1537 lines
39 KiB
JavaScript
1537 lines
39 KiB
JavaScript
'use strict';
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game.import('card',function(lib,game,ui,get,ai,_status){
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return {
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name:'gwent',
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card:{
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gw_dieyi:{
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fullskin:true
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},
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gw_dieyi_equip1:{
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fullskin:true,
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vanish:true,
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hidden:true,
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cardimage:'gw_dieyi',
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type:'equip',
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subtype:'equip1',
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onLose:function(){
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lib.skill.gw_dieyi.process(player);
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},
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loseDelay:false,
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skills:[],
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ai:{
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equipValue:0
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}
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},
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gw_dieyi_equip2:{
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fullskin:true,
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vanish:true,
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hidden:true,
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cardimage:'gw_dieyi',
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type:'equip',
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subtype:'equip2',
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onLose:function(){
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lib.skill.gw_dieyi.process(player);
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},
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loseDelay:false,
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skills:[],
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ai:{
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equipValue:0
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}
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},
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gw_dieyi_equip3:{
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fullskin:true,
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vanish:true,
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hidden:true,
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cardimage:'gw_dieyi',
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type:'equip',
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subtype:'equip3',
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onLose:function(){
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lib.skill.gw_dieyi.process(player);
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},
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loseDelay:false,
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skills:[],
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ai:{
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equipValue:0
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}
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},
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gw_dieyi_equip4:{
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fullskin:true,
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vanish:true,
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hidden:true,
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cardimage:'gw_dieyi',
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type:'equip',
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subtype:'equip4',
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onLose:function(){
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lib.skill.gw_dieyi.process(player);
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},
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loseDelay:false,
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skills:[],
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ai:{
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equipValue:0
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}
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},
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gw_dieyi_equip5:{
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fullskin:true,
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vanish:true,
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hidden:true,
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cardimage:'gw_dieyi',
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type:'equip',
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subtype:'equip5',
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onLose:function(){
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lib.skill.gw_dieyi.process(player);
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},
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loseDelay:false,
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skills:[],
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ai:{
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equipValue:0
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}
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},
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gw_dieyi_judge:{
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fullskin:true,
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vanish:true,
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hidden:true,
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cardimage:'gw_dieyi',
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enable:true,
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type:'delay',
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filterTarget:true,
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effect:function(){
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lib.skill.gw_dieyi.process(player);
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},
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},
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gw_hudiewu:{
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fullborder:'gold',
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type:'spell',
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subtype:'spell_gold',
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vanish:true,
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enable:function(card,player){
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return game.hasPlayer(function(current){
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return current!=player&¤t.countCards('ej');
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});
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},
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notarget:true,
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contentBefore:function(){
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player.$skill('蝴蝶舞','legend','metal');
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game.delay(2);
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},
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content:function(){
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'step 0'
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event.targets=game.filterPlayer(function(current){
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return current.countCards('ej');
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}).sortBySeat();
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event.targets.remove(player);
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'step 1'
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if(event.targets.length){
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var target=event.targets.shift();
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var ej=target.getCards('ej');
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player.line(target);
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target.removeEquipTrigger();
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for(var i=0;i<ej.length;i++){
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ui.discardPile.appendChild(game.createCard(ej[i]));
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ej[i].init([ej[i].suit,ej[i].number,'gw_dieyi_'+(get.subtype(ej[i])||'judge')]);
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}
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event.redo();
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}
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},
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contentAfter:function(){
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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}
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},
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ai:{
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value:6,
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useful:[6,1],
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result:{
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player:function(player){
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return game.countPlayer(function(current){
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if(current==player) return;
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return -(current.countCards('e')-current.countCards('j')/3)*get.sgn(get.attitude(player,current));
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});
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}
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},
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order:0.7,
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}
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},
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gw_yigeniyin:{
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fullborder:'gold',
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type:'spell',
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subtype:'spell_gold',
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vanish:true,
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enable:true,
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notarget:true,
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contentBefore:function(){
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player.$skill('伊格尼印','legend','metal');
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game.delay(2);
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},
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content:function(){
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'step 0'
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var enemies=player.getEnemies();
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var target=get.max(enemies,'hp','list').randomGet();
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if(target){
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player.line(target,'fire');
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target.damage('fire');
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game.delay();
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}
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'step 1'
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event.targets=game.filterPlayer(function(current){
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return current.isMaxHp();
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}).sortBySeat();
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player.line(event.targets,'fire');
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'step 2'
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if(event.targets.length){
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var target=event.targets.shift();
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player.line(target,'fire');
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target.damage('fire');
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event.redo();
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}
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},
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contentAfter:function(){
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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}
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},
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ai:{
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value:8,
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useful:[6,1],
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result:{
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player:function(player){
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var enemies=player.getEnemies();
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var players=game.filterPlayer();
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var func=function(current){
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return current.hp;
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};
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var max1=get.max(enemies,func);
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for(var i=0;i<players.length;i++){
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if(players[i].hp==max1){
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players.splice(i,1);break;
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}
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}
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var max2=get.max(players,func);
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if(max1-1>max2){
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return get.damageEffect(get.max(enemies,func,'item'),player,player,'fire');
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}
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else{
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var num;
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if(max1>max2){
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num=get.sgn(get.damageEffect(get.max(enemies,func,'item'),player,player,'fire'));
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}
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else if(max1==max2){
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num=0;
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}
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else{
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num=1;
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}
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return num+game.countPlayer(function(current){
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if(current.hp>=max2){
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return get.sgn(get.damageEffect(current,player,player,'fire'));
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}
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});
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}
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}
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},
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order:0.7,
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}
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},
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gw_leizhoushu:{
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fullborder:'gold',
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type:'spell',
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subtype:'spell_gold',
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vanish:true,
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enable:true,
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notarget:true,
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contentBefore:function(){
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player.$skill('雷咒术','legend','metal');
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game.delay(2);
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},
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content:function(){
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if(player.hasSkill('gw_leizhoushu')){
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if(typeof player.storage.gw_leizhoushu!='number'){
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player.storage.gw_leizhoushu=2;
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}
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else{
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player.storage.gw_leizhoushu++;
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}
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player.syncStorage('gw_leizhoushu');
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player.updateMarks();
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}
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else{
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player.addSkill('gw_leizhoushu');
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}
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},
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contentAfter:function(){
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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}
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},
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ai:{
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value:8,
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useful:[6,1],
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result:{
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player:function(player){
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return game.countPlayer(function(current){
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if(current!=player&¤t.isMaxHandcard()){
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return -get.sgn(get.attitude(player,current));
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}
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});
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}
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},
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order:0.5,
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}
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},
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gw_aerdeyin:{
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fullborder:'gold',
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type:'spell',
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subtype:'spell_gold',
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vanish:true,
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enable:true,
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notarget:true,
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contentBefore:function(){
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player.$skill('阿尔德印','legend','metal');
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game.delay(2);
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},
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content:function(){
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'step 0'
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var list=game.filterPlayer(function(current){
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return get.distance(player,current,'pure')==1;
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});
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event.list=list.sortBySeat();
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'step 1'
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if(event.list.length){
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var target=event.list.shift();
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event.target=target;
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player.line(target,'green');
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target.damage();
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target.draw(false);
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target.$draw();
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}
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else{
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delete event.target;
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}
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'step 2'
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if(event.target){
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event.target.out();
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event.goto(1);
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}
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'step 3'
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game.delay();
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},
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contentAfter:function(){
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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}
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},
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ai:{
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value:8,
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useful:[6,1],
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result:{
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player:function(player){
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return game.countPlayer(function(current){
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if(get.distance(player,current,'pure')==1){
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var att=get.attitude(player,current);
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if(current==player.next){
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return -att*1.5;
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}
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return -att;
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}
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});
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}
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},
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order:0.5,
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}
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},
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gw_ansha:{
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fullborder:'gold',
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type:'spell',
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subtype:'spell_gold',
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vanish:true,
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enable:function(card,player){
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var enemies=player.getEnemies();
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return game.hasPlayer(function(current){
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return current.hp==1&&enemies.contains(current);
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});
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},
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notarget:true,
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contentBefore:function(){
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player.$skill('暗杀','legend','metal');
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game.delay(2);
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},
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content:function(){
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var enemies=player.getEnemies();
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var list=game.filterPlayer(function(current){
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return current.hp==1&&enemies.contains(current);
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});
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if(list.length){
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var target=list.randomGet();
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player.line(target);
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target.die();
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}
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},
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contentAfter:function(){
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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}
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},
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ai:{
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value:8,
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useful:[6,1],
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result:{
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player:1
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},
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order:0.6,
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}
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},
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gw_xinsheng:{
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fullborder:'gold',
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type:'spell',
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subtype:'spell_gold',
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vanish:true,
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enable:function(card,player){
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return game.hasPlayer(function(current){
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return !current.isUnseen();
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});
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},
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notarget:true,
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contentBefore:function(){
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player.$skill('新生','legend','metal');
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game.delay(2);
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},
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content:function(){
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'step 0'
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var target=get.max(game.filterPlayer(function(current){
|
||
return !current.isUnseen();
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},'list').randomSort(),function(current){
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var att=get.attitude(player,current);
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if(att<0&¤t.isDamaged()&¤t.hp<=3){
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return -10;
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}
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var rank=get.rank(current,true);
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if(current.maxHp>=3){
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if(current.hp<=1){
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return att*3;
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}
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else if(current.hp==2){
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if(att>0){
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att*=1.5;
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}
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else{
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att/=1.5;
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}
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||
}
|
||
}
|
||
if(rank>=7){
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if(att>0){
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return att/10;
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}
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return -att/5;
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}
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else if(rank<=4){
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if(att<0){
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return -att/10;
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}
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return att;
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}
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return Math.abs(att/2);
|
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},'item');
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event.aitarget=target;
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var list=[];
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for(var i in lib.character){
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if(!lib.filter.characterDisabled(i)){
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list.push(i);
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}
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}
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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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list.remove(players[i].name);
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list.remove(players[i].name1);
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list.remove(players[i].name2);
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}
|
||
var dialog=ui.create.dialog('选择一张武将牌','hidden');
|
||
dialog.add([list.randomGets(12),'character']);
|
||
player.chooseButton(dialog,true).ai=function(button){
|
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if(get.attitude(player,event.aitarget)>0){
|
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return get.rank(button.link,true);
|
||
}
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else{
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return -get.rank(button.link,true);
|
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}
|
||
};
|
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'step 1'
|
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event.nametarget=result.links[0];
|
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player.chooseTarget(true,'使用'+get.translation(event.nametarget)+'替换一名角色的武将牌',function(card,player,target){
|
||
return !target.isUnseen();
|
||
}).ai=function(target){
|
||
if(target==event.aitarget){
|
||
return 1;
|
||
}
|
||
else{
|
||
return 0;
|
||
}
|
||
}
|
||
'step 2'
|
||
var target=result.targets[0];
|
||
target.reinit(target.name,event.nametarget);
|
||
target.hp=target.maxHp;
|
||
target.update();
|
||
player.line(target,'green');
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:0.5,
|
||
}
|
||
},
|
||
gw_niuquzhijing:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:function(card,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.hp!=player.hp;
|
||
});
|
||
},
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
var list1=game.filterPlayer(function(current){
|
||
return current.isMaxHp();
|
||
});
|
||
var list2=game.filterPlayer(function(current){
|
||
return current.isMinHp();
|
||
});
|
||
player.line(list1);
|
||
for(var i=0;i<list1.length;i++){
|
||
list1[i].animate('target');
|
||
}
|
||
setTimeout(function(){
|
||
var list11=list1.slice(0);
|
||
var list22=list2.slice(0);
|
||
while(list22.length>list11.length){
|
||
list11.push(list1.randomGet());
|
||
}
|
||
while(list22.length<list11.length){
|
||
list22.push(list2.randomGet());
|
||
}
|
||
list11.sortBySeat();
|
||
list22.sortBySeat();
|
||
while(list11.length){
|
||
list11.shift().line(list22.shift(),'green');
|
||
}
|
||
},500);
|
||
player.$skill('纽曲之镜','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
var max=null,min=null;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isMaxHp()){
|
||
max=game.players[i].hp;break;
|
||
}
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isMinHp()){
|
||
min=game.players[i].hp;break;
|
||
}
|
||
}
|
||
var targets=game.filterPlayer();
|
||
if(max!=min&&max!=null&&min!=null){
|
||
for(var i=0;i<targets.length;i++){
|
||
if(targets[i].hp==max){
|
||
targets[i].hp--;
|
||
targets[i].maxHp--;
|
||
targets[i].$damagepop(-1);
|
||
}
|
||
else if(targets[i].hp==min){
|
||
targets[i].hp++;
|
||
targets[i].maxHp++;
|
||
targets[i].$damagepop(1,'wood');
|
||
}
|
||
targets[i].update();
|
||
}
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player,target){
|
||
return game.countPlayer(function(current){
|
||
if(current.isMaxHp()){
|
||
return -get.sgn(get.attitude(player,current));
|
||
}
|
||
if(current.isMinHp()){
|
||
return get.sgn(get.attitude(player,current));
|
||
}
|
||
});
|
||
}
|
||
},
|
||
order:3.5,
|
||
}
|
||
},
|
||
gw_zhongmozhizhan:{
|
||
fullborder:'gold',
|
||
type:'spell',
|
||
subtype:'spell_gold',
|
||
vanish:true,
|
||
enable:true,
|
||
notarget:true,
|
||
contentBefore:function(){
|
||
player.line(game.filterPlayer());
|
||
player.$skill('终末之战','legend','metal');
|
||
game.delay(2);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.num=0;
|
||
event.targets=game.filterPlayer().sortBySeat();
|
||
'step 1'
|
||
if(event.num<targets.length){
|
||
ui.clear();
|
||
var target=targets[event.num];
|
||
var cards=target.getCards('hej');
|
||
target.lose(cards)._triggered=null;
|
||
target.$throw(cards);
|
||
event.num++;
|
||
event.redo();
|
||
game.delay(0.7);
|
||
}
|
||
'step 2'
|
||
ui.clear();
|
||
},
|
||
contentAfter:function(){
|
||
var evt=_status.event.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.hasUnknown()) return 0;
|
||
return -game.countPlayer(function(current){
|
||
return current.countCards('he')*get.sgn(get.attitude(player,current));
|
||
});
|
||
}
|
||
},
|
||
order:0.5,
|
||
}
|
||
},
|
||
|
||
gw_youer:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('e')>0;
|
||
},
|
||
content:function(){
|
||
var cards=target.getCards('e');
|
||
target.gain(cards,'draw2');
|
||
target.draw(cards.length);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:6,
|
||
value:7,
|
||
useful:[3,1],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
var num=target.countCards('e');
|
||
if(target.hasSkillTag('noe')){
|
||
num*=1.5;
|
||
}
|
||
if(target==_status.currentPhase){
|
||
num*=1.2;
|
||
}
|
||
return num/1.5;
|
||
},
|
||
},
|
||
}
|
||
},
|
||
gw_tongdi:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(!player.countCards('h')){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseCard('h','将一张手牌交给'+get.translation(target),true);
|
||
}
|
||
'step 1'
|
||
player.$giveAuto(result.cards,target);
|
||
target.gain(result.cards,player);
|
||
'step 2'
|
||
player.gainPlayerCard(target,'h',true,2,'visible');
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:8,
|
||
value:9.5,
|
||
useful:[5,1],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.countCards('h','gw_tongdi')==player.countCards('h')) return 0;
|
||
if(!target.countCards('h')) return 0;
|
||
return -1;
|
||
},
|
||
player:function(player,target){
|
||
if(player.countCards('h','gw_tongdi')==player.countCards('h')) return 0;
|
||
if(!target.countCards('h')) return 0;
|
||
return 0.5;
|
||
},
|
||
},
|
||
}
|
||
},
|
||
gw_fuyuan:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
savable:true,
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.recover();
|
||
target.changeHujia();
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:6,
|
||
useful:10,
|
||
value:[8,6.5,5,4],
|
||
},
|
||
result:{
|
||
target:2
|
||
},
|
||
tag:{
|
||
recover:1,
|
||
save:1,
|
||
}
|
||
}
|
||
},
|
||
gw_zhuoshao:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMaxHp();
|
||
},
|
||
cardnature:'fire',
|
||
selectTarget:[1,Infinity],
|
||
content:function(){
|
||
target.damage('fire');
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:8.5,
|
||
value:7.5,
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:-1
|
||
},
|
||
tag:{
|
||
damage:1,
|
||
fireDamage:1,
|
||
natureDamage:1,
|
||
}
|
||
}
|
||
},
|
||
gw_butianshu:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:true,
|
||
// contentBefore:function(){
|
||
// player.$skill('卜天术','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
for(var i in lib.card){
|
||
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
|
||
if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
|
||
}
|
||
var dialog=ui.create.dialog('卜天术',[list,'vcard']);
|
||
var bing=target.countCards('h')<=1;
|
||
player.chooseButton(dialog,true,function(button){
|
||
if(get.effect(target,{name:button.link[2]},player,player)>0){
|
||
if(button.link[2]=='bingliang'){
|
||
if(bing) return 2;
|
||
return 0.7;
|
||
}
|
||
if(button.link[2]=='lebu'){
|
||
return 1;
|
||
}
|
||
if(button.link[2]=='guiyoujie'){
|
||
return 0.5;
|
||
}
|
||
if(button.link[2]=='caomu'){
|
||
return 0.3;
|
||
}
|
||
return 0.2;
|
||
}
|
||
return 0;
|
||
}).filterButton=function(button){
|
||
return !target.hasJudge(button.link[2]);
|
||
};
|
||
'step 1'
|
||
var card=game.createCard(result.links[0][2]);
|
||
event.judgecard=card;
|
||
target.$draw(card);
|
||
game.delay(0.7);
|
||
'step 2'
|
||
target.addJudge(event.judgecard);
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[5,1],
|
||
result:{
|
||
player:function(player,target){
|
||
var eff=0;
|
||
for(var i in lib.card){
|
||
if(lib.card[i].type=='delay'){
|
||
var current=get.effect(target,{name:i},player,player);
|
||
if(current>eff){
|
||
eff=current;
|
||
}
|
||
}
|
||
}
|
||
return eff;
|
||
}
|
||
},
|
||
order:6,
|
||
}
|
||
},
|
||
gw_shizizhaohuan:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
selectTarget:-1,
|
||
// contentBefore:function(){
|
||
// player.$skill('十字召唤','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
var list=[];
|
||
list.push(get.cardPile('juedou','cardPile'));
|
||
list.push(get.cardPile('huogong','cardPile'));
|
||
list.push(get.cardPile('nanman','cardPile'));
|
||
list.push(get.cardPile('huoshaolianying','cardPile'));
|
||
for(var i=0;i<list.length;i++){
|
||
if(!list[i]) list.splice(i--,1);
|
||
}
|
||
list=[list.randomGet()];
|
||
var sha=get.cardPile('sha','cardPile');
|
||
if(sha){
|
||
if(list.length){
|
||
list.push(sha);
|
||
}
|
||
else{
|
||
sha.remove();
|
||
list.push(sha);
|
||
var sha2=get.cardPile('sha','cardPile');
|
||
if(sha2){
|
||
list.push(sha2);
|
||
}
|
||
}
|
||
}
|
||
if(list.length){
|
||
target.gain(list,'gain2','log');
|
||
}
|
||
},
|
||
ai:{
|
||
value:8,
|
||
useful:[6,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:6,
|
||
}
|
||
},
|
||
gw_zuihouyuanwang:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
selectTarget:-1,
|
||
// contentBefore:function(){
|
||
// player.$skill('最后愿望','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
'step 0'
|
||
event.num=game.countPlayer();
|
||
player.draw(event.num);
|
||
'step 1'
|
||
player.chooseToDiscard(true,event.num,'he');
|
||
},
|
||
ai:{
|
||
value:6,
|
||
useful:[4,1],
|
||
result:{
|
||
player:function(player){
|
||
var num=player.countCards('he');
|
||
if(num<=1) return 0;
|
||
if(num<=3&&!player.needsToDiscard()) return 0;
|
||
return 1;
|
||
}
|
||
},
|
||
order:7,
|
||
}
|
||
},
|
||
gw_zirankuizeng:{
|
||
fullborder:'silver',
|
||
type:'spell',
|
||
subtype:'spell_silver',
|
||
vanish:true,
|
||
enable:function(card,player){
|
||
if(!player.storage.gw_zirankuizeng) return false;
|
||
var evtcard=player.storage.gw_zirankuizeng[0];
|
||
var targets=player.storage.gw_zirankuizeng[1];
|
||
if(!lib.filter.cardEnabled(evtcard,player)) return false;
|
||
for(var i=0;i<targets.length;i++){
|
||
if(!targets[i].isIn()) return false;
|
||
if(!player.canUse(evtcard,targets[i],false)){
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
notarget:true,
|
||
// contentBefore:function(){
|
||
// player.$skill('自然馈赠','legend','water');
|
||
// game.delay(2);
|
||
// },
|
||
content:function(){
|
||
'step 0'
|
||
var info=player.storage.gw_zirankuizeng;
|
||
player.useCard(game.createCard(info[0]),info[1]);
|
||
'step 1'
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
value:6,
|
||
useful:[4,1],
|
||
result:{
|
||
player:1
|
||
},
|
||
order:7,
|
||
}
|
||
},
|
||
|
||
gw_qinpendayu:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:true,
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.addTempSkill('gw_qinpendayu',{player:'phaseAfter'});
|
||
},
|
||
ai:{
|
||
value:4,
|
||
useful:[3,1],
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.needsToDiscard()) return -1;
|
||
if(target.needsToDiscard(1)) return -0.7;
|
||
if(target.needsToDiscard(2)) return -0.4;
|
||
return -0.1;
|
||
}
|
||
},
|
||
order:1.2,
|
||
tag:{
|
||
multitarget:1,
|
||
multineg:1,
|
||
}
|
||
}
|
||
},
|
||
gw_birinongwu:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.isLinked();
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.addTempSkill('gw_birinongwu',{player:'phaseAfter'});
|
||
},
|
||
ai:{
|
||
value:4,
|
||
useful:[3,1],
|
||
result:{
|
||
target:-0.5
|
||
},
|
||
order:1.2,
|
||
tag:{
|
||
multitarget:1,
|
||
multineg:1,
|
||
}
|
||
}
|
||
},
|
||
gw_ciguhanshuang:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return !target.isLinked();
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.addSkill('gw_ciguhanshuang');
|
||
},
|
||
ai:{
|
||
value:4,
|
||
useful:[3,1],
|
||
result:{
|
||
target:-0.5
|
||
},
|
||
order:1.2,
|
||
tag:{
|
||
multitarget:1,
|
||
multineg:1,
|
||
}
|
||
}
|
||
},
|
||
gw_baoxueyaoshui:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
target.chooseToDiscard('h',2,true).delay=false;
|
||
'step 1'
|
||
target.draw();
|
||
},
|
||
ai:{
|
||
value:6,
|
||
useful:[3,1],
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('noh')) return 0.1;
|
||
switch(target.countCards('h')){
|
||
case 0:return 0.5;
|
||
case 1:return 0;
|
||
case 2:return -1.5;
|
||
default:return -1;
|
||
}
|
||
}
|
||
},
|
||
order:8,
|
||
tag:{
|
||
loseCard:1,
|
||
discard:1,
|
||
}
|
||
}
|
||
},
|
||
gw_zhihuanjun:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.isDamaged();
|
||
},
|
||
content:function(){
|
||
target.loseMaxHp(true);
|
||
},
|
||
ai:{
|
||
value:4,
|
||
useful:[3,1],
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.maxHp-target.hp==1){
|
||
return -1/target.maxHp;
|
||
}
|
||
else{
|
||
return -1/target.maxHp/3;
|
||
}
|
||
}
|
||
},
|
||
order:8,
|
||
}
|
||
},
|
||
gw_zumoshoukao:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.hujia||!target.hasSkill('fengyin');
|
||
},
|
||
content:function(){
|
||
target.addTempSkill('fengyin',{player:'phaseAfter'});
|
||
if(target.hujia){
|
||
target.changeHujia(-target.hujia);
|
||
}
|
||
},
|
||
ai:{
|
||
value:4,
|
||
useful:[4,1],
|
||
result:{
|
||
target:function(player,target){
|
||
var threaten=get.threaten(target,player,true);
|
||
if(target.hujia){
|
||
threaten*=(target.hujia+1);
|
||
}
|
||
else if(target.hasSkill('fengyin')){
|
||
return 0;
|
||
}
|
||
if(target.hasSkillTag('maixie_hp')){
|
||
threaten*=1.5;
|
||
}
|
||
return -threaten;
|
||
}
|
||
},
|
||
order:9.5,
|
||
}
|
||
},
|
||
gw_aozuzhilei:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
cardnature:'thunder',
|
||
filterTarget:function(card,player,target){
|
||
return target.hp>=player.hp;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
target.damage('thunder');
|
||
'step 1'
|
||
if(target.isIn()){
|
||
target.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:1.8,
|
||
value:[6,1],
|
||
useful:[4,1],
|
||
},
|
||
result:{
|
||
target:-1
|
||
},
|
||
tag:{
|
||
damage:1,
|
||
thunderDamage:1,
|
||
natureDamage:1,
|
||
}
|
||
}
|
||
},
|
||
gw_poxiao:{
|
||
fullborder:'bronze',
|
||
type:'spell',
|
||
subtype:'spell_bronze',
|
||
enable:true,
|
||
notarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
var choice=1;
|
||
if(game.countPlayer(function(current){
|
||
if(current.countCards('j')){
|
||
if(get.attitude(player,current)>0){
|
||
choice=0;
|
||
}
|
||
return true;
|
||
}
|
||
})){
|
||
player.chooseControl().set('choiceList',[
|
||
'弃置一名角色判定区内的所有牌',
|
||
'随机获得一张铜卡法术(破晓除外)并展示之'
|
||
],function(){
|
||
return choice;
|
||
});
|
||
}
|
||
else{
|
||
event.directfalse=true;
|
||
}
|
||
'step 1'
|
||
if(!event.directfalse&&result.index==0){
|
||
player.chooseTarget(true,'弃置一名角色判定区内的所有牌',function(card,player,target){
|
||
return target.countCards('j');
|
||
}).ai=function(target){
|
||
return get.attitude(player,target)*target.countCards('j');
|
||
};
|
||
}
|
||
else{
|
||
var list=get.libCard(function(info,name){
|
||
return name!='gw_poxiao'&&info.subtype=='spell_bronze';
|
||
});
|
||
if(list.length){
|
||
player.gain(game.createCard(list.randomGet()),'gain2');
|
||
}
|
||
else{
|
||
player.draw();
|
||
}
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.targets[0]){
|
||
player.line(result.targets[0],'green');
|
||
result.targets[0].discard(result.targets[0].getCards('j'));
|
||
}
|
||
},
|
||
ai:{
|
||
order:4,
|
||
useful:[3,1],
|
||
result:{
|
||
player:1,
|
||
}
|
||
}
|
||
}
|
||
},
|
||
skill:{
|
||
gw_qinpendayu:{
|
||
mark:true,
|
||
intro:{
|
||
content:'手牌上限-1直到下一回合结束'
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-1;
|
||
}
|
||
}
|
||
},
|
||
gw_birinongwu:{
|
||
mark:true,
|
||
intro:{
|
||
content:'不能使用杀直到下一回合结束'
|
||
},
|
||
mod:{
|
||
cardEnabled:function(card){
|
||
if(card.name=='sha') return false;
|
||
}
|
||
}
|
||
},
|
||
gw_ciguhanshuang:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
mark:true,
|
||
intro:{
|
||
content:'下个摸牌阶段摸牌数-1'
|
||
},
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
player.removeSkill('gw_ciguhanshuang');
|
||
}
|
||
},
|
||
gw_dieyi:{
|
||
init:function(player){
|
||
player.storage.gw_dieyi=1;
|
||
},
|
||
onremove:true,
|
||
trigger:{global:'phaseEnd'},
|
||
forced:true,
|
||
mark:true,
|
||
process:function(player){
|
||
if(player.hasSkill('gw_dieyi')){
|
||
player.storage.gw_dieyi++;
|
||
}
|
||
else{
|
||
player.addSkill('gw_dieyi');
|
||
}
|
||
player.syncStorage('gw_dieyi');
|
||
player.updateMarks();
|
||
},
|
||
intro:{
|
||
content:'在当前回合的结束阶段,你随机弃置#张牌'
|
||
},
|
||
content:function(){
|
||
player.randomDiscard(player.storage.gw_dieyi);
|
||
player.removeSkill('gw_dieyi');
|
||
}
|
||
},
|
||
gw_leizhoushu:{
|
||
mark:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
if(storage>=2){
|
||
return '锁定技,准备阶段,你令手牌数为全场最多的所有其他角色各随机弃置一张手牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标,结算X次(重复'+storage+'次)';
|
||
}
|
||
else{
|
||
return '锁定技,准备阶段,你令手牌数为全场最多的所有其他角色各随机弃置一张手牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标,结算X次';
|
||
}
|
||
}
|
||
},
|
||
nopop:true,
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
var list=game.filterPlayer();
|
||
for(var i=0;i<list.length;i++){
|
||
if(list[i]!=player&&list[i].isMaxHandcard()) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(typeof player.storage.gw_leizhoushu=='number'){
|
||
event.num=player.storage.gw_leizhoushu;
|
||
}
|
||
else{
|
||
event.num=1;
|
||
}
|
||
'step 1'
|
||
if(event.num){
|
||
var max=0;
|
||
var maxp=null;
|
||
var list=game.filterPlayer(function(current){
|
||
return current.isMaxHandcard();
|
||
}).sortBySeat();
|
||
var enemies=player.getEnemies();
|
||
for(var i=0;i<enemies.length;i++){
|
||
if(list.contains(enemies[i])){
|
||
break;
|
||
}
|
||
}
|
||
if(i==enemies.length){
|
||
list.push(enemies.randomGet());
|
||
}
|
||
list.remove(player);
|
||
if(!list.length){
|
||
event.finish();
|
||
return;
|
||
}
|
||
player.line(list,'green');
|
||
for(var i=0;i<list.length;i++){
|
||
list[i].randomDiscard('h',false);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
event.num--;
|
||
event.goto(1);
|
||
game.delay();
|
||
}
|
||
},
|
||
_gw_zirankuizeng:{
|
||
trigger:{player:'useCard'},
|
||
silent:true,
|
||
filter:function(event,player){
|
||
if(!lib.config.cards.contains('gwent')) return false;
|
||
if(get.info(event.card).complexTarget) return false;
|
||
if(!event.targets) return false;
|
||
if(event.card.name=='gw_zirankuizeng') return false;
|
||
return ((['spell_bronze','spell_silver'].contains(get.subtype(event.card))||get.type(event.card)=='trick')&&
|
||
event.cards[0]&&event.cards[0]==event.card);
|
||
},
|
||
content:function(){
|
||
player.storage.gw_zirankuizeng=[trigger.cards[0],trigger.targets.concat(trigger.addedTargets||[])];
|
||
}
|
||
},
|
||
_gainspell:{
|
||
trigger:{player:'drawBegin'},
|
||
silent:true,
|
||
priority:-11,
|
||
filter:function(event,player){
|
||
if(!lib.config.cards.contains('gwent')) return false;
|
||
return event.num>0&&event.parent.name=='phaseDraw';
|
||
},
|
||
content:function(){
|
||
if(!player.storage.spell_gain||Math.max.apply(null,player.storage.spell_gain)<0){
|
||
var tmp=player.storage.spell_gain2;
|
||
player.storage.spell_gain=[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15].randomGets(3);
|
||
player.storage.spell_gain2=Math.floor((15-Math.max.apply(null,player.storage.spell_gain))/2);
|
||
if(tmp){
|
||
for(var i=0;i<3;i++){
|
||
player.storage.spell_gain[i]+=tmp;
|
||
}
|
||
}
|
||
}
|
||
for(var i=0;i<3;i++){
|
||
if(player.storage.spell_gain[i]==0){
|
||
var list;
|
||
if(i==0){
|
||
list=get.libCard(function(info){
|
||
return info.subtype=='spell_gold';
|
||
});
|
||
}
|
||
else{
|
||
list=get.libCard(function(info){
|
||
return info.subtype=='spell_silver';
|
||
});
|
||
}
|
||
if(list&&list.length){
|
||
ui.cardPile.insertBefore(game.createCard(list.randomGet()),ui.cardPile.firstChild);
|
||
}
|
||
}
|
||
player.storage.spell_gain[i]--;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
help:{
|
||
'昆特牌':'<ul><li>法术为分金、银、铜三类,金卡和银卡不出现在牌堆中<li>'+
|
||
'摸牌阶段有一定概率摸到银卡,在16个摸牌阶段中至少会摸到2张银卡<li>'+
|
||
'摸牌阶段有一定概率摸到金卡,在16个摸牌阶段中至少会摸到1张金卡<li>'+
|
||
'金卡无视调虎离山、潜行等免疫目标的效果<li>'+
|
||
'进行洗牌时金卡、银卡将从弃牌堆中消失,不进入牌堆'
|
||
},
|
||
translate:{
|
||
spell:'法术',
|
||
spell_gold:'金卡法术',
|
||
spell_silver:'银卡法术',
|
||
spell_bronze:'铜卡法术',
|
||
gw_dieyi:'蝶翼',
|
||
gw_dieyi_equip1:'蝶翼·器',
|
||
gw_dieyi_equip2:'蝶翼·衣',
|
||
gw_dieyi_equip3:'蝶翼·攻',
|
||
gw_dieyi_equip4:'蝶翼·防',
|
||
gw_dieyi_equip5:'蝶翼·宝',
|
||
gw_dieyi_judge:'蝶翼·判',
|
||
gw_dieyi_equip1_info:'在你从装备区中失去此牌后,你于当前回合的结束阶段段随机弃置一张牌',
|
||
gw_dieyi_equip2_info:'在你从装备区中失去此牌后,你于当前回合的结束阶段段随机弃置一张牌',
|
||
gw_dieyi_equip3_info:'在你从装备区中失去此牌后,你于当前回合的结束阶段段随机弃置一张牌',
|
||
gw_dieyi_equip4_info:'在你从装备区中失去此牌后,你于当前回合的结束阶段段随机弃置一张牌',
|
||
gw_dieyi_equip5_info:'在你从装备区中失去此牌后,你于当前回合的结束阶段段随机弃置一张牌',
|
||
gw_dieyi_judge_info:'判定阶段移去此牌,并于当前回合的结束阶段随机弃置一张牌',
|
||
gw_hudiewu:'蝴蝶舞',
|
||
gw_hudiewu_info:'将其他角色在场上的所有牌替换为蝶翼(在你失去蝶翼后,你于当前回合的结束阶段随机弃置一张牌),然后结束出牌阶段',
|
||
gw_yigeniyin:'伊格尼印',
|
||
gw_yigeniyin_info:'对敌方角色中体力值最大的一名随机角色造成一点火焰伤害,然后对场上体力值最大的所有角色各造成一点火焰伤害,然后结束出牌阶段',
|
||
gw_leizhoushu:'雷咒术',
|
||
gw_leizhoushu_info:'获得技能雷咒术(在每个准备阶段令全场牌数最多的所有其他角色各随机弃置一张牌,若目标不包含敌方角色,将一名随机敌方角色追加为额外目标,结算X次,X为本局获得此技能的次数),然后结束出牌阶段',
|
||
gw_aerdeyin:'阿尔德印',
|
||
gw_aerdeyin_info:'对相邻的角色造成一点伤害,目标摸一张牌并移出游戏一轮,然后结束出牌阶段',
|
||
gw_xinsheng:'新生',
|
||
gw_xinsheng_info:'随机观看12张武将牌,选择一张替代一名角色的武将牌,然后结束出牌阶段',
|
||
gw_zhongmozhizhan:'终末之战',
|
||
gw_zhongmozhizhan_info:'将所有角色区域内的所有牌置入弃牌堆(不触发技能),然后结束出牌阶段',
|
||
gw_butianshu:'卜天术',
|
||
gw_butianshu_info:'出牌阶段对任意角色使用,将任意一张延时锦囊牌置入其判定区',
|
||
gw_zhihuanjun:'致幻菌',
|
||
gw_zhihuanjun_info:'出牌阶段对一名已受伤角色使用,令其减少一点体力上限',
|
||
gw_niuquzhijing:'纽曲之镜',
|
||
gw_niuquzhijing_info:'令全场体力最多的角色减少一点体力和体力上限,体力最少的角色增加一点体力和体力上限(不触发技能),然后结束出牌阶段',
|
||
gw_ansha:'暗杀',
|
||
gw_ansha_info:'令一名体力为1的随机敌方角立即死亡,然后结束出牌阶段',
|
||
gw_shizizhaohuan:'十字召唤',
|
||
gw_shizizhaohuan_info:'从牌堆中获得一张杀以及决斗、火攻、火烧连营、南蛮入侵四张牌中的随机一张',
|
||
gw_zuihouyuanwang:'最后愿望',
|
||
gw_zuihouyuanwang_info:'摸X张牌并弃置X张牌,X为存活角色数',
|
||
gw_zirankuizeng:'自然馈赠',
|
||
gw_zirankuizeng_info:'重新结算一遍你上一张使用的非金法术(自然馈赠除外)或非转化普通锦囊牌,然后摸一张牌',
|
||
gw_poxiao:'破晓',
|
||
gw_poxiao_info:'选择一项:弃置一名角色判定区内的所有牌,或随机获得一张铜卡法术(破晓除外)并展示之',
|
||
gw_zumoshoukao:'阻魔手铐',
|
||
gw_zumoshoukao_info:'令一名角色失去所有护甲且非锁定技失效直到下一回合结束',
|
||
gw_aozuzhilei:'奥祖之雷',
|
||
gw_aozuzhilei_info:'对一名体力值不小于你的角色造成一点雷属性伤害,然后该角色摸一张牌',
|
||
gw_zhuoshao:'灼烧',
|
||
gw_zhuoshao_info:'对任意名体力值为全场最高的角色使用,造成一点火属性伤害',
|
||
gw_fuyuan:'复原',
|
||
gw_fuyuan_info:'对一名濒死状态角色使用,目标回复一点体力并获得一点护甲',
|
||
gw_youer:'诱饵',
|
||
gw_youer_info:'令一名装备区内有牌的其他角色将装备区内的牌收回手牌,然后摸等量的牌',
|
||
gw_tongdi:'通敌',
|
||
gw_tongdi_info:'交给一名角色一张手牌,然后观看其手牌并获得其中两张',
|
||
gw_baoxueyaoshui:'暴雪药水',
|
||
gw_baoxueyaoshui_info:'令一名角色弃置两张手牌并摸一张牌',
|
||
gw_birinongwu:'蔽日浓雾',
|
||
gw_birinongwu_bg:'雾',
|
||
gw_birinongwu_info:'出牌阶段对所有角色使用,目标不能使用杀直到下一回合结束',
|
||
gw_qinpendayu:'倾盆大雨',
|
||
gw_qinpendayu_bg:'雨',
|
||
gw_qinpendayu_info:'出牌阶段对所有角色使用,目标手牌上限-1直到下一回合结束',
|
||
gw_ciguhanshuang:'刺骨寒霜',
|
||
gw_ciguhanshuang_bg:'霜',
|
||
gw_ciguhanshuang_info:'出牌阶段对所有角色使用,目标下个摸牌阶段摸牌数-1',
|
||
gw_wenyi:'瘟疫',
|
||
gw_wenyi_info:'令所有体力值为全场最少的角色随机弃置一张牌',
|
||
gw_yanziyaoshui:'燕子药水',
|
||
gw_yanziyaoshui_info:'令一名角色摸一张牌,若其手牌数为全场最少,改为摸三张',
|
||
gw_guaiwuchaoxue:'怪物巢穴',
|
||
gw_guaiwuchaoxue_info:'选择手牌中的一张杀、闪或酒,获得两张该牌的复制',
|
||
gw_shanbengshu:'山崩术',
|
||
gw_shanbengshu_info:'所有角色随机弃置一张牌',
|
||
},
|
||
cardType:{
|
||
spell:0.5,
|
||
spell_bronze:0.2,
|
||
spell_silver:0.3,
|
||
spell_gold:0.4
|
||
},
|
||
list:[
|
||
['club',3,'gw_zhihuanjun'],
|
||
['spade',2,'gw_zhihuanjun'],
|
||
|
||
['heart',7,'gw_poxiao'],
|
||
['diamond',4,'gw_poxiao'],
|
||
|
||
['spade',9,'gw_aozuzhilei','thunder'],
|
||
['club',7,'gw_aozuzhilei','thunder'],
|
||
|
||
['club',1,'gw_zumoshoukao'],
|
||
['spade',1,'gw_zumoshoukao'],
|
||
|
||
['diamond',5,'gw_qinpendayu'],
|
||
['club',7,'gw_qinpendayu'],
|
||
|
||
['spade',9,'gw_birinongwu'],
|
||
['heart',13,'gw_birinongwu'],
|
||
|
||
['diamond',11,'gw_ciguhanshuang'],
|
||
['club',7,'gw_ciguhanshuang'],
|
||
|
||
['heart',4,'gw_baoxueyaoshui'],
|
||
['spade',8,'gw_baoxueyaoshui'],
|
||
],
|
||
};
|
||
});
|