开始时,你可以对所有敌方角色使用一张万箭齐发',
|
||
boss_danshu:'丹术',
|
||
boss_danshu_info:'每当你于回合外失去牌时,你可以进行一次判定,若结果为红色,你回复1点体力',
|
||
|
||
boss_zuijiu:'醉酒',
|
||
boss_zuijiu_info:'锁定技,你的【杀】额外造成1点伤害',
|
||
boss_taiping:'太平',
|
||
boss_taiping_info:'锁定技,摸牌阶段摸牌时,你的摸牌数量+2',
|
||
boss_suoming:'索命',
|
||
boss_suoming_info:'结束阶段,将任意名未被横置的其他角色的武将牌横置',
|
||
boss_xixing:'吸星',
|
||
boss_xixing_info:'准备阶段,对任意一名横置的其他角色造成1点雷电伤害,然后回复1点体力',
|
||
|
||
boss_baolian:'暴敛',
|
||
boss_baolian_info:'锁定技,结束阶段,你摸两张牌',
|
||
boss_manjia:'蛮甲',
|
||
boss_manjia_info:'锁定技,若你的装备区内没有防具牌,则你视为装备了[藤甲]',
|
||
boss_xiaoshou:'枭首',
|
||
boss_xiaoshou_info:'结束阶段,对体力不小于你的一名其他角色造成3点伤害',
|
||
boss_guiji:'诡计',
|
||
boss_guiji_info:'锁定技,准备阶段结束时,若你的判定区内有牌,你随机弃置其中一张牌',
|
||
boss_lianyu:'炼狱',
|
||
boss_lianyu_info:'结束阶段,你可以对所有敌方角色造成1点火焰伤害',
|
||
|
||
boss_guihuo:'鬼火',
|
||
boss_guihuo_info:'结束阶段,你可以对一名其他角色造成1点火焰伤害',
|
||
boss_minbao:'冥爆',
|
||
boss_minbao_info:'锁定技,当你死亡时,对场上所有其他角色造成1点火焰伤害',
|
||
boss_luolei:'落雷',
|
||
boss_luolei_info:'准备阶段,你可以对一名其他角色造成1点雷电伤害',
|
||
boss_beiming:'悲鸣',
|
||
boss_beiming_info:'锁定技,当你死亡时,你令杀死你的角色弃置所有手牌',
|
||
boss_guimei:'鬼魅',
|
||
boss_guimei_info:'锁定技,你不能成为延时类锦囊的目标',
|
||
boss_didong:'地动',
|
||
boss_didong_info:'结束阶段,你可以选择一名敌方角色将其武将牌翻面',
|
||
boss_shanbeng:'山崩',
|
||
boss_shanbeng_info:'锁定技,当你死亡时,你令所有其他角色弃置其装备区内的所有牌',
|
||
|
||
boss_bianshen:'出场',
|
||
boss_bianshen_info:'游戏开始时,你随机变身为魑、魅、魍、魉中的一个',
|
||
boss_bianshen2:'后援',
|
||
boss_bianshen2_info:'你死亡后,随机召唤牛头、马面中的一个',
|
||
boss_bianshen3:'后援',
|
||
boss_bianshen3_info:'你死亡后,随机召唤白无常、黑无常中的一个',
|
||
boss_bianshen4:'后援',
|
||
boss_bianshen4_info:'你死亡后,随机召唤罗刹、夜叉中的一个',
|
||
|
||
zhanjiang:'斩将',
|
||
zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之',
|
||
|
||
boss_qiangzheng:'强征',
|
||
boss_qiangzheng_info:'锁定技,结束阶段,你获得每个敌方角色的一张手牌',
|
||
boss_baolin:'暴凌',
|
||
guizhen:'归真',
|
||
guizhen_info:'每当你失去最后一张手牌,你可以所有敌人失去全部手牌,没有手牌的角色失去一点体力(不触发技能)',
|
||
boss_shengshou:'圣手',
|
||
boss_shengshou_info:'每当你使用一张牌,你可以进行一次判定,若为红色,你回复一点体力',
|
||
wuqin:'五禽戏',
|
||
wuqin_info:'结束阶段,若你没有手牌,可以摸三张牌',
|
||
|
||
boss_konghun:'控心',
|
||
boss_konghun_info:'结束阶段,你可以指定一名敌人令其进入混乱状态(不受对方控制,并将队友视为敌人)直到下一回合开始',
|
||
yuehun:'月魂',
|
||
yuehun_info:'结束阶段,你可以回复一点体力并摸两张牌',
|
||
fengwu:'风舞',
|
||
fengwu_info:'出牌阶段限一次,可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】,无法如此做者失去1点体力。',
|
||
boss_wange:'笙歌',
|
||
|
||
huanhua:'幻化',
|
||
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;其他角色于摸牌阶段摸牌时,你摸等量的牌;其他角色于弃牌阶段弃牌时,你弃置等量的手牌',
|
||
|
||
boss_leiji:'雷击',
|
||
boss_leiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸一张牌',
|
||
jidian:'亟电',
|
||
jidian_info:'每当你造成一次伤害,可以指定距离受伤害角色1以内的一名其他角色进行判定,若结果为黑色,该角色受到一点雷电伤害',
|
||
|
||
tinqin:'听琴',
|
||
boss_guihan:'归汉',
|
||
boss_guihan_info:'限定技,濒死阶段,你可以将体力回复至体力上限,摸4张牌,令所有敌人的技能恢复,并获得技能【听琴】、【蕙质】',
|
||
boss_huixin:'蕙质',
|
||
boss_huixin_info:'每当你于回合外失去牌,可以进行一次判定,若为黑色,当前回合角色失去一点体力,否则你回复一点体力并摸一张牌',
|
||
boss_hujia:'胡笳',
|
||
boss_hujia_info:'结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去一点体力上限',
|
||
boss_honglian:'红莲',
|
||
boss_honglian_info:'锁定技,结束阶段,你摸两张牌,并对所有敌人造成一点火焰伤害',
|
||
huoshen:'火神',
|
||
huoshen_info:'锁定技,你防止即将受到的火焰伤害,改为回复1点体力',
|
||
boss_xianyin:'仙音',
|
||
boss_xianyin_info:'每当你于回合外失去牌,你可以进行一次判定,若为红色,你令一名敌人失去一点体力',
|
||
|
||
boss_yuhuo:'浴火',
|
||
boss_yuhuo_info:'觉醒技,在你涅槃后,你获得技能【神威】、【朱羽】',
|
||
boss_tianyu:'天狱',
|
||
boss_tianyu_info:'锁定技,结束阶段,你解除横置状态,除你之外的所有角色进入横置状态',
|
||
|
||
boss_juejing:'绝境',
|
||
boss_juejing2:'绝境',
|
||
boss_juejing_info:'锁定技,摸牌阶段开始时,你不摸牌;锁定技,若你的手牌数小于4,你将手牌补至四张',
|
||
|
||
boss_jizhi:'集智',
|
||
boss_jizhi_info:'每当你使用一张锦囊牌或装备牌,你可以摸一张牌并展示之',
|
||
boss_guiyin:'归隐',
|
||
boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
|
||
boss_gongshen:'工神',
|
||
boss_gongshen_info:'锁定技,除你之外的角色没有装备区;你不能成为其他角色的的延时锦囊目标',
|
||
|
||
fanghua:'芳华',
|
||
fanghua_info:'结束阶段,你可以令所有已翻面角色流失一点体力',
|
||
tashui:'踏水',
|
||
tashui_info:'每当你使用或打出一张黑色牌,你可以令一名其他角色翻面',
|
||
|
||
wuxin:'无心',
|
||
wuxin_info:'锁定技,你防止即将受到的伤害,改为流失一点体力;你不能成为其他角色的延时锦囊的目标',
|
||
shangshix:'伤逝',
|
||
shangshix2:'伤逝',
|
||
shangshix_info:'锁定技,你的手牌数至少为4,结束阶段,若你的体力值大于1,你令场上所有角色流失一点体力',
|
||
|
||
boss_baonu:'暴怒',
|
||
boss_baonu_info:'锁定技,当你的体力值降至4或更低时,你变身为暴怒战神或神鬼无前,并立即开始你的回合',
|
||
shenwei:'神威',
|
||
shenwei_info:'锁定技,摸牌阶段,你额外摸3张牌,你的手牌上限+3',
|
||
shenji:'神戟',
|
||
shenji_info:'锁定技,若你未装备武器,你使用【杀】指定的目标数上限+2,次数上限+1',
|
||
xiuluo:'修罗',
|
||
xiuluo_info:'准备阶段,你可以弃置一张牌,然后弃置你判定区内一张同花色的牌',
|
||
shenqu:'神躯',
|
||
shenqu_info:'每名角色的准备阶段,若你的手牌数少于或等于你的体力上限数,你可以摸两张牌;当你受到伤害后,你可以使用一张【桃】',
|
||
jiwu:'极武',
|
||
jiwu_info:'出牌阶段,你可以弃置一张手牌,然后获得一项:“强袭”、“烈刃”、“旋风”、“完杀”,直到回合结束',
|
||
|
||
mode_boss_character_config:'挑战武将',
|
||
},
|
||
ai:{
|
||
get:{
|
||
rawAttitude:function(from,to){
|
||
return (from.side===to.side?6:-6);
|
||
}
|
||
}
|
||
},
|
||
}
|