3167 lines
90 KiB
JavaScript
3167 lines
90 KiB
JavaScript
'usr strict';
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character.boss={
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character:{
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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_liubei:['male','shu',5,['lingfeng'],['boss','bossallowed'],'qun'],
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// boss_zhugeliang:['male','shu',4,[],['boss','bossallowed'],'qun'],
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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'],
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boss_nianshou:['male','qun',Infinity,['boss_nianrui','boss_qixiang','boss_damagecount'],['boss'],'shu'],
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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'],
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boss_nianshou_renxing:['male','qun',12,['boss_nianrui','boss_mengtai','boss_renxing','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
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boss_nianshou_ruizhi:['male','qun',12,['boss_nianrui','boss_mengtai','boss_ruizhi','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
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boss_nianshou_baonu:['male','qun',12,['boss_nianrui','boss_mengtai','boss_nbaonu','boss_shouyi','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
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boss_baiwuchang:['male','qun',9,['boss_baolian','boss_qiangzheng','boss_zuijiu','juece','boss_bianshen4'],['hiddenboss','bossallowed']],
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boss_heiwuchang:['male','qun',9,['boss_guiji','boss_taiping','boss_suoming','boss_xixing','boss_bianshen4'],['hiddenboss','bossallowed']],
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boss_luocha:['male','qun',12,['boss_modao','boss_yushou','yizhong','boss_moyany'],['hiddenboss','bossallowed']],
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boss_yecha:['male','qun',11,['boss_modao','boss_mojian','bazhen','boss_danshu'],['hiddenboss','bossallowed']],
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boss_niutou:['male','qun',7,['boss_baolian','niepan','boss_manjia','boss_xiaoshou','boss_bianshen3'],['hiddenboss','bossallowed']],
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boss_mamian:['male','qun',6,['boss_guiji','fankui','boss_lianyu','juece','boss_bianshen3'],['hiddenboss','bossallowed']],
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boss_chi:['male','qun',5,['boss_guimei','boss_didong','boss_shanbeng','boss_bianshen2'],['hiddenboss','bossallowed']],
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boss_mo:['female','qun',5,['boss_guimei','enyuan','boss_beiming','boss_bianshen2'],['hiddenboss','bossallowed']],
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boss_wang:['male','qun',5,['boss_guimei','boss_luolei','huilei','boss_bianshen2'],['hiddenboss','bossallowed']],
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boss_liang:['female','qun',5,['boss_guimei','boss_guihuo','boss_minbao','boss_bianshen2'],['hiddenboss','bossallowed']],
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boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['boss','bossallowed'],'wei'],
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boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['hiddenboss','bossallowed'],'qun'],
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boss_caiwenji:['female','qun',4,['beige','boss_hujia','boss_guihan'],['boss','bossallowed'],'wei'],
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boss_zhangjiao:['male','qun',8,['boss_leiji','tiandao','jidian'],['boss','bossallowed'],'shu'],
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boss_zuoci:['male','qun',0,['huanhua'],['boss','bossallowed'],'shu'],
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// boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'],
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boss_diaochan:['female','qun',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['boss','bossallowed'],'qun'],
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boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['boss','bossallowed'],'wu'],
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boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'],
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// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
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boss_liedixuande:['male','shu',5,['boss_lingfeng','boss_jizhen'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
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boss_gongshenyueying:['male','shu',4,['boss_gongshenjg','boss_jingmiao','boss_zhinang'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
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boss_tianhoukongming:['male','shu',4,['boss_biantian','bazhen'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
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boss_yuhuoshiyuan:['male','shu',4,['boss_yuhuojg','boss_qiwu','boss_tianyujg'],['jiangeboss','hiddenboss','bossallowed'],'shu'],
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boss_qiaokuijunyi:['male','wei',4,['boss_huodi','boss_jueji'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
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boss_jiarenzidan:['male','wei',5,['boss_chiying','boss_jingfan'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
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boss_duanyuzhongda:['male','wei',5,['boss_fanshi','boss_xuanlei','boss_skonghun'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
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boss_juechenmiaocai:['male','wei',4,['boss_chuanyun','boss_leili','boss_fengxing'],['jiangeboss','hiddenboss','bossallowed'],'wei'],
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boss_jileibaihu:['male','shu',4,['boss_jiguan','boss_zhenwei','boss_benlei'],['jiangemech','hiddenboss','bossallowed'],'shu'],
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boss_yunpingqinglong:['male','shu',4,['boss_jiguan','boss_mojian'],['jiangemech','hiddenboss','bossallowed'],'shu'],
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boss_lingjiaxuanwu:['male','shu',5,['boss_jiguan','yizhong','boss_lingyu'],['jiangemech','hiddenboss','bossallowed'],'shu'],
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boss_chiyuzhuque:['male','shu',5,['boss_jiguan','boss_yuhuojg','boss_tianyun'],['jiangemech','hiddenboss','bossallowed'],'shu'],
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boss_fudibian:['male','wei',4,['boss_jiguan','boss_didong'],['jiangemech','hiddenboss','bossallowed'],'wei'],
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boss_tuntianchiwen:['male','wei',5,['boss_jiguan','boss_tanshi','boss_tunshi'],['jiangemech','hiddenboss','bossallowed'],'wei'],
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boss_shihuosuanni:['male','wei',3,['boss_jiguan','boss_lianyu'],['jiangemech','hiddenboss','bossallowed'],'wei'],
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boss_lieshiyazi:['male','wei',4,['boss_jiguan','boss_nailuo'],['jiangemech','hiddenboss','bossallowed'],'wei'],
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},
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skill:{
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tiandao:{
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audio:true,
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trigger:{global:'judge'},
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direct:true,
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filter:function(event,player){
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return player.num('he')>0;
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},
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content:function(){
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"step 0"
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player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
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get.translation(trigger.player.judging[0])+',是否发动【天道】?','he').ai=function(card){
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
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var attitude=ai.get.attitude(player,trigger.player);
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if(attitude==0||result==0) return 0;
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if(attitude>0){
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return result;
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}
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else{
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return -result;
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}
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};
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"step 1"
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if(result.bool){
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player.respond(result.cards,'highlight');
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}
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else{
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event.finish();
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}
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"step 2"
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if(result.bool){
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player.logSkill('tiandao');
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player.$gain2(trigger.player.judging[0]);
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player.gain(trigger.player.judging[0]);
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trigger.player.judging[0]=result.cards[0];
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trigger.position.appendChild(result.cards[0]);
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game.log(trigger.player,'的判定牌改为',result.cards[0]);
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}
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"step 3"
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game.delay(2);
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},
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ai:{
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tag:{
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rejudge:1
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},
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threaten:1.5
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}
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},
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lianji:{
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audio:true,
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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if(player==target) return false;
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return target.num('h')>0;
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},
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selectTarget:2,
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multitarget:true,
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multiline:true,
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filter:function(event,player){
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return player.num('h')>0;
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},
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prepare:function(cards,player,targets){
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player.$throw(cards);
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player.line(targets);
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},
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discard:false,
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filterCard:true,
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check:function(card){
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return 6-ai.get.value(card);
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},
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content:function(){
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"step 0"
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if(!player.storage.lianji){
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player.storage.lianji=[];
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}
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if(targets[0].num('h')&&targets[1].num('h')){
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targets[0].chooseToCompare(targets[1]);
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player.storage.lianji.add(targets[0]);
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player.storage.lianji.add(targets[1]);
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}
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else{
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event.finish();
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}
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"step 1"
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if(result.bool){
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targets[0].gain(cards);
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targets[0].$gain2(cards);
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targets[1].damage(targets[0]);
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}
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else{
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targets[1].gain(cards);
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targets[1].$gain2(cards);
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targets[0].damage(targets[1]);
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}
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if(!player.skills.contains('yinmo')){
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event.finish();
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}
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"step 2"
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&!player.storage.lianji.contains(game.players[i])){
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event.finish();
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return;
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}
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}
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"step 3"
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player.logSkill('yinmo');
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player.gainMaxHp();
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"step 4"
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lib.character.swd_duguningke2=['','qun',4,['benlei','juece'],['temp']];
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if(player.name=='swd_duguningke') player.name='swd_duguningke2';
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if(player.name1=='swd_duguningke') player.name1='swd_duguningke2';
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if(player.name2=='swd_duguningke'){
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player.name2='swd_duguningke2';
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player.node.avatar2.setBackground('swd_duguningke2','character');
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}
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else{
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player.node.avatar.setBackground('swd_duguningke2','character');
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}
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player.removeSkill('yinmo');
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player.removeSkill('lianji');
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player.removeSkill('touxi');
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player.addSkill('benlei');
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player.addSkill('juece');
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event.players=game.players.slice(0);
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event.players.remove(player);
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event.players.sort(lib.sort.seat);
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"step 5"
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if(event.players.length){
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event.players.shift().damage('thunder');
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event.redo();
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}
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},
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ai:{
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expose:0.3,
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threaten:2,
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order:9,
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result:{
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target:-1
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}
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},
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},
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mazui:{
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audio:true,
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enable:'phaseUse',
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usable:1,
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filterCard:{color:'black'},
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filterTarget:function(card,player,target){
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return !target.skills.contains('mazui2');
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},
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check:function(card){
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return 6-ai.get.value(card);
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},
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discard:false,
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prepare:function(cards,player,targets){
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player.$give(cards,targets[0]);
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player.line(targets[0],'green');
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},
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content:function(){
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"step 0"
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game.delay();
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"step 1"
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target.storage.mazui2=cards[0];
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target.addSkill('mazui2');
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game.addVideo('storage',target,['mazui2',get.cardInfo(target.storage.mazui2),'card']);
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},
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ai:{
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expose:0.2,
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result:{
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target:function(player,target){
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return -target.hp;
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}
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},
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order:4,
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threaten:1.2
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}
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},
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mazui2:{
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trigger:{source:'damageBegin'},
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forced:true,
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mark:'card',
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filter:function(event){
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return event.num>0;
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},
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content:function(){
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trigger.num--;
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player.addSkill('mazui3');
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player.removeSkill('mazui2');
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},
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intro:{
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content:'card'
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}
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},
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mazui3:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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content:function(){
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player.gain(player.storage.mazui2,'gain2');
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game.log(player,'获得了',player.storage.mazui2);
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player.removeSkill('mazui3');
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delete player.storage.mazui2;
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}
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},
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yunshen:{
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trigger:{player:'respond'},
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filter:function(event,player){
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return event.card.name=='shan';
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},
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frequent:true,
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init:function(player){
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player.storage.yunshen=0;
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},
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content:function(){
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player.storage.yunshen++;
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player.markSkill('yunshen');
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'respondShan')){
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var shans=target.num('h','shan');
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var hs=target.num('h');
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if(shans>1) return [1,1];
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if(shans&&hs>2) return [1,1];
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if(shans) return [1,0.5];
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if(hs>2) return [1,0.3];
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if(hs>1) return [1,0.2];
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return [1.2,0];
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}
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}
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},
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threaten:0.8
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},
|
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intro:{
|
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content:'mark'
|
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},
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group:'yunshen2'
|
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},
|
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yunshen2:{
|
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trigger:{player:'phaseBegin'},
|
||
forced:true,
|
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filter:function(event,player){
|
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return player.storage.yunshen>0;
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},
|
||
content:function(){
|
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player.draw(player.storage.yunshen);
|
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player.storage.yunshen=0;
|
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player.unmarkSkill('yunshen');
|
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},
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mod:{
|
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globalTo:function(from,to,distance){
|
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if(typeof to.storage.yunshen=='number') return distance+to.storage.yunshen;
|
||
}
|
||
}
|
||
},
|
||
lingbo:{
|
||
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:{
|
||
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');
|
||
trigger.player.chooseCard(true,'选择保留一张牌,然后弃置其它牌','he').ai=function(card){
|
||
return ai.get.value(card);
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
var he=trigger.player.get('he');
|
||
he.remove(result.cards[0]);
|
||
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_lingyu:{
|
||
trigger:{player:'phaseEnd'},
|
||
check:function(event,player){
|
||
if(player.isTurnedOver()) return true;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp&&
|
||
game.players[i].isFriendOf(player)&&ai.get.recoverEffect(game.players[i])>0){
|
||
if(game.players[i].hp==1){
|
||
return true;
|
||
}
|
||
num++;
|
||
if(num>=2) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.turnOver();
|
||
'step 1'
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp&&game.players[i].isFriendOf(player)){
|
||
list.push(game.players[i]);
|
||
}
|
||
}
|
||
player.line(list,'green');
|
||
event.targets=list;
|
||
'step 2'
|
||
if(event.targets.length){
|
||
event.targets.shift().recover();
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='guiyoujie') return [0,1];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
boss_zhenwei:{
|
||
global:'boss_zhenwei2',
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
boss_zhenwei2:{
|
||
mod:{
|
||
globalTo:function(from,to,distance){
|
||
if(to.isFriendOf(from)) return;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('boss_zhenwei')&&
|
||
game.players[i].isFriendOf(to)&&game.players[i]!=to){
|
||
return distance+1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_benlei:{
|
||
mode:['versus'],
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(_status.mode!='jiange') return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].type=='mech'&&game.players[i].isEnemyOf(player)){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
var target;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].type=='mech'&&game.players[i].isEnemyOf(player)){
|
||
target=game.players[i];break;
|
||
}
|
||
}
|
||
if(target){
|
||
player.line(target,'thunder');
|
||
target.damage(2,'thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(_status.mode=='jiange'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].type=='mech'&&game.players[i].isEnemyOf(target)){
|
||
return 2;
|
||
}
|
||
}
|
||
}
|
||
return 1;
|
||
}
|
||
}
|
||
},
|
||
boss_nailuo:{
|
||
trigger:{player:'phaseEnd'},
|
||
check:function(event,player){
|
||
if(player.isTurnedOver()) return true;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isEnemyOf(player)){
|
||
var es=game.players[i].get('e');
|
||
for(var j=0;j<es.length;j++){
|
||
switch(get.subtype(es[j])){
|
||
case 'equip1':num+=1;break;
|
||
case 'equip2':num+=2;break;
|
||
case 'equip3':num+=2;break;
|
||
case 'equip4':num+=1;break;
|
||
case 'equip5':num+=1.5;break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(_status.mode=='jiange'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isFriendOf(player)&&game.players[i].skills.contains('huodi')){
|
||
return num>0;
|
||
}
|
||
}
|
||
}
|
||
return num>=4;
|
||
},
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isEnemyOf(player)&&game.players[i].num('e')){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.turnOver();
|
||
'step 1'
|
||
event.targets=get.players();
|
||
'step 2'
|
||
if(event.targets.length){
|
||
var current=event.targets.shift();
|
||
if(current.isEnemyOf(player)){
|
||
var es=current.get('e');
|
||
if(es.length){
|
||
current.discard(es);
|
||
player.line(current,'green');
|
||
}
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='guiyoujie') return [0,1];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
boss_tanshi:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToDiscard('h',true);
|
||
}
|
||
},
|
||
boss_tunshi:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
var nh=player.num('h');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isEnemyOf(player)&&game.players[i].num('h')>nh){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=[];
|
||
var nh=player.num('h');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isEnemyOf(player)&&game.players[i].num('h')>nh){
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
targets.sort(lib.sort.seat);
|
||
event.targets=targets;
|
||
'step 1'
|
||
if(event.targets.length){
|
||
var current=event.targets.shift();
|
||
current.damage('thunder');
|
||
player.line(current,'thunder');
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
boss_jiguan:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(card.name=='lebu'){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_gongshenjg:{
|
||
trigger:{player:'phaseEnd'},
|
||
mode:['versus'],
|
||
filter:function(event,player){
|
||
if(_status.mode!='jiange') return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].type=='mech'){
|
||
if(game.players[i].isEnemyOf(player)) return true;
|
||
if(game.players[i].hp<game.players[i].maxHp) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var enemy;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].type=='mech'){
|
||
if(game.players[i].isFriendOf(player)){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
player.line(game.players[i],'green');
|
||
game.players[i].recover();
|
||
return;
|
||
}
|
||
}
|
||
else{
|
||
enemy=game.players[i];
|
||
}
|
||
}
|
||
}
|
||
if(enemy){
|
||
player.line(enemy,'fire');
|
||
enemy.damage('fire');
|
||
}
|
||
},
|
||
},
|
||
boss_jingmiao:{
|
||
trigger:{global:'useCardAfter'},
|
||
filter:function(event,player){
|
||
return event.player.isEnemyOf(player)&&event.card.name=='wuxie';
|
||
},
|
||
prompt:function(event,player){
|
||
return '是否对'+get.translation(event.player)+'发动【精妙】?';
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
content:function(){
|
||
player.line(trigger.player,'green');
|
||
trigger.player.loseHp();
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.3
|
||
}
|
||
},
|
||
boss_zhinang:{
|
||
trigger:{player:'phaseBegin'},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.cards=get.cards(3);
|
||
event.cards2=[];
|
||
for(var i=0;i<event.cards.length;i++){
|
||
var type=get.type(event.cards[i]);
|
||
if(type=='trick'||type=='equip'){
|
||
event.cards2.push(event.cards[i]);
|
||
}
|
||
}
|
||
if(!event.isMine()||event.cards2.length==0){
|
||
player.showCards(event.cards);
|
||
}
|
||
"step 1"
|
||
if(event.cards2.length==0){
|
||
event.finish();
|
||
}
|
||
else{
|
||
var dialog=ui.create.dialog('将三张牌中的锦囊牌或装备牌交给一己方名角色','hidden');
|
||
dialog.add(event.cards);
|
||
for(var i=0;i<dialog.buttons.length;i++){
|
||
if(event.cards2.contains(dialog.buttons[i].link)){
|
||
dialog.buttons[i].style.opacity=1;
|
||
}
|
||
else{
|
||
dialog.buttons[i].style.opacity=0.5;
|
||
}
|
||
}
|
||
var next=player.chooseTarget(true,dialog,function(card,player,target){
|
||
return target.isFriendOf(player);
|
||
});
|
||
next.ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>0&&target.num('j','lebu')){
|
||
return 0.1;
|
||
}
|
||
if(player.num('h')>player.hp){
|
||
if(target==player) return Math.max(1,att-2);
|
||
}
|
||
if(target==player) return att+5;
|
||
return att;
|
||
}
|
||
}
|
||
"step 2"
|
||
if(result&&result.targets&&result.targets.length){
|
||
event.target=result.targets[0];
|
||
}
|
||
if(event.cards2.length){
|
||
player.line(event.target,'green');
|
||
game.log(event.target,'获得了',event.cards2);
|
||
event.target.gain(event.cards2,'gain2');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
boss_biantian4:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('boss_biantian3')){
|
||
game.players[i].removeSkill('boss_biantian3');
|
||
game.players[i].popup('boss_biantian3');
|
||
}
|
||
if(game.players[i].skills.contains('boss_biantian2')){
|
||
game.players[i].removeSkill('boss_biantian2');
|
||
game.players[i].popup('boss_biantian2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_biantian:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
group:'boss_biantian4',
|
||
content:function(){
|
||
"step 0"
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('boss_biantian3')){
|
||
game.players[i].removeSkill('boss_biantian3');
|
||
game.players[i].popup('boss_biantian3');
|
||
}
|
||
if(game.players[i].skills.contains('boss_biantian2')){
|
||
game.players[i].removeSkill('boss_biantian2');
|
||
game.players[i].popup('boss_biantian2');
|
||
}
|
||
}
|
||
player.judge(function(card){
|
||
if(get.suit(card)=='spade') return 1;
|
||
if(get.color(card)=='red') return 0;
|
||
return -1;
|
||
});
|
||
"step 1"
|
||
var targets=[];
|
||
if(result.color=='red'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isFriendOf(player)){
|
||
game.players[i].addSkill('boss_biantian3');
|
||
game.players[i].popup('kuangfeng');
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
player.logSkill('kuangfeng',targets,'fire');
|
||
}
|
||
else if(result.suit=='spade'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isFriendOf(player)){
|
||
game.players[i].addSkill('boss_biantian2');
|
||
game.players[i].popup('dawu');
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
player.logSkill('dawu',targets,'thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.6
|
||
}
|
||
},
|
||
boss_biantian2:{
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event){
|
||
if(event.nature!='thunder') return true;
|
||
return false;
|
||
},
|
||
forced:true,
|
||
mark:true,
|
||
marktext:'雾',
|
||
intro:{
|
||
content:'已获得大雾标记'
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
nodamage:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_biantian3:{
|
||
trigger:{player:'damageBegin'},
|
||
filter:function(event){
|
||
if(event.nature=='fire') return true;
|
||
return false;
|
||
},
|
||
mark:true,
|
||
marktext:'风',
|
||
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;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_jizhen:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isFriendOf(player)&&game.players[i].hp<game.players[i].maxHp){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isFriendOf(player)&&game.players[i].hp<game.players[i].maxHp){
|
||
list.push(game.players[i]);
|
||
}
|
||
}
|
||
if(list.length){
|
||
player.line(list,'green');
|
||
game.asyncDraw(list);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
boss_lingfeng:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
event.cards=get.cards(2);
|
||
player.showCards(event.cards);
|
||
"step 1"
|
||
if(get.color(event.cards[0])!=get.color(event.cards[1])){
|
||
player.chooseTarget('是否令一名敌方角色失去1点体力?',function(card,player,target){
|
||
return !target.isFriendOf(player);
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
}
|
||
"step 2"
|
||
if(result.bool&&result.targets&&result.targets.length){
|
||
player.line(result.targets,'green');
|
||
result.targets[0].loseHp();
|
||
}
|
||
"step 3"
|
||
player.gain(event.cards);
|
||
player.$draw(event.cards);
|
||
game.delay();
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
boss_jueji:{
|
||
trigger:{global:'phaseDrawBegin'},
|
||
filter:function(event,player){
|
||
if(event.player.isFriendOf(player)){
|
||
return false;
|
||
}
|
||
return event.num>0&&event.player!=player&&event.player.hp<event.player.maxHp;
|
||
},
|
||
prompt:function(event,player){
|
||
return '是否对'+get.translation(event.player)+'发动【惑敌】?'
|
||
},
|
||
content:function(){
|
||
player.line(trigger.player,'green');
|
||
trigger.num--;
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.4
|
||
}
|
||
},
|
||
boss_huodi:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isFriendOf(player)&&game.players[i].isTurnedOver()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【惑敌】?',function(card,player,target){
|
||
return !target.isFriendOf(player);
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_huodi',result.targets);
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
boss_chuanyun:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【穿云】?',function(card,player,target){
|
||
return player.hp<target.hp;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_chuanyun',result.targets);
|
||
result.targets[0].damage();
|
||
}
|
||
},
|
||
},
|
||
boss_leili:{
|
||
trigger:{source:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【雷厉】?',function(card,player,target){
|
||
if(target==trigger.player) return false;
|
||
return target.isEnemyOf(player);
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'thunder');
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_leili',result.targets);
|
||
result.targets[0].damage('thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.3
|
||
}
|
||
},
|
||
boss_fengxing:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【风行】?',function(card,player,target){
|
||
if(target.isFriendOf(player)) return false;
|
||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha'},player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_fengxing');
|
||
player.useCard({name:'sha'},result.targets,false);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.3
|
||
}
|
||
},
|
||
boss_xuanlei:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isEnemyOf(player)&&game.players[i].num('j')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isEnemyOf(player)&&game.players[i].num('j')){
|
||
event.targets.push(game.players[i]);
|
||
}
|
||
}
|
||
event.targets.sort(lib.sort.seat);
|
||
player.line(event.targets,'thunder');
|
||
"step 1"
|
||
if(event.targets.length){
|
||
event.targets.shift().damage('thunder');
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
boss_fanshi:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
}
|
||
},
|
||
boss_skonghun:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
var num=player.maxHp-player.hp;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].side!=player.side){
|
||
num--;
|
||
}
|
||
}
|
||
return num>=0;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
var targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].side!=player.side){
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
targets.sort(lib.sort.seat);
|
||
event.targets=targets;
|
||
player.line(targets,'thunder');
|
||
event.num=targets.length;
|
||
'step 1'
|
||
if(event.targets.length){
|
||
event.targets.shift().damage('thunder');
|
||
event.redo();
|
||
}
|
||
'step 2'
|
||
player.recover(event.num);
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
if(target.hp==2&&game.players.length<8) return 1.5;
|
||
return 0.5;
|
||
},
|
||
}
|
||
},
|
||
boss_chiying:{
|
||
trigger:{global:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.num<=1) return false;
|
||
return event.player.isFriendOf(player);
|
||
},
|
||
priority:-11,
|
||
content:function(){
|
||
trigger.num=1;
|
||
}
|
||
},
|
||
boss_jingfan:{
|
||
global:'boss_jingfan2',
|
||
},
|
||
boss_jingfan2:{
|
||
mod:{
|
||
globalFrom:function(from,to,distance){
|
||
if(to.isEnemyOf(from)) return;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('boss_jingfan')&&
|
||
game.players[i].isFriendOf(from)&&game.players[i]!=from){
|
||
return distance-1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_bianshen2:{
|
||
mode:['boss'],
|
||
global:'boss_bianshen2x'
|
||
},
|
||
boss_bianshen2x:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
priority:-10,
|
||
filter:function(event){
|
||
if(lib.config.mode!='boss') return false;
|
||
return event.player==game.boss&&event.player.skills.contains('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,
|
||
filter:function(event){
|
||
if(lib.config.mode!='boss') return false;
|
||
return event.player==game.boss&&event.player.skills.contains('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,
|
||
filter:function(event){
|
||
if(lib.config.mode!='boss') return false;
|
||
return event.player==game.boss&&event.player.skills.contains('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('是否发动【吸星】?',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('是否发动【索命】?',[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('是否发动【枭首】?',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.skills.contains('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,
|
||
filter:function(event,player){
|
||
return event.player.skills.contains('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();
|
||
}
|
||
}
|
||
},
|
||
boss_guihuo:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【鬼火】?',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('是否发动【落雷】?',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,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('e')){
|
||
player.line(game.players[i],'green');
|
||
}
|
||
}
|
||
game.delay();
|
||
}
|
||
},
|
||
boss_shanbeng2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.num('e')>0&&event.player.skills.contains('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('是否发动【地动】?',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].$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('是否发动雷击?').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.skills.contains('guidao')) return 0;
|
||
return [0,hastarget?target.num('he')/2:0];
|
||
}
|
||
if(target.num('h','shan')&&target.num('h')>2){
|
||
if(!target.skills.contains('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.skills.contains('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.$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('是否发动【亟电】?',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(!lib.character[target.name]) return false;
|
||
return player!=target&&!target.storage.boss_hujia;
|
||
},
|
||
filterCard:true,
|
||
ai1:function(card){
|
||
return ai.get.unuseful(card)+9;
|
||
},
|
||
ai2:function(target){
|
||
if(target.disabledSkills.boss_hujia) return Math.max(1,10-target.maxHp);
|
||
return 1/target.maxHp;
|
||
},
|
||
prompt:'是否发动【胡笳】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('boss_hujia',target);
|
||
if(target.disabledSkills.boss_hujia){
|
||
target.loseMaxHp();
|
||
}
|
||
else{
|
||
target.disabledSkills.boss_hujia=lib.character[target.name][3];
|
||
}
|
||
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++){
|
||
delete game.players[i].disabledSkills.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_yuhuojg:{
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event){
|
||
return event.nature=='fire';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'fireDamage')) return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_tianyun:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【天陨】?',function(card,player,target){
|
||
return target.isEnemyOf(player);
|
||
}).ai=function(target){
|
||
if(player.hp<=1) return 0;
|
||
if(ai.get.attitude(player,target)>-3) return 0;
|
||
var eff=ai.get.damageEffect(target,player,player,'fire');
|
||
if(eff>0){
|
||
return eff+target.num('e')/2;
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('boss_tianyun',result.targets,'fire');
|
||
player.loseHp();
|
||
event.target=result.targets[0];
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.target){
|
||
event.target.damage(2,'fire');
|
||
}
|
||
"step 3"
|
||
if(event.target){
|
||
var es=event.target.get('e');
|
||
if(es.length){
|
||
event.target.discard(es);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:2
|
||
}
|
||
},
|
||
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_tianyujg:{
|
||
audio:true,
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isEnemyOf(player)&&!game.players[i].isLinked()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=game.players.slice(0);
|
||
event.targets.sort(lib.sort.seat);
|
||
"step 1"
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
if(!target.isLinked()&&target.isEnemyOf(player)){
|
||
player.line(target,'green');
|
||
target.link();
|
||
}
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
boss_qiwu:{
|
||
trigger:{player:'useCard'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(get.suit(event.card)=='club'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isFriendOf(player)&&game.players[i].hp<game.players[i].maxHp){
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1);
|
||
player.chooseTarget('是否发动【栖梧】?',function(card,player,target){
|
||
return target.hp<target.maxHp&&target.isFriendOf(player);
|
||
}).ai=function(target){
|
||
var num=ai.get.attitude(player,target);
|
||
if(num>0){
|
||
if(noneed&&player==target){
|
||
num=0.5;
|
||
}
|
||
else if(target.hp==1){
|
||
num+=3;
|
||
}
|
||
else if(target.hp==2){
|
||
num+=1;
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qiwu',result.targets);
|
||
result.targets[0].recover();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
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('是否发动【踏水】?',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,
|
||
}
|
||
},
|
||
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+=Math.max(2,game.players.length-1);
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,current){
|
||
return current+Math.max(2,game.players.length-1);
|
||
}
|
||
}
|
||
},
|
||
shenji:{
|
||
unique:true,
|
||
mod:{
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'||card.name=='juedou') range[1]=3;
|
||
},
|
||
}
|
||
},
|
||
boss_baonu:{
|
||
unique:true,
|
||
group:'boss_baonu2',
|
||
trigger:{player:'changeHp'},
|
||
forced:true,
|
||
priority:100,
|
||
audio:2,
|
||
mode:['identity','guozhan','boss','stone'],
|
||
filter:function(event,player){
|
||
return player.hp<=4
|
||
},
|
||
content:function(){
|
||
player.init('boss_lvbu2');
|
||
player.update();
|
||
ui.clear();
|
||
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].skills.remove(j);
|
||
delete game.players[i].tempSkills[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('是否发动【激阵】?',[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
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
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_liedixuande:'烈帝玄德',
|
||
boss_gongshenyueying:'工神月英',
|
||
boss_tianhoukongming:'天侯孔明',
|
||
boss_yuhuoshiyuan:'浴火士元',
|
||
boss_qiaokuijunyi:'巧魁儁乂',
|
||
boss_jiarenzidan:'佳人子丹',
|
||
boss_duanyuzhongda:'断狱仲达',
|
||
boss_juechenmiaocai:'绝尘妙才',
|
||
|
||
boss_jileibaihu:'机雷白虎',
|
||
boss_yunpingqinglong:'云屏青龙',
|
||
boss_lingjiaxuanwu:'灵甲玄武',
|
||
boss_chiyuzhuque:'炽羽朱雀',
|
||
boss_fudibian:'缚地狴犴',
|
||
boss_tuntianchiwen:'吞天螭吻',
|
||
boss_shihuosuanni:'食火狻猊',
|
||
boss_lieshiyazi:'裂石睚眦',
|
||
|
||
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',
|
||
|
||
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,你可以令其他角色与你的距离+1;回合开始阶段,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',
|
||
boss_jiguan:'机关',
|
||
boss_jiguan_info:'锁定技,你不能成为【乐不思蜀】的目标',
|
||
boss_lingyu:'灵愈',
|
||
boss_lingyu_info:'结束阶段,你可以将自己的武将牌翻面,然后令所有已受伤的己方其他角色回复1点体力',
|
||
boss_tianyun:'天陨',
|
||
boss_tianyun_info:'结束阶段,你可以失去1点体力,然后令一名敌方角色受到2点火焰伤害并弃置其装备区里的所有牌',
|
||
boss_zhenwei:'镇卫',
|
||
boss_zhenwei_info:'锁定技,对方角色计算与其他己方角色的距离时,始终+1',
|
||
boss_benlei:'奔雷',
|
||
boss_benlei_info:'锁定技,准备阶段,对敌方攻城器械造成2点雷电伤害',
|
||
boss_nailuo:'奈落',
|
||
boss_nailuo_info:'结束阶段,你可以将你的武将牌翻面,令所有敌方角色弃置装备区内的所有牌',
|
||
boss_tanshi:'贪食',
|
||
boss_tanshi_info:'锁定技,结束阶段开始时,你须弃置一张手牌',
|
||
boss_tunshi:'吞噬',
|
||
boss_tunshi_info:'锁定技,准备阶段,你对所有手牌数量大于你的敌方角色造成1点伤害',
|
||
boss_yuhuojg:'浴火',
|
||
boss_yuhuojg_info:'锁定技,每当你受到火焰伤害时,防止此伤害',
|
||
boss_qiwu:'栖梧',
|
||
boss_qiwu_info:'每当你使用一张梅花牌,你可以令一名友方角色回复一点体力',
|
||
boss_tianyujg:'天狱',
|
||
boss_tianyujg_info:'锁定技,回合结束阶段,你令所有未横置的敌方角色横置',
|
||
boss_gongshenjg:'工神',
|
||
boss_gongshenjg_info:'结束阶段,若已方器械已受伤,你可以为其回复一点体力;否则你可以对敌方器械造成一点火焰伤害',
|
||
boss_zhinang:'智囊',
|
||
boss_zhinang_info:'准备阶段,你可以亮出牌堆顶的三张牌,你可以将其中锦囊或装备牌交给一名己方角色,然后将其余牌置入弃牌堆',
|
||
boss_jingmiao:'精妙',
|
||
boss_jingmiao_info:'锁定技,每当敌方角色使用的无懈可击生效后,你令其失去1点体力',
|
||
boss_biantian:'变天',
|
||
boss_biantian_info:'锁定技,准备阶段,你进行一次判定,若为红色,直到下个回合开始前,令敌方所有角色处于“狂风”状态,若为黑桃,直到下个回合开始前,令己方所有角色处于“大雾”状态',
|
||
boss_biantian2:'大雾',
|
||
boss_biantian3:'狂风',
|
||
boss_lingfeng:'灵锋',
|
||
boss_lingfeng_info:'摸牌阶段,你可以放弃摸牌,亮出牌堆顶的两张牌,然后获得之,若这些牌的颜色不同,你令一名敌方角色失去1点体力',
|
||
boss_jizhen:'激阵',
|
||
boss_jizhen_info:'锁定技,结束阶段,你令所有已受伤的己方角色摸一张牌',
|
||
boss_huodi:'惑敌',
|
||
boss_huodi_info:'结束阶段,若有武将牌背面朝上的己方角色,你可以令一名敌方角色将其身份牌翻面',
|
||
boss_jueji:'绝汲',
|
||
boss_jueji_info:'敌方角色摸牌阶段,若其已受伤,你可以令其少摸一张牌',
|
||
boss_chuanyun:'穿云',
|
||
boss_chuanyun_info:'结束阶段,你可以对体力比你多的一名其他角色造成1点伤害',
|
||
boss_leili:'雷厉',
|
||
boss_leili_info:'每当你的[杀]造成伤害后,你可以对另一名敌方角色造成1点雷电伤害',
|
||
boss_fengxing:'风行',
|
||
boss_fengxing_info:'准备阶段,你可以选择一名敌方角色,若如此做,视为对其使用了一张[杀]',
|
||
boss_skonghun:'控魂',
|
||
boss_skonghun_info:'出牌阶段开始时,若你已损失体力值不小于敌方角色数,你可以对所有敌方角色各造成1点雷电伤害,然后你恢复X点体力(X为受到伤害的角色数)',
|
||
boss_fanshi:'反噬',
|
||
boss_fanshi_info:'锁定技,结束阶段,你失去1点体力',
|
||
boss_xuanlei:'玄雷',
|
||
boss_xuanlei_info:'锁定技,准备阶段,令所有判定区内有牌的敌方角色受到1点雷电伤害',
|
||
boss_chiying:'持盈',
|
||
boss_chiying_info:'锁定技,每当己方角色受到多于1伤害时,你防止其余伤害',
|
||
boss_jingfan:'惊帆',
|
||
boss_jingfan_info:'锁定技,己方其他角色计算与敌方角色距离时,始终-1',
|
||
|
||
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_zhuoguiquxie:'捉鬼驱邪',
|
||
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,回合结束阶段,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:'回合结束阶段,若你没有手牌,可以摸三张牌',
|
||
|
||
boss_konghun:'控心',
|
||
boss_konghun_info:'回合结束阶段,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:'回合结束阶段,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:'回合结束阶段,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,回合结束阶段,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,回合结束阶段,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:'回合结束阶段,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,回合结束阶段,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,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X张牌,你的手牌上限+X,X为敌方存活角色个数且至少为2',
|
||
shenji:'神戟',
|
||
shenji_info:'你使用的杀或决斗可指定至多3名角色为目标',
|
||
|
||
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_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',
|
||
}
|
||
};
|