noname/mode/boss.js

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JavaScript
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'use strict';
mode.boss={
start:function(){
"step 0"
var playback=localStorage.getItem(lib.configprefix+'playback');
if(playback){
ui.create.me();
ui.arena.style.display='none';
ui.system.style.display='none';
_status.playback=playback;
localStorage.removeItem(lib.configprefix+'playback');
var store=lib.db.transaction(['video'],'readwrite').objectStore('video');
store.get(parseInt(playback)).onsuccess=function(e){
if(e.target.result){
game.playVideoContent(e.target.result.video);
}
else{
alert('播放失败:找不到录像');
game.reload();
}
}
event.finish();
return;
}
for(var i in lib.characterPack.mode_boss){
lib.character[i]=lib.characterPack.mode_boss[i];
if(!lib.character[i][4]){
lib.character[i][4]=[];
}
}
for(var i in lib.skill){
if(lib.skill[i].changeSeat){
lib.skill[i]={};
if(lib.translate[i+'_info']){
lib.translate[i+'_info']='此模式下不可用';
}
}
}
lib.init.css(lib.assetURL+'layout/mode','boss');
game.delay(0.1);
"step 1"
var bosslist=ui.create.div('#bosslist.hidden');
event.bosslist=bosslist;
bosslist.ontouchmove = ui.click.touchScroll;
bosslist.style.WebkitOverflowScrolling='touch';
if(!lib.config.touchscreen&&lib.config.mousewheel){
bosslist._scrollspeed=30;
bosslist._scrollnum=10;
bosslist.onmousewheel=ui.click.mousewheel;
}
var bosslistlinks={};
var toggleBoss=function(bool){
game.saveConfig(this._link.config._name,bool,true);
var node=bosslistlinks[this._link.config._name];
if(bool){
node.style.display='';
}
else{
node.style.display='none';
}
};
var onpause=function(){
ui.window.classList.add('bosspaused');
}
var onresume=function(){
ui.window.classList.remove('bosspaused');
}
game.onpause=onpause;
game.onpause2=onpause;
game.onresume=onresume;
game.onresume2=onresume;
ui.create.div(bosslist);
event.current=null;
var list=[];
for(var i in lib.character){
var info=lib.character[i];
if(info[4].contains('boss')&&!lib.config.banned.contains(i)){
var cfg=i+'_bossconfig';
if(get.config(cfg)==undefined){
game.saveConfig(cfg,true,true);
}
lib.translate[cfg+'_config']=lib.translate[i];
lib.config.current_mode.push([cfg,get.config(cfg),toggleBoss]);
lib.mode.boss.config[cfg]={
name:get.translation(i),
onclick:toggleBoss,
init:true,
}
var player=ui.create.player(bosslist).init(i);
list.push(player);
player.node.hp.classList.add('text');
player.node.hp.dataset.condition='';
player.node.hp.innerHTML=info[2];
if(info[2]==Infinity){
player.node.hp.innerHTML='∞';
}
player.setIdentity(player.name);
player.node.identity.dataset.color=info[5];
bosslistlinks[cfg]=player;
player.classList.add('bossplayer');
if(lib.storage.current==i){
event.current=player;
player.classList.add('highlight');
}
if(!get.config(cfg)){
player.style.display='none';
}
}
}
if(!list.length){
alert('挑战模式不可隐藏boss武将包请在选项其它中选择“重置隐藏扩展包”');
event.finish();
_status.over=true;
return;
}
if(!event.current){
event.current=bosslist.childNodes[1];
event.current.classList.add('highlight');
}
ui.create.div(bosslist);
lib.translate.boss_pangtong='涅槃凤雏';
ui.create.cards();
game.finishCards();
ui.arena.dataset.number=8;
ui.control.style.transitionProperty='opacity';
ui.control.classList.add('bosslist');
setTimeout(function(){
ui.control.style.transitionProperty='';
},1000);
ui.window.appendChild(bosslist);
setTimeout(function(){
if(event.current){
var left=event.current.offsetLeft-(ui.window.offsetWidth-180)/2;
if(bosslist.scrollLeft<left){
bosslist.scrollLeft=left;
}
}
bosslist.show();
},200);
game.me=ui.create.player();
if(lib.config.continue_name_boss){
event.noslide=true;
}
else{
game.chooseCharacter(function(target){
if(event.current){
event.current.classList.remove('highlight');
}
event.current=target;
game.save('current',target.name);
target.classList.add('highlight');
});
}
if(lib.storage.test){
event.current.classList.remove('highlight');
if(event.current.nextSibling&&event.current.nextSibling.classList.contains('player')){
event.current=event.current.nextSibling;
}
else{
event.current=event.current.parentNode.childNodes[1];
}
lib.config.game_speed='vfast';
_status.auto=true;
ui.auto.classList.add('glow');
game.save('current',event.current.name);
}
"step 2"
game.bossinfo=lib.boss.global;
for(var i in lib.boss[event.current.name]){
game.bossinfo[i]=lib.boss[event.current.name][i];
}
delete lib.boss;
setTimeout(function(){
ui.control.classList.remove('bosslist');
},500);
var rect=event.current.getBoundingClientRect();
var boss=ui.create.player();
boss.getId();
boss.init(event.current.name);
game.boss=boss;
boss.side=true;
boss.node.equips.style.opacity='0';
if(!event.noslide){
// boss.classList.add('bossplayer');
// boss.classList.add('highlight');
boss.animate('bossing');
boss.node.hp.animate('start');
boss.style.left=(rect.left-ui.arena.offsetLeft)+'px';
boss.style.top=(rect.top-ui.arena.offsetTop)+'px';
}
boss.setIdentity('zhu');
boss.identity='zhu';
if(lib.config.continue_name_boss){
result=lib.config.continue_name_boss;
game.saveConfig('continue_name_boss');
}
for(var i=0;i<result.links.length;i++){
var player=ui.create.player(ui.arena);
player.getId();
player.init(result.links[i]).animate('start');
player.setIdentity('cai');
player.identity='cai';
player.side=false;
game.players.push(player);
if(result.boss){
player.dataset.position=(i+1)*2;
}
else{
player.dataset.position=i+1;
}
}
if(result.boss){
game.players.unshift(boss);
boss.dataset.position=0;
}
else{
game.players.push(boss);
boss.dataset.position=7;
}
ui.create.me();
if(game.me!==boss){
game.singleHandcard=true;
ui.arena.classList.add('single-handcard');
ui.fakeme=ui.create.div('.fakeme.avatar',ui.me);
// ui.fakeme.dataset.position=0;
// ui.fakeme.line=lib.element.player.line;
// ui.fakemebg=ui.create.div('.avatar',ui.fakeme).hide();
// ui.refresh(ui.fakemebg);
game.onSwapControl();
// ui.fakemebg.show();
if(lib.config.show_handcardbutton){
lib.setPopped(ui.create.system('手牌',null,true),function(){
var uiintro=ui.create.dialog('hidden');
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
if(players[i].side==game.me.side&&players[i]!=game.me){
uiintro.add(get.translation(players[i]));
var cards=players[i].get('h');
if(cards.length){
uiintro.addSmall(cards,true);
}
else{
uiintro.add('(无)');
}
}
}
return uiintro;
},220);
}
}
lib.setPopped(ui.create.system('重整',null,true),function(){
var uiintro=ui.create.dialog('hidden');
uiintro.add('重整');
var table=ui.create.div('.bosschongzheng');
var tr,td,added=false;
for(var i=0;i<game.dead.length;i++){
if(typeof game.dead[i].storage.boss_chongzheng!=='number') continue;
added=true;
tr=ui.create.div(table);
td=ui.create.div(tr);
td.innerHTML=get.translation(game.dead[i]);
td=ui.create.div(tr);
if(game.dead[i].maxHp>0){
td.innerHTML='剩余'+get.cnNumber(game.bossinfo.chongzheng-game.dead[i].storage.boss_chongzheng)+'回合';
}
else{
td.innerHTML='无法重整'
}
}
if(!added){
uiintro.add('<div class="text center">(无重整角色)</div>');
uiintro.add(ui.create.div('.placeholder.slim'))
}
else{
uiintro.add(table);
}
return uiintro;
},180);
ui.single_swap=ui.create.system('换人',function(){
var players=get.players(game.me);
players.remove(game.boss);
if(players.length>1){
if(ui.auto.classList.contains('hidden')){
game.me.popup('请稍后换人');
return;
}
if(_status.event.isMine()){
ui.click.auto();
setTimeout(function(){
ui.click.auto();
},500);
}
game.modeSwapPlayer(players[1]);
}
},true);
if(get.config('single_control')||game.me==game.boss){
ui.single_swap.style.display='none';
}
ui.arena.appendChild(boss);
ui.refresh(boss);
boss.classList.remove('highlight');
boss.classList.remove('bossplayer');
boss.style.left='';
boss.style.top='';
boss.style.position='';
setTimeout(function(){
boss.node.equips.style.opacity='';
},500);
event.bosslist.delete();
game.arrangePlayers();
for(var i=0;i<game.players.length;i++){
game.players[i].node.action.innerHTML='行动';
}
var players=get.players(lib.sort.position);
var info=[];
for(var i=0;i<players.length;i++){
info.push({
name:players[i].name,
identity:players[i].identity,
position:players[i].dataset.position
});
}
_status.videoInited=true,
info.boss=(game.me==game.boss);
game.addVideo('init',null,info);
if(game.bossinfo.init){
game.bossinfo.init();
}
"step 3"
if(get.config('single_control')){
for(var i=0;i<game.players.length;i++){
if(game.players[i].side==game.me.side){
game.addRecentCharacter(game.players[i].name);
}
}
}
else{
game.addRecentCharacter(game.me.name);
}
event.trigger('gameStart');
game.gameDraw(game.boss);
game.bossPhaseLoop();
setTimeout(function(){
ui.updatehl();
},200);
},
element:{
player:{
dieAfter:function(){
if(this!=game.boss){
this.storage.boss_chongzheng=0;
}
if(game.bossinfo.checkResult&&game.bossinfo.checkResult(this)===false){
return;
}
if(this==game.boss||game.players.length==1){
game.checkResult();
}
},
}
},
characterPack:{
mode_boss:{
boss_zhangchunhua:['female','wei',4,['jueqing','wuxin','shangshix'],['boss','bossallowed'],'wei'],
boss_zhenji:['female','wei',4,['tashui','lingbo','jiaoxia','fanghua'],['boss','bossallowed'],'wei'],
// boss_liubei:['male','shu',5,['lingfeng'],['boss','bossallowed'],'qun'],
// boss_zhugeliang:['male','shu',4,[],['boss','bossallowed'],'qun'],
boss_huangyueying:['female','shu',4,['boss_gongshen','boss_jizhi','qicai','boss_guiyin'],['boss','bossallowed'],'wei'],
boss_pangtong:['male','shu',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['boss','bossallowed'],'zhu'],
boss_zhaoyun:['male','shu',1,['boss_juejing','longhun','zhanjiang'],['boss','bossallowed'],'qun'],
boss_zhouyu:['male','wu',6,['huoshen','boss_honglian','boss_xianyin'],['boss','bossallowed'],'zhu'],
boss_zhuoguiquxie:['male','qun',0,['boss_bianshen'],['boss','bossallowed'],'shu'],
boss_nianshou:['male','qun',Infinity,['boss_nianrui','boss_qixiang','boss_damagecount'],['boss'],'shu'],
boss_nianshou_heti:['male','qun',12,['boss_nianrui','boss_mengtai','boss_nbianshen','boss_nbianshenx'],['boss','bossallowed'],'shu'],
boss_nianshou_jingjue:['male','qun',12,['boss_nianrui','boss_mengtai','boss_jingjue','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
boss_nianshou_renxing:['male','qun',12,['boss_nianrui','boss_mengtai','boss_renxing','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
boss_nianshou_ruizhi:['male','qun',12,['boss_nianrui','boss_mengtai','boss_ruizhi','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
boss_nianshou_baonu:['male','qun',12,['boss_nianrui','boss_mengtai','boss_nbaonu','boss_shouyi','boss_nbianshen'],['hiddenboss','bossallowed'],'shu'],
boss_baiwuchang:['male','qun',9,['boss_baolian','boss_qiangzheng','boss_zuijiu','juece','boss_bianshen4'],['hiddenboss','bossallowed']],
boss_heiwuchang:['male','qun',9,['boss_guiji','boss_taiping','boss_suoming','boss_xixing','boss_bianshen4'],['hiddenboss','bossallowed']],
boss_luocha:['male','qun',12,['boss_modao','boss_yushou','yizhong','boss_moyany'],['hiddenboss','bossallowed']],
boss_yecha:['male','qun',11,['boss_modao','boss_mojian','bazhen','boss_danshu'],['hiddenboss','bossallowed']],
boss_niutou:['male','qun',7,['boss_baolian','niepan','boss_manjia','boss_xiaoshou','boss_bianshen3'],['hiddenboss','bossallowed']],
boss_mamian:['male','qun',6,['boss_guiji','fankui','boss_lianyu','juece','boss_bianshen3'],['hiddenboss','bossallowed']],
boss_chi:['male','qun',5,['boss_guimei','boss_didong','boss_shanbeng','boss_bianshen2'],['hiddenboss','bossallowed']],
boss_mo:['female','qun',5,['boss_guimei','enyuan','boss_beiming','boss_bianshen2'],['hiddenboss','bossallowed']],
boss_wang:['male','qun',5,['boss_guimei','boss_luolei','huilei','boss_bianshen2'],['hiddenboss','bossallowed']],
boss_liang:['female','qun',5,['boss_guimei','boss_guihuo','boss_minbao','boss_bianshen2'],['hiddenboss','bossallowed']],
boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['boss','bossallowed'],'wei'],
boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['hiddenboss','bossallowed'],'qun'],
boss_caiwenji:['female','qun',4,['beige','boss_hujia','boss_guihan'],['boss','bossallowed'],'wei'],
boss_zhangjiao:['male','qun',8,['boss_leiji','tiandao','jidian'],['boss','bossallowed'],'shu'],
boss_zuoci:['male','qun',0,['huanhua'],['boss','bossallowed'],'shu'],
// boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'],
boss_diaochan:['female','qun',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['boss','bossallowed'],'qun'],
boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['boss','bossallowed'],'wu'],
boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'],
// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
}
},
game:{
reserveDead:true,
changeBoss:function(name){
if(game.additionaldead){
game.additionaldead.push(game.boss);
}
else{
game.additionaldead=[game.boss];
}
game.boss.delete();
game.dead.remove(game.boss);
var boss=ui.create.player();
boss.getId();
boss.init(name);
game.addVideo('bossSwap',game.boss,boss.name);
if(game.me==game.boss){
boss.dataset.position=0;
game.swapControl(boss);
}
else{
boss.dataset.position=7;
}
game.players.push(boss.animate('zoominanim'));
game.arrangePlayers();
game.boss=boss;
ui.arena.appendChild(boss);
boss.directgain(get.cards(4));
boss.setIdentity('zhu');
boss.identity='zhu';
},
checkResult:function(){
if(game.boss==game.me){
game.over(game.boss.isAlive());
}
else{
game.over(!game.boss.isAlive());
}
},
getVideoName:function(){
var str=get.translation(game.me.name);
if(game.me.name2){
str+='/'+get.translation(game.me.name2);
}
var str2='挑战';
if(game.me!=game.boss){
str2+=' - '+get.translation(game.boss);
}
var name=[str,str2];
return name;
},
bossPhaseLoop:function(){
var next=game.createEvent('phaseLoop');
next.player=game.boss;
_status.looped=true;
next.setContent(function(){
"step 0"
if(player.chongzheng){
player.chongzheng=false;
}
else if(player.isDead()){
if(player.hp<0) player.hp=0;
player.storage.boss_chongzheng++;
if(player.maxHp>0){
if(player.hp<player.maxHp){
player.hp++;
game.log(player,'回复了一点体力');
}
else if(player.num('h')<4){
var card=get.cards()[0];
var sort=lib.config.sort_card(card);
var position=sort>0?player.node.handcards1:player.node.handcards2;
card.fix();
card.animate('start');
position.insertBefore(card,position.firstChild);
player.$draw();
game.log(player,'摸了一张牌');
}
player.update();
if(player.storage.boss_chongzheng>=game.bossinfo.chongzheng){
player.revive(player.hp);
}
}
if(game.bossinfo.loopType==2){
game.boss.chongzheng=true;
}
}
else{
if(player.identity=='zhu'&&game.boss!=player){
player=game.boss;
}
player.phase();
}
"step 1"
if(game.bossinfo.loopType==2){
if(event.player==game.boss){
if(!_status.last||_status.last.nextSeat==game.boss){
event.player=game.boss.nextSeat;
}
else{
event.player=_status.last.nextSeat;
}
}
else{
_status.last=player;
event.player=game.boss;
}
}
else{
event.player=event.player.nextSeat;
}
event.goto(0);
});
},
onSwapControl:function(){
if(game.me==game.boss) return;
game.addVideo('onSwapControl');
var name=game.me.name;
if(ui.fakeme&&ui.fakeme.current!=name){
ui.fakeme.current=name;
if(ui.versushighlight&&ui.versushighlight!=game.me){
ui.versushighlight.classList.remove('current_action');
}
ui.versushighlight=game.me;
game.me.classList.add('current_action');
// game.me.line(ui.fakeme,{opacity:0.5,dashed:true});
ui.fakeme.style.backgroundImage=game.me.node.avatar.style.backgroundImage;
// ui.fakeme.style.backgroundSize='cover';
}
ui.updatehl();
},
modeSwapPlayer:function(player){
game.swapControl(player);
game.onSwapControl();
},
chooseCharacter:function(func){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.customreplacetarget=func;
next.ai=function(player,list){
if(get.config('double_character')){
player.init(list[0],list[1]);
}
else{
player.init(list[0]);
}
}
next.setContent(function(){
"step 0"
var i;
var list=[];
event.list=list;
for(i in lib.character){
if(lib.character[i][4].contains('minskin')) continue;
if(lib.character[i][4].contains('boss')) continue;
if(lib.character[i][4].contains('hiddenboss')) continue;
if(lib.character[i][4]&&lib.character[i][4].contains('forbidai')) continue;
if(lib.config.forbidboss.contains(i)) continue;
if(lib.filter.characterDisabled(i)) continue;
list.push(i);
}
list.randomSort();
var dialog=ui.create.dialog('选择参战角色','hidden');
dialog.classList.add('fixed');
ui.window.appendChild(dialog);
dialog.classList.add('bosscharacter');
dialog.classList.add('withbg');
// dialog.add('0/3');
dialog.add([list.slice(0,20),'character']);
dialog.noopen=true;
var next=game.me.chooseButton(dialog,true);
next._triggered=null;
next.custom.replace.target=event.customreplacetarget;
next.selectButton=[3,3];
// next.custom.add.button=function(){
// if(ui.cheat2&&ui.cheat2.backup) return;
// _status.event.dialog.content.childNodes[1].innerHTML=
// ui.selected.buttons.length+'/3';
// };
event.changeDialog=function(){
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
return;
}
if(game.changeCoin){
game.changeCoin(-3);
}
list.randomSort();
var buttons=ui.create.div('.buttons');
var node=_status.event.dialog.buttons[0].parentNode;
_status.event.dialog.buttons=ui.create.buttons(list.slice(0,20),'character',buttons);
_status.event.dialog.content.insertBefore(buttons,node);
buttons.animate('start');
node.remove();
game.uncheck();
game.check();
};
ui.create.cheat=function(){
_status.createControl=ui.cheat2||event.asboss;
ui.cheat=ui.create.control('更换',event.changeDialog);
delete _status.createControl;
};
event.dialogxx=ui.create.characterDialog();
event.dialogxx.classList.add('bosscharacter');
event.dialogxx.classList.add('withbg');
event.dialogxx.classList.add('fixed');
ui.create.cheat2=function(){
_status.createControl=event.asboss;
ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){
if(game.changeCoin){
game.changeCoin(50);
}
this.dialog.close();
_status.event.dialog=this.backup;
ui.window.appendChild(this.backup);
delete this.backup;
game.uncheck();
game.check();
if(ui.cheat){
ui.cheat.style.opacity=1;
}
}
else{
if(game.changeCoin){
game.changeCoin(-10);
}
this.backup=_status.event.dialog;
_status.event.dialog.close();
_status.event.dialog=_status.event.parent.dialogxx;
this.dialog=_status.event.dialog;
ui.window.appendChild(this.dialog);
game.uncheck();
game.check();
if(ui.cheat){
ui.cheat.style.opacity=0.6;
}
}
});
delete _status.createControl;
}
if(!ui.cheat&&get.config('change_choice'))
ui.create.cheat();
if(!ui.cheat2&&get.config('free_choose'))
ui.create.cheat2();
event.asboss=ui.create.control('应战',function(){
event.boss=true;
event.enemy=[];
for(var i=0;i<ui.selected.buttons.length;i++){
event.enemy.push(ui.selected.buttons[i].link);
event.list.remove(ui.selected.buttons[i].link);
}
while(event.enemy.length<3){
event.enemy.push(event.list.randomRemove());
}
game.uncheck();
if(ui.confirm){
ui.confirm.close();
}
game.resume();
});
"step 1"
if(ui.cheat){
ui.cheat.close();
delete ui.cheat;
}
if(ui.cheat2){
ui.cheat2.close();
delete ui.cheat2;
}
event.asboss.close();
if(event.boss){
event.result={
boss:true,
links:event.enemy
};
}
else{
event.result={
boss:false,
links:result.links
};
_status.coinCoeff=get.coinCoeff(result.links);
}
});
return next;
},
},
boss:{
boss_zhuoguiquxie:{
chongzheng:99,
checkResult:function(player){
if(player==game.boss&&game.boss.name!='boss_yecha'&&game.boss.name!='boss_luocha'){
return false;
}
},
init:function(){
_status.additionalReward=function(){
return 500;
}
}
},
boss_nianshou:{
chongzheng:99,
init:function(){
game.boss.node.action.classList.add('freecolor');
game.boss.node.action.style.opacity=1;
game.boss.node.action.style.letterSpacing='4px';
game.boss.node.action.style.marginRight=0;
game.boss.node.action.style.fontFamily='huangcao';
game.boss.node.action.innerHTML='';
_status.additionalReward=function(){
return Math.round(Math.pow(_status.damageCount,2.4))*2;
}
var time=360;
var interval=setInterval(function(){
if(_status.over){
clearInterval(interval);
return;
}
var sec=time%60;
if(sec<10){
sec='0'+sec;
}
game.boss.node.action.innerHTML=Math.floor(time/60)+':'+sec;
if(time<=0){
delete _status.additionalReward;
if(typeof _status.coin=='number'){
if(game.me==game.boss){
_status.coin+=Math.round(Math.pow(_status.damageCount,2.4));
}
else{
_status.coin+=Math.round(Math.pow(_status.damageCount,1.8));
}
}
game.forceOver(true);
clearInterval(interval);
}
time--;
},1000);
_status.damageCount=0;
ui.damageCount=ui.create.system('伤害: 0',null,true);
}
},
boss_nianshou_heti:{
chongzheng:99,
},
boss_zhangjiao:{
// loopType:2,
},
boss_caiwenji:{
loopType:2,
},
boss_pangtong:{
loopType:2,
chongzheng:12
},
boss_zhaoyun:{
chongzheng:12
},
boss_zhenji:{
chongzheng:4,
},
boss_lvbu1:{
loopType:2
},
boss_zuoci:{
chongzheng:4,
},
boss_diaochan:{
chongzheng:4,
},
boss_huangyueying:{
chongzheng:12,
},
global:{
loopType:1,
chongzheng:6
},
},
skill:{
_bossswap:{
trigger:{player:['phaseBegin','chooseToUseBegin','chooseToRespondBegin','chooseToDiscardBegin','chooseToCompareBegin',
'chooseButtonBegin','chooseCardBegin','chooseTargetBegin','chooseCardTargetBegin','chooseControlBegin',
'chooseBoolBegin','choosePlayerCardBegin','discardPlayerCardBegin','gainPlayerCardBegin']},
forced:true,
priority:100,
popup:false,
filter:function(event,player){
if(!get.config('single_control')) return false;
if(event.autochoose&&event.autochoose()) return false;
return player.isUnderControl();
},
content:function(){
game.modeSwapPlayer(player);
},
},
tiandao:{
audio:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('tiandao'),'he').ai=function(card){
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
var attitude=ai.get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result;
}
else{
return -result;
}
};
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('tiandao');
player.$gain2(trigger.player.judging[0]);
player.gain(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
trigger.position.appendChild(result.cards[0]);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
}
"step 3"
game.delay(2);
},
ai:{
tag:{
rejudge:1
},
threaten:1.5
}
},
lianji:{
audio:true,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
if(player==target) return false;
return target.num('h')>0;
},
selectTarget:2,
multitarget:true,
multiline:true,
filter:function(event,player){
return player.num('h')>0;
},
prepare:function(cards,player,targets){
player.$throw(cards);
player.line(targets);
},
discard:false,
filterCard:true,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
"step 0"
if(targets[0].num('h')&&targets[1].num('h')){
targets[0].chooseToCompare(targets[1]);
}
else{
event.finish();
}
"step 1"
if(result.bool){
targets[0].gain(cards);
targets[0].$gain2(cards);
targets[1].damage(targets[0]);
}
else{
targets[1].gain(cards);
targets[1].$gain2(cards);
targets[0].damage(targets[1]);
}
},
ai:{
expose:0.3,
threaten:2,
order:9,
result:{
target:-1
}
},
},
mazui:{
audio:true,
enable:'phaseUse',
usable:1,
filterCard:{color:'black'},
filterTarget:function(card,player,target){
return !target.hasSkill('mazui2');
},
check:function(card){
return 6-ai.get.value(card);
},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
player.line(targets[0],'green');
},
content:function(){
"step 0"
game.delay();
"step 1"
target.storage.mazui2=cards[0];
target.addSkill('mazui2');
game.addVideo('storage',target,['mazui2',get.cardInfo(target.storage.mazui2),'card']);
},
ai:{
expose:0.2,
result:{
target:function(player,target){
return -target.hp;
}
},
order:4,
threaten:1.2
}
},
mazui2:{
trigger:{source:'damageBegin'},
forced:true,
mark:'card',
filter:function(event){
return event.num>0;
},
content:function(){
trigger.num--;
player.addSkill('mazui3');
player.removeSkill('mazui2');
},
intro:{
content:'card'
}
},
mazui3:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
content:function(){
player.gain(player.storage.mazui2,'gain2');
game.log(player,'获得了',player.storage.mazui2);
player.removeSkill('mazui3');
delete player.storage.mazui2;
}
},
yunshen:{
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
frequent:true,
init:function(player){
player.storage.yunshen=0;
},
content:function(){
player.storage.yunshen++;
player.markSkill('yunshen');
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'respondShan')){
var shans=target.num('h','shan');
var hs=target.num('h');
if(shans>1) return [1,1];
if(shans&&hs>2) return [1,1];
if(shans) return [1,0.5];
if(hs>2) return [1,0.3];
if(hs>1) return [1,0.2];
return [1.2,0];
}
}
},
threaten:0.8
},
intro:{
content:'mark'
},
group:'yunshen2'
},
yunshen2:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return player.storage.yunshen>0;
},
content:function(){
player.draw(player.storage.yunshen);
player.storage.yunshen=0;
player.unmarkSkill('yunshen');
},
mod:{
globalTo:function(from,to,distance){
if(typeof to.storage.yunshen=='number') return distance+to.storage.yunshen;
}
}
},
lingbo:{
audio:2,
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
frequent:true,
content:function(){
player.draw(2);
},
ai:{
mingzhi:false,
effect:{
target:function(card,player,target){
if(get.tag(card,'respondShan')){
var shans=target.num('h','shan');
var hs=target.num('h');
if(shans>1) return [0,1];
if(shans&&hs>2) return [0,1];
if(shans) return [0,0];
if(hs>2) return [0,0];
if(hs>1) return [1,0.5];
return [1.5,0];
}
}
},
threaten:0.8
}
},
jiaoxia:{
audio:2,
trigger:{target:'useCardToBegin'},
filter:function(event,player){
return event.card&&get.color(event.card)=='red';
},
frequent:true,
content:function(){
player.draw();
},
ai:{
effect:function(card,player,target){
if(get.color(card)=='red') return [1,1];
},
}
},
boss_nbianshenx:{},
boss_jingjue:{
inherit:'boss_danshu'
},
boss_renxing:{
trigger:{global:['damageEnd','recoverEnd']},
forced:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
player.draw();
}
},
boss_ruizhi:{
trigger:{global:'phaseBegin'},
forced:true,
filter:function(event,player){
return event.player!=player&&event.player.num('he')>1;
},
content:function(){
'step 0'
player.line(trigger.player,'green');
var next=trigger.player.chooseCard(true,'选择保留一张手牌和一张装备区内的牌,然后弃置其它牌','he',function(card){
switch(get.position(card)){
case 'h':{
if(ui.selected.cards.length){
return get.position(ui.selected.cards[0])=='e';
}
else{
return trigger.player.num('h')>1;
}
break;
}
case 'e':{
if(ui.selected.cards.length){
return get.position(ui.selected.cards[0])=='h';
}
else{
return trigger.player.num('e')>1;
}
break;
}
}
});
var num=0;
if(trigger.player.num('h')>1){
num++;
}
if(trigger.player.num('e')>1){
num++;
}
next.selectCard=[num,num];
next.ai=function(card){
return ai.get.value(card);
};
'step 1'
if(result.bool){
var he=[];
var hs=trigger.player.get('h');
var es=trigger.player.get('e');
if(hs.length>1){
he=he.concat(hs);
}
if(es.length>1){
he=he.concat(es);
}
for(var i=0;i<result.cards.length;i++){
he.remove(result.cards[i]);
}
trigger.player.discard(he);
}
}
},
boss_nbaonu:{
group:['boss_nbaonu_sha'],
trigger:{player:'phaseDrawBegin'},
forced:true,
priority:-1,
content:function(){
if(player.hp>4){
trigger.num=4+Math.floor(Math.random()*(player.hp-3));
}
else{
trigger.num=4;
}
},
subSkill:{
sha:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha'&&player.hp<5) return Infinity;
}
},
trigger:{source:'damageBegin'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.notLink()&&player.hp<5;
},
forced:true,
content:function(){
trigger.num++;
}
}
}
},
boss_shouyi:{
mod:{
targetInRange:function(){
return true;
}
},
},
boss_mengtai:{
group:['boss_mengtai_begin','boss_mengtai_draw','boss_mengtai_use',
'boss_mengtai_discard','boss_mengtai_end'],
subSkill:{
begin:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
player.storage.boss_mengtai_draw=true;
player.storage.boss_mengtai_use=true;
}
},
draw:{
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
content:function(){
player.storage.boss_mengtai_draw=false;
}
},
use:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
content:function(){
player.storage.boss_mengtai_use=false;
}
},
discard:{
trigger:{player:'phaseDiscardBefore'},
forced:true,
filter:function(event,player){
if(player.storage.boss_mengtai_use) return true;
return false;
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
end:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
if(player.storage.boss_mengtai_draw) return true;
return false;
},
content:function(){
player.draw(3);
}
}
}
},
boss_nbianshen:{
trigger:{player:'phaseBefore'},
forced:true,
popup:false,
priority:25,
filter:function(event,player){
if(player.name=='boss_nianshou_heti'||player.storage.boss_nbianshen) return true;
return false;
},
content:function(){
if(player.storage.boss_nbianshen){
var hp=player.hp,
maxHp=player.maxHp,
hujia=player.hujia;
player.init('boss_nianshou_'+player.storage.boss_nbianshen_next);
player.storage.boss_nbianshen.remove(player.storage.boss_nbianshen_next);
if(!player.storage.boss_nbianshen.length){
player.storage.boss_nbianshen=['jingjue','renxing','ruizhi','baonu'];
}
player.storage.boss_nbianshen_next=player.storage.boss_nbianshen.randomGet(player.storage.boss_nbianshen_next);
player.hp=hp;
player.maxHp=maxHp;
player.hujia=hujia;
player.update();
}
else{
player.storage.boss_nbianshen=['jingjue','renxing','ruizhi','baonu'];
player.storage.boss_nbianshen_next=player.storage.boss_nbianshen.randomGet();
player.markSkill('boss_nbianshen');
}
},
intro:{
content:function(storage,player){
var map={
jingjue:'警觉',
renxing:'任性',
ruizhi:'睿智',
baonu:'暴怒'
};
return '下一个状态:'+map[player.storage.boss_nbianshen_next];
}
}
},
boss_damagecount:{
mode:['boss'],
global:'boss_damagecount2'
},
boss_damagecount2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
if(!ui.damageCount) return false;
return event.num>0&&player.isFriendOf(game.me)&&event.player.isEnemyOf(game.me);
},
content:function(){
_status.damageCount+=trigger.num;
ui.damageCount.innerHTML='伤害: '+_status.damageCount;
}
},
boss_nianrui:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=2;
},
ai:{
threaten:1.6
}
},
boss_qixiang:{
group:['boss_qixiang1','boss_qixiang2'],
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='lebu'&&card.name=='bingliang') return 0.8;
}
}
}
},
boss_qixiang1:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
if(event.card.viewAs){
return event.card.viewAs=='lebu';
}
else{
return event.card.name=='lebu';
}
}
},
content:function(){
player.addTempSkill('boss_qixiang3','judgeAfter');
}
},
boss_qixiang2:{
trigger:{player:'judge'},
forced:true,
filter:function(event,player){
if(event.card){
if(event.card.viewAs){
return event.card.viewAs=='bingliang';
}
else{
return event.card.name=='bingliang';
}
}
},
content:function(){
player.addTempSkill('boss_qixiang4','judgeAfter');
}
},
boss_qixiang3:{
mod:{
suit:function(card,suit){
if(suit=='diamond') return 'heart';
}
}
},
boss_qixiang4:{
mod:{
suit:function(card,suit){
if(suit=='spade') return 'club';
}
}
},
boss_bianshen2:{
mode:['boss'],
global:'boss_bianshen2x'
},
boss_bianshen2x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
globalFixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_bianshen2');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss(['boss_niutou','boss_mamian'].randomGet());
}
},
boss_bianshen3:{
mode:['boss'],
global:'boss_bianshen3x'
},
boss_bianshen3x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
globalFixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_bianshen3');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss(['boss_baiwuchang','boss_heiwuchang'].randomGet());
}
},
boss_bianshen4:{
mode:['boss'],
global:'boss_bianshen4x'
},
boss_bianshen4x:{
trigger:{global:'dieAfter'},
forced:true,
priority:-10,
globalFixed:true,
filter:function(event){
if(lib.config.mode!='boss') return false;
return event.player==game.boss&&event.player.hasSkill('boss_bianshen4');
},
content:function(){
'step 0'
game.delay();
'step 1'
game.changeBoss(['boss_yecha','boss_luocha'].randomGet());
}
},
boss_moyany:{
trigger:{player:'loseEnd'},
frequent:true,
unique:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.bool){
player.chooseTarget(true,'选择一个目标对其造成两点火焰伤害',function(card,player,target){
return player!=target;
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'fire');
}
}
else{
event.finish();
}
"step 2"
if(result.targets.length){
player.line(result.targets,'fire');
result.targets[0].damage(2,'fire');
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'loseCard')){
return [0.5,1];
}
}
}
}
},
boss_danshu:{
trigger:{player:'loseEnd'},
frequent:true,
unique:true,
filter:function(event,player){
return _status.currentPhase!=player&&player.hp<player.maxHp;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.color=='red'){
player.recover();
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'loseCard')){
return [0.5,1];
}
}
}
}
},
boss_modao:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
player.draw(2);
}
},
boss_mojian:{
trigger:{player:'phaseUseBegin'},
content:function(){
var list=[];
for(var i=0;i<game.players.length;i++){
if(player.canUse('wanjian',game.players[i])&&game.players[i].isEnemyOf(player)){
list.push(game.players[i]);
}
}
list.sort(lib.sort.seat);
player.useCard({name:'wanjian'},list);
},
ai:{
threaten:1.8
}
},
boss_yushou:{
trigger:{player:'phaseUseBegin'},
content:function(){
var list=[];
for(var i=0;i<game.players.length;i++){
if(player.canUse('nanman',game.players[i])){
list.push(game.players[i]);
}
}
list.sort(lib.sort.seat);
player.useCard({name:'nanman'},list);
}
},
boss_zuijiu:{
trigger:{source:'damageBegin'},
filter:function(event){
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
forced:true,
content:function(){
trigger.num++;
}
},
boss_xixing:{
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_xixing'),function(card,player,target){
return player!=target&&target.isLinked();
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder');
}
"step 1"
if(result.bool){
player.logSkill('boss_xixing',result.targets);
result.targets[0].damage('thunder');
player.recover();
}
},
},
boss_suoming:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isLinked()&&player!=game.players[i]){
return true;
}
}
},
content:function(){
"step 0"
var num=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isLinked()&&player!=game.players[i]){
num++;
}
}
player.chooseTarget(get.prompt('boss_suoming'),[1,num],function(card,player,target){
return !target.isLinked()&&player!=target;
}).ai=function(target){
return -ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('boss_suoming',result.targets);
event.targets=result.targets;
event.num=0;
}
else{
event.finish();
}
"step 2"
if(event.num<event.targets.length){
event.targets[event.num].link();
event.num++;
event.redo();
}
},
},
boss_taiping:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=2;
}
},
boss_baolian:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.draw(2);
}
},
boss_xiaoshou:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_xiaoshou'),function(card,player,target){
return player!=target&&target.hp>=player.hp;
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'fire');
}
"step 1"
if(result.bool){
player.logSkill('boss_xiaoshou',result.targets);
result.targets[0].damage('fire',3);
}
},
},
boss_manjia:{
group:['boss_manjia1','boss_manjia2']
},
boss_manjia1:{
trigger:{target:'useCardToBefore'},
forced:true,
priority:6,
filter:function(event,player){
if(player.get('e','2')) return false;
if(event.player.num('s','unequip')) return false;
if(event.card.name=='nanman') return true;
if(event.card.name=='wanjian') return true;
if(event.card.name=='sha'&&!event.card.nature) return true;
},
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.get('e','2')) return;
if(player.num('s','unequip')) return;
if(card.name=='nanman'||card.name=='wanjian') return 0;
if(card.name=='sha'){
var equip1=player.get('e','1');
if(equip1&&equip1.name=='zhuque') return 2;
if(equip1&&equip1.name=='qinggang') return 1;
if(!card.nature) return 0;
}
}
}
}
},
boss_manjia2:{
trigger:{player:'damageBegin'},
filter:function(event,player){
if(player.get('e','2')) return false;
if(event.nature=='fire') return true;
},
forced:true,
check:function(){
return false;
},
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.get('e','2')) return;
if(card.name=='sha'){
if(card.nature=='fire'||player.hasSkill('zhuque_skill')) return 2;
}
if(get.tag(card,'fireDamage')&&current<0) return 2;
}
}
}
},
boss_lianyu:{
trigger:{player:'phaseEnd'},
unique:true,
content:function(){
"step 0"
event.players=get.players(player);
"step 1"
if(event.players.length){
var current=event.players.shift();
if(current.isEnemyOf(player)){
player.line(current,'fire');
current.damage('fire');
}
event.redo();
}
},
ai:{
threaten:2
}
},
boss_guiji:{
trigger:{player:'phaseJudgeBegin'},
forced:true,
content:function(){
player.discard(player.get('j').randomGet());
},
filter:function(event ,player){
return player.num('j')>0;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='delay'&&target.num('j')==0) return 0.1;
}
}
}
},
boss_minbao:{
global:'boss_minbao2'
},
boss_minbao2:{
trigger:{global:'dieAfter'},
forced:true,
globalFixed:true,
filter:function(event,player){
return event.player.hasSkill('boss_minbao')&&event.player.isDead();
},
content:function(){
trigger.player.line(player,'fire');
player.damage('nosource','fire').animate=false;
player.$damage(trigger.player);
if(lib.config.animation&&!lib.config.low_performance){
player.$fire();
}
if(!event.parent.parent.boss_minbao_logv){
event.parent.parent.boss_minbao_logv=true;
game.logv(trigger.player,'boss_minbao',game.players.slice(0),event.parent.parent);
}
}
},
boss_guihuo:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_guihuo'),function(card,player,target){
return player!=target;
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'fire');
}
"step 1"
if(result.bool){
player.logSkill('boss_guihuo',result.targets);
result.targets[0].damage('fire');
}
},
},
boss_luolei:{
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_luolei'),function(card,player,target){
return player!=target;
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder');
}
"step 1"
if(result.bool){
player.logSkill('boss_luolei',result.targets);
result.targets[0].damage('thunder');
}
},
},
boss_beiming:{
trigger:{player:'dieBegin'},
forced:true,
filter:function(event){
return event.source!=undefined;
},
content:function(){
trigger.source.discard(trigger.source.get('h'));
},
ai:{
threaten:0.7
}
},
boss_shanbeng:{
global:'boss_shanbeng2',
trigger:{player:'dieBegin'},
forced:true,
logv:false,
content:function(){
var targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('e')){
player.line(game.players[i],'green');
targets.push(game.players[i]);
}
}
game.delay();
game.logv(player,'boss_shanbeng',targets,null,true);
}
},
boss_shanbeng2:{
trigger:{global:'dieAfter'},
forced:true,
globalFixed:true,
filter:function(event,player){
return player.num('e')>0&&event.player.hasSkill('boss_shanbeng')&&event.player.isDead();
},
content:function(){
player.discard(player.get('e'));
}
},
boss_didong:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('boss_didong'),function(card,player,target){
return target.isEnemyOf(player);
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(target.isTurnedOver()){
if(att>0){
return att+5;
}
return -1;
}
if(player.isTurnedOver()){
return 5-att;
}
return -att;
};
"step 1"
if(result.bool){
player.logSkill('boss_didong',result.targets);
result.targets[0].turnOver();
}
},
ai:{
threaten:1.7
}
},
boss_guimei:{
mod:{
targetEnabled:function(card,player,target){
if(get.type(card)=='delay'){
return false;
}
}
}
},
boss_bianshen:{
trigger:{global:'gameStart'},
forced:true,
popup:false,
content:function(){
player.init(['boss_chi','boss_mo','boss_wang','boss_liang'].randomGet());
game.addVideo('reinit2',player,player.name);
}
},
zhanjiang:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('e','qinggang')){
return true;
}
}
},
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
var e=game.players[i].get('e','qinggang');
if(e.length){
player.gain(e);
game.players[i].$give(e,player);
break;
}
}
}
}
},
boss_juejing:{
trigger:{player:'phaseDrawBefore'},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
noh:true,
},
group:'boss_juejing2'
},
boss_juejing2:{
trigger:{player:'loseEnd'},
forced:true,
filter:function(event,player){
return player.num('h')<4;
},
content:function(){
player.draw(4-player.num('h'));
}
},
boss_leiji:{
audio:2,
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
direct:true,
content:function(){
"step 0";
player.chooseTarget(get.prompt('boss_leiji')).ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder');
};
"step 1"
if(result.bool){
player.logSkill('boss_leiji',result.targets,'thunder');
event.target=result.targets[0];
event.target.judge(function(card){
// var suit=get.suit(card);
// if(suit=='spade') return -4;
// if(suit=='club') return -2;
if(get.color(card)=='black') return -2;
return 0;
});
}
else{
event.finish();
}
"step 2"
if(result.bool==false){
event.target.damage('thunder');
player.draw();
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')){
var hastarget=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])<0){
hastarget=true;break;
}
}
var be=target.num('e',{color:'black'});
if(target.num('h','shan')&&be){
if(!target.hasSkill('guidao')) return 0;
return [0,hastarget?target.num('he')/2:0];
}
if(target.num('h','shan')&&target.num('h')>2){
if(!target.hasSkill('guidao')) return 0;
return [0,hastarget?target.num('h')/4:0];
}
if(target.num('h')>3||(be&&target.num('h')>=2)){
return [0,0];
}
if(target.num('h')==0){
return [1.5,0];
}
if(target.num('h')==1&&!be){
return [1.2,0];
}
if(!target.hasSkill('guidao')) return [1,0.05];
return [1,Math.min(0.5,(target.num('h')+be)/4)];
}
}
}
}
},
wuqin:{
audio:2,
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.num('h')==0;
},
content:function(){
player.draw(3)
}
},
boss_baolin:{
audio:true,
inherit:'juece',
},
boss_qiangzheng:{
audio:2,
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')) return true;
}
return false;
},
content:function(){
"step 0"
var players=get.players(player);
players.remove(player);
event.players=players;
"step 1"
if(event.players.length){
var current=event.players.shift();
var hs=current.get('h')
if(hs.length){
player.gain(hs.randomGet());
current.$give(1,player);
}
event.redo();
}
}
},
guizhen:{
audio:2,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
"step 0"
var players=get.players(player);
players.remove(player);
event.players=players;
"step 1"
if(event.players.length){
var current=event.players.shift();
var hs=current.get('h');
if(hs.length){
current.lose(hs)._triggered=null;
current.$throw(hs);
}
else{
current.loseHp();
}
game.delay(0.5);
event.redo();
}
},
},
boss_konghun:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(){
return game.players.length>=3;
},
content:function(){
"step 0"
player.chooseTarget(function(card,player,target){
return target!=player;
}).ai=function(){
return 1;
}
"step 1"
if(result.bool){
player.logSkill('boss_konghun',result.targets);
result.targets[0].goMad();
}
},
group:'boss_konghun2'
},
boss_konghun2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
if(players[i].isMad()){
players[i].unMad();
}
}
}
},
yuehun:{
unique:true,
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
player.recover();
player.draw(2);
}
},
boss_wange:{
inherit:'boss_guiji'
},
fengwu:{
audio:2,
unique:true,
enable:'phaseUse',
usable:1,
content:function(){
"step 0"
event.current=player.next;
"step 1"
event.current.chooseToUse({name:'sha'},function(card,player,target){
if(player==target) return false;
if(get.distance(player,target)<=1) return true;
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player) continue;
if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
}
return true;
})
"step 2"
if(result.bool==false) event.current.loseHp();
if(event.current.next!=player){
event.current=event.current.next;
game.delay(0.5);
event.goto(1);
}
},
ai:{
order:1,
result:{
player:function(player){
if(player.num('h','shan')) return 1;
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].canUse('sha',player)&&game.players[i].num('h')>1){
num--;
}
else{
num++;
}
}
return num;
}
}
}
},
huanhua:{
audio:2,
trigger:{global:'gameDrawAfter'},
forced:true,
unique:true,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player) continue;
player.maxHp+=game.players[i].maxHp;
if(!game.players[i].name||!lib.character[game.players[i].name]) continue;
var skills=lib.character[game.players[i].name][3];
for(var j=0;j<skills.length;j++){
if(!lib.skill[skills[j]].forceunique){
player.addSkill(skills[j]);
}
}
}
player.hp=player.maxHp;
player.update();
},
group:['huanhua3','huanhua4'],
ai:{
threaten:0.8,
effect:{
target:function(card){
if(card.name=='bingliang') return 0;
}
}
}
},
huanhua2:{
trigger:{player:'phaseDrawBefore'},
priority:10,
forced:true,
popup:false,
check:function(){
return false;
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
huanhua3:{
trigger:{global:'drawAfter'},
forced:true,
filter:function(event,player){
if(event.parent.name!='phaseDraw') return false;
return event.player!=player;
},
content:function(){
player.draw(trigger.num);
}
},
huanhua4:{
trigger:{global:'discardAfter'},
forced:true,
filter:function(event,player){
if(event.parent.parent.name!='phaseDiscard') return false;
return event.player!=player;
},
content:function(){
player.chooseToDiscard(trigger.cards.length,true);
}
},
jidian:{
audio:2,
trigger:{source:'damageAfter'},
direct:true,
unique:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('jidian'),function(card,player,target){
return get.distance(trigger.player,target)<=1&&trigger.player!=target;
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'thunder')+0.1;
}
"step 1"
if(result.bool){
event.target=result.targets[0];
event.target.judge(function(card){
return get.color(card)=='red'?0:-1;
})
player.logSkill('jidian',event.target,false);
trigger.player.line(event.target,'thunder');
}
else{
event.finish();
}
"step 2"
if(result.color=='black'){
event.target.damage('thunder');
}
}
},
tinqin:{
audio:false,
inherit:'manjuan'
},
boss_hujia:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
unique:true,
filter:function(event,player){
if(player.hp==player.maxHp) return false;
if(!player.num('he')) return false;
return true;
},
content:function(){
"step 0"
player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
if(!lib.character[target.name]) return false;
return player!=target&&!target.storage.boss_hujia;
},
filterCard:true,
ai1:function(card){
return ai.get.unuseful(card)+9;
},
ai2:function(target){
if(target.disabledSkills.boss_hujia) return Math.max(1,10-target.maxHp);
return 1/target.maxHp;
},
prompt:get.prompt('boss_hujia')
});
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('boss_hujia',target);
if(target.disabledSkills.boss_hujia){
target.loseMaxHp();
}
else{
target.disableSkill('boss_hujia',lib.character[target.name][3]);
}
player.discard(result.cards);
}
},
ai:{
expose:0.2,
}
},
boss_guihan:{
audio:2,
unique:true,
enable:'chooseToUse',
mark:true,
init:function(player){
player.storage.boss_guihan=false;
},
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.boss_guihan) return false;
return true;
},
content:function(){
"step 0"
player.removeSkill('boss_guihan');
player.recover(player.maxHp-player.hp);
player.storage.boss_guihan=true;
"step 1"
player.draw(4);
"step 2"
for(var i=0;i<game.players.length;i++){
game.players[i].enableSkill('boss_hujia');
}
if(game.bossinfo){
game.bossinfo.loopType=1;
}
player.removeSkill('beige');
player.removeSkill('boss_hujia');
player.addSkill('tinqin');
player.addSkill('boss_huixin');
},
ai:{
skillTagFilter:function(player){
if(player.storage.boss_guihan) return false;
},
save:true,
result:{
player:4,
},
},
intro:{
content:'limited'
}
},
huoshen:{
trigger:{player:'damageBefore'},
forced:true,
unique:true,
filter:function(event){
return event.nature=='fire';
},
content:function(){
trigger.untrigger();
trigger.finish();
player.recover();
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'fireDamage')){
return [0,2];
}
}
}
},
},
boss_xianyin:{
trigger:{player:'loseEnd'},
frequent:true,
unique:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.bool){
player.chooseTarget(true,'选择一个目标令其失去一点体力',function(card,player,target){
return player!=target;
}).ai=function(target){
return Math.max(1,9-target.hp);
}
}
else{
event.finish();
}
"step 2"
if(result.targets.length){
player.line(result.targets);
result.targets[0].loseHp();
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'loseCard')){
return [0.5,1];
}
}
}
}
},
boss_huixin:{
trigger:{player:'loseEnd'},
frequent:true,
unique:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
"step 0"
player.judge();
"step 1"
if(result.color=='black'){
_status.currentPhase.loseHp();
}
else{
player.recover();
player.draw();
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'loseCard')){
return [0.5,1];
}
}
}
}
},
boss_shengshou:{
audio:true,
trigger:{player:'useCard'},
frequent:true,
unique:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
});
"step 1"
if(result.bool){
player.recover();
}
},
},
boss_honglian:{
audio:2,
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
content:function(){
"step 0"
event.players=get.players(player);
event.players.remove(player);
player.draw(2);
"step 1"
if(event.players.length){
event.players.shift().damage('fire');
event.redo();
}
},
},
boss_yuhuo:{
trigger:{player:'niepanAfter'},
forced:true,
unique:true,
content:function(){
player.addSkill('kanpo');
player.addSkill('shenwei');
player.addSkill('zhuyu');
if(game.bossinfo){
game.bossinfo.loopType=1;
}
}
},
boss_tianyu:{
audio:true,
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
if(player.isLinked()) return true;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&!game.players[i].isLinked()){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.targets=game.players.slice(0);
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
if(player.isLinked()) player.link();
"step 1"
if(event.targets.length){
var target=event.targets.shift();
if(!target.isLinked()){
target.link();
}
event.redo();
}
}
},
boss_jizhi:{
audio:2,
trigger:{player:'useCard'},
frequent:true,
unique:true,
filter:function(event){
var type=get.type(event.card,'trick');
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
},
content:function(){
var cards=get.cards();
player.gain(cards,'gain2');
game.log(player,'获得了',cards);
},
ai:{
threaten:1.4
}
},
boss_guiyin:{
mod:{
targetEnabled:function(card,player,target){
if(_status.currentPhase==player&&target.hp<player.hp) return false;
}
}
},
boss_gongshen:{
trigger:{global:'gameDrawAfter'},
forced:true,
unique:true,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
game.players[i].forcemin=true;
}
}
},
mod:{
targetEnabled:function(card,player,target){
if(get.type(card)=='delay'&&player!=target){
return false;
}
}
}
},
fanghua:{
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
filter:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].isTurnedOver()){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.players=get.players(player);
event.num=0;
for(var i=0;i<event.players.length;i++){
if(!event.players[i].isTurnedOver()){
event.players.splice(i--,1);
}
}
"step 1"
if(event.players.length){
event.players.shift().loseHp();
event.redo();
}
}
},
tashui:{
audio:2,
trigger:{player:['useCard','respondAfter']},
direct:true,
unique:true,
filter:function(event){
return get.color(event.card)=='black';
},
content:function(){
"step 0"
game.delay(0.5);
player.chooseTarget(get.prompt('tashui'),function(card,player,target){
return player!=target;
}).ai=function(target){
if(target.isTurnedOver()) return -1;
return 1;
}
"step 1"
if(result.bool){
player.logSkill('tashui',result.targets,'thunder');
result.targets[0].turnOver();
}
},
ai:{
effect:{
player:function(card){
if(get.color(card)=='black'){
return [1,2];
}
}
}
}
},
shangshix:{
trigger:{player:['loseEnd','changeHp']},
forced:true,
unique:true,
audio:2,
filter:function(event,player){
return player.num('h')<4;
},
content:function(){
player.draw(4-player.num('h'));
},
group:'shangshix2',
ai:{
effect:{
target:function(card,player,target){
if(card.name=='shunshou') return;
if(card.name=='guohe'){
if(!target.num('e')) return [0,1];
}
else if(get.tag(card,'loseCard')){
return [0,1];
}
}
},
noh:true,
}
},
shangshix2:{
trigger:{player:'phaseEnd'},
forced:true,
unique:true,
filter:function(event,player){
return player.hp>1;
},
content:function(){
"step 0"
event.players=get.players(player);
event.num=0;
"step 1"
if(event.players.length){
event.players.shift().loseHp();
event.redo();
}
}
},
wuxin:{
inherit:'miles_xueyi',
group:'swd_wuxie',
audio:2,
},
shenwei:{
audio:2,
unique:true,
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=Math.max(2,game.players.length-1);
},
mod:{
maxHandcard:function(player,current){
return current+Math.max(2,game.players.length-1);
}
}
},
shenji:{
unique:true,
mod:{
selectTarget:function(card,player,range){
if(range[1]==-1) return;
if(card.name=='sha'||card.name=='juedou') range[1]=3;
},
}
},
boss_baonu:{
unique:true,
group:'boss_baonu2',
trigger:{player:'changeHp'},
forced:true,
priority:100,
audio:2,
mode:['identity','guozhan','boss','stone'],
filter:function(event,player){
return player.hp<=4
},
content:function(){
player.init('boss_lvbu2');
player.update();
ui.clear();
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
for(var i=0;i<game.players.length;i++){
for(var j in game.players[i].tempSkills){
game.players[i].removeSkill(j);
}
}
_status.paused=false;
_status.event.player=player;
_status.event.step=0;
if(game.bossinfo){
game.bossinfo.loopType=1;
}
},
ai:{
effect:{
target:function(card,player){
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
if(player.hp==5){
if(game.players.length<4) return [0,5];
var num=0
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=game.boss&&game.players[i].hp==1){
num++;
}
}
if(num>1) return [0,2];
if(num&&Math.random()<0.7) return [0,1];
}
}
}
}
}
},
boss_baonu2:{
trigger:{player:'gameDrawBegin'},
forced:true,
popup:false,
content:function(){
player.draw(4,false);
}
},
qiwu:{
audio:true,
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
return get.suit(event.card)=='club'&&player.hp<player.maxHp;
},
content:function(){
player.recover();
}
},
jizhen:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp&&player!=game.players[i]){
return true;
}
}
},
content:function(){
"step 0"
var num=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isLinked()&&player!=game.players[i]){
num++;
}
}
player.chooseTarget(get.prompt('jizhen'),[1,2],function(card,player,target){
return target.hp<target.maxHp&&player!=target;
}).ai=function(target){
return ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('jizhen',result.targets);
game.asyncDraw(result.targets);
}
},
ai:{
expose:0.3,
threaten:1.3
}
},
},
translate:{
zhu:'神',
cai:'盟',
boss_chi:'魑',
boss_mo:'魅',
boss_wang:'魍',
boss_liang:'魉',
boss_niutou:'牛头',
boss_mamian:'马面',
boss_baiwuchang:'白无常',
boss_heiwuchang:'黑无常',
boss_luocha:'罗刹',
boss_yecha:'夜叉',
boss_nianshou:'年兽',
boss_nianshou_heti:'合体年兽',
boss_nianshou_jingjue:'警觉年兽',
boss_nianshou_renxing:'任性年兽',
boss_nianshou_baonu:'暴怒年兽',
boss_nianshou_ruizhi:'睿智年兽',
jiaoxia:'皎霞',
jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌',
lingbo:'凌波',
lingbo_info:'每当你使用或打出一张闪,你可以摸两张牌',
tiandao:'天道',
tiandao_info:'任意一名角色的判定生效前,你可以打出一张牌替换之',
yunshen:'云身',
yunshen2:'云身',
yunshen_info:'每当你打出一张闪,你可以令其他角色与你的距离+1回合开始阶段你将累计的防御距离清零然后摸等量的牌',
lianji:'连计',
lianji_info:'出牌阶段限一次,你可以选择一张手牌并指定两名角色进行拼点,拼点赢的角色获得此牌,并对没赢的角色造成一点伤害',
mazui:'麻醉',
mazui2:'麻醉',
mazui_info:'出牌阶段限一次,你可以将一张黑色手牌置于一名角色的武将牌上,该角色造成的下一次伤害-1然后获得此牌',
boss_nbianshen:'变形',
boss_nbianshenx:'变形',
boss_nbianshenx_info:'你从第二轮开始,每一轮幻化为警觉、任性、睿智、暴怒四种随机状态中的一种',
boss_mengtai:'萌态',
boss_mengtai_info:'锁定技,若你的出牌阶段被跳过,你跳过本回合的弃牌阶段;若你的摸牌阶段被跳过,结束阶段开始时,你摸三张牌',
boss_ruizhi:'睿智',
boss_ruizhi_info:'锁定技,其他角色的准备阶段开始时,其选择一张手牌和一张装备区里的牌,然后弃置其余的牌',
boss_jingjue:'警觉',
boss_jingjue_info:'每当你于回合外失去牌时你可以进行一次判定若结果为红色你回复1点体力',
// boss_jingjue_info:'锁定技当你因弃置而失去牌后你回复1点体力',
boss_renxing:'任性',
boss_renxing_info:'锁定技你的回合外一名角色受到1点伤害后或回复1点体力时你摸一张牌',
boss_nbaonu:'暴怒',
boss_nbaonu_info:'锁定技摸牌阶段你改为摸X张牌X为4到你体力值间的随机数若你的体力值小于5则你使用【杀】造成的伤害+1且无次数限制',
boss_shouyi:'兽裔',
boss_shouyi_info:'锁定技,你使用牌无距离限制',
boss_nianrui:'年瑞',
boss_nianrui_info:'锁定技,摸牌阶段,你额外摸两张牌',
boss_qixiang:'祺祥',
boss_qixiang1:'祺祥',
boss_qixiang2:'祺祥',
boss_qixiang_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花',
qiwu:'栖梧',
qiwu_info:'锁定技。每当你使用一张梅花牌,你回复一点体力',
jizhen:'激阵',
jizhen_info:'结束阶段,你可以令所至多两名已受伤角色摸一张牌',
boss_yushou:'驭兽',
boss_yushou_info:'出牌阶段开始时,你可以对所有敌方角色使用一张南蛮入侵',
boss_moyany:'魔炎',
boss_moyany_info:'每当你于回合外失去牌时你可以进行一次判定若结果为红色你对一名其他角色造成2点火焰伤害',
boss_modao:'魔道',
boss_modao_info:'锁定技,准备阶段,你摸两张牌',
boss_mojian:'魔箭',
boss_mojian_info:'出牌阶段开始时,你可以对所有敌方角色使用一张万箭齐发',
boss_danshu:'丹术',
boss_danshu_info:'每当你于回合外失去牌时你可以进行一次判定若结果为红色你回复1点体力',
boss_zuijiu:'醉酒',
boss_zuijiu_info:'锁定技你的【杀】额外造成1点伤害',
boss_taiping:'太平',
boss_taiping_info:'锁定技,摸牌阶段摸牌时,你的摸牌数量+2',
boss_suoming:'索命',
boss_suoming_info:'结束阶段,将任意名未被横置的其他角色的武将牌横置',
boss_xixing:'吸星',
boss_xixing_info:'准备阶段对任意一名横置的其他角色造成1点雷电伤害然后回复1点体力',
boss_baolian:'暴敛',
boss_baolian_info:'锁定技,结束阶段,你摸两张牌',
boss_manjia:'蛮甲',
boss_manjia_info:'锁定技,若你的装备区内没有防具牌,则你视为装备了[藤甲]',
boss_xiaoshou:'枭首',
boss_xiaoshou_info:'结束阶段对体力不小于你的一名其他角色造成3点伤害',
boss_guiji:'诡计',
boss_guiji_info:'锁定技,准备阶段结束时,若你的判定区内有牌,你随机弃置其中一张牌',
boss_lianyu:'炼狱',
boss_lianyu_info:'结束阶段你可以对所有敌方角色造成1点火焰伤害',
boss_guihuo:'鬼火',
boss_guihuo_info:'结束阶段你可以对一名其他角色造成1点火焰伤害',
boss_minbao:'冥爆',
boss_minbao_info:'锁定技当你死亡时对场上所有其他角色造成1点火焰伤害',
boss_luolei:'落雷',
boss_luolei_info:'准备阶段你可以对一名其他角色造成1点雷电伤害',
boss_beiming:'悲鸣',
boss_beiming_info:'锁定技,当你死亡时,你令杀死你的角色弃置所有手牌',
boss_guimei:'鬼魅',
boss_guimei_info:'锁定技,你不能成为延时类锦囊的目标',
boss_didong:'地动',
boss_didong_info:'结束阶段,你可以选择一名敌方角色将其武将牌翻面',
boss_shanbeng:'山崩',
boss_shanbeng_info:'锁定技,当你死亡时,你令所有其他角色弃置其装备区内的所有牌',
boss_zhuoguiquxie:'捉鬼驱邪',
boss_bianshen:'出场',
boss_bianshen_info:'游戏开始时,你随机变身为魑、魅、魍、魉中的一个',
boss_bianshen2:'后援',
boss_bianshen2_info:'你死亡后,随机召唤牛头、马面中的一个',
boss_bianshen3:'后援',
boss_bianshen3_info:'你死亡后,随机召唤白无常、黑无常中的一个',
boss_bianshen4:'后援',
boss_bianshen4_info:'你死亡后,随机召唤罗刹、夜叉中的一个',
zhanjiang:'斩将',
zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之',
boss_qiangzheng:'强征',
boss_qiangzheng_info:'锁定技,回合结束阶段,你获得每个敌方角色的一张手牌',
boss_baolin:'暴凌',
guizhen:'归真',
guizhen_info:'每当你失去最后一张手牌,你可以所有敌人失去全部手牌,没有手牌的角色失去一点体力(不触发技能)',
boss_shengshou:'圣手',
boss_shengshou_info:'每当你使用一张牌,你可以进行一次判定,若为红色,你回复一点体力',
wuqin:'五禽戏',
wuqin_info:'回合结束阶段,若你没有手牌,可以摸三张牌',
boss_konghun:'控心',
boss_konghun_info:'回合结束阶段,你可以指定一名敌人令其进入混乱状态(不受对方控制,并将队友视为敌人)直到下一回合开始',
yuehun:'月魂',
yuehun_info:'回合结束阶段,你可以回复一点体力并摸两张牌',
fengwu:'风舞',
fengwu_info:'出牌阶段限一次可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】无法如此做者失去1点体力。',
boss_wange:'笙歌',
huanhua:'幻化',
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;其他角色于摸牌阶段摸牌时,你摸等量的牌;其他角色于弃牌阶段弃牌时,你弃置等量的手牌',
boss_leiji:'雷击',
boss_leiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸一张牌',
jidian:'亟电',
jidian_info:'每当你造成一次伤害可以指定距离受伤害角色1以内的一名其他角色进行判定若结果为黑色该角色受到一点雷电伤害',
tinqin:'听琴',
boss_guihan:'归汉',
boss_guihan_info:'限定技濒死阶段你可以将体力回复至体力上限摸4张牌令所有敌人的技能恢复并获得技能【听琴】、【蕙质】',
boss_huixin:'蕙质',
boss_huixin_info:'每当你于回合外失去牌,可以进行一次判定,若为黑色,当前回合角色失去一点体力,否则你回复一点体力并摸一张牌',
boss_hujia:'胡笳',
boss_hujia_info:'回合结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去一点体力上限',
boss_honglian:'红莲',
boss_honglian_info:'锁定技,回合结束阶段,你摸两张牌,并对所有敌人造成一点火焰伤害',
huoshen:'火神',
huoshen_info:'锁定技你防止即将受到的火焰伤害改为回复1点体力',
boss_xianyin:'仙音',
boss_xianyin_info:'每当你于回合外失去牌,你可以进行一次判定,若为红色,你令一名敌人失去一点体力',
boss_yuhuo:'浴火',
boss_yuhuo_info:'觉醒技,在你涅槃后,你获得技能【神威】、【朱羽】',
boss_tianyu:'天狱',
boss_tianyu_info:'锁定技,回合结束阶段,你解除横置状态,除你之外的所有角色进入横置状态',
boss_juejing:'绝境',
boss_juejing2:'绝境',
boss_juejing_info:'锁定技摸牌阶段开始时你不摸牌锁定技若你的手牌数小于4你将手牌补至四张',
boss_jizhi:'集智',
boss_jizhi_info:'每当你使用一张锦囊牌或装备牌,你可以摸一张牌并展示之',
boss_guiyin:'归隐',
boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
boss_gongshen:'工神',
boss_gongshen_info:'锁定技,除你之外的角色没有装备区;你不能成为其他角色的的延时锦囊目标',
fanghua:'芳华',
fanghua_info:'回合结束阶段,你可以令所有已翻面角色流失一点体力',
tashui:'踏水',
tashui_info:'每当你使用或打出一张黑色牌,你可以令一名其他角色翻面',
wuxin:'无心',
wuxin_info:'锁定技,你防止即将受到的伤害,改为流失一点体力;你不能成为其他角色的延时锦囊的目标',
shangshix:'伤逝',
shangshix2:'伤逝',
shangshix_info:'锁定技你的手牌数至少为4回合结束阶段若你的体力值大于1你令场上所有角色流失一点体力',
boss_baonu:'暴怒',
boss_baonu_info:'锁定技当你的体力值降至4或更低时你变身为暴怒战神并立即开始你的回合',
shenwei:'神威',
shenwei_info:'锁定技摸牌阶段你额外摸X张牌你的手牌上限+XX为敌方存活角色个数且至少为2',
shenji:'神戟',
shenji_info:'你使用的杀或决斗可指定至多3名角色为目标',
boss_shuijing:'水镜先生',
boss_huangyueying:'奇智女杰',
boss_zhangchunhua:'冷血皇后',
boss_satan:'堕落天使',
boss_dongzhuo:'乱世魔王',
boss_lvbu1:'最强神话',
boss_lvbu2:'暴怒战神',
boss_zhouyu:'赤壁火神',
boss_pangtong:'涅盘凤雏',
boss_zhugeliang:'祭风卧龙',
boss_zhangjiao:'天公将军',
boss_zuoci:'迷之仙人',
boss_yuji:'琅琊道士',
boss_liubei:'蜀汉烈帝',
boss_caiwenji:'异乡孤女',
boss_huatuo:'药坛圣手',
boss_luxun:'蹁跹君子',
boss_zhenji:'洛水仙子',
boss_diaochan:'绝代妖姬',
boss_zhaoyun:'高达一号',
mode_boss_character_config:'挑战武将',
},
ai:{
get:{
attitude:function(from,to){
if(!from||!to) return 0;
var t=(from.side===to.side?1:-1);
if(from.isMad()){
t=-t;
}
else if(to.isMad()){
t=0;
}
return 6*t;
}
}
},
}