noname/character/sp.js

3545 lines
97 KiB
JavaScript
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'use strict';
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character.sp={
character:{
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yangxiu:['male','wei',3,['jilei','danlao']],
chenlin:['male','wei',3,['bifa','songci']],
caohong:['male','wei',4,['yuanhu']],
xiahouba:['male','shu',4,['baobian']],
gongsunzan:['male','qun',4,['yicong']],
yuanshu:['male','qun',4,['yongsi']],
sp_diaochan:['female','qun',3,['lihun','biyue']],
sp_zhaoyun:['male','qun',3,['longdan','chongzhen']],
jsp_zhaoyun:['male','qun',3,['chixin','yicong','suiren']],
liuxie:['male','qun',3,['tianming','mizhao']],
zhugejin:['male','wu',3,['hongyuan','huanshi','mingzhe']],
zhugeke:['male','wu',3,['aocai','duwu']],
guanyinping:['female','shu',3,['huxiao','xueji','wuji']],
simalang:['male','wei',3,['junbing','quji']],
zhangxingcai:['female','shu',3,['shenxian','qiangwu']],
fuwan:['male','qun',4,['moukui']],
sp_sunshangxiang:['female','shu',3,['liangzhu','xiaoji']],
caoang:['male','wei',4,['kaikang']],
re_yuanshu:['male','qun',4,['wangzun','tongji']],
sp_caoren:['male','wei',4,['kuiwei','yanzheng']],
zhangbao:['male','qun',3,['zhoufu','yingbin']],
zhangliang:['male','qun',3,['fulu','fuji']],
maliang:['male','shu',3,['xiemu','naman']],
sp_pangtong:['male','qun',3,['manjuan','zuixiang']],
zhugedan:['male','wei',4,['gongao','juyi']],
sp_jiangwei:['male','shu',4,['kunfen','fengliang']],
sp_machao:['male','qun',4,['zhuiji','cihuai']],
sunhao:['male','wu',5,['canshi','chouhai']],
shixie:['male','qun',3,['biluan','lixia']],
mayunlu:['female','shu',3,['fengpo','mashu']],
zhanglu:['male','qun',3,['yishe','bushi','midao']],
wutugu:['male','qun',15,['ranshang','hanyong']],
sp_caiwenji:['female','wei',3,['chenqing','mozhi']],
zhugeguo:['female','shu',3,['yuhua','qirang']],
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},
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perfectPair:{
zhugejin:['zhugeke'],
guanyinping:['guanyu'],
zhangxingcai:['liushan'],
fuwan:['fuhuanghou'],
sunshangxiang:['liubei'],
caoang:['caocao'],
zhangbao:['zhangliang','zhangjiao'],
zhangliang:['zhangjiao'],
maliang:['masu'],
},
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skill:{
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qirang:{
trigger:{player:'equipEnd'},
frequent:true,
content:function(){
player.gain(get.cardPile(function(card){
return get.type(card,'trick')=='trick';
}),'gain2');
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
},
threaten:1.3
}
},
yuhua:{
trigger:{player:'phaseDiscardBegin'},
forced:true,
filter:function(event,player){
return player.num('h',{type:'basic'})<player.num('h');
},
content:function(){
'step 0'
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])=='basic'){
hs.splice(i--,1);
}
}
if(hs.length){
player.lose(hs,ui.special)._triggered=null;
player.storage.yuhua=hs;
}
else{
event.finish();
}
'step 1'
game.delay();
},
group:'yuhua2'
},
yuhua2:{
trigger:{player:'phaseDiscardEnd'},
forced:true,
filter:function(event,player){
return player.storage.yuhua?true:false;
},
content:function(){
player.directgain(player.storage.yuhua);
delete player.storage.yuhua;
}
},
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chenqing:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&!player.skills.contains('chenqing2');
},
direct:true,
content:function(){
'step 0'
player.chooseTarget('是否发动【陈情】?',function(card,player,target){
return target!=player&&target!=trigger.player;
}).ai=function(target){
if(ai.get.attitude(player,trigger.player)>0){
var att1=ai.get.attitude(target,player);
var att2=ai.get.attitude(target,trigger.player);
var att3=ai.get.attitude(player,target);
if(att3<0) return 0;
return att1/2+att2+att3;
}
else{
return ai.get.attitude(player,target);
}
}
'step 1'
if(result.bool){
player.addTempSkill('chenqing2',{player:'phaseBegin'});
event.target=result.targets[0];
event.target.draw(4);
player.logSkill('chenqing',event.target);
}
else{
event.finish();
}
'step 2'
var target=event.target;
var tosave=trigger.player;
var att=ai.get.attitude(target,tosave);
var hastao=target.num('h','tao');
target.chooseToDiscard(4,true).ai=function(card){
if(!hastao&&att>0){
var suit=get.suit(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.suit(ui.selected.cards[i])==suit){
return -4-ai.get.value(card);
}
}
}
return -ai.get.value(card);
}
'step 3'
if(result.cards&&result.cards.length==4){
var suits=[];
for(var i=0;i<result.cards.length;i++){
suits.add(get.suit(result.cards[i]));
}
if(suits.length==4){
event.target.useCard({name:'tao'},trigger.player);
}
}
},
ai:{
skillTagFilter:function(player){
return !player.skills.contains('chenqing2');
},
expose:0.2,
threaten:1.5,
save:true,
}
},
mozhi:{
intro:{
content:'cards'
},
init:function(player){
player.storage.mozhi=[];
},
trigger:{player:'phaseEnd'},
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direct:true,
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filter:function(event,player){
return player.storage.mozhi.length>0&&player.num('h')>0;
},
content:function(){
if(player.storage.mozhi.length&&player.num('h')){
var card=player.storage.mozhi.shift();
card={name:card.name,nature:card.nature,suit:card.suit,number:card.number};
if(lib.filter.cardEnabled(card)){
for(var i=0;i<game.players.length;i++){
if(player.canUse(card,game.players[i])){
break;
}
}
if(i<game.players.length){
lib.skill.mozhix.viewAs=card;
var next=player.chooseToUse();
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next.logSkill='mozhi';
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if(event.isMine()){
next.openskilldialog='将一张手牌当'+get.translation(card)+'使用';
}
next.backup('mozhix');
}
}
event.redo();
}
},
group:['mozhi2','mozhi3']
},
mozhix:{
filterCard:true,
selectCard:1
},
mozhi2:{
trigger:{player:'phaseAfter'},
forced:true,
silent:true,
popup:false,
content:function(){
player.storage.mozhi.length=0;
player.unmarkSkill('mozhi');
}
},
mozhi3:{
trigger:{player:'useCard'},
forced:true,
silent:true,
popup:false,
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(event.parent.parent.name!='phaseUse') return false;
var type=get.type(event.card);
return player.storage.mozhi.length<2&&(type=='basic'||type=='trick');
},
content:function(){
player.storage.mozhi.add(trigger.card);
player.markSkill('mozhi');
}
},
chenqing2:{},
ranshang:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return event.nature=='fire';
},
init:function(player){
player.storage.ranshang=0;
},
forced:true,
check:function(){
return false;
},
content:function(){
if(player.storage.ranshang){
player.storage.ranshang++;
}
else{
player.storage.ranshang=1;
player.markSkill('ranshang');
}
game.addVideo('storage',player,['ranshang',player.storage.ranshang]);
},
intro:{
content:'mark'
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='sha'){
if(card.nature=='fire'||player.skills.contains('zhuque_skill')) return 2;
}
if(get.tag(card,'fireDamage')&&current<0) return 2;
}
}
},
group:'ranshang2'
},
ranshang2:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.storage.ranshang>0;
},
content:function(){
player.loseHp(player.storage.ranshang);
}
},
hanyong:{
trigger:{player:'useCard'},
filter:function(event,player){
return player.storage.hanyong>player.hp&&event.card&&
(event.card.name=='nanman'||event.card.name=='wanjian');
},
content:function(){
player.addTempSkill('hanyong3','useCardAfter');
},
init:function(player){
player.storage.hanyong=0;
},
group:'hanyong2'
},
hanyong2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.hanyong++;
}
},
hanyong3:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event,player){
return event.card&&(event.card.name=='nanman'||event.card.name=='wanjian');
},
content:function(){
trigger.num++;
}
},
yishe:{
trigger:{player:'phaseEnd'},
init:function(player){
player.storage.yishe=[];
},
filter:function(event,player){
return !player.storage.yishe||!player.storage.yishe.length;
},
intro:{
content:'cards'
},
content:function(){
'step 0'
player.draw(2);
player.chooseCard(2,'he',true,'选择两张牌作为“米”');
'step 1'
player.markSkill('yishe');
player.storage.yishe=result.cards;
player.lose(result.cards,ui.special);
game.addVideo('storage',player,['yishe',get.cardsInfo(player.storage.yishe),'cards']);
}
},
bushi:{
trigger:{player:'damageEnd',source:'damageEnd'},
filter:function(event,player){
return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive();
},
direct:true,
content:function(){
'step 0'
trigger.player.chooseCardButton('选择获得一张“米”',player.storage.yishe);
'step 1'
if(result.bool){
player.logSkill('bushi');
trigger.player.gain(result.buttons[0].link,'gain2');
player.storage.yishe.remove(result.buttons[0].link);
game.addVideo('storage',player,['yishe',get.cardsInfo(player.storage.yishe),'cards']);
if(player.storage.yishe.length==0){
player.recover();
player.unmarkSkill('yishe');
}
}
}
},
midao:{
unique:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive();
},
content:function(){
"step 0"
var list=player.storage.yishe;
var dialog=ui.create.dialog(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging)+
',是否发动【米道】?',list,'hidden');
player.chooseButton(dialog,function(button){
var card=button.link;
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
var attitude=ai.get.attitude(player,trigger.player);
return result*attitude;
});
"step 1"
if(result.bool){
event.card=result.buttons[0].link;
player.$throw(event.card,1000);
player.storage.yishe.remove(result.buttons[0].link);
game.addVideo('storage',player,['yishe',get.cardsInfo(player.storage.yishe),'cards']);
if(player.storage.yishe.length==0){
player.recover();
player.unmarkSkill('yishe');
}
if(event.card.clone){
event.card.clone.classList.add('thrownhighlight');
game.addVideo('highlightnode',player,get.cardInfo(event.card));
}
}
"step 2"
if(event.card){
player.logSkill('midao',trigger.player);
ui.discardPile.appendChild(trigger.player.judging);
trigger.player.judging=event.card;
trigger.position.appendChild(event.card);
game.log(get.translation(trigger.player)+'的判定牌改为'+get.translation(event.card));
event.card.expired=true;
game.delay(2);
}
},
ai:{
tag:{
rejudge:0.6
}
}
},
fengpo:{
trigger:{player:['shaBegin','juedouBegin']},
filter:function(event,player){
if(player.skills.contains('fengpo3')) return false;
return event.target&&event.targets&&event.targets.length==1;
},
direct:true,
content:function(){
'step 0'
player.addTempSkill('fengpo3','phaseAfter');
player.chooseControl('draw_card','加伤害','cancel',
ui.create.dialog('是否发动【凤魄】?','hidden'));
'step 1'
if(result.control&&result.control!='cancel'){
player.logSkill('fengpo');
var nd=trigger.target.num('h',{suit:'diamond'});
if(result.control=='draw_card'){
player.draw(nd);
}
else{
player.addTempSkill('fengpo2','useCardToAfter');
player.storage.fengpo=nd;
}
}
}
},
fengpo2:{
trigger:{source:'damageBegin'},
filter:function(event){
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
forced:true,
content:function(){
if(typeof player.storage.fengpo=='number'){
trigger.num+=player.storage.fengpo;
}
}
},
fengpo3:{},
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biluan:{
trigger:{player:'phaseDrawBefore'},
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mark:true,
unique:true,
intro:{
content:function(storage){
if(storage>0){
return '防御距离+'+storage;
}
else if(storage<0){
return '防御距离'+storage;
}
else{
return '无距离变化';
}
}
},
init:function(player){
player.storage.biluan=0;
},
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check:function(event,player){
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if(player.num('h')>player.hp) return true;
if(player.num('j','lebu')) return true;
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var ng=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].group!='unknown'){
ng.add(game.players[i].group);
}
}
ng=ng.length;
if(ng<2) return false;
var nai=0;
for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player){
var dist=get.distance(game.players[i],player,'attack');
if(dist<=1&&dist+ng>1){
nai++;
}
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}
}
return nai>=2;
},
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player&&
get.distance(game.players[i],player)<=1){
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return true;
}
}
return false;
},
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content:function(){
var ng=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].group!='unknown'){
ng.add(game.players[i].group);
}
}
player.$damagepop(ng.length,'unknownx');
player.storage.biluan+=ng.length;
game.addVideo('storage',player,['biluan',player.storage.biluan]);
trigger.untrigger();
trigger.finish();
},
mod:{
globalTo:function(from,to,distance){
if(typeof to.storage.biluan=='number'){
return distance+to.storage.biluan;
}
}
}
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},
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lixia:{
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&get.distance(event.player,player,'attack')>1;
},
forced:true,
content:function(){
'step 0'
player.chooseTarget(function(card,player,target){
return target==player||target==trigger.player;
},true,'礼下:选择一个目标摸一张牌').ai=function(target){
return target==player;
}.ai=function(target){
return player==target?1:0;
};
'step 1'
if(result.targets.length){
result.targets[0].draw();
player.line(result.targets[0],'green');
}
player.storage.biluan--;
game.addVideo('storage',player,['biluan',player.storage.biluan]);
}
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},
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fuji:{
trigger:{global:'damageBegin'},
filter:function(event){
return event.source&&event.nature=='thunder';
},
check:function(event,player){
return ai.get.attitude(player,event.source)>0;
},
prompt:function(event){
return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,是否发动【辅祭】?';
},
content:function(){
"step 0"
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trigger.source.judge(ui.special);
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"step 1"
if(result.color=='black'){
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result.card.goto(ui.discardPile);
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trigger.num++;
}
else{
trigger.source.gain(result.card);
trigger.source.$gain2(result.card);
}
}
},
fulu:{
enable:'chooseToUse',
filterCard:function(card){
return card.name=='sha'&&!card.nature;
},
viewAs:{name:'sha',nature:'thunder'},
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
}
}
},
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canshi:{
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audio:2,
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trigger:{player:'phaseDrawBefore'},
check:function(event,player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp){
num++;
if(num>3) return true;
}
}
return false;
},
prompt:function(){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp){
num++;
}
}
return '是否放弃摸牌,改为摸'+get.cnNumber(num)+'张牌?';
},
content:function(){
trigger.untrigger();
trigger.finish();
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp){
num++;
}
}
if(num>0){
player.draw(num);
}
player.addTempSkill('canshi2','phaseAfter');
}
},
canshi2:{
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
if(player.num('he')==0) return false;
var type=get.type(event.card,'trick');
return type=='basic'||type=='trick';
},
content:function(){
game.delay(0.5);
player.chooseToDiscard(true,'he');
}
},
chouhai:{
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audio:2,
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trigger:{player:'damageBegin'},
forced:true,
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check:function(){
return false;
},
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filter:function(event,player){
return player.num('h')==0;
},
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&target.num('h')==0) return [1,-2];
}
}
}
},
kunfen:{
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audio:2,
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trigger:{player:'phaseEnd'},
direct:true,
check:function(event,player){
if(player.hp>2) return true;
if(player.hp==2&&player.num('h')==0) return true;
return false;
},
content:function(){
"step 0"
if(player.storage.kunfen){
player.chooseBool('是否发动【困奋】?').ai=function(){
if(player.hp>3) return true;
if(player.hp==3&&player.num('h')<3) return true;
if(player.hp==2&&player.num('h')==0) return true;
return false;
}
}
else{
event.forced=true;
}
"step 1"
if(event.forced||result.bool){
player.logSkill('kunfen');
player.loseHp();
}
else{
event.finish();
}
"step 2"
player.draw(2);
},
ai:{
threaten:1.5
}
},
fengliang:{
unique:true,
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audio:2,
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trigger:{player:'dying'},
priority:10,
forced:true,
filter:function(event,player){
return !player.storage.kunfen;
},
content:function(){
"step 0"
player.loseMaxHp();
"step 1"
if(player.hp<2){
player.recover(2-player.hp);
}
"step 2"
player.addSkill('tiaoxin');
player.storage.kunfen=true;
},
},
zhuiji:{
mod:{
globalFrom:function(from,to){
if(from.hp>to.hp) return -Infinity;
}
}
},
cihuai:{
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.num('h','sha')==0;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【刺槐】?',function(card,player,target){
return player.canUse({name:'sha'},target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},player,player);
}
"step 1"
if(result.bool){
player.logSkill('cihuai');
player.showHandcards();
player.useCard({name:'sha'},result.targets);
}
},
ai:{
expose:0.2,
}
},
jilei:{
trigger:{player:'damageEnd'},
priority:9,
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audio:2,
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check:function(event,player){
return ai.get.attitude(player,event.source)<0;
},
filter:function(event){
return event&&event.source;
},
content:function(){
trigger.source.addSkill('jilei2');
},
ai:{
threaten:0.6
}
},
jilei2:{
unique:true,
trigger:{global:'phaseAfter'},
forced:true,
priority:10,
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audio:2,
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mod:{
cardEnabled:function(){
return false;
},
cardUsable:function(){
return false;
},
cardRespondable:function(){
return false;
},
cardSavable:function(){
return false;
}
},
content:function(){
player.removeSkill('jilei2')
},
},
danlao:{
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priority:9,
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audio:2,
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filter:function(event,player){
return event.player!=player&&get.type(event.card)=='trick'&&event.targets&&event.targets.length>1;
},
check:function(event,player){
return get.tag(event.card,'multineg')||ai.get.effect(player,event.card,event.player,player)<=0;
},
trigger:{target:'useCardToBefore'},
content:function(){
trigger.untrigger();
trigger.finish();
player.draw();
},
ai:{
effect:{
target:function(card){
if(get.type(card)!='trick') return;
if(card.name=='tiesuo') return [0,0];
if(card.name=='yihuajiemu') return [0,1];
if(get.tag(card,'multineg')) return [0,2];
}
}
}
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},
taichen:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.canUse('sha',target);
},
content:function(){
"step 0"
player.loseHp();
"step 1"
player.useCard({name:'sha'},target,false);
},
ai:{
order:1,
result:{
target:function(player,target){
if(player.hp>2&&player.hp>target.hp&&target.num('he')<4){
return ai.get.effect(target,{name:'sha'},player,target);
}
return 0;
}
}
}
},
manjuan:{
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audio:true,
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trigger:{global:'discardAfter'},
filter:function(event,player){
if(event.player==player) return false;
if(!player.num('he')) return false;
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
direct:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
var suits=['club','spade','heart','diamond']
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
suits.remove(get.suit(trigger.cards[i]));
}
}
if(cards.length){
var dialog;
if(event.isMine()){
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dialog=ui.create.dialog('是否发动【'+get.translation(event.name)+'】?','hidden');
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dialog.add(cards);
for(var i=0;i<dialog.buttons.length;i++){
dialog.buttons[i].style.opacity=1;
}
}
var maxval=0;
for(var i=0;i<cards.length;i++){
var tempval=ai.get.value(cards[i]);
if(tempval>maxval){
maxval=tempval;
}
}
maxval+=cards.length-1;
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var next=player.chooseToDiscard('he',{suit:suits},dialog);
next.ai=function(card){
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return maxval-ai.get.value(card);
};
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next.logSkill='manjuan';
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event.cards=cards;
}
"step 2"
if(result.bool){
game.log(get.translation(player)+'获得了'+get.translation(event.cards));
player.gain(event.cards,'gain2');
}
},
ai:{
threaten:1.3
}
},
zuixiang:{
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audio:true,
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unique:true,
mark:true,
trigger:{player:'phaseBegin'},
priority:10,
filter:function(event,player){
if(player.storage.zuixiang) return false;
return true;
},
check:function(event,player){
return player.num('h')<player.hp&&player.hp==player.maxHp;
},
content:function(){
"step 0"
player.storage.zuixiang=get.cards(3);
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game.addVideo('storage',player,['zuixiang',get.cardsInfo(player.storage.zuixiang),'cards']);
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player.showCards(player.storage.zuixiang);
"step 1"
var cards=player.storage.zuixiang;
if(cards[0].number==cards[1].number||
cards[0].number==cards[2].number||
cards[2].number==cards[1].number){
player.gain(player.storage.zuixiang,'draw2');
player.storage.zuixiang=[];
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player.unmarkSkill('zuixiang');
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delete player.storage.zuixiang2;
}
else{
player.storage.zuixiang2=[];
for(var i=0;i<cards.length;i++){
player.storage.zuixiang2.add(get.type(cards[i],'trick'));
}
}
player.storage.zuixiangtemp=true;
},
group:'zuixiang2',
intro:{
content:'cards'
},
mod:{
targetEnabled:function(card,player,target){
if(target.storage.zuixiang2&&target.storage.zuixiang2.contains(get.type(card,'trick'))){
return false;
}
},
cardEnabled:function(card,player){
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
return false;
}
},
cardUsable:function(card,player){
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
return false;
}
},
cardRespondable:function(card,player){
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
return false;
}
},
cardSavable:function(card,player){
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
return false;
}
}
}
},
zuixiang2:{
unique:true,
trigger:{player:'phaseBegin'},
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priority:9.5,
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filter:function(event,player){
if(player.storage.zuixiang&&player.storage.zuixiang.length) return true;
return false;
},
forced:true,
popup:false,
content:function(){
"step 0"
if(player.storage.zuixiangtemp){
delete player.storage.zuixiangtemp;
event.finish();
}
else{
for(var i=0;i<player.storage.zuixiang.length;i++){
ui.discardPile.appendChild(player.storage.zuixiang[i]);
}
player.storage.zuixiang=get.cards(3);
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game.addVideo('storage',player,['zuixiang',get.cardsInfo(player.storage.zuixiang),'cards']);
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player.showCards(player.storage.zuixiang);
}
"step 1"
var cards=player.storage.zuixiang;
if(cards[0].number==cards[1].number||
cards[0].number==cards[2].number||
cards[2].number==cards[1].number){
player.gain(player.storage.zuixiang,'draw2');
player.storage.zuixiang=[];
player.unmarkSkill('zuixiang');
delete player.storage.zuixiang2;
}
else{
player.storage.zuixiang2=[];
for(var i=0;i<cards.length;i++){
player.storage.zuixiang2.add(get.type(cards[i]));
}
}
},
},
naman:{
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audio:2,
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trigger:{global:'respondEnd'},
filter:function(event,player){
if(event.card.name!='sha') return false;
if(event.player==player) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d') return true;
}
}
return false;
},
frequent:true,
content:function(){
var cards=trigger.cards.slice(0);
for(var i=0;i<cards.length;i++){
if(get.position(cards[i])!='d'){
cards.splice(i--,1);
}
}
game.delay(0.5);
player.gain(cards,'gain2');
},
},
xiemu:{
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audio:2,
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trigger:{target:'useCardToBegin'},
filter:function(event,player){
if(get.color(event.card)!='black') return false;
if(!event.player) return false;
if(event.player==player) return false;
return player.num('h','sha')>0;
},
direct:true,
content:function(){
"step 0"
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var next=player.chooseToDiscard('协穆:是否弃置一张杀并摸两张牌?',{name:'sha'});
next.ai=function(card){
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return 9-ai.get.value(card);
};
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next.logSkill='xiemu';
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"step 1"
if(result.bool){
player.draw(2);
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.color(card)=='black'&&target.num('h')>0){
return [1,0.5];
}
}
}
}
},
spmengjin:{
trigger:{player:'shaBegin'},
filter:function(event,player){
return event.target.num('he')>0;
},
direct:true,
content:function(){
"step 0"
var att=ai.get.attitude(player,trigger.target);
player.choosePlayerCard('是否发动【猛进】?','he',trigger.target).ai=function(button){
var val=ai.get.buttonValue(button);
if(att>0) return -val;
return val;
};
"step 1"
if(result.bool){
trigger.target.discard(result.links);
player.logSkill('spmengjin',trigger.target);
trigger.target.addTempSkill('mengjin2','shaAfter');
}
},
ai:{
expose:0.2
}
},
fenxun:{
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audio:2,
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trigger:{player:'shaBefore'},
direct:true,
filter:function(event,player){
return event.targets.length==1;
},
position:'he',
content:function(){
"step 0"
player.chooseCardTarget({
filterCard:true,
filterTarget:function(card,player,target){
return lib.filter.targetEnabled(trigger.card,player,target)&&target!=trigger.targets[0];
},
ai1:function(card){
return 6-ai.get.value(card);
},
ai2:function(target){
return ai.get.effect(target,trigger.card,player,player);
},
prompt:'是否发动【奋迅】?'
});
"step 1"
if(result.bool){
player.discard(result.cards);
trigger.targets.push(result.targets[0]);
player.logSkill('fenxun',result.targets);
}
}
},
zhoufu:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterCard:true,
filterTarget:function(card,player,target){
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return player!=target&&!target.skills.contains('zhoufu2');
},
prepare:function(cards,player){
player.$throw(cards);
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},
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discard:false,
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content:function(){
target.$gain2(cards);
target.storage.zhoufu2=cards[0];
target.addSkill('zhoufu2');
target.storage.zhoufu3=player;
ui.special.appendChild(cards[0]);
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game.addVideo('storage',target,['zhoufu2',get.cardInfo(cards[0]),'card']);
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},
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check:function(card){
return 3-ai.get.value(card)
},
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ai:{
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expose:0.1,
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order:1,
result:{
player:1
}
}
},
zhoufu2:{
trigger:{player:'judge'},
forced:true,
priority:10,
mark:'card',
content:function(){
"step 0"
ui.discardPile.appendChild(player.storage.zhoufu2);
player.$throw(player.storage.zhoufu2);
if(player.storage.zhoufu3.isAlive()&&player.storage.zhoufu3.skills.contains('yingbin')){
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player.logSkill('yingbin');
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player.storage.zhoufu3.draw(2);
}
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else{
game.delay(1.5);
}
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"step 1"
player.judging=player.storage.zhoufu2;
trigger.position.appendChild(player.storage.zhoufu2);
// trigger.untrigger();
game.log(get.translation(player)+'的判定牌改为'+get.translation(player.storage.zhoufu2));
player.removeSkill('zhoufu2');
delete player.storage.zhoufu2;
delete player.storage.zhoufu3;
},
intro:{
content:'card'
},
group:'zhoufu3'
},
zhoufu3:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
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if(player.storage.zhoufu2){
player.unmark(player.storage.zhoufu2.name);
if(player.storage.zhoufu3.isAlive()){
player.storage.zhoufu3.gain(player.storage.zhoufu2);
player.$give(player.storage.zhoufu2,player.storage.zhoufu3);
game.delay();
}
else{
ui.discardPile.appendChild(player.storage.zhoufu2);
}
2015-05-05 09:23:31 +00:00
}
player.removeSkill('zhoufu2');
delete player.storage.zhoufu2;
delete player.storage.zhoufu3;
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},
},
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yingbin:{
audio:2,
},
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kuiwei:{
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audio:2,
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trigger:{player:'phaseEnd'},
check:function(event,player){
if(player.isTurnedOver()) return true;
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','1')) num++;
}
return num>1;
},
content:function(){
"step 0"
player.turnOver();
"step 1"
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','1')) num++;
}
player.draw(2+num);
player.addSkill('kuiwei2');
},
ai:{
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,2];
}
}
}
},
kuiwei2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
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audio:false,
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content:function(){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','1')) num++;
}
if(num>=player.num('he')){
player.discard(player.get('he'));
}
else if(num){
player.chooseToDiscard(num,true);
}
player.removeSkill('kuiwei2');
}
},
yanzheng:{
enable:'chooseToUse',
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audio:2,
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filter:function(event,player){
return player.hp<player.num('h')&&player.num('e')>0;
},
viewAsFilter:function(player){
return player.hp<player.num('h')&&player.num('e')>0;
},
filterCard:true,
position:'e',
viewAs:{name:'wuxie'},
prompt:'将一张装备区内的牌当无懈可击使用',
check:function(card){return 8-ai.get.equipValue(card)},
threaten:1.2
},
tongji:{
global:'tongji2',
unique:true,
gainnable:true,
},
tongji2:{
mod:{
targetEnabled:function(card,player,target){
if(player.skills.contains('tongji')) return;
if(card.name=='sha'){
if(target.skills.contains('tongji')) return;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('tongji')){
if(game.players[i].hp<game.players[i].num('h')&&
get.distance(player,game.players[i],'attack')<=1){
return false;
}
}
}
}
}
}
},
wangzun:{
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audio:2,
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trigger:{global:'phaseBegin'},
check:function(event,player){
var att=ai.get.attitude(player,event.player);
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<att) return false;
}
return true;
},
filter:function(event,player){
return event.player!=player&&!player.storage.wangzun;
},
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prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【妄尊】?';
},
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content:function(){
player.draw();
player.markSkill('wangzun');
player.storage.wangzun=trigger.player;
trigger.player.addTempSkill('wangzun3','phaseAfter');
},
ai:{
expose:0.2
},
intro:{
content:'player'
},
group:'wangzun2'
},
wangzun2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
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silent:true,
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content:function(){
player.unmarkSkill('wangzun');
player.storage.wangzun=null;
}
},
wangzun3:{
mod:{
maxHandcard:function(player,num){
return num-1;
}
}
},
kaikang:{
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audio:2,
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trigger:{global:'shaBegin'},
filter:function(event,player){
return get.distance(player,event.target)<=1;
},
check:function(event,player){
return ai.get.attitude(player,event.target)>=0;
},
content:function(){
"step 0"
player.draw();
if(trigger.target!=player){
player.chooseCard(true,'he','交给'+get.translation(trigger.target)+'一张牌').ai=function(card){
if(card.name=='shan') return 1;
};
}
else{
event.finish();
}
"step 1"
trigger.target.gain(result.cards);
player.$give(result.cards,trigger.target);
game.delay();
event.card=result.cards[0];
if(get.type(event.card)!='equip') event.finish();
"step 2"
trigger.target.chooseBool('是否装备'+get.translation(event.card)+'').ai=function(){
var current=trigger.target.get('e',{subtype:get.subtype(event.card)});
if(current&&current.length){
return ai.get.equipValue(event.card)>ai.get.equipValue(current[0]);
}
return true;
};
"step 3"
if(result.bool){
trigger.target.equip(event.card);
}
},
ai:{
threaten:1.1
}
},
liangzhu:{
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audio:2,
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trigger:{global:'recoverAfter'},
check:function(event,player){
return ai.get.attitude(player,event.player)>=0;
},
filter:function(event,player){
return event.player!=player&&_status.currentPhase==event.player;
},
content:function(){
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game.asyncDraw([trigger.player,player]);
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},
ai:{
expose:0.2
}
},
mingshi:{
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audio:2,
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trigger:{player:'damageBegin'},
direct:true,
filter:function(event,player){
return event.source&&event.source.hp>player.hp;
},
content:function(){
"step 0"
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var next=player.chooseToDiscard('是否发动【名士】?',{color:'black'});
next.ai=function(card){
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return 9-ai.get.value(card);
}
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next.logSkill='mingshi';
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"step 1"
if(result.bool){
trigger.num--;
player.logSkill('mingshi');
}
},
ai:{
threaten:0.8
}
},
lirang:{
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audio:2,
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trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
direct:true,
popup:false,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
player.chooseTarget('是否发动【礼让】?',function(card,player,target){
return player!=target
}).ai=function(target){
return ai.get.attitude(player,target);
};
"step 2"
if(result.bool){
var target=result.targets[0];
player.logSkill('lirang',target);
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
target.gain(cards);
if(event.isMine()){
target.$draw(cards);
}
else{
target.$gain2(cards);
}
if(target==game.me){
game.delay();
}
}
},
ai:{
threaten:0.9,
expose:0.1
}
},
moukui:{
trigger:{player:'shaBegin'},
direct:true,
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audio:true,
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content:function(){
"step 0"
var controls=['draw_card'];
if(trigger.target.num('he')){
controls.push('discard_card');
}
controls.push('cancel');
player.chooseControl(controls).ai=function(){
if(trigger.target.num('he')&&ai.get.attitude(player,trigger.target)<0){
return 'discard_card';
}
else{
return 'draw_card';
}
}
"step 1"
if(result.control=='draw_card'){
player.draw();
}
else if(result.control=='discard_card'&&trigger.target.num('he')){
player.discardPlayerCard(trigger.target,'he',true);
}
else event.finish();
"step 2"
player.logSkill('moukui',trigger.target);
player.addTempSkill('moukui2','shaEnd');
},
ai:{
expose:0.1
}
},
moukui2:{
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audio:true,
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trigger:{player:'shaMiss'},
forced:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
trigger.target.discardPlayerCard(player,true);
}
},
shenxian:{
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audio:2,
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trigger:{global:'discardAfter'},
filter:function(event,player){
if(event.player==player||_status.currentPhase==player) return false;
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if(player.skills.contains('shenxian2')) return false;
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for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])=='basic'){
return true;
}
}
return false;
},
frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
player.draw();
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player.addTempSkill('shenxian2','phaseAfter');
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},
ai:{
threaten:1.5
}
},
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shenxian2:{},
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qiangwu:{
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audio:2,
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enable:'phaseUse',
usable:1,
content:function(){
"step 0"
player.judge();
"step 1"
player.storage.qiangwu=result.number;
},
ai:{
result:{
player:1
},
order:11
},
mod:{
targetInRange:function(card,player){
if(_status.currentPhase==player&&card.name=='sha'&&card.number<player.storage.qiangwu) return true;
},
cardUsable:function(card,player){
if(_status.currentPhase==player&&card.name=='sha'&&card.number>player.storage.qiangwu) return Infinity;
}
},
group:'qiangwu2'
},
qiangwu2:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
content:function(){
delete player.storage.qiangwu;
}
},
zhendu:{
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audio:2,
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trigger:{global:'phaseUseBegin'},
filter:function(event,player){
return event.player!=player&&player.num('h')>0;
},
direct:true,
content:function(){
"step 0"
var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3);
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var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【鸩毒】?');
next.ai=function(card){
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if(nono) return -1;
if(ai.get.damageEffect(trigger.player,player,player)>0){
return 7-ai.get.useful(card);
}
return -1;
}
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next.logSkill=['zhendu',trigger.player];
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"step 1"
if(result.bool){
trigger.player.damage();
}
else{
event.finish();
}
"step 2"
trigger.player.useCard({name:'jiu'},trigger.player);
},
ai:{
threaten:2,
expose:0.3
}
},
qiluan:{
trigger:{source:'dieAfter'},
forced:true,
priority:-10,
silent:true,
popup:false,
filter:function(event){
return _status.currentPhase!=event.player;
},
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content:function(){
player.storage.qiluan=true;
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},
group:['qiluan2','qiluan3']
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},
qiluan2:{
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audio:2,
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trigger:{global:'phaseAfter'},
forced:true,
filter:function(event,player){
return player.storage.qiluan?true:false;
},
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content:function(){
player.draw(3);
player.storage.qiluan=false;
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}
},
qiluan3:{
trigger:{source:'dieAfter'},
forced:true,
priority:-10,
filter:function(event){
return _status.currentPhase==event.player;
},
content:function(){
player.draw(3);
},
},
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shangyi:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('h');
},
content:function(){
"step 0"
player.chooseCardButton(target,target.get('h')).filterButton=function(button){
return get.color(button.link)=='black';
}
"step 1"
if(result.bool){
target.discard(result.links[0]);
}
},
ai:{
order:11,
result:{
target:function(player,target){
return -target.num('h');
}
},
threaten:1.1
},
},
shengxi:{
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trigger:{player:'phaseDiscardBegin'},
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frequent:true,
filter:function(event,player){
return !player.getStat('damage');
},
content:function(){
player.draw(2);
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},
// audio:2,
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},
shoucheng:{
trigger:{global:'loseEnd'},
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audio:2,
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check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
filter:function(event,player){
if(event.player.num('h')) return false;
if(_status.currentPhase==event.player) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
trigger.player.draw();
},
ai:{
threaten:1.3,
expose:0.2
}
},
hengzheng:{
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audio:2,
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trigger:{player:'phaseDrawBefore'},
filter:function(event,player){
return player.hp==1||player.num('h')==0;
},
check:function(event,player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('he')&&game.players[i]!=player&&
ai.get.attitude(player,game.players[i])<=0){
num++;
}
if(game.players[i].num('j')&&game.players[i]!=player&&
ai.get.attitude(player,game.players[i])>0){
num+=2;
}
if(num>1) return true;
}
return false;
},
content:function(){
"step 0"
var targets=game.players.slice(0);
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.num=0;
trigger.untrigger();
trigger.finish();
"step 1"
if(num<event.targets.length){
if(event.targets[num].num('hej')){
player.gainPlayerCard(event.targets[num],'hej',true);
}
event.num++;
event.redo();
}
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2.5;
return 1;
},
}
},
yongjue:{
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audio:2,
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trigger:{global:'useCardEnd'},
filter:function(event,player){
if(event.card.name!='sha') return false;
if(event.player==player) return false;
if(event.targets.contains(player)) return false;
if(player.tempSkills.yongjue2) return false;
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if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d') return true;
}
}
return false;
},
frequent:true,
content:function(){
var cards=trigger.cards.slice(0);
for(var i=0;i<cards.length;i++){
if(get.position(cards[i])!='d'){
cards.splice(i--,1);
}
}
player.gain(cards,'gain2');
player.addTempSkill('yongjue2','phaseAfter');
},
},
yongjue2:{},
guixiu:{
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audio:2,
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trigger:{target:'shaBegin'},
frequent:true,
filter:function(event,player){
return player.num('h')<player.hp;
},
content:function(){
player.draw();
}
},
cunsi:{
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audio:2,
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unique:true,
enable:'phaseUse',
mark:true,
filter:function(event,player){
return !player.storage.cunsi&&player.num('h')&&!player.isTurnedOver();
},
init:function(player){
player.storage.cunsi=false;
},
filterTarget:function(card,player,target){
return player!=target&&target.sex=='male';
},
content:function(){
"step 0"
player.unmarkSkill('cunsi');
var cards=player.get('h');
target.gain(cards);
player.$give(cards.length,target);
player.storage.cunsi=true;
game.delay();
target.addSkill('yongjue');
target.marks.yongjue=target.markCharacter(player,{
name:'存嗣',
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content:'$<div><div class="skill">【勇决】</div><div>每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之(每回合最多能以此法获得一张杀)</div></div>'
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})
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game.addVideo('markCharacter',target,{
name:'存嗣',
content:'$<div><div class="skill">【勇决】</div><div>每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之(每回合最多能以此法获得一张杀)',
id:'yongjue',
target:player.dataset.position
});
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"step 1"
player.turnOver();
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player.removeSkill('guixiu');
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},
intro:{
content:'limited'
},
ai:{
order:4,
result:{
target:function(player,target){
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if(target.isMin()) return 0;
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if(player.hp>1){
if(game.phaseNumber<game.players.length) return 0;
if(target.hp==1&&target.maxHp>2) return 0;
if(ai.get.attitude(player,target)<5) return 0;
}
if(ai.get.attitude(player,target)<5) return 0;
if(target.hp==1&&target.maxHp>2) return 0.2;
if(target==game.me) return 1.2;
return 1;
}
},
expose:0.5,
threaten:1.5
}
},
fenming:{
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audio:2,
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trigger:{player:'phaseEnd'},
check:function(event,player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].isLinked()&&game.players[i].num('he')){
num+=ai.get.attitude(player,game.players[i]);
}
}
return num<0;
},
filter:function(event,player){
return player.isLinked();
},
content:function(){
"step 0"
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].isLinked()&&game.players[i].num('he')){
event.targets.push(game.players[i]);
}
}
event.num=0;
event.targets.sort(lib.sort.seat);
"step 1"
if(event.num<event.targets.length){
var target=event.targets[event.num];
if(player==target){
player.chooseToDiscard(true,'he');
}
else{
player.discardPlayerCard(true,'he',target);
}
event.num++;
event.redo();
}
}
},
duanxie:{
enable:'phaseUse',
usable:1,
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audio:2,
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filterTarget:function(card,player,target){
return player!=target&&!target.isLinked();
},
content:function(){
"step 0"
if(!target.isLinked()) target.link();
"step 1"
if(!player.isLinked()) player.link();
},
ai:{
result:{
target:-1,
player:function(player){
return player.isLinked()?0:-0.8;
}
},
order:2,
expose:0.3,
effect:{
target:function(card){
if(card.name=='tiesuo'){
return 0.5;
}
}
}
}
},
xiaoguo:{
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audio:2,
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trigger:{global:'phaseEnd'},
check:function(event,player){
return ai.get.damageEffect(event.player,player,player)>0;
},
filter:function(event,player){
return event.player!=player&&player.num('h',{type:'basic'});
},
direct:true,
content:function(){
"step 0"
var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3);
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var next=player.chooseToDiscard('是否发动【骁果】?',{type:'basic'});
next.ai=function(card){
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if(nono) return 0;
if(ai.get.damageEffect(trigger.player,player,player)>0){
return 8-ai.get.useful(card);
}
return 0;
}
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next.logSkill=['xiaoguo',trigger.player];
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"step 1"
if(result.bool){
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var nono=(ai.get.damageEffect(trigger.player,player,trigger.player)>=0);
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trigger.player.chooseToDiscard('he',{type:'equip'}).ai=function(card){
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if(nono){
return 0;
}
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if(trigger.player.hp==1) return 10-ai.get.value(card);
return 9-ai.get.value(card);
}
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.draw();
}
else{
trigger.player.damage();
}
},
ai:{
expose:0.3,
threaten:1.3
}
},
suishi:{
trigger:{global:'dying'},
forced:true,
priority:6,
filter:function(event,player){
return event.player!=player;
},
content:function(){
player.draw();
},
group:'suishi2'
},
suishi2:{
trigger:{global:'dieAfter'},
forced:true,
check:function(){
return false;
},
filter:function(event,player){
return event.player!=player;
},
content:function(){
player.loseHp();
},
},
sijian:{
trigger:{player:'loseEnd'},
direct:true,
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audio:2,
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filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【死谏】?',function(card,player,target){
return player!=target&&target.num('he')>0;
}).ai=function(target){
return -ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('sijian');
event.target=result.targets[0];
player.discardPlayerCard(event.target,true);
}
else{
event.finish();
}
},
ai:{
expose:0.2,
}
},
quji:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:function(){
var player=_status.event.player;
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp){
num++;
}
}
return [1,Math.min(num,player.maxHp-player.hp)];
},
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
filter:function(event,player){
return player.hp<player.maxHp;
},
selectTarget:function(){
return ui.selected.cards.length;
},
check:function(card){
if(get.color(card)=='black') return -1;
return 9-ai.get.value(card);
},
content:function(){
"step 0"
target.recover();
"step 1"
if(target==player){
for(var i=0;i<cards.length;i++){
if(get.color(cards[i])=='black'){
player.loseHp();
break;
}
}
}
},
ai:{
result:{
target:1
},
order:6
}
},
junbing2:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
if(player.skills.contains('junbing')||player.num('h')>1) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('junbing')){
return true;
}
}
return false;
},
check:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('junbing')){
var num=game.players[i].num('h');
var att=ai.get.attitude(player,game.players[i]);
if(num==0) return true;
if(num==1) return att>-1;
if(num==2) return att>0;
return att>1;
}
}
return false;
},
content:function(){
"step 0"
player.draw();
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('junbing')){
event.target=game.players[i];break;
}
}
"step 1"
var cards=player.get('h');
target.gain(cards);
event.num=cards.length;
player.$give(event.num,target);
game.delay();
"step 2"
target.chooseCard('选择还给'+get.translation(player)+'的牌',true,event.num);
if(target==game.me&&_status.auto) game.delay(0.2);
"step 3"
player.gain(result.cards);
target.$give(result.cards.length,player);
game.delay();
}
},
junbing:{
global:'junbing2',
unique:true
},
xiongyi:{
unique:true,
enable:'phaseUse',
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audio:2,
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mark:true,
filter:function(event,player){
return !player.storage.xiongyi;
},
init:function(player){
player.storage.xiongyi=false;
},
filterTarget:function(card,player,target){
if(_status.auto||player!=game.me){
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if(ai.get.attitude(player,target)<=0) return false;
2015-04-29 03:25:17 +00:00
}
return player!=target;
},
multitarget:true,
multiline:true,
selectTarget:[0,2],
content:function(){
"step 0"
player.storage.xiongyi=true;
player.unmarkSkill('xiongyi');
game.asyncDraw([player].concat(targets),3);
"step 1"
if(targets.length<=1){
player.recover();
}
},
intro:{
content:'limited'
},
ai:{
order:1,
result:{
player:function(player){
var num=player.num('h');
if(player.hp==1) return 1;
if(player.hp==2&&num<=1) return 1;
if(player.hp==3&&num==0) return 1;
if(player.hp>=3&&num>=3) return -10;
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if(lib.config.mode=='identity'||lib.config.mode=='guozhan'){
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for(var i=0;i<game.players.length;i++){
if(lib.config.mode=='identity'){
if(game.players[i].ai.shown<=0) return -10;
}
else if(lib.config.mode=='guozhan'){
2015-04-29 03:25:17 +00:00
if(game.players[i].identity=='unknown') return -10;
}
}
}
if(game.phaseNumber<game.players.length*2) return -10;
return 1;
},
target:1
}
}
},
shushen:{
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audio:2,
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trigger:{player:'recoverAfter'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【淑慎】?',function(card,player,target){
return target!=player;
}).ai=function(target){
return ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('shushen');
event.target=result.targets[0];
if(event.target.hp==event.target.maxHp){
event.target.draw(2);
event.finish();
}
else{
event.target.chooseControl('draw_card','recover_hp',function(event,target){
if(target.hp>=2||target.hp>=target.maxHp-1) return 'draw_card';
if(target.hp==2&&target.num('h')==0) return 'draw_card';
return 'recover_hp';
});
}
}
else{
event.finish();
}
"step 2"
if(result.control=='draw_card'){
target.draw(2);
}
else{
target.recover();
}
},
ai:{
threaten:0.8,
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expose:0.1
}
},
shenzhi:{
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audio:2,
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trigger:{player:'phaseBegin'},
check:function(event,player){
if(player.hp>2) return false;
var cards=player.get('h');
if(cards.length<player.hp) return false;
if(cards.length>3) return false;
for(var i=0;i<cards.length;i++){
if(ai.get.value(cards[i])>7||get.tag(cards[i],'recover')>=1) return false;
}
return true;
},
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filter:function(event,player){
return player.num('h')>0;
},
2015-04-29 03:25:17 +00:00
content:function(){
"step 0"
var cards=player.get('h');
event.bool=cards.length>=player.hp;
player.discard(cards);
"step 1"
if(event.bool){
player.recover();
}
}
},
wuji:{
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audio:2,
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trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.getStat('damage')>=3&&player.skills.contains('huxiao');
},
content:function(){
"step 0"
player.removeSkill('huxiao');
player.gainMaxHp();
"step 1"
player.recover();
}
},
xueji:{
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audio:2,
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enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hp<player.maxHp&&player.num('he',{color:'red'})>0;
},
filterTarget:function(card,player,target){
return player!=target&&get.distance(player,target,'attack')<=1;
},
selectTarget:function(){
return [1,_status.event.player.maxHp-_status.event.player.hp];
},
position:'he',
filterCard:function(card){
return get.color(card)=='red';
},
check:function(card){
return 8-ai.get.useful(card);
},
content:function(){
"step 0"
target.damage();
"step 1"
target.draw();
},
ai:{
order:7,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player);
}
},
threaten:function(player,target){
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
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if(target.hp==target.maxHp&&target.hasFriend()) return [0,1];
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}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
huxiao:{
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audio:2,
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trigger:{player:'shaMiss'},
forced:true,
content:function(){
player.storage.huxiao++;
},
check:function(event,player){
return player.num('h','sha')>0;
},
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+player.storage.huxiao;
}
},
group:'huxiao2'
},
huxiao2:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.huxiao=0;
},
},
aocai:{
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audio:2,
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trigger:{player:'chooseToRespondBegin'},
frequent:true,
filter:function(event,player){
if(event.responded) return false;
return _status.currentPhase!==player;
},
content:function(){
"step 0"
var cards=[];
if(ui.cardPile.childNodes.length<2){
var discardcards=get.cards(2);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
}
for(var i=0;i<2;i++){
cards.push(ui.cardPile.childNodes[i]);
}
player.chooseCardButton('傲才:选择一张卡牌打出',cards).filterButton=function(button){
return get.type(button.link)=='basic'&&trigger.filterCard(button.link);
}
"step 1"
if(result.bool){
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game.log(get.translation(player)+'傲才发动成功');
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trigger.untrigger();
trigger.responded=true;
result.buttons[0].link.remove();
trigger.result={bool:true,card:result.buttons[0].link}
}
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
}
},
group:'aocai2',
},
aocai2:{
enable:'chooseToUse',
direct:true,
filter:function(event,player){
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return _status.currentPhase!==player&&
event.parent.name!='_wuxie1'&&event.parent.name!='_wuxie2'&&
event.parent.name!='_chenhuodajie';
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},
delay:0,
content:function(){
"step 0"
var cards=[];
if(ui.cardPile.childNodes.length<2){
var discardcards=get.cards(2);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
}
for(var i=0;i<2;i++){
cards.push(ui.cardPile.childNodes[i]);
}
var dialog=ui.create.dialog('傲才:选择一张卡牌使用',cards);
var trigger=event.parent.parent;
player.chooseButton(dialog,function(){return 1}).filterButton=function(button){
return get.type(button.link)=='basic'&&trigger.filterCard(button.link,player,trigger);
};
player.addTempSkill('aocai4',['useCardAfter','phaseAfter']);
player.popup('aocai');
"step 1"
if(result.bool){
game.log(get.translation(player)+'发动了傲才')
lib.skill.aocai3.viewAs=result.buttons[0].link;
event.parent.parent.backup('aocai3');
event.parent.parent.step=0;
if(event.isMine()){
event.parent.parent.openskilldialog='选择'+get.translation(result.buttons[0].link)+'的目标';
}
}
else{
event.parent.parent.step=0;
}
},
ai:{
order:11,
save:true,
result:{
player:function(player){
if(player.tempSkills.aocai4) return 0;
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if(_status.dying) return ai.get.attitude(player,_status.dying);
return 1;
}
}
}
},
aocai3:{
filterCard:function(){return false},
selectCard:-1
},
aocai4:{},
hongyuan:{
trigger:{player:'phaseDrawBegin'},
direct:true,
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audio:2,
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content:function(){
"step 0"
var check;
if(player.num('h')==0){
check=false;
}
else{
var i,num=0;
for(i=0;i<game.players.length;i++){
if(player!=game.players[i]){
if(ai.get.attitude(player,game.players[i])>1){
num++;
}
}
}
check=(num>=2);
}
player.chooseTarget('是否发动【弘援】?',[1,2],function(card,player,target){
return player!=target;
},
function(target){
if(!check) return 0;
return ai.get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
player.logSkill('hongyuan',result.targets);
// for(var i=0;i<result.targets.length;i++){
// result.targets[i].draw();
// }
game.asyncDraw(result.targets);
trigger.num--;
}
},
},
huanshi:{
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audio:2,
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trigger:{global:'judge'},
filter:function(event,player){
return player.num('he')>0;
},
check:function(event,player){
if(ai.get.attitude(player,event.player)<=0) return false;
var cards=player.get('he');
var judge=event.judge(event.player.judging);
for(var i=0;i<cards.length;i++){
// console.log(event.judge(cards[i]),judge,ai.get.useful(cards[i]));
var judge2=event.judge(cards[i]);
if(_status.currentPhase!=player&&judge2==judge&&get.color(cards[i])=='red'&&ai.get.useful(cards[i])<5) return true;
if(judge2>judge) return true;
}
return false;
},
content:function(){
"step 0"
var target=trigger.player;
var judge=trigger.judge(target.judging);
var attitude=ai.get.attitude(target,player);
target.choosePlayerCard('请选择代替判定的牌','he','visible',true,player).ai=function(button){
var card=button.link;
var result=trigger.judge(card)-judge;
if(result>0){
return 20+result;
}
if(result==0){
if(_status.currentPhase==player) return 0;
if(attitude>=0){
return get.color(card)=='red'?7:0-ai.get.value(card);
}
else{
return get.color(card)=='black'?10:0+ai.get.value(card);
}
}
if(attitude>=0){
return get.color(card)=='red'?0:-10+result;
}
else{
return get.color(card)=='black'?0:-10+result;
}
};
"step 1"
if(result.bool){
event.card=result.buttons[0].link;
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player.respond(event.card,'highlight');
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}
else{
event.finish();
}
"step 2"
if(result.bool){
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if(trigger.player.judging.clone){
trigger.player.judging.clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging.clone]));
}
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ui.discardPile.appendChild(trigger.player.judging);
trigger.player.judging=event.card;
game.delay(2);
}
},
ai:{
tag:{
rejudge:1,
}
}
},
mingzhe:{
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audio:2,
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trigger:{player:['useCardAfter','respondAfter','discardAfter']},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='red'&&
event.cards[i].original!='j') return true;
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}
}
return false;
},
content:function(){
player.draw();
},
ai:{
threaten:0.7
}
},
duwu:{
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audio:2,
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enable:'phaseUse',
filter:function(event,player){
return player.skills.contains('duwu2')==false;
},
filterCard:true,
position:'he',
selectCard:[1,Infinity],
filterTarget:function(card,player,target){
return get.distance(player,target,'attack')<=1&&ui.selected.cards.length==target.hp;
},
check:function(card){
switch(ui.selected.cards.length){
case 0:return 7-ai.get.value(card);
case 1:return 6-ai.get.value(card);
case 2:return 3-ai.get.value(card);
default:return 0;
}
},
content:function(){
"step 0"
target.damage();
if(target.hp>1){
event.finish();
}
"step 1"
player.addSkill('duwu2');
player.loseHp();
},
ai:{
order:2,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player);
}
},
threaten:1.5,
expose:0.3
}
},
duwu2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
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audio:false,
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content:function(){
player.removeSkill('duwu2');
}
},
yicong:{
mod:{
globalFrom:function(from,to,current){
if(from.hp>2) return current-1;
},
globalTo:function(from,to,current){
if(to.hp<=2) return current+1;
},
},
ai:{
threaten:0.8
}
},
yongsi:{
group:['yongsi1','yongsi2'],
ai:{
threaten:2.2
}
},
yongsi1:{
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audio:2,
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trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
var list=['wei','shu','wu','qun'],num=0;
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
trigger.num+=num;
}
},
yongsi2:{
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audio:2,
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trigger:{player:'phaseDiscardBegin'},
forced:true,
content:function(){
var list=['wei','shu','wu','qun'],num=0;
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
player.chooseToDiscard(num,'he',true);
}
},
bifa:{
trigger:{player:'phaseEnd'},
direct:true,
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audio:2,
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filter:function(event,player){
return player.num('h')>0;
},
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content:function(){
"step 0"
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.bifa){
game.players[i].addSkill('bifa2');
}
}
player.chooseCardTarget({
filterCard:true,
filterTarget:function(card,player,target){
return player!=target&&!target.storage.bifa;
},
ai1:function(card){
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return 7-ai.get.value(card);
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},
ai2:function(target){
var num=target.hasSkillTag('maixie')?2:0;
return -ai.get.attitude(_status.event.player,target)-num;
},
prompt:'是否发动笔伐?'
});
"step 1"
if(result.bool){
player.logSkill('bifa',result.targets[0]);
result.targets[0].addSkill('bifa2');
result.targets[0].storage.bifa=[result.cards[0],player];
player.lose(result.cards[0],result.targets[0].node.special);
player.$give(1,result.targets[0]);
}
},
ai:{
threaten:1.7,
expose:0.3
}
},
bifa2:{
trigger:{player:'phaseBegin'},
forced:true,
mark:true,
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audio:false,
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content:function(){
"step 0"
if(player.storage.bifa[1].isAlive()){
player.chooseCard(get.translation(player.storage.bifa[1])+
'的笔伐牌为'+get.translation(player.storage.bifa[0]),function(card){
if(get.type(card)=='trick'||get.type(card)=='delay'){
return get.type(player.storage.bifa[0])=='trick'||
get.type(player.storage.bifa[0])=='delay'
}
else{
return get.type(card)==get.type(player.storage.bifa[0]);
}
}).ai=function(card){
return 8-ai.get.value(card);
};
}
else{
event.directfalse=true;
}
"step 1"
if(result.bool&&!event.directfalse){
player.storage.bifa[1].gain(result.cards);
player.$give(result.cards,player.storage.bifa[1]);
player.gain(player.storage.bifa[0],'draw2');
}
else{
ui.discardPile.appendChild(player.storage.bifa[0]);
game.log(get.translation(player.storage.bifa[0])+'进入弃牌堆');
player.$throw(player.storage.bifa[0]);
player.loseHp();
}
player.removeSkill('bifa2');
delete player.storage.bifa;
},
intro:{
name:'笔伐',
content:'已成为笔伐目标'
}
},
songci:{
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audio:2,
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enable:'phaseUse',
filter:function(){
for(var i=0;i<game.players.length;i++){
if(!game.players[i].storage.songci) return true;
}
return false;
},
init:function(player){
player.storage.songci=false;
},
filterTarget:function(card,player,target){
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return (!target.storage.songci&&target.num('h')!=target.hp);
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},
content:function(){
if(target.num('h')>target.hp){
target.chooseToDiscard(2,'he',true);
}
else{
target.draw(2);
}
target.storage.songci=true;
target.mark('songci',{
name:'颂词',
content:'已发动'
});
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game.addVideo('mark',target,{
name:'颂词',
content:'已发动',
id:'songci'
});
2015-04-29 03:25:17 +00:00
},
ai:{
order:7,
threaten:1.5,
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expose:0.2,
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result:{
target:function(player,target){
if(target.num('h')<target.hp){
if(target.num('h')<=1) return 1;
}
else if(target.num('h')>target.hp){
if(target.num('h')<=3) return -1;
}
}
}
}
},
baobian:{
trigger:{player:['phaseBefore','changeHp']},
forced:true,
popup:false,
unique:true,
content:function(){
if(!player.storage.baobian){
player.storage.baobian=[];
if(player.skills.contains('tiaoxin')){
player.storage.baobian.push('tiaoxin');
}
if(player.skills.contains('paoxiao')){
player.storage.baobian.push('paoxiao');
}
if(player.skills.contains('shensu')){
player.storage.baobian.push('shensu');
}
}
if(player.storage.baobian.contains('tiaoxin')==false){
player.removeSkill('tiaoxin');
}
if(player.storage.baobian.contains('paoxiao')==false){
player.removeSkill('paoxiao');
}
if(player.storage.baobian.contains('shensu')==false){
player.removeSkill('shensu');
}
if(player.hp<=3){
player.addSkill('tiaoxin');
}
if(player.hp<=2){
player.addSkill('paoxiao');
}
if(player.hp==1){
player.addSkill('shensu');
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
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if(!target.hasFriend()) return;
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if(target.hp>=4) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
chongzhen:{
group:['chongzhen1','chongzhen2'],
ai:{
mingzhi:false,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')||get.tag(card,'respondSha')){
if(ai.get.attitude(target,player)<=0){
if(current>0) return;
if(target.num('h')==0) return 1.6;
if(target.num('h')==1) return 1.2;
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if(target.num('h')==2) return [0.8,0.2,0,-0.2];
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return [0.4,0.7,0,-0.7];
}
}
},
},
}
},
chongzhen1:{
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audio:2,
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trigger:{player:'shaBefore'},
filter:function(event,player){
if(event.skill!='longdan1') return false;
return event.target.num('h')>0;
},
content:function(){
player.gain(trigger.target.get('h').randomGet());
trigger.target.$give(1,player);
game.delay();
}
},
chongzhen2:{
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audio:2,
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trigger:{player:'respond'},
filter:function(event,player){
if(event.skill!='longdan2'&&event.skill!='longdan1') return false;
return event.source&&event.source.num('h')>0;
},
content:function(){
player.gain(trigger.source.get('h').randomGet());
trigger.source.$give(1,player);
game.delay();
}
},
lihun:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.sex=='male';
},
filterCard:true,
position:'he',
content:function(){
player.gain(target.get('h'));
target.$give(target.num('h'),player);
player.turnOver();
player.addSkill('lihun2');
player.storage.lihun=target;
},
check:function(card){return 8-ai.get.value(card)},
ai:{
order:10,
result:{
player:function(player){
if(player.classList.contains('turnedover')) return 10;
return 0;
},
target:function(player,target){
if(target.num('h')>target.hp) return target.hp-target.num('h');
return 0;
}
},
threaten:1.5,
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,2];
}
}
},
},
lihun2:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
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audio:false,
2015-04-29 03:25:17 +00:00
content:function(){
"step 0"
player.removeSkill('lihun2');
if(player.storage.lihun.classList.contains('dead')){
event.finish();
}
else{
player.chooseCard('he',true,player.storage.lihun.hp);
}
"step 1"
player.storage.lihun.gain(result.cards);
player.$give(result.cards.length,player.storage.lihun);
}
},
yuanhu:{
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audio:3,
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trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
content:function(){
"step 0"
player.chooseCardTarget({
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
filterTarget:function(card,player,target){
return !target.get('e',get.subtype(card)[5]);
},
ai1:function(card){
return 6-ai.get.value(card);
},
ai2:function(target){
return ai.get.attitude(player,target)-3;
},
prompt:'是否发动援护?'
});
"step 1"
if(result.bool){
player.logSkill('yuanhu',result.targets);
var thisTarget=result.targets[0];
var thisCard=result.cards[0];
thisTarget.equip(thisCard);
event.target=thisTarget;
if(thisTarget!=player){
player.$give(thisCard,thisTarget);
}
switch(get.subtype(thisCard)){
case 'equip1':
for(var i=0;i<game.players.length;i++){
if(get.distance(thisTarget,game.players[i])==1) break;
}
if(i==game.players.length) return;
game.delay();
player.chooseTarget(true,function(card,player,target){
return get.distance(thisTarget,target)==1&&target.num('hej');
}).ai=function(target){
var attitude=ai.get.attitude(player,target);
if(attitude>0&&target.num('j')){
return attitude;
}
return -attitude;
};return;
case 'equip2':thisTarget.draw();event.finish();return;
default:thisTarget.recover();event.finish();return;
}
}
else{
event.finish();
}
"step 2"
if(result.targets.length){
player.discardPlayerCard(true,result.targets[0],'hej');
}
},
ai:{
threaten:1.2
}
},
tianming:{
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audio:true,
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trigger:{target:'shaBegin'},
check:function(event,player){
var cards=player.get('h');
if(cards.length<=2){
for(var i=0;i<cards.length;i++){
if(cards[i].name=='shan'||cards[i].name=='tao') return false;
}
}
return true;
},
content:function(){
"step 0"
player.chooseToDiscard(2,true,'he');
player.draw(2);
var players=game.players.slice(0);
players.sort(function(a,b){
return b.hp-a.hp;
});
if(players[0].hp>players[1].hp&&players[0]!=player){
players[0].chooseBool('是否发动天命?');
event.player=players[0];
}
else{
event.finish();
}
"step 1"
if(result.bool){
player.chooseToDiscard(2,true,'he');
player.draw(2);
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='sha') return [1,0.5];
}
}
}
},
mizhao:{
enable:'phaseUse',
usable:1,
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audio:2,
2015-04-29 03:25:17 +00:00
filter:function(event,player){
return player.num('h')>0;
},
filterCard:true,
selectCard:-1,
filterTarget:function(card,player,target){
return player!=target;
},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards.length,targets[0]);
2015-08-15 09:10:06 +00:00
player.line(targets[0]);
2015-04-29 03:25:17 +00:00
},
ai:{
order:1,
result:{
player:0,
target:function(player,target){
if(player.num('h')>1){
return 1;
}
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for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')&&game.players[i]!=target&&game.players[i]!=player&&ai.get.attitude(player,game.players[i])<0){
break;
}
}
if(i==game.players.length){
return 1;
}
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return -2/(target.num('h')+1);
}
}
},
content:function(){
"step 0"
event.target1=targets[0];
targets[0].gain(cards);
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game.delay();
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for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')&&game.players[i]!=event.target1&&game.players[i]!=player){
break;
}
}
if(i==game.players.length){
event.finish();
}
"step 1"
player.chooseTarget(true,'选择拼点目标',function(card,player,target){
return target.num('h')&&target!=event.target1&&target!=player;
}).ai=function(target){
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var eff=ai.get.effect(target,{name:'sha'},event.target1,player);
var att=ai.get.attitude(player,target);
if(att>0){
return eff-10;
}
return eff;
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};
"step 2"
if(result.targets.length){
event.target2=result.targets[0];
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event.target1.line(event.target2);
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event.target1.chooseToCompare(event.target2);
}
else{
event.finish();
}
"step 3"
if(result.bool){
event.target1.useCard({name:'sha'},event.target2);
}
else{
event.target2.useCard({name:'sha'},event.target1);
}
}
},
gongao:{
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audio:2,
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trigger:{global:'dieAfter'},
forced:true,
unique:true,
content:function(){
player.gainMaxHp();
player.recover();
},
ai:{
threaten:1.5
}
},
juyi:{
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audio:true,
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trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.maxHp>game.players.length&&player.hp<player.maxHp&&!player.storage.juyi;
},
forced:true,
unique:true,
content:function(){
var num=player.maxHp-player.num('h');
if(num>0){
player.draw(num);
}
player.addSkill('benghuai');
player.addSkill('weizhong');
player.storage.juyi=true;
}
},
weizhong:{
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audio:true,
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trigger:{player:['gainMaxHpEnd','loseMaxHpEnd']},
forced:true,
content:function(){
player.draw();
}
},
chixin:{
group:['chixin1','chixin2'],
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha'){
return num+20;
}
},
},
trigger:{player:'shaBefore'},
forced:true,
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popup:false,
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check:function(event,player){
return player.num('h','sha')>0;
},
filter:function(event,player){
return _status.currentPhase==player;
},
content:function(){
var target=trigger.target;
if(target.skills.contains('chixin3')){
target.storage.chixin++;
}
else{
target.storage.chixin=1;
target.addTempSkill('chixin3','phaseUseEnd');
}
}
},
chixin1:{
enable:['chooseToRespond','chooseToUse'],
filterCard:{suit:'diamond'},
position:'he',
viewAs:{name:'sha'},
prompt:'将一张♦牌当杀使用或打出',
check:function(card){return 5-ai.get.value(card)},
ai:{
respondSha:true,
}
},
chixin2:{
enable:['chooseToRespond'],
filterCard:{suit:'diamond'},
viewAs:{name:'shan'},
position:'he',
prompt:'将一张♦牌当闪打出',
check:function(card){return 5-ai.get.value(card)},
ai:{
respondShan:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.8
}
},
}
},
chixin3:{
mod:{
targetEnabled:function(card,player,target){
if(card.name!='sha') return;
if(player==_status.currentPhase&&player.get('s').contains('chixin')){
var num=game.checkMod(card,player,1,'cardUsable',player.get('s'))-20;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('chixin3')){
num+=1-game.players[i].storage.chixin;
}
}
return num>1;
}
}
}
},
suiren:{
trigger:{player:'phaseBegin'},
check:function(event,player){
return player.hp==1||(player.hp==2&&player.num('h')<=1);
},
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filter:function(event,player){
return !player.storage.suiren;
},
intro:{
content:'limited',
},
mark:true,
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direct:true,
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unique:true,
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content:function(){
"step 0"
var check=(player.hp==1||(player.hp==2&&player.num('h')<=1));
player.chooseTarget('是否发动【随仁】?').ai=function(target){
if(!check) return 0;
return ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
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player.storage.suiren=true;
player.unmarkSkill('suiren');
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player.logSkill('suiren',result.targets);
player.removeSkill('yicong');
player.gainMaxHp();
player.recover();
result.targets[0].draw(3);
}
}
}
},
translate:{
chenlin:'陈琳',
yuanshu:'袁术',
re_yuanshu:'袁术',
gongsunzan:'公孙瓒',
sp_diaochan:'貂蝉',
yangxiu:'杨修',
sp_zhaoyun:'赵云',
jsp_zhaoyun:'赵云',
caohong:'曹洪',
liuxie:'刘协',
xiahouba:'夏侯霸',
zhugejin:'诸葛谨',
zhugeke:'诸葛恪',
guanyinping:'关银屏',
ganfuren:'甘夫人',
sunhao:'孙皓',
chengyu:'程昱',
simalang:'司马朗',
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zhangliang:'张梁',
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tianfeng:'田丰',
sp_pangtong:'庞统',
maliang:'马良',
sp_caoren:'曹仁',
yuejin:'乐进',
mifuren:'糜夫人',
sp_dongzhuo:'董卓',
chendong:'陈武董袭',
jiangfei:'蒋琬费祎',
jiangqing:'蒋钦',
hetaihou:'何太后',
dingfeng:'丁奉',
zhangxingcai:'张星彩',
caoang:'曹昂',
kongrong:'孔融',
fuwan:'伏完',
sp_pangde:'庞德',
sp_sunshangxiang:'孙尚香',
zhugedan:'诸葛诞',
sp_machao:'马超',
sp_jiangwei:'姜维',
zhangbao:'张宝',
yangxiou:'杨修',
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shixie:'士燮',
mayunlu:'马云騄',
zhanglu:'张鲁',
wutugu:'兀突骨',
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mateng:'马腾',
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sp_caiwenji:'蔡文姬',
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zhugeguo:'诸葛果',
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yuhua:'羽化',
yuhua_info:'锁定技,弃牌阶段内,你的非基本牌不计入手牌数,且你不能弃置你的非基本牌',
qirang:'祈禳',
qirang_info:'当有装备牌进入你的装备区时,你可以获得牌堆中的一张锦囊牌',
2015-11-18 05:46:30 +00:00
biluan:'避乱',
biluan_info:'摸牌阶段开始时若有其他角色与你距离不大于1则你可以放弃摸牌。若如此做其他角色与你距离+XX为势力数',
lixia:'礼下',
lixia_info:'锁定技,其他角色结束阶段开始时,若你不在其攻击范围内,你摸一张牌或令其摸一张牌。若如此做,其他角色与你的距离-1',
yishe:'义舍',
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yishe_bg:'米',
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yishe_info:'结束阶段开始时若你的武将牌上没有牌你可以摸两张牌。若如此做你将两张牌置于武将牌上称为“米”当“米”移至其他区域后若你的武将牌上没有“米”你回复1点体力',
bushi:'布施',
midao:'米道',
bushi_info:'当你受到1点伤害后或其他角色受到你造成的1点伤害后受到伤害的角色可以获得一张“米”',
midao_info:'当一张判定牌生效前,你可以打出一张“米”代替之',
fengpo:'凤魄',
fengpo_info:'当你于出牌阶段内使用第一张【杀】或【决斗】指定目标后若目标角色数为1你可以选择一项1.摸X张牌2.此牌造成的伤害+XX为其手牌中方牌的数量',
chenqing:'陈情',
chenqing_info:'每轮限一次,当一名角色处于濒死状态时,你可以令另一名其他角色摸四张牌,然后弃置四张牌。若其以此法弃置的四张牌花色各不相同,则视为该角色对濒死的角色使用一张【桃】',
mozhi:'默识',
mozhi_info:'结束阶段开始时,你可以将一张手牌当你本回合出牌阶段使用的第一张基本或非延时类锦囊牌使用。然后,你可以将一张手牌当你本回合出牌阶段使用的第二张基本或非延时类锦囊牌使用',
ranshang:'燃殇',
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ranshang2:'燃殇',
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ranshang_info:'锁定技当你受到1点火焰伤害后你获得1枚“燃”标记结束阶段开始时你失去X点体力X为“燃”标记的数量',
hanyong:'悍勇',
hanyong_info:'当你使用【南蛮入侵】或【万箭齐发】时,若你的体力值小于游戏轮数,你可以令此牌造成的伤害+1',
yicong:'义从',
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yongsi:'庸肆',
yongsi1:'庸肆',
yongsi2:'庸肆',
bifa:'笔伐',
bifa2:'笔伐',
songci:'颂词',
baobian:'豹变',
lihun:'离魂',
chongzhen:'冲阵',
chongzhen1:'冲阵',
chongzhen2:'冲阵',
yuanhu:'援护',
tianming:'天命',
mizhao:'密诏',
duwu:'黩武',
mingzhe:'明哲',
huanshi:'缓释',
hongyuan:'弘援',
aocai:'傲才',
aocai2:'傲才',
aocai3:'傲才',
huxiao:'虎啸',
xueji:'血祭',
wuji:'武继',
shushen:'淑慎',
shenzhi:'神智',
xiongyi:'雄异',
shefu:'设伏',
junbing:'郡兵',
junbing2:'郡兵',
quji:'去疾',
sijian:'死谏',
suishi:'随势',
suishi2:'随势',
xiaoguo:'骁果',
duanxie:'断绁',
fenming:'奋命',
guixiu:'闺秀',
cunsi:'存嗣',
yongjue:'勇决',
hengzheng:'横征',
shengxi:'生息',
shoucheng:'守成',
shangyi:'尚义',
zhendu:'鸩毒',
qiluan:'戚乱',
qiluan2:'戚乱',
qiluan3:'戚乱',
shenxian:'甚贤',
qiangwu:'枪舞',
moukui:'谋溃',
moukui2:'谋溃',
lirang:'礼让',
mingshi:'名士',
liangzhu:'良助',
kaikang:'慷忾',
wangzun:'妄尊',
tongji:'同疾',
kuiwei:'溃围',
kuiwei2:'溃围',
yanzheng:'严整',
zhoufu:'咒缚',
zhoufu2:'咒缚',
zhoufu3:'咒缚',
yingbin:'影兵',
fenxun:'奋迅',
spmengjin:'猛进',
xiemu:'协穆',
naman:'纳蛮',
zuixiang:'醉乡',
manjuan:'漫卷',
taichen:'抬榇',
jilei:'鸡肋',
jilei2:'鸡肋',
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fulu:'符箓',
fuji:'助祭',
fuji_info:'当一名角色造成雷电伤害时,你可以令其进行一次判定,若结果为黑色,此伤害+1若结果为红色该角色获得此牌。',
fulu_info:'你可以将【杀】当雷【杀】使用。',
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jilei_info:'每当你受到一次伤害,可以令伤害来源不能使用或打出其手牌直到回合结束',
danlao:'啖酪',
2015-04-29 03:44:48 +00:00
danlao_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。',
2015-04-29 03:25:17 +00:00
gongao:'功獒',
zhuiji:'追击',
chouhai:'仇海',
chouhai_info:'锁定技,当你每次受到伤害时,若你没有手牌,此伤害+1。',
guiming:'归命',
guiming_info:'主公技,其他吴势力角色于你的回合内视为已受伤的角色。',
chixin:'赤心',
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chixin1:'赤心',
chixin2:'赤心',
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chixin_info:'你可以将♦牌当【杀】或【闪】使用或打出。出牌阶段,你对你攻击范围内的每名角色均可使用一张【杀】。',
suiren:'随仁',
suiren_info:'限定技准备阶段开始时你可以失去技能“义从”然后加1点体力上限并回复1点体力再令一名角色摸三张牌。',
canshi:'残蚀',
canshi2:'残蚀',
canshi_info:'摸牌阶段开始时你可以放弃摸牌改为摸x张牌x为已受伤的角色数若如此做当你与此回合内使用基本牌或锦囊牌时你弃置一张牌。',
zhuiji_info:'锁定技你与体力值低于你的角色距离为1。',
kunfen:'困奋',
kunfen_info:'锁定技,回合结束阶段开始时,你失去1点体力,然后摸两张牌',
fengliang:'逢亮',
fengliang_info:'觉醒技,当你进入濒死状态时,你减1点体力上限并将体力值回复至2点,然后获得技能挑衅,将困奋改为非锁定技',
cihuai:'刺槐',
cihuai_info:'出牌阶段开始时,若你手牌中没有杀,你可以展示你的手牌,视为对一名角色使用一张杀',
gongao_info:'锁定技,每当一名角色死亡后,你增加一点体力上限,回复一点体力。',
juyi:'举义',
juyi_info:'觉醒技,准备阶段开始时,若你已受伤且体力上限大于存活角色数,你须将手牌摸至体力上限,然后获得技能“崩坏”和“威重”。',
weizhong:'威重',
weizhong_info:'锁定技,每当你的体力上限增加或减少时,你摸一张牌。',
taichen_info:'出牌阶段限一次,你可以自减一点体力,视为对一名角色使用一张杀(不计入回合内出杀限制)',
manjuan_info:'其他角色的卡牌因弃置而进入弃牌堆后,你可以弃置一张花色与之不同的牌,然后获得之',
zuixiang_info:'限定技回合开始阶段开始时你可以展示牌库顶的3张牌并置于你的武将牌上你不可使用或打出与该些牌同类的牌所有同类牌对你无效。之后每个你的回合开始阶段你须重复展示一次直至该些牌中任意两张点数相同时将你武将牌上的全部牌置于你的手上。',
naman_info:'你可以获得其他角色打出的杀',
xiemu_info:'每当你成为其他角色的黑色牌的目标,可以弃置一张杀并摸两张牌',
spmengjin_info:'每当你使用一张杀,可以弃置目标一张牌',
fenxun_info:'每当你使用杀且仅指定了一个目标,你可以弃置一张牌并额外指定一个无视距离的目标',
yingbin_info:'受到“咒缚”技能影响的角色进行判定时,你可以摸两张牌。',
zhoufu_info:'出牌阶段限一次,你可以指定一名其他角色并将一张手牌移出游戏(将此牌置于该角色的武将牌旁)。若如此做,该角色进行判定时,改为将此牌作为判定牌。该角色的回合结束时,若此牌仍在该角色旁,你将此牌收入手牌。',
yanzheng_info:'若你的手牌数大于你的体力值,你可以将你装备区内的牌当【无懈可击】使用',
kuiwei_info:'回合结束阶段开始时你可以摸2+X张牌然后将你的武将牌翻面。在你的下个摸牌阶段开始时你须弃置X张牌。X等于当时场上装备区内的武器牌的数量',
tongji_info:'锁定技。若你的手牌数大于你的体力值,则只要你在任一其他角色的攻击范围内,该角色使用【杀】时便不能指定你以外的角色为目标',
wangzun_info:'其他角色的回合开始时,你可以摸一张牌,然后令该角色此回合的手牌上限-1直到你的回合开始你不能再次发动此技',
kaikang_info:'每当你距离1以内的角色成为杀的目标后你可以摸一张牌。若如此做你交给其一张牌并展示之若该牌为装备牌该角色可以使用此牌。',
liangzhu_info:'其他角色在其回合内回复体力时,你可以与其各摸一张牌 ',
mingshi_info:'当你即将受到伤害时,若伤害来源的体力值大于你,你可以弃置一张黑色手牌令伤害-1 ',
lirang_info:'你可以将你弃置的卡牌交给一名其他角色 ',
moukui_info:'当你使用【杀】指定一名角色为目标后,你可以选择一项:摸一张牌,或弃置其一张牌。若如此做,此【杀】被【闪】抵消时,该角色弃置你的一张牌。 ',
qiangwu_info:'出牌阶段,你可以进行一次判定。若如此做,则直到回合结束,你使用点数小于判定牌的 【杀】时不受距离限制,且你使用点数大于判定牌的【杀】时不计入出牌阶段的使用次数。',
2015-04-30 16:30:29 +00:00
shenxian_info:'每名角色的回合限一次,你的回合外,每当有其他角色因弃置而失去牌时,若其中有基本牌,你可以摸一张牌。',
2015-04-29 03:25:17 +00:00
qiluan_info:'每当你杀死一名角色后,可以在回合结束时摸三张牌。',
zhendu_info:'其他角色的出牌阶段开始时,你可以弃置一张手牌,视为该角色使用一张【酒】,然后你对其造成一点伤害。',
shangyi_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后弃置其中的一张黑色牌',
shoucheng_info:'每当一名其他角色在其回合外失去最后的手牌时,你可令该角色摸一张牌。',
2015-04-30 16:30:29 +00:00
shengxi_info:'若你于出牌阶段未造成伤害,你可在弃牌阶段开始时摸两张牌。',
2015-04-29 03:25:17 +00:00
hengzheng_info:'摸牌阶段开始时若你的体力值为1或你没有手牌你可以放弃摸牌获得每名其他角色区域里的一张牌。',
2015-06-19 15:31:36 +00:00
cunsi_info:'限定技,出牌阶段,你可以将所有手牌交给一名男性角色,令该角色获得技能【勇决】,然后翻面并失去技能【闺秀】',
2015-04-29 03:25:17 +00:00
guixiu_info:'每当你成为杀的目标,若你的手牌数小于体力值,可以摸一张牌',
fenming_info:'结束阶段开始时,若你处于连环状态,你可以弃置处于连环状态的每名角色的一张牌。',
duanxie_info:'出牌阶段限一次,你可以令一名其他角色横置武将牌,若如此做,你横置武将牌。',
xiaoguo_info:'其他角色的结束阶段开始时你可以弃置一张基本牌令该角色选择一项1.弃置一张装备牌并令你摸一张牌2.受到你对其造成的1点伤害。',
sijian_info:'当你失去最后的手牌时,你可以弃置一名其他角色的一张牌。',
suishi_info:'锁定技。当一名其他角色进入濒死状态时你摸一张牌其他与你势力相同的角色死亡时你失去1点体力。',
quji_info:'出牌阶段限一次你可以弃置X张牌X为你已损失的体力值然后令至多X名已受伤的角色各回复1点体力。若你以此法弃置的牌中有黑色牌你失去一点体力。',
junbing_info:'一名角色的结束阶段开始时若其手牌数少于或者等于1该角色可以摸一张牌。若如此做该角色须将所有手牌交给你然后你交给其等量的牌。',
shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为“伏兵”。然后为“伏兵”记录一个基本牌或锦囊牌名称(须与其他“伏兵”记录的名称均不同)。你的回合外,当有其他角色使用与你记录的“伏兵”牌名相同的牌时,你可以令此牌无效,然后将该“伏兵”置入弃牌堆。',
xiongyi_info:'限定技出牌阶段你可以令至多两名角色与你各摸3张牌若你指定的角色数不超过1你回复1点体力',
shenzhi_info:'回合开始阶段开始时你可以弃置所有手牌若你以此法弃置的牌的张数不小于X你回复1点体力X为你当前的体力值。',
shushen_info:'当你回复1点体力时你可以令一名其他角色回复1点体力或摸两张牌',
wuji_info:'觉醒技回合结束阶段开始时若你于此回合内已造成3点或更多伤害你加1点体力上限回复1点体力然后失去技能“虎啸”。',
xueji_info:'出牌阶段你可弃置一张红色牌并选择你攻击范围内的至多X名其他角色对这些角色各造成1点伤害X为你已损失的体力值然后这些角色各摸一张牌。每阶段限一次。',
huxiao_info:'锁定技,你于出牌阶段内每使用一张【杀】被【闪】抵消,你于此阶段内可以额外使用一张【杀】。',
aocai_info:'当你于回合外需要使用或打出一张基本牌时,你可以观看牌堆顶的两张牌。若你观看的牌中有此牌,你可以使用打出之。',
hongyuan_info:'摸牌阶段摸牌时,你可以少摸一张牌,然后指定至多两名其他角色各摸一张牌。',
huanshi_info:'一名角色的判定牌生效前,你可令其观看你的手牌。若如此做,该角色选择你的一张牌,令你打出此牌代替之。',
mingzhe_info:'你的回合外,每当你因使用、打出或弃置而失去一张红色牌时,你可以摸一张牌。',
duwu_info:'出牌阶段你可以弃置X张牌对你攻击范围内的一名其他角色造成1点伤害(X为该角色的体力值)。若你以此法令该角色进入濒死状态则濒死状态结算后你失去1点体力且本回合不能再发动黩武。',
tianming_info:'当你成为【杀】的目标时,你可以弃置两张牌(不足则全弃,无牌则不弃),然后摸两张牌;若此时全场体力值最多的角色仅有一名(且不是你),该角色也可以如此做。',
mizhao_info:'出牌阶段,你可以将所有手牌(至少一张)交给一名其他角色。若如此做,你令该角色与你指定的另一名有手牌的角色拼点。视为拼点赢的角色对没赢的角色使用一张【杀】。每阶段限一次。',
yuanhu_info:'回合结束阶段开始时你可以将一张装备牌置于一名角色的装备区里然后根据此装备牌的种类执行以下效果。武器牌弃置与该角色距离为1的一名角色区域中的一张牌防具牌该角色摸一张牌坐骑牌该角色回复1点体力。',
lihun_info:'出牌阶段,你可以弃置一张牌并将你的武将牌翻面,若如此做,制定一名男性角色,获得其所有手牌。出牌阶段结束时,你需为该角色每一点体力分配给其一张牌。每回合限一次。',
chongzhen_info:'每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。',
bifa_info:'回合结束阶段开始时你可以将一张手牌移出游戏并指定一名其他角色。该角色的回合开始时其观看你移出游戏的牌并选择一项交给你一张与此牌同类型的手牌并获得此牌或将此牌置入弃牌堆然后失去1点体力。',
songci_info:'出牌阶段,你可以选择一项:令一名手牌数小于其体力值的角色摸两张牌;或令一名手牌数大于其体力值的角色弃置两张牌。此技能对每名角色只能使用一次。',
yongsi_info:'锁定技摸牌阶段你额外摸X张牌X为场上现存势力数。弃牌阶段你至少须弃置等同于场上现存势力数的牌不足则全弃。',
yicong_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。',
baobian_info:'锁定技若你的体力值为3或更少你视为拥有技能“挑衅”若你的体力值为2或更少你视为拥有技能“咆哮”若你的体力值为1你视为拥有技能“神速”。',
},
}