2958 lines
88 KiB
JavaScript
2958 lines
88 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: "gujian",
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character: {
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gjqt_bailitusu: ["male", "shu", 4, ["xuelu", "fanshi", "shahun"]],
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gjqt_fengqingxue: ["female", "wu", 3, ["qinglan", "yuehua", "swd_wuxie"]],
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gjqt_xiangling: ["female", "wu", 3, ["xlqianhuan", "meihu", "xidie"]],
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gjqt_fanglansheng: ["male", "wu", 3, ["fanyin", "mingkong", "fumo"]],
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gjqt_yinqianshang: ["male", "qun", 4, ["zuiji", "zuizhan"]],
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gjqt_hongyu: ["female", "shu", 4, ["jianwu", "meiying"]],
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gjqt_yuewuyi: ["male", "wei", 4, ["yanjia", "xiuhua", "liuying"]],
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gjqt_wenrenyu: ["female", "shu", 4, ["chizhen", "dangping"]],
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gjqt_xiayize: ["male", "qun", 3, ["xuanning", "liuguang", "yangming"]],
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gjqt_aruan: ["female", "wu", 3, ["zhaolu", "jiehuo", "yuling"]],
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gjqt_xunfang: ["female", "shu", 3, ["manwu", "xfanghua"]],
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gjqt_ouyangshaogong: ["male", "shu", 3, ["yunyin", "shishui", "duhun"]],
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gjqt_xieyi: ["male", "qun", 3, ["lingyan", "xunjian", "humeng"]],
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gjqt_yanjiaxieyi: ["male", "qun", 2, ["xianju"], ["unseen"]],
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gjqt_chuqi: ["male", "qun", 2, ["xuanci"], ["unseen"]],
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// gjqt_xuange:['male','qun',4,['zhenlu','zhuixing']],
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gjqt_beiluo: ["male", "qun", 4, ["lingnu", "zhenying", "cihong"]],
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gjqt_yunwuyue: ["female", "wei", 3, ["yange", "woxue", "lianjing"]],
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gjqt_cenying: ["female", "shu", 3, ["yunyou", "xuanzhen", "qingshu"]],
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// gjqt_changliu:['male','qun',4,['xiange']],
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// gjqt_fenglishuang:['female','wei',3,[]],
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// gjqt_nishang:[],
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},
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characterIntro: {
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gjqt_bailitusu:
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"原名韩云溪,太子长琴半身。幼时经历灭族之灾,本来已死去,但因体内被封进了太子长琴一半魂魄而得以死而复生。身怀凶剑焚寂的煞气,在某次煞气发作中被紫胤真人所救,后拜入昆仑山天墉城,以“屠绝鬼气,苏醒人魂”之意更名为“百里屠苏”。",
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gjqt_fengqingxue:
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"来自幽暗无边的地界,大哥为幽都娲皇神殿“十巫”之一的巫咸——风广陌。奉命寻兄而来到人间,邂逅百里屠苏,陷入了焚寂的宿命纠葛。后与百里屠苏相知相爱。终局,百里屠苏化为永世无法轮回的荒魂,她为寻找重生之法,放弃自己的轮回,换取下长久的寿命,在人间执着不悔地寻觅了九百年。最后,与重生后的屠苏回到桃花谷相守。",
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gjqt_xiangling:
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"青丘之国国主九尾天狐与人界女子所生,半人半妖。由南疆紫榕林榕爷爷抚养,在山林间无拘无束长大,娇俏可爱。后来下江南寻找生母,却被抓进翻云寨,偶然被百里屠苏相救,为报答救命之恩,便一直跟随百里屠苏。在漫漫征途中成长起来,变得成熟懂事。得知方兰生对自己的感情,十分矛盾,后来终于错过。最后结局,启程前往青丘之国。",
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gjqt_fanglansheng:
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"家住琴川的一介书生,家境殷实,母亲在家常住庵堂,吃斋念佛,父亲虽是琴川附近某间寺庙的住持,但却比商人还会敛财。跟随父亲学过降妖除鬼的佛家法术,并以此自傲。梦想能找一个娇小可爱,温柔美丽的女子共渡此生。对襄铃一见钟情。",
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gjqt_yinqianshang:
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"原名风广陌,是幽都“十巫”之一的巫咸。奉女娲之命前往乌蒙灵谷增强焚寂封印。但因为欧阳少恭与雷严的争夺关系,他受到焚寂之力力量冲击,失去记忆,后为欧阳少恭所救。尹千觞为了报恩,跟随在百里屠苏等人身边监视。在这个过程中,他慢慢恢复过往的记忆。后为阻止欧阳少恭,随众人前往蓬莱决战。最后,对曾给予他一次重生的欧阳少恭以死相陪,一起归于火海。",
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gjqt_hongyu:
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"上古庆枫族族人,紫胤真人的剑灵,宿体为古剑·红玉。在百里屠苏离开昆仑山天墉城后,奉命随行保护。终局之后,她依然回到了天墉城,陪伴在紫胤真人身边。",
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gjqt_yuewuyi:
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"成长于长安富商家庭。其养父曾是战功显赫的将军,退隐后从商,很快就富甲一方;其养母是精擅偃术的南疆天玄教偃女族传人,待无异一如己出般疼爱有加;无异的生父是捐毒大将兀火罗,亡母是一名中原女子,因此他具有一半胡人的血统。",
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gjqt_wenrenyu:
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"出身于百草谷“天罡”部队。从小在军中生活的她见惯生死,拥有超越其年龄的沉着果敢,头脑冷静严谨,洞察力敏锐,性格大方爽快。",
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gjqt_xiayize:
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"本为当朝圣元帝三子李焱,天资聪颖,勤奋好学,于道术一途颇具天赋。幼时体弱,因身世原因被太华山的诀微长老清和真人带走,从此过上了道家清修的生活。",
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gjqt_aruan:
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"千年前,昭明崩裂损毁,剑心为神农所得,其将剑心植入用辟邪之骨所造之人,是为巫山神女。神女爱慕司幽,却始终得不到司幽回应,心绪起伏加速灵力散逸,不久后死去,司幽自责不已,失去踪迹。神女死后,剑心碎片落地生根,吸纳灵气变为露草,露草渐渐化为人形,形貌与巫山神女一样,而且保留了她零散的记忆,阿阮正是这些露草中的一个。当阿阮灵气耗尽就会重新变为露草,并失去人时的记忆,直到重新吸纳足够的灵力才能恢复人形。",
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gjqt_xunfang:
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"蓬莱国公主,美丽善良,为欧阳少恭前世妻子,太子长琴转世后,巽芳为寻找丈夫来到中原。蓬莱人寿命虽长却终有极限,终究躲不过容颜老去。当巽芳找到分离多年后的少恭时,自惭形秽,不愿相认,她希望少恭心中的自己永远都是青春貌美,于是化名“寂桐”守护在其身旁。",
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gjqt_ouyangshaogong:
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"前身为太子长琴,今生只有一半仙灵,另一半仙灵被铸进焚寂之中,成为焚寂剑灵。他在漫长时光中经历太多悲欢离合,渐渐迷失自我。后与蓬莱国公主巽芳相爱,度过一段美好时光。之后蓬莱毁于天灾,他误以为巽芳已死,便不再压抑内心的疯狂与憎恨,为逆天改命不惜一切。",
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gjqt_xieyi:
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"偃术大师,流月城大祭司沈夜之徒。于偃术一途冠绝古今,其制造的偃甲精妙绝伦,为世人所称颂。男主角乐无异对其十分崇拜。曾任流月城破军祭司,精通偃术和法术,在一百年前寻找神剑昭明的西域之行中被沈夜捉拿回流月城,毁去记忆仅靠偃甲和蛊虫心脏跳动,并更名为初七,最终在巫山为抢救昭明剑心、保护乐无异被埋在坍塌的神女墓下。他以自己为原型制作,并放入自己部分记忆的偃甲人谢衣曾收乐无异为徒。",
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gjqt_beiluo:
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"身负辟邪王族之血的大妖,辟邪先王玄戈的孪生兄弟。北洛幼时流落人界,从此便在那里长大。他对自己的血脉并无认同之感,常年抑制妖力,希望以“人”的身份留在人间。后因先王玄戈的逝世,即位为辟邪王",
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gjqt_yunwuyue:
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"本体是一只魇兽,该族喜独居,以人的梦境为食,以精神力为长,被称为“最接近魔的妖族”。云无月幼时居住在有熊城旁的白梦泽,自幼便与轩辕黄帝的大将缙云结识,对缙云有着一种依赖和仰慕,深受缙云的影响,对人族以及其他生灵有感情,不忍看到眼前的生灵遭到痛苦,会加以援手。",
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gjqt_cenying:
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"出身于一个颇有底蕴的大家族,性格开朗随和、温柔坚韧、心如琉璃。岑缨受到开明长辈的影响,自小多思善学,年纪不大却已经加入了博物学会,有时跟随师长在外游历,探寻更广阔的天地。",
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},
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card: {
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yanjiadan_heart: {
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type: "jiguan",
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cardcolor: "heart",
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fullskin: true,
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derivation: "gjqt_xieyi",
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enable: true,
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notarget: true,
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content() {
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"step 0";
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var choice = null;
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var targets = game.filterPlayer(function (current) {
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return get.attitude(player, current) > 0;
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});
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for (var i = 0; i < targets.length; i++) {
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if (targets[i].hp == 1) {
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if (targets[i].hasSkill("yunvyuanshen_skill")) {
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choice = "ziyangdan";
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} else {
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choice = "yunvyuanshen";
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break;
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}
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}
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}
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if (
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!choice &&
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game.hasPlayer(function (current) {
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return (
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current.hp == 1 &&
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get.attitude(player, current) < 0 &&
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get.damageEffect(current, player, player, "fire") > 0
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);
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})
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) {
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choice = "shatang";
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}
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if (!choice) {
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for (var i = 0; i < targets.length; i++) {
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if (!targets[i].hasSkill("yunvyuanshen_skill")) {
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choice = "yunvyuanshen";
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break;
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}
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}
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}
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if (!choice) {
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choice = "ziyangdan";
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}
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player
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.chooseVCardButton("选择一张牌视为使用之", ["yunvyuanshen", "ziyangdan", "shatang"])
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.set("ai", function (button) {
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if (button.link[2] == _status.event.choice) return 2;
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return Math.random();
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})
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.set("choice", choice)
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.set("filterButton", function (button) {
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return _status.event.player.hasUseTarget(button.link[2]);
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});
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"step 1";
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player.chooseUseTarget(true, result.links[0][2]);
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},
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ai: {
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order: 5,
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result: {
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player: 1,
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},
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},
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},
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yanjiadan_diamond: {
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type: "jiguan",
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cardcolor: "diamond",
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fullskin: true,
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derivation: "gjqt_xieyi",
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enable: true,
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notarget: true,
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content() {
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"step 0";
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var choice = "liufengsan";
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if (
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game.hasPlayer(function (current) {
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var eff = get.effect(current, { name: "shenhuofeiya" }, player, player);
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if (eff >= 0) return false;
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if (current.hp == 1 && eff < 0) return true;
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if (
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get.attitude(player, current) < 0 &&
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get.attitude(player, current.getNext() < 0) &&
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get.attitude(player, current.getPrevious()) < 0
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) {
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return true;
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}
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return false;
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})
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) {
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choice = "shenhuofeiya";
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}
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player
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.chooseVCardButton("选择一张牌视为使用之", [
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"liufengsan",
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"shujinsan",
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"shenhuofeiya",
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])
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.set("ai", function (button) {
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if (button.link[2] == _status.event.choice) return 2;
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return Math.random();
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})
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.set("choice", choice)
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.set("filterButton", function (button) {
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return _status.event.player.hasUseTarget(button.link[2]);
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});
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"step 1";
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player.chooseUseTarget(true, result.links[0][2]);
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},
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ai: {
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order: 5,
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result: {
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player: 1,
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},
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},
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},
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yanjiadan_club: {
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type: "jiguan",
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cardcolor: "club",
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fullskin: true,
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derivation: "gjqt_xieyi",
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enable: true,
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notarget: true,
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content() {
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"step 0";
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var choice = "liutouge";
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player
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.chooseVCardButton("选择一张牌视为使用之", [
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"bingpotong",
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"liutouge",
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"mianlijinzhen",
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])
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.set("ai", function (button) {
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if (button.link[2] == _status.event.choice) return 2;
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return Math.random();
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})
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.set("choice", choice)
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.set("filterButton", function (button) {
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return _status.event.player.hasUseTarget(button.link[2]);
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});
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"step 1";
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player.chooseUseTarget(true, result.links[0][2]);
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},
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ai: {
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order: 5,
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result: {
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player: 1,
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},
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},
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},
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yanjiadan_spade: {
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type: "jiguan",
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cardcolor: "spade",
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fullskin: true,
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derivation: "gjqt_xieyi",
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enable: true,
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notarget: true,
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content() {
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"step 0";
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var choice = null;
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if (player.getUseValue("longxugou") > 0) {
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choice = "longxugou";
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} else if (player.getUseValue("qiankunbiao") > 0) {
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choice = "qiankunbiao";
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} else if (player.getUseValue("feibiao") > 0) {
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choice = "qiankunbiao";
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}
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player
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.chooseVCardButton("选择一张牌视为使用之", ["feibiao", "qiankunbiao", "longxugou"])
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.set("ai", function (button) {
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if (button.link[2] == _status.event.choice) return 2;
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return Math.random();
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})
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.set("choice", choice)
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.set("filterButton", function (button) {
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||
return _status.event.player.hasUseTarget(button.link[2]);
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||
});
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||
"step 1";
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player.chooseUseTarget(true, result.links[0][2]);
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},
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||
ai: {
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||
order: 5,
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||
result: {
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||
player(player) {
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||
if (player.getUseValue("feibiao") > 0) return 1;
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||
if (player.getUseValue("qiankunbiao") > 0) return 1;
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||
if (player.getUseValue("longxugou") > 0) return 1;
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||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
/** @type { importCharacterConfig['skill'] } */
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||
skill: {
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||
qingshu: {
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||
ai: {
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||
threaten: 1.4,
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||
},
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||
trigger: { player: "phaseEnd" },
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||
direct: true,
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||
filter(event, player) {
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||
for (var i = 0; i < player.storage.qingshu.length; i++) {
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||
if (ui.land && ui.land.name == player.storage.qingshu[i]) continue;
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||
return true;
|
||
}
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||
return false;
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||
},
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||
init(player) {
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||
player.storage.qingshu = [];
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||
player.storage.qingshu_all = [];
|
||
},
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||
content() {
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||
"step 0";
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||
player
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||
.chooseVCardButton(player.storage.qingshu.slice(0), get.prompt("qingshu"))
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||
.set("ai", function (button) {
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||
var skill = button.link[2] + "_skill";
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||
if (lib.skill[skill].ai && lib.skill[skill].ai.mapValue) {
|
||
return Math.abs(lib.skill[skill].ai.mapValue);
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||
}
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||
return 0;
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||
})
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||
.set("filterButton", function (button) {
|
||
if (ui.land && ui.land.name == button.link[2]) return false;
|
||
return true;
|
||
});
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||
"step 1";
|
||
if (result.bool) {
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||
var skill = result.links[0][2];
|
||
event.mapSkill = skill;
|
||
var value = 0;
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||
if (lib.skill[skill] && lib.skill[skill].ai && lib.skill[skill].ai.mapValue) {
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||
value = lib.skill[skill].ai.mapValue;
|
||
}
|
||
player
|
||
.chooseTarget(function (card, player, target) {
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||
return !target.hasSkill(skill + "_skill");
|
||
}, "选择一个目标获得技能" + get.translation(skill))
|
||
.set("ai", function (target) {
|
||
var result = get.sgnAttitude(player, target) * value;
|
||
var num = target.storage.qingshu_gained || 0;
|
||
return result / (num + 1);
|
||
})
|
||
.set("prompt2", lib.translate[skill + "_skill_info"]);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
var skill = event.mapSkill + "_skill";
|
||
player.logSkill("qingshu", target);
|
||
target.addSkill(skill);
|
||
target.popup(skill);
|
||
game.log(target, "获得了技能", "【" + get.translation(skill) + "】");
|
||
if (!target.storage.qingshu_gained) {
|
||
target.storage.qingshu_gained = 0;
|
||
}
|
||
target.storage.qingshu_gained++;
|
||
player.storage.qingshu.remove(event.mapSkill);
|
||
}
|
||
},
|
||
subSkill: {
|
||
count: {
|
||
trigger: { player: "useCard" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return (
|
||
get.type(event.card) == "land" &&
|
||
!player.storage.qingshu_all.includes(event.card.name)
|
||
);
|
||
},
|
||
content() {
|
||
player.storage.qingshu.push(trigger.card.name);
|
||
player.storage.qingshu_all.push(trigger.card.name);
|
||
},
|
||
},
|
||
},
|
||
group: "qingshu_count",
|
||
},
|
||
yunyou: {
|
||
enable: "phaseUse",
|
||
round: 2,
|
||
init(player) {
|
||
player.storage.yunyou = [];
|
||
},
|
||
filter(event, player) {
|
||
return (
|
||
!player.hasSkill("land_used") &&
|
||
get.inpile("land").length > player.storage.yunyou.length
|
||
);
|
||
},
|
||
delay: 0,
|
||
content() {
|
||
var list = get.inpile("land");
|
||
for (var i = 0; i < player.storage.yunyou.length; i++) {
|
||
list.remove(player.storage.yunyou[i]);
|
||
}
|
||
player.discoverCard(list, "use");
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
threaten: 1.2,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
group: "yunyou_count",
|
||
subSkill: {
|
||
count: {
|
||
trigger: { player: "useCard" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return get.type(event.card) == "land";
|
||
},
|
||
content() {
|
||
player.storage.yunyou.add(trigger.card.name);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xuanzhen: {
|
||
trigger: { global: "useCard1" },
|
||
round: 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, ["玄阵", [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(player, target) {
|
||
if (game.roundNumber - target.storage.xuanzhen_roundcount < 1) return 2.2;
|
||
return 0.6;
|
||
},
|
||
},
|
||
},
|
||
xuanci: {
|
||
locked: false,
|
||
mod: {
|
||
targetInRange(card) {
|
||
if (card.name == "feibiao") return true;
|
||
},
|
||
},
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
viewAs: { name: "feibiao" },
|
||
filterCard: { suit: "club" },
|
||
position: "he",
|
||
filter(event, player) {
|
||
return player.countCards("he", { suit: "club" }) > 0;
|
||
},
|
||
check(card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
group: "xuanci_sha",
|
||
subSkill: {
|
||
sha: {
|
||
trigger: { player: "useCardToAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event.card.name == "feibiao") {
|
||
return event.target.isIn() && player.canUse("sha", event.target, false);
|
||
}
|
||
return false;
|
||
},
|
||
logTarget: "target",
|
||
autodelay: 0.5,
|
||
content() {
|
||
player.useCard(trigger.target, { name: "sha" }, false).line = false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xianju: {
|
||
trigger: { global: "roundStart" },
|
||
forced: true,
|
||
init(player) {
|
||
if (game.roundNumber % 2 == 1) {
|
||
player.addTempSkill("qianxing", "roundStart");
|
||
}
|
||
},
|
||
filter(event, player) {
|
||
return game.roundNumber % 2 == 1;
|
||
},
|
||
content() {
|
||
if (game.roundNumber % 2 == 1) {
|
||
player.addTempSkill("qianxing", "roundStart");
|
||
} else {
|
||
var list = get.typeCard("jiguan");
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (lib.card[list[i]].derivation) {
|
||
list.splice(i--, 1);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
player.gain(game.createCard(list.randomGet()), "draw");
|
||
}
|
||
}
|
||
},
|
||
subSkill: {
|
||
gain: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return game.roundNumber % 2 == 0;
|
||
},
|
||
content() {
|
||
var list = get.typeCard("jiguan");
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (lib.card[list[i]].derivation) {
|
||
list.splice(i--, 1);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
player.gain(game.createCard(list.randomGet()), "draw");
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
humeng: {
|
||
init(player) {
|
||
player.storage.humeng = [];
|
||
},
|
||
locked: true,
|
||
group: ["humeng_count", "humeng_call", "humeng_dying"],
|
||
unique: true,
|
||
threaten(player, target) {
|
||
if (target.hasSkill("humeng_sub")) return 1.6;
|
||
return 1;
|
||
},
|
||
subSkill: {
|
||
call: {
|
||
trigger: { player: "humeng_yanjia" },
|
||
forced: true,
|
||
skillAnimation: true,
|
||
animationColor: "water",
|
||
content() {
|
||
player.addSkill("humeng_sub");
|
||
},
|
||
},
|
||
sub: {
|
||
init(player) {
|
||
player.markSkillCharacter(
|
||
"humeng_sub",
|
||
"gjqt_yanjiaxieyi",
|
||
"偃甲谢衣",
|
||
"当你进入濒死状态时激活此替身"
|
||
);
|
||
},
|
||
},
|
||
dying: {
|
||
unique: true,
|
||
skillAnimation: true,
|
||
animationColor: "water",
|
||
trigger: { player: "dying" },
|
||
priority: 10,
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
player.discard(player.getCards("hej"));
|
||
if (player.hasSkill("humeng_sub")) {
|
||
event.yanjia = true;
|
||
player.removeSkill("humeng_sub");
|
||
}
|
||
"step 1";
|
||
player.link(false);
|
||
"step 2";
|
||
player.turnOver(false);
|
||
"step 3";
|
||
player.draw(4);
|
||
player.reinit(get.character(player.name2, 3).includes("humeng") ? player.name2 : player.name1, "gjqt_chuqi");
|
||
player.hp = player.maxHp;
|
||
"step 4";
|
||
if (event.yanjia) {
|
||
var tag = player.addSubPlayer({
|
||
name: "gjqt_yanjiaxieyi",
|
||
skills: ["xianju"],
|
||
hs: get.cards(2),
|
||
hp: 2,
|
||
maxHp: 2,
|
||
});
|
||
player.callSubPlayer(tag);
|
||
}
|
||
},
|
||
},
|
||
count: {
|
||
trigger: { player: "useCardAfter" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
if (player.storage.humeng_yanjia) return false;
|
||
return event.card.name.indexOf("yanjiadan_") == 0;
|
||
},
|
||
content() {
|
||
player.storage.humeng.add(trigger.card.name.slice(10));
|
||
if (player.storage.humeng.length == 4 && !player.hasSkill("humeng_sub")) {
|
||
event.trigger("humeng_yanjia");
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xunjian_old: {
|
||
trigger: { player: "phaseEnd" },
|
||
filter(event, player) {
|
||
return player.storage.lingyan && player.storage.lingyan.length == 13;
|
||
},
|
||
forced: true,
|
||
unique: true,
|
||
skillAnimation: true,
|
||
content() {
|
||
player.awakenSkill("xunjian");
|
||
player.removeSkill("lingyan");
|
||
player.addSkill("tongtian");
|
||
},
|
||
},
|
||
xunjian: {
|
||
trigger: { player: ["useCard", "respond"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (!player.storage.lingyan) return false;
|
||
if (event.getRand() > player.storage.lingyan.length / 13) return false;
|
||
return get.cardPile2(event.card.name) ? true : false;
|
||
},
|
||
content() {
|
||
var card = get.cardPile2(trigger.card.name);
|
||
if (card) {
|
||
player.gain(card, "gain2");
|
||
}
|
||
},
|
||
},
|
||
tongtian: {
|
||
trigger: { player: ["useCardAfter", "respondAfter"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
var name = event.card.name;
|
||
var enemies = player.getEnemies();
|
||
for (var i = 0; i < enemies.length; i++) {
|
||
if (enemies[i].countCards("h", name)) {
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content() {
|
||
var list = [];
|
||
var name = trigger.card.name;
|
||
var enemies = player.getEnemies();
|
||
for (var i = 0; i < enemies.length; i++) {
|
||
list.addArray(enemies[i].getCards("h", name));
|
||
}
|
||
if (list.length) {
|
||
var card = list.randomGet();
|
||
var owner = get.owner(card);
|
||
player.line(owner, "green");
|
||
owner.give(card, player, true);
|
||
}
|
||
},
|
||
},
|
||
lingyan: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
var nums = [];
|
||
for (var i = 0; i < player.storage.lingyan.length; i++) {
|
||
nums.add(player.storage.lingyan[i].number);
|
||
}
|
||
return player.hasCard(function (card) {
|
||
return !nums.includes(card.number);
|
||
}, "h");
|
||
},
|
||
init(player) {
|
||
player.storage.lingyan = [];
|
||
},
|
||
intro: {
|
||
mark(dialog, storage, player) {
|
||
if (Array.isArray(player.storage.humeng) && player.storage.humeng.length) {
|
||
dialog.addText("武将牌");
|
||
dialog.addSmall(storage);
|
||
dialog.addText("偃甲蛋");
|
||
var cards = [];
|
||
for (var i = 0; i < player.storage.humeng.length; i++) {
|
||
var suit = player.storage.humeng[i];
|
||
cards.push(game.createCard("yanjiadan_" + suit, suit, ""));
|
||
}
|
||
dialog.addSmall(cards);
|
||
} else {
|
||
dialog.addAuto(storage);
|
||
}
|
||
},
|
||
},
|
||
filterCard(card, player) {
|
||
var nums = [];
|
||
for (var i = 0; i < player.storage.lingyan.length; i++) {
|
||
nums.add(player.storage.lingyan[i].number);
|
||
}
|
||
return !nums.includes(card);
|
||
},
|
||
check(card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
discard: false,
|
||
prepare(cards, player) {
|
||
player.$give(cards, player, false);
|
||
},
|
||
content() {
|
||
player.storage.lingyan.add(cards[0]);
|
||
player.syncStorage("lingyan");
|
||
player.markSkill("lingyan");
|
||
player.updateMarks();
|
||
var name = "yanjiadan_" + get.suit(cards[0]);
|
||
if (lib.card[name]) {
|
||
player.gain(game.createCard(name), "gain2");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.4,
|
||
order: 4,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
woxue: {
|
||
trigger: { player: ["useCardAfter", "respondAfter"] },
|
||
filter(event, player) {
|
||
if (
|
||
_status.currentPhase != player &&
|
||
!_status.currentPhase.hasSkill("gw_ciguhanshuang")
|
||
) {
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
check(event, player) {
|
||
return get.attitude(player, _status.currentPhase) < 0;
|
||
},
|
||
logTarget() {
|
||
return _status.currentPhase;
|
||
},
|
||
content() {
|
||
player.useCard({ name: "gw_baishuang" }, _status.currentPhase).animate = false;
|
||
},
|
||
ai: {
|
||
threaten: 0.9,
|
||
},
|
||
},
|
||
yange: {
|
||
trigger: { player: "phaseBeginStart" },
|
||
direct: true,
|
||
init(player) {
|
||
if (player.storage.yange > 0) {
|
||
player.markSkill("yange");
|
||
}
|
||
},
|
||
filter(event, player) {
|
||
return player.storage.yange > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(function (card, player, target) {
|
||
return player != target;
|
||
}, get.prompt2("yange"))
|
||
.set("pskill", trigger.skill)
|
||
.set("ai", function (target) {
|
||
if (_status.event.pskill) return 0;
|
||
var player = _status.event.player;
|
||
var nh = player.countCards("h");
|
||
var nh2 = target.countCards("h");
|
||
var num = nh2 - nh;
|
||
if (player.hp == 1) {
|
||
return num;
|
||
}
|
||
if (get.threaten(target) >= 1.5) {
|
||
if (num < 2) return 0;
|
||
} else {
|
||
if (num < 3) return 0;
|
||
}
|
||
return num + Math.sqrt(get.threaten(target));
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.storage.yange--;
|
||
if (player.storage.yange <= 0) {
|
||
player.unmarkSkill("yange");
|
||
} else {
|
||
player.updateMarks();
|
||
}
|
||
var target = result.targets[0];
|
||
player.logSkill("yange", target);
|
||
var clone = function (pos) {
|
||
var cloned = [];
|
||
var cards = target.getCards(pos);
|
||
for (var i = 0; i < cards.length; i++) {
|
||
cloned.push(game.createCard(cards[i]));
|
||
}
|
||
return cloned;
|
||
};
|
||
var tag = player.addSubPlayer({
|
||
name: target.name,
|
||
skills: target.getStockSkills().concat("yange_exit"),
|
||
hs: clone("h"),
|
||
es: clone("e"),
|
||
hp: target.hp,
|
||
maxHp: target.maxHp,
|
||
intro: "回合结束后切换回主武将",
|
||
});
|
||
player.callSubPlayer(tag);
|
||
}
|
||
},
|
||
intro: {
|
||
content: "mark",
|
||
},
|
||
group: "yange_init",
|
||
subSkill: {
|
||
init: {
|
||
trigger: { global: "gameStart", player: "enterGame" },
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
player.storage.yange = game.countPlayer(function (current) {
|
||
return current.isEnemiesOf(player);
|
||
});
|
||
player.markSkill("yange");
|
||
},
|
||
},
|
||
exit: {
|
||
trigger: { player: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
player.exitSubPlayer(true);
|
||
if (lib.filter.filterTrigger(trigger, player, "phaseAfter", "lianjing"))
|
||
game.createTrigger("phaseAfter", "lianjing", player, trigger);
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
lianjing: {
|
||
unique: true,
|
||
trigger: { player: "phaseAfter" },
|
||
direct: true,
|
||
round: 2,
|
||
filter(event, player) {
|
||
if (event.skill) return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseTarget([1, 2], get.prompt2("lianjing"), function (card, player, target) {
|
||
return player != target;
|
||
})
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
var att = get.attitude(player, target);
|
||
var nh = target.countCards("h");
|
||
if (att < 0) {
|
||
for (var i = 0; i < ui.selected.targets.length; i++) {
|
||
if (get.attitude(player, ui.selected.targets[i]) < 0) return 0;
|
||
}
|
||
if (target.hp == 1) {
|
||
if (nh == 0) return 2;
|
||
if (nh == 1) return 1;
|
||
}
|
||
} else if (att > 0) {
|
||
if (target.isTurnedOver()) return 2.5;
|
||
if (target.hp == 1) {
|
||
if (nh == 0) return 2;
|
||
if (nh == 1) return 0.9;
|
||
if (ui.selected.targets.length) return 0.3;
|
||
} else if (target.hp == 2) {
|
||
if (nh == 0) return 1.5;
|
||
if (nh == 1) return 0.5;
|
||
if (ui.selected.targets.length) return 0.2;
|
||
} else if (target.hp == 3) {
|
||
if (nh == 0) return 0.4;
|
||
if (nh == 1) return 0.35;
|
||
if (ui.selected.targets.length) return 0.1;
|
||
}
|
||
if (!target.needsToDiscard(2)) return 0.2;
|
||
if (ui.selected.targets.length || !player.needsToDiscard(2)) return 0.05;
|
||
}
|
||
return 0;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("lianjing", result.targets);
|
||
player.insertEvent("lianjing", lib.skill.lianjing.content_phase);
|
||
player.storage.lianjing_targets = result.targets.slice(0);
|
||
// player.storage.lianjing--;
|
||
// if(player.storage.lianjing<=0){
|
||
// player.unmarkSkill('lianjing');
|
||
// }
|
||
game.delay();
|
||
}
|
||
},
|
||
content_phase() {
|
||
"step 0";
|
||
event.forceDie = true;
|
||
event.list = [player].concat(player.storage.lianjing_targets);
|
||
event.exlist = [];
|
||
event.list.sortBySeat();
|
||
delete player.storage.lianjing_targets;
|
||
for (var i = 0; i < game.players.length; i++) {
|
||
if (!event.list.includes(game.players[i])) {
|
||
game.players[i].out("lianjing");
|
||
event.exlist.push(game.players[i]);
|
||
}
|
||
}
|
||
"step 1";
|
||
if (event.list.length) {
|
||
event.list.shift().phase("lianjing");
|
||
event.redo();
|
||
}
|
||
"step 2";
|
||
for (var i = 0; i < event.exlist.length; i++) {
|
||
event.exlist[i].in("lianjing");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
cihong: {
|
||
round: 3,
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var goon = false;
|
||
if (
|
||
player.countCards("he", function (card) {
|
||
return get.value(card) < 8 && get.color(card) == "red";
|
||
})
|
||
) {
|
||
goon = true;
|
||
} else if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current.hp == 1 &&
|
||
player.canUse("sha", current, false) &&
|
||
get.attitude(player, current) < 0 &&
|
||
get.effect(current, { name: "sha" }, player, player) > 0
|
||
);
|
||
})
|
||
) {
|
||
if (player.hp > 1 || !player.isTurnedOver()) {
|
||
goon = true;
|
||
}
|
||
}
|
||
player
|
||
.chooseTarget(get.prompt("cihong"), function (card, playe, target) {
|
||
return player.canUse("sha", target, false);
|
||
})
|
||
.set("ai", function (target) {
|
||
if (!_status.event.goon) return false;
|
||
var player = _status.event.player;
|
||
if (get.attitude(player, target) >= 0) return false;
|
||
if (target.hp > 3) return false;
|
||
return get.effect(target, { name: "sha" }, player, player);
|
||
})
|
||
.set("goon", goon);
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.target = result.targets[0];
|
||
player.logSkill("cihong", event.target);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (event.target.isAlive() && player.countCards("he", { color: "red" })) {
|
||
player
|
||
.chooseToDiscard(
|
||
"he",
|
||
{ color: "red" },
|
||
"是否弃置一张红色牌视为对" + get.translation(event.target) + "使用一张杀?"
|
||
)
|
||
.set("ai", function (card) {
|
||
return 8 - get.value(card);
|
||
});
|
||
} else {
|
||
event.goto(4);
|
||
}
|
||
"step 3";
|
||
if (result.bool) {
|
||
player.useCard({ name: "sha" }, event.target);
|
||
}
|
||
"step 4";
|
||
if (event.target.isAlive()) {
|
||
player
|
||
.chooseBool(
|
||
"是否失去1点体力并视为对" + get.translation(event.target) + "使用一张杀?"
|
||
)
|
||
.set(
|
||
"choice",
|
||
player.hp > event.target.hp && player.hp > 1 && event.target.hp > 0
|
||
);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 5";
|
||
if (result.bool) {
|
||
player.loseHp();
|
||
player.useCard({ name: "sha" }, event.target);
|
||
}
|
||
"step 6";
|
||
if (event.target.isAlive() && !player.isTurnedOver()) {
|
||
player
|
||
.chooseBool(
|
||
"是将武将牌翻至背面并视为对" + get.translation(event.target) + "使用一张杀?"
|
||
)
|
||
.set("choice", event.target.hp == 1);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 7";
|
||
if (result.bool) {
|
||
player.turnOver(true);
|
||
player.useCard({ name: "sha" }, event.target);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
zhenying: {
|
||
trigger: { player: ["useCard", "respond"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (!event.card.isCard) return false;
|
||
if (event.cards[0] && event.cards[0].zhenying_link) return false;
|
||
if (get.color(event.card) != "black") return false;
|
||
if (["delay", "equip"].includes(get.type(event.card))) return false;
|
||
return true;
|
||
},
|
||
content() {
|
||
var fake = game.createCard(trigger.card);
|
||
fake.zhenying_link = true;
|
||
player.gain(fake, "draw")._triggered = null;
|
||
fake.classList.add("glow");
|
||
fake._destroy = "zhenying";
|
||
fake._modUseful = function () {
|
||
return 0.1;
|
||
};
|
||
fake._modValue = function () {
|
||
return 0.1;
|
||
};
|
||
},
|
||
group: ["zhenying_discard", "zhenying_lose"],
|
||
subSkill: {
|
||
discard: {
|
||
trigger: { player: ["useCardAfter", "respondAfter"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (get.is.converted(event)) return false;
|
||
if (!player.countCards("he")) return false;
|
||
if (event.cards[0] && event.cards[0].zhenying_link) return true;
|
||
return false;
|
||
},
|
||
popup: false,
|
||
content() {
|
||
player.chooseToDiscard("he", true);
|
||
},
|
||
},
|
||
lose: {
|
||
trigger: { global: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
var hs = player.getCards("h", function (card) {
|
||
return card.zhenying_link ? true : false;
|
||
});
|
||
if (hs.length) {
|
||
player.lose(hs)._triggered = null;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
lingnu: {
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
init(player) {
|
||
player.storage.lingnu = {};
|
||
},
|
||
ai: {
|
||
threaten: 1.3,
|
||
},
|
||
filter(event, player) {
|
||
var num = 0;
|
||
for (var i in player.storage.lingnu) {
|
||
num++;
|
||
if (num >= 3) return false;
|
||
}
|
||
return event.num > 0;
|
||
},
|
||
content() {
|
||
var check = function (list) {
|
||
for (var i = 0; i < list.length; i++) {
|
||
var info = lib.skill[list[i]];
|
||
if (!info) continue;
|
||
if (info.shaRelated) return true;
|
||
if (info.trigger) {
|
||
for (var j in info.trigger) {
|
||
if (j == "player" || j == "global") {
|
||
var cond = info.trigger[j];
|
||
if (typeof cond == "string") {
|
||
cond = [cond];
|
||
}
|
||
if (cond.indexOf("shaBefore") != -1) return true;
|
||
if (cond.indexOf("shaBegin") != -1) return true;
|
||
if (cond.indexOf("shaEnd") != -1) return true;
|
||
if (cond.indexOf("shaAfter") != -1) return true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
};
|
||
var list = get.gainableSkills(function (info, skill) {
|
||
if (player.storage.lingnu[list]) return false;
|
||
var list = [skill];
|
||
game.expandSkills(list);
|
||
return check(list);
|
||
}, player);
|
||
var num = 0;
|
||
for (var i in player.storage.lingnu) {
|
||
num++;
|
||
}
|
||
for (var i = 0; i < trigger.num; i++) {
|
||
if (num >= 3) break;
|
||
if (list.length) {
|
||
var skill = list.randomGet();
|
||
player.addAdditionalSkill("lingnu", skill, true);
|
||
player.storage.lingnu[skill] = 3;
|
||
player.popup(skill);
|
||
game.log(player, "获得了技能", "【" + get.translation(skill) + "】");
|
||
player.markSkill("lingnu");
|
||
num++;
|
||
}
|
||
}
|
||
},
|
||
intro: {
|
||
content(storage) {
|
||
var str = '<ul style="padding-top:0;margin-top:0">';
|
||
for (var i in storage) {
|
||
str += "<li>" + get.translation(i) + ":剩余" + storage[i] + "回合";
|
||
}
|
||
str += "</ul>";
|
||
return str;
|
||
},
|
||
markcount(storage) {
|
||
var num = 0;
|
||
for (var i in storage) {
|
||
num++;
|
||
}
|
||
return num;
|
||
},
|
||
},
|
||
group: "lingnu_remove",
|
||
subSkill: {
|
||
remove: {
|
||
trigger: { player: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
var clear = true;
|
||
for (var i in player.storage.lingnu) {
|
||
player.storage.lingnu[i]--;
|
||
if (player.storage.lingnu[i] <= 0) {
|
||
delete player.storage.lingnu[i];
|
||
player.removeAdditionalSkill("lingnu", i);
|
||
} else {
|
||
clear = false;
|
||
}
|
||
}
|
||
if (clear) {
|
||
player.unmarkSkill("lingnu");
|
||
} else {
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zuiji: {
|
||
enable: "phaseUse",
|
||
filterCard: true,
|
||
position: "he",
|
||
viewAs: { name: "jiu" },
|
||
viewAsFilter(player) {
|
||
if (!player.countCards("he")) return false;
|
||
},
|
||
prompt: "将一张手牌或装备牌当酒使用",
|
||
check(card) {
|
||
return 5 - get.value(card);
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
},
|
||
},
|
||
manwu: {
|
||
trigger: { global: "phaseEnd" },
|
||
check(event, player) {
|
||
return get.attitude(player, event.player) > 0;
|
||
},
|
||
filter(event, player) {
|
||
return event.player.isMinHandcard();
|
||
},
|
||
logTarget: "player",
|
||
content() {
|
||
trigger.player.draw();
|
||
},
|
||
ai: {
|
||
expose: 0.1,
|
||
},
|
||
},
|
||
xfanghua: {
|
||
trigger: { target: "useCardToBegin" },
|
||
priority: -1,
|
||
filter(event, player) {
|
||
return get.color(event.card) == "red" && player.isDamaged();
|
||
},
|
||
frequent: true,
|
||
content() {
|
||
player.recover();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target_use(card, player, target, current) {
|
||
if (get.color(card) == "red" && target.isDamaged()) return [1, 1];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
duhun: {
|
||
enable: "chooseToUse",
|
||
filter(event, player) {
|
||
if (event.type != "dying") return false;
|
||
if (player != event.dying) return false;
|
||
if (player.maxHp <= 1) return false;
|
||
if (player.countCards("h") == 0) return false;
|
||
return true;
|
||
},
|
||
// alter:true,
|
||
filterTarget(card, player, target) {
|
||
return (
|
||
target != player &&
|
||
target.countCards("h") > 0 &&
|
||
target.hp > 0 &&
|
||
target.hp <= player.maxHp
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseToCompare(target);
|
||
"step 1";
|
||
if (!result.bool) {
|
||
player.die();
|
||
event.finish();
|
||
} else {
|
||
event.num = target.hp - player.hp;
|
||
player.loseMaxHp();
|
||
}
|
||
"step 2";
|
||
player.changeHp(event.num);
|
||
if (get.is.altered("duhun")) {
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
event.target.changeHp(-event.num);
|
||
"step 4";
|
||
if (event.target.hp <= 0) {
|
||
event.target.dying({ source: player });
|
||
}
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
skillTagFilter(player) {
|
||
if (player.maxHp <= 1) return false;
|
||
if (player.hp > 0) return false;
|
||
if (player.countCards("h") == 0) return false;
|
||
},
|
||
save: true,
|
||
result: {
|
||
target: -1,
|
||
player: 1,
|
||
},
|
||
threaten: 2,
|
||
},
|
||
},
|
||
yunyin: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
subSkill: {
|
||
count: {
|
||
trigger: { player: "useCard" },
|
||
silent: true,
|
||
filter(event, player) {
|
||
return _status.currentPhase == player;
|
||
},
|
||
content() {
|
||
if (!player.storage.yunyin) {
|
||
player.storage.yunyin = [];
|
||
}
|
||
var suit = get.suit(trigger.card);
|
||
if (suit) {
|
||
player.storage.yunyin.add(suit);
|
||
}
|
||
},
|
||
},
|
||
set: {
|
||
trigger: { player: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
delete player.storage.yunyin;
|
||
},
|
||
},
|
||
},
|
||
filter(event, player) {
|
||
if (!player.storage.yunyin) return true;
|
||
var hs = player.getCards("h");
|
||
for (var i = 0; i < hs.length; i++) {
|
||
if (!player.storage.yunyin.includes(get.suit(hs[i]))) return true;
|
||
}
|
||
return false;
|
||
},
|
||
group: ["yunyin_count", "yunyin_set"],
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseToDiscard(get.prompt("yunyin"), function (card) {
|
||
if (!player.storage.yunyin) return true;
|
||
return !player.storage.yunyin.includes(get.suit(card));
|
||
})
|
||
.set("logSkill", "yunyin").ai = function (card) {
|
||
return 9 - get.value(card);
|
||
};
|
||
"step 1";
|
||
if (!result.bool) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var name = lib.inpile[i];
|
||
var type = get.type(name);
|
||
if (type == "trick" || type == "basic") {
|
||
if (lib.filter.cardEnabled({ name: name }, player)) {
|
||
list.push([get.translation(type), "", name]);
|
||
}
|
||
}
|
||
}
|
||
var dialog = ui.create.dialog("云音", [list, "vcard"]);
|
||
var taoyuan = 0,
|
||
nanman = 0;
|
||
var players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
var eff1 = get.effect(players[i], { name: "taoyuan" }, player, player);
|
||
var eff2 = get.effect(players[i], { name: "nanman" }, player, player);
|
||
if (eff1 > 0) {
|
||
taoyuan++;
|
||
} else if (eff1 < 0) {
|
||
taoyuan--;
|
||
}
|
||
if (eff2 > 0) {
|
||
nanman++;
|
||
} else if (eff2 < 0) {
|
||
nanman--;
|
||
}
|
||
}
|
||
player.chooseButton(dialog).ai = function (button) {
|
||
var name = button.link[2];
|
||
if (Math.max(taoyuan, nanman) > 1) {
|
||
if (taoyuan > nanman) return name == "taoyuan" ? 1 : 0;
|
||
return name == "nanman" ? 1 : 0;
|
||
}
|
||
if (player.countCards("h") < player.hp && player.hp >= 2) {
|
||
return name == "wuzhong" ? 1 : 0;
|
||
}
|
||
if (player.hp < player.maxHp && player.hp < 3) {
|
||
return name == "tao" ? 1 : 0;
|
||
}
|
||
return name == "zengbin" ? 1 : 0;
|
||
};
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.chooseUseTarget(true, result.links[0][2]);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
},
|
||
},
|
||
shishui: {
|
||
trigger: { player: "useCardToBegin" },
|
||
filter(event, player) {
|
||
return event.target && get.color(event.card) == "red";
|
||
},
|
||
forced: true,
|
||
check(event, player) {
|
||
return get.attitude(player, event.player) < 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
if (get.info(trigger.card).multitarget) {
|
||
event.list = trigger.targets.slice(0);
|
||
} else {
|
||
trigger.target.loseHp();
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
if (event.list.length) {
|
||
event.list.shift().loseHp();
|
||
event.redo();
|
||
}
|
||
},
|
||
ai: {
|
||
halfneg: true,
|
||
effect: {
|
||
player_use(card, player, target, current) {
|
||
if (get.color(card) == "red") return [1, 0, 1, -2];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
chizhen: {
|
||
trigger: { player: "phaseUseBegin" },
|
||
frequent: true,
|
||
content() {
|
||
"step 0";
|
||
event.num = Math.max(1, player.maxHp - player.hp);
|
||
player.draw(event.num);
|
||
"step 1";
|
||
player.chooseToDiscard("he", event.num, true);
|
||
"step 2";
|
||
var useCard = false;
|
||
if (result.bool && result.cards) {
|
||
for (var i = 0; i < result.cards.length; i++) {
|
||
if (result.cards[i].name == "sha") {
|
||
useCard = true;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (useCard) {
|
||
player
|
||
.chooseTarget("是否视为使用一张决斗?", function (card, player, target) {
|
||
return lib.filter.targetEnabled({ name: "juedou" }, player, target);
|
||
})
|
||
.set("ai", function (target) {
|
||
return get.effect(target, { name: "juedou" }, _status.event.player);
|
||
});
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
if (result.bool) {
|
||
player.useCard({ name: "juedou" }, result.targets);
|
||
}
|
||
},
|
||
ai: {
|
||
threaten(player, target) {
|
||
return Math.sqrt(Math.max(1, target.maxHp - target.hp));
|
||
},
|
||
},
|
||
},
|
||
xiuhua: {
|
||
trigger: { global: ["loseEnd", "discardAfter"] },
|
||
filter(event, player) {
|
||
if (event.player == player) return false;
|
||
if (event.name == "lose" && event.parent.name != "equip") return false;
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.type(event.cards[i]) == "equip" && get.position(event.cards[i]) == "d") {
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
frequent: true,
|
||
content() {
|
||
"step 0";
|
||
if (trigger.delay == false) game.delay();
|
||
"step 1";
|
||
var cards = [];
|
||
for (var i = 0; i < trigger.cards.length; i++) {
|
||
if (get.type(trigger.cards[i]) == "equip" && get.position(trigger.cards[i]) == "d") {
|
||
cards.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
if (cards.length) {
|
||
player.gain(cards, "gain2", "log");
|
||
}
|
||
},
|
||
},
|
||
liuying: {
|
||
trigger: { player: "useCardAfter" },
|
||
filter(event, player) {
|
||
if (!player.storage.liuying) player.storage.liuying = [];
|
||
return (
|
||
event.card &&
|
||
event.card.name == "sha" &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
!player.storage.liuying.includes(current) &&
|
||
player.canUse("sha", current, false)
|
||
);
|
||
})
|
||
);
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("liuying"), function (card, player, target) {
|
||
return (
|
||
!player.storage.liuying.includes(target) && player.canUse("sha", target, false)
|
||
);
|
||
}).ai = function (target) {
|
||
return get.effect(target, { name: "sha" }, player, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("liuying", result.targets);
|
||
event.target = result.targets[0];
|
||
var cards = get.cards();
|
||
player.showCards(
|
||
cards,
|
||
get.translation(player) +
|
||
"对" +
|
||
get.translation(result.targets) +
|
||
"发动了【流影】"
|
||
);
|
||
event.bool = get.color(cards[0]) == "black";
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (event.bool) {
|
||
player.useCard({ name: "sha" }, event.target, false).animate = false;
|
||
}
|
||
},
|
||
group: ["liuying_count1", "liuying_count2"],
|
||
subSkill: {
|
||
count1: {
|
||
trigger: { player: "shaAfter" },
|
||
silent: true,
|
||
content() {
|
||
if (!player.storage.liuying) player.storage.liuying = [];
|
||
player.storage.liuying.add(trigger.target);
|
||
},
|
||
},
|
||
count2: {
|
||
trigger: { player: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
delete player.storage.liuying;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yanjia: {
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
var he = player.getCards("he");
|
||
var num = 0;
|
||
for (var i = 0; i < he.length; i++) {
|
||
var info = lib.card[he[i].name];
|
||
if (
|
||
info.type == "equip" &&
|
||
!info.nomod &&
|
||
!info.unique &&
|
||
lib.inpile.includes(he[i].name)
|
||
) {
|
||
num++;
|
||
if (num >= 2) return true;
|
||
}
|
||
}
|
||
},
|
||
filterCard(card) {
|
||
if (ui.selected.cards.length && card.name == ui.selected.cards[0].name) return false;
|
||
var info = get.info(card);
|
||
return (
|
||
info.type == "equip" && !info.nomod && !info.unique && lib.inpile.includes(card.name)
|
||
);
|
||
},
|
||
selectCard: 2,
|
||
position: "he",
|
||
check(card) {
|
||
return get.value(card);
|
||
},
|
||
content() {
|
||
var name = cards[0].name + "_" + cards[1].name;
|
||
var info1 = get.info(cards[0]),
|
||
info2 = get.info(cards[1]);
|
||
if (!lib.card[name]) {
|
||
var info = {
|
||
enable: true,
|
||
type: "equip",
|
||
subtype: get.subtype(cards[0]),
|
||
vanish: true,
|
||
cardimage: info1.cardimage || cards[0].name,
|
||
filterTarget(card, player, target) {
|
||
return target == player;
|
||
},
|
||
selectTarget: -1,
|
||
modTarget: true,
|
||
content: lib.element.content.equipCard,
|
||
legend: true,
|
||
source: [cards[0].name, cards[1].name],
|
||
onEquip: [],
|
||
onLose: [],
|
||
skills: [],
|
||
distance: {},
|
||
ai: {
|
||
order: 8.9,
|
||
equipValue: 10,
|
||
useful: 2.5,
|
||
value(card, player) {
|
||
var value = 0;
|
||
var info = get.info(card);
|
||
var current = player.getEquip(info.subtype);
|
||
if (current && card != current) {
|
||
value = get.value(current, player);
|
||
}
|
||
var equipValue = info.ai.equipValue || info.ai.basic.equipValue;
|
||
if (typeof equipValue == "function")
|
||
return equipValue(card, player) - value;
|
||
return equipValue - value;
|
||
},
|
||
result: {
|
||
target(player, target) {
|
||
return get.equipResult(player, target, name);
|
||
},
|
||
},
|
||
},
|
||
};
|
||
for (var i in info1.distance) {
|
||
info.distance[i] = info1.distance[i];
|
||
}
|
||
for (var i in info2.distance) {
|
||
if (typeof info.distance[i] == "number") {
|
||
info.distance[i] += info2.distance[i];
|
||
} else {
|
||
info.distance[i] = info2.distance[i];
|
||
}
|
||
}
|
||
if (info1.skills) {
|
||
info.skills = info.skills.concat(info1.skills);
|
||
}
|
||
if (info2.skills) {
|
||
info.skills = info.skills.concat(info2.skills);
|
||
}
|
||
if (info1.onEquip) {
|
||
if (Array.isArray(info1.onEquip)) {
|
||
info.onEquip = info.onEquip.concat(info1.onEquip);
|
||
} else {
|
||
info.onEquip.push(info1.onEquip);
|
||
}
|
||
}
|
||
if (info2.onEquip) {
|
||
if (Array.isArray(info2.onEquip)) {
|
||
info.onEquip = info.onEquip.concat(info2.onEquip);
|
||
} else {
|
||
info.onEquip.push(info2.onEquip);
|
||
}
|
||
}
|
||
if (info1.onLose) {
|
||
if (Array.isArray(info1.onLose)) {
|
||
info.onLose = info.onLose.concat(info1.onLose);
|
||
} else {
|
||
info.onLose.push(info1.onLose);
|
||
}
|
||
}
|
||
if (info2.onLose) {
|
||
if (Array.isArray(info2.onLose)) {
|
||
info.onLose = info.onLose.concat(info2.onLose);
|
||
} else {
|
||
info.onLose.push(info2.onLose);
|
||
}
|
||
}
|
||
if (info.onEquip.length == 0) delete info.onEquip;
|
||
if (info.onLose.length == 0) delete info.onLose;
|
||
lib.card[name] = info;
|
||
lib.translate[name] =
|
||
get.translation(cards[0].name, "skill") + get.translation(cards[1].name, "skill");
|
||
var str = lib.translate[cards[0].name + "_info"];
|
||
if (str[str.length - 1] == "." || str[str.length - 1] == "。") {
|
||
str = str.slice(0, str.length - 1);
|
||
}
|
||
lib.translate[name + "_info"] = str + ";" + lib.translate[cards[1].name + "_info"];
|
||
try {
|
||
game.addVideo("newcard", null, {
|
||
name: name,
|
||
translate: lib.translate[name],
|
||
info: lib.translate[name + "_info"],
|
||
card: cards[0].name,
|
||
legend: true,
|
||
});
|
||
} catch (e) {
|
||
console.log(e);
|
||
}
|
||
}
|
||
player.gain(
|
||
game.createCard({ name: name, suit: cards[0].suit, number: cards[0].number }),
|
||
"gain2"
|
||
);
|
||
},
|
||
ai: {
|
||
order: 9.5,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
meiying: {
|
||
globalSilent: true,
|
||
trigger: { global: "phaseEnd" },
|
||
filter(event, player) {
|
||
return (
|
||
event.player != player &&
|
||
event.player.isAlive() &&
|
||
player.countCards("he", { color: "red" }) > 0 &&
|
||
event.player.getHistory("useCard", (evt) => {
|
||
return evt.targets && evt.targets.some((i) => i !== event.player);
|
||
}).length === 0
|
||
);
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var next = player.chooseToDiscard(
|
||
"he",
|
||
"魅影:是否弃置一张红色牌视为对" + get.translation(trigger.player) + "使用一张杀?"
|
||
);
|
||
next.logSkill = ["meiying", trigger.player];
|
||
var eff = get.effect(trigger.player, { name: "sha" }, player, player);
|
||
next.ai = function (card) {
|
||
if (eff > 0) {
|
||
return 7 - get.value(card);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.useCard({ name: "sha" }, trigger.player).animate = false;
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.1,
|
||
},
|
||
},
|
||
jianwu: {
|
||
trigger: { player: "shaBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return get.distance(event.target, player, "attack") > 1;
|
||
},
|
||
content() {
|
||
trigger.directHit = true;
|
||
},
|
||
},
|
||
zuizhan: {
|
||
trigger: { player: "useCard" },
|
||
popup: false,
|
||
filter(event, player) {
|
||
if (event.card.name != "sha") return false;
|
||
return game.hasPlayer(function (current) {
|
||
return (
|
||
event.targets.includes(current) == false &&
|
||
current != player &&
|
||
lib.filter.targetEnabled(event.card, player, current)
|
||
);
|
||
});
|
||
},
|
||
content() {
|
||
var list = game.filterPlayer(function (current) {
|
||
return (
|
||
trigger.targets.includes(current) == false &&
|
||
current != player &&
|
||
lib.filter.targetEnabled(trigger.card, player, current)
|
||
);
|
||
});
|
||
if (list.length) {
|
||
event.target = list.randomGet();
|
||
player.line(event.target, "green");
|
||
game.log(event.target, "被追加为额外目标");
|
||
trigger.targets.push(event.target);
|
||
player.draw();
|
||
}
|
||
},
|
||
},
|
||
xidie: {
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") > player.hp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var next = player.chooseToDiscard(get.prompt("xidie"), [
|
||
1,
|
||
Math.min(3, player.countCards("h") - player.hp),
|
||
]);
|
||
next.ai = function (card) {
|
||
return 6 - get.value(card);
|
||
};
|
||
next.logSkill = "xidie";
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.storage.xidie = result.cards.length;
|
||
}
|
||
},
|
||
group: "xidie2",
|
||
},
|
||
xidie2: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.storage.xidie > 0;
|
||
},
|
||
content() {
|
||
player.draw(player.storage.xidie);
|
||
player.storage.xidie = 0;
|
||
},
|
||
},
|
||
meihu: {
|
||
trigger: { player: "damageEnd" },
|
||
check(event, player) {
|
||
return get.attitude(player, event.source) < 4;
|
||
},
|
||
filter(event, player) {
|
||
return event.source && event.source != player && event.source.countCards("h") > 0;
|
||
},
|
||
logTarget: "source",
|
||
content() {
|
||
"step 0";
|
||
trigger.source.chooseCard("交给" + get.translation(player) + "一张手牌", true).ai =
|
||
function (card) {
|
||
return -get.value(card);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.gain(result.cards[0], trigger.source);
|
||
trigger.source.$give(1, player);
|
||
}
|
||
},
|
||
ai: {
|
||
maixie_defend: true,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "damage")) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5];
|
||
return [1, 0, 0, -0.5];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xlqianhuan: {
|
||
trigger: { player: "phaseAfter" },
|
||
check(event, player) {
|
||
return player.hp == 1 || player.isTurnedOver();
|
||
},
|
||
filter(event, player) {
|
||
return player.hp < player.maxHp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.recover();
|
||
"step 1";
|
||
player.turnOver();
|
||
},
|
||
mod: {
|
||
targetEnabled(card, player, target) {
|
||
if (target.isTurnedOver()) return false;
|
||
},
|
||
cardEnabled(card, player) {
|
||
if (player.isTurnedOver()) return false;
|
||
},
|
||
},
|
||
},
|
||
fumo: {
|
||
trigger: { player: "damageAfter" },
|
||
filter(event, player) {
|
||
return (
|
||
(event.source &&
|
||
event.source.isAlive() &&
|
||
player.countCards("h", { color: "red" }) > 1) ||
|
||
player.countCards("h", { color: "black" }) > 1
|
||
);
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var next = player
|
||
.chooseToDiscard(get.prompt("fumo", trigger.source), 2, function (card) {
|
||
if (get.damageEffect(trigger.source, player, player, "thunder") <= 0) return 0;
|
||
if (ui.selected.cards.length) {
|
||
return get.color(card) == get.color(ui.selected.cards[0]);
|
||
}
|
||
return player.countCards("h", { color: get.color(card) }) > 1;
|
||
})
|
||
.set("complexCard", true);
|
||
next.ai = function (card) {
|
||
if (get.damageEffect(trigger.source, player, player, "thunder") > 0) {
|
||
return 8 - get.value(card);
|
||
}
|
||
return 0;
|
||
};
|
||
next.logSkill = ["fumo", trigger.source, "thunder"];
|
||
"step 1";
|
||
if (result.bool) {
|
||
trigger.source.damage("thunder");
|
||
}
|
||
},
|
||
ai: {
|
||
maixie_defend: true,
|
||
threaten: 0.8,
|
||
},
|
||
},
|
||
fanyin: {
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("fanyin"), function (card, player, target) {
|
||
// if(player==target) return false;
|
||
if (target.isLinked()) return true;
|
||
if (target.isTurnedOver()) return true;
|
||
if (target.countCards("j")) return true;
|
||
if (target.isMinHp() && target.isDamaged()) return true;
|
||
return false;
|
||
}).ai = function (target) {
|
||
var num = 0;
|
||
var att = get.attitude(player, target);
|
||
if (att > 0) {
|
||
if (target.isMinHp()) {
|
||
num += 5;
|
||
}
|
||
if (target.isTurnedOver()) {
|
||
num += 5;
|
||
}
|
||
if (target.countCards("j")) {
|
||
num += 2;
|
||
}
|
||
if (target.isLinked()) {
|
||
num++;
|
||
}
|
||
if (num > 0) {
|
||
return num + att;
|
||
}
|
||
}
|
||
return num;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.target = result.targets[0];
|
||
player.logSkill("fanyin", event.target);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (event.target.isLinked()) {
|
||
event.target.link();
|
||
}
|
||
"step 3";
|
||
if (event.target.isTurnedOver()) {
|
||
event.target.turnOver();
|
||
}
|
||
"step 4";
|
||
var cards = event.target.getCards("j");
|
||
if (cards.length) {
|
||
event.target.discard(cards);
|
||
}
|
||
"step 5";
|
||
if (event.target.isMinHp()) {
|
||
event.target.recover();
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten: 1.3,
|
||
},
|
||
},
|
||
mingkong: {
|
||
trigger: { player: "damageBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") == 0 && event.num >= 1;
|
||
},
|
||
content() {
|
||
if (trigger.num >= 1) {
|
||
trigger.num--;
|
||
}
|
||
if (trigger.source) {
|
||
trigger.source.storage.mingkong = true;
|
||
trigger.source.addTempSkill("mingkong2");
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "damage") && target.countCards("h") == 0) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return;
|
||
return 0.1;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mingkong2: {
|
||
trigger: { source: ["damageEnd", "damageZero"] },
|
||
forced: true,
|
||
popup: false,
|
||
audio: false,
|
||
vanish: true,
|
||
filter(event, player) {
|
||
return player.storage.mingkong ? true : false;
|
||
},
|
||
content() {
|
||
player.draw();
|
||
player.storage.mingkong = false;
|
||
player.removeSkill("mingkong2");
|
||
},
|
||
},
|
||
yuehua: {
|
||
trigger: { player: ["useCardAfter", "respondAfter", "discardAfter"] },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
if (player == _status.currentPhase) return false;
|
||
if (event.cards) {
|
||
for (var i = 0; i < event.cards.length; i++) {
|
||
if (get.color(event.cards[i]) == "red" && event.cards[i].original != "j")
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
player.draw();
|
||
},
|
||
ai: {
|
||
threaten: 0.7,
|
||
},
|
||
},
|
||
qinglan: {
|
||
trigger: { global: "damageBefore" },
|
||
filter(event, player) {
|
||
return Boolean(event.nature) && player.countCards("he") > 0;
|
||
},
|
||
direct: true,
|
||
priority: -5,
|
||
content() {
|
||
"step 0";
|
||
var next = player.chooseToDiscard(get.prompt("qinglan", trigger.player), "he");
|
||
next.logSkill = ["qinglan", trigger.player];
|
||
next.ai = function (card) {
|
||
if (trigger.num > 1 || !trigger.source) {
|
||
if (get.attitude(player, trigger.player) > 0) {
|
||
return 9 - get.value(card);
|
||
}
|
||
return -1;
|
||
} else if (get.attitude(player, trigger.player) > 0) {
|
||
if (trigger.player.hp == 1) {
|
||
return 8 - get.value(card);
|
||
}
|
||
if (trigger.source.hp == trigger.source.maxHp) {
|
||
return 6 - get.value(card);
|
||
}
|
||
} else if (
|
||
get.attitude(player, trigger.source) > 0 &&
|
||
trigger.source.hp < trigger.source.maxHp &&
|
||
trigger.num <= 1 &&
|
||
trigger.player.hp > 1
|
||
) {
|
||
if (get.color(card) == "red") return 5 - get.value(card);
|
||
}
|
||
return -1;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
trigger.cancel();
|
||
if (trigger.source) {
|
||
trigger.source.recover();
|
||
}
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (trigger.source) {
|
||
trigger.source.draw();
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.1,
|
||
},
|
||
},
|
||
fanshi: {
|
||
trigger: { player: "phaseDiscardAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.getStat("damage") > 0;
|
||
},
|
||
check(event, player) {
|
||
return player.hp == player.maxHp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.loseHp();
|
||
"step 1";
|
||
player.draw();
|
||
},
|
||
},
|
||
xuelu: {
|
||
unique: true,
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.maxHp > player.hp && player.countCards("he", { color: "red" }) > 0;
|
||
},
|
||
// alter:true,
|
||
content() {
|
||
"step 0";
|
||
player.chooseCardTarget({
|
||
position: "he",
|
||
filterTarget(card, player, target) {
|
||
return player != target;
|
||
},
|
||
filterCard(card, player) {
|
||
return get.color(card) == "red" && lib.filter.cardDiscardable(card, player);
|
||
},
|
||
ai1(card) {
|
||
return 9 - get.value(card);
|
||
},
|
||
ai2(target) {
|
||
return get.damageEffect(target, player, player, "fire");
|
||
},
|
||
prompt: get.prompt("xuelu"),
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.target = result.targets[0];
|
||
player.logSkill("xuelu", event.target, "fire");
|
||
if (get.is.altered("xuelu")) {
|
||
event.num = 1;
|
||
} else {
|
||
event.num = Math.min(2, Math.ceil((player.maxHp - player.hp) / 2));
|
||
}
|
||
player.discard(result.cards);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (event.target) {
|
||
event.target.damage(event.num, "fire");
|
||
}
|
||
},
|
||
ai: {
|
||
maixie: true,
|
||
expose: 0.2,
|
||
threaten(player, target) {
|
||
if (target.hp == 1) return 3;
|
||
if (target.hp == 2) return 1.5;
|
||
return 0.5;
|
||
},
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (!target.hasFriend()) return;
|
||
if (get.tag(card, "damage")) {
|
||
if (target.hp == target.maxHp) return [0, 1];
|
||
}
|
||
if (get.tag(card, "recover") && player.hp >= player.maxHp - 1) return [0, 0];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xiuhua_old: {
|
||
changeSeat: true,
|
||
trigger: { player: "shaHit" },
|
||
filter(event, player) {
|
||
return event.target != player.previous;
|
||
},
|
||
content() {
|
||
game.swapSeat(trigger.target, player, true, true);
|
||
},
|
||
},
|
||
shahun: {
|
||
enable: "chooseToUse",
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
derivation: "juejing",
|
||
// alter:true,
|
||
filter(event, player) {
|
||
return !player.storage.shahun && player.hp <= 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var cards = player.getCards("hej");
|
||
player.discard(cards);
|
||
"step 1";
|
||
if (player.isLinked()) player.link();
|
||
"step 2";
|
||
if (player.isTurnedOver()) player.turnOver();
|
||
"step 3";
|
||
player.draw(3);
|
||
"step 4";
|
||
player.recover(1 - player.hp);
|
||
player.removeSkill("fanshi");
|
||
player.addSkill("juejing");
|
||
player.storage.shahun = 2;
|
||
player.markSkill("shahun");
|
||
game.addVideo("storage", player, ["shahun", player.storage.shahun]);
|
||
},
|
||
group: "shahun2",
|
||
intro: {
|
||
content: "turn",
|
||
},
|
||
ai: {
|
||
save: true,
|
||
skillTagFilter(player) {
|
||
if (player.storage.shahun) return false;
|
||
if (player.hp > 0) return false;
|
||
},
|
||
result: {
|
||
player: 3,
|
||
},
|
||
},
|
||
},
|
||
shahun2: {
|
||
trigger: { player: "phaseAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.storage.shahun ? true : false;
|
||
},
|
||
content() {
|
||
if (player.storage.shahun > 1) {
|
||
player.storage.shahun--;
|
||
game.addVideo("storage", player, ["shahun", player.storage.shahun]);
|
||
} else {
|
||
player.die();
|
||
}
|
||
},
|
||
},
|
||
yanjia_old: {
|
||
enable: "chooseToUse",
|
||
filter(event, player) {
|
||
return player.countCards("he", { type: "equip" }) > 0;
|
||
},
|
||
filterCard(card) {
|
||
return get.type(card) == "equip";
|
||
},
|
||
position: "he",
|
||
viewAs: { name: "wuzhong" },
|
||
prompt: "将一张装备牌当无中生有使用",
|
||
check(card) {
|
||
var player = _status.currentPhase;
|
||
if (player.countCards("he", { subtype: get.subtype(card) }) > 1) {
|
||
return 11 - get.equipValue(card);
|
||
}
|
||
if (player.countCards("h") < player.hp) {
|
||
return 6 - get.value(card);
|
||
}
|
||
return 2 - get.equipValue(card);
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
threaten: 1.1,
|
||
},
|
||
},
|
||
jizhan: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
changeSeat: true,
|
||
filterTarget(card, player, target) {
|
||
return player != target && player.next != target && player.canUse("sha", target, false);
|
||
},
|
||
filter(event, player) {
|
||
var min = Math.max(1, player.maxHp - player.hp);
|
||
return lib.filter.filterCard({ name: "sha" }, player);
|
||
},
|
||
content() {
|
||
game.swapSeat(player, target, true, true);
|
||
player.useCard({ name: "sha" }, target, false);
|
||
},
|
||
ai: {
|
||
result: {
|
||
target(player, target) {
|
||
return get.effect(target, { name: "sha" }, player, target);
|
||
},
|
||
},
|
||
order: 4,
|
||
},
|
||
},
|
||
qianjun: {
|
||
trigger: { player: "useCard" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (event.card.name != "sha") return false;
|
||
if (event.targets.length != 1) return false;
|
||
if (!player.countCards("he")) return false;
|
||
var target = event.targets[0];
|
||
return game.hasPlayer(function (current) {
|
||
return player != current && target != current && get.distance(target, current) <= 1;
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.targets = game.filterPlayer(function (current) {
|
||
var target = trigger.targets[0];
|
||
return player != current && target != current && get.distance(target, current) <= 1;
|
||
});
|
||
var num = 0;
|
||
for (var i = 0; i < event.targets.length; i++) {
|
||
num += get.effect(event.targets[i], { name: "sha" }, player, player);
|
||
}
|
||
var next = player.chooseToDiscard(get.prompt("qianjun", event.targets), "he");
|
||
next.logSkill = ["qianjun", event.targets];
|
||
next.ai = function (card) {
|
||
if (num <= 0) return -1;
|
||
return 7 - get.value(card);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
for (var i = 0; i < targets.length; i++) {
|
||
trigger.targets.add(targets[i]);
|
||
// targets[i].classList.add('selected');
|
||
}
|
||
}
|
||
},
|
||
},
|
||
xuanning: {
|
||
group: ["xuanning1", "xuanning2"],
|
||
intro: {
|
||
content: "mark",
|
||
},
|
||
ai: {
|
||
threaten: 0.9,
|
||
},
|
||
},
|
||
xuanning1: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("h", { type: "basic" }) > 0 && player.storage.xuanning != 3;
|
||
},
|
||
filterCard(card) {
|
||
return get.type(card) == "basic";
|
||
},
|
||
check(card) {
|
||
return 7 - get.useful(card);
|
||
},
|
||
content() {
|
||
player.storage.xuanning = 3;
|
||
player.markSkill("xuanning");
|
||
game.addVideo("storage", player, ["xuanning", player.storage.xuanning]);
|
||
},
|
||
ai: {
|
||
result: {
|
||
player(player) {
|
||
var num = player.countCards("h");
|
||
if (num > player.hp + 1) return 1;
|
||
if (player.storage.xuanning >= 2) return 0;
|
||
if (num > player.hp) return 1;
|
||
if (player.storage.xuanning >= 1) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
order: 5,
|
||
},
|
||
},
|
||
xuanning2: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (player.storage.xuanning) {
|
||
return event.source && event.source.countCards("he") > 0;
|
||
}
|
||
return false;
|
||
},
|
||
logTarget: "source",
|
||
content() {
|
||
var he = trigger.source.getCards("he");
|
||
if (he.length) {
|
||
trigger.source.discard(he.randomGet());
|
||
}
|
||
player.storage.xuanning--;
|
||
if (!player.storage.xuanning) {
|
||
player.unmarkSkill("xuanning");
|
||
}
|
||
game.addVideo("storage", player, ["xuanning", player.storage.xuanning]);
|
||
},
|
||
ai: {
|
||
maixie_defend: true,
|
||
},
|
||
},
|
||
liuguang: {
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (player.storage.xuanning) return true;
|
||
return false;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(
|
||
function (card, player, target) {
|
||
return player != target;
|
||
},
|
||
get.prompt("liuguang"),
|
||
[1, 3]
|
||
).ai = function (target) {
|
||
return get.damageEffect(target, player, player);
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.storage.xuanning--;
|
||
if (!player.storage.xuanning) {
|
||
player.unmarkSkill("xuanning");
|
||
}
|
||
event.targets = result.targets.slice(0);
|
||
event.targets.sort(lib.sort.seat);
|
||
player.logSkill("liuguang", result.targets);
|
||
game.addVideo("storage", player, ["xuanning", player.storage.xuanning]);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (event.targets.length) {
|
||
var target = event.targets.shift();
|
||
var next = target.chooseToDiscard("流光:弃置一张牌或受到1点伤害", "he");
|
||
next.ai = function (card) {
|
||
if (get.damageEffect(_status.event.player, player, _status.event.player) >= 0)
|
||
return -1;
|
||
if (_status.event.player.hp == 1) return 9 - get.value(card);
|
||
return 8 - get.value(card);
|
||
};
|
||
next.autochoose = function () {
|
||
return this.player.countCards("he") == 0;
|
||
};
|
||
event.current = target;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
if (result.bool && result.cards && result.cards.length) {
|
||
event.goto(2);
|
||
} else {
|
||
event.current.damage();
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.2,
|
||
threaten: 1.3,
|
||
},
|
||
},
|
||
yangming: {
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
if (player.storage.yangming2 > 0) return false;
|
||
return player.countCards("h", { color: "red" }) > 0;
|
||
},
|
||
filterCard(card) {
|
||
return get.color(card) == "red";
|
||
},
|
||
content() {
|
||
player.storage.yangming2 = 2;
|
||
player.addSkill("yangming2");
|
||
game.addVideo("storage", player, ["yangming2", player.storage.yangming2]);
|
||
},
|
||
check(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
ai: {
|
||
result: {
|
||
player(player) {
|
||
if (player.countCards("h") <= player.hp && player.hp == player.maxHp) {
|
||
return 0;
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
order: 6,
|
||
threaten: 1.3,
|
||
},
|
||
},
|
||
yangming2: {
|
||
trigger: { player: "phaseUseEnd" },
|
||
direct: true,
|
||
mark: true,
|
||
content() {
|
||
"step 0";
|
||
player.storage.yangming2--;
|
||
game.addVideo("storage", player, ["yangming2", player.storage.yangming2]);
|
||
if (player.storage.yangming2 > 0) {
|
||
event.finish();
|
||
} else {
|
||
player.removeSkill("yangming2");
|
||
var num = game.countPlayer(function (current) {
|
||
return get.distance(player, current) <= 1 && current.isDamaged();
|
||
});
|
||
if (num == 0) {
|
||
event.finish();
|
||
} else {
|
||
player.chooseTarget(
|
||
function (card, player, target) {
|
||
return get.distance(player, target) <= 1 && target.hp < target.maxHp;
|
||
},
|
||
"请选择目标回复体力",
|
||
[1, num]
|
||
);
|
||
}
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("yangming", result.targets);
|
||
for (var i = 0; i < result.targets.length; i++) {
|
||
result.targets[i].recover();
|
||
}
|
||
}
|
||
},
|
||
intro: {
|
||
content: "turn",
|
||
},
|
||
},
|
||
zhaolu: {
|
||
unique: true,
|
||
mark: true,
|
||
check() {
|
||
return false;
|
||
},
|
||
init(player) {
|
||
player.storage.zhaolu = Math.min(5, game.players.length);
|
||
game.addVideo("storage", player, ["zhaolu", player.storage.zhaolu]);
|
||
},
|
||
trigger: { player: ["phaseEnd", "damageEnd"], global: "dieAfter" },
|
||
forced: true,
|
||
content() {
|
||
var num = 2;
|
||
if (typeof trigger.num == "number") num = 2 * trigger.num;
|
||
if (trigger.name == "phase") num = 1;
|
||
if (trigger.name == "die") num = 2;
|
||
player.storage.zhaolu -= num;
|
||
if (player.storage.zhaolu <= 0) {
|
||
player.loseMaxHp(true);
|
||
player.storage.zhaolu = Math.min(5, game.players.length);
|
||
}
|
||
game.addVideo("storage", player, ["zhaolu", player.storage.zhaolu]);
|
||
},
|
||
intro: {
|
||
content: "turn",
|
||
},
|
||
ai: {
|
||
neg: true,
|
||
mingzhi: false,
|
||
threaten: 0.8,
|
||
},
|
||
},
|
||
jiehuo: {
|
||
unique: true,
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
enable: "phaseUse",
|
||
line: "fire",
|
||
filterTarget(card, player, target) {
|
||
return player != target;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
target.damage(2, "fire");
|
||
player.awakenSkill("jiehuo");
|
||
"step 1";
|
||
player.die();
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
player(player, target) {
|
||
if (player.hp > 1) return false;
|
||
if (target.hp > 2) return false;
|
||
if (get.attitude(player, target) >= 0) return false;
|
||
return get.damageEffect(target, player, player, "fire");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
jiehuo_old: {
|
||
unique: true,
|
||
forbid: ["infinity"],
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
init(player) {
|
||
player.storage.jiehuo = false;
|
||
},
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
//if(player.maxHp<=1) return false;
|
||
return !player.storage.jiehuo;
|
||
},
|
||
intro: {
|
||
content: "limited",
|
||
},
|
||
// mark:true,
|
||
line: "fire",
|
||
filterTarget(card, player, target) {
|
||
return player != target;
|
||
},
|
||
selectTarget: -1,
|
||
content() {
|
||
if (!player.storage.jiehuo2) {
|
||
player.storage.jiehuo2 = player.maxHp;
|
||
player.addSkill("jiehuo2");
|
||
}
|
||
player.storage.jiehuo = true;
|
||
target.damage(Math.min(target.hp, player.storage.jiehuo2), "fire");
|
||
},
|
||
},
|
||
jiehuo2: {
|
||
trigger: { player: "phaseUseEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
player.die();
|
||
},
|
||
},
|
||
yuling: {
|
||
unique: true,
|
||
locked: true,
|
||
group: ["yuling1", "yuling2", "yuling3", "yuling4", "yuling5", "yuling6"],
|
||
intro: {
|
||
content: "time",
|
||
},
|
||
// alter:true,
|
||
ai: {
|
||
noh: true,
|
||
threaten: 0.8,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (card.name == "bingliang") return 0;
|
||
if (card.name == "lebu") return 1.5;
|
||
if (card.name == "guohe") {
|
||
if (!target.countCards("e")) return 0;
|
||
return 0.5;
|
||
}
|
||
if (card.name == "liuxinghuoyu") return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yuling1: {
|
||
trigger: { player: ["phaseDrawBefore", "phaseDiscardBefore"] },
|
||
priority: 10,
|
||
forced: true,
|
||
popup: false,
|
||
check() {
|
||
return false;
|
||
},
|
||
content() {
|
||
trigger.cancel();
|
||
},
|
||
},
|
||
yuling2: {
|
||
trigger: { player: ["loseEnd", "drawEnd"], global: "gameDrawAfter" },
|
||
check(event, player) {
|
||
return player.countCards("h") < 2;
|
||
},
|
||
priority: 10,
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") < 5;
|
||
},
|
||
content() {
|
||
player.draw(5 - player.countCards("h"));
|
||
},
|
||
},
|
||
yuling3: {
|
||
trigger: { player: "gainEnd" },
|
||
priority: 10,
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") > 5;
|
||
},
|
||
check(event, player) {
|
||
return player.countCards("h") < 2;
|
||
},
|
||
content() {
|
||
player.chooseToDiscard(true, player.countCards("h") - 5);
|
||
},
|
||
},
|
||
yuling4: {
|
||
mod: {
|
||
cardEnabled(card, player) {
|
||
if (_status.currentPhase != player) return;
|
||
var num = 2;
|
||
if (get.is.altered("yuling")) num = 1;
|
||
if (player.countUsed() >= player.maxHp + num) return false;
|
||
},
|
||
},
|
||
},
|
||
yuling5: {
|
||
trigger: { player: ["useCardAfter", "phaseBegin"] },
|
||
silent: true,
|
||
content() {
|
||
player.storage.yuling = player.maxHp + 2 - player.countUsed();
|
||
},
|
||
},
|
||
yuling6: {
|
||
trigger: { player: "phaseAfter" },
|
||
silent: true,
|
||
content() {
|
||
delete player.storage.yuling;
|
||
},
|
||
},
|
||
},
|
||
translate: {
|
||
gjqt_bailitusu: "百里屠苏",
|
||
gjqt_fengqingxue: "风晴雪",
|
||
gjqt_fanglansheng: "方兰生",
|
||
gjqt_xiangling: "襄铃",
|
||
gjqt_yinqianshang: "尹千觞",
|
||
gjqt_hongyu: "红玉",
|
||
gjqt_ouyangshaogong: "欧阳少恭",
|
||
gjqt_xunfang: "巽芳",
|
||
|
||
gjqt_yuewuyi: "乐无异",
|
||
gjqt_wenrenyu: "闻人羽",
|
||
gjqt_xiayize: "夏夷则",
|
||
gjqt_aruan: "阿阮",
|
||
gjqt_xieyi: "谢衣",
|
||
gjqt_yanjiaxieyi: "偃甲谢衣",
|
||
gjqt_chuqi: "初七",
|
||
|
||
gjqt_beiluo: "北洛",
|
||
gjqt_yunwuyue: "云无月",
|
||
gjqt_cenying: "岑缨",
|
||
|
||
yunyou: "云游",
|
||
yunyou_info: "每两轮限一次,出牌阶段,你可以发现一张地图牌本局未使用过的地图牌并使用之。",
|
||
xuanzhen: "玄阵",
|
||
// xuanzhen_bg:'阵',
|
||
xuanzhen_info: "每轮限一次,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。",
|
||
qingshu: "青书",
|
||
qingshu_info:
|
||
"结束阶段,你可以令一名角色永久获得一个你使用过且不是当前地图的地图牌效果(每个地图最多发动一次)。",
|
||
yanjiadan_heart: "偃甲蛋",
|
||
yanjiadan_heart_info: "可以当作紫阳丹、玉女元参或沙棠使用。",
|
||
yanjiadan_diamond: "偃甲蛋",
|
||
yanjiadan_diamond_info: "可以当作流风散、舒筋散或神火飞鸦使用。",
|
||
yanjiadan_club: "偃甲蛋",
|
||
yanjiadan_club_info: "可以当作天女散花、六骰格或锦里针使用。",
|
||
yanjiadan_spade: "偃甲蛋",
|
||
yanjiadan_spade_info: "可以当作飞镖、乾坤镖或龙须钩使用。",
|
||
lingyan: "灵偃",
|
||
lingyan_bg: "偃",
|
||
lingyan_info:
|
||
"出牌阶段限一次,你可以将一张点数与武将牌上的牌均不同的手牌置于武将牌上,然后获得与其花色对应的一枚偃甲蛋。",
|
||
xunjian: "寻剑",
|
||
xunjian_info:
|
||
"锁定技,每当你使用或打出一张牌,若牌堆中有同名牌,你有X的机率获得之,X为你的“灵偃”牌数/13。",
|
||
xunjian_old_info: "觉醒技,结束阶段,若你武将牌上有十三张牌,你失去技能灵偃并获得技能通天。",
|
||
tongtian: "通天",
|
||
tongtian_info: "锁定技,在你使用或打出一张牌后,若敌方角色手中有同名牌,你随机获得其中一张。",
|
||
xianju: "仙居",
|
||
xianju_info:
|
||
"锁定技,奇数游戏轮次开始时,你获得潜行直到下一轮开始;偶数游戏轮次开始时,你随机获得一张机关牌。",
|
||
xuanci: "旋刺",
|
||
xuanci_info:
|
||
"出牌阶段限一次,你可以将一张梅花牌当作飞镖使用;锁定技,你使用飞镖无距离限制,你使用飞镖后对目标结算后视为对目标使用一张杀。",
|
||
humeng: "湖梦",
|
||
humeng_sub: "偃甲谢衣",
|
||
humeng_info:
|
||
"觉醒技,当你使用过4种不同的偃甲蛋后,你获得替身偃甲谢衣;觉醒技,当你进入濒死状态时,你弃置所有牌,摸四张牌,变身为初七并激活偃甲谢衣。",
|
||
yange: "魇歌",
|
||
yange_info:
|
||
"游戏开始时,你获得数量等于敌方角色数的“魇”标记;准备阶段开始时,你可以移去一枚“魇”标记并变为一名其他存活角色的复制,此回合结束后你变回原角色。",
|
||
woxue: "卧雪",
|
||
woxue_info: "每当你于回合外使用或打出一张牌,你可以视为对当前回合角色使用【白霜】。",
|
||
lingnu: "灵怒",
|
||
lingnu_info:
|
||
"锁定技,每当你造成1点伤害,你随机获得一个与杀相关的技能,技能在你行动3回合后消失(同一时间最多拥有3个以此法获得的技能)。",
|
||
zhenying: "振影",
|
||
zhenying_info:
|
||
"每当你使用或打出一张非转化的黑色牌(装备或延时锦囊牌除外),你可以获得一张此牌的“替身”;你使用或打出“替身”牌后需弃置一张牌(没有则不弃);当前回合结束后,“替身”牌消失。",
|
||
cihong: "刺鸿",
|
||
cihong_bg: "鸿",
|
||
cihong_info:
|
||
"每三轮限一次,结束阶段,你可以指定一名其他角色并可以依次选择:1. 弃置一张红色牌;2. 失去1点体力;3. 将武将牌翻至背面;每选择一项,视为对目标使用一张杀。",
|
||
lianjing: "莲境",
|
||
lianjing_info:
|
||
"每两轮限一次,回合结束后,你可以选择至多2名其他角色,将其他角色移出游戏,然后你与所选的角色依次进行一个回合。",
|
||
zuiji: "醉饮",
|
||
zuiji_info: "出牌阶段,你可以将一张手牌或装备牌当作酒使用。",
|
||
manwu: "曼舞",
|
||
manwu_info: "在一名角色的结束阶段,若其手牌数为全场最少或之一,你可以令其摸一张牌。",
|
||
xfanghua: "芳华",
|
||
xfanghua_info: "在你成为红色牌的目标后,你可以回复1点体力。",
|
||
yunyin: "云音",
|
||
yunyin_info:
|
||
"结束阶段,你可以弃置一张与本回合使用过的卡牌花色均不相同的手牌,视为使用一张基本牌或普通锦囊牌。",
|
||
shishui: "逝水",
|
||
shishui_info: "锁定技,每当你使用一张红色牌,你令目标失去1点体力。",
|
||
duhun: "渡魂",
|
||
duhun_info:
|
||
"濒死阶段,你可以与一名体力值不超过你的体力上限的角色拼点,若你赢,你失去1点体力上限并与该角色交换体力值;若你没赢,你立即死亡。",
|
||
duhun_info_alter:
|
||
"濒死阶段,你可以与一名体力值不超过你的体力上限的角色拼点,若你赢,你失去1点体力上限并将体力值回复至与该角色相同;若你没赢,你立即死亡。",
|
||
chizhen: "驰阵",
|
||
chizhen_info:
|
||
"出牌阶段开始时,你可以摸X张牌并弃置X张牌,若你弃置了杀,可以视为使用一张决斗(X为你已损失的体力值且至少为1)。",
|
||
xidie: "戏蝶",
|
||
xidie2: "戏蝶",
|
||
xidie_info:
|
||
"准备阶段,若你的手牌数大于体力值,可以弃置至多X张牌,并于结束阶段摸等量的牌,X为你的体力值与手牌数之差且不超过3。",
|
||
meihu: "魅狐",
|
||
meihu2: "魅狐",
|
||
meihu_info: "当你受到伤害后,可令伤害来源交给你一张手牌。",
|
||
jianwu: "剑舞",
|
||
jianwu_info: "锁定技,攻击范围不含你的角色无法闪避你的杀。",
|
||
meiying: "魅影",
|
||
meiying_info:
|
||
"一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以弃置一张红色牌视为对其使用一张杀。",
|
||
zuizhan: "乱斩",
|
||
zuizhan_info: "每当你使用一张杀,可以摸一张牌,然后此杀随机增加一个额外目标。",
|
||
xlqianhuan: "千幻",
|
||
xlqianhuan_info:
|
||
"回合结束后,若你已受伤,你可以回复1点体力并将武将牌翻面。若你的武将牌背面朝上,你不能使用卡牌,也不能成为卡牌的目标。",
|
||
fumo: "伏魔",
|
||
fumo_info: "每当你受到一次伤害,可以弃置两张颜色相同的手牌并对伤害来源造成1点雷电伤害。",
|
||
fanyin: "梵音",
|
||
fanyin_info:
|
||
"结束阶段,你可以令一名角色复原武将牌并移除判定区内的牌;若其体力值是全场最少的之一,其回复1点体力。",
|
||
mingkong: "明空",
|
||
mingkong_info: "锁定技,若你没有手牌,你受到的伤害-1,然后伤害来源摸一张牌。",
|
||
qinglan: "晴岚",
|
||
qinglan_info:
|
||
"每当有一名角色即将受到属性伤害,你可以弃置一张牌令其防止此伤害,然后伤害来源摸一张牌并回复1点体力。",
|
||
yuehua: "月华",
|
||
yuehua_info: "每当你于回合外使用、打出或弃置红色牌,你可以摸一张牌。",
|
||
xuelu: "血戮",
|
||
xuelu_info:
|
||
"结束阶段,若你已受伤,你可以弃置一张红色牌并对一名其他角色造成1点火焰伤害;若你已损失体力值不少于3,改为造成2点火焰伤害。",
|
||
xuelu_info_alter: "结束阶段,若你已受伤,你可以弃置一张红色牌并对一名其他角色造成1点火焰伤害。",
|
||
fanshi: "反噬",
|
||
fanshi_info: "锁定技,弃牌阶段结束时,若你本回合内造成过伤害,你失去1点体力并摸一张牌。",
|
||
shahun: "煞魂",
|
||
shahun2: "煞魂",
|
||
shahun_info:
|
||
"限定技,濒死阶段,你可以复原武将牌,弃置所有牌并摸三张牌,然后将体力回复至1;若如此做,你失去技能〖反噬〗,获得技能〖绝境〗,并于两回合后立即死亡。",
|
||
shahun_info_alter:
|
||
"限定技,濒死阶段,你可以复原武将牌,弃置所有牌并摸三张牌,然后将体力回复至1;若如此做,你失去技能〖反噬〗,获得技能〖绝境〗,并于两回合后立即死亡。",
|
||
|
||
yanjia: "偃甲",
|
||
yanjia_info: "出牌阶段,你可以将两张非特殊装备牌合成为一张强化装备。",
|
||
xiuhua: "袖花",
|
||
xiuhua_info: "每当一件其他角色的装备因被替换或弃置进入弃牌堆,你可以获得之。",
|
||
liuying: "流影",
|
||
liuying_info:
|
||
"每当你使用一张杀结算完毕后,你可以指定一名本回合未成为过你的杀的目标的角色,并亮出牌堆顶的一张牌,若为黑色,你对该角色使用一张杀。",
|
||
boyun: "拨云",
|
||
boyun1: "拨云",
|
||
boyun2: "拨云",
|
||
boyun_info:
|
||
"在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成1点伤害,否则你摸一张牌。",
|
||
jizhan: "疾战",
|
||
jizhan_info:
|
||
"出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张不计入出杀次数的杀。",
|
||
qianjun: "千军",
|
||
qianjun_info: "每当你使用一张杀,你可以弃置一张牌,令距离目标1以内的所有角色成为额外目标。",
|
||
xuanning: "玄凝",
|
||
xuanning1: "玄凝",
|
||
xuanning2: "玄凝",
|
||
liuguang: "流光",
|
||
yangming: "养命",
|
||
yangming2: "养命",
|
||
xuanning_info:
|
||
"出牌阶段,你可以弃置一基本牌,获得至多3个玄凝标记。当你受到伤害时,你失去一枚玄凝标记,伤害来源随机弃置一张牌。",
|
||
liuguang_info:
|
||
"准备阶段,若你有玄凝标记,你可以弃置一枚玄凝标记,选择至多三名角色依次令其选择一项:弃置一张牌,或受到1点伤害,并终止流光结算。",
|
||
yangming_info:
|
||
"出牌阶段,你可以弃置一张红色牌,并在下个出牌阶段结束时令距离1以内的任意名角色回复1点体力,在此之前不可再次发动。",
|
||
zhaolu: "朝露",
|
||
jiehuo: "劫火",
|
||
yuling: "御灵",
|
||
yuling1: "御灵",
|
||
yuling2: "御灵",
|
||
yuling3: "御灵",
|
||
yuling4: "御灵",
|
||
zhaolu_info:
|
||
"锁定技,每隔X回合,你失去1点体力上限,每当你受到1点伤害或有人死亡,视为减少两个回合,X为现存角色数且至多为5。",
|
||
jiehuo_info: "限定技,出牌阶段,你可以对一名其他角色造成2点火焰伤害,然后死亡。",
|
||
yuling_info:
|
||
"锁定技,你没有摸牌和弃牌阶段,你的手牌数始终为5,你在一个出牌阶段最多使用X+2张牌,X为你的体力上限。",
|
||
yuling_info_alter:
|
||
"锁定技,你没有摸牌和弃牌阶段,你的手牌数始终为5,你在一个出牌阶段最多使用X+1张牌,X为你的体力上限。",
|
||
},
|
||
};
|
||
});
|