2015-04-29 03:25:17 +00:00
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'use strict';
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character.yxs={
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character:{
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yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi'],['fullskin']],
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yxs_caocao:['male','wei',4,['zhulu','xieling'],['fullskin']],
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yxs_mozi:['male','qun',3,['jieyong','feigong','jianai'],['fullskin']],
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yxs_bole:['male','wu',3,['bolehuiyan','xiangma'],['fullskin']],
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yxs_aijiyanhou:['female','qun',3,['seyou','sheshi'],['fullskin']],
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yxs_diaochan:['female','qun',3,['fengyi','wange'],['fullskin']],
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yxs_yangyuhuan:['female','wu',3,['fengyan','nichang'],['fullskin']],
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},
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skill:{
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nichang:{
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trigger:{player:'phaseDrawBefore'},
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check:function(event,player){
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var suits=['spade','heart','diamond','club'];
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var cards=player.get('h');
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for(var i=0;i<cards.length;i++){
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suits.remove(get.suit(cards[i]));
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}
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return suits.length>=2;
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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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player.addSkill('nichang2');
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}
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},
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nichang2:{
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trigger:{player:'phaseEnd'},
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forced:true,
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content:function(){
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"step 0"
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if(player.num('h')){
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player.showHandcards();
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}
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player.removeSkill('nichang2');
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"step 1"
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var suits=['spade','heart','diamond','club'];
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var cards=player.get('h');
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for(var i=0;i<cards.length;i++){
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suits.remove(get.suit(cards[i]));
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}
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player.draw(suits.length);
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}
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},
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fengyan:{
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trigger:{global:'judgeAfter'},
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frequent:true,
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filter:function(event,player){
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if(event.player==player) return false;
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if(event.player.sex!='male') return false;
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if(event.result.card.parentNode.id!='discardPile') return false;
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return (get.color(event.result.card)=='red');
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},
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content:function(){
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player.gain(trigger.result.card);
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player.$gain2(trigger.result.card);
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}
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},
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fengyi:{
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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filterTarget:function(card,player,target){
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return player!=target;
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},
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check:function(card){
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return 8-ai.get.value(card);
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},
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content:function(){
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target.draw(2);
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},
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ai:{
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result:{
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target:2
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},
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order:1,
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threaten:1.5
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}
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},
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wange:{
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trigger:{player:'phaseDrawBegin'},
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check:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])<0) return true;
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}
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},
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content:function(){
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trigger.num--;
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player.addSkill('wange2');
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},
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ai:{
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threaten:1.8
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}
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},
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wange2:{
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trigger:{player:'phaseEnd'},
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direct:true,
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content:function(){
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"step 0"
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var num=Math.max(1,player.maxHp-player.hp);
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player.chooseTarget('婉歌:获得至多'+get.cnNumber(num)+'名角色的一张手牌',[1,num],function(card,player,target){
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return target.num('h')&&target!=player;
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}).ai=function(target){
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return -ai.get.attitude(player,target);
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};
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player.removeSkill('wange2');
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"step 1"
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if(result.bool){
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event.targets=result.targets;
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player.logSkill('wange',result.targets);
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}
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else{
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event.finish();
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}
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"step 2"
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if(event.targets.length){
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var target=event.targets.shift();
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player.gain(target.get('h').randomGet(),'give');
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target.$give(1,player);
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event.redo();
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}
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}
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},
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kuixin:{
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trigger:{player:'judgeEnd'},
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forced:true,
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content:function(){
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player.gain(trigger.result.card);
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player.$gain2(trigger.result.card);
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}
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},
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seyou:{
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unique:true,
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mark:true,
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init:function(player){
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player.storage.seyou=false;
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},
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enable:'phaseUse',
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filter:function(event,player){
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return !player.storage.seyou
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},
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intro:{
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content:'limited'
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},
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filterTarget:true,
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content:function(){
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"step 0"
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player.unmarkSkill('seyou');
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player.storage.seyou=true;
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event.targets=game.players.slice(0);
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event.targets.remove(player);
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event.targets.remove(target);
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for(var i=0;i<event.targets.length;i++){
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if(event.targets[i].sex!='male'){
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event.targets.splice(i--,1);
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}
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}
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"step 1"
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if(event.targets.length){
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event.current=event.targets.shift();
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if(event.current.num('he')&&target.isAlive()){
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event.current.chooseToUse({name:'sha'},target,-1);
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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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player.gainPlayerCard(event.current,true,'he');
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}
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event.goto(1);
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},
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ai:{
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order:5,
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result:{
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target:function(player,target){
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if(player.hp>1){
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if(game.phaseNumber<game.players.length) return 0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].ai.shown==0) return 0;
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if(game.players[i].sex=='unknown') return 0;
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}
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}
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var effect=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].sex=='male'&&game.players[i]!=target&&game.players[i]!=player&&game.players[i].num('he'))
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effect+=ai.get.effect(target,{name:'sha'},game.players[i],target);
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}
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return effect;
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}
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}
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}
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},
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sheshi:{
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trigger:{player:'damageEnd'},
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direct:true,
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content:function(){
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"step 0"
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if(event.isMine()){
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event.dialog=ui.create.dialog('是否发动【蛇噬】?');
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}
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if(ui.cardPile.childNodes.length<4){
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var discardcards=get.cards(4);
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for(var i=0;i<discardcards.length;i++){
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ui.discardPile.appendChild(discardcards[i]);
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}
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}
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player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
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if(Math.random()<0.5) return 'club2';
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if(Math.random()<0.5) return 'spade2';
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if(Math.random<2/3) return 'diamond2';
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return 'heart2';
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};
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"step 1"
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if(event.dialog){
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event.dialog.close();
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}
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if(result.control!='cancel'){
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player.logSkill('sheshi');
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game.log(get.translation(player)+'指定的花色为'+get.translation(result.control));
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var suit=result.control.slice(0,result.control.length-1);
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var cards=[];
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for(var i=0;i<ui.cardPile.childNodes.length;i++){
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var card=ui.cardPile.childNodes[i];
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cards.push(card);
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if(get.suit(card)==suit||i>=3){
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break;
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}
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}
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event.cards=cards;
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event.suit=suit;
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player.showCards(cards);
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}
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else{
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event.finish();
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}
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"step 2"
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if(event.cards&&event.cards.length){
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if(get.suit(event.cards[event.cards.length-1])==event.suit){
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ui.discardPile.appendChild(event.cards.pop());
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}
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if(event.cards.length){
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player.gain(event.cards,'draw2');
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}
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}
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},
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ai:{
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maixie:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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if(player.skills.contains('jueqing')) return [1,-2];
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var hasfriend=false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
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hasfriend=true;break;
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}
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}
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if(!hasfriend) return;
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if(target.hp>=4) return [1,2];
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if(target.hp==3) return [1,1.5];
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if(target.hp==2) return [1,0.5];
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}
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}
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}
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}
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},
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bolehuiyan:{
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trigger:{global:'shaBegin'},
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direct:true,
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priority:11,
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filter:function(event,player){
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if(player.skills.contains('bolehuiyan4')) return false;
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2015-05-08 13:37:34 +00:00
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if(event.target.isUnderControl()) return false;
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2015-04-29 03:25:17 +00:00
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return event.player!=player&&event.target!=player&&event.target.num('h')>0;
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},
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group:['bolehuiyan2','bolehuiyan3'],
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content:function(){
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"step 0"
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if(event.isMine()){
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event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'对'+get.translation(trigger.target)+'的杀能否命中');
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}
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player.chooseControl('能命中','不能命中','cancel').ai=function(event){
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if(trigger.player.skills.contains('wushuang')) return 0;
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if(trigger.player.skills.contains('liegong')) return 0;
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if(trigger.player.skills.contains('tieji')) return 0;
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if(trigger.player.skills.contains('retieji')) return 0;
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if(trigger.player.skills.contains('roulin')&&trigger.target.sex=='female') return 0;
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if(trigger.player.skills.contains('nvquan')&&trigger.target.sex=='male') return 0;
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if(trigger.target.skills.contains('yijue2')) return 0;
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if(trigger.target.skills.contains('shejie2')) return 0;
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var equip=trigger.target.get('e','2');
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if(equip&&equip.name=='bagua') return 1;
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return trigger.target.num('h')<2?0:1;
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};
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"step 1"
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if(event.dialog){
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event.dialog.close();
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}
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if(result.control!='cancel'){
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player.addTempSkill('bolehuiyan4','phaseAfter');
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game.log(get.translation(player)+'预言'+result.control);
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player.storage.bolehuiyan=result.control;
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player.popup(result.control);
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2015-05-12 09:51:40 +00:00
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player.line(trigger.target,'green');
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2015-04-29 03:25:17 +00:00
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game.delay();
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}
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}
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},
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bolehuiyan2:{
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trigger:{global:'shaEnd'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return player.storage.bolehuiyan?true:false;
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},
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content:function(){
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|
|
if(player.storage.bolehuiyan=='不能命中'){
|
|
|
|
|
player.popup('预言成功');
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
delete player.storage.bolehuiyan;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
bolehuiyan3:{
|
|
|
|
|
trigger:{global:'shaDamage'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.bolehuiyan?true:false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
if(player.storage.bolehuiyan=='能命中'){
|
|
|
|
|
player.popup('预言成功');
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
delete player.storage.bolehuiyan;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
bolehuiyan4:{},
|
|
|
|
|
oldbolehuiyan:{
|
|
|
|
|
trigger:{global:'judgeBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
priority:11,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player!=player;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
if(event.isMine()){
|
|
|
|
|
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定');
|
|
|
|
|
}
|
|
|
|
|
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
|
|
|
|
|
switch(Math.floor(Math.random()*4)){
|
|
|
|
|
case 0:return 'heart2';
|
|
|
|
|
case 1:return 'diamond2';
|
|
|
|
|
case 2:return 'club2';
|
|
|
|
|
case 3:return 'spade2';
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(event.dialog){
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
}
|
|
|
|
|
if(result.control!='cancel'){
|
|
|
|
|
game.log(get.translation(player)+'预言判定结果为'+get.translation(result.control));
|
|
|
|
|
player.storage.bolehuiyan=result.control.slice(0,result.control.length-1);
|
|
|
|
|
player.popup(result.control);
|
|
|
|
|
game.delay();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:'bolehuiyan2'
|
|
|
|
|
},
|
|
|
|
|
oldbolehuiyan2:{
|
|
|
|
|
trigger:{global:'judgeEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
if(player.storage.bolehuiyan==trigger.result.suit){
|
|
|
|
|
game.log(get.translation(player)+'预言成功');
|
|
|
|
|
player.popup('洗具');
|
|
|
|
|
player.draw(2);
|
|
|
|
|
}
|
|
|
|
|
else if(get.color({suit:player.storage.bolehuiyan})==trigger.result.color){
|
|
|
|
|
player.popup('洗具');
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
delete player.storage.bolehuiyan;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xiangma:{
|
|
|
|
|
// group:['mashu','feiying']
|
|
|
|
|
inherit:'yicong'
|
|
|
|
|
},
|
|
|
|
|
weiyi:{
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.source&&event.source.num('he'));
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return ai.get.attitude(player,event.source)<0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.source.chooseToDiscard(2,'he',true);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(player.num('he')>1&&get.tag(card,'damage')){
|
|
|
|
|
if(player.skills.contains('jueqing')) return [1,-1];
|
|
|
|
|
if(ai.get.attitude(target,player)<0) return [1,0,0,-1.5];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qiandu:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
2015-05-01 13:51:00 +00:00
|
|
|
|
changeSeat:true,
|
2015-04-29 03:25:17 +00:00
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return player!=target&&player.next!=target;
|
|
|
|
|
},
|
|
|
|
|
filterCard:{color:'black'},
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 4-ai.get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
game.swapSeat(player,target);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:5,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player,target){
|
|
|
|
|
var att=ai.get.attitude(player,target);
|
|
|
|
|
if(target==player.previous&&att>0) return att;
|
|
|
|
|
if(target==player.next&&att<0) return -att;
|
|
|
|
|
var att2=ai.get.attitude(player,player.next);
|
|
|
|
|
if(target==player.next.next&&att<0&&att2<0) return -att-att2;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
nvquan:{
|
|
|
|
|
group:['nvquan1','nvquan2','nvquan3'],
|
|
|
|
|
},
|
|
|
|
|
nvquan1:{
|
|
|
|
|
trigger:{player:'shaBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.target.sex=='male';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var next=trigger.target.chooseToRespond({name:'shan'});
|
|
|
|
|
next.autochoose=lib.filter.autoRespondShan;
|
|
|
|
|
next.ai=function(card){
|
|
|
|
|
if(trigger.target.num('h','shan')>1){
|
|
|
|
|
return ai.get.unuseful2(card);
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool==false){
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
trigger.directHit=true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
nvquan2:{
|
|
|
|
|
trigger:{player:'juedou',target:'juedou'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.turn!=player&&event.turn.sex=='male';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var next=trigger.turn.chooseToRespond({name:'sha'});
|
|
|
|
|
next.autochoose=lib.filter.autoRespondSha;
|
|
|
|
|
next.ai=function(card){
|
|
|
|
|
if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.num('h','sha')>1){
|
|
|
|
|
return ai.get.unuseful2(card);
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool==false){
|
|
|
|
|
trigger.directHit=true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(card.name=='juedou'&&target.num('h')>0) return [1,0,0,-1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
nvquan3:{
|
|
|
|
|
// trigger:{target:'useCardToBegin'},
|
|
|
|
|
// filter:function(event){
|
|
|
|
|
// return event.player.sex=='male'&&(event.card.name=='sha'||event.card.name=='juedou');
|
|
|
|
|
// },
|
|
|
|
|
// check:function(event,player){
|
|
|
|
|
// return ai.get.attitude(player,event.player)<=0;
|
|
|
|
|
// },
|
|
|
|
|
// direct:true,
|
|
|
|
|
// content:function(){
|
|
|
|
|
// "step 0"
|
|
|
|
|
// var bool=(ai.get.attitude(player,trigger.player)<=0);
|
|
|
|
|
// player.choosePlayerCard(trigger.player,'是否发动【女权】?','he').ai=function(button){
|
|
|
|
|
// if(bool){
|
|
|
|
|
// return ai.get.buttonValue(button);
|
|
|
|
|
// }
|
|
|
|
|
// else{
|
|
|
|
|
// return 0;
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
// "step 1"
|
|
|
|
|
// if(result.bool){
|
|
|
|
|
// trigger.player.discard(result.links);
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
mod:{
|
|
|
|
|
targetEnabled:function(card,player,target){
|
|
|
|
|
if(card.name=='juedou'&&player.sex=='male'){
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
feigong:{
|
|
|
|
|
trigger:{global:'useCard'},
|
|
|
|
|
priority:15,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha'&&event.player!=player&&
|
|
|
|
|
player.num('h','sha')>0&&event.targets.contains(player)==false;
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var effect=0;
|
|
|
|
|
for(var i=0;i<trigger.targets.length;i++){
|
|
|
|
|
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
|
|
|
|
|
}
|
|
|
|
|
var str='是否弃置一张杀令'+get.translation(trigger.player);
|
|
|
|
|
if(trigger.targets&&trigger.targets.length){
|
|
|
|
|
str+='对'+get.translation(trigger.targets);
|
|
|
|
|
}
|
|
|
|
|
str+='的'+get.translation(trigger.card)+'失效?';
|
|
|
|
|
if(event.isMine()||effect<0){
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
}
|
|
|
|
|
player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
|
|
|
|
|
if(effect<0){
|
|
|
|
|
return 9-ai.get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
trigger.finish();
|
|
|
|
|
player.logSkill('feigong',trigger.targets);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.2,
|
|
|
|
|
expose:0.1
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
feiming:{
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return ai.get.attitude(player,event.source)<=0;
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.source&&event.source!=player;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
|
|
|
|
|
return get.suit(card)=='heart';
|
|
|
|
|
}).ai=function(card){
|
|
|
|
|
return 6-ai.get.value(card);
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.gain(result.cards[0]);
|
|
|
|
|
trigger.source.$give(1,player);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
trigger.source.loseHp();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(get.tag(card,'damage')) return [1,0,0,-1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jianai:{
|
|
|
|
|
trigger:{player:'recoverEnd'},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
if(event.parent.name=='taoyuan'&&event.parent.player==player){
|
|
|
|
|
console.log(1);return false;
|
|
|
|
|
}
|
|
|
|
|
var num=0;
|
|
|
|
|
var ef;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i]!=player){
|
|
|
|
|
ef=0;
|
|
|
|
|
if(game.players[i].hp<game.players[i].maxHp){
|
|
|
|
|
ef++;
|
|
|
|
|
}
|
|
|
|
|
if(game.players[i].hp==1&&game.players[i].maxHp>2){
|
|
|
|
|
ef+=0.5;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(ai.get.attitude(player,game.players[i])>0){
|
|
|
|
|
num+=ef;
|
|
|
|
|
}
|
|
|
|
|
else if(ai.get.attitude(player,game.players[i])<0){
|
|
|
|
|
num-=ef;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return num>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
event.targets=game.players.slice(0);
|
|
|
|
|
event.targets.remove(player);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(event.targets.length){
|
|
|
|
|
event.targets.shift().recover();
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
expose:0.1
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jieyong:{
|
|
|
|
|
trigger:{player:'useCardAfter'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(get.position(event.card)!='d') return false;
|
|
|
|
|
if(player.skills.contains('jieyong2')) return false;
|
|
|
|
|
return player.num('he',{color:'black'})>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseToDiscard('he','是否弃置一张黑色牌并收回'+get.translation(trigger.card)+'?',{color:'black'}).ai=function(card){
|
|
|
|
|
return ai.get.value(trigger.card)-ai.get.value(card);
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('jieyong');
|
|
|
|
|
player.gain(trigger.card,'gain2');
|
|
|
|
|
player.addTempSkill('jieyong2',['phaseAfter','phaseBegin']);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.3
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jieyong_old:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
group:['jieyong3'],
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.num('h',{suit:'heart'})>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var list=[];
|
|
|
|
|
player.getStat('skill').jieyong--;
|
|
|
|
|
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=='trick'||lib.card[i].type=='basic'){
|
|
|
|
|
if(lib.filter.filterCard({name:i,suit:'heart'}),player){
|
|
|
|
|
var select=get.select(lib.card[i].selectTarget);
|
|
|
|
|
if(select[0]==1&&select[1]==1){
|
|
|
|
|
list.push(['','',i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var dialog=ui.create.dialog([list,'vcard']);
|
|
|
|
|
player.chooseButton(dialog,function(button){
|
|
|
|
|
// if(player.skills.contains('jieyong4')==false){
|
|
|
|
|
// for(var i=0;i<game.players.length;i++){
|
|
|
|
|
// if(ai.get.attitude(player,game.players[i])<-3&&
|
|
|
|
|
// game.players[i].hp==1&&game.players[i].num('h')<=1){
|
|
|
|
|
// return (button.link[2]=='juedou')?1:-1
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
var recover=0,lose=1;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(!game.players[i].isOut()){
|
|
|
|
|
if(game.players[i].hp<game.players[i].maxHp){
|
|
|
|
|
if(ai.get.attitude(player,game.players[i])>0){
|
|
|
|
|
if(game.players[i].hp<2){
|
|
|
|
|
lose--;
|
|
|
|
|
recover+=0.5;
|
|
|
|
|
}
|
|
|
|
|
lose--;
|
|
|
|
|
recover++;
|
|
|
|
|
}
|
|
|
|
|
else if(ai.get.attitude(player,game.players[i])<0){
|
|
|
|
|
if(game.players[i].hp<2){
|
|
|
|
|
lose++;
|
|
|
|
|
recover-=0.5;
|
|
|
|
|
}
|
|
|
|
|
lose++;
|
|
|
|
|
recover--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(ai.get.attitude(player,game.players[i])>0){
|
|
|
|
|
lose--;
|
|
|
|
|
}
|
|
|
|
|
else if(ai.get.attitude(player,game.players[i])<0){
|
|
|
|
|
lose++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(player.hp<player.num('h')) return (button.link[2]=='wuzhong')?1:-1;
|
|
|
|
|
return (button.link[2]=='wuzhong')?1:-1;
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
lib.skill.jieyong2.viewAs={name:result.buttons[0].link[2]};
|
|
|
|
|
// player.popup(result.buttons[0].link[2]);
|
|
|
|
|
event.parent.parent.backup('jieyong2');
|
|
|
|
|
event.parent.parent.step=0;
|
|
|
|
|
if(event.isMine()){
|
|
|
|
|
event.parent.parent.skillDialog='将一张红桃牌当'+get.translation(result.buttons[0].link[2])+'使用';
|
|
|
|
|
}
|
|
|
|
|
player.addTempSkill('jieyong6','phaseAfter');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(player.skills.contains('jieyong4')){
|
|
|
|
|
player.addTempSkill('jieyong5','phaseAfter')
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.addTempSkill('jieyong4','phaseAfter')
|
|
|
|
|
}
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:9,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
if(player.skills.contains('jieyong5')||player.skills.contains('jieyong6')) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:1.6,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jieyong2:{
|
|
|
|
|
filterCard:{suit:'heart'},
|
|
|
|
|
},
|
|
|
|
|
jieyong3:{
|
|
|
|
|
trigger:{player:'useCardBefore'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.skill=='jieyong2';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.popup(trigger.card.name);
|
|
|
|
|
player.getStat('skill').jieyong++;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jieyong4:{},
|
|
|
|
|
jieyong5:{},
|
|
|
|
|
jieyong6:{},
|
|
|
|
|
zhulu:{
|
|
|
|
|
trigger:{global:'useCardAfter'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return _status.currentPhase!=player&&get.type(event.card)=='trick'&&
|
|
|
|
|
get.position(event.card)=='d'&&!player.skills.contains('zhulu2')&&
|
|
|
|
|
get.itemtype(event.card)=='card'&&player.num('he',{suit:get.suit(event.card)})>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var val=ai.get.value(trigger.card);
|
|
|
|
|
var suit=get.suit(trigger.card);
|
|
|
|
|
player.chooseToDiscard('he','逐鹿:是否发动弃置一张'+get.translation(suit)+
|
|
|
|
|
'牌并获得'+get.translation(trigger.card)+'?',{suit:suit}).ai=function(card){
|
|
|
|
|
return val-ai.get.value(card);
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.gain(trigger.card,'gain2');
|
|
|
|
|
player.addTempSkill('zhulu2','phaseAfter');
|
|
|
|
|
player.logSkill('zhulu');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
zhulu2:{},
|
|
|
|
|
xieling:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:2,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 7-ai.get.value(card);
|
|
|
|
|
},
|
|
|
|
|
multitarget:true,
|
|
|
|
|
targetprompt:['被移走','移动目标'],
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(ui.selected.targets.length){
|
|
|
|
|
var from=ui.selected.targets[0];
|
|
|
|
|
var judges=from.get('j');
|
|
|
|
|
for(var i=0;i<judges.length;i++){
|
2015-05-03 15:17:15 +00:00
|
|
|
|
if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
|
2015-04-29 03:25:17 +00:00
|
|
|
|
}
|
2015-05-03 15:17:15 +00:00
|
|
|
|
if(target.isMin()) return false;
|
2015-04-29 03:25:17 +00:00
|
|
|
|
if((from.get('e','1')&&!target.get('e','1'))||
|
|
|
|
|
(from.get('e','2')&&!target.get('e','2'))||
|
|
|
|
|
(from.get('e','3')&&!target.get('e','3'))||
|
|
|
|
|
(from.get('e','4')&&!target.get('e','4'))||
|
|
|
|
|
(from.get('e','5')&&!target.get('e','5'))) return true;
|
2015-05-03 15:17:15 +00:00
|
|
|
|
return false;
|
2015-04-29 03:25:17 +00:00
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return target.num('ej')>0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
selectTarget:2,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
if(targets.length==2){
|
|
|
|
|
player.choosePlayerCard('ej',function(button){
|
|
|
|
|
if(ai.get.attitude(player,targets[0])>ai.get.attitude(player,targets[1])){
|
|
|
|
|
return get.position(button.link)=='j'?10:0;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(get.position(button.link)=='j') return -10;
|
|
|
|
|
return ai.get.equipValue(button.link);
|
|
|
|
|
}
|
|
|
|
|
},targets[0]);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
if(get.position(result.buttons[0].link)=='e'){
|
|
|
|
|
event.targets[1].equip(result.buttons[0].link);
|
|
|
|
|
}
|
|
|
|
|
else if(result.buttons[0].link.viewAs){
|
|
|
|
|
event.targets[1].addJudge({name:result.buttons[0].link.viewAs},[result.buttons[0].link]);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.targets[1].addJudge(result.buttons[0].link);
|
|
|
|
|
}
|
|
|
|
|
event.targets[0].$give(result.buttons[0].link,event.targets[1])
|
|
|
|
|
game.delay();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:10,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(ui.selected.targets.length==0){
|
|
|
|
|
if(target.num('j')&&ai.get.attitude(player,target)>0) return 1;
|
|
|
|
|
if(ai.get.attitude(player,target)<0){
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(ai.get.attitude(player,game.players[i])>0){
|
|
|
|
|
if((target.get('e','1')&&!game.players[i].get('e','1'))||
|
|
|
|
|
(target.get('e','2')&&!game.players[i].get('e','2'))||
|
|
|
|
|
(target.get('e','3')&&!game.players[i].get('e','3'))||
|
|
|
|
|
(target.get('e','4')&&!game.players[i].get('e','4'))||
|
|
|
|
|
(target.get('e','5')&&!game.players[i].get('e','5')))
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return ai.get.attitude(player,ui.selected.targets[0])>0?-1:1;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
expose:0.2,
|
|
|
|
|
threaten:1.5
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
translate:{
|
|
|
|
|
yxs_guanyu:'关羽',
|
|
|
|
|
yxs_wuzetian:'武则天',
|
|
|
|
|
yxs_caocao:'曹操',
|
|
|
|
|
yxs_mozi:'墨子',
|
|
|
|
|
yxs_bole:'伯乐',
|
|
|
|
|
yxs_aijiyanhou:'埃及艳后',
|
|
|
|
|
yxs_diaochan:'貂蝉',
|
|
|
|
|
yxs_yangyuhuan:'杨玉环',
|
|
|
|
|
|
|
|
|
|
kuixin:'窥心',
|
|
|
|
|
kuixin_info:'锁定技,你立即获得你的判定牌',
|
|
|
|
|
weiyi:'威仪',
|
|
|
|
|
weiyi_info:'每当你受到一次伤害,可以令伤害来源弃置两张牌',
|
|
|
|
|
xieling:'挟令',
|
|
|
|
|
xieling_info:'出牌阶段,弃掉两张手牌,将任意一名角色装备区或判定区的牌移动到另一名角色对应的区域',
|
|
|
|
|
baye:'霸业',
|
|
|
|
|
baye_info:'出牌阶段,你可以将一张牌当做本回合内前一张使用的牌来使用。每回合限用一次。',
|
|
|
|
|
nvquan:'女权',
|
|
|
|
|
nvquan1:'女权',
|
|
|
|
|
nvquan2:'女权',
|
|
|
|
|
nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【杀】当做一张【杀】;你不能成为男性角色的决斗目标',
|
|
|
|
|
qiandu:'迁都',
|
|
|
|
|
qiandu_info:'出牌阶段,你可以弃一张黑色手牌,和一名存活的玩家与其交换位置。每回合限一次。',
|
|
|
|
|
budao:'补刀',
|
|
|
|
|
budao_info:'你的回合外,你的攻击范围的一名角色受到【杀】的伤害时,你可以对其使用一张【杀】,只要你的【杀】对目标角色造成了伤害,你就可以继续对其使用【杀】。',
|
|
|
|
|
feigong:'非攻',
|
|
|
|
|
feigong_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
|
|
|
|
|
jianai:'兼爱',
|
|
|
|
|
jianai_info:'每当你回复一点体力,可以令所有其他角色回复一点体力',
|
|
|
|
|
bolehuiyan:'慧眼',
|
|
|
|
|
bolehuiyan_info:'当一名有手牌的其他角色成为来源不为你的杀的目标时,你可以预言此杀能否命中,若预言正确,你摸一张牌,每回合限发动一次',
|
|
|
|
|
xiangma:'相马',
|
2015-05-05 09:23:31 +00:00
|
|
|
|
xiangma_info:'锁定技,只要你的体力值大于2点,你计算与其他角色的距离时,始终-1;只要你的体力值为2点或更低,其他角色计算与你的距离时,始终+1。',
|
2015-04-29 03:25:17 +00:00
|
|
|
|
seyou:'色诱',
|
|
|
|
|
seyou_info:'限定技,出牌阶段,你可以指定任意1名角色,其他所有男性角色需选择1项执行:(1)对你指定的角色出【杀】;(2)令你获得其一张牌。',
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sheshi:'蛇噬',
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sheshi_info:'每受到1次伤害,可以指定1种花色,依次展示牌堆顶的牌,直到出现指定花色的牌为止,你获得与指定花色不同花色的所有牌(最多展示4张牌)。',
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sanbanfu:'三板斧',
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sanbanfu_info:'出牌阶段,你使用对目标角色使用【杀】时,若目标角色不出闪,则目标受到2点伤害,你弃掉1张手牌;若目标角色出1张闪,则目标角色受到1点伤害,你自减1点血量;若目标角色出2张闪,则目标角色不掉血,你自减1点血量。每回合限一次。',
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fengyi:'凤仪',
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fengyi_info:'出牌阶段,你可以弃一张手牌,指定任意目标摸两张牌。(每回合限用一次)',
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wange:'婉歌',
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wange_info:'摸牌时,你可以少摸一张牌,则回合结束时你可以抽取一名其他角色的手牌,至少1张,至多X张(X为你当前的掉血量)。',
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nichang:'霓裳',
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nichang2:'霓裳',
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nichang_info:'摸牌时,你可以选择不摸牌,回合结束时展示手牌,每少一种花色摸一张牌',
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fengyan:'丰艳',
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fengyan_info:'你可以获得其他男性角色的红色判定牌',
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chujia:'出嫁',
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chujia_info:'出牌阶段可以弃掉两张相同颜色的手牌,指定任意角色摸X张牌。(X为该角色已损失的血量)',
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zhulu:'逐鹿',
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zhulu_info:'回合外,当有非延时锦囊结算完毕后,你可以立即弃掉一张相同花色手牌或装备区的牌,获得这张锦囊牌。',
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jieyong:'节用',
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jieyong2:'节用',
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jieyong_info:'你使用的卡牌进入弃牌堆后,你可以弃置一张黑色牌并重新获得之(每回合限一次)',
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shangtong:'尚同',
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shangtong_info:'每当你令其他角色恢复1点血量或掉1点血量时,你可以摸1张牌(摸牌上限为4)',
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feiming:'非命',
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feiming_info:'其他角色对你造成伤害时,你可以令该角色须选择1项执行:1,将1张红桃花色手牌交给你;2,流失1点血量',
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yxsrenwang:'人望',
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yxsrenwang_info:'出牌阶段,你可以弃掉2张牌并指定一名手牌数大于你的角色,你摸牌至与该角色手牌数相等,每阶段限一次。',
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shiwei:'施威',
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shiwei_info:'当其他角色失去最后一张手牌时,你可以将牌堆顶的一张牌背面朝上置于该角色面前,该角色回合,跳过出牌阶段并弃掉这张牌。',
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yxswushuang:'无双',
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yxswushuang_info:'出牌阶段,你使用【杀】时可同时打出两张【杀】,则该【杀】具有以下效果之一:1,伤害+1;2,额外指定两个目标',
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xiaoyong:'骁勇',
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xiaoyong_info:'你可以将黑色手牌当作【杀】来使用',
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qinzheng:'亲征',
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qinzheng_info:'出牌阶段,你对其他角色造成伤害时,可以令场上任意角色摸一张牌。',
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juma:'拒马',
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juma_info:'你与其他角色的距离始终视为1。',
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},
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};
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