945 lines
25 KiB
JavaScript
945 lines
25 KiB
JavaScript
'usr strict';
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character.boss={
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mode:['identity','guozhan','stone','boss'],
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character:{
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boss_zhangchunhua:['female','wei',4,['jueqing','wuxin','shangshix'],['boss','bossallowed'],'wei'],
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boss_zhenji:['female','wei',4,['tashui','lingbo','jiaoxia','fanghua'],['boss','bossallowed'],'wei'],
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// boss_liubei:['male','shu',5,['lingfeng'],['boss','bossallowed'],'qun'],
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// boss_zhugeliang:['male','shu',4,[],['boss','bossallowed'],'qun'],
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boss_huangyueying:['female','shu',4,['boss_gongshen','boss_jizhi','qicai','boss_guiyin'],['boss','bossallowed'],'wei'],
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boss_pangtong:['male','shu',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['boss','bossallowed'],'zhu'],
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boss_zhaoyun:['male','shu',1,['boss_juejing','longhun','zhanjiang'],['boss','bossallowed'],'qun'],
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boss_zhouyu:['male','wu',6,['huoshen','boss_honglian','boss_xianyin'],['boss','bossallowed'],'zhu'],
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boss_lvbu1:['male','qun',8,['mashu','wushuang','boss_baonu'],['boss','bossallowed'],'wei'],
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boss_lvbu2:['male','qun',4,['mashu','wushuang','swd_xiuluo','shenwei','shenji'],['hiddenboss','bossallowed'],'qun'],
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boss_caiwenji:['female','qun',4,['beige','boss_hujia','boss_guihan'],['boss','bossallowed'],'wei'],
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boss_zhangjiao:['male','qun',8,['boss_leiji','tiandao','jidian'],['boss','bossallowed'],'shu'],
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boss_zuoci:['male','qun',0,['huanhua'],['boss','bossallowed'],'shu'],
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// boss_yuji:['male','qun',8,[],['boss','bossallowed'],'nei'],
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boss_diaochan:['female','qun',4,['fengwu','yunshen','lianji','boss_wange','yuehun'],['boss','bossallowed'],'qun'],
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boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['boss','bossallowed'],'wu'],
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boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'],
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// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
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},
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skill:{
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zhanjiang:{
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trigger:{player:'phaseBegin'},
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('e','qinggang')){
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return true;
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}
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}
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},
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content:function(){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player){
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var e=game.players[i].get('e','qinggang');
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if(e.length){
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player.gain(e);
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game.players[i].$give(e,player);
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break;
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}
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}
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}
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}
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},
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boss_juejing:{
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trigger:{player:'phaseDrawBefore'},
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forced:true,
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content:function(){
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trigger.untrigger();
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trigger.finish();
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},
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group:'boss_juejing2'
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},
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boss_juejing2:{
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trigger:{player:'loseEnd'},
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forced:true,
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filter:function(event,player){
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return player.num('h')<4;
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},
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content:function(){
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player.draw(4-player.num('h'));
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}
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},
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boss_leiji:{
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audio:2,
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trigger:{player:'respond'},
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filter:function(event,player){
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return event.card.name=='shan';
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},
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direct:true,
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content:function(){
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"step 0";
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player.chooseTarget('是否发动雷击?').ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder');
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};
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"step 1"
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if(result.bool){
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player.logSkill('diyleiji',result.targets,'thunder');
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event.target=result.targets[0];
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event.target.judge(function(card){
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// var suit=get.suit(card);
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// if(suit=='spade') return -4;
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// if(suit=='club') return -2;
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if(get.color(card)=='black') return -2;
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return 0;
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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(result.bool==false){
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event.target.damage('thunder');
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player.draw();
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}
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'respondShan')){
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var hastarget=false;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(target,game.players[i])<0){
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hastarget=true;break;
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}
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}
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var be=target.num('e',{color:'black'});
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if(target.num('h','shan')&&be){
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if(!target.skills.contains('guidao')) return 0;
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return [0,hastarget?target.num('he')/2:0];
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}
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if(target.num('h','shan')&&target.num('h')>2){
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if(!target.skills.contains('guidao')) return 0;
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return [0,hastarget?target.num('h')/4:0];
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}
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if(target.num('h')>3||(be&&target.num('h')>=2)){
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return [0,0];
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}
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if(target.num('h')==0){
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return [1.5,0];
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}
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if(target.num('h')==1&&!be){
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return [1.2,0];
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}
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if(!target.skills.contains('guidao')) return [1,0.05];
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return [1,Math.min(0.5,(target.num('h')+be)/4)];
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}
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}
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}
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}
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},
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wuqin:{
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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return player.num('h')==0;
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},
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content:function(){
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player.draw(3)
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}
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},
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boss_baolin:{
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inherit:'juece',
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},
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boss_qiangzheng:{
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trigger:{player:'phaseEnd'},
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forced:true,
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unique:true,
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&game.players[i].num('h')) return true;
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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 players=get.players(player);
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players.remove(player);
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event.players=players;
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"step 1"
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if(event.players.length){
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var current=event.players.shift();
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var hs=current.get('h')
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if(hs.length){
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player.gain(hs.randomGet());
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current.$give(1,player);
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}
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event.redo();
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}
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}
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},
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guizhen:{
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trigger:{player:'loseEnd'},
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frequent:true,
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filter:function(event,player){
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if(player.num('h')) return false;
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='h') return true;
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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 players=get.players(player);
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players.remove(player);
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event.players=players;
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"step 1"
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if(event.players.length){
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var current=event.players.shift();
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var hs=current.get('h');
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if(hs.length){
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current.lose(hs)._triggered=null;
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current.$throw(hs);
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}
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else{
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current.loseHp();
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}
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game.delay(0.5);
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event.redo();
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}
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},
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},
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boss_konghun:{
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trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(){
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return game.players.length>=3;
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},
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content:function(){
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"step 0"
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player.chooseTarget(function(card,player,target){
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return target!=player;
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}).ai=function(){
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return 1;
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}
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"step 1"
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if(result.bool){
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player.logSkill('boss_konghun',result.targets);
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result.targets[0].goMad();
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}
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},
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group:'boss_konghun2'
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},
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boss_konghun2:{
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trigger:{player:'phaseBegin'},
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forced:true,
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popup:false,
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content:function(){
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var players=game.players.concat(game.dead);
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for(var i=0;i<players.length;i++){
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if(players[i].isMad()){
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players[i].unMad();
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}
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}
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}
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},
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yuehun:{
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unique:true,
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trigger:{player:'phaseEnd'},
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frequent:true,
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content:function(){
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player.recover();
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player.draw(2);
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}
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},
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boss_wange:{
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inherit:'guiji'
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},
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fengwu:{
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unique:true,
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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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event.current=player.next;
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"step 1"
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event.current.chooseToUse({name:'sha'},function(card,player,target){
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if(player==target) return false;
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if(get.distance(player,target)<=1) return true;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]==player) continue;
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if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
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}
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return true;
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})
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"step 2"
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if(result.bool==false) event.current.loseHp();
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if(event.current.next!=player){
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event.current=event.current.next;
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game.delay(0.5);
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event.goto(1);
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}
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},
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ai:{
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order:1,
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result:{
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player:function(player){
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if(player.num('h','shan')) return 1;
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].canUse('sha',player)&&game.players[i].num('h')>1){
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num--;
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}
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else{
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num++;
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}
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}
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return num;
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}
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}
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}
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},
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huanhua:{
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trigger:{global:'gameDrawAfter'},
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forced:true,
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unique:true,
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content:function(){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]==player) continue;
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player.maxHp+=game.players[i].maxHp;
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if(!game.players[i].name||!lib.character[game.players[i].name]) continue;
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var skills=lib.character[game.players[i].name][3];
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for(var j=0;j<skills.length;j++){
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if(!lib.skill[skills[j]].forceunique){
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player.addSkill(skills[j]);
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}
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}
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}
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player.hp=player.maxHp;
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player.update();
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},
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group:['huanhua3','huanhua4'],
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ai:{
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threaten:0.8,
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effect:{
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target:function(card){
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if(card.name=='bingliang') return 0;
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}
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}
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}
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},
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huanhua2:{
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trigger:{player:'phaseDrawBefore'},
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priority:10,
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forced:true,
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popup:false,
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check:function(){
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return false;
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},
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content:function(){
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trigger.untrigger();
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trigger.finish();
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}
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},
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huanhua3:{
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trigger:{global:'drawAfter'},
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forced:true,
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filter:function(event,player){
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if(event.parent.name!='phaseDraw') return false;
|
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return event.player!=player;
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},
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content:function(){
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player.draw(trigger.num);
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}
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},
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huanhua4:{
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trigger:{global:'discardAfter'},
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forced:true,
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filter:function(event,player){
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if(event.parent.parent.name!='phaseDiscard') return false;
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return event.player!=player;
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},
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content:function(){
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player.chooseToDiscard(trigger.cards.length,true);
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}
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},
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jidian:{
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trigger:{source:'damageAfter'},
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direct:true,
|
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unique:true,
|
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content:function(){
|
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"step 0"
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player.chooseTarget('是否发动【亟电】?',function(card,player,target){
|
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return get.distance(trigger.player,target)<=1&&trigger.player!=target;
|
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}).ai=function(target){
|
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return ai.get.damageEffect(target,player,player,'thunder')+0.1;
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}
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"step 1"
|
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if(result.bool){
|
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event.target=result.targets[0];
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event.target.judge(function(card){
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return get.color(card)=='red'?0:-1;
|
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})
|
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player.logSkill('jidian',event.target,false);
|
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trigger.player.line(event.target,'thunder');
|
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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(result.color=='black'){
|
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event.target.damage('thunder');
|
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}
|
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}
|
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},
|
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tinqin:{
|
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inherit:'manjuan'
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},
|
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boss_hujia:{
|
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trigger:{player:'phaseEnd'},
|
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direct:true,
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unique:true,
|
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filter:function(event,player){
|
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if(player.hp==player.maxHp) return false;
|
||
if(!player.num('he')) return false;
|
||
return true;
|
||
},
|
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content:function(){
|
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"step 0"
|
||
player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!target.storage.boss_hujia;
|
||
},
|
||
filterCard:true,
|
||
ai1:function(card){
|
||
return ai.get.unuseful(card)+9;
|
||
},
|
||
ai2:function(target){
|
||
if(target.disabledSkills.boss_hujia) return Math.max(1,10-target.maxHp);
|
||
return 1/target.maxHp;
|
||
},
|
||
prompt:'是否发动【胡笳】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('boss_hujia',target);
|
||
if(target.disabledSkills.boss_hujia){
|
||
target.loseMaxHp();
|
||
}
|
||
else{
|
||
target.disabledSkills.boss_hujia=lib.character[target.name][3];
|
||
}
|
||
player.discard(result.cards);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
}
|
||
},
|
||
boss_guihan:{
|
||
unique:true,
|
||
enable:'chooseToUse',
|
||
mark:true,
|
||
init:function(player){
|
||
player.storage.boss_guihan=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player!=_status.dying) return false;
|
||
if(player.storage.boss_guihan) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('boss_guihan');
|
||
player.recover(player.maxHp-player.hp);
|
||
player.storage.boss_guihan=true;
|
||
"step 1"
|
||
player.draw(4);
|
||
"step 2"
|
||
for(var i=0;i<game.players.length;i++){
|
||
delete game.players[i].disabledSkills.boss_hujia;
|
||
}
|
||
if(game.bossinfo){
|
||
game.bossinfo.loopType=1;
|
||
}
|
||
player.removeSkill('beige');
|
||
player.removeSkill('boss_hujia');
|
||
player.addSkill('tinqin');
|
||
player.addSkill('boss_huixin');
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
if(player.storage.boss_guihan) return false;
|
||
},
|
||
save:true,
|
||
result:{
|
||
player:4,
|
||
},
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
huoshen:{
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event){
|
||
return event.nature=='fire';
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.recover();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'fireDamage')){
|
||
return [0,2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
boss_xianyin:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
return get.color(card)=='red'?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.chooseTarget(true,'选择一个目标令其失去一点体力',function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
return Math.max(1,9-target.hp);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.targets.length){
|
||
result.targets[0].loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'loseCard')){
|
||
return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_huixin:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge();
|
||
"step 1"
|
||
if(result.color=='black'){
|
||
_status.currentPhase.loseHp();
|
||
}
|
||
else{
|
||
player.recover();
|
||
player.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'loseCard')){
|
||
return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_shengshou:{
|
||
trigger:{player:'useCard'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
return get.color(card)=='red'?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.recover();
|
||
}
|
||
},
|
||
},
|
||
boss_honglian:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.players=get.players(player);
|
||
event.players.remove(player);
|
||
player.draw(2);
|
||
"step 1"
|
||
if(event.players.length){
|
||
event.players.shift().damage('fire');
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
boss_yuhuo:{
|
||
trigger:{player:'niepanAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.addSkill('kanpo');
|
||
player.addSkill('shenwei');
|
||
player.addSkill('zhuyu');
|
||
if(game.bossinfo){
|
||
game.bossinfo.loopType=1;
|
||
}
|
||
}
|
||
},
|
||
boss_tianyu:{
|
||
inherit:'suoling'
|
||
},
|
||
boss_jizhi:{
|
||
trigger:{player:'useCard'},
|
||
frequent:true,
|
||
unique:true,
|
||
filter:function(event){
|
||
var type=get.type(event.card,'trick');
|
||
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
|
||
},
|
||
content:function(){
|
||
var cards=get.cards();
|
||
player.gain(cards,'gain2');
|
||
game.log(get.translation(player)+'获得了'+get.translation(cards));
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
boss_guiyin:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(_status.currentPhase==player&&target.hp<player.hp) return false;
|
||
}
|
||
}
|
||
},
|
||
boss_gongshen:{
|
||
trigger:{global:'gameDrawAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
game.players[i].forcemin=true;
|
||
}
|
||
}
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(get.type(card)=='delay'&&player!=target){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fanghua:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isTurnedOver()){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.players=get.players(player);
|
||
event.num=0;
|
||
for(var i=0;i<event.players.length;i++){
|
||
if(!event.players[i].isTurnedOver()){
|
||
event.players.splice(i--,1);
|
||
}
|
||
}
|
||
"step 1"
|
||
if(event.players.length){
|
||
event.players.shift().loseHp();
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
tashui:{
|
||
trigger:{player:['useCard','respondAfter']},
|
||
direct:true,
|
||
unique:true,
|
||
filter:function(event){
|
||
return get.color(event.card)=='black';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay(0.5);
|
||
player.chooseTarget('是否发动【踏水】?',function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
if(target.isTurnedOver()) return -1;
|
||
return 1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('tashui',result.targets,'thunder');
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player:function(card){
|
||
if(get.color(card)=='black'){
|
||
return [1,2];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shangshix:{
|
||
trigger:{player:['loseEnd','changeHp']},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.num('h')<4;
|
||
},
|
||
content:function(){
|
||
player.draw(4-player.num('h'));
|
||
},
|
||
group:'shangshix2',
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='shunshou') return;
|
||
if(card.name=='guohe'){
|
||
if(!target.num('e')) return [0,1];
|
||
}
|
||
else if(get.tag(card,'loseCard')){
|
||
return [0,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shangshix2:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.hp>1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.players=get.players(player);
|
||
event.num=0;
|
||
"step 1"
|
||
if(event.players.length){
|
||
event.players.shift().loseHp();
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
wuxin:{
|
||
inherit:'miles_xueyi',
|
||
group:'swd_wuxie'
|
||
},
|
||
shenwei:{
|
||
unique:true,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num+=Math.max(2,game.players.length-1);
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,current){
|
||
return current+Math.max(2,game.players.length-1);
|
||
}
|
||
}
|
||
},
|
||
shenji:{
|
||
unique:true,
|
||
mod:{
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'||card.name=='juedou') range[1]=3;
|
||
},
|
||
}
|
||
},
|
||
boss_baonu:{
|
||
unique:true,
|
||
group:'boss_baonu2',
|
||
trigger:{player:'changeHp'},
|
||
forced:true,
|
||
priority:100,
|
||
filter:function(event,player){
|
||
return player.hp<=4
|
||
},
|
||
content:function(){
|
||
player.init('boss_lvbu2');
|
||
player.update();
|
||
ui.clear();
|
||
while(_status.event.name!='phaseLoop'){
|
||
_status.event=_status.event.parent;
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
for(var j in game.players[i].tempSkills){
|
||
game.players[i].skills.remove(j);
|
||
delete game.players[i].tempSkills[j];
|
||
}
|
||
}
|
||
_status.paused=false;
|
||
_status.event.player=player;
|
||
_status.event.step=0;
|
||
if(game.bossinfo){
|
||
game.bossinfo.loopType=1;
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player){
|
||
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
|
||
if(player.hp==5){
|
||
if(game.players.length<4) return [0,5];
|
||
var num=0
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=game.boss&&game.players[i].hp==1){
|
||
num++;
|
||
}
|
||
}
|
||
if(num>1) return [0,2];
|
||
if(num&&Math.random()<0.7) return [0,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_baonu2:{
|
||
trigger:{player:'gameDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.draw(4,false);
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
zhanjiang:'斩将',
|
||
zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之',
|
||
|
||
boss_qiangzheng:'强征',
|
||
boss_qiangzheng_info:'锁定技,回合结束阶段,你获得每个敌方角色的一张手牌',
|
||
boss_baolin:'暴凌',
|
||
guizhen:'归真',
|
||
guizhen_info:'每当你失去最后一张手牌,你可以所有敌人失去全部手牌,没有手牌的角色失去一点体力(不触发技能)',
|
||
boss_shengshou:'圣手',
|
||
boss_shengshou_info:'每当你使用一张牌,你可以进行一次判定,若为红色,你回复一点体力',
|
||
wuqin:'五禽戏',
|
||
wuqin_info:'回合结束阶段,若你没有手牌,可以摸三张牌',
|
||
|
||
boss_konghun:'控心',
|
||
boss_konghun_info:'回合结束阶段,你可以指定一名敌人令其进入混乱状态(不受对方控制,并将队友视为敌人)直到下一回合开始',
|
||
yuehun:'月魂',
|
||
yuehun_info:'回合开始阶段,你可以回复一点体力并摸两张牌',
|
||
fengwu:'风舞',
|
||
fengwu_info:'出牌阶段限一次,可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】,无法如此做者失去1点体力。',
|
||
boss_wange:'笙歌',
|
||
|
||
huanhua:'幻化',
|
||
huanhua_info:'锁定技,游戏开始时,你获得其他角色的所有技能,体力上限变为其他角色之和;其他角色于摸牌阶段摸牌时,你摸等量的牌;其他角色于弃牌阶段弃牌时,你弃置等量的手牌',
|
||
|
||
boss_leiji:'雷击',
|
||
boss_leiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸一张牌',
|
||
jidian:'亟电',
|
||
jidian_info:'每当你造成一次伤害,可以指定距离受伤害角色1以内的一名其他角色进行判定,若结果为黑色,该角色受到一点雷电伤害',
|
||
|
||
tinqin:'听琴',
|
||
boss_guihan:'归汉',
|
||
boss_guihan_info:'限定技,濒死阶段,你可以将体力回复至体力上限,摸4张牌,令所有敌人的技能恢复,并获得技能【听琴】、【蕙质】',
|
||
boss_huixin:'蕙质',
|
||
boss_huixin_info:'每当你于回合外失去牌,可以进行一次判定,若为黑色,当前回合角色失去一点体力,否则你回复一点体力并摸一张牌',
|
||
boss_hujia:'胡笳',
|
||
boss_hujia_info:'回合结束阶段,若你已受伤,可以弃置一张牌令一名其他角色的所有技能失效,若其所有技能已失效,改为令其失去一点体力上限',
|
||
boss_honglian:'红莲',
|
||
boss_honglian_info:'锁定技,回合结束阶段,你摸两张牌,并对所有敌人造成一点火焰伤害',
|
||
huoshen:'火神',
|
||
huoshen_info:'锁定技,你防止即将受到的火焰伤害,改为回复1点体力',
|
||
boss_xianyin:'仙音',
|
||
boss_xianyin_info:'每当你于回合外失去牌,你可以进行一次判定,若为红色,你令一名敌人失去一点体力',
|
||
|
||
// boss_yuhuo:'浴火',
|
||
// boss_yuhuo_info:'觉醒技,在你涅槃后,你获得技能【神威】、【朱羽】',
|
||
boss_tianyu:'天狱',
|
||
|
||
boss_juejing:'绝境',
|
||
boss_juejing2:'绝境',
|
||
boss_juejing_info:'锁定技,摸牌阶段开始时,你不摸牌;锁定技,若你的手牌数小于4,你将手牌补至四张',
|
||
|
||
boss_jizhi:'集智',
|
||
boss_jizhi_info:'每当你使用一张锦囊牌或装备牌,你可以摸一张牌并展示之',
|
||
boss_guiyin:'归隐',
|
||
boss_guiyin_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
|
||
boss_gongshen:'工神',
|
||
boss_gongshen_info:'锁定技,除你之外的角色没有装备区;你不能成为其他角色的的延时锦囊目标',
|
||
|
||
fanghua:'芳华',
|
||
fanghua_info:'回合结束阶段,你可以令所有已翻面角色流失一点体力',
|
||
tashui:'踏水',
|
||
tashui_info:'每当你使用或打出一张黑色牌,你可以令一名其他角色翻面',
|
||
|
||
wuxin:'无心',
|
||
wuxin_info:'锁定技,你防止即将受到的伤害,改为流失一点体力;你不能成为其他角色的延时锦囊的目标',
|
||
shangshix:'伤逝',
|
||
shangshix2:'伤逝',
|
||
shangshix_info:'锁定技,你的手牌数至少为4,回合结束阶段,若你的体力值大于1,你令场上所有角色流失一点体力',
|
||
|
||
boss_baonu:'暴怒',
|
||
boss_baonu_info:'锁定技,当你的体力值降至4或更低时,你变身为暴怒战神,并立即开始你的回合',
|
||
shenwei:'神威',
|
||
shenwei_info:'锁定技,摸牌阶段,你额外摸X张牌,你的手牌上限+X,X为敌方存活角色个数且至少为2',
|
||
shenji:'神戟',
|
||
shenji_info:'你使用的杀或决斗可指定至多3名角色为目标',
|
||
|
||
boss_shuijing:'水镜先生',
|
||
boss_huangyueying:'奇智女杰',
|
||
boss_zhangchunhua:'冷血皇后',
|
||
boss_satan:'堕落天使',
|
||
boss_dongzhuo:'乱世魔王',
|
||
boss_lvbu1:'最强神话',
|
||
boss_lvbu2:'暴怒战神',
|
||
boss_zhouyu:'赤壁火神',
|
||
boss_pangtong:'涅盘凤雏',
|
||
boss_zhugeliang:'祭风卧龙',
|
||
boss_zhangjiao:'天公将军',
|
||
boss_zuoci:'迷之仙人',
|
||
boss_yuji:'琅琊道士',
|
||
boss_liubei:'蜀汉烈帝',
|
||
boss_caiwenji:'异乡孤女',
|
||
boss_huatuo:'药坛圣手',
|
||
boss_luxun:'蹁跹君子',
|
||
boss_zhenji:'洛水仙子',
|
||
boss_diaochan:'绝代妖姬',
|
||
boss_zhaoyun:'高达一号',
|
||
}
|
||
};
|