778 lines
22 KiB
JavaScript
Executable File
778 lines
22 KiB
JavaScript
Executable File
'use strict';
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character.woods={
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character:{
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menghuo:['male','shu',4,['huoshou','zaiqi']],
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zhurong:['female','shu',4,['juxiang','lieren']],
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caopi:['male','wei',3,['xingshang','fangzhu','songwei'],['zhu']],
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xuhuang:['male','wei',4,['duanliang']],
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lusu:['male','wu',3,['haoshi','dimeng']],
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sunjian:['male','wu',4,['yinghun']],
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dongzhuo:['male','qun',8,['jiuchi','roulin','benghuai','baonue'],['zhu']],
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jiaxu:['male','qun',3,['luanwu','wansha','weimu']],
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},
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perfectPair:{
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menghuo:['zhurong']
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},
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skill:{
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huoshou:{
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locked:true,
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group:['huoshou1','huoshou2'],
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ai:{
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effect:{
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target:function(card,player,target){
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if(card.name=='nanman') return 0;
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}
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}
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}
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},
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huoshou1:{
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audio:2,
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trigger:{target:'useCardToBefore'},
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forced:true,
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priority:15,
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filter:function(event,player){
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return (event.card.name=='nanman');
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},
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content:function(){
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trigger.untrigger();
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trigger.finish();
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},
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},
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huoshou2:{
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trigger:{global:'damageBefore'},
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forced:true,
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filter:function(event,player){
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return (event.card&&event.card.name=='nanman');
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},
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content:function(){
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trigger.source=player;
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}
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},
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zaiqi:{
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audio:2,
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trigger:{player:'phaseDrawBefore'},
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filter:function(event,player){
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return player.hp<player.maxHp;
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},
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check:function(event,player){
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if(player.maxHp-player.hp<2){
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return false;
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}
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else if(player.maxHp-player.hp==2){
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return player.num('h')>=2;
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}
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return true;
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},
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content:function(){
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"step 0"
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trigger.untrigger();
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trigger.finish();
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event.cards=get.cards(player.maxHp-player.hp);
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player.showCards(event.cards);
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"step 1"
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var num=0;
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for(var i=0;i<event.cards.length;i++){
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if(get.suit(event.cards[i])=='heart'){
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num++;
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ui.discardPile.appendChild(event.cards[i]);
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event.cards.splice(i--,1);
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}
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}
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if(num){
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player.recover(num);
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}
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"step 2"
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if(event.cards.length){
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player.gain(event.cards);
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player.$gain2(event.cards);
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game.delay();
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}
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},
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ai:{
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threaten:function(player,target){
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if(target.hp==1) return 2;
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if(target.hp==2) return 1.5;
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return 1;
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},
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}
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},
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juxiang:{
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unique:true,
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locked:true,
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group:['juxiang1','juxiang2'],
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ai:{
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effect:{
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target:function(card){
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if(card.name=='nanman') return [0,1];
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}
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}
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}
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},
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juxiang1:{
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audio:2,
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trigger:{target:'useCardToBefore'},
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forced:true,
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priority:15,
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filter:function(event,player){
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return (event.card.name=='nanman');
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},
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content:function(){
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trigger.untrigger();
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trigger.finish();
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}
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},
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juxiang2:{
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trigger:{global:'useCardAfter'},
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forced:true,
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filter:function(event,player){
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return (event.card.name=='nanman'&&event.player!=player&&get.position(event.card)=='d'&&get.itemtype(event.card)=='card');
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},
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content:function(){
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player.gain(trigger.card);
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player.$gain2(trigger.card);
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}
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},
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lieren:{
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audio:2,
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trigger:{source:'damageEnd'},
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filter:function(event,player){
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return (event.card&&event.card.name=='sha'&&
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event.player.classList.contains('dead')==false&&
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event.player.num('h')&&player.num('h'));
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},
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0&&player.num('h')>1;
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},
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priority:5,
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content:function(){
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"step 0"
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player.chooseToCompare(trigger.player);
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"step 1"
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if(result.bool&&trigger.player.num('he')){
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player.gainPlayerCard(trigger.player,true,'he');
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}
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}
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},
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xingshang:{
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audio:2,
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unique:true,
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gainable:true,
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trigger:{global:'dieEnd'},
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priority:5,
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filter:function(event){
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return event.cards.length>0
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},
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content:function(){
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"step 0"
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player.gain(trigger.playerCards);
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player.$draw(trigger.playerCards);
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//trigger.player.$give(trigger.cards,player);
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game.delay();
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// var card=trigger.cards;
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// var str=get.translation(player)+'获得了'+get.translation(card[0]);
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// for(var i=1;i<card.length;i++){
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// str+='、'+get.translation(card[i]);
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// }
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// game.log(str);
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"step 1"
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for(var i=0;i<trigger.playerCards.length;i++){
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trigger.cards.remove(trigger.playerCards[i]);
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}
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trigger.playerCards.length=0;
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}
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},
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fangzhu:{
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audio:2,
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trigger:{player:'damageEnd'},
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direct:true,
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content:function(){
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"step 0"
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player.chooseTarget('是否发动【放逐】?',function(card,player,target){
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return player!=target
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}).ai=function(target){
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var player=_status.event.player;
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if(ai.get.attitude(_status.event.player,target)==0) return 0;
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if(ai.get.attitude(_status.event.player,target)>0){
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if(target.classList.contains('turnedover')) return 1000-target.num('h');
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if(player.maxHp-player.hp<3) return -1;
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return 100-target.num('h');
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}
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else{
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if(target.classList.contains('turnedover')) return -1;
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if(player.maxHp-player.hp>=3) return -1;
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return 1+target.num('h');
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}
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}
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"step 1"
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if(result.bool){
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player.logSkill('fangzhu',result.targets);
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result.targets[0].draw(player.maxHp-player.hp);
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result.targets[0].turnOver();
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}
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},
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ai:{
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maixie:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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if(player.skills.contains('jueqing')) return [1,-2];
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var hastarget=false;
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var hasfriend=false;
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var turnfriend=false;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(target,game.players[i])<0&&!game.players[i].isTurnedOver()){
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hastarget=true;
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}
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if(ai.get.attitude(target,game.players[i])>0&&game.players[i].isTurnedOver()){
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hastarget=true;
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turnfriend=true;
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}
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if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
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hasfriend=true;
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}
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}
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if(ai.get.attitude(player,target)>0&&!hastarget) return;
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if(!hasfriend) return;
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if(turnfriend||target.hp==target.maxHp) return [0.5,1];
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if(target.hp>1) return [1,1];
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}
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}
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}
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}
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},
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songwei:{
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unique:true,
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global:'songwei2',
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},
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songwei2:{
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audio:2,
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forceaudio:true,
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trigger:{player:'judgeEnd'},
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filter:function(event,player){
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if(!game.zhu) return false;
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if(!game.zhu.isZhu) return false;
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return (player!=game.zhu&&game.zhu.skills.contains('songwei')&&player.group=='wei'&&get.color(event.result.card)=='black');
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},
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check:function(event,player){
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return ai.get.attitude(player,game.zhu)>0;
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},
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content:function(){
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game.zhu.draw();
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}
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},
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duanliang:{
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group:['duanliang1','duanliang2'],
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ai:{
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threaten:1.2
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}
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},
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duanliang1:{
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audio:2,
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enable:'chooseToUse',
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filterCard:function(card){
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if(get.type(card)=='trick') return false;
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if(get.type(card)=='delay') return false;
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return get.color(card)=='black';
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},
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position:'he',
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viewAs:{name:'bingliang'},
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prompt:'将一黑色的基本牌或装备牌当兵粮寸断使用',
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check:function(card){return 6-ai.get.value(card)},
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ai:{
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order:9
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}
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},
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duanliang2:{
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mod:{
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targetInRange:function(card,player,target){
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if(card.name=='bingliang'){
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if(get.distance(player,target)<=2) return true;
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}
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}
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}
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},
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haoshi:{
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audio:2,
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trigger:{player:'phaseDrawBegin'},
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threaten:1.4,
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check:function(event,player){
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if(player.num('h')<=1) return true;
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var min=[];
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var temp=player.next.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<temp){
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temp=game.players[i].num('h');
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}
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}
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')==temp){
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min.push(game.players[i]);
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}
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}
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for(var i=0;i<min.length;i++){
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if(ai.get.attitude(player,min[i])>0) return true;
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}
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return false;
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},
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content:function(){
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trigger.num+=2;
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player.addSkill('haoshi2');
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},
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ai:{
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threaten:2
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}
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},
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haoshi2:{
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trigger:{player:'phaseDrawEnd'},
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forced:true,
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popup:false,
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audio:false,
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content:function(){
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"step 0"
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player.removeSkill('haoshi2');
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if(player.num('h')<=5){
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event.finish();
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return;
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}
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var temp=player.next.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')<temp){
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temp=game.players[i].num('h');
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}
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}
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player.chooseCardTarget({
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selectCard:Math.floor(player.num('h')/2),
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filterTarget:function(card,player,target){
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return target.num('h')==temp;
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},
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forced:true,
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ai2:function(target){
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return ai.get.attitude(player,target);
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}
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});
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"step 1"
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if(result.targets&&result.targets[0]){
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result.targets[0].gain(result.cards);
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player.$give(result.cards.length,result.targets[0]);
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}
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}
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},
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dimeng:{
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audio:2,
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enable:'phaseUse',
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usable:1,
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position:'he',
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filterCard:true,
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selectCard:[0,Infinity],
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selectTarget:2,
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filterTarget:function(card,player,target){
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if(player==target) return false;
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if(ui.selected.targets.length==0) return true;
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return (Math.abs(ui.selected.targets[0].num('h')-target.num('h'))==
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ui.selected.cards.length);
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},
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multitarget:true,
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content:function(){
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'step 0'
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event.cards0=targets[0].get('h');
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event.cards1=targets[1].get('h');
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targets[0].lose(event.cards0,ui.special);
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targets[1].lose(event.cards1,ui.special);
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'step 1'
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targets[0].gain(event.cards1);
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targets[1].gain(event.cards0);
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targets[0].$give(event.cards0.length,targets[1]);
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targets[1].$give(event.cards1.length,targets[0]);
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},
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check:function(card){
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var list=[],player=_status.event.player;
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var num=player.num('he');
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var count;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) list.push(game.players[i]);
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}
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list.sort(function(a,b){
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return a.num('h')-b.num('h');
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});
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if(list.length==0) return -1;
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var from=list[0];
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list.length=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])<1) list.push(game.players[i]);
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}
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if(list.length==0) return -1;
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list.sort(function(a,b){
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return b.num('h')-a.num('h');
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});
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if(from.num('h')>=list[0].num('h')) return -1;
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for(var i=0;i<list.length&&from.num('h')<list[i].num('h');i++){
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if(list[i].num('h')-from.num('h')<=num){
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count=list[i].num('h')-from.num('h');break;
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}
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}
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if(count<2&&from.num('h')>=2) return -1;
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if(ui.selected.cards.length<count) return 11-ai.get.value(card);
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return -1;
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},
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ai:{
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order:6,
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threaten:3,
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expose:0.9,
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result:{
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target:function(player,target){
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var list=[];
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var num=player.num('he');
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if(ui.selected.targets.length==0){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) list.push(game.players[i]);
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}
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list.sort(function(a,b){
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return a.num('h')-b.num('h');
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});
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if(target==list[0]) return ai.get.attitude(player,target);
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return -ai.get.attitude(player,target);
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}
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else{
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var from=ui.selected.targets[0];
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])<1) list.push(game.players[i]);
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}
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list.sort(function(a,b){
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return b.num('h')-a.num('h');
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});
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if(from.num('h')>=list[0].num('h')) return -ai.get.attitude(player,target);
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for(var i=0;i<list.length&&from.num('h')<list[i].num('h');i++){
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if(list[i].num('h')-from.num('h')<=num){
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var count=list[i].num('h')-from.num('h');
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if(count<2&&from.num('h')>=2) return -ai.get.attitude(player,target);
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if(target==list[i]) return ai.get.attitude(player,target);
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return -ai.get.attitude(player,target);
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}
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}
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}
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}
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}
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}
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},
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yinghun:{
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audio:2,
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trigger:{player:'phaseBegin'},
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filter:function(event,player){
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return player.hp<player.maxHp;
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},
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direct:true,
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content:function(){
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"step 0"
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player.chooseTarget(function(card,player,target){
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return player!=target;
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}).ai=function(target){
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if(player.maxHp-player.hp==1&&target.num('he')==0){
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return 0;
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}
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if(ai.get.attitude(_status.event.player,target)>0){
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return 10+ai.get.attitude(_status.event.player,target);
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}
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if(player.maxHp-player.hp==1){
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return -1;
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}
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return 1;
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}
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"step 1"
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if(result.bool){
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player.logSkill('yinghun',result.targets);
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event.target=result.targets[0];
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player.chooseControl('yinghun_true','yinghun_false',function(event,player){
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if(ai.get.attitude(player,event.target)>0) return 'yinghun_true';
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return 'yinghun_false';
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})
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}
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else{
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event.finish();
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}
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"step 2"
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if(result.control=='yinghun_true'){
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event.target.draw(player.maxHp-player.hp);
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event.target.chooseToDiscard(true,'he');
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}
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else{
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event.target.draw();
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event.target.chooseToDiscard(player.maxHp-player.hp,true,'he');
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}
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},
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ai:{
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threaten:function(player,target){
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if(target.hp==1) return 2;
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if(target.hp==2) return 1.5;
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return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(target.maxHp<=3) return;
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
jiuchi:{
|
||
audio:2,
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
return get.suit(card)=='spade';
|
||
},
|
||
viewAs:{name:'jiu'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('h',{suit:'spade'})) return false;
|
||
},
|
||
prompt:'将一张黑桃手牌当酒使用',
|
||
check:function(card){
|
||
if(_status.event.type=='dying') return 1;
|
||
return 4-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
return player.num('h',{suit:'spade'})>0;
|
||
},
|
||
threaten:1.5,
|
||
save:true,
|
||
}
|
||
},
|
||
roulin:{
|
||
audio:2,
|
||
trigger:{player:'shaBegin',target:'shaBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player==event.player){
|
||
return event.target.sex=='female';
|
||
}
|
||
return event.player.sex=='female';
|
||
},
|
||
check:function(event,player){
|
||
return player==event.player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=trigger.target.chooseToRespond({name:'shan'});
|
||
next.autochoose=lib.filter.autoRespondShan;
|
||
next.ai=function(card){
|
||
if(trigger.target.num('h','shan')>1){
|
||
return ai.get.unuseful2(card);
|
||
}
|
||
return -1;
|
||
};
|
||
"step 1"
|
||
if(result.bool==false){
|
||
trigger.untrigger();
|
||
trigger.directHit=true;
|
||
}
|
||
}
|
||
},
|
||
benghuai:{
|
||
audio:4,
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].hp<player.hp) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseControl('baonue_hp','baonue_maxHp',function(event,player){
|
||
if(player.hp<player.maxHp-1||player.hp<=2) return 'baonue_maxHp';
|
||
return 'baonue_hp';
|
||
});
|
||
"step 1"
|
||
if(result.control=='baonue_hp'){
|
||
player.loseHp();
|
||
}
|
||
else{
|
||
player.loseMaxHp();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.5
|
||
}
|
||
},
|
||
baonue:{
|
||
unique:true,
|
||
global:'baonue2'
|
||
},
|
||
baonue2:{
|
||
audio:4,
|
||
forceaudio:true,
|
||
trigger:{source:'damageEnd'},
|
||
filter:function(event,player){
|
||
if(!game.zhu) return false;
|
||
if(!game.zhu.isZhu) return false;
|
||
return (player!=game.zhu&&game.zhu.skills.contains('baonue')&&player.group=='qun')&&game.zhu.hp<game.zhu.maxHp;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,game.zhu)>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
if(get.suit(card)=='spade') return 4;
|
||
return 0;
|
||
})
|
||
"step 1"
|
||
if(result.bool){
|
||
game.zhu.recover();
|
||
}
|
||
}
|
||
},
|
||
luanwu:{
|
||
audio:2,
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.storage.luanwu;
|
||
},
|
||
init:function(player){
|
||
player.storage.luanwu=false;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.unmarkSkill('luanwu')
|
||
player.storage.luanwu=true;
|
||
event.current=player.next;
|
||
"step 1"
|
||
event.current.chooseToUse({name:'sha'},function(card,player,target){
|
||
if(player==target) return false;
|
||
if(get.distance(player,target)<=1) return true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]==player) continue;
|
||
if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
|
||
}
|
||
return true;
|
||
})
|
||
"step 2"
|
||
if(result.bool==false) event.current.loseHp();
|
||
if(event.current.next!=player){
|
||
event.current=event.current.next;
|
||
game.delay(0.5);
|
||
event.goto(1);
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
var att=ai.get.attitude(player,game.players[i]);
|
||
if(att>0) att=1;
|
||
if(att<0) att=-1;
|
||
if(game.players[i]!=player&&game.players[i].hp<=3){
|
||
if(game.players[i].num('h')==0) num+=att/game.players[i].hp;
|
||
else if(game.players[i].num('h')==1) num+=att/2/game.players[i].hp;
|
||
else if(game.players[i].num('h')==2) num+=att/4/game.players[i].hp;
|
||
}
|
||
if(game.players[i].hp==1) num+=att*1.5;
|
||
}
|
||
// console.log(num);
|
||
if(player.hp==1){
|
||
return -num;
|
||
}
|
||
if(player.hp==2){
|
||
return -game.players.length/4-num;
|
||
}
|
||
return -game.players.length/3-num;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wansha:{
|
||
locked:true,
|
||
global:'wansha2'
|
||
},
|
||
wansha2:{
|
||
mod:{
|
||
cardSavable:function(card,player){
|
||
if(_status.currentPhase.skills.contains('wansha')&&_status.currentPhase!=player){
|
||
if(card.name=='tao'&&_status.dying!=player) return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
weimu:{
|
||
mod:{
|
||
targetEnabled:function(card){
|
||
if((get.type(card)=='trick'||get.type(card)=='delay')&&
|
||
get.color(card)=='black') return false;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
zhurong:'祝融',
|
||
menghuo:'孟获',
|
||
caopi:'曹丕',
|
||
xuhuang:'徐晃',
|
||
lusu:'鲁肃',
|
||
sunjian:'孙坚',
|
||
dongzhuo:'董卓',
|
||
jiaxu:'贾诩',
|
||
huoshou:'祸首',
|
||
huoshou1:'祸首',
|
||
huoshou2:'祸首',
|
||
zaiqi:'再起',
|
||
juxiang:'巨象',
|
||
juxiang1:'巨象',
|
||
juxiang2:'巨象',
|
||
lieren:'烈刃',
|
||
xingshang:'行殇',
|
||
fangzhu:'放逐',
|
||
songwei:'颂威',
|
||
songwei2:'颂威',
|
||
duanliang:'断粮',
|
||
duanliang1:'断粮',
|
||
haoshi:'好施',
|
||
dimeng:'缔盟',
|
||
yinghun:'英魂',
|
||
yinghun_true:'摸X弃1',
|
||
yinghun_false:'摸1弃X',
|
||
jiuchi:'酒池',
|
||
roulin:'肉林',
|
||
benghuai:'崩坏',
|
||
baonue:'暴虐',
|
||
baonue2:'暴虐',
|
||
baonue_hp:'体力',
|
||
baonue_maxHp:'体力上限',
|
||
luanwu:'乱舞',
|
||
wansha:'完杀',
|
||
weimu:'帷幕',
|
||
huoshou_info:'【南蛮入侵】对你无效;你是任何【南蛮入侵】造成伤害的来源。',
|
||
zaiqi_info:'摸牌阶段,若你已受伤,你可以放弃摸牌并展示牌堆顶的X张牌,X为你已损失的体力值,其中每有一张♥牌,你回复1点体力,然后弃掉这些♥牌,将其余的牌收入手牌。',
|
||
juxiang_info:'南蛮入侵】对你无效;若其他角色使用的【南蛮入侵】在结算完时进入弃牌堆,你立即获得它。',
|
||
lieren_info:'你每使用【杀】造成一次伤害,可与受到该伤害的角色拼点;若你赢,你获得对方的一张牌。',
|
||
xingshang_info:'你可以立即获得死亡角色的所有牌。',
|
||
fangzhu_info:'你每受到一次伤害,可令除你以外的任一角色补X张牌,X为你已损失的体力值,然后该角色将其武将牌翻面。',
|
||
songwei_info:'其他魏势力的角色的判定牌结果为♠或♣且失效后,可以让你摸一张牌。',
|
||
duanliang_info:'出牌阶段,你可以将你的任意一张♠或♣的基本牌或装备牌当【兵粮寸断】使用;你可以对与你距离2以内的角色使用【兵粮寸断】。',
|
||
haoshi_info:'摸牌阶段,你可以额外摸两张牌,若此时你的手牌数多于五张,你必须将一半(向下取整)的手牌交给场上除你外手牌数最少的一名角色。',
|
||
dimeng_info:'出牌阶段,你可以选择其他两名角色,你弃掉等同于这两名角色手牌数量的牌,然后交换他们的手牌,每回合限一次。',
|
||
yinghun_info:'回合开始阶段,若你已受伤,可选择一名其他角色执行下列两项中的一项: 1.摸X张牌,然后弃一张牌。 2.摸一张牌,然后弃X张牌。 X为你已损失的体力值,每回合限一次。',
|
||
jiuchi_info:'你可将你的任意一张♠手牌当【酒】使用。',
|
||
roulin_info:'你对女性角色、女性角色对你使用【杀】时,都需连续使用两张【闪】才能抵消。',
|
||
benghuai_info:'回合结束阶段,若你的体力不是全场最少的(或之一),你须减1点体力或体力上限。',
|
||
baonue_info:'其他群雄角色每造成一次伤害,可进行一次判定,若为♠,你回复1点体力。',
|
||
luanwu_info:'出牌阶段,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。',
|
||
wansha_info:'在你的回合,除你以外,只有处于濒死状态的角色才能使用【桃】。',
|
||
weimu_info:'你不能成为♠或♣锦囊的目标。',
|
||
},
|
||
}
|