noname/character/old.js

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JavaScript
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2020-09-25 10:40:43 +00:00
'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'old',
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connect:true,
connectBanned:['zhangliang'],
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characterSort:{
old:{
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old_standard:['ol_yuanshu'],
old_shenhua:['old_caocao',"yuji","zhangjiao","old_zhugezhan","old_guanqiujian","xiahouyuan","weiyan","old_xiaoqiao","pangde","xuhuang",'junk_sunquan',"huangzhong","new_caoren",'old_chendao'],
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old_refresh:["old_zhangfei","old_huatuo","old_zhaoyun","ol_huaxiong",'old_re_lidian'],
old_yijiang1:["masu","xushu","xin_yujin","old_xusheng","old_lingtong","fazheng",'old_gaoshun','re_yujin'],
old_yijiang2:["old_zhonghui","madai",'old_handang','old_liubiao','oldre_liubiao','old_guanzhang','old_wangyi'],
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old_yijiang3:["liru","old_zhuran","old_fuhuanghou","old_caochong"],
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old_yijiang4:["old_caozhen","old_chenqun","old_zhuhuan",'old_caorui'],
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old_yijiang5:["old_caoxiu","old_zhuzhi"],
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old_yijiang67:["ol_zhangrang",'old_huanghao','old_liyan'],
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old_sp:["old_wanglang","old_maliang","old_machao","zhangliang","jsp_caoren","old_zhangxingcai","old_wangyun",'old_dingfeng'],
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old_yingbian:['junk_simayi','old_yangyan','old_yangzhi'],
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old_mobile:["old_caochun",'old_majun'],
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},
},
character:{
old_caocao:['male','shen',3,['junkguixin','feiying'],['die_audio']],
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old_chendao:['male','shu',4,['drlt_wanglie']],
old_liyan:['male','shu',3,['duliang','fulin']],
old_re_lidian:['male','wei',3,['xunxun','wangxi']],
old_guanzhang:['male','shu',4,['old_fuhun']],
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new_caoren:['male','wei',4,['jushou']],
huangzhong:['male','shu',4,['liegong']],
junk_sunquan:['male','shen',4,['dili','yuheng'],['wei']],
old_dingfeng:['male','wu',4,['fenxun','duanbing']],
old_huanghao:['male','shu',3,['oldqinqing','oldhuisheng']],
oldre_liubiao:['male','qun',3,['zishou','zongshi']],
old_liubiao:['male','qun',4,['oldzishou','zongshi']],
old_gaoshun:['male','qun',4,['xianzhen','jinjiu']],
old_caorui:['male','wei',3,['huituo','oldmingjian','xingshuai'],['zhu']],
old_handang:['male','wu',4,['oldgongji','oldjiefan']],
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old_yangzhi:['female','jin',3,['wanyi','maihuo']],
old_yangyan:['female','jin',3,['xuanbei','xianwan']],
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madai:['male','shu',4,['mashu','oldqianxi']],
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xuhuang:['male','wei',4,['gzduanliang']],
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junk_simayi:['male','jin',3,['buchen','smyyingshi','xiongzhi','quanbian'],['hiddenSkill']],
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fazheng:['male','shu',3,['enyuan','xuanhuo']],
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ol_yuanshu:['male','qun',4,['wangzun','tongji']],
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pangde:['male','qun',4,['mashu','mengjin']],
ol_huaxiong:["male","qun",6,["new_reyaowu"]],
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
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old_wangyun:['male','qun',4,['wylianji','moucheng'],['clan:太原王氏']],
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old_xiaoqiao:['female','wu',3,['tianxiang','hongyan']],
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weiyan:['male','shu',4,['kuanggu']],
xiahouyuan:['male','wei',4,['shensu']],
old_majun:["male","wei",3,["xinfu_jingxie1","xinfu_qiaosi"],[]],
old_zhangxingcai:['female','shu',3,['oldshenxian','qiangwu']],
old_fuhuanghou:['female','qun',3,['oldzhuikong','oldqiuyuan']],
old_caochong:['male','wei',3,['oldrenxin','oldchengxiang']],
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yuji:['male','qun',3,['old_guhuo']],
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zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
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old_zhangfei:['male','shu',4,['new_repaoxiao','new_tishen']],
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old_zhaoyun:['male','shu',4,['longdan','new_yajiao']],
old_huatuo:['male','qun',3,['jijiu','chulao']],
jsp_caoren:['male','wei',4,['kuiwei','yanzheng']],
old_caochun:['male','wei',4,['shanjia']],
masu:['male','shu',3,['xinzhan','huilei']],
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xushu:['male','shu',3,['xswuyan','jujian'],['border:wei']],
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liru:['male','qun',3,['juece','mieji','fencheng']],
xin_yujin:['male','wei',4,['jieyue']],
//lusu:['male','wu',3,['haoshi','dimeng']],
//yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
old_zhonghui:['male','wei',3,['zzhenggong','zquanji','zbaijiang'],['clan:颍川钟氏']],
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old_xusheng:['male','wu',4,['pojun']],
old_zhuran:['male','wu',4,['olddanshou']],
old_lingtong:['male','wu',4,['oldxuanfeng']],
old_caoxiu:['male','wei',4,['taoxi']],
old_caozhen:['male','wei',4,['sidi']],
old_maliang:['male','shu',3,['xiemu','naman']],
old_chenqun:['male','wei',3,['dingpin','oldfaen']],
old_zhuhuan:['male','wu',4,['youdi']],
old_zhuzhi:['male','wu',4,['anguo']],
old_machao:['male','qun',4,['zhuiji','oldcihuai']],
old_zhugezhan:["male","shu",3,["old_zuilun","old_fuyin"]],
zhangliang:["male","qun",4,["old_jijun","old_fangtong"]],
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ol_zhangrang:['male','qun',3,['xintaoluan'],['sex:male_castrated']],
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//ol_manchong:['male','wei',3,['yuce','junxing']],
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old_guanqiujian:["male","wei",4,["drlt_zhenrong","drlt_hongju"],[]],
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old_wanglang:['male','wei',3,['gushe','jici']],
old_wangyi:['female','wei',3,['oldzhenlie','oldmiji']],
re_yujin:['male','wei',4,['yizhong']],
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},
skill:{
//魏武帝
junkguixin:{
init:function(){
if(!_status.junkguixin){
_status.junkguixin=[];
for(var name in lib.character){
if(!lib.character[name][3]) continue;
if(game.players.some(target=>{
if(target.name&&target.name==name) return true;
if(target.name1&&target.name1==name) return true;
if(target.name2&&target.name2==name) return true;
return false;
})) continue;
_status.junkguixin.addArray(lib.character[name][3].filter(skill=>{
var info=get.info(skill);
return info&&info.zhuSkill&&(!info.ai||!info.ai.combo);
}));
}
}
},
unique:true,
audio:'guixin',
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
var controls=['获得技能','修改势力','cancel2'];
if(!_status.junkguixin.some(skill=>!player.hasSkill(skill,null,false,false))) controls.shift();
player.chooseControl(controls).set('prompt',get.prompt2('junkguixin')).set('ai',()=>_status.event.controls.length==3?'获得技能':'cancel2');
'step 1'
if(result.control!='cancel2'){
var next=game.createEvent('junkguixinx');
next.player=player;
next.setContent(lib.skill.junkguixin['content_'+result.control]);
}
},
content_获得技能:function(){
'step 0'
var list=_status.junkguixin.slice().filter(skill=>!player.hasSkill(skill,null,false,false));
if(!list.length){event.finish();return;}
list=list.map(skill=>{
return [
skill,
'<div class="popup text" style="width:calc(100% - 10px);display:inline-block"><div class="skill">【'+get.translation(skill)+'】</div><div>'+lib.translate[skill+'_info']+'</div></div>',
];
});
player.chooseButton([
'归心:选择获得一个主公技',
[list,'textbutton'],
],true).set('ai',button=>1+Math.random());
'step 1'
if(result.bool){
player.logSkill('junkguixin');
player.addSkillLog(result.links[0]);
}
},
content_修改势力:function(){
'step 0'
player.chooseTarget('请选择【归心】的目标','更改一名其他角色的势力',lib.filter.notMe,true).set('ai',target=>1+Math.random());
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('junkguixin',target);
var list=lib.group.slice();
list.removeArray(['shen',target.group]);
player.chooseControl(list).set('prompt','请选择'+get.translation(target)+'变更的势力').set('ai',()=>_status.event.controls.randomGet());
}
else event.finish();
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'step 2'
if(result.control){
player.popup(get.translation(result.control+'2'));
target.changeGroup(result.control);
}
},
},
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oldqinqing:{
audio:'qinqing',
mode:['identity','versus'],
available:function(mode){
if(mode=='versus'&&_status.mode!='four') return false;
if(mode=='identity'&&_status.mode=='purple') return false;
},
trigger:{player:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
var zhu=get.zhu(player);
if(!zhu||!zhu.isZhu) return false;
return game.hasPlayer(function(current){
return current!=zhu&&current!=player&&current.inRange(zhu);
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('dcqinqing'),function(card,player,target){
var zhu=get.zhu(player);
return target!=player&&target.inRange(zhu);
}).set('ai',function(target){
var zhu=get.zhu(player);
var he=target.countCards('he');
if(get.attitude(_status.event.player,target)>0){
if(target.countCards('h')>zhu.countCards('h')+1) return 0.1;
}
else{
if(he>zhu.countCards('h')+1) return 2;
if(he>0) return 1;
}
return 0;
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('dcqinqing',target);
if(target.countDiscardableCards(player,'he')) player.discardPlayerCard(target,'he',true);
target.draw();
}
else{
event.finish();
}
'step 2'
var zhu=get.zhu(player);
if(zhu&&zhu.isIn()){
if(target.countCards('h')>zhu.countCards('h')) player.draw();
}
}
},
oldhuisheng:{
audio:'huisheng',
trigger:{player:'damageBegin4'},
direct:true,
filter:function(event,player){
if(!player.countCards('he')) return false;
if(!event.source||event.source==player||!event.source.isIn()) return false;
if(player.storage.oldhuisheng&&player.storage.oldhuisheng.contains(event.source)) return false;
return true;
},
init:function(player){
if(player.storage.oldhuisheng) player.storage.oldhuisheng=[];
},
content:function(){
'step 0'
if(!player.storage.oldhuisheng) player.storage.oldhuisheng=[];
player.storage.oldhuisheng.push(trigger.source);
var att=(get.attitude(player,trigger.source)>0);
var goon=false;
if(player.hp==1){
goon=true;
}
else{
var he=player.getCards('he');
var num=0;
for(var i=0;i<he.length;i++){
if(get.value(he[i])<8){
num++;
if(num>=2){
goon=true;break;
}
}
}
}
player.chooseCard('he',[1,player.countCards('he')],get.prompt2('oldhuisheng',trigger.source)).set('ai',function(card){
if(_status.event.att){
return 10-get.value(card);
}
if(_status.event.goon){
return 8-get.value(card);
}
if(!ui.selected.cards.length){
return 7-get.value(card);
}
return 0;
}).set('goon',goon).set('att',att);
'step 1'
if(result.bool){
player.logSkill('oldhuisheng',trigger.source);
game.delay();
event.num=result.cards.length;
var goon=false;
if(event.num>2||get.attitude(trigger.source,player)>=0){
goon=true;
}
var forced=false;
var str='获得其中一张牌并防止伤害';
if(trigger.source.countCards('he')<event.num){
forced=true;
}
else{
str+=',或取消并弃置'+get.cnNumber(result.cards.length)+'张牌';
}
trigger.source.chooseButton([str,result.cards],forced).set('ai',function(button){
if(_status.event.goon){
return get.value(button.link);
}
return get.value(button.link)-8;
}).set('goon',goon);
}
else{
event.finish();
}
'step 2'
if(result.bool){
var card=result.links[0];
trigger.source.gain(card,player,'giveAuto','bySelf');
trigger.cancel();
}
else{
trigger.source.chooseToDiscard(event.num,true,'he');
}
}
},
oldzishou:{
audio:'zishou',
audioname:['re_liubiao'],
trigger:{player:'phaseDrawBegin2'},
check:function(event,player){
return (player.countCards('h')<=2&&player.getDamagedHp()>=2)||player.skipList.contains('phaseUse');
},
filter:function(event,player){
return !event.numFixed&&player.isDamaged();
},
content:function(){
trigger.num+=player.getDamagedHp();
player.skip('phaseUse');
},
ai:{
threaten:1.5
}
},
oldgongji:{
audio:'gongji',
enable:['chooseToUse','chooseToRespond'],
locked:false,
filterCard:{type:'equip'},
position:'hes',
viewAs:{
name:'sha',
storage:{oldgongji:true}
},
viewAsFilter:function(player){
if(!player.countCards('hes',{type:'equip'})) return false;
},
prompt:'将一张装备牌当无距离限制的【杀】使用或打出',
check:function(card){
var val=get.value(card);
if(_status.event.name=='chooseToRespond') return 1/Math.max(0.1,val);
return 5-val;
},
mod:{
targetInRange:function(card){
if(card.storage&&card.storage.oldgongji) return true;
},
},
ai:{
respondSha:true,
skillTagFilter:function(player){
if(!player.countCards('hes',{type:'equip'})) return false;
},
},
},
oldjiefan:{
audio:'jiefan',
enable:'chooseToUse',
filter:function(event,player){
return event.type=='dying'&&_status.currentPhase&&_status.currentPhase.isIn()&&!event.oldjiefan;
},
direct:true,
content:function(){
'step 0'
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
player.chooseToUse(function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},get.prompt2('oldjiefan')).set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
if(target!=_status.currentPhase&&!ui.selected.targets.contains(_status.currentPhase)) return false;
return lib.filter.filterTarget.apply(this,arguments);
}).set('logSkill','oldjiefan').set('oncard',function(){
_status.event.player.addTempSkill('oldjiefan_recover');
});
'step 1'
if(!result.bool){
var evt=event.getParent(2);
evt.oldjiefan=true;
evt.goto(0);
}
},
ai:{
save:true,
order:3,
result:{player:1}
},
subSkill:{
recover:{
audio:'jiefan',
trigger:{source:'damageBegin2'},
filter:function(event,player){
return event.getParent(4).name=='oldjiefan';
},
forced:true,
popup:false,
charlotte:true,
content:function(){
trigger.cancel();
var evt=event.getParent('_save');
var card={name:'tao',isCard:true};
if(evt&&evt.dying&&player.canUse(card,evt.dying)){
player.useCard(card,evt.dying,'oldjiefan_recover');
}
}
}
}
},
oldmingjian:{
audio:'mingjian',
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.countCards('h');
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('oldmingjian'),'跳过出牌阶段并将所有手牌交给一名其他角色,你结束此回合,然后其于此回合后获得一个额外的出牌阶段',lib.filter.notMe).set('ai',target=>{
var player=_status.event.player,att=get.attitude(player,target);
if(target.hasSkillTag('nogain')) return 0.01*att;
if(player.countCards('h')==player.countCards('h','du')) return -att;
if(target.hasJudge('lebu')) att*=1.25;
if(get.attitude(player,target)>3){
var basis=get.threaten(target)*att;
if(player==get.zhu(player)&&player.hp<=2&&player.countCards('h','shan')&&!game.hasPlayer(function(current){
return get.attitude(current,player)>3&&current.countCards('h','tao')>0;
})) return 0;
if(target.countCards('h')+player.countCards('h')>target.hp+2) return basis*0.8;
return basis;
}
return 0;
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('oldmingjian',target);
player.give(player.getCards('h'),target);
trigger.cancel();
}
else event.finish();
'step 2'
var evt=trigger.getParent('phase');
if(evt){
game.log(player,'结束了回合');
evt.finish();
}
var next=target.insertPhase();
next._noTurnOver=true;
next.setContent(lib.skill.oldmingjian.phase);
},
phase:function(){
'step 0'
player.phaseUse();
'step 1'
game.broadcastAll(function(){
if(ui.tempnowuxie){
ui.tempnowuxie.close();
delete ui.tempnowuxie;
}
});
},
},
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oldshenxian:{
audio:'shenxian',
inherit:'shenxian',
},
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old_guhuo:{
audio:2,
group:['old_guhuo_guess'],
enable:['chooseToUse','chooseToRespond'],
hiddenCard:function(player,name){
return (lib.inpile.contains(name)&&player.countCards('hs')>0);
},
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filter:function(event,player){
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if(!player.countCards('hs')) return false;
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for(var i of lib.inpile){
var type=get.type(i);
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) return true;
if(i=='sha'){
for(var j of lib.inpile_nature){
if(event.filterCard({name:i,nature:j},player,event)) return true;
}
}
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}
return false;
},
chooseButton:{
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dialog:function(event,player){
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var list=[];
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for(var i of lib.inpile){
if(event.type!='phase') if(!event.filterCard({name:i},player,event)) continue;
var type=get.type(i);
if(type=='basic'||type=='trick') list.push([type,'',i]);
if(i=='sha'){
if(event.type!='phase') if(!event.filterCard({name:i,nature:j},player,event)) continue;
for(var j of lib.inpile_nature) list.push(['基本','','sha',j]);
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}
}
return ui.create.dialog('蛊惑',[list,'vcard']);
},
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filter:function(button,player){
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var evt=_status.event.getParent();
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return evt.filterCard({name:button.link[2],nature:button.link[3]},player,evt);
},
check:function(button){
var player=_status.event.player;
var order=Math.max(0,get.order(card)+1);
var enemyNum=game.countPlayer(function(current){
return current!=player&&(get.realAttitude||get.attitude)(current,player)<0&&current.hp>0;
});
var card={name:button.link[2],nature:button.link[3]};
if(player.isDying()&&!player.hasCard(function(cardx){
if(get.suit(cardx)!='heart') return false;
var mod2=game.checkMod(cardx,player,'unchanged','cardEnabled2',player);
if(mod2!='unchanged') return mod2;
var mod=game.checkMod(cardx,player,player,'unchanged','cardSavable',player);
if(mod!='unchanged') return mod;
var savable=get.info(cardx).savable;
if(typeof savable=='function') savable=savable(card,player,player);
return savable;
},'hs')){
if(!player.getStorage('old_guhuo_cheated').contains(card.name+card.nature)&&Math.random()<0.4) return 1;
return 0;
}
var val=_status.event.getParent().type=='phase'?player.getUseValue(card):1;
if(player.getStorage('old_guhuo_cheated').contains(card.name+card.nature)&&!player.hasCard(function(cardx){
if(card.name==cardx.name){
if(card.name!='sha') return true;
return get.is.sameNature(card,cardx);
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}
return false;
},'hs')&&Math.random()<0.7) return 0;
if(val<=0) return 0;
if(enemyNum){
if(!player.hasCard(function(cardx){
if(card.name==cardx.name){
if(card.name!='sha') return true;
return get.is.sameNature(card,cardx);
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}
return false;
},'hs')){
if(get.value(card,player,'raw')<6) return Math.sqrt(val)*(0.25+Math.random()/1.5);
if(enemyNum<=2) return Math.sqrt(val)/1.5+order*10;
return 0;
}
return 3*val+order*10;
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}
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return val+order*10;
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},
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backup:function(links,player){
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return {
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filterCard:function(card,player,target){
var result=true;
var suit=card.suit,number=card.number;
card.suit='none';card.number=null;
var mod=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod!='unchanged') result=mod;
card.suit=suit;card.number=number;
return result;
},
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selectCard:1,
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position:'hs',
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ignoreMod:true,
aiUse:Math.random(),
viewAs:{
name:links[0][2],
nature:links[0][3],
suit:'none',
number:null
},
ai1:function(card){
var player=_status.event.player;
var enemyNum=game.countPlayer(function(current){
return current!=player&&(get.realAttitude||get.attitude)(current,player)<0&&current.hp>0;
});
var cardx=lib.skill.old_guhuo_backup.viewAs;
if(enemyNum){
if(card.name==cardx.name&&(card.name!='sha'||get.is.sameNature(card,cardx))||player.getStorage('old_guhuo_cheated').contains(card.name+card.nature)) return (get.suit(card)=='heart'?8:4)+Math.random()*3;
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else if(lib.skill.old_guhuo_backup.aiUse<0.5&&!player.isDying()) return 0;
}
return get.value(cardx)-get.value(card);
},
precontent:function(){
player.logSkill('old_guhuo');
var card=event.result.cards[0];
event.result.card.suit=get.suit(card);
event.result.card.number=get.number(card);
},
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}
},
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prompt:function(links,player){
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return '将一张手牌当做'+(links[0][3]?get.translation(links[0][3]):'')+'【'+get.translation(links[0][2])+'】'+(_status.event.name=='chooseToRespond'?'打出':'使用');
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},
},
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ai:{
save:true,
respondSha:true,
respondShan:true,
fireAttack:true,
skillTagFilter:function(player){
if(!player.countCards('hs')) return false;
},
threaten:1.2,
order:10,
result:{player:1},
},
subSkill:{
cheated:{
trigger:{
player:'gainAfter',
global:'loseAsyncAfter',
},
charlotte:true,
forced:true,
silent:true,
popup:false,
firstDo:true,
onremove:true,
filter:function(event,player){
if(event.getParent().name=='draw') return true;
var cards=event.getg(player);
if(!cards.length) return false;
return game.hasPlayer(current=>{
if(current==player) return false;
var evt=event.getl(current);
if(evt&&evt.cards&&evt.cards.length) return true;
return false;
});
},
content:function(){
player.removeSkill('old_guhuo_cheated');
}
}
}
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},
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old_guhuo_guess:{
audio:'old_guhuo',
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trigger:{
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player:['useCardBefore','respondBefore'],
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},
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forced:true,
silent:true,
popup:false,
firstDo:true,
v1.9.122.3 (#146) * change lib.init.parsex, Enable 'step' to be used through nesting * Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error * zhangshiping; tw_madai bug fix * modify all the skills with incorrect "locked" tag * Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device * various bug fix * Revert "various bug fix" This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac. * various bug fix * some sudio * unlock zhenghun, fix sbdiaochan * add and adjust some audio, fix some bugs * add trigger "useSkill" and "logSkillBegin" * brand new wuxie * Update standard.js * update 武安国 * iriya! * Add character lushi; fix clansankuang * add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio * fix: adjust the edit box style to fix the text overflow problem 🐛 * fix 修文 and some other small bugs * 伊莉雅·罗日杰斯特文斯卡娅 * Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db" * Some browsers do not support "autoplay", so "onconplay" listening has been added * sunwukong * more zooms * unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio * change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang * Add the default accept value of '*/*' to the HTML selection file label * longwang * add&modify some audio * add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug * add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji * add some audio, sort some characters in sp * sync 界SP黄月英 * add some character intros * make 谋弈 play audio correctly * revert some skills back to new ones * v1.9.122.3 * Update update.js --------- Co-authored-by: shijian <2954700422@qq.com> Co-authored-by: copcap <copcap@outlook.com> Co-authored-by: copcap <43802486+copcap@users.noreply.github.com> Co-authored-by: PBK-B <pbk-b@PBK6.cn>
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charlotte:true,
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filter:function(event,player){
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return event.skill&&event.skill.indexOf('old_guhuo_')==0;
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},
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content:function(){
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'step 0'
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event.fake=false;
event.goon=true;
event.betrayers=[];
var card=trigger.cards[0];
if(card.name!=trigger.card.name||(card.name=='sha'&&!get.is.sameNature(trigger.card,card))) event.fake=true;
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if(event.fake){
player.addSkill('old_guhuo_cheated');
player.markAuto('old_guhuo_cheated',[trigger.card.name+trigger.card.nature]);
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}
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player.popup(trigger.card.name,'metal');
player.lose(card,ui.ordering).relatedEvent=trigger;
trigger.throw=false;
trigger.skill='old_guhuo_backup';
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game.log(player,'声明',trigger.targets&&trigger.targets.length?'对':'',trigger.targets||'',trigger.name=='useCard'?'使用':'打出',trigger.card);
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event.prompt=get.translation(player)+'声明'+(trigger.targets&&trigger.targets.length?'对'+get.translation(trigger.targets):'')+
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(trigger.name=='useCard'?'使用':'打出')+(get.translation(trigger.card.nature)||'')+get.translation(trigger.card.name)+',是否质疑?';
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event.targets=game.filterPlayer(i=>i!=player&&i.hp>0).sortBySeat(_status.currentPhase);
game.broadcastAll(function(card,player){
_status.old_guhuoNode=card.copy('thrown');
if(lib.config.cardback_style!='default'){
_status.old_guhuoNode.style.transitionProperty='none';
ui.refresh(_status.old_guhuoNode);
_status.old_guhuoNode.classList.add('infohidden');
ui.refresh(_status.old_guhuoNode);
_status.old_guhuoNode.style.transitionProperty='';
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}
else{
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_status.old_guhuoNode.classList.add('infohidden');
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}
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_status.old_guhuoNode.style.transform='perspective(600px) rotateY(180deg) translateX(0)';
player.$throwordered2(_status.old_guhuoNode);
},trigger.cards[0],player);
event.onEnd01=function(){
_status.old_guhuoNode.removeEventListener('webkitTransitionEnd',_status.event.onEnd01);
setTimeout(function(){
_status.old_guhuoNode.style.transition='all ease-in 0.3s';
_status.old_guhuoNode.style.transform='perspective(600px) rotateY(270deg)';
var onEnd=function(){
_status.old_guhuoNode.classList.remove('infohidden');
_status.old_guhuoNode.style.transition='all 0s';
ui.refresh(_status.old_guhuoNode);
_status.old_guhuoNode.style.transform='perspective(600px) rotateY(-90deg)';
ui.refresh(_status.old_guhuoNode);
_status.old_guhuoNode.style.transition='';
ui.refresh(_status.old_guhuoNode);
_status.old_guhuoNode.style.transform='';
_status.old_guhuoNode.removeEventListener('webkitTransitionEnd',onEnd);
}
_status.old_guhuoNode.listenTransition(onEnd);
},300);
};
if(!event.targets.length) event.goto(3);
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'step 1'
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event.target=event.targets.shift();
event.target.chooseButton([event.prompt,[['reguhuo_ally','reguhuo_betray'],'vcard']],true).set('ai',function(button){
var player=_status.event.player;
var evt=_status.event.getParent('old_guhuo_guess'),evtx=evt.getTrigger();
if(!evt) return Math.random();
var card={name:evtx.card.name,nature:evtx.card.nature,isCard:true};
var ally=button.link[2]=='reguhuo_ally';
if(ally&&(player.hp<=1||get.attitude(player,evt.player)>=0)) return 1.1;
if(!ally&&get.effect(player,{name:'losehp'},player,player)>=0) return 10;
if(!ally&&get.attitude(player,evt.player)<0){
if(evtx.name=='useCard'){
var eff=0;
var targetsx=evtx.targets||[];
for(var target of targetsx){
var isMe=target==evt.player;
eff+=get.effect(target,card,evt.player,player)/(isMe?1.35:1);
}
eff/=(1.5*targetsx.length)||1;
if(eff>0) return 0;
if(eff<-7) return (Math.random()+Math.pow(-(eff+7)/8,2))/Math.sqrt(evt.betrayers.length+1)+(player.hp-3)*0.05+Math.max(0,4-evt.player.hp)*0.05-(player.hp==1&&!get.tag(card,'damage')?0.2:0);
return Math.pow((get.value(card,evt.player,'raw')-4)/(eff==0?3.1:10),2)/Math.sqrt(evt.betrayers.length||1)+(player.hp-3)*0.05+Math.max(0,4-evt.player.hp)*0.05;
}
if(evt.player.getStorage('old_guhuo_cheated').contains(card.name+card.nature)) return Math.random()+0.3;
}
return Math.random();
});
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'step 2'
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if(result.links[0][2]=='reguhuo_betray'){
target.addExpose(0.2);
game.log(target,'#y质疑');
target.popup('质疑!','fire');
event.betrayers.push(target);
}
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else{
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game.log(target,'#g不质疑');
target.popup('不质疑','wood');
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}
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if(targets.length) event.goto(1);
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'step 3'
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game.delayx();
game.broadcastAll(function(onEnd){
_status.event.onEnd01=onEnd;
if(_status.old_guhuoNode) _status.old_guhuoNode.listenTransition(onEnd,300);
},event.onEnd01);
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'step 4'
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game.delay(2);
'step 5'
if(!event.betrayers.length){
event.goto(7);
}
'step 6'
if(event.fake){
for(var target of event.betrayers){
target.popup('质疑正确','wood');
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}
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event.goon=false;
}
else{
for(var target of event.betrayers){
target.popup('质疑错误','fire');
target.loseHp();
}
if(get.suit(trigger.cards[0],player)!='heart'){
event.goon=false;
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}
}
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'step 7'
if(!event.goon){
game.log(player,'声明的',trigger.card,'作废了');
trigger.cancel();
trigger.getParent().goto(0);
trigger.line=false;
}
'step 8'
game.delay();
'step 9'
if(!event.goon){
if(event.fake) game.asyncDraw(event.betrayers);
game.broadcastAll(ui.clear);
}
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},
},
old_zuilun:{
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audio:'xinfu_zuilun',
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subSkill:{
e:{},
h:{},
},
enable:"phaseUse",
usable:2,
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filterTarget:function(card,player,target){
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if(player==target) return false;
var pos='he';
if(player.hasSkill('old_zuilun_h')) pos='e';
if(player.hasSkill('old_zuilun_e')) pos='h';
return target.countGainableCards(player,pos)>0;
},
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content:function(){
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'step 0'
var pos='he';
if(player.hasSkill('old_zuilun_h')) pos='e';
if(player.hasSkill('old_zuilun_e')) pos='h';
player.gainPlayerCard(target,pos,true);
'step 1'
if(result.bool&&result.cards&&result.cards.length){
target.draw();
var pos=result.cards[0].original;
if(pos=='h'||pos=='e') player.addTempSkill('old_zuilun_'+pos,'phaseUseAfter');
}
},
ai:{
order:7,
result:{
target:-1,
},
},
},
old_fuyin:{
mod:{
targetEnabled:function(card,player,target){
if((card.name=='juedou'||card.name=='sha'||card.name=='huogong')&&player!=target&&player.countCards('h')>=target.countCards('h')&&target.hasEmptySlot(2)) return false;
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},
},
},
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old_jijun:{
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marktext:"方",
audio:"xinfu_jijun",
intro:{
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content:"expansion",
markcount:'expansion',
},
onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
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},
enable:"phaseUse",
filterCard:true,
selectCard:[1,Infinity],
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filter:function(event,player){
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return player.countCards('h')>0;
},
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check:function(card){
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var player=_status.event.player;
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if((36-player.getExpansions('old_jijun').length)<=player.countCards('h')) return 1;
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return 5-get.value(card);
},
discard:false,
lose:false,
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content:function(){
player.addToExpansion(cards,player,'give').gaintag.add('old_jijun');
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},
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ai:{order:1,result:{player:1}},
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},
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old_fangtong:{
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trigger:{
player:"phaseJieshuBegin",
},
audio:"xinfu_fangtong",
forced:true,
skillAnimation:true,
animationColor:'metal',
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filter:function(event,player){
return (player.getExpansions('old_jijun').length>35);
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},
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content:function(){
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var winners=player.getFriends();
game.over(player==game.me||winners.contains(game.me));
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},
},
oldanxu:{
enable:'phaseUse',
usable:1,
multitarget:true,
audio:2,
filterTarget:function(card,player,target){
if(player==target) return false;
var num=target.countCards('h');
if(ui.selected.targets.length){
return num<ui.selected.targets[0].countCards('h');
}
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(num>players[i].countCards('h')) return true;
}
return false;
},
selectTarget:2,
content:function(){
'step 0'
var gainner,giver;
if(targets[0].countCards('h')<targets[1].countCards('h')){
gainner=targets[0];
giver=targets[1];
}
else{
gainner=targets[1];
giver=targets[0];
}
gainner.gainPlayerCard(giver,'h',true).set('visible',true);
'step 1'
if(result.bool&&result.links.length&&get.suit(result.links[0])!='spade'){
player.draw();
}
},
ai:{
order:10.5,
threaten:2,
result:{
target:function(player,target){
var num=target.countCards('h');
var att=get.attitude(player,target);
if(ui.selected.targets.length==0){
if(att>0) return -1;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
var num2=players[i].countCards('h');
var att2=get.attitude(player,players[i]);
if(att2>=0&&num2<num) return -1;
}
return 0;
}
else{
return 1;
}
},
player:0.1
}
}
},
oldfaen:{
audio:'faen',
trigger:{global:['turnOverAfter','linkAfter']},
filter:function(event,player){
if(event.name=='link') return event.player.isLinked();
return true;
},
check:function(event,player){
return get.attitude(player,event.player)>0;
},
logTarget:'player',
content:function(){
trigger.player.draw();
},
ai:{
expose:0.2
}
},
oldxuanfeng:{
audio:'xuanfeng',
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trigger:{
player:['loseAfter'],
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
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direct:true,
filter:function(event,player){
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var evt=event.getl(player);
return evt&&evt.es&&evt.es.length>0;
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},
content:function(){
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'step 0'
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player.chooseTarget(get.prompt('oldxuanfeng'),function(card,player,target){
if(target==player) return false;
return get.distance(player,target)<=1||player.canUse('sha',target,false);
}).set('ai',function(target){
if(get.distance(player,target)<=1){
return get.damageEffect(target,player,player)*2;
}
else{
return get.effect(target,{name:'sha'},player,player);
}
});
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'step 1'
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if(result.bool){
player.logSkill('oldxuanfeng',result.targets);
var target=result.targets[0];
var distance=get.distance(player,target);
if(distance<=1&&player.canUse('sha',target,false)){
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player.chooseControl('出杀','造成伤害').set('ai',function(){
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return '造成伤害';
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});
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event.target=target;
}
else if(distance<=1){
target.damage();
event.finish();
}
else{
player.useCard({name:'sha',isCard:true},target,false).animate=false;
game.delay();
event.finish();
}
}
else{
event.finish();
}
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'step 2'
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var target=event.target;
if(result.control=='出杀'){
player.useCard({name:'sha',isCard:true},target,false).animate=false;
game.delay();
}
else{
target.damage();
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
},
reverseEquip:true,
noe:true
}
},
},
translate:{
old_zhangxingcai:'旧张星彩',
old_majun:'骰子马钧',
old_yuanshu:'手杀袁术',
old_xusheng:'旧徐盛',
old_lingtong:'旧凌统',
old_zhuran:'旧朱然',
old_caoxiu:'旧曹休',
old_caozhen:'旧曹真',
old_maliang:'旧马良',
old_chenqun:'旧陈群',
old_zhuhuan:'旧朱桓',
old_zhuzhi:'旧朱治',
old_machao:'☆SP马超',
old_zhugezhan:"旧诸葛瞻",
zhangliang:'SP张梁',
yuji:'旧于吉',
old_zhangfei:'新杀张飞',
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old_zhangfei_ab:'张飞',
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old_huatuo:'OL华佗',
jsp_caoren:'☆SP曹仁',
ol_zhangrang:'旧张让',
ol_liaohua:'OL廖化',
ol_zhuran:'OL朱然',
ol_manchong:'OL满宠',
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old_fuhuanghou:'旧伏寿',
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old_caochong:'旧曹冲',
old_guanqiujian:'旧毌丘俭',
old_wangyun:'旧王允',
old_zhaoyun:'新杀赵云',
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old_zhaoyun_ab:'赵云',
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ol_huaxiong:'旧华雄',
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old_xiaoqiao:'旧小乔',
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old_wanglang:'旧王朗',
old_wangyi:'旧王异',
xin_yujin:'节钺于禁',
re_yujin:'毅重于禁',
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old_guhuo:"蛊惑",
old_guhuo_info:"你可以扣置一张手牌当做一张基本牌或普通锦囊牌使用或打出体力值不为0的其他角色依次选择是否质疑。然后若有质疑的角色你展示此牌若为假此牌作废这些角色摸一张牌若为真这些角色失去1点体力且若此牌不为♥此牌作废。",
old_guhuo_guess:"蛊惑",
old_jijun:"集军",
old_jijun_info:"出牌阶段,你可以将任意张手牌置于武将牌上,称为“方”。",
old_fangtong:"方统",
old_fangtong_info:"锁定技。结束阶段若你的“方”数目不小于36则以你的阵营胜利结束本局游戏。",
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old_zuilun:"罪论",
old_zuilun_info:"出牌阶段,你可以获得一名其他角色的一张牌(手牌、装备区各一次),然后该角色摸一张牌。",
old_fuyin:"父荫",
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old_fuyin_info:"锁定技。若你的装备区里没有防具牌,你不能成为手牌数不小于你的其他角色使用【杀】、【决斗】或【火攻】的目标。",
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oldanxu:'安恤',
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oldanxu_info:'出牌阶段限一次。你可以选择手牌数不相等的两名其他角色,其中手牌少的角色获得手牌多的角色的一张手牌并展示之,然后若此牌不为黑桃,你摸一张牌。',
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oldfaen:'法恩',
oldfaen_info:'当一名角色翻面或横置后,你可以令其摸一张牌。',
oldxuanfeng:'旋风',
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oldxuanfeng_info:'当你失去装备区里的牌后你可以选择一项1.视为对一名其他角色使用一张【杀】2.对一名距离为1的角色造成1点伤害。',
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ol_yuanshu:'旧袁术',
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fazheng:'旧法正',
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junk_simayi:'旧晋司马懿',
junk_simayi_ab:'司马懿',
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madai:'旧马岱',
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old_yangzhi:'旧杨芷',
old_yangyan:'旧杨艳',
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old_caorui:'旧曹叡',
oldmingjian:'明鉴',
oldmingjian_info:'出牌阶段开始前,你可以跳过此阶段并将所有手牌交给一名其他角色。若如此做,你结束当前回合,然后其获得一个额外的回合(仅包含出牌阶段)。',
old_handang:'旧韩当',
oldgongji:'弓骑',
oldgongji_info:'你可以将一张装备牌当做无距离限制的【杀】使用或打出。',
oldjiefan:'解烦',
oldjiefan_info:'当一名角色A于你的回合外处于濒死状态时你可以对当前回合角色使用一张【杀】。当此【杀】造成伤害时你防止此伤害视为对A使用一张【桃】。',
old_gaoshun:'旧高顺',
old_liubiao:'旧刘表',
oldre_liubiao:'RE刘表',
oldre_liubiao_ab:'刘表',
oldzishou:'自守',
oldzishou_info:'摸牌阶段,若你已受伤,你可令额定摸牌数+XX为你已损失的体力值然后跳过下一个出牌阶段。',
old_huanghao:'旧黄皓',
oldqinqing:'寝情',
oldqinqing_info:'结束阶段,你可以选择一名攻击范围内含有主公的其他角色,然后你弃置该角色的一张牌(无牌则不弃),并令其摸一张牌。若该角色的手牌数大于主公,你摸一张牌。',
oldhuisheng:'贿生',
oldhuisheng_info:'每名角色限一次。当你受到其他角色对你造成的伤害时你可以令其观看你任意数量的牌并令其选择一项1.获得这些牌中的一张并防止此伤害2.弃置等量的牌',
old_dingfeng:'旧丁奉',
junk_sunquan:'改版神孙权',
junk_sunquan_ab:'神孙权',
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new_caoren:'旧曹仁',
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new_caoren_ab:'旧曹仁',
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old_re_lidian:'旧李典',
old_liyan:'旧李严',
old_chendao:'旧陈到',
old_caocao:'神曹操',
old_caocao_ab:'魏武帝',
junkguixin:'归心',
junkguixin_info:'回合结束时,你可以选择一项:①获得剩余武将牌堆的所有主公技的其中一个技能;②更改一名其他角色的势力。',
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old_standard:'标准包',
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old_shenhua:'神话再临',
old_refresh:'界限突破',
old_yijiang1:'一将成名2011',
old_yijiang2:'一将成名2012',
old_yijiang3:'一将成名2013',
old_yijiang4:'一将成名2014',
old_yijiang5:'一将成名2015',
old_yijiang67:'原创设计',
old_sp:'SP',
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old_yingbian:'文德武备',
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old_mobile:'移动版',
}
};
});