noname/mode/boss.js

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JavaScript
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'use strict';
game.import('mode',function(lib,game,ui,get,ai,_status){
return {
name:'boss',
start:function(){
"step 0"
var playback=localStorage.getItem(lib.configprefix+'playback');
if(playback){
ui.create.me();
ui.arena.style.display='none';
ui.system.style.display='none';
_status.playback=playback;
localStorage.removeItem(lib.configprefix+'playback');
var store=lib.db.transaction(['video'],'readwrite').objectStore('video');
store.get(parseInt(playback)).onsuccess=function(e){
if(e.target.result){
game.playVideoContent(e.target.result.video);
}
else{
alert('播放失败:找不到录像');
game.reload();
}
}
event.finish();
return;
}
for(var i in lib.characterPack.mode_boss){
lib.character[i]=lib.characterPack.mode_boss[i];
if(!lib.character[i][4]){
lib.character[i][4]=[];
}
}
// for(var i in lib.cardPack.mode_boss){
// lib.card[i]=lib.cardPack.mode_boss[i];
// }
for(var i in lib.skill){
if(lib.skill[i].changeSeat){
lib.skill[i]={};
if(lib.translate[i+'_info']){
lib.translate[i+'_info']='此模式下不可用';
}
}
}
lib.translate.restart='返回';
lib.init.css(lib.assetURL+'layout/mode','boss');
game.delay(0.1);
"step 1"
var bosslist=ui.create.div('#bosslist.hidden');
event.bosslist=bosslist;
lib.setScroll(bosslist);
// bosslist.ontouchmove = ui.click.touchScroll;
// bosslist.style.WebkitOverflowScrolling='touch';
if(!lib.config.touchscreen&&lib.config.mousewheel){
bosslist._scrollspeed=30;
bosslist._scrollnum=10;
bosslist.onmousewheel=ui.click.mousewheel;
}
// var bosslistlinks={};
// var toggleBoss=function(bool){
// game.saveConfig(this._link.config._name,bool,true);
// var node=bosslistlinks[this._link.config._name];
// if(bool){
// node.style.display='';
// }
// else{
// node.style.display='none';
// }
// };
var onpause=function(){
ui.window.classList.add('bosspaused');
}
var onresume=function(){
ui.window.classList.remove('bosspaused');
}
game.onpause=onpause;
game.onpause2=onpause;
game.onresume=onresume;
game.onresume2=onresume;
ui.create.div(bosslist);
event.current=null;
var list=[];
for(var i in lib.character){
var info=lib.character[i];
if(info[4].contains('boss')){
// var cfg=i+'_bossconfig';
// if(get.config(cfg)==undefined){
// game.saveConfig(cfg,true,true);
// }
// lib.translate[cfg+'_config']=lib.translate[i];
// lib.mode.boss.config[cfg]={
// name:get.translation(i),
// onclick:toggleBoss,
// init:true,
// }
var player=ui.create.player(bosslist).init(i);
if(lib.characterPack.mode_boss[i]&&get.config(i+'_boss_config')==false){
player.style.display='none';
}
if(player.hp==0){
player.node.hp.style.display='none';
}
list.push(player);
player.node.hp.classList.add('text');
player.node.hp.dataset.condition='';
player.node.hp.innerHTML=info[2];
if(info[2]==Infinity){
player.node.hp.innerHTML='∞';
}
player.setIdentity(player.name);
player.node.identity.dataset.color=info[5];
// bosslistlinks[cfg]=player;
player.classList.add('bossplayer');
if(lib.storage.current==i){
event.current=player;
player.classList.add('highlight');
if(!lib.config.continue_name_boss&&lib.boss[i]&&lib.boss[i].control){
_status.bosschoice=lib.boss[i].control();
_status.bosschoice.name=i;
_status.bosschoice.link=lib.boss[i].controlid||i;
}
}
// if(!get.config(cfg)){
// player.style.display='none';
// }
}
}
if(!list.length){
alert('没有可挑战的BOSS');
event.finish();
lib.init.onfree();
_status.over=true;
return;
}
if(!event.current){
event.current=bosslist.childNodes[1];
event.current.classList.add('highlight');
}
ui.create.div(bosslist);
ui.create.cardsAsync();
game.finishCards();
game.addGlobalSkill('autoswap');
ui.arena.setNumber(8);
ui.control.style.transitionProperty='opacity';
ui.control.classList.add('bosslist');
setTimeout(function(){
ui.control.style.transitionProperty='';
},1000);
ui.window.appendChild(bosslist);
setTimeout(function(){
if(event.current){
var left=event.current.offsetLeft-(ui.window.offsetWidth-180)/2;
if(bosslist.scrollLeft<left){
bosslist.scrollLeft=left;
}
}
bosslist.show();
},200);
game.me=ui.create.player();
if(lib.config.continue_name_boss){
event.noslide=true;
lib.init.onfree();
}
else{
game.chooseCharacter(function(target){
if(event.current){
event.current.classList.remove('highlight');
}
event.current=target;
game.save('current',target.name);
target.classList.add('highlight');
if(_status.bosschoice){
var name=target.name;
if(lib.boss[target.name]&&lib.boss[target.name].controlid){
name=lib.boss[target.name].controlid;
}
if(_status.bosschoice.link!=name){
lib.boss[_status.bosschoice.name].control('cancel',_status.bosschoice);
_status.bosschoice.classList.remove('disabled');
_status.bosschoice.close();
delete _status.bosschoice;
}
else{
return;
}
}
if(lib.boss[target.name]&&lib.boss[target.name].control){
_status.createControl=ui.control.firstChild;
_status.bosschoice=lib.boss[target.name].control();
_status.bosschoice.name=target.name;
_status.bosschoice.link=lib.boss[target.name].controlid||target.name;
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
_status.bosschoice.classList.add('disabled');
}
delete _status.createControl;
}
});
}
if(lib.config.test_game){
event.current.classList.remove('highlight');
if(event.current.nextSibling&&event.current.nextSibling.classList.contains('player')){
event.current=event.current.nextSibling;
}
else{
event.current=event.current.parentNode.childNodes[1];
}
game.save('current',event.current.name);
}
"step 2"
game.bossinfo=lib.boss.global;
for(var i in lib.boss[event.current.name]){
game.bossinfo[i]=lib.boss[event.current.name][i];
}
setTimeout(function(){
ui.control.classList.remove('bosslist');
},500);
var boss=ui.create.player();
boss.getId();
game.boss=boss;
boss.init(event.current.name);
boss.side=true;
if(!event.noslide){
var rect=event.current.getBoundingClientRect();
boss.animate('bossing');
boss.node.hp.animate('start');
boss.bossinginfo=[rect.left+rect.width/2,rect.top+rect.height/2];
boss.style.transition='all 0s';
boss.node.equips.style.opacity='0';
}
else{
boss.animate('start');
}
boss.setIdentity('zhu');
boss.identity='zhu';
if(lib.config.continue_name_boss){
result=lib.config.continue_name_boss;
game.saveConfig('continue_name_boss');
}
for(var i=0;i<result.links.length;i++){
var player=ui.create.player();
player.getId();
player.init(result.links[i]).animate('start');
player.setIdentity('cai');
player.identity='cai';
player.side=false;
game.players.push(player);
if(result.boss){
if(game.bossinfo.minion){
player.dataset.position=i+3;
}
else{
player.dataset.position=(i+1)*2;
}
}
else{
player.dataset.position=i+1;
}
ui.arena.appendChild(player);
}
if(result.boss){
game.players.unshift(boss);
boss.dataset.position=0;
}
else{
game.players.push(boss);
boss.dataset.position=7;
}
if(game.bossinfo.minion){
if(!result.boss){
boss.dataset.position=6;
}
for(var i in game.bossinfo.minion){
var player=ui.create.player();
player.getId();
player.init(game.bossinfo.minion[i]);
if(boss.bossinginfo){
player.animate('bossing');
player.node.hp.animate('start');
player.style.transition='all 0s';
}
else{
player.animate('start');
}
player.setIdentity('zhong');
player.identity='zhong';
player.side=true;
game.players.push(player);
var num=parseInt(i);
if(result.boss){
player.dataset.position=num-1;
}
else{
if(num==2){
player.dataset.position=7;
}
else{
player.dataset.position=num-3;
}
}
ui.arena.appendChild(player);
if(boss.bossinginfo){
var rect=player.getBoundingClientRect();
player.style.transform='translate('+(boss.bossinginfo[0]-rect.left-rect.width/2)+'px,'+(boss.bossinginfo[1]-rect.top-rect.height/2)+'px) scale(1.1)';
ui.refresh(player);
player.style.transition='';
player.style.transform='';
}
}
}
ui.create.me();
ui.fakeme=ui.create.div('.fakeme.avatar',ui.me);
if(game.me!==boss){
game.singleHandcard=true;
ui.arena.classList.add('single-handcard');
ui.window.classList.add('single-handcard');
game.onSwapControl();
if(lib.config.show_handcardbutton){
lib.setPopped(ui.create.system('手牌',null,true),function(){
var uiintro=ui.create.dialog('hidden');
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
if(players[i].side==game.me.side&&players[i]!=game.me){
uiintro.add(get.translation(players[i]));
var cards=players[i].getCards('h');
if(cards.length){
uiintro.addSmall(cards,true);
}
else{
uiintro.add('(无)');
}
}
}
return uiintro;
},220);
}
}
else{
ui.fakeme.style.display='none';
}
if(game.bossinfo.chongzheng){
lib.setPopped(ui.create.system('重整',null,true),function(){
var uiintro=ui.create.dialog('hidden');
uiintro.add('重整');
var table=ui.create.div('.bosschongzheng');
var tr,td,added=false;
for(var i=0;i<game.dead.length;i++){
if(typeof game.dead[i].storage.boss_chongzheng!=='number') continue;
added=true;
tr=ui.create.div(table);
td=ui.create.div(tr);
td.innerHTML=get.translation(game.dead[i]);
td=ui.create.div(tr);
if(game.dead[i].maxHp>0){
td.innerHTML='剩余'+(game.bossinfo.chongzheng-game.dead[i].storage.boss_chongzheng)+'回合';
}
else{
td.innerHTML='无法重整'
}
}
if(!added){
uiintro.add('<div class="text center">无重整角色</div>');
uiintro.add(ui.create.div('.placeholder.slim'))
}
else{
uiintro.add(table);
}
return uiintro;
},180);
}
ui.single_swap=ui.create.system('换人',function(){
var players=get.players(game.me);
players.remove(game.boss);
if(players.length>1){
if(ui.auto.classList.contains('hidden')){
game.me.popup('请稍后换人');
return;
}
if(_status.event.isMine()){
ui.click.auto();
setTimeout(function(){
ui.click.auto();
},500);
}
game.modeSwapPlayer(players[1]);
}
},true);
if(get.config('single_control')||game.me==game.boss){
ui.single_swap.style.display='none';
}
ui.arena.appendChild(boss);
if(boss.bossinginfo){
var rect=boss.getBoundingClientRect();
boss.style.transform='translate('+(boss.bossinginfo[0]-rect.left-rect.width/2)+'px,'+(boss.bossinginfo[1]-rect.top-rect.height/2)+'px) scale(1.1)';
ui.refresh(boss);
boss.style.transition='';
boss.style.transform='';
delete boss.bossinginfo;
setTimeout(function(){
boss.node.equips.style.opacity='';
},500);
}
event.bosslist.delete();
game.arrangePlayers();
for(var i=0;i<game.players.length;i++){
game.players[i].node.action.innerHTML='行动';
}
var players=get.players(lib.sort.position);
var info=[];
for(var i=0;i<players.length;i++){
info.push({
name:players[i].name1,
identity:players[i].identity,
position:players[i].dataset.position
});
}
_status.videoInited=true,
info.boss=(game.me==game.boss);
game.addVideo('init',null,info);
if(game.bossinfo.init){
game.bossinfo.init();
}
delete lib.boss;
"step 3"
if(get.config('single_control')){
for(var i=0;i<game.players.length;i++){
if(game.players[i].side==game.me.side){
game.addRecentCharacter(game.players[i].name);
}
}
}
else{
game.addRecentCharacter(game.me.name);
}
event.trigger('gameStart');
game.gameDraw(game.boss,game.bossinfo.gameDraw||4);
game.bossPhaseLoop();
setTimeout(function(){
ui.updatehl();
},200);
},
element:{
player:{
dieAfter:function(){
if(this!=game.boss){
this.storage.boss_chongzheng=0;
}
if(game.bossinfo.checkResult&&game.bossinfo.checkResult(this)===false){
return;
}
if(this==game.boss||!game.hasPlayer(function(current){
return !current.side;
},true)){
game.checkResult();
}
},
}
},
card:{
niaobaidaowenha:{
type:'equip',
subtype:'equip5',
skills:['niaobaidaowenha_skill'],
modeimage:'boss',
ai:{
basic:{
equipValue:7.5,
},
},
fullskin:true,
},
goujiangdesidai:{
type:'equip',
subtype:'equip1',
distance:{attackFrom:-6},
skills:['goujiangdesidai_skill'],
modeimage:'boss',
ai:{
basic:{
equipValue:7.5,
},
},
fullskin:true,
},
shenzhixiunvfu:{
type:'equip',
subtype:'equip2',
modeimage:'boss',
fullskin:true,
},
gubuzifeng:{
type:'trick',
fullskin:true,
modeimage:'boss',
enable:true,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
target.addTempSkill('gubuzifeng_disable',{player:'phaseAfter'});
var skills=target.getSkills(null,false);
for(var i=0;i<skills.length;i++){
if(get.info(skills[i]).charlotte) skills.splice(i--,1);
}
if(skills.length){
target.storage.gubuzifeng_disable.push(skills.randomGet());
target.disableSkill('gubuzifeng_disable',target.storage.gubuzifeng_disable);
}
},
ai:{
order:12,
result:{
target:function(player,target){
return -2;
}
}
}
},
lingsheji:{
type:'equip',
subtype:'equip5',
skills:['lingsheji'],
modeimage:'boss',
ai:{
basic:{
equipValue:7.5,
},
},
fullskin:true,
},
shanrangzhaoshu:{
type:'equip',
subtype:'equip5',
skills:['shanrangzhaoshu'],
modeimage:'boss',
ai:{
basic:{
equipValue:7.5,
},
},
fullskin:true,
},
xingtianpojunfu:{
type:'equip',
subtype:'equip1',
distance:{attackFrom:-3},
skills:['noda_axe'],
modeimage:'boss',
ai:{
basic:{
equipValue:7.5,
},
},
fullskin:true,
},
jinwuluorigong:{
type:'equip',
subtype:'equip1',
skills:['iwasawa_crowbow'],
modeimage:'boss',
distance:{attackFrom:-8},
ai:{
basic:{
equipValue:7.5,
},
},
fullskin:true,
},
"boss_mengpohuihun":{
mode:['boss'],
type:"trick",
modeimage:"boss",
fullskin:true,
selectTarget:-1,
enable:true,
toself:true,
multitarget:true,
global:['boss_mengpohuihun1'],
modTarget:true,
filterTarget:function(card,player,target){
return player==target;
},
content:function(){
game.countPlayer2(function(current){
current.enableSkill('boss_wanghun');
});
},
ai:{
basic:{
order:function(){
return 11;
},
useful:[3,1],
value:10
},
result:{
player:function(player,target){
if(player==game.boss){
return -2;
}
else{
return 5;
}
},
},
},
},
sadouchengbing:{
fullskin:true,
type:'trick',
enable:true,
selectTarget:-1,
cardcolor:'red',
toself:true,
modeimage:'boss',
filterTarget:function(card,player,target){
return target==player;
},
modTarget:true,
content:function(){
var num=Math.min(5,target.maxHp);
if(target.group=='shen'){
target.draw(num);
}
else{
var nh=target.countCards('h');
if(nh<num){
target.draw(num-nh);
}
}
},
ai:{
basic:{
order:7.2,
useful:4.5,
value:9.2
},
result:{
target:function(player,target){
var num=Math.min(5,target.maxHp);
if(target.group=='shen'){
return Math.sqrt(num);
}
else{
var nh=target.countCards('h');
if(target==player&&player.countCards('h','sadouchengbing')){
nh--;
}
if(nh<num){
return Math.sqrt(num-nh);
}
}
return 0;
},
},
tag:{
draw:2
}
}
},
yihuajiemu:{
type:'trick',
fullskin:true,
modeimage:'boss',
enable:true,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he');
},
content:function(){
'step 0'
if(target.hasSha()){
target.chooseToUse(function(card,player,event){
return get.name(card)=='sha'&&lib.filter.filterCard.apply(this,arguments);
},'使用一张杀,或交给'+get.translation(player)+'两张牌');
}
else{
event.directfalse=true;
}
'step 1'
var nh=target.countCards('he');
if((event.directfalse||!result.bool)&&nh){
if(nh<=2){
event.directcards=true;
}
else{
target.chooseCard('he',2,true,'将两张牌交给'+get.translation(player));
}
}
else{
event.finish();
}
'step 2'
if(event.directcards){
target.give(target.getCards('he'),player);
}
else if(result.bool&&result.cards&&result.cards.length){
target.give(result.cards,player);
}
},
ai:{
order:7,
result:{
target:function(player,target){
if(target.hasSha()&&_status.event.getRand()<0.5) return 1;
return -2;
}
}
}
},
chiyanzhenhunqin:{
type:'equip',
fullskin:true,
subtype:'equip1',
modeimage:'boss',
distance:{attackFrom:-3},
skills:['chiyanzhenhunqin'],
nomod:true,
nopower:true,
unique:true,
ai:{
equipValue:5
}
},
juechenjinge:{
type:'equip',
fullskin:true,
modeimage:'boss',
subtype:'equip3',
skills:['juechenjinge'],
nomod:true,
nopower:true,
unique:true,
ai:{
equipValue:9
}
},
xiuluolianyuji:{
type:'equip',
fullskin:true,
subtype:'equip1',
modeimage:'boss',
distance:{attackFrom:-3},
skills:['xiuluolianyuji'],
nomod:true,
nopower:true,
unique:true,
ai:{
equipValue:9
}
},
longfenghemingjian:{
type:'equip',
fullskin:true,
modeimage:'boss',
subtype:'equip1',
distance:{attackFrom:-2},
skills:['longfenghemingjian'],
nomod:true,
nopower:true,
unique:true,
ai:{
equipValue:9
}
},
qicaishenlu:{
fullskin:true,
modeimage:'boss',
type:'equip',
subtype:'equip4',
distance:{globalFrom:-1},
skills:['qicaishenlu'],
nomod:true,
nopower:true,
unique:true,
ai:{
equipValue:9
}
},
honghuangzhili:{
type:'trick',
enable:true,
fullskin:true,
filterTarget:true,
modeimage:'boss',
content:function(){
if(target.group=='shen'){
target.addSkill('honghuangzhili');
if(target.countCards('he')){
player.gainPlayerCard(target,'he',true);
}
}
else{
target.turnOver();
}
},
ai:{
order:4,
value:10,
result:{
target:function(player,target){
if(target.group=='shen'){
if(target.countCards('he')) return -2;
return 0;
}
else{
if(target.isTurnedOver()) return 4;
return -3;
}
}
}
}
}
},
characterPack:{
mode_boss:{
boss_hundun:['male','qun',25,['boss_xiongshou','boss_wuzang','boss_xiangde','boss_yinzei','boss_yinzei_switch'],['qun','boss','bossallowed'],'qun'],
boss_qiongqi:['male','qun','20/25',['boss_xiongshou','boss_zhue','boss_futai','boss_yandu','boss_yandu_switch'],['qun','boss','bossallowed'],'qun'],
boss_taotie:['male','qun',20,['boss_xiongshou','boss_tanyu','boss_cangmu','boss_jicai','boss_jicai_switch'],['qun','boss','bossallowed'],'qun'],
boss_taowu:['male','qun',25,['boss_xiongshou','boss_minwan','boss_nitai','boss_luanchang','boss_luanchang_switch'],['qun','boss','bossallowed'],'qun'],
boss_zhuyin:['male','qun',4,['boss_xiongshou'],['qun','hiddenboss','bossallowed'],'qun'],
boss_xiangliu:['male','qun',25,['boss_yaoshou','boss_duqu','boss_jiushou','boss_echou','boss_echou_switch'],['qun','boss','bossallowed'],'qun'],
boss_zhuyan:['male','qun','25/30',['boss_yaoshou','boss_bingxian','boss_juyuan','boss_xushi','boss_xushi_switch'],['qun','boss','bossallowed'],'qun'],
boss_bifang:['male','qun',25,['boss_yaoshou','boss_zhaohuo','boss_honglianx','boss_yanyu','boss_yanyu_switch'],['qun','boss','bossallowed'],'qun'],
boss_yingzhao:['male','qun',25,['boss_yaoshou','boss_fengdong','boss_xunyou','boss_sipu','boss_sipu_switch'],['qun','boss','bossallowed'],'qun'],
boss_qingmushilian:['male','',0,['boss_qingmu','boss_qingmu_intro1','boss_qingmu_intro2','boss_qingmu_intro3'],['boss'],'wu'],
boss_qinglong:['male','qun',4,['boss_shenyi','releiji','boss_qingmu2'],['wu','hiddenboss','bossallowed']],
boss_mushengoumang:['male','shen',5,['boss_shenyi','boss_buchun','boss_qingmu3'],['wu','hiddenboss','bossallowed']],
boss_shujing:['female','shen',2,['boss_cuidu'],['wu','hiddenboss','bossallowed']],
boss_taihao:['male','shen',6,['boss_shenyi','boss_shenen','boss_qingyi'],['wu','hiddenboss','bossallowed']],
boss_chiyanshilian:['male','',0,['boss_chiyan','boss_chiyan_intro1','boss_chiyan_intro2','boss_chiyan_intro3'],['boss'],'zhu'],
boss_zhuque:['female','shen',4,['boss_shenyi','boss_fentian','boss_chiyan2'],['shu','hiddenboss','bossallowed']],
boss_huoshenzhurong:['male','shen',5,['boss_shenyi','boss_xingxia','boss_chiyan3'],['shu','hiddenboss','bossallowed']],
boss_yanling:['male','shen',4,['boss_huihuo','boss_furan'],['shu','hiddenboss','bossallowed']],
boss_yandi:['male','shen',6,['boss_shenyi','boss_shenen','boss_chiyi'],['shu','hiddenboss','bossallowed']],
boss_baimangshilian:['male','',0,['boss_baimang','boss_baimang_intro1','boss_baimang_intro2','boss_baimang_intro3'],['boss'],'qun'],
boss_baihu:['male','shen',4,['boss_shenyi','boss_kuangxiao','boss_baimang2'],['qun','hiddenboss','bossallowed']],
boss_jinshenrushou:['male','shen',5,['boss_shenyi','boss_xingqiu','boss_baimang3'],['qun','hiddenboss','bossallowed']],
boss_mingxingzhu:['female','shen',3,['boss_qingzhu','boss_jiazu','boss_jiding'],['qun','hiddenboss','bossallowed']],
boss_shaohao:['male','shen',6,['boss_shenyi','boss_shenen','boss_baiyi'],['qun','hiddenboss','bossallowed']],
boss_xuanlinshilian:['male','',0,['boss_xuanlin','boss_xuanlin_intro1','boss_xuanlin_intro2','boss_xuanlin_intro3'],['boss'],'wei'],
boss_xuanwu:['male','shen',4,['boss_shenyi','boss_lingqu','boss_xuanlin2'],['wei','hiddenboss','bossallowed']],
boss_shuishengonggong:['male','shen',5,['boss_shenyi','boss_juehong','boss_xuanlin3'],['wei','hiddenboss','bossallowed']],
boss_shuishenxuanming:['female','shen',5,['boss_shenyi','boss_zirun','boss_xuanlin3'],['wei','hiddenboss','bossallowed']],
boss_zhuanxu:['male','shen',6,['boss_shenyi','boss_shenen','boss_zaoyi'],['wei','hiddenboss','bossallowed']],
boss_zhuoguiquxie:['male','',0,['boss_bianshen','boss_bianshen_intro1','boss_bianshen_intro2','boss_bianshen_intro3','boss_bianshen_intro4'],['boss'],'shu'],
boss_nianshou_heti:['male','shen',12,['boss_nianrui','boss_mengtai','boss_nbianshen','boss_nbianshenx'],['shu','boss','bossallowed'],'shu'],
boss_nianshou_jingjue:['male','shen',12,['boss_nianrui','boss_mengtai','boss_jingjue','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'],
boss_nianshou_renxing:['male','shen',12,['boss_nianrui','boss_mengtai','boss_renxing','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'],
boss_nianshou_ruizhi:['male','shen',12,['boss_nianrui','boss_mengtai','boss_ruizhi','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'],
boss_nianshou_baonu:['male','shen',12,['boss_nianrui','boss_mengtai','boss_nbaonu','boss_shouyi','boss_nbianshen'],['shu','hiddenboss','bossallowed'],'shu'],
boss_baiwuchang:['male','shen',9,['boss_baolian','boss_qiangzheng','boss_zuijiu','juece','boss_bianshen4'],['shu','hiddenboss','bossallowed']],
boss_heiwuchang:['male','shen',9,['boss_guiji','boss_taiping','boss_suoming','boss_xixing','boss_bianshen4'],['shu','hiddenboss','bossallowed']],
boss_luocha:['male','shen',12,['boss_modao','boss_yushou','yizhong','boss_moyany'],['shu','hiddenboss','bossallowed']],
boss_yecha:['male','shen',11,['boss_modao','boss_mojian','bazhen','boss_danshu'],['shu','hiddenboss','bossallowed']],
boss_niutou:['male','shen',7,['boss_baolian','niepan','boss_manjia','boss_xiaoshou','boss_bianshen3'],['shu','hiddenboss','bossallowed']],
boss_mamian:['male','shen',6,['boss_guiji','fankui','boss_lianyu','juece','boss_bianshen3'],['shu','hiddenboss','bossallowed']],
boss_chi:['male','shen',5,['boss_guimei','boss_didong','boss_shanbeng','boss_bianshen2'],['shu','hiddenboss','bossallowed']],
boss_mo:['female','shen',5,['boss_guimei','enyuan','boss_beiming','boss_bianshen2'],['shu','hiddenboss','bossallowed']],
boss_wang:['male','shen',5,['boss_guimei','boss_luolei','huilei','boss_bianshen2'],['shu','hiddenboss','bossallowed']],
boss_liang:['female','shen',5,['boss_guimei','boss_guihuo','boss_minbao','boss_bianshen2'],['shu','hiddenboss','bossallowed']],
boss_qinguangwang:['male','qun',3,['boss_panguan','boss_juhun','boss_wangxiang','boss_newhuanren'],['shu','boss','bossallowed'],'shu'],
boss_chujiangwang:['male','qun',4,['weimu','refankui','boss_bingfeng'],['shu','hiddenboss','bossallowed']],
boss_songdiwang:['male','qun',4,['boss_heisheng','boss_shengfu','enyuan'],['shu','hiddenboss','bossallowed']],
boss_wuguanwang:['male','qun',4,['boss_zhiwang','boss_gongzheng','boss_xuechi'],['shu','hiddenboss','bossallowed']],
boss_yanluowang:['male','qun',4,['boss_tiemian','boss_zhadao','boss_zhuxin'],['shu','hiddenboss','bossallowed']],
boss_bianchengwang:['male','qun',4,['boss_leizhou','boss_leifu','boss_leizhu'],['shu','hiddenboss','bossallowed']],
boss_taishanwang:['male','qun',4,['boss_fudu','boss_kujiu','boss_renao'],['shu','hiddenboss','bossallowed']],
boss_dushiwang:['male','qun',4,['boss_remen','boss_zhifen','boss_huoxing'],['shu','hiddenboss','bossallowed']],
boss_pingdengwang:['male','qun',4,['boss_suozu','boss_abi','boss_pingdeng'],['shu','hiddenboss','bossallowed']],
boss_zhuanlunwang:['male','qun',6,['boss_modao','boss_lunhui','boss_wangsheng','boss_zlfanshi'],['shu','hiddenboss','bossallowed']],
boss_mengpo:['female','qun',3,['boss_shiyou','boss_wanghun','boss_wangshi'],['shu','hiddenboss','bossallowed']],
boss_dizangwang:['male','qun',8,['boss_bufo','boss_wuliang','boss_dayuan','boss_diting'],['shu','hiddenboss','bossallowed']],
//boss_shikieiki:['female','qun',8,['boss_yingzhong'],['qun','hiddenboss','bossallowed']],
boss_lvbu1:['male','shen',8,['mashu','wushuang','boss_baonu','boss_jingjia','boss_aozhan'],['qun','boss','bossallowed'],'wei'],
boss_lvbu2:['male','shen',6,['mashu','wushuang','xiuluo','shenwei','shenji'],['qun','hiddenboss','bossallowed'],'qun'],
boss_lvbu3:['male','shen',6,['wushuang','shenqu','jiwu'],['qun','hiddenboss','bossallowed'],'qun'],
boss_caocao:['male','shen',12,['boss_guixin','xiongcai'],['wei','boss','bossallowed'],'wei'],
boss_guojia:['male','shen',4,['tiandu','boss_guimou','boss_yuance','boss_qizuo'],['wei','boss','bossallowed'],'zhu'],
boss_zhangchunhua:['female','shen',4,['jueqing','boss_wuxin','shangshix'],['wei','boss','bossallowed'],'wei'],
boss_zhenji:['female','shen',4,['tashui','lingbo','jiaoxia','fanghua'],['wei','boss','bossallowed'],'wei'],
boss_liubei:['male','shen',8,['xiaoxiong','boss_zhangwu'],['shu','boss','bossallowed'],'qun'],
boss_zhugeliang:['male','shen',Infinity,['xiangxing','yueyin','fengqi','gaiming'],['shu','boss','bossallowed'],'qun'],
boss_huangyueying:['female','shen',4,['boss_gongshen','boss_jizhi','qicai','boss_guiyin'],['shu','boss','bossallowed'],'wei'],
boss_pangtong:['male','shen',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['shu','boss','bossallowed'],'zhu'],
boss_zhouyu:['male','shen',6,['huoshen','boss_honglian','boss_xianyin'],['wu','boss','bossallowed'],'zhu'],
boss_caiwenji:['female','shen',4,['beige','boss_hujia','boss_guihan'],['qun','boss','bossallowed'],'wei'],
boss_zhangjiao:['male','shen',8,['boss_leiji','tiandao','jidian'],['qun','boss','bossallowed'],'shu'],
boss_zuoci:['male','shen',0,['huanhua'],['qun','boss','bossallowed'],'shu'],
boss_diaochan:['female','shen',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['qun','boss','bossallowed'],'qun'],
boss_huatuo:['male','shen',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['qun','boss','bossallowed'],'wu'],
boss_dongzhuo:['male','shen',20,['jiuchi','boss_qiangzheng','boss_baolin'],['qun','boss','bossallowed'],'shu'],
"boss_sunce":["male","shen","1/8",["boss_jiang","boss_hunzi","boss_hunyou","boss_taoni"],['qun','boss','bossallowed'],'wu'],
// boss_nianshou:['male','shen',Infinity,['boss_nianrui','boss_qixiang','boss_damagecount'],['boss'],'shu'],
// boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'],
// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
// boss_sunshangxiang:['male','qun',8,[],['boss','bossallowed'],'wei'],
}
},
cardPack:{
mode_boss:['honghuangzhili','sadouchengbing','yihuajiemu','chiyanzhenhunqin','juechenjinge','xiuluolianyuji','longfenghemingjian','qicaishenlu','hongmianbaihuapao','boss_mengpohuihun','lingsheji','shanrangzhaoshu','jinwuluorigong','xingtianpojunfu','gubuzifeng']
},
init:function(){
for(var i in lib.characterPack.mode_boss){
if(lib.characterPack.mode_boss[i][4].contains('hiddenboss')) continue;
lib.mode.boss.config[i+'_boss_config']={
name:get.translation(i),
init:true,
unfrequent:true,
}
}
},
game:{
reserveDead:true,
addBossFellow:function(position,name){
var fellow=game.addFellow(position,name,'zoominanim');
fellow.directgain(get.cards(4));
fellow.side=true;
fellow.identity='zhong';
fellow.setIdentity('zhong');
game.addVideo('setIdentity',fellow,'zhong');
},
changeBoss:function(name,player){
if(!player){
if(game.additionaldead){
game.additionaldead.push(game.boss);
}
else{
game.additionaldead=[game.boss];
}
player=game.boss;
delete game.boss;
}
player.delete();
game.players.remove(player);
game.dead.remove(player);
var boss=ui.create.player();
boss.getId();
boss.init(name);
boss.side=true;
game.addVideo('bossSwap',player,(game.boss?'_':'')+boss.name);
boss.dataset.position=player.dataset.position;
if(game.me==player){
game.swapControl(boss);
}
game.players.push(boss.animate('zoominanim'));
game.arrangePlayers();
if(!game.boss){
game.boss=boss;
boss.setIdentity('zhu');
boss.identity='zhu';
}
else{
boss.setIdentity('zhong');
boss.identity='zhong';
}
ui.arena.appendChild(boss);
boss.directgain(get.cards(4));
},
checkResult:function(){
if(game.boss==game.me){
game.over(game.boss.isAlive());
}
else{
game.over(!game.boss.isAlive());
}
},
getVideoName:function(){
var str=get.translation(game.me.name);
if(game.me.name2){
str+='/'+get.translation(game.me.name2);
}
var str2='挑战';
if(game.me!=game.boss){
str2+=' - '+get.translation(game.boss);
}
var name=[str,str2];
return name;
},
bossPhaseLoop:function(){
var next=game.createEvent('phaseLoop');
if(game.bossinfo.loopFirst){
next.player=game.bossinfo.loopFirst();
}
else{
next.player=game.boss;
}
_status.looped=true;
next.setContent(function(){
"step 0"
if(player.chongzheng){
player.chongzheng=false;
}
else if(player.isDead()){
if(player.hp<0) player.hp=0;
player.storage.boss_chongzheng++;
if(player.maxHp>0&&game.bossinfo.chongzheng){
if(player.hp<player.maxHp){
player.hp++;
}
else if(player.countCards('h')<4){
var card=get.cards()[0];
var sort=lib.config.sort_card(card);
var position=sort>0?player.node.handcards1:player.node.handcards2;
card.fix();
card.animate('start');
position.insertBefore(card,position.firstChild);
}
player.update();
if(player.storage.boss_chongzheng>=game.bossinfo.chongzheng){
player.revive(player.hp);
}
}
if(game.bossinfo.loopType==2){
game.boss.chongzheng=true;
}
}
else{
if(player.identity=='zhu'&&game.boss!=player){
player=game.boss;
}
player.phase();
}
"step 1"
if(game.bossinfo.loopType==2){
_status.roundStart=true;
if(event.player==game.boss){
if(!_status.last||_status.last.nextSeat==game.boss){
event.player=game.boss.nextSeat;
}
else{
event.player=_status.last.nextSeat;
}
}
else{
_status.last=player;
event.player=game.boss;
if(player.nextSeat==game.boss){
delete _status.roundStart;
}
}
}
else{
event.player=event.player.nextSeat;
}
event.goto(0);
});
},
onSwapControl:function(){
if(game.me==game.boss) return;
game.addVideo('onSwapControl');
var name=game.me.name;
if(ui.fakeme&&ui.fakeme.current!=name){
ui.fakeme.current=name;
if(ui.versushighlight&&ui.versushighlight!=game.me){
ui.versushighlight.classList.remove('current_action');
}
ui.versushighlight=game.me;
game.me.classList.add('current_action');
// game.me.line(ui.fakeme,{opacity:0.5,dashed:true});
ui.fakeme.style.backgroundImage=game.me.node.avatar.style.backgroundImage;
// ui.fakeme.style.backgroundSize='cover';
}
ui.updatehl();
},
modeSwapPlayer:function(player){
var bool=(game.me==game.boss||player==game.boss);
game.swapControl(player);
game.onSwapControl();
if(!bool) return;
if(game.me==game.boss){
game.singleHandcard=false;
ui.arena.classList.remove('single-handcard');
ui.window.classList.remove('single-handcard');
ui.fakeme.style.display='none';
game.me.dataset.position=0;
game.me.nextSeat.dataset.position=2;
game.me.nextSeat.nextSeat.dataset.position=4;
game.me.nextSeat.nextSeat.nextSeat.dataset.position=6;
}
else{
game.singleHandcard=true;
ui.arena.classList.add('single-handcard');
ui.window.classList.add('single-handcard');
ui.fakeme.style.display='';
game.boss.dataset.position=7;
game.boss.nextSeat.dataset.position=1;
game.boss.nextSeat.nextSeat.dataset.position=2;
game.boss.nextSeat.nextSeat.nextSeat.dataset.position=3;
if(game.me&&game.me.node.handcards2.childNodes.length){
while(game.me.node.handcards2.childNodes.length){
game.me.node.handcards1.appendChild(game.me.node.handcards2.firstChild);
}
}
}
},
chooseCharacter:function(func){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.customreplacetarget=func;
next.ai=function(player,list){
if(get.config('double_character')){
player.init(list[0],list[1]);
}
else{
player.init(list[0]);
}
}
next.setContent(function(){
"step 0"
var i;
var list=[];
event.list=list;
for(i in lib.character){
if(lib.character[i][4].contains('minskin')) continue;
if(lib.character[i][4].contains('boss')) continue;
if(lib.character[i][4].contains('hiddenboss')) continue;
if(lib.character[i][4]&&lib.character[i][4].contains('forbidai')) continue;
if(lib.config.forbidboss.contains(i)) continue;
if(lib.filter.characterDisabled(i)) continue;
list.push(i);
}
list.randomSort();
var dialog=ui.create.dialog('选择参战角色','hidden');
dialog.classList.add('fixed');
ui.window.appendChild(dialog);
dialog.classList.add('bosscharacter');
dialog.classList.add('modeshortcutpause');
dialog.classList.add('withbg');
// dialog.add('0/3');
dialog.add([list.slice(0,20),'character']);
dialog.noopen=true;
var next=game.me.chooseButton(dialog,true).set('onfree',true);
next._triggered=null;
next.custom.replace.target=event.customreplacetarget;
next.selectButton=[3,3];
// next.custom.add.button=function(){
// if(ui.cheat2&&ui.cheat2.backup) return;
// _status.event.dialog.content.childNodes[1].innerHTML=
// ui.selected.buttons.length+'/3';
// };
event.changeDialog=function(){
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
return;
}
if(game.changeCoin){
game.changeCoin(-3);
}
list.randomSort();
var buttons=ui.create.div('.buttons');
var node=_status.event.dialog.buttons[0].parentNode;
_status.event.dialog.buttons=ui.create.buttons(list.slice(0,20),'character',buttons);
_status.event.dialog.content.insertBefore(buttons,node);
buttons.animate('start');
node.remove();
game.uncheck();
game.check();
};
ui.create.cheat=function(){
_status.createControl=ui.cheat2||event.asboss;
ui.cheat=ui.create.control('更换',event.changeDialog);
delete _status.createControl;
};
var createCharacterDialog=function(){
event.dialogxx=ui.create.characterDialog();
event.dialogxx.classList.add('bosscharacter');
event.dialogxx.classList.add('withbg');
event.dialogxx.classList.add('fixed');
if(ui.cheat2){
ui.cheat2.animate('controlpressdownx',500);
ui.cheat2.classList.remove('disabled');
}
};
if(lib.onfree){
lib.onfree.push(createCharacterDialog);
}
else{
createCharacterDialog();
}
ui.create.cheat2=function(){
_status.createControl=event.asboss;
ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){
if(game.changeCoin){
game.changeCoin(50);
}
this.dialog.close();
_status.event.dialog=this.backup;
ui.window.appendChild(this.backup);
delete this.backup;
game.uncheck();
game.check();
if(ui.cheat){
ui.cheat.animate('controlpressdownx',500);
ui.cheat.classList.remove('disabled');
}
if(_status.bosschoice){
_status.bosschoice.animate('controlpressdownx',500);
_status.bosschoice.classList.remove('disabled');
}
}
else{
if(game.changeCoin){
game.changeCoin(-10);
}
this.backup=_status.event.dialog;
_status.event.dialog.close();
_status.event.dialog=_status.event.parent.dialogxx;
this.dialog=_status.event.dialog;
ui.window.appendChild(this.dialog);
game.uncheck();
game.check();
if(ui.cheat){
ui.cheat.classList.add('disabled');
}
if(_status.bosschoice){
_status.bosschoice.classList.add('disabled');
}
}
});
if(lib.onfree){
ui.cheat2.classList.add('disabled');
}
delete _status.createControl;
}
if(!ui.cheat&&get.config('change_choice'))
ui.create.cheat();
if(!ui.cheat2&&get.config('free_choose'))
ui.create.cheat2();
event.asboss=ui.create.control('应战',function(){
event.boss=true;
event.enemy=[];
for(var i=0;i<ui.selected.buttons.length;i++){
event.enemy.push(ui.selected.buttons[i].link);
event.list.remove(ui.selected.buttons[i].link);
}
while(event.enemy.length<3){
var name=event.list.randomRemove();
if(lib.boss[lib.storage.current]&&lib.boss[lib.storage.current].randchoice){
name=lib.boss[lib.storage.current].randchoice(name,event.enemy);
}
event.enemy.push(name);
}
game.uncheck();
if(ui.confirm){
ui.confirm.close();
}
game.resume();
});
"step 1"
if(ui.cheat){
ui.cheat.close();
delete ui.cheat;
}
if(ui.cheat2){
ui.cheat2.close();
delete ui.cheat2;
}
event.asboss.close();
if(_status.bosschoice){
_status.bosschoice.close();
delete _status.bosschoice;
}
if(event.boss){
event.result={
boss:true,
links:event.enemy
};
}
else{
event.result={
boss:false,
links:result.links
};
_status.coinCoeff=get.coinCoeff(result.links);
}
});
return next;
},
},
boss:{
boss_qiongqi:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(){
return lib.boss.boss_taowu.randchoice.apply(this,arguments);
},
controlid:'shenwuzaishi',
control:function(){
return lib.boss.boss_taowu.control.apply(this,arguments);
},
init:function(){
return lib.boss.boss_taowu.init.apply(this,arguments);
}
},
boss_xiangliu:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(){
return lib.boss.boss_taowu.randchoice.apply(this,arguments);
},
controlid:'shenwuzaishi',
control:function(){
return lib.boss.boss_taowu.control.apply(this,arguments);
},
init:function(){
return lib.boss.boss_taowu.init.apply(this,arguments);
}
},
boss_zhuyan:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(){
return lib.boss.boss_taowu.randchoice.apply(this,arguments);
},
controlid:'shenwuzaishi',
control:function(){
return lib.boss.boss_taowu.control.apply(this,arguments);
},
init:function(){
return lib.boss.boss_taowu.init.apply(this,arguments);
}
},
boss_bifang:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(){
return lib.boss.boss_taowu.randchoice.apply(this,arguments);
},
controlid:'shenwuzaishi',
control:function(){
return lib.boss.boss_taowu.control.apply(this,arguments);
},
init:function(){
return lib.boss.boss_taowu.init.apply(this,arguments);
}
},
boss_yingzhao:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(){
return lib.boss.boss_taowu.randchoice.apply(this,arguments);
},
controlid:'shenwuzaishi',
control:function(){
return lib.boss.boss_taowu.control.apply(this,arguments);
},
init:function(){
return lib.boss.boss_taowu.init.apply(this,arguments);
}
},
boss_hundun:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(){
return lib.boss.boss_taowu.randchoice.apply(this,arguments);
},
controlid:'shenwuzaishi',
control:function(){
return lib.boss.boss_taowu.control.apply(this,arguments);
},
init:function(){
return lib.boss.boss_taowu.init.apply(this,arguments);
}
},
boss_taotie:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(){
return lib.boss.boss_taowu.randchoice.apply(this,arguments);
},
controlid:'shenwuzaishi',
control:function(){
return lib.boss.boss_taowu.control.apply(this,arguments);
},
init:function(){
return lib.boss.boss_taowu.init.apply(this,arguments);
}
},
boss_taowu:{
chongzheng:0,
loopFirst:function(){
return game.boss.nextSeat.nextSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
minion:{
'2':'boss_zhuyin',
'8':'boss_zhuyin',
},
randchoice:function(name,list){
if(Math.random()>1/3){
return name;
}
else{
var arr=['shen_caocao','shen_simayi','shen_guanyu','shen_zhugeliang','shen_zhaoyun','shen_zhouyu','shen_lvmeng','shen_lvbu','shen_liubei','shen_luxun','shen_ganning','ol_zhangliao','shen_zhenji','shen_caopi','key_kagari','key_shiki','db_key_hina'];
arr.removeArray(list);
return arr.randomGet();
}
},
controlid:'shenwuzaishi',
control:function(type,control){
if(type=='cancel'){
if(!control.classList.contains('glow')) return;
var dialog=control.dialog;
dialog.content.removeChild(control.backup1);
dialog.buttons.removeArray(control.backup2);
game.uncheck();
game.check();
}
else{
var control=ui.create.control('神将',function(){
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
return;
}
var dialog=_status.event.dialog;
this.dialog=dialog;
if(this.classList.contains('glow')){
this.backup1.remove();
dialog.buttons.removeArray(this.backup2);
}
else{
var links=[];
for(var i=0;i<dialog.buttons.length;i++){
links.push(dialog.buttons[i].link);
}
for(var i=0;i<this.backup2.length;i++){
if(links.contains(this.backup2[i].link)){
this.backup2[i].style.display='none';
}
else{
this.backup2[i].style.display='';
}
}
dialog.content.insertBefore(this.backup1,dialog.buttons[0].parentNode);
dialog.buttons.addArray(this.backup2);
}
this.classList.toggle('glow');
game.uncheck();
game.check();
});
control.backup1=ui.create.div('.buttons');
control.backup2=ui.create.buttons(['shen_caocao','shen_simayi','shen_guanyu','shen_zhugeliang','shen_zhaoyun','shen_zhouyu','shen_lvmeng','shen_lvbu','shen_liubei','shen_luxun','shen_ganning','ol_zhangliao','shen_zhenji','shen_caopi','key_kagari','key_shiki','db_key_hina'],'character',control.backup1);
return control;
}
},
init:function(){
game.addGlobalSkill('boss_shenwuzaishi');
game.addGlobalSkill('TheDayIBecomeAGod');
game.addGlobalSkill('thedayibecomeagod');
var list=['lebu','bingliang'];
for(var i=0;i<game.players.length;i++){
switch(game.players[i].name1){
case 'shen_guanyu':{
game.players[i].equip(game.createCard2('guilongzhanyuedao','spade',5));
lib.inpile.add('guilongzhanyuedao');
list.push('qinglong');
break;
}
case 'shen_zhugeliang':{
game.players[i].equip(game.createCard2('qimenbagua','spade',2));
list.push('bagua');
lib.inpile.add('qimenbagua');
break;
}
case 'shen_zhouyu':{
game.players[i].equip(game.createCard2('chiyanzhenhunqin','diamond',1));
list.push('zhuque');
lib.inpile.add('chiyanzhenhunqin');
break;
}
case 'shen_caocao':{
game.players[i].equip(game.createCard2('juechenjinge','spade',5));
list.push('jueying');
lib.inpile.add('juechenjinge');
break;
}
case 'shen_zhaoyun':{
game.players[i].equip(game.createCard2('chixueqingfeng','spade',6));
list.push('qinggang');
lib.inpile.add('chixueqingfeng');
break;
}
case 'shen_lvbu':{
game.players[i].equip(game.createCard2('xiuluolianyuji','diamond',12));
list.push('fangtian');
lib.inpile.add('xiuluolianyuji');
break;
}
case 'shen_simayi':{
game.players[i].equip(game.createCard2('xuwangzhimian','diamond',4));
lib.inpile.add('xuwangzhimian');
break;
}
case 'shen_liubei':{
game.players[i].equip(game.createCard2('longfenghemingjian','spade',2));
lib.inpile.add('longfenghemingjian');
list.push('cixiong');
break;
}
case 'shen_lvmeng':{
game.players[i].equip(game.createCard2('guofengyupao','diamond',3));
lib.inpile.add('guofengyupao');
break;
}
case 'shen_luxun':{
game.players[i].equip(game.createCard2('qicaishenlu','diamond',3));
lib.inpile.add('qicaishenlu');
break;
}
case 'shen_ganning':case 'key_iwasawa':{
game.players[i].equip(game.createCard2('jinwuluorigong','heart',5));
lib.inpile.add('jinwuluorigong');
list.push('qilin');
break;
}
case 'ol_zhangliao':case 'key_noda':{
game.players[i].equip(game.createCard2('xingtianpojunfu','diamond',5));
lib.inpile.add('xingtianpojunfu');
list.push('guanshi');
break;
}
case 'shen_zhenji':{
game.players[i].equip(game.createCard2('lingsheji','club',12));
lib.inpile.add('lingsheji');
break;
}
case 'shen_caopi':{
game.players[i].equip(game.createCard2('shanrangzhaoshu','spade',13));
lib.inpile.add('shanrangzhaoshu');
break;
}
case 'key_kagari':{
game.players[i].equip(game.createCard2('goujiangdesidai','heart',1));
lib.inpile.add('goujiangdesidai');
break;
}
case 'key_shiki':{
game.players[i].equip(game.createCard2('niaobaidaowenha','diamond',13));
lib.inpile.add('niaobaidaowenha');
break;
}
case 'db_key_hina':{
game.players[i].equip(game.createCard2('shenzhixiunvfu','spade',13));
lib.inpile.add('shenzhixiunvfu');
break;
}
}
}
lib.inpile.remove('wuzhong');
lib.inpile.remove('jiedao');
lib.inpile.add('sadouchengbing');
lib.inpile.add('yihuajiemu');
lib.inpile.add('gubuzifeng');
for(var i=0;i<ui.cardPile.childElementCount;i++){
var node=ui.cardPile.childNodes[i];
if(node.name=='wuzhong'){
node.init([node.suit,node.number,'sadouchengbing']);
}
else if(node.name=='jiedao'){
node.init([node.suit,node.number,'yihuajiemu']);
}
else if(list.contains(node.name)){
lib.inpile.remove(node.name);
node.remove();
}
}
var cards=[
game.createCard2('gubuzifeng','club',5),
game.createCard2('gubuzifeng','diamond',7)
];
while(cards.length>0){
ui.cardPile.insertBefore(cards.shift(),ui.cardPile.childNodes[get.rand(0,ui.cardPile.childElementCount-1)]);
}
lib.inpile.sort(lib.sort.card);
}
},
boss_chiyanshilian:{
chongzheng:0,
loopType:2,
checkResult:function(player){
if(player==game.boss&&game.boss.name!='boss_yandi'){
return false;
}
},
init:function(){
_status.additionalReward=function(){
return 500;
}
lib.inpile.remove('shandian');
lib.inpile.remove('huoshan');
lib.inpile.remove('hongshui');
lib.inpile.remove('fulei');
lib.inpile.add('honghuangzhili');
lib.inpile.sort(lib.sort.card);
for(var i=0;i<ui.cardPile.childElementCount;i++){
var node=ui.cardPile.childNodes[i];
if(node.name=='shandian'){
node.classList.remove('fullskin');
node.classList.remove('thunder');
node.init([node.suit,node.number,'honghuangzhili']);
}
else if(['huoshan','hongshui','fulei'].contains(node.name)){
node.remove();
}
}
}
},
boss_qingmushilian:{
chongzheng:0,
loopType:2,
checkResult:function(player){
if(player==game.boss&&game.boss.name!='boss_taihao'){
return false;
}
},
init:function(){
lib.boss.boss_chiyanshilian.init();
}
},
boss_baimangshilian:{
chongzheng:0,
loopType:2,
checkResult:function(player){
if(player==game.boss&&game.boss.name!='boss_shaohao'){
return false;
}
},
init:function(){
lib.boss.boss_chiyanshilian.init();
}
},
boss_xuanlinshilian:{
chongzheng:0,
loopType:2,
checkResult:function(player){
if(player==game.boss&&game.boss.name!='boss_zhuanxu'){
return false;
}
},
init:function(){
lib.boss.boss_chiyanshilian.init();
}
},
boss_zhuoguiquxie:{
chongzheng:0,
checkResult:function(player){
if(player==game.boss&&game.boss.name!='boss_yecha'&&game.boss.name!='boss_luocha'){
return false;
}
},
init:function(){
_status.additionalReward=function(){
return 500;
}
}
},
boss_qinguangwang:{
chongzheng:0,
checkResult:function(player){
if(player==game.boss&&(!_status.shidianyanluo_level||_status.shidianyanluo_level<3)){
return false;
}
},
init:function(){
_status.shidianyanluo_level=0;
lib.inpile.remove('muniu');
for(var i=0;i<ui.cardPile.childElementCount;i++){
if(ui.cardPile.childNodes[i].name=='muniu'){
ui.cardPile.childNodes[i].remove();
break;
}
}
_status.additionalReward=function(){
return 500;
}
},
},
boss_nianshou:{
chongzheng:0,
init:function(){
game.boss.node.action.classList.add('freecolor');
game.boss.node.action.style.opacity=1;
game.boss.node.action.style.letterSpacing='4px';
game.boss.node.action.style.marginRight=0;
game.boss.node.action.style.fontFamily='huangcao';
game.boss.node.action.innerHTML='';
_status.additionalReward=function(){
return Math.round(Math.pow(_status.damageCount,2.4))*2;
}
var time=360;
var interval=setInterval(function(){
if(_status.over){
clearInterval(interval);
return;
}
var sec=time%60;
if(sec<10){
sec='0'+sec;
}
game.boss.node.action.innerHTML=Math.floor(time/60)+':'+sec;
if(time<=0){
delete _status.additionalReward;
if(typeof _status.coin=='number'){
if(game.me==game.boss){
_status.coin+=Math.round(Math.pow(_status.damageCount,2.4));
}
else{
_status.coin+=Math.round(Math.pow(_status.damageCount,1.8));
}
}
game.forceOver(true);
clearInterval(interval);
}
time--;
},1000);
_status.damageCount=0;
ui.damageCount=ui.create.system('伤害: 0',null,true);
}
},
boss_nianshou_heti:{
chongzheng:0,
},
boss_zhangjiao:{
// loopType:2,
},
boss_caiwenji:{
loopType:2,
},
boss_pangtong:{
loopType:2,
chongzheng:12
},
boss_zhenji:{
chongzheng:4,
},
boss_lvbu1:{
loopType:2,
gameDraw:function(player){
if(player==game.boss) return 8;
if(player==game.boss.previous) return 5;
return 4;
},
loopFirst:function(){
return game.boss.nextSeat;
},
init:function(){
lib.inpile.remove('wugu');
lib.inpile.remove('taoyuan');
lib.inpile.remove('bagua');
lib.inpile.remove('tengjia');
lib.inpile.remove('fangtian');
lib.inpile.remove('muniu');
lib.inpile.addArray(['wushuangfangtianji','shufazijinguan','hongmianbaihuapao','linglongshimandai','lianjunshengyan']);
lib.inpile.sort(lib.sort.card);
var equiplist=[];
for(var i=0;i<ui.cardPile.childElementCount;i++){
var node=ui.cardPile.childNodes[i];
if(node.name=='bagua'){
node.init([node.suit,node.number,'linglongshimandai']);
equiplist.push(node);
}
else if(node.name=='tengjia'){
node.init([node.suit,node.number,'hongmianbaihuapao']);
equiplist.push(node);
}
else if(node.name=='fangtian'){
node.init([node.suit,node.number,'wushuangfangtianji']);
equiplist.push(node);
}
else if(node.name=='muniu'){
node.init([node.suit,node.number,'shufazijinguan']);
equiplist.push(node);
}
else if(node.name=='wugu'||node.name=='taoyuan'){
node.init([node.suit,node.number,'lianjunshengyan']);
}
}
equiplist.randomSort();
var next=game.createEvent('boss_jingjia');
next.player=game.boss;
next.cards=equiplist;
next.setContent(function(){
'step 0'
if(!cards.length){
event.finish();return;
}
player.logSkill('boss_jingjia');
event.num=1.5;
'step 1'
var card=cards.shift();
if(player.canEquip(card)&&Math.random()<event.num){
player.equip(card);
event.num=0.5;
}
if(cards.length) event.redo();
});
}
},
boss_zuoci:{
chongzheng:4,
},
boss_diaochan:{
chongzheng:4,
},
boss_huangyueying:{
chongzheng:12,
},
boss_sunce:{
loopType:2,
loopFirst:function(){
return game.boss.previousSeat;
},
gameDraw:function(player){
return player==game.boss?8:4;
},
init:function(){
_status.taoni_over=get.copy(game.over);
},
},
global:{
loopType:1,
chongzheng:6
},
},
skill:{
boss_yingzhong:{
//Unfinished
},
niaobaidaowenha_skill:{
trigger:{player:'loseMaxHpAfter'},
direct:true,
content:function(){
'step 0'
event.count=trigger.num;
'step 1'
event.count--;
player.chooseTarget(get.prompt2('niaobaidaowenha_skill'),lib.filter.notMe).set('ai',function(target){
return get.attitude(_status.event.player,target)/(target.maxHp||1)
});
'step 2'
if(result.bool){
var target=result.targets[0];
player.logSkill('niaobaidaowenha_skill',target);
target.gainMaxHp();
target.recover();
if(event.count) event.goto(1);
}
},
},
goujiangdesidai_skill:{
inherit:'kagari_zongsi',
filter:function(event,player){
return !player.hasSkill('kagari_zongsi')||player.getStat('skill').kagari_zongsi;
},
},
gubuzifeng_disable:{
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
onremove:function(player,skill){
player.enableSkill(skill);
delete player.storage[skill];
},
charlotte:true,
locked:true,
mark:true,
intro:{
content:function(storage,player,skill){
var list=[];
for(var i in player.disabledSkills){
if(player.disabledSkills[i].contains(skill)){
list.push(i)
}
}
if(list.length){
var str='失效技能:';
for(var i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']){
str+=get.translation(list[i])+'、';
}
}
return str.slice(0,str.length-1);
}
}
}
},
thedayibecomeagod:{
trigger:{player:'die'},
direct:true,
filter:function(event,player){return player.group=='shen'},
forceDie:true,
skillAnimation:true,
animationColor:'kami',
content:function(){
'step 0'
player.chooseTarget(get.prompt2('thedayibecomeagod'),function(card,player,target){
return target.isFriendOf(player);
}).set('forceDie',true).ai=function(target){
return get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('thedayibecomeagod',target);
if(target.group!='shen'){
target.changeGroup('shen');
game.log('此刻,便是',target,'成为神明之日!');
event.finish();
}
else target.turnOver(false);
}
else event.finish();
'step 2'
if(target.isDamaged()) target.recover(target.maxHp-target.hp);
'step 3'
target.drawTo(5);
},
},
TheDayIBecomeAGod:{
trigger:{player:'useCard1'},
ruleSkill:true,
popup:false,
forced:true,
prompt:'是否将此【杀】改为神属性?',
filter:function(event,player){
return player.group=='shen'&&event.card.name=='sha';
},
content:function(){
game.log(trigger.card,'被改为神属性');
trigger.card.nature='kami';
}
},
shanrangzhaoshu:{
trigger:{global:'gainEnd'},
direct:true,
filter:function(event,player){
return event.player!=player&&event.player!=_status.currentPhase&&event.player.getHistory('gain')[0]==event&&player.countCards('he')+event.player.countCards('he')>0;
},
content:function(){
'step 0'
event.target=trigger.player;
var list=[];
if(player.countCards('he')>1) list.push('交给其一张牌');
if(trigger.player.countCards('he')>0) list.push('令其交给你一张牌');
event.list=list;
player.chooseControl('cancel2').set('choiceList',list).set('prompt',get.prompt('shanrangzhaoshu',trigger.player)).set('ai',function(){
if(get.attitude(_status.event.player,_status.event.getTrigger().player)<0) return _status.event.getParent().list.length-1;
return 'cancel2';
});
'step 1'
if(result.control=='cancel2'){
event.finish();return;
}
player.logSkill('shanrangzhaoshu',target);
if(event.list[result.index][0]=='令'){
event.player=target;
event.target=player;
}
'step 2'
player.chooseCard('he',true).set('filterCard',function(card,player){
if(player!=_status.event.getTrigger().player) return card!=player.getEquip('shanrangzhaoshu');
return true;
});
'step 3'
if(result.cards&&result.cards.length) target.gain(result.cards,player,'giveAuto');
},
},
lingsheji:{
trigger:{player:'phaseUseEnd'},
equipSkill:true,
direct:true,
content:function(){
'step 0'
var list=['摸一张牌'];
if(player.countCards('he')>1) list.push('将一张牌置于武将牌上,于回合结束后获得之');
player.chooseControl('cancel2').set('prompt',get.prompt('lingsheji')).set('choiceList',list).set('ai',function(){
var player=_status.event.player;
if(player.countCards('e',function(card){
return card.name!='tengjia'&&get.value(card)<=0;
})) return 1;
if(!player.needsToDiscard()) return 0;
return 1;
});
'step 1'
if(result.control=='cancel2'){
event.finish();return;
}
player.logSkill('lingsheji');
if(result.index==0){
player.draw();
event.finish();
}
else{
player.chooseCard('he',true,function(card,player){
return card!=player.getEquip(5);
}).set('ai',function(card){
if(get.position(card)=='e'&&get.value(card)<=0) return 10;
return (get.position(card)=='h'?2:1)*-get.value(card);
});
}
'step 2'
player.addSkill('lingsheji2');
player.lose(result.cards,ui.special,'toStorage');
player.markAuto('lingsheji2',result.cards);
},
},
lingsheji2:{
trigger:{player:'phaseEnd'},
equipSkill:true,
forced:true,
popup:false,
content:function(){
player.gain(player.getStorage('lingsheji2'),'gain2','log');
player.storage.lingsheji2.length=0;
player.removeSkill('lingsheji2');
},
intro:{content:'cards'},
},
noda_axe:{
trigger:{player:'useCardToPlayered'},
equipSkill:true,
direct:true,
filter:function(event,player){
return player.isPhaseUsing()&&player!=event.target&&event.targets.length==1&&player.countCards('he')>2;
},
content:function(){
'step 0'
player.chooseToDiscard('he',get.prompt('noda_axe',trigger.target),2,'弃置两张牌,令'+get.translation(trigger.target)+'本回合内不能使用或打出牌且防具技能无效。',function(card,player){
return card!=player.getEquip(1);
}).set('logSkill',['noda_axe',trigger.target]).set('goon',function(event,player){
if(player.hasSkill('noda_axe2')) return false;
if(event.getParent().excluded.contains(player)) return false;
if(get.attitude(event.player,player)>0){
return false;
}
if(get.type(event.card)=='trick'&&event.player.hasWuxie()) return true;
if(get.tag(event.card,'respondSha')){
if(!player.hasSha()) return false;
return true;
}
else if(get.tag(event.card,'respondShan')){
if(!player.hasShan()) return false;
return true;
}
return false;
}(trigger,trigger.target)).set('ai',function(card){
if(_status.event.goon) return 7.5-get.value(card);
return 0;
});
'step 1'
if(result.bool) trigger.target.addTempSkill('noda_axe2');
},
},
noda_axe2:{
equipSkill:true,
mod:{
cardEnabled:function(){return false},
cardSavable:function(){return false},
cardRespondable:function(){return false},
},
mark:true,
intro:{
content:'不能使用或打出牌且防具技能无效直到回合结束',
},
ai:{unequip2:true},
},
iwasawa_crowbow:{
equipSkill:true,
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
direct:true,
filter:function(event,player){
var evt=event.getl(player);
return evt&&evt.hs&&evt.hs.length>1&&player.isPhaseUsing();
},
content:function(){
'step 0'
var evt=trigger.getl(player);
event.num=evt.hs.length;
player.chooseTarget(get.prompt('iwasawa_crowbow'),'弃置一名其他角色的'+get.cnNumber(event.num)+'张牌',function(card,player,target){
return player!=target&&target.countDiscardableCards(player,'he')>0;
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(target.countDiscardableCards(_status.event.player,'he')>=_status.event.getParent().num) att=att*2;
return -att;
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('iwasawa_crowbow',target);
player.discardPlayerCard(target,'he',true,num);
}
},
},
boss_panguan:{
mod:{
targetEnabled:function(card){
if(get.type(card)=='delay') return false;
},
},
},
boss_juhun:{
trigger:{player:'phaseJieshuBegin'},
forced:true,
content:function(){
var list=game.filterPlayer(function(current){
return current!=player;
});
if(list.length){
var target=list.randomGet();
player.line(target);
target[['turnOver','link'].randomGet()]();
}
},
},
boss_wangxiang:{
trigger:{player:'die'},
forced:true,
forceDie:true,
content:function(){
game.countPlayer(function(current){
if(current!=player&&current.countCards('e')){
player.line(current);
current.discard(current.getCards('e'));
};
});
},
},
boss_xhuanren:{
nobracket:true,
global:'boss_xhuanren2'
},
boss_xhuanren2:{
trigger:{player:'dieBegin'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
filter:function(event,player){
if(lib.config.mode!='boss') return false;
if(_status.shidianyanluo_level==undefined) return false;
return player==game.boss;
},
content:function(){
var next=game.createEvent('shidianyanluo_huanren',false,trigger.getParent());
next.player=player;
next.forceDie=true;
next.setContent(lib.skill.boss_xhuanren2.contentx);
},
contentx:function(){
'step 0'
game.delay();
'step 1'
var list=[
['boss_chujiangwang','boss_songdiwang','boss_wuguanwang','boss_yanluowang'],
['boss_bianchengwang','boss_taishanwang','boss_dushiwang','boss_pingdengwang'],
['boss_zhuanlunwang'],
][_status.shidianyanluo_level];
if(list.length==1) event._result={control:list[0]};
else player.chooseControl(list).set('prompt','请选择下一个出战的角色').set('forceDie',true).ai=function(){
return list.randomGet();
};
'step 2'
_status.shidianyanluo_level++;
game.changeBoss(result.control);
}
},
boss_newhuanren:{
nobracket:true,
global:'boss_newhuanren2',
trigger:{global:'gameStart'},
popup:false,
forced:true,
superCharlotte:true,
charlotte:true,
fixed:true,
content:function(){
if(get.mode()!='boss') return;
//孟婆
if(!_status.shidianyanluo_mengpo&&Math.random()<=0.4){
if(game.me!=game.boss){
game.boss.changeSeat(6);
}
else{
game.boss.nextSeat.changeSeat(3);
game.boss.previousSeat.changeSeat(5);
}
// game.addBossFellow(game.me==game.boss?1:7,'boss_mengpo');
var fellow=game.addFellow(game.me==game.boss?1:7,'boss_mengpo','zoominanim');
if(_status.shidianyanluo_level!=0){
fellow.directgain(get.cards(4));
}
fellow.side=true;
fellow.identity='zhong';
fellow.setIdentity('zhong');
game.addVideo('setIdentity',fellow,'zhong');
_status.shidianyanluo_mengpo=true;
}
var list=['luxun','re_luxun','zhangchunhua','zuoci','re_zuoci','re_yuji','xin_yuji','jiangfei','kongrong'];//禁将
game.countPlayer(function(current){
if(current!=game.boss){
for(var i=0;i<list.length;i++){
if(current.name==list[i]||current.name2==list[i]){current.init(['sunce','re_sunce','shen_sunce','sb_sunce'].randomGet());}
}
}
});
},
},
boss_newhuanren2:{
trigger:{global:['die']},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forceDie:true,
filter:function(event,player){
if(lib.config.mode!='boss') return false;
if(_status.shidianyanluo_level==undefined) return false;
return player==game.boss&&event.player==player;
},
content:function(){
var next=game.createEvent('shidianyanluo_huanren',false,trigger.getParent());
next.player=player;
next.forceDie=true;
next.setContent(lib.skill.boss_newhuanren2.contentx);
},
contentx:function(){
'step 0'
game.delay();
var list=game.filterPlayer();
for(var x=0;x<list.length;x++){
list[x].removeSkill('diaohulishan');
list[x].removeSkill('guogong2');
}
var list=game.boss.getEnemies();
for(var x=0;x<list.length;x++){
list[x].removeSkill('boss_wangshi2');
}
'step 1'
var list=[
['boss_chujiangwang','boss_songdiwang','boss_wuguanwang','boss_yanluowang'],
['boss_bianchengwang','boss_taishanwang','boss_dushiwang','boss_pingdengwang'],
['boss_zhuanlunwang'],
][_status.shidianyanluo_level];
//如果mengpo死亡且50回合内通过第三关list[2]变成地藏王
if(game.phaseNumber<=50&&_status.shidianyanluo_level==2&&_status.shidianyanluo_mengpodie==true){
list=['boss_dizangwang'];
}
if(list.length==1) event._result={control:list[0]};
else{
player.chooseControl(list).set('forceDie',true).set('choice',list.randomGet()).set('ai',function(){return _status.event.choice}).prompt='选择下一个登场的武将';
}
'step 2'
_status.shidianyanluo_level++;
game.changeBoss(result.control);
//地藏王登场摸3
if(result.control=='boss_dizangwang'){game.boss.draw(3);}
//计回合数
var level=_status.shidianyanluo_level;
//孟婆
if(!_status.shidianyanluo_mengpo){
if(Math.random()<=0.5||level==2){
if(game.me!=game.boss){
game.boss.changeSeat(6);
}
else{
game.boss.nextSeat.changeSeat(3);
game.boss.previousSeat.changeSeat(5);
}
//game.addBossFellow();
var fellow=game.addFellow(game.me==game.boss?1:7,'boss_mengpo','zoominanim');
if(_status.shidianyanluo_level!=0){
fellow.directgain(get.cards(4));
}
fellow.side=true;
fellow.identity='zhong';
fellow.setIdentity('zhong');
game.addVideo('setIdentity',fellow,'zhong');
_status.shidianyanluo_mengpo=true;
}
}
else{
//移除孟婆
game.countPlayer2(function(current){
if(current.name=='boss_mengpo'){
current.removed=true;
current.classList.add('dead');
current.remove();
game.players.remove(current);
}
});
}
//然后是boss进行回合
game.phaseLoop(game.boss);
}
},
boss_bingfeng:{
trigger:{player:'die'},
forceDie:true,
forced:true,
filter:function(event){
return event.source&&!event.source.isTurnedOver();
},
logTarget:'source',
content:function(){
trigger.source.turnOver();
}
},
boss_heisheng:{
trigger:{player:'die'},
forceDie:true,
forced:true,
content:function(){
player.line(game.players.slice(0));
game.countPlayer(function(current){
if(current!=player) current.link();
});
},
},
boss_shengfu:{
trigger:{player:'phaseJieshuBegin'},
forced:true,
popup:false,
content:function(){
var list=[];
game.countPlayer(function(current){
if(current==player) return;
var es=current.getCards('e',{subtype:['equip3','equip4','equip6']})
if(es.length) list.push([current,es]);
});
if(list.length){
player.logSkill('boss_heisheng');
var current=list.randomGet();
player.line(current[0]);
current[0].discard(current[1].randomGet());
}
},
},
boss_zhiwang:{
derivation:'boss_zhiwang_planetarian',
trigger:{global:'gainEnd'},
filter:function(event,player){
return event.player!=player&&!(event.getParent().name=='draw'&&event.getParent(2).name=='phaseDraw')&&event.player.countCards('h');
},
forced:true,
logTarget:'player',
content:function(){
var evt=trigger.getParent('boss_zhiwang');
if(evt&&evt.name=='boss_zhiwang'){
trigger.player.uninit();
trigger.player.init('sunce');
}
var hs=trigger.player.getCards('h');
if(hs.length){
trigger.player.discard(hs.randomGet());
}
},
subSkill:{planetarian:{}},
},
boss_gongzheng:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
return player.countCards('j')>0;
},
content:function(){
player.discard(player.getCards('j').randomGet())
},
},
boss_xuechi:{
trigger:{player:'phaseJieshuBegin'},
forced:true,
content:function(){
var list=game.players.slice(0);
list.remove(player);
var target=list.randomGet();
player.line(target);
target.loseHp(2);
},
},
boss_tiemian:{
inherit:'renwang_skill',
priority:-0.3,
equipSkill:false,
filter:function(event,player){
if(!player.hasEmptySlot(2)) return false;
return lib.skill.renwang_skill.filter.apply(this,arguments);
},
},
boss_zhadao:{
inherit:'qinggang_skill',
equipSkill:false,
},
boss_zhuxin:{
trigger:{player:'die'},
forceDie:true,
forced:true,
content:function(){
'step 0'
player.chooseTarget('【诛心】请选择一名角色令其受到2点伤害。',function(card,player,target){
return target!=player&&!game.hasPlayer(function(current){
return current!=player&&current!=target&&current.hp<target.hp;
})
}).set('forceDie',true).ai=function(target){
return -get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
var target=result.targets[0];
player.line(target);
target.damage(2);
}
},
},
boss_leizhou:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
content:function(){
var list=game.players.slice(0);
list.remove(player);
if(list.length){
var target=list.randomGet();
player.line(target);
target.damage('thunder');
}
}
},
boss_leifu:{
trigger:{player:'phaseJieshuBegin'},
forced:true,
content:function(){
var list=game.players.slice(0);
list.remove(player);
if(list.length){
var target=list.randomGet();
player.line(target);
target.link();
}
}
},
boss_leizhu:{
trigger:{player:'die'},
forceDie:true,
forced:true,
content:function(){
var list=game.players.slice(0);
list.remove(player);
if(list.length){
list.sort(lib.sort.seat);
player.line(list);
for(var i=0;i<list.length;i++){
list[i].damage('thunder');
}
}
}
},
boss_fudu:{
trigger:{global:'useCard'},
forced:true,
filter:function(event,player){
return event.card.name=='tao'&&event.player!=player&&game.players.length>2;
},
content:function(){
var list=game.players.slice(0);
list.remove(player);
list.remove(trigger.player);
var target=list.randomGet();
player.line(target);
target.loseHp();
},
},
boss_kujiu:{
trigger:{global:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
return event.player!=player;
},
logTarget:'player',
content:function(){
'step 0'
trigger.player.loseHp();
'step 1'
trigger.player.useCard({name:'jiu'},trigger.player);
},
},
boss_renao:{
trigger:{player:'die'},
forceDie:true,
forced:true,
content:function(){
var list=game.players.slice(0);
list.remove(player);
if(list.length){
var target=list.randomGet();
player.line(target);
target.damage(3,'fire');
}
}
},
boss_remen:{
equipSkill:true,
trigger:{target:['useCardToBefore']},
forced:true,
priority:6,
audio:true,
filter:function(event,player){
if(!player.hasEmptySlot('equip2')) return false;
if(event.card.name=='nanman') return true;
if(event.card.name=='wanjian') return true;
return event.card.name=='sha'&&!get.nature(event.card);
},
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
if(!target.hasEmptySlot('equip2')) return;
if(card.name=='nanman'||card.name=='wanjian') return 'zerotarget';
if(card.name=='sha'){
var equip1=player.getEquip(1);
if(equip1&&equip1.name=='zhuque') return 1.9;
if(!card.nature) return 'zerotarget';
}
}
}
}
},
boss_zhifen:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
content:function(){
'step 0'
var list=game.filterPlayer();
list.remove(player);
if(list.length){
var target=list.randomGet();
player.line(target);
event.target=target;
if(target.countGainableCards(player,'h')) player.gainPlayerCard(target,'h',true);
}
else event.finish();
'step 1'
target.damage('fire');
}
},
boss_huoxing:{
trigger:{player:'die'},
forceDie:true,
forced:true,
content:function(){
var list=game.players.slice(0);
list.remove(player);
if(list.length){
list.sort(lib.sort.seat);
player.line(list);
for(var i=0;i<list.length;i++){
list[i].damage('fire');
}
}
}
},
boss_suozu:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
content:function(){
var list=game.players.slice(0);
list.remove(player);
if(list.length){
list.sort(lib.sort.seat);
player.line(list);
for(var i=0;i<list.length;i++){
list[i].link();
}
}
}
},
boss_abi:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event){
return event.source!=undefined;
},
logTarget:'source',
content:function(){
trigger.source.damage().nature=['fire','thunder'].randomGet();
},
},
boss_pingdeng:{
trigger:{player:'die'},
forceDie:true,
forced:true,
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current!=player&&!game.hasPlayer(function(current2){
return current2.hp>current.hp;
});
});
if(list.length){
var target=list.randomGet()
player.line(target);
target.damage(2).nature=lib.linked.randomGet();
}
else event.finish();
'step 1'
var list=game.filterPlayer(function(current){
return current!=player&&!game.hasPlayer(function(current2){
return current2.hp>current.hp;
});
});
if(list.length){
var target=list.randomGet();
player.line(target);
target.damage().nature=lib.linked.randomGet();
}
},
},
boss_lunhui:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
return player.hp<=2&&game.hasPlayer(function(current){
return current!=player&&current.hp>2;
});
},
content:function(){
var list=game.filterPlayer(function(current){
return current!=player&&current.hp>2;
});
if(list.length){
var target=list.randomGet();
player.line(target);
var hp1=player.hp;
var hp2=target.hp;
player.hp=Math.min(player.maxHp,hp2);
target.hp=Math.min(target.maxHp,hp1);
player.update();
target.update();
game.log(player,'和',target,'交换了体力值')
}
},
},
boss_wangsheng:{
trigger:{player:'phaseUseBegin'},
forced:true,
content:function(){
var name=['nanman','wanjian'].randomGet();
player.useCard({name:name},game.filterPlayer(function(current){
return player.canUse({name:name},current)
}),'noai');
},
},
boss_zlfanshi:{
trigger:{player:'damageEnd'},
forced:true,
content:function(){
if(player.hasSkill('boss_zlfanshi_terra')){
var list=game.players.slice(0);
list.remove(player);
if(list.length){
var target=list.randomGet();
player.line(target);
target.damage();
}
}
else player.addTempSkill('boss_zlfanshi_terra');
},
},
boss_zlfanshi_terra:{charlotte:true},
//孟婆:
"boss_shiyou":{
audio:true,
trigger:{global:'loseAfter'},
filter:function(event,player){
var evt=event.getParent(3);
return event.type=='discard'&&evt.name=='phaseDiscard'&&evt.player==event.player&&evt.player!=player&&event.cards2&&event.cards2.filterInD('d').length>0;
},
content:function(){
"step 0"
event.cards=trigger.cards2.filterInD('d');
"step 1"
var next=player.chooseCardButton(get.prompt('boss_shiyou'),event.cards,[1,event.cards.length]).set('ai',function(button){
return get.value(button.link,player);
}).set('filterButton',function(button){
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.suit(ui.selected.buttons[i].link)==get.suit(button.link)) return false;
}
return true;
});
"step 2"
if(result.bool){
player.gain(result.links,'gain2','log');
}
},
},
"boss_wangshi":{
trigger:{global:'phaseZhunbeiBegin'},
forced:true,
audio:true,
filter:function(event,player){
if(player.getEnemies().contains(event.player)){return true;}
return false;
},
logTarget:'player',
content:function(){
var list=['basic','trick','equip'].randomGet();
trigger.player.addTempSkill('boss_wangshi2');
trigger.player.storage.boss_wangshi2=[list];
game.log(trigger.player,'本回合不能使用或打出',list,'牌');
trigger.player.markSkill('boss_wangshi2');
},
},
"boss_wangshi2":{
unique:true,
charlotte:true,
intro:{
content:function(storage){
return '不能使用或打出'+get.translation(storage)+'牌';
}
},
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
//mark:true,
onremove:true,
mod:{
cardEnabled2:function(card,player){
if(player.storage.boss_wangshi2.contains(get.type(card,'trick'))) return false;
},
},
},
"boss_mengpohuihun1":{
mode:['boss'],
trigger:{
player:'loseEnd',
global:'cardsDiscardEnd',
},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='boss_mengpohuihun'&&get.position(event.cards[i],true)=='d'){
return true;
}
}
return false;
},
forced:true,
popup:false,
content:function(){
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='boss_mengpohuihun'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
game.cardsGotoSpecial(cards);
game.log(cards,'已被移出游戏');
player.popup('回魂');
}
},
},
"boss_wanghun":{
audio:true,
forced:true,
trigger:{player:'die'},
forceDie:true,
content:function(){
_status.shidianyanluo_mengpodie=true;
var list=player.getEnemies();
if(list.length>0){
for(var x=0;x<list.length;x++){
list[x].removeSkill('boss_wangshi2');
}
var ran1=list.randomGet();//第一个角色
list.remove(ran1);//移除
var skills1=ran1.getSkills(true,false);
if(skills1.length){
for(var i=0;i<skills1.length;i++){//排除技能,然后随机失去一个可以失去的技能
if(get.skills[i]||lib.skill[skills1[i]].charlotte||!lib.translate[skills1[i]+'_info']||lib.skill[skills1[i]].zhuSkill==true){
skills1.splice(i--,1);
}
}
if(skills1.length>0){
skills1=skills1.randomGet();
ran1.disableSkill('boss_wanghun',skills1);
game.log(ran1,'失去了',skills1);
}
else{
game.log(ran1,'没有技能可失去');
}
}
if(list.length>0){
var ran2=list.randomGet();//第二个角色
list.remove(ran2);//移除
var skills2=ran2.getSkills(true,false);
if(skills2.length){
for(var i=0;i<skills2.length;i++){//排除技能,然后随机失去一个可以失去的技能
if(get.skills[i]||lib.skill[skills2[i]].charlotte||!lib.translate[skills2[i]+'_info']||lib.skill[skills2[i]].zhuSkill==true){
skills2.splice(i--,1);
}
}
if(skills2.length>0){
skills2=skills2.randomGet();
ran2.disableSkill('boss_wanghun',skills2);
game.log(ran2,'失去了',skills2);
}
else{
game.log(ran2,'没有技能可失去');
}
}
}
//添加两张回魂
if(get.mode()=='boss'){
var card1=game.createCard('boss_mengpohuihun','heart',3,null);
var card2=game.createCard('boss_mengpohuihun','club',4,null);
var a=[];
if(ui.cardPile.childElementCount<3){
game.boss.getCards(4);
}
for(var i=0;i<ui.cardPile.childElementCount;i++){
a.push(i);
}
ui.cardPile.insertBefore(card1,ui.cardPile.childNodes[a.randomGet()]);
a.push(a.length);
ui.cardPile.insertBefore(card2,ui.cardPile.childNodes[a.randomGet()]);
game.log('牌堆中添加了',card1,card2);
game.updateRoundNumber();
}
}
},
},
//地藏王:
"boss_bufo":{
audio:true,
forced:true,
trigger:{
player:['damageBegin4','phaseZhunbeiBegin'],
},
filter:function(event,player,name){
if(name=='damageBegin4'){return event.num&&event.num>1;}
return game.hasPlayer(function(target){
return player!=target&&get.distance(player,target)<=1;
});
},
content:function(){
var name=event.triggername;
if(name=='damageBegin4'){
trigger.num--;
}
else{
game.countPlayer(function(target){
if(player!=target&&get.distance(player,target)<=1){
target.damage(1,player,'fire');
}
});
}
},
},
"boss_wuliang":{
forced:true,
audio:true,
trigger:{
global:"gameDrawAfter",
player:['phaseZhunbeiBegin','phaseJieshuBegin','enterGame'],
},
filter:function(event,player,name){
if(name=='gameDrawAfter'||name=='enterGame'){
return true;
}
else if(name=='phaseZhunbeiBegin'){
return player.hp<3;
}
return true;
},
content:function(){
var name=event.triggername;
if(name=='phaseZhunbeiBegin'){
player.recover(3-player.hp);
}
else{
player.draw((name=='gameDrawAfter'||name=='enterGame')?3:2);
}
},
},
"boss_dayuan":{
trigger:{
global:"judge",
},
audio:true,
direct:true,
lastDo:true,
content:function (){
'step 0'
var card=trigger.player.judging[0];
var judge0=trigger.judge(card);
var judge1=0;
var choice='cancel2';
event.suitchoice='cancel2';
var attitude=get.attitude(player,trigger.player);
var list=[];
event.suitx=['heart','diamond','club','spade'];
for(var x=0;x<4;x++){
for(var i=1;i<14;i++){
list.add(i);
var judge2=(trigger.judge({
name:get.name(card),
suit:event.suitx[x],
number:i,
nature:get.nature(card),
})-judge0)*attitude;
if(judge2>judge1){
choice=i;
event.suitchoice=event.suitx[x];
judge1=judge2;
}
}
}
list.push('cancel2');
event.suitx.push('cancel2');
player.chooseControl(list).set('ai',function(){
return _status.event.choice;
}).set('choice',choice).prompt=get.prompt2(event.name);
'step 1'
if(result.control!='cancel2'){
if(!event.logged){
event.logged=true;
player.logSkill(event.name,trigger.player);
}
game.log(trigger.player,'判定结果点数为','#g'+result.control);
player.popup(result.control,'fire');
if(!trigger.fixedResult) trigger.fixedResult={};
trigger.fixedResult.number=result.control;
}
player.chooseControl(event.suitx).set('ai',function(){
return _status.event.choice;
}).set('choice',event.suitchoice).prompt=get.prompt2(event.name);
'step 2'
if(result.control!='cancel2'){
if(!event.logged){
event.logged=true;
player.logSkill(event.name,trigger.player);
}
game.log(trigger.player,'判定结果花色为','#g'+result.control);
player.popup(result.control,'fire');
if(!trigger.fixedResult) trigger.fixedResult={};
trigger.fixedResult.suit=result.control;
if(result.control=='club'||result.control=='spade'){
trigger.fixedResult.color='black';
}
else if(result.control=='heart'||result.control=='diamond'){
trigger.fixedResult.color='red';
}
}
},
},
"boss_diting":{
audio:true,
mod:{
globalFrom:function (from,to,distance){
return distance-1;
},
globalTo:function (from,to,distance){
return distance+1;
},
},
init:function(player){
player.$disableEquip('equip3');
player.$disableEquip('equip4');
},
enable:"phaseUse",
position:'h',
filter:function (event,player){
return player.countCards('he',{subtype:['equip3','equip4','equip6']})>0;
},
filterCard:function (card){
return get.subtype(card)=='equip3'||get.subtype(card)=='equip4'||get.subtype(card)=='equip6';
},
check:function (card){
if(_status.event.player.isDisabled(get.subtype(card))) return 5;
return 3-get.value(card);
},
content:function(){
player.draw();
},
discard:false,
visible:true,
loseTo:'discardPile',
prompt:"将一张坐骑牌置入弃牌堆并摸一张牌",
delay:0.5,
prepare:function (cards,player){
player.$throw(cards,1000);
game.log(player,'将',cards,'置入了弃牌堆');
},
ai:{
order:10,
result:{
player:1,
},
},
},
/*
"boss_sdyl_level":{
trigger:{global:'gameStart'},
forced:true,
superCharlotte:true,
charlotte:true,
fixed:true,
content:function(){},
contentplayer:function(player){
var list=[1,2,3,4,5];
var list2=["boss_sdyl_playerlevel1","boss_sdyl_playerlevel2","boss_sdyl_playerlevel3","boss_sdyl_playerlevel4","boss_sdyl_playerlevel5"];
player.removeAdditionalSkill('boss_sdyl_level');
var num=list.randomGet();
player.storage.boss_sdyl_level=num;
var list3=list2.concat();
list3.length=num;
player.addAdditionalSkill('boss_sdyl_level',list3);
game.log(player,'的等阶为',num);
if(num>1){
var a=function(card){
return get.type(card)=='equip';
};
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(a(ui.cardPile.childNodes[i])){
player.chooseUseTarget(ui.cardPile.childNodes[i],'noanimate','nopopup',true);
ui.cardPile.removeChild(ui.cardPile.childNodes[i]);
player.update();
game.delay(2);
break;
}
}
}
},
contentboss:function(boss){
var list=[1,2,3,4,5];
var list2=["boss_sdyl_bosslevel1","boss_sdyl_bosslevel2","boss_sdyl_bosslevel3","boss_sdyl_bosslevel4","boss_sdyl_bosslevel5"];
boss.removeAdditionalSkill('boss_sdyl_level');
var num=list.randomGet();
boss.storage.boss_sdyl_level=num;
var list3=list2.concat();
list3.length=num;
boss.addAdditionalSkill('boss_sdyl_level',list3);
game.log(boss,'的等阶为',num);
if(num>1){
var a=function(card){
return get.type(card)=='equip';
};
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(a(ui.cardPile.childNodes[i])){
boss.chooseUseTarget(ui.cardPile.childNodes[i],'noanimate','nopopup',true);
ui.cardPile.removeChild(ui.cardPile.childNodes[i]);
boss.update();
game.delay(2);
break;
}
}
}
},
},
"boss_sdyl_playerlevel1":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
},
"boss_sdyl_playerlevel3":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
init:function(player){
player.maxHp++;
player.hp++;
player.update();
},
mod:{
cardUsable:function (card,player,num){
if(card.name=='sha') return num+=1;
},
},
},
"boss_sdyl_playerlevel2":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
},
"boss_sdyl_playerlevel4":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
trigger:{player:'phaseDrawBegin2'},
forced:true,
filter:function (event,player){
return !event.numFixed;
},
content:function(){
trigger.num++;
},
},
"boss_sdyl_playerlevel5":{
init:function(player){
player.storage.boss_sdyl_playerlevel5=false;
player.maxHp++;
player.hp++;
player.update();
},
audio:'niepan',
unique:true,
enable:'chooseToUse',
mark:true,
skillAnimation:true,
animationStr:'重生',
limited:true,
animationColor:'orange',
filter:function(event,player){
if(player.storage.boss_sdyl_playerlevel5) return false;
if(event.type=='dying'){
if(player!=event.dying) return false;
return true;
}
return false;
},
content:function(){
'step 0'
player.awakenSkill('boss_sdyl_playerlevel5');
player.storage.boss_sdyl_playerlevel5=true;
player.discard(player.getCards('j'));
'step 1'
player.link(false);
'step 2'
player.turnOver(false);
'step 3'
player.drawTo(Math.min(5,player.maxHp));
'step 4'
player.recover(player.maxHp-player.hp);
},
ai:{
order:1,
skillTagFilter:function(player){
if(player.storage.boss_sdyl_playerlevel5) return false;
if(player.hp>0) return false;
},
save:true,
result:{
player:function(player){
if(player.hp<=0) return 10;
if(player.hp<=2&&player.countCards('he')<=1) return 10;
return 0;
}
},
threaten:function(player,target){
if(!target.storage.boss_sdyl_playerlevel5) return 0.6;
}
},
intro:{
content:'limited'
}
},
"boss_sdyl_bosslevel1":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
},
"boss_sdyl_bosslevel3":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
init:function(player){
player.maxHp++;
player.hp++;
player.update();
},
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
content:function(){
var card=get.cardPile('sha');
if(card){
player.gain(card);
}
},
mod:{
cardUsable:function (card,player,num){
if(card.name=='sha') return num+=1;
},
},
},
"boss_sdyl_bosslevel2":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
},
"boss_sdyl_bosslevel4":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
trigger:{player:'phaseDrawBegin2'},
forced:true,
filter:function (event,player){
return !event.numFixed;
},
content:function(){
trigger.num++;
},
mod:{
maxHandcard:function (player,num){
return num+=1;
},
},
},
"boss_sdyl_bosslevel5":{
fixed:true,
globalFixed:true,
charlotte:true,
silent:true,
popup:false,
forced:true,
init:function(player){
player.maxHp++;
player.hp++;
player.update();
if(_status.shidianyanluo_level&&_status.shidianyanluo_level>0){
var players=game.filterPlayer(function(current){return current!=player;});
player.useCard({name:'nanman'},false,players);
}
},
trigger:{
source:"damageBegin4",
player:"useCardAfter",
global:'gameDrawAfter',
},
filter:function (event,player,name){
if(name=='gameDrawAfter'){
if(!_status.shidianyanluo_level||_status.shidianyanluo_level==0){
var players=game.filterPlayer(function(current){return current!=player;});
player.useCard({name:'nanman'},false,players);
}
return false;
}
if(player.storage.boss_sdyl_bosslevel5) return false;
if(name=='damageBegin4'){
if(!event.card||event.card.name!='nanman') return false;
return true;
}else if(name=='useCardAfter'){
if(!event.card||event.card.name!='nanman') return false;
player.storage.boss_sdyl_bosslevel5=true;
return false;
}
},
content:function (){
trigger.num++;
},
},
*/
"boss_jingjia":{},
"boss_aozhan":{
forced:true,
locked:true,
charlotte:true,
group:["boss_aozhan_wuqi","boss_aozhan_fangju","boss_aozhan_zuoji","boss_aozhan_baowu"],
subSkill:{
wuqi:{
mod:{
cardUsable:function(card,player,num){
if(player.getEquip(1)&&card.name=='sha') return num+1;
},
},
sub:true,
},
fangju:{
trigger:{
player:"damageBegin4",
},
forced:true,
filter:function (event,player){
return player.getEquip(2)&&event.num>1;
},
content:function (){
trigger.num=1;
},
sub:true,
},
zuoji:{
trigger:{
player:"phaseDrawBegin",
},
forced:true,
filter:function (event,player){
return (player.getEquip(3)||player.getEquip(4));
},
content:function(){
trigger.num++;
},
sub:true,
},
baowu:{
trigger:{
player:"phaseJudgeBefore",
},
forced:true,
filter:function (event,player){
return player.getEquip(5);
},
content:function (){
trigger.cancel();
game.log(player,'跳过了判定阶段');
},
sub:true,
},
},
},
boss_yaoshou:{
mod:{
globalFrom:function(from,to,distance){
return distance-2;
},
},
},
boss_duqu:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return event.source&&!event.source.hasSkill('boss_duqu');
},
content:function(){
var target=trigger.source;
if(!target.storage.boss_shedu) target.storage.boss_shedu=0;
target.storage.boss_shedu++;
target.markSkill('boss_shedu');
},
forced:true,
global:'boss_shedu',
mod:{
cardname:function (card,player){
if(card.name=='tao') return 'sha';
},
},
},
boss_shedu:{
trigger:{player:"phaseBegin"},
mark:true,
intro:{content:'mark'},
forced:true,
filter:function(event,player){
return player.storage.boss_shedu&&player.storage.boss_shedu>0;
},
content:function(){
'step 0'
var num=player.storage.boss_shedu;
event.num=num;
var chs=get.cnNumber(num);
player.chooseToDiscard('he',num,'弃置'+chs+'张牌,或失去'+chs+'点体力').ai=function(card){
return 12-get.value(card);
};
'step 1'
if(!result.bool) player.loseHp(num);
player.storage.boss_shedu--;
if(num>1) player.markSkill('boss_shedu');
else player.unmarkSkill('boss_shedu');
},
},
boss_jiushou:{
mod:{
maxHandcard:function(player,num){
return num-player.hp+9;
},
},
trigger:{player:['phaseUseBegin','phaseJieshuBegin','phaseDrawBegin']},
forced:true,
filter:function(event,player){
return event.name=='phaseDraw'||player.countCards('h')<9;
},
content:function(){
if(trigger.name=='phaseDraw') trigger.cancel();
else player.draw(9-player.countCards('h'));
},
},
boss_echou_switch:{
unique:true,
charlotte:true,
group:['boss_echou_switch_on','boss_echou_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_echou_awake','boss_echou');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_echou_awake');
player.removeSkill('boss_echou_switch');
}
}
}
},
boss_echou:{
trigger:{global:'useCard'},
filter:function(event,player){
return !event.player.hasSkill('boss_duqu')&&['tao','jiu'].contains(event.card.name);
},
content:function(){
var target=trigger.player;
player.line(target);
if(!target.storage.boss_shedu) target.storage.boss_shedu=0;
target.storage.boss_shedu++;
target.markSkill('boss_shedu');
},
},
boss_bingxian:{
trigger:{global:'phaseJieshuBegin'},
filter:function(event,player){
return event.player!=player&&event.player.countUsed('sha',true)==0;
},
forced:true,
content:function(){
player.useCard({name:'sha'},trigger.player);
},
},
boss_juyuan:{
init:function(player,skill){
player.storage[skill]=0;
},
trigger:{player:'phaseAfter'},
forced:true,
silent:true,
popup:false,
content:function(){
player.storage.boss_juyuan=player.hp;
},
mod:{
selectTarget:function (card,player,range){
if(card.name!='sha') return;
if(range[1]==-1) return;
if(player.hp>=player.storage.boss_juyuan) return;
range[1]+=2;
},
},
},
boss_xushi_switch:{
unique:true,
charlotte:true,
group:['boss_xushi_switch_on','boss_xushi_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_xushi_awake','boss_xushi');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_xushi_awake');
player.removeSkill('boss_xushi_switch');
}
}
}
},
boss_xushi:{
trigger:{player:['phaseUseEnd','turnOverEnd']},
filter:function(event,player){
return event.name=='phaseUse'||!player.isTurnedOver();
},
forced:true,
content:function(){
'step 0'
if(trigger.name=='phaseUse'){
player.turnOver();
event.finish();
}
else{
event.list=game.filterPlayer(function(current){
return current!=player;
});
event.list.sort(lib.sort.seat);
player.line(event.list,'green');
}
'step 1'
var target=event.list.shift();
target.damage([1,2].randomGet());
if(event.list.length) event.redo();
},
},
boss_zhaohuo:{
trigger:{
player:'damageBegin4',
source:'damageBegin1',
},
forced:true,
filter:function(event,player){
if(player==event.player) return event.nature=='fire'||player==event.source;
return true;
},
content:function(){
if(player==trigger.player) trigger.cancel();
else trigger.nature='fire';
},
ai:{
unequip:true,
skillTagFilter:function(player){
if(player!=_status.currentPhase) return false;
},
},
},
boss_honglianx:{
mod:{
ignoredHandcard:function (card,player){
if(get.color(card)=='red'){
return true;
}
},
cardDiscardable:function (card,player,name){
if(name=='phaseDiscard'&&get.color(card)=='red') return false;
},
},
forced:true,
trigger:{player:'phaseZhunbeiBegin'},
content:function(){
'step 0'
event.num1=3;
event.num2=[0,1,2,3].randomGet();
event.togain=[];
while(event.togain.length<event.num2){
var card=get.cardPile(function(card){
return !event.togain.contains(card)&&get.color(card)=='red';
});
if(card) event.togain.push(card);
else break;
}
event.num1-=event.togain.length;
if(event.togain.length) player.gain(event.togain,'draw');
if(event.num1==0) event.finish();
else{
event.list=game.filterPlayer(function(current){
return current!=player;
}).randomGets(event.num1).sortBySeat();
player.line(event.list,'fire');
}
'step 1'
var target=event.list.shift();
target.damage('fire');
if(event.list.length) event.redo();
},
},
boss_yanyu_switch:{
unique:true,
charlotte:true,
group:['boss_yanyu_switch_on','boss_yanyu_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_yanyu_awake','boss_yanyu');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_yanyu_awake');
player.removeSkill('boss_yanyu_switch');
}
}
}
},
boss_yanyu:{
forced:true,
trigger:{global:'phaseBegin'},
filter:function(event,player){
return player!=event.player;
},
content:function(){
'step 0'
event.count=3;
player.line(trigger.player,'fire');
'step 1'
event.count--;
trigger.player.judge(function(card){
if(get.color(card)=='red') return -5;
return 5;
});
'step 2'
if(!result.bool){
trigger.player.damage('fire');
if(event.count) event.goto(1);
}
},
},
boss_fengdong:{
trigger:{player:"phaseBegin"},
forced:true,
content:function(){
game.countPlayer(function(current){
if(current!=player) current.addTempSkill('fengyin');
});
},
},
boss_xunyou:{
trigger:{global:'phaseBegin'},
forced:true,
filter:function(event,player){
return player!=event.player
},
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current!=player&&current.countCards('hej');
});
if(list.length){
var target=list.randomGet();
player.line(target,'green');
var card=target.getCards('hej').randomGet();
event.card=card;
player.gain(card,target);
target.$giveAuto(card,player);
}
else event.finish();
'step 1'
if(player.getCards('h').contains(card)&&get.type(card)=='equip') player.chooseUseTarget(card,true,'nopopup','noanimate');
},
},
boss_sipu_switch:{
unique:true,
charlotte:true,
group:['boss_sipu_switch_on','boss_sipu_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_sipu_awake','boss_sipu');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_sipu_awake');
player.removeSkill('boss_sipu_switch');
}
}
}
},
boss_sipu:{
global:'boss_sipu2',
},
boss_sipu2:{
mod:{
cardEnabled:function(card,player){
var sc=_status.currentPhase;
if(sc&&sc!=player&&sc.isPhaseUsing()&&sc.hasSkill('boss_sipu')&&!sc.hasSkill('boss_sipu_switch')&&sc.countUsed()<3){
return false;
}
},
cardUsable:function (card,player){
var sc=_status.currentPhase;
if(sc&&sc!=player&&sc.isPhaseUsing()&&sc.hasSkill('boss_sipu')&&!sc.hasSkill('boss_sipu_switch')&&sc.countUsed()<3){
return false;
}
},
cardRespondable:function (card,player){
var sc=_status.currentPhase;
if(sc&&sc!=player&&sc.isPhaseUsing()&&sc.hasSkill('boss_sipu')&&!sc.hasSkill('boss_sipu_switch')&&sc.countUsed()<3){
return false;
}
},
cardSavable:function (card,player){
var sc=_status.currentPhase;
if(sc&&sc!=player&&sc.isPhaseUsing()&&sc.hasSkill('boss_sipu')&&!sc.hasSkill('boss_sipu_switch')&&sc.countUsed()<3){
return false;
}
},
},
},
/*----分界线----*/
boss_zirun:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
logTarget:function(){
return game.filterPlayer();
},
content:function(){
var list=game.filterPlayer().sortBySeat();
game.asyncDraw(list,function(current){
if(current.countCards('e')) return 2;
return 1;
});
}
},
boss_juehong:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
logTarget:function(event,player){
return player.getEnemies();
},
content:function(){
'step 0'
event.list=player.getEnemies().sortBySeat();
'step 1'
if(event.list.length){
var target=event.list.shift();
if(target.countCards('he')){
var es=target.getCards('e');
if(es.length){
target.discard(es);
}
else{
player.discardPlayerCard(target,'h',true);
}
}
event.redo();
}
}
},
boss_zaoyi:{
trigger:{global:'dieAfter'},
forced:true,
filter:function(event,player){
if(lib.config.mode!='boss') return false;
var list=['boss_shuishenxuanming','boss_shuishengonggong'];
if(list.contains(event.player.name)){
return !game.hasPlayer(function(current){
return list.contains(current.name);
});
}
return false;
},
content:function(){
player.draw(4);
player.addSkill('boss_zaoyi_hp');
},
subSkill:{
hp:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
mark:true,
intro:{
content:'每个回合开始时使体力值最少的敌方角色失去所有体力'
},
content:function(){
var list=player.getEnemies();
var min=list[0].hp;
for(var i=0;i<list.length;i++){
if(list[i].hp<min){
min=list[i].hp;
}
}
for(var i=0;i<list.length;i++){
if(list[i].hp>min){
list.splice(i--,1);
}
}
player.line(list,'green');
list.sortBySeat();
for(var i=0;i<list.length;i++){
list[i].loseHp(min);
}
}
}
},
mod:{
targetEnabled:function(card,player,target,now){
if(target.isEnemyOf(player)){
var type=get.type(card,'trick');
if(type=='trick'){
if(game.hasPlayer(function(current){
return current.name=='boss_shuishenxuanming';
})){
return false;
}
}
if(type=='basic'){
if(game.hasPlayer(function(current){
return current.name=='boss_shuishengonggong';
})){
return false;
}
}
}
}
}
},
boss_lingqu:{
init:function(player){
player.storage.boss_lingqu=0;
},
trigger:{player:'damageEnd'},
forced:true,
content:function(){
player.draw();
player.storage.boss_lingqu++;
player.markSkill('boss_lingqu');
},
intro:{
content:'手牌上限+#'
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.boss_lingqu;
}
},
group:'boss_lingqu_cancel',
subSkill:{
cancel:{
trigger:{player:'damageBegin4'},
priority:-11,
forced:true,
filter:function(event){
return event.num>1;
},
content:function(){
trigger.num=0;
}
}
}
},
boss_baiyi:{
group:['boss_baiyi_draw','boss_baiyi_thunder','boss_baiyi_discard'],
subSkill:{
discard:{
trigger:{global:'roundStart'},
forced:true,
filter:function(){
return game.roundNumber==5;
},
logTarget:function(event,player){
return player.getEnemies();
},
content:function(){
'step 0'
event.list=player.getEnemies();
'step 1'
if(event.list.length){
event.list.shift().chooseToDiscard('he',true,2);
event.redo();
}
}
},
draw:{
trigger:{global:'phaseDrawBegin'},
forced:true,
filter:function(event,player){
return game.roundNumber<3&&event.player.isEnemyOf(player);
},
content:function(){
trigger.num--
}
},
thunder:{
trigger:{player:'damageBegin4'},
filter:function(event){
return event.nature=='thunder'&&game.roundNumber<7;
},
forced:true,
content:function(){
trigger.cancel();
},
ai:{
nothunder:true,
skillTagFilter:function(){
return game.roundNumber<7;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'thunderDamage')&&game.roundNumber<7) return 0;
}
}
}
}
}
},
boss_qingzhu:{
trigger:{player:'phaseDiscardBefore'},
forced:true,
content:function(){
trigger.cancel();
},
mod:{
cardEnabled:function(card,player){
if(card.name=='sha'&&_status.currentPhase==player&&
_status.event.getParent('phaseUse')&&!player.hasSkill('boss_jiding')){
return false;
}
}
}
},
boss_jiazu:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
getTargets:function(player){
var targets=[];
targets.add(player.getNext());
targets.add(player.getPrevious());
var enemies=player.getEnemies();
for(var i=0;i<targets.length;i++){
if(!enemies.contains(targets[i])||
(!targets[i].getEquip(3)&&!targets[i].getEquip(4))){
targets.splice(i--,1);
}
}
return targets;
},
filter:function(event,player){
return lib.skill.boss_jiazu.getTargets(player).length>0;
},
logTarget:function(event,player){
return lib.skill.boss_jiazu.getTargets(player);
},
content:function(){
'step 0'
event.list=lib.skill.boss_jiazu.getTargets(player).sortBySeat();
'step 1'
if(event.list.length){
var target=event.list.shift();
var cards=target.getCards('e',function(card){
var subtype=get.subtype(card);
return subtype=='equip3'||subtype=='equip4';
});
if(cards.length){
target.discard(cards);
}
event.redo();
}
}
},
boss_jiding:{
trigger:{global:'damageEnd'},
forced:true,
mark:true,
intro:{
content:'info'
},
filter:function(event,player){
return event.player!=player&&event.player.isFriendOf(player)&&
event.source&&event.source.isIn()&&event.source.isEnemyOf(player);
},
logTarget:'source',
content:function(){
'step 0'
player.useCard({name:'sha',nature:'thunder'},trigger.source);
'step 1'
player.removeSkill('boss_jiding');
},
group:'boss_jiding_recover',
subSkill:{
recover:{
trigger:{source:'damageEnd'},
silent:true,
filter:function(event,player){
return event.getParent(3).name=='boss_jiding';
},
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].name=='boss_jinshenrushou'){
game.players[i].recover();
player.line(game.players[i],'green');
}
}
}
}
}
},
boss_xingqiu:{
init:function(player){
player.storage.boss_xingqiu=false;
},
trigger:{player:'phaseDrawBegin'},
direct:true,
locked:true,
content:function(){
'step 0'
if(player.storage.boss_xingqiu){
player.logSkill('boss_xingqiu');
event.list=player.getEnemies().sortBySeat();
}
else{
event.finish();
}
player.storage.boss_xingqiu=!player.storage.boss_xingqiu;
'step 1'
if(event.list.length){
var target=event.list.shift();
if(!target.isLinked()){
target.link();
player.line(target,'green');
}
event.redo();
}
'step 2'
game.delay();
for(var i=0;i<game.players.length;i++){
if(game.players[i].name=='boss_mingxingzhu'){
game.players[i].addSkill('boss_jiding');
}
}
}
},
boss_kuangxiao:{
mod:{
targetInRange:function(card,player,target){
return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'){
range[1]=-1;
range[0]=-1;
}
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&target.isFriendOf(player)){
return false;
}
}
}
},
boss_yinzei_switch:{
unique:true,
charlotte:true,
group:['boss_yinzei_switch_on','boss_yinzei_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_yinzei_awake','boss_yinzei');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_yinzei_awake');
player.removeSkill('boss_yinzei_switch');
}
}
}
},
boss_jicai_switch:{
unique:true,
charlotte:true,
group:['boss_jicai_switch_on','boss_jicai_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_jicai_awake','boss_jicai');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_jicai_awake');
player.removeSkill('boss_jicai_switch');
}
}
}
},
boss_luanchang_switch:{
unique:true,
charlotte:true,
group:['boss_luanchang_switch_on','boss_luanchang_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_luanchang_awake','boss_luanchang');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_luanchang_awake');
player.removeSkill('boss_luanchang_switch');
}
}
}
},
boss_yandu_switch:{
unique:true,
charlotte:true,
group:['boss_yandu_switch_on','boss_yandu_switch_off'],
subSkill:{
off:{
trigger:{global:'gameStart'},
content:function(){
player.disableSkill('boss_yandu_awake','boss_yandu');
},
silent:true
},
on:{
trigger:{player:'changeHp'},
filter:function(event,player){
return player.hp<=player.maxHp/2;
},
forced:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.enableSkill('boss_yandu_awake');
player.removeSkill('boss_yandu_switch');
}
}
}
},
boss_shenwuzaishi:{
trigger:{global:'dieAfter'},
silent:true,
filter:function(event,player){
return player.side!=game.boss.side;
},
content:function(){
if(player==trigger.source&&trigger.player.name=='boss_zhuyin'){
player.draw(3);
player.recover();
}
else if(trigger.player.side==player.side){
player.draw(player.group=='shen'?3:1);
player.recover();
}
}
},
boss_wuzang:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=Math.max(5,Math.floor(player.hp/2))-2;
},
mod:{
maxHandcard:function(player,num){
return num-player.hp;
}
}
},
boss_xiangde:{
trigger:{player:'damageBegin3'},
forced:true,
filter:function(event,player){
return event.source&&event.source.isIn()&&event.source!=player&&event.source.getEquip(1);
},
content:function(){
trigger.num++;
}
},
boss_yinzei:{
trigger:{player:'damageEnd'},
forced:true,
logTarget:'source',
filter:function(event,player){
return event.source&&event.source.isIn()&&event.source!=player&&event.source.countCards('he')&&!player.countCards('h');
},
content:function(){
trigger.source.randomDiscard();
}
},
boss_zhue:{
trigger:{global:'damageEnd'},
forced:true,
filter:function(event,player){
return event.source&&event.source.isIn()&&event.source!=player;
},
logTarget:'source',
content:function(){
game.asyncDraw([player,trigger.source]);
}
},
boss_yandu:{
trigger:{global:'phaseJieshuBegin'},
filter:function(event,player){
return event.player!=player&&!event.player.getStat('damage')&&event.player.countCards('he');
},
logTarget:'player',
forced:true,
content:function(){
player.gainPlayerCard(trigger.player,true);
}
},
boss_futai:{
global:'boss_futai2',
trigger:{player:'phaseZhunbeiBegin'},
logTarget:function(event,player){
return game.filterPlayer(function(current){
return current.isDamaged();
});
},
forced:true,
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current.isDamaged();
}).sortBySeat();
event.list=list;
'step 1'
if(event.list.length){
event.list.shift().recover();
event.redo();
}
}
},
boss_futai2:{
mod:{
cardSavable:function(card,player){
if(card.name=='tao'&&!_status.event.skill&&game.hasPlayer(function(current){
return current!=player&&current.hasSkill('boss_futai')&&_status.currentPhase!=current;
})){
return false;
}
},
cardEnabled:function(card,player){
if(card.name=='tao'&&!_status.event.skill&&game.hasPlayer(function(current){
return current!=player&&current.hasSkill('boss_futai')&&_status.currentPhase!=current;
})){
return false;
}
},
}
},
boss_luanchang:{
group:['boss_luanchang_begin','boss_luanchang_end'],
subSkill:{
begin:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
content:function(){
var list=game.filterPlayer(function(current){
return player.canUse('nanman',current);
}).sortBySeat();
if(list.length){
player.useCard({name:'nanman'},list);
}
}
},
end:{
trigger:{player:'phaseJieshuBegin'},
forced:true,
content:function(){
var list=game.filterPlayer(function(current){
return player.canUse('wanjian',current);
}).sortBySeat();
if(list.length){
player.useCard({name:'wanjian'},list);
}
}
}
}
},
boss_nitai:{
group:['boss_nitai_in','boss_nitai_out'],
subSkill:{
in:{
trigger:{player:'damageBegin4'},
forced:true,
filter:function(event,player){
return _status.currentPhase==player;
},
content:function(){
trigger.cancel();
}
},
out:{
trigger:{player:'damageBegin1'},
forced:true,
filter:function(event,player){
return _status.currentPhase!=player&&event.nature=='fire';
},
content:function(){
trigger.num++;
}
}
}
},
boss_minwan:{
group:['boss_minwan_clear','boss_minwan_draw','boss_minwan_add'],
subSkill:{
clear:{
trigger:{player:'phaseAfter'},
silent:true,
content:function(){
delete player.storage.boss_minwan;
}
},
draw:{
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
return _status.currentPhase==player&&Array.isArray(player.storage.boss_minwan);
},
content:function(){
player.draw();
}
},
add:{
trigger:{source:'damageAfter'},
filter:function(event,player){
return _status.currentPhase==player;
},
forced:true,
content:function(){
if(!player.storage.boss_minwan){
player.storage.boss_minwan=[player];
}
player.storage.boss_minwan.add(trigger.player);
}
}
},
mod:{
playerEnabled:function(card,player,target){
if(_status.currentPhase==player&&Array.isArray(player.storage.boss_minwan)&&!player.storage.boss_minwan.contains(target)){
return false;
}
}
}
},
boss_tanyu:{
trigger:{player:'phaseDiscardBefore'},
forced:true,
content:function(){
trigger.cancel();
},
group:'boss_tanyu_hp',
subSkill:{
hp:{
trigger:{player:'phaseJieshuBegin'},
forced:true,
popup:false,
filter:function(event,player){
return player.isMaxHandcard();
},
content:function(){
player.loseHp();
}
}
}
},
boss_cangmu:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=game.countPlayer()-2;
}
},
boss_jicai:{
trigger:{global:'recoverAfter'},
forced:true,
logTarget:'player',
content:function(){
if(trigger.player==player){
player.draw(2);
}
else{
game.asyncDraw([player,trigger.player]);
}
}
},
boss_xiongshou:{
group:['boss_xiongshou_turn','boss_xiongshou_damage'],
subSkill:{
damage:{
trigger:{source:'damageBegin1'},
forced:true,
filter:function(event,player){
return event.notLink()&&event.card&&event.card.name=='sha'&&event.player.hp<player.hp;
},
content:function(){
trigger.num++;
}
},
turn:{
trigger:{player:'turnOverBefore'},
priority:20,
forced:true,
filter:function(event,player){
return !player.isTurnedOver();
},
content:function(){
trigger.cancel();
game.log(player,'取消了翻面');
},
}
},
mod:{
globalFrom:function(from,to,distance){
return distance-1;
}
},
ai:{
noturn:true,
}
},
xiuluolianyuji2:{
equipSkill:true,
vanish:true,
trigger:{player:'damageEnd'},
forced:true,
popup:false,
content:function(){
if(trigger.xiuluolianyuji) player.recover();
player.removeSkill('xiuluolianyuji2');
}
},
xiuluolianyuji:{
mod:{
selectTarget:function(card,player,range){
if(card.name!='sha') return;
if(range[1]==-1) return;
range[1]=Infinity;
}
},
trigger:{source:'damageBegin1'},
forced:true,
filter:function(event){
return event.card&&event.card.name=='sha';
},
content:function(){
trigger.num++;
trigger.xiuluolianyuji=true;
trigger.player.addSkill('xiuluolianyuji2');
}
},
juechenjinge:{
equipSkill:true,
global:'juechenjinge2'
},
juechenjinge2:{
equipSkill:true,
mod:{
globalTo:function(from,to,distance){
return distance+game.countPlayer(function(current){
if(current==to) return;
if(current.side!=to.side) return;
if(current.hasSkill('juechenjinge')) return 1;
});
}
}
},
chiyanzhenhunqin:{
equipSkill:true,
trigger:{source:'damageBegin1'},
forced:true,
content:function(){
trigger.nature='fire';
}
},
longfenghemingjian:{
equipSkill:true,
inherit:'cixiong_skill',
filter:function(event,player){
return lib.linked.contains(event.card.nature);
},
},
qicaishenlu:{
trigger:{source:'damageBegin1'},
forced:true,
filter:function(event,player){
return lib.linked.contains(event.nature);
},
content:function(){
trigger.num++;
},
},
boss_chiyan:{
trigger:{global:'gameStart'},
forced:true,
popup:false,
unique:true,
fixed:true,
content:function(){
player.smoothAvatar();
player.init('boss_zhuque');
_status.noswap=true;
game.addVideo('reinit2',player,player.name);
}
},
boss_chiyan2:{
mode:['boss'],
global:'boss_chiyan2x',
trigger:{player:'dieBegin'},
silent:true,
unique:true,
fixed:true,
filter:function(event,player){
return player==game.boss;
},
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
}
},
boss_chiyan2x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_chiyan2');
},
content:function(){
'step 0'
game.delay();
'step 1'
if(game.me!=game.boss){
game.boss.changeSeat(6);
}
else{
game.boss.nextSeat.changeSeat(3);
game.boss.previousSeat.changeSeat(5);
}
game.changeBoss('boss_huoshenzhurong');
for(var i=0;i<game.players.length;i++){
game.players[i].hp=game.players[i].maxHp;
game.players[i].update();
}
game.delay(0.5);
'step 2'
game.addBossFellow(game.me==game.boss?1:5,'boss_yanling');
game.addBossFellow(7,'boss_yanling');
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
if(game.bossinfo){
game.bossinfo.loopType=1;
}
}
},
boss_chiyan3:{
mode:['boss'],
global:'boss_chiyan3x',
trigger:{player:'dieBegin'},
silent:true,
fixed:true,
unique:true,
filter:function(event,player){
return player==game.boss;
},
content:function(){
player.hide();
player.nextSeat.hide();
player.previousSeat.hide();
game.addVideo('hidePlayer',player);
game.addVideo('hidePlayer',player.nextSeat);
game.addVideo('hidePlayer',player.previousSeat);
}
},
boss_chiyan3x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
globalFixed:true,
unique:true,
fixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_chiyan3');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss('boss_yandi');
game.delay(0.5);
'step 2'
game.changeBoss('boss_huoshenzhurong',game.boss.previousSeat);
game.changeBoss('boss_yanling',game.boss.nextSeat);
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
}
},
boss_qingmu:{
trigger:{global:'gameStart'},
forced:true,
popup:false,
fixed:true,
unique:true,
content:function(){
player.smoothAvatar();
player.init('boss_qinglong');
_status.noswap=true;
game.addVideo('reinit2',player,player.name);
}
},
boss_qingmu2:{
mode:['boss'],
global:'boss_qingmu2x',
trigger:{player:'dieBegin'},
silent:true,
unique:true,
fixed:true,
filter:function(event,player){
return player==game.boss;
},
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
}
},
boss_qingmu2x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
globalFixed:true,
unique:true,
fixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_qingmu2');
},
content:function(){
'step 0'
game.delay();
'step 1'
if(game.me!=game.boss){
game.boss.changeSeat(6);
}
else{
game.boss.nextSeat.changeSeat(3);
game.boss.previousSeat.changeSeat(5);
}
game.changeBoss('boss_mushengoumang');
for(var i=0;i<game.players.length;i++){
game.players[i].hp=game.players[i].maxHp;
game.players[i].update();
}
game.delay(0.5);
'step 2'
game.addBossFellow(game.me==game.boss?1:5,'boss_shujing');
game.addBossFellow(7,'boss_shujing');
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
if(game.bossinfo){
game.bossinfo.loopType=1;
}
}
},
boss_qingmu3:{
mode:['boss'],
global:'boss_qingmu3x',
trigger:{player:'dieBegin'},
silent:true,
fixed:true,
unique:true,
filter:function(event,player){
return player==game.boss;
},
content:function(){
player.hide();
player.nextSeat.hide();
player.previousSeat.hide();
game.addVideo('hidePlayer',player);
game.addVideo('hidePlayer',player.nextSeat);
game.addVideo('hidePlayer',player.previousSeat);
}
},
boss_qingmu3x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_qingmu3');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss('boss_taihao');
game.delay(0.5);
'step 2'
game.changeBoss('boss_mushengoumang',game.boss.previousSeat);
game.changeBoss('boss_shujing',game.boss.nextSeat);
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
}
},
boss_xuanlin:{
trigger:{global:'gameStart'},
forced:true,
popup:false,
fixed:true,
unique:true,
content:function(){
player.smoothAvatar();
player.init('boss_xuanwu');
_status.noswap=true;
game.addVideo('reinit2',player,player.name);
}
},
boss_xuanlin2:{
mode:['boss'],
global:'boss_xuanlin2x',
trigger:{player:'dieBegin'},
silent:true,
unique:true,
fixed:true,
filter:function(event,player){
return player==game.boss;
},
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
}
},
boss_xuanlin2x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
globalFixed:true,
unique:true,
fixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_xuanlin2');
},
content:function(){
'step 0'
game.delay();
'step 1'
if(game.me!=game.boss){
game.boss.changeSeat(6);
}
else{
game.boss.nextSeat.changeSeat(3);
game.boss.previousSeat.changeSeat(5);
}
game.changeBoss('boss_shuishengonggong');
for(var i=0;i<game.players.length;i++){
game.players[i].hp=game.players[i].maxHp;
game.players[i].update();
}
game.delay(0.5);
'step 2'
game.addBossFellow(game.me==game.boss?1:7,'boss_shuishenxuanming');
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
if(game.bossinfo){
game.bossinfo.loopType=1;
}
}
},
boss_xuanlin3:{
mode:['boss'],
global:'boss_xuanlin3x',
trigger:{player:'dieBegin'},
silent:true,
fixed:true,
unique:true,
filter:function(event,player){
if(game.boss&&game.boss.name=='boss_zhuanxu') return false;
return true;
},
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
if(player.nextSeat.side==player.side){
player.nextSeat.hide();
game.addVideo('hidePlayer',player.nextSeat);
}
if(player.previousSeat.side==player.side){
player.previousSeat.hide();
player.previousSeat.node.handcards1.hide();
player.previousSeat.node.handcards2.hide();
game.addVideo('hidePlayer',player.previousSeat);
game.addVideo('deleteHandcards',player.previousSeat);
}
}
},
boss_xuanlin3x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
if(game.boss&&game.boss.name=='boss_zhuanxu') return false;
return event.player.hasSkill('boss_xuanlin3');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss('boss_zhuanxu');
game.delay(0.5);
'step 2'
game.addBossFellow(game.me==game.boss?7:5,'boss_shuishengonggong');
game.changeBoss('boss_shuishenxuanming',game.boss.nextSeat);
game.boss.previousSeat.maxHp--;
game.boss.previousSeat.update();
game.boss.nextSeat.maxHp--;
game.boss.nextSeat.update();
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
}
},
boss_baimang:{
trigger:{global:'gameStart'},
forced:true,
popup:false,
fixed:true,
unique:true,
content:function(){
player.smoothAvatar();
player.init('boss_baihu');
_status.noswap=true;
game.addVideo('reinit2',player,player.name);
}
},
boss_baimang2:{
mode:['boss'],
global:'boss_baimang2x',
trigger:{player:'dieBegin'},
silent:true,
unique:true,
fixed:true,
filter:function(event,player){
return player==game.boss;
},
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
}
},
boss_baimang2x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
globalFixed:true,
unique:true,
fixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_baimang2');
},
content:function(){
'step 0'
game.delay();
'step 1'
if(game.me!=game.boss){
game.boss.changeSeat(6);
}
else{
game.boss.nextSeat.changeSeat(3);
game.boss.previousSeat.changeSeat(5);
}
game.changeBoss('boss_jinshenrushou');
for(var i=0;i<game.players.length;i++){
game.players[i].hp=game.players[i].maxHp;
game.players[i].update();
}
game.delay(0.5);
'step 2'
game.addBossFellow(game.me==game.boss?1:5,'boss_mingxingzhu');
game.addBossFellow(7,'boss_mingxingzhu');
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
if(game.bossinfo){
game.bossinfo.loopType=1;
}
}
},
boss_baimang3:{
mode:['boss'],
global:'boss_baimang3x',
trigger:{player:'dieBegin'},
silent:true,
fixed:true,
unique:true,
filter:function(event,player){
return player==game.boss;
},
content:function(){
player.hide();
player.nextSeat.hide();
player.previousSeat.hide();
game.addVideo('hidePlayer',player);
game.addVideo('hidePlayer',player.nextSeat);
game.addVideo('hidePlayer',player.previousSeat);
}
},
boss_baimang3x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
unique:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_baimang3');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss('boss_shaohao');
game.delay(0.5);
'step 2'
game.changeBoss('boss_jinshenrushou',game.boss.previousSeat);
game.changeBoss('boss_mingxingzhu',game.boss.nextSeat);
game.boss.previousSeat.maxHp--;
game.boss.previousSeat.update();
if(game.me!=game.boss){
game.addBossFellow(4,'boss_mingxingzhu');
}
else{
// ui.arena.dataset.number='7';
// game.addVideo('arenaNumber',null,7);
// game.boss.previousSeat.changeSeat(6);
// game.boss.nextSeat.nextSeat.changeSeat(2);
// game.boss.nextSeat.nextSeat.nextSeat.changeSeat(3);
// game.boss.nextSeat.nextSeat.nextSeat.nextSeat.changeSeat(4);
game.addBossFellow(6,'boss_mingxingzhu');
}
'step 3'
var dnum=0;
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(!dead[i].side&&dead[i].maxHp>0&&dead[i].parentNode==player.parentNode){
dead[i].revive(dead[i].maxHp);
dnum++;
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].side) continue;
game.players[i].removeEquipTrigger();
var hej=game.players[i].getCards('hej');
for(var j=0;j<hej.length;j++){
hej[j].discard(false);
}
game.players[i].hp=game.players[i].maxHp;
game.players[i].hujia=0;
game.players[i].classList.remove('turnedover');
game.players[i].removeLink();
game.players[i].directgain(get.cards(4-dnum));
}
'step 4'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=game.boss;
_status.event.step=0;
_status.roundStart=game.boss;
game.phaseNumber=0;
game.roundNumber=0;
}
},
boss_shenyi:{
unique:true,
mod:{
judge:function(player,result){
if(_status.event.type=='phase'){
if(result.bool==false){
result.bool=null;
}
else{
result.bool=false;
}
}
}
},
trigger:{player:'turnOverBefore'},
priority:20,
forced:true,
filter:function(event,player){
return !player.isTurnedOver();
},
content:function(){
trigger.cancel();
game.log(player,'取消了翻面');
},
ai:{
noturn:true,
effect:{
target:function(card,player,target){
if(get.type(card)=='delay') return 0.5;
}
}
}
},
honghuangzhili:{
init:function(player){
player.disableSkill('honghuangzhili','boss_shenyi');
},
mark:true,
nopop:true,
intro:{
content:'【神裔】无效直到下家的回合开始'
},
marktext:'荒',
onremove:function(player){
player.enableSkill('honghuangzhili','boss_shenyi');
},
trigger:{global:'phaseZhunbeiBegin'},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.next;
},
content:function(){
player.removeSkill('honghuangzhili');
}
},
boss_shenen:{
mode:['boss'],
unique:true,
global:'boss_shenen2'
},
boss_shenen2:{
mod:{
targetInRange:function(card,player){
if(player.side) return true;
},
maxHandcard:function(player,num){
if(!player.side) return num+1;
}
},
trigger:{player:'phaseDrawBegin'},
forced:true,
filter:function(event,player){
return !player.side;
},
content:function(){
trigger.num++;
}
},
boss_fentian:{
trigger:{source:'damageBegin1'},
forced:true,
filter:function(event){
return event.nature!='fire';
},
content:function(){
trigger.nature='fire';
},
mod:{
cardUsable:function(card){
if(get.color(card)=='red') return Infinity;
},
targetInRange:function(card){
if(get.color(card)=='red') return true;
},
wuxieRespondable:function(card,player,target){
if(get.color(card)=='red'&&player!=target) return false;
}
},
group:'boss_fentian2',
},
boss_fentian2:{
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
return get.color(event.card)=='red';
},
content:function(){
trigger.directHit.addArray(game.players);
trigger.directHit.remove(player);
},
},
boss_xingxia:{
enable:'phaseUse',
mode:['boss'],
filter:function(event,player){
if(!game.hasPlayer(function(current){
return current.name=='boss_yanling';
})){
return false;
}
return !player.storage.boss_xingxia||game.roundNumber-player.storage.boss_xingxia>=2;
},
unique:true,
filterTarget:function(card,player,target){
return target.name=='boss_yanling';
},
selectTarget:-1,
line:'fire',
content:function(){
target.damage(2,'fire');
},
contentAfter:function(){
'step 0'
player.storage.boss_xingxia=game.roundNumber;
player.chooseTarget(function(card,player,target){
return target.side!=player.side;
}).ai=function(target){
return get.damageEffect(target,player,player,'fire');
}
'step 1'
if(result.bool){
event.target=result.targets[0];
player.line(event.target,'fire');
event.target.chooseToDiscard('he',{color:'red'},'弃置一张红色牌或受到一点火焰伤害').ai=function(card){
var player=_status.event.player;
var source=_status.event.parent.player;
if(get.damageEffect(player,source,player,'fire')>=0) return 0;
return 8-get.value(card);
}
}
else{
event.finish();
}
'step 2'
if(!result.bool){
event.target.damage('fire');
}
},
ai:{
order:6,
result:{
target:function(player,target){
if(target.isLinked()&&player.isLinked()&&get.damageEffect(player,player,player,'fire')<0) return -1;
return 1;
}
}
}
},
boss_huihuo:{
global:'boss_huihuo2',
unique:true,
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
ai:{
revertsave:true,
effect:{
target:function(card,player,target){
if(!game.boss) return;
if(card.name=='tiesuo'){
if(_status.event.player==game.boss) return 'zeroplayertarget';
return 0.5;
}
if(get.tag(card,'damage')||get.tag(card,'recover')){
if(game.boss.isLinked()&&get.damageEffect(game.boss,player,game.boss,'fire')<0){
if(game.hasPlayer(function(current){
return current.isEnemyOf(game.boss)&&current.isLinked();
})){
return;
}
if(get.tag(card,'natureDamage')&&target.isLinked()){
return;
}
}
if(target.isDying()){
if(player.isEnemyOf(target)&&player.hp>=-1) return [0,0,0,1];
return 'zeroplayertarget';
}
return -0.5;
}
}
}
}
},
boss_huihuo2:{
trigger:{global:'dieAfter'},
forced:true,
globalFixed:true,
unique:true,
filter:function(event,player){
return event.player.hasSkill('boss_huihuo')&&event.player.isDead()&&player.isEnemyOf(event.player);
},
content:function(){
trigger.player.line(player,'fire');
player.damage('nosource','fire',3).animate=false;
player.$damage(trigger.player);
player.$damagepop(-3,'fire');
if(lib.config.animation&&!lib.config.low_performance){
player.$fire();
}
if(!event.parent.parent.boss_huihuo_logv){
event.parent.parent.boss_huihuo_logv=true;
game.logv(trigger.player,'boss_huihuo',game.filterPlayer(),event.parent.parent);
}
}
},
boss_furan:{
unique:true,
global:'boss_furan2'
},
boss_furan2:{
enable:'chooseToUse',
filter:function(event,player){
return event.type=='dying'&&event.dying.hasSkill('boss_furan')&&player.isEnemyOf(event.dying);
},
filterCard:function(card){
return get.color(card)=='red';
},
position:'he',
viewAs:{name:'tao'},
prompt:'将一张红色牌当桃使用',
check:function(card){return 8-get.value(card)},
ai:{
order:5,
skillTagFilter:function(player){
var event=_status.event;
if(event.dying&&event.dying.hasSkill('boss_furan')&&player.isEnemyOf(event.dying)){
return player.countCards('he',{color:'red'})>0&&_status.currentPhase!=player;
}
else{
return false;
}
},
save:true,
}
},
boss_chiyi:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
unique:true,
filter:function(event,player){
return [3,5,7].contains(game.roundNumber);
},
content:function(){
'step 0'
if(game.roundNumber==3){
var enemies=game.filterPlayer(function(current){
return current.isEnemyOf(player);
});
player.line(enemies,'green');
for(var i=0;i<enemies.length;i++){
enemies[i].addSkill('boss_chiyi2');
}
event.finish();
}
else if(game.roundNumber==5){
event.targets=game.filterPlayer().sortBySeat();
event.num=1;
}
else{
event.targets=game.filterPlayer(function(current){
return current.name=='boss_yanling';
}).sortBySeat();
event.num=5;
}
'step 1'
if(event.targets.length){
var target=event.targets.shift();
player.line(target,'fire');
target.damage(event.num,'fire');
event.redo();
}
}
},
boss_chiyi2:{
mark:true,
marktext:'赤',
intro:{
content:'受到的伤害+1'
},
trigger:{player:'damageBegin3'},
forced:true,
popup:false,
content:function(){
trigger.num++;
}
},
boss_buchun:{
mode:['boss'],
unique:true,
group:['boss_buchun_recover','boss_buchun_revive'],
subSkill:{
revive:{
enable:'phaseUse',
filter:function(event,player){
if(!player.storage.boss_buchun||game.roundNumber-player.storage.boss_buchun>=2){
for(var i=0;i<game.dead.length;i++){
if(game.dead[i].parentNode==player.parentNode&&game.dead[i].name=='boss_shujing'){
return true;
}
}
}
return false;
},
content:function(){
'step 0'
player.loseHp();
player.storage.boss_buchun=game.roundNumber;
'step 1'
event.targets=[];
var dead=game.dead.slice(0);
for(var i=0;i<dead.length;i++){
if(dead[i].parentNode==player.parentNode&&dead[i].name=='boss_shujing'){
event.targets.push(dead[i]);
}
}
if(event.targets[0]==player.previousSeat){
event.targets.push(event.targets.shift());
}
'step 2'
if(event.targets.length){
var target=event.targets.shift();
player.line(target,'green');
target.revive(1);
target.draw(2,false);
target.$draw(2);
event.redo();
}
'step 3'
game.delay();
},
ai:{
order:6,
result:{
player:function(player,target){
if(player.hp<=1) return 0;
if(player.hp<=3&&game.hasPlayer(function(current){
return current.name=='boss_shujing'&&current.hp==1;
})){
if(_status.event.getRand()<0.4){
return 0;
}
}
if(player.hp>=3) return 1;
if(player.hp>=2&&player!=game.boss) return 1;
if(game.hasPlayer(function(current){
return current.name=='boss_shujing';
})){
return 0;
}
return 1;
}
}
}
},
recover:{
enable:'phaseUse',
filter:function(event,player){
if(!player.storage.boss_buchun||game.roundNumber-player.storage.boss_buchun>=2){
for(var i=0;i<game.dead.length;i++){
if(game.dead[i].parentNode==player.parentNode&&game.dead[i].name=='boss_shujing'){
return false;
}
}
return true;
}
return false;
},
prompt:'令一名己方角色回复2点体力',
filterTarget:function(card,player,target){
return target.isFriendOf(player)&&target.isDamaged();
},
content:function(){
target.recover(2);
player.storage.boss_buchun=game.roundNumber;
},
ai:{
order:6,
result:{
target:function(player,target){
var num=1;
if(target.maxHp-target.hp>=2){
num=1.5;
}
return 1.5*get.recoverEffect(target,player,target);
}
}
}
}
}
},
boss_cuidu:{
trigger:{source:'damageEnd'},
forced:true,
unique:true,
filter:function(event,player){
if(event._notrigger.contains(event.player)) return false;
return event.player.isIn()&&event.player.isEnemyOf(player)&&!event.player.hasSkill('boss_zhongdu');
},
logTarget:'player',
content:function(){
trigger.player.addSkill('boss_zhongdu');
var boss=game.findPlayer(function(current){
return current.name=='boss_mushengoumang';
});
if(boss){
boss.draw();
}
}
},
boss_zhongdu:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
mark:true,
nopop:true,
temp:true,
intro:{
content:'锁定技回合开始时你进行判定若结果不为红桃你受到1点无来源的伤害若结果不为黑桃你失去此技能'
},
content:function(){
'step 0'
player.judge(function(card){
var suit=get.suit(card);
if(suit=='spade') return -1;
if(suit=='heart') return 1;
return 0;
});
'step 1'
if(result.suit!='heart'){
player.damage('nosource');
}
if(result.suit!='spade'){
player.removeSkill('boss_zhongdu');
}
}
},
boss_qingyi:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
unique:true,
filter:function(event,player){
return [3,5,7].contains(game.roundNumber);
},
content:function(){
'step 0'
if(game.roundNumber==7){
var goumang,shujing;
for(var i=0;i<game.players.length;i++){
if(game.players[i].name=='boss_mushengoumang'){
goumang=game.players[i];
}
if(game.players[i].name=='boss_shujing'){
shujing=game.players[i];
}
}
if(!goumang||!shujing){
for(var i=0;i<game.dead.length;i++){
if(game.dead[i].parentNode!=player.parentNode) continue;
if(game.dead[i].name=='boss_mushengoumang'){
goumang=game.dead[i];
}
if(game.dead[i].name=='boss_shujing'){
shujing=game.dead[i];
}
}
}
event.targets=[];
if(goumang){
event.targets.push(goumang);
}
if(shujing){
event.targets.push(shujing);
}
event.command='revive';
}
else if(game.roundNumber==5){
event.targets=game.filterPlayer(function(current){
return current.isEnemyOf(player);
}).sortBySeat();
event.command='loseHp';
}
else{
event.targets=game.filterPlayer(function(current){
return current.isFriendOf(player);
}).sortBySeat();
event.command='recover';
}
'step 1'
if(event.targets.length){
var target=event.targets.shift();
player.line(target,'green');
if(event.command=='revive'){
player.line(target,'green');
if(target.isDead()){
target.maxHp++;
target.revive(3);
}
else{
target.gainMaxHp();
target.recover(3);
}
target.draw(3,false);
target.$draw(3);
event.delay=true;
}
else{
target[event.command]();
}
event.redo();
}
'step 2'
if(event.delay){
game.delay();
}
}
},
boss_qizuo:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
if(event.parent.name=='boss_qizuo') return false;
if(!event.targets||!event.card) return false;
if(event.card&&event.card.name=='wuxie') return false;
var type=get.type(event.card);
if(type!='trick') return false;
var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
var targets=event._targets||event.targets;
for(var i=0;i<targets.length;i++){
if(!targets[i].isIn()) return false;
if(!player.canUse({name:event.card.name},targets[i],false,false)){
return false;
}
}
return true;
},
check:function(event,player){
if(event.card.name=='tiesuo') return false;
return true;
},
content:function(){
var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number,trigger.card.nature);
player.useCard(card,(trigger._targets||trigger.targets).slice(0));
},
ai:{
threaten:1.3
},
},
boss_guimou:{
trigger:{player:'phaseJieshuBegin'},
frequent:true,
content:function(){
var list=game.filterPlayer(function(target){
return target!=player&&!target.isMad();
});
if(list.length){
var target=list.randomGet();
player.line(target,'green');
target.goMad({player:'phaseAfter'});
}
}
},
boss_yuance:{
trigger:{global:'damageEnd'},
filter:function(event){
return event.source&&event.source!=event.player&&event.source.isAlive()&&event.player.isAlive();
},
direct:true,
content:function(){
'step 0'
var att1=get.attitude(player,trigger.player);
var att2=get.attitude(player,trigger.source);
var targets=player.getEnemies();
var stop=false;
for(var i=0;i<targets.length;i++){
var skills=targets[i].getSkills();
for(var j=0;j<skills.length;j++){
if(get.tag(skills[j],'rejudge',targets[i])){
stop=true;break;
}
}
}
var rand=Math.random()<0.5?'选项一':'选项二';
var sourcename=get.translation(trigger.source);
var playername=get.translation(trigger.player);
player.chooseControl('选项一','选项二','cancel2',function(){
if(att1==0&&att2==0) return rand;
if(att1*att2>=0){
if(att1+att2>0){
return '选项二';
}
else{
return '选项一';
}
}
else{
if(trigger.player.isHealthy()&&trigger.source.isHealthy()) return rand;
if(trigger.player.isHealthy()){
if(att1<0) return '选项二';
if(att1>0&&!stop) return '选项一';
}
if(trigger.source.isHealthy()){
if(att2<0) return '选项二';
if(att2>0&&!stop) return '选项一';
}
if(stop) return 'cancel2';
return rand;
}
}).set('prompt',get.prompt('boss_yuance')).set('choiceList',[
'若判定结果为黑色,'+playername+'失去一点体力,否则'+sourcename+'失去一点体力',
'若判定结果为红色,'+playername+'回复一点体力,否则'+sourcename+'回复一点体力'
]);
'step 1'
var att1=get.attitude(player,trigger.player);
var att2=get.attitude(player,trigger.source);
if(result.control=='选项一'){
event.type=1;
player.judge(function(card){
if(get.color(card)=='black'){
if(att1>0) return -1;
if(att1<0) return 1;
}
else{
if(att2>0) return -1;
if(att2<0) return 1;
}
return 0;
});
}
else if(result.control=='选项二'){
event.type=2;
player.judge(function(card){
if(get.color(card)=='red'){
if(trigger.player.isDamaged()){
if(att1>0) return 1;
if(att1<0) return -1;
}
}
else{
if(trigger.source.isDamaged()){
if(att2>0) return 1;
if(att2<0) return -1;
}
}
return 0;
});
}
else{
event.finish();
}
'step 2'
if(event.type==1){
if(result.color=='black'){
trigger.player.loseHp();
}
else{
trigger.source.loseHp();
}
}
else{
if(result.color=='red'){
trigger.player.recover();
}
else{
trigger.source.recover();
}
}
}
},
boss_guixin:{
trigger:{global:'drawAfter'},
forced:true,
logTarget:'player',
filter:function(event,player){
return event.result&&event.result.length>=2&&event.player!=player;
},
content:function(){
'step 0'
trigger.player.chooseCard(function(card){
return trigger.result.contains(card);
},'归心:交给'+get.translation(player)+'一张牌',true);
'step 1'
if(result.bool){
player.gain(result.cards,trigger.player);
trigger.player.$give(1,player);
}
}
},
xiongcai:{
unique:true,
trigger:{player:'phaseAfter'},
direct:true,
init:function(player){
player.storage.xiongcai=[];
// player.storage.xiongcai2=0;
},
intro:{
content:'characters'
},
content:function(){
'step 0'
// if(player.storage.xiongcai2<1){
// player.storage.xiongcai2++;
// event.finish();
// }
// else{
// player.storage.xiongcai2=0;
// }
'step 1'
player.logSkill('xiongcai');
var list=[];
var list2=[];
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
list2.add(players[i].name);
list2.add(players[i].name1);
list2.add(players[i].name2);
}
for(var i in lib.character){
if(lib.character[i][1]!='wei') continue;
if(lib.character[i][4].contains('boss')) continue;
if(lib.character[i][4].contains('minskin')) continue;
if(player.storage.xiongcai.contains(i)) continue;
if(list2.contains(i)) continue;
list.push(i);
}
var name=list.randomGet();
player.storage.xiongcai.push(name);
player.markSkill('xiongcai');
var skills=lib.character[name][3];
for(var i=0;i<skills.length;i++){
player.addSkill(skills[i]);
}
event.dialog=ui.create.dialog('<div class="text center">'+get.translation(player)+'发动了【雄才】',[[name],'character']);
game.delay(2);
'step 2'
event.dialog.close();
}
},
xiaoxiong:{
trigger:{global:'useCardAfter'},
forced:true,
unique:true,
forceunique:true,
filter:function(event,player){
var type=get.type(event.card,'trick');
return event.player!=player&&(type=='basic'||type=='trick');
},
content:function(){
player.gain(game.createCard(trigger.card),'gain2');
},
group:'xiaoxiong_damage',
subSkill:{
damage:{
trigger:{global:'phaseJieshuBegin'},
forced:true,
filter:function(event,player){
return event.player!=player&&event.player.countUsed()==0;
},
logTarget:'player',
content:function(){
trigger.player.damage();
}
}
}
},
boss_zhangwu:{
global:'boss_zhangwu_ai',
trigger:{player:'damageEnd'},
check:function(event,player){
return event.source&&event.source.isIn()&&get.damageEffect(event.source,player,player)>0;
},
filter:function(event){
return event.source&&event.source.isAlive();
},
direct:true,
logTarget:'source',
content:function(){
'step 0'
player.chooseToDiscard(get.prompt('boss_zhangwu',trigger.source),'he',[1,Infinity]).set('ai',function(card){
if(get.attitude(player,target)<0) return 8-get.value(card);
return 0;
}).set('logSkill',['boss_zhangwu',trigger.source]);
'step 1'
if(result.bool){
var num=result.cards.length;
var cnum=get.cnNumber(num);
event.num=num;
trigger.source.chooseToDiscard('he','章武:弃置'+cnum+'张牌,或取消并受到'+cnum+'点伤害',num).set('ai',function(card){
if(!trigger.source.hasSkillTag('nodamage')) return 10-get.value(card);
return 0;
});
}
else{
event.finish();
}
'step 2'
if(!result.bool){
trigger.source.damage(event.num);
}
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')&&get.attitude(target,player)<0&&player.countCards('he')<target.countCards('he')){
return [0,2];
}
}
}
}
},
boss_zhangwu_ai:{
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&card.name!='recover'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('xiaoxiong')&&get.attitude(target,game.players[i])<0){
return 'zeroplayertarget';
}
}
}
}
}
}
},
yueyin:{
unique:true,
mark:true,
intro:{
content:function(storage,player){
var str='扣减'+(7-player.storage.xiangxing_count)+'点体力后失去下一枚星;';
str+='防上禳星伤害条件:'+lib.translate['xiangxing'+player.storage.xiangxing+'_info'];
return str;
},
markcount:function(storage,player){
return Math.max(0,7-player.storage.xiangxing_count);
}
},
skipDamage:{
x7:function(player){
return player.countCards('h')==0;
},
x6:function(player,event){
return event.nature=='fire';
},
x5:function(player,event){
return event.nature=='thunder';
},
x4:function(player,event){
return event.name=='loseHp';
},
x3:function(player,event){
return game.hasPlayer(function(current){
return current!=player&&current.countCards('e')>=4;
});
},
x2:function(player){
return player.countCards('j')>=2;
},
x1:function(){
return game.players.length==2;
}
},
},
xiangxing:{
unique:true,
init:function(player){
player.storage.xiangxing=7;
player.storage.xiangxing_count=0;
player.addSkill('xiangxing7');
},
mark:true,
intro:{
content:'当前有#枚星'
},
trigger:{player:['damageEnd','loseHpEnd']},
forced:true,
popup:false,
content:function(){
'step 0'
var num=trigger.num;
if(num){
player.storage.xiangxing_count+=num;
}
if(player.storage.xiangxing_count>=7){
if(player.hasSkill('yueyin')&&lib.skill.yueyin.skipDamage['x'+player.storage.xiangxing](player,trigger)){
event.goto(3);
}
player.removeSkill('xiangxing'+player.storage.xiangxing);
player.storage.xiangxing--;
player.storage.xiangxing_count=0;
player.updateMarks();
if(player.storage.xiangxing){
player.addSkill('xiangxing'+player.storage.xiangxing);
}
else{
player.awakenSkill('xiangxing');
}
player.popup('xiangxing');
game.log(player,'失去了一枚星');
}
else{
player.updateMarks();
event.finish();
}
'step 1'
var list=game.filterPlayer();
list.remove(player);
list.sort(lib.sort.seat);
var list2=[];
for(var i=0;i<list.length;i++){
list2.push(0);
}
for(var i=0;i<7;i++){
list2[Math.floor(Math.random()*list2.length)]++;
}
event.list=list;
event.list2=list2;
'step 2'
if(event.list.length){
var target=event.list.shift();
target.damage(event.list2.shift(),'thunder');
player.line(target,'thunder');
event.redo();
}
'step 3'
if(player.storage.xiangxing==0){
player.maxHp=3;
player.update();
}
},
},
fengqi:{
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
direct:true,
content:function(){
'step 0'
var list={basic:[],equip:[],trick:[],delay:[]};
for(var i=0;i<lib.inpile.length;i++){
var name=lib.inpile[i];
var info=lib.card[name];
if(info.autoViewAs||name=='yuansuhuimie') continue;
if(lib.filter.cardEnabled({name:name},player)){
if(!list[info.type]){
list[info.type]=[];
}
list[info.type].push([get.translation(lib.card[name].type),'',name]);
}
}
list.trick.sort(lib.sort.name);
var dialog=ui.create.dialog('风起',[list.trick,'vcard']);
// for(var i in list){
// dialog.addText(get.translation(i)+'牌');
// dialog.add([list[i],'vcard']);
// }
var rand1=Math.random()<1/3;
var rand2=Math.random()<0.5;
var rand3=Math.random()<1/3;
var rand4=Math.random()<1/3;
player.chooseButton(dialog).ai=function(button){
var name=button.link[2];
if(player.hp<=1){
switch(name){
case 'zhiliaobo':return 1;
case 'dunpaigedang':return 0.8;
case 'nanman':return 0.5;
default:return 0;
}
}
if(rand4&&player.countCards('h')<=1){
switch(name){
case 'zengbin':return 1;
case 'wuzhong':return 0.8;
default:return 0;
}
}
if(player.hasSkill('qinglonglingzhu')){
if(rand2) return name=='chiyuxi'?0.8:0;
return name=='jingleishan'?0.8:0;
}
if(rand2) return name=='wanjian'?0.8:0;
return name=='nanman'?0.8:0;
}
'step 1'
if(result.bool){
player.chooseUseTarget(result.links[0][2],true,false);
}
},
ai:{
threaten:1.5,
}
},
fengqi2:{
mod:{
wuxieRespondable:function(){
return false;
}
}
},
gaiming:{
trigger:{player:'judgeBefore'},
direct:true,
priority:1,
unique:true,
content:function(){
"step 0"
event.cards=get.cards(7);
player.chooseCardButton(true,event.cards,'改命:选择一张牌作为你的'+trigger.judgestr+'判定结果').ai=function(button){
if(get.attitude(player,trigger.player)>0){
return 1+trigger.judge(button.link);
}
if(get.attitude(player,trigger.player)<0){
return 1-trigger.judge(button.link);
}
return 0;
};
"step 1"
if(!result.bool){
event.finish();
return;
}
player.logSkill('gaiming',trigger.player);
var card=result.links[0];
event.cards.remove(card);
var judgestr=get.translation(trigger.player)+'的'+trigger.judgestr+'判定';
event.videoId=lib.status.videoId++;
event.dialog=ui.create.dialog(judgestr);
event.dialog.classList.add('center');
event.dialog.videoId=event.videoId;
game.addVideo('judge1',player,[get.cardInfo(card),judgestr,event.videoId]);
for(var i=0;i<event.cards.length;i++) event.cards[i].discard();
// var node=card.copy('thrown','center',ui.arena).animate('start');
var node;
if(game.chess){
node=card.copy('thrown','center',ui.arena).animate('start');
}
else{
node=player.$throwordered(card.copy(),true);
}
node.classList.add('thrownhighlight');
ui.arena.classList.add('thrownhighlight');
if(card){
trigger.cancel();
trigger.result={
card:card,
judge:trigger.judge(card),
node:node,
number:get.number(card),
suit:get.suit(card),
color:get.color(card),
};
if(trigger.result.judge>0){
trigger.result.bool=true;
trigger.player.popup('洗具');
}
if(trigger.result.judge<0){
trigger.result.bool=false;
trigger.player.popup('杯具');
}
game.log(trigger.player,'的判定结果为',card);
trigger.direct=true;
trigger.position.appendChild(card);
game.delay(2);
}
else{
event.finish();
}
"step 2"
ui.arena.classList.remove('thrownhighlight');
event.dialog.close();
game.addVideo('judge2',null,event.videoId);
ui.clear();
var card=trigger.result.card;
trigger.position.appendChild(card);
trigger.result.node.delete();
game.delay();
},
},
tiandao:{
audio:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('tiandao'),'he').ai=function(card){
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
var attitude=get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result;
}
else{
return -result;
}
};
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('tiandao');
player.$gain2(trigger.player.judging[0]);
player.gain(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
trigger.position.appendChild(result.cards[0]);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
}
"step 3"
game.delay(2);
},
ai:{
tag:{
rejudge:1
},
threaten:1.5
}
},
lianji:{
audio:true,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
if(player==target) return false;
return target.countCards('h')>0;
},
selectTarget:2,
multitarget:true,
multiline:true,
filter:function(event,player){
return player.countCards('h')>0;
},
prepare:'throw',
discard:false,
filterCard:true,
check:function(card){
return 6-get.value(card);
},
content:function(){
"step 0"
if(targets[0].countCards('h')&&targets[1].countCards('h')){
targets[0].chooseToCompare(targets[1]);
}
else{
event.finish();
}
"step 1"
if(result.bool){
targets[0].gain(cards);
targets[0].$gain2(cards);
targets[1].damage(targets[0]);
}
else{
targets[1].gain(cards);
targets[1].$gain2(cards);
targets[0].damage(targets[1]);
}
},
ai:{
expose:0.3,
threaten:2,
order:9,
result:{
target:-1
}
},
},
mazui:{
audio:true,
enable:'phaseUse',
usable:1,
filterCard:{color:'black'},
filterTarget:function(card,player,target){
return !target.hasSkill('mazui2');
},
check:function(card){
return 6-get.value(card);
},
discard:false,
prepare:'give',
content:function(){
target.storage.mazui2=cards[0];
target.addSkill('mazui2');
game.addVideo('storage',target,['mazui2',get.cardInfo(target.storage.mazui2),'card']);
},
ai:{
expose:0.2,
result:{
target:function(player,target){
return -target.hp;
}
},
order:4,
threaten:1.2
}
},
mazui2:{
trigger:{source:'damageBegin1'},
forced:true,
mark:'card',
filter:function(event){
return event.num>0;
},
content:function(){
trigger.num--;
player.addSkill('mazui3');
player.removeSkill('mazui2');
},
intro:{
content:'card'
}
},
mazui3:{
trigger:{source:['damageEnd','damageZero']},
forced:true,
popup:false,
content:function(){
player.gain(player.storage.mazui2,'gain2');
game.log(player,'获得了',player.storage.mazui2);
player.removeSkill('mazui3');
delete player.storage.mazui2;
}
},
yunshen:{
trigger:{player:['respond','useCard']},
filter:function(event,player){
return event.card.name=='shan';
},
frequent:true,
init:function(player){
player.storage.yunshen=0;
},
content:function(){
player.storage.yunshen++;
player.markSkill('yunshen');
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'respondShan')){
var shans=target.countCards('h','shan');
var hs=target.countCards('h');
if(shans>1) return [1,1];
if(shans&&hs>2) return [1,1];
if(shans) return [1,0.5];
if(hs>2) return [1,0.3];
if(hs>1) return [1,0.2];
return [1.2,0];
}
}
},
threaten:0.8
},
intro:{
content:'mark'
},
group:'yunshen2'
},
yunshen2:{
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
return player.storage.yunshen>0;
},
content:function(){
player.draw(player.storage.yunshen);
player.storage.yunshen=0;
player.unmarkSkill('yunshen');
},
mod:{
globalTo:function(from,to,distance){
if(typeof to.storage.yunshen=='number') return distance+to.storage.yunshen;
}
}
},
lingbo:{
audio:2,
trigger:{player:['respond','useCard']},
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.countCards('h','shan');
var hs=target.countCards('h');
if(shans>1) return [0,1];
if(shans&&hs>2) return [0,1];
if(shans) return [0,0];
if(hs>2) return [0,0];
if(hs>1) return [1,0.5];
return [1.5,0];
}
}
},
threaten:0.8
}
},
jiaoxia:{
audio:2,
trigger:{target:'useCardToTargeted'},
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:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
return event.player!=player&&(event.player.countCards('h')>1||event.player.countCards('e')>1);
},
content:function(){
'step 0'
player.line(trigger.player,'green');
var next=trigger.player.chooseCard(true,'选择保留一张手牌和一张装备区内的牌,然后弃置其它牌','he',function(card){
switch(get.position(card)){
case 'h':{
if(ui.selected.cards.length){
return get.position(ui.selected.cards[0])=='e';
}
else{
return trigger.player.countCards('h')>1;
}
}
case 'e':{
if(ui.selected.cards.length){
return get.position(ui.selected.cards[0])=='h';
}
else{
return trigger.player.countCards('e')>1;
}
}
}
});
var num=0;
if(trigger.player.countCards('h')>1){
num++;
}
if(trigger.player.countCards('e')>1){
num++;
}
next.selectCard=[num,num];
next.ai=function(card){
return get.value(card);
};
'step 1'
if(result.bool){
var he=[];
var hs=trigger.player.getCards('h');
var es=trigger.player.getCards('e');
if(hs.length>1){
he=he.concat(hs);
}
if(es.length>1){
he=he.concat(es);
}
for(var i=0;i<result.cards.length;i++){
he.remove(result.cards[i]);
}
trigger.player.discard(he);
}
}
},
boss_nbaonu:{
group:['boss_nbaonu_sha'],
trigger:{player:'phaseDrawBegin'},
forced:true,
priority:-1,
content:function(){
if(player.hp>4){
trigger.num=4+Math.floor(Math.random()*(player.hp-3));
}
else{
trigger.num=4;
}
},
subSkill:{
sha:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha'&&player.hp<5) return Infinity;
}
},
trigger:{source:'damageBegin1'},
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:'phaseZhunbeiBegin'},
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.cancel();
}
},
end:{
trigger:{player:'phaseJieshuBegin'},
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,
fixed:true,
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'},
silent:true,
filter:function(event,player){
if(!ui.damageCount) return false;
return event.num>0&&player.isFriendOf(game.me)&&event.player.isEnemyOf(game.me);
},
content:function(){
_status.damageCount+=trigger.num;
ui.damageCount.innerHTML='伤害: '+_status.damageCount;
}
},
boss_nianrui:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=2;
},
ai:{
threaten:1.6
}
},
boss_qixiang:{
group:['boss_qixiang1','boss_qixiang2'],
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='lebu'&&card.name=='bingliang') return 0.8;
}
}
}
},
boss_qixiang1:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
if(event.card.viewAs){
return event.card.viewAs=='lebu';
}
else{
return event.card.name=='lebu';
}
}
},
content:function(){
player.addTempSkill('boss_qixiang3','judgeAfter');
}
},
boss_qixiang2:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
if(event.card.viewAs){
return event.card.viewAs=='bingliang';
}
else{
return event.card.name=='bingliang';
}
}
},
content:function(){
player.addTempSkill('boss_qixiang4','judgeAfter');
}
},
boss_qixiang3:{
mod:{
suit:function(card,suit){
if(suit=='diamond') return 'heart';
}
}
},
boss_qixiang4:{
mod:{
suit:function(card,suit){
if(suit=='spade') return 'club';
}
}
},
boss_bianshen2:{
mode:['boss'],
fixed:true,
global:'boss_bianshen2x',
trigger:{player:'dieBegin'},
silent:true,
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
}
},
boss_bianshen2x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_bianshen2');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss(['boss_niutou','boss_mamian'].randomGet());
}
},
boss_bianshen3:{
mode:['boss'],
global:'boss_bianshen3x',
trigger:{player:'dieBegin'},
silent:true,
fixed:true,
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
}
},
boss_bianshen3x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_bianshen3');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss(['boss_baiwuchang','boss_heiwuchang'].randomGet());
}
},
boss_bianshen4:{
mode:['boss'],
global:'boss_bianshen4x',
trigger:{player:'dieBegin'},
silent:true,
fixed:true,
content:function(){
player.hide();
game.addVideo('hidePlayer',player);
}
},
boss_bianshen4x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
fixed:true,
globalFixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_bianshen4');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss(['boss_yecha','boss_luocha'].randomGet());
}
},
boss_moyany:{
trigger:{player:'loseEnd'},
frequent:true,
unique:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.bool){
player.chooseTarget(true,'选择一个目标对其造成两点火焰伤害',function(card,player,target){
return player!=target;
}).ai=function(target){
return 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:'phaseZhunbeiBegin'},
forced:true,
content:function(){
player.draw(2);
}
},
boss_mojian:{
trigger:{player:'phaseUseBegin'},
content:function(){
var list=game.filterPlayer(function(current){
return player.canUse('wanjian',current)&&current.isEnemyOf(player);
});
list.sort(lib.sort.seat);
player.useCard({name:'wanjian'},list);
},
ai:{
threaten:1.8
}
},
boss_yushou:{
trigger:{player:'phaseUseBegin'},
content:function(){
var list=game.filterPlayer(function(current){
return player.canUse('nanman',current)&&current.isEnemyOf(player);
});
list.sort(lib.sort.seat);
player.useCard({name:'nanman'},list);
}
},
boss_zuijiu:{
trigger:{source:'damageBegin1'},
filter:function(event){
return event.card&&event.card.name=='sha'&&event.getParent().name=='sha';
},
forced:true,
content:function(){
trigger.num++;
}
},
boss_xixing:{
trigger:{player:'phaseZhunbeiBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_xixing'),function(card,player,target){
return player!=target&&target.isLinked();
}).ai=function(target){
return 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:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&&!current.isLinked();
});
},
content:function(){
"step 0"
var num=game.countPlayer(function(current){
return current!=player&&!current.isLinked();
});
player.chooseTarget(get.prompt('boss_suoming'),[1,num],function(card,player,target){
return !target.isLinked()&&player!=target;
}).ai=function(target){
return -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:'phaseJieshuBegin'},
forced:true,
content:function(){
player.draw(2);
}
},
boss_xiaoshou:{
trigger:{player:'phaseJieshuBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_xiaoshou'),function(card,player,target){
return player!=target&&target.hp>=player.hp;
}).ai=function(target){
return 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','shaBegin']},
forced:true,
priority:6,
filter:function(event,player,name){
if(player.getEquip(2)) return false;
if(name=='shaBegin') return lib.skill.tengjia3.filter(event,player);
return lib.skill.tengjia1.filter(event,player);
},
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.getEquip(2)) return;
return lib.skill.tengjia1.ai.effect.target.apply(this,arguments);
}
}
}
},
boss_manjia2:{
trigger:{player:'damageBegin3'},
filter:function(event,player){
if(player.getEquip(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.getEquip(2)) return;
return lib.skill.tengjia2.ai.effect.target.apply(this,arguments);
}
}
}
},
boss_lianyu:{
trigger:{player:'phaseJieshuBegin'},
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.getCards('j').randomGet());
},
filter:function(event ,player){
return player.countCards('j')>0;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='delay'&&target.countCards('j')==0) return 0.1;
}
}
}
},
boss_minbao:{
global:'boss_minbao2'
},
boss_minbao2:{
trigger:{global:'dieAfter'},
forced:true,
globalFixed:true,
filter:function(event,player){
return event.player.hasSkill('boss_minbao')&&event.player.isDead();
},
content:function(){
trigger.player.line(player,'fire');
player.damage('nosource','fire').animate=false;
player.$damage(trigger.player);
player.$damagepop(-1,'fire');
if(lib.config.animation&&!lib.config.low_performance){
player.$fire();
}
if(!event.parent.parent.boss_minbao_logv){
event.parent.parent.boss_minbao_logv=true;
game.logv(trigger.player,'boss_minbao',game.filterPlayer(),event.parent.parent);
}
}
},
boss_guihuo:{
trigger:{player:'phaseJieshuBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_guihuo'),function(card,player,target){
return player!=target;
}).ai=function(target){
return 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:'phaseZhunbeiBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_luolei'),function(card,player,target){
return player!=target;
}).ai=function(target){
return 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.getCards('h'));
},
ai:{
threaten:0.7
}
},
boss_shanbeng:{
global:'boss_shanbeng2',
trigger:{player:'dieBegin'},
forced:true,
logv:false,
content:function(){
var targets=game.filterPlayer(function(current){
return current.countCards('e');
});
player.line(targets,'green');
game.delay();
game.logv(player,'boss_shanbeng',targets,null,true);
}
},
boss_shanbeng2:{
trigger:{global:'dieAfter'},
forced:true,
globalFixed:true,
filter:function(event,player){
return player.countCards('e')>0&&event.player.hasSkill('boss_shanbeng')&&event.player.isDead();
},
content:function(){
player.discard(player.getCards('e'));
}
},
boss_didong:{
trigger:{player:'phaseJieshuBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_didong'),function(card,player,target){
return target.isEnemyOf(player);
}).ai=function(target){
var att=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.smoothAvatar();
player.init(['boss_chi','boss_mo','boss_wang','boss_liang'].randomGet());
game.addVideo('reinit2',player,player.name);
}
},
boss_bianshen_intro1:{nobracket:true},
boss_bianshen_intro2:{nobracket:true},
boss_bianshen_intro3:{nobracket:true},
boss_bianshen_intro4:{nobracket:true},
boss_chiyan_intro1:{nobracket:true},
boss_chiyan_intro2:{nobracket:true},
boss_chiyan_intro3:{nobracket:true},
boss_chiyan_intro4:{nobracket:true},
boss_qingmu_intro1:{nobracket:true},
boss_qingmu_intro2:{nobracket:true},
boss_qingmu_intro3:{nobracket:true},
boss_qingmu_intro4:{nobracket:true},
boss_baimang_intro1:{nobracket:true},
boss_baimang_intro2:{nobracket:true},
boss_baimang_intro3:{nobracket:true},
boss_baimang_intro4:{nobracket:true},
boss_xuanlin_intro1:{nobracket:true},
boss_xuanlin_intro2:{nobracket:true},
boss_xuanlin_intro3:{nobracket:true},
boss_xuanlin_intro4:{nobracket:true},
boss_leiji:{
audio:2,
trigger:{player:['respond','useCard']},
filter:function(event,player){
return event.card.name=='shan';
},
direct:true,
content:function(){
"step 0";
player.chooseTarget(get.prompt('boss_leiji')).ai=function(target){
return 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,players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])<0){
hastarget=true;break;
}
}
var be=target.countCards('e',{color:'black'});
if(target.countCards('h','shan')&&be){
if(!target.hasSkill('guidao')) return 0;
return [0,hastarget?target.countCards('he')/2:0];
}
if(target.countCards('h','shan')&&target.countCards('h')>2){
if(!target.hasSkill('guidao')) return 0;
return [0,hastarget?target.countCards('h')/4:0];
}
if(target.countCards('h')>3||(be&&target.countCards('h')>=2)){
return [0,0];
}
if(target.countCards('h')==0){
return [1.5,0];
}
if(target.countCards('h')==1&&!be){
return [1.2,0];
}
if(!target.hasSkill('guidao')) return [1,0.05];
return [1,Math.min(0.5,(target.countCards('h')+be)/4)];
}
}
}
}
},
wuqin:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
filter:function(event,player){
return player.countCards('h')==0;
},
content:function(){
player.draw(3)
}
},
boss_baolin:{
audio:true,
inherit:'juece',
},
boss_qiangzheng:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
forced:true,
unique:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&&current.countCards('h');
});
},
content:function(){
"step 0"
var players=get.players(player);
players.remove(player);
event.players=players;
player.line(players,'green');
"step 1"
if(event.players.length){
var current=event.players.shift();
var hs=current.getCards('h')
if(hs.length){
var card=hs.randomGet();
player.gain(card,current);
current.$giveAuto(card,player);
}
event.redo();
}
}
},
guizhen:{
audio:2,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player.countCards('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.getCards('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:'phaseJieshuBegin'},
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:'phaseZhunbeiBegin'},
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:'phaseJieshuBegin'},
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;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i]==player) continue;
if(get.distance(player,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.countCards('h','shan')) return 1;
var num=0,players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].canUse('sha',player)&&players[i].countCards('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.cancel();
}
},
huanhua3:{
trigger:{global:'drawAfter'},
forced:true,
filter:function(event,player){
if(event.parent.name!='phaseDraw') return false;
return event.player!=player;
},
content:function(){
player.draw(trigger.num);
}
},
huanhua4:{
trigger:{global:'discardAfter'},
forced:true,
filter:function(event,player){
if(event.parent.parent.name!='phaseDiscard') return false;
return event.player!=player;
},
content:function(){
player.chooseToDiscard(trigger.cards.length,true);
}
},
jidian:{
audio:2,
trigger:{source:'damageAfter'},
direct:true,
unique:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('jidian'),function(card,player,target){
return get.distance(trigger.player,target)<=1&&trigger.player!=target;
}).ai=function(target){
return 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:'phaseJieshuBegin'},
direct:true,
unique:true,
filter:function(event,player){
if(player.hp==player.maxHp) return false;
if(!player.countCards('he')) return false;
return true;
},
content:function(){
"step 0"
player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
if(player==target) return false;
if(!lib.character[target.name]) return false;
return true;
},
filterCard:lib.filter.cardDiscardable,
ai1:function(card){
return get.unuseful(card)+9;
},
ai2:function(target){
if(target.storage.boss_hujia) return Math.max(1,10-target.maxHp);
return 1/target.maxHp;
},
prompt:get.prompt('boss_hujia')
});
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('boss_hujia',target);
if(target.storage.boss_hujia){
target.loseMaxHp();
}
else{
target.disableSkill('boss_hujia',lib.character[target.name][3]);
target.storage.boss_hujia=true;
}
player.discard(result.cards);
}
},
ai:{
expose:0.2,
}
},
boss_guihan:{
audio:2,
unique:true,
enable:'chooseToUse',
mark:true,
derivation:['tinqin','boss_huixin'],
init:function(player){
player.storage.boss_guihan=false;
},
filter:function(event,player){
if(event.type!='dying') return false;
if(!player.isDying()) return false;
if(player.storage.boss_guihan) return false;
return true;
},
content:function(){
"step 0"
player.removeSkill('boss_guihan');
player.recover(player.maxHp-player.hp);
player.storage.boss_guihan=true;
"step 1"
player.draw(4);
"step 2"
for(var i=0;i<game.players.length;i++){
game.players[i].enableSkill('boss_hujia');
delete game.players[i].storage.boss_hujia;
}
if(game.bossinfo){
game.bossinfo.loopType=1;
_status.roundStart=game.boss;
}
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:'damageBegin1'},
forced:true,
unique:true,
filter:function(event){
return event.nature=='fire';
},
content:function(){
trigger.cancel();
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:'phaseJieshuBegin'},
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,
derivation:['shenwei','zhuyu'],
content:function(){
player.addSkill('kanpo');
player.addSkill('shenwei');
player.addSkill('zhuyu');
if(game.bossinfo){
game.bossinfo.loopType=1;
_status.roundStart=game.boss;
}
}
},
boss_tianyu:{
audio:true,
trigger:{player:'phaseJieshuBegin'},
forced:true,
filter:function(event,player){
if(player.isLinked()) return true;
return game.hasPlayer(function(current){
return current!=player&&!current.isLinked();
});
},
content:function(){
"step 0"
event.targets=game.filterPlayer();
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();
player.line(target,'green');
}
event.redo();
}
}
},
boss_jizhi:{
audio:2,
trigger:{player:'useCard'},
frequent:true,
unique:true,
filter:function(event){
var type=get.type(event.card,'trick');
return type!='basic'&&event.card.isCard;
},
content:function(){
var cards=get.cards();
player.gain(cards,'gain2');
game.log(player,'获得了',cards);
},
ai:{
threaten:1.4,
noautowuxie:true,
}
},
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:'phaseJieshuBegin'},
forced:true,
unique:true,
filter:function(){
return game.hasPlayer(function(current){
return current.isTurnedOver();
});
},
content:function(){
"step 0"
event.players=get.players(player);
event.num=0;
for(var i=0;i<event.players.length;i++){
if(!event.players[i].isTurnedOver()){
event.players.splice(i--,1);
}
}
"step 1"
if(event.players.length){
event.players.shift().loseHp();
event.redo();
}
}
},
tashui:{
audio:2,
trigger:{player:['useCard','respondAfter']},
direct:true,
unique:true,
filter:function(event){
return get.color(event.card)=='black';
},
content:function(){
"step 0"
game.delay(0.5);
player.chooseTarget(get.prompt('tashui'),function(card,player,target){
return player!=target;
}).ai=function(target){
// if(target.isTurnedOver()) return -1;
var player=_status.event.player;
if(get.attitude(_status.event.player,target)==0) return 0;
if(get.attitude(_status.event.player,target)>0){
if(target.classList.contains('turnedover')) return 3;
if(target.hasSkillTag('noturn')) return 1;
return -1;
}
else{
if(target.hasSkillTag('noturn')) return 0;
if(target.classList.contains('turnedover')) return -1;
return 5-target.getDamagedHp();
}
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.countCards('h')<4;
},
content:function(){
player.draw(4-player.countCards('h'));
},
group:'shangshix2',
ai:{
effect:{
target:function(card,player,target){
if(card.name=='shunshou') return;
if(card.name=='guohe'){
if(!target.countCards('e')) return [0,1];
}
else if(get.tag(card,'loseCard')){
return [0,1];
}
}
},
noh:true,
}
},
xiuluo:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
direct:true,
filter:function(event,player){
return player.countCards('j')>0;
},
content:function(){
"step 0"
var next=player.discardPlayerCard(player,2,'hj','是否一张手牌来弃置一张花色相同的判定牌?');
next.filterButton=function(button){
var card=button.link;
if(!lib.filter.cardDiscardable(card,player)) return false;
if(ui.selected.buttons.length==0) return true;
if(get.position(ui.selected.buttons[0].link)=='h'){
if(get.position(card)!='j') return false;
}
if(get.position(ui.selected.buttons[0].link)=='j'){
if(get.position(card)!='h') return false;
}
return get.suit(card)==get.suit(ui.selected.buttons[0].link)
};
next.ai=function(button){
var card=button.link;
if(get.position(card)=='h'){
return 11-get.value(card);
}
if(card.name=='lebu') return 5;
if(card.name=='bingliang') return 4;
if(card.name=='guiyoujie') return 3;
return 2;
};
next.logSkill='xiuluo';
"step 1"
if(result.bool&&player.countCards('j')) event.goto(0);
}
},
shangshix2:{
trigger:{player:'phaseJieshuBegin'},
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();
}
}
},
boss_wuxin:{
trigger:{player:'damageBefore'},
forced:true,
priority:10,
content:function(){
trigger.cancel();
player.loseHp();
},
audio:2,
},
shenwei:{
audio:2,
unique:true,
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=Math.min(3,game.players.length-1);
},
mod:{
maxHandcard:function(player,current){
return current+Math.min(3,game.players.length-1);
}
}
},
boss_baonuwash:{
trigger:{player:'phaseAfter'},
forced:true,
content:function(){
game.over(game.me==game.boss);
},
temp:true,
},
boss_baonu:{
unique:true,
trigger:{player:'changeHp',global:'boss_baonuwash'},
forced:true,
priority:100,
fixed:true,
audio:2,
mode:['identity','guozhan','boss','stone'],
init:function(player){
if(get.mode()=='boss'&&player==game.boss){
lib.onwash.push(function(){
if(!_status.boss_baonuwash){
_status.boss_baonuwash=true;
_status.event.parent.trigger('boss_baonuwash');
}
else{
_status.event.player.addSkill('boss_baonuwash');
}
});
for(var i in lib.card){
if(lib.card[i].subtype=='equip1') lib.card[i].chongzhu=true;
}
}
},
filter:function(event,player){
return player.hp<=4||_status.boss_baonuwash;
},
content:function(){
'step 0'
if(player.hp>6){
game.delay();
}
'step 1'
player.chooseControl('暴怒战神','神鬼无前',function(){
if(Math.random()<0.5) return '神鬼无前';
return '暴怒战神';
}).set('prompt','选择一个形态');
'step 2'
var hp=player.hp;
player.removeSkill('boss_baonu',true);
if(result.control=='暴怒战神'){
player.init('boss_lvbu2');
}
else{
player.init('boss_lvbu3');
}
if(hp>6){
player.maxHp=hp;
player.hp=hp;
}
player.update();
ui.clear();
if(player.isLinked()) player.link();
if(player.isTurnedOver()) player.turnOver();
player.discard(player.getCards('j'));
'step 3'
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
game.resetSkills();
_status.paused=false;
_status.event.player=player;
_status.event.step=0;
if(game.bossinfo){
game.bossinfo.loopType=1;
_status.roundStart=game.boss;
}
},
ai:{
effect:{
target:function(card,player,target){
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];
}
}
}
}
}
},
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:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.isDamaged()&&current!=player;
});
},
content:function(){
"step 0"
var num=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isLinked()&&player!=game.players[i]){
num++;
}
}
player.chooseTarget(get.prompt('jizhen'),[1,2],function(card,player,target){
return target.hp<target.maxHp&&player!=target;
}).ai=function(target){
return get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('jizhen',result.targets);
game.asyncDraw(result.targets);
}
},
ai:{
expose:0.3,
threaten:1.3
}
},
shenqu:{
audio:2,
group:'shenqu2',
trigger:{global:'phaseZhunbeiBegin'},
filter:function(event,player){
return player.countCards('h')<=player.maxHp;
},
frequent:true,
content:function(){
player.draw(2);
}
},
shenqu2:{
trigger:{player:'damageAfter'},
direct:true,
filter:function(event,player){
return player.hasSkillTag('respondTao')||player.countCards('h','tao')>0;
},
content:function(){
player.chooseToUse({name:'tao'},'神躯:是否使用一张桃?').logSkill='shenqu';
}
},
jiwu:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
if(player.countCards('h')==0) return false;
if(!player.hasSkill('qiangxix')) return true;
if(!player.hasSkill('retieji')) return true;
if(!player.hasSkill('rexuanfeng')) return true;
if(!player.hasSkill('wansha')) return true;
return false;
},
filterCard:true,
position:'he',
check:function(card){
if(get.position(card)=='e'&&_status.event.player.hasSkill('rexuanfeng')) return 16-get.value(card);
return 7-get.value(card);
},
content:function(){
'step 0'
var list=[];
if(!player.hasSkill('qiangxix')) list.push('qiangxix');
if(!player.hasSkill('retieji')) list.push('retieji');
if(!player.hasSkill('rexuanfeng')) list.push('rexuanfeng');
if(!player.hasSkill('wansha')) list.push('wansha');
if(list.length==1){
player.addTempSkill(list[0]);
event.finish();
}
else{
player.chooseControl(list,function(){
if(list.contains('rexuanfeng')&&player.countCards('he',{type:'equip'})) return 'rexuanfeng';
if(!player.getStat().skill.qiangxix){
if(player.hasSkill('qiangxix')&&player.getEquip(1)&&list.contains('rexuanfeng')) return 'rexuanfeng';
if(list.contains('wansha')||list.contains('qiangxix')){
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hp==1&&get.attitude(player,players[i])<0){
if(list.contains('wansha')) return 'wansha';
if(list.contains('qiangxix')) return 'qiangxix';
}
}
}
}
if(list.contains('qiangxix')) return 'qiangxix';
if(list.contains('wansha')) return 'wansha';
if(list.contains('rexuanfeng')) return 'rexuanfeng';
return 'retieji';
}).set('prompt','选择获得一项技能直到回合结束');
}
'step 1'
player.addTempSkill(result.control);
player.popup(get.translation(result.control));
},
ai:{
order:function(){
var player=_status.event.player;
if(player.countCards('e',{type:'equip'})) return 10;
if(!player.getStat().skill.qiangxix){
if(player.hasSkill('qiangxix')&&player.getEquip(1)&&!player.hasSkill('rexuanfeng')) return 10;
if(player.hasSkill('wansha')) return 1;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hp==1&&get.attitude(player,players[i])<0) return 10;
}
}
return 1;
},
result:{
player:function(player){
if(player.countCards('e',{type:'equip'})) return 1;
if(!player.getStat().skill.qiangxix){
if(player.hasSkill('qiangxix')&&player.getEquip(1)&&!player.hasSkill('rexuanfeng')) return 1;
if(!player.hasSkill('wansha')||!player.hasSkill('qiangxix')){
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hp==1&&get.attitude(player,players[i])<0) return 1;
}
}
}
return 0;
}
}
}
},
"boss_hunzi":{
skillAnimation:true,
animationColor:"wood",
audio:"hunzi",
juexingji:true,
derivation:["reyingzi","yinghun"],
unique:true,
trigger:{
player:"phaseZhunbeiBegin",
},
filter:function (event,player){
return player.hp<=2&&!player.storage.boss_hunzi;
},
forced:true,
content:function (){
player.removeSkill('boss_hunyou');
player.removeSkill("boss_hunyou_dying");
player.removeSkill("boss_hunyou_dieBegin")
player.loseMaxHp();
player.addSkill('reyingzi');
player.addSkill('yinghun');
game.log(player,'获得了技能','#g【英姿】和【英魂】');
game.log(player,'','#y【魂佑】')
player.awakenSkill('boss_hunzi');
player.storage.boss_hunzi=true;
},
ai:{
threaten:function (player,target){
if(target.hp==1) return 2;
return 0.5;
},
maixie:true,
effect:{
target:function (card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')==1&&target.hp==2&&!target.isTurnedOver()&&
_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
},
},
},
},
"boss_jiang":{
audio:"jiang",
trigger:{
global:["respondEnd"],
},
charlotte:true,
locked:true,
init:function(player){
var a=window.setInterval(function(){
if(player.hasSkill('boss_jiang')){
player.storage.boss_jiang=true;
}
else{
game.addGlobalSkill('boss_jiang');
game.addGlobalSkill('boss_jiang_use');
window.clearInterval(a);
}
},1000);
},
filter2:function(event,player){
if(!event.respondTo[1]) return false;
if(get.itemtype(event.cards)!='cards') return false;
if(['h','e','j'].contains(get.position(event.cards[0]))) return false;
if(event.respondTo[1]&&get.itemtype(event.respondTo[1])!='card') return false;
if(event.respondTo[1]&&['h','e','j'].contains(get.position(event.respondTo[1]))) return false;
},
filter:function(event,player){
if(!player.storage.boss_jiang) return false;
if(!event.respondTo) return false;
if(get.color(event.card)!='red') return false;
if(event.respondTo[0]!=player){
return event.player==player;
}
else{
return event.player!=player;
}
},
frequent:true,
content:function (){
player.draw();
if(!lib.skill.boss_jiang.filter2(trigger,player)) return;
if(trigger.respondTo[0]!=player){
if(trigger.respondTo[1]&&get.position(trigger.respondTo[1])=='d') player.gain(trigger.respondTo[1],'gain2');
}
else{
if(get.position(trigger.cards[0])=='d') player.gain(trigger.cards,'gain2');
}
},
group:["boss_jiang_use"],
subSkill:{
use:{
trigger:{
global:["useCard"],
},
filter:function (event,player){
if(!player.storage.boss_jiang) return false;
if(get.color(event.card)!='red') return false;
return player==event.player||event.targets.contains(player);
},
frequent:true,
content:function (){
player.draw();
if(trigger.player!=player&&get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0])=='d') player.gain(trigger.cards,'gain2');
},
sub:true,
},
},
},
"boss_hunyou":{
forced:true,
init:function (player){
player.hp=1;
player.storage.hp=player.hp;
player.storage.maxHp=player.maxHp;
player.update();
},
trigger:{
player:["damageBefore","recoverBefore","loseHpBefore","loseMaxHpBefore","gainMaxHpBefore"],
},
content:function (){
trigger.cancel();
},
group:["boss_hunyou_dying","boss_hunyou_dieBegin"],
subSkill:{
dying:{
trigger:{
player:"dying",
},
silent:true,
filter:function (event,player){
if(player.hp!=player.storage.hp&&player.storage.hp>0) return true;
return false;
},
content:function (){
trigger.cancel();
player.maxHp=player.storage.maxHp;
player.hp=player.storage.hp;
player.update();
},
sub:true,
forced:true,
popup:false,
},
dieBegin:{
trigger:{
player:"dieBegin",
},
silent:true,
filter:function (event,player){
if(player.maxHp!=player.storage.maxHp&&player.storage.maxHp>0) return true;
return false;
},
content:function (){
trigger.cancel();
player.maxHp=player.storage.maxHp;
player.hp=player.storage.hp;
player.update();
},
sub:true,
forced:true,
popup:false,
},
},
},
"boss_taoni":{
forced:true,
trigger:{
global:["gameStart","phaseBefore"],
player:"dieBegin",
},
priority:50,
init:function (player){
player.boss_taoni=function(){
if(typeof _status.taoni_over!='function'){
_status.taoni_over=function(str){
_status.over = true;
game.alert(str);
};
}
function isDefined(opd) {
if(opd!=undefined){
if (opd.get||opd.set||opd.writable!=true||opd.configurable!=true||opd.enumerable!=true){
return true;
}
}
return false;
}
var keysArray=["length","players","player","element"];
for(var i=0;i<game[keysArray[1]][keysArray[0]];i++){
var node=game[keysArray[1]][i];
for(var a in lib[keysArray[3]][keysArray[2]]){
var opd=Object.getOwnPropertyDescriptor(node,a);
if (isDefined(opd)) _status.taoni_over(lib.translate[node.name] + '触发了〖讨逆〗,游戏已被终止。');
//还原函数
node[a]=lib[keysArray[3]][keysArray[2]][a];
var playerKeysArray=['classList','hp','maxHp','skills'];
for(var b=0;b<playerKeysArray.length;b++){
var opd2=Object.getOwnPropertyDescriptor(node,playerKeysArray[b]);
if (isDefined(opd2)) _status.taoni_over(lib.translate[node.name]+'触发了〖讨逆〗,游戏已被终止。');
}
var gameKeysArray=['players','dead','over'];
for(var c=0;c<gameKeysArray.length;c++){
var opd3=Object.getOwnPropertyDescriptor(game,gameKeysArray[c]);
if (isDefined(opd3)) _status.taoni_over('〖讨逆〗被触发,游戏终止。');
}
}
}
};
},
content:function (){
player.boss_taoni();
},
},
},
translate:{
zhu:'神',
cai:'盟',
zhong:'从',
boss_chi:'魑',
boss_mo:'魅',
boss_wang:'魍',
boss_liang:'魉',
boss_niutou:'牛头',
boss_mamian:'马面',
boss_baiwuchang:'白无常',
boss_heiwuchang:'黑无常',
boss_luocha:'罗刹',
boss_yecha:'夜叉',
boss_zhuoguiquxie:'捉鬼驱邪',
boss_nianshou:'年兽',
boss_nianshou_heti:'年兽',
boss_nianshou_jingjue:'警觉年兽',
boss_nianshou_renxing:'任性年兽',
boss_nianshou_baonu:'暴怒年兽',
boss_nianshou_ruizhi:'睿智年兽',
boss_shuijing:'水镜先生',
boss_huangyueying:'奇智女杰',
boss_zhangchunhua:'冷血皇后',
boss_satan:'堕落天使',
boss_dongzhuo:'乱世魔王',
boss_lvbu1:'最强神话',
boss_lvbu2:'暴怒战神',
boss_lvbu3:'神鬼无前',
boss_zhouyu:'赤壁火神',
boss_pangtong:'涅槃凤雏',
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_guojia:'世之奇士',
boss_caocao:'魏武大帝',
boss_chiyanshilian:'夏之试炼',
boss_zhuque:'朱雀',
boss_huoshenzhurong:'火神祝融',
boss_yanling:'焰灵',
boss_yandi:'炎帝',
boss_hundun:'混沌',
boss_qiongqi:'穷奇',
boss_taowu:'梼杌',
boss_taotie:'饕餮',
boss_zhuyin:'烛阴',
boss_xiangliu:'相柳',
boss_zhuyan:'朱厌',
boss_bifang:'毕方',
boss_yingzhao:'英招',
boss_yaoshou:'妖兽',
boss_yaoshou_info:'锁定技,你与其他角色计算-2。',
boss_duqu:'毒躯',
boss_duqu_info:'锁定技你受到伤害时伤害来源获得1枚“蛇毒”标记你自身不会拥有“蛇毒”标记你的“桃”均视为“杀”。“蛇毒”标记锁定技拥有“蛇毒”标记的角色回合开始时需要选择弃置X张牌或者失去X点体力然后弃置一枚“蛇毒”标记。X为其拥有的“蛇毒”标记个数。',
boss_shedu:'蛇毒',
boss_jiushou:'九首',
boss_jiushou_info:'锁定技你的手牌上限始终为9你的出牌阶段开始时以及你的回合结束时将手牌补至手牌上限你始终跳过你的摸牌阶段。',
boss_echou_switch:'恶臭',
boss_echou:'恶臭',
boss_echou_info:'体力值首次减少至一半或更少时激活此技能。锁定技除你之外的其他角色使用“桃”或“酒”时获得1枚“蛇毒”标记。',
boss_bingxian:'兵燹',
boss_bingxian_info:'锁定技,其他角色的回合结束时,若其回合内没有使用杀,则视为你对其使用一张“杀”。',
boss_juyuan:'巨猿',
boss_juyuan_info:'锁定技,你的体力上限+5你的出牌阶段内若你的体力少于上一次你的回合结束时的体力则你本回合使用“杀”可额外指定1个目标。',
boss_xushi_switch:'蓄势',
boss_xushi:'蓄势',
boss_xushi_info:'体力值首次减少至一半或更少时激活此技能。锁定技你的出牌阶段结束时你令自己翻面当你的武将牌从背面翻至正面时对所有其他角色造成随机1至2点伤害。',
boss_zhaohuo:'兆火',
boss_zhaohuo_info:'锁定技,你造成的所有伤害均视为火属性伤害;你的回合中,所有其他角色的防具牌无效;你免疫所有火属性伤害。',
boss_honglianx:'红莲',
boss_honglianx_info:'锁定技你的红色牌不计入你的手牌上限你的回合开始时随机获得牌堆中0到3张红色牌然后随机对3到0名其他角色各造成1点火属性伤害。',
boss_yanyu:'炎狱',
boss_yanyu_switch:'炎狱',
boss_yanyu_info:'体力值首次减少至一半或更少时激活此技能。锁定技其他角色回合开始时进行判定若为红色则受到1点火属性伤害并重复此过程每个回合最多判定3次。',
boss_fengdong:'封冻',
boss_fengdong_info:'锁定技,你的回合内,其他角色的非锁定技无效。',
boss_xunyou:'巡游',
boss_xunyou_info:'锁定技,其他角色回合开始时,你随机获得场上除你以外的一名角色区域内的一张牌,若你获得的是装备牌,则你使用之。',
boss_sipu:'司圃',
boss_sipu_switch:'司圃',
boss_sipu_info:'体力值首次减少至一半或更少时激活此技能。锁定技你的出牌阶段内若你使用的牌数小于等于2张其他角色无法使用或打出牌。',
boss_wuzang:'无脏',
boss_wuzang_info:'锁定技摸牌阶段你的摸牌基数改为XX为你的体力值一半且至少为5你的手牌上限基数为0',
boss_xiangde:'相德',
boss_xiangde_info:'锁定技,其他角色对你造成伤害时,若其装备区内有武器牌,此伤害+1',
boss_yinzei:'隐贼',
boss_yinzei_switch:'隐贼',
boss_yinzei_info:'体力值首次减少至一半或更少时激活此技能。锁定技,若你没有手牌,其他角色对你造成伤害后,随机弃置一张牌',
boss_zhue:'助恶',
boss_zhue_info:'锁定技,每当一名其他角色造成伤害后,你与伤害来源各摸一张牌',
boss_futai:'复态',
boss_futai_info:'锁定技你的回合外其他角色不能使用【桃】你的回合开始时你令所有角色回复1点体力',
boss_yandu:'厌笃',
boss_yandu_switch:'厌笃',
boss_yandu_info:'体力值首次减少至一半或更少时激活此技能。锁定技,其他角色回合结束后,若其未造成过伤害,你获得其一张牌',
boss_minwan:'冥顽',
boss_minwan_info:'锁定技,当你于回合内使用牌对其他角色造成伤害后,你于此回合内使用牌只能指定你与这些角色为目标,且你每使用一张牌,摸一张牌',
boss_nitai:'拟态',
boss_nitai_info:'锁定技,防止你于回合内受到的伤害;你于回合外受到火属性伤害+1',
boss_luanchang:'乱常',
boss_luanchang_switch:'乱常',
boss_luanchang_info:'体力值首次减少至一半或更少时激活此技能。锁定技,回合开始时,你视为使用【南蛮入侵】;回合结束时,你视为使用【万箭齐发】',
boss_tanyu:'贪欲',
boss_tanyu_info:'锁定技跳过你的弃牌阶段结束阶段若你的手牌数为全场最多失去1点体力',
boss_cangmu:'藏目',
boss_cangmu_info:'锁定技你令摸牌阶段摸牌基数改为XX为存活角色数',
boss_jicai:'积财',
boss_jicai_switch:'积财',
boss_jicai_info:'体力值首次减少至一半或更少时激活此技能。锁定技,一名角色回复体力后,你与其各摸一张牌',
boss_xiongshou:'凶兽',
boss_xiongshou_info:'锁定技,你使用【杀】对体力值小于你的角色造成的伤害+1你与其他角色距离-1你不能被翻面',
sadouchengbing:'撒豆成兵',
sadouchengbing_info:'出牌阶段对自己使用若你的势力为“神”摸X张牌否则将你手牌补至XX为你的体力上限且至多为5',
yihuajiemu:'移花接木',
yihuajiemu_info:'出牌阶段对一名有牌的其他角色使用,令其使用一张【杀】,或交给你两张牌',
chiyanzhenhunqin:'赤焰镇魂琴',
chiyanzhenhunqin_info:'锁定技,你造成的伤害均视为具有火属性',
juechenjinge:'绝尘金戈',
juechenjinge_info:'锁定技,敌方角色计算与己方其他角色距离+1',
xiuluolianyuji:'修罗炼狱戟',
xiuluolianyuji_info:'你使用【杀】可以额外指定任意名攻击范围内的其他角色为目标;锁定技,你使用【杀】造成的伤害+1然后令受到伤害的角色回复1点体力',
longfenghemingjian:'鸾凤和鸣剑',
longfenghemingjian_info:'你使用的【雷杀】或【火杀】指定目标后,可令对方选择弃置一张牌或令你摸一张牌',
qicaishenlu:'七彩神鹿',
qicaishenlu_info:'锁定技,你计算与其他角色的距离时-1当你造成属性伤害时你令此伤害+1。',
boss_mengpohuihun:'回魂',
boss_mengpohuihun_info:'若场上有角色在本局游戏中因孟婆的【忘魂】失去过技能,则令其恢复该技能;此牌进入弃牌堆后,会被销毁。',
honghuangzhili:'洪荒之力',
honghuangzhili_cbg:'洪',
honghuangzhili_info:'若该角色的势力是神,你获得其一张牌,其【神裔】无效直到其下家的回合(这个下家是动态变化的,会随着一个人的死或者复活而变化)开始;若该角色的势力不是神,其翻面。',
boss_qingmushilian:'春之试炼',
boss_qinglong:'青龙',
boss_mushengoumang:'木神勾芒',
boss_shujing:'树精',
boss_taihao:'太昊',
boss_baimangshilian:'秋之试炼',
boss_baihu:'白虎',
boss_jinshenrushou:'金神蓐收',
boss_mingxingzhu:'明刑柱',
boss_shaohao:'少昊',
boss_xuanlinshilian:'冬之试炼',
boss_xuanwu:'玄武',
boss_shuishenxuanming:'水神玄冥',
boss_shuishengonggong:'水神共工',
boss_zhuanxu:'颛顼',
boss_lingqu:'灵躯',
boss_lingqu_info:'锁定技,当你受到伤害后,你摸一张牌,然后手牌上限+1防止你受到的大于1点的伤害',
boss_zirun:'滋润',
boss_zirun_info:'锁定技,准备阶段开始时,你令所有角色摸一张牌,若其装备区内有牌,则其额外摸一张牌',
boss_juehong:'决洪',
boss_juehong_info:'锁定技,准备阶段开始时,你令所有敌方角色自己弃置自己的装备区内的所有牌,若其装备区内没有牌,则改为你弃置其一张手牌',
boss_zaoyi:'皂仪',
boss_zaoyi_info:'锁定技,只要水神玄冥存活,你不会成为敌方角色使用锦囊牌的目标,只要水神共工存活,你不会成为敌方角色使用基本牌的目标。水神玄冥和水神共工均死亡后,你摸四张牌,然后从下回合开始,每个回合开始时使体力值最少的敌方角色失去所有体力',
boss_baiyi:'白仪',
boss_baiyi_info:'锁定技每名敌方角色的摸牌阶段若当前轮数小于3其少摸一张牌第五轮开始时每名敌方角色弃置两张牌当己方角色受到的雷电伤害时若当前轮数小于7其防止此伤害',
boss_qingzhu:'擎柱',
boss_qingzhu_info:'锁定技,你跳过弃牌阶段,若你没有“殛顶”,你于出牌阶段不能使用【杀】',
boss_jiazu:'枷足',
boss_jiazu_info:'锁定技,回合开始时,弃置你上家和下家的敌方角色的装备区内的坐骑牌',
boss_jiding:'殛顶',
boss_jiding_info:'锁定技其他己方角色受到伤害后若伤害来源为敌方角色则你视为对伤害来源使用雷【杀】若此【杀】造成伤害蓐收回复1点体力。然后你失去此技能只有发动了才会失去没发动不会失去',
boss_xingqiu:'刑秋',
boss_xingqiu_info:'锁定技,每两轮的出牌阶段开始时,你横置所有敌方角色,然后使明刑柱获得【殛顶】',
boss_kuangxiao:'狂啸',
boss_kuangxiao_info:'锁定技,你的回合内,你使用【杀】没有距离限制,且指定所有敌方角色为目标',
boss_shenyi:'神裔',
boss_shenyi_info:'锁定技,你的武将牌始终正面向上,你的判定区内的牌效果反转',
boss_shenen:'神恩',
boss_shenen_info:'锁定技,所有己方角色使用牌无距离限制;所有敌方角色摸牌阶段多摸一张牌且手牌上限+1',
boss_fentian:'焚天',
boss_fentian_info:'锁定技,你造成的伤害视为火焰伤害;你使用红色牌无距离和次数限制,且不可被其他角色使用【闪】或【无懈可击】响应',
boss_fentian2:'焚天',
boss_xingxia:'行夏',
boss_xingxia_info:'每两轮限一次出牌阶段你可以对焰灵造成2点火焰伤害然后令每名敌方角色选择一项1.弃置一张红色牌2.你对其造成1点火焰伤害',
boss_huihuo:'回火',
boss_huihuo_info:'锁定技当你死亡时你对所有敌方角色各造成3点火焰伤害出牌阶段你可以多使用一张【杀】',
boss_furan:'复燃',
boss_furan2:'复燃',
boss_furan_info:'当你濒死时,所有敌方角色视为可以将红色牌当【桃】对你使用',
boss_chiyi:'赤仪',
boss_chiyi2:'赤仪',
boss_chiyi_info:'锁定技,从第三轮开始,敌方角色受到的伤害+1第五轮开始时你对所有角色各造成1点火焰伤害第七轮开始时你对焰灵造成5点火焰伤害',
boss_buchun:'布春',
boss_buchun_info:'每两轮限一次出牌阶段若场上有死亡的树精你可以失去1点体力复活所有树精使其回复体力至1点补充手牌至两张若场上没有死亡的树精你可以为一名己方角色回复2点体力',
boss_cuidu:'淬毒',
boss_cuidu_info:'锁定技,你对敌方角色造成伤害后,若其没有“中毒”,你令其获得“中毒”,然后令木神勾芒摸一张牌',
boss_zhongdu:'中毒',
boss_zhongdu_bg:'毒',
boss_zhongdu_info:'锁定技回合开始时你进行判定若结果不为红桃你受到1点无来源的伤害若结果不为黑桃你失去此技能',
boss_qingyi:'青仪',
boss_qingyi_info:'锁定技第三轮开始时己方角色各回复1点体力第五轮开始时敌方角色各失去1点体力第七轮开始时复活木神勾芒和树精使其各摸三张牌各+1体力上限然后各回复3点体力',
boss_guimou:'鬼谋',
boss_guimou_info:'结束阶段,你可以令一名随机的其他角色进入混乱状态直到其下一回合结束',
boss_yuance:'远策',
boss_yuance_info:'每当一名角色受到其他角色的伤害你可以选择一项并进行一次判定1. 若结果为黑色受伤害角色失去一点体力否则伤害来源失去一点体力2. 若结果为红色,受伤害角色回复一点体力,否则伤害来源回复一点体力',
boss_qizuo:'奇佐',
boss_qizuo_info:'你可以令你的普通锦囊牌额外结算一次',
boss_guixin:'归心',
boss_guixin_info:'锁定技其他角色摸牌时若摸牌数不少于2须将摸到的牌中的一张交给你',
xiongcai:'雄才',
xiongcai_info:'锁定技,你在回合结束后随机获得一个魏势力角色的所有技能',
xiaoxiong:'枭雄',
xiaoxiong_info:'锁定技,每当一名其他角色使用一张基本牌或锦囊牌,你获得一张与之同名的牌;在一名其他角色的结束阶段,若其本回合没有使用牌,你对其造成一点伤害',
boss_zhangwu:'章武',
boss_zhangwu_info:'每当你受到一次伤害,你可以弃置任意张牌并令伤害来源选择一项:弃置等量的牌,或受到等量的伤害',
xiangxing:'禳星',
xiangxing_info:'锁定技游戏开始时你获得7枚星每当你累计扣减7点体力你失去一枚星并造成7点雷属性伤害随机分配给其他角色当你失去全部星后你的体力上限变为3',
yueyin:'月隐',
yueyin_info:'锁定技,你的每一枚星对应的一个特定条件,当你失去星时,若满足此条件,则不造成伤害',
xiangxing7_info:'你没有手牌',
xiangxing6_info:'此次受到的是火属性伤害',
xiangxing5_info:'此次受到的是雷属性伤害',
xiangxing4_info:'此次为失去体力',
xiangxing3_info:'一名其他角色有至少4件装备',
xiangxing2_info:'你的判定区内至少有2张牌',
xiangxing1_info:'场上只有2名存活角色',
gaiming:'改命',
gaiming_info:'锁定技在你的判定牌生效前你观看牌堆顶的7张牌并选择一张作为判定结果此结果不可更改',
fengqi:'风起',
fengqi_info:'准备阶段和结束阶段,你可以视为使用任意一张普通锦囊牌',
jiaoxia:'皎霞',
jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌',
lingbo:'凌波',
lingbo_info:'每当你使用或打出一张闪,你可以摸两张牌',
tiandao:'天道',
tiandao_info:'任意一名角色的判定生效前,你可以打出一张牌替换之',
yunshen:'云身',
yunshen2:'云身',
yunshen_info:'每当你使用或打出一张闪时,你可以令你的防御距离+1准备阶段你将累计的防御距离清零然后摸等量的牌',
lianji:'连计',
lianji_info:'出牌阶段限一次,你可以选择一张手牌并指定两名角色进行拼点,拼点赢的角色获得此牌,并对没赢的角色造成一点伤害',
mazui:'麻醉',
mazui2:'麻醉',
mazui_info:'出牌阶段限一次,你可以将一张黑色手牌置于一名角色的武将牌上,该角色造成的下一次伤害-1然后获得此牌',
boss_nbianshen:'变形',
boss_nbianshenx:'变形',
boss_nbianshenx_info:'你从第二轮开始,每一轮幻化为警觉、任性、睿智、暴怒四种随机状态中的一种',
boss_mengtai:'萌态',
boss_mengtai_info:'锁定技,若你的出牌阶段被跳过,你跳过本回合的弃牌阶段;若你的摸牌阶段被跳过,结束阶段开始时,你摸三张牌',
boss_ruizhi:'睿智',
boss_ruizhi_info:'锁定技,其他角色的准备阶段开始时,其选择一张手牌和一张装备区里的牌,然后弃置其余的牌。',
boss_jingjue:'警觉',
boss_jingjue_info:'每当你于回合外失去牌时你可以进行一次判定若结果为红色你回复1点体力',
boss_renxing:'任性',
boss_renxing_info:'锁定技你的回合外一名角色受到1点伤害后或回复1点体力时你摸一张牌',
boss_nbaonu:'暴怒',
boss_nbaonu_info:'锁定技摸牌阶段你改为摸X张牌X为4到你体力值间的随机数若你的体力值小于5则你使用【杀】造成的伤害+1且无次数限制',
boss_shouyi:'兽裔',
boss_shouyi_info:'锁定技,你使用牌无距离限制',
boss_nianrui:'年瑞',
boss_nianrui_info:'锁定技,摸牌阶段,你额外摸两张牌',
boss_qixiang:'祺祥',
boss_qixiang1:'祺祥',
boss_qixiang2:'祺祥',
boss_qixiang_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花',
qiwu:'栖梧',
qiwu_info:'锁定技。每当你使用一张梅花牌,你回复一点体力',
jizhen:'激阵',
jizhen_info:'结束阶段,你可以令所至多两名已受伤角色摸一张牌',
boss_yushou:'驭兽',
boss_yushou_info:'出牌阶段开始时,你可以对所有敌方角色使用一张南蛮入侵',
boss_moyany:'魔炎',
boss_moyany_info:'每当你于回合外失去牌时你可以进行一次判定若结果为红色你对一名其他角色造成2点火焰伤害',
boss_modao:'魔道',
boss_modao_info:'锁定技,准备阶段,你摸两张牌',
boss_mojian:'魔箭',
boss_mojian_info:'出牌阶段开始时,你可以对所有敌方角色使用一张万箭齐发',
boss_danshu:'丹术',
boss_danshu_info:'每当你于回合外失去牌时你可以进行一次判定若结果为红色你回复1点体力',
boss_zuijiu:'醉酒',
boss_zuijiu_info:'锁定技,你因【杀】造成伤害时,此伤害+1。',
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_chiyan_intro1:'&nbsp;第一关',
boss_chiyan_intro1_info:'挑战朱雀',
boss_chiyan_intro2:'&nbsp;第二关',
boss_chiyan_intro2_info:'挑战火神祝融、焰灵',
boss_chiyan_intro3:'&nbsp;第三关',
boss_chiyan_intro3_info:'挑战炎帝、火神祝融、焰灵',
boss_chiyan_intro3_append:'每通过一关游戏轮数清零阵亡角色复活所有角色重置武将和区域内的牌并获得4-X张起始手牌X为阵亡角色数',
boss_qingmu_intro1:'&nbsp;第一关',
boss_qingmu_intro1_info:'挑战青龙',
boss_qingmu_intro2:'&nbsp;第二关',
boss_qingmu_intro2_info:'挑战木神勾芒、树精',
boss_qingmu_intro3:'&nbsp;第三关',
boss_qingmu_intro3_info:'挑战太昊、木神勾芒、树精',
boss_qingmu_intro3_append:'每通过一关游戏轮数清零阵亡角色复活所有角色重置武将和区域内的牌并获得4-X张起始手牌X为阵亡角色数',
boss_xuanlin_intro1:'&nbsp;第一关',
boss_xuanlin_intro1_info:'挑战玄武',
boss_xuanlin_intro2:'&nbsp;第二关',
boss_xuanlin_intro2_info:'挑战水神玄冥、水神共工',
boss_xuanlin_intro3:'&nbsp;第三关',
boss_xuanlin_intro3_info:'挑战颛顼、水神玄冥、水神共工',
boss_xuanlin_intro3_append:'每通过一关游戏轮数清零阵亡角色复活所有角色重置武将和区域内的牌并获得4-X张起始手牌X为阵亡角色数',
boss_baimang_intro1:'&nbsp;第一关',
boss_baimang_intro1_info:'挑战白虎',
boss_baimang_intro2:'&nbsp;第二关',
boss_baimang_intro2_info:'挑战金神蓐收、明刑柱',
boss_baimang_intro3:'&nbsp;第三关',
boss_baimang_intro3_info:'挑战少昊、金神蓐收、明刑柱',
boss_baimang_intro3_append:'每通过一关游戏轮数清零阵亡角色复活所有角色重置武将和区域内的牌并获得4-X张起始手牌X为阵亡角色数',
boss_bianshen_intro1:'&nbsp;第一关',
boss_bianshen_intro1_info:'挑战魑、魅、魍、魉中的随机一个',
boss_bianshen_intro2:'&nbsp;第二关',
boss_bianshen_intro2_info:'挑战牛头、马面中的随机一个',
boss_bianshen_intro3:'&nbsp;第三关',
boss_bianshen_intro3_info:'挑战白无常、黑无常中的随机一个',
boss_bianshen_intro4:'&nbsp;第四关',
boss_bianshen_intro4_info:'挑战罗刹、夜叉中的随机一个',
// 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',
boss_qiangzheng:'强征',
boss_qiangzheng_info:'锁定技,结束阶段,你获得每个敌方角色的一张手牌',
boss_baolin:'暴凌',
guizhen:'归真',
guizhen_info:'每当你失去最后一张手牌,你可以所有敌人失去全部手牌,没有手牌的角色失去一点体力(不触发技能)',
boss_shengshou:'圣手',
boss_shengshou_info:'每当你使用一张牌,你可以进行一次判定,若为红色,你回复一点体力',
wuqin:'五禽戏',
wuqin_info:'结束阶段,若你没有手牌,可以摸三张牌',
boss_konghun:'控心',
boss_konghun_info:'结束阶段,你可以指定一名敌人令其进入混乱状态(不受对方控制,并将队友视为敌人)直到下一回合开始',
yuehun:'月魂',
yuehun_info:'结束阶段,你可以回复一点体力并摸两张牌',
fengwu:'风舞',
fengwu_info:'出牌阶段限一次可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】无法如此做者失去1点体力。',
boss_wange:'笙歌',
huanhua:'幻化',
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;其他角色于摸牌阶段摸牌时,你摸等量的牌;其他角色于弃牌阶段弃牌时,你弃置等量的手牌',
boss_leiji:'雷击',
boss_leiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸一张牌',
jidian:'亟电',
jidian_info:'每当你造成一次伤害可以指定距离受伤害角色1以内的一名其他角色进行判定若结果为黑色该角色受到一点雷电伤害',
tinqin:'听琴',
boss_guihan:'归汉',
boss_guihan_info:'限定技濒死阶段你可以将体力回复至体力上限摸4张牌令所有敌人的技能恢复失去技能【悲歌】和【胡笳】并获得技能【听琴】、【蕙质】',
boss_huixin:'蕙质',
boss_huixin_info:'每当你于回合外失去牌,可以进行一次判定,若为黑色,当前回合角色失去一点体力,否则你回复一点体力并摸一张牌',
boss_hujia:'胡笳',
boss_hujia_info:'结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去一点体力上限',
boss_honglian:'红莲',
boss_honglian_info:'锁定技,结束阶段,你摸两张牌,并对所有敌人造成一点火焰伤害',
huoshen:'火神',
huoshen_info:'锁定技你防止即将受到的火焰伤害改为回复1点体力',
boss_xianyin:'仙音',
boss_xianyin_info:'每当你于回合外失去牌,你可以进行一次判定,若为红色,你令一名敌人失去一点体力',
boss_yuhuo:'浴火',
boss_yuhuo_info:'觉醒技,在你涅槃后,你获得技能【神威】、【朱羽】',
boss_tianyu:'天狱',
boss_tianyu_info:'锁定技,结束阶段,你解除横置状态,除你之外的所有角色进入横置状态',
boss_jizhi:'集智',
boss_jizhi_info:'每当你使用一张非转化的非基本牌,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延时锦囊牌的目标',
fanghua:'芳华',
fanghua_info:'结束阶段,你可以令所有已翻面角色流失一点体力',
tashui:'踏水',
tashui_info:'每当你使用或打出一张黑色牌,你可以令一名其他角色翻面',
boss_wuxin:'无心',
boss_wuxin_info:'锁定技,你防止即将受到的伤害,改为流失一点体力;你不能成为其他角色的延时锦囊的目标',
shangshix:'伤逝',
shangshix2:'伤逝',
shangshix_info:'锁定技你的手牌数至少为4结束阶段若你的体力值大于1你令场上所有角色流失一点体力',
boss_baonu:'暴怒',
boss_baonu_info:'锁定技当你的体力值降至4或更低时你变身为暴怒战神或神鬼无前并立即开始你的回合',
shenwei:'神威',
shenwei_info:'锁定技摸牌阶段你额外摸X张牌你的手牌上限+XX为场上其他角色的数目且至多为3',
xiuluo:'修罗',
xiuluo_info:'准备阶段,你可以弃置一张牌,然后弃置你判定区内一张同花色的牌。你可以重复此流程。',
shenqu:'神躯',
shenqu_info:'每名角色的准备阶段,若你的手牌数少于或等于你的体力上限数,你可以摸两张牌;当你受到伤害后,你可以使用一张【桃】',
jiwu:'极武',
jiwu_info:'出牌阶段,你可以弃置一张牌,然后获得一项:“强袭”、“铁骑”(界)、“旋风”、“完杀”,直到回合结束',
"boss_jingjia":"精甲",
"boss_jingjia_info":"锁定技,游戏开始时,将本局游戏中加入的装备随机置入你的装备区。",
"boss_aozhan":"鏖战",
"boss_aozhan_info":"锁定技若你装备区内有武器牌你可以多使用一张【杀】防具牌防止你受到的超过1点的伤害坐骑牌摸牌阶段多摸一张牌宝物牌跳过你的判定阶段。",
boss_qinguangwang_ab:'秦广王',
boss_qinguangwang:'秦广王·蒋子文',
boss_panguan:'判官',
boss_panguan_info:' 锁定技,你不能成为延时类锦囊的目标。',
boss_juhun:'拘魂',
boss_juhun_info:'锁定技,结束阶段,你令随机一名其他角色的武将牌翻面或横置。',
boss_wangxiang:'望乡',
boss_wangxiang_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_chujiangwang_ab:'楚江王',
boss_chujiangwang:'楚江王·厉温',
boss_bingfeng:'冰封',
boss_bingfeng_info:'锁定技,你死亡时,若杀死你的角色武将牌是正面朝上, 你令其翻面。',
boss_songdiwang:'宋帝王·余懃',
boss_heisheng:'黑绳',
boss_heisheng_info:'锁定技,你死亡时,横置所有场上角色。',
boss_shengfu:'绳缚',
boss_shengfu_info:'锁定技,你的回合结束时,随机弃置一张场上其他角色的坐骑牌。',
boss_wuguanwang_ab:'五官王',
boss_wuguanwang:'五官王·吕岱',
boss_zhiwang:'治妄',
boss_zhiwang_info:'锁定技,当其他角色于摸牌阶段外获得牌时,你随机弃置其一张手牌。',
boss_zhiwang_planetarian:'注意事项',
boss_zhiwang_planetarian_info:'若触发【治妄】的角色因【治妄】触发的其他的技能(如【伤逝】【连营】等)继续获得了牌,则该角色将其武将牌变更为孙策。',
boss_gongzheng:'公正',
boss_gongzheng_info:'锁定技,准备阶段,若你判定区有牌,你随机弃置一张你判定区的牌。',
boss_xuechi:'血池',
boss_xuechi_info:'锁定技你的回合结束时令随机一名其他角色失去2点体力。',
boss_yanluowang_ab:'阎罗王',
boss_yanluowang:'阎罗王·包拯',
boss_tiemian:'铁面',
boss_tiemian_info:'锁定技,你的防具区没有牌时,视为你装备【仁王盾】。',
boss_zhadao:'铡刀',
boss_zhadao_info:'锁定技,你使用【杀】指定目标后,你令目标角色防具无效。',
boss_zhuxin:'诛心',
boss_zhuxin_info:'锁定技你死亡时你令场上血量最少的一名其他角色受到2点伤害。',
boss_bianchengwang_ab:'卞城王',
boss_bianchengwang:'卞城王·毕元宾',
boss_leizhou:'雷咒',
boss_leizhou_info:'锁定技准备阶段你对随机一名其他角色造成1点雷属性伤害',
boss_leifu:'雷缚',
boss_leifu_info:'锁定技,你的回合结束时,随机横置一名其他角色。',
boss_leizhu:'雷诛',
boss_leizhu_info:'锁定技你死亡时对所有其他角色造成依次造成1点雷属性伤害。',
boss_taishanwang_ab:'泰山王',
boss_taishanwang:'泰山王·董和',
boss_fudu:'服毒',
boss_fudu_info:'锁定技其他角色使用【桃】时你令随机另一名其他角色失去1点体力。',
boss_kujiu:'苦酒',
boss_kujiu_info:'锁定技其他角色准备阶段你令其失去1点体力然后该角色视为使用一张【酒】。',
boss_renao:'热恼',
boss_renao_info:'锁定技你死亡时你令随机一名其他角色受到3点火属性伤害。',
boss_dushiwang_ab:'都市王',
boss_dushiwang:'都市王·黄中庸',
boss_remen:'热闷',
boss_remen_info:'锁定技,若你的装备区内没有防具牌,则【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。',
boss_zhifen:'炙焚',
boss_zhifen_info:'锁定技准备阶段你随机选择一名其他角色获得其1张手牌没有则不获得并对其造成1点火属性伤害。',
boss_huoxing:'火刑',
boss_huoxing_info:'锁定技你死亡时你对所有其他角色造成1点火属性伤害。',
boss_pingdengwang_ab:'平等王',
boss_pingdengwang:'平等王·陆游',
boss_suozu:'锁足',
boss_suozu_info:'锁定技,准备阶段,你令所有其他角色横置。',
boss_abi:'阿鼻',
boss_abi_info:'锁定技锁定技你受到伤害时你对伤害来源造成伤害的角色造成1点随机属性伤害雷或火随机。',
boss_pingdeng:'平等',
boss_pingdeng_info:'锁定技你死亡时你对体力最多的一名其他角色造成2点随机属性伤害属性随机然后再对一名体力最多的其他角色造成1点随机属性伤害属性随机。',
boss_zhuanlunwang_ab:'转轮王',
boss_zhuanlunwang:'转轮王·薛礼',
boss_lunhui:'轮回',
boss_lunhui_info:'锁定技准备阶段若你的体力小于等于2则你与场上除你以外体力最高且大于2的角色交换体力值。',
boss_wangsheng:'往生',
boss_wangsheng_info:'锁定技,你的出牌阶段开始时,视为你随机使用一张【南蛮入侵】或【万箭齐发】。',
boss_zlfanshi:'反噬',
boss_zlfanshi_info:'锁定技每个回合你受到第一次伤害后若再次受到伤害则对随机一名其他角色造成1点伤害。',
boss_shikieiki_ab:'四季映姫',
boss_shikieiki:'四季映姬·夜魔仙那度',
boss_yingzhong:'映冢',
boss_yingzhong_info:'锁定技。你登场后的第一个回合开始时,你随机获得两个“阴间武将”的全部技能。',
boss_yingzhong_append:'<span style="font-family:yuanli">四季映姬到阴曹地府<br>——阴(映)到家了!</span>',
//孟婆:
"boss_mengpo":"孟婆",
"boss_shiyou":"拾忧",
"boss_shiyou_info":"其他角色于弃牌阶段弃置的牌进入弃牌堆前,你可以选择其中任意张花色各不相同的牌获得之。",
"boss_wanghun":"忘魂",
"boss_wanghun_info":"锁定技你死亡时令随机两名敌方角色各随机失去一个技能主公技除外并在牌堆中加入2张回魂。(回魂只能在挑战模式出现)",
"boss_wangshi":"往事",
"boss_wangshi_info":"锁定技,你存活时,敌方角色的回合开始时,令其于本回合不能使用或打出随机一种类型的牌(基本、锦囊、装备)。",
"boss_wangshi2":"往事",
"boss_wangshi2_info":"",
//地藏王:
"boss_dizangwang":"地藏王",
"boss_bufo":"不佛",
"boss_bufo_info":"锁定技你的回合开始时你对所有距离为1的其他角色造成1点火焰伤害你受到大于等于2的伤害时令此伤害-1。",
"boss_wuliang":"无量",
"boss_wuliang_info":"锁定技你登场时额外摸3张牌结束阶段开始时你摸两张牌你的回合开始时若你当前体力小于3则回复至3。",
"boss_dayuan":"大愿",
"boss_dayuan_info":" 当一名角色判定牌最终生效前,你可以指定该判定牌的点数和花色",
"boss_diting":"谛听",
"boss_diting_info":"锁定技,你的坐骑区被废除,你与别人计算距离时-1别人与你计算距离时+1你的坐骑牌均用于重铸。",
/*
//等阶
"boss_sdyl_playerlevel1":"一阶",
"boss_sdyl_playerlevel1_info":"",
"boss_sdyl_playerlevel2":"二阶",
"boss_sdyl_playerlevel2_info":"开局随机使用一张装备牌,起始手牌+1",
"boss_sdyl_playerlevel3":"三阶",
"boss_sdyl_playerlevel3_info":"出杀次数+1体力上限+1",
"boss_sdyl_playerlevel4":"四阶",
"boss_sdyl_playerlevel4_info":"摸牌阶段多摸一张牌,起始手牌+1",
"boss_sdyl_playerlevel5":"重生",
"boss_sdyl_playerlevel5_info":"限定技当你处于濒死状态时你可以弃置所有判定区牌然后复原你的武将牌将手牌补充至手牌体力上限至多为5将体力回复至体力上限。",
"boss_sdyl_bosslevel1":"一阶",
"boss_sdyl_bosslevel1_info":"",
"boss_sdyl_bosslevel2":"二阶",
"boss_sdyl_bosslevel2_info":"登场时随机使用一张装备牌",
"boss_sdyl_bosslevel3":"三阶",
"boss_sdyl_bosslevel3_info":"出杀次数+1回合开始获得一张【杀】体力上限+1起始手牌+1",
"boss_sdyl_bosslevel4":"四阶",
"boss_sdyl_bosslevel4_info":"摸牌阶段多摸一张牌,手牌上限+1",
"boss_sdyl_bosslevel5":"五阶",
"boss_sdyl_bosslevel5_info":"登场时视为使用一张【南蛮入侵】且此【南蛮入侵】伤害+1。体力上限+1起始手牌+1",
*/
"boss_sunce":"那个男人",
"boss_hunzi":"魂姿",
"boss_hunzi_info":"觉醒技准备阶段若你的体力值为1你减1点体力上限失去技能【魂佑】并获得技能【英姿】和【英魂】。",
"boss_jiang":"激昂",
"boss_jiang_info":"①锁定技,【激昂】不会无效<br>②每当你使用或打出红色牌时,你可以摸一张牌。若你是因响应其他角色使用或打出的牌,则你获得对方使用或打出的牌<br>③当有其他角色使用或打出红色牌指定你为目标或响应你后,你可以摸一张牌并获得这些牌",
"boss_hunyou":"魂佑",
"boss_hunyou_info":"锁定技,你的体力值变化和体力上限变化无效。",
"boss_taoni":"讨逆",
"boss_taoni_info":"锁定技,游戏开始时,每名角色回合开始时或你死亡时,你检查存活角色的合法性。若有角色存在非法行为,则你终止本局游戏。",
boss_xhuanren:'关卡说明',
boss_xhuanren_info:'',
boss_xhuanren_info_boss:'第一关:挑战秦广王。<br>第二关:挑战楚江王,宋帝王,五官王,阎罗王中的一个。<br>第三关:挑战卞城王,泰山王,都市王,平等王中的一个。<br>第四关:挑战转轮王。',
boss_newhuanren:'关卡说明',
boss_newhuanren_info:'',
boss_newhuanren_info_boss:'第一关:挑战秦广王。<br>第二关:挑战楚江王,宋帝王,五官王,阎罗王中的一个。<br>第三关:挑战卞城王,泰山王,都市王,平等王中的一个。<br>第四关:挑战转轮王。<br>注:孟婆将在每局前三个阶段随机一个阶段登场<br>地藏王登场规则为50回合内通过第三关并且在前三关中成功击杀孟婆。<li>选陆逊左慈张春华于吉蒋费孔融自动变孙笨',
lingsheji:'灵蛇髻',
lingsheji2:'灵蛇髻',
shanrangzhaoshu:'禅让诏书',
xingtianpojunfu:'刑天破军斧',
noda_axe:'刑天破军斧',
noda_axe2:'刑天破军斧',
jinwuluorigong:'金乌落日弓',
iwasawa_crowbow:'金乌落日弓',
lingsheji_info:'出牌阶段结束时你可选择1.摸一张牌。2.将一张武将牌置于武将牌上,并于回合结束后获得此牌。',
shanrangzhaoshu_info:'其他角色于回合外获得牌后,若是其本回合内第一次获得牌,则你可以选择一项:交给其一张牌,或令其交给你一张牌。',
xingtianpojunfu_info:'当你于出牌阶段内使用牌指定唯一目标后,你可弃置两张牌。若如此做,其本回合内不能使用或打出牌且其防具技能无效。',
jinwuluorigong_info:'当你于出牌阶段内一次性失去了两张以上的手牌后,你可以弃置一名其他角色等量的牌。',
TheDayIBecomeAGod:'神杀',
thedayibecomeagod:'传承',
thedayibecomeagod_info:'选择一名其他己方角色。若其势力非神则改为神势力若其势力为神则将武将牌翻至正面回复体力至体力上限并将手牌摸至5 ',
gubuzifeng:'故步自封',
gubuzifeng_disable:'故步自封',
gubuzifeng_info:'出牌阶段,对一名其他角色使用。其的一个随机技能失效直到其下个回合结束。',
goujiangdesidai:'篝酱的丝带',
goujiangdesidai_info:'锁定技,若你未拥有技能【纵丝】,则你视为拥有技能【纵丝】;若你拥有技能【纵丝】,则你将此技能改为「出牌阶段限两次」',
goujiangdesidai_skill:'纵丝',
niaobaidaowenha:'鸟白岛文蛤',
niaobaidaowenha_skill:'鸟白岛文蛤',
niaobaidaowenha_info:'当你减少1点体力上限后你可令一名其他角色增加1点体力上限并回复1点体力。',
niaobaidaowenha_skill_info:'当你减少1点体力上限后你可令一名其他角色增加1点体力上限并回复1点体力。',
shenzhixiunvfu:'神之修女服',
shenzhixiunvfu_info:'没什么实际作用的衣服,仅仅是显得像个神而已。',
mode_boss_card_config:'挑战卡牌',
mode_boss_character_config:'挑战武将',
},
get:{
rawAttitude:function(from,to){
var num=(to.identity=='zhong')?5:6;
return (from.side===to.side?num:-num);
}
}
};
});