1071 lines
28 KiB
JavaScript
Executable File
1071 lines
28 KiB
JavaScript
Executable File
character.gujian={
|
||
character:{
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||
gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun'],['fullskin']],
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||
gjqt_fengqingxue:['female','wu',3,['qinglan','yuehua','swd_wuxie'],['fullskin']],
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||
gjqt_xiangling:['female','wu',3,['qianhuan','meihu','xidie'],['fullskin']],
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||
gjqt_fanglansheng:['male','wu',3,['fanyin','mingkong','fumo'],['fullskin']],
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||
gjqt_yinqianshang:['male','qun',4,['zhongji','zuizhan'],['fullskin']],
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||
gjqt_hongyu:['female','shu',4,['jianwu','meiying'],['fullskin']],
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||
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gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua'],['fullskin']],
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||
gjqt_wenrenyu:['female','shu',4,['jizhan','qianjun'],['fullskin']],
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gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming'],['fullskin']],
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gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling'],['fullskin']],
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},
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skill:{
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jianwu:{
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trigger:{player:'shaBegin'},
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forced:true,
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||
filter:function(event,player){
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return get.distance(event.target,player,'attack')>1;
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},
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content:function(){
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trigger.directHit=true;
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||
}
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||
},
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zuizhan:{
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trigger:{player:'useCard'},
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popup:false,
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filter:function(event,player){
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if(event.card.name!='sha') return false;
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for(var i=0;i<game.players.length;i++){
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if(event.targets.contains(game.players[i])==false&&
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game.players[i]!=player&&
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lib.filter.targetEnabled(event.card,player,game.players[i])){
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return true;
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}
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}
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return false;
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},
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content:function(){
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var list=[];
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for(var i=0;i<game.players.length;i++){
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if(trigger.targets.contains(game.players[i])==false&&
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game.players[i]!=player&&
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lib.filter.targetEnabled(trigger.card,player,game.players[i])){
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list.push(game.players[i]);
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}
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}
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if(list.length){
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event.target=list.randomGet();
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event.target.popup('zuizhan');
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game.log(get.translation(event.target)+'被追加为额外目标');
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trigger.targets.push(event.target);
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player.draw();
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}
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}
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},
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zhongji:{
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trigger:{source:'damageBegin'},
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direct:true,
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content:function(){
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"step 0"
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player.chooseToDiscard('是否弃置一张黑色牌使伤害+1?',{color:'black'}).ai=function(card){
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if(ai.get.attitude(player,trigger.player)<0){
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return 7-ai.get.value(card);
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}
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return -1;
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}
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"step 1"
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if(result.bool){
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player.logSkill('zhongji');
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trigger.num++;
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}
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},
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ai:{
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threaten:1.3
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}
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},
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meiying:{
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trigger:{global:'phaseBefore'},
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filter:function(event,player){
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return event.player!=player&&!player.isTurnedOver();
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},
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0&&
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((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
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},
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prompt:function(event,player){
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return '是否对'+get.translation(event.player)+'发动【魅影】?'
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},
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content:function(){
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"step 0"
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player.phase();
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player.storage.meiying=trigger.player;
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"step 1"
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if(!player.isTurnedOver()){
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player.turnOver();
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}
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delete player.storage.meiying;
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},
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mod:{
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targetInRange:function(card,player,target,now){
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if(target==player.storage.meiying) return true;
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},
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},
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ai:{
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effect:{
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target:function(card){
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if(card.name=='guiyoujie') return [0,0];
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}
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}
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}
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},
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xidie:{
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trigger:{player:'phaseBegin'},
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direct:true,
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filter:function(event,player){
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return player.num('h')>player.hp;
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},
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content:function(){
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"step 0"
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player.chooseToDiscard('是否发动【戏蝶】?',[1,Math.min(3,player.num('h')-player.hp)]).ai=function(card){
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return 6-ai.get.value(card);
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}
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"step 1"
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if(result.bool){
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player.logSkill('xidie');
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player.storage.xidie=result.cards.length;
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}
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},
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group:'xidie2'
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},
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xidie2:{
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trigger:{player:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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return player.storage.xidie>0;
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},
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content:function(){
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player.draw(player.storage.xidie);
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player.storage.xidie=0;
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}
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},
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meihu:{
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trigger:{player:'damageEnd'},
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check:function(event,player){
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return ai.get.attitude(player,event.source)<4;
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},
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filter:function(event,player){
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return event.source&&event.source!=player&&event.source.num('h')>0;
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},
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content:function(){
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"step 0"
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trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌',true).ai=function(card){
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return -ai.get.value(card);
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};
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"step 1"
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if(result.bool){
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player.gain(result.cards[0]);
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trigger.source.$give(1,player);
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}
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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if(player.skills.contains('jueqing')) return [1,-1.5];
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return [1,0,0,-0.5];
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}
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}
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}
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}
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},
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qianhuan:{
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trigger:{player:'phaseAfter'},
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check:function(event,player){
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return player.hp==1||player.isTurnedOver();
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},
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filter:function(event,player){
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return player.hp<player.maxHp;
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},
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content:function(){
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"step 0"
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player.draw();
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"step 1"
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player.recover();
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"step 2"
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player.turnOver();
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},
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mod:{
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targetEnabled:function(card,player,target){
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if(target.isTurnedOver()) return false;
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},
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cardEnabled:function(card,player){
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if(player.isTurnedOver()) return false;
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}
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}
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},
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fumo:{
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trigger:{player:'damageAfter'},
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check:function(event,player){
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return event.source&&ai.get.attitude(player,event.source)<0;
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},
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filter:function(event,player){
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return player.num('h',{color:'red'})>1||player.num('h',{color:'black'})>1;
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},
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direct:true,
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content:function(){
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"step 0"
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player.chooseToDiscard('是否发动伏魔?',2,function(card){
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if(ui.selected.cards.length){
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return get.color(card)==get.color(ui.selected.cards[0]);
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}
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return player.num('h',{color:get.color(card)})>1;
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}).ai=function(card){
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if(ai.get.damageEffect(trigger.source,player,player,'thunder')>0){
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return 8-ai.get.value(card);
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}
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return 0;
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};
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"step 1"
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if(result.bool){
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player.logSkill('fumo',trigger.source,'thunder');
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// player.line(trigger.source,'thunder');
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trigger.source.damage('thunder');
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}
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},
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ai:{
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threaten:0.8
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}
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},
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fanyin:{
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trigger:{player:'phaseEnd'},
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direct:true,
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content:function(){
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"step 0"
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player.chooseTarget('是否发动【梵音】?',function(card,player,target){
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if(player==target) return false;
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if(target.isLinked()) return true;
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if(target.isTurnedOver()) return true;
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if(target.num('j')) return true;
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if(target.hp==target.maxHp) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<target.hp){
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return false;
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}
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}
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return true;
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}).ai=function(target){
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var num=0;
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var att=ai.get.attitude(player,target);
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if(att>0){
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var min=true;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<target.hp){
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min=false;break;
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}
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}
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if(min){
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num+=5;
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}
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if(target.isTurnedOver()){
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num+=5;
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}
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if(target.num('j')){
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num+=2;
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}
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if(target.isLinked()){
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num++;
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}
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if(num>0){
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return num+att;
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}
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}
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return num;
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}
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"step 1"
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if(result.bool){
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event.target=result.targets[0];
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player.logSkill('fanyin',event.target);
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}
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else{
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event.finish();
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}
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"step 2"
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if(event.target.isLinked()){
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event.target.link();
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}
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"step 3"
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if(event.target.isTurnedOver()){
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event.target.turnOver();
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}
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"step 4"
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var cards=event.target.get('j');
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if(cards.length){
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event.target.discard(cards);
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}
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"step 5"
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var min=true;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<event.target.hp){
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min=false;break;
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}
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}
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if(min){
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event.target.recover();
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}
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},
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ai:{
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expose:0.2,
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threaten:1.3
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}
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},
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mingkong:{
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trigger:{player:'damageBegin'},
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forced:true,
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||
filter:function(event,player){
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return player.num('h')==0&&event.num>=1;
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||
},
|
||
content:function(){
|
||
if(trigger.num>=1){
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||
trigger.num--;
|
||
}
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||
if(trigger.source){
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||
trigger.source.storage.mingkong=true;
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||
trigger.source.addTempSkill('mingkong2','phaseBefore');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')&&target.num('h')==0){
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||
if(player.skills.contains('jueqing')) return;
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return 0.1;
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||
}
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||
}
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||
}
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||
},
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||
},
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||
mingkong2:{
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||
trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return player.storage.mingkong?true:false;
|
||
},
|
||
content:function(){
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||
player.draw();
|
||
player.storage.mingkong=false;
|
||
player.removeSkill('mingkong2');
|
||
}
|
||
},
|
||
yuehua:{
|
||
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
|
||
frequent:true,
|
||
filter:function(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:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
threaten:0.7
|
||
}
|
||
},
|
||
qinglan:{
|
||
trigger:{global:'damageBefore'},
|
||
filter:function(event,player){
|
||
return event.nature&&player.num('he')>0;
|
||
},
|
||
direct:true,
|
||
priority:-5,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【晴岚】?','he').ai=function(card){
|
||
if(trigger.num>1||!trigger.source){
|
||
if(ai.get.attitude(player,trigger.player)>0){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
return -1;
|
||
}
|
||
else if(ai.get.attitude(player,trigger.player)>0){
|
||
if(trigger.player.hp==1){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
if(trigger.source.hp==trigger.source.maxHp){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
}
|
||
else if(ai.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-ai.get.value(card);
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qinglan');
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
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:function(event,player){
|
||
return player.getStat('damage')>0;
|
||
},
|
||
check:function(event,player){
|
||
return player.hp==player.maxHp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.loseHp();
|
||
"step 1"
|
||
player.draw();
|
||
}
|
||
},
|
||
xuelu:{
|
||
unique:true,
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.maxHp>player.hp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
ai1:function(card){
|
||
return 9-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.damageEffect(target,player,player,'fire');
|
||
},
|
||
prompt:'是否发动【血戮】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
event.target=result.targets[0];
|
||
player.logSkill('xuelu',event.target,'fire');
|
||
event.num=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:function(player,target){
|
||
if(target.hp==1) return 3;
|
||
if(target.hp==2) return 1.5;
|
||
return 0.5;
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
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:{
|
||
changeSeat:true,
|
||
trigger:{player:'shaHit'},
|
||
filter:function(event,player){
|
||
return event.target!=player.previous;
|
||
},
|
||
content:function(){
|
||
game.swapSeat(trigger.target,player,true,true);
|
||
}
|
||
},
|
||
shahun:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
return !player.storage.shahun&&player.hp<=0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=player.get('hej');
|
||
player.discard(cards);
|
||
event.num=Math.max(3,cards.length);
|
||
"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=3;
|
||
player.markSkill('shahun');
|
||
},
|
||
group:'shahun2',
|
||
intro:{
|
||
content:'turn'
|
||
},
|
||
ai:{
|
||
save:true,
|
||
skillTagFilter:function(player){
|
||
if(player.storage.shahun) return false;
|
||
if(player.hp>0) return false;
|
||
},
|
||
result:{
|
||
player:3
|
||
}
|
||
}
|
||
},
|
||
shahun2:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.shahun?true:false;
|
||
},
|
||
content:function(){
|
||
if(player.storage.shahun>1){
|
||
player.storage.shahun--;
|
||
}
|
||
else{
|
||
player.die();
|
||
}
|
||
}
|
||
},
|
||
yanjia:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0;
|
||
},
|
||
filterCard:function(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:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('he',{subtype:get.subtype(card)})>1){
|
||
return 11-ai.get.equipValue(card);
|
||
}
|
||
if(player.num('h')<player.hp){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return 2-ai.get.equipValue(card);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
threaten:1.1
|
||
}
|
||
},
|
||
jizhan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
changeSeat:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&player.next!=target&&player.canUse('sha',target,false);
|
||
},
|
||
filter:function(event,player){
|
||
var min=Math.max(1,player.maxHp-player.hp);
|
||
return lib.filter.filterCard({name:'sha'},player);
|
||
},
|
||
content:function(){
|
||
game.swapSeat(player,target,true,true);
|
||
player.useCard({name:'sha'},target);
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.num('h','sha')&&
|
||
lib.filter.targetInRange({name:'sha'},player,target)){
|
||
return 0;
|
||
}
|
||
return ai.get.effect(target,{name:'sha'},player,target);
|
||
},
|
||
},
|
||
order:4,
|
||
}
|
||
},
|
||
qianjun:{
|
||
trigger:{player:'useCard'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
if(event.targets.length!=1) return false;
|
||
if(player.num('h',{type:'basic'})==player.num('h')) return false;
|
||
var target=event.targets[0];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]&&target!=game.players[i]&&get.distance(target,game.players[i])<=1){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]&&trigger.targets[0]!=game.players[i]&&get.distance(trigger.targets[0],game.players[i])<=1){
|
||
event.targets.push(game.players[i]);
|
||
game.players[i].classList.add('selected');
|
||
}
|
||
}
|
||
var num=0;
|
||
for(var i=0;i<event.targets.length;i++){
|
||
num+=ai.get.effect(event.targets[i],{name:'sha'},player,player);
|
||
}
|
||
player.chooseToDiscard(function(card){
|
||
return get.type(card)!='basic';
|
||
},'是否发动千军?').ai=function(card){
|
||
if(num<=0) return -1;
|
||
return 7-ai.get.value(card);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qianjun',targets);
|
||
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:function(event,player){
|
||
return player.num('h',{type:'basic'})>0&&player.storage.xuanning!=3;
|
||
},
|
||
filterCard:function(card){
|
||
return get.type(card)=='basic';
|
||
},
|
||
check:function(card){
|
||
return 7-ai.get.useful(card);
|
||
},
|
||
content:function(){
|
||
player.storage.xuanning=3;
|
||
player.markSkill('xuanning');
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:function(player){
|
||
var num=player.num('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:function(event,player){
|
||
if(player.storage.xuanning){
|
||
return (event.source&&event.source.num('he')>0);
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.discardPlayerCard(trigger.source,ai.get.buttonValue,'he',true);
|
||
player.storage.xuanning--;
|
||
if(!player.storage.xuanning){
|
||
player.unmarkSkill('xuanning');
|
||
}
|
||
}
|
||
},
|
||
liuguang:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.storage.xuanning) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(function(card,player,target){
|
||
return player!=target;
|
||
},'是否发动【流光】?',[1,3]).ai=function(target){
|
||
return ai.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);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
var next=target.chooseToDiscard('流光:弃置一张牌或受到一点伤害','he');
|
||
next.ai=function(card){
|
||
if(ai.get.damageEffect(_status.event.player,player,_status.event.player)>=0) return -1;
|
||
if(_status.event.player.hp==1) return 9-ai.get.value(card);
|
||
return 8-ai.get.value(card);
|
||
};
|
||
next.autochoose=function(){
|
||
return this.player.num('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
|
||
}
|
||
},
|
||
yangming:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
if(player.storage.yangming2>0) return false;
|
||
return player.num('h',{color:'red'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
content:function(){
|
||
player.storage.yangming2=2;
|
||
player.addSkill('yangming2');
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:1
|
||
},
|
||
order:6
|
||
}
|
||
},
|
||
yangming2:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
direct:true,
|
||
mark:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.yangming2--;
|
||
if(player.storage.yangming2>0){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.removeSkill('yangming2');
|
||
var num=0
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(get.distance(player,game.players[i])<=1&&game.players[i].hp<game.players[i].maxHp){
|
||
num++;
|
||
}
|
||
}
|
||
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');
|
||
for(var i=0;i<result.targets.length;i++){
|
||
result.targets[i].recover();
|
||
}
|
||
}
|
||
},
|
||
intro:{
|
||
content:'turn'
|
||
},
|
||
},
|
||
zhaolu:{
|
||
unique:true,
|
||
mark:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
forbid:['infinity'],
|
||
init:function(player){
|
||
player.storage.zhaolu=Math.min(5,game.players.length);
|
||
},
|
||
trigger:{player:['phaseEnd','damageEnd'],global:'dieAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
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);
|
||
}
|
||
},
|
||
intro:{
|
||
content:'turn'
|
||
},
|
||
ai:{
|
||
mingzhi:false,
|
||
threaten:0.8
|
||
},
|
||
},
|
||
jiehuo:{
|
||
unique:true,
|
||
forbid:['infinity'],
|
||
init:function(player){
|
||
player.storage.jiehuo=false;
|
||
},
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
//if(player.maxHp<=1) return false;
|
||
return !player.storage.jiehuo
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
line:'fire',
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
if(!player.storage.jiehuo2){
|
||
player.storage.jiehuo2=player.maxHp;
|
||
player.addSkill('jiehuo2');
|
||
}
|
||
target.damage(Math.min(target.hp,player.storage.jiehuo2),'fire');
|
||
}
|
||
},
|
||
jiehuo2:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.die();
|
||
}
|
||
},
|
||
yuling:{
|
||
unique:true,
|
||
locked:true,
|
||
group:['yuling1','yuling2','yuling3','yuling4','yuling5','yuling6'],
|
||
intro:{
|
||
content:'time'
|
||
},
|
||
ai:{
|
||
threaten:0.8,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='bingliang') return 0;
|
||
if(card.name=='lebu') return 1.5;
|
||
if(card.name=='guohe'){
|
||
if(!target.num('e')) return 0;
|
||
return 0.5;
|
||
}
|
||
if(card.name=='liuxinghuoyu') return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuling1:{
|
||
trigger:{player:['phaseDrawBefore','phaseDiscardBefore']},
|
||
priority:10,
|
||
forced:true,
|
||
popup:false,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
yuling2:{
|
||
trigger:{player:['loseEnd','drawEnd']},
|
||
check:function(event,player){
|
||
return player.num('h')<2;
|
||
},
|
||
priority:10,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.num('h')<5;
|
||
},
|
||
content:function(){
|
||
player.draw(5-player.num('h'));
|
||
}
|
||
},
|
||
yuling3:{
|
||
trigger:{player:'gainEnd'},
|
||
priority:10,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>5;
|
||
},
|
||
check:function(event,player){
|
||
return player.num('h')<2;
|
||
},
|
||
content:function(){
|
||
player.chooseToDiscard(true,player.num('h')-5);
|
||
}
|
||
},
|
||
yuling4:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(_status.currentPhase!=player) return;
|
||
if(get.cardCount(true,player)>=player.maxHp+2) return false;
|
||
}
|
||
}
|
||
},
|
||
yuling5:{
|
||
trigger:{player:['useCardAfter','phaseBegin']},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.yuling=player.maxHp+2-get.cardCount(true,player);
|
||
}
|
||
},
|
||
yuling6:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
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_yuewuyi:'乐无异',
|
||
gjqt_wenrenyu:'闻人羽',
|
||
gjqt_xiayize:'夏夷则',
|
||
gjqt_aruan:'阿阮',
|
||
|
||
xidie:'戏蝶',
|
||
xidie2:'戏蝶',
|
||
xidie_info:'回合开始阶段,若你的手牌数大于体力值,可以弃置至多X张牌,并于回合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,每当你使用一张杀,若你不在目标的攻击范围内,此杀不可闪避。',
|
||
meiying:'魅影',
|
||
meiying_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以进行一个额外回合,并在回合结束后翻面(若已翻面则不翻回来)。若如此做,你对其使用卡牌无视距离直到回合结束。',
|
||
zhongji:'重击',
|
||
zhongji_info:'每当你即将造成伤害,可弃置一张黑色手牌令伤害+1',
|
||
zuizhan:'醉斩',
|
||
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',
|
||
qianhuan:'千幻',
|
||
qianhuan_info:'回合结束后,若你已受伤,你可以回复一点体力并摸一张牌,然后将武将牌翻面。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一点雷电伤害',
|
||
fanyin:'梵音',
|
||
fanyin_info:'回合结束阶段,你可以令一名角色重置武将牌。若其体力值是全场最少的之一,其回复一点体力。',
|
||
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一点体力',
|
||
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:'回合结束阶段,你可以弃置一张红色牌并对一名其他角色造成X点火焰伤害,X为你已损失体力值的一半,向上取整',
|
||
fanshi:'反噬',
|
||
fanshi_info:'锁定技,若你于回合内造成过伤害,你于弃牌阶段结束时流失一点体力并摸一张牌',
|
||
shahun:'煞魂',
|
||
shahun2:'煞魂',
|
||
shahun_info:'限定技,濒死阶段,你可以重置武将牌,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】,并于三回合后立即死亡',
|
||
|
||
xiuhua:'袖花',
|
||
xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边',
|
||
liuying:'流影',
|
||
liuying_info:'你可以将一张装备牌当顺手牵羊使用',
|
||
yanjia:'偃甲',
|
||
yanjia_info:'你可以将一张装备牌当无中生有使用',
|
||
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一点伤害,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杀',
|
||
qianjun:'千军',
|
||
qianjun_info:'每当你使用一张杀,你可以弃置一张非基本牌,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,若你有玄凝标记,你须弃置一个玄凝标记并弃置伤害来源一张牌',
|
||
liuguang_info:'回合开始阶段,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弃置一张牌或受到一点伤害,若有角色受到伤害则终止结算',
|
||
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一点体力,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,你流失一点体力上限,每当你受到一点伤害或有人死亡,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,你可以令所有其他角色受到X点火焰伤害,并在此阶段结束后死亡,X为你的体力上限且不超过该角色的当前体力值',
|
||
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',
|
||
},
|
||
}
|