2685 lines
80 KiB
JavaScript
Executable File
2685 lines
80 KiB
JavaScript
Executable File
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'extra',
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connect:true,
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character:{
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shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']],
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shen_zhaoyun:['male','shen',2,['xinjuejing','xinlonghun'],['shu']],
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shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
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shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
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shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
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shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']],
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shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']],
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shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']],
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"shen_liubei":["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]],
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"shen_luxun":["male","shen",4,["nzry_junlve","nzry_cuike","nzry_dinghuo"],["wu"]],
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"shen_zhangliao":["male","shen",4,["drlt_duorui","drlt_zhiti"],["wei"]],
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"shen_ganning":["male","shen","3/6",["drlt_poxi","drlt_jieying"],["wu"]],
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},
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characterIntro:{
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shen_guanyu:'关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。',
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shen_lvmeng:'吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。',
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shen_zhouyu:'字公瑾,庐江舒县人。东汉末年名将。有姿貌、精音律,江东有“曲有误,周郎顾”之语。周瑜少与孙策交好,后孙策遇刺身亡,孙权继任。周瑜将兵赴丧,以中护军的身份与长史张昭共掌众事,建安十三年(208年),周瑜率东吴军与刘备军联合,在赤壁击败曹操。此战也奠定了三分天下的基础。',
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shen_zhugeliang:'字孔明、号卧龙,汉族,琅琊阳都人,三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯,死后追谥忠武侯,后来东晋政权推崇诸葛亮军事才能,特追封他为武兴王。诸葛亮为匡扶蜀汉政权,呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等,并改造连弩,可一弩十矢俱发。于234年在宝鸡五丈原逝世。',
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},
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characterTitle:{
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//shen_ganning:"体力上限:6",
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},
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skill:{
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wuhun21:{audio:true},
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wuhun22:{
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audio:true,
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skillAnimation:true,
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animationColor:'soil',
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},
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wuhun23:{
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audio:true,
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skillAnimation:true,
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animationColor:'soil',
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},
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"new_wuhun":{
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audio:"wuhun21",
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group:["new_wuhun_mark","new_wuhun_die","wuhun22","wuhun23"],
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trigger:{
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player:"damageEnd",
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},
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forced:true,
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filter:function (event,player){
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return event.source!=undefined;
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},
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content:function (){
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var source=trigger.source
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if(!source.storage.new_wuhun_mark){
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source.storage.new_wuhun_mark=0;
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}
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source.storage.new_wuhun_mark+=trigger.num;
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source.markSkill('new_wuhun_mark');
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},
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subSkill:{
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die:{
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//audio:"wuhun2",
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skillAnimation:true,
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animationColor:'soil',
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trigger:{
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player:"die",
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},
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forced:true,
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forceDie:true,
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direct:true,
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filter:function (event,player){
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return game.hasPlayer(function(current){
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return current!=player&¤t.storage.new_wuhun_mark!=undefined;
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});
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},
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content:function (){
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"step 0"
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var num=0;
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for(var i=0;i<game.players.length;i++){
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var current=game.players[i];
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if(current!=player&¤t.storage.new_wuhun_mark&¤t.storage.new_wuhun_mark>num){
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num=current.storage.new_wuhun_mark;
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}
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}
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player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){
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return target!=player&&target.storage.new_wuhun_mark==num;
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}).set('ai',function(target){
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return -get.attitude(_status.event.player,target);
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}).set('forceDie',true);
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"step 1"
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if(result.bool&&result.targets&&result.targets.length){
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var target=result.targets[0];
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event.target=target;
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player.logSkill(Math.random()<0.5?'wuhun22':'wuhun23',target);
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player.line(target,{color:[255, 255, 0]});
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game.delay(2);
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}
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"step 2"
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target.judge(function(card){
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if(['tao','taoyuan'].contains(card.name)) return 10;
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return -10;
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});
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"step 3"
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if(!result.bool){
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lib.element.player.die.apply(target,[]);
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}
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},
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sub:true,
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},
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mark:{
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marktext:"魇",
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intro:{
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name:"梦魇",
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content:"mark",
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},
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sub:true,
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},
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},
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ai:{
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threaten:0.01,
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},
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},
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"new_guixin":{
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audio:"guixin",
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trigger:{
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player:"damageEnd",
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},
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check:function (event,player){
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if(player.isTurnedOver()||event.num>1) return true;
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var num=game.countPlayer(function(current){
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if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
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return true;
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}
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if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
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return true;
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}
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});
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return num>=2;
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},
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content:function (){
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"step 0"
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var targets=game.filterPlayer();
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targets.remove(player);
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targets.sort(lib.sort.seat);
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event.targets=targets;
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event.count=trigger.num;
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"step 1"
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event.num=0;
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player.line(targets,'green');
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player.chooseControl('手牌区','装备区','判定区').set('ai',function(){
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if(game.hasPlayer(function(current){
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return current.countCards('j')&¤t!=player&&get.attitude(player,current)>0;
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})) return 2;
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return Math.floor(Math.random()*3);
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}).set('prompt','请选择优先获得的区域');
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"step 2"
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event.range={
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手牌区:['h','e','j'],
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装备区:['e','h','j'],
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判定区:['j','h','e'],
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}[result.control||'手牌区'];
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"step 3"
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if(num<event.targets.length){
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var target=event.targets[num];
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var range=event.range;
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for(var i=0;i<range.length;i++){
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var cards=target.getCards(range[i]);
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if(cards.length){
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var card=cards.randomGet();
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player.gain(card,target,'giveAuto','bySelf');
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break;
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}
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}
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event.num++;
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}
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"step 4"
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if(num<event.targets.length) event.goto(3);
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"step 5"
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player.turnOver();
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"step 6"
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event.count--;
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if(event.count){
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player.chooseBool(get.prompt2('new_guixin')).ai=function(){
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return lib.skill.new_guixin.check({num:event.count},player);
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};
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}
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else{
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event.finish();
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}
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"step 7"
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if(event.count&&result.bool){
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player.logSkill('new_guixin');
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event.goto(1);
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}
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},
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ai:{
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maixie:true,
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"maixie_hp":true,
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threaten:function (player,target){
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if(target.hp==1) return 2.5;
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return 1;
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},
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effect:{
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target:function (card,player,target){
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if(get.tag(card,'damage')){
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if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
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if(target.hp==1) return 0.8;
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if(target.isTurnedOver()) return [0,3];
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var num=game.countPlayer(function(current){
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if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
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return true;
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}
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if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
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return true;
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}
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});
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if(num>2) return [0,1];
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if(num==2) return [0.5,1];
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}
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},
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},
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},
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},
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ol_shenfen:{
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audio:2,
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enable:'phaseUse',
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filter:function(event,player){
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return player.storage.baonu>=6;
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},
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usable:1,
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skillAnimation:true,
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animationColor:'metal',
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content:function(){
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"step 0"
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player.storage.baonu-=6;
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player.syncStorage('baonu');
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player.updateMarks('baonu');
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event.targets=game.filterPlayer();
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event.targets.remove(player);
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event.targets.sort(lib.sort.seat);
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player.line(event.targets,'green');
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event.targets2=event.targets.slice(0);
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"step 1"
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if(event.targets2.length){
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event.targets2.shift().damage('nocard');
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event.redo();
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}
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"step 2"
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if(event.targets.length){
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event.current=event.targets.shift()
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event.current.discard(event.current.getCards('e')).delay=false;
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}
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"step 3"
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event.current.chooseToDiscard('h',true,4).delay=false;
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"step 4"
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game.delay(0.5);
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if(event.targets.length) event.goto(2);
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"step 5"
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player.turnOver();
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},
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ai:{
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combo:'baonu',
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order:10,
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result:{
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player:function(player){
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return game.countPlayer(function(current){
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if(current!=player){
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return get.sgn(get.damageEffect(current,player,player));
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}
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});
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}
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}
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}
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},
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ol_wuqian:{
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audio:2,
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enable:'phaseUse',
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derivation:'wushuang',
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filter:function(event,player){
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return player.storage.baonu>=2;
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},
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filterTarget:function(card,player,target){
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return target!=player&&!target.hasSkill('ol_wuqian_targeted');
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},
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content:function(){
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player.storage.baonu-=2;
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player.syncStorage('baonu');
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player.updateMarks('baonu');
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player.addTempSkill('wushuang');
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player.storage.ol_wuqian_target=target;
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player.addTempSkill('ol_wuqian_target');
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target.addTempSkill('ol_wuqian_targeted');
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},
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subSkill:{
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equip:{
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ai:{
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unequip:true,
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skillTagFilter:function(player,tag,arg){
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if(arg&&arg.target&&arg.target.hasSkill('ol_wuqian_targeted')) return true;
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return false;
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}
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}
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},
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targeted:{ai:{unequip2:true}},
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target:{
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mark:'character',
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onremove:true,
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intro:{
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content:'获得无双且$防具失效直到回合结束'
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},
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}
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}
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},
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wumou:{
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audio:2,
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trigger:{player:'useCard'},
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forced:true,
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filter:function(event){
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return get.type(event.card)=='trick';
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},
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content:function(){
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'step 0'
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if(player.storage.baonu>0){
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player.chooseControlList([
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'移去一枚【暴怒】标记',
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'失去一点体力'
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],true).set('ai',function(event,player){
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if(player.storage.baonu>6) return 0;
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if(player.hp+player.num('h','tao')>3) return 1;
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return 0;
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});
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}
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else{
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player.loseHp();
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event.finish();
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}
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'step 1'
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if(result.index==0){
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player.storage.baonu--;
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player.syncStorage('baonu');
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player.updateMarks('baonu');
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}
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else{
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player.loseHp();
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}
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},
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ai:{
|
||
effect:{
|
||
player:function(card,player){
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if (get.type(card)=='trick'&&get.value(card)<6){
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return [0,-2];
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}
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}
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}
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}
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},
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qinyin:{
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audio:2,
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trigger:{player:'phaseDiscardEnd'},
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direct:true,
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||
filter:function(event,player){
|
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return event.cards&&event.cards.length>1
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},
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||
content:function(){
|
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"step 0"
|
||
event.forceDie=true;
|
||
if(typeof event.count!='number'){
|
||
// event.count=trigger.cards.length-1;
|
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event.count=1;
|
||
}
|
||
var recover=0,lose=0,players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i].hp<players[i].maxHp){
|
||
if(get.attitude(player,players[i])>0){
|
||
if(players[i].hp<2){
|
||
lose--;
|
||
recover+=0.5;
|
||
}
|
||
lose--;
|
||
recover++;
|
||
}
|
||
else if(get.attitude(player,players[i])<0){
|
||
if(players[i].hp<2){
|
||
lose++;
|
||
recover-=0.5;
|
||
}
|
||
lose++;
|
||
recover--;
|
||
}
|
||
}
|
||
else{
|
||
if(get.attitude(player,players[i])>0){
|
||
lose--;
|
||
}
|
||
else if(get.attitude(player,players[i])<0){
|
||
lose++;
|
||
}
|
||
}
|
||
}
|
||
var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)';
|
||
player.chooseControl('失去体力','回复体力','cancel2',
|
||
ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){
|
||
if(lose>recover&&lose>0) return 0;
|
||
if(lose<recover&&recover>0) return 1;
|
||
return 2;
|
||
}
|
||
"step 1"
|
||
if(result.control=='cancel2'){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.logSkill('qinyin');
|
||
event.bool=(result.control=='回复体力');
|
||
event.num=0;
|
||
event.players=game.filterPlayer();
|
||
}
|
||
"step 2"
|
||
if(event.num<event.players.length){
|
||
var target=event.players[event.num];
|
||
if(event.bool){
|
||
target.recover();
|
||
}
|
||
else{
|
||
target.loseHp();
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
"step 3"
|
||
if(event.count>1){
|
||
event.count--;
|
||
event.goto(0);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
threaten:2
|
||
}
|
||
},
|
||
lianpo:{
|
||
audio:true,
|
||
trigger:{player:'phaseAfter'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.getStat('kill')>0;
|
||
},
|
||
content:function(){
|
||
player.insertPhase();
|
||
}
|
||
},
|
||
baonu:{
|
||
audio:2,
|
||
mark:true,
|
||
marktext:'暴',
|
||
unique:true,
|
||
init:function(player,skill){
|
||
if(!player.storage[skill]) player.storage[skill]=0;
|
||
},
|
||
trigger:{
|
||
source:'damageSource',
|
||
player:['damageEnd','enterGame'],
|
||
global:'gameDrawAfter',
|
||
},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.name!='damage'||event.num>0;
|
||
},
|
||
content:function(){
|
||
player.storage.baonu+=trigger.name=='damage'?trigger.num:2;
|
||
player.markSkill('baonu');
|
||
player.syncStorage('baonu');
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
},
|
||
ai:{
|
||
combo:'shenfen',
|
||
maixie:true,
|
||
maixie_hp:true
|
||
}
|
||
},
|
||
shenfen:{
|
||
audio:2,
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.storage.baonu>=6;
|
||
},
|
||
skillAnimation:true,
|
||
animationColor:'metal',
|
||
limited:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.awakenSkill('shenfen');
|
||
player.storage.baonu-=6;
|
||
player.markSkill('baonu');
|
||
player.syncStorage('baonu');
|
||
event.targets=game.filterPlayer();
|
||
event.targets.remove(player);
|
||
event.targets.sort(lib.sort.seat);
|
||
event.targets2=event.targets.slice(0);
|
||
player.line(event.targets,'green');
|
||
"step 1"
|
||
if(event.targets.length){
|
||
event.targets.shift().damage();
|
||
event.redo();
|
||
}
|
||
"step 2"
|
||
if(event.targets2.length){
|
||
var cur=event.targets2.shift();
|
||
if(cur&&cur.countCards('he')){
|
||
cur.chooseToDiscard('he',true,4);
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
return game.countPlayer(function(current){
|
||
if(current!=player){
|
||
return get.sgn(get.damageEffect(current,player,player));
|
||
}
|
||
});
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wuqian:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
derivation:'wushuang',
|
||
filter:function(event,player){
|
||
return player.storage.baonu>=2&&!player.hasSkill('wushuang');
|
||
},
|
||
content:function(){
|
||
player.storage.baonu-=2;
|
||
player.addTempSkill('wushuang');
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
player:function(player){
|
||
if(!player.storage.shenfen) return 0;
|
||
var cards=player.getCards('h','sha');
|
||
if(cards.length){
|
||
if(game.hasPlayer(function(current){
|
||
return (player.canUse('sha',current)&&
|
||
get.effect(current,cards[0],player,player)>0&¤t.hasShan());
|
||
})){
|
||
return 1;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
renjie:{
|
||
audio:true,
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
group:'renjie2',
|
||
notemp:true,
|
||
mark:true,
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
init:function(player){
|
||
player.storage.renjie=0;
|
||
game.addVideo('storage',player,['renjie',player.storage.renjie]);
|
||
},
|
||
content:function(){
|
||
player.storage.renjie+=trigger.num;
|
||
game.addVideo('storage',player,['renjie',player.storage.renjie]);
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
maixie_hp:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp){
|
||
if(!target.hasSkill('jilue')){
|
||
return [0,1];
|
||
}
|
||
return [0.7,1];
|
||
}
|
||
return 0.7;
|
||
}
|
||
},
|
||
player:function(card,player){
|
||
if(_status.currentPhase!=player) return;
|
||
if(_status.event.name!='chooseToUse'||_status.event.player!=player) return;
|
||
if(get.type(card)=='basic') return;
|
||
if(get.tag(card,'gain')) return;
|
||
if(get.value(card,player,'raw')>=7) return;
|
||
if(player.hp<=2) return;
|
||
if(!player.hasSkill('jilue')||player.storage.renjie==0){
|
||
return 'zeroplayertarget';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
renjie2:{
|
||
audio:true,
|
||
trigger:{player:'discardAfter'},
|
||
forced:true,
|
||
filter:function(event){
|
||
var evt=event.getParent('phaseDiscard');
|
||
return evt&&evt.name=='phaseDiscard'
|
||
},
|
||
content:function(){
|
||
player.storage.renjie+=trigger.cards.length;
|
||
game.addVideo('storage',player,['renjie',player.storage.renjie]);
|
||
}
|
||
},
|
||
sbaiyin:{
|
||
skillAnimation:'epic',
|
||
animationColor:'thunder',
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
audio:true,
|
||
filter:function(event,player){
|
||
return player.storage.renjie>=4;
|
||
},
|
||
content:function(){
|
||
player.loseMaxHp();
|
||
player.addSkill('jilue');
|
||
player.awakenSkill('sbaiyin');
|
||
}
|
||
},
|
||
jilue:{
|
||
unique:true,
|
||
group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi','rezhiheng_draw','jilue_jizhi_clear']
|
||
},
|
||
jilue_guicai:{
|
||
audio:true,
|
||
trigger:{global:'judge'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0&&player.storage.renjie>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard('是否弃置一枚“忍”,并发动【鬼才】?','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=get.attitude(player,trigger.player);
|
||
if(attitude==0||result==0) return 0;
|
||
if(attitude>0){
|
||
return result-get.value(card)/2;
|
||
}
|
||
else{
|
||
return -result-get.value(card)/2;
|
||
}
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.respond(result.cards,'highlight','jilue_guicai','noOrdering');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
//player.logSkill('jilue_guicai');
|
||
player.storage.renjie--;
|
||
player.updateMarks();
|
||
if(trigger.player.judging[0].clone){
|
||
trigger.player.judging[0].clone.delete();
|
||
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
|
||
}
|
||
game.cardsDiscard(trigger.player.judging[0]);
|
||
trigger.player.judging[0]=result.cards[0];
|
||
trigger.orderingCards.addArray(result.cards);
|
||
game.log(trigger.player,'的判定牌改为',result.cards[0]);
|
||
game.delay(2);
|
||
}
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:1,
|
||
}
|
||
}
|
||
},
|
||
jilue_fangzhu:{
|
||
audio:true,
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
//priority:-1,
|
||
filter:function(event,player){
|
||
return player.storage.renjie>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){
|
||
return player!=target
|
||
}).ai=function(target){
|
||
if(target.hasSkillTag('noturn')) return 0;
|
||
if(target.isTurnedOver()){
|
||
return get.attitude(player,target)-1;
|
||
}
|
||
else{
|
||
if(player.maxHp-player.hp==1){
|
||
return -get.attitude(player,target)-1;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.storage.renjie--;
|
||
player.updateMarks();
|
||
player.logSkill('jilue_fangzhu',result.targets);
|
||
result.targets[0].draw(player.maxHp-player.hp);
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
},
|
||
jilue_wansha:{
|
||
audio:true,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.storage.renjie>0;
|
||
},
|
||
content:function(){
|
||
player.storage.renjie--;
|
||
player.updateMarks();
|
||
player.addTempSkill('wansha');
|
||
}
|
||
},
|
||
jilue_zhiheng:{
|
||
audio:true,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.storage.renjie>0;
|
||
},
|
||
position:'he',
|
||
filterCard:true,
|
||
selectCard:[1,Infinity],
|
||
prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。',
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(get.position(card)=='h'&&!player.countCards('h',function(card){
|
||
return get.value(card)>=8;
|
||
})){
|
||
return 8-get.value(card);
|
||
}
|
||
return 6-get.value(card)
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.storage.renjie--;
|
||
player.updateMarks();
|
||
event.num=player.hasSkill('rezhiheng_delay')?1:0;
|
||
'step 1'
|
||
player.draw(event.num+cards.length);
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player){
|
||
var num=0;
|
||
var cards=player.getCards('he');
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.value(cards[i])<6){
|
||
num++;
|
||
}
|
||
}
|
||
if(cards.length>2) return 1;
|
||
if(cards.length==2&&player.storage.jilue>1);
|
||
return 0;
|
||
}
|
||
},
|
||
threaten:1.5
|
||
},
|
||
},
|
||
jilue_jizhi:{
|
||
audio:true,
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card)&&player.storage.renjie>0;
|
||
},
|
||
init:function(player){
|
||
player.storage.jilue_jizhi=0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.storage.renjie--;
|
||
player.updateMarks();
|
||
player.draw();
|
||
'step 1'
|
||
event.card=result[0];
|
||
if(get.type(event.card)=='basic'){
|
||
player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1?').set('ai',function(evt,player){
|
||
return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6;
|
||
}).set('value',get.value(event.card,player));
|
||
}
|
||
'step 2'
|
||
if(result.bool){
|
||
player.discard(event.card);
|
||
player.storage.jilue_jizhi++;
|
||
if(_status.currentPhase==player){
|
||
player.markSkill('jilue_jizhi');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.storage.jilue_jizhi;
|
||
}
|
||
},
|
||
intro:{
|
||
content:'本回合手牌上限+#',
|
||
},
|
||
subSkill:{
|
||
clear:{
|
||
trigger:{global:'phaseAfter'},
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.jilue_jizhi=0;
|
||
player.unmarkSkill('jilue_jizhi');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wushen:{
|
||
mod:{
|
||
cardname:function(card,player,name){
|
||
if(get.suit(card)=='heart') return 'sha';
|
||
},
|
||
cardnature:function(card,player,name){
|
||
if(get.suit(card)=='heart') return null;
|
||
},
|
||
targetInRange:function(card){
|
||
if(get.suit(card)=='heart') return true;
|
||
}
|
||
},
|
||
audio:2,
|
||
trigger:{player:['useCard1','respond']},
|
||
firstDo:true,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&!event.skill&&
|
||
event.cards.length==1&&get.suit(event.cards[0])=='heart';
|
||
},
|
||
content:function(){},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||
}
|
||
},
|
||
respondSha:true,
|
||
order:4,
|
||
useful:-1,
|
||
value:-1
|
||
}
|
||
},
|
||
wuhun:{
|
||
trigger:{
|
||
player:"damageEnd",
|
||
},
|
||
//alter:true,
|
||
filter:function (event,player){
|
||
if(event.source==undefined) return false;
|
||
if(!get.is.altered('wuhun')) return false
|
||
return true;
|
||
},
|
||
forced:true,
|
||
content:function (){
|
||
if(!trigger.source.storage.wuhun_mark){
|
||
trigger.source.storage.wuhun_mark=0;
|
||
}
|
||
trigger.source.storage.wuhun_mark+=trigger.num;
|
||
trigger.source.syncStorage('wuhun_mark');
|
||
trigger.source.markSkill('wuhun_mark');
|
||
},
|
||
global:["wuhun_mark"],
|
||
subSkill:{
|
||
mark:{
|
||
marktext:"魇",
|
||
intro:{
|
||
content:"mark",
|
||
},
|
||
sub:true,
|
||
},
|
||
},
|
||
group:["wuhun2","wuhun4","wuhun5"],
|
||
},
|
||
wuhun2:{
|
||
trigger:{
|
||
player:'dieBegin',
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function (event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.wuhun_mark) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function (){
|
||
"step 0"
|
||
player.chooseTarget(true,get.prompt('wuhun2'),function(card,player,target){
|
||
if(player==target) return false;
|
||
if(!target.storage.wuhun_mark) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.wuhun_mark>target.storage.wuhun_mark){
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
}).set('ai',function(target){
|
||
return -ai.get.attitude(_status.event.player,target);
|
||
});
|
||
"step 1"
|
||
player.line(result.targets[0],'fire');
|
||
result.targets[0].addSkill('wuhun3')
|
||
},
|
||
ai:{
|
||
threaten:0.5,
|
||
effect:{
|
||
target:function (card,player,target,current){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkill('jueqing')) return [1,-5];
|
||
var hasfriend=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
||
hasfriend=true;break;
|
||
}
|
||
}
|
||
if(!hasfriend) return;
|
||
if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
|
||
return [1,0,0,-player.hp];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
wuhun3:{
|
||
audio:3,
|
||
trigger:{
|
||
global:'dieAfter',
|
||
},
|
||
forced:true,
|
||
content:function (){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
if(card.name=='tao'||card.name=='taoyuan') return 2;
|
||
return -2;
|
||
})
|
||
"step 1"
|
||
if(result.judge==-2){
|
||
player.die();
|
||
}
|
||
player.removeSkill('wuhun3');
|
||
},
|
||
},
|
||
wuhun4:{
|
||
trigger:{
|
||
player:'dieAfter',
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function (){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.wuhun_mark){
|
||
game.players[i].storage.wuhun_mark=0;
|
||
game.players[i].unmarkSkill('wuhun_mark');
|
||
}
|
||
}
|
||
},
|
||
},
|
||
wuhun5:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
if(event.source!=player&&event.source!=undefined&&!get.is.altered('wuhun')) return true
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.source.addSkill('wuhun6');
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 0.5;
|
||
},
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(target.hp<=1&&get.tag(card,'damage')){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,-5];
|
||
if(!target.hasFriend()) return;
|
||
if(player.hp>2&&get.attitude(player,target)<=0) return [0,2];
|
||
return [1,0,0,-player.hp];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wuhun6:{
|
||
audio:3,
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
if(player.hp<Infinity){
|
||
player.loseHp(player.hp);
|
||
}
|
||
player.removeSkill('wuhun6');
|
||
}
|
||
},
|
||
guixin:{
|
||
audio:2,
|
||
// alter:true,
|
||
trigger:{player:'damageEnd'},
|
||
check:function(event,player){
|
||
if(player.isTurnedOver()||event.num>1) return true;
|
||
var num=game.countPlayer(function(current){
|
||
if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
|
||
return true;
|
||
}
|
||
if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
|
||
return true;
|
||
}
|
||
});
|
||
return num>=2;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var targets=game.filterPlayer();
|
||
targets.remove(player);
|
||
targets.sort(lib.sort.seat);
|
||
event.targets=targets;
|
||
event.count=trigger.num;
|
||
"step 1"
|
||
event.num=0;
|
||
player.line(targets,'green');
|
||
"step 2"
|
||
if(num<event.targets.length){
|
||
if(!get.is.altered('guixin')){
|
||
if(event.targets[num].countGainableCards(player,'hej')){
|
||
player.gainPlayerCard(event.targets[num],true,'hej');
|
||
}
|
||
}
|
||
else{
|
||
var hej=event.targets[num].getCards('hej')
|
||
if(hej.length){
|
||
var card=hej.randomGet();
|
||
player.gain(card,event.targets[num]);
|
||
if(get.position(card)=='h'){
|
||
event.targets[num].$giveAuto(card,player);
|
||
}
|
||
else{
|
||
event.targets[num].$give(card,player);
|
||
}
|
||
}
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
"step 3"
|
||
player.turnOver();
|
||
"step 4"
|
||
event.count--;
|
||
if(event.count){
|
||
player.chooseBool(get.prompt2('guixin'));
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 5"
|
||
if(event.count&&result.bool){
|
||
event.goto(1);
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
maixie_hp:true,
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2.5;
|
||
return 1;
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||
if(target.hp==1) return 0.8;
|
||
if(target.isTurnedOver()) return [0,3];
|
||
var num=game.countPlayer(function(current){
|
||
if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
|
||
return true;
|
||
}
|
||
if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
|
||
return true;
|
||
}
|
||
});
|
||
if(num>2) return [0,1];
|
||
if(num==2) return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
qixing:{
|
||
audio:2,
|
||
unique:true,
|
||
trigger:{global:'gameDrawAfter',player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
check:function(event,player){
|
||
return player.hp<=1;
|
||
},
|
||
filter:function(event,player){
|
||
return !player.storage.qixing;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.qixing=game.cardsGotoSpecial(get.cards(7)).cards;
|
||
player.markSkill('qixing');
|
||
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
|
||
"step 1"
|
||
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){
|
||
var val=get.value(card);
|
||
if(val<0) return 10;
|
||
if(player.skipList.contains('phaseUse')){
|
||
return val;
|
||
}
|
||
return -val;
|
||
};
|
||
"step 2"
|
||
if(result.bool){
|
||
player.logSkill('qixing');
|
||
player.lose(result.cards,ui.special,'toStorage');
|
||
player.storage.qixing=player.storage.qixing.concat(result.cards);
|
||
player.syncStorage('qixing');
|
||
event.num=result.cards.length;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 3"
|
||
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
|
||
var val=get.value(button.link);
|
||
if(val<0) return -10;
|
||
if(player.skipList.contains('phaseUse')){
|
||
return -val;
|
||
}
|
||
return val;
|
||
}
|
||
if(player==game.me&&!event.isMine()){
|
||
game.delay(0.5);
|
||
}
|
||
"step 4"
|
||
player.gain(result.links,'fromStorage');
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.qixing.remove(result.links[i]);
|
||
}
|
||
player.syncStorage('qixing');
|
||
if(player==game.me&&_status.auto){
|
||
game.delay(0.5);
|
||
}
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
mark:function(dialog,content,player){
|
||
if(content&&content.length){
|
||
if(player==game.me||player.isUnderControl()){
|
||
dialog.addAuto(content);
|
||
}
|
||
else{
|
||
return '共有'+get.cnNumber(content.length)+'张星';
|
||
}
|
||
}
|
||
},
|
||
content:function(content,player){
|
||
if(content&&content.length){
|
||
if(player==game.me||player.isUnderControl()){
|
||
return get.translation(content);
|
||
}
|
||
return '共有'+get.cnNumber(content.length)+'张星';
|
||
}
|
||
}
|
||
},
|
||
group:['qixing2'],
|
||
},
|
||
qixing2:{
|
||
trigger:{player:'phaseDrawAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.qixing&&player.storage.qixing.length;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){
|
||
var val=get.value(card);
|
||
if(val<0) return 10;
|
||
if(player.skipList.contains('phaseUse')){
|
||
return val;
|
||
}
|
||
return -val;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qixing');
|
||
player.lose(result.cards,ui.special,'toStorage');
|
||
player.storage.qixing=player.storage.qixing.concat(result.cards);
|
||
player.syncStorage('qixing');
|
||
event.num=result.cards.length;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
|
||
var val=get.value(button.link);
|
||
if(val<0) return -10;
|
||
if(player.skipList.contains('phaseUse')){
|
||
return -val;
|
||
}
|
||
return val;
|
||
}
|
||
if(player==game.me&&!event.isMine()){
|
||
game.delay(0.5);
|
||
}
|
||
"step 3"
|
||
player.gain(result.links,'fromStorage');
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.qixing.remove(result.links[i]);
|
||
}
|
||
player.syncStorage('qixing');
|
||
if(player==game.me&&_status.auto){
|
||
game.delay(0.5);
|
||
}
|
||
}
|
||
},
|
||
dawu:{
|
||
unique:true,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
//priority:1,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.qixing&&player.storage.qixing.length;
|
||
},
|
||
audio:2,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('选择角色获得大雾标记',
|
||
[1,Math.min(game.countPlayer(),player.storage.qixing.length)]).ai=function(target){
|
||
if(target.isMin()) return 0;
|
||
if(target.hasSkill('biantian2')) return 0;
|
||
var att=get.attitude(player,target);
|
||
if(att>=4){
|
||
if(target.hp==1&&target.maxHp>2) return att;
|
||
if(target.hp==2&&target.maxHp>3&&target.countCards('he')==0) return att*0.7;
|
||
return 0;
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var length=result.targets.length;
|
||
for(var i=0;i<length;i++){
|
||
result.targets[i].addSkill('dawu2');
|
||
}
|
||
player.logSkill('dawu',result.targets,'thunder');
|
||
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.qixing.remove(result.links[i]);
|
||
}
|
||
if(player.storage.qixing.length==0){
|
||
player.unmarkSkill('qixing');
|
||
}
|
||
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
|
||
game.cardsDiscard(result.links);
|
||
},
|
||
group:'dawu3'
|
||
},
|
||
dawu2:{
|
||
trigger:{player:'damageBegin4'},
|
||
filter:function(event){
|
||
if(event.nature!='thunder') return true;
|
||
return false;
|
||
},
|
||
mark:true,
|
||
forced:true,
|
||
charlotte:true,
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
nodamage:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
|
||
}
|
||
},
|
||
},
|
||
intro:{
|
||
content:'已获得大雾标记'
|
||
}
|
||
},
|
||
dawu3:{
|
||
trigger:{player:['phaseZhunbeiBegin','dieBegin']},
|
||
silent:true,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hasSkill('dawu2')){
|
||
game.players[i].removeSkill('dawu2');
|
||
//game.players[i].popup('dawu2');
|
||
}
|
||
if(game.players[i].hasSkill('kuangfeng2')){
|
||
game.players[i].removeSkill('kuangfeng2');
|
||
//game.players[i].popup('kuangfeng2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kuangfeng:{
|
||
unique:true,
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.qixing&&player.storage.qixing.length;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('选择一名角色获得狂风标记').ai=function(target){
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var length=result.targets.length;
|
||
for(var i=0;i<length;i++){
|
||
result.targets[i].addSkill('kuangfeng2');
|
||
}
|
||
player.logSkill('kuangfeng',result.targets,'fire');
|
||
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.qixing.remove(result.links[i]);
|
||
}
|
||
if(player.storage.qixing.length==0){
|
||
player.unmarkSkill('qixing');
|
||
}
|
||
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
|
||
game.cardsDiscard(result.links);
|
||
game.log(player,'将',result.links,'置入了弃牌堆')
|
||
},
|
||
},
|
||
kuangfeng2:{
|
||
trigger:{player:'damageBegin3'},
|
||
filter:function(event){
|
||
if(event.nature=='fire') return true;
|
||
return false;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:'已获得狂风标记'
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'fireDamage')) return 1.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yeyan:{
|
||
unique:true,
|
||
forceDie:true,
|
||
enable:'phaseUse',
|
||
audio:3,
|
||
animationColor:'metal',
|
||
skillAnimation:'legend',
|
||
filterTarget:function(card,player,target){
|
||
var length=ui.selected.cards.length;
|
||
return (length==0||length==4);
|
||
},
|
||
filterCard:function(card){
|
||
var suit=get.suit(card);
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.suit(ui.selected.cards[i])==suit) return false;
|
||
}
|
||
return true;
|
||
},
|
||
complexCard:true,
|
||
limited:true,
|
||
selectCard:[0,4],
|
||
line:'fire',
|
||
check:function (){return -1},
|
||
selectTarget:function (){
|
||
if(ui.selected.cards.length==4) return [1,2];
|
||
if(ui.selected.cards.length==0) return [1,3];
|
||
game.uncheck('target');
|
||
return [1,3];
|
||
},
|
||
multitarget:true,
|
||
multiline:true,
|
||
content:function (){
|
||
"step 0"
|
||
player.awakenSkill('yeyan');
|
||
event.num=0;
|
||
"step 1"
|
||
if(cards.length==4) event.goto(2);
|
||
else {
|
||
if(event.num<targets.length){
|
||
targets[event.num].damage('fire',1,'nocard');
|
||
event.num++;
|
||
}
|
||
if(event.num==targets.length) event.finish();
|
||
else event.redo();
|
||
}
|
||
"step 2"
|
||
player.loseHp(3);
|
||
if(targets.length==1) event.goto(4);
|
||
else{
|
||
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
|
||
return _status.event.targets.contains(target)
|
||
}).set('ai',function(target){
|
||
return 1;
|
||
}).set('forceDie',true).set('targets',targets);
|
||
}
|
||
"step 3"
|
||
if(event.num<targets.length){
|
||
var dnum=1;
|
||
if(result.bool&&result.targets&&targets[event.num]==result.targets[0]) dnum=2;
|
||
targets[event.num].damage('fire',dnum,'nocard');
|
||
event.num++;
|
||
}
|
||
if(event.num==targets.length) event.finish();
|
||
else event.redo();
|
||
"step 4"
|
||
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
|
||
return "3点";
|
||
}).set('forceDie',true);
|
||
"step 5"
|
||
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('nofire')) return 0;
|
||
if(lib.config.mode=='versus') return -1;
|
||
if(player.hasUnknown()) return 0;
|
||
return get.damageEffect(target,player);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
longhun:{
|
||
group:['longhun1','longhun2','longhun3','longhun4'],
|
||
ai:{
|
||
skillTagFilter:function(player,tag){
|
||
switch(tag){
|
||
case 'respondSha':{
|
||
if(player.countCards('he',{suit:'diamond'})<Math.max(1,player.hp)) return false;
|
||
break;
|
||
}
|
||
case 'respondShan':{
|
||
if(player.countCards('he',{suit:'club'})<Math.max(1,player.hp)) return false;
|
||
break;
|
||
}
|
||
case 'save':{
|
||
if(player.countCards('he',{suit:'heart'})<Math.max(1,player.hp)) return false;
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
maixie:true,
|
||
save:true,
|
||
respondSha:true,
|
||
respondShan:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'recover')&&target.hp>=1) return [0,0];
|
||
if(!target.hasFriend()) return;
|
||
if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1];
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
return 0.5;
|
||
},
|
||
}
|
||
},
|
||
longhun1:{
|
||
audio:true,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张红桃牌当作桃使用';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 10-get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'tao'},
|
||
filter:function(event,player){
|
||
return player.countCards('he',{suit:'heart'})>=player.hp;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='heart';
|
||
}
|
||
},
|
||
longhun2:{
|
||
audio:true,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张方片当作火杀使用或打出';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 10-get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'sha',nature:'fire'},
|
||
filter:function(event,player){
|
||
return player.countCards('he',{suit:'diamond'})>=player.hp;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='diamond';
|
||
}
|
||
},
|
||
longhun3:{
|
||
audio:true,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张黑桃牌当作无懈可击使用';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 7-get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'wuxie'},
|
||
viewAsFilter:function(player){
|
||
return player.countCards('he',{suit:'spade'})>=player.hp;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='spade';
|
||
}
|
||
},
|
||
longhun4:{
|
||
audio:true,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张梅花牌当作闪使用或打出';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 10-get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'shan'},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
}
|
||
},
|
||
juejing:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return 2+num;
|
||
}
|
||
},
|
||
audio:true,
|
||
trigger:{player:'phaseDrawBegin2'},
|
||
//priority:-5,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num+=(player.getDamagedHp());
|
||
}
|
||
},
|
||
xinlonghun:{
|
||
group:['xinlonghun1','xinlonghun2','xinlonghun3','xinlonghun4','xinlonghun_num','xinlonghun_discard'],
|
||
ai:{
|
||
skillTagFilter:function(player,tag){
|
||
switch(tag){
|
||
case 'respondSha':{
|
||
if(player.countCards('he',{suit:'diamond'})==0) return false;
|
||
break;
|
||
}
|
||
case 'respondShan':{
|
||
if(player.countCards('he',{suit:'club'})==0) return false;
|
||
break;
|
||
}
|
||
case 'save':{
|
||
if(player.countCards('he',{suit:'heart'})==0) return false;
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
save:true,
|
||
respondSha:true,
|
||
respondShan:true,
|
||
threaten:1.8
|
||
},
|
||
subSkill:{
|
||
num:{
|
||
trigger:{source:['damageBegin','recoverBegin']},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
var evt=event.getParent();
|
||
return (evt.skill=='xinlonghun1'||evt.skill=='xinlonghun2')&&evt.cards&&evt.cards.length==2;
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
discard:{
|
||
trigger:{player:['useCard','respond']},
|
||
forced:true,
|
||
popup:false,
|
||
logTarget:function(){
|
||
return _status.currentPhase;
|
||
},
|
||
autodelay:function(event){
|
||
return event.name=='respond'?0.5:false;
|
||
},
|
||
filter:function(evt,player){
|
||
return (evt.skill=='xinlonghun3'||evt.skill=='xinlonghun4')&&
|
||
evt.cards&&evt.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
|
||
},
|
||
content:function(){
|
||
player.line(_status.currentPhase,'green');
|
||
player.discardPlayerCard(_status.currentPhase,'he',true);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xinlonghun1:{
|
||
audio:'longhun1',
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将至多两张红桃牌当作桃使用';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(ui.selected.cards.length) return 0;
|
||
return 10-get.value(card);
|
||
},
|
||
selectCard:[1,2],
|
||
viewAs:{name:'tao'},
|
||
filter:function(event,player){
|
||
return player.countCards('he',{suit:'heart'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='heart';
|
||
}
|
||
},
|
||
xinlonghun2:{
|
||
audio:'longhun2',
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将至多两张方片牌当作火杀使用或打出';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(ui.selected.cards.length) return 0;
|
||
return 10-get.value(card);
|
||
},
|
||
selectCard:[1,2],
|
||
viewAs:{name:'sha',nature:'fire'},
|
||
filter:function(event,player){
|
||
return player.countCards('he',{suit:'diamond'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='diamond';
|
||
}
|
||
},
|
||
xinlonghun3:{
|
||
audio:'longhun3',
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将至多两张黑桃牌当作无懈可击使用';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(ui.selected.cards.length) return 0;
|
||
return 7-get.value(card);
|
||
},
|
||
selectCard:[1,2],
|
||
viewAs:{name:'wuxie'},
|
||
viewAsFilter:function(player){
|
||
return player.countCards('he',{suit:'spade'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='spade';
|
||
}
|
||
},
|
||
xinlonghun4:{
|
||
audio:'longhun4',
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:function(){
|
||
return '将至多两张梅花牌当作闪使用或打出';
|
||
},
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(ui.selected.cards.length) return 0;
|
||
return 10-get.value(card);
|
||
},
|
||
selectCard:[1,2],
|
||
viewAs:{name:'shan'},
|
||
filter:function(event,player){
|
||
return player.countCards('he',{suit:'club'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
}
|
||
},
|
||
xinjuejing:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return 2+num;
|
||
}
|
||
},
|
||
audio:'juejing',
|
||
trigger:{player:['dyingBegin','dyingAfter']},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
shelie:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin1'},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.cancel();
|
||
event.cards=get.cards(5);
|
||
event.videoId=lib.status.videoId++;
|
||
game.broadcastAll(function(player,id,cards){
|
||
var str;
|
||
if(player==game.me&&!_status.auto){
|
||
str='涉猎:获取花色各不相同的牌';
|
||
}
|
||
else{
|
||
str='涉猎';
|
||
}
|
||
var dialog=ui.create.dialog(str,cards);
|
||
dialog.videoId=id;
|
||
},player,event.videoId,event.cards);
|
||
event.time=get.utc();
|
||
game.addVideo('showCards',player,['涉猎',get.cardsInfo(event.cards)]);
|
||
game.addVideo('delay',null,2);
|
||
"step 1"
|
||
var next=player.chooseButton([0,5],true);
|
||
next.set('dialog',event.videoId);
|
||
next.set('filterButton',function(button){
|
||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||
if(get.suit(ui.selected.buttons[i].link)==get.suit(button.link)) return false;
|
||
}
|
||
return true;
|
||
});
|
||
next.set('ai',function(button){
|
||
return get.value(button.link,_status.event.player);
|
||
});
|
||
"step 2"
|
||
if(result.bool&&result.links){
|
||
var cards2=[];
|
||
for(var i=0;i<result.links.length;i++){
|
||
cards2.push(result.links[i]);
|
||
cards.remove(result.links[i]);
|
||
}
|
||
game.cardsDiscard(cards);
|
||
event.cards2=cards2;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
var time=1000-(get.utc()-event.time);
|
||
if(time>0){
|
||
game.delay(0,time);
|
||
}
|
||
"step 3"
|
||
game.broadcastAll('closeDialog',event.videoId);
|
||
var cards2=event.cards2;
|
||
player.gain(cards2,'log','gain2');
|
||
game.delay();
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
gongxin:{
|
||
audio:2,
|
||
audioname:['re_lvmeng'],
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.videoId=lib.status.videoId++;
|
||
var cards=target.getCards('h');
|
||
if(player.isOnline2()){
|
||
player.send(function(cards,id){
|
||
ui.create.dialog('攻心',cards).videoId=id;
|
||
},cards,event.videoId);
|
||
}
|
||
event.dialog=ui.create.dialog('攻心',cards);
|
||
event.dialog.videoId=event.videoId;
|
||
if(!event.isMine()){
|
||
event.dialog.style.display='none';
|
||
}
|
||
player.chooseButton().set('filterButton',function(button){
|
||
return get.suit(button.link)=='heart';
|
||
}).set('dialog',event.videoId);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.card=result.links[0];
|
||
var func=function(card,id){
|
||
var dialog=get.idDialog(id);
|
||
if(dialog){
|
||
for(var i=0;i<dialog.buttons.length;i++){
|
||
if(dialog.buttons[i].link==card){
|
||
dialog.buttons[i].classList.add('selectedx');
|
||
}
|
||
else{
|
||
dialog.buttons[i].classList.add('unselectable');
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(player.isOnline2()){
|
||
player.send(func,event.card,event.videoId);
|
||
}
|
||
else if(event.isMine()){
|
||
func(event.card,event.videoId);
|
||
}
|
||
player.chooseControl('gongxin_discard','gongxin_top');
|
||
}
|
||
else{
|
||
if(player.isOnline2()){
|
||
player.send('closeDialog',event.videoId);
|
||
}
|
||
event.dialog.close();
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(player.isOnline2()){
|
||
player.send('closeDialog',event.videoId);
|
||
}
|
||
event.dialog.close();
|
||
var card=event.card;
|
||
if(result.control=='gongxin_top'){
|
||
target.lose(card,ui.special);
|
||
player.showCards(card,'置于牌堆顶');
|
||
}
|
||
else{
|
||
target.discard(card);
|
||
event.finish();
|
||
}
|
||
"step 3"
|
||
event.card.fix();
|
||
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
|
||
game.log(player,'将',event.card,'置于牌堆顶');
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.countCards('h');
|
||
}
|
||
},
|
||
order:10,
|
||
expose:0.4,
|
||
}
|
||
},
|
||
"nzry_longnu":{
|
||
mark:true,
|
||
locked:true,
|
||
marktext:'龙',
|
||
intro:{
|
||
content:function(storage,player,skill){
|
||
if(player.storage.nzry_longnu==true) return '锁定技,出牌阶段开始时,你减1点体力上限并摸一张牌,然后本回合你的锦囊牌均视为雷杀且无使用次数限制';
|
||
return '锁定技,出牌阶段开始时,你流失一点体力并摸一张牌,然后本回合你的红色手牌均视为火杀且无距离限制';
|
||
},
|
||
},
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseUseBegin'
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
if(player.storage.nzry_longnu==true){
|
||
player.storage.nzry_longnu=false;
|
||
player.loseMaxHp();
|
||
player.draw();
|
||
player.addTempSkill('nzry_longnu_2',{player:'phaseAfter'});
|
||
}else{
|
||
player.storage.nzry_longnu=true;
|
||
player.loseHp();
|
||
player.draw();
|
||
player.addTempSkill('nzry_longnu_1',{player:'phaseAfter'});
|
||
};
|
||
},
|
||
subSkill:{
|
||
'1':{
|
||
mod:{
|
||
cardname:function(card,player){
|
||
if(get.color(card)=='red') return 'sha';
|
||
},
|
||
cardnature:function(card,player){
|
||
if(get.color(card)=='red') return 'fire';
|
||
},
|
||
targetInRange:function(card){
|
||
if(get.color(card)=='red') return true;
|
||
},
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||
}
|
||
},
|
||
respondSha:true,
|
||
},
|
||
},
|
||
'2':{
|
||
prompt:'本回合你的锦囊牌均视为雷杀且无使用次数限制',
|
||
mod:{
|
||
cardname:function(card,player){
|
||
if(['trick','delay'].contains(lib.card[card.name].type)) return 'sha';
|
||
},
|
||
cardnature:function(card,player){
|
||
if(['trick','delay'].contains(lib.card[card.name].type)) return 'thunder';
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(card.name=='sha'&&card.nature=='thunder') return Infinity;
|
||
},
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||
}
|
||
},
|
||
respondSha:true,
|
||
},
|
||
},
|
||
},
|
||
},
|
||
"nzry_jieying":{
|
||
audio:2,
|
||
locked:true,
|
||
global:"g_nzry_jieying",
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='tiesuo') return 'zeroplayertarget';
|
||
},
|
||
},
|
||
},
|
||
group:["nzry_jieying_1","nzry_jieying_2"],
|
||
subSkill:{
|
||
'1':{
|
||
audio:2,
|
||
trigger:{
|
||
player:'linkAfter',
|
||
global:'gameDrawAfter',
|
||
},
|
||
forced:true,
|
||
filter:function (event,player){
|
||
return !player.isLinked();
|
||
},
|
||
content:function(){
|
||
player.link(true);
|
||
},
|
||
},
|
||
'2':{
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseJieshuBegin',
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&&!current.isLinked();
|
||
});
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(true,'请选择【结营】的目标',function(card,player,target){
|
||
return target!=player&&!target.isLinked();
|
||
}).ai=function(target){
|
||
return 1+Math.random();
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.line(result.targets);
|
||
player.logSkill('nzry_jieying');
|
||
result.targets[0].link(true);
|
||
}else{
|
||
event.finish();
|
||
};
|
||
},
|
||
},
|
||
},
|
||
},
|
||
"g_nzry_jieying":{
|
||
mod:{
|
||
maxHandcard:function (player,num){
|
||
if(game.countPlayer(function(current){return current.hasSkill('nzry_jieying')})>0&&player.isLinked()) return num+2;
|
||
},
|
||
},
|
||
},
|
||
"nzry_junlve":{
|
||
audio:2,
|
||
init:function(player){
|
||
if(!player.storage.nzry_junlve) player.storage.nzry_junlve=0;
|
||
},
|
||
marktext:"军",
|
||
intro:{
|
||
content:'当前有#个“军略”标记',
|
||
},
|
||
mark:true,
|
||
trigger:{
|
||
player:"damageAfter",
|
||
source:"damageSource",
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
player.storage.nzry_junlve+=trigger.num;
|
||
game.log(player,'获得了',trigger.num,'个“军略”标记');
|
||
player.syncStorage('nzry_junlve');
|
||
},
|
||
},
|
||
"nzry_cuike":{
|
||
audio:2,
|
||
trigger:{
|
||
player:"phaseUseBegin",
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(player.storage.nzry_junlve%2==1){
|
||
player.chooseTarget('是否发动【摧克】来对一名角色造成一点伤害?').ai=function(target){
|
||
return -get.attitude(player,target);
|
||
};
|
||
}
|
||
else{
|
||
player.chooseTarget('是否发动【摧克】来横置一名角色并弃置其区域内的一张牌?').ai=function(target){
|
||
return -get.attitude(player,target);
|
||
};
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.line(result.targets);
|
||
player.logSkill('nzry_cuike');
|
||
if(player.storage.nzry_junlve%2==1){
|
||
result.targets[0].damage();
|
||
}
|
||
else{
|
||
result.targets[0].link(true);
|
||
player.discardPlayerCard(result.targets[0],1,'hej');
|
||
};
|
||
};
|
||
'step 2'
|
||
if(player.storage.nzry_junlve&&player.storage.nzry_junlve>7){
|
||
player.chooseBool().set('ai',function(){
|
||
return true;
|
||
}).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?');
|
||
}else{
|
||
event.finish();
|
||
};
|
||
'step 3'
|
||
if(result.bool){
|
||
player.line(game.players);
|
||
player.logSkill('nzry_cuike');
|
||
player.storage.nzry_junlve=0;
|
||
player.syncStorage('nzry_junlve');
|
||
game.log(player,'移去了所有“军略”标记');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player) game.players[i].damage();
|
||
};
|
||
};
|
||
},
|
||
},
|
||
"nzry_dinghuo":{
|
||
audio:2,
|
||
limited:true,
|
||
init:function (player){
|
||
player.storage.nzry_dinghuo=false;
|
||
},
|
||
intro:{
|
||
content:"limited",
|
||
},
|
||
unique:true,
|
||
mark:true,
|
||
skillAnimation:true,
|
||
animationColor:'metal',
|
||
enable:'phaseUse',
|
||
filter:function (event,player){
|
||
return !player.storage.nzry_dinghuo&&player.storage.nzry_junlve>0;
|
||
},
|
||
check:function (event,player){
|
||
var num=game.countPlayer(function(current){return get.attitude(player,current)<0&¤t.isLinked()});
|
||
return player.storage.nzry_junlve>=num&&num==game.countPlayer(function(current){return get.attitude(player,current)<0});
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.isLinked();
|
||
},
|
||
selectTarget:function(){
|
||
return [1,_status.event.player.storage.nzry_junlve];
|
||
},
|
||
multiline:true,
|
||
multitarget:true,
|
||
content:function (){
|
||
'step 0'
|
||
player.awakenSkill('nzry_dinghuo');
|
||
player.storage.nzry_dinghuo=true;
|
||
'step 1'
|
||
player.storage.nzry_junlve=0;
|
||
player.syncStorage('nzry_junlve');
|
||
game.log(player,'移去了所有“军略”标记');
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].discard(targets[i].getCards('e'));
|
||
}
|
||
player.chooseTarget(true,'对一名目标角色造成1点火焰伤害',function(card,player,target){
|
||
return _status.event.targets.contains(target);
|
||
}).set('targets',targets).ai=function(){return 1};
|
||
'step 2'
|
||
if(result.bool){
|
||
result.targets[0].damage('fire','nocard');
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('nofire')) return 0;
|
||
if(lib.config.mode=='versus') return -1;
|
||
if(player.hasUnknown()) return 0;
|
||
return get.damageEffect(target,player)-target.countCards('e');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
|
||
"drlt_duorui":{
|
||
audio:2,
|
||
init:function(player){
|
||
player.storage.drlt_duorui=[];
|
||
},
|
||
trigger:{
|
||
source:'damageSource'
|
||
},
|
||
filter:function(event,player){
|
||
if(player.storage.drlt_duorui.length) return false;
|
||
return player!=event.player&&event.player.isAlive()&&_status.currentPhase==player;
|
||
},
|
||
check:function(event,player){
|
||
if(player.isDisabled(5)) return false;
|
||
var skills=event.player.skills.slice(0);
|
||
for(var i=0;i<skills.length;i++){
|
||
var info=get.info(skills[i])
|
||
if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) return true;
|
||
}
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.skills=[];
|
||
var skills=trigger.player.skills.slice(0);
|
||
for(var i=0;i<skills.length;i++){
|
||
var info=get.info(skills[i])
|
||
if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) event.skills.push(skills[i]);
|
||
};
|
||
if(player.countDisabled()<5){
|
||
player.chooseToDisable().ai=function(event,player,list){
|
||
if(list.contains('equip5')) return 'equip5';
|
||
return list.randomGet();
|
||
};
|
||
}
|
||
'step 1'
|
||
if(event.skills.length>0){
|
||
player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()});
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.addTempSkill(result.control,{player:'dieAfter'});
|
||
player.popup(result.control,'thunder');
|
||
player.storage.drlt_duorui=[result.control];
|
||
player.storage.drlt_duorui_player=trigger.player;
|
||
trigger.player.storage.drlt_duorui=[result.control];
|
||
trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
|
||
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
|
||
},
|
||
group:['duorui_clear'],
|
||
},
|
||
"duorui_clear":{
|
||
trigger:{global:['phaseAfter','dieAfter'],},
|
||
filter:function(event,player){
|
||
if(!player.storage.drlt_duorui_player||!player.storage.drlt_duorui) return false;
|
||
return player.storage.drlt_duorui_player==event.player&&player.storage.drlt_duorui.length;
|
||
},
|
||
silent:true,
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill(player.storage.drlt_duorui[0]);
|
||
delete player.storage.drlt_duorui_player;
|
||
player.storage.drlt_duorui=[];
|
||
},
|
||
},
|
||
"drlt_duorui1":{
|
||
init:function(player,skill){
|
||
player.disableSkill(skill,player.storage.drlt_duorui);
|
||
},
|
||
onremove:function(player,skill){
|
||
"step 0"
|
||
player.enableSkill(skill);
|
||
"step 1"
|
||
delete player.storage.drlt_duorui;
|
||
},
|
||
locked:true,
|
||
mark:true,
|
||
intro:{
|
||
content:function(storage,player,skill){
|
||
var list=[];
|
||
for(var i in player.disabledSkills){
|
||
if(player.disabledSkills[i].contains(skill)) list.push(i);
|
||
};
|
||
if(list.length){
|
||
var str='失效技能:';
|
||
for(var i=0;i<list.length;i++){
|
||
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
|
||
};
|
||
return str.slice(0,str.length-1);
|
||
};
|
||
},
|
||
},
|
||
},
|
||
"drlt_zhiti":{
|
||
audio:2,
|
||
locked:true,
|
||
group:["drlt_zhiti_1","drlt_zhiti_2","drlt_zhiti_3","drlt_zhiti_4","drlt_zhiti_5"],
|
||
subSkill:{
|
||
'1':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
global:'juedouAfter'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.targets&&event.targets.contains(player)&&event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'2':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
player:'juedouAfter',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'3':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
player:'chooseToCompareAfter'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.result.bool==true&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'4':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
global:'chooseToCompareAfter'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'5':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
player:['damageEnd']
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
"_drlt_zhiti":{
|
||
mod:{
|
||
maxHandcard:function (player,num){
|
||
if(player.maxHp>player.hp&&game.countPlayer(function(current){return current!=player&¤t.hasSkill('drlt_zhiti')&&get.distance(current,player,'attack')<=1})) return num-1;
|
||
},
|
||
},
|
||
},
|
||
'drlt_poxi':{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
//return target!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.list1=[];
|
||
event.list2=[];
|
||
if(target.countCards('h')>0){
|
||
var chooseButton=player.chooseButton(4,'hidden',['你的手牌',player.getCards('h'),get.translation(target.name)+'的手牌',target.getCards('h'),'hidden']);
|
||
}else{
|
||
var chooseButton=player.chooseButton(4,'hidden',['你的手牌',player.getCards('h'),'hidden']);
|
||
}
|
||
chooseButton.set('ai',function(button){
|
||
//if(button.link.name=='du') return 1;
|
||
return 0;
|
||
});
|
||
chooseButton.set('filterButton',function(button){
|
||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
|
||
};
|
||
return true;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var list=result.links;
|
||
for(var i=0;i<list.length;i++){
|
||
if(get.owner(list[i])==player){
|
||
event.list1.push(list[i]);
|
||
}else{
|
||
event.list2.push(list[i]);
|
||
};
|
||
};
|
||
if(event.list1.length&&event.list2.length){
|
||
target.discard(event.list2).delay=false;
|
||
player.discard(event.list1).delay=false;
|
||
game.delay();
|
||
}
|
||
else{
|
||
target.discard(event.list2);
|
||
player.discard(event.list1);
|
||
}
|
||
};
|
||
'step 2'
|
||
if(event.list1.length+event.list2.length==4){
|
||
if(event.list1.length==0) player.loseMaxHp();
|
||
if(event.list1.length==1){
|
||
var evt=_status.event;
|
||
for(var i=0;i<10;i++){
|
||
if(evt&&evt.getParent)evt=evt.getParent();
|
||
if(evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
break;
|
||
};
|
||
};
|
||
player.addTempSkill('drlt_poxi1',{player:'phaseAfter'});
|
||
};
|
||
if(event.list1.length==3) player.recover();
|
||
if(event.list1.length==4) player.draw(4);
|
||
};
|
||
},
|
||
ai:{
|
||
order:13,
|
||
result:{
|
||
target:function(target,player){
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
'drlt_poxi1':{
|
||
mod:{
|
||
maxHandcard:function (player,num){
|
||
return num-1;
|
||
},
|
||
},
|
||
},
|
||
drlt_jieying_mark:{
|
||
init:function(player){
|
||
game.log(player,'获得了“营”标记');
|
||
},
|
||
onremove:function(player){
|
||
game.log(player,'失去了“营”标记');
|
||
},
|
||
mark:true,
|
||
marktext:"营",
|
||
intro:{
|
||
content:function(storage){
|
||
return '已获得“营”标记';
|
||
},
|
||
},
|
||
mod:{
|
||
cardUsable:function (card,player,num){
|
||
if(game.hasPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying');
|
||
})&&card.name=='sha') return num+1;
|
||
},
|
||
maxHandcard:function (player,num){
|
||
if(game.hasPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying');
|
||
})) return num+1;
|
||
},
|
||
},
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
player:'phaseDrawBegin2'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying');
|
||
});
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{nokeep:true},
|
||
},
|
||
'drlt_jieying':{
|
||
audio:2,
|
||
locked:false,
|
||
group:["drlt_jieying_1","drlt_jieying_2","drlt_jieying_3"],
|
||
subSkill:{
|
||
'1':{
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
player:'phaseZhunbeiBegin'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !game.hasPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying_mark');
|
||
});
|
||
},
|
||
content:function(){
|
||
player.addSkill('drlt_jieying_mark');
|
||
},
|
||
},
|
||
'2':{
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
player:"phaseJieshuBegin",
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.hasSkill('drlt_jieying_mark');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('drlt_jieying'),"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(target){
|
||
if(get.attitude(player,target)>0)
|
||
return 0.1;
|
||
if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1))
|
||
return 0.2;
|
||
if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0)
|
||
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2;
|
||
if(get.attitude(player,target)<1&&target.countCards('h')>0)
|
||
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7;
|
||
return 1;
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target);
|
||
player.logSkill('drlt_jieying',target);
|
||
player.removeSkill('drlt_jieying_mark');
|
||
target.addSkill('drlt_jieying_mark');
|
||
};
|
||
},
|
||
},
|
||
'3':{
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
global:'phaseAfter',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player!=event.player&&event.player.hasSkill('drlt_jieying_mark')&&event.player.isAlive();
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
if(trigger.player.countCards('h')>0){
|
||
trigger.player.give(trigger.player.getCards('h'),player);
|
||
}
|
||
trigger.player.removeSkill('drlt_jieying_mark');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
translate:{
|
||
"shen_luxun":"神陆逊",
|
||
"nzry_junlve":"军略",
|
||
"nzry_junlve_info":"锁定技,当你受到或造成伤害后,你获得X个“军略”标记(X为伤害点数)",
|
||
"nzry_cuike":"摧克",
|
||
"nzry_cuike_info":"出牌阶段开始时,若“军略”标记的数量为奇数,你可以对一名角色造成一点伤害;若“军略”标记的数量为偶数,你可以横置一名角色并弃置其区域内的一张牌。若“军略”标记的数量超过7个,你可以移去全部“军略”标记并对所有其他角色造成一点伤害",
|
||
"nzry_dinghuo":"绽火",
|
||
"nzry_dinghuo_info":"限定技,出牌阶段,你可以移去全部“军略”标记,令至多等量的已横置角色弃置所有装备区内的牌。然后,你对其中一名角色造成1点火焰伤害",
|
||
"shen_liubei":"神刘备",
|
||
"nzry_longnu":"龙怒",
|
||
"nzry_longnu_info":"转换技,锁定技,①出牌阶段开始时,你流失1点体力并摸一张牌,然后本回合你的红色手牌均视为火杀且无距离限制。②出牌阶段开始时,你减1点体力上限并摸一张牌,然后本回合你的锦囊牌均视为雷杀且无使用次数限制",
|
||
"nzry_jieying":"结营",
|
||
"nzry_jieying_info":"锁定技,你始终处于横置状态;已横置的角色手牌上限+2;结束阶段,你横置一名其他角色",
|
||
|
||
"shen_ganning":"神甘宁",
|
||
"shen_zhangliao":"神张辽",
|
||
|
||
"drlt_poxi":"魄袭",
|
||
"drlt_poxi_info":"出牌阶段限一次,你可以观看一名其他角色的手牌,然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做,根据此次弃置你的牌的数量执行以下效果:1.没有,扣减一点体力上限;2.一张,立即结束出牌阶段且本回合手牌上限-1;三张,恢复一点体力;四张,摸四张牌",
|
||
"drlt_jieying":"劫营",
|
||
"drlt_jieying_info":"回合开始时,若没有角色有“营”标记,你获得1个“营”标记;结束阶段,你可以将你的“营”交给一名角色;有“营”标记的角色摸牌阶段多摸一张牌,其于出牌阶段使用【杀】的次数上限+1,其手牌上限+1。有“营”的其他角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",
|
||
drlt_jieying_mark:"劫营",
|
||
"drlt_duorui1":"失效技能",
|
||
"drlt_duorui1_bg":"锐",
|
||
"drlt_duorui":"夺锐",
|
||
"drlt_duorui_info":"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得其的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去此技能。",
|
||
"drlt_zhiti":"止啼",
|
||
"drlt_zhiti_info":"锁定技,你范围内已受伤的其他角色手牌上限-1;当你拼点或【决斗】胜利,或受到伤害后,你恢复一个装备栏",
|
||
|
||
shen_zhaoyun:'神赵云',
|
||
shen_guanyu:'神关羽',
|
||
shen_lvmeng:'神吕蒙',
|
||
shen_simayi:'神司马懿',
|
||
shen_caocao:'神曹操',
|
||
shen_zhugeliang:'神诸葛亮',
|
||
shen_zhouyu:'神周瑜',
|
||
shen_lvbu:'神吕布',
|
||
xinjuejing:'绝境',
|
||
xinjuejing_info:'锁定技,你的手牌上限+2;当你进入或脱离濒死状态时,你摸一张牌',
|
||
xinlonghun:'龙魂',
|
||
xinlonghun1:'龙魂♥︎',
|
||
xinlonghun2:'龙魂♦︎',
|
||
xinlonghun3:'龙魂♠︎',
|
||
xinlonghun4:'龙魂♣︎',
|
||
xinlonghun_info:'你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌',
|
||
longhun:'龙魂',
|
||
longhun1:'龙魂♥︎',
|
||
longhun2:'龙魂♦︎',
|
||
longhun3:'龙魂♠︎',
|
||
longhun4:'龙魂♣︎',
|
||
juejing:'绝境',
|
||
longhun_info:'你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】(X为你当前的体力值且至少为1)',
|
||
juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2;你的手牌上限+2。',
|
||
wushen:'武神',
|
||
wushen_info:'锁定技,你的红桃手牌视为杀;锁定技,你使用红桃杀时无距离限制。',
|
||
wuhun:'武魂',
|
||
wuhun21:'武魂',
|
||
wuhun22:'武魂',
|
||
wuhun23:'武魂',
|
||
wuhun2:'武魂',
|
||
wuhun3:'武魂',
|
||
wuhun_info_alter:'锁定技,当你受到1点伤害后,你令伤害来源获得1枚“梦魇”标记;当你死亡时,你令拥有最多“梦魇”标记的一名其他角色判定,若结果不为【桃】或【桃园结义】,则该角色死亡。',
|
||
wuhun_info:'锁定技,杀死你的角色立即进入濒死状态',
|
||
shelie:'涉猎',
|
||
gongxin:'攻心',
|
||
gongxin_discard:'弃置',
|
||
gongxin_top:'牌堆顶',
|
||
renjie:'忍戒',
|
||
renjie2:'忍戒',
|
||
renjie_info:'锁定技,每当你受到一次伤害后,你获得等同于你受到的伤害数量的“忍”标记;锁定技,每当你于弃牌阶段内因你的弃置而失去手牌时,你获得等同于你失去的手牌数量的“忍”标记。',
|
||
sbaiyin:'拜印',
|
||
sbaiyin_info:'觉醒技,准备阶段开始时,若你拥有的“忍”标记枚数不小于4,你减1点体力上限,然后获得“极略”',
|
||
jilue:'极略',
|
||
jilue_info:'每当一名角色的判定牌生效前,若你有牌,你可以弃1枚“忍”标记发动“鬼才”(界);每当你受到伤害后,你可以弃1枚“忍”标记,发动“放逐”;每当你使用锦囊牌时,你可以弃1枚“忍”标记,发动“集智”(界);出牌阶段限一次,若你有牌,你可以弃1枚“忍”标记,发动“制衡”(界);出牌阶段,你可以弃1枚“忍”标记,执行“完杀”的效果,直到回合结束。',
|
||
jilue_guicai:'鬼才',
|
||
jilue_fangzhu:'放逐',
|
||
jilue_wansha:'完杀',
|
||
jilue_zhiheng:'制衡',
|
||
jilue_jizhi:'集智',
|
||
lianpo:'连破',
|
||
lianpo_info:'若你在一回合内杀死了至少一名角色,此回合结束后,你可以进行一个额外的回合。',
|
||
guixin:'归心',
|
||
qinyin:'琴音',
|
||
yeyan:'业炎',
|
||
shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张',
|
||
gongxin_info:'出牌阶段,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶,每阶段限一次。',
|
||
guixin_info:'当你受到1点伤害后,你可以获得每名其他角色区域里的一张牌,然后你翻面',
|
||
guixin_info_alter:'当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面',
|
||
qinyin_info:'弃牌阶段结束时,若你于此阶段内弃置过你的至少两张手牌,则你可以选择一项:1. 所有角色各回复1点体力;2. 所有角色各失去1点体力。',
|
||
// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时(X至少为2),你可以选择一项:1.令所有角色各回复1点体力;2.令所有角色各失去1点体力。每阶段限一次。',
|
||
yeyan_info:'限定技,出牌阶段,你可以对一至三名角色造成至多共3点火焰伤害(你可以任意分配每名目标角色受到的伤害点数),若你将对一名角色分配2点或更多的火焰伤害,你须先弃置四张不同花色的手牌再失去3点体力。',
|
||
qixing:'七星',
|
||
qixing_bg:'星',
|
||
qixing2:'七星',
|
||
qixing3:'七星',
|
||
qixing_info:'游戏开始时,你将牌堆顶的七张牌置于你的武将牌上,称之为“星”。然后/摸牌阶段结束后,你可用任意数量的手牌等量交换这些“星”。',
|
||
dawu:'大雾',
|
||
dawu2_bg:'雾',
|
||
dawu2:'大雾',
|
||
dawu3:'大雾',
|
||
// dawu2_info:'已获得大雾标记',
|
||
dawu_info:'结束阶段,你可以弃置X枚“星”并指定X名角色:直到你的下回合开始,防止这些角色受到的除雷电伤害外的伤害。',
|
||
kuangfeng:'狂风',
|
||
kuangfeng2:'狂风',
|
||
kuangfeng2_bg:'风',
|
||
// kuangfeng2_info:'已获得狂风标记',
|
||
kuangfeng3:'狂风',
|
||
kuangfeng_info:'结束阶段,你可以弃置1枚“星”并指定一名角色:直到你的下回合开始,该角色每次受到的火焰伤害+1。',
|
||
baonu:'狂暴',
|
||
baonu_bg:'暴',
|
||
baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记,;锁定技,每当你造成/受到1点伤害后,你获得1枚“暴怒”标记。',
|
||
shenfen:'神愤',
|
||
shenfen_info:'限定技,出牌阶段,你可以弃置6枚暴怒标记,对场上所有其他角色造成一点伤害,然后令其弃置4张牌',
|
||
wuqian:'无前',
|
||
wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束',
|
||
wumou:'无谋',
|
||
wumou_info:'锁定技,每当你使用非延时类锦囊牌选择目标后,你选择一项:1.弃1枚“暴怒”标记;2.失去1点体力。',
|
||
ol_wuqian:'无前',
|
||
ol_wuqian_info:'出牌阶段,你可以弃2枚“暴怒”标记并选择一名其他角色,你视为拥有技能〖无双〗并令其防具无效直到回合结束。',
|
||
ol_shenfen:'神愤',
|
||
ol_shenfen_info:'出牌阶段限一次,你可以弃6枚“暴怒”标记并选择所有其他角色,对其各造成1点伤害。然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌。最后你将你的武将牌翻面。',
|
||
"new_wuhun":"武魂",
|
||
"new_wuhun_info":"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。你的死亡流程结算完成后,该角色进行一次判定:若判定结果不为【桃】或【桃园结义】,则该角色立刻死亡。",
|
||
"new_guixin":"归心",
|
||
"new_guixin_info":"当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面。",
|
||
},
|
||
};
|
||
});
|