10744 lines
306 KiB
JavaScript
10744 lines
306 KiB
JavaScript
import { lib, game, ui, get, ai, _status } from "../noname.js";
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game.import("character", function () {
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return {
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name: "hearth",
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character: {
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hs_jaina: ["female", "wei", 3, ["huopu", "aoshu", "bingjia"]],
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hs_lrexxar: ["male", "shu", 4, ["yushou"]],
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hs_wuther: ["male", "qun", 4, ["fengxian", "rejieming"]],
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hs_jgarrosh: ["male", "shu", 4, ["zhanhou", "qiangxi"]],
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hs_malfurion: ["male", "wu", 4, ["jihuo"]],
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hs_guldan: ["male", "wei", 3, ["moxie", "fuhua", "hongxi"]],
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hs_anduin: ["male", "qun", 3, ["shengguang", "shijie", "anying"]],
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hs_sthrall: ["male", "wu", 4, ["tuteng", "guozai", "zuling"]],
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hs_waleera: ["female", "shu", 3, ["jianren", "mengun", "wlianji"]],
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hs_medivh: ["male", "wei", 3, ["jingxiang", "zuzhou", "mdzhoufu"]],
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hs_alleria: ["female", "wu", 3, ["fengxing", "xinliegong"]],
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hs_magni: ["male", "shu", 4, ["zhongjia", "dunji"]],
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hs_liadrin: ["female", "shu", 4, ["xueren"]],
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hs_morgl: ["male", "wu", 3, ["s_tuteng"]],
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hs_khadgar: ["male", "shu", 3, ["midian", "fuwen", "jinzhou"]],
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hs_tyrande: ["female", "wei", 3, ["yuelu", "xingluo"]],
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hs_neptulon: ["male", "wu", 4, ["liechao", "qingliu"]],
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hs_wvelen: ["male", "qun", 3, ["shengyan", "xianzhi"]],
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hs_antonidas: ["male", "wei", 3, ["yanshu", "bingshuang"]],
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hs_alakir: ["male", "wei", 3, ["fengnu", "shengdun"]],
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hs_zhouzhuo: ["male", "qun", 4, ["yiwen"]],
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hs_yngvar: ["male", "qun", 3, ["huanwu"]],
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hs_bchillmaw: ["male", "wei", 5, ["hanshuang", "bingshi"]],
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hs_malorne: ["male", "wu", 3, ["enze", "chongsheng"]],
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hs_malygos: ["male", "wei", 4, ["malymowang"]],
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hs_xuefashi: ["male", "wei", 2, ["liehun", "xjumo"]],
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hs_loatheb: ["male", "wu", 5, ["duzhang"]],
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hs_trueheart: ["female", "qun", 3, ["qianghuax"]],
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hs_sainaliusi: ["male", "wu", 4, ["chongsheng", "yulu"]],
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hs_lrhonin: ["male", "wei", 4, ["bingyan", "yufa"]],
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hs_bolvar: ["male", "wei", 4, ["yuanzheng", "bzhuiji"]],
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hs_fuding: ["male", "wei", 4, ["shengdun", "fbeifa"]],
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hs_xuanzhuanjijia: ["male", "shu", 2, ["jixuan"]],
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hs_ysera: ["female", "wu", 4, ["bimeng"]],
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hs_alextrasza: ["female", "shu", 5, ["fushi"]],
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hs_nozdormu: ["male", "qun", 5, ["shixu"]],
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hs_sapphiron: ["male", "wei", 4, ["bingdong", "stuxi"]],
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hs_kchromaggus: ["male", "wei", 4, ["fenlie"]],
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hs_lreno: ["male", "shu", 4, ["tanmi"]],
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hs_brann: ["male", "shu", 3, ["qianghua", "mashu"]],
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hs_finley: ["male", "wu", 3, ["maoxian"]],
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hs_kcthun: ["male", "qun", 4, ["luanji", "xianji"]],
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hs_anomalus: ["male", "wei", 4, ["mobao"]],
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hs_blingtron: ["male", "shu", 3, ["zengli", "xiubu"]],
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hs_yogg: ["male", "wu", 4, ["qianhou"]],
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hs_xialikeer: ["female", "shu", 3, ["duxin"]],
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hs_pyros: ["female", "shu", 2, ["pyuhuo"]],
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hs_kalimosi: ["male", "wu", 4, ["kqizhou"]],
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hs_zhishigushu: ["male", "shu", 4, ["jiaohui"]],
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hs_zhanzhenggushu: ["male", "wei", 6, ["biri"]],
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hs_ronghejuren: ["male", "shu", 8, ["ronghuo"]],
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hs_shanlingjuren: ["male", "wu", 8, ["luoshi"]],
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hs_aedwin: ["male", "wu", 4, ["lianzhan"]],
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hs_mijiaojisi: ["female", "wu", 3, ["kuixin"]],
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hs_huzhixiannv: ["female", "wu", 3, ["jingmeng", "qingliu"]],
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hs_totemic: ["male", "wu", 3, ["peiyu"]],
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hs_wujiyuansu: ["male", "wei", 3, ["hswuji"]],
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hs_xsylvanas: ["female", "qun", 3, ["busi", "xshixin", "xmojian"]],
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hs_siwangzhiyi: ["male", "qun", 12, ["mieshi"]],
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hs_bilanyoulong: ["male", "wei", 4, ["lingzhou"]],
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hs_jinglinglong: ["male", "wu", 3, ["moyao"]],
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hs_ruanniguai: ["male", "wu", 3, ["nianfu", "xiaorong"]],
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hs_hudunren: ["male", "shu", 2, ["hhudun"]],
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hs_nate: ["male", "wu", 4, ["chuidiao"]],
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hs_jiaziruila: ["male", "wu", 4, ["hannu"]],
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hs_shifazhe: ["male", "wei", 3, ["shifa"]],
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hs_lafamu: ["male", "shu", 4, ["xieneng"]],
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hs_yelise: ["female", "wei", 3, ["xunbao", "zhuizong"]],
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hs_jiawodun: ["male", "wu", 4, ["jinhua"]],
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hs_fandral: ["male", "shu", 4, ["nuyan", "chouhuo"]],
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hs_hallazeal: ["male", "wei", 4, ["shengteng", "yuansu"]],
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hs_enzoth: ["male", "qun", 4, ["mengye"]],
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hs_walian: ["male", "shu", 4, ["wzhanyi"]],
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hs_pengpeng: ["male", "qun", 4, ["yindan"]],
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hs_yashaji: ["male", "qun", 4, ["ysjqisha"]],
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// hs_wolazi:['male','wei',3,[]],
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hs_tanghangu: ["male", "shu", 5, ["zhongji"]],
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hs_aya: ["female", "wu", 3, ["ayuling", "qingzun"]],
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hs_barnes: ["male", "shu", 4, ["hsnitai"]],
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// hs_nuogefu:['male','wei',3,[]],
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hs_kazhakusi: ["male", "shu", 3, ["lianjin"]],
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// hs_lazi:['male','wei',3,[]],
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hs_shaku: ["male", "wei", 3, ["shouji"]],
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hs_laxiao: ["male", "shu", 3, ["hsguimou", "yingxi", "hlongyi"]],
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// hs_xiangyaqishi:['male','wei',3,[]],
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// hs_fenjie:['male','shu',3,['hsguimou','yingxi']],
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hs_mojinbaozi: ["male", "wei", 3, ["jingcu", "shengzhang"]],
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hs_shuiwenxuejia: ["male", "wu", 3, ["kekao"]],
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hs_shizugui: ["male", "wu", 3, ["szbianshen"]],
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hs_hemite: ["male", "wu", 6, ["zhuilie"]],
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hs_laila: ["male", "wu", 3, ["lieyang"]],
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hs_selajin: ["male", "shu", 3, ["qianfu", "shimo"]],
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hs_bannabusi: ["male", "wu", 14, ["qingtian"]],
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hs_amala: ["female", "wu", 3, ["azaowu", "shouwang"]],
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hs_yinggencao: ["male", "wu", 3, ["lieqi"]],
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hs_zhihuanhua: ["female", "wei", 3, ["huanjue"]],
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hs_shirencao: ["male", "wu", 3, ["srjici"]],
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hs_kaituozhe: ["female", "wu", 3, ["tansuo", "yinzong"]],
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hs_fachaotuteng: ["male", "wei", 3, ["xiyong"]],
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hs_huolituteng: ["male", "wei", 3, ["hllingxi"]],
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hs_manyututeng: ["male", "wu", 3, ["zhaochao"]],
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hs_tgolem: ["male", "wu", 4, ["xinwuyan", "guozaix"]],
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hs_heifengqishi: ["male", "qun", 4, ["hstianqi"]],
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// hs_yuhuozhe:['male','qun',4,['hstianqi']],
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// hs_wuyaowang:['male','qun',4,['hstianqi']],
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// hs_aerfusi:['male','qun',4,['hstianqi']],
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// hs_baiguyoulong:['male','qun',4,['hstianqi']],
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hs_yangyanwageli: ["female", "qun", 3, ["hspuzhao", "hsyanxin"]],
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hs_aiqinvyao: ["female", "qun", 4, ["nsaiqi", "nsbeiming"]],
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hs_yelinlonghou: ["female", "qun", 4, ["ylyuchu"]],
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hs_yelinchulong: ["male", "qun", 1, [], ["unseen"]],
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hs_ashamoer: ["female", "wei", 3, ["asyouzhang"]],
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hs_fengjianhuanfengzhe: ["male", "wei", 3, ["tuteng", "huanfeng"]],
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hs_taisi: ["female", "wei", 3, ["hsxingyi", "hshuanling"]],
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// hs_bingshuangnvwang:['female','wei',3,['hsshuangshi','hs']]
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hs_hajiasha: ["female", "wu", 3, ["zhoujiang", "muyin"]],
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hs_tuoqi: ["female", "shu", 3, ["tqchuanyue"]],
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hs_siwangxianzhi: ["male", "wei", 3, ["hualing", "yibian"]],
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hs_xukongzhiying: ["female", "qun", 3, ["wxuying"]],
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hs_duyaxinshi: ["male", "wei", 3, ["hshuanyu"]],
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},
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characterIntro: {
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hs_jaina:
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"戴林·普罗德摩尔之女。 在吉安娜成年早期,她致力于阻止将引发第三次战争的天灾瘟疫传播,当战况加剧后,吉安娜获得了新部落大酋长萨尔的信任,成为团结艾泽拉斯各族携手对抗燃烧军团的关键人物。当战争结束后,吉安娜管理着塞拉摩岛,致力于促进部落与联盟间的关系。吉安娜的和平立场与性格在接任萨尔成为部落大酋长的加尔鲁什·地狱咆哮以一颗魔法炸弹夷平塞拉摩后改变了。身为肯瑞托的新领袖,她拥有让加尔鲁什为他酿成的惨剧付出血的代价的权力与决心。",
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hs_lrexxar:
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"作为部落最伟大的英雄之一,雷克萨本是兽人与食人魔结合的产物。他从小在德拉诺的莫克纳萨氏族长大。流血冲突和以及来自部落内部的陷害慢慢消磨了雷克萨为部落而战的热情,最终导致他独自出走。雷克萨与他的新伙伴们,包括巨熊米莎,消失在艾泽拉斯世界。在第三次大战中,雷克萨结识了年轻的酋长萨尔,后者重建部落的热情令他大受启发。奥格瑞玛建成之后,部落勇士的称号也传回了他在外域(德拉诺世界的残片)的家乡。如今,雷克萨依然随时准备着为全新的部落——他真正的人民——效劳。",
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hs_wuther:
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"乌瑟尔·光明使者是白银之手骑士团的领袖,同时也是大主教阿隆索斯·法奥之徒。当暴风城被兽人攻陷,莱恩国王遇害之后,乌瑟尔跟随法奥和安度因·洛萨同往洛丹伦王国寻求援助。鉴于艾泽拉斯战役的教训和迫在眉睫的兽人的威胁,法奥决定重建洛丹伦王国的圣教组织,并由他的学徒兼助手乌瑟尔来全权负责。这就是后世著名的“白银之手”骑士团。",
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hs_jgarrosh:
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"前部落酋长。什出生于德拉诺的兽人家园,他的成长未曾受侵略艾泽拉斯兽人身上流淌着的恶魔之血所污染。虽然自身并未受腐化影响,但加尔鲁什始终活在身世的阴影之下。",
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hs_malfurion:
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"在德鲁伊的守护神、半神塞纳留斯的指引下,玛法里奥·怒风千年以来一直保护着暗夜精灵不受恶魔侵扰。在上古之战中,玛法里奥与其他英雄一起,为了保护艾泽拉斯的所有生命,抵抗过可怕的燃烧军团,随后玛法里奥和其他德鲁伊在翡翠梦境中探索了数百年之久。在第三次大战中,泰兰德唤醒了玛法里奥,请他再次协助抵抗燃烧军团。玛法里奥离开暗夜精灵主城达纳苏斯,并召集他的德鲁伊同伴再次拯救艾泽拉斯,并组成了特别部队,阻止了邪恶的炎魔拉格纳罗斯的入侵。随着灭世者的死亡,彻底觉醒的玛法里奥与泰兰德终于团聚并一同支持联盟的行动。",
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hs_guldan:
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"在兽人的家乡德拉诺,古尔丹生于影月氏族一个偏远的村庄,由于残疾,他被族人所抛弃。在村中萨满的指引下,他来到了纳格兰的元素王座,祈求元素指引他的道路,可最终,就连元素都放弃了他。但是,一股古老而可怕的黑暗势力向他伸出了“援手”——燃烧军团。得到了恶魔之力的古尔丹成为了史上第一位术士,他回到了抛弃自己的村庄,杀死了所有他曾经的族人,也“回报”了那位指引他的萨满以“感激”。现在,古尔丹是燃烧军团的先驱者,竭力使终极的毁灭降临艾泽拉斯。",
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hs_anduin:
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"蒂芬与瓦里安·乌瑞恩之子,安度因·莱恩·乌瑞恩是暴风城的王位继承人。数年前,当他的父亲失踪后,年轻的安度因便加冕暴风城国王。但尚处年幼的他无法胜任王国事务,交由联盟中德高望重的圣骑士伯瓦尔·弗塔根公爵代为执政。当国王瓦里安回归并重掌王位后,王子开始专注于心灵和外交的修炼,环游艾泽拉斯来了解如何才能治愈饱受战争摧残的大地和灵魂。安度因心灵善良且富有同情心,不同于他父亲战士出身的莽撞,令他与德莱尼的先知维伦,甚至一些部落成员结下不解之缘。",
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hs_sthrall:
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"“萨尔”是兽人古伊尔年轻时候的绰号,他的父母因反对古尔丹被杀,人类中士埃德拉斯·布莱克摩尔发现了襁褓中的他,并计划将他培育成自己野心计划的重要棋子;而萨尔,正是奴隶之意。古伊尔摆脱控制后踏上寻根之旅,最后从先祖的萨满信仰中寻得了智慧。他重整了部落,成为大酋长并领导他的人民在贫瘠之地上定居。萨尔领导部落通过了一连串的试炼,当死亡之翼重返人间并撕裂世界,萨尔从部落大酋长的位置退下,加入了大地之环这个强大的萨满组织,企图平息元素并阻止灭世者。萨尔选择加尔鲁什·地狱咆哮做为继任者,然而这个决定一直困扰着他,因为新任大酋长却把部落带上了内乱的歧途。",
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hs_waleera:
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'瓦莉拉·萨古纳尔在竞技场角斗士上认识瓦里安和暗夜精灵德鲁伊布罗尔·熊皮组成"竞技场"角斗士三人组。尽管她拒绝在部落和联盟的战争中站队,这位血精灵仍然不止一次挽救过暴风城国王的性命。',
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hs_medivh:
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"卡拉赞领主,最后的守护者。黑暗泰坦萨格拉斯在被他的母亲艾格文击败后,悄悄潜入了她的身体,并最终侵入尚未出生的麦迪文体内。随着麦迪文的成长,萨格拉斯的黑暗力量渐渐显露出来。麦迪文与古尔丹的影子议会合力,打开了连接两个世界的黑暗之门,部落军队得以大举进入艾泽拉斯。最终,得于卡德加和加罗娜的相助,洛萨率众突入卡拉赞,击败了邪恶的守护者麦迪文。",
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hs_alleria:
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"风行者三姐妹的大姐。奥蕾莉亚·风行者的成名战始于巨魔战争中期,为了保卫家园,她击退了数之不尽的巨魔。 在第二次大战中,奎尔萨拉斯边陲地带被部落烧成了灰烬,但她和两个妹妹:希尔瓦娜斯和温蕾萨却幸存了下来。在兽人耐奥祖重新打开了德拉诺和艾泽拉斯之间的通路后,奥蕾莉亚参加了远征军,穿越传送门前往德拉诺。在远征军毁掉德拉诺端的黑暗之门之前,德拉诺开始四分五裂,选征军择了一扇新的传送门,并穿越了它,此后再无音讯。",
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hs_magni:
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"麦格尼是历史上最著名的矮人之一,作为一个统治者,他展现出了无比的勇气和慷慨无私的品质。作为铁炉堡的统治者,麦格尼·铜须国王总是将人民的需求置于自身所求之前。因此,当大地裂变震撼、颠覆了艾泽拉斯时,麦格尼执行了一个古老的仪式,试图与大地沟通以了解这次事件的起源。但麦格尼还没找到答案,就被变成一具了无生息的钻石雕像。",
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hs_liadrin:
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"曾是一名高等精灵牧师,现在是血骑士的领袖。莉亚德琳曾认为血精灵永远也无法偿清他们对穆鲁所犯下的错误,但维纶却使用穆鲁的精华净化了太阳之井,让太阳之井变成了一个满溢出圣光能量的巨大能量源。莉亚德琳不愿回到触及她心中伤口的奎尔萨拉斯去,独自幽居在幽魂之地中,但她却总是收到有人匿名送来(其实照顾她的正是对她恋心依旧的洛瑟玛·塞隆)的绿色魔法水晶,以缓解她同所有高等精灵一样在失去太阳之井后不能自拔的魔瘾。",
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hs_morgl:
|
||
"一名鳄鱼人大地之环先知。鳄鱼人自上古时代就生活于索拉查盆地,可以说是最原始的鱼人种族,他们是索拉查盆地-这个泰坦生态实验场的第一批居民之一,虽然他们的相貌的确不敢恭维,但他们却默默的守护着这片区域,守护着泰坦创世时所留下的科技成果。 然而,他们的智力仍保持于原始崇拜的地步,他们基本不在意这些泰坦科技的重要性。",
|
||
hs_khadgar:
|
||
"大法师卡德加曾是守护者麦迪文手下的年轻学徒,亲身经历了前两次战争。当他发现麦迪文的计划,了解到麦迪文企图打开德拉诺传送门将受恶魔控制的兽人大军释放到艾泽拉斯之后,卡德加协助打败了他的导师。在战斗中,卡德加中了一个可怕的法术,整个人急剧地衰老。虽然身体变得年迈脆弱,但他的心智依然清醒敏锐。现在卡德加致力于联合艾泽拉斯的所有力量来对抗燃烧军团的入侵,而且要一劳永逸地解决古尔丹。",
|
||
hs_tyrande:
|
||
"作为月光之下最出色的猎手,女神艾露恩的选民,泰兰德已经领导暗夜精灵奋战了数个世纪。泰兰德出生于数千年前,与玛法里奥·怒风和伊利丹·怒风一共长大。她响应了暗夜精灵的月亮女神的追随者们,艾露恩姐妹会的召唤,成为一名新手女祭司。而怒风兄弟则走上了另一条道路。但当燃烧军团降临艾泽拉斯,他们的命运又再次发生了交集。",
|
||
|
||
hs_neptulon:
|
||
'耐普图隆被称为"猎潮者"。他是四大元素领主之一。他和拉格纳罗斯能够联手为你提供最好的桑拿服务。',
|
||
hs_wvelen:
|
||
"他被逐出他的家园。他兄弟们都变成了邪恶的主宰……但是除此之外,他好像也没有什么别的可以抱怨的了。",
|
||
hs_antonidas:
|
||
"肯瑞托的首席法师,达拉然最伟大的子民,安东尼达斯在被巫妖王阿尔萨斯杀死之前,曾是吉安娜的导师。. 预言者警告他必须迁移到西方去, 但安东尼达斯没有注意。最终导致了自己和达拉然的毁灭。",
|
||
hs_alakir: "他是四大元素领主中最弱的一个。而另外三个总是会提醒他这一点。",
|
||
hs_zhouzhuo:
|
||
"游学者周卓整理并分享有关潘达利亚大陆的轶事,但他最喜欢的故事,是乔伊和菲比一起外出旅行发生的事情。",
|
||
hs_yngvar: "唤雾者召来的不光有雾,还有霾。记得戴口罩。",
|
||
hs_bchillmaw: "冰喉一心想要毁掉锦标赛。至于原因,都是因为那些吵闹个不停地熊孩子们!",
|
||
hs_malorne: "玛洛恩之所以讨厌恶魔,是因为他不理解为什么这些又脏又臭的生物会长着和他一样的蹄子。",
|
||
hs_malygos: "玛里苟斯憎恨凡人使用魔法。那会让他气急败坏!",
|
||
hs_xuefashi: "他负责每年一度的血色修道院献血运动!",
|
||
hs_loatheb:
|
||
"洛欧塞布原本只是头普通的沼泽兽。从它身上的变化可见矿业和农业给自然带来了多大的破坏。",
|
||
hs_trueheart: "英雄技能2.0升级版,面向所有职业。",
|
||
hs_sainaliusi: "“当它们还是种子的时候,我便认识它们了……”",
|
||
hs_lrhonin: "无主之人,无冕之王。",
|
||
hs_bolvar:
|
||
"在伯瓦尔身上的冰融化之后,他受邀接受了采访。在采访中他对艾泽拉斯全球气候变暖现象表达了深深的忧虑。",
|
||
hs_fuding: "如果你还没听过《提里奥·弗丁主题曲》,那是因为它还没被谱写出来。",
|
||
hs_xuanzhuanjijia: "这个打蛋器可好用了。",
|
||
hs_ysera:
|
||
"伊瑟拉统治翡翠梦境。所谓翡翠梦境,究竟只是现实世界的绿色朦胧倒影,还是其它别的什么地方?",
|
||
hs_alextrasza:
|
||
"生命的缚誓者阿莱克丝塔萨给所有人带来生命和希望。除了死亡之翼。除了玛里苟斯。除了耐克鲁斯。",
|
||
hs_nozdormu: "没时间写什么背景描述了。",
|
||
hs_kchromaggus: "当两个头都无法说服对方晚餐到底吃什么的时候,它通常都会去拉面店解决问题。",
|
||
hs_lreno: "雷诺曾四次荣获由探险者协会颁发的“年度最佳服饰奖”。",
|
||
hs_brann: "自从铁炉堡的国王麦格尼华丽登场后,布莱恩也想像哥哥那样出一套英雄皮肤。",
|
||
hs_finley: "除了正常的官方用语外,他还精通14种鱼人方言。",
|
||
hs_kcthun: "克苏恩最讨厌的一张牌,就是圣骑士的奥秘“以眼还眼”。",
|
||
hs_anomalus: "阿诺玛鲁斯是由混乱的奥术能量所组成的,所以消灭它存在相当大的风险。",
|
||
hs_blingtron: "启动布林顿,让所有参加派对的人都嗨起来!",
|
||
hs_yogg: "你死期到了……死期到了……期到了……到了……了!",
|
||
hs_xialikeer: "什么!螳螂妖给你的东西你也敢喝?真是自寻死路。",
|
||
hs_zhishigushu: "去吧,把你的名字刻在树皮上。",
|
||
hs_zhanzhenggushu:
|
||
"年轻的暗夜精灵们喜欢一种叫做“谁能让战争古树站起来”的游戏。如果在它起身的时候你被踩死了,你还是输了。",
|
||
hs_ronghejuren: "无数初次来到熔火之心的冒险者倒在他滚烫的脚掌之下。",
|
||
hs_shanlingjuren: "他的妈妈说,他只是骨架比较大而已。",
|
||
hs_aedwin:
|
||
"他领导石匠协会重建了暴风城,而当贵族们拒绝支付工钱的时候,他将领导迪菲亚兄弟会,嗯,拆掉暴风城。",
|
||
hs_mijiaojisi: "你绝不知道谁在为这个秘密组织效劳……",
|
||
hs_huzhixiannv: "传闻她手中持的便是亚瑟王的断钢剑。",
|
||
hs_totemic: "事实证明海象人对于图腾的样式一点都不挑剔。",
|
||
hs_xsylvanas: "没有人比女王更渴望真正地死去。",
|
||
hs_siwangzhiyi:
|
||
"死亡之翼原本是高贵的巨龙奈萨里奥,他发疯之后制造了艾泽拉斯的大灾变,但最终被击败。子不教,父之过?",
|
||
hs_bilanyoulong: "它们本来应该是宝蓝色或是蔚蓝色,但这几个颜色显得有点太耀眼了。",
|
||
hs_jinglinglong: "可爱至极,免疫魔法,不会在毯子上撒尿。真是完美的宠物!",
|
||
hs_nate:
|
||
"纳特·帕格是艾泽拉斯最棒的钓手!他发明了自动鱼竿3000型,伸缩鱼竿3000型,以及电气自动诱捕器2099型(仍在测试中)。",
|
||
hs_jiaziruila:
|
||
"祖尔法拉克队是本届巨魔世界杯的夺冠热门球队,他们的队旗上描绘着令人望而生畏的多头蛇加兹瑞拉。",
|
||
hs_lafamu: "他在搜集神器方面很有一手,只不过都是从别人的博物馆里抢来的。",
|
||
hs_yelise: "作为团队里的绘图师,伊莉斯现在最主要的工作就是拼凑出完整的“黄金猿藏宝图”。",
|
||
hs_fandral:
|
||
"每当范达尔·鹿盔举起酒杯,并以“想当年我在种世界之树的时候……”为开场白在那老调重弹时,众酒客便会作鸟兽散。",
|
||
hs_hallazeal: "根据能量守恒定律,你损失的生命值最终会转移到我身上。",
|
||
hs_walian: "联盟的统治者!安杜因的父亲!同时他还喜欢玩竞技模式,场均12胜。",
|
||
hs_tanghangu: "作为污手党家族的主心骨,汉有时真想把愚钝的古扫地出门,但他没法这么做。",
|
||
hs_aya: "别看艾雅年纪轻,她可是玉莲帮的实际掌权者。看似天真活泼的少女,转眼之间就会召唤出魔像大军,将敌人统统碾碎!",
|
||
hs_kazhakusi:
|
||
"暗金教在此严正声明,卡扎库斯教主并非巨龙,也从未染指过违禁药水。任何公开污蔑暗金教与卡扎库斯教主本人的言论,必将遭受法律与龙息药水的严惩。",
|
||
hs_shaku: "艾雅曾调查过沙库尔,看看他有没有私藏了什么好东西。",
|
||
hs_laxiao: "什么?身为死亡之翼的儿子,拉西奥居然不是龙牌?你似乎知道的太多了……",
|
||
},
|
||
characterTitle: {
|
||
hs_aiqinvyao: "#bSnonamekill",
|
||
},
|
||
perfectPair: {
|
||
hs_sthrall: ["hs_totemic", "hs_alakir", "hs_neptulon", "hs_yngvar"],
|
||
hs_anduin: ["hs_wvelen", "hs_mijiaojisi"],
|
||
hs_jaina: ["hs_antonidas"],
|
||
hs_malfurion: ["hs_malorne"],
|
||
},
|
||
/** @type { importCharacterConfig['skill'] } */
|
||
skill: {
|
||
hshuanyu: {
|
||
trigger: { player: "damageEnd" },
|
||
frequent: true,
|
||
content() {
|
||
if (!lib.characterPack.hearth) {
|
||
player.draw();
|
||
return;
|
||
}
|
||
var list = [];
|
||
for (var i = 0; i < lib.cardPack.mode_derivation.length; i++) {
|
||
var name = lib.cardPack.mode_derivation[i];
|
||
var info = lib.card[name];
|
||
if (info.gainable == false || info.destroy) continue;
|
||
if (lib.characterPack.hearth[info.derivation]) {
|
||
list.push(name);
|
||
}
|
||
}
|
||
if (!list.length) {
|
||
player.draw();
|
||
} else {
|
||
player.discoverCard(list);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 0.8,
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
||
if (!target.hasFriend()) return;
|
||
if (target.hp >= 4) return [1, get.tag(card, "damage") * 2];
|
||
if (target.hp == 3) return [1, get.tag(card, "damage") * 1.5];
|
||
if (target.hp == 2) return [1, get.tag(card, "damage") * 0.5];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
wxuying: {
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
var cards = player.getCards("h", function (card) {
|
||
return card.name == "hsfashu_anyingjingxiang" || card._wxuying;
|
||
});
|
||
if (cards.length) {
|
||
player.lose(cards)._triggered = null;
|
||
}
|
||
"step 1";
|
||
var card = game.createCard("hsfashu_anyingjingxiang");
|
||
card._modUseful = function () {
|
||
return 7;
|
||
};
|
||
card._modValue = function () {
|
||
return 7;
|
||
};
|
||
player.gain(card, "gain2");
|
||
},
|
||
subSkill: {
|
||
lose: {
|
||
trigger: { player: "loseAfter" },
|
||
silent: true,
|
||
content() {
|
||
for (var i = 0; i < trigger.cards.length; i++) {
|
||
if (trigger.cards[i]._wxuying) {
|
||
player.storage.wxuying = trigger.cards[i];
|
||
delete trigger.cards[i]._wxuying;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
change: {
|
||
trigger: { player: ["useCard", "respond"] },
|
||
silent: true,
|
||
content() {
|
||
var cards = player.getCards("h", function (card) {
|
||
return card.name == "hsfashu_anyingjingxiang" || card._wxuying;
|
||
});
|
||
for (var i = 0; i < cards.length; i++) {
|
||
cards[i].init(trigger.card);
|
||
cards[i].classList.add("glow");
|
||
cards[i]._wxuying = true;
|
||
}
|
||
},
|
||
},
|
||
hide: {
|
||
trigger: { player: ["useCard", "respond"] },
|
||
forced: true,
|
||
priority: -1,
|
||
filter(event, player) {
|
||
return event.cards.includes(player.storage.wxuying);
|
||
},
|
||
content() {
|
||
if (_status.currentPhase == player) {
|
||
player.draw();
|
||
} else {
|
||
player.tempHide();
|
||
}
|
||
delete player.storage.wxuying;
|
||
},
|
||
},
|
||
clear: {
|
||
trigger: { player: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
delete player.storage.wxuying;
|
||
},
|
||
},
|
||
},
|
||
group: ["wxuying_change", "wxuying_hide", "wxuying_lose", "wxuying_clear"],
|
||
},
|
||
buwendingyibian_ai1: {},
|
||
buwendingyibian_ai2: {},
|
||
buwendingyibian_lose: {
|
||
trigger: { global: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
var cards = player.getCards("h", function (card) {
|
||
return card.name == "hsfashu_buwendingyibian" && card._destroy;
|
||
});
|
||
if (cards.length) {
|
||
player.lose(cards)._triggered = null;
|
||
}
|
||
},
|
||
},
|
||
yibian: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return !player.countCards("h", "hsfashu_buwendingyibian");
|
||
},
|
||
content() {
|
||
player.gain(game.createCard("hsfashu_buwendingyibian"), "gain2");
|
||
},
|
||
},
|
||
hualing: {
|
||
enable: "phaseUse",
|
||
round: 3,
|
||
skillAnimation: true,
|
||
filterTarget(card, player, target) {
|
||
return target != player;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseSkill(target, function (info, skill) {
|
||
return !player.hasSkill(skill);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var skill = result.skill;
|
||
player.addAdditionalSkill("hualing", skill);
|
||
player.popup(skill);
|
||
player.markSkillCharacter(
|
||
"hualing",
|
||
target.name,
|
||
get.skillTranslation(skill, player),
|
||
get.skillInfoTranslation(skill)
|
||
);
|
||
}
|
||
"step 2";
|
||
var rank = get.rank(target, true);
|
||
var list = get.gainableCharacters(true);
|
||
var choice = [];
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (get.rank(list[i], true) == rank + 1) {
|
||
choice.push(list[i]);
|
||
}
|
||
}
|
||
if (!choice.length) {
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (get.rank(list[i], true) == rank) {
|
||
choice.push(list[i]);
|
||
}
|
||
}
|
||
}
|
||
if (choice.length) {
|
||
var hp = target.hp;
|
||
var name = choice.randomGet();
|
||
target.reinit(target.name, name);
|
||
target.hp = Math.min(hp, target.maxHp);
|
||
target.update();
|
||
game.triggerEnter(target);
|
||
}
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
result: {
|
||
target(player, target) {
|
||
return 1 / (get.rank(target, true) + 1);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
muyin: {
|
||
trigger: { player: "loseEnd" },
|
||
forced: true,
|
||
filter(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() {
|
||
player.tempHide();
|
||
},
|
||
ai: {
|
||
noh: true,
|
||
skillTagFilter(player, tag) {
|
||
if (tag == "noh") {
|
||
if (player.countCards("h") != 1) return false;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
tqchuanyue: {
|
||
trigger: { player: "phaseBeginStart" },
|
||
forced: true,
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
content() {
|
||
var list = [
|
||
"oldhanshuang",
|
||
"oldyanshu",
|
||
"oldfbeifa",
|
||
"oldmalymowang",
|
||
"oldfenlie",
|
||
"oldshifa",
|
||
"oldfushi",
|
||
"oldhuanjue",
|
||
"oldzhanhou",
|
||
"oldduxin",
|
||
"oldenze",
|
||
"oldyulu",
|
||
];
|
||
var map = {
|
||
oldhanshuang: "hs_bchillmaw",
|
||
oldyanshu: "hs_antonidas",
|
||
oldfbeifa: "hs_fuding",
|
||
oldmalymowang: "hs_malygos",
|
||
oldfenlie: "hs_kchromaggus",
|
||
oldshifa: "hs_shifazhe",
|
||
oldfushi: "hs_alextrasza",
|
||
oldhuanjue: "hs_zhihuanhua",
|
||
oldzhanhou: "hs_jgarrosh",
|
||
oldduxin: "hs_xialikeer",
|
||
oldenze: "hs_malorne",
|
||
oldyulu: "hs_sainaliusi",
|
||
};
|
||
for (var i = 0; i < list.length; i++) {
|
||
var skill = list[i];
|
||
if (!lib.skill[skill] || player.hasSkill(skill) || get.is.empty(lib.skill[skill])) {
|
||
list.splice(i--, 1);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
var skill = list.randomGet();
|
||
player.addAdditionalSkill("tqchuanyue", skill);
|
||
player.popup(skill);
|
||
player.flashAvatar("tqchuanyue", map[skill]);
|
||
player.markSkillCharacter(
|
||
"tqchuanyue",
|
||
map[skill],
|
||
get.skillTranslation(skill),
|
||
get.skillInfoTranslation(skill)
|
||
);
|
||
}
|
||
},
|
||
},
|
||
oldhuanjue: {
|
||
trigger: { global: "useCard1" },
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (event.targets.length != 1) return false;
|
||
if (event.player == player) return false;
|
||
if (player != event.targets[0]) return false;
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.multitarget) continue;
|
||
if (lib.filter.targetEnabled2({ name: lib.inpile[i] }, event.player, player)) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
check(event, player) {
|
||
return get.effect(player, event.card, event.player, player) < 0;
|
||
},
|
||
prompt2(event, player) {
|
||
return (
|
||
"发现一张牌代替" +
|
||
get.translation(event.player) +
|
||
"对你使用的" +
|
||
get.translation(event.card)
|
||
);
|
||
},
|
||
autodelay: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [],
|
||
list1 = [],
|
||
list2 = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.multitarget) continue;
|
||
if (
|
||
lib.filter.targetEnabled2(
|
||
{ name: lib.inpile[i] },
|
||
trigger.player,
|
||
trigger.targets[0]
|
||
)
|
||
) {
|
||
var cardinfo = [
|
||
trigger.card.suit || "",
|
||
trigger.card.number || "",
|
||
lib.inpile[i],
|
||
];
|
||
list1.push(cardinfo);
|
||
if (info.type != "equip") {
|
||
list2.push(cardinfo);
|
||
}
|
||
}
|
||
}
|
||
var equipped = false;
|
||
for (var i = 0; i < 3; i++) {
|
||
if (equipped && list2.length) {
|
||
list.push(list2.randomRemove());
|
||
} else {
|
||
equipped = true;
|
||
list.push(list1.randomRemove());
|
||
}
|
||
}
|
||
player.chooseButton(true, ["幻觉", [list, "vcard"]]).ai = function (button) {
|
||
var card = {
|
||
suit: trigger.card.suit,
|
||
number: trigger.card.number,
|
||
name: button.link[2],
|
||
};
|
||
return get.effect(trigger.targets[0], card, trigger.player, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var card = game.createCard({
|
||
suit: trigger.card.suit || lib.suit.randomGet(),
|
||
number: trigger.card.number || Math.ceil(Math.random() * 13),
|
||
name: result.links[0][2],
|
||
});
|
||
event.card = card;
|
||
game.log(player, "将", trigger.card, "变为", card);
|
||
// if(!event.isMine()) game.delayx();
|
||
trigger.card = get.autoViewAs(card);
|
||
trigger.cards = [card];
|
||
game.cardsGotoOrdering(card).relatedEvent = trigger;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
player.$throw(event.card, null, null, true);
|
||
if (player == trigger.player) {
|
||
player.line(trigger.targets[0], "green");
|
||
} else {
|
||
player.line(trigger.player, "green");
|
||
}
|
||
game.delayx(0.5);
|
||
},
|
||
ai: {
|
||
threaten: 0.1,
|
||
},
|
||
},
|
||
hshuanling: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.storage.hshuanling.length && player.countCards("he");
|
||
},
|
||
init(player) {
|
||
player.storage.hshuanling = [];
|
||
},
|
||
intro: {
|
||
content: "cards",
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var num = Math.min(Math.max(1, player.countCards("e")), player.storage.hshuanling.length);
|
||
var next = player.chooseToDiscard("he", get.prompt2("hshuanling"), [1, num]);
|
||
next.ai = function (card) {
|
||
if (get.position(card) == "e") return 7 - get.value(card);
|
||
return 8 - get.value(card);
|
||
};
|
||
next.logSkill = "hshuanling";
|
||
next.delay = false;
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.num = result.cards.length;
|
||
player.draw(event.num);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (event.num) {
|
||
var targets = game.filterPlayer();
|
||
var list = player.storage.hshuanling.slice(0);
|
||
while (list.length) {
|
||
var choice = list.randomRemove();
|
||
var card = game.createCard(choice);
|
||
var target;
|
||
while (targets.length) {
|
||
target = targets.randomRemove();
|
||
if (
|
||
lib.filter.targetEnabled2(card, player, target) &&
|
||
get.effect(target, card, player, player) > 0
|
||
) {
|
||
break;
|
||
}
|
||
target = null;
|
||
}
|
||
if (target) {
|
||
player.storage.hshuanling.remove(choice);
|
||
if (!player.storage.hshuanling.length) {
|
||
player.unmarkSkill("hshuanling");
|
||
} else {
|
||
player.syncStorage("hshuanling");
|
||
player.updateMarks();
|
||
}
|
||
player.useCard(card, target);
|
||
break;
|
||
}
|
||
}
|
||
event.num--;
|
||
event.redo();
|
||
}
|
||
},
|
||
group: ["hshuanling_count"],
|
||
subSkill: {
|
||
// clear:{
|
||
// trigger:{player:'phaseAfter'},
|
||
// silent:true,
|
||
// content(){
|
||
// player.storage.hshuanling.length=0;
|
||
// }
|
||
// },
|
||
count: {
|
||
trigger: { global: "useCard" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
if (get.is.converted(event)) return false;
|
||
if (!event.player.isEnemiesOf(player)) return false;
|
||
if (get.type(event.card) != "trick") return false;
|
||
if (event.targets.length != 1) return false;
|
||
// if(!event.targets[0].isFriendsOf(player)) return false;
|
||
if (get.info(event.card).multitarget) return false;
|
||
if (get.info(event.card).singleCard) return false;
|
||
if (!get.info(event.card).enable) return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
player.storage.hshuanling.add(trigger.card);
|
||
player.markSkill("hshuanling");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hsxiujian: {
|
||
trigger: { player: "useCardToAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return get.type2(event.card) == "trick" && event.target.isEnemiesOf(player);
|
||
},
|
||
content() {
|
||
player.useCard({ name: "sha" }, trigger.target, false);
|
||
},
|
||
},
|
||
hsxingyi: {
|
||
trigger: { global: "useSkillAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (lib.filter.skillDisabled(event.skill)) return false;
|
||
if (!game.expandSkills(event.player.getStockSkills()).includes(event.skill)) return false;
|
||
return _status.currentPhase == event.player && event.player.isEnemiesOf(player);
|
||
},
|
||
content() {
|
||
player.addTempSkill(trigger.skill, { player: "phaseAfter" });
|
||
},
|
||
},
|
||
hshuanling_old: {
|
||
trigger: { player: "useCardAfter" },
|
||
forced: true,
|
||
subSkill: {
|
||
basic: {},
|
||
trick: {},
|
||
},
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (!event.targets) return false;
|
||
if (event.targets.length > 1) return false;
|
||
if (event.targets[0] == player) return false;
|
||
return get.type2(event.card) == "trick";
|
||
},
|
||
content() {
|
||
var list = get.inpile2("trick");
|
||
while (list.length) {
|
||
var name = list.randomRemove();
|
||
if (
|
||
!lib.card[name].multitarget &&
|
||
player.canUse(name, trigger.targets[0]) &&
|
||
get.effect(trigger.targets[0], { name: name }, player, player) > 0
|
||
) {
|
||
player.useCard(game.createCard(name), trigger.targets[0], false);
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
hshuanling_old2: {
|
||
trigger: { player: "useCard" },
|
||
filter(event, player) {
|
||
// if(get.is.converted(event)) return false;
|
||
if (!player.countCards("he")) return false;
|
||
// if(!event.targets||!event.targets.includes(player)) return false;
|
||
var info = get.info(event.card);
|
||
if (info.type != "trick" && info.type != "basic") return false;
|
||
if (info.multitarget) return false;
|
||
if (event.targets.length > 1) return true;
|
||
return game.hasPlayer(function (current) {
|
||
return (
|
||
!event.targets.includes(current) &&
|
||
lib.filter.targetEnabled2(event.card, event.player, current)
|
||
);
|
||
});
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var bool1 = trigger.targets.length > 1;
|
||
var bool2 = game.hasPlayer(function (current) {
|
||
return (
|
||
!trigger.targets.includes(current) &&
|
||
lib.filter.targetEnabled2(trigger.card, trigger.player, current)
|
||
);
|
||
});
|
||
if (bool1 && bool2) {
|
||
player
|
||
.chooseControlList(
|
||
true,
|
||
get.prompt("hshuanling"),
|
||
[
|
||
"弃置任意张牌 ,并为" + get.translation(trigger.card) + "增加等量的目标",
|
||
"弃置任意张牌 ,并为" + get.translation(trigger.card) + "减少等量的目标",
|
||
],
|
||
function (event, player) {
|
||
if (_status.event.add) return 0;
|
||
return 1;
|
||
}
|
||
)
|
||
.set("add", get.effect(player, trigger.card, trigger.player, player) >= 0);
|
||
} else if (bool2) {
|
||
event.type = "add";
|
||
event.goto(2);
|
||
event.unchosen = true;
|
||
} else {
|
||
event.type = "remove";
|
||
event.goto(2);
|
||
event.unchosen = true;
|
||
}
|
||
"step 1";
|
||
if (result.control == "cancel2") {
|
||
event.finish();
|
||
} else if (result.index == 1) {
|
||
event.type = "remove";
|
||
} else {
|
||
event.type = "add";
|
||
}
|
||
"step 2";
|
||
if (event.type == "add") {
|
||
var num = game.countPlayer(function (current) {
|
||
return (
|
||
!trigger.targets.includes(current) &&
|
||
lib.filter.targetEnabled2(trigger.card, trigger.player, current)
|
||
);
|
||
});
|
||
var num2 = game.countPlayer(function (current) {
|
||
if (
|
||
!trigger.targets.includes(current) &&
|
||
lib.filter.targetEnabled2(trigger.card, trigger.player, current)
|
||
) {
|
||
return get.effect(current, trigger.card, player, player) > 0;
|
||
}
|
||
return false;
|
||
});
|
||
if (num2 > 2) num2 = 2;
|
||
player.chooseCardTarget({
|
||
selectCard: [1, num],
|
||
selectTarget() {
|
||
return ui.selected.cards.length;
|
||
},
|
||
position: "he",
|
||
prompt: event.unchosen ? get.prompt("hshuanling") : null,
|
||
prompt2: "弃置任意张牌,并为" + get.translation(trigger.card) + "增加等量的目标",
|
||
filterTarget(card, player, target) {
|
||
return (
|
||
!trigger.targets.includes(target) &&
|
||
lib.filter.targetEnabled2(trigger.card, trigger.player, target)
|
||
);
|
||
},
|
||
ai1(card) {
|
||
if (ui.selected.cards.length >= num2) return 0;
|
||
return get.value(trigger.card) - get.value(card) - 1;
|
||
},
|
||
ai2(target) {
|
||
var trigger = _status.event.getTrigger();
|
||
return get.effect(target, trigger.card, trigger.player, _status.event.player);
|
||
},
|
||
});
|
||
} else {
|
||
var num = trigger.targets.length - 1;
|
||
var num2 = game.countPlayer(function (current) {
|
||
if (trigger.targets.includes(current)) {
|
||
return get.effect(current, trigger.card, player, player) < 0;
|
||
}
|
||
return false;
|
||
});
|
||
if (num2 > 2) num2 = 2;
|
||
player.chooseCardTarget({
|
||
selectCard: [1, num],
|
||
selectTarget() {
|
||
return ui.selected.cards.length;
|
||
},
|
||
prompt: event.unchosen ? get.prompt("hshuanling") : null,
|
||
prompt2: "弃置任意张牌,并为" + get.translation(trigger.card) + "减少等量的目标",
|
||
filterTarget(card, player, target) {
|
||
return trigger.targets.includes(target);
|
||
},
|
||
ai1(card) {
|
||
if (
|
||
!player.needsToDiscard(0, (i, player) => {
|
||
return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i);
|
||
})
|
||
)
|
||
return 0;
|
||
if (ui.selected.cards.length >= num2) return 0;
|
||
return Math.max(5, get.value(trigger.card)) - get.value(card) - 1;
|
||
},
|
||
ai2(target) {
|
||
var trigger = _status.event.getTrigger();
|
||
return -get.effect(
|
||
target,
|
||
trigger.card,
|
||
trigger.player,
|
||
_status.event.player
|
||
);
|
||
},
|
||
});
|
||
}
|
||
"step 3";
|
||
if (result.bool) {
|
||
if (!event.isMine()) game.delayx();
|
||
event.targets = result.targets.slice(0);
|
||
event.cards = result.cards.slice(0);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 4";
|
||
player.logSkill("hshuanling", event.targets);
|
||
player.discard(event.cards).delay = false;
|
||
if (event.type == "add") {
|
||
for (var i = 0; i < event.targets.length; i++) {
|
||
trigger.targets.push(event.targets[i]);
|
||
}
|
||
} else {
|
||
for (var i = 0; i < event.targets.length; i++) {
|
||
trigger.targets.remove(event.targets[i]);
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
asyouzhang: {
|
||
trigger: { player: "phaseEnd" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
if (player.countCards("h", { type: "basic" }) == 0) return true;
|
||
if (player.countCards("h", { type: ["trick", "delay"] }) == 0) return true;
|
||
if (player.countCards("h", { type: "equip" }) == 0) return true;
|
||
return false;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
if (player.countCards("h", { type: "basic" }) == 0) {
|
||
var card = get.cardPile(function (card) {
|
||
return get.type(card) == "basic";
|
||
});
|
||
if (card) {
|
||
player.gain(card, "draw");
|
||
}
|
||
event.basiccard = card;
|
||
}
|
||
"step 1";
|
||
if (event.basiccard) {
|
||
if (player.hasUseTarget(event.basiccard)) {
|
||
var next = player.chooseToUse();
|
||
next.filterCard = function (card) {
|
||
return card == event.basiccard;
|
||
};
|
||
next.prompt = "是否使用" + get.translation(event.basiccard) + "?";
|
||
}
|
||
}
|
||
"step 2";
|
||
if (player.countCards("h", { type: ["trick", "delay"] }) == 0) {
|
||
var card = get.cardPile(function (card) {
|
||
return get.type(card) == "trick" || get.type(card) == "delay";
|
||
});
|
||
if (card) {
|
||
player.gain(card, "draw");
|
||
}
|
||
event.trickcard = card;
|
||
}
|
||
"step 3";
|
||
if (event.trickcard) {
|
||
if (player.hasUseTarget(event.trickcard)) {
|
||
var next = player.chooseToUse();
|
||
next.filterCard = function (card) {
|
||
return card == event.trickcard;
|
||
};
|
||
next.prompt = "是否使用" + get.translation(event.trickcard) + "?";
|
||
}
|
||
}
|
||
"step 4";
|
||
if (player.countCards("h", { type: "equip" }) == 0) {
|
||
var card = get.cardPile(function (card) {
|
||
return get.type(card) == "equip";
|
||
});
|
||
if (card) {
|
||
player.gain(card, "draw");
|
||
}
|
||
event.equipcard = card;
|
||
}
|
||
"step 5";
|
||
if (event.equipcard) {
|
||
if (player.hasUseTarget(event.equipcard)) {
|
||
var next = player.chooseToUse();
|
||
next.filterCard = function (card) {
|
||
return card == event.equipcard;
|
||
};
|
||
next.prompt = "是否使用" + get.translation(event.equipcard) + "?";
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.7,
|
||
},
|
||
},
|
||
ylyuchu: {
|
||
trigger: { player: "recoverAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (player.hasSkill("subplayer")) return false;
|
||
return player.storage.ylyuchu.length < 3;
|
||
},
|
||
init(player) {
|
||
if (!player.storage.ylyuchu) player.storage.ylyuchu = [];
|
||
},
|
||
ai: {
|
||
threaten: 0.7,
|
||
},
|
||
// onremove(player){
|
||
// delete player.storage.ylyuchu;
|
||
// delete player.storage.ylyuchu2;
|
||
// delete player.storage.ylyuchu3;
|
||
// },
|
||
group: ["ylyuchu_swap", "ylyuchu_phase"],
|
||
subSkill: {
|
||
chosen: {},
|
||
swap: {
|
||
trigger: { player: "phaseEnd" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return player.storage.ylyuchu.length;
|
||
},
|
||
content() {
|
||
var list = game.filterPlayer();
|
||
list.remove(player);
|
||
player.storage.ylyuchu2 = list.randomGets(player.storage.ylyuchu.length);
|
||
player.storage.ylyuchu3 = player.storage.ylyuchu.slice(0).randomSort();
|
||
},
|
||
},
|
||
phase: {
|
||
trigger: { global: "phaseBefore" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event, player) {
|
||
if (player.hasSkill("subplayer")) return false;
|
||
if (player.storage.ylyuchu2 && player.storage.ylyuchu3) {
|
||
var idx = player.storage.ylyuchu2.indexOf(event.player);
|
||
var target = player.storage.ylyuchu3[idx];
|
||
if (target && player.storage.ylyuchu.includes(target)) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
if (player.storage.ylyuchu2 && player.storage.ylyuchu3) {
|
||
var idx = player.storage.ylyuchu2.indexOf(trigger.player);
|
||
var target = player.storage.ylyuchu3[idx];
|
||
if (target && player.storage.ylyuchu.includes(target)) {
|
||
player.callSubPlayer(target);
|
||
player.storage.ylyuchu2[idx] = null;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
exit: {
|
||
trigger: { player: ["phaseAfter"] },
|
||
forced: true,
|
||
popup: false,
|
||
priority: -60,
|
||
content() {
|
||
player.exitSubPlayer();
|
||
},
|
||
},
|
||
draw: {
|
||
trigger: { player: "phaseDrawBegin" },
|
||
silent: true,
|
||
filter(event) {
|
||
return event.num > 0;
|
||
},
|
||
content() {
|
||
trigger.num--;
|
||
},
|
||
},
|
||
enter: {
|
||
trigger: { global: "phaseAfter" },
|
||
forced: true,
|
||
popup: false,
|
||
priority: -60,
|
||
filter(event, player) {
|
||
return event.player != player;
|
||
},
|
||
content() {
|
||
player.insertPhase(null, true);
|
||
},
|
||
},
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.num = trigger.num;
|
||
"step 1";
|
||
if (event.num && player.storage.ylyuchu.length < 3) {
|
||
var skill = player.addSubPlayer({
|
||
name: "hs_yelinchulong",
|
||
skills: ["ylyuchu_draw", "ylyuchu_exit", "ylyuchu_enter"],
|
||
hp: 2,
|
||
maxHp: 2,
|
||
hs: get.cards(2),
|
||
skill: skill,
|
||
// intro:'下个敌方回合开始前,随机切换至此随从',
|
||
intro2: "当前回合结束后进行一个额外回合并切换回本体",
|
||
onremove(player) {
|
||
player.storage.ylyuchu.remove(skill);
|
||
delete lib.skill[skill];
|
||
},
|
||
});
|
||
player.storage.ylyuchu.push(skill);
|
||
event.num--;
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
nsaiqi: {
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
init(player) {
|
||
player.storage.nsaiqi = [];
|
||
},
|
||
intro: {
|
||
content: "cards",
|
||
},
|
||
filter(event, player) {
|
||
if (ui.cardPile.firstChild && ui.cardPile.firstChild.vanishtag.includes("nsaiqi")) {
|
||
return false;
|
||
}
|
||
return true;
|
||
},
|
||
onremove: "lose",
|
||
content() {
|
||
var cards = get.cards(3);
|
||
for (var i = 0; i < cards.length; i++) {
|
||
cards[i].vanishtag.add("nsaiqi");
|
||
}
|
||
player.storage.nsaiqi.addArray(cards);
|
||
player.syncStorage("nsaiqi");
|
||
player.markSkill("nsaiqi");
|
||
},
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num + 1;
|
||
},
|
||
},
|
||
},
|
||
nsbeiming: {
|
||
trigger: { player: "nsaiqiAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.storage.nsaiqi.length >= 9;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.draw();
|
||
"step 1";
|
||
player.chooseCardButton(
|
||
player.storage.nsaiqi,
|
||
true,
|
||
"将顺序将牌置于牌堆顶(先选择的在上)",
|
||
player.storage.nsaiqi.length
|
||
);
|
||
"step 2";
|
||
var list = result.links.slice(0);
|
||
while (list.length) {
|
||
ui.cardPile.insertBefore(list.pop(), ui.cardPile.firstChild);
|
||
}
|
||
player.storage.nsaiqi.length = 0;
|
||
player.unmarkSkill("nsaiqi");
|
||
},
|
||
},
|
||
hsnitai: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
forced: true,
|
||
video(player, data) {
|
||
var skills = data[0];
|
||
var name = data[1];
|
||
lib.skill.hsnitai.process(skills, name);
|
||
},
|
||
onremove(player) {
|
||
player.removeSkill("hsnitai_card");
|
||
},
|
||
process(skills, name) {
|
||
var cardname = "hsnitai_" + name;
|
||
lib.translate[cardname] = lib.translate[name];
|
||
lib.translate[cardname + "_info"] =
|
||
"出牌阶段对自己使用,获得" +
|
||
get.translation(name) +
|
||
"的一个技能(替换前一个以此法获得的技能,效果持续2回合)";
|
||
lib.translate[cardname + "_append"] = "";
|
||
for (var i = 0; i < skills.length; i++) {
|
||
lib.translate[cardname + "_append"] +=
|
||
'<div class="skill">【' +
|
||
lib.translate[skills[i]] +
|
||
"】</div><div>" +
|
||
get.skillInfoTranslation(skills[i]) +
|
||
"</div>";
|
||
if (i < skills.length) {
|
||
lib.translate[cardname + "_append"] += "<br>";
|
||
}
|
||
}
|
||
lib.card[cardname] = lib.card[cardname] || {
|
||
enable: true,
|
||
type: "character",
|
||
image: "character:" + name,
|
||
fullimage: true,
|
||
vanish: true,
|
||
skills: skills,
|
||
derivation: "hs_barnes",
|
||
filterTarget(card, player, target) {
|
||
return player == target;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
"step 0";
|
||
var list = lib.card[card.name].skills;
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (target.hasSkill(list[i])) {
|
||
list.splice(i--, 1);
|
||
}
|
||
}
|
||
if (!list.length) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
event.skillai = function () {
|
||
return get.max(list, get.skillRank, "item");
|
||
};
|
||
if (list.length == 1) {
|
||
event._result = list[0];
|
||
} else if (event.isMine()) {
|
||
var dialog = ui.create.dialog("forcebutton");
|
||
dialog.add("选择获得一项技能");
|
||
var clickItem = function () {
|
||
_status.event._result = this.link;
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (lib.translate[list[i] + "_info"]) {
|
||
var translation = get.translation(list[i]);
|
||
if (translation[0] == "新" && translation.length == 3) {
|
||
translation = translation.slice(1, 3);
|
||
} else {
|
||
translation = translation.slice(0, 2);
|
||
}
|
||
var item = dialog.add(
|
||
'<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【' +
|
||
translation +
|
||
"】</div><div>" +
|
||
lib.translate[list[i] + "_info"] +
|
||
"</div></div>"
|
||
);
|
||
item.firstChild.addEventListener("click", clickItem);
|
||
item.firstChild.link = list[i];
|
||
}
|
||
}
|
||
dialog.add(ui.create.div(".placeholder"));
|
||
event.switchToAuto = function () {
|
||
event._result = event.skillai();
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
_status.imchoosing = true;
|
||
game.pause();
|
||
} else {
|
||
event._result = event.skillai();
|
||
}
|
||
"step 1";
|
||
var skill = result;
|
||
if (!target.hasSkill(skill)) {
|
||
player.popup(skill);
|
||
target.$gain2(card);
|
||
target.removeSkill("hsnitai_card");
|
||
target.storage.hsnitai_card = card;
|
||
target.storage.hsnitai_card_count = 1;
|
||
target.storage.hsnitai_card_skill = skill;
|
||
player.syncStorage("hsnitai_card");
|
||
player.syncStorage("hsnitai_card_skill");
|
||
target.addAdditionalSkill("hsnitai_card", skill);
|
||
target.addSkill("hsnitai_card");
|
||
game.log(target, "获得技能", "【" + get.translation(skill) + "】");
|
||
}
|
||
},
|
||
ai: {
|
||
order() {
|
||
if (_status.event.player.hasSkill("hsnitai_card")) return 1;
|
||
return 9;
|
||
},
|
||
result: {
|
||
target(player, target) {
|
||
if (!player.hasSkill("hsnitai_card") || player.needsToDiscard()) return 1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
};
|
||
},
|
||
content() {
|
||
var current = game.expandSkills(player.getSkills());
|
||
var list = get.gainableSkills(function (info, skill, name) {
|
||
if (current.includes(skill)) return false;
|
||
return lib.characterPack.hearth && lib.characterPack.hearth[name];
|
||
});
|
||
if (!list.length) {
|
||
return;
|
||
}
|
||
var skill = list.randomGet();
|
||
var source = [];
|
||
for (var i in lib.characterPack.hearth) {
|
||
if (lib.characterPack.hearth[i][3].includes(skill)) {
|
||
source.push(i);
|
||
}
|
||
}
|
||
if (!source.length) {
|
||
return;
|
||
}
|
||
var name = source.randomGet();
|
||
var skills = [skill];
|
||
var nameskills = lib.characterPack.hearth[name][3];
|
||
for (var i = 0; i < nameskills.length; i++) {
|
||
if (list.includes(nameskills[i])) {
|
||
skills.add(nameskills[i]);
|
||
}
|
||
}
|
||
game.addVideo("skill", player, ["hsnitai", [skills, name]]);
|
||
lib.skill.hsnitai.process(skills, name);
|
||
player.gain(game.createCard("hsnitai_" + name), "gain2");
|
||
},
|
||
subSkill: {
|
||
card: {
|
||
mark: "card",
|
||
onremove: ["hsnitai_card", "hsnitai_card_count", "hsnitai_card_skill"],
|
||
intro: {
|
||
content(storage, player) {
|
||
var skill = player.storage.hsnitai_card_skill;
|
||
// var skill=storage.name.slice(8);
|
||
return (
|
||
'<div class="skill">【' +
|
||
lib.translate[skill] +
|
||
"】</div><div>" +
|
||
get.skillInfoTranslation(skill) +
|
||
"</div>"
|
||
);
|
||
},
|
||
},
|
||
trigger: { player: "phaseUseBegin" },
|
||
priority: -10,
|
||
silent: true,
|
||
content() {
|
||
if (player.storage.hsnitai_card_count > 0) {
|
||
player.storage.hsnitai_card_count--;
|
||
} else {
|
||
player.removeSkill("hsnitai_card");
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hspuzhao: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterCard: { suit: "heart" },
|
||
position: "he",
|
||
filter(event, player) {
|
||
return player.countCards("he", { suit: "heart" }) > 0;
|
||
},
|
||
check(card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
content() {
|
||
var targets = player.getFriends();
|
||
if (targets.length) {
|
||
targets.push(player);
|
||
if (targets.length > 3) {
|
||
targets = targets.randomGets(3);
|
||
}
|
||
targets.sortBySeat();
|
||
player.line(targets, "green");
|
||
for (var i = 0; i < targets.length; i++) {
|
||
targets[i].addExpose(0.2);
|
||
}
|
||
game.asyncDraw(targets);
|
||
} else {
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
expose: 0.3,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
hsyanxin: {
|
||
trigger: { player: "drawBegin" },
|
||
priority: -5,
|
||
filter(event, player) {
|
||
if (game.fixedPile) return false;
|
||
if (event.num <= 0) return false;
|
||
if (ui.cardPile.childNodes.length == 0) return false;
|
||
if (get.color(ui.cardPile.firstChild) == "red") return false;
|
||
return true;
|
||
},
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
var card = ui.cardPile.firstChild;
|
||
if (lib.inpile.includes(card.name)) {
|
||
for (var i = 1; i < ui.cardPile.childElementCount; i++) {
|
||
var card2 = ui.cardPile.childNodes[i];
|
||
if (get.color(card2) == "red") {
|
||
ui.cardPile.insertBefore(card2, card);
|
||
break;
|
||
}
|
||
}
|
||
} else {
|
||
card.init([["heart", "diamond"].randomGet(), card.number, card.name, card.nature]);
|
||
}
|
||
},
|
||
},
|
||
hstianqi: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("he") > 0;
|
||
},
|
||
position: "he",
|
||
init(player) {
|
||
player.storage.hstianqi = [];
|
||
},
|
||
onremove: true,
|
||
filterCard(card, player) {
|
||
if (get.position(card) == "h") {
|
||
if (
|
||
player.getEquip(1) &&
|
||
player.getEquip(2) &&
|
||
player.getEquip(3) &&
|
||
player.getEquip(4)
|
||
) {
|
||
return false;
|
||
}
|
||
return true;
|
||
} else {
|
||
return true;
|
||
}
|
||
},
|
||
check(card) {
|
||
var player = _status.event.player;
|
||
if (get.position(card) == "e") {
|
||
if (card.name.indexOf("hstianqi_") == 0) {
|
||
for (var i = 0; i < player.storage.hstianqi.length; i++) {
|
||
if (player.storage.hstianqi[i].name == card.name) return 0;
|
||
}
|
||
return 20 - get.value(card);
|
||
} else {
|
||
return (9 - get.value(card)) / 5;
|
||
}
|
||
} else {
|
||
if (get.type(card) == "equip") {
|
||
return 9 - get.value(card);
|
||
}
|
||
return 7 - get.value(card);
|
||
}
|
||
},
|
||
discard: false,
|
||
lose: false,
|
||
delay: 0,
|
||
intro: {
|
||
content: "cards",
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.position = get.position(cards[0]);
|
||
player.discard(cards);
|
||
if (event.position == "e") {
|
||
var name = cards[0].name;
|
||
if (name.indexOf("hstianqi_") != 0) return;
|
||
for (var i = 0; i < player.storage.hstianqi.length; i++) {
|
||
if (player.storage.hstianqi[i].name == name) {
|
||
return;
|
||
}
|
||
}
|
||
player.storage.hstianqi.add(cards[0]);
|
||
player.markSkill("hstianqi");
|
||
}
|
||
"step 1";
|
||
if (event.position == "h") {
|
||
var list = [];
|
||
if (!player.getEquip(1)) {
|
||
list.push({ name: "hstianqi_dalian", suit: "spade", number: 1 });
|
||
}
|
||
if (!player.getEquip(2)) {
|
||
list.push({ name: "hstianqi_shali", suit: "heart", number: 1 });
|
||
}
|
||
if (!player.getEquip(3)) {
|
||
list.push({ name: "hstianqi_suolasi", suit: "diamond", number: 1 });
|
||
}
|
||
if (!player.getEquip(4)) {
|
||
list.push({ name: "hstianqi_nazigelin", suit: "club", number: 1 });
|
||
}
|
||
if (list.length) {
|
||
player.equip(game.createCard(list.randomGet()), true);
|
||
}
|
||
} else {
|
||
player.draw(2);
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (!event.isMine()) {
|
||
game.delay(0.5);
|
||
}
|
||
},
|
||
group: ["hstianqi_win"],
|
||
subSkill: {
|
||
win: {
|
||
trigger: { player: "phaseBegin" },
|
||
priority: 30,
|
||
forced: true,
|
||
skillAnimation: true,
|
||
animationColor: "legend",
|
||
filter(event, player) {
|
||
return player.storage.hstianqi.length == 4;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
game.delay();
|
||
"step 1";
|
||
if (game.showIdentity) {
|
||
game.showIdentity();
|
||
}
|
||
if (player.isUnderControl(true) || player.getFriends().includes(game.me)) {
|
||
game.over(true);
|
||
} else {
|
||
game.over(false);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
threaten(player, target) {
|
||
if (target.storage.hstianqi.length == 4) return 20;
|
||
if (target.storage.hstianqi.length == 3) return 2;
|
||
return 1;
|
||
},
|
||
order: 9,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
hstianqi_dalian: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.isDamaged();
|
||
},
|
||
content() {
|
||
player.recover(trigger.num);
|
||
},
|
||
},
|
||
hstianqi_shali: {
|
||
trigger: { player: "recoverEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.num > 0;
|
||
},
|
||
content() {
|
||
player.changeHujia(trigger.num);
|
||
},
|
||
},
|
||
ysjqisha: {
|
||
trigger: { source: "damageEnd", player: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event._notrigger.includes(event.player)) return false;
|
||
return (
|
||
(event.source != player && event.source.isIn()) ||
|
||
(event.player != player && event.player.isIn())
|
||
);
|
||
},
|
||
content() {
|
||
var target = trigger.source;
|
||
if (target == player) {
|
||
target = trigger.player;
|
||
}
|
||
var list = ["ju", "kuang", "nu", "yi", "wang", "hen", "ao"];
|
||
for (var i = 0; i < list.length; i++) {
|
||
list[i] = "ysjqisha_" + list[i];
|
||
if (target.hasSkillTag(list[i])) {
|
||
list.splice(i--, 1);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
target.addTempSkill(list.randomGet(), { player: "phaseAfter" });
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 0.8,
|
||
maixie_defend: true,
|
||
},
|
||
subSkill: {
|
||
ju: {
|
||
mark: true,
|
||
intro: {
|
||
content: "锁定技,每当你使用一张牌,需弃置一张牌",
|
||
},
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("he") > 0;
|
||
},
|
||
content() {
|
||
game.delay(0.5);
|
||
player.chooseToDiscard(true, "he");
|
||
},
|
||
},
|
||
kuang: {
|
||
mark: true,
|
||
intro: {
|
||
content: "锁定技,每当你使用一张牌指定惟一目标,有50%的机率指定错误的目标",
|
||
},
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
event.getRand() < 0.5 &&
|
||
event.targets &&
|
||
event.targets.length == 1 &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != event.targets[0] &&
|
||
lib.filter.targetEnabled2(event.card, player, current)
|
||
);
|
||
})
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
game.delay();
|
||
"step 1";
|
||
var list = game.filterPlayer(function (current) {
|
||
return (
|
||
current != trigger.targets[0] &&
|
||
lib.filter.targetEnabled2(trigger.card, player, current)
|
||
);
|
||
});
|
||
if (list.length) {
|
||
var target = list.randomGet();
|
||
trigger.targets[0] = target;
|
||
player.line(target, "green");
|
||
}
|
||
},
|
||
},
|
||
nu: {
|
||
mark: true,
|
||
intro: {
|
||
content: "锁定技,你使用的卡牌造成的伤害+1;每当你使用一张牌,有65%的机率失效",
|
||
},
|
||
forced: true,
|
||
trigger: { source: "damageBegin", player: "useCardToBefore" },
|
||
filter(event, player) {
|
||
if (event.name == "damage") return event.notLink() && (event.card ? true : false);
|
||
var info = get.info(event.card);
|
||
if (info.multitarget && event.targets && event.targets.includes(player))
|
||
return false;
|
||
return event.getRand() < 0.65;
|
||
},
|
||
content() {
|
||
if (trigger.name == "damage") {
|
||
trigger.num++;
|
||
} else {
|
||
trigger.cancel();
|
||
}
|
||
},
|
||
},
|
||
yi: {
|
||
mark: true,
|
||
intro: {
|
||
content: "锁定技,你不能成为非敌方角色的卡牌目标",
|
||
},
|
||
mod: {
|
||
targetEnabled(card, player, target) {
|
||
if (!player.getEnemies().includes(target)) return false;
|
||
},
|
||
},
|
||
},
|
||
wang: {
|
||
mark: true,
|
||
intro: {
|
||
content: "锁定技,你的摸牌数始终-1",
|
||
},
|
||
priority: 5,
|
||
trigger: { player: "drawBegin" },
|
||
forced: true,
|
||
content() {
|
||
trigger.num--;
|
||
},
|
||
},
|
||
hen: {
|
||
mark: true,
|
||
intro: {
|
||
content: "锁定技,每当一名敌方角色回复1点体力,你失去1点体力",
|
||
},
|
||
trigger: { global: "recoverAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.getEnemies().includes(event.player);
|
||
},
|
||
content() {
|
||
player.loseHp();
|
||
},
|
||
},
|
||
ao: {
|
||
mark: true,
|
||
intro: {
|
||
content: "锁定技,你的手牌上限-2",
|
||
},
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num - 2;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yindan: {
|
||
enable: "phaseUse",
|
||
filterCard: { suit: "spade" },
|
||
check(card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("he", { suit: "spade" }) > 0;
|
||
},
|
||
position: "he",
|
||
content() {
|
||
"step 0";
|
||
player.loseHp();
|
||
"step 1";
|
||
var cards = [];
|
||
for (var i = 0; i < 2; i++) {
|
||
cards.push(game.createCard("hsjixie_zhadan"));
|
||
}
|
||
player.gain(cards, "gain2");
|
||
},
|
||
ai: {
|
||
order: 7,
|
||
result: {
|
||
player(player, target) {
|
||
if (player.hp >= 3) return 1;
|
||
if (
|
||
player.hp == 2 &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
get.damageEffect(current, player, player, "fire") > 0 &&
|
||
current.hp == 1
|
||
);
|
||
})
|
||
) {
|
||
return 1;
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hllingxi: {
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (target) {
|
||
return lib.skill.hllingxi.filterTarget(null, player, target);
|
||
});
|
||
},
|
||
filterTarget(card, player, target) {
|
||
if (target.hasSkill("hllingxi_used")) return false;
|
||
return target != player && target.isDamaged() && target.countCards("he") >= 2;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
target.chooseToDiscard("he", 2, true);
|
||
"step 1";
|
||
target.recover();
|
||
target.addTempSkill("hllingxi_used");
|
||
},
|
||
group: "hllingxi_end",
|
||
subSkill: {
|
||
used: {},
|
||
end: {
|
||
trigger: { player: "phaseEnd" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return player.isDamaged();
|
||
},
|
||
content() {
|
||
player.recover();
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
result: {
|
||
target(player, target) {
|
||
var nc = target.countCards("he");
|
||
if (target.hasSkillTag("maixie_hp")) {
|
||
if (nc >= 3) return 1;
|
||
if (target.hp == 1) return 1;
|
||
return 0;
|
||
}
|
||
if (nc >= 4) {
|
||
if (target.hp <= 2) return 1;
|
||
return 0;
|
||
} else if (nc == 3) {
|
||
if (target.hp == 1) return 1;
|
||
if (target.hp >= 4) return -1;
|
||
return 0;
|
||
} else {
|
||
if (target.hp == 1) return 0;
|
||
return -1;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zhaochao: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.getEnemies().length > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.targets = player.getEnemies();
|
||
player.addSkill("zhaochao2");
|
||
player.useCard({ name: "sha" }, event.targets.randomRemove());
|
||
"step 1";
|
||
player.removeSkill("zhaochao2");
|
||
if (player.storage.zhaochao2 && event.targets.length) {
|
||
player.useCard({ name: "sha" }, event.targets.randomRemove());
|
||
delete player.storage.zhaochao2;
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.7,
|
||
},
|
||
},
|
||
zhaochao2: {
|
||
trigger: { player: "shaMiss" },
|
||
silent: true,
|
||
filter(event) {
|
||
return event.getParent(2).name == "zhaochao";
|
||
},
|
||
content() {
|
||
player.storage.zhaochao2 = true;
|
||
},
|
||
},
|
||
xiyong: {
|
||
trigger: { player: "phaseEnd" },
|
||
frequent: true,
|
||
content() {
|
||
"step 0";
|
||
player.draw();
|
||
"step 1";
|
||
if (Array.isArray(result) && result.length) {
|
||
var gained = result[0];
|
||
if (lib.filter.cardEnabled(gained, target)) {
|
||
var next = player.chooseToUse();
|
||
next.filterCard = function (card) {
|
||
return card == gained;
|
||
};
|
||
next.prompt = "是否使用" + get.translation(gained) + "?";
|
||
} else {
|
||
event.finish();
|
||
}
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.draw();
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.6,
|
||
},
|
||
},
|
||
srjici: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
content() {
|
||
player.draw();
|
||
if (
|
||
trigger.player &&
|
||
trigger.player.isIn() &&
|
||
!trigger._notrigger.includes(trigger.player)
|
||
) {
|
||
trigger.player.randomDiscard();
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.4,
|
||
},
|
||
},
|
||
yinzong: {
|
||
trigger: { player: "loseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (event.cards[i].original == "e") return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
// player.tempHide();
|
||
player.gain(game.createCard("shan"), "gain2");
|
||
},
|
||
},
|
||
tansuo: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterCard: true,
|
||
position: "he",
|
||
check(card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
content() {
|
||
if (!lib.characterPack.hearth) {
|
||
player.draw();
|
||
return;
|
||
}
|
||
var list = [];
|
||
for (var i = 0; i < lib.cardPack.mode_derivation.length; i++) {
|
||
var name = lib.cardPack.mode_derivation[i];
|
||
var info = lib.card[name];
|
||
if (info.gainable == false || info.destroy) continue;
|
||
if (lib.characterPack.hearth[info.derivation]) {
|
||
list.push(name);
|
||
}
|
||
}
|
||
if (!list.length) {
|
||
player.draw();
|
||
} else {
|
||
player.discoverCard(list);
|
||
// player.gain(game.createCard(list.randomGet()),'draw');
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.6,
|
||
order: 8,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
lieqi: {
|
||
trigger: { player: ["phaseBegin", "phaseEnd"] },
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return (
|
||
!current.isUnderControl(true, player) &&
|
||
current != player.storage.lieqi &&
|
||
current.countCards("h")
|
||
);
|
||
});
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("lieqi"), function (card, player, target) {
|
||
return (
|
||
!target.isUnderControl(true, player) &&
|
||
target != player.storage.lieqi &&
|
||
target.countCards("h")
|
||
);
|
||
}).ai = function () {
|
||
return 1;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("lieqi", target);
|
||
if (event.triggername == "phaseBegin") {
|
||
player.storage.lieqi = target;
|
||
}
|
||
var hs = target.getCards("h").randomSort();
|
||
if (hs.length) {
|
||
var list2 = [];
|
||
for (var i = 0; i < hs.length; i++) {
|
||
if (list2.includes(hs[i].name)) {
|
||
hs.splice(i--, 1);
|
||
} else {
|
||
list2.push(hs[i].name);
|
||
}
|
||
}
|
||
var card = hs.randomGet();
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (
|
||
!list2.includes(lib.inpile[i]) &&
|
||
(get.type(lib.inpile[i]) != "equip" || Math.random() < 0.5)
|
||
) {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
event.card = card;
|
||
player.chooseCardButton(
|
||
true,
|
||
"猜测哪张牌为" + get.translation(target) + "的手牌",
|
||
[
|
||
card,
|
||
game.createCard(list.randomRemove()),
|
||
game.createCard(list.randomRemove()),
|
||
].randomSort()
|
||
).ai = function (button) {
|
||
if (get.value(button.link) < 0) return -10;
|
||
if (_status.event.getRand() < 0.7) {
|
||
return button.link == card ? 1 : -1;
|
||
} else {
|
||
return button.link == card ? -1 : 1;
|
||
}
|
||
};
|
||
} else {
|
||
event.finish();
|
||
}
|
||
} else {
|
||
event.finish();
|
||
}
|
||
if (event.triggername == "phaseEnd") {
|
||
delete player.storage.lieqi;
|
||
}
|
||
"step 2";
|
||
if (result.bool && result.links) {
|
||
if (result.links[0] == event.card) {
|
||
player.gain(game.createCard(event.card), "draw");
|
||
} else {
|
||
player.viewCards("正确答案", [event.card]);
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
azaowu: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (
|
||
event.filterCard({ name: "sha" }, player, event) ||
|
||
event.filterCard({ name: "jiu" }, player, event) ||
|
||
event.filterCard({ name: "tao" }, player, event)
|
||
) {
|
||
return player.hasCard(function (card) {
|
||
return get.type(card) == "basic";
|
||
});
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton: {
|
||
dialog(event, player) {
|
||
var list = [];
|
||
if (event.filterCard({ name: "sha" }, player, event)) {
|
||
list.push(["基本", "", "sha"]);
|
||
list.push(["基本", "", "sha", "fire"]);
|
||
list.push(["基本", "", "sha", "thunder"]);
|
||
}
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (
|
||
lib.inpile[i] != "sha" &&
|
||
lib.card[lib.inpile[i]].type == "basic" &&
|
||
event.filterCard({ name: lib.inpile[i] }, player, event)
|
||
) {
|
||
list.push(["基本", "", lib.inpile[i]]);
|
||
}
|
||
}
|
||
return ui.create.dialog("造物", [list, "vcard"], "hidden");
|
||
},
|
||
check(button) {
|
||
var player = _status.event.player;
|
||
var card = { name: button.link[2], nature: button.link[3] };
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
player.canUse(card, current) &&
|
||
get.effect(current, card, player, player) > 0
|
||
);
|
||
})
|
||
) {
|
||
switch (button.link[2]) {
|
||
case "tao":
|
||
return 5;
|
||
case "xuejibingbao":
|
||
return 4;
|
||
case "jiu":
|
||
return 3.01;
|
||
case "sha":
|
||
if (button.link[3] == "fire") return 2.95;
|
||
else if (button.link[3] == "thunder") return 2.92;
|
||
else return 2.9;
|
||
default:
|
||
return 2 + _status.event.getRand() * 2;
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
backup(links, player) {
|
||
return {
|
||
filterCard(card) {
|
||
return get.type(card) == "basic";
|
||
},
|
||
viewAs: { name: links[0][2], nature: links[0][3] },
|
||
popname: true,
|
||
ai1(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
};
|
||
},
|
||
prompt(links, player) {
|
||
return (
|
||
"将一张基本牌当作" +
|
||
get.translation(links[0][3] || "") +
|
||
get.translation(links[0][2]) +
|
||
"使用"
|
||
);
|
||
},
|
||
},
|
||
ai: {
|
||
order() {
|
||
var player = _status.event.player;
|
||
var event = _status.event;
|
||
if (
|
||
event.filterCard({ name: "jiu" }, player, event) &&
|
||
get.effect(player, { name: "jiu" }) > 0
|
||
) {
|
||
return 3.1;
|
||
}
|
||
return 2.9;
|
||
},
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
shouwang: {
|
||
enable: "chooseToUse",
|
||
filter(event, player) {
|
||
return event.type == "dying" && event.dying && !event.dying.hasSkill("shouwang2");
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return target == _status.event.dying;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
target.recover();
|
||
target.changeHujia();
|
||
target.addSkill("shouwang2");
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
skillTagFilter(player) {
|
||
if (!_status.event.dying || _status.event.dying.hasSkill("shouwang2")) return false;
|
||
},
|
||
save: true,
|
||
result: {
|
||
target: 3,
|
||
},
|
||
threaten: 1.6,
|
||
},
|
||
},
|
||
shouwang2: {
|
||
charlotte: true,
|
||
mark: true,
|
||
intro: {
|
||
content: "已发动",
|
||
},
|
||
},
|
||
qingtian: {
|
||
trigger: { player: "damageBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.isMaxHp(true);
|
||
},
|
||
check() {
|
||
return false;
|
||
},
|
||
content() {
|
||
trigger.num++;
|
||
},
|
||
ai: {
|
||
neg: true,
|
||
},
|
||
},
|
||
qianfu: {
|
||
trigger: { player: "dieBefore" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return !player.hasSkill("qianfu2") && player.maxHp > 0;
|
||
},
|
||
unique: true,
|
||
content() {
|
||
trigger.cancel();
|
||
player.addSkill("qianfu2");
|
||
player.hp = 1;
|
||
player.update();
|
||
player.discard(player.getCards("he"));
|
||
player.setAvatar("hs_selajin", "hs_selajin2");
|
||
},
|
||
ai: {
|
||
threaten: 0.8,
|
||
},
|
||
},
|
||
qianfu2: {
|
||
mark: true,
|
||
intro: {
|
||
content: "你防止非火焰伤害,不能使用或打出卡牌,并始终跳过你的回合",
|
||
},
|
||
mod: {
|
||
cardEnabled(card, player) {
|
||
return false;
|
||
},
|
||
cardUsable(card, player) {
|
||
return false;
|
||
},
|
||
cardRespondable(card, player) {
|
||
return false;
|
||
},
|
||
cardSavable(card, player) {
|
||
return false;
|
||
},
|
||
},
|
||
group: ["qianfu2_damage", "qianfu2_phase", "qianfu2_revive"],
|
||
subSkill: {
|
||
damage: {
|
||
trigger: { player: "damageBefore" },
|
||
filter(event) {
|
||
if (event.nature != "fire") return true;
|
||
return false;
|
||
},
|
||
mark: true,
|
||
forced: true,
|
||
content() {
|
||
trigger.cancel();
|
||
},
|
||
ai: {
|
||
nothunder: true,
|
||
nodamage: true,
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "damage") && !get.tag(card, "fireDamage"))
|
||
return [0, 0];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
phase: {
|
||
trigger: { player: "phaseBefore" },
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
trigger.cancel();
|
||
},
|
||
},
|
||
revive: {
|
||
trigger: { player: ["changeHp", "loseMaxHpAfter"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.hp >= 3 || player.isHealthy();
|
||
},
|
||
content() {
|
||
player.removeSkill("qianfu2");
|
||
player.draw(3);
|
||
player.setAvatar("hs_selajin", "hs_selajin");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shimo: {
|
||
trigger: { global: "damageAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.player != player && get.distance(player, event.player) <= 1;
|
||
},
|
||
content() {
|
||
if (player.isDamaged()) {
|
||
player.recover();
|
||
} else {
|
||
player.draw();
|
||
}
|
||
},
|
||
},
|
||
lieyang: {
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
usable: 3,
|
||
filter(event, player) {
|
||
return _status.currentPhase == player && get.type(event.card, "trick") == "trick";
|
||
},
|
||
content() {
|
||
var list = get.inpile("trick", "trick");
|
||
player.gain(game.createCard(list.randomGet()), "draw");
|
||
if (player.storage.counttrigger && player.storage.counttrigger.lieyang >= 3) {
|
||
player.addTempSkill("lieyang2");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.8,
|
||
},
|
||
},
|
||
lieyang2: {
|
||
mod: {
|
||
cardEnabled(card) {
|
||
if (get.type(card, "trick") == "trick") return false;
|
||
},
|
||
},
|
||
},
|
||
zhuilie: {
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.countCards("he") > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseToDiscard("he", get.prompt("zhuilie")).set("ai", function (card) {
|
||
if (player.hp >= 4 || (player.hasSha() && player.hasShan())) {
|
||
return 6 - get.value(card);
|
||
}
|
||
if (player.hasSha() || player.hasShan()) {
|
||
return 3 - get.value(card);
|
||
}
|
||
return 0;
|
||
}).logSkill = "zhuilie";
|
||
"step 1";
|
||
if (result.bool) {
|
||
var list = [];
|
||
var list2 = [];
|
||
for (var i = 0; i < 6 && i < ui.cardPile.childElementCount; i++) {
|
||
list.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (get.type(list[i]) == "basic") {
|
||
list[i].discard();
|
||
list2.push(list[i]);
|
||
}
|
||
}
|
||
player.showCards(
|
||
get.translation(player) + "将" + get.cnNumber(list2.length) + "张牌移入弃牌堆",
|
||
list2
|
||
);
|
||
if (list2.length > 3) {
|
||
player.draw();
|
||
}
|
||
}
|
||
},
|
||
},
|
||
szbianshen: {
|
||
trigger: { player: "phaseBefore" },
|
||
unique: true,
|
||
skillAnimation: true,
|
||
//forceunique: true,
|
||
filter() {
|
||
return game.roundNumber >= 3;
|
||
},
|
||
check(event, player) {
|
||
return player.hp <= 2;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var list = get.gainableCharacters(function (info) {
|
||
return info[2] >= 5;
|
||
});
|
||
var players = game.players.concat(game.dead);
|
||
for (var i = 0; i < players.length; i++) {
|
||
list.remove(players[i].name);
|
||
list.remove(players[i].name1);
|
||
list.remove(players[i].name2);
|
||
}
|
||
var dialog = ui.create.dialog("将武将牌替换为一名角色", "hidden");
|
||
dialog.add([list.randomGets(5), "character"]);
|
||
player.chooseButton(dialog, true).ai = function (button) {
|
||
return get.rank(button.link, true);
|
||
};
|
||
player.awakenSkill("szbianshen");
|
||
"step 1";
|
||
player.reinit(get.character(player.name2, 3).includes("szbianshen") ? player.name2 : player.name1, result.links[0]);
|
||
player.hp = player.maxHp;
|
||
player.update();
|
||
},
|
||
},
|
||
kekao: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
for (var i in lib.card) {
|
||
if (game.bannedcards && game.bannedcards.includes(i)) continue;
|
||
if (lib.card[i].type == "delay") {
|
||
list.push(["锦囊", "", i]);
|
||
}
|
||
}
|
||
if (list.length == 0) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
var dialog = ui.create.dialog(
|
||
get.prompt("kekao"),
|
||
[list.randomGets(3), "vcard"],
|
||
"hidden"
|
||
);
|
||
player.chooseButton(dialog).ai = function (button) {
|
||
var name = button.link[2];
|
||
var num = Math.random() * get.value({ name: name });
|
||
if (lib.card[name].selectTarget == -1) {
|
||
return num / 10;
|
||
}
|
||
return num;
|
||
};
|
||
"step 1";
|
||
if (result.buttons) {
|
||
player.logSkill("kekao");
|
||
player.gain(game.createCard(result.buttons[0].link[2]), "draw");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.6,
|
||
},
|
||
},
|
||
jinhua: {
|
||
trigger: { target: "useCardToBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
player == event.player &&
|
||
get.type(event.card, "trick") == "trick" &&
|
||
event.card.isCard
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var list = get.gainableSkills();
|
||
list.remove(player.getSkills());
|
||
list = list.randomGets(3);
|
||
event.skillai = function () {
|
||
return get.max(list, get.skillRank, "item");
|
||
};
|
||
if (event.isMine()) {
|
||
var dialog = ui.create.dialog("forcebutton");
|
||
dialog.add("选择获得一项技能");
|
||
var clickItem = function () {
|
||
_status.event._result = this.link;
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (lib.translate[list[i] + "_info"]) {
|
||
var translation = get.translation(list[i]);
|
||
if (translation[0] == "新" && translation.length == 3) {
|
||
translation = translation.slice(1, 3);
|
||
} else {
|
||
translation = translation.slice(0, 2);
|
||
}
|
||
var item = dialog.add(
|
||
'<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【' +
|
||
translation +
|
||
"】</div><div>" +
|
||
lib.translate[list[i] + "_info"] +
|
||
"</div></div>"
|
||
);
|
||
item.firstChild.addEventListener("click", clickItem);
|
||
item.firstChild.link = list[i];
|
||
}
|
||
}
|
||
dialog.add(ui.create.div(".placeholder"));
|
||
event.switchToAuto = function () {
|
||
event._result = event.skillai();
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
_status.imchoosing = true;
|
||
game.pause();
|
||
} else {
|
||
event._result = event.skillai();
|
||
}
|
||
"step 1";
|
||
_status.imchoosing = false;
|
||
var link = result;
|
||
player.addSkill(link, true);
|
||
player.popup(link);
|
||
game.log(player, "获得了技能", "【" + get.translation(link) + "】");
|
||
game.delay();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target_use(card, player, target) {
|
||
if (get.type(card, "trick") == "trick" && player == target) return [1, 1];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
kqizhou: {
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.storage.kqizhou;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
delete player.storage.kqizhou;
|
||
var list = [
|
||
["", "", "hsqizhou_feng"],
|
||
["", "", "hsqizhou_shui"],
|
||
["", "", "hsqizhou_huo"],
|
||
["", "", "hsqizhou_tu"],
|
||
];
|
||
var dialog = ui.create.dialog(get.prompt("kqizhou"), [list, "vcard"], "hidden");
|
||
var shui = player.hp <= 1 && player.maxHp >= 3;
|
||
var tu = game.hasPlayer(function (current) {
|
||
return current.hp == 1 && get.attitude(player, current) > 0;
|
||
});
|
||
player.chooseButton(dialog).ai = function (button) {
|
||
if (!player.hasFriend() && button.link[2] == "hsqizhou_tu") return 0;
|
||
if (player.isHealthy() && button.link[2] == "hsqizhou_shui") return 0;
|
||
if (shui && button.link[2] == "hsqizhou_shui") return 3;
|
||
if (tu && button.link[2] == "hsqizhou_tu") return 2;
|
||
return Math.random();
|
||
};
|
||
"step 1";
|
||
if (result.buttons) {
|
||
player.logSkill("kqizhou");
|
||
player.gain(game.createCard(result.buttons[0].link[2]), "draw");
|
||
}
|
||
},
|
||
group: "kqizhou_add",
|
||
subSkill: {
|
||
add: {
|
||
trigger: { player: "useCard" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return _status.currentPhase == player && get.type(event.card, "trick") == "trick";
|
||
},
|
||
content() {
|
||
player.storage.kqizhou = true;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
jingcu: {
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return player.maxHp > 1;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.loseMaxHp(true);
|
||
"step 1";
|
||
player.draw(2);
|
||
},
|
||
ai: {
|
||
order: 1.5,
|
||
threaten: 1.4,
|
||
result: {
|
||
player(player) {
|
||
if (player.isDamaged()) return 1;
|
||
if (player.hp >= 3 && !player.needsToDiscard(2)) return 1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shengzhang: {
|
||
trigger: { player: "phaseDiscardEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.cards && event.cards.length > 0;
|
||
},
|
||
content() {
|
||
player.gainMaxHp(true);
|
||
},
|
||
},
|
||
pyuhuo: {
|
||
unique: true,
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
trigger: { player: "dying" },
|
||
priority: 10,
|
||
filter(event, player) {
|
||
return player.storage.pyuhuo != "over";
|
||
},
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
player.discard(player.getCards("hej"));
|
||
"step 1";
|
||
player.link(false);
|
||
"step 2";
|
||
player.turnOver(false);
|
||
"step 3";
|
||
if (player.storage.pyuhuo == "mid") {
|
||
player.storage.pyuhuo = "over";
|
||
player.awakenSkill("pyuhuo");
|
||
player.hp = 6;
|
||
player.maxHp = 6;
|
||
player.draw(6);
|
||
player.setAvatar("hs_pyros", "hs_pyros2");
|
||
} else {
|
||
player.storage.pyuhuo = "mid";
|
||
player.hp = 4;
|
||
player.maxHp = 4;
|
||
player.draw(4);
|
||
player.setAvatar("hs_pyros", "hs_pyros1");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten(player, target) {
|
||
if (target.storage.pyuhuo == "mid") return 0.6;
|
||
if (target.storage.pyuhuo == "over") return 1;
|
||
return 0.4;
|
||
},
|
||
},
|
||
},
|
||
mengye: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("h");
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("mengye"), function (card, player, target) {
|
||
return target.countCards("h") > 0;
|
||
}).ai = function (target) {
|
||
if (target.hasSkillTag("nodu")) return get.attitude(player, target) * 1.5;
|
||
if (
|
||
target.hasCard(function (card) {
|
||
return card.name != "du";
|
||
})
|
||
) {
|
||
return -get.attitude(player, target);
|
||
}
|
||
return -get.attitude(player, target) / 5;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("mengye", target);
|
||
var card = target
|
||
.getCards("h", function (card) {
|
||
return card.name != "du";
|
||
})
|
||
.randomGet();
|
||
if (card) {
|
||
card.init([card.suit, card.number, "du"]);
|
||
}
|
||
target.changeHujia();
|
||
game.log(target, "将一张手牌转化为", { name: "du" });
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
mengye_old: {
|
||
trigger: { player: "phaseAfter" },
|
||
priority: -50,
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (
|
||
get.mode() == "identity" &&
|
||
_status.mode == "zhong" &&
|
||
game.zhu &&
|
||
!game.zhu.isZhu &&
|
||
player == game.zhong
|
||
) {
|
||
return false;
|
||
}
|
||
if (_status.noswap) {
|
||
return false;
|
||
}
|
||
return !player.isTurnedOver();
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("mengye"), function (card, player, target) {
|
||
if (target == player) {
|
||
return false;
|
||
}
|
||
if (
|
||
get.mode() == "identity" &&
|
||
_status.mode == "zhong" &&
|
||
game.zhu &&
|
||
!game.zhu.isZhu
|
||
) {
|
||
return target == game.zhong;
|
||
}
|
||
if (target.identity == "zhu" || get.is.jun(target)) return false;
|
||
return true;
|
||
}).ai = function (target) {
|
||
var att = -get.attitude(player, target);
|
||
if (att <= 0) return 0;
|
||
if (target.needsToDiscard()) att += 3;
|
||
else if (target.needsToDiscard(1)) att++;
|
||
else if (target.countCards() <= 3) {
|
||
return 0;
|
||
}
|
||
return att + target.countCards("h") + get.threaten(target);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("mengye", target);
|
||
target.storage.mengye2 = player;
|
||
target.storage.mengye4 = target.ai.shown;
|
||
target.addSkill("mengye2");
|
||
event.target = target;
|
||
player.turnOver();
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
game.delay();
|
||
"step 3";
|
||
var target = event.target;
|
||
if (player == game.me) {
|
||
game.swapPlayerAuto(target);
|
||
target.storage.mengye3 = true;
|
||
} else {
|
||
target.addSkill("mad");
|
||
target.unmarkSkill("mad");
|
||
}
|
||
player.out("mengye");
|
||
target.insertPhase();
|
||
},
|
||
ai: {
|
||
threaten: 2,
|
||
},
|
||
},
|
||
mengye2: {
|
||
temp: true,
|
||
mark: "character",
|
||
vanish: true,
|
||
intro: {
|
||
content: "由$控制本回合行动",
|
||
},
|
||
init(player) {
|
||
player.ai.modAttitudeFrom = function (from, to) {
|
||
return get.attitude(player.storage.mengye2, to);
|
||
};
|
||
player.ai.modAttitudeTo = function (from, to, att) {
|
||
if (from != to) return 0;
|
||
return att;
|
||
};
|
||
},
|
||
onremove(player) {
|
||
delete player.ai.modAttitudeFrom;
|
||
delete player.ai.modAttitudeTo;
|
||
delete player.storage.mengye2;
|
||
delete player.storage.mengye3;
|
||
delete player.storage.mengye4;
|
||
},
|
||
trigger: { player: ["phaseAfter", "dieBegin"] },
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
player.storage.mengye2.in("mengye");
|
||
if (player == game.me && player.storage.mengye3) {
|
||
game.swapPlayerAuto(player.storage.mengye2);
|
||
}
|
||
if (typeof player.ai.shown == "number") {
|
||
player.ai.shown = player.storage.mengye4;
|
||
}
|
||
player.removeSkill("mad");
|
||
player.removeSkill("mengye2");
|
||
},
|
||
},
|
||
mengye3: {},
|
||
lianzhan: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
content() {
|
||
if (player.getStat().damage > trigger.num) {
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
} else {
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai: {
|
||
damageBonus: true,
|
||
},
|
||
},
|
||
lianzhan2: {},
|
||
kuixin: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
if (current == player) return false;
|
||
var nh = current.countCards("h");
|
||
return nh && nh >= player.countCards("h");
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("kuixin"), function (card, player, target) {
|
||
if (target == player) return false;
|
||
var nh = target.countCards("h");
|
||
return nh && nh >= player.countCards("h");
|
||
}).ai = function (target) {
|
||
var att = get.attitude(player, target);
|
||
if (target.hasSkillTag("noe")) {
|
||
att /= 3;
|
||
}
|
||
return -att;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
var card = target.getCards("h").randomGet();
|
||
if (card) {
|
||
player.logSkill("kuixin", target);
|
||
player.gain(card, target);
|
||
target.$giveAuto(card, player);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
fuhua: {
|
||
enable: "phaseUse",
|
||
filterCard: { name: "du" },
|
||
check() {
|
||
return 1;
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return !target.hasSkill("moxie") && !target.hasSkill("fuhua2");
|
||
},
|
||
filter(event, player) {
|
||
return player.countCards("h", "du") > 0;
|
||
},
|
||
discard: false,
|
||
prepare: "give",
|
||
content() {
|
||
"step 0";
|
||
target.gain(cards, player);
|
||
var choice = 1;
|
||
if (get.attitude(target, player) > 0 || (target.hp <= 1 && !target.hasSha())) {
|
||
choice = 0;
|
||
}
|
||
target
|
||
.chooseControl(function () {
|
||
return choice;
|
||
})
|
||
.set("choiceList", [
|
||
"获得技能魔血,每个出牌阶段开始时需交给" + get.translation(player) + "一张牌",
|
||
"视为" +
|
||
get.translation(player) +
|
||
"对你使用一张决斗,若你赢,本局不能再成为腐化目标",
|
||
]);
|
||
"step 1";
|
||
if (result.index == 0) {
|
||
target.storage.fuhua2 = player;
|
||
target.addSkill("fuhua2");
|
||
target.addSkill("moxie");
|
||
} else {
|
||
player.useCard({ name: "juedou" }, target);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
order: 8,
|
||
expos: 0.2,
|
||
result: {
|
||
player(player, target) {
|
||
if (player.countCards("h") <= 2) return 0;
|
||
if (get.attitude(target, player) > 0) return 1;
|
||
if (get.effect(target, { name: "juedou" }, player, player) > 0) return 1.5;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
fuhua2: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
priority: 1,
|
||
filter(event, player) {
|
||
return player.storage.fuhua2.isIn() && player.countCards("h") > 0;
|
||
},
|
||
mark: "character",
|
||
intro: {
|
||
content(storage) {
|
||
return "每个结束阶段需交给" + get.translation(storage) + "一张手牌";
|
||
},
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseCard(
|
||
"h",
|
||
true,
|
||
"交给" + get.translation(player.storage.fuhua2) + "一张手牌"
|
||
);
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.storage.fuhua2.gain(result.cards, player);
|
||
player.$give(result.cards, player.storage.fuhua2);
|
||
player.line(player.storage.fuhua2, "green");
|
||
}
|
||
},
|
||
group: "fuhua2_remove",
|
||
onremove: true,
|
||
subSkill: {
|
||
remove: {
|
||
trigger: { global: "dieAfter" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event, player) {
|
||
return event.player == player.storage.fuhua2;
|
||
},
|
||
content() {
|
||
player.removeSkill("fuhua2");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
fuhua3: {
|
||
trigger: { player: "damageBefore" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event, player) {
|
||
var evt = event.getParent(3);
|
||
return evt.name == "fuhua" && evt.target == event.source;
|
||
},
|
||
content() {
|
||
trigger.getParent(3).target.storage.fuhua_failed = true;
|
||
},
|
||
},
|
||
moxie: {
|
||
trigger: { player: "loseHpBegin" },
|
||
forced: true,
|
||
filter: (event) => event.type == "du",
|
||
content() {
|
||
trigger.cancel();
|
||
player.draw(2);
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
nodu: true,
|
||
usedu: true,
|
||
},
|
||
group: "moxie_use",
|
||
subSkill: {
|
||
use: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") > 0;
|
||
},
|
||
content() {
|
||
var hs = player.getCards("h");
|
||
for (var i = 0; i < hs.length; i++) {
|
||
if (hs[i].name == "du") {
|
||
hs.splice(i--, 1);
|
||
}
|
||
}
|
||
if (hs.length) {
|
||
var card = hs.randomGet();
|
||
card.init([card.suit, card.number, "du"]);
|
||
game.log(player, "将一张手牌转化为", { name: "du" });
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
moxue_old: {
|
||
trigger: { player: "phaseEnd" },
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current.hp > player.hp;
|
||
});
|
||
},
|
||
logTarget(event, player) {
|
||
return game.filterPlayer(function (current) {
|
||
return current.hp > player.hp;
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.targets = game.filterPlayer(function (current) {
|
||
return current.hp > player.hp;
|
||
});
|
||
event.targets.sortBySeat();
|
||
"step 1";
|
||
if (event.targets.length) {
|
||
event.target = event.targets.shift();
|
||
if (event.target.countCards("he", { color: "black" })) {
|
||
event.target.chooseCard(
|
||
"he",
|
||
"交给" + get.translation(player) + "一张黑色牌,或失去1点体力",
|
||
{ color: "black" }
|
||
).ai = function (card) {
|
||
if (get.attitude(event.target, player) > 0) return 10 - get.value(card);
|
||
return 7 - get.value(card);
|
||
};
|
||
} else {
|
||
event.target.loseHp();
|
||
event.redo();
|
||
}
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.gain(result.cards, event.target);
|
||
if (get.position(result.cards[0]) == "e") {
|
||
event.target.$give(result.cards, player);
|
||
} else {
|
||
event.target.$give(result.cards.length, player);
|
||
}
|
||
} else {
|
||
event.target.loseHp();
|
||
}
|
||
event.goto(1);
|
||
},
|
||
},
|
||
gfuhun: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") > 0 && !player.isTurnedOver();
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("gfuhun"), function (card, player, target) {
|
||
return target != player && target.countCards("h") > 0;
|
||
}).ai = function (target) {
|
||
return -get.attitude(player, target);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("gfuhun", result.targets);
|
||
event.target = result.targets[0];
|
||
player.chooseToCompare(event.target);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
event.target.goMad({ player: "phaseAfter" });
|
||
if (!player.isTurnedOver()) player.turnOver();
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
qianhou: {
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (lib.filter.filterCard({ name: lib.inpile[i] }, player)) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.type == "trick" && !info.multitarget && !info.notarget) {
|
||
if (Array.isArray(info.selectTarget)) {
|
||
if (
|
||
info.selectTarget[0] > 0 &&
|
||
info.selectTarget[1] >= info.selectTarget[0]
|
||
) {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
} else if (typeof info.selectTarget == "number") {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
while (list.length) {
|
||
var card = { name: list.randomRemove() };
|
||
var info = get.info(card);
|
||
var targets = game.filterPlayer(function (current) {
|
||
return lib.filter.filterTarget(card, player, current);
|
||
});
|
||
if (targets.length) {
|
||
targets.sort(lib.sort.seat);
|
||
if (info.selectTarget != -1) {
|
||
var num = info.selectTarget;
|
||
if (Array.isArray(num)) {
|
||
if (targets.length < num[0]) continue;
|
||
num = num[0] + Math.floor(Math.random() * (num[1] - num[0] + 1));
|
||
} else {
|
||
if (targets.length < num) continue;
|
||
}
|
||
targets = targets.randomGets(num);
|
||
}
|
||
player.useCard(card, targets, "noai");
|
||
if (targets.length == 1 && targets[0] != player) {
|
||
event.cardname = card.name;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
"step 1";
|
||
if (player.countCards("h") && event.cardname) {
|
||
player.chooseToDiscard(
|
||
"是否弃置一张手牌并获得" + get.translation(event.cardname) + "?",
|
||
"h"
|
||
).ai = function (card) {
|
||
return get.value({ name: event.cardname }) - get.value(card);
|
||
};
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
var card = result.cards[0];
|
||
var fakecard = game.createCard(event.cardname, card.suit, card.number);
|
||
player.gain(fakecard, "gain2", "log");
|
||
}
|
||
},
|
||
},
|
||
hlongyi: {
|
||
mod: {
|
||
ignoredHandcard(card, player) {
|
||
if (get.color(card) == "black") {
|
||
return true;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
zhongji: {
|
||
trigger: { source: "damageBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.countCards("h", { color: "black" }) > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var next = player.chooseToDiscard(get.prompt("zhongji", trigger.player), {
|
||
color: "black",
|
||
});
|
||
next.logSkill = ["zhongji", trigger.player];
|
||
next.ai = function (card) {
|
||
if (get.attitude(player, trigger.player) < 0) {
|
||
return 7 - get.value(card);
|
||
}
|
||
return -1;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
trigger.num++;
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.3,
|
||
},
|
||
},
|
||
fuwen: {
|
||
trigger: { player: "phaseDiscardEnd" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
if (event.cards) {
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.type(event.cards[i], "trick") == "trick") return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
player.changeHujia();
|
||
},
|
||
},
|
||
jinzhou: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.countCards("h", { suit: "spade" }) > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("jinzhou"), function (card, player, target) {
|
||
return target != player && !target.hasSkill("fengyin");
|
||
}).ai = function (target) {
|
||
var att = get.attitude(player, target);
|
||
if (att >= 0) return 0;
|
||
var skills = target.getSkills();
|
||
for (var i = 0; i < skills.length; i++) {
|
||
if (!get.is.locked(skills[i])) {
|
||
if (target.hasSkillTag("maixie")) return 2;
|
||
return get.threaten(target);
|
||
}
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("jinzhou", result.targets);
|
||
result.targets[0].addTempSkill("fengyin", { player: "phaseAfter" });
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten: 1.4,
|
||
},
|
||
},
|
||
midian: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("h", { type: ["trick", "delay"] }) > 0;
|
||
},
|
||
filterCard: { type: ["trick", "delay"] },
|
||
check(card) {
|
||
return 10 - get.value(card);
|
||
},
|
||
content() {
|
||
var list = get.inpile("trick", "trick");
|
||
var list2 = [];
|
||
for (var i = 0; i < 3; i++) {
|
||
list2.push(game.createCard(list.randomGet()));
|
||
}
|
||
player.gain(list2, "draw");
|
||
},
|
||
ai: {
|
||
order: 9.8,
|
||
threaten: 1.8,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
xingluo: {
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return !player.isMaxHandcard();
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var nh = player.countCards("h");
|
||
var num = game.countPlayer(function (current) {
|
||
return current.countCards("h") > nh;
|
||
});
|
||
player.chooseTarget(get.prompt("xingluo"), [1, num], function (card, player, target) {
|
||
return target.countCards("h") > nh;
|
||
}).ai = function (target) {
|
||
return 0.5 - get.attitude(player, target);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.cards = [];
|
||
event.list = result.targets.slice(0);
|
||
event.list.sort(lib.sort.seat);
|
||
player.logSkill("xingluo", result.targets);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (event.list.length) {
|
||
event.list.shift().chooseToDiscard("h", true);
|
||
} else {
|
||
event.goto(4);
|
||
}
|
||
"step 3";
|
||
if (result.bool && result.cards.length) {
|
||
event.cards.push(result.cards[0]);
|
||
}
|
||
event.goto(2);
|
||
"step 4";
|
||
if (event.cards.length) {
|
||
player.chooseCardButton("选择一张加入手牌", event.cards).ai = function (button) {
|
||
return get.value(button.link);
|
||
};
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 5";
|
||
if (result.bool) {
|
||
player.gain(result.links, "gain2");
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
yuelu: {
|
||
enable: "chooseToUse",
|
||
filter(event, player) {
|
||
return event.type == "dying" && player.countCards("he", { color: "black" }) > 0;
|
||
},
|
||
// alter:true,
|
||
filterCard: { color: "black" },
|
||
position: "he",
|
||
check(card) {
|
||
return 11 - get.value(card);
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return target == _status.event.dying;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
target.recover();
|
||
if (!get.is.altered("yuelu")) target.changeHujia();
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
skillTagFilter(player) {
|
||
if (player.countCards("he", { color: "black" }) == 0) return false;
|
||
},
|
||
save: true,
|
||
result: {
|
||
target: 3,
|
||
},
|
||
threaten: 2.5,
|
||
},
|
||
},
|
||
yushou: {
|
||
enable: "phaseUse",
|
||
filterCard: true,
|
||
position: "he",
|
||
check(card) {
|
||
var player = _status.event.player;
|
||
var num = 0;
|
||
if (player.hasSkill("yushou_misha")) num += 1.5;
|
||
if (player.hasSkill("yushou_huofu")) num += 1.5;
|
||
if (player.hasSkill("yushou_leiouke")) num += 1.5;
|
||
return 5 - num - get.value(card);
|
||
},
|
||
filter(event, player) {
|
||
if (
|
||
player.hasSkill("yushou_misha") &&
|
||
player.hasSkill("yushou_huofu") &&
|
||
player.hasSkill("yushou_leiouke")
|
||
)
|
||
return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
if (!lib.character.stone_misha) {
|
||
lib.character.stone_misha = [
|
||
"male",
|
||
"shu",
|
||
3,
|
||
["lschaofeng"],
|
||
["minskin", "stone", "mode:stone"],
|
||
[3, 3, "hunter"],
|
||
];
|
||
}
|
||
if (!lib.character.stone_huofu) {
|
||
lib.character.stone_huofu = [
|
||
"male",
|
||
"qun",
|
||
2,
|
||
["stone_chongfeng"],
|
||
["minskin", "stone", "mode:stone"],
|
||
[3, 4, "hunter"],
|
||
];
|
||
}
|
||
if (!lib.character.stone_leiouke) {
|
||
lib.character.stone_leiouke = [
|
||
"male",
|
||
"shu",
|
||
2,
|
||
["hunter_zhanhuo"],
|
||
["minskin", "stone", "mode:stone"],
|
||
[3, 1, "hunter"],
|
||
];
|
||
}
|
||
var list = ["misha", "leiouke", "huofu"];
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (player.hasSkill("yushou_" + list[i])) {
|
||
list.splice(i--, 1);
|
||
}
|
||
}
|
||
var skill = list.randomGet();
|
||
var name = "yushou_" + skill;
|
||
player.addSkill(name);
|
||
player.markSkillCharacter(
|
||
name,
|
||
"stone_" + skill,
|
||
lib.translate[name],
|
||
lib.translate[name + "_info"]
|
||
);
|
||
},
|
||
ai: {
|
||
order: 9.5,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
group: "yushou_lose",
|
||
},
|
||
yushou_lose: {
|
||
trigger: { player: "phaseBegin" },
|
||
silent: true,
|
||
content() {
|
||
var list = ["yushou_misha", "yushou_huofu", "yushou_leiouke"];
|
||
var skills = player.getSkills();
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (!skills.includes(list[i])) list.splice(i--, 1);
|
||
}
|
||
if (list.length) {
|
||
player.removeSkill(list.randomGet());
|
||
}
|
||
},
|
||
},
|
||
yushou_misha: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.num >= 1;
|
||
},
|
||
content() {
|
||
player.changeHujia();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return;
|
||
return 0.6;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yushou_huofu: {
|
||
enable: "phaseUse",
|
||
viewAs: { name: "juedou" },
|
||
filterCard: { color: "black" },
|
||
position: "he",
|
||
viewAsFilter(player) {
|
||
if (!player.countCards("he", { color: "black" })) return false;
|
||
},
|
||
check(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
ai: {
|
||
basic: {
|
||
order: 10,
|
||
},
|
||
},
|
||
},
|
||
yushou_leiouke: {
|
||
trigger: { source: "damageBegin" },
|
||
forced: true,
|
||
usable: 1,
|
||
content() {
|
||
trigger.num++;
|
||
},
|
||
},
|
||
qingzun: {
|
||
// alter:true,
|
||
subSkill: {
|
||
count: {
|
||
trigger: { player: "useCard" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return event.card.name.indexOf("hsqingyu_") == 0;
|
||
},
|
||
content() {
|
||
player.storage.qingzun++;
|
||
player.updateMarks();
|
||
},
|
||
},
|
||
draw1: {
|
||
trigger: { player: "phaseBegin" },
|
||
filter(event, player) {
|
||
if (get.is.altered("qingzun")) return player.storage.qingzun >= 3;
|
||
return player.storage.qingzun >= 2;
|
||
},
|
||
frequent: true,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
draw2: {
|
||
trigger: { player: "phaseEnd" },
|
||
filter(event, player) {
|
||
if (get.is.altered("qingzun")) return player.storage.qingzun >= 9;
|
||
return player.storage.qingzun >= 6;
|
||
},
|
||
frequent: true,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num + player.storage.qingzun;
|
||
},
|
||
},
|
||
init(player) {
|
||
player.storage.qingzun = 0;
|
||
},
|
||
mark: true,
|
||
marktext: "玉",
|
||
intro: {
|
||
content(storage, player) {
|
||
if (!storage) return "未使用过青玉牌";
|
||
var str = "手牌上限+" + storage;
|
||
var num1, num2;
|
||
if (get.is.altered("qingzun")) {
|
||
num1 = 3;
|
||
num2 = 9;
|
||
} else {
|
||
num1 = 2;
|
||
num2 = 6;
|
||
}
|
||
if (storage >= num2) {
|
||
str += ";准备阶段和结束阶段,你可以摸一张牌";
|
||
} else if (storage >= num1) {
|
||
str += ";准备阶段,你可以摸一张牌";
|
||
}
|
||
return str;
|
||
},
|
||
},
|
||
group: ["qingzun_count", "qingzun_draw1", "qingzun_draw2"],
|
||
},
|
||
ayuling: {
|
||
trigger: { player: "damageEnd" },
|
||
frequent: true,
|
||
content() {
|
||
var list = ["feibiao", "hufu", "zhao", "zhanfang", "shandian"];
|
||
player.gain(game.createCard("hsqingyu_" + list.randomGet()), "draw");
|
||
},
|
||
ai: {
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
||
if (!target.hasFriend()) return;
|
||
if (target.hp >= 4) return [1, get.tag(card, "damage") * 2];
|
||
if (target.hp == 3) return [1, get.tag(card, "damage") * 1.5];
|
||
if (target.hp == 2) return [1, get.tag(card, "damage") * 0.5];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
aoshu: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
position: "he",
|
||
filterCard(card) {
|
||
return get.suit(card) == "spade";
|
||
},
|
||
viewAs: { name: "wuzhong" },
|
||
viewAsFilter(player) {
|
||
if (!player.countCards("he", { suit: "spade" })) return false;
|
||
},
|
||
prompt: "将一张黑桃牌当作无中生有使用",
|
||
check(card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
ai: {
|
||
threaten: 1.4,
|
||
order: 9,
|
||
},
|
||
},
|
||
bzhuiji: {
|
||
trigger: { global: "dieAfter" },
|
||
check(event, player) {
|
||
return get.attitude(player, event.source) <= 0;
|
||
},
|
||
filter(event, player) {
|
||
return event.source && event.source.isAlive() && event.source != player;
|
||
},
|
||
content() {
|
||
player.draw(2);
|
||
player.useCard({ name: "juedou" }, trigger.source);
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
expose: 0.1,
|
||
},
|
||
},
|
||
lianjin_old: {
|
||
enable: "phaseUse",
|
||
usable: 2,
|
||
filterCard: true,
|
||
check(card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var list = get.inpile("trick");
|
||
list = list.randomGets(3);
|
||
for (var i = 0; i < list.length; i++) {
|
||
list[i] = ["锦囊", "", list[i]];
|
||
}
|
||
var dialog = ui.create.dialog("选择一张锦囊牌加入你的手牌", [list, "vcard"], "hidden");
|
||
player.chooseButton(dialog, true);
|
||
"step 1";
|
||
if (result.buttons) {
|
||
player.gain(game.createCard(result.buttons[0].link[2]), "draw");
|
||
}
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
lianjin: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterCard(card) {
|
||
return get.type(card) != "hsyaoshui";
|
||
},
|
||
check(card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
position: "he",
|
||
// discard:false,
|
||
// lose:false,
|
||
// delay:false,
|
||
content() {
|
||
"step 0";
|
||
var names = [];
|
||
var inpile = lib.inpile.slice(0);
|
||
inpile.randomSort();
|
||
var single = false;
|
||
var equip = Math.random() < 0.5;
|
||
var equips = [];
|
||
for (var i = 0; i < inpile.length; i++) {
|
||
if (lib.inpile[i] == "chuansongmen") continue;
|
||
var info = lib.card[inpile[i]];
|
||
if (!info.enable) continue;
|
||
if (!info.filterTarget) continue;
|
||
if (typeof info.selectTarget == "function") continue;
|
||
if (inpile[i].indexOf("_") != -1) continue;
|
||
if (info.type == "equip") {
|
||
equips.push(inpile[i]);
|
||
continue;
|
||
}
|
||
if (equip && names.length >= 2) continue;
|
||
if (names.length >= 3) continue;
|
||
var select = get.select(info.selectTarget);
|
||
if (select[0] == -1 && select[1] == -1) {
|
||
names.push(inpile[i]);
|
||
if (info.modTarget) single = true;
|
||
} else if (select[0] == 1 && select[1] == 1) {
|
||
names.push(inpile[i]);
|
||
single = true;
|
||
}
|
||
}
|
||
if (equip) {
|
||
names.push(equips.randomGet());
|
||
}
|
||
names.sort(lib.sort.name);
|
||
var name = "hsyaoshui_" + names[0] + "_" + names[1] + "_" + names[2];
|
||
if (!lib.card[name]) {
|
||
lib.card[name] = get.copy(lib.skill.lianjin.template);
|
||
lib.card[name].names = names;
|
||
lib.card[name].selectTarget = single ? 1 : -1;
|
||
lib.translate[name] = "药水";
|
||
lib.translate[name + "_info"] =
|
||
get.translation(names[0]) +
|
||
"、" +
|
||
get.translation(names[1]) +
|
||
"、" +
|
||
get.translation(names[2]);
|
||
}
|
||
var fakecard = game.createCard(name, cards[0].suit, cards[0].number);
|
||
player.gain(fakecard, "gain2");
|
||
// cards[0].style.transitionDuration='0.2s';
|
||
// ui.refresh(cards[0]);
|
||
// cards[0].classList.add('opaque');
|
||
// event.cardname=name;
|
||
// if(player!=game.me){
|
||
// var fakecard=game.createCard(name);
|
||
// fakecard.node.info.remove();
|
||
// player.$draw(fakecard);
|
||
// }
|
||
// game.delay(0,200);
|
||
// stp 1
|
||
// cards[0].style.transitionDuration='0s';
|
||
// ui.refresh(cards[0]);
|
||
// cards[0].classList.remove('fullskin');
|
||
// cards[0].init([cards[0].suit,cards[0].number,event.cardname]);
|
||
// game.delay(0,100);
|
||
// stp 2
|
||
// cards[0].style.transitionDuration='';
|
||
// ui.refresh(cards[0]);
|
||
// cards[0].classList.remove('opaque');
|
||
// game.delay(0,200);
|
||
},
|
||
template: {
|
||
type: "hsyaoshui",
|
||
enable: true,
|
||
fullimage: true,
|
||
image: "card/hsyaoshui",
|
||
vanish: true,
|
||
derivation: "hs_kazhakusi",
|
||
multitarget: true,
|
||
multiline: true,
|
||
filterTarget(card, player, target) {
|
||
var info = get.info(card);
|
||
var names = info.names;
|
||
for (var i = 0; i < names.length; i++) {
|
||
var info2 = lib.card[names[i]];
|
||
if (get.select(info2.selectTarget)[0] == -1 && !info2.modTarget) continue;
|
||
if (!lib.filter.targetEnabled2({ name: names[i] }, player, target)) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.names = get.info(card).names.slice(0);
|
||
"step 1";
|
||
if (event.names.length) {
|
||
var name = event.names.shift();
|
||
var info = lib.card[name];
|
||
var targets = [];
|
||
if (get.select(info.selectTarget)[0] == -1 && !info.modTarget) {
|
||
var targets = game.filterPlayer(function (current) {
|
||
return player.canUse(name, current);
|
||
});
|
||
targets.sort(lib.sort.seat);
|
||
} else {
|
||
if (target.isDead()) {
|
||
return;
|
||
}
|
||
targets.push(target);
|
||
}
|
||
player.useCard(
|
||
game.createCard({ name: name, suit: get.suit(card), number: card.number }),
|
||
targets,
|
||
"noai"
|
||
);
|
||
player.addExpose(0.2);
|
||
event.redo();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 9.1,
|
||
threaten: 1.5,
|
||
result: {
|
||
target(player, target, card) {
|
||
var info = get.info(card);
|
||
if (!info) return 0;
|
||
if (!Array.isArray(info.names)) return 0;
|
||
var names = info.names;
|
||
if (names.includes("xingjiegoutong") && target.countCards("h") >= 3)
|
||
return -1;
|
||
var num = 0;
|
||
for (var i = 0; i < names.length; i++) {
|
||
var info2 = lib.card[names[i]];
|
||
if (get.select(info2.selectTarget)[0] == -1 && !info2.modTarget) continue;
|
||
var eff = get.effect(target, { name: names[i] }, player, target);
|
||
if (eff > 0) {
|
||
num++;
|
||
} else if (eff < 0) {
|
||
num -= 0.9;
|
||
}
|
||
}
|
||
return num;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
threaten: 1.4,
|
||
},
|
||
group: "lianjin_discard",
|
||
subSkill: {
|
||
discard: {
|
||
trigger: { player: "discardAfter" },
|
||
forced: true,
|
||
filter(event) {
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.type(event.cards[i]) == "hsyaoshui") return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
var list = [],
|
||
cards = [];
|
||
for (var i = 0; i < trigger.cards.length; i++) {
|
||
if (get.type(trigger.cards[i]) == "hsyaoshui") {
|
||
list.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
for (var i = 0; i < list.length; i++) {
|
||
var names = get.info(list[i]).names;
|
||
if (names) {
|
||
cards.push(game.createCard(names.randomGet()));
|
||
}
|
||
}
|
||
player.gain(cards, "draw2", "log");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shouji: {
|
||
group: ["shouji_begin", "shouji_miss"],
|
||
subSkill: {
|
||
begin: {
|
||
trigger: { player: "shaBegin" },
|
||
frequent: true,
|
||
usable: 1,
|
||
filter(event) {
|
||
return event.target.countCards("h") > 0;
|
||
},
|
||
content() {
|
||
player.gain(game.createCard(trigger.target.getCards("h").randomGet()), "draw");
|
||
},
|
||
},
|
||
miss: {
|
||
trigger: { player: "shaMiss" },
|
||
frequent: true,
|
||
usable: 1,
|
||
filter(event) {
|
||
return event.target.hasCard(function (card) {
|
||
return !get.info(card).unique;
|
||
}, "e");
|
||
},
|
||
content() {
|
||
player.gain(
|
||
game.createCard(
|
||
trigger.target
|
||
.getCards("e", function (card) {
|
||
return !get.info(card).unique;
|
||
})
|
||
.randomGet()
|
||
),
|
||
"draw"
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yingxi: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return !player.getStat("damage") && player.countCards("he", { color: "black" }) > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseCardTarget({
|
||
prompt: get.prompt("yingxi"),
|
||
filterCard: { color: "black" },
|
||
filterTarget(card, player, target) {
|
||
return lib.filter.targetEnabled({ name: "sha" }, player, target);
|
||
},
|
||
position: "he",
|
||
ai1(card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
ai2(target) {
|
||
return get.effect(target, { name: "sha" }, player, player);
|
||
},
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.useCard({ name: "sha" }, result.cards, result.targets, "yingxi");
|
||
}
|
||
},
|
||
group: "yingxi2",
|
||
},
|
||
yingxi2: {
|
||
trigger: { player: "shaBegin" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event, player) {
|
||
return event.skill == "yingxi" && event.target.isHealthy();
|
||
},
|
||
content() {
|
||
trigger.directHit = true;
|
||
},
|
||
},
|
||
hsguimou: {
|
||
trigger: { player: "damageEnd" },
|
||
check(event, player) {
|
||
return get.attitude(player, event.source) <= 0;
|
||
},
|
||
filter(event, player) {
|
||
return (
|
||
event.source &&
|
||
event.source.isAlive() &&
|
||
event.source != player &&
|
||
event.source.countCards("h") > 0
|
||
);
|
||
},
|
||
logTarget: "source",
|
||
content() {
|
||
var card = trigger.source.getCards("h").randomGet();
|
||
if (card) {
|
||
player.gain(card, trigger.source);
|
||
if (get.color(card) == "black") {
|
||
trigger.source.$give(card, player);
|
||
event.redo();
|
||
} else {
|
||
trigger.source.$giveAuto(card, player);
|
||
}
|
||
game.delay(0.5);
|
||
}
|
||
},
|
||
ai: {
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
maixie_defend: true,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
||
if (!target.hasFriend()) return false;
|
||
if (get.tag(card, "damage") && player.countCards("h") > 1) return [1, 0, 0, -1];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
peiyu: {
|
||
trigger: { player: ["phaseBegin"] },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("peiyu"), function (card, player, target) {
|
||
for (var i = 1; i <= 8; i++) {
|
||
if (target.hasSkill("tuteng" + i)) return false;
|
||
}
|
||
return true;
|
||
}).ai = function (target) {
|
||
if (
|
||
player == target &&
|
||
get.attitude(player, target) > 0 &&
|
||
event.parent.triggername == "phaseBegin"
|
||
) {
|
||
return get.attitude(player, target) + 10;
|
||
}
|
||
return get.attitude(player, target);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("peiyu", result.targets);
|
||
var rand = [
|
||
"tuteng1",
|
||
"tuteng2",
|
||
"tuteng3",
|
||
"tuteng4",
|
||
"tuteng5",
|
||
"tuteng6",
|
||
"tuteng7",
|
||
"tuteng8",
|
||
];
|
||
result.targets[0].addAdditionalSkill("peiyu", ["peiyu2", rand.randomGet()]);
|
||
}
|
||
},
|
||
},
|
||
peiyu2: {
|
||
trigger: { player: "damageAfter" },
|
||
silent: true,
|
||
content() {
|
||
player.removeAdditionalSkill("peiyu");
|
||
},
|
||
},
|
||
peiyu_old: {
|
||
enable: "phaseUse",
|
||
filterCard: true,
|
||
position: "he",
|
||
filterTarget: true,
|
||
check(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var rand = [
|
||
"tuteng1",
|
||
"tuteng2",
|
||
"tuteng3",
|
||
"tuteng4",
|
||
"tuteng5",
|
||
"tuteng6",
|
||
"tuteng7",
|
||
"tuteng8",
|
||
];
|
||
var rand2 = [];
|
||
for (var i = 0; i < target.skills.length; i++) {
|
||
if (rand.includes(target.skills[i])) {
|
||
rand.remove(target.skills[i]);
|
||
rand2.push(target.skills[i]);
|
||
}
|
||
}
|
||
if (!rand.length) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
if (!target.storage.peiyu) {
|
||
target.storage.peiyu = {};
|
||
}
|
||
for (var i in target.storage.peiyu) {
|
||
if (target.storage.peiyu[i] == player) {
|
||
delete target.storage.peiyu[i];
|
||
}
|
||
}
|
||
if (rand2.length) {
|
||
var randx = [];
|
||
var rand2x = [];
|
||
if (target.isUnderControl(true)) {
|
||
var dialog = ui.create.dialog();
|
||
for (var i = 0; i < rand.length; i++) {
|
||
randx[i] = ["", "", rand[i]];
|
||
}
|
||
for (var i = 0; i < rand2.length; i++) {
|
||
rand2x[i] = ["", "", rand2[i]];
|
||
}
|
||
dialog.add("选择一个图腾");
|
||
dialog.add([randx, "vcard"]);
|
||
dialog.add("替换一个已有图腾");
|
||
dialog.add([rand2x, "vcard"]);
|
||
target.chooseButton(dialog, 2, true).filterButton = function (button) {
|
||
if (ui.selected.buttons.length) {
|
||
var current = ui.selected.buttons[0].name;
|
||
if (rand.includes(current)) {
|
||
return rand2.includes(button.name);
|
||
} else {
|
||
return rand.includes(button.name);
|
||
}
|
||
}
|
||
return true;
|
||
};
|
||
for (var i = 0; i < dialog.buttons.length; i++) {
|
||
var item = dialog.buttons[i];
|
||
if (i == 4) {
|
||
item.parentNode.insertBefore(document.createElement("br"), item);
|
||
}
|
||
item.style.zoom = 0.7;
|
||
}
|
||
} else {
|
||
var gain;
|
||
if (target.hp < target.maxHp) {
|
||
if (rand.includes("tuteng1")) {
|
||
gain = "tuteng1";
|
||
} else if (rand.includes("tuteng3")) {
|
||
gain = "tuteng3";
|
||
} else {
|
||
gain = rand.randomGet();
|
||
}
|
||
target.removeSkill(rand2.randomGet());
|
||
} else {
|
||
if (rand2.includes("tuteng1")) {
|
||
gain = rand.randomGet();
|
||
target.removeSkill("tuteng1");
|
||
} else {
|
||
if (rand.length > 1) {
|
||
rand.remove("tuteng1");
|
||
}
|
||
gain = rand.randomGet();
|
||
target.removeSkill(rand2.randomGet());
|
||
}
|
||
}
|
||
target.addSkill(gain);
|
||
target.storage.peiyu[gain] = player;
|
||
game.delay();
|
||
event.finish();
|
||
}
|
||
} else {
|
||
var gain = rand.randomGet();
|
||
target.addSkill(gain);
|
||
target.storage.peiyu[gain] = player;
|
||
game.delay();
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
var skill1 = result.buttons[0].name;
|
||
var skill2 = result.buttons[1].name;
|
||
if (target.hasSkill(skill1)) {
|
||
target.removeSkill(skill1);
|
||
target.addSkill(skill2);
|
||
target.storage.peiyu[skill2] = player;
|
||
} else {
|
||
target.removeSkill(skill2);
|
||
target.addSkill(skill1);
|
||
target.storage.peiyu[skill1] = player;
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
order: 5,
|
||
result: {
|
||
target(player, target) {
|
||
for (var i = 1; i <= 8; i++) {
|
||
if (target.hasSkill("tuteng" + i)) return 0;
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
group: "peiyu_old2",
|
||
},
|
||
peiyu_old2: {
|
||
trigger: { player: "dieBegin" },
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
game.countPlayer(function (current) {
|
||
for (var j in current.storage.peiyu) {
|
||
if (current.storage.peiyu[j] == player) {
|
||
current.removeSkill(j);
|
||
}
|
||
}
|
||
});
|
||
},
|
||
},
|
||
wzhanyi: {
|
||
trigger: { player: "phaseUseBefore" },
|
||
check(event, player) {
|
||
return player.countCards("h") + 2 <= player.hp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.cards = get.cards(3);
|
||
trigger.cancel();
|
||
player.$draw(event.cards.slice(0));
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.type(event.cards[i]) == "equip") {
|
||
player.equip(event.cards[i]);
|
||
event.cards.splice(i--, 1);
|
||
}
|
||
}
|
||
player.gain(event.cards);
|
||
"step 1";
|
||
if (player.countCards("h", "sha")) {
|
||
player.chooseToUse("战意:使用一张杀").filterCard = function (card) {
|
||
return card.name == "sha" && get.itemtype(card) == "card";
|
||
};
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
event.goto(1);
|
||
}
|
||
},
|
||
},
|
||
shengteng: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
filter(event) {
|
||
return event.card && get.type(event.card) == "trick";
|
||
},
|
||
content() {
|
||
player.gainMaxHp(true);
|
||
player.recover();
|
||
},
|
||
},
|
||
yuansu: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.maxHp - player.hp >= 3;
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return player.canUse("yuansuhuimie", target);
|
||
},
|
||
selectTarget: -1,
|
||
multitarget: true,
|
||
multiline: true,
|
||
line: "thunder",
|
||
content() {
|
||
player.maxHp = player.hp;
|
||
player.update();
|
||
targets.sort(lib.sort.seat);
|
||
player.useCard({ name: "yuansuhuimie" }, targets).animate = false;
|
||
},
|
||
},
|
||
chouhuo: {
|
||
unique: true,
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
filter(event, player) {
|
||
if (player.storage.nuyan && player.storage.nuyan.length) {
|
||
var num = 0;
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (get.tag({ name: lib.inpile[i] }, "damage")) {
|
||
num++;
|
||
}
|
||
}
|
||
return num <= player.storage.nuyan.length;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
player.loseMaxHp();
|
||
player.changeHujia(2);
|
||
player.removeSkill("nuyan");
|
||
player.addSkill("nuyan2");
|
||
player.awakenSkill("chouhuo");
|
||
},
|
||
},
|
||
nuyan2: {
|
||
enable: "phaseUse",
|
||
usable: 3,
|
||
chooseButton: {
|
||
dialog(event, player) {
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (get.tag({ name: lib.inpile[i] }, "damage")) {
|
||
list.push([get.type(lib.inpile[i]), "", lib.inpile[i]]);
|
||
}
|
||
}
|
||
return ui.create.dialog([list, "vcard"]);
|
||
},
|
||
filter(button, player) {
|
||
return lib.filter.filterCard(
|
||
{ name: button.link[2] },
|
||
player,
|
||
_status.event.getParent()
|
||
);
|
||
},
|
||
check(button) {
|
||
var player = _status.event.player;
|
||
var recover = 0,
|
||
lose = 1;
|
||
var players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i].hp < players[i].maxHp) {
|
||
if (get.attitude(player, players[i]) > 0) {
|
||
if (players[i].hp < 2) {
|
||
lose--;
|
||
recover += 0.5;
|
||
}
|
||
lose--;
|
||
recover++;
|
||
} else if (get.attitude(player, players[i]) < 0) {
|
||
if (players[i].hp < 2) {
|
||
lose++;
|
||
recover -= 0.5;
|
||
}
|
||
lose++;
|
||
recover--;
|
||
}
|
||
} else {
|
||
if (get.attitude(player, players[i]) > 0) {
|
||
lose--;
|
||
} else if (get.attitude(player, players[i]) < 0) {
|
||
lose++;
|
||
}
|
||
}
|
||
}
|
||
if (
|
||
button.link[2] == "nanman" ||
|
||
button.link[2] == "nanman" ||
|
||
button.link[2] == "yuansuhuimie" ||
|
||
button.link[2] == "chiyuxi" ||
|
||
button.link[2] == "jingleishan"
|
||
) {
|
||
if (lose > recover && lose > 0) {
|
||
return 2;
|
||
} else {
|
||
return 0;
|
||
}
|
||
}
|
||
return 1;
|
||
},
|
||
backup(links, player) {
|
||
return {
|
||
filterCard() {
|
||
return false;
|
||
},
|
||
selectCard: -1,
|
||
popname: true,
|
||
viewAs: { name: links[0][2] },
|
||
onuse(result, player) {
|
||
player.loseHp();
|
||
},
|
||
};
|
||
},
|
||
prompt(links, player) {
|
||
return "失去1点体力,视为使用一张" + get.translation(links[0][2]);
|
||
},
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
result: {
|
||
player(player) {
|
||
if (player.hp > 1) return 1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
nuyan: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("he", { color: "red" }) > 0;
|
||
},
|
||
init(player) {
|
||
player.storage.nuyan = [];
|
||
},
|
||
chooseButton: {
|
||
dialog(event, player) {
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (get.tag({ name: lib.inpile[i] }, "damage")) {
|
||
list.push([get.type(lib.inpile[i]), "", lib.inpile[i]]);
|
||
}
|
||
}
|
||
return ui.create.dialog([list, "vcard"]);
|
||
},
|
||
filter(button, player) {
|
||
if (player.storage.nuyan.includes(button.link[2])) return false;
|
||
return lib.filter.filterCard(
|
||
{ name: button.link[2] },
|
||
player,
|
||
_status.event.getParent()
|
||
);
|
||
},
|
||
check(button) {
|
||
var player = _status.event.player;
|
||
var recover = 0,
|
||
lose = 1;
|
||
var players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i].hp < players[i].maxHp) {
|
||
if (get.attitude(player, players[i]) > 0) {
|
||
if (players[i].hp < 2) {
|
||
lose--;
|
||
recover += 0.5;
|
||
}
|
||
lose--;
|
||
recover++;
|
||
} else if (get.attitude(player, players[i]) < 0) {
|
||
if (players[i].hp < 2) {
|
||
lose++;
|
||
recover -= 0.5;
|
||
}
|
||
lose++;
|
||
recover--;
|
||
}
|
||
} else {
|
||
if (get.attitude(player, players[i]) > 0) {
|
||
lose--;
|
||
} else if (get.attitude(player, players[i]) < 0) {
|
||
lose++;
|
||
}
|
||
}
|
||
}
|
||
if (
|
||
button.link[2] == "nanman" ||
|
||
button.link[2] == "nanman" ||
|
||
button.link[2] == "yuansuhuimie" ||
|
||
button.link[2] == "chiyuxi" ||
|
||
button.link[2] == "jingleishan"
|
||
) {
|
||
if (lose > recover && lose > 0) {
|
||
return 2;
|
||
} else {
|
||
return 0;
|
||
}
|
||
}
|
||
return 1;
|
||
},
|
||
backup(links, player) {
|
||
return {
|
||
filterCard: { color: "red" },
|
||
selectCard: 1,
|
||
position: "he",
|
||
popname: true,
|
||
viewAs: { name: links[0][2] },
|
||
ai1(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
onuse(result, player) {
|
||
player.storage.nuyan.add(result.card.name);
|
||
},
|
||
};
|
||
},
|
||
prompt(links, player) {
|
||
return "将一张红色牌当作" + get.translation(links[0][2]) + "使用";
|
||
},
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
duxin: {
|
||
trigger: { player: ["phaseBegin", "phaseEnd"] },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return !player.countCards("h", { type: "hsdusu" });
|
||
},
|
||
content() {
|
||
var list = [
|
||
"hsdusu_xueji",
|
||
"hsdusu_huangxuecao",
|
||
"hsdusu_kuyecao",
|
||
"hsdusu_shinancao",
|
||
"hsdusu_huoyanhua",
|
||
];
|
||
if (typeof lib.cardType.hslingjian != "number") {
|
||
list.remove("hsdusu_kuyecao");
|
||
}
|
||
var name = list.randomGet();
|
||
if (name == "hsdusu_huoyanhua") {
|
||
player.gain(game.createCard({ name: name, nature: "fire" }), "draw");
|
||
} else {
|
||
player.gain(game.createCard(name), "draw");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.6,
|
||
},
|
||
},
|
||
oldduxin: {
|
||
trigger: { player: ["phaseBegin", "phaseEnd"] },
|
||
frequent: true,
|
||
content() {
|
||
var list = [
|
||
"hsdusu_xueji",
|
||
"hsdusu_huangxuecao",
|
||
"hsdusu_kuyecao",
|
||
"hsdusu_shinancao",
|
||
"hsdusu_huoyanhua",
|
||
];
|
||
if (typeof lib.cardType.hslingjian != "number") {
|
||
list.remove("hsdusu_kuyecao");
|
||
}
|
||
var name = list.randomGet();
|
||
if (name == "hsdusu_huoyanhua") {
|
||
player.gain(game.createCard({ name: name, nature: "fire" }), "draw");
|
||
} else {
|
||
player.gain(game.createCard(name), "draw");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.6,
|
||
},
|
||
},
|
||
hsdusu_shinancao: {
|
||
mark: true,
|
||
marktext: "楠",
|
||
nopop: true,
|
||
intro: {
|
||
content: "下一次造成的伤害+1",
|
||
},
|
||
logv: false,
|
||
trigger: { source: "damageBegin" },
|
||
forced: true,
|
||
content() {
|
||
trigger.num++;
|
||
player.removeSkill("hsdusu_shinancao");
|
||
},
|
||
},
|
||
kuangluan_old: {
|
||
group: ["kuangluan_count1", "kuangluan_count2", "kuangluan_use"],
|
||
subSkill: {
|
||
count1: {
|
||
trigger: { player: "useCard" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return _status.currentPhase == player && get.type(event.card) == "trick";
|
||
},
|
||
content() {
|
||
player.storage.kuangluan++;
|
||
},
|
||
},
|
||
count2: {
|
||
trigger: { player: "phaseBegin" },
|
||
silent: true,
|
||
content() {
|
||
player.storage.kuangluan = 0;
|
||
},
|
||
},
|
||
use: {
|
||
trigger: { player: "phaseUseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.storage.kuangluan > 0;
|
||
},
|
||
content() {
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (lib.filter.filterCard({ name: lib.inpile[i] }, player)) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.type == "trick" && !info.multitarget && !info.notarget) {
|
||
if (Array.isArray(info.selectTarget)) {
|
||
if (
|
||
info.selectTarget[0] > 0 &&
|
||
info.selectTarget[1] >= info.selectTarget[0]
|
||
) {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
} else if (typeof info.selectTarget == "number") {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
var n = player.storage.kuangluan;
|
||
delete player.storage.kuangluan;
|
||
while (list.length) {
|
||
var card = { name: list.randomRemove() };
|
||
var info = get.info(card);
|
||
var targets = game.filterPlayer(function (current) {
|
||
return lib.filter.filterTarget(card, player, current);
|
||
});
|
||
if (targets.length) {
|
||
targets.sort(lib.sort.seat);
|
||
if (info.selectTarget == -1) {
|
||
player.useCard(card, targets);
|
||
} else {
|
||
var num = info.selectTarget;
|
||
if (Array.isArray(num)) {
|
||
if (targets.length < num[0]) continue;
|
||
num = num[0] + Math.floor(Math.random() * (num[1] - num[0] + 1));
|
||
} else {
|
||
if (targets.length < num) continue;
|
||
}
|
||
player.useCard(card, targets.randomGets(num));
|
||
}
|
||
if (--n <= 0) break;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
kuangluan: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
priority: 10,
|
||
filter(event, player) {
|
||
return event.source && event.source.isIn() && event.source != player;
|
||
},
|
||
intro: {
|
||
content: "players",
|
||
},
|
||
content() {
|
||
trigger.source.goMad("phaseAfter");
|
||
// if(!player.storage.kuangluan){
|
||
// player.storage.kuangluan=[];
|
||
// }
|
||
// player.storage.kuangluan.add(trigger.source);
|
||
// player.markSkill('kuangluan');
|
||
},
|
||
ai: {
|
||
maixie_defend: true,
|
||
threaten: 0.3,
|
||
},
|
||
// group:['kuangluan2','kuangluan3']
|
||
},
|
||
kuangluan2: {
|
||
trigger: { player: "phaseBegin" },
|
||
priority: 10,
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.storage.kuangluan && player.storage.kuangluan.length >= 2;
|
||
},
|
||
content() {
|
||
player.recover(player.maxHp);
|
||
player.goMad("phaseAfter");
|
||
},
|
||
},
|
||
kuangluan3: {
|
||
trigger: { player: "phaseBegin" },
|
||
silent: true,
|
||
content() {
|
||
player.storage.kuangluan = [];
|
||
player.unmarkSkill("kuangluan");
|
||
},
|
||
},
|
||
xiubu: {
|
||
trigger: { player: "equipEnd" },
|
||
frequent: true,
|
||
filter(event) {
|
||
return (
|
||
lib.inpile.includes(event.card.name) &&
|
||
get.subtype(event.card) == "equip1" &&
|
||
typeof lib.cardType.hslingjian == "number"
|
||
);
|
||
},
|
||
content() {
|
||
var num = 1;
|
||
var info = get.info(trigger.card);
|
||
if (info && info.distance && typeof info.distance.attackFrom == "number") {
|
||
num = 1 - info.distance.attackFrom;
|
||
}
|
||
if (num < 1) {
|
||
num = 1;
|
||
}
|
||
var list = get.typeCard("hslingjian");
|
||
if (!list.length) {
|
||
return;
|
||
}
|
||
var cards = [];
|
||
while (num--) {
|
||
cards.push(game.createCard(list.randomGet()));
|
||
}
|
||
player.gain(cards, "gain2");
|
||
},
|
||
threaten: 1.3,
|
||
},
|
||
zengli: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return target != player && !target.isMin();
|
||
},
|
||
delay: false,
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (lib.card[lib.inpile[i]].subtype == "equip1") {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
if (!list.length) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
event.card1 = game.createCard(list.randomGet());
|
||
event.card2 = game.createCard(list.randomGet());
|
||
player.$draw(event.card1);
|
||
target.$draw(event.card2);
|
||
game.delay();
|
||
"step 1";
|
||
player.equip(event.card1);
|
||
"step 2";
|
||
target.equip(event.card2);
|
||
},
|
||
ai: {
|
||
order: 11,
|
||
result: {
|
||
player: 1,
|
||
target(player, target) {
|
||
if (target.getEquip(1)) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mobao: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (!player.storage.mobao) return false;
|
||
if (!player.countCards("h", { color: "black" })) return false;
|
||
for (var i = 0; i < player.storage.mobao.length; i++) {
|
||
if (player.storage.mobao[i].isAlive()) return true;
|
||
}
|
||
return false;
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return player.storage.mobao.includes(target);
|
||
},
|
||
position: "he",
|
||
selectTarget: -1,
|
||
selectCard: [1, 3],
|
||
check(card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
filterCard: { color: "black" },
|
||
line: "thunder",
|
||
content() {
|
||
target.damage("thunder", cards.length);
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
threaten: 0.7,
|
||
result: {
|
||
target(player, target) {
|
||
return get.damageEffect(target, player, target, "thunder");
|
||
},
|
||
},
|
||
},
|
||
group: ["mobao2", "mobao3"],
|
||
},
|
||
mobao2: {
|
||
trigger: { player: "damageEnd" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return event.source && event.source != player;
|
||
},
|
||
content() {
|
||
if (!player.storage.mobao) {
|
||
player.storage.mobao = [];
|
||
}
|
||
player.storage.mobao.add(trigger.source);
|
||
},
|
||
ai: {
|
||
maixie_defend: true,
|
||
},
|
||
},
|
||
mobao3: {
|
||
trigger: { player: "phaseEnd" },
|
||
silent: true,
|
||
content() {
|
||
delete player.storage.mobao;
|
||
},
|
||
},
|
||
xianji: {
|
||
unique: true,
|
||
forceunique: true,
|
||
global: "xianji2",
|
||
},
|
||
xianji2: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (player.hasSkill("xianji")) return false;
|
||
if (!player.countCards("he")) return false;
|
||
if (player.hasSkill("xianji3")) return true;
|
||
return game.hasPlayer(function (current) {
|
||
return current.hasSkill("xianji");
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.removeSkill("xianji3");
|
||
event.target = game.findPlayer(function (current) {
|
||
return current.hasSkill("xianji");
|
||
});
|
||
if (event.target) {
|
||
player
|
||
.chooseToDiscard(
|
||
[1, 2],
|
||
"献祭:是否弃置1~2张手牌并令" + get.translation(event.target) + "摸等量的牌?"
|
||
)
|
||
.set("ai", function (card) {
|
||
if (
|
||
get.attitude(_status.event.player, _status.event.getParent().target) > 1
|
||
) {
|
||
return 6 - get.value(card);
|
||
}
|
||
return 0;
|
||
})
|
||
.set("logSkill", ["xianji", event.target]);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.target.draw(result.cards.length);
|
||
player.storage.xianji3 = event.target;
|
||
player.addSkill("xianji3");
|
||
player.addExpose(0.2);
|
||
}
|
||
},
|
||
},
|
||
xianji3: {
|
||
mark: "character",
|
||
intro: {
|
||
content: "每当$对你使用一张牌,你摸一张牌",
|
||
},
|
||
trigger: { target: "useCardToBegin" },
|
||
filter(event, player) {
|
||
return event.player == player.storage.xianji3;
|
||
},
|
||
forced: true,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
tanmi: {
|
||
trigger: { global: "phaseEnd" },
|
||
filter(event, player) {
|
||
return player.countCards("h") == 0 && event.player != player;
|
||
},
|
||
frequent: true,
|
||
content() {
|
||
"step 0";
|
||
player.draw(2);
|
||
"step 1";
|
||
player.chooseToUse();
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.chooseToUse();
|
||
}
|
||
},
|
||
ai: {
|
||
noh: true,
|
||
skillTagFilter(player, tag) {
|
||
if (tag == "noh") {
|
||
if (player.countCards("h") != 1) return false;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
xueren: {
|
||
trigger: { source: "damageEnd" },
|
||
filter(event) {
|
||
if (event._notrigger.includes(event.player)) return false;
|
||
return event.card && event.card.name == "sha" && event.player.isAlive();
|
||
},
|
||
check(event, player) {
|
||
if (get.attitude(player, event.player) >= 0) return false;
|
||
if (player.hp > 2) return true;
|
||
if (player.hp < 2) return false;
|
||
return player.hp >= event.player.hp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
trigger.player.loseHp();
|
||
"step 1";
|
||
player.loseHp();
|
||
"step 2";
|
||
player.draw(2);
|
||
},
|
||
},
|
||
maoxian: {
|
||
enable: "phaseUse",
|
||
usable: 2,
|
||
direct: true,
|
||
delay: false,
|
||
unique: true,
|
||
content() {
|
||
"step 0";
|
||
var list = get.gainableSkills();
|
||
list.remove("maoxian");
|
||
list = list.randomGets(3);
|
||
event.skillai = function () {
|
||
return get.max(list, get.skillRank, "item");
|
||
};
|
||
if (event.isMine()) {
|
||
var dialog = ui.create.dialog("forcebutton");
|
||
dialog.add("选择获得一项技能");
|
||
var clickItem = function () {
|
||
_status.event._result = this.link;
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (lib.translate[list[i] + "_info"]) {
|
||
var translation = get.translation(list[i]);
|
||
if (translation[0] == "新" && translation.length == 3) {
|
||
translation = translation.slice(1, 3);
|
||
} else {
|
||
translation = translation.slice(0, 2);
|
||
}
|
||
var item = dialog.add(
|
||
'<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【' +
|
||
translation +
|
||
"】</div><div>" +
|
||
lib.translate[list[i] + "_info"] +
|
||
"</div></div>"
|
||
);
|
||
item.firstChild.addEventListener("click", clickItem);
|
||
item.firstChild.link = list[i];
|
||
}
|
||
}
|
||
dialog.add(ui.create.div(".placeholder"));
|
||
event.switchToAuto = function () {
|
||
event._result = event.skillai();
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
_status.imchoosing = true;
|
||
game.pause();
|
||
} else {
|
||
event._result = event.skillai();
|
||
}
|
||
"step 1";
|
||
_status.imchoosing = false;
|
||
var link = result;
|
||
player.addAdditionalSkill("maoxian", link);
|
||
player.popup(link);
|
||
game.log(player, "获得了技能", "【" + get.translation(link) + "】");
|
||
player.checkMarks();
|
||
player.markSkill("maoxian");
|
||
game.delay();
|
||
},
|
||
intro: {
|
||
content(storage, player) {
|
||
return "当前技能:" + get.translation(player.additionalSkills.maoxian);
|
||
},
|
||
},
|
||
ai: {
|
||
order: 11,
|
||
result: {
|
||
player(player) {
|
||
if (player.getStat().skill.maoxian) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
maoxian_old: {
|
||
enable: "phaseUse",
|
||
usable: 2,
|
||
direct: true,
|
||
delay: false,
|
||
unique: true,
|
||
getSkills(player, current) {
|
||
var names = [];
|
||
var list = [];
|
||
var map = {};
|
||
for (var i = 0; i < game.players.length; i++) {
|
||
if (game.players[i] == player) continue;
|
||
if (game.players[i].name && lib.character[game.players[i].name]) {
|
||
names.add(game.players[i].name);
|
||
}
|
||
if (game.players[i].name1 && lib.character[game.players[i].name1]) {
|
||
names.add(game.players[i].name1);
|
||
}
|
||
if (game.players[i].name2 && lib.character[game.players[i].name2]) {
|
||
names.add(game.players[i].name2);
|
||
}
|
||
}
|
||
for (var i = 0; i < names.length; i++) {
|
||
var info = lib.character[names[i]];
|
||
if (info) {
|
||
var skills = info[3];
|
||
for (var j = 0; j < skills.length; j++) {
|
||
if (skills[j] == current) continue;
|
||
if (
|
||
lib.translate[skills[j] + "_info"] &&
|
||
lib.skill[skills[j]] &&
|
||
!lib.skill[skills[j]].unique
|
||
) {
|
||
list.add(skills[j]);
|
||
map[skills[j]] = names[i];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return [list, map];
|
||
},
|
||
onremove(player) {
|
||
player.removeAdditionalSkill("maoxian");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var lm = lib.skill.maoxian.getSkills(player, player.additionalSkills.maoxian);
|
||
var list = lm[0];
|
||
event.map = lm[1];
|
||
if (list.length) {
|
||
player.chooseControl(list.randomGets(3)).prompt = "选择一项作为你的技能";
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
if (result.control) {
|
||
game.stopCountChoose();
|
||
var link = result.control;
|
||
player.addSkill(link);
|
||
player.skills.remove(link);
|
||
if (player.additionalSkills.maoxian) {
|
||
player.removeSkill(player.additionalSkills.maoxian);
|
||
}
|
||
player.additionalSkills.maoxian = link;
|
||
player.popup(link);
|
||
game.log(player, "获得了技能", "【" + get.translation(link) + "】");
|
||
var name = event.map[link];
|
||
var target;
|
||
for (var i = 0; i < game.players.length; i++) {
|
||
if (game.players[i] == player) continue;
|
||
if (
|
||
game.players[i].name == name ||
|
||
game.players[i].name1 == name ||
|
||
game.players[i].name2 == name
|
||
) {
|
||
target = game.players[i];
|
||
break;
|
||
}
|
||
}
|
||
if (
|
||
target &&
|
||
(target.name == name ||
|
||
(target.name2 == name && !target.classList.contains("unseen2")))
|
||
) {
|
||
player.line(target, "green");
|
||
player.markSkillCharacter(
|
||
"maoxian",
|
||
target,
|
||
get.translation(link),
|
||
lib.translate[link + "_info"]
|
||
);
|
||
}
|
||
player.checkMarks();
|
||
game.delay();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 11,
|
||
result: {
|
||
player(player) {
|
||
if (player.getStat().skill.maoxian) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yiwen: {
|
||
trigger: { target: "useCardToBegin" },
|
||
filter(event, player) {
|
||
return (
|
||
event.targets &&
|
||
event.targets.length == 1 &&
|
||
event.target != event.player &&
|
||
_status.currentPhase == event.player &&
|
||
!event.player.hasSkill("yiwen2") &&
|
||
!get.info(event.card).unique
|
||
);
|
||
},
|
||
forced: true,
|
||
content() {
|
||
player.gain(game.createCard(trigger.card), "gain2");
|
||
trigger.player.addTempSkill("yiwen2");
|
||
},
|
||
ai: {
|
||
threaten: 0.7,
|
||
},
|
||
},
|
||
yiwen2: {},
|
||
tanbao_old: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (player.hp == player.maxHp) return false;
|
||
var hs = player.getCards("h");
|
||
if (hs.length == 0) return false;
|
||
var types = [];
|
||
for (var i = 0; i < hs.length; i++) {
|
||
var type = get.type(hs[i], "trick");
|
||
if (types.includes(type)) {
|
||
return false;
|
||
} else {
|
||
types.push(type);
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.showHandcards();
|
||
"step 1";
|
||
player.recover(player.countCards("h"));
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
tanbao_old2: {
|
||
enable: "phaseUse",
|
||
usable: 10,
|
||
filterCard: true,
|
||
position: "he",
|
||
check(card) {
|
||
if (_status.event.player.hp == 1) {
|
||
return 7 - get.value(card);
|
||
}
|
||
return 6 - get.value(card);
|
||
},
|
||
selectCard: 3,
|
||
filter(event, player) {
|
||
return player.countCards("he") >= 3;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.cards = get.cards(3);
|
||
if (!event.isMine()) player.showCards(event.cards);
|
||
"step 1";
|
||
player.chooseCardButton("获得任意张类别不同的牌", [1, 3], event.cards).filterButton =
|
||
function (button) {
|
||
var type = get.type(button.link, "trick");
|
||
for (var i = 0; i < ui.selected.buttons.length; i++) {
|
||
if (get.type(ui.selected.buttons[i].link, "trick") == type) {
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
};
|
||
"step 2";
|
||
if (result.bool) player.gain(result.links, "gain2");
|
||
var types = [];
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
types.add(get.type(event.cards[i], "trick"));
|
||
}
|
||
if (types.length == 3) {
|
||
player.recover(player.maxHp - player.hp);
|
||
}
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
qianghuax: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterCard(card) {
|
||
var type = get.type(card, "trick");
|
||
for (var i = 0; i < ui.selected.cards.length; i++) {
|
||
if (type == get.type(ui.selected.cards[i], "trick")) return false;
|
||
}
|
||
return true;
|
||
},
|
||
complexCard: true,
|
||
position: "he",
|
||
check(card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
selectCard: [1, Infinity],
|
||
content() {
|
||
var cards2 = [];
|
||
for (var i = 0; i < cards.length; i++) {
|
||
var type = get.type(cards[i], "trick");
|
||
var list = game.findCards(function (name) {
|
||
if (cards[i].name == name) return;
|
||
if (get.type({ name: name }, "trick") == type) {
|
||
return get.value({ name: name }) > get.value(cards[i]);
|
||
}
|
||
});
|
||
if (!list.length) {
|
||
list = game.findCards(function (name) {
|
||
if (cards[i].name == name) return;
|
||
if (get.type({ name: name }, "trick") == type) {
|
||
return get.value({ name: name }) == get.value(cards[i]);
|
||
}
|
||
});
|
||
}
|
||
if (!list.length) {
|
||
list = [cards[i].name];
|
||
}
|
||
cards2.push(game.createCard(list.randomGet()));
|
||
}
|
||
player.gain(cards2, "log");
|
||
player.$draw(cards2);
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
zhuizong: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterCard: true,
|
||
position: "he",
|
||
selectCard: [1, Infinity],
|
||
check(card) {
|
||
if (ui.selected.cards.length) return 0;
|
||
return 6 - get.value(card);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.cards = get.cards(4 * cards.length);
|
||
player.chooseCardButton("获得其中的一张牌", true, event.cards, true);
|
||
"step 1";
|
||
player.gain(result.links, "draw");
|
||
event.cards.remove(result.links[0]);
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
event.cards[i].discard();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
xunbao: {
|
||
trigger: { player: "phaseBegin" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return !player.hasSkill("xunbao2");
|
||
},
|
||
derivation: ["hsbaowu_cangbaotu", "hsbaowu_huangjinyuanhou"],
|
||
priority: 1,
|
||
// filterCard:true,
|
||
// check(card){
|
||
// return 6-get.value(card);
|
||
// },
|
||
// position:'he',
|
||
content() {
|
||
"step 0";
|
||
event.card = game.createCard("hsbaowu_cangbaotu");
|
||
player.storage.xunbao2 = event.card;
|
||
player.storage.xunbao2_markcount = player.storage.xunbao2.number;
|
||
// player.$draw(player.storage.xunbao2);
|
||
player.addSkill("xunbao2");
|
||
game.delay(2);
|
||
event.node = event.card
|
||
.copy("thrown", "center", "thrownhighlight", ui.arena)
|
||
.addTempClass("start");
|
||
ui.arena.classList.add("thrownhighlight");
|
||
game.addVideo("thrownhighlight1");
|
||
game.addVideo("centernode", null, get.cardInfo(event.card));
|
||
"step 1";
|
||
game.addVideo("deletenode", player, [get.cardInfo(event.node)]);
|
||
event.node.delete();
|
||
event.node.style.transform = "scale(0)";
|
||
game.addVideo("thrownhighlight2");
|
||
ui.arena.classList.remove("thrownhighlight");
|
||
},
|
||
ai: {
|
||
order: 3,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
xunbao2: {
|
||
mark: true,
|
||
marktext: "宝",
|
||
intro: {
|
||
content: "card",
|
||
},
|
||
direct: true,
|
||
trigger: { player: "phaseBegin" },
|
||
filter(event, player) {
|
||
var hs = player.getCards("he");
|
||
for (var i = 0; i < hs.length; i++) {
|
||
if (hs[i].number == player.storage.xunbao2.number) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseToDiscard(
|
||
"是否弃置一张点数为" + player.storage.xunbao2.number + "的牌获得藏宝图?",
|
||
"he",
|
||
function (card) {
|
||
return card.number == player.storage.xunbao2.number;
|
||
}
|
||
).ai = function (card) {
|
||
return 7 - get.value(card);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.gain(player.storage.xunbao2, "gain2", "log");
|
||
delete player.storage.xunbao2;
|
||
player.removeSkill("xunbao2");
|
||
}
|
||
},
|
||
},
|
||
hsbaowu_cangbaotu: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
player.gain(game.createCard("hsbaowu_huangjinyuanhou"), "gain2");
|
||
player.removeSkill("hsbaowu_cangbaotu");
|
||
},
|
||
},
|
||
hsbaowu_huangjinyuanhou: {
|
||
mark: "card",
|
||
nopup: true,
|
||
intro: {
|
||
content: "锁定技,你不能成为其他角色的卡牌的目标",
|
||
},
|
||
mod: {
|
||
targetEnabled(card, player, target) {
|
||
if (player != target) return false;
|
||
},
|
||
},
|
||
group: "hsbaowu_huangjinyuanhou2",
|
||
},
|
||
hsbaowu_huangjinyuanhou2: {
|
||
trigger: { player: "phaseBegin" },
|
||
silent: true,
|
||
content() {
|
||
player.removeSkill("hsbaowu_huangjinyuanhou");
|
||
delete player.storage.hsbaowu_huangjinyuanhou;
|
||
},
|
||
},
|
||
xieneng: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [
|
||
["", "", "hsshenqi_morijingxiang"],
|
||
["", "", "hsshenqi_kongbusangzhong"],
|
||
["", "", "hsshenqi_nengliangzhiguang"],
|
||
];
|
||
var dialog = ui.create.dialog(get.prompt("xieneng"), [list, "vcard"], "hidden");
|
||
player.chooseButton(dialog).ai = function () {
|
||
return Math.random();
|
||
};
|
||
"step 1";
|
||
if (result.buttons) {
|
||
player.logSkill("xieneng");
|
||
player.gain(game.createCard(result.buttons[0].link[2]), "draw");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.3,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (card.name == "guiyoujie") return [0, 1];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
fbeifa: {
|
||
trigger: { player: "loseEnd" },
|
||
filter(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;
|
||
},
|
||
direct: true,
|
||
usable: 3,
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("fbeifa"), function (card, player, target) {
|
||
return lib.filter.targetEnabled({ name: "sha" }, player, target);
|
||
}).ai = function (target) {
|
||
return get.effect(target, { name: "sha" }, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("fbeifa");
|
||
player.useCard({ name: "sha" }, result.targets, false);
|
||
}
|
||
},
|
||
ai: {
|
||
noh: true,
|
||
skillTagFilter(player, tag) {
|
||
if (tag == "noh") {
|
||
if (player.countCards("h") != 1) return false;
|
||
}
|
||
},
|
||
expose: 0.2,
|
||
},
|
||
group: ["fbeifa_draw"],
|
||
subSkill: {
|
||
draw: {
|
||
trigger: { source: "damageAfter" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event) {
|
||
return event.parent.parent.parent.name == "fbeifa";
|
||
},
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
oldfbeifa: {
|
||
trigger: { player: "loseEnd" },
|
||
filter(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;
|
||
},
|
||
direct: true,
|
||
usable: 3,
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("fbeifa"), function (card, player, target) {
|
||
return lib.filter.targetEnabled({ name: "sha" }, player, target);
|
||
}).ai = function (target) {
|
||
return get.effect(target, { name: "sha" }, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("fbeifa");
|
||
player.useCard({ name: "sha" }, result.targets, false);
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
group: ["oldfbeifa_draw"],
|
||
subSkill: {
|
||
draw: {
|
||
trigger: { source: "damageAfter" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event) {
|
||
return event.parent.parent.parent.name == "oldfbeifa";
|
||
},
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yufa: {
|
||
trigger: { global: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.storage.yufa == event.player;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("yufa"), function (card, player, target) {
|
||
return target != trigger.player;
|
||
}).ai = function (target) {
|
||
return get.attitude(player, target);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("yufa", result.targets);
|
||
result.targets[0].gain(game.createCard("chuansongmen"), "gain2");
|
||
}
|
||
},
|
||
group: ["yufa2", "yufa3"],
|
||
ai: {
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
expose: 0.1,
|
||
},
|
||
},
|
||
yufa2: {
|
||
trigger: { player: "damageEnd" },
|
||
filter(event, player) {
|
||
return event.source == _status.currentPhase && event.source != player;
|
||
},
|
||
silent: true,
|
||
content() {
|
||
player.storage.yufa = trigger.source;
|
||
},
|
||
},
|
||
yufa3: {
|
||
trigger: { global: "phaseBegin" },
|
||
silent: true,
|
||
content() {
|
||
player.storage.yufa = null;
|
||
},
|
||
},
|
||
bingyan: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (!lib.card.chiyuxi || !lib.card.jingleishan) return false;
|
||
return player.countCards("he") > 0;
|
||
},
|
||
filterTarget(card, player, target) {
|
||
if (get.color(card) == "red") {
|
||
return player.canUse("chiyuxi", target);
|
||
} else {
|
||
return player.canUse("jingleishan", target);
|
||
}
|
||
},
|
||
selectTarget: -1,
|
||
discard: false,
|
||
delay: false,
|
||
line: false,
|
||
filterCard: true,
|
||
position: "he",
|
||
log: "notarget",
|
||
check(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
multitarget: true,
|
||
content() {
|
||
if (get.color(cards[0]) == "black") {
|
||
player.useCard({ name: "jingleishan" }, cards, targets);
|
||
} else {
|
||
player.useCard({ name: "chiyuxi" }, cards, targets);
|
||
}
|
||
},
|
||
ai: {
|
||
order: 9.1,
|
||
result: {
|
||
target(player, target) {
|
||
var card = ui.selected.cards[0];
|
||
if (card && get.color(card) == "black") {
|
||
return get.effect(target, { name: "jingleishan" }, player, target);
|
||
}
|
||
return get.effect(target, { name: "chiyuxi" }, player, target);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shifa: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
var target = player.getEnemies().randomGet();
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (lib.card[lib.inpile[i]].type == "trick") {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
player.gain(game.createCard(list.randomGet()));
|
||
player.$draw();
|
||
if (target) {
|
||
target.gain(game.createCard(list.randomGet()));
|
||
target.$draw();
|
||
target.addExpose(0.2);
|
||
player.line(target, "green");
|
||
game.log(player, "和", target, "获得了一张锦囊牌");
|
||
}
|
||
"step 1";
|
||
game.delay();
|
||
},
|
||
group: "shifa_draw",
|
||
subSkill: {
|
||
draw: {
|
||
trigger: { player: "useCard" },
|
||
frequent: true,
|
||
usable: 3,
|
||
filter(event, player) {
|
||
if (_status.currentPhase != player) return false;
|
||
return get.type(event.card) == "trick" && event.card.isCard;
|
||
},
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
noautowuxie: true,
|
||
},
|
||
},
|
||
oldshifa: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
var target = player.getEnemies().randomGet();
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (lib.card[lib.inpile[i]].type == "trick") {
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
player.gain(game.createCard(list.randomGet()));
|
||
player.$draw();
|
||
if (target) {
|
||
target.gain(game.createCard(list.randomGet()));
|
||
target.$draw();
|
||
target.addExpose(0.2);
|
||
player.line(target, "green");
|
||
game.log(player, "和", target, "获得了一张锦囊牌");
|
||
}
|
||
"step 1";
|
||
game.delay();
|
||
},
|
||
group: "oldshifa_draw",
|
||
subSkill: {
|
||
draw: {
|
||
trigger: { player: "useCard" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
if (_status.currentPhase != player) return false;
|
||
return get.type(event.card) == "trick" && event.card.isCard;
|
||
},
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
noautowuxie: true,
|
||
},
|
||
},
|
||
yuanzheng: {
|
||
trigger: { player: "useCardToBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return (
|
||
event.target &&
|
||
event.target != player &&
|
||
get.distance(player, event.target) > 1 &&
|
||
event.target.countCards("he") > 0
|
||
);
|
||
},
|
||
content() {
|
||
player.discardPlayerCard(
|
||
trigger.target,
|
||
get.prompt("yuanzheng", trigger.target),
|
||
"hej"
|
||
).logSkill = ["yuanzheng", trigger.target];
|
||
},
|
||
},
|
||
yuanzheng_old: {
|
||
trigger: { player: "useCardToBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (event.getParent(2).name == "yuanzheng") return false;
|
||
return (
|
||
event.target &&
|
||
event.target != player &&
|
||
get.distance(player, event.target, "attack") > 1
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseControl("draw_card", "出杀", "cancel2", function () {
|
||
if (get.effect(trigger.target, { name: "sha" }, player, player) > 0) {
|
||
return "出杀";
|
||
}
|
||
return "draw_card";
|
||
}).prompt = "是对" + get.translation(trigger.target) + "发动否发动【远征】?";
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
if (result.control == "draw_card") {
|
||
player.draw();
|
||
player.logSkill("yuanzheng");
|
||
} else {
|
||
player.logSkill("yuanzheng", trigger.target);
|
||
player.useCard({ name: "sha" }, trigger.target, false).animate = false;
|
||
// player.discardPlayerCard(trigger.target,'he',true);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
byuhuo: {
|
||
unique: true,
|
||
trigger: { player: "dying" },
|
||
priority: 6,
|
||
forced: true,
|
||
mark: true,
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
init(player) {
|
||
player.storage.byuhuo = false;
|
||
},
|
||
filter(event, player) {
|
||
if (player.hp > 0) return false;
|
||
if (player.storage.byuhuo) return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
player.storage.byuhuo = true;
|
||
player.addSkill("byuhuo2");
|
||
player.maxHp = 2;
|
||
player.hp = 2;
|
||
player.update();
|
||
if (!player.isTurnedOver()) {
|
||
player.turnOver();
|
||
}
|
||
},
|
||
ai: {
|
||
threaten(player, target) {
|
||
if (!target.storage.byuhuo) return 0.6;
|
||
},
|
||
},
|
||
intro: {
|
||
content(storage, player) {
|
||
if (storage) {
|
||
if (player.hasSkill("byuhuo2")) {
|
||
return "不能成为其他角色卡牌的目标;在下一准备阶段,对所有其他角色造成2点火焰伤害";
|
||
}
|
||
return "已发动";
|
||
} else {
|
||
return "未发动";
|
||
}
|
||
},
|
||
},
|
||
},
|
||
byuhuo2: {
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
var targets = game.filterPlayer();
|
||
targets.remove(player);
|
||
targets.sort(lib.sort.seat);
|
||
event.targets = targets;
|
||
event.num = 0;
|
||
player.unmarkSkill("byuhuo");
|
||
"step 1";
|
||
if (num < event.targets.length) {
|
||
// if(event.targets[num].countCards('hej')){
|
||
// player.gainPlayerCard(event.targets[num],'hej',true);
|
||
// }
|
||
player.line(event.targets[num], "fire");
|
||
event.targets[num].damage(2, "fire");
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
},
|
||
mod: {
|
||
targetEnabled(card, player, target) {
|
||
if (player != target) return false;
|
||
},
|
||
},
|
||
},
|
||
yulu: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget: true,
|
||
selectTarget: [1, Infinity],
|
||
content() {
|
||
"step 0";
|
||
if (target == targets[0]) {
|
||
game.asyncDraw(targets);
|
||
}
|
||
"step 1";
|
||
if (target == targets[0]) {
|
||
game.delay();
|
||
}
|
||
"step 2";
|
||
target.chooseToDiscard("hej", true);
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.countCards("j")) return 2;
|
||
switch (target.countCards("he")) {
|
||
case 0:
|
||
return 0;
|
||
case 1:
|
||
return 0.5;
|
||
case 2:
|
||
return 0.8;
|
||
default:
|
||
return 1;
|
||
}
|
||
},
|
||
},
|
||
threaten: 1.2,
|
||
},
|
||
},
|
||
oldyulu: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget: true,
|
||
selectTarget: [1, Infinity],
|
||
content() {
|
||
"step 0";
|
||
if (target == targets[0]) {
|
||
game.asyncDraw(targets, 2);
|
||
}
|
||
"step 1";
|
||
if (target == targets[0]) {
|
||
game.delay();
|
||
}
|
||
"step 2";
|
||
target.chooseToDiscard("hej", 2, true);
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.countCards("j")) return 2;
|
||
switch (target.countCards("he")) {
|
||
case 0:
|
||
return 0;
|
||
case 1:
|
||
return 0.5;
|
||
case 2:
|
||
return 0.8;
|
||
default:
|
||
return 1;
|
||
}
|
||
},
|
||
},
|
||
threaten: 1.2,
|
||
},
|
||
},
|
||
duzhang: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
var stat = player.getStat("card");
|
||
for (var i in stat) {
|
||
if (typeof stat[i] == "number" && get.type(i, "trick") == "trick") {
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("duzhang"), function (card, player, target) {
|
||
return target != player;
|
||
}).ai = function (target) {
|
||
return -get.attitude(player, target) * Math.sqrt(target.countCards("h"));
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("duzhang", result.targets);
|
||
result.targets[0].addTempSkill("duzhang2", { player: "phaseAfter" });
|
||
}
|
||
},
|
||
},
|
||
duzhang2: {
|
||
mod: {
|
||
cardEnabled(card) {
|
||
if (get.type(card, "trick") == "trick") return false;
|
||
},
|
||
},
|
||
mark: true,
|
||
marktext: "瘴",
|
||
intro: {
|
||
content: "下个回合无法使用锦囊牌",
|
||
},
|
||
},
|
||
hannu: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var nh = player.countCards("h");
|
||
if (nh) {
|
||
player.draw(nh);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
var hs = player.getCards("h");
|
||
if (hs.length > 10 && hs.length > player.hp) {
|
||
player.discard(hs.randomGets(hs.length - player.hp));
|
||
}
|
||
},
|
||
ai: {
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
||
if (!target.hasFriend()) return;
|
||
var nh = target.countCards("h");
|
||
if (nh > 5) return [1, -1];
|
||
if (nh <= 1) return [1, -0.1];
|
||
if (nh == 2) {
|
||
if (target.hp >= 2) return [1, 0.1];
|
||
} else {
|
||
if (target.hp >= 4) return [1, 2];
|
||
if (target.hp == 3) return [1, 1.5];
|
||
if (target.hp == 2) return [1, 0.5];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
chuidiao: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
content() {
|
||
var num = Math.floor(Math.random() * 3);
|
||
if (num) player.draw(num);
|
||
},
|
||
},
|
||
hhudun: {
|
||
trigger: { global: "phaseBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return !player.hujia;
|
||
},
|
||
content() {
|
||
player.changeHujia();
|
||
},
|
||
group: "hhudun_hujia",
|
||
subSkill: {
|
||
hujia: {
|
||
trigger: { player: "damageEnd" },
|
||
filter(event) {
|
||
return event.hujia == event.num;
|
||
},
|
||
forced: true,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
threaten(player, target) {
|
||
if (target.hujia) {
|
||
return 0.5;
|
||
} else {
|
||
return 2;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
fenlie: {
|
||
audio: 2,
|
||
forced: true,
|
||
trigger: { player: "gainAfter" },
|
||
filter(event, player) {
|
||
if (event.parent.parent.name == "phaseDraw") return false;
|
||
if (event.parent.name == "fenlie") return false;
|
||
if (!event.cards) return false;
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (!get.info(event.cards[i]).unique) return true;
|
||
}
|
||
return false;
|
||
},
|
||
usable: 2,
|
||
content() {
|
||
var cards = [];
|
||
for (var i = 0; i < trigger.cards.length; i++) {
|
||
if (get.info(trigger.cards[i]).unique) continue;
|
||
cards.push(game.createCard(trigger.cards[i]));
|
||
}
|
||
player.gain(cards, "draw");
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card) {
|
||
if (card.name == "toulianghuanzhu") {
|
||
return [1, 2];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
oldfenlie: {
|
||
audio: 2,
|
||
forced: true,
|
||
trigger: { player: "gainAfter" },
|
||
filter(event, player) {
|
||
if (event.parent.parent.name == "phaseDraw") return false;
|
||
if (event.parent.name == "oldfenlie") return false;
|
||
if (!event.cards) return false;
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (!get.info(event.cards[i]).unique) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
var cards = [];
|
||
for (var i = 0; i < trigger.cards.length; i++) {
|
||
if (get.info(trigger.cards[i]).unique) continue;
|
||
cards.push(game.createCard(trigger.cards[i]));
|
||
}
|
||
player.gain(cards, "draw");
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card) {
|
||
if (card.name == "toulianghuanzhu") {
|
||
return [1, 2];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
nianfu: {
|
||
trigger: { source: "damageEnd", player: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event._notrigger.includes(event.player)) return false;
|
||
if (player == event.source) {
|
||
return event.player != player && event.player.countCards("e") > 0;
|
||
} else {
|
||
return event.source && event.source != player && event.source.countCards("e") > 0;
|
||
}
|
||
},
|
||
logTarget(event, player) {
|
||
if (player == event.player) {
|
||
return event.source;
|
||
} else {
|
||
return event.player;
|
||
}
|
||
},
|
||
content() {
|
||
var target = player == trigger.player ? trigger.source : trigger.player;
|
||
if (target) {
|
||
var cards = target.getCards("e");
|
||
if (cards.length) {
|
||
var card = cards.randomGet();
|
||
player.gain(card, target);
|
||
target.$give(card, player);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
xiaorong: {
|
||
mod: {
|
||
ignoredHandcard(card, player) {
|
||
if (get.type(card) == "equip") {
|
||
return true;
|
||
}
|
||
},
|
||
},
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("h", { type: "equip" }) > 0;
|
||
},
|
||
content() {
|
||
var cards = player.getCards("h", { type: "equip" });
|
||
if (cards.length) {
|
||
player.lose(cards)._triggered = null;
|
||
var list = [];
|
||
var names = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
if (lib.card[lib.inpile[i]].type == "basic") {
|
||
names.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
names.remove("du");
|
||
for (var i = 0; i < cards.length * 2; i++) {
|
||
list.push(game.createCard(names.randomGet()));
|
||
}
|
||
player.directgain(list);
|
||
player.recover(cards.length);
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player(card, player) {
|
||
if (_status.currentPhase != player) return;
|
||
if (get.type(card) == "equip" && get.equipValueNumber(card) < 7) {
|
||
if (player.needsToDiscard(2)) return;
|
||
return [0, 0, 0, 0];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shixu: {
|
||
group: ["shixu_begin", "shixu_end", "shixu_discard"],
|
||
subSkill: {
|
||
begin: {
|
||
trigger: { global: "phaseUseBegin" },
|
||
silent: true,
|
||
content() {
|
||
trigger.player.storage.shixu_begin = get.time();
|
||
},
|
||
},
|
||
end: {
|
||
trigger: { global: "phaseUseEnd" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return typeof event.player.storage.shixu_begin == "number";
|
||
},
|
||
content() {
|
||
trigger.player.storage.shixu = get.time() - trigger.player.storage.shixu_begin;
|
||
delete trigger.player.storage.shixu_begin;
|
||
},
|
||
},
|
||
discard: {
|
||
trigger: { global: "phaseEnd" },
|
||
forced: true,
|
||
check(event, player) {
|
||
return get.attitude(player, event.player) < 0;
|
||
},
|
||
filter(event, player) {
|
||
return (
|
||
typeof event.player.storage.shixu == "number" &&
|
||
event.player.storage.shixu > 3000 &&
|
||
event.player.countCards("he") > 0 &&
|
||
event.player.isAlive()
|
||
);
|
||
},
|
||
content() {
|
||
player.line(trigger.player, "green");
|
||
trigger.player.chooseToDiscard(
|
||
"he",
|
||
true,
|
||
Math.floor(trigger.player.storage.shixu / 3000)
|
||
);
|
||
delete trigger.player.storage.shixu;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
jixuan: {
|
||
trigger: { player: "phaseAfter" },
|
||
forced: true,
|
||
priority: -50,
|
||
filter(event, player) {
|
||
return event.skill != "jixuan";
|
||
},
|
||
content() {
|
||
player.draw();
|
||
player.insertPhase();
|
||
},
|
||
ai: {
|
||
threaten: 1.8,
|
||
},
|
||
},
|
||
qianghua: {
|
||
trigger: { player: "useCardAfter" },
|
||
filter(event, player) {
|
||
if (event.parent.name == "qianghua") return false;
|
||
if (player.storage.qianghua >= 1) return false;
|
||
if (_status.currentPhase != player) return false;
|
||
if (event.parent.parent.name != "phaseUse") return false;
|
||
if (!event.targets || !event.card) return false;
|
||
if (get.info(event.card).complexTarget) return false;
|
||
if (!lib.filter.cardEnabled(event.card, player, event.parent)) return false;
|
||
var type = get.type(event.card);
|
||
if (type != "basic" && 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(event, player) {
|
||
if (get.tag({ name: event.card.name }, "norepeat")) return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
player.storage.qianghua++;
|
||
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,
|
||
},
|
||
group: "qianghua_clear",
|
||
subSkill: {
|
||
clear: {
|
||
trigger: { player: "phaseBefore" },
|
||
silent: true,
|
||
content() {
|
||
player.storage.qianghua = 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
qianghua2: {},
|
||
biri: {
|
||
trigger: { global: "useCard" },
|
||
priority: 15,
|
||
filter(event, player) {
|
||
return (
|
||
event.card.name == "sha" &&
|
||
event.player != player &&
|
||
get.distance(player, event.targets[0]) <= 1 &&
|
||
player.countCards("h", "shan") > 0 &&
|
||
event.targets.includes(player) == false &&
|
||
event.targets.length == 1
|
||
);
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var effect = 0;
|
||
for (var i = 0; i < trigger.targets.length; i++) {
|
||
effect += get.effect(trigger.targets[i], trigger.card, trigger.player, player);
|
||
}
|
||
var str = "蔽日:是否弃置一张闪令" + get.translation(trigger.player);
|
||
if (trigger.targets && trigger.targets.length) {
|
||
str += "对" + get.translation(trigger.targets);
|
||
}
|
||
str += "的" + get.translation(trigger.card) + "失效?";
|
||
var next = player.chooseToDiscard(
|
||
"h",
|
||
function (card) {
|
||
return card.name == "shan";
|
||
},
|
||
str
|
||
);
|
||
next.ai = function (card) {
|
||
if (effect < 0) {
|
||
return 9 - get.value(card);
|
||
}
|
||
return -1;
|
||
};
|
||
next.autodelay = true;
|
||
next.logSkill = ["biri", trigger.targets];
|
||
"step 1";
|
||
if (result.bool) {
|
||
trigger.cancel();
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
stuxi: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
var enemies = player.getEnemies();
|
||
for (var i = 0; i < enemies.length; i++) {
|
||
if (!enemies[i].hasSkill("stuxi2")) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
var enemies = player.getEnemies();
|
||
for (var i = 0; i < enemies.length; i++) {
|
||
if (enemies[i].hasSkill("stuxi2")) {
|
||
enemies.splice(i--, 1);
|
||
}
|
||
}
|
||
var target = enemies.randomGet();
|
||
if (target) {
|
||
player.line(target, "green");
|
||
target.addExpose(0.2);
|
||
target.addSkill("stuxi2");
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
stuxi2: {
|
||
trigger: { player: "phaseDrawBegin" },
|
||
forced: true,
|
||
mark: true,
|
||
intro: {
|
||
content: "下个摸牌阶段摸牌数-1",
|
||
},
|
||
filter(event) {
|
||
return event.num > 0;
|
||
},
|
||
content() {
|
||
trigger.num--;
|
||
player.removeSkill("stuxi2");
|
||
},
|
||
},
|
||
bingdong: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (!lib.card.hslingjian_jinjilengdong) {
|
||
return false;
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
player.gain(game.createCard("hslingjian_jinjilengdong"), "gain2");
|
||
},
|
||
},
|
||
bingdong_old: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return !player.isTurnedOver();
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return !target.isTurnedOver() && player != target;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
if (!player.isTurnedOver()) {
|
||
player.turnOver();
|
||
}
|
||
"step 1";
|
||
if (!target.isTurnedOver()) {
|
||
target.turnOver();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
expose: 0.2,
|
||
result: {
|
||
target(player, target) {
|
||
if (get.attitude(player, target) < -3 && player.identity != "zhu") {
|
||
return -1;
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
luoshi: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("he") > 0 || (event.source && event.source.countCards("he") > 0);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var hs = player.getCards("he");
|
||
if (hs.length) {
|
||
player.discard(hs.randomGet());
|
||
}
|
||
"step 1";
|
||
if (trigger.source) {
|
||
var hs = trigger.source.getCards("he");
|
||
if (hs.length) {
|
||
trigger.source.discard(hs.randomGet());
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
maixie_defend: true,
|
||
},
|
||
},
|
||
ronghuo: {
|
||
trigger: { player: "useCardToBefore" },
|
||
priority: 7,
|
||
filter(event, player) {
|
||
if (event.card.name == "sha" && !event.card.nature) return true;
|
||
},
|
||
check(event, player) {
|
||
var att = get.attitude(player, event.target);
|
||
if (event.target.hasSkillTag("nofire")) {
|
||
return att > 0;
|
||
}
|
||
return att <= 0;
|
||
},
|
||
forced: true,
|
||
content() {
|
||
trigger.card.nature = "fire";
|
||
player.addSkill("ronghuo2");
|
||
player.storage.ronghuo = trigger.card;
|
||
},
|
||
},
|
||
ronghuo2: {
|
||
trigger: { player: "useCardAfter" },
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
delete player.storage.ronghuo.nature;
|
||
},
|
||
},
|
||
fushi: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return target.hp < target.maxHp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
target.loseMaxHp(true);
|
||
"step 1";
|
||
if (target.hp < target.maxHp) {
|
||
target.recover();
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.4,
|
||
expose: 0.2,
|
||
order: 9,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hp == target.maxHp) return 0;
|
||
if (target.hp == target.maxHp - 1) return -1;
|
||
if (target.hp == 1) return 1;
|
||
if (target.hp < target.maxHp - 2) return 0.5;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
oldfushi: {
|
||
enable: "phaseUse",
|
||
filterTarget(card, player, target) {
|
||
return target.hp < target.maxHp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
target.loseMaxHp(true);
|
||
"step 1";
|
||
if (target.hp < target.maxHp) {
|
||
target.recover();
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.4,
|
||
expose: 0.2,
|
||
order: 9,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hp == target.maxHp) return 0;
|
||
if (target.hp == target.maxHp - 1) return -1;
|
||
if (target.hp == 1) return 1;
|
||
if (target.hp < target.maxHp - 2) return 0.5;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
moyao: {
|
||
mod: {
|
||
targetEnabled(card, player, target, now) {
|
||
if (player != target) {
|
||
if (get.type(card, "trick") == "trick") return false;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
jiaohui: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return !player.getStat("damage");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("jiaohui")).ai = function (target) {
|
||
var att = get.attitude(player, target);
|
||
if (att > 1) {
|
||
if (target.hp <= 1) att += 2;
|
||
if (target.hp <= 2) att++;
|
||
}
|
||
return att;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.target = result.targets[0];
|
||
player.logSkill("jiaohui", event.target);
|
||
event.target.chooseDrawRecover(true);
|
||
}
|
||
},
|
||
},
|
||
bimeng: {
|
||
trigger: { player: "phaseEnd" },
|
||
frequent: true,
|
||
content() {
|
||
var list = [
|
||
"hsmengjing_feicuiyoulong",
|
||
"hsmengjing_huanxiaojiemei",
|
||
"hsmengjing_suxing",
|
||
"hsmengjing_mengye",
|
||
"hsmengjing_mengjing",
|
||
];
|
||
player.gain(game.createCard(list.randomGet()));
|
||
player.$draw();
|
||
},
|
||
ai: {
|
||
threaten: 2,
|
||
},
|
||
},
|
||
zhoujiang: {
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return get.type(event.card) == "trick";
|
||
},
|
||
content() {
|
||
var list = [
|
||
"hszuzhou_nvwudeganguo",
|
||
"hszuzhou_nvwudepingguo",
|
||
"hszuzhou_nvwudexuetu",
|
||
"hszuzhou_wushushike",
|
||
"hszuzhou_guhuo",
|
||
];
|
||
player.gain(game.createCard(list.randomGet()), "draw");
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
liehun: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.hasCard(function (card) {
|
||
return get.type(card) != "basic" && !get.info(card).unique;
|
||
});
|
||
},
|
||
content() {
|
||
var hs = player.getCards("h");
|
||
for (var i = 0; i < hs.length; i++) {
|
||
if (get.type(hs[i]) == "basic" || get.info(hs[i]).unique) {
|
||
hs.splice(i--, 1);
|
||
}
|
||
}
|
||
if (hs.length) {
|
||
var hs2 = [];
|
||
for (var i = 0; i < hs.length; i++) {
|
||
hs2.push(game.createCard(hs[i].name, hs[i].suit, hs[i].number));
|
||
}
|
||
player.gain(hs2, "draw");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
xjumo: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
if (player.hp < player.maxHp) return num + 5;
|
||
return num + 3;
|
||
},
|
||
},
|
||
},
|
||
malymowang: {
|
||
trigger: { source: "damageBegin" },
|
||
forced: true,
|
||
usable: 1,
|
||
filter(event) {
|
||
return (
|
||
event.card &&
|
||
get.type(event.card) == "trick" &&
|
||
event.parent.name != "_lianhuan" &&
|
||
event.parent.name != "_lianhuan2"
|
||
);
|
||
},
|
||
content() {
|
||
trigger.num++;
|
||
},
|
||
group: "malymowang_discover",
|
||
ai: {
|
||
threaten: 1.8,
|
||
},
|
||
subSkill: {
|
||
discover: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
forced: true,
|
||
content() {
|
||
player.discoverCard(get.inpile("trick"));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
oldmalymowang: {
|
||
trigger: { source: "damageBegin" },
|
||
forced: true,
|
||
filter(event) {
|
||
return (
|
||
event.card &&
|
||
get.type(event.card) == "trick" &&
|
||
event.parent.name != "_lianhuan" &&
|
||
event.parent.name != "_lianhuan2"
|
||
);
|
||
},
|
||
content() {
|
||
trigger.num++;
|
||
},
|
||
group: "oldmalymowang_discover",
|
||
ai: {
|
||
threaten: 1.8,
|
||
},
|
||
subSkill: {
|
||
discover: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
forced: true,
|
||
content() {
|
||
player.discoverCard(get.inpile("trick"));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
lingzhou: {
|
||
trigger: { player: "useCard" },
|
||
direct: true,
|
||
filter(event) {
|
||
return get.type(event.card, "trick") == "trick" && event.card.isCard;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("lingzhou")).ai = function (target) {
|
||
var num = get.attitude(player, target);
|
||
if (num > 0) {
|
||
if (target == player) {
|
||
num++;
|
||
}
|
||
if (target.hp == 1) {
|
||
num += 3;
|
||
} else if (target.hp == 2) {
|
||
num += 1;
|
||
}
|
||
}
|
||
return num;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("lingzhou", result.targets);
|
||
result.targets[0].chooseDrawRecover(true);
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten: 1.5,
|
||
noautowuxie: true,
|
||
},
|
||
},
|
||
mieshi: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
player.loseHp();
|
||
"step 1";
|
||
event.target = game.filterPlayer().randomGet(player);
|
||
if (!event.target) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
player.line(event.target, "fire");
|
||
game.delayx();
|
||
"step 2";
|
||
event.target.damage("fire");
|
||
},
|
||
},
|
||
xmojian: {
|
||
trigger: { player: "turnOverAfter" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return !player.isTurnedOver();
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("xmojian"), function (card, player, target) {
|
||
return lib.filter.targetEnabled({ name: "sha" }, player, target);
|
||
}).ai = function (target) {
|
||
return get.effect(target, { name: "sha" }, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("xmojian");
|
||
player.useCard({ name: "sha" }, result.targets, false);
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
xshixin: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
// alter:true,
|
||
filter(event, player) {
|
||
if (event._notrigger.includes(event.player)) return false;
|
||
if (get.is.altered("xshixin") && event.player.hp < player.hp) return false;
|
||
return event.player.isAlive() && event.player != player;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
trigger.player.loseHp();
|
||
"step 1";
|
||
player.loseHp();
|
||
},
|
||
},
|
||
enze: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return player.countCards("h") != target.countCards("h");
|
||
},
|
||
// alter:true,
|
||
content() {
|
||
var num = player.countCards("h") - target.countCards("h");
|
||
if (num > 0) {
|
||
if (num > 3) {
|
||
num = 3;
|
||
}
|
||
target.draw(num);
|
||
} else if (num < 0) {
|
||
if (num < -3) {
|
||
num = -3;
|
||
}
|
||
target.chooseToDiscard(-num, true);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.8,
|
||
order(name, player) {
|
||
var max = true,
|
||
num = 0;
|
||
var players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i] == player) continue;
|
||
var att = get.attitude(player, players[i]);
|
||
var dh = player.countCards("h") - players[i].countCards("h");
|
||
if (att * dh > num) {
|
||
if (att > 0) {
|
||
max = true;
|
||
} else if (att < 0) {
|
||
max = false;
|
||
}
|
||
num = att * dh;
|
||
}
|
||
}
|
||
if (max) return 10;
|
||
return 0.5;
|
||
},
|
||
result: {
|
||
player(player, target) {
|
||
return (
|
||
(player.countCards("h") - target.countCards("h")) *
|
||
get.attitude(player, target)
|
||
);
|
||
},
|
||
},
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
oldenze: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return player.countCards("h") != target.countCards("h");
|
||
},
|
||
// alter:true,
|
||
content() {
|
||
var num = player.countCards("h") - target.countCards("h");
|
||
if (num > 0) {
|
||
target.draw(num);
|
||
} else if (num < 0) {
|
||
target.chooseToDiscard(-num, true);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.8,
|
||
order(name, player) {
|
||
var max = true,
|
||
num = 0;
|
||
var players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i] == player) continue;
|
||
var att = get.attitude(player, players[i]);
|
||
var dh = player.countCards("h") - players[i].countCards("h");
|
||
if (att * dh > num) {
|
||
if (att > 0) {
|
||
max = true;
|
||
} else if (att < 0) {
|
||
max = false;
|
||
}
|
||
num = att * dh;
|
||
}
|
||
}
|
||
if (max) return 10;
|
||
return 0.5;
|
||
},
|
||
result: {
|
||
player(player, target) {
|
||
return (
|
||
(player.countCards("h") - target.countCards("h")) *
|
||
get.attitude(player, target)
|
||
);
|
||
},
|
||
},
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
chongsheng: {
|
||
unique: true,
|
||
enable: "chooseToUse",
|
||
mark: true,
|
||
init(player) {
|
||
player.storage.chongsheng = 2;
|
||
player.syncStorage("chongsheng");
|
||
},
|
||
filter(event, player) {
|
||
if (event.type != "dying") return false;
|
||
if (player != event.dying) return false;
|
||
if (player.storage.chongsheng <= 0) return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.hp = Math.min(player.storage.chongsheng, player.maxHp);
|
||
player.discard(player.getCards("hej"));
|
||
player.draw(player.storage.chongsheng);
|
||
player.storage.chongsheng--;
|
||
if (player.storage.chongsheng <= 0) {
|
||
player.unmarkSkill("chongsheng");
|
||
}
|
||
"step 1";
|
||
if (player.isLinked()) player.link();
|
||
"step 2";
|
||
if (player.isTurnedOver()) player.turnOver();
|
||
player.syncStorage("chongsheng");
|
||
},
|
||
ai: {
|
||
skillTagFilter(player) {
|
||
if (player.storage.chongsheng <= 0) return false;
|
||
if (player.hp > 0) return false;
|
||
},
|
||
save: true,
|
||
result: {
|
||
player: 10,
|
||
},
|
||
threaten(player, target) {
|
||
if (target.storage.chongsheng > 0) return 0.6;
|
||
},
|
||
},
|
||
intro: {
|
||
content: "time",
|
||
},
|
||
},
|
||
guozai: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
// alter:true,
|
||
filter(event, player) {
|
||
return player.countCards("h") < (get.is.altered("guozai") ? 3 : 4);
|
||
},
|
||
init(player) {
|
||
player.storage.guozai2 = 0;
|
||
},
|
||
content() {
|
||
var num = (get.is.altered("guozai") ? 3 : 4) - player.countCards("h");
|
||
player.draw(num);
|
||
player.addSkill("guozai2");
|
||
player.storage.guozai2 += num;
|
||
game.addVideo("storage", player, ["guozai2", player.storage.guozai2]);
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
guozai2: {
|
||
mark: true,
|
||
intro: {
|
||
content: "当前阶段结束时需弃置&张牌",
|
||
},
|
||
trigger: { player: "phaseUseEnd" },
|
||
forced: true,
|
||
content() {
|
||
player.chooseToDiscard("he", true, player.storage.guozai2);
|
||
player.storage.guozai2 = 0;
|
||
player.removeSkill("guozai2");
|
||
},
|
||
},
|
||
guozaix: {
|
||
enable: "phaseUse",
|
||
usable: 2,
|
||
filter(event, player) {
|
||
return player.countCards("h") < 4;
|
||
},
|
||
init(player) {
|
||
player.storage.guozaix2 = 0;
|
||
},
|
||
content() {
|
||
var num = 4 - player.countCards("h");
|
||
player.draw(num);
|
||
player.addSkill("guozaix2");
|
||
player.storage.guozaix2 += num;
|
||
game.addVideo("storage", player, ["guozaix2", player.storage.guozaix2]);
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
guozaix2: {
|
||
mark: true,
|
||
intro: {
|
||
content: "当前阶段结束时需弃置&张牌",
|
||
},
|
||
trigger: { player: "phaseUseEnd" },
|
||
forced: true,
|
||
content() {
|
||
player.chooseToDiscard("he", true, player.storage.guozaix2);
|
||
player.storage.guozaix2 = 0;
|
||
player.removeSkill("guozaix2");
|
||
},
|
||
},
|
||
hanshuang: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
// alter:true,
|
||
filter(event, player) {
|
||
if (event._notrigger.includes(event.player)) return false;
|
||
return (
|
||
event.card &&
|
||
get.color(event.card) == "black" &&
|
||
!event.player.isTurnedOver() &&
|
||
event.player.isAlive()
|
||
);
|
||
},
|
||
content() {
|
||
trigger.player.turnOver();
|
||
if (get.is.altered("hanshuang")) trigger.player.draw();
|
||
player.loseHp();
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
effect: {
|
||
player(card, player, target, current) {
|
||
if (get.color(card) == "black" && get.tag(card, "damage")) {
|
||
return [1, 0, 1, -2];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
oldhanshuang: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
// alter:true,
|
||
filter(event, player) {
|
||
if (event._notrigger.includes(event.player)) return false;
|
||
return (
|
||
event.card &&
|
||
get.color(event.card) == "black" &&
|
||
!event.player.isTurnedOver() &&
|
||
event.player.isAlive()
|
||
);
|
||
},
|
||
content() {
|
||
trigger.player.turnOver();
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
effect: {
|
||
player(card, player, target, current) {
|
||
if (get.color(card) == "black" && get.tag(card, "damage")) {
|
||
return [1, 0, 1, -2];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
bingshi: {
|
||
global: "bingshi2",
|
||
},
|
||
bingshi2: {
|
||
trigger: { global: "dieAfter" },
|
||
forced: true,
|
||
globalFixed: true,
|
||
filter(event, player) {
|
||
return event.player.hasSkill("bingshi") && event.player.isDead();
|
||
},
|
||
content() {
|
||
trigger.player.line(player, "thunder");
|
||
player.damage("nosource", "thunder").animate = false;
|
||
player.$damage(trigger.player);
|
||
player.$damagepop(-1, "thunder");
|
||
if (lib.config.animation && !lib.config.low_performance) {
|
||
player.$thunder();
|
||
}
|
||
if (!event.parent.parent.bingshi_logv) {
|
||
event.parent.parent.bingshi_logv = true;
|
||
game.logv(trigger.player, "bingshi", game.filterPlayer(), event.parent.parent);
|
||
}
|
||
},
|
||
},
|
||
huanwu: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return !target.storage.huanwu;
|
||
},
|
||
content() {
|
||
target.gainMaxHp();
|
||
target.recover();
|
||
target.draw(2);
|
||
target.storage.huanwu = true;
|
||
target.mark("huanwu", {
|
||
name: "唤雾",
|
||
content: "已发动",
|
||
});
|
||
game.addVideo("mark", target, {
|
||
name: "唤雾",
|
||
content: "已发动",
|
||
id: "huanwu",
|
||
});
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
result: {
|
||
target(player, target) {
|
||
return 1 / target.hp;
|
||
},
|
||
},
|
||
order: 10,
|
||
expose: 0.3,
|
||
},
|
||
},
|
||
fengnu: {
|
||
mod: {
|
||
cardUsable(card) {
|
||
if (get.info(card) && get.info(card).forceUsable) return;
|
||
return Infinity;
|
||
},
|
||
targetInRange() {
|
||
if (!get.is.altered("fengnu")) return true;
|
||
},
|
||
},
|
||
// alter:true,
|
||
trigger: { player: "useCard" },
|
||
filter(event, player) {
|
||
if (_status.currentPhase != player) return false;
|
||
return player.countUsed(event.card) > 1;
|
||
},
|
||
forced: true,
|
||
usable: 3,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
shengdun: {
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return !player.hujia;
|
||
},
|
||
content() {
|
||
player.changeHujia();
|
||
player.update();
|
||
},
|
||
},
|
||
shengdun_old: {
|
||
trigger: { player: "phaseBegin" },
|
||
silent: true,
|
||
priority: 10,
|
||
init2(player) {
|
||
player.markSkill("shengdun");
|
||
},
|
||
content() {
|
||
if (player.storage.shengdun) {
|
||
player.markSkill("shengdun");
|
||
}
|
||
player.storage.shengdun = false;
|
||
},
|
||
intro: {
|
||
content: "未发动",
|
||
},
|
||
group: "shengdun2",
|
||
},
|
||
shengdun_old2: {
|
||
trigger: { player: "damageBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.num > 0 && !player.storage.shengdun;
|
||
},
|
||
content() {
|
||
trigger.num--;
|
||
player.storage.shengdun = true;
|
||
player.unmarkSkill("shengdun");
|
||
},
|
||
},
|
||
jingmeng: {
|
||
trigger: { player: "useCard" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return _status.currentPhase == player && player.countUsed() == 1;
|
||
},
|
||
content() {
|
||
var type = get.type(trigger.card);
|
||
var card = get.cardPile2(function (card) {
|
||
return get.type(card) == type;
|
||
});
|
||
if (card) {
|
||
player.gain(card, "gain2", "log");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.1,
|
||
},
|
||
},
|
||
kuixin_old: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
var nh = player.countCards("h");
|
||
var nm = 1;
|
||
return game.hasPlayer(function (current) {
|
||
if (current != player && Math.abs(current.countCards("h") - nh) <= nm) {
|
||
return true;
|
||
}
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var nh = player.countCards("h");
|
||
var nm = 1;
|
||
var check = true;
|
||
if (player.countCards("h", "tao")) {
|
||
check = false;
|
||
} else if (player.countCards("h", "shan") && player.countCards("h", "wuxie")) {
|
||
check = false;
|
||
}
|
||
player.chooseTarget(get.prompt("kuixin"), function (card, player, target) {
|
||
return target != player && Math.abs(target.countCards("h") - nh) <= nm;
|
||
}).ai = function (target) {
|
||
if (!check) return 0;
|
||
if (get.attitude(player, target) < 0) {
|
||
return target.countCards("h") - nh;
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("kuixin", result.targets);
|
||
var cards0 = target.getCards("h");
|
||
var cards1 = player.getCards("h");
|
||
target.gain(cards1, player);
|
||
player.gain(cards0, target);
|
||
target.$give(cards0.length, player);
|
||
player.$give(cards1.length, target);
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
hswuji: {
|
||
trigger: { player: "phaseUseEnd" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return player.countUsed() > 0;
|
||
},
|
||
content() {
|
||
player.draw(player.countUsed());
|
||
},
|
||
ai: {
|
||
threaten: 1.3,
|
||
},
|
||
},
|
||
bingshuang: {
|
||
trigger: { source: "damageEnd" },
|
||
filter(event, player) {
|
||
if (event._notrigger.includes(event.player)) return false;
|
||
return (
|
||
event.card &&
|
||
get.type(event.card) == "trick" &&
|
||
event.player.isAlive() &&
|
||
!event.player.isTurnedOver()
|
||
);
|
||
},
|
||
check(event, player) {
|
||
if (event.player.hasSkillTag("noturn")) return;
|
||
if (event.player.isTurnedOver()) {
|
||
return get.attitude(player, event.player) > 0;
|
||
}
|
||
return get.attitude(player, event.player) <= 0;
|
||
},
|
||
logTarget: "player",
|
||
content() {
|
||
trigger.player.draw(2);
|
||
trigger.player.turnOver();
|
||
},
|
||
},
|
||
yanshu: {
|
||
trigger: { player: "discardAfter" },
|
||
frequent: true,
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (!event.cards) return false;
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.type(event.cards[i]) != "basic") return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
player.gain(game.createCard("liuxinghuoyu", "red"), "gain2");
|
||
},
|
||
},
|
||
oldyanshu: {
|
||
trigger: { player: "discardAfter" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
if (!event.cards) return false;
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.type(event.cards[i]) != "basic") return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
player.gain(game.createCard("liuxinghuoyu", "red"), "gain2");
|
||
},
|
||
},
|
||
yanshu_old: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("h", { type: "basic" }) < player.countCards("h");
|
||
},
|
||
filterCard(card) {
|
||
return get.type(card) != "basic";
|
||
},
|
||
check(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
content() {
|
||
var card = cards[0];
|
||
var card2 = get.cardPile("liuxinghuoyu");
|
||
if (!card2) {
|
||
card2 = game.createCard("liuxinghuoyu", get.suit(card), get.number(card));
|
||
}
|
||
player.gain(card2, "gain2");
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
threaten: 2,
|
||
},
|
||
},
|
||
shengyan: {
|
||
trigger: { global: "recoverEnd" },
|
||
filter(event, player) {
|
||
return !player.hasSkill("shengyan2") && event.player.hp < event.player.maxHp;
|
||
},
|
||
logTarget: "player",
|
||
check(event, player) {
|
||
return get.attitude(player, event.player) > 0;
|
||
},
|
||
content() {
|
||
trigger.player.recover();
|
||
player.addTempSkill("shengyan2");
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
shengyan2: {},
|
||
liechao: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
// alter:true,
|
||
filter(event, player) {
|
||
return !player.isTurnedOver() && player.countCards("h") <= player.hp;
|
||
},
|
||
content() {
|
||
player.draw(get.is.altered("liechao") ? 3 : 4);
|
||
player.turnOver();
|
||
player.skip("phaseDiscard");
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
qingliu: {
|
||
trigger: { player: "damageBefore" },
|
||
filter(event) {
|
||
return event.nature == "fire";
|
||
},
|
||
forced: true,
|
||
content() {
|
||
trigger.cancel();
|
||
},
|
||
ai: {
|
||
nofire: true,
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "fireDamage")) return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zhongjia: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
filter(event) {
|
||
return event.num > 0;
|
||
},
|
||
content() {
|
||
player.changeHujia();
|
||
},
|
||
ai: {
|
||
nohujia: true,
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
skillTagFilter(player) {
|
||
return player.hp > player.countCards("h") && player.hp > 1;
|
||
},
|
||
threaten(player, target) {
|
||
if (!target.hujia) return 0.8;
|
||
},
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
|
||
return 0.8;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dunji: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.hujia ? true : false;
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return player != target && get.distance(player, target, "attack") <= 1;
|
||
},
|
||
selectTarget() {
|
||
return [1, _status.event.player.hujia];
|
||
},
|
||
contentBefore() {
|
||
player.changeHujia(-targets.length);
|
||
},
|
||
content() {
|
||
target.damage();
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target(player, target) {
|
||
var eff = get.damageEffect(target, player, target) + 0.5;
|
||
if (eff > 0 && eff <= 0.5) return 0;
|
||
return eff;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
fengxing: {
|
||
trigger: { player: "loseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return (
|
||
_status.currentPhase != player &&
|
||
!player.hasSkill("fengxing2") &&
|
||
player.countCards("he") > 0
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.addTempSkill("fengxing2");
|
||
player
|
||
.chooseToDiscard("he", get.prompt("fengxing"))
|
||
.set("ai", function (card) {
|
||
return 7 - get.value(card);
|
||
})
|
||
.set("autodelay", 0.5).logSkill = "fengxing";
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 0.6,
|
||
},
|
||
},
|
||
fengxing2: {},
|
||
fengxian: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return target.countCards("h") > 0;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
target.chooseToDiscard(true);
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
result: {
|
||
target(player, target) {
|
||
var nh = target.countCards("h");
|
||
switch (nh) {
|
||
case 0:
|
||
return 0;
|
||
case 1:
|
||
return -1.5;
|
||
case 2:
|
||
return -1.3;
|
||
case 3:
|
||
return -1;
|
||
default:
|
||
return -0.8;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
qiaodong: {
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
filterCard: { type: "equip" },
|
||
filter(event, player) {
|
||
return player.countCards("he", { type: "equip" }) > 0;
|
||
},
|
||
viewAs: { name: "shan" },
|
||
position: "he",
|
||
prompt: "将一张装备牌当闪使用或打出",
|
||
check() {
|
||
return 1;
|
||
},
|
||
ai: {
|
||
respondShan: true,
|
||
skillTagFilter(player) {
|
||
if (!player.countCards("he", { type: "equip" })) return false;
|
||
},
|
||
},
|
||
},
|
||
hsmengjing_mengye: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
priority: -1,
|
||
filter(event, player) {
|
||
return player.countCards("he") > 0;
|
||
},
|
||
content() {
|
||
player.discard(player.getCards("he"));
|
||
player.removeSkill("hsmengjing_mengye");
|
||
},
|
||
mark: "image",
|
||
intro: {
|
||
content: "结束阶段,弃置所有牌",
|
||
},
|
||
},
|
||
zhanhou: {
|
||
enable: "phaseUse",
|
||
filterCard: { subtype: "equip2" },
|
||
position: "he",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("he", { subtype: "equip2" }) > 0;
|
||
},
|
||
check(card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
content() {
|
||
player.changeHujia();
|
||
},
|
||
ai: {
|
||
order: 9.5,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
// mod:{
|
||
// globalFrom(from,to,distance){
|
||
// return distance-from.hujia;
|
||
// }
|
||
// },
|
||
},
|
||
oldzhanhou: {
|
||
enable: "phaseUse",
|
||
filterCard: { subtype: "equip2" },
|
||
position: "he",
|
||
filter(event, player) {
|
||
return player.countCards("he", { subtype: "equip2" }) > 0;
|
||
},
|
||
check(card) {
|
||
if (get.position(card) == "e") return 0;
|
||
return 7 - get.value(card);
|
||
},
|
||
content() {
|
||
player.changeHujia();
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
shijie: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("h");
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("shijie"), function (card, player, target) {
|
||
return player != target && target.countCards("h") > 0;
|
||
}).ai = function (target) {
|
||
return 11 - get.attitude(player, target);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("shijie", result.targets);
|
||
var target = result.targets[0];
|
||
var card = target.getCards("h").randomGet();
|
||
player.gain(card, target);
|
||
event.target = target;
|
||
target.$giveAuto(card, player);
|
||
event.target.draw();
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.1,
|
||
},
|
||
},
|
||
shengguang: {
|
||
enable: "phaseUse",
|
||
filterCard: { color: "red" },
|
||
filter(event, player) {
|
||
return player.countCards("he", { color: "red" }) > 0;
|
||
},
|
||
position: "he",
|
||
usable: 1,
|
||
check(card) {
|
||
return 9 - get.value(card);
|
||
},
|
||
filterTarget(card, player, target) {
|
||
if (player.storage.anying) return true;
|
||
if (target.hp >= target.maxHp) return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
if (player.storage.anying) {
|
||
target.loseHp();
|
||
} else {
|
||
target.recover();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target(player, target) {
|
||
if (player.storage.anying) return -1;
|
||
if (target.hp == 1) return 5;
|
||
if (player == target && player.countCards("h") > player.hp) return 5;
|
||
return 2;
|
||
},
|
||
},
|
||
threaten: 2,
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
xinci: {
|
||
enable: "phaseUse",
|
||
filterCard: { color: "black" },
|
||
filter(event, player) {
|
||
return player.countCards("he", { color: "black" }) > 0;
|
||
},
|
||
position: "he",
|
||
usable: 1,
|
||
mark: true,
|
||
intro: {
|
||
content: "已进入暗影形态",
|
||
},
|
||
check(card) {
|
||
return 9 - get.value(card);
|
||
},
|
||
filterTarget: true,
|
||
content() {
|
||
target.loseHp();
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target: -1,
|
||
},
|
||
threaten: 2,
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
anying: {
|
||
unique: true,
|
||
enable: "phaseUse",
|
||
skillAnimation: "epic",
|
||
animationColor: "thunder",
|
||
derivation: "xinci",
|
||
filter(event, player) {
|
||
return !player.storage.anying && player.countCards("he", { color: "black" }) > 0;
|
||
},
|
||
filterCard: { color: "black" },
|
||
position: "he",
|
||
check(card) {
|
||
return 5 - get.value(card);
|
||
},
|
||
content() {
|
||
player.storage.anying = true;
|
||
player.awakenSkill("anying");
|
||
player.removeSkill("shengguang");
|
||
player.addAdditionalSkill("anying", "xinci");
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
player(player) {
|
||
if (player.hasUnknown()) return 0;
|
||
return !game.hasPlayer(function (current) {
|
||
return (
|
||
get.attitude(player, current) > 0 &&
|
||
current.isDamaged() &&
|
||
current.hp <= 2
|
||
);
|
||
});
|
||
},
|
||
},
|
||
},
|
||
},
|
||
huanjue: {
|
||
trigger: { player: "useCard1" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
if (event._huanjue) return false;
|
||
if (event.targets.length != 1) return false;
|
||
var target = event.targets[0];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.multitarget) continue;
|
||
if (lib.filter.targetEnabled2({ name: lib.inpile[i] }, event.player, target)) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
// check(event,player){
|
||
// var eff=get.effect(event.targets[0],event.card,event.player,player);
|
||
// if(eff<=0) return true;
|
||
// if(get.value(event.card,event.player,'raw')<5){
|
||
// return true;
|
||
// }
|
||
// return false;
|
||
// },
|
||
// prompt2(event,player){
|
||
// return '发现一张牌代替你对'+get.translation(event.targets[0])+'使用的'+get.translation(event.card);
|
||
// },
|
||
autodelay: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [],
|
||
list1 = [],
|
||
list2 = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.multitarget) continue;
|
||
if (
|
||
lib.filter.targetEnabled2(
|
||
{ name: lib.inpile[i] },
|
||
trigger.player,
|
||
trigger.targets[0]
|
||
)
|
||
) {
|
||
var cardinfo = [
|
||
trigger.card.suit || "",
|
||
trigger.card.number || "",
|
||
lib.inpile[i],
|
||
];
|
||
list1.push(cardinfo);
|
||
if (info.type != "equip") {
|
||
list2.push(cardinfo);
|
||
}
|
||
}
|
||
}
|
||
var equipped = false;
|
||
for (var i = 0; i < 3; i++) {
|
||
if (equipped && list2.length) {
|
||
list.push(list2.randomRemove());
|
||
} else {
|
||
equipped = true;
|
||
list.push(list1.randomRemove());
|
||
}
|
||
}
|
||
var eff1 = get.effect(trigger.targets[0], trigger.card, trigger.player, player);
|
||
var val1 = get.value(trigger.card, player, "raw");
|
||
player.chooseButton(["幻觉", [list, "vcard"]]).ai = function (button) {
|
||
var card = {
|
||
suit: trigger.card.suit,
|
||
number: trigger.card.number,
|
||
name: button.link[2],
|
||
};
|
||
var eff2 = get.effect(trigger.targets[0], card, trigger.player, player);
|
||
var val2 = get.value(card, player, "raw");
|
||
if (eff1 > 0) {
|
||
if (eff2 <= 0) return 0;
|
||
return val2 - val1;
|
||
} else if (eff1 < 0) {
|
||
if (eff2 >= 0) return val2;
|
||
return 0;
|
||
} else if (eff1 == 0) {
|
||
if (eff2 > 0) return val2;
|
||
return 0;
|
||
}
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var stat = player.stat[player.stat.length - 1].card;
|
||
if (stat[trigger.card.name]) {
|
||
stat[trigger.card.name]--;
|
||
}
|
||
var card = game.createCard({
|
||
suit: trigger.card.suit || lib.suit.randomGet(),
|
||
number: trigger.card.number || Math.ceil(Math.random() * 13),
|
||
name: result.links[0][2],
|
||
});
|
||
event.card = card;
|
||
game.log(player, "将", trigger.card, "变为", card);
|
||
// if(!event.isMine()) game.delayx();
|
||
trigger.card = get.autoViewAs(card);
|
||
trigger.cards = [card];
|
||
game.cardsGotoOrdering(card).relatedEvent = trigger;
|
||
trigger._huanjue = true;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
player.$throw(event.card, null, null, true);
|
||
if (player == trigger.player) {
|
||
player.line(trigger.targets[0], "green");
|
||
} else {
|
||
player.line(trigger.player, "green");
|
||
}
|
||
game.delayx(0.5);
|
||
"step 3";
|
||
var stat = player.stat[player.stat.length - 1].card;
|
||
if (!stat[trigger.card.name]) {
|
||
stat[trigger.card.name] = 1;
|
||
} else {
|
||
stat[trigger.card.name]++;
|
||
}
|
||
},
|
||
draw() {
|
||
player.draw();
|
||
},
|
||
ai: {
|
||
usedu: true,
|
||
},
|
||
},
|
||
huanjue_old: {
|
||
trigger: { global: "useCard" },
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (event.targets.length != 1) return false;
|
||
var target = event.targets[0];
|
||
if (event.player == target) return false;
|
||
if (player != event.player && player != target) return false;
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.multitarget) continue;
|
||
if (lib.filter.targetEnabled2({ name: lib.inpile[i] }, event.player, target)) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
check(event, player) {
|
||
var eff = get.effect(event.targets[0], event.card, event.player, player);
|
||
if (eff <= 0) return true;
|
||
if (get.value(event.card, event.player, "raw") < 5) {
|
||
return Math.random() < 0.5;
|
||
}
|
||
return false;
|
||
},
|
||
prompt2(event, player) {
|
||
var name1, name2;
|
||
if (player == event.player) {
|
||
name1 = "你";
|
||
name2 = get.translation(event.targets[0]);
|
||
} else {
|
||
name1 = get.translation(event.player);
|
||
name2 = "你";
|
||
}
|
||
return (
|
||
"从三张随机牌中选择一张代替" +
|
||
name1 +
|
||
"对" +
|
||
name2 +
|
||
"使用的" +
|
||
get.translation(event.card)
|
||
);
|
||
},
|
||
autodelay: true,
|
||
content() {
|
||
"step 0";
|
||
var list = [],
|
||
list1 = [],
|
||
list2 = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var info = lib.card[lib.inpile[i]];
|
||
if (info.multitarget) continue;
|
||
if (
|
||
lib.filter.targetEnabled2(
|
||
{ name: lib.inpile[i] },
|
||
trigger.player,
|
||
trigger.targets[0]
|
||
)
|
||
) {
|
||
var cardinfo = [
|
||
trigger.card.suit || "",
|
||
trigger.card.number || "",
|
||
lib.inpile[i],
|
||
];
|
||
list1.push(cardinfo);
|
||
if (info.type != "equip") {
|
||
list2.push(cardinfo);
|
||
}
|
||
}
|
||
}
|
||
var equipped = false;
|
||
for (var i = 0; i < 3; i++) {
|
||
if (equipped && list2.length) {
|
||
list.push(list2.randomRemove());
|
||
} else {
|
||
equipped = true;
|
||
list.push(list1.randomRemove());
|
||
}
|
||
}
|
||
player.chooseButton(true, ["幻觉", [list, "vcard"]]).ai = function (button) {
|
||
var card = {
|
||
suit: trigger.card.suit,
|
||
number: trigger.card.number,
|
||
name: button.link[2],
|
||
};
|
||
return get.effect(trigger.targets[0], card, trigger.player, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var card = game.createCard({
|
||
suit: trigger.card.suit || lib.suit.randomGet(),
|
||
number: trigger.card.number || Math.ceil(Math.random() * 13),
|
||
name: result.links[0][2],
|
||
});
|
||
event.card = card;
|
||
game.log(player, "将", trigger.card, "变为", card);
|
||
trigger.card = get.autoViewAs(card);
|
||
trigger.cards = [card];
|
||
game.cardsGotoOrdering(card);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
player.$throw(event.card, null, null, true);
|
||
if (player == trigger.player) {
|
||
player.line(trigger.targets[0], "green");
|
||
} else {
|
||
player.line(trigger.player, "green");
|
||
}
|
||
game.delayx(0.5);
|
||
"step 3";
|
||
trigger.insertAfter(lib.skill.huanjue.draw, { player: trigger.player });
|
||
},
|
||
draw() {
|
||
player.draw();
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten(player, target) {
|
||
if (target.storage.counttrigger && target.storage.counttrigger.huanjue) return 1.8;
|
||
return 0.6;
|
||
},
|
||
},
|
||
},
|
||
bingjia: {
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return !player.hasSkill("bingjia2");
|
||
},
|
||
filterCard: true,
|
||
check(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
discard: false,
|
||
prepare(cards, player) {
|
||
player.$give(1, player, false);
|
||
},
|
||
content() {
|
||
player.storage.bingjia = cards[0];
|
||
player.addSkill("bingjia2");
|
||
game.addVideo("storage", player, ["bingjia", get.cardInfo(cards[0]), "card"]);
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
bingjia2: {
|
||
mark: true,
|
||
trigger: { target: "useCardToBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.player != player && get.suit(event.card) == get.suit(player.storage.bingjia);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.showCards([player.storage.bingjia], get.translation(player) + "发动了【冰甲】");
|
||
player.removeSkill("bingjia2");
|
||
game.addVideo("storage", player, ["bingjia", null]);
|
||
"step 1";
|
||
player.storage.bingjia.discard();
|
||
delete player.storage.bingjia;
|
||
player.changeHujia();
|
||
player.addTempSkill("mianyi");
|
||
},
|
||
intro: {
|
||
mark(dialog, content, player) {
|
||
if (player == game.me || player.isUnderControl()) {
|
||
dialog.add([player.storage.bingjia]);
|
||
} else {
|
||
return "已发动冰甲";
|
||
}
|
||
},
|
||
content(content, player) {
|
||
if (player == game.me || player.isUnderControl()) {
|
||
return get.translation(player.storage.bingjia);
|
||
}
|
||
return "已发动冰甲";
|
||
},
|
||
},
|
||
},
|
||
bianxing2: {},
|
||
zuzhou: {
|
||
trigger: { player: "phaseBegin" },
|
||
filter(event, player) {
|
||
if (!player.countCards("h", { suit: "spade" })) return false;
|
||
return !game.hasPlayer(function (current) {
|
||
return current.hasJudge("fulei");
|
||
});
|
||
},
|
||
forced: true,
|
||
check() {
|
||
return false;
|
||
},
|
||
content() {
|
||
var card = game.createCard("fulei");
|
||
player.addJudge(card);
|
||
player.$draw(card);
|
||
game.delay(2);
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
group: "zuzhou_remove",
|
||
subSkill: {
|
||
remove: {
|
||
trigger: { global: "damageEnd" },
|
||
filter(event, player) {
|
||
return event.card && event.card.name == "fulei";
|
||
},
|
||
forced: true,
|
||
content() {
|
||
trigger.card.expired = true;
|
||
game.log(trigger.card, "被移去");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mdzhoufu: {
|
||
enable: "phaseUse",
|
||
filterCard: { color: "black" },
|
||
filter(event, player) {
|
||
return player.countCards("h", { color: "black" }) > 0;
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return player != target && !target.hasSkill("mdzhoufu2");
|
||
},
|
||
prepare: "throw",
|
||
discard: false,
|
||
content() {
|
||
target.$gain2(cards);
|
||
target.storage.mdzhoufu2 = cards[0];
|
||
target.addSkill("mdzhoufu2");
|
||
target.storage.mdzhoufu3 = player;
|
||
game.addVideo("storage", target, ["mdzhoufu2", get.cardInfo(cards[0]), "card"]);
|
||
ui.special.appendChild(cards[0]);
|
||
},
|
||
check(card) {
|
||
if (get.suit(card) == "spade") {
|
||
return 6 - get.value(card);
|
||
}
|
||
return -1;
|
||
},
|
||
ai: {
|
||
tag: {
|
||
rejudge: 0.1,
|
||
},
|
||
threaten: 1.5,
|
||
expose: 0.1,
|
||
order: 10,
|
||
result: {
|
||
target: -1,
|
||
},
|
||
},
|
||
},
|
||
mdzhoufu2: {
|
||
trigger: { player: "judge" },
|
||
forced: true,
|
||
priority: 10,
|
||
mark: "card",
|
||
content() {
|
||
"step 0";
|
||
player.storage.mdzhoufu2.discard();
|
||
player.$throw(player.storage.mdzhoufu2);
|
||
if (player.storage.mdzhoufu2.clone) {
|
||
player.storage.mdzhoufu2.clone.classList.add("thrownhighlight");
|
||
game.addVideo("highlightnode", player, get.cardInfo(player.storage.mdzhoufu2));
|
||
}
|
||
if (player.storage.mdzhoufu3.isIn()) {
|
||
player.storage.mdzhoufu3.line(player, "green");
|
||
player.storage.mdzhoufu3.gain(player.judging[0]);
|
||
player.storage.mdzhoufu3.$gain2(player.judging[0]);
|
||
} else {
|
||
player.judging[0].discard();
|
||
game.delay(1.5);
|
||
}
|
||
player.removeSkill("mdzhoufu2");
|
||
"step 1";
|
||
player.judging[0] = player.storage.mdzhoufu2;
|
||
trigger.position.appendChild(player.storage.mdzhoufu2);
|
||
// trigger.untrigger();
|
||
game.log(player, "的判定牌改为", player.storage.mdzhoufu2);
|
||
delete player.storage.mdzhoufu2;
|
||
delete player.storage.mdzhoufu3;
|
||
},
|
||
intro: {
|
||
content: "card",
|
||
},
|
||
},
|
||
zuzhou_old: {
|
||
trigger: { player: "damageEnd", source: "damageEnd" },
|
||
check(event, player) {
|
||
var target = player == event.player ? event.source : event.player;
|
||
return get.attitude(player, target) < 0;
|
||
},
|
||
filter(event, player) {
|
||
var target = player == event.player ? event.source : event.player;
|
||
return target.isAlive();
|
||
},
|
||
prompt(event, player) {
|
||
var target = player == event.player ? event.source : event.player;
|
||
return get.prompt("zuzhou", target);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.target = player == trigger.player ? trigger.source : trigger.player;
|
||
event.target.judge(function (card) {
|
||
return get.color(card) == "black" ? -1 : 0;
|
||
});
|
||
"step 1";
|
||
if (result.color == "black") {
|
||
event.target.loseHp();
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.1,
|
||
threaten: 1.3,
|
||
},
|
||
},
|
||
xianzhi: {
|
||
trigger: { global: "judgeBegin" },
|
||
frequent: true,
|
||
filter() {
|
||
return ui.cardPile.childNodes.length > 1;
|
||
},
|
||
check() {
|
||
return false;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var str = "";
|
||
if (trigger.card) str = get.translation(trigger.card.viewAs || trigger.card.name);
|
||
else if (trigger.skill) str = get.translation(trigger.skill);
|
||
else str = get.translation(trigger.parent.name);
|
||
|
||
var cards = [ui.cardPile.childNodes[0], ui.cardPile.childNodes[1]];
|
||
var att = get.attitude(player, trigger.player);
|
||
var delta =
|
||
trigger.judge(ui.cardPile.childNodes[1]) - trigger.judge(ui.cardPile.childNodes[0]);
|
||
player.chooseControl(
|
||
"调换顺序",
|
||
"cancel2",
|
||
ui.create.dialog(
|
||
"先知:" + get.translation(trigger.player) + "的" + str + "判定",
|
||
cards,
|
||
"hidden"
|
||
)
|
||
).ai = function () {
|
||
if (att * delta > 0) return "调换顺序";
|
||
else return "cancel2";
|
||
};
|
||
"step 1";
|
||
if (result.control == "调换顺序") {
|
||
var card = ui.cardPile.firstChild;
|
||
ui.cardPile.removeChild(card);
|
||
ui.cardPile.insertBefore(card, ui.cardPile.firstChild.nextSibling);
|
||
game.log(player, "调换了牌堆顶两张牌的顺序");
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.1,
|
||
tag: {
|
||
rejudge: 0.5,
|
||
},
|
||
},
|
||
},
|
||
jingxiang: {
|
||
trigger: { player: "chooseToRespondBegin" },
|
||
direct: true,
|
||
usable: 1,
|
||
// alter:true,
|
||
filter(event, player) {
|
||
if (event.responded) return false;
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("h");
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("jingxiang"), function (card, player, target) {
|
||
if (target == player) return false;
|
||
var nh = target.countCards("h");
|
||
if (nh == 0) return false;
|
||
if (get.is.altered("jingxiang")) {
|
||
return nh <= player.countCards("h");
|
||
}
|
||
return true;
|
||
}).ai = function (target) {
|
||
return 1 - get.attitude(player, target);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("jingxiang", target);
|
||
event.target = target;
|
||
var cards = target.getCards("h");
|
||
player.chooseCardButton(
|
||
"选择" + get.translation(target) + "的一张卡手牌打出",
|
||
cards
|
||
).filterButton = function (button) {
|
||
return trigger.filterCard(button.link);
|
||
};
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
game.log(player, "使用了", event.target, "的手牌");
|
||
event.target.$throw(result.links);
|
||
event.target.lose(result.links);
|
||
trigger.untrigger();
|
||
trigger.animate = false;
|
||
trigger.responded = true;
|
||
result.buttons[0].link.remove();
|
||
trigger.result = { bool: true, card: result.buttons[0].link };
|
||
} else {
|
||
player.storage.counttrigger.jingxiang--;
|
||
}
|
||
},
|
||
ai: {
|
||
respondShan: true,
|
||
effect: {
|
||
target(card) {
|
||
if (get.tag(card, "respondShan")) return 0.4;
|
||
if (get.tag(card, "respondSha")) return 0.4;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
wlianji: {
|
||
trigger: { player: "phaseEnd" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return player.countUsed() > player.hp;
|
||
},
|
||
content() {
|
||
player.draw(2);
|
||
},
|
||
init(player) {
|
||
player.storage.jingce = true;
|
||
},
|
||
intro: {
|
||
content(storage, player) {
|
||
if (_status.currentPhase == player) return "已使用" + player.countUsed() + "张牌";
|
||
},
|
||
},
|
||
},
|
||
mengun: {
|
||
trigger: { global: "useCardToBefore" },
|
||
priority: 12,
|
||
filter(event, player) {
|
||
if (event.player == player) return false;
|
||
if (_status.currentPhase != event.player) return false;
|
||
if (event.player.hasSkill("mengun2")) return false;
|
||
if (get.itemtype(event.card) != "card") return false;
|
||
if (!player.countCards("h", { suit: get.suit(event.card) })) return false;
|
||
return get.type(event.card) == "basic";
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var val = get.value(trigger.card);
|
||
var suit = get.suit(trigger.card);
|
||
var eff = get.effect(trigger.target, trigger.card, trigger.player, player);
|
||
var next = player.chooseToDiscard(
|
||
"是否对" +
|
||
get.translation(trigger.player) +
|
||
"使用的" +
|
||
get.translation(trigger.card) +
|
||
"发动【闷棍】?",
|
||
function (card) {
|
||
return get.suit(card) == suit;
|
||
}
|
||
);
|
||
next.logSkill = ["mengun", trigger.player];
|
||
next.ai = function (card) {
|
||
if (eff >= 0) return 0;
|
||
return Math.min(8, 1 + val) - get.value(card);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
game.log(trigger.player, "收回了", trigger.cards);
|
||
trigger.cancel();
|
||
game.delay();
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
trigger.player.$gain2(trigger.cards);
|
||
trigger.player.gain(trigger.cards);
|
||
trigger.player.storage.mengun2 = trigger.cards[0];
|
||
game.addVideo("storage", player, ["mengun2", get.cardInfo(trigger.cards[0]), "card"]);
|
||
trigger.player.addTempSkill("mengun2", "phaseEnd");
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
},
|
||
},
|
||
mengun2: {
|
||
mark: "card",
|
||
mod: {
|
||
cardEnabled(card, player) {
|
||
if (card == player.storage.mengun2) return false;
|
||
},
|
||
},
|
||
intro: {
|
||
content: "card",
|
||
onunmark(storage, player) {
|
||
delete player.storage.mengun2;
|
||
},
|
||
},
|
||
},
|
||
jianren: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.getEquip(1) ? true : false;
|
||
},
|
||
filterCard(card, player) {
|
||
return card == player.getEquip(1);
|
||
},
|
||
position: "e",
|
||
filterTarget(card, player, target) {
|
||
return target != player;
|
||
},
|
||
selectCard: -1,
|
||
selectTarget: -1,
|
||
content() {
|
||
target.damage();
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target(player, target) {
|
||
return get.damageEffect(target, player, target);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
jihuo: {
|
||
trigger: { player: "phaseAfter" },
|
||
filter(event, player) {
|
||
return player.countCards("h") > 0 && event.skill != "jihuo";
|
||
},
|
||
direct: true,
|
||
priority: -50,
|
||
content() {
|
||
"step 0";
|
||
var next = player.chooseToDiscard(get.prompt("jihuo"));
|
||
next.ai = get.unuseful2;
|
||
next.logSkill = "jihuo";
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.insertPhase();
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
},
|
||
},
|
||
tzhenji: {
|
||
trigger: { player: "discardAfter" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (player.hasSkill("tzhenji2")) {
|
||
return false;
|
||
}
|
||
if (event.cards) {
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.color(event.cards[i]) == "black") return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("tzhenji")).ai = function (target) {
|
||
var bool = get.attitude(player, target) > 0;
|
||
return get.damageEffect(target, player, player, "thunder") - (bool ? 1 : 0);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
game.delay(0.5);
|
||
var target = result.targets[0];
|
||
player.logSkill("tzhenji", target, "thunder");
|
||
var cs = target.getCards("he");
|
||
if (cs.length) {
|
||
target.discard(cs.randomGet());
|
||
}
|
||
target.damage("thunder");
|
||
player.addTempSkill("tzhenji2");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
expose: 0.3,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "loseCard") && target.countCards("he")) {
|
||
return 0.7;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tzhenji2: {},
|
||
tzhenji_old: {
|
||
trigger: { player: ["useCard", "respondEnd"] },
|
||
filter(event) {
|
||
return get.suit(event.card) == "spade";
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("tzhenji_old")).ai = function (target) {
|
||
return get.damageEffect(target, player, player, "thunder") - 1;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("tzhenji", result.targets, "thunder");
|
||
event.target = result.targets[0];
|
||
event.target.judge();
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.color == "red") {
|
||
event.target.damage("fire");
|
||
} else {
|
||
event.target.damage("thunder");
|
||
var cs = event.target.getCards("he");
|
||
if (cs.length) {
|
||
event.target.discard(cs.randomGet());
|
||
}
|
||
cs = player.getCards("he");
|
||
if (cs.length) {
|
||
player.discard(cs.randomGet());
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten: 1.2,
|
||
effect_old: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "respondShan")) {
|
||
var hastarget = game.hasPlayer(function (current) {
|
||
return get.attitude(player, current) < 0;
|
||
});
|
||
var ns = target.countCards("h", "shan");
|
||
var nh = target.countCards("h");
|
||
if (ns > 1) {
|
||
return [0, hastarget ? 1 : 0];
|
||
}
|
||
if (ns && nh >= 2) {
|
||
return [0, 0];
|
||
}
|
||
if (nh > 3) {
|
||
return [0, 0];
|
||
}
|
||
if (nh == 0) {
|
||
return 1.5;
|
||
}
|
||
return [1, 0.05];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tuteng_s: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
var rand = ["tuteng1", "tuteng2", "tuteng3", "tuteng4"];
|
||
for (var i = 0; i < player.skills.length; i++) {
|
||
rand.remove(player.skills[i]);
|
||
if (rand.length == 0) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
var rand = ["tuteng1", "tuteng2", "tuteng3", "tuteng4"];
|
||
for (var i = 0; i < player.skills.length; i++) {
|
||
rand.remove(player.skills[i]);
|
||
}
|
||
if (rand.length) {
|
||
player.addSkill(rand.randomGet());
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, 1];
|
||
return 1.2;
|
||
}
|
||
},
|
||
},
|
||
threaten: 1.3,
|
||
},
|
||
group: "tuteng_lose",
|
||
},
|
||
s_tuteng: {
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
unique: true,
|
||
content() {
|
||
var rand = [
|
||
"tuteng1",
|
||
"tuteng2",
|
||
"tuteng3",
|
||
"tuteng4",
|
||
"tuteng5",
|
||
"tuteng6",
|
||
"tuteng7",
|
||
"tuteng8",
|
||
];
|
||
var rand2 = [];
|
||
for (var i = 0; i < rand.length; i++) {
|
||
if (player.skills.includes(rand[i])) {
|
||
rand2.push(rand[i]);
|
||
rand.splice(i--, 1);
|
||
}
|
||
}
|
||
if (rand2.length >= 3) {
|
||
player.removeSkill(rand2.randomGet());
|
||
}
|
||
player.addSkill(rand.randomGet("tuteng1", "tuteng3"));
|
||
},
|
||
ai: {
|
||
threaten: 2,
|
||
},
|
||
},
|
||
tuteng: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
unique: true,
|
||
direct: true,
|
||
delay: 0,
|
||
init() {
|
||
for (var i = 1; i <= 8; i++) {
|
||
lib.translate["tuteng" + i + "_info"] = lib.skill["tuteng" + i].intro.content;
|
||
}
|
||
},
|
||
position: "he",
|
||
filter(event, player) {
|
||
if (player.storage.tuteng_awake) return true;
|
||
var rand = ["tuteng1", "tuteng2", "tuteng3", "tuteng4"];
|
||
for (var i = 0; i < rand.length; i++) {
|
||
if (!player.hasSkill(rand[i])) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var rand = ["tuteng1", "tuteng2", "tuteng3", "tuteng4"];
|
||
var rand2 = [];
|
||
var randx = [];
|
||
var rand2x = [];
|
||
if (player.storage.tuteng_awake) {
|
||
rand = rand.concat(["tuteng5", "tuteng6", "tuteng7", "tuteng8"]);
|
||
}
|
||
for (var i = 0; i < player.skills.length; i++) {
|
||
if (rand.includes(player.skills[i])) {
|
||
rand.remove(player.skills[i]);
|
||
rand2.push(player.skills[i]);
|
||
}
|
||
}
|
||
if (!player.storage.tuteng_awake) {
|
||
player.addSkill(rand.randomGet());
|
||
game.delay();
|
||
event.finish();
|
||
return;
|
||
}
|
||
if (rand.length) {
|
||
if (event.isMine() && (rand.length > 1 || rand2.length >= 4)) {
|
||
var dialog = ui.create.dialog();
|
||
for (var i = 0; i < rand.length; i++) {
|
||
randx[i] = ["", "", rand[i]];
|
||
}
|
||
for (var i = 0; i < rand2.length; i++) {
|
||
rand2x[i] = ["", "", rand2[i]];
|
||
}
|
||
dialog.add("选择一个图腾");
|
||
dialog.add([randx, "vcard"]);
|
||
if (rand2.length >= 4) {
|
||
dialog.add("替换一个已有图腾");
|
||
dialog.add([rand2x, "vcard"]);
|
||
player.chooseButton(dialog, 2, true).filterButton = function (button) {
|
||
if (ui.selected.buttons.length) {
|
||
var current = ui.selected.buttons[0].name;
|
||
if (rand.includes(current)) {
|
||
return rand2.includes(button.name);
|
||
} else {
|
||
return rand.includes(button.name);
|
||
}
|
||
}
|
||
return true;
|
||
};
|
||
} else {
|
||
player.chooseButton(dialog, true);
|
||
}
|
||
for (var i = 0; i < dialog.buttons.length; i++) {
|
||
var item = dialog.buttons[i];
|
||
if (i == 4) {
|
||
item.parentNode.insertBefore(document.createElement("br"), item);
|
||
}
|
||
item.style.zoom = 0.7;
|
||
}
|
||
} else {
|
||
if (player.hp < player.maxHp && rand.includes("tuteng1")) {
|
||
player.addSkill("tuteng1");
|
||
} else {
|
||
if (rand.length > 1) {
|
||
rand.remove("tuteng1");
|
||
}
|
||
player.addSkill(rand.randomGet());
|
||
}
|
||
// if(rand2.length>=3){
|
||
// player.removeSkill(rand2.randomGet());
|
||
// }
|
||
game.delay();
|
||
event.finish();
|
||
}
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
if (result.buttons.length == 1) {
|
||
player.addSkill(result.buttons[0].name);
|
||
} else if (result.buttons.length == 2) {
|
||
var skill1 = result.buttons[0].name;
|
||
var skill2 = result.buttons[1].name;
|
||
if (player.hasSkill(skill1)) {
|
||
player.removeSkill(skill1);
|
||
player.addSkill(skill2);
|
||
} else {
|
||
player.removeSkill(skill2);
|
||
player.addSkill(skill1);
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
order: 11,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
effect: {
|
||
player(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return;
|
||
return 1.2;
|
||
}
|
||
},
|
||
},
|
||
threaten: 2,
|
||
},
|
||
group: "tuteng_lose",
|
||
},
|
||
zuling: {
|
||
skillAnimation: "epic",
|
||
animationColor: "thunder",
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
unique: true,
|
||
filter(event, player) {
|
||
if (!player.storage.tuteng_awake) {
|
||
var rand = [
|
||
"tuteng1",
|
||
"tuteng2",
|
||
"tuteng3",
|
||
"tuteng4",
|
||
"tuteng5",
|
||
"tuteng6",
|
||
"tuteng7",
|
||
"tuteng8",
|
||
];
|
||
var num = 0;
|
||
for (var i = 0; i < player.skills.length; i++) {
|
||
if (rand.includes(player.skills[i])) num++;
|
||
if (num >= 3) {
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
player.storage.tuteng_awake = true;
|
||
player.loseMaxHp();
|
||
player.awakenSkill("zuling");
|
||
},
|
||
},
|
||
huanfeng: {
|
||
skillAnimation: "epic",
|
||
animationColor: "thunder",
|
||
trigger: { player: "phaseBeginStart" },
|
||
forced: true,
|
||
unique: true,
|
||
filter(event, player) {
|
||
// if(player.storage.huanfeng_awake) return false;
|
||
var skills = ["tuteng1", "tuteng2", "tuteng3", "tuteng4"];
|
||
for (var i = 0; i < skills.length; i++) {
|
||
if (!player.hasSkill(skills[i])) {
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
// player.storage.huanfeng_awake=true;
|
||
player.removeSkill("tuteng1");
|
||
player.removeSkill("tuteng2");
|
||
player.removeSkill("tuteng3");
|
||
player.removeSkill("tuteng4");
|
||
// player.awakenSkill('huanfeng');
|
||
player.storage.huanfeng_end = player.addSubPlayer({
|
||
name: "hs_alakir",
|
||
hp: 3,
|
||
maxHp: 3,
|
||
skills: lib.character.hs_alakir[3],
|
||
hs: get.cards(4),
|
||
});
|
||
player.callSubPlayer(player.storage.huanfeng_end);
|
||
// if(lib.filter.filterTrigger(trigger,player,'phaseBegin','shengdun')) game.createTrigger('phaseBegin','shengdun',player,trigger);
|
||
},
|
||
// group:'huanfeng_end',
|
||
subSkill: {
|
||
end: {
|
||
temp: true,
|
||
vanish: true,
|
||
trigger: { player: "phaseEnd" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return player.storage.huanfeng_end;
|
||
},
|
||
content() {
|
||
player.insertPhase();
|
||
delete player.storage.huanfeng_end;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tuteng_h: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num - 1;
|
||
},
|
||
},
|
||
},
|
||
tuteng_lose: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event, player) {
|
||
var tuteng = [
|
||
"tuteng1",
|
||
"tuteng2",
|
||
"tuteng3",
|
||
"tuteng4",
|
||
"tuteng5",
|
||
"tuteng6",
|
||
"tuteng7",
|
||
"tuteng8",
|
||
];
|
||
for (var i = 0; i < player.skills.length; i++) {
|
||
if (tuteng.includes(player.skills[i])) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
var tuteng = [
|
||
"tuteng1",
|
||
"tuteng2",
|
||
"tuteng3",
|
||
"tuteng4",
|
||
"tuteng5",
|
||
"tuteng6",
|
||
"tuteng7",
|
||
"tuteng8",
|
||
];
|
||
var rand = [];
|
||
for (var i = 0; i < player.skills.length; i++) {
|
||
if (tuteng.includes(player.skills[i])) {
|
||
rand.push(player.skills[i]);
|
||
}
|
||
}
|
||
if (rand.length) {
|
||
player.removeSkill(rand.randomGet());
|
||
}
|
||
},
|
||
},
|
||
tuteng1: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "结束阶段,你回复1点体力",
|
||
},
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.hp < player.maxHp;
|
||
},
|
||
content() {
|
||
player.recover();
|
||
},
|
||
},
|
||
tuteng2: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "每当你造成一次伤害,你摸一张牌",
|
||
},
|
||
trigger: { source: "damageAfter" },
|
||
forced: true,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
tuteng3: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "你受到下一次伤害时,令伤害-1,然后失去此图腾",
|
||
},
|
||
trigger: { player: "damageBegin" },
|
||
forced: true,
|
||
filter(event) {
|
||
return event.num > 0;
|
||
},
|
||
content() {
|
||
trigger.num--;
|
||
player.removeSkill("tuteng3");
|
||
},
|
||
},
|
||
tuteng4: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "在你的回合内,你的锦囊牌造成的首次伤害+1",
|
||
},
|
||
trigger: { source: "damageBegin" },
|
||
forced: true,
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return (
|
||
_status.currentPhase == player &&
|
||
event.card &&
|
||
get.type(event.card) == "trick" &&
|
||
event.notLink()
|
||
);
|
||
},
|
||
content() {
|
||
trigger.num++;
|
||
},
|
||
},
|
||
tuteng5: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "结束阶段,你摸一张牌",
|
||
},
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
tuteng6: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "在你的回合内,你的杀造成的首次伤害+1",
|
||
},
|
||
trigger: { source: "damageBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
_status.currentPhase == player &&
|
||
event.card &&
|
||
event.card.name == "sha" &&
|
||
event.notLink()
|
||
);
|
||
},
|
||
usable: 1,
|
||
content() {
|
||
trigger.num++;
|
||
},
|
||
},
|
||
tuteng7: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "结束阶段,你令一名其他角色回复1点体力",
|
||
},
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.isDamaged();
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(
|
||
"活力图腾:令一名其他角色回复1点体力",
|
||
function (card, player, target) {
|
||
return target != player && target.hp < target.maxHp;
|
||
}
|
||
).ai = function (target) {
|
||
return get.recoverEffect(target, player, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("tuteng7", result.targets[0]);
|
||
result.targets[0].recover();
|
||
}
|
||
},
|
||
},
|
||
tuteng8: {
|
||
mark: "image",
|
||
nopop: true,
|
||
intro: {
|
||
content: "进攻距离+1",
|
||
},
|
||
mod: {
|
||
globalFrom(from, to, distance) {
|
||
return distance - 1;
|
||
},
|
||
},
|
||
},
|
||
fenliu: {
|
||
enable: "phaseUse",
|
||
prompt: "失去1点体力并摸三张牌",
|
||
usable: 1,
|
||
content() {
|
||
"step 0";
|
||
player.loseHp(1);
|
||
"step 1";
|
||
player.draw(3);
|
||
},
|
||
ai: {
|
||
order: 4,
|
||
result: {
|
||
player(player) {
|
||
var nh = player.countCards("h");
|
||
if (nh >= player.hp) return -1;
|
||
if (player.hp <= 2) {
|
||
if (player.hp == 2 && nh == 0) return 1;
|
||
return -1;
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
effect: {
|
||
target(card) {
|
||
if (get.tag(card, "damage") || get.tag(card, "loseHp")) {
|
||
return 1.5;
|
||
}
|
||
},
|
||
},
|
||
threaten: 1.2,
|
||
},
|
||
},
|
||
fenliu2: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num + 1;
|
||
},
|
||
},
|
||
},
|
||
hongxi: {
|
||
trigger: { global: "dieAfter" },
|
||
filter(event, player) {
|
||
return player.hp < player.maxHp;
|
||
},
|
||
forced: true,
|
||
content() {
|
||
player.recover(player.maxHp - player.hp);
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
},
|
||
},
|
||
},
|
||
cardType: {
|
||
hsfashu: 0.5,
|
||
hszuzhou: 0.5,
|
||
hsmengjing: 0.5,
|
||
hsbaowu: 0.5,
|
||
hsdusu: 0.5,
|
||
hsshenqi: 0.5,
|
||
hsyaoshui: 0.5,
|
||
hsqingyu: 0.5,
|
||
hsqizhou: 0.5,
|
||
hsjixie: 0.5,
|
||
},
|
||
card: {
|
||
hsfashu_anyingjingxiang: {
|
||
fullimage: true,
|
||
type: "hsfashu",
|
||
vanish: true,
|
||
derivation: "hs_xukongzhiying",
|
||
gainable: false,
|
||
},
|
||
hsfashu_buwendingyibian: {
|
||
enable(card, player) {
|
||
return get.cardCount("hsfashu_buwendingyibian", player) < player.hp;
|
||
},
|
||
fullimage: true,
|
||
type: "hsfashu",
|
||
vanish: true,
|
||
derivation: "hs_siwangxianzhi",
|
||
filterTarget: true,
|
||
content() {
|
||
"step 0";
|
||
target.chooseCard("h", true, "重铸一张手牌", lib.filter.cardRecastable);
|
||
"step 1";
|
||
if (result.bool && result.cards.length) {
|
||
target.recast(result.cards, null, (player, cards) => {
|
||
var type = get.type(cards[0], "trick"),
|
||
name = cards[0].name,
|
||
card2 = get.cardPile(
|
||
(card) => get.type(card, "trick") == type && card.name != name
|
||
);
|
||
if (!card2) card2 = get.cardPile((card) => get.type(card, "trick") == type);
|
||
if (card2) player.gain(card2, "draw");
|
||
else player.draw().log = false;
|
||
});
|
||
var clone = game.createCard(card);
|
||
player.gain(clone, "gain2");
|
||
clone.classList.add("glow");
|
||
clone._destroy = "yibian";
|
||
player.addTempSkill("buwendingyibian_lose", "phaseBegin");
|
||
if (target.hasSkill("buwendingyibian_ai1")) {
|
||
target.addTempSkill("buwendingyibian_ai2");
|
||
} else {
|
||
target.addTempSkill("buwendingyibian_ai1");
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
wuxie() {
|
||
return 0;
|
||
},
|
||
value(card) {
|
||
if (card._destroy) return 0;
|
||
return 5;
|
||
},
|
||
useful: 0,
|
||
result: {
|
||
target(player, target) {
|
||
if (
|
||
target == player &&
|
||
target.countCards("h", function (card) {
|
||
return card.name != "hsfashu_buwendingyibian" && get.value(card) <= 1;
|
||
})
|
||
) {
|
||
return 10;
|
||
}
|
||
var num = target.countCards("h");
|
||
var num0 = num;
|
||
if (target == player) num--;
|
||
if (target.hasSkill("buwendingyibian_ai1")) num /= 2;
|
||
if (target.hasSkill("buwendingyibian_ai2")) num /= 2;
|
||
if (num < 0) {
|
||
if (num0 > 0) return 0.1;
|
||
return 0;
|
||
}
|
||
return Math.sqrt(num);
|
||
},
|
||
},
|
||
order: 4,
|
||
},
|
||
},
|
||
hstianqi_dalian: {
|
||
type: "equip",
|
||
subtype: "equip1",
|
||
distance: { attackFrom: -1 },
|
||
fullimage: true,
|
||
vanish: true,
|
||
destroy: "hstianqi",
|
||
derivation: "hs_heifengqishi",
|
||
skills: ["hstianqi_dalian"],
|
||
ai: {
|
||
equipValue: 10,
|
||
},
|
||
},
|
||
hstianqi_shali: {
|
||
type: "equip",
|
||
subtype: "equip2",
|
||
distance: { attackFrom: -1 },
|
||
fullimage: true,
|
||
vanish: true,
|
||
destroy: "hstianqi",
|
||
derivation: "hs_heifengqishi",
|
||
skills: ["hstianqi_shali"],
|
||
ai: {
|
||
equipValue: 10,
|
||
},
|
||
},
|
||
hstianqi_nazigelin: {
|
||
type: "equip",
|
||
subtype: "equip4",
|
||
distance: { globalFrom: -1 },
|
||
fullimage: true,
|
||
vanish: true,
|
||
destroy: "hstianqi",
|
||
derivation: "hs_heifengqishi",
|
||
onEquip() {
|
||
player.changeHujia();
|
||
},
|
||
equipDelay: false,
|
||
ai: {
|
||
equipValue: 10,
|
||
},
|
||
},
|
||
hstianqi_suolasi: {
|
||
type: "equip",
|
||
subtype: "equip3",
|
||
distance: { globalTo: 1 },
|
||
fullimage: true,
|
||
vanish: true,
|
||
destroy: "hstianqi",
|
||
derivation: "hs_heifengqishi",
|
||
onLose() {
|
||
if (player.isDamaged()) {
|
||
player.logSkill("hstianqi_suolasi");
|
||
player.recover();
|
||
}
|
||
},
|
||
loseDelay: false,
|
||
ai: {
|
||
equipValue: 10,
|
||
},
|
||
},
|
||
hsjixie_zhadan: {
|
||
enable: true,
|
||
fullimage: true,
|
||
type: "hsjixie",
|
||
vanish: true,
|
||
derivation: "hs_pengpeng",
|
||
filterTarget(card, player, target) {
|
||
return target == player;
|
||
},
|
||
modTarget: true,
|
||
selectTarget: -1,
|
||
cardcolor: "black",
|
||
content() {
|
||
var targets = target.getEnemies();
|
||
if (targets.length) {
|
||
var target2 = targets.randomGet();
|
||
player.line(target2, "fire");
|
||
target2.addExpose(0.2);
|
||
target2.damage("fire");
|
||
}
|
||
},
|
||
ai: {
|
||
value: 8,
|
||
result: {
|
||
target: 1,
|
||
},
|
||
order: 4,
|
||
},
|
||
},
|
||
hsqizhou_feng: {
|
||
type: "hsqizhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_kalimosi",
|
||
filterTarget(card, player, target) {
|
||
return target == player;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
"step 0";
|
||
event.list = target.getEnemies().sortBySeat();
|
||
player.line(event.list, "thunder");
|
||
"step 1";
|
||
if (event.list.length) {
|
||
event.current = event.list.shift();
|
||
event.current.addTempClass("target");
|
||
var next = event.current.chooseToRespond({ name: "sha" });
|
||
next.ai = function (card) {
|
||
if (get.damageEffect(event.current, player, event.current, "thunder") >= 0)
|
||
return 0;
|
||
if (player.hasSkillTag("notricksource")) return 0;
|
||
if (event.current.hasSkillTag("notrick")) return 0;
|
||
return 11 - get.value(card);
|
||
};
|
||
next.autochoose = lib.filter.autoRespondSha;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (!result.bool) {
|
||
event.current.damage("thunder");
|
||
}
|
||
game.delayx(0.5);
|
||
"step 3";
|
||
event.goto(1);
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
useful: [5, 1],
|
||
value: 8,
|
||
result: {
|
||
target: 1,
|
||
},
|
||
},
|
||
},
|
||
hsqizhou_shui: {
|
||
type: "hsqizhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable(event, player) {
|
||
return player.isDamaged();
|
||
},
|
||
derivation: "hs_kalimosi",
|
||
filterTarget(card, player, target) {
|
||
return target == player;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
target.recover(2);
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
useful: [5, 1],
|
||
value: 8,
|
||
tag: {
|
||
recover: 1,
|
||
},
|
||
result: {
|
||
target: 2,
|
||
},
|
||
},
|
||
},
|
||
hsqizhou_huo: {
|
||
type: "hsqizhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_kalimosi",
|
||
filterTarget: true,
|
||
content() {
|
||
target.damage("fire");
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target: -1,
|
||
},
|
||
useful: [5, 1],
|
||
value: 8,
|
||
tag: {
|
||
damage: 1,
|
||
fireDamage: 1,
|
||
natureDamage: 1,
|
||
},
|
||
},
|
||
},
|
||
hsqizhou_tu: {
|
||
type: "hsqizhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_kalimosi",
|
||
filterTarget(card, player, target) {
|
||
return target != player;
|
||
},
|
||
selectTarget: [1, Infinity],
|
||
content() {
|
||
target.changeHujia();
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
useful: [5, 1],
|
||
value: 8,
|
||
result: {
|
||
target: 1,
|
||
},
|
||
},
|
||
},
|
||
hsqingyu_feibiao: {
|
||
type: "hsqingyu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_aya",
|
||
filterTarget(card, player, target) {
|
||
return target.countCards("he") > 0;
|
||
},
|
||
content() {
|
||
var cards = [];
|
||
var hs = target.getCards("h");
|
||
var es = target.getCards("e");
|
||
if (hs.length) cards.push(hs.randomGet());
|
||
if (es.length) cards.push(es.randomGet());
|
||
target.discard(cards);
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
useful: 3,
|
||
value: 6,
|
||
result: {
|
||
target(player, target) {
|
||
var num = 0;
|
||
if (target.countCards("h")) num--;
|
||
if (target.countCards("e")) num--;
|
||
return num;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hsqingyu_zhanfang: {
|
||
type: "hsqingyu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_aya",
|
||
filterTarget: true,
|
||
content() {
|
||
target.gainMaxHp();
|
||
target.draw();
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
useful: 3,
|
||
value: 4,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hp == target.maxHp) {
|
||
if (target.maxHp < 3) return 2;
|
||
if (target.maxHp == 3) return 1.5;
|
||
return 1.2;
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hsqingyu_hufu: {
|
||
type: "hsqingyu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_aya",
|
||
filterTarget: true,
|
||
content() {
|
||
target.changeHujia();
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
useful: 3,
|
||
value: 6,
|
||
result: {
|
||
target(player, target) {
|
||
return 2 / Math.max(1, Math.sqrt(target.hp));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hsqingyu_shandian: {
|
||
type: "hsqingyu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_aya",
|
||
filterTarget: true,
|
||
content() {
|
||
target.damage("thunder");
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target: -1,
|
||
},
|
||
useful: 5,
|
||
value: 8,
|
||
tag: {
|
||
damage: 1,
|
||
thunderDamage: 1,
|
||
natureDamage: 1,
|
||
},
|
||
},
|
||
},
|
||
hsqingyu_zhao: {
|
||
type: "equip",
|
||
subtype: "equip1",
|
||
distance: { attackFrom: -1 },
|
||
fullimage: true,
|
||
vanish: true,
|
||
derivation: "hs_aya",
|
||
onEquip() {
|
||
player.draw();
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
useful: 5,
|
||
value: 4,
|
||
},
|
||
},
|
||
hsdusu_xueji: {
|
||
type: "hsdusu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_xialikeer",
|
||
filterTarget(card, player, target) {
|
||
return target.countCards("e") > 0;
|
||
},
|
||
content() {
|
||
target.discard(target.getCards("e").randomGets(2));
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hasSkillTag("noe")) return 0;
|
||
if (target.countCards("e") > 1) return -1.5;
|
||
return -1;
|
||
},
|
||
},
|
||
value: 5,
|
||
},
|
||
},
|
||
hsdusu_kuyecao: {
|
||
type: "hsdusu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_xialikeer",
|
||
filterTarget(card, player, target) {
|
||
return !target.hasSkill("qianxing");
|
||
},
|
||
content() {
|
||
target.tempHide();
|
||
},
|
||
ai: {
|
||
order: 2,
|
||
result: {
|
||
target(player, target) {
|
||
if (player != target && get.distance(player, target, "absolute") <= 1) return 0;
|
||
var num = 1;
|
||
if (target == player) {
|
||
num = 1.5;
|
||
}
|
||
if (target.hp == 1) return 2 * num;
|
||
if (target.hp == 2 && target.countCards("h") <= 2) return 1.2 * num;
|
||
return num;
|
||
},
|
||
},
|
||
value: 5,
|
||
},
|
||
},
|
||
hsdusu_huangxuecao: {
|
||
type: "hsdusu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_xialikeer",
|
||
filterTarget(card, player, target) {
|
||
return target == player;
|
||
},
|
||
selectTarget: -1,
|
||
modTarget: true,
|
||
content() {
|
||
target.draw(2);
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target: 1,
|
||
},
|
||
value: 10,
|
||
},
|
||
},
|
||
hsdusu_huoyanhua: {
|
||
type: "hsdusu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_xialikeer",
|
||
range: { attack: 1 },
|
||
filterTarget: true,
|
||
content() {
|
||
target.damage("fire");
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target: -1,
|
||
},
|
||
useful: 5,
|
||
value: 8,
|
||
tag: {
|
||
damage: 1,
|
||
fireDamage: 1,
|
||
natureDamage: 1,
|
||
},
|
||
},
|
||
},
|
||
hsdusu_shinancao: {
|
||
type: "hsdusu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_xialikeer",
|
||
filterTarget(card, player, target) {
|
||
return !target.hasSkill("hsdusu_shinancao");
|
||
},
|
||
content() {
|
||
target.addSkill("hsdusu_shinancao");
|
||
},
|
||
ai: {
|
||
order: 7,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hp > 1) {
|
||
if (target.countCards("h") > 2) return 1;
|
||
return 0.5;
|
||
}
|
||
return 0.2;
|
||
},
|
||
},
|
||
value: 5,
|
||
},
|
||
},
|
||
hsbaowu_cangbaotu: {
|
||
type: "hsbaowu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
gainable: false,
|
||
derivation: "hs_yelise",
|
||
filterTarget(card, player, target) {
|
||
return target == player;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
target.addSkill("hsbaowu_cangbaotu");
|
||
target.draw();
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
player: 10,
|
||
},
|
||
useful: 10,
|
||
value: 10,
|
||
},
|
||
},
|
||
hsbaowu_huangjinyuanhou: {
|
||
type: "hsbaowu",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
gainable: false,
|
||
derivation: "hs_yelise",
|
||
filterTarget(card, player, target) {
|
||
return target == player;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
"step 0";
|
||
var cards = target.getCards();
|
||
if (cards.length) {
|
||
target.lose(cards)._triggered = null;
|
||
}
|
||
event.num = 1 + cards.length;
|
||
"step 1";
|
||
var cards = [];
|
||
var list = [];
|
||
if (lib.characterPack.hearth) {
|
||
for (var i = 0; i < lib.cardPack.mode_derivation.length; i++) {
|
||
var name = lib.cardPack.mode_derivation[i];
|
||
var info = lib.card[name];
|
||
if (info.gainable == false) continue;
|
||
if (lib.characterPack.hearth[info.derivation]) {
|
||
list.push(name);
|
||
}
|
||
}
|
||
}
|
||
if (!list.length) {
|
||
list = lib.inpile.slice(0);
|
||
}
|
||
if (list.length) {
|
||
for (var i = 0; i < event.num; i++) {
|
||
cards.push(game.createCard(list.randomGet()));
|
||
}
|
||
target.directgain(cards);
|
||
}
|
||
target.tempHide();
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
player(player) {
|
||
if (player.countCards("h") > 1) return 1;
|
||
if (player.hp == 1) return 1;
|
||
return 0;
|
||
},
|
||
},
|
||
useful: 10,
|
||
value: 10,
|
||
},
|
||
},
|
||
hsshenqi_nengliangzhiguang: {
|
||
type: "hsshenqi",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable(card, player) {
|
||
return !player.isTurnedOver();
|
||
},
|
||
derivation: "hs_lafamu",
|
||
filterTarget: true,
|
||
content() {
|
||
target.gainMaxHp();
|
||
target.recover();
|
||
target.draw(4);
|
||
},
|
||
contentAfter() {
|
||
if (!player.isTurnedOver()) {
|
||
player.turnOver();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hp <= 1) return 2;
|
||
if (target.countCards("h") < target.hp || target.hp == 2) return 1.5;
|
||
return 1;
|
||
},
|
||
},
|
||
useful: 5,
|
||
value: 10,
|
||
},
|
||
},
|
||
hsshenqi_kongbusangzhong: {
|
||
type: "hsshenqi",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable(card, player) {
|
||
return !player.isTurnedOver();
|
||
},
|
||
derivation: "hs_lafamu",
|
||
filterTarget(card, player, target) {
|
||
return target != player;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
target.damage();
|
||
},
|
||
contentAfter() {
|
||
if (!player.isTurnedOver()) {
|
||
player.turnOver();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target: -2,
|
||
},
|
||
tag: {
|
||
damage: 1,
|
||
multitarget: 1,
|
||
multineg: 1,
|
||
},
|
||
useful: 5,
|
||
value: 10,
|
||
},
|
||
},
|
||
hsshenqi_morijingxiang: {
|
||
type: "hsshenqi",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable(card, player) {
|
||
return !player.isTurnedOver();
|
||
},
|
||
derivation: "hs_lafamu",
|
||
filterTarget(card, player, target) {
|
||
return target != player && target.countCards("hej") > 0;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
if (target.countCards("hej")) player.gainPlayerCard(target, "hej", true);
|
||
},
|
||
contentAfter() {
|
||
if (!player.isTurnedOver()) {
|
||
player.turnOver();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 9.5,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
tag: {
|
||
multitarget: 1,
|
||
multineg: 1,
|
||
loseCard: 1,
|
||
gain: 1,
|
||
},
|
||
useful: 5,
|
||
value: 10,
|
||
},
|
||
},
|
||
hsmengjing_feicuiyoulong: {
|
||
type: "hsmengjing",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_ysera",
|
||
filterTarget: true,
|
||
content() {
|
||
target.damage();
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target: -1,
|
||
},
|
||
tag: {
|
||
damage: 1,
|
||
},
|
||
useful: 5,
|
||
value: 10,
|
||
},
|
||
},
|
||
hsmengjing_suxing: {
|
||
type: "hsmengjing",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_ysera",
|
||
filterTarget(card, player, target) {
|
||
return player != target;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
target.loseHp();
|
||
var he = target.getCards("he");
|
||
if (he.length) {
|
||
target.discard(he.randomGets(2));
|
||
}
|
||
},
|
||
ai: {
|
||
result: {
|
||
target: -1,
|
||
},
|
||
order: 6,
|
||
useful: 5,
|
||
value: 10,
|
||
},
|
||
},
|
||
hsmengjing_mengye: {
|
||
type: "hsmengjing",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_ysera",
|
||
filterTarget: true,
|
||
content() {
|
||
target.draw();
|
||
target.addSkill("hsmengjing_mengye");
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
useful: 5,
|
||
value: 10,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hasSkill("hsmengjing_mengye")) return 0.5;
|
||
return -target.countCards("he");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hsmengjing_mengjing: {
|
||
type: "hsmengjing",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_ysera",
|
||
filterTarget(card, player, target) {
|
||
return !target.hasJudge("lebu") || target.countCards("e") > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var es = target.getCards("e");
|
||
if (es.length) {
|
||
target.gain(es, "gain2");
|
||
}
|
||
"step 1";
|
||
if (!target.hasJudge("lebu")) {
|
||
target.addJudge(game.createCard("lebu"));
|
||
}
|
||
},
|
||
ai: {
|
||
order: 2,
|
||
useful: 5,
|
||
value: 10,
|
||
result: {
|
||
target(player, target) {
|
||
var num = target.hp - target.countCards("he") - 2;
|
||
if (num > -1) return -1;
|
||
if (target.hp < 3) num--;
|
||
if (target.hp < 2) num--;
|
||
if (target.hp < 1) num--;
|
||
return num;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hsmengjing_huanxiaojiemei: {
|
||
type: "hsmengjing",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_ysera",
|
||
filterTarget(card, player, target) {
|
||
return target.hp < target.maxHp;
|
||
},
|
||
content() {
|
||
target.recover();
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
value: 10,
|
||
useful: [7, 4],
|
||
result: {
|
||
target(player, target) {
|
||
return get.recoverEffect(target, player, target);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hszuzhou_nvwudeganguo: {
|
||
type: "hszuzhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_hajiasha",
|
||
filterTarget(card, player, target) {
|
||
return target.countCards("he");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
target.chooseToDiscard("he", true);
|
||
"step 1";
|
||
if (!lib.characterPack.hearth) {
|
||
target.draw();
|
||
return;
|
||
}
|
||
var list = [];
|
||
for (var i = 0; i < lib.cardPack.mode_derivation.length; i++) {
|
||
var name = lib.cardPack.mode_derivation[i];
|
||
var info = lib.card[name];
|
||
if (info.gainable == false || info.destroy) continue;
|
||
if (lib.characterPack.hearth[info.derivation]) {
|
||
list.push(name);
|
||
}
|
||
}
|
||
if (!list.length) {
|
||
target.draw();
|
||
} else {
|
||
target.gain(game.createCard(list.randomGet()), "draw");
|
||
}
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
value: 8,
|
||
result: {
|
||
target: 1,
|
||
},
|
||
},
|
||
},
|
||
hszuzhou_nvwudepingguo: {
|
||
type: "hszuzhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_hajiasha",
|
||
filterTarget: true,
|
||
content() {
|
||
target.gain([game.createCard("sha"), game.createCard("sha")], "gain2");
|
||
},
|
||
ai: {
|
||
order: 8.1,
|
||
value: 6,
|
||
result: {
|
||
target: 1,
|
||
},
|
||
},
|
||
},
|
||
hszuzhou_nvwudexuetu: {
|
||
type: "hszuzhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_hajiasha",
|
||
filterTarget(card, player, target) {
|
||
return !target.hasSkill("zhoujiang");
|
||
},
|
||
content() {
|
||
if (!target.hasSkill("fengyin")) {
|
||
target.addTempSkill("fengyin", { player: "phaseAfter" });
|
||
}
|
||
target.addTempSkill("zhoujiang", { player: "phaseAfter" });
|
||
},
|
||
ai: {
|
||
order: 8.5,
|
||
value: 5,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hasSkill("fengyin")) {
|
||
return 1.5;
|
||
}
|
||
if (target.hasSkillTag("maixie")) {
|
||
if (target.countCards("h") <= 1) {
|
||
return -0.1;
|
||
}
|
||
} else if (target.countCards("h") > 1 && get.threaten(target) <= 1.2) {
|
||
return 1;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hszuzhou_wushushike: {
|
||
type: "hszuzhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_hajiasha",
|
||
filterTarget: true,
|
||
selectTarget: -1,
|
||
multitarget: true,
|
||
multiline: true,
|
||
content() {
|
||
"step 0";
|
||
event.targets = game.filterPlayer().sortBySeat();
|
||
"step 1";
|
||
if (event.targets.length) {
|
||
event.current = event.targets.shift();
|
||
var cards = event.current.getCards("h", "shan");
|
||
if (cards.length) {
|
||
event.current.lose(cards)._triggered = null;
|
||
}
|
||
event.num = cards.length;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
var cards = [];
|
||
for (var i = 0; i < event.num; i++) {
|
||
cards.push(game.createCard("sha"));
|
||
}
|
||
event.current.directgain(cards);
|
||
event.goto(1);
|
||
},
|
||
ai: {
|
||
order: 4,
|
||
value: 6,
|
||
result: {
|
||
player(player) {
|
||
if (
|
||
!player.hasSha() &&
|
||
player.countCards("h", "shan") &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
player.canUse("sha", current, true, true) &&
|
||
get.effect(current, { name: "sha" }, player, player) > 0
|
||
);
|
||
})
|
||
) {
|
||
return 1;
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hszuzhou_guhuo: {
|
||
type: "hszuzhou",
|
||
fullimage: true,
|
||
vanish: true,
|
||
enable: true,
|
||
derivation: "hs_hajiasha",
|
||
filterTarget(card, player, target) {
|
||
return target != player && target.countCards("he");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
target.chooseCard("he", true);
|
||
"step 1";
|
||
if (result.bool) {
|
||
target.give(result.cards, player);
|
||
}
|
||
},
|
||
ai: {
|
||
order: 8.6,
|
||
value: 8,
|
||
result: {
|
||
target(player, target) {
|
||
return -1 / Math.sqrt(1 + target.countCards("he"));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tuteng1: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
tuteng2: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
tuteng3: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
tuteng4: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
tuteng5: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
tuteng6: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
tuteng7: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
tuteng8: {
|
||
noname: true,
|
||
fullimage: true,
|
||
type: "hstuteng",
|
||
derivation: "hs_sthrall",
|
||
gainable: false,
|
||
},
|
||
},
|
||
translate: {
|
||
hs_alleria: "奥蕾莉亚",
|
||
hs_magni: "麦格尼",
|
||
hs_medivh: "麦迪文",
|
||
hs_jaina: "吉安娜",
|
||
hs_lrexxar: "雷克萨",
|
||
hs_wuther: "乌瑟尔",
|
||
hs_jgarrosh: "加尔鲁什",
|
||
hs_malfurion: "玛法里奥",
|
||
hs_guldan: "古尔丹",
|
||
hs_anduin: "安度因",
|
||
hs_sthrall: "萨尔",
|
||
hs_waleera: "瓦莉拉",
|
||
hs_liadrin: "莉亚德琳",
|
||
hs_morgl: "摩戈尔",
|
||
|
||
hs_neptulon: "耐普图隆",
|
||
hs_wvelen: "维纶",
|
||
hs_antonidas: "安东尼达斯",
|
||
hs_alakir: "奥拉基尔",
|
||
hs_zhouzhuo: "周卓",
|
||
hs_yngvar: "伊戈瓦尔",
|
||
hs_bchillmaw: "冰喉",
|
||
hs_malorne: "玛洛恩",
|
||
hs_xsylvanas: "希尔瓦娜斯",
|
||
hs_siwangzhiyi: "死亡之翼",
|
||
hs_malygos: "玛里苟斯",
|
||
hs_xuefashi: "血法师",
|
||
hs_ysera: "伊瑟拉",
|
||
hs_alextrasza: "阿莱克斯塔",
|
||
hs_trueheart: "图哈特",
|
||
hs_nozdormu: "诺兹多姆",
|
||
hs_loatheb: "洛欧塞布",
|
||
hs_jiaziruila: "加兹瑞拉",
|
||
hs_sainaliusi: "塞纳留斯",
|
||
hs_bolvar: "伯瓦尔",
|
||
hs_lrhonin: "罗宁",
|
||
hs_fuding: "弗丁",
|
||
hs_aedwin: "艾德温",
|
||
hs_lafamu: "拉法姆",
|
||
hs_yelise: "伊莉斯",
|
||
hs_lreno: "雷诺",
|
||
hs_finley: "芬利",
|
||
hs_brann: "布莱恩",
|
||
hs_kcthun: "克苏恩",
|
||
hs_anomalus: "阿诺玛鲁斯",
|
||
hs_blingtron: "布林顿",
|
||
hs_fandral: "范达尔",
|
||
hs_hallazeal: "海纳泽尔",
|
||
hs_enzoth: "恩佐斯",
|
||
hs_walian: "瓦里安",
|
||
hs_pengpeng: "砰砰博士",
|
||
hs_aya: "艾雅",
|
||
hs_pyros: "派洛斯",
|
||
hs_jiawodun: "嘉沃顿",
|
||
hs_laila: "莱拉",
|
||
hs_selajin: "瑟拉金",
|
||
hs_bannabusi: "班纳布斯",
|
||
hs_amala: "阿玛拉",
|
||
hs_nuogefu: "诺格弗",
|
||
hs_kazhakusi: "卡扎库斯",
|
||
hs_lazi: "拉兹",
|
||
hs_shaku: "沙库尔",
|
||
hs_laxiao: "拉希奥",
|
||
hs_yashaji: "亚煞极",
|
||
hs_khadgar: "卡德加",
|
||
hs_tyrande: "泰兰德",
|
||
hs_fenjie: "芬杰",
|
||
hs_kalimosi: "卡利莫斯",
|
||
hs_yogg: "尤格萨隆",
|
||
hs_xialikeer: "夏克里尔",
|
||
hs_wolazi: "沃拉兹",
|
||
hs_tanghangu: "唐·汉古",
|
||
hs_barnes: "巴内斯",
|
||
hs_kchromaggus: "克洛玛古斯",
|
||
hs_kaituozhe: "开拓者",
|
||
|
||
hs_yelinlonghou: "夜鳞龙后",
|
||
hs_yelinchulong: "雏龙",
|
||
hs_ronghejuren: "熔核巨人",
|
||
hs_shanlingjuren: "山岭巨人",
|
||
hs_mijiaojisi: "秘教祭司",
|
||
hs_huzhixiannv: "湖之仙女",
|
||
hs_totemic: "图腾师",
|
||
hs_bilanyoulong: "碧蓝幼龙",
|
||
hs_zhishigushu: "知识古树",
|
||
hs_zhanzhenggushu: "战争古树",
|
||
hs_jinglinglong: "精灵龙",
|
||
hs_sapphiron: "萨菲隆",
|
||
hs_xuanzhuanjijia: "旋转机甲",
|
||
hs_ruanniguai: "软泥怪",
|
||
hs_hudunren: "护盾机甲",
|
||
hs_nate: "纳特",
|
||
hs_shifazhe: "嗜法者",
|
||
hs_xiangyaqishi: "象牙骑士",
|
||
hs_wujiyuansu: "无羁元素",
|
||
hs_mojinbaozi: "魔晶孢子",
|
||
hs_shuiwenxuejia: "水文学家",
|
||
hs_shizugui: "始祖龟",
|
||
hs_hemite: "赫米特",
|
||
hs_yinggencao: "萤根草",
|
||
hs_zhihuanhua: "致幻花",
|
||
hs_shirencao: "食人草",
|
||
hs_fachaotuteng: "法潮图腾",
|
||
hs_huolituteng: "活力图腾",
|
||
hs_manyututeng: "蛮鱼图腾",
|
||
hs_tgolem: "图腾魔像",
|
||
hs_heifengqishi: "黑锋骑士",
|
||
hs_yuhuozhe: "浴火者",
|
||
hs_wuyaowang: "巫妖王",
|
||
hs_aerfusi: "阿尔福斯",
|
||
hs_baiguyoulong: "白骨幼龙",
|
||
hs_yangyanwageli: "阳焰瓦格里",
|
||
hs_aiqinvyao: "哀泣女妖",
|
||
hs_ashamoer: "阿莎摩尔",
|
||
hs_fengjianhuanfengzhe: "风剪唤风者",
|
||
hs_taisi: "苔丝",
|
||
hs_hajiasha: "哈加莎",
|
||
hs_tuoqi: "托奇",
|
||
hs_siwangxianzhi: "死亡先知",
|
||
hs_xukongzhiying: "虚空之影",
|
||
hs_duyaxinshi: "渡鸦信使",
|
||
|
||
hshuanyu: "幻羽",
|
||
hshuanyu_info: "每当你受到一次伤害,你获得发现一张炉石衍生牌。",
|
||
hsfashu: "法术",
|
||
hsfashu_anyingjingxiang: "暗影镜像",
|
||
hsfashu_anyingjingxiang_info: "当你使用或打出一张牌后,暗影镜像变为该牌的复制。",
|
||
hsfashu_buwendingyibian: "不稳定异变",
|
||
hsfashu_buwendingyibian_info:
|
||
"出牌阶段对一名角色使用,目标将一张手牌重铸为同类别的牌,本回合可重复使用此牌,最多使用X次,X为当前体力值。",
|
||
hualing: "化灵",
|
||
hualing_info:
|
||
"每三轮限一次,你可以选择一名其他角色,获得其一项技能,然后将其随机变形为一名强度高一级的武将。",
|
||
yibian: "异变",
|
||
yibian_info: "锁定技,出牌阶段开始时,若你没有不稳定异变,则将一张不稳定异变置于你的手牌。",
|
||
wxuying: "虚影",
|
||
wxuying_info:
|
||
"锁定技,准备阶段,你移去手牌中的暗影镜像,然后获得一张暗影镜像(当你使用或打出一张牌后,暗影镜像变为该牌的复制);当你回合内使用暗影镜像时,你摸一张牌;当你回合外使用暗影镜像时,你获得潜行直到下一回合开始。",
|
||
zhoujiang: "咒降",
|
||
zhoujiang_info: "锁定技,每当你使用一张普通锦囊牌,你将一张随机“诅咒”牌置于你的手牌。",
|
||
muyin: "暮隐",
|
||
muyin_info: "锁定技,每当你失去最后一张手牌,你获得潜行直到下一回合开始。",
|
||
tqchuanyue: "穿越",
|
||
tqchuanyue_info:
|
||
"锁定技,准备阶段开始时,你随机选择一个被削弱过的炉石技能,获得其未削弱的版本,替换上一个以此法获得的技能。",
|
||
// hsxiujian:'袖箭',
|
||
// hsxiujian_info:'锁定技,在你对一名敌方角色使用一张锦囊牌后,你视为对其使用一张杀。',
|
||
// hsyingzong:'影踪',
|
||
// hsyingzong_info:'',
|
||
hsxingyi: "星移",
|
||
hsxingyi_info: "锁定技,每当一名敌方角色于回合内使用主动技能,你获得此技能直到下一回合结束。",
|
||
|
||
hshuanling: "幻灵",
|
||
hshuanling_bg: "灵",
|
||
hshuanling_info:
|
||
"结束阶段,你可以弃置至多X张牌(X为你装备区内的牌数且至少为1)并摸等量的牌,每弃置一张牌,你随机使用一张本局敌方角色使用过的单目标非转化普通锦囊牌,随机指定一个具有正收益的角色为目标。",
|
||
// hshuanling_info:'锁定技,当你于回合内使用首张指定其他角色为惟一目标的锦囊牌后,你视为对其随机使用一张锦囊牌(此牌对你有正面效果)。',
|
||
// hshuanling_info:'每当你使用一张基本牌或普通锦囊牌,你可以弃置任意张牌令其增加或减少等量的目标。',
|
||
huanfeng: "唤风",
|
||
huanfeng_info: "锁定技,准备阶段,若你有4个图腾,你失去所有图腾,然后获得并召唤随从奥拉基尔。",
|
||
asyouzhang: "幽瘴",
|
||
asyouzhang_info:
|
||
"结束阶段,若你的手牌中没有基本牌/锦囊牌/装备牌,你可以获得牌堆顶的一张基本牌/锦囊牌/装备牌,并可以立即使用。",
|
||
ylyuchu: "育雏",
|
||
ylyuchu_info:
|
||
"锁定技,每当你回复1点体力,你获得一只雏龙随从(不超过3只);结束阶段,你每有一只雏龙,便随机选择一名其他角色,在该角色的下个回合开始前你切换至该雏龙,然后在此回合结束后进行一个额外回合并切换回本体。",
|
||
nsaiqi: "哀泣",
|
||
nsaiqi_info: "锁定技,每当你使用一张牌,你移除牌堆顶的三张牌;你的手牌上限始终+1。",
|
||
nsbeiming: "悲鸣",
|
||
nsbeiming_info:
|
||
"锁定技,当你移除的牌不少于9张时,你摸一张牌,然后将移除的牌以任意顺序置于牌堆顶;当被移除过的牌在牌堆顶时(洗牌后重置),你的不能发动【哀泣】移除牌。",
|
||
hstianqi_dalian: "达里安",
|
||
hstianqi_dalian_info: "每当你造成一次伤害,你回复等量的体力。",
|
||
hstianqi_shali: "莎莉",
|
||
hstianqi_shali_info: "每当你回复体力,你获得等量的护甲。",
|
||
hstianqi_nazigelin: "纳兹戈林",
|
||
hstianqi_nazigelin_info: "当你装备此牌时,你获得1点护甲。",
|
||
hstianqi_suolasi: "索拉斯",
|
||
hstianqi_suolasi_info: "当你失去此牌时,你回复1点体力。",
|
||
hschaoxi: "潮袭",
|
||
hschaoxi_info: "锁定技,每当你造成一次伤害,你获得两张随机鱼人牌。",
|
||
hsnitai: "拟态",
|
||
hsnitai_info: "锁定技,出牌阶段开始时,你获得一张随机炉石角色的技能牌。",
|
||
hstianqi: "天启",
|
||
hstianqi_info:
|
||
"出牌阶段限一次,你可以选择一项:弃置一张手牌并随机装备一件天启骑士(不能替换现有装备),或弃置一张装备区内的牌并摸两张牌;当你以此法弃置天启骑士时,若你武将牌上没有对应的天启骑士,你将其置于你的武将牌上;准备阶段,若你的武将牌上有4张天启骑士,你获得游戏胜利。",
|
||
hspuzhao: "普照",
|
||
hspuzhao_info:
|
||
"出牌阶段限一次,你可以弃置一张红桃牌,然后令至多三名随机友方角色各摸一张牌(若你无其他队友,改为摸两张牌)。",
|
||
hsyanxin: "炎心",
|
||
hsyanxin_info: "锁定技,在你摸牌时,若牌堆中有红色牌,你摸到的首张牌必为红色。",
|
||
ysjqisha: "七煞",
|
||
ysjqisha_ju: "惧之煞",
|
||
ysjqisha_kuang: "狂之煞",
|
||
ysjqisha_nu: "怒之煞",
|
||
ysjqisha_yi: "疑之煞",
|
||
ysjqisha_wang: "惘之煞",
|
||
ysjqisha_hen: "恨之煞",
|
||
ysjqisha_ao: "傲之煞",
|
||
ysjqisha_info: "锁定技,每当你造成或受到伤害,你令对方随机获得一种消极状态直到下一回合结束。",
|
||
zhaochao: "招潮",
|
||
zhaochao_info:
|
||
"锁定技,结束阶段,你视为对一名随机敌人使用一张杀;若此杀被闪避,你视为对另一名随机敌人使用一张杀。",
|
||
hllingxi: "灵息",
|
||
hllingxi_info:
|
||
"出牌阶段,你可以令一名已受伤的其他角色弃置两张牌并回复1点体力(同阶段对一名角色限用一次);结束阶段,你可以回复1点体力。",
|
||
xiyong: "汐涌",
|
||
xiyong_info: "结束阶段,你可以摸一张牌并可以使用之,若你使用了此牌,你再摸一张牌。",
|
||
hsjixie: "机械",
|
||
hsjixie_zhadan: "炸弹机器人",
|
||
hsjixie_zhadan_pop: "炸弹",
|
||
hsjixie_zhadan_info: "出牌阶段对自己使用,对一名随机敌人造成1点火属性伤害。",
|
||
yindan: "引弹",
|
||
yindan_info: "出牌阶段限一次,你可以弃置一张黑桃牌并失去1点体力,然后获得两张炸弹机器人。",
|
||
huanjue: "幻觉",
|
||
huanjue_info: "每当你使用一张牌,若此牌指定了惟一目标,你可以发现一张牌,然后可以代替此牌结算。",
|
||
oldhuanjue: "幻觉",
|
||
oldhuanjue_info: "每回合限一次,当你成为一名其他角色的卡牌惟一目标时,你可以发现一张牌代替此牌。",
|
||
zhziwu: "紫雾",
|
||
zhziwu_info: "每当你于回合外失去牌,你可以令当前回合角色不能使用杀直到回合结束。",
|
||
huanjue_info_old:
|
||
"每名角色的回合限一次,当你使用卡牌指定其他角色为惟一目标,或当其他角色使用卡牌指定你为惟一目标时,你可以发现一张牌代替此牌,然后该牌的使用者在结算后摸一张牌。",
|
||
yinzong: "影踪",
|
||
yinzong_info: "锁定技,每当你失去装备区内的牌,你获得一张闪。",
|
||
tansuo: "探索",
|
||
tansuo_info: "出牌阶段限一次,你可以弃置一张牌,然后发现一张炉石衍生牌。",
|
||
srjici: "棘刺",
|
||
srjici_info: "锁定技,每当你造成一次伤害,你摸一张牌,受伤害角色随机弃置一张牌。",
|
||
lieqi: "猎奇",
|
||
lieqi_info:
|
||
"准备和结束阶段,你可以指定一名角色,从一张该角色手牌与另外两张随机牌中猜测哪张为该角色手牌,若猜中,你获得一张该牌的复制(同一回合不能指定相同角色)。",
|
||
azaowu: "造物",
|
||
azaowu_backup: "造物",
|
||
azaowu_info: "出牌阶段限一次,你可以将一张基本牌当作任意一张基本牌使用。",
|
||
shouwang: "守望",
|
||
shouwang2: "守望",
|
||
shouwang_info:
|
||
"每名角色每局限一次,当一名角色进入濒死状态时,你可以令其回复1点体力并获得1点护甲。",
|
||
shouwang_info_alter: "每名角色每局限一次,当一名角色进入濒死状态时,你可以令其回复1点体力。",
|
||
qingtian: "擎天",
|
||
qingtian_info: "锁定技,若你的体力值为全场最多,你受到的伤害始终+1。",
|
||
qianfu: "潜伏",
|
||
qianfu2: "潜伏",
|
||
qianfu2_bg: "伏",
|
||
qianfu_info:
|
||
"锁定技,在你死亡前,若你没有进入潜伏状态,你弃置所有牌并进入潜伏状态;当你体力值回复到3(或体力上限)时,你解除潜伏状态并摸三张牌。",
|
||
shimo: "尸魔",
|
||
shimo_info: "锁定技,距离你为1的角色受到伤害时,你回复1点体力,若你没受伤,改为摸一张牌。",
|
||
lieyang: "裂阳",
|
||
lieyang_info:
|
||
"锁定技,每当你于回合内使用一张锦囊牌,你获得一张随机锦囊牌;当你发动三次此技能后,你本回合不能再使用锦囊牌。",
|
||
zhuilie: "追猎",
|
||
zhuilie_info:
|
||
"准备阶段,你可以弃置一张牌,然后将牌堆顶六张牌中的基本牌移至弃牌堆;若移入弃牌堆的牌超过三张,你摸一张牌。",
|
||
szbianshen: "变身",
|
||
szbianshen_info:
|
||
"限定技,回合开始时,若游戏轮数不少于3,你可以随机观看5张体力上限不小于5的武将牌,将武将牌替换为其中一张。",
|
||
kekao: "科考",
|
||
kekao_info: "结束阶段,你可以发现一张延时锦囊牌。",
|
||
jinhua: "进化",
|
||
jinhua_info: "锁定技,每当你以自己为目标使用一张非转化的锦囊牌,你发现一个技能并获得之。",
|
||
hsqizhou: "祈咒",
|
||
hsqizhou_feng: "风之祈咒",
|
||
hsqizhou_feng_info: "出牌阶段对自己使用,令所有目标的敌人打出一张杀或受到1点雷属性伤害。",
|
||
hsqizhou_shui: "水之祈咒",
|
||
hsqizhou_shui_info: "出牌阶段对自己使用,回复2点体力。",
|
||
hsqizhou_huo: "火之祈咒",
|
||
hsqizhou_huo_info: "出牌阶段对任意角色使用,令目标受到1点火属性伤害。",
|
||
hsqizhou_tu: "土之祈咒",
|
||
hsqizhou_tu_info: "出牌阶段对任意其他角色使用,令目标获得1点护甲。",
|
||
kqizhou: "祈咒",
|
||
kqizhou_info: "准备阶段,若你于上回合使用过锦囊牌,则可以获得一张元素祈咒。",
|
||
jingcu: "晶簇",
|
||
jingcu_info: "出牌阶段,你可以减少1点体力上限并摸两张牌。",
|
||
shengzhang: "生长",
|
||
shengzhang_info: "锁定技,若你于弃牌阶段弃置了牌,你增加1点体力上限。",
|
||
pyuhuo: "浴火",
|
||
pyuhuo_info:
|
||
"锁定技,在你首次进入濒死状态时,你弃置所有牌、重置武将牌、将体力和体力上限变为4并摸四张牌;在你第二次进入濒死状态时,你弃置所有牌、重置武将牌、将体力和体力上限变为6并摸六张牌。",
|
||
mengye: "梦魇",
|
||
mengye_info:
|
||
"结束阶段,你可以选择一名有手牌的角色将其一张随机的非毒手牌转化为毒,然后令其获得1点护甲。",
|
||
mengye_old: "梦魇",
|
||
mengye_old2: "梦魇",
|
||
mengye_old_info:
|
||
"回合结束后,你可以翻面并指定一名的非主公角色,由你控制其进行一个额外的回合。在此回合中,你的本体不参与游戏。",
|
||
fuhua: "腐化",
|
||
fuhua2: "腐化",
|
||
fuhua_info:
|
||
"出牌阶段,你可以将一张毒交给一名没有魔血技能的其他角色,该角色选择一项:1. 获得技能魔血,此后每个结束阶段需交给你一张手牌;2. 视为你对其使用一张决斗。",
|
||
moxie: "魔血",
|
||
moxie_info:
|
||
"锁定技,当你因【毒】失去体力时,你改为摸两张牌;结束阶段,你将一张随机手牌转化为毒。",
|
||
gfuhun: "附魂",
|
||
gfuhun_info:
|
||
"结束阶段,若你未翻面,你可以和一名其他角色拼点,若你赢,你将武将牌翻至背面,该角色进入混乱状态直到下一回合结束。",
|
||
hlongyi: "龙裔",
|
||
hlongyi_info: "锁定技,你的黑色牌不占用手牌上限。",
|
||
zhongji: "重击",
|
||
zhongji_info: "每当你即将造成伤害,可弃置一张黑色手牌令伤害+1。",
|
||
fuwen: "符文",
|
||
fuwen_info: "若你弃牌阶段弃置了锦囊牌,你可以获得1点护甲。",
|
||
jinzhou: "禁咒",
|
||
jinzhou_info:
|
||
"结束阶段,若你手牌中有黑桃牌,你可以令一名其他角色的非锁定技失效直到其下一回合结束。",
|
||
midian: "秘典",
|
||
midian_info: "出牌阶段限一次,你可以弃置一张锦囊牌,然后随机获得三张锦囊牌。",
|
||
yuelu: "月露",
|
||
yuelu_info: "在一名角色的濒死阶段,你可以弃置一张黑色牌令其回复1点体力并获得1点护甲。",
|
||
yuelu_info_alter: "在一名角色的濒死阶段,你可以弃置一张黑色牌令其回复1点体力。",
|
||
xingluo: "星落",
|
||
xingluo_info:
|
||
"准备阶段,你可以令任意名手牌数多于你的角色各弃置一张手牌,然后你可以从弃置的牌中选择一张加入手牌。",
|
||
yushou: "御兽",
|
||
yushou_info:
|
||
"出牌阶段,你可以弃置一张牌并召唤一个随机的野兽宠物,回合开始阶段,你随机失去一个宠物。",
|
||
yushou_misha: "米莎",
|
||
yushou_misha_info: "每当你受到一次伤害,你获得1点护甲。",
|
||
yushou_huofu: "霍弗",
|
||
yushou_huofu_info: "你可以将一张黑色牌当作决斗使用。",
|
||
yushou_leiouke: "雷欧克",
|
||
yushou_leiouke_info: "你每回合造成的首次伤害+1。",
|
||
hsqingyu_hufu: "青玉护符",
|
||
hsqingyu_hufu_info: "令一名角色获得1点护甲。",
|
||
hsqingyu_zhao: "青玉之爪",
|
||
hsqingyu_zhao_info: "当你装备此装备时,摸一张牌。",
|
||
hsqingyu_feibiao: "青玉飞镖",
|
||
hsqingyu_feibiao_info: "弃置一名角色的一张随机手牌和一张随机装备牌。",
|
||
hsqingyu_shandian: "青玉闪电",
|
||
hsqingyu_shandian_info: "对一名角色造成1点雷电伤害。",
|
||
hsqingyu_zhanfang: "青玉绽放",
|
||
hsqingyu_zhanfang_info: "令一名角色增加1点体力上限并摸一张牌。",
|
||
ayuling: "玉灵",
|
||
ayuling_info: "每当你受到一次伤害,你可以获得一张随机青玉牌。",
|
||
qingzun: "青樽",
|
||
qingzun_info:
|
||
"本局对战中,每当你使用一张青玉牌,你的手牌上限+1;当你累计使用两张青玉牌后,你可以于准备阶段摸一张牌;当你累计使用六张青玉牌后,你可以于结束阶段摸一张牌。",
|
||
qingzun_info_alter:
|
||
"本局对战中,每当你使用一张青玉牌,你的手牌上限+1;当你累计使用三张青玉牌后,你可以于准备阶段摸一张牌;当你累计使用九张青玉牌后,你可以于结束阶段摸一张牌。",
|
||
lianjin: "炼金",
|
||
lianjin_info:
|
||
"出牌阶段限一次,你可以弃置一张牌并获得一张由三张随机牌组成的药水;当你因弃置而失去药水牌时,你随机获得药水的组成卡牌之一。",
|
||
shouji: "收集",
|
||
shouji_info:
|
||
"每当你使用一张杀,你可以获得一张目标随机手牌的复制;每当你的杀被闪避,你可以获得一张目标随机非特殊装备牌的复制;每回合限各限一次。",
|
||
hsguimou: "鬼谋",
|
||
hsguimou_info:
|
||
"每当你受到一次伤害,你可以获得伤害来源的一张手牌,若此牌是黑色,你展示此牌并重复此过程。",
|
||
yingxi: "影袭",
|
||
yingxi_info:
|
||
"结束阶段,若你本回合未造成伤害,你可以将一张黑色牌当作杀对任意一名角色使用,若目标未受到伤害,此杀不可闪避。",
|
||
peiyu: "培育",
|
||
peiyu_info: "准备阶段,你可以令一名没有图腾的角色获得一个随机图腾直到其首次受到伤害。",
|
||
peiyu_old_info:
|
||
"出牌阶段,你可以弃置一张牌令一名没有图腾的角色获得一个随机图腾,或令一名有图腾的角色替换一个图腾;你死亡时,其他角色失去以此法获得的图腾。",
|
||
wzhanyi: "战意",
|
||
wzhanyi_info:
|
||
"你可以跳过出牌阶段,改为摸三张牌并展示之,将摸到的装备牌置于装备区,然后可以使用手牌中的杀。",
|
||
shengteng: "升腾",
|
||
shengteng_info: "锁定技,每当你使用锦囊牌造成伤害,你增加1点体力上限并回复1点体力。",
|
||
yuansu: "寂灭",
|
||
yuansu_info:
|
||
"出牌阶段限一次,若你已损失的体力值不少于3,你可以将体力上限降至与体力值相同,视为使用一张元素毁灭。",
|
||
nuyan: "怒焰",
|
||
nuyan2: "怒焰",
|
||
nuyan_backup: "怒焰",
|
||
nuyan_info:
|
||
"出牌阶段限一次,你可以将一张红色牌当作任意一张能造成伤害的牌使用(不得是你本局以此法使用过的牌)。",
|
||
nuyan2_info: "出牌阶段限三次,你可以失去1点体力,视为使用任意一张能造成伤害的牌”。",
|
||
chouhuo: "仇火",
|
||
chouhuo_info:
|
||
"觉醒技,出牌阶段开始时,若你的怒焰技能已将可用的牌用完,你失去1点体力上限,获得2点护甲,然后将怒焰的描述改为“出牌阶段限三次,你可以失去1点体力,视为使用任意一张能造成伤害的牌”。",
|
||
hsdusu: "毒素",
|
||
hsdusu_xueji: "血蓟",
|
||
hsdusu_xueji_info: "随机弃置一名角色的2张装备牌。",
|
||
hsdusu_shinancao: "石楠草",
|
||
hsdusu_shinancao_info: "令一名角色下一次造成的伤害+1。",
|
||
hsdusu_kuyecao: "枯叶草",
|
||
hsdusu_kuyecao_info: "令一名角色获得技能潜行,直到其下一回合开始。",
|
||
hsdusu_huoyanhua: "火焰花",
|
||
hsdusu_huoyanhua_info: "对攻击范围内的一名角色造成1点火焰伤害。",
|
||
hsdusu_huangxuecao: "皇血草",
|
||
hsdusu_huangxuecao_info: "摸两张牌。",
|
||
duxin: "毒心",
|
||
duxin_info: "准备阶段和结束阶段,若你的手中没有毒素牌,你可以获得一张随机毒素牌。",
|
||
oldduxin: "毒心",
|
||
oldduxin_info: "准备阶段和结束阶段,你可以获得一张随机毒素牌。",
|
||
hstuteng: "图腾",
|
||
kuangluan: "狂乱",
|
||
kuangluan2: "狂乱",
|
||
// kuangluan_info:'锁定技,每当你于回合内使用一张普通锦囊牌,便于出牌阶段结束时随机使用一张普通锦囊牌(随机指定目标)。',
|
||
kuangluan_info: "锁定技,每当一名其他角色对你造成伤害,该角色进入混乱状态直到当前回合结束。",
|
||
zengli: "赠礼",
|
||
zengli_info: "出牌阶段限一次,你指定一名其他角色与你各装备一把武器。",
|
||
xiubu: "修补",
|
||
xiubu_info: "每当你装备一把未强化的武器,你可以获得数量等同于武器攻击范围的随机零件。",
|
||
mobao: "魔爆",
|
||
mobao_info:
|
||
"出牌阶段限一次,你可以弃置至多三张黑色牌,然后对所有于上轮对你造成过伤害的角色造成等同于你弃牌数的雷电伤害。",
|
||
xianji: "献祭",
|
||
xianji2: "献祭",
|
||
xianji3: "献祭",
|
||
xianji_info:
|
||
"其他角色可以在其结束阶段弃置1~2张手牌并令你摸等量的牌,若如此做,直到其下一回合结束,每当你使用卡牌指定其为目标时,其摸一张牌。",
|
||
xueren: "血刃",
|
||
xueren_info: "每当你使用杀造成伤害,你可以令受伤害角色与你各失去1点体力,然后你摸两张牌。",
|
||
maoxian: "奇旅",
|
||
maoxian2: "奇旅",
|
||
maoxian_info: "出牌阶段限两次,你可以发现一个技能并获得之(替换此前发现的技能)。",
|
||
tanmi: "探秘",
|
||
tanmi_info: "在一名其他角色的结束阶段,若你没有手牌,你可以摸两张牌并可以使用两张牌。",
|
||
yiwen: "轶闻",
|
||
yiwen_info:
|
||
"锁定技,每当其他角色于回合内首次使用非特殊卡牌指定你为惟一目标,你获得一张此牌的复制。",
|
||
tanbao_old: "探宝",
|
||
tanbao_old_info:
|
||
"出牌阶段限一次,你可以弃置三张牌,然后展示牌堆顶的三张牌,然后获得其中任意张类别不同的牌;若三张牌类别均不相同,你回复全部体力值。",
|
||
qianghuax: "强化",
|
||
qianghuax_info:
|
||
"出牌阶段限一次,你可以弃置任意张不同类别的牌,然后展示并获得与弃置的牌类别相同且价值更高的牌。",
|
||
zhuizong: "追踪",
|
||
zhuizong_info:
|
||
"出牌阶段限一次,你可以弃置任意张牌,观看牌堆顶的等同于弃牌数四倍的牌,然后获得其中的一张牌。",
|
||
xunbao: "寻宝",
|
||
xunbao2: "寻宝",
|
||
xunbao_info:
|
||
"准备阶段,若你的武将牌上没有藏宝图,你可以将一张藏宝图置于你的武将牌上;若你的武将牌上有藏宝图,你可以弃置一张与藏宝图点数相同的牌并获得此藏宝图。",
|
||
xieneng: "邪能",
|
||
xieneng_info: "结束阶段,你可以选择一张神器牌并获得之。",
|
||
fbeifa: "北伐",
|
||
fbeifa_info:
|
||
"每当你失去最后一张手牌,你可以视为使用一张无视距离的杀,若此杀造成伤害,你摸一张牌,每回合最多发动3次。",
|
||
oldfbeifa: "北伐",
|
||
oldfbeifa_info:
|
||
"每当你失去最后一张手牌,你可以视为使用一张无视距离的杀,若此杀造成伤害,你摸一张牌。",
|
||
yufa: "驭法",
|
||
yufa_info:
|
||
"在任意一名其他角色的结束阶段,若你于此回合内受过其伤害,你可以将一张传送门交给除此角色外的任意一名角色。",
|
||
bingyan: "冰焰",
|
||
bingyan_info: "出牌阶段限一次,你可以将一张红色牌当作炽羽袭,或将一张黑色牌当作惊雷闪使用。",
|
||
hsshenqi: "神器",
|
||
hsshenqi_morijingxiang: "末日镜像",
|
||
hsshenqi_morijingxiang_info:
|
||
"限武将牌正面朝上时使用,从所有其他角色的区域内各获得一张牌;使用后将武将牌翻至背面。",
|
||
hsshenqi_kongbusangzhong: "恐怖丧钟",
|
||
hsshenqi_kongbusangzhong_info:
|
||
"限武将牌正面朝上时使用,对所有其他角色各造成1点伤害;使用后将武将牌翻至背面。",
|
||
hsshenqi_nengliangzhiguang: "能量之光",
|
||
hsshenqi_nengliangzhiguang_info:
|
||
"限武将牌正面朝上时使用,令一名角色增加1点体力上限,回复1点体力,并摸四张牌;使用后将武将牌翻至背面。",
|
||
hsbaowu: "宝物",
|
||
hsbaowu_huangjinyuanhou: "黄金猿猴",
|
||
hsbaowu_huangjinyuanhou_info:
|
||
"将你的手牌(含此张)替换为随机炉石衍生牌,并获得潜行直到下一回合开始。",
|
||
hsbaowu_cangbaotu: "藏宝图",
|
||
hsbaowu_cangbaotu_info: "结束阶段,将一张黄金猿猴置入你的手牌;摸一张牌。",
|
||
hsyaoshui: "药水",
|
||
hsqingyu: "青玉",
|
||
|
||
lianzhan: "连斩",
|
||
lianzhan_info:
|
||
"每当你造成一次伤害,若此伤害是你本回合第一次造成伤害,你摸两张牌;否则你增加1点体力上限并回复1点体力。",
|
||
shifa: "魔瘾",
|
||
shifa_info:
|
||
"锁定技,每当你于回合内使用一张非转化的普通锦囊牌,你摸一张牌(每回合最多发动3次);出牌阶段开始时,你令你与一名随机敌人各获得一张随机普通锦囊牌。",
|
||
oldshifa: "魔瘾",
|
||
oldshifa_info:
|
||
"锁定技,每当你于回合内使用一张非转化的普通锦囊牌,你摸一张牌;出牌阶段开始时,你令你与一名随机敌人各获得一张随机普通锦囊牌。",
|
||
yuanzheng: "远征",
|
||
yuanzheng_info: "每当你对距离1以外的角色使用一张牌,你可以弃置目标区域内的一张牌。",
|
||
bzhuiji: "追击",
|
||
bzhuiji_info: "每当一名角色死亡,你可以摸两张牌,并视为对杀死该角色的人使用一张决斗。",
|
||
byuhuo: "浴火",
|
||
byuhuo2: "浴火",
|
||
byuhuo_info:
|
||
"觉醒技,当你进入濒死状态时,你须将体力和体力上限变为2,并将武将牌翻至背面;在你的下一准备阶段,你对所有其他角色造成2点火焰伤害,在此之前,你不能成为其他角色的卡牌的目标。",
|
||
yulu: "雨露",
|
||
yulu_info: "出牌阶段限一次,你可以指定任意名角色各摸一张牌,然后各弃置区域内的一张牌。",
|
||
oldyulu: "雨露",
|
||
oldyulu_info: "出牌阶段限一次,你可以指定任意名角色各摸两张牌,然后各弃置区域内的两张牌。",
|
||
duzhang: "毒瘴",
|
||
duzhang2: "毒瘴",
|
||
duzhang_info:
|
||
"结束阶段,若你于本回合内未使用过锦囊牌,你可以指定一名其他角色令其下个回合无法使用锦囊牌。",
|
||
hannu: "寒怒",
|
||
hannu_info:
|
||
"锁定技,每当你受到一次伤害,你将手牌数翻倍;若你的手牌数因此超过10张,你随机弃置若干张手牌直到手牌数等于你当前的体力值。",
|
||
chuidiao: "垂钓",
|
||
chuidiao_info: "锁定技,结束阶段,你随机摸0~2张牌。",
|
||
fushi: "缚誓",
|
||
fushi_info: "出牌阶段限一次,你可以令一名已受伤角色失去1点体力上限并回复1点体力。",
|
||
oldfushi: "缚誓",
|
||
oldfushi_info: "出牌阶段,你可以令一名已受伤角色失去1点体力上限并回复1点体力。",
|
||
hhudun: "护盾",
|
||
hhudun_info:
|
||
"锁定技,在每名角色的准备阶段,若你没有护甲,你获得1点护甲;每当你的护甲抵消一次伤害,你摸一张牌。",
|
||
fenlie: "分裂",
|
||
fenlie_info:
|
||
"锁定技,每当你于摸牌阶段外获得非特殊卡牌,你获得一张此牌的复制,每回合最多发动两次。",
|
||
oldfenlie: "分裂",
|
||
oldfenlie_info: "锁定技,每当你于摸牌阶段外获得非特殊卡牌,你获得一张此牌的复制。",
|
||
nianfu: "粘附",
|
||
nianfu_info: "锁定技,每当你造成或受到伤害,你随机获得对方装备区内的一张牌。",
|
||
xiaorong: "消融",
|
||
xiaorong_info:
|
||
"锁定技,你的装备牌不占用手牌上限;结束阶段,你将手牌中的每张装备牌转化为两张随机基本牌,每转化一张装备牌便回复1点体力。",
|
||
shixu: "时序",
|
||
shixu_info: "锁定技,所有角色于出牌阶段每消耗3秒,便须于结束阶段弃置一张牌。",
|
||
qianghua: "绝手",
|
||
qianghua_info: "出牌阶段内,你可以令一张你使用的基本牌或普通锦囊牌额外结算一次,每回合限一次。",
|
||
jixuan: "疾旋",
|
||
jixuan_info: "锁定技,回合结束后,你摸一张牌进行一个额外的回合。",
|
||
biri: "蔽日",
|
||
biri_info:
|
||
"每当距离你1以内的一名其他角色成为杀的惟一目标时,若杀的使用者不是你,你可以弃置一张闪取消之。",
|
||
stuxi: "吐息",
|
||
stuxi2: "吐息",
|
||
stuxi2_bg: "息",
|
||
stuxi_info: "锁定技,结束阶段,你令一名随机敌人下一个摸牌阶段摸牌数-1。",
|
||
bingdong: "冰冻",
|
||
bingdong_info: "锁定技,你在一个回合内首次造成伤害后,获得一个冰冻零件。",
|
||
ronghuo: "熔火",
|
||
ronghuo_info: "锁定技,你的普通杀均视为火杀。",
|
||
luoshi: "落石",
|
||
luoshi_info: "锁定技,每当你受到一次伤害,你与伤害来源各随机弃置一张牌。",
|
||
moyao: "魔曜",
|
||
moyao_info: "锁定技,你不能成为其他角色的锦囊牌的目标。",
|
||
jiaohui: "教诲",
|
||
jiaohui_info: "结束阶段,若你没有于本回合内造成伤害,你可以令一名角色摸一张牌或回复1点体力。",
|
||
bimeng: "碧梦",
|
||
bimeng_info: "结束阶段,你可以将一张随机梦境牌加入你的手牌。",
|
||
hsmengjing: "梦境",
|
||
hsmengjing_card_config: "梦境",
|
||
hsmengjing_feicuiyoulong: "翡翠幼龙",
|
||
hsmengjing_feicuiyoulong_info: "出牌阶段对任意一名角色使用,对目标造成1点伤害。",
|
||
hsmengjing_huanxiaojiemei: "欢笑姐妹",
|
||
hsmengjing_huanxiaojiemei_info: "出牌阶段对一名已受伤角色使用,令目标恢复1点体力。",
|
||
hsmengjing_suxing: "苏醒",
|
||
hsmengjing_suxing_info: "令所有其他角色失去1点体力并随机弃置两张牌。",
|
||
hsmengjing_mengye: "梦魇",
|
||
hsmengjing_mengye_info: "令一名角色摸一张牌,并在其下一个结束阶段弃置其所有牌。",
|
||
hsmengjing_mengjing: "梦境",
|
||
hsmengjing_mengjing_info: "令一名角色将装备区内的所有牌收入手牌,并将一张乐不思蜀置于其判定区。",
|
||
hszuzhou: "诅咒",
|
||
hszuzhou_nvwudeganguo: "女巫的钳锅",
|
||
hszuzhou_nvwudeganguo_info:
|
||
"出牌阶段对一名角色使用,目标弃置一张牌,然后随机获得一张炉石衍生牌。",
|
||
hszuzhou_nvwudepingguo: "女巫的苹果",
|
||
hszuzhou_nvwudepingguo_info: "出牌阶段对一名角色使用,目标获得两张杀。",
|
||
hszuzhou_nvwudexuetu: "女巫的学徒",
|
||
hszuzhou_nvwudexuetu_info:
|
||
"出牌阶段对没有咒降技能的角色使用,令目标非锁定技失效,并获得技能咒降直到下一回合结束。",
|
||
hszuzhou_wushushike: "巫术时刻",
|
||
hszuzhou_wushushike_info: "出牌阶段对所有角色使用,将手牌中的闪替换为杀。",
|
||
hszuzhou_guhuo: "蛊惑",
|
||
hszuzhou_guhuo_info: "出牌阶段对一名其他角色使用,令其交给你一张牌。",
|
||
xjumo: "聚魔",
|
||
xjumo_info: "锁定技,你的手牌上限+3;若你已受伤,改为+5。",
|
||
liehun: "裂魂",
|
||
liehun_info: "锁定技,结束阶段,你获得手牌中所有非基本、非特殊牌的复制。",
|
||
malymowang: "魔网",
|
||
malymowang_info:
|
||
"锁定技,你的锦囊牌在每回合中造成的首次伤害+1;出牌阶段开始时,你发现一张普通锦囊牌。",
|
||
oldmalymowang: "魔网",
|
||
oldmalymowang_info: "锁定技,你的锦囊牌造成的伤害+1;出牌阶段开始时,你发现一张普通锦囊牌。",
|
||
lingzhou: "灵咒",
|
||
lingzhou_info: "每当你使用一张非转化的锦囊牌,可令一名角色摸一张牌或回复1点体力。",
|
||
mieshi: "灭世",
|
||
mieshi_info: "锁定技,结束阶段,你失去1点体力,并对一名随机的其他角色造成1点火焰伤害。",
|
||
xshixin: "蚀心",
|
||
xshixin_info: "锁定技,每当你对一名其他角色造成一次伤害,受伤害角色与你各失去1点体力。",
|
||
xshixin_info_alter:
|
||
"锁定技,每当你对一名其他角色造成一次伤害,若受伤害角色体力值不小于你,其与你各失去1点体力。",
|
||
xmojian: "魔箭",
|
||
xmojian_info: "每当你的武将牌翻至正面时,你可以指定一名角色视为对其使用了一张杀。",
|
||
enze: "恩泽",
|
||
enze_info: "出牌阶段限一次,你可以指定一名角色令其手牌数与你相等(最多摸或弃三张牌)。",
|
||
oldenze: "恩泽",
|
||
oldenze_info: "出牌阶段限一次,你可以指定一名角色令其手牌数与你相等。",
|
||
enze_info_alter: "出牌阶段限一次,你可以指定一名角色令其手牌数与你相等(最多摸或弃两张牌)。",
|
||
chongsheng: "重生",
|
||
chongsheng_bg: "生",
|
||
chongsheng_info:
|
||
"濒死阶段,你可弃置所有牌,将体力回复至2-X,并摸2-X张牌,X为你本局发动此技能的次数。每局最多发动2次。",
|
||
s_tuteng: "神谕",
|
||
s_tuteng_info:
|
||
"锁定技,准备阶段,你随机获得一个图腾,若你已有至少3个图腾,则改为随机替换一个图腾。",
|
||
guozai: "过载",
|
||
guozai2: "过载",
|
||
guozai2_bg: "载",
|
||
guozai_info: "出牌阶段限一次,你可将手牌补至四张,并于此阶段结束时弃置等量的牌。",
|
||
guozai_info_alter: "出牌阶段限一次,你可将手牌补至三张,并于此阶段结束时弃置等量的牌。",
|
||
guozaix: "过载",
|
||
guozaix2: "过载",
|
||
guozaix2_bg: "载",
|
||
guozaix_info: "出牌阶段限两次,你可将手牌补至四张,并于此阶段结束时弃置等量的牌。",
|
||
oldhanshuang: "寒霜",
|
||
oldhanshuang_info: "锁定技,你使用黑色牌对一名未翻面角色造成伤害后,你令受伤害角色翻面。",
|
||
hanshuang: "寒霜",
|
||
hanshuang_info:
|
||
"锁定技,你使用黑色牌对一名未翻面角色造成伤害后,你令受伤害角色翻面,然后你失去1点体力。",
|
||
hanshuang_info_alter:
|
||
"锁定技,你使用黑色牌对一名未翻面角色造成伤害后,你令受伤害角色翻面并摸一张牌,然后你失去1点体力。",
|
||
bingshi: "冰噬",
|
||
bingshi_info: "锁定技,你死亡时,对所有其他角色造成1点伤害。",
|
||
huanwu: "唤雾",
|
||
huanwu_info:
|
||
"出牌阶段限一次,你可以令一名角色增加1点体力上限,回复1点体力,并摸两张牌(每名角色限发动一次)。",
|
||
fengnu: "风怒",
|
||
fengnu_info:
|
||
"锁定技,你使用的任何卡牌无数量及距离限制;当你于回合内重复使用同名卡牌时,你摸一张牌(每回合最多以此法摸三张牌)。",
|
||
fengnu_info_alter:
|
||
"锁定技,你使用的任何卡牌无数量限制;当你于回合内重复使用同名卡牌时,你摸一张牌(每回合最多以此法摸三张牌)。",
|
||
shengdun: "圣盾",
|
||
shengdun2: "圣盾",
|
||
shengdun_info: "锁定技,准备阶段,若你没有护甲,你获得1点护甲。",
|
||
jingmeng: "镜梦",
|
||
jingmeng_info: "每当你于回合内使用第一张牌时,你可以从牌堆中随机获得一张与之类型相同的牌。",
|
||
kuixin: "窥心",
|
||
kuixin_info: "结束阶段,你可以获得一名手牌数不少于你的角色的一张手牌。",
|
||
hswuji: "无羁",
|
||
hswuji_info: "出牌阶段结束时,你可以摸X张牌,X为你本回合使用的卡牌数。",
|
||
yanshu: "炎舞",
|
||
yanshu_info: "每回合限一次,当你弃置非基本牌后,你可以获得一张流星火雨。",
|
||
oldyanshu: "炎舞",
|
||
oldyanshu_info: "当你弃置非基本牌后,你可以获得一张流星火雨。",
|
||
bingshuang: "冰枪",
|
||
bingshuang_info: "你使用锦囊牌造成伤害后,可令目标摸两张牌并翻面。",
|
||
shengyan: "圣言",
|
||
shengyan_info: "任意一名角色回复体力后,你可以令其额外回复1点体力,每回合限发动一次。",
|
||
qingliu: "清流",
|
||
qingliu_info: "锁定技,你防止即将受到的火焰伤害。",
|
||
liechao: "猎潮",
|
||
liechao_info:
|
||
"出牌阶阶段限一次,若你的武将牌正面朝上且手牌数不大于当前体力值,你可以翻面并摸四张牌,若如此做,你跳过本回合的弃牌阶段。",
|
||
liechao_info_alter:
|
||
"出牌阶阶段限一次,若你的武将牌正面朝上且手牌数不大于当前体力值,你可以翻面并摸三张牌,若如此做,你跳过本回合的弃牌阶段。",
|
||
aoshu: "奥术",
|
||
aoshu_info: "出牌阶段限一次,你可以将一张黑桃牌当作无中生有使用。",
|
||
|
||
qianhou: "千喉",
|
||
qianhou_info:
|
||
"锁定技,准备阶段,你视为使用一张随机普通锦囊牌(随机指定目标);若目标只有1人且不是你,你可以弃置一张手牌并获得此锦囊。",
|
||
fengxing: "风行",
|
||
fengxing_info: "每当你于回合外首次失去牌,你可以弃置一张牌并摸两张牌。",
|
||
xinci: "心刺",
|
||
xinci_bg: "暗",
|
||
xinci_info: "出牌阶段限一次,你可以弃置一张黑色牌令一名角色失去1点体力。",
|
||
zhongjia: "战甲",
|
||
zhongjia_info:
|
||
"锁定技,每当你受到一次伤害,你获得1点护甲;当你的体力值大于1且大于手牌数时,你的护甲不为你抵挡伤害。",
|
||
dunji: "盾击",
|
||
dunji_info:
|
||
"出牌阶段限一次,你可以对攻击范围内的至多X名其他角色各造成1点伤害,并失去等量的护甲,X为你的护甲数。",
|
||
qiaodong: "巧动",
|
||
qiaodong_info: "你可以将一张装备牌当作闪使用或打出。",
|
||
fengxian: "奉献",
|
||
fengxian_info: "出牌阶段限一次,你可以令场上所有角色各弃置一张手牌。",
|
||
zhanhou: "战吼",
|
||
zhanhou_info: "出牌阶段限一次,你可以弃置一张防具牌并获得1点护甲。",
|
||
oldzhanhou: "战吼",
|
||
oldzhanhou_info: "出牌阶段,你可以弃置一张防具牌并获得1点护甲。",
|
||
anying: "暗影",
|
||
anying_info: "限定技,出牌阶段,你可以弃置一张黑色牌,失去技能圣光,并获得技能心刺。",
|
||
shijie: "视界",
|
||
shijie_info: "结束阶段,你可以获得一名其他角色的一张手牌,然后该角色摸一张牌。",
|
||
shengguang: "圣光",
|
||
shengguang_info: "出牌阶段限一次,你可以弃置一张红色牌令一名角色回复1点体力。",
|
||
bingjia: "冰甲",
|
||
bingjia2: "冰甲",
|
||
bingjia_info:
|
||
"出牌阶段,若你武将牌上没有牌,你可以将一张手牌背面朝上置于你的武将牌上,当你成为其他角色的与此牌花色相同的牌的目标时,你移去此牌,获得1点护甲,并且本回合内防止一切伤害。",
|
||
bianxing: "变形",
|
||
bianxing_info:
|
||
"当一其他角色于回合内使用卡牌指定了惟一的其他目标后,你可以用一张合理的基本牌替代此牌,每名角色的回合限一次。",
|
||
xianzhi: "先知",
|
||
xianzhi_info: "任意一名角色进行判定前,你可以观看牌堆顶的两张牌,并可以将其调换顺序。",
|
||
mdzhoufu: "缚魂",
|
||
mdzhoufu2: "缚魂",
|
||
mdzhoufu_info:
|
||
"出牌阶段,你可以将一张黑色手牌置于一名其他角色的武将牌上,在其判定时以此牌作为判定结果,然后你获得亮出的判定牌。",
|
||
zuzhou: "诅咒",
|
||
zuzhou_info:
|
||
"锁定技,准备阶段,若场上没有浮雷且你手牌中有黑桃牌,你将牌堆中的一张浮雷置于你的判定区;当一名角色受到浮雷伤害时,你移去此浮雷。",
|
||
zuzhou_old_info:
|
||
"每当你造成或受到一次伤害,你可以令伤害目标或来源进行一次判定,若结果为黑色,其失去1点体力。",
|
||
jingxiang: "镜像",
|
||
jingxiang_info:
|
||
"每回合限一次,当你需要打出卡牌时,你可以观看一名角色的手牌并将其视为你的手牌打出。",
|
||
jingxiang_info_alter:
|
||
"每回合限一次,当你需要打出卡牌时,你可以观看一名手牌数不多于你的角色的手牌并将其视为你的手牌打出。",
|
||
tuteng: "图腾",
|
||
tuteng_info: "出牌阶段,你可以获得一个随机基础图腾;每当你受到一次伤害,你随机失去一个图腾。",
|
||
zuling: "祖灵",
|
||
zuling_info:
|
||
"觉醒技,准备阶段,若你拥有至少3个图腾,你失去1点体力上限,并将图腾描述中的“获得一个随机基础图腾”改为“获得任意一个图腾(若有4个图腾则改为替换一个图腾)”。",
|
||
tuteng1: "治疗图腾",
|
||
tuteng1_info: "结束阶段,你回复1点体力。",
|
||
tuteng2: "灼热图腾",
|
||
tuteng2_info: "每当你造成一次伤害,你摸一张牌。",
|
||
tuteng3: "石爪图腾",
|
||
tuteng3_info: "你受到下一次伤害时,令伤害-1,然后失去此图腾。",
|
||
tuteng4: "空气图腾",
|
||
tuteng4_info: "在你的回合内,你的锦囊牌造成的首次伤害+1。",
|
||
tuteng5: "法潮图腾",
|
||
tuteng5_info: "结束阶段,你摸一张牌。",
|
||
tuteng6: "火舌图腾",
|
||
tuteng6_info: "在你的回合内,你的杀造成的首次伤害+1。",
|
||
tuteng7: "活力图腾",
|
||
tuteng7_info: "结束阶段,你令一名其他角色回复1点体力。",
|
||
tuteng8: "图腾魔像",
|
||
tuteng8_info: "你的进攻距离+1。",
|
||
tzhenji: "震击",
|
||
tzhenji_info:
|
||
"每当你因弃置而失去黑色牌,可对一名角色造成1点雷电伤害,并随机弃置其一张牌,每回合限发动一次。",
|
||
fenliu: "分流",
|
||
fenliu_info: "出牌阶段限一次,你可以失去1点体力并获得三张牌。",
|
||
hongxi: "虹吸",
|
||
hongxi_info: "锁定技,每当有一名角色死亡,你将体力回复至体力上限。",
|
||
jihuo: "激活",
|
||
jihuo_info: "在你的回合结束后,你可以弃置一张手牌并进行一个额外的回合。",
|
||
jianren: "刃舞",
|
||
jianren_info: "出牌阶段限一次,你可以弃置装备区内的武器牌,对所有其他角色造成1点伤害。",
|
||
mengun: "闷棍",
|
||
mengun2: "闷棍",
|
||
mengun_info:
|
||
"每当一名其他角色于回合内使用基本牌,你可以弃置一张与之花色相同的牌令其收回此牌,且在本回合内不能再次使用,每回合限一次。",
|
||
wlianji: "连击",
|
||
wlianji_info: "结束阶段,若你本回合使用的卡牌数大于你当前的体力值,你可以摸两张牌。",
|
||
},
|
||
};
|
||
});
|