1527 lines
43 KiB
JavaScript
1527 lines
43 KiB
JavaScript
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'gwent',
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character:{
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gw_huoge:['male','qun',3,['yinzhang']],
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gw_aisinie:['female','wu',3,['huihun']],
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gw_enxier:['male','wei',4,['gwbaquan']],
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gw_kaerweite:['male','shu',4,['gwjiquan']],
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gw_falanxisika:['female','wu',3,['shewu']],
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gw_haluo:['male','qun',4,['nuhou']],
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gw_airuiting:['male','wei',4,['kuanglie']],
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gw_laduoweide:['male','wei',4,['gwxiaoshou']],
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gw_dagong:['male','qun',4,['tianbian']],
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// gw_bulanwang:['male','qun',4,['jielve']],
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// gw_kuite:['male','qun',3,[]],
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// gw_fuertaisite:['male','qun',3,[]],
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// gw_hengsaite:['male','wei',4,['jinsheng']],
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gw_fulisi:['male','qun',3,['lanquan']],
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gw_gaier:['male','qun',3,['hunmo']],
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gw_jieluote:['male','qun',6,['fayin']],
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gw_yenaifa:['female','qun',3,['xuezhou']],
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gw_telisi:['female','wei',3,['huandie']],
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gw_xili:['female','wu',3,['fengjian']],
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gw_luoqi:['male','wei',4,['gwzhanjiang']],
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gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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gw_aigeleisi:['female','wu',3,['gwshenyu']],
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gw_aokeweisite:['male','qun',4,['yunhuo']],
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// gw_kaxier:['male','wu',4,[]],
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gw_luobo:['male','qun',3,['junchi']],
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gw_mieren:['male','shu',3,['lingji']],
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gw_sanhanya:['male','shu',3,['gwjinyan']],
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gw_shanhu:['female','qun',3,['shuijian']],
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// gw_zhangyujushou:['male','wu',4,[]],
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gw_zhuoertan:['male','wu',3,['hupeng']],
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},
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characterIntro:{
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
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gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。',
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gw_gaier:'画作应该要传达情绪,而不是字句。',
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gw_enxier:'我可没什么耐心,最好小心点,否则脑袋不保',
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gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。',
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gw_telisi:'我可以照顾我自己,相信我。',
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gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。',
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gw_xili:'我想去哪,就去哪。',
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gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
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skill:{
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lingji:{
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enable:'phaseUse',
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usable:1,
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content:function(){
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'step 0'
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player.draw(2);
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'step 1'
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player.chooseToDiscard('he',2,true).ai=function(card){
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var val=get.value(card);
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if(ui.selected.cards.length){
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if(get.suit(card)==get.suit(ui.selected.cards[0])) val++;
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if(get.number(card)==get.number(ui.selected.cards[0])) val+=3;
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}
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return val;
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}
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'step 2'
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if(result.cards.length==2){
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var list=[];
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if(get.suit(result.cards[0])==get.suit(result.cards[1])){
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var list1=get.typeCard('spell_bronze');
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if(list1.length){
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list.push(game.createCard(list1.randomGet()));
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}
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}
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if(get.number(result.cards[0])==get.number(result.cards[1])){
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var list2=get.typeCard('spell_silver');
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if(list2.length){
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list.push(game.createCard(list2.randomGet()));
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}
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}
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if(list.length){
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player.gain(list,'gain2');
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}
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}
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},
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ai:{
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order:8,
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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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gwjinyan:{
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trigger:{player:['damageBegin','loseHpBegin']},
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forced:true,
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priority:-55,
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mark:true,
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filter:function(event,player){
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if(game.roundNumber%3==0) return false;
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return player.hp-event.num<game.roundNumber%3;
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},
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content:function(){
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trigger.num=Math.max(0,player.hp-game.roundNumber%3);
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},
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group:['gwjinyan_gain','gwjinyan_hp'],
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subSkill:{
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gain:{
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trigger:{player:'phaseBegin'},
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frequent:true,
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filter:function(){
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return game.roundNumber%3==0;
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},
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content:function(){
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var list=get.typeCard('spell_gold');
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if(list.length){
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player.gain(game.createCard(list.randomGet()),'gain2');
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}
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}
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},
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hp:{
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trigger:{global:'roundStart'},
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forced:true,
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filter:function(event,player){
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return player.hp<game.roundNumber%3;
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},
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content:function(){
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player.hp=game.roundNumber%3;
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if(player.maxHp<player.hp){
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player.maxHp=player.hp;
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}
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player.update();
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}
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}
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},
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ai:{
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threaten:function(){
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if(game.roundNumber%3==0) return 1.6;
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return 0.8;
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},
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effect:{
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target:function(card,player,target){
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if(game.roundNumber%3==0) return;
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if(get.tag(card,'damage')||get.tag(card,'loseHp')){
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if(target.hp<=game.roundNumber%3) return 0;
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}
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}
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}
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}
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},
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gwshenyu:{
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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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if(game.hasPlayer(function(current){
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return current.isDamaged();
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})){
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return true;
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}
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for(var i=0;i<ui.discardPile.childElementCount;i++){
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var card=ui.discardPile.childNodes[i];
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if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
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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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'step 0'
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var list=[];
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for(var i=0;i<ui.discardPile.childElementCount;i++){
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var card=ui.discardPile.childNodes[i];
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if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
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list.push(card);
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}
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}
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event.list=list;
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player.chooseTarget(get.prompt('gwshenyu'),function(card,player,target){
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return list.length||target.isDamaged();
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}).ai=function(target){
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var att=get.attitude(player,target);
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if(att<=0) return 0;
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var num=1;
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if(player==target){
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num+=1;
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}
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if(target.hp==1){
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num+=2;
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}
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return num*att;
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};
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'step 1'
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if(result.bool){
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player.logSkill('gwshenyu',result.targets);
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event.target=result.targets[0];
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if(!event.list.length){
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event.target.recover();
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event.finish();
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}
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else if(event.target.isHealthy()){
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event.directbool=true;
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}
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else{
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event.target.chooseControl(function(event,player){
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if(player.hp>=3&&!player.needsToDiscard()) return 1;
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if(player.hp==2&&player.hasShan()&&player.countCards('h')<=1) return 1;
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return 0;
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}).set('choiceList',[
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'回复一点体力','从弃牌堆中获得一张非金法术'
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]);
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}
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}
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else{
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event.finish();
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}
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'step 2'
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if(!event.directbool&&result.index==0){
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event.target.recover();
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event.finish();
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}
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'step 3'
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var list=event.list;
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if(list.length){
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event.target.chooseCardButton('选择一张法术牌',list,true).ai=function(button){
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return get.value(button.link);
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};
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}
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else{
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event.finish();
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}
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'step 4'
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if(result.bool){
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event.target.gain(result.links,'gain2','log');
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}
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},
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ai:{
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threaten:2,
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expose:0.2
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}
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},
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junchi:{
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trigger:{global:'shaAfter'},
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direct:true,
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filter:function(event,player){
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return event.player!=player&&event.target!=player&&event.target.isIn()&&player.hasCard(function(card){
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return player.canUse(card,event.target,false)&&!get.info(card).multitarget;
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});
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},
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content:function(){
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var next=player.chooseToUse(get.prompt('junchi'),trigger.target,-1).set('targetRequired',true);
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next.prompt2='对'+get.translation(trigger.target)+'使用一张牌,并摸一张牌';
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next.filterCard=function(card){
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return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
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};
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next.oncard=function(){
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player.draw();
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};
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next.logSkill='junchi';
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},
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subSkill:{
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gold:{
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trigger:{global:'useCardAfter'},
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frequent:true,
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filter:function(event,player){
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return event.player!=player&get.subtype(event.card)=='spell_gold';
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},
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content:function(){
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player.insertPhase();
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}
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}
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},
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group:'junchi_gold'
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},
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junchi_old:{
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trigger:{global:'shaAfter'},
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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 event.player!=player&&event.target!=player&&event.player.isIn()&&event.player.countCards('he');
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},
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content:function(){
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'step 0'
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var att=get.attitude(trigger.player,player);
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trigger.player.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').ai=function(card){
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if(att>1){
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if(trigger.target.isIn()){
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return 9-get.value(card);
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}
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return 4-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('junchi');
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player.gain(result.cards,trigger.player);
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if(get.position(result.cards[0])=='h'){
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trigger.player.$giveAuto(result.cards,player);
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}
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else{
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trigger.player.$give(result.cards,player);
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}
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trigger.player.addExpose(0.2);
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trigger.player.line(player,'green');
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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(trigger.target.isIn()){
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var next=player.chooseToUse('是否对'+get.translation(trigger.target)+'使用一张牌?',trigger.target,-1).set('targetRequired',true);
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next.filterCard=function(card){
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return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
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};
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next.oncard=function(){
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player.recover();
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trigger.player.draw();
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}
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}
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}
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},
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hupeng:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return player.countCards('he')>0;
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},
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filterCard:true,
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check:function(card){
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return 7-get.value(card);
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},
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filterTarget:true,
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content:function(){
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'step 0'
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var att=get.attitude(player,target);
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player.chooseVCardButton('选择令'+get.translation(target)+'获得的牌',['gw_dudayuanshuai1','gw_dudayuanshuai2'],true).ai=function(button){
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if(att>0){
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return button.link[2]=='gw_dudayuanshuai1'?1:-1;
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}
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else{
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return button.link[2]=='gw_dudayuanshuai2'?1:-1;
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}
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}
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'step 1'
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if(result.bool){
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target.gain(game.createCard(result.links[0][2]),'gain2');
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}
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},
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ai:{
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threaten:1.5,
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order:6,
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result:{
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target:function(player,target){
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var nh=target.countCards('h');
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if(get.attitude(player,target)>0){
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if(!nh) return 3;
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if(!target.needsToDiscard(1)){
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if(nh==1) return 2.5;
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return 2;
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}
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if(!target.needsToDiscard()) return 1;
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return 0.1;
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}
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else{
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if(!nh) return -0.05;
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if(target.hp==1) return -1;
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if(target.hp==2) return -2.5;
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if(target.hp==3) return -2;
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return -0.5;
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}
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}
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}
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},
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global:['hupeng2','hupeng3','hupeng4']
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},
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hupeng2:{
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mod:{
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cardDiscardable:function(card,player){
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if(card.name=='gw_dudayuanshuai2') return false;
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},
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cardEnabled:function(card,player){
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if(card.name=='gw_dudayuanshuai2') return false;
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},
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cardUsable:function(card,player){
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if(card.name=='gw_dudayuanshuai2') return false;
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},
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cardRespondable:function(card,player){
|
||
if(card.name=='gw_dudayuanshuai2') return false;
|
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},
|
||
cardSavable:function(card,player){
|
||
if(card.name=='gw_dudayuanshuai2') return false;
|
||
},
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(target.countCards('h','gw_dudayuanshuai1')&&get.attitude(player,target)<0){
|
||
return 0.4;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hupeng3:{
|
||
trigger:{player:'phaseEnd'},
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return player.countCards('h','gw_dudayuanshuai2');
|
||
},
|
||
content:function(){
|
||
var hs=player.getCards('h');
|
||
var hs2=player.getCards('h','gw_dudayuanshuai2');
|
||
hs.remove(hs2);
|
||
if(hs.length){
|
||
hs2.addArray(hs.randomGets(hs2.length));
|
||
}
|
||
player.discard(hs2);
|
||
}
|
||
},
|
||
hupeng4:{
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
var num=player.countCards('h','gw_dudayuanshuai1');
|
||
return num>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToUse({name:'gw_dudayuanshuai1'},'是否对'+get.translation(trigger.card)+'使用【杜达元帅】?').set('ai1',function(card){
|
||
return _status.event.bool;
|
||
}).set('bool',-get.effect(player,trigger.card,trigger.player,player));
|
||
trigger.gw_dudayuanshuai1=true;
|
||
'step 1'
|
||
delete trigger.gw_dudayuanshuai1;
|
||
}
|
||
},
|
||
hunmo:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return lib.skill.hunmo.filterTarget(null,player,current);
|
||
});
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target.countCards('h')==2) return false;
|
||
if(target!=player){
|
||
return !target.hasSkill('hunmo2');
|
||
}
|
||
else{
|
||
return player.storage.hunmo2>=player.storage.hunmo1;
|
||
}
|
||
},
|
||
content:function(){
|
||
var nh=target.countCards('h');
|
||
if(nh<2){
|
||
target.draw();
|
||
}
|
||
else if(nh>2){
|
||
target.chooseToDiscard('h',true);
|
||
}
|
||
if(target!=player){
|
||
target.addTempSkill('hunmo2');
|
||
player.storage.hunmo2++;
|
||
}
|
||
else{
|
||
player.storage.hunmo1++;
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
threaten:1.2,
|
||
result:{
|
||
target:function(player,target){
|
||
var nh=target.countCards('h');
|
||
if(nh<2) return 1;
|
||
if(nh>2){
|
||
if(target.hasSkillTag('noh')) return 0;
|
||
if(target.hasSkillTag('nodiscard')) return 0;
|
||
return -1;
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
},
|
||
group:'hunmo_count',
|
||
subSkill:{
|
||
count:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.hunmo1=0;
|
||
player.storage.hunmo2=0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunmo2:{},
|
||
hunmo3:{},
|
||
hunmo4:{},
|
||
shuijian:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=player.getEnemies();
|
||
var num=0;
|
||
for(var i=0;i<targets.length;i++){
|
||
num+=get.sgn(get.effect(targets[i],{name:'wanjian'},player,player));
|
||
}
|
||
event.targets=targets;
|
||
player.chooseToDiscard(get.prompt('shuijian')).set('ai',function(card){
|
||
if(num>=3) return 10-get.value(card);
|
||
if(num>=2) return 9-get.value(card);
|
||
if(num>=1) return 7-get.value(card);
|
||
return 0;
|
||
}).logSkill='shuijian';
|
||
'step 1'
|
||
if(result.bool){
|
||
for(var i=0;i<event.targets.length;i++){
|
||
event.targets[i].addExpose(0.1);
|
||
}
|
||
player.useCard({name:'wanjian'},event.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.6
|
||
}
|
||
},
|
||
yunhuo:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return game.roundNumber%4==0&&event.skill!='yunhuo2';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.insertPhase();
|
||
event.list=player.getEnemies().sortBySeat();
|
||
'step 1'
|
||
if(event.list.length){
|
||
var target=event.list.shift();
|
||
player.line(target,'fire');
|
||
if(target.countCards('h')){
|
||
target.randomDiscard('h',false);
|
||
}
|
||
else{
|
||
target.damage('fire');
|
||
}
|
||
event.redo();
|
||
}
|
||
'step 2'
|
||
game.delayx();
|
||
}
|
||
},
|
||
yinzhang:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
position:'he',
|
||
check:function(card){
|
||
return 8-get.value(card)
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=get.typeCard('spell_silver').randomGets(3);
|
||
if(!list.length){
|
||
event.finish();
|
||
return;
|
||
}
|
||
var dialog=ui.create.dialog('选择一张加入你的手牌',[list,'vcard'],'hidden');
|
||
player.chooseButton(dialog,true);
|
||
'step 1'
|
||
player.gain(game.createCard(result.links[0][2]),'draw');
|
||
},
|
||
ai:{
|
||
order:8,
|
||
threaten:1.3,
|
||
result:{
|
||
player:1
|
||
},
|
||
}
|
||
},
|
||
tianbian:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num1=0,num2=0;
|
||
var choice;
|
||
if(player.hasUnknown(2)){
|
||
if(game.dead.length==0){
|
||
choice='选项二';
|
||
}
|
||
else{
|
||
choice='cancel2';
|
||
}
|
||
}
|
||
else{
|
||
game.countPlayer(function(current){
|
||
var att=get.attitude(player,current);
|
||
if(att>0){
|
||
num1++;
|
||
}
|
||
else if(att<0){
|
||
num2++;
|
||
}
|
||
});
|
||
choice=(num1>num2)?'选项一':'选项二';
|
||
}
|
||
player.chooseControl('选项一','选项二','cancel2',function(){
|
||
return choice;
|
||
}).set('prompt',get.prompt('tianbian')).set('choiceList',['随机使用一张对全场有正面效果的牌','随机使用一张对全场有负面效果的牌']);
|
||
'step 1'
|
||
if(result.control!='cancel2'){
|
||
player.logSkill('tianbian');
|
||
var list=[];
|
||
for(var i in lib.card){
|
||
if(lib.inpile.contains(i)&&
|
||
lib.card[i].selectTarget==-1&&
|
||
lib.card[i].type!='equip'&&
|
||
lib.card[i].ai&&lib.card[i].ai.tag&&
|
||
lib.card[i].ai.tag.multitarget){
|
||
if(lib.card[i].ai.tag.multineg){
|
||
if(result.control=='选项二'){
|
||
list.push(i);
|
||
}
|
||
}
|
||
else{
|
||
if(result.control=='选项一'){
|
||
list.push(i);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
var name=null;
|
||
while(list.length){
|
||
name=list.randomRemove();
|
||
if(game.hasPlayer(function(current){
|
||
return player.canUse(name,current)
|
||
})){
|
||
break;
|
||
}
|
||
else{
|
||
name=null;
|
||
}
|
||
}
|
||
if(name){
|
||
var targets=game.filterPlayer(function(current){
|
||
return player.canUse(name,current);
|
||
});
|
||
targets.sortBySeat();
|
||
player.useCard({name:name},targets);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwxiaoshou:{
|
||
enable:'phaseUse',
|
||
usable:2,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMaxHp();
|
||
},
|
||
check:function(card){return 7-get.value(card);},
|
||
position:'he',
|
||
filterCard:true,
|
||
content:function(){
|
||
target.damage();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return get.damageEffect(target,player);
|
||
},
|
||
},
|
||
order:7
|
||
}
|
||
},
|
||
kuanglie:{
|
||
trigger:{player:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
return event.target&&event.target!=player&&event.target.countCards('he')&&get.color(event.card)=='black';
|
||
},
|
||
init:function(player){
|
||
player.storage.kuanglie=0;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.target.randomDiscard();
|
||
player.storage.kuanglie++;
|
||
if(player.storage.kuanglie%2==0){
|
||
player.draw();
|
||
}
|
||
}
|
||
},
|
||
kuanglie2:{},
|
||
gwjiquan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('he');
|
||
},
|
||
selectTarget:[1,Infinity],
|
||
content:function(){
|
||
'step 0'
|
||
player.gainPlayerCard(target,'he',true);
|
||
'step 1'
|
||
target.useCard({name:'sha'},player);
|
||
},
|
||
ai:{
|
||
threaten:1.4,
|
||
order:7,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.getEquip('tengjia')||player.getEquip('bagua')) return -1;
|
||
if(get.effect(player,{name:'sha'},target,player)>=0) return -1;
|
||
if(!player.hasShan()){
|
||
if(ui.selected.targets.length) return 0;
|
||
if(player.hp>=4) return -1;
|
||
if(player.hp>=3&&target.hp==1) return -1;
|
||
return 0;
|
||
}
|
||
var num=player.countCards('h','shan');
|
||
if(num<1){
|
||
num=1;
|
||
}
|
||
if(ui.selected.targets.length>=num){
|
||
return 0;
|
||
}
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
nuhou:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 7-get.value(card)
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=player.getEnemies();
|
||
list.sortBySeat();
|
||
event.list=list;
|
||
'step 1'
|
||
if(event.list.length){
|
||
var current=event.list.shift();
|
||
var he=current.getCards('he');
|
||
player.line(current,'green');
|
||
if(he.length){
|
||
current.discard(he.randomGet());
|
||
current.addExpose(0.2);
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
order:8.5,
|
||
result:{
|
||
player:1
|
||
},
|
||
},
|
||
},
|
||
shewu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:true,
|
||
selectCard:[1,3],
|
||
check:function(card){
|
||
if(!ui.selected.cards.length){
|
||
return 8-get.value(card)
|
||
}
|
||
var player=_status.event.player;
|
||
if(player.isDamaged()){
|
||
var hs=player.getCards('h');
|
||
var num=0;
|
||
for(var i=0;i<hs.length;i++){
|
||
if(get.value(hs[i])<6){
|
||
num++;
|
||
}
|
||
}
|
||
if(num>=3){
|
||
return 6-get.value(card);
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
content:function(){
|
||
player.draw(3);
|
||
if(cards.length>=2){
|
||
player.addTempSkill('shewu_dist');
|
||
}
|
||
if(cards.length==3){
|
||
player.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{
|
||
player:1
|
||
},
|
||
threaten:1.6
|
||
},
|
||
subSkill:{
|
||
dist:{
|
||
mod:{
|
||
targetInRange:function(){
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwzhanjiang:{
|
||
trigger:{global:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('gwzhanjiang2')&&event.player!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var bool=(get.effect(trigger.player,{name:'sha'},player,player)>0&&
|
||
Math.abs(get.attitude(player,trigger.player))>1&&
|
||
game.hasPlayer(function(current){
|
||
return get.attitude(current,player)>0&¤t.hasSha();
|
||
}));
|
||
var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
|
||
next.ai=function(card){
|
||
if(bool) return 7-get.value(card);
|
||
return 0;
|
||
};
|
||
next.logSkill=['gwzhanjiang',trigger.player];
|
||
'step 1'
|
||
if(result.bool){
|
||
player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'});
|
||
event.targets=game.filterPlayer(function(current){
|
||
return current!=trigger.player;
|
||
});
|
||
event.targets.sortBySeat(trigger.player);
|
||
event.num=0;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets.length){
|
||
event.current=event.targets.shift();
|
||
if(event.current.hasSha()){
|
||
event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1).oncard=function(card,player){
|
||
player.draw();
|
||
};
|
||
}
|
||
else{
|
||
event.redo();
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(result.bool){
|
||
event.num++;
|
||
if(event.num>=2){
|
||
return;
|
||
}
|
||
}
|
||
event.goto(2);
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.4
|
||
},
|
||
},
|
||
gwzhanjiang2:{},
|
||
gwzhanjiang3:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event){
|
||
return event.card.name=='sha'&&event.getParent(2).name=='gwzhanjiang';
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
gwchuanxin_old:{
|
||
trigger:{player:'shaAfter'},
|
||
filter:function(event,player){
|
||
if(player.storage.gwchuanxin&&player.storage.gwchuanxin.length>=4) return false;
|
||
return event.target.isAlive();
|
||
},
|
||
check:function(event,player){
|
||
return get.effect(event.target,{name:'sha'},player,player)>0
|
||
},
|
||
logTarget:'target',
|
||
logLine:false,
|
||
content:function(){
|
||
'step 0'
|
||
event.card=get.cards()[0];
|
||
player.showCards(event.card,get.translation(player)+'对'+get.translation(trigger.player)+'发动了【穿心】');
|
||
'step 1'
|
||
if(player.storage.gwchuanxin&&!player.storage.gwchuanxin.contains(get.suit(event.card))){
|
||
player.useCard({name:'sha'},[event.card],trigger.target,false);
|
||
}
|
||
},
|
||
group:['gwchuanxin_count1','gwchuanxin_count2'],
|
||
subSkill:{
|
||
count1:{
|
||
trigger:{global:'phaseBegin'},
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.gwchuanxin=[];
|
||
}
|
||
},
|
||
count2:{
|
||
trigger:{player:'useCard'},
|
||
silent:true,
|
||
// filter:function(event){
|
||
// return event.card&&event.card.name=='sha';
|
||
// },
|
||
content:function(){
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
player.storage.gwchuanxin.add(get.suit(trigger.cards[i]));
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
presha:true,
|
||
}
|
||
},
|
||
gwchuanxin:{
|
||
trigger:{player:'shaAfter'},
|
||
filter:function(event,player){
|
||
return event.target.isAlive();
|
||
},
|
||
check:function(event,player){
|
||
return get.effect(event.target,{name:'sha'},player,player)>0
|
||
},
|
||
logTarget:'target',
|
||
// logLine:false,
|
||
content:function(){
|
||
'step 0'
|
||
var cards=get.cards();
|
||
player.showCards(cards,get.translation(player)+'发动了【穿心】');
|
||
event.bool=(get.color(cards[0])=='black');
|
||
'step 1'
|
||
if(event.bool){
|
||
player.useCard({name:'sha'},trigger.target,false).animate=false;
|
||
}
|
||
},
|
||
mod:{
|
||
attackFrom:function(from,to,distance){
|
||
return distance-from.hp;
|
||
}
|
||
}
|
||
},
|
||
fengjian:{
|
||
trigger:{player:'useCard'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var type=get.type(event.card,'trick');
|
||
return type=='trick'&&game.hasPlayer(function(current){
|
||
return player.canUse('sha',current,false)&&!event.targets.contains(current);
|
||
});
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
|
||
return player.canUse('sha',target,false)&&!trigger.targets.contains(target);
|
||
}).ai=function(target){
|
||
return get.effect(target,{name:'sha',nature:'thunder'},player,player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('fengjian');
|
||
if(!event.isMine()){
|
||
game.delay();
|
||
}
|
||
player.useCard({name:'sha',nature:'thunder'},result.targets,false);
|
||
player.addTempSkill('qianxing',{player:'phaseBegin'});
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.5,
|
||
noautowuxie:true,
|
||
},
|
||
// group:'fengjian_hide',
|
||
// subSkill:{
|
||
// hide:{
|
||
// trigger:{source:'damageEnd'},
|
||
// forced:true,
|
||
// popup:false,
|
||
// filter:function(event,player){
|
||
// return event.getParent(3).name=='fengjian';
|
||
// },
|
||
// content:function(){
|
||
// player.addTempSkill('qianxing',{player:'phaseBegin'});
|
||
// }
|
||
// }
|
||
// }
|
||
},
|
||
huandie:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(target){
|
||
return get.attitude(player,target);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
result.targets.sortBySeat();
|
||
result.targets.unshift(player);
|
||
player.logSkill('huandie',result.targets);
|
||
game.asyncDrawAuto(result.targets,function(current){
|
||
return current==player?1:2;
|
||
});
|
||
player.addTempSkill('huandie_discard');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
},
|
||
subSkill:{
|
||
discard:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.countCards('h')>current.hp;
|
||
});
|
||
},
|
||
logTarget:function(){
|
||
return game.filterPlayer(function(current){
|
||
return current.countCards('h')>current.hp;
|
||
}).sortBySeat();
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=game.filterPlayer(function(current){
|
||
return current.countCards('h')>current.hp;
|
||
}).sortBySeat();
|
||
event.list=list;
|
||
'step 1'
|
||
if(event.list.length){
|
||
event.list.shift().chooseToDiscard('h',true,2);
|
||
event.redo();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xuezhou:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
unique:true,
|
||
forceunique:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
var name=get.translation(player);
|
||
if(storage==1){
|
||
return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力';
|
||
}
|
||
else if(storage==2){
|
||
return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力';
|
||
}
|
||
else{
|
||
return '未发动';
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var next=player.chooseControl('选项一','选项二','cancel2',function(){
|
||
if(Math.random()<0.65) return 0;
|
||
return 1;
|
||
});
|
||
next.prompt=get.prompt('xuezhou');
|
||
next.choiceList=[
|
||
'每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力',
|
||
'每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
|
||
];
|
||
'step 1'
|
||
if(result.control=='cancel2'){
|
||
player.unmarkSkill('xuezhou');
|
||
delete _status.xuezhou;
|
||
}
|
||
else{
|
||
player.logSkill('xuezhou');
|
||
player.storage.xuezhou=result.index+1;
|
||
player.syncStorage('xuezhou');
|
||
player.markSkill('xuezhou');
|
||
_status.xuezhou=player;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:2.5
|
||
},
|
||
global:'xuezhou_hp'
|
||
},
|
||
xuezhou_hp:{
|
||
trigger:{source:'damageEnd',player:'damageEnd'},
|
||
filter:function(event,player){
|
||
if(!_status.xuezhou) return false;
|
||
if(player==_status.xuezhou) return false;
|
||
if(!player.isIn()||!_status.xuezhou.isIn()) return false;
|
||
switch(_status.xuezhou.storage.xuezhou){
|
||
case 1:return player==event.player;
|
||
case 2:return player==event.source;
|
||
default:return false;
|
||
}
|
||
},
|
||
silent:true,
|
||
content:function(){
|
||
'step 0'
|
||
game.delayx();
|
||
'step 1'
|
||
_status.xuezhou.logSkill('xuezhou',player);
|
||
player.loseHp();
|
||
if(_status.xuezhou!=trigger.player){
|
||
_status.xuezhou.recover();
|
||
}
|
||
}
|
||
},
|
||
fayin:{
|
||
trigger:{player:'shaBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.target;
|
||
var bool=get.attitude(player,target)<0;
|
||
var next=player.chooseToDiscard('he',get.prompt('fayin',target));
|
||
next.ai=function(card){
|
||
if(bool) return 7-get.value(card);
|
||
return 0;
|
||
};
|
||
next.logSkill=['fayin',target];
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=trigger.target;
|
||
var num=5;
|
||
if(target.isMad()){
|
||
num=4;
|
||
}
|
||
switch(Math.floor(Math.random()*num)){
|
||
case 0:target.randomDiscard(2);break;
|
||
case 1:target.damage('fire');break;
|
||
case 2:player.changeHujia();break;
|
||
case 3:target.turnOver();target.draw();break;
|
||
case 4:target.goMad({player:'phaseBegin'});break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwbaquan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var hs=target.getCards('h');
|
||
player.gain(hs,target);
|
||
target.$giveAuto(hs,player);
|
||
event.hs=hs;
|
||
'step 1'
|
||
var damage=(target.hp>=player.hp&&get.damageEffect(target,player,player)>0);
|
||
var hs=event.hs;
|
||
if(damage&&target.hp>1){
|
||
for(var i=0;i<hs.length;i++){
|
||
if(get.value(hs[i],player,'raw')>=8){
|
||
damage=false;break;
|
||
}
|
||
}
|
||
}
|
||
player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
|
||
if(damage){
|
||
return hs.contains(card)?1:0;
|
||
}
|
||
else{
|
||
return -get.value(card,player,'raw');
|
||
}
|
||
}
|
||
if(!event.isMine()) game.delay();
|
||
'step 2'
|
||
target.gain(result.cards,player);
|
||
player.$giveAuto(result.cards,target);
|
||
event.hs2=result.cards;
|
||
if(player.hp>target.hp){
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
for(var i=0;i<event.hs2.length;i++){
|
||
if(!event.hs.contains(event.hs2[i])) return;
|
||
}
|
||
player.line(target);
|
||
target.damage();
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.sqrt(target.countCards('h'));
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunmo_old:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target.countCards('h')!=Math.min(3,player.hp);
|
||
},
|
||
selectTarget:[1,3],
|
||
content:function(){
|
||
var dh=Math.min(3,player.hp)-target.countCards('h');
|
||
if(dh>0){
|
||
target.draw(dh,false);
|
||
target.$draw(dh);
|
||
game.delay(0.5);
|
||
}
|
||
else if(dh<0){
|
||
target.chooseToDiscard(-dh,true);
|
||
if(player!=target) player.useCard({name:'sha'},target,false);
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
var dh=Math.min(3,player.hp)-target.countCards('h');
|
||
if(dh<0){
|
||
dh+=get.sgn(get.effect(target,{name:'sha'},player,target));
|
||
}
|
||
return dh;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunmo_old2:{
|
||
trigger:{player:['phaseBegin','phaseEnd']},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){
|
||
return target.countCards('h')!=Math.min(3,target.hp);
|
||
}).ai=function(target){
|
||
return get.attitude(player,target)*(Math.min(3,target.hp)-target.countCards('h'));
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('hunmo',result.targets);
|
||
event.targets=result.targets.slice(0);
|
||
event.targets.sortBySeat();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
var dh=Math.min(3,target.hp)-target.countCards('h');
|
||
if(dh>0){
|
||
target.draw(dh,false);
|
||
target.$draw(dh);
|
||
}
|
||
else if(dh<0){
|
||
target.chooseToDiscard(-dh,true).delay=false;
|
||
}
|
||
game.delay(0.5);
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
huihun:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
if(!player.storage.huihun) return false;
|
||
for(var i=0;i<player.storage.huihun.length;i++){
|
||
if(get.position(player.storage.huihun[i])=='d') return true;
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<player.storage.huihun.length;i++){
|
||
if(get.position(player.storage.huihun[i])=='d'){
|
||
list.push(player.storage.huihun[i]);
|
||
if(list.length>=2) break;
|
||
}
|
||
}
|
||
player.gain(list,'gain2','log');
|
||
},
|
||
ai:{
|
||
threaten:1.8,
|
||
},
|
||
group:['huihun_count','huihun_count2'],
|
||
subSkill:{
|
||
count:{
|
||
trigger:{player:'useCard'},
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase==player;
|
||
},
|
||
content:function(){
|
||
if(!player.storage.huihun){
|
||
player.storage.huihun=[];
|
||
}
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.color(trigger.cards[i])=='red'){
|
||
player.storage.huihun.add(trigger.cards[i]);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
count2:{
|
||
trigger:{player:'phaseAfter'},
|
||
silent:true,
|
||
content:function(){
|
||
delete player.storage.huihun;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
lanquan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
onChooseToUse:function(event){
|
||
var cards=[];
|
||
var num=6;
|
||
if(ui.cardPile.childNodes.length<num){
|
||
var discardcards=get.cards(num);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<num;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
event.set('lanquancards',cards);
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
return ui.create.dialog('权杖:选择一张牌使用',event.lanquancards);
|
||
},
|
||
filter:function(button,player){
|
||
var evt=_status.event.getParent();
|
||
if(evt&&evt.filterCard){
|
||
var type=get.type(button.link,'trick');
|
||
return evt.filterCard(button.link,player,evt);
|
||
}
|
||
return false;
|
||
},
|
||
check:function(button){
|
||
return get.value(button.link);
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
filterCard:function(){return false},
|
||
selectCard:-1,
|
||
viewAs:links[0],
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '选择'+get.translation(links)+'的目标';
|
||
}
|
||
},
|
||
ai:{
|
||
order:12,
|
||
result:{
|
||
player:1
|
||
},
|
||
threaten:1.5
|
||
}
|
||
},
|
||
},
|
||
card:{
|
||
gw_dudayuanshuai1:{
|
||
type:'special',
|
||
fullimage:true,
|
||
derivation:'gw_zhuoertan',
|
||
vanish:true,
|
||
addinfo:'小伙伴',
|
||
notarget:true,
|
||
content:function(){
|
||
var evt=event.getParent(3)._trigger;
|
||
if(evt.gw_dudayuanshuai1){
|
||
evt.untrigger();
|
||
evt.finish();
|
||
}
|
||
if(evt.cards){
|
||
player.gain(evt.cards,'gain2');
|
||
}
|
||
},
|
||
ai:{
|
||
value:10,
|
||
useful:9,
|
||
result:{
|
||
player:1
|
||
},
|
||
}
|
||
},
|
||
gw_dudayuanshuai2:{
|
||
type:'special',
|
||
fullimage:true,
|
||
derivation:'gw_zhuoertan',
|
||
vanish:true,
|
||
addinfo:'捣蛋鬼',
|
||
},
|
||
},
|
||
translate:{
|
||
gw_huoge:'霍格',
|
||
gw_aisinie:'埃丝涅',
|
||
gw_gaier:'盖尔',
|
||
gw_enxier:'恩希尔',
|
||
gw_kuite:'奎特',
|
||
gw_dagong:'达贡',
|
||
gw_airuiting:'艾瑞汀',
|
||
gw_fuertaisite:'弗泰斯特',
|
||
gw_falanxisika:'法兰西斯卡',
|
||
gw_haluo:'哈洛',
|
||
gw_hengsaite:'亨赛特',
|
||
gw_kaerweite:'卡尔维特',
|
||
gw_bulanwang:'布兰王',
|
||
gw_fulisi:'符里斯',
|
||
gw_laduoweide:'拉多维德',
|
||
|
||
gw_jieluote:'杰洛特',
|
||
gw_yenaifa:'叶奈法',
|
||
gw_telisi:'特莉斯',
|
||
gw_xili:'希里',
|
||
gw_luoqi:'罗契',
|
||
gw_yioufeisi:'伊欧菲斯',
|
||
|
||
gw_aigeleisi:'艾格蕾斯',
|
||
gw_aokeweisite:'奥克维斯特',
|
||
gw_kaxier:'卡西尔',
|
||
gw_luobo:'萝卜',
|
||
gw_mieren:'米尔恩',
|
||
gw_sanhanya:'三寒鸦',
|
||
gw_shanhu:'珊瑚',
|
||
gw_zhangyujushou:'章鱼巨兽',
|
||
gw_zhuoertan:'卓尔坦',
|
||
|
||
lingji:'灵计',
|
||
lingji_info:'出牌阶段限一次,你可以摸两张牌并弃置两张牌,若弃置的牌花色相同,你获得一张随机铜卡;若弃置的牌点数相同,你获得一张随机银卡',
|
||
gwjinyan:'金焰',
|
||
gwjinyan_info:'锁定技,准备阶段,若游戏轮数为3的倍数,你获得一张随机金卡;你的体力值不能小于X,X为游戏轮数除3的余数',
|
||
gwshenyu:'神愈',
|
||
gwshenyu_info:'准备阶段,你可以令一名角色选择一项:回复一点体力,或从弃牌堆中获得一张非金法术牌',
|
||
junchi:'骏驰',
|
||
junchi_info:'每当一名其他角色使用一张杀,若目标不是你,你可以对杀的目标使用一张牌,并摸一张牌;每当一名其他角色使用一张金卡,你可以在此回合结束后获得一个额外回合',
|
||
junchi_old_info:'当一名其他角色使用杀对一个目标结算后,该角色可以交给你一张牌,然后你可以对杀的目标使用一张牌,若如此做,你回复一点体力,杀的使用者摸一张牌',
|
||
gw_dudayuanshuai1:'杜达元帅',
|
||
gw_dudayuanshuai1_info:'当你成为其他角色使用牌的目标时,你可以使用此牌取消之,然后获得对你使用的牌',
|
||
gw_dudayuanshuai2:'杜达元帅',
|
||
gw_dudayuanshuai2_info:'你不能使用、打出或弃置此牌;结束阶段,若此牌在你手牌中,你弃置之并随机弃置一张手牌',
|
||
hupeng:'呼朋',
|
||
hupeng_info:'出牌阶段限一次,你可以弃置一张牌并将一张杜达元帅置入一名角色的手牌',
|
||
shuijian:'水箭',
|
||
shuijian_info:'准备阶段,你可以弃置一张手牌视为对所有敌方角色使用一张万箭齐发',
|
||
yunhuo:'陨火',
|
||
yunhuo_info:'锁定技,准备阶段,若游戏轮数为4的倍数,你令所有敌方角色随机弃置一张手牌(若没有手牌改为受到一点火焰伤害),然后在此回合结束后获得一个额外回合',
|
||
yinzhang:'银杖',
|
||
yinzhang_info:'出牌阶段限一次,你可以弃置一张牌,然后从3张随机亮出的牌中选择一张加入手牌',
|
||
tianbian:'天变',
|
||
tianbian_info:'出牌阶段开始时,你可以选择一项:随机使用一张对全场有正面效果的牌;或随机使用一张对全场有负面效果的牌',
|
||
gwxiaoshou:'枭首',
|
||
gwxiaoshou_info:'出牌阶段限两次,你可以弃置一张牌对场上体力值最高(或之一)的一名角色造成一点伤害',
|
||
kuanglie:'狂猎',
|
||
kuanglie_info:'锁定技,当一名其他角色成为你的黑色牌的目标后,该角色随机弃置一张牌;每当你发动两次“狂猎”,你摸一张牌',
|
||
gwjiquan:'集权',
|
||
gwjiquan_info:'出牌阶段限一次,你可以从任意名角色处各获得一张牌,每拿一张牌,被拿牌的角色视为对你使用一张杀',
|
||
nuhou:'怒吼',
|
||
nuhou_info:'出牌阶段限一次,你可以弃置一张牌,然后所有敌人随机弃置一张牌',
|
||
shewu:'蛇舞',
|
||
shewu_info:'出牌阶段限一次,你可以弃置1至3张牌然后摸3张牌;若你弃置了至少2张牌,你本回合使用卡牌无视距离;若你弃置了3张牌,你回复一点体力',
|
||
gwzhanjiang:'斩将',
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gwzhanjiang_info:'每轮限一次,在一名角色的准备阶段,你可以弃置一张牌,然后所有角色可以对该角色使用一张杀,出杀的角色在响应时摸一张牌,当有至少两名角色响应后停止结算',
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gwchuanxin:'穿心',
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gwchuanxin_info:'你的攻击范围+X,X为你当前体力值;每当你对一名角色使用杀结算完毕后,你可以亮出牌堆顶的一张牌,若为黑色,视为对目标再使用一张杀',
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fengjian:'风剑',
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fengjian_info:'每当你使用一张锦囊牌,你可以视为对一名不是此牌目标的角色使用一张雷杀,若如此做,你获得潜行直到下一回合开始',
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huandie:'幻蝶',
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huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
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||
xuezhou:'血咒',
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xuezhou_info:'准备阶段,你可以选择一项效果直到下一回合开始:1. 每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力;2. 每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
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||
fayin:'法印',
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fayin_info:'每当你使用一张杀,你可以弃置一张牌并获得一个随机法印效果:1. 目标随机弃置两张牌;2. 目标进入混乱状态直到下一回合开始;3. 对目标造成一点火属性伤害;4. 获得一点护甲;5. 令目标翻面并摸一张牌',
|
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gwbaquan:'霸权',
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gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
|
||
hunmo:'魂墨',
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hunmo_info:'出牌阶段,你可以令一名手牌数少于2的角色摸一张牌,或令一名手牌数大于2的角色弃置一张手牌,每阶段对除你之外的每名角色最多发动一次,对你最多发动X+1次,X为你本回合对其他角色发动魂墨的次数',
|
||
huihun:'回魂',
|
||
huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
|
||
lanquan:'揽权',
|
||
lanquan_backup:'揽权',
|
||
lanquan_info:'出牌阶段限一次,你可以观看牌堆顶的6张牌,并选择一张使用',
|
||
|
||
chaoyong:'潮涌',
|
||
chaoyong_info:'准备阶段,你可以弃置一张牌,视为对所有敌方角色使用一张南蛮入侵或万箭齐发',
|
||
}
|
||
};
|
||
});
|