2015-04-29 03:25:17 +00:00
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character.mountain={
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character:{
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jiangwei:['male','shu',4,['tiaoxin','zhiji'],['fullskin']],
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liushan:['male','shu',3,['xiangle','fangquan','ruoyu'],['zhu','fullskin']],
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zhanghe:['male','wei',4,['qiaobian'],['fullskin']],
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dengai:['male','wei',4,['tuntian','zaoxian'],['fullskin']],
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sunce:['male','wu',4,['jiang','hunzi','zhiba'],['zhu','fullskin']],
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zhangzhang:['male','wu',3,['zhijian','guzheng'],['fullskin']],
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caiwenji:['female','qun',3,['beige','duanchang'],['fullskin']],
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zuoci:['male','qun',3,['huashen','xinsheng'],['fullskin']],
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},
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skill:{
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tiaoxin:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target.canUse({name:'sha'},player)&&target.num('he');
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},
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content:function(){
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"step 0"
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target.chooseToUse({name:'sha'},player);
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"step 1"
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if(result.bool==false&&target.num('he')>0){
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player.discardPlayerCard(target,'he',true);
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}
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else{
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event.finish();
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}
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},
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ai:{
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order:4,
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expose:0.2,
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result:{
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target:-1,
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player:function(player,target){
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if(target.num('h')==0) return 0;
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if(target.num('h')==1) return -0.1;
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if(player.hp<=2) return -2;
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if(player.num('h','shan')==0) return -1;
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return -0.5;
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}
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},
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threaten:1.1
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}
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},
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zhiji:{
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unique:true,
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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if(player.storage.zhiji) return false;
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return player.num('h')==0;
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},
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content:function(){
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"step 0"
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player.chooseControl('zhiji_recover','zhiji_draw',function(event,player){
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if(player.hp>=2) return 'zhiji_draw';
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return 'zhiji_recover';
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});
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"step 1"
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if(result.control=='zhiji_draw'){
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player.draw(2);
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}
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else{
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player.recover();
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}
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"step 2"
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2015-04-29 10:02:31 +00:00
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player.loseMaxHp();
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2015-04-29 03:25:17 +00:00
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player.storage.zhiji=true;
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if(player.hp>player.maxHp) player.hp=player.maxHp;
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player.update();
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player.addSkill('guanxing')
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}
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},
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xiangle:{
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trigger:{target:'useCardToBefore'},
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forced:true,
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filter:function(event,player){
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return event.card.name=='sha';
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},
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content:function(){
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"step 0"
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trigger.player.chooseToDiscard(function(card){
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return get.type(card)=='basic';
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}).ai=function(card){
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return 10-ai.get.value(card);
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};
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"step 1"
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if(result.bool==false){
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trigger.finish();
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trigger.untrigger();
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}
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(card.name=='sha'){
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if(player.num('h',{type:'basic'})<2) return 0;
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return [1,0,1,-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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fangquan:{
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trigger:{player:'phaseUseBefore'},
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filter:function(event,player){
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return player.num('h')>0;
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},
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direct:true,
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content:function(){
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"step 0"
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var fang=player.hp>=2&&player.num('h')<=player.hp+1;
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player.chooseTarget('是否发动放权?',function(card,player,target){
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return target!=player;
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}).ai=function(target){
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if(!fang) return -1;
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return ai.get.attitude(player,target)-4;
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};
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"step 1"
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if(result.bool){
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player.logSkill('fangquan',result.targets);
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trigger.untrigger();
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trigger.finish();
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player.addSkill('fangquan2');
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player.storage.fangquan=result.targets[0];
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}
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}
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},
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fangquan2:{
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trigger:{player:'phaseEnd'},
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forced:true,
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popup:false,
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content:function(){
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"step 0"
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player.chooseToDiscard(true);
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"step 1"
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player.storage.fangquan.phase();
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player.removeSkill('fangquan2');
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}
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},
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ruoyu:{
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unique:true,
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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if(player!=game.zhu)return false;
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if(player.storage.ruoyu) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<player.hp) return false;
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}
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return true;
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},
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content:function(){
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player.storage.ruoyu=true;
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player.maxHp++;
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player.update();
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player.recover();
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player.addSkill('jijiang');
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}
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},
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qiaobian:{
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group:['qiaobian1','qiaobian2','qiaobian3','qiaobian4'],
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ai:{
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threaten:3
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}
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},
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qiaobian1:{
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trigger:{player:'phaseJudgeBefore'},
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filter:function(event,player){
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return player.num('h')>0;
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},
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direct:true,
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frequent:true,
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content:function(){
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"step 0"
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if(player.num('j')==0&&(!event.isMine()||!lib.config.autoskilllist.contains('qiaobian1'))){
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event.finish();
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}
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else{
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player.chooseToDiscard('是否发动巧变路过判定阶段?').ai=ai.get.unuseful2;
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}
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"step 1"
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if(result.bool){
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player.logSkill('qiaobian');
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trigger.untrigger();
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trigger.finish();
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}
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}
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},
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qiaobian2:{
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trigger:{player:'phaseDrawBefore'},
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filter:function(event,player){
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return player.num('h')>0;
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},
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direct:true,
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check:function(event,player){
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},
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content:function(){
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"step 0"
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var check,i,num=0,num2=0;
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for(i=0;i<game.players.length;i++){
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if(player!=game.players[i]&&game.players[i].num('h')){
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var att=ai.get.attitude(player,game.players[i]);
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if(att<=0){
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num++;
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}
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if(att<0){
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num2++;
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}
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}
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}
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check=(num>=2&&num2>0);
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player.chooseCardTarget({
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ai1:function(card){
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if(!check) return 0;
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return 6-ai.get.useful(card);
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},
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ai2:function(target){
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if(!check) return 0;
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return 1-ai.get.attitude(player,target);
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},
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filterTarget:function(card,player,target){
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return target.num('h')>0;
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},
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selectTarget:[0,2],
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filterCard:true,
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prompt:'是否发动巧变路过摸牌阶段?'
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});
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"step 1"
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if(result.bool){
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player.logSkill('qiaobian',result.targets);
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player.discard(result.cards);
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}
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"step 2"
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game.delay();
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"step 3"
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if(result.bool){
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for(var i=0;i<result.targets.length;i++){
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player.gain(result.targets[i].get('h').randomGet());
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result.targets[i].$give(1,player);
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}
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trigger.finish();
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trigger.untrigger();
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game.delay();
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}
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"step 4"
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if(result.bool) game.delay();
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},
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ai:{
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expose:0.2
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}
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},
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qiaobian3:{
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trigger:{player:'phaseUseBefore'},
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filter:function(event,player){
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return player.num('h')>0;
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},
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direct:true,
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check:function(event,player){
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},
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content:function(){
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"step 0"
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var check;
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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&&game.players[i].num('j')){
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check=true;break;
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}
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}
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if(!check){
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if(player.num('h')>player.hp+1){
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check=false;
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}
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else if(player.num('h',{name:['wuzhong']})){
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check=false;
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}
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else{
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check=true;
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}
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}
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player.chooseCardTarget({
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ai1:function(card){
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if(!check) return 0;
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return 7-ai.get.useful(card);
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},
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ai2:function(target){
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if(!check) return 0;
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if(ui.selected.targets.length==0){
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if(target.num('j')&&ai.get.attitude(player,target)>0) return 10;
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if(ai.get.attitude(player,target)<0){
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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){
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if((target.get('e','1')&&!game.players[i].get('e','1'))||
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(target.get('e','2')&&!game.players[i].get('e','2'))||
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(target.get('e','3')&&!game.players[i].get('e','3'))||
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(target.get('e','4')&&!game.players[i].get('e','4'))||
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(target.get('e','5')&&!game.players[i].get('e','5'))) return -ai.get.attitude(player,target);
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}
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}
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}
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return 0;
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}
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return -ai.get.attitude(player,target)*ai.get.attitude(player,ui.selected.targets[0]);
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},
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multitarget:true,
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filterTarget:function(card,player,target){
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if(ui.selected.targets.length){
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var from=ui.selected.targets[0];
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var judges=from.get('j');
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for(var i=0;i<judges.length;i++){
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if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
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}
|
2015-05-03 15:17:15 +00:00
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|
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if(target.isMin()) return false;
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2015-04-29 03:25:17 +00:00
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if((from.get('e','1')&&!target.get('e','1'))||
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(from.get('e','2')&&!target.get('e','2'))||
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(from.get('e','3')&&!target.get('e','3'))||
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(from.get('e','4')&&!target.get('e','4'))||
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(from.get('e','5')&&!target.get('e','5'))) return true;
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return false;
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}
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else{
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return target.num('ej')>0;
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}
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},
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selectTarget:2,
|
|
|
|
|
filterCard:true,
|
|
|
|
|
prompt:'是否发动巧变路过出牌阶段?',
|
|
|
|
|
targetprompt:['被移走','移动目标']
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool==false){
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
trigger.finish();
|
|
|
|
|
player.discard(result.cards);
|
|
|
|
|
player.logSkill('qiaobian',result.targets,false);
|
|
|
|
|
player.line2(result.targets);
|
|
|
|
|
event.targets=result.targets;
|
|
|
|
|
"step 2"
|
|
|
|
|
game.delay();
|
|
|
|
|
"step 3"
|
|
|
|
|
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 4"
|
|
|
|
|
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:{
|
|
|
|
|
expose:0.2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qiaobian4:{
|
|
|
|
|
trigger:{player:'phaseDiscardBefore'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.num('h')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var discard=player.num('h')>player.hp;
|
|
|
|
|
player.chooseToDiscard('是否发动巧变路过弃牌阶段?').ai=function(card){
|
|
|
|
|
if(discard){
|
|
|
|
|
return 100-ai.get.useful(card);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('qiaobian');
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
trigger.finish();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
tuntian:{
|
|
|
|
|
trigger:{player:'loseEnd'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player==_status.currentPhase) return false;
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(event.cards[i].original!='j') return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
if(get.suit(card)=='heart') return -1;
|
|
|
|
|
return 1;
|
2015-05-11 03:43:37 +00:00
|
|
|
|
},ui.special);
|
2015-04-29 03:25:17 +00:00
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
result.card.goto(ui.special);
|
|
|
|
|
player.storage.tuntian.push(result.card);
|
|
|
|
|
result.node.moveTo(player).delete();
|
|
|
|
|
player.markSkill('tuntian');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
init:function(player){
|
|
|
|
|
player.storage.tuntian=[];
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'cards'
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
globalFrom:function(from,to,distance){
|
|
|
|
|
if(from.storage.tuntian) return distance-from.storage.tuntian.length;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.tag(card,'loseCard')&&_status.currentPhase!=target&&target.num('he')){
|
|
|
|
|
return [0.5,Math.max(2,target.num('h'))];
|
|
|
|
|
}
|
|
|
|
|
var hasfriend=false;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
|
|
|
|
hasfriend=true;break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(!hasfriend) return;
|
|
|
|
|
if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
|
|
|
|
|
if(target.num('h')==0) return 2;
|
|
|
|
|
return [0.5,target.num('h','sha')+target.num('h','shan')];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:function(player,target){
|
|
|
|
|
if(target.num('h')==0) return 2;
|
|
|
|
|
return 0.5;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
zaoxian:{
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{player:'phaseBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.storage.tuntian) return player.storage.tuntian.length>=3&&!player.storage.zaoxian;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
2015-04-29 10:02:31 +00:00
|
|
|
|
player.loseMaxHp();
|
2015-04-29 03:25:17 +00:00
|
|
|
|
player.addSkill('jixi');
|
|
|
|
|
player.storage.zaoxian=true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jixi:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.tuntian.length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseCardButton('急袭',player.storage.tuntian);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var card=result.buttons[0].link;
|
|
|
|
|
event.card=card;
|
|
|
|
|
player.storage.tuntian.remove(card);
|
|
|
|
|
if(!player.storage.tuntian.length){
|
|
|
|
|
player.unmarkSkill('tuntian');
|
|
|
|
|
}
|
|
|
|
|
player.chooseTarget(function(noname,player,target){
|
|
|
|
|
var temp=card.name;
|
|
|
|
|
card.name='shunshou';
|
|
|
|
|
var result=player.canUse(card,target);
|
|
|
|
|
card.name=temp;
|
|
|
|
|
return result;
|
|
|
|
|
},true).ai=function(target){
|
|
|
|
|
return -ai.get.attitude(player,target);
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.useCard({name:'shunshou'},[event.card],result.targets[0])
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:10,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
return player.storage.tuntian.length-1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jiang:{
|
|
|
|
|
trigger:{player:['shaBefore','juedouBefore'],target:['shaBefore','juedouBefore']},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.card.name=='juedou') return true;
|
|
|
|
|
return get.color(event.card)=='red';
|
|
|
|
|
},
|
|
|
|
|
frequent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(card.name=='sha'&&get.color(card)=='red') return [1,0.6];
|
|
|
|
|
},
|
|
|
|
|
player:function(card,player,target){
|
|
|
|
|
if(card.name=='sha'&&get.color(card)=='red') return [1,1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
hunzi:{
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{player:'phaseBegin'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hp==1;
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
priority:3,
|
|
|
|
|
group:'hunzi2',
|
|
|
|
|
content:function(){
|
2015-04-29 10:02:31 +00:00
|
|
|
|
player.loseMaxHp();
|
2015-04-29 03:25:17 +00:00
|
|
|
|
if(player.hp>player.maxHp) player.loseHp();
|
|
|
|
|
player.addSkill('reyingzi');
|
|
|
|
|
delete player.tempSkills.yinghun;
|
|
|
|
|
player.removeSkill('hunzi');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
maixie:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
var hasfriend=false;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
|
|
|
|
hasfriend=true;break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(!hasfriend) return;
|
|
|
|
|
if(get.tag(card,'damage')==1&&target.hp==2&&_status.currentPhase!=target) return [0.5,1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
hunzi2:{
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{player:'phaseBefore'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hp==1;
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('yinghun','phaseAfter');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhiba:{
|
|
|
|
|
unique:true,
|
|
|
|
|
global:'zhiba2',
|
|
|
|
|
},
|
|
|
|
|
zhiba2:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!game.zhu) return false;
|
|
|
|
|
return (player!=game.zhu&&game.zhu.skills.contains('zhiba')&&
|
|
|
|
|
player.group=='wu'&&player.num('h')>0&&game.zhu.num('h')>0);
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target==game.zhu;
|
|
|
|
|
},
|
|
|
|
|
usable:1,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseToCompare(target,function(card){
|
|
|
|
|
var player=get.owner(card);
|
|
|
|
|
if(player!=game.zhu&&ai.get.attitude(player,game.zhu)>0){
|
|
|
|
|
return -get.number(card);
|
|
|
|
|
}
|
|
|
|
|
return get.number(card);
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool==false){
|
|
|
|
|
target.gain([result.player,result.target]);
|
|
|
|
|
target.$gain2([result.player,result.target]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
basic:{
|
|
|
|
|
order:1
|
|
|
|
|
},
|
|
|
|
|
expose:0.2,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player){
|
|
|
|
|
var cards=player.get('h');
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
if(cards[i].number<=9) return 1;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
zhijian:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.num('h',{type:'equip'})>0;
|
|
|
|
|
},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.type(card)=='equip';
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.currentPhase;
|
|
|
|
|
if(player.num('he',{subtype:get.subtype(card)})>1){
|
|
|
|
|
return 11-ai.get.equipValue(card);
|
|
|
|
|
}
|
|
|
|
|
return 6-ai.get.value(card);
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
2015-05-03 15:17:15 +00:00
|
|
|
|
if(target.isMin()) return false;
|
2015-04-29 03:25:17 +00:00
|
|
|
|
return player!=target&&!target.get('e',get.subtype(card)[5]);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
target.equip(cards[0]);
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
discard:false,
|
|
|
|
|
prepare:function(cards,player,targets){
|
|
|
|
|
player.$give(cards,targets[0],false);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
basic:{
|
|
|
|
|
order:10
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
target:3,
|
|
|
|
|
},
|
|
|
|
|
threaten:1.3
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
guzheng:{
|
|
|
|
|
unique:true,
|
|
|
|
|
gainable:true,
|
|
|
|
|
trigger:{global:'phaseDiscardEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.player!=player&&event.player.classList.contains('dead')==false&&
|
|
|
|
|
event.cards&&event.cards.length){
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(get.position(event.cards[i])=='d'){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
if(ai.get.attitude(player,event.player)>0) return true;
|
|
|
|
|
var num=0;
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(get.position(event.cards[i])=='d'){
|
|
|
|
|
num++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return num>2;
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
game.delay();
|
|
|
|
|
"step 1"
|
|
|
|
|
event.cards=trigger.cards.slice(0);
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(get.position(event.cards[i])!='d'){
|
|
|
|
|
event.cards.splice(i,1);i--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(event.cards.length==0){
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player.chooseCardButton(event.cards,'选择令目标收回的牌');
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('guzheng',trigger.player);
|
|
|
|
|
trigger.player.gain(result.buttons[0].link);
|
|
|
|
|
trigger.player.$gain2(result.buttons[0].link);
|
|
|
|
|
game.log(get.translation(trigger.player)+'收回了'+get.translation(result.buttons[0].link));
|
|
|
|
|
event.cards.remove(result.buttons[0].link);
|
|
|
|
|
if(event.cards.length){
|
|
|
|
|
player.gain(event.cards);
|
|
|
|
|
player.$gain2(event.cards);
|
|
|
|
|
game.log(get.translation(player)+'收回了'+get.translation(event.cards));
|
|
|
|
|
}
|
|
|
|
|
game.delay();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.3,
|
|
|
|
|
expose:0.2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
beige:{
|
|
|
|
|
trigger:{global:'damageEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.card&&event.card.name=='sha'&&event.source&&
|
|
|
|
|
event.player.classList.contains('dead')==false&&player.num('he'));
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return (ai.get.attitude(player,event.player)-ai.get.attitude(player,event.source))>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseToDiscard('he','是否发动悲歌?').ai=ai.get.unuseful2;
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('beige');
|
|
|
|
|
trigger.player.judge();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
switch(get.suit(result.card)){
|
|
|
|
|
case 'heart':trigger.player.recover();break;
|
|
|
|
|
case 'diamond':trigger.player.draw(2);break;
|
|
|
|
|
case 'club':trigger.source.chooseToDiscard('he',2,true);break;
|
|
|
|
|
case 'spade':trigger.source.turnOver();break;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
expose:0.3
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
duanchang:{
|
|
|
|
|
trigger:{player:'dieBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.source!=undefined;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.source.clearSkills();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:function(player,target){
|
|
|
|
|
if(target.hp==1) return 0.2;
|
|
|
|
|
return 1.5;
|
|
|
|
|
},
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
var hasfriend=false;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
|
|
|
|
hasfriend=true;break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(!hasfriend) return;
|
|
|
|
|
if(target.hp<=1&&get.tag(card,'damage')) return [1,0,0,-2];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
huashen:{
|
|
|
|
|
unique:true,
|
|
|
|
|
forbid:['guozhan'],
|
|
|
|
|
init:function(player){
|
|
|
|
|
player.storage.huashen={
|
|
|
|
|
list:[],
|
|
|
|
|
owned:{},
|
|
|
|
|
player:player,
|
|
|
|
|
get:function(num){
|
|
|
|
|
if(typeof num!='number') num=1;
|
|
|
|
|
var player=this.player;
|
|
|
|
|
while(num--){
|
|
|
|
|
var name=player.storage.huashen.unowned.shift();
|
|
|
|
|
var skills=lib.character[name][3].slice(0);
|
|
|
|
|
for(var i=0;i<skills.length;i++){
|
|
|
|
|
var info=lib.skill[skills[i]];
|
|
|
|
|
if(info.unique&&!info.gainable){
|
|
|
|
|
skills.splice(i--,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.storage.huashen.owned[name]=skills;
|
|
|
|
|
player.popup(name);
|
|
|
|
|
game.log(get.translation(player)+'获得了一个化身');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:['huashen1','huashen2'],
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage){
|
|
|
|
|
var str='';
|
|
|
|
|
var slist=storage.owned;
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i in slist){
|
|
|
|
|
list.push(i);
|
|
|
|
|
}
|
|
|
|
|
if(list.length){
|
|
|
|
|
str+=get.translation(list[0]);
|
|
|
|
|
for(var i=1;i<list.length;i++){
|
|
|
|
|
str+='、'+get.translation(list[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mark:true
|
|
|
|
|
},
|
|
|
|
|
huashen1:{
|
|
|
|
|
trigger:{global:'gameStart'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
priority:10,
|
|
|
|
|
content:function(){
|
|
|
|
|
for(var i in lib.character){
|
|
|
|
|
var add=false;
|
|
|
|
|
for(var j=0;j<lib.character[i][3].length;j++){
|
|
|
|
|
var info=lib.skill[lib.character[i][3][j]];
|
|
|
|
|
if(info.gainable||!info.unique){
|
|
|
|
|
add=true;break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(add){
|
|
|
|
|
player.storage.huashen.list.push(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
delete player.storage.huashen.list[game.players[i].name];
|
|
|
|
|
delete player.storage.huashen.list[game.players[i].name1];
|
|
|
|
|
delete player.storage.huashen.list[game.players[i].name2];
|
|
|
|
|
}
|
|
|
|
|
player.storage.huashen.unowned=player.storage.huashen.list.slice(0);
|
|
|
|
|
player.storage.huashen.unowned.sort(lib.sort.random);
|
|
|
|
|
player.storage.huashen.get(2);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
huashen2:{
|
|
|
|
|
trigger:{player:['phaseBegin','phaseEnd'],global:'gameStart'},
|
|
|
|
|
filter:function(event,player,name){
|
|
|
|
|
if(name=='phaseBegin'&&game.phaseNumber==1) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
priority:-9,
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
var slist=player.storage.huashen.owned;
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i in slist){
|
|
|
|
|
list.push(i);
|
|
|
|
|
}
|
|
|
|
|
if(event.isMine()){
|
|
|
|
|
event.dialog=ui.create.dialog('选择获得一项技能',[list,'character']);
|
|
|
|
|
event.control=ui.create.control(['cancel']);
|
|
|
|
|
event.clickControl=function(link){
|
|
|
|
|
if(link!='cancel'){
|
|
|
|
|
if(player.storage.huashen.current){
|
|
|
|
|
player.removeSkill(player.storage.huashen.current);
|
|
|
|
|
delete player.storage.huashen.current;
|
|
|
|
|
}
|
|
|
|
|
if(!player.skills.contains(link)){
|
|
|
|
|
player.storage.huashen.current=link;
|
|
|
|
|
}
|
|
|
|
|
player.addSkill(link);
|
|
|
|
|
player.popup(link);
|
|
|
|
|
|
|
|
|
|
for(var i=0;i<event.dialog.buttons.length;i++){
|
|
|
|
|
if(event.dialog.buttons[i].classList.contains('selected')){
|
|
|
|
|
var name=event.dialog.buttons[i].link;
|
|
|
|
|
player.sex=lib.character[name][0];
|
|
|
|
|
player.group=lib.character[name][1];
|
|
|
|
|
// player.node.identity.style.backgroundColor=get.translation(player.group+'Color');
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ui.auto.show();
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
event.control.close();
|
|
|
|
|
game.resume();
|
|
|
|
|
};
|
|
|
|
|
event.control.custom=event.clickControl;
|
|
|
|
|
ui.auto.hide();
|
|
|
|
|
game.pause();
|
|
|
|
|
for(var i=0;i<event.dialog.buttons.length;i++){
|
|
|
|
|
event.dialog.buttons[i].classList.add('selectable');
|
|
|
|
|
}
|
|
|
|
|
event.custom.replace.button=function(button){
|
|
|
|
|
if(button.classList.contains('selected')){
|
|
|
|
|
button.classList.remove('selected');
|
|
|
|
|
event.control.replace(['cancel']);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
for(var i=0;i<event.dialog.buttons.length;i++){
|
|
|
|
|
event.dialog.buttons[i].classList.remove('selected');
|
|
|
|
|
}
|
|
|
|
|
button.classList.add('selected');
|
|
|
|
|
event.control.replace(slist[button.link]);
|
|
|
|
|
}
|
|
|
|
|
event.control.custom=event.clickControl;
|
|
|
|
|
}
|
|
|
|
|
event.custom.replace.window=function(){
|
|
|
|
|
for(var i=0;i<event.dialog.buttons.length;i++){
|
|
|
|
|
if(event.dialog.buttons[i].classList.contains('selected')){
|
|
|
|
|
event.dialog.buttons[i].classList.remove('selected');
|
|
|
|
|
event.control.replace(['cancel']);
|
|
|
|
|
event.control.custom=event.clickControl;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xinsheng:{
|
|
|
|
|
unique:true,
|
|
|
|
|
forbid:['guozhan'],
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.huashen&&player.storage.huashen.unowned;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
for(var i=0;i<trigger.num;i++){
|
|
|
|
|
player.storage.huashen.get();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
translate:{
|
|
|
|
|
tiaoxin:'挑衅',
|
|
|
|
|
zhiji:'志继',
|
|
|
|
|
zhiji_draw:'摸牌',
|
|
|
|
|
zhiji_recover:'回血',
|
|
|
|
|
xiangle:'享乐',
|
|
|
|
|
fangquan:'放权',
|
|
|
|
|
ruoyu:'若愚',
|
|
|
|
|
qiaobian:'巧变',
|
|
|
|
|
qiaobian1:'巧变-判定',
|
|
|
|
|
qiaobian2:'巧变-摸牌',
|
|
|
|
|
qiaobian3:'巧变-出牌',
|
|
|
|
|
qiaobian4:'巧变-弃牌',
|
|
|
|
|
tuntian:'屯田',
|
|
|
|
|
tuntian_bg:'田',
|
|
|
|
|
zaoxian:'凿险',
|
|
|
|
|
jixi:'急袭',
|
|
|
|
|
jiang:'激昂',
|
|
|
|
|
hunzi:'魂姿',
|
|
|
|
|
zhiba:'制霸',
|
|
|
|
|
zhiba2:'制霸',
|
|
|
|
|
zhijian:'直谏',
|
|
|
|
|
guzheng:'固政',
|
|
|
|
|
beige:'悲歌',
|
|
|
|
|
duanchang:'断肠',
|
|
|
|
|
// fushen:'附身',
|
|
|
|
|
huashen:'化身',
|
|
|
|
|
huashen1:'化身',
|
|
|
|
|
huashen2:'化身',
|
|
|
|
|
xinsheng:'新生',
|
|
|
|
|
tiaoxin_info:'出牌阶段,你可以指定一名使用【杀】能攻击到你的角色,该角色需对你使用一张【杀】,若该角色不如此做,你弃掉他的一张牌,每回合限一次。',
|
|
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zhiji_info:'觉醒技,回合开始阶段,若你没有手牌,你须回复1点体力或摸两张牌,然后剪1点体力上限,并永久获得技能“观星”。',
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xiangle_info:'锁定技,当其他玩家使用【杀】指定你为目标时,需额外弃掉一张基本牌,否则该【杀】对你无效。',
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fangquan_info:'你可跳过你的出牌阶段,若如此做,在回合结束时可弃一张手牌令一名其他角色进行一个额外的回合。',
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ruoyu_info:'主公技,觉醒技,回合开始阶段,若你的体力是全场最少的(或之一),你须增加1点体力上限,回复1点体力,并永久获得技能“激将”。',
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qiaobian_info:'你可以弃一张手牌来跳过自己的一个阶段(回合开始和回合结束阶段除外);若以此法跳过摸牌阶段,你可以从其他至多两名角色手里各抽取一张牌;若以此法跳过出牌阶段,你可以将场上的一张牌移动到另一个合理的位置。',
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tuntian_info:'每次当你于回合外失去牌时,可以进行一次判定,将非♥结果的判定牌置于你的武将牌上,称为“田”,每有一张田,你计算与其他角色的距离便-1.',
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zaoxian_info:'觉醒技,回合开始阶段,若田的数量达到3张或更多,你须减1点体力上限,并永久获得技能“急袭”(出牌阶段,你可以把任意一张田当【顺手牵羊】使用)。',
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jiang_info:'每当你使用(指定目标后)或被使用(成为目标后)一张【决斗】或红色的【杀】时,你可以摸一张牌。',
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hunzi_info:'觉醒技,回合开始阶段,若你的体力为1,你须减1点体力上限,并永久获得技能“英姿”和“英魂”。',
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zhiba_info:'主公技,其他吴势力角色的出牌阶段,可与你进行一次拼点,若该角色没赢,你可以获得双方拼点的牌;你的觉醒技发动后,你可以拒绝此拼点。每回合限一次。',
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zhijian_info:'出牌阶段,你可以将你手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。',
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guzheng_info:'其他角色的弃牌阶段结束时,你可将此阶段中弃掉的一张牌从弃牌堆返回该角色手牌;若如此做,你可以获得弃牌堆里其余于此阶段中弃掉的牌。',
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beige_info:'一名角色每受到【杀】造成的一次伤害,你可以弃一张牌,并令其进行一次判定,判定结果为:♥该角色回复1点体力;♦︎该角色摸两张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
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duanchang_info:'锁定技,杀死你的角色失去当前的所有技能直到游戏结束。',
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// fushen_info:'回合开始前,你可以选择与任意一名角色交换控制权,该角色可选择在下一个回合开始前与你换回',
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huashen_info:'所有人都展示武将牌后,你随机获得两张未加入游戏的武将牌,选一张置于你面前并声明该武将的一项技能,你拥有该技能且同时将性别和势力属性变成与该武将相同知道该化身被替换。在你的每个回合开始时和结束后,你可以替换化身牌,你须为新的化身重新声明一项技能(你不可声明锁定技、觉醒技或主公技)。',
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xinsheng_info:'你每受到1点伤害,可获得一张新化身牌。',
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jiangwei:'姜维',
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liushan:'刘禅',
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zhanghe:'张颌',
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dengai:'邓艾',
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sunce:'孙策',
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zhangzhang:'张昭张紘',
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caiwenji:'蔡文姬',
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zuoci:'左慈',
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},
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}
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