1696 lines
57 KiB
JavaScript
1696 lines
57 KiB
JavaScript
'use strict';
|
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card.gujian={
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card:{
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||
luyugeng:{
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||
fullskin:true,
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type:'food',
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||
enable:true,
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||
markimage:'-14%',
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||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('luyugeng');
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||
},
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||
range:{global:1},
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||
content:function(){
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||
target.$gain2(cards);
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||
target.storage.luyugeng=card;
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||
target.storage.luyugeng_markcount=2;
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||
target.addSkill('luyugeng');
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||
},
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ai:{
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order:2,
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value:4,
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result:{
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target:1
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}
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}
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},
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jinlianzhu:{
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||
type:'trick',
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||
fullskin:true,
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||
filterTarget:true,
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||
content:function(){
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var evt=event.getParent(3)._trigger;
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evt.untrigger();
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evt.finish();
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if(evt.source){
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evt.source.draw();
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}
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},
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ai:{
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||
order:1,
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||
value:[5,1],
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useful:[6,1],
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result:{
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target:function(player,target){
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var evt=_status.event.getTrigger();
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var eff=ai.get.damageEffect(target,evt.source,target,evt.nature);
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if(eff>0) return -1;
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if(eff<0) return 2;
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return 0;
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}
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}
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}
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},
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chunbing:{
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||
fullskin:true,
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type:'food',
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||
enable:true,
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||
markimage:'-13%',
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filterTarget:function(card,player,target){
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return !target.hasSkill('chunbing');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.chunbing=card;
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target.storage.chunbing_markcount=5;
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target.addSkill('chunbing');
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},
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ai:{
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order:2,
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value:4,
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result:{
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target:function(player,target){
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var num=target.needsToDiscard();
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if(num){
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if(target==player&&num>1){
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return num;
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}
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return Math.sqrt(num);
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}
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return 0;
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}
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}
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}
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},
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gudonggeng:{
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fullskin:true,
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type:'food',
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enable:true,
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markimage:'-18%',
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filterTarget:function(card,player,target){
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return !target.hasSkill('gudonggeng');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.gudonggeng=card;
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target.storage.gudonggeng_markcount=3;
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target.addSkill('gudonggeng');
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},
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ai:{
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order:2,
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value:4,
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result:{
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target:function(player,target){
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if(player==target&&!player.hasShan()) return 2;
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return 1/Math.max(1,target.hp);
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}
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}
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}
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},
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liyutang:{
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fullskin:true,
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type:'food',
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enable:true,
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filterTarget:function(card,player,target){
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return !target.hasSkill('liyutang');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.liyutang=card;
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target.storage.liyutang_markcount=2;
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target.addSkill('liyutang');
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},
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ai:{
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order:2,
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value:4,
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result:{
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target:function(player,target){
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if(player==target&&target.isLowestHp()) return 2;
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if(target.isLowestHp()) return 1.5;
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return 1/Math.max(1,target.hp);
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}
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}
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}
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},
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mizhilianou:{
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fullskin:true,
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type:'food',
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enable:true,
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markimage:'-16%',
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filterTarget:function(card,player,target){
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return !target.hasSkill('mizhilianou');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.mizhilianou=card;
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target.storage.mizhilianou_markcount=4;
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target.addSkill('mizhilianou');
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},
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ai:{
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order:2,
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value:4,
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result:{
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target:function(player,target){
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if(target==player){
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if(target.num('he',{suit:'heart'})){
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if(target.isDamaged()) return 1.5;
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}
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else{
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return 0.2;
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}
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}
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else if(target.isDamaged()){
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return 1;
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}
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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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xiajiao:{
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fullskin:true,
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type:'food',
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enable:true,
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filterTarget:function(card,player,target){
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return !target.hasSkill('xiajiao');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.xiajiao=card;
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target.storage.xiajiao_markcount=3;
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target.addSkill('xiajiao');
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target.addTempSkill('xiajiao3','phaseAfter');
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},
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ai:{
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order:2,
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value:5,
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result:{
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target:1
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}
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}
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},
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tanhuadong:{
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fullskin:true,
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type:'food',
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enable:true,
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filterTarget:function(card,player,target){
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return !target.hasSkill('tanhuadong');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.tanhuadong=card;
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target.storage.tanhuadong_markcount=3;
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target.addSkill('tanhuadong');
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},
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ai:{
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order:2,
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value:5,
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result:{
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target:1
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}
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}
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},
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mapodoufu:{
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fullskin:true,
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type:'food',
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enable:true,
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markimage:'-18%',
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filterTarget:function(card,player,target){
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return !target.hasSkill('mapodoufu');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.mapodoufu=card;
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target.storage.mapodoufu_markcount=3;
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target.addSkill('mapodoufu');
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},
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ai:{
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order:2,
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value:5,
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result:{
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target:function(player,target){
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return player==target?2:1;
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}
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}
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}
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},
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qingtuan:{
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fullskin:true,
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type:'food',
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enable:true,
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markimage:'-16%',
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filterTarget:function(card,player,target){
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return !target.hasSkill('qingtuan');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.qingtuan=card;
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target.storage.qingtuan_markcount=2;
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target.addSkill('qingtuan');
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},
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ai:{
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order:4,
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value:4,
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result:{
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target:function(player,target){
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if(target==player){
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if(target.hasSha()) return 2;
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}
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else{
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var nh=target.num('h');
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if(nh>=3) return 1;
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if(target.hasSha()) return 1;
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if(nh&&Math.random()<0.5) return 1;
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}
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return player.needsToDiscard()?0.2:0;
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}
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}
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}
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},
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yougeng:{
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fullskin:true,
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type:'food',
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enable:true,
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markimage:'-16%',
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filterTarget:function(card,player,target){
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return !target.hasSkill('yougeng');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.yougeng=card;
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target.storage.yougeng_markcount=2;
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target.addSkill('yougeng');
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},
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ai:{
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order:2,
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value:4,
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result:{
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target:function(player,target){
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if(target.isHealthy()) return player.needsToDiscard()?0.1:0;
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if(target.isLowestHp()) return 1.5;
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return 1/Math.max(1,target.hp);
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}
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}
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}
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},
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molicha:{
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fullskin:true,
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type:'food',
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enable:true,
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filterTarget:function(card,player,target){
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return !target.hasSkill('molicha');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.discard(target.get('j'));
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target.storage.molicha=card;
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target.storage.molicha_markcount=5;
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target.addSkill('molicha');
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},
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ai:{
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order:2,
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value:4,
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result:{
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target:function(player,target){
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if(target.num('j')) return 2;
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return 1;
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}
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}
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}
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},
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yuanbaorou:{
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fullskin:true,
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type:'food',
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enable:true,
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filterTarget:function(card,player,target){
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return !target.hasSkill('yuanbaorou');
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},
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range:{global:1},
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content:function(){
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target.$gain2(cards);
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target.storage.yuanbaorou=card;
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target.storage.yuanbaorou_markcount=3;
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target.addSkill('yuanbaorou');
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},
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ai:{
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order:2,
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value:4,
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result:{
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target:function(player,target){
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if(target==player){
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if(target.hasSha()) return 2;
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}
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else{
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var nh=target.num('h');
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if(nh>=3) return 1;
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if(target.hasSha()) return 1;
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if(nh&&Math.random()<0.5) return 1;
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}
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return player.needsToDiscard()?0.2:0;
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}
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}
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}
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},
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heilonglinpian:{
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fullskin:true,
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type:'trick',
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enable:true,
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filterTarget:function(card,player,target){
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return target==player;
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},
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selectTarget:-1,
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modTarget:true,
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||
content:function(){
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target.changeHujia();
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target.addTempSkill('heilonglinpian',{player:'phaseBegin'});
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},
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ai:{
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value:[5.5,1],
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useful:1,
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order:2,
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result:{
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target:1
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}
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}
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},
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mutoumianju:{
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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skills:['mutoumianju_skill'],
|
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ai:{
|
||
equipValue:4
|
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}
|
||
},
|
||
yuheng:{
|
||
fullskin:true,
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type:'equip',
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subtype:'equip5',
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nopower:true,
|
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nomod:true,
|
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skills:['yuheng_skill'],
|
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ai:{
|
||
equipValue:function(card,player){
|
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if(player.hp>=4) return 5;
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if(player.hp>=3) return 4;
|
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if(player.hp>=2) return 2;
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||
return 1;
|
||
}
|
||
}
|
||
},
|
||
yuheng_plus:{
|
||
fullskin:true,
|
||
type:'equip',
|
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subtype:'equip5',
|
||
nopower:true,
|
||
nomod:true,
|
||
epic:true,
|
||
cardimage:'yuheng',
|
||
skills:['yuheng_plus_skill'],
|
||
ai:{
|
||
equipValue:function(card,player){
|
||
if(player.hp>=4) return 7;
|
||
if(player.hp>=3) return 6;
|
||
if(player.hp>=2) return 2.5;
|
||
return 1;
|
||
}
|
||
}
|
||
},
|
||
yuheng_pro:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
nopower:true,
|
||
nomod:true,
|
||
legend:true,
|
||
cardimage:'yuheng',
|
||
skills:['yuheng_pro_skill'],
|
||
ai:{
|
||
equipValue:function(card,player){
|
||
if(player.hp>=4) return 7.5;
|
||
if(player.hp>=3) return 6;
|
||
if(player.hp>=2) return 2.5;
|
||
return 1;
|
||
}
|
||
}
|
||
},
|
||
shujinsan:{
|
||
fullskin:true,
|
||
type:'basic',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.num('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
target.chooseToDiscard('he',[1,target.num('he')],'弃置任意张牌并摸等量的牌').ai=function(card){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
target.draw(result.cards.length);
|
||
}
|
||
},
|
||
ai:{
|
||
order:1.5,
|
||
value:[4,1],
|
||
result:{
|
||
target:function(player,target){
|
||
if(target==player){
|
||
var cards=player.get('he');
|
||
var num=-1;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(ai.get.value(cards[i])<6) num++;
|
||
}
|
||
if(player.needsToDiscard()&&num<1){
|
||
num=1;
|
||
}
|
||
return Math.max(0,num);
|
||
}
|
||
else{
|
||
return target.num('he')/2;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ziyangdan:{
|
||
fullskin:true,
|
||
type:'basic',
|
||
},
|
||
yunvyuanshen:{
|
||
fullskin:true,
|
||
type:'basic',
|
||
enable:true,
|
||
logv:false,
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('yunvyuanshen_skill');
|
||
},
|
||
content:function(){
|
||
target.addSkill('yunvyuanshen_skill');
|
||
if(cards&&cards.length){
|
||
card=cards[0];
|
||
}
|
||
if(target==targets[0]&&card.clone&&(card.clone.parentNode==player.parentNode||card.clone.parentNode==ui.arena)){
|
||
card.clone.moveDelete(target);
|
||
game.addVideo('gain2',target,get.cardsInfo([card]));
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
value:9,
|
||
useful:4,
|
||
},
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
return 1/Math.sqrt(1+target.hp);
|
||
},
|
||
},
|
||
}
|
||
},
|
||
liuxiaxianniang:{
|
||
fullskin:true,
|
||
type:'basic',
|
||
},
|
||
bingpotong:{
|
||
fullskin:true,
|
||
type:'jiguan',
|
||
enable:true,
|
||
wuxieable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.num('h')>0&&!target.hasSkill('bingpotong');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(target.num('h')==0||player.num('h')==0){
|
||
event.finish();
|
||
return;
|
||
}
|
||
player.chooseCard(true);
|
||
"step 1"
|
||
event.card1=result.cards[0];
|
||
var rand=Math.random()<0.5;
|
||
target.chooseCard(true).ai=function(card){
|
||
var num=0;
|
||
if(get.color(card)=='red'){
|
||
if(rand) num-=6;
|
||
}
|
||
else{
|
||
if(!rand) num-=6;
|
||
}
|
||
var value=ai.get.value(card);
|
||
if(value>=8) return -100;
|
||
return num-value;
|
||
};
|
||
"step 2"
|
||
event.card2=result.cards[0];
|
||
ui.arena.classList.add('thrownhighlight');
|
||
game.addVideo('thrownhighlight1');
|
||
player.$compare(event.card1,target,event.card2);
|
||
game.delay(4);
|
||
"step 3"
|
||
game.log(player,'展示了',event.card1);
|
||
game.log(target,'展示了',event.card2);
|
||
if(get.color(event.card2)==get.color(event.card1)){
|
||
player.discard(event.card1).animate=false;
|
||
target.$gain2(event.card2);
|
||
var clone=event.card1.clone;
|
||
if(clone){
|
||
clone.style.transition='all 0.5s';
|
||
clone.style.transform='scale(1.2)';
|
||
clone.delete();
|
||
game.addVideo('deletenode',player,get.cardsInfo([clone]));
|
||
}
|
||
target.loseHp();
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.$gain2(event.card1);
|
||
target.$gain2(event.card2);
|
||
game.delay();
|
||
}
|
||
ui.arena.classList.remove('thrownhighlight');
|
||
game.addVideo('thrownhighlight2');
|
||
"step 4"
|
||
if(cards&&cards.length){
|
||
player.gain(cards,'gain2');
|
||
target.addTempSkill('bingpotong','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:2,
|
||
value:[5,1],
|
||
useful:1,
|
||
},
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.num('h')<=Math.min(5,Math.max(2,player.hp))&&_status.event.name=='chooseToUse'){
|
||
if(typeof _status.event.filterCard=='function'&&
|
||
_status.event.filterCard({name:'dujian'})){
|
||
return -10;
|
||
}
|
||
if(_status.event.skill){
|
||
var viewAs=get.info(_status.event.skill).viewAs;
|
||
if(viewAs=='dujian') return -10;
|
||
if(viewAs&&viewAs.name=='dujian') return -10;
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
target:function(player,target){
|
||
if(player.num('h')<=1) return 0;
|
||
return -1.5;
|
||
}
|
||
},
|
||
tag:{
|
||
loseHp:1
|
||
}
|
||
}
|
||
},
|
||
feibiao:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
wuxieable:true,
|
||
filterTarget:function(card,player,target){
|
||
return get.distance(player,target)>1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(!target.num('h',{color:'black'})){
|
||
target.loseHp();
|
||
event.finish();
|
||
}
|
||
else{
|
||
target.chooseToDiscard({color:'black'},'弃置一张黑色手牌或受流失一点体力').ai=function(card){
|
||
return 8-ai.get.value(card);
|
||
};
|
||
}
|
||
"step 1"
|
||
if(!result.bool){
|
||
target.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:9,
|
||
value:3,
|
||
useful:1,
|
||
},
|
||
result:{
|
||
target:-2
|
||
},
|
||
tag:{
|
||
discard:1,
|
||
loseHp:1
|
||
}
|
||
}
|
||
},
|
||
qiankunbiao:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
wuxieable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.num('he')>0;
|
||
},
|
||
changeTarget:function(player,targets){
|
||
game.filterPlayer(function(current){
|
||
return get.distance(targets[0],current,'pure')==1&¤t.num('he');
|
||
},targets);
|
||
},
|
||
content:function(){
|
||
var he=target.get('he');
|
||
if(he.length){
|
||
target.discard(he.randomGet()).delay=false;
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
game.delay(0.5);
|
||
},
|
||
ai:{
|
||
order:7,
|
||
tag:{
|
||
loseCard:1,
|
||
discard:1,
|
||
},
|
||
wuxie:function(){
|
||
return 0;
|
||
},
|
||
result:{
|
||
player:function(player,target){
|
||
return game.countPlayer(function(current){
|
||
if(current==target||(get.distance(target,current,'pure')==1&¤t.num('he'))){
|
||
var att=ai.get.attitude(player,current);
|
||
if(att>0){
|
||
return -1;
|
||
}
|
||
else if(att<0){
|
||
return 1;
|
||
}
|
||
}
|
||
});
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wenhuangsan:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
},
|
||
tuhunsha:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
},
|
||
shenhuofeiya:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
},
|
||
mianlijinzhen:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
target.draw('visible');
|
||
'step 1'
|
||
if(Array.isArray(result)&&get.suit(result[0])=='spade'){
|
||
return;
|
||
}
|
||
else{
|
||
target.damage();
|
||
}
|
||
},
|
||
ai:{
|
||
order:2,
|
||
value:[5,1],
|
||
useful:1,
|
||
result:{
|
||
target:-1.5
|
||
},
|
||
tag:{
|
||
damage:1
|
||
}
|
||
}
|
||
},
|
||
longxugou:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
},
|
||
liutouge:{
|
||
type:'jiguan',
|
||
enable:true,
|
||
fullskin:true,
|
||
filterTarget:true,
|
||
wuxieable:true,
|
||
content:function(){
|
||
var list=[1,2,3,4,5,6];
|
||
if(player.getEnemies().contains(target)){
|
||
if(target.num('he')==0){
|
||
list.remove(1);
|
||
}
|
||
if(target.isLinked()){
|
||
list.remove(4);
|
||
}
|
||
if(target.hasSkill('fengyin')){
|
||
list.remove(5);
|
||
}
|
||
switch(list.randomGet()){
|
||
case 1:target.discard(target.get('he').randomGet());break;
|
||
case 2:target.loseHp();break;
|
||
case 3:target.damage();break;
|
||
case 4:if(!target.isLinked()) target.link();break;
|
||
case 5:target.addTempSkill('fengyin',{player:'phaseAfter'});break;
|
||
case 6:{
|
||
var list=[];
|
||
for(var i=0;i<lib.inpile.length;i++){
|
||
var info=lib.card[lib.inpile[i]];
|
||
if(info.type=='delay'&&!info.cancel&&!target.hasJudge(lib.inpile[i])){
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
if(list.length){
|
||
var card=game.createCard(list.randomGet());
|
||
target.addJudge(card);
|
||
target.$draw(card);
|
||
game.delay();
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else{
|
||
if(target.isHealthy()){
|
||
list.remove(2);
|
||
}
|
||
if(!target.num('j')){
|
||
list.remove(5);
|
||
}
|
||
if(!target.isLinked()&&!target.isTurnedOver()){
|
||
list.remove(6);
|
||
}
|
||
if(target.hasSkill('qianxing')){
|
||
list.remove(4);
|
||
}
|
||
switch(list.randomGet()){
|
||
case 1:target.draw();break;
|
||
case 2:target.recover();break;
|
||
case 3:target.changeHujia();break;
|
||
case 4:target.addTempSkill('qianxing',{player:'phaseBegin'});break;
|
||
case 5:target.discard(target.get('j'));break;
|
||
case 6:{
|
||
if(target.isLinked()) target.link();
|
||
if(target.isTurnedOver()) target.turnOver();
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:4,
|
||
value:5,
|
||
result:{
|
||
player:function(player,target){
|
||
if(ai.get.attitude(player,target)==0) return 0;
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
liufengsan:{
|
||
type:'trick',
|
||
enable:true,
|
||
fullskin:true,
|
||
filterTarget:true,
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<2;i++){
|
||
list.push(game.createCard('shan','red'));
|
||
}
|
||
target.gain(list,'gain2');
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target==player){
|
||
if(!target.hasShan()) return 2;
|
||
var num=target.needsToDiscard(2);
|
||
if(num==0) return 1.5;
|
||
if(num==1) return 1;
|
||
return 0.5;
|
||
}
|
||
else{
|
||
switch(target.num('h')){
|
||
case 0:return 2;
|
||
case 1:return 1.5;
|
||
case 2:return 1;
|
||
default:return 0.5;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shihuifen:{
|
||
type:'trick',
|
||
fullskin:true,
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
_status.currentPhase.chooseToRespond({name:'shan'});
|
||
'step 1'
|
||
if(!result.bool){
|
||
_status.currentPhase.addTempSkill('shihuifen','phaseUseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
value:[5,1],
|
||
useful:[5,1],
|
||
tag:{
|
||
respond:1,
|
||
respondShan:1,
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.num('h')>=3||target.needsToDiscard()) return -1.5;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
skill:{
|
||
luyugeng:{
|
||
mark:'card',
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害(剩余'+player.storage.luyugeng_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
var list=player.getEnemies();
|
||
for(var i=0;i<list.length;i++){
|
||
if(!list[i].isHighestHp()){
|
||
list.splice(i--,1);
|
||
}
|
||
}
|
||
if(list.length){
|
||
var target=list.randomGet();
|
||
player.logSkill('luyugeng',target,'thunder');
|
||
target.damage('thunder');
|
||
}
|
||
player.storage.luyugeng_markcount--;
|
||
if(player.storage.luyugeng_markcount==0){
|
||
delete player.storage.luyugeng;
|
||
delete player.storage.luyugeng_markcount;
|
||
player.removeSkill('luyugeng');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
},
|
||
xiajiao:{
|
||
mark:'card',
|
||
trigger:{player:['phaseUseBefore','phaseEnd']},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('xiajiao3');
|
||
},
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '你在摸牌阶段额外摸一张牌,并在摸牌阶段时弃置一张牌(剩余'+player.storage.xiajiao_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
player.storage.xiajiao_markcount--;
|
||
if(player.storage.xiajiao_markcount==0){
|
||
delete player.storage.xiajiao;
|
||
delete player.storage.xiajiao_markcount;
|
||
player.removeSkill('xiajiao');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
player.addTempSkill('xiajiao3','phaseAfter');
|
||
},
|
||
group:'xiajiao_draw',
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
player.addTempSkill('xiajiao2','phaseAfter');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xiajiao2:{
|
||
trigger:{player:'phaseDrawAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.chooseToDiscard('he',true);
|
||
}
|
||
},
|
||
xiajiao3:{},
|
||
mizhilianou:{
|
||
mark:'card',
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '你可以将一张红桃牌当作桃使用(剩余'+player.storage.mizhilianou_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
player.storage.mizhilianou_markcount--;
|
||
if(player.storage.mizhilianou_markcount==0){
|
||
delete player.storage.mizhilianou;
|
||
delete player.storage.mizhilianou_markcount;
|
||
player.removeSkill('mizhilianou');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
group:'mizhilianou_use',
|
||
subSkill:{
|
||
use:{
|
||
enable:'chooseToUse',
|
||
filterCard:{suit:'heart'},
|
||
position:'he',
|
||
viewAs:{name:'tao'},
|
||
viewAsFilter:function(player){
|
||
return player.num('he',{suit:'heart'})>0;
|
||
},
|
||
prompt:'将一张红桃牌当桃使用',
|
||
check:function(card){return 10-ai.get.value(card)},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
return player.num('he',{suit:'heart'})>0;
|
||
},
|
||
save:true,
|
||
}
|
||
}
|
||
}
|
||
},
|
||
chunbing:{
|
||
mark:'card',
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '你的手牌上限+1(剩余'+player.storage.chunbing_markcount+'回合)'
|
||
}
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+1;
|
||
}
|
||
},
|
||
content:function(){
|
||
player.storage.chunbing_markcount--;
|
||
if(player.storage.chunbing_markcount==0){
|
||
delete player.storage.chunbing;
|
||
delete player.storage.chunbing_markcount;
|
||
player.removeSkill('chunbing');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
},
|
||
gudonggeng:{
|
||
mark:'card',
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '你受到杀造成的伤害时有50%的机率令伤害-1(剩余'+player.storage.gudonggeng_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
player.storage.gudonggeng_markcount--;
|
||
if(player.storage.gudonggeng_markcount==0){
|
||
delete player.storage.gudonggeng;
|
||
delete player.storage.gudonggeng_markcount;
|
||
player.removeSkill('gudonggeng');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
group:'gudonggeng_damage',
|
||
subSkill:{
|
||
damage:{
|
||
trigger:{player:'damageBegin'},
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.num>0&&Math.random()<0.5;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num--;
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='sha'&&ai.get.attitude(player,target)<0) return 0.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
qingtuan:{
|
||
mark:'card',
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '你在回合内使用首张杀时摸一张牌(剩余'+player.storage.qingtuan_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
player.storage.qingtuan_markcount--;
|
||
if(player.storage.qingtuan_markcount==0){
|
||
delete player.storage.qingtuan;
|
||
delete player.storage.qingtuan_markcount;
|
||
player.removeSkill('qingtuan');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
group:'qingtuan_draw',
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&_status.currentPhase==player;
|
||
},
|
||
usable:1,
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
liyutang:{
|
||
mark:'card',
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '结束阶段,若你的体力值为全场最少或之一,你获得一点护甲(剩余'+player.storage.liyutang_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
if(player.isLowestHp()){
|
||
player.logSkill('liyutang');
|
||
player.changeHujia();
|
||
}
|
||
player.storage.liyutang_markcount--;
|
||
if(player.storage.liyutang_markcount==0){
|
||
delete player.storage.liyutang;
|
||
delete player.storage.liyutang_markcount;
|
||
player.removeSkill('liyutang');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
},
|
||
yougeng:{
|
||
mark:'card',
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '准备阶段,若你的体力值为全场最少或之一,你回复一点体力(剩余'+player.storage.yougeng_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
if(player.isDamaged()&&player.isLowestHp()){
|
||
player.logSkill('yougeng');
|
||
player.recover();
|
||
}
|
||
player.storage.yougeng_markcount--;
|
||
if(player.storage.yougeng_markcount==0){
|
||
delete player.storage.yougeng;
|
||
delete player.storage.yougeng_markcount;
|
||
player.removeSkill('yougeng');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
},
|
||
molicha:{
|
||
mark:'card',
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '你不能成为延时锦囊牌的目标(剩余'+player.storage.molicha_markcount+'回合)'
|
||
}
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card){
|
||
if(get.type(card)=='delay'){
|
||
return false;
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
player.storage.molicha_markcount--;
|
||
if(player.storage.molicha_markcount==0){
|
||
delete player.storage.molicha;
|
||
delete player.storage.molicha_markcount;
|
||
player.removeSkill('molicha');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.type(card)=='delay'){
|
||
return 'zeroplayertarget';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuanbaorou:{
|
||
mark:'card',
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '你在出牌阶段可以额外使用一张杀(剩余'+player.storage.yuanbaorou_markcount+'回合)'
|
||
}
|
||
},
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+1;
|
||
}
|
||
},
|
||
content:function(){
|
||
player.storage.yuanbaorou_markcount--;
|
||
if(player.storage.yuanbaorou_markcount==0){
|
||
delete player.storage.yuanbaorou;
|
||
delete player.storage.yuanbaorou_markcount;
|
||
player.removeSkill('yuanbaorou');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
},
|
||
tanhuadong:{
|
||
mark:'card',
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '结束阶段有,你50%机率摸一张牌(剩余'+player.storage.tanhuadong_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
if(Math.random()<0.5){
|
||
player.logSkill('tanhuadong');
|
||
player.draw();
|
||
}
|
||
player.storage.tanhuadong_markcount--;
|
||
if(player.storage.tanhuadong_markcount==0){
|
||
delete player.storage.tanhuadong;
|
||
delete player.storage.tanhuadong_markcount;
|
||
player.removeSkill('tanhuadong');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
}
|
||
},
|
||
mapodoufu:{
|
||
mark:'card',
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
nopop:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '结束阶段,你有65%的机率弃置一名随机敌人的一张随机牌(剩余'+player.storage.mapodoufu_markcount+'回合)'
|
||
}
|
||
},
|
||
content:function(){
|
||
if(Math.random()<0.65){
|
||
var list=player.getEnemies();
|
||
for(var i=0;i<list.length;i++){
|
||
if(!list[i].num('he')){
|
||
list.splice(i--,1);
|
||
}
|
||
}
|
||
var target=list.randomGet();
|
||
if(target){
|
||
player.logSkill('mapodoufu',target);
|
||
target.discard(target.get('he').randomGet());
|
||
target.addExpose(0.2);
|
||
}
|
||
}
|
||
player.storage.mapodoufu_markcount--;
|
||
if(player.storage.mapodoufu_markcount==0){
|
||
delete player.storage.mapodoufu;
|
||
delete player.storage.mapodoufu_markcount;
|
||
player.removeSkill('mapodoufu');
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
}
|
||
},
|
||
yunvyuanshen_skill:{
|
||
mark:true,
|
||
marktext:'参',
|
||
intro:{
|
||
content:'防止一次死亡,改为弃置所有牌,将体力值变为1并摸一张牌'
|
||
},
|
||
trigger:{player:'dieBefore'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.maxHp>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.discard(player.get('he'));
|
||
player.removeSkill('yunvyuanshen_skill');
|
||
'step 1'
|
||
player.changeHp(1-player.hp);
|
||
'step 2'
|
||
player.draw();
|
||
}
|
||
},
|
||
bingpotong:{},
|
||
heilonglinpian:{
|
||
mark:true,
|
||
marktext:'鳞',
|
||
intro:{
|
||
content:'防御距离+1'
|
||
},
|
||
mod:{
|
||
globalTo:function(from,to,distance){
|
||
return distance+1
|
||
}
|
||
}
|
||
},
|
||
mutoumianju_skill:{
|
||
enable:'chooseToUse',
|
||
filterCard:true,
|
||
viewAs:{name:'sha'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('h')) return false;
|
||
},
|
||
prompt:'将一张手牌当杀使用',
|
||
check:function(card){return 5-ai.get.value(card)},
|
||
ai:{
|
||
order:3.1,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(arg!='use') return false;
|
||
if(!player.num('h')) return false;
|
||
},
|
||
},
|
||
},
|
||
yuheng_skill:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.loseHp();
|
||
'step 1'
|
||
var hs=target.get('h');
|
||
if(hs.length){
|
||
var card=hs.randomGet();
|
||
player.gain(card,target);
|
||
target.$give(card,player);
|
||
if(get.suit(card)=='spade'){
|
||
event.bool=true;
|
||
}
|
||
}
|
||
'step 2'
|
||
if(event.bool){
|
||
target.loseHp();
|
||
}
|
||
var card=player.getEquip('yuheng');
|
||
if(card){
|
||
if(typeof card.storage.yuheng!='number'){
|
||
card.storage.yuheng=1;
|
||
}
|
||
else{
|
||
card.storage.yuheng++;
|
||
}
|
||
if(card.storage.yuheng>=3){
|
||
card.init([card.suit,card.number,'yuheng_plus',card.nature]);
|
||
player.addTempSkill('yuheng_plus_temp','phaseAfter');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ai.get.attitude(player,target)>=0) return 0;
|
||
var nh=target.num('h');
|
||
var num=-1/Math.sqrt(1+nh);
|
||
if(player.hp>=4) return num;
|
||
if(player.hp>=3&&nh<=2) return num;
|
||
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuheng_plus_temp:{},
|
||
yuheng_plus_skill:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('yuheng_plus_temp');
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.loseHp();
|
||
'step 1'
|
||
var hs=target.get('h');
|
||
if(hs.length){
|
||
var card=hs.randomGet();
|
||
player.gain(card,target);
|
||
target.$give(card,player);
|
||
if(get.color(card)=='black'){
|
||
event.bool=true;
|
||
}
|
||
}
|
||
'step 2'
|
||
if(event.bool){
|
||
target.loseHp();
|
||
}
|
||
var card=player.getEquip('yuheng_plus');
|
||
if(card){
|
||
if(typeof card.storage.yuheng!='number'){
|
||
card.storage.yuheng=1;
|
||
}
|
||
else{
|
||
card.storage.yuheng++;
|
||
}
|
||
if(card.storage.yuheng>=7){
|
||
card.init([card.suit,card.number,'yuheng_pro',card.nature]);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ai.get.attitude(player,target)>=0) return 0;
|
||
var nh=target.num('h');
|
||
var num=-1/Math.sqrt(1+nh);
|
||
if(player.hp>=4) return num;
|
||
if(player.hp>=3&&nh<=2) return num;
|
||
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuheng_pro_skill:{
|
||
enable:'phaseUse',
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.loseHp();
|
||
'step 1'
|
||
var hs=target.get('h');
|
||
if(hs.length){
|
||
var card=hs.randomGet();
|
||
player.gain(card,target);
|
||
target.$give(card,player);
|
||
if(get.color(card)=='black'){
|
||
event.bool=true;
|
||
}
|
||
}
|
||
'step 2'
|
||
if(event.bool){
|
||
target.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ai.get.attitude(player,target)>=0) return 0;
|
||
var nh=target.num('h');
|
||
var num=-1/Math.sqrt(1+nh);
|
||
if(player.hp>=4) return num;
|
||
if(player.hp>=3&&nh<=2) return num;
|
||
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shihuifen:{
|
||
mark:true,
|
||
intro:{
|
||
content:'使用卡牌无法指定其他角色为目标'
|
||
},
|
||
mod:{
|
||
playerEnabled:function(card,player,target){
|
||
if(player!=target) return false;
|
||
}
|
||
}
|
||
},
|
||
_shihuifen:{
|
||
trigger:{global:'phaseUseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
if(!lib.filter.targetEnabled({name:'shihuifen'},player,event.player)) return false;
|
||
return player.hasCard('shihuifen');
|
||
},
|
||
content:function(){
|
||
player.chooseToUse(get.prompt('shihuifen',trigger.player).replace(/发动/,'使用'),function(card,player){
|
||
if(card.name!='shihuifen') return false;
|
||
var mod=game.checkMod(card,player,'unchanged','cardEnabled',player.get('s'));
|
||
if(mod!='unchanged') return mod;
|
||
return true;
|
||
},trigger.player,-1).targetRequired=true;
|
||
}
|
||
},
|
||
_jinlianzhu:{
|
||
trigger:{global:'damageBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(!lib.filter.targetEnabled({name:'jinlianzhu'},player,event.player)) return false;
|
||
return player.hasCard('jinlianzhu');
|
||
},
|
||
content:function(){
|
||
player.chooseToUse(get.prompt('jinlianzhu',trigger.player).replace(/发动/,'使用'),function(card,player){
|
||
if(card.name!='jinlianzhu') return false;
|
||
var mod=game.checkMod(card,player,'unchanged','cardEnabled',player.get('s'));
|
||
if(mod!='unchanged') return mod;
|
||
return true;
|
||
},trigger.player,-1).targetRequired=true;
|
||
}
|
||
},
|
||
},
|
||
cardType:{
|
||
food:0.3
|
||
},
|
||
translate:{
|
||
jinlianzhu:'金莲珠',
|
||
jinlianzhu_info:'对一名即将受到伤害的角色使用,防止此伤害,并令伤害来源摸一张牌',
|
||
shihuifen:'石灰粉',
|
||
shihuifen_info:'在一名其他角色的出牌阶段开始时对其使用,目标需打出一张闪,否则此阶段使用卡牌无法指定其他角色为目标',
|
||
liufengsan:'流风散',
|
||
liufengsan_info:'出牌阶段对一名角色使用,目标获得两张闪',
|
||
liutouge:'六骰格',
|
||
liutouge_info:'出牌阶段对一名角色使用,若目标是敌人,对目标施加一个随机的负面效果;否则对目标施加一个随机的正面效果',
|
||
// longxugou:'龙须钩',
|
||
// longxugou_info:'龙须钩',
|
||
mianlijinzhen:'棉里针',
|
||
mianlijinzhen_info:'令一名角色摸一张牌并展示,若不是黑桃,你对其造成一点伤害',
|
||
// shenhuofeiya:'神火飞鸦',
|
||
// shenhuofeiya_info:'神火飞鸦',
|
||
// tuhunsha:'土魂砂',
|
||
// tuhunsha_info:'土魂砂',
|
||
// wenhuangsan:'瘟癀伞',
|
||
// wenhuangsan_info:'瘟癀伞',
|
||
qiankunbiao:'乾坤镖',
|
||
qiankunbiao_info:'随机弃置一名其他角色和其相邻角色的一张牌',
|
||
|
||
bingpotong:'冰魄针',
|
||
bingpotong_info:'出牌阶段,对一名有手牌的角色使用,你与其同时展示一张手牌,若颜色相同,你弃置展示的牌,目标流失一点体力;若颜色不同,你收回此牌且本回合内不能再对该目标使用',
|
||
feibiao:'飞镖',
|
||
feibiao_info:'出牌阶段,对一名距离1以外的角色使用,令其弃置一张黑色手牌或流失一点体力',
|
||
|
||
// liuxiaxianniang:'流霞仙酿',
|
||
// liuxiaxianniang_info:'流霞仙酿',
|
||
yunvyuanshen:'玉女元参',
|
||
yunvyuanshen_skill:'玉女元参',
|
||
yunvyuanshen_info:'出牌阶段对一名角色使用,在目标即将死亡时防止其死亡,改为令其弃置所有牌,将体力值变为1并摸一张牌',
|
||
// ziyangdan:'紫阳丹',
|
||
// ziyangdan_info:'紫阳丹',
|
||
yuheng:'玉衡',
|
||
yuheng_plus:'玉衡',
|
||
yuheng_pro:'玉衡',
|
||
yuheng_skill:'玉衡',
|
||
yuheng_plus_skill:'玉衡',
|
||
yuheng_pro_skill:'玉衡',
|
||
yuheng_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的一张手牌并展示,若为黑桃牌,该角色也失去一点体力(此牌不可被其它牌强化;此牌在本局游戏中第三次和第七次发动效果后,分别获得一次强化)',
|
||
yuheng_plus_info:'由普通玉衡强化得到,将玉衡技能描述中的“黑桃牌”改为“黑色牌”',
|
||
yuheng_pro_info:'由普通玉衡二次强化得到,将玉横技能描述中的“黑桃牌”改为“黑色牌”,并去掉使用次数限制',
|
||
yuheng_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑桃牌,该角色也失去一点体力',
|
||
yuheng_plus_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力',
|
||
yuheng_pro_skill_info:'出牌阶段,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力',
|
||
shujinsan:'舒筋散',
|
||
shujinsan_info:'出牌阶段对任意角色使用,目标可弃置任意张牌,并摸等量的牌',
|
||
mutoumianju:'木头面具',
|
||
mutoumianju_info:'你可以将一张手牌当作杀使用',
|
||
mutoumianju_skill:'木杀',
|
||
mutoumianju_skill_info:'你可以将一张手牌当作杀使用',
|
||
heilonglinpian:'黑龙鳞片',
|
||
heilonglinpian_info:'出牌阶段对自己使用,获得一点护甲,直到下一回合开始,你的防御距离+1',
|
||
|
||
food:'食物',
|
||
chunbing:'春饼',
|
||
chunbing_info:'你的手牌上限+1,持续五回合',
|
||
gudonggeng:'骨董羹',
|
||
gudonggeng_info:'你受到杀造成的伤害时有50%的机率令伤害-1,持续三回合',
|
||
yougeng:'酉羹',
|
||
yougeng_info:'准备阶段,若你的体力值为全场最少或之一,你回复一点体力,持续两回合',
|
||
liyutang:'鲤鱼汤',
|
||
liyutang_info:'结束阶段,若你的体力值为全场最少或之一,你获得一点护甲,持续两回合',
|
||
mizhilianou:'蜜汁藕',
|
||
mizhilianou_info:'你可以将一张红桃牌当作桃使用,持续四回合',
|
||
xiajiao:'虾饺',
|
||
xiajiao_info:'你在摸牌阶段额外摸一张牌,并在摸牌阶段时弃置一张牌,持续三回合',
|
||
tanhuadong:'昙花冻',
|
||
tanhuadong_info:'结束阶段,你有50%的机率摸一张牌,持续三回合',
|
||
qingtuan:'青团',
|
||
qingtuan_info:'你在回合内使用首张杀时摸一张牌,持续两回合',
|
||
luyugeng:'鲈鱼羹',
|
||
luyugeng_info:'准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害,持续两回合',
|
||
yuanbaorou:'元宝肉',
|
||
yuanbaorou_info:'你在出牌阶段可以额外使用一张杀,持续三回合',
|
||
molicha:'茉莉茶',
|
||
molicha_info:'弃置判定区内的所有牌;你不能成为延时锦囊牌的目标,持续五回合',
|
||
mapodoufu:'麻婆豆腐',
|
||
mapodoufu_info:'结束阶段,你有65%的机率弃置一名随机敌人的一张随机牌,持续三回合',
|
||
},
|
||
list:[
|
||
['spade',2,'tanhuadong'],
|
||
['club',1,'molicha'],
|
||
['club',3,'chunbing'],
|
||
['heart',12,'yougeng'],
|
||
['heart',8,'gudonggeng'],
|
||
['heart',1,'liyutang'],
|
||
['diamond',4,'mizhilianou'],
|
||
['diamond',6,'xiajiao'],
|
||
['spade',3,'qingtuan'],
|
||
['club',11,'luyugeng'],
|
||
['heart',4,'mapodoufu'],
|
||
['spade',8,'yuanbaorou'],
|
||
|
||
['spade',7,'yuheng'],
|
||
['club',4,'mutoumianju'],
|
||
['spade',2,'heilonglinpian'],
|
||
['spade',1,'mianlijinzhen'],
|
||
['heart',13,'yunvyuanshen'],
|
||
|
||
['club',8,'feibiao','poison'],
|
||
['diamond',9,'feibiao','poison'],
|
||
|
||
['spade',3,'bingpotong','poison'],
|
||
['club',12,'bingpotong','poison'],
|
||
|
||
['club',5,'shihuifen'],
|
||
['club',1,'shihuifen'],
|
||
['spade',13,'shihuifen'],
|
||
|
||
['diamond',6,'shujinsan'],
|
||
['spade',2,'shujinsan'],
|
||
|
||
['spade',9,'qiankunbiao'],
|
||
['club',13,'qiankunbiao'],
|
||
|
||
['heart',9,'jinlianzhu'],
|
||
['spade',7,'jinlianzhu'],
|
||
|
||
['heart',6,'liutouge'],
|
||
['club',6,'liutouge'],
|
||
|
||
['club',6,'liufengsan'],
|
||
['club',3,'liufengsan'],
|
||
|
||
]
|
||
};
|