character.diy={ character:{ // diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']], // diy_hanlong:['male','wei',4,['siji','ciqiu'],['fullskin']], diy_feishi:['male','shu',3,['shuaiyan','moshou'],['fullskin']], diy_liuyan:['male','shu',4,['juedao','geju'],['fullskin']], // diy_luxun:['male','wu',3,['shaoying','zonghuo'],['fullskin']], // diy_yuji:['male','qun',3,['diyguhuo','diychanyuan'],['fullskin']], // diy_zhouyu:['male','wu',3,['jieyan','honglian']], diy_zhouyu:['male','wu',3,['xiongzi','yaliang'],['fullskin']], diy_caiwenji:['female','qun',3,['beige','guihan'],['fullskin']], diy_lukang:['male','wu',4,['luweiyan','qianxun'],['fullskin']], diy_xuhuang:['male','wei',4,['diyduanliang'],['fullskin']], diy_dianwei:['male','wei',4,['diyqiangxi'],['fullskin']], diy_huangzhong:['male','shu',4,['liegong','fuli'],['fullskin']], diy_weiyan:['male','shu',4,['diykuanggu'],['fullskin']], diy_zhenji:['female','wei',3,['jiaoxia','yiesheng'],['fullskin']], // diy_menghuo:['male','shu',4,['huoshou','zaiqix'],['fullskin']], re_huangyueying:['female','shu',3,['rejizhi','qicai'],['fullskin']], old_zhonghui:['male','wei',3,['zzhenggong','zquanji','zbaijiang'],['fullskin']], }, skill:{ zaiqix:{ trigger:{player:'phaseDrawBefore'}, filter:function(event,player){ return player.hp=2; } return true; }, content:function(){ "step 0" trigger.untrigger(); trigger.finish(); event.cards=get.cards(player.maxHp-player.hp+1); player.showCards(event.cards); "step 1" var num=0; for(var i=0;i=player.maxHp-1) return [0,0]; } } } }, jiaoxia:{ trigger:{target:'useCardToBegin'}, filter:function(event,player){ return event.card&&get.color(event.card)=='red'; }, frequent:true, content:function(){ player.draw(); }, ai:{ effect:function(card,player,target){ if(get.color(card)=='red') return [1,1]; }, } }, diykuanggu:{ trigger:{source:'damageEnd'}, forced:true, content:function(){ if(get.distance(trigger.player,player,'attack')>1){ player.draw(trigger.num); } else{ player.recover(trigger.num); } } }, diyduanliang:{ group:['diyduanliang1','diyduanliang2'], ai:{ threaten:1.2 } }, diyduanliang1:{ enable:'phaseUse', usable:1, discard:false, filter:function(event,player){ var cards=player.get('he',{color:'black'}); for(var i=0;i0; }, content:function(){ trigger.source.discard(trigger.source.get('he',{color:'red'})); }, ai:{ expose:0.1, result:{ threaten:0.8, target:function(card,player,target){ if(get.tag(card,'damage')&&ai.get.attitude(target,player)<0){ return [1,0,0,-player.num('he',{color:'red'})]; } } } } }, diyguhuo:{ trigger:{player:'phaseBegin'}, forced:true, filter:function(event,player){ return player.num('hej')>0; }, content:function(){ "step 0" player.draw(2); "step 1" player.chooseToDiscard('hej',2,true); }, ai:{ effect:{ target:function(card){ if(get.type(card)=='delay') return [0,1]; } } } }, diychanyuan:{ trigger:{player:'dieBegin'}, forced:true, filter:function(event){ return event.source!=undefined; }, content:function(){ trigger.source.loseMaxHp(true); }, ai:{ threaten:function(player,target){ if(target.hp==1) return 0.2; }, result:{ target:function(card,player,target,current){ if(target.hp<=1&&get.tag(card,'damage')){ if(player.skills.contains('jueqing')) return [1,-5]; return [1,0,0,-2]; } } } } }, zonghuo:{ trigger:{source:'damageBefore'}, direct:true, priority:10, filter:function(event){ return event.nature!='fire'; }, content:function(){ "step 0" player.chooseToDiscard('是否发动【纵火】?').ai=function(card){ var att=ai.get.attitude(player,trigger.player); if(trigger.player.hasSkillTag('nofire')){ if(att>0) return 8-ai.get.value(card); return -1; } if(att<0){ return 7-ai.get.value(card); } return -1; } "step 1" if(result.bool){ player.logSkill('zonghuo',trigger.player,'fire'); trigger.nature='fire'; } } }, shaoying:{ trigger:{source:'damageAfter'}, direct:true, filter:function(event){ return event.nature=='fire'; }, content:function(){ "step 0" player.chooseTarget('是否发动【烧营】?',function(card,player,target){ return get.distance(trigger.player,target)<=1&&trigger.player!=target; }).ai=function(target){ return ai.get.damageEffect(target,player,player,'fire'); } "step 1" if(result.bool){ var card=get.cards()[0]; ui.discardPile.appendChild(card); player.showCards(card); event.bool=get.color(card)=='red'; event.target=result.targets[0]; player.logSkill('shaoying',event.target,false); trigger.player.line(event.target,'fire'); } else{ event.finish(); } "step 2" if(event.bool){ event.target.damage('fire'); } } }, tiangong:{ group:['tiangong2'], trigger:{player:'damageBefore'}, filter:function(event){ if(event.nature=='thunder') return true; }, forced:true, content:function(){ trigger.untrigger(); trigger.finish(); }, ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='tiesuo') return 0; if(get.tag(card,'thunderDamage')) return 0; } } } }, tiangong2:{ trigger:{source:'damageAfter'}, filter:function(event){ if(event.nature=='thunder') return true; }, forced:true, popup:false, priority:1, content:function(){ player.draw(); }, }, diyleiji:{ trigger:{player:'respond'}, filter:function(event,player){ return event.card.name=='shan'; }, direct:true, content:function(){ "step 0"; player.chooseTarget('是否发动新雷击?').ai=function(target){ return ai.get.damageEffect(target,player,player,'thunder'); }; "step 1" if(result.bool){ player.logSkill('diyleiji',result.targets,'thunder'); event.target=result.targets[0]; event.target.judge(function(card){ // var suit=get.suit(card); // if(suit=='spade') return -4; // if(suit=='club') return -2; if(get.color(card)=='black') return -2; return 0; }); } else{ event.finish(); } "step 2" if(result.bool==false){ event.target.damage('thunder'); player.recover(); } }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')){ var hastarget=false; for(var i=0;i2){ return [0,hastarget?target.num('h')/4:0]; } if(target.num('h')>3||(be&&target.num('h')>=2)){ return [0,0]; } if(target.num('h')==0){ return [1.5,0]; } if(target.num('h')==1&&!be){ return [1.2,0]; } return [1,Math.min(0.5,(target.num('h')+be)/4)]; } } } } }, xicai:{ inherit:'jianxiong' }, diyjianxiong:{ mode:['identity'], trigger:{global:'dieBefore'}, forced:true, filter:function(event,player){ return event.player!=game.zhu&&_status.currentPhase==player; }, content:function(){ trigger.player.identity='fan'; trigger.player.setIdentity('fan'); trigger.player.identityShown=true; } }, shuaiyan:{ trigger:{global:'recoverAfter'}, filter:function(event,player){ return event.player!=player&&_status.currentPhase!=player; }, content:function(){ "step 0" var att=ai.get.attitude(trigger.player,player); var bool=0; if(att<0){ if(trigger.player.num('e')==0&&trigger.player.num('h')>2) bool=1; else if(trigger.player.num('he')==0) bool=1; } else if(att==0&&trigger.player.num('he')==0){ bool=1; } trigger.player.chooseControl('draw_card','discard_card').ai=function(){ return bool; }; "step 1" if(result.control=='draw_card'){ player.draw(); event.finish(); } else if(trigger.player.num('he')){ player.discardPlayerCard(trigger.player,true,'he'); } else{ event.finish(); } } }, moshou:{ mod:{ targetEnabled:function(card,player,target,now){ if(card.name=='bingliang'||card.name=='lebu') return false; } }, }, siji:{ trigger:{player:'phaseDiscardEnd'}, frequent:true, filter:function(event,player){ if(event.cards){ for(var i=0;i0; }, content:function(){ var list=[]; for(var i=0;i0) player.draw(list.length); } }, diyqiangxi:{ enable:'phaseUse', usable:1, filterCard:function(card){ return get.subtype(card)=='equip1'; }, selectCard:[0,1], filterTarget:function(card,player,target){ if(player==target) return false; return get.distance(player,target,'attack')<=1; }, content:function(){ "step 0" if(cards.length==0){ player.loseHp(); } "step 1" target.damage(); "step 2" if(target.isAlive()&&target.num('he')){ player.discardPlayerCard(target); } }, check:function(card){ return 10-ai.get.value(card); }, position:'he', ai:{ order:8, result:{ player:function(player,target){ if(ui.selected.cards.length) return 0; if(player.hp>=target.hp) return -0.9; if(player.hp<=2) return -10; return -2; }, target:function(player,target){ if(player.hp<=1) return 0; return ai.get.damageEffect(target,player); } } }, threaten:1.3 }, }, translate:{ diy_caocao:'曹操', diy_menghuo:'孟获', diy_huangzhong:'黄忠', diy_xuhuang:'徐晃', diy_zhangjiao:'张角', diy_dianwei:'典韦', diy_weiyan:'魏延', xicai:'惜才', diyjianxiong:'奸雄', diy_feishi:'费诗', shuaiyan:'率言', moshou:'墨守', diy_hanlong:'韩龙', diy_luxun:'陆伯言', diy_yuji:'于吉', diy_zhouyu:'神周瑜', diy_zhouyu:'周公瑾', diy_lukang:'陆抗', diy_caiwenji:'蔡昭姬', diy_zhenji:'甄姬', siji:'伺机', ciqiu:'刺酋', ciqiu2:'刺酋', ciqiu3:'刺酋', diy_liuyan:'刘焉', juedao:'绝道', geju:'割据', diyleiji:'雷击', tiangong:'天公', tiangong2:'天公', shaoying:'烧营', zonghuo:'纵火', diychanyuan:'缠怨', diyguhuo:'蛊惑', jieyan:'劫焰', honglian:'红莲', xiongzi:'雄姿', yaliang:'雅量', yaliang_info:'每当你对其他角色造成1点伤害后,或受到其他角色造成的1点伤害后,你可与该角色各摸一张牌。', luweiyan:'围堰', guihan:'归汉', diyduanliang:'断粮', diyduanliang1:'断粮', diyduanliang2:'断粮', diyqiangxi:'强袭', diykuanggu:'狂骨', jiaoxia:'皎霞', diyzaiqi:'再起', batu:'霸图', zaiqix:'再起', zaiqix_info:'摸牌阶段,若你已受伤,你可以放弃摸牌并展示牌堆顶的X+1张牌,X为你已损失的体力值,其中每有一张♥牌,你回复1点体力,然后弃掉这些♥牌,将其余的牌收入手牌。', batu_info:'回合结束阶段,你可以将手牌数补至X,X为现存的势力数', diyzaiqi_info:'锁定技,你摸牌阶段额外摸X张牌,X为你已损失的体力值', jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌', diykuanggu_info:'锁定技,每当你造成一点伤害,你在其攻击范围内,你回复一点体力,否则你摸一张牌', diyqiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害并弃置其一张牌,每回合限一次。', diyduanliang_info:'出牌阶段限一次,你可以将一张黑色的基本牌或装备牌当兵粮寸断对一名角色使用,然后摸一张牌。你的兵粮寸断可以指定距离2以内的角色作为目标', guihan_info:'限定技,当你进入濒死状态时,可以指定一名男性角色与其各回复一点体力并摸两张牌', luweiyan_info:'你可以将一张装备牌当水淹七军使用', xiongzi_info:'锁定技,你于摸牌阶段额外摸X+1张牌,X为你装备区牌数的一半,向下取整', honglian_info:'每当你受到来自其他角色的伤害,可以弃置伤害来源的所有红色牌', jieyan_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害', diyguhuo_info:'锁定技,回合开始阶段,你摸两张牌,然后弃置区域内的两张牌', diychanyuan_info:'锁定技,杀死你的角色失去一点体力上限', zonghuo_info:'你可弃置一张牌将你即将造成的伤害变为火焰伤害', shaoying_info:'每当你造成一次火焰伤害,可指定距离受伤害角色1以内的另一名角色,并展示牌堆顶的一张牌,若此牌为红色,该角色受到一点火焰伤害', tiangong_info:'锁定技,你防止即将受到的雷电伤害,每当你造成一次雷电伤害,你摸一张牌', diyleiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸回复一点体力', juedao_info:'出牌阶段,你可以弃置一张手牌,横置你的武将牌;锁定技,若你处于连环状态,你与其他角色的距离、其他角色与你的距离各+1。', geju_info:'准备阶段开始时,你可以摸X张牌(X为攻击范围内不含有你的势力数)。', siji_info:'弃牌阶段结束后,你可以摸2X张牌(X为你于此阶段内弃置的【杀】的数量)。', ciqiu_info:'锁定技,每当你使用【杀】对目标角色造成伤害时,若该角色未受伤,你令此伤害+1;锁定技,每当未受伤的角色因受到你使用【杀】造成的伤害而扣减体力后,若该角色的体力值为0,你令其死亡,然后你失去“刺酋”。 ', shuaiyan_info:'每当其他角色于你的回合外回复体力后,你可以令该角色选择一项:1.令你摸一张牌;2.令你弃置其一张牌。 ', moshou_info:'锁定技,你不能成为乐不思蜀和兵粮寸断的目标。', xicai_info:'你可以立即获得对你造成伤害的牌', diyjianxiong_info:'锁定技,在身份局中,在你回合内死亡的角色均视为反贼,国战中,在你回合内死亡的角色若与你势力相同则随机改为另一个势力', }, }