noname/character/tw.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'tw',
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connect:true,
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characterSort:{
tw:{
tw_mobile:['tw_beimihu','nashime'],
tw_yijiang:['tw_caoang','tw_caohong','tw_zumao','tw_dingfeng','tw_maliang','tw_xiahouba'],
tw_english:['kaisa'],
},
},
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character:{
tw_beimihu:['female','qun',3,['zongkui','guju','baijia','bingzhao'],['zhu']],
nashime:['male','qun',3,['chijie','waishi','renshe']],
tw_xiahouba:['male','shu',4,['twyanqin','twbaobian']],
tw_zumao:['male','wu',4,['twtijin']],
tw_caoang:['male','wei',4,['twxiaolian']],
tw_dingfeng:['male','wu',4,['twqijia','twzhuchen']],
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tw_caohong:['male','wei',4,['twhuzhu','twliancai']],
tw_maliang:['male','shu',3,['twrangyi','twbaimei']],
kaisa:["male","western",4,["zhengfu"]],
},
characterIntro:{
nashime:'难升米(なしめ,或なんしょうまい)是倭国大夫。景初二年六月,受女王卑弥呼之命,与都市牛利出使魏国,被魏国拜为率善中郎将。',
},
card:{
},
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characterFilter:{
nashime:function(mode){
return mode!='guozhan';
},
tw_xiahouba:function(mode){
return mode!='guozhan';
},
},
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skill:{
twrangyi:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:lib.filter.notMe,
delay:0,
content:function(){
'step 0'
event.cards=player.getCards('h');
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target.gain(event.cards,player,'giveAuto').gaintag.add('twrangyi');
target.addTempSkill('twrangyi2');
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'step 1'
target.chooseToUse({
prompt:'请使用得到的一张牌,或者受到来自'+get.translation(player)+'的一点伤害',
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filterCard:function(card,player){
if(get.itemtype(card)!='card'||!card.hasGaintag('twrangyi')) return false;
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return lib.filter.filterCard(card,player,event);
},
cards:cards,
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});
'step 2'
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target.removeSkill('twrangyi');
if(!result.bool) target.damage('nocard');
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},
ai:{
order:1,
result:{
target:function(player,target){
var hs=player.getCards('h');
for(var i=0;i<hs.length;i++){
var hi=hs[i];
if(hi.name=='tao'||game.hasPlayer(function(current){
return target.canUse(hi,current)&&get.effect(current,hi,target,target);
})) return 1;
}
return get.damageEffect(target,player,target);
},
},
},
},
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twrangyi2:{
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event,player){
var evt=event.getParent(2);
return evt.name=='twrangyi'&&evt.player.isAlive()&&player.countCards('h',function(card){
return card.hasGaintag('twrangyi');
})>0;
},
content:function(){
var cards=player.getCards('h',function(card){
return card.hasGaintag('twrangyi');
});
trigger.getParent(2).player.gain(cards,player,'giveAuto');
},
onremove:function(player){
player.removeGaintag('twrangyi');
},
},
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twbaimei:{
audio:2,
trigger:{
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player:"damageBegin4",
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},
forced:true,
filter:function(event,player){
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if(player.countCards('h')) return false;
if(event.nature) return true;
return get.type(event.card,'trick')=='trick';
},
content:function(){
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trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
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if(target.countCards('h')) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
},
},
},
twhuzhu:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(e,player){
return player.countCards('e')>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0
},
content:function(){
'step 0'
target.chooseCard('交给'+get.translation(player)+'一张手牌','h',true);
'step 1'
target.give(result.cards,player);
'step 2'
if(player.countGainableCards(player,'e')) target.gainPlayerCard(player,'e',true);
'step 3'
if(target.isDamaged()&&target.hp<=player.hp){
player.chooseBool('是否令'+get.translation(target)+'回复1点体力').set('ai',function(){
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return get.recoverEffect(target,player,player);
});
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}
'step 4'
if(result.bool) target.recover();
},
ai:{
order:8,
result:{
target:function(player,target){
var eff=(target.isDamaged()&&target.hp<=player.hp)?get.recoverEffect(target,player,target):0;
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if(eff<=0&&!player.countGainableCards(target,'e')) return -1;
return eff;
},
},
},
},
twliancai:{
audio:2,
trigger:{player:['turnOverEnd','phaseJieshuBegin']},
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filter:function(card,player,target){
return target=='phaseJieshuBegin'||player.countCards('h')<player.hp;
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},
filterTarget:function(card,player,target){
return target!=player&&target.countGainableCards(player,'e')>0;
},
check:function(card,player){
if(card.name=='turnOver') return true;
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if(player.isTurnedOver()) return true;
if(player.hp-player.countCards('h')>1) return true;
return game.hasPlayer(function(current){
return lib.skill.twliancai.filterTarget(null,player,current)&&lib.skill.twliancai.filterAI(current);
});
},
filterAI:function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(target.isDamaged()&&target.countCards('e','baiyin')&&att>0) return 2*att;
return -att;
},
prompt2:function(card,player,target){
return card.name=='phaseJieshu'?'将武将牌翻面,然后获得一名其他角色装备区内的一张牌':'将手牌摸至与体力值相同';
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},
content:function(){
'step 0'
if(event.triggername=='phaseJieshuBegin') player.turnOver();
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else{
player.draw(player.hp-player.countCards('h'));
event.finish();
}
'step 1'
player.chooseTarget('获得一名角色装备区内的一张牌',lib.skill.twliancai.filterTarget).ai=lib.skill.twliancai.filterAI;
'step 2'
if(result.bool){
player.line(result.targets,'thunder');
player.gainPlayerCard('e',true,result.targets[0]);
}
},
},
twqijia:{
//group:'twqijia_alka',
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audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.countCards('e',function(card){
return !player.getStorage('twqijia_alka').contains(get.subtype(card));
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});
},
filterTarget:function(card,player,target){
return target!=player&&player.canUse({name:'sha'},target);
},
position:'e',
filterCard:function(card,player){
return !player.getStorage('twqijia_alka').contains(get.subtype(card));
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},
content:function(){
'step 0'
player.addTempSkill('twqijia_alka');
player.storage.twqijia_alka.push(get.subtype(cards[0]));
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player.useCard({name:'sha'},target,false);
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},
subSkill:{
alka:{
charlotte:true,
onremove:function(player){
delete player.storage.twqijia_alka;
delete player.storage.twzhuchen;
player.unmarkSkill('twzhuchen');
},
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
if(!player.storage.twzhuchen) player.storage.twzhuchen=[];
},
mod:{
globalFrom:function(from,to,distance){
if(from.storage.twzhuchen&&from.storage.twzhuchen.contains(to)) return -Infinity;
}
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},
},
},
check:function(card){
return 7-get.value(card);
},
ai:{
order:function(){
return get.order({name:'sha'})-0.2;
},
result:{
target:function(player,target){
return get.effect(target,{name:'sha'},player,player);
},
},
},
},
twzhuchen:{
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enable:'phaseUse',
filter:function(event,player){
return player.countCards('h',lib.skill.twzhuchen.filterCard)>0;
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},
filterCard:function(card,player){
var name=get.name(card,player);
return name=='tao'||name=='jiu';
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},
filterTarget:lib.filter.notMe,
content:function(){
player.addTempSkill('twqijia_alka');
player.storage.twzhuchen.add(target);
player.markSkill('twzhuchen');
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},
intro:{
content:function(content,player){
return '至'+get.translation(content)+'的距离视为1';
},
},
},
twxiaolian:{
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audio:2,
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trigger:{global:'useCardToTarget'},
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logTarget:'target',
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filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&
event.targets.length==1&&event.targets[0]!=player;
},
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check:function(event,player){
return get.effect(event.targets[0],event.card,event.player,player)<=get.effect(player,event.card,event.player,player);
},
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content:function(){
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trigger.getParent().twxiaolian=trigger.targets[0];
trigger.targets.length=0;
trigger.getParent().triggeredTargets2.length=0;
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trigger.targets.push(player);
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},
group:'twxiaolian_damage',
subSkill:{
distance:{
sub:true,
charlotte:true,
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
mark:true,
marktext:'马',
intro:{
content:'cards',
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onunmark:'throw',
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},
mod:{
globalTo:function(from,to,distance){
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if(from!=to&&to.storage.twxiaolian_distance) return distance+to.storage.twxiaolian_distance.length;
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},
},
},
damage:{
sub:true,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.getParent(2).twxiaolian!=undefined;
},
content:function(){
'step 0'
var target=trigger.getParent(2).twxiaolian;
event.target=target;
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player.chooseCard('是否将一张牌当做【马】置于'+get.translation(target)+'的武将牌旁?','he').ai=function(card){
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if(get.attitude(_status.event.player,_status.event.getParent('twxiaolian_damage').target)>2) return 7-get.value(card);
return 0;
};
'step 1'
if(result.bool){
player.logSkill('twxiaolian',target);
player.lose(result.cards,ui.special,'toStorage');
target.addSkill('twxiaolian_distance');
target.storage.twxiaolian_distance.addArray(result.cards);
target.markSkill('twxiaolian_distance');
}
},
},
},
},
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twtijin:{
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audio:2,
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trigger:{global:'useCardToPlayer'},
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filter:function(event,player){
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return event.card&&event.card.name=='sha'&&event.player!=player&&event.target!=player&&
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event.targets.length==1&&event.player.inRange(player);
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},
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logTarget:'target',
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check:function(event,player){
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return get.effect(event.targets[0],event.card,event.player,player)<=get.effect(player,event.card,event.player,player);
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},
content:function(){
'step 0'
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trigger.targets.length=0;
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trigger.getParent().triggeredTargets1.length=0;
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trigger.targets.push(player);
var next=game.createEvent('twtijin_discard',null,trigger.getParent(2));
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next.player=player;
next.target=trigger.player;
next.setContent(function(){
if(target.isDead()||!target.countCards('he')) return;
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player.line(target,'green');
player.discardPlayerCard(target,true,'he');
});
},
},
twyanqin:{
forbid:['guozhan'],
audio:2,
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
var list=[];
if(player.group!='wei') list.push('wei2');
if(player.group!='shu') list.push('shu2');
list.push('cancel2');
player.chooseControl(list).set('ai',function(){
return list.randomGet();
}).set('prompt',get.prompt2('twyanqin'));
'step 1'
if(result.control!='cancel2'){
player.logSkill('twyanqin');
var group=result.control.slice(0,3);
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player.changeGroup(group);
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}
},
},
twbaobian:{
audio:2,
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trigger:{source:'damageBegin2'},
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filter:function(event,player){
var card=event.card;
if(!card||(card.name!='sha'&&card.name!='juedou')) return false;
return event.player.group==player.group||event.player.countCards('h')>event.player.hp
},
check:function(event,player){
var att=get.attitude(player,event.player);
if(event.player.group==player.group) return att>0;
return att<0;
},
logTarget:'player',
content:function(){
var target=trigger.player;
if(target.group==player.group){
trigger.cancel();
var num=target.maxHp-target.countCards('h');
if(num) target.draw(num);
}
else{
player.discardPlayerCard(target,'h',true,target.countCards('h')-target.hp)
}
},
},
renshe:{
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audio:2,
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trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
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if(lib.skill.chijie.filter&&lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
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player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
if(game.hasPlayer(function(current){
return get.attitude(player,current)>0||current.hasSkillTag('nogain');
})) return 0;
return 1;
});
'step 1'
if(result.control=='cancel2') event.finish();
else{
event.index=result.index;
player.logSkill('renshe');
if(event.index==0){
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
if(target.hasSkillTag('nogain')) return 0.1;
return get.attitude(_status.event.player,target);
};
}
else if(result.index==1){
player.storage.waishi++;
event.finish();
}
else{
var next=game.createEvent('renshe_changeGroup');
next.player=player;
next.renshe=true;
next.setContent(lib.skill.chijie.content);
event.finish();
}
}
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
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game.asyncDraw([player,result.targets[0]].sortBySeat());
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}
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else event.finish();
'step 3'
game.delay();
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},
},
waishi:{
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audio:2,
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group:'waishi_afterstory',
subSkill:{
afterstory:{
trigger:{player:'phaseUseEnd'},
forced:true,
silent:true,
popup:false,
content:function(){player.storage.waishi=1},
},
},
init:function(player,skill){
player.storage[skill]=1;
},
enable:'phaseUse',
filter:function(event,player){
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return typeof player.storage.waishi!='number'||player.storage.waishi>0;
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},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>=ui.selected.cards.length;
},
filterCard:true,
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position:'he',
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check:function(card){
if(!game.hasPlayer(function(current){
return current!=_status.event.player&&current.countCards('h')>ui.selected.cards.length;
})) return 0;
return 6-get.value(card);
},
selectCard:function(){
if(!ui.selected.targets.length) return [1,game.countGroup()];
return [1,Math.min(ui.selected.targets[0].countCards('h'),game.countGroup())];
},
discard:false,
lose:false,
delay:0,
content:function(){
'step 0'
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if(typeof player.storage.waishi!='number') player.storage.waishi=1;
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player.storage.waishi--;
player.lose(cards,ui.special);
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player.choosePlayerCard(target,true,'h',cards.length).chooseonly=true;
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'step 1'
event.cards2=result.cards;
target.lose(event.cards2,ui.special);
'step 2'
player.gain(event.cards2);
target.gain(cards);
player.$give(cards.length,target);
target.$give(event.cards2.length,player);
'step 3'
game.delay(1.2);
'step 4'
if(target.countCards('h')>player.countCards('h')||player.group==target.group) player.draw();
},
ai:{
result:{
player:function(player,target){
if(player.countCards('h')<target.countCards('h')||player.group==target.group) return 1;
return 0.1;
},
},
},
},
chijie:{
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audio:true,
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forbid:['guozhan'],
trigger:{global:'gameDrawAfter'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.group!=player.group;
});
},
content:function(){
'step 0'
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var list=lib.group.filter(function(group){
return group!=player.group&&game.hasPlayer(function(current){
return current.group==group;
});
})
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if(!event.renshe) list.push('cancel2');
player.chooseControl(list).set('prompt',event.renshe?'请选择一个势力':get.prompt('chijie')).set('prompt2',event.renshe?'':'将自己的势力变更为场上存在的一个势力').set('',function(){
return list.randomGet();
});
'step 1'
if(result.control!='cancel2'){
if(!event.renshe) player.logSkill('chijie');
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player.changeGroup(result.control);
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}
},
},
},
translate:{
tw_beimihu:'TW卑弥呼',
nashime:'难升米',
tw_xiahouba:'TW夏侯霸',
tw_zumao:'TW祖茂',
tw_caoang:'TW曹昂',
tw_dingfeng:'TW丁奉',
tw_caohong:'TW曹洪',
tw_maliang:'TW马良',
twyanqin:'姻亲',
twyanqin_info:'准备阶段,你可以将势力变更为魏或蜀。',
twbaobian:'豹变',
twbaobian_info:'当你使用【杀】或【决斗】造成伤害时,若目标角色的势力与你相同,则你可以防止此伤害,然后其将手牌数补充至与体力值相同。若不同且其手牌数大于体力值,则你可以将其手牌弃置至与其体力值相同。',
twtijin:'替巾',
twtijin_info:'当你攻击范围内的一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,此【杀】结算完成后,你弃置该角色的一张牌。',
twxiaolian:'孝廉',
twxiaolian_info:'当一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,当你受到此【杀】的伤害后,你可以将一张牌放在此【杀】原目标的武将牌旁,称之为“马”。锁定技,场上的一名角色每有一张“马”,其他角色计算与其的距离便+1。',
twqijia:'弃甲',
twqijia_info:'出牌阶段,你可以弃置一张装备区内的牌(每种类型的装备牌限一次),然后视为对攻击范围内的一名其他角色使用了一张【杀】。',
twzhuchen:'诛綝',
twzhuchen_info:'出牌阶段你可以弃置一张【桃】或【酒】并选择一名其他角色。你与其的距离视为1直到此阶段结束。',
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twhuzhu:'护主',
twhuzhu_info:'出牌阶段限一次若你的装备区内有牌则你可以令一名其他角色交给你一张手牌然后获得你装备区内的一张牌。若其体力值不大于你则你可以令其回复1点体力。',
twliancai:'敛财',
twliancai_info:'结束阶段,你可以将武将牌翻面,然后获得一名其他角色装备区内的一张牌。当你的武将牌翻面时,你可以将手牌补至与体力值相同。',
twrangyi:'攘夷',
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twrangyi2:'攘夷',
twrangyi_info:'出牌阶段限一次你可以将所有手牌交给一名其他角色然后令其选择一项1.使用其中的一张牌并于此牌被使用时将其余的牌交还给你。2.受到来自你的1点伤害。',
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twbaimei:'白眉',
twbaimei_info:'锁定技,若你没有手牌,则防止你受到的所有属性伤害和锦囊牌造成的伤害。',
chijie:'持节',
chijie_info:' 游戏开始时,你可以选择一个现存势力,你的势力视为该势力。 ',
waishi:'外使',
waishi_info:' 出牌阶段限一次你可以用至多X张牌交换一名其他角色等量的手牌X为现存势力数然后若其与你势力相同或手牌多于你你摸一张牌。',
renshe:'忍涉',
renshe_info:'当你受到伤害后,你可以选择一项:将势力改为现存的另一个势力;或可以额外发动一次“外使”直到你的下个出牌阶段结束;或与另一名其他角色各摸一张牌。',
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tw_mobile:'移动版',
tw_yijiang:'一将成名TW',
tw_english:'英文版',
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}
};
});