'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'mobile',
connectBanned:['miheng'],
connect:true,
characterSort:{
mobile:{
mobile_default:["miheng","taoqian","liuzan","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding","zhangyì","jiakui"],
mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun","re_baosanniang","re_weiwenzhugezhi","re_zhanggong","re_xugong","xin_yuanshao","re_liushan","xin_xiahoudun"],
mobile_sunben:["re_sunben"],
},
},
character:{
xin_xiahoudun:['male','wei',4,['reganglie','xinqingjian']],
zhangyì:['male','shu',4,['zhiyi']],
jiakui:['male','wei',3,['zhongzuo','wanlan']],
re_jikang:["male","wei",3,["new_qingxian","new_juexiang"]],
old_bulianshi:['female','wu',3,['anxu','zhuiyi']],
miheng:['male','qun',3,['kuangcai','shejian']],
taoqian:['male','qun',3,['zhaohuo','yixiang','yirang']],
liuzan:['male','wu',4,['fenyin']],lingcao:['male','wu',4,['dujin']],
sunru:['female','wu',3,['yingjian','shixin']],
lifeng:['male','shu',3,['tunchu','shuliang']],
zhuling:['male','wei',4,['xinzhanyi']],
liuye:['male','wei',3,['polu','choulve']],
zhaotongzhaoguang:["male","shu",4,["yizan_use","xinfu_longyuan"],[]],
majun:["male","wei",3,["xinfu_jingxie1","qiaosi"],[]],
simazhao:["male","wei",3,["xinfu_daigong","xinfu_zhaoxin"],[]],
wangyuanji:["female","wei",3,["xinfu_qianchong","xinfu_shangjian"],[]],
pangdegong:["male","qun",3,["xinfu_pingcai","xinfu_pdgyingshi"],[]],
old_yuanshu:['male','qun',4,['xinyongsi','yjixi']],
shenpei:["male","qun","2/3",["shouye","liezhi"],[]],
re_wangyun:['male','qun',3,['relianji','remoucheng']],
re_baosanniang:['female','shu',3,['meiyong','rexushen','rezhennan']],
hujinding:['female','shu','2/6',['renshi','wuyuan','huaizi']],
re_zhanggong:['male','wei',3,['reqianxin','xinfu_zhenxing']],
re_xugong:['male','wu',3,['rebiaozhao','yechou']],
re_weiwenzhugezhi:['male','wu',4,['refuhai']],
xin_yuanshao:['male','qun',4,['reluanji','xueyi'],['zhu']],
re_liushan:['male','shu',3,['xiangle','refangquan','ruoyu'],['zhu']],
re_sunben:['male','wu',4,['jiang','rehunzi','zhiba'],['zhu']],
},
characterIntro:{
zhangyì:'张翼(?-264年),字伯恭,益州犍为郡武阳县人。三国时期蜀汉将领。历任梓潼、广汉、蜀郡三郡太守,出任庲降都督,后随诸葛亮和姜维北伐,官至左车骑将军,领冀州刺史。初封关内侯,进爵都亭侯。蜀汉灭亡后,魏将钟会密谋造反,成都大乱,张翼亦为乱兵所杀。张翼是蜀汉第三任庲降都督,由于执法严厉,不得南夷欢心。在北伐上,张翼认为国小民疲,不应滥用武力,是蜀汉朝廷当时极少敢当朝和姜维争辩北伐问题的大臣。',
jiakui:'贾逵(174年—228年),本名贾衢,字梁道,河东襄陵人(今山西临汾县)。汉末三国时期魏国名臣,西晋开国功臣贾充父亲。初为并州郡吏,迁渑池县令,拜弘农太守,历仕曹操、曹丕、曹叡三世,是曹魏政权中具有军政才干的人物,终其一生为魏国统一事业作出卓越贡献。担任豫州刺史期间,兴修水利,凿通运河二百余里,时称“贾侯渠”,便利民生。随同曹丕伐吴,进封阳里亭侯,加号建威将军。石亭之战,率军救出曹休。太和二年,去世,赠本官,谥号为肃,《唐会要》将其尊为魏晋八君子之一。',
shenpei:'审配(?-204年),字正南,魏郡阴安(今河北清丰北)人。为人正直, 袁绍领冀州,审配被委以腹心之任,并总幕府。河北平定,袁绍以审配、逢纪统军事,审配恃其强盛,力主与曹操决战。曾率领弓弩手大破曹军于官渡。官渡战败,审配二子被俘,反因此受谮见疑,幸得逢纪力保。袁绍病死,审配等矫诏立袁尚为嗣,导致兄弟相争,被曹操各个击破。曹操围邺,审配死守数月,终城破被擒,拒不投降,慷慨受死。',
hujinding:'胡金定,女,传说中关羽之妻。关索之母,配偶关羽,出处《花关索传》和元代《三国志评话》民间传说人物。',
},
card:{
pss_paper:{
type:'pss',
fullskin:true,
//derivation:'shenpei',
},
pss_scissor:{
type:'pss',
fullskin:true,
//derivation:'shenpei',
},
pss_stone:{
type:'pss',
fullskin:true,
//derivation:'shenpei',
},
db_atk1:{
type:'db_atk',
fullimage:true,
//derivation:'shenpei',
},
db_atk2:{
type:'db_atk',
fullimage:true,
//derivation:'shenpei',
},
db_def1:{
type:'db_def',
fullimage:true,
//derivation:'shenpei',
},
db_def2:{
type:'db_def',
fullimage:true,
//derivation:'shenpei',
},
ly_piliche:{
fullskin:true,
vanish:true,
derivation:'liuye',
type:'equip',
subtype:'equip1',
distance:{attackFrom:-8},
skills:['ly_piliche'],
destroy:'polu'
},
"wolong_card":{
type:"takaramono",
fullskin:true,
//derivation:"pangdegong",
},
"fengchu_card":{
type:"takaramono",
fullskin:true,
//derivation:"pangdegong",
},
"xuanjian_card":{
fullskin:true,
type:"takaramono",
//derivation:"pangdegong",
},
"shuijing_card":{
fullskin:true,
type:"takaramono",
//derivation:"pangdegong",
},
"rewrite_bagua":{
derivation:"majun",
//cardimage:"bagua",
fullskin:true,
type:"equip",
subtype:"equip2",
ai:{
basic:{
equipValue:7.5,
},
},
skills:["rw_bagua_skill"],
},
"rewrite_baiyin":{
derivation:"majun",
fullskin:true,
//cardimage:"baiyin",
type:"equip",
subtype:"equip2",
filterLose:function(card,player){
if(player.hasSkillTag('unequip2')) return false;
return true;
},
loseDelay:false,
onLose:function(){
player.logSkill('rw_baiyin_skill');
var next=game.createEvent('rw_baiyin_recover');
event.next.remove(next);
event.getParent().after.push(next);
next.player=player;
next.setContent(function(){
player.draw(2);
player.recover();
});
},
skills:["rw_baiyin_skill"],
tag:{
recover:1,
},
ai:{
order:9.5,
equipValue:function (card,player){
if(player.hp==player.maxHp) return 5;
if(player.countCards('h','rewrite_baiyin')) return 6;
return 0;
},
basic:{
equipValue:5,
},
},
},
"rewrite_lanyinjia":{
derivation:"majun",
//cardimage:"lanyinjia",
fullskin:true,
type:"equip",
subtype:"equip2",
skills:["rw_lanyinjia","lanyinjia2"],
ai:{
equipValue:6,
basic:{
equipValue:1,
},
},
},
"rewrite_renwang":{
derivation:"majun",
//cardimage:"renwang",
fullskin:true,
type:"equip",
subtype:"equip2",
skills:["rw_renwang_skill"],
ai:{
basic:{
equipValue:7.5,
},
},
},
"rewrite_tengjia":{
derivation:"majun",
//cardimage:"tengjia",
fullskin:true,
type:"equip",
subtype:"equip2",
cardnature:"fire",
ai:{
equipValue:function (card,player){
if(player.hasSkillTag('maixie')&&player.hp>1) return 0;
if(player.hasSkillTag('noDirectDamage')) return 10;
if(get.damageEffect(player,player,player,'fire')>=0) return 10;
var num=3-game.countPlayer(function(current){
return get.attitude(current,player)<0;
});
if(player.hp==1) num+=4;
if(player.hp==2) num+=1;
if(player.hp==3) num--;
if(player.hp>3) num-=4;
return num;
},
basic:{
equipValue:3,
},
},
skills:["rw_tengjia1","rw_tengjia2","rw_tengjia3","rw_tengjia4"],
},
"rewrite_zhuge":{
derivation:"majun",
//cardimage:"zhuge",
distance:{
attackFrom:-2,
},
fullskin:true,
type:"equip",
subtype:"equip1",
ai:{
equipValue:function (card,player){
if(!game.hasPlayer(function(current){
return player.canUse('sha',current)&&get.effect(current,{name:'sha'},player,player)>0;
})){
return 1;
}
if(player.hasSha()&&_status.currentPhase==player){
if(player.getEquip('zhuge')||player.getCardUsable('sha')==0){
return 10;
}
}
var num=player.countCards('h','sha');
if(num>1) return 6+num;
return 3+num;
},
basic:{
equipValue:5,
},
tag:{
valueswap:1,
},
},
skills:["rw_zhuge_skill"],
},
},
characterFilter:{},
skill:{
rw_zhuge_skill:{
equipSkill:true,
audio:true,
firstDo:true,
trigger:{player:'useCard1'},
forced:true,
filter:function(event,player){
return !event.audioed&&event.card.name=='sha'&&player.countUsed('sha',true)>1&&event.getParent().type=='phase';
},
content:function(){
trigger.audioed=true;
},
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha'){
return Infinity;
}
}
},
},
xinqingjian:{
audio:'qingjian',
trigger:{player:'gainEnd'},
direct:true,
usable:1,
filter:function(event,player){
return event.getParent('phaseDraw').player!=player&&player.countCards('he')>0;
},
content:function(){
'step 0'
player.chooseCard(get.prompt2('xinqingjian'),'he',[1,player.countCards('he')]).ai=function(){return -1};
'step 1'
if(result.bool){
player.addSkill('xinqingjian2');
player.storage.xinqingjian2.addArray(result.cards);
game.log(player,'将'+get.cnNumber(player.lose(result.cards,ui.special,'toStorage').cards.length)+'张牌置于其武将牌上');
player.markSkill('xinqingjian2');
}
else player.storage.counttrigger.xinqingjian--;
},
},
xinqingjian2:{
audio:'xinqingjian',
charlotte:true,
trigger:{global:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.storage.xinqingjian2&&player.storage.xinqingjian2.length>0;
},
init:function(player){
if(!player.storage.xinqingjian2) player.storage.xinqingjian2=[];
},
content:function(){
'step 0'
player.chooseTarget(true,lib.filter.notMe).set('createDialog',['清俭:选择一名角色获得这些牌'+(player.storage.xinqingjian2.length>1?',然后摸一张牌':''),player.storage.xinqingjian2]);
'step 1'
if(result.bool){
var target=result.targets[0];
player.line(target,'thunder');
if(target.gain(player.storage.xinqingjian2,player,'giveAuto','fromStorage').cards.length>1) player.draw();
player.storage.xinqingjian2.length=0;
player.removeSkill('xinqingjian2');
}
},
intro:{
onunmark:'throw',mark:function(dialog,content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
dialog.addAuto(content);
}
else{
return '共有'+get.cnNumber(content.length)+'张牌';
}
}
},
content:function(content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
return get.translation(content);
}
return '共有'+get.cnNumber(content.length)+'张牌';
}
}
},
},
zhongzuo:{
audio:2,
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.getHistory('damage').length>0||player.getHistory('sourceDamage').length>0;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('zhongzuo'),'令一名角色摸两张牌。若其已受伤,则你摸一张牌。').set('ai',function(target){
if(target.hasSkillTag('nogain')&&target!=_status.currentPhase) return target.isDamaged()?0:1;
var att=get.attitude(_status.event.player,target);
if(target.isDamaged()) att=att*1.2;
return att;
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('zhongzuo',target);
target.draw(2);
if(target.isDamaged()) player.draw();
}
},
},
wanlan:{
audio:2,
trigger:{global:'dying'},
check:function(event,player){
if(get.attitude(player,event.player)<4) return false;
if(player.countCards('h',function(card){
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod2!='unchanged') return mod2;
var mod=game.checkMod(card,player,'unchanged','cardSavable',player);
if(mod!='unchanged') return mod;
var savable=get.info(card).savable;
if(typeof savable=='function') savable=savable(card,player,event.player);
return savable;
})>=1-event.player.hp) return false;
if(event.player==player||event.player==get.zhu(player)) return true;
if(_status.currentPhase&&get.damageEffect(_status.currentPhase,player,player)<0) return false;
return !player.hasUnknown();
},
limited:true,
unique:true,
filter:function(event,player){
return event.player.hp<=0;
},
skillAnimation:true,
animationColor:'thunder',
logTarget:'player',
content:function(){
'step 0'
player.awakenSkill('wanlan');
var hs=player.getCards('h')
if(hs.length) player.discard(hs);
'step 1'
var num=1-trigger.player.hp;
if(num) trigger.player.recover(num);
'step 2'
if(_status.currentPhase&&_status.currentPhase.isAlive()) _status.currentPhase.damage();
},
},
zhiyi:{
audio:2,
trigger:{player:['useCard','respond']},
forced:true,
filter:function(event,player){
if(get.type(event.card)!='basic') return false;
var history=player.getHistory('useCard',function(evt){
return get.type(evt.card)=='basic';
}).concat(player.getHistory('respond',function(evt){
return get.type(evt.card)=='basic';
}));
return history.length==1&&history[0]==event;
},
content:function(){
'step 0'
var info=get.info(trigger.card);
if(!info||!info.enable) event._result={index:0};
else{
var evt=trigger;
if(evt.respondTo&&evt.getParent('useCard').name=='useCard') evt=evt.getParent('useCard');
event.evt=evt;
player.chooseControl().set('prompt','执义:请选择一项').set('choiceList',[
'摸一张牌',
'于'+get.translation(evt.card)+'的使用结算结束之后视为使用一张'+get.translation({name:trigger.card.name,nature:trigger.card.nature,isCard:true}),
]).set('ai',function(){return _status.event.choice}).set('choice',function(){
var card={name:trigger.card.name,nature:trigger.card.nature,isCard:true};
if(card.name=='sha'){
if(player.getUseValue(card)>0) return 1;
}
else if(card.name=='tao'){
var hp=player.maxHp-player.hp;
if(trigger.targets.contains(player)) hp--;
return hp>0?1:0;
}
return 0;
}());
}
'step 1'
if(result.index==0){
player.draw();
}
else{
var next=player.chooseUseTarget({name:trigger.card.name,nature:trigger.card.nature},false,true);
_status.event.next.remove(next);
event.evt.after.push(next);
next.logSkill='zhiyi';
}
},
},
//表演测试
qiaosi_map:{charlotte:true},
qiaosi:{
audio:'xinfu_qiaosi',
derivation:'qiaosi_map',
enable:'phaseUse',
usable:1,
content:function(){
"step 0"
event.videoId=lib.status.videoId++;
if(player.isUnderControl()){
game.modeSwapPlayer(player);
}
var switchToAuto=function(){
game.pause();
game.countChoose();
setTimeout(function(){
_status.imchoosing=false;
event._result={
bool:true,
links:['qiaosi_c1','qiaosi_c2','qiaosi_c3','qiaosi_c4','qiaosi_c5','qiaosi_c6'].randomGets(3),
};
if(event.dialog) event.dialog.close();
if(event.control) event.control.close();
game.resume();
},5000);
};
var createDialog=function(player,id){
if(player==game.me) return;
var str=get.translation(player)+'正在表演...
';
for(var i=1;i<7;i++){
str+=get.translation('qiaosi_c'+i);
if(i%3!=0) str+=' ';
if(i==3) str+='
';
}
ui.create.dialog(str,'forcebutton').videoId=id;
};
var chooseButton=function(player){
var event=_status.event;
player=player||event.player;
event.status={
qiaosi_c1:0,
qiaosi_c2:0,
qiaosi_c3:0,
qiaosi_c4:0,
qiaosi_c5:0,
qiaosi_c6:0,
}
event.map={
qiaosi_c1:[10,15],
qiaosi_c2:[20,35],
qiaosi_c3:[40,60],
qiaosi_c4:[40,60],
qiaosi_c5:[20,35],
qiaosi_c6:[10,15],
}
event.finishedx=[];
event.str='请开始你的表演
qiaosi_c1% qiaosi_c2% qiaosi_c3%
qiaosi_c4%qiaosi_c5% qiaosi_c6%';
event.dialog=ui.create.dialog(event.str,'forcebutton','hidden');
event.dialog.addText('
点击下方的按钮,可以增加按钮对应的角色的「表演完成度」。对于不同的角色,点击时增加的完成度不同,最终获得的牌也不同。一次表演最多只能完成3名角色的进度。',false);
event.dialog.open();
for(var i in event.status){
event.dialog.content.childNodes[0].innerHTML=event.dialog.content.childNodes[0].innerHTML.replace(i,event.status[i]);
}
for(var i=0;i=100){
event.status[link]=100;
var str=event.str.slice(0);
for(var i in event.status){
str=str.replace(i,event.status[i]);
}
event.dialog.content.childNodes[0].innerHTML=str;
event.finishedx.push(link);
if(event.finishedx.length>=3){
event._result={
bool:true,
links:event.finishedx.slice(0),
};
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing=false;
}
}
else{
var str=event.str.slice(0);
for(var i in event.status){
str=str.replace(i,event.status[i]);
}
event.dialog.content.childNodes[0].innerHTML=str;
}
});
for(var i=0;i2;
})) return 0;
return 1;
});
"step 3"
if(result.index==0){
player.chooseCardTarget({
position:'he',
filterCard:true,
selectCard:event.num,
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
return 1;
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
return att;
},
prompt:'选择'+get.cnNumber(event.num)+'张牌,交给一名其他角色。',
forced:true,
});
}
else{
player.chooseToDiscard(event.num,true,'he');
event.finish();
}
"step 4"
if(result.bool){
var target=result.targets[0];
player.give(result.cards,target);
}
},
ai:{
order:10,
result:{player:1},
threaten:3.2,
}
},
refuhai:{
audio:'xinfu_fuhai',
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
if(game.players.length<3) return 0;
return 5-get.value(card);
},
content:function(){
'step 0'
event.current=player.next;
event.upper=[];
event.lower=[];
event.acted=[];
event.num=0;
event.stopped=false;
'step 1'
event.acted.push(event.current);
event.current.chooseControl('潮起','潮落').set('prompt','潮鸣起乎?潮鸣落乎?').ai=function(){
return Math.random()<0.5?0:1;
};
'step 2'
if(!event.chosen) event.chosen=result.control;
if(event.chosen!=result.control) event.stopped=true;
if(!event.stopped) event.num++;
if(result.control=='潮起'){
event.upper.push(event.current)
}
else event.lower.push(event.current);
event.current=event.current.next;
if(event.current!=player&&!event.acted.contains(event.current)) event.goto(1);
'step 3'
for(var i=0;i1) player.draw(num);
},
ai:{
order:1,
result:{player:1},
},
},
rebiaozhao:{
audio:'biaozhao',
intro:{
content:"cards",
},
trigger:{
player:"phaseJieshuBegin",
},
direct:true,
filter:function (event,player){
return player.countCards('he')>0&&!player.storage.rebiaozhao;
},
content:function (){
'step 0'
player.chooseCard('he',get.prompt2('rebiaozhao')).ai=function(card){
return 6-get.value(card);
}
'step 1'
if(result.bool){
player.addSkill('rebiaozhao2');
player.addSkill('rebiaozhao3');
player.logSkill('rebiaozhao');
player.$give(result.cards,player,false);
player.lose(result.cards,ui.special,'toStorage','visible');
player.storage.rebiaozhao=result.cards;
player.markSkill('rebiaozhao');
}
},
},
"rebiaozhao2":{
trigger:{
global:["loseEnd","cardsDiscardEnd"],
},
charlotte:true,
forced:true,
audio:"biaozhao",
filter:function (event,player){
if(!player.storage.rebiaozhao) return false;
var num=get.number(player.storage.rebiaozhao[0]);
for(var i=0;i0) return 0;
if(player.maxHp-player.countCards('h')>1) return 1;
return Math.random()>0.5?0:1;
});
'step 2'
if(result.index==0) source.draw(2);
else{
player.addTempSkill('reqianxin3')
player.addMark('reqianxin3',2,false)
}
'step 3'
if(player.storage.reqianxin2.length) event.goto(0);
else player.removeSkill('reqianxin2');
},
},
reqianxin3:{
onremove:true,
mod:{
maxHandcard:function(player,num){
return num-player.countMark('reqianxin3');
},
},
},
renshi:{
audio:2,
trigger:{player:'damageBegin4'},
forced:true,
filter:function(event,player){
return player.isDamaged()&&event.getParent().name=='sha';
},
content:function(){
'step 0'
trigger.cancel();
var cards=trigger.cards.filterInD();
if(cards.length) player.gain(cards,'gain2');
'step 1'
player.loseMaxHp();
},
},
wuyuan:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h','sha')>0;
},
filterCard:{name:'sha'},
filterTarget:lib.filter.notMe,
check:function(card){
var player=_status.event.player;
if(get.color(card)=='red'&&game.hasPlayer(function(current){
return current!=player&¤t.isDamaged()&&get.attitude(player,current)>2;
})) return 2;
if(get.nature(card)) return 1.5;
return 1;
},
prepare:'give',
discard:false,
content:function(){
'step 0'
target.gain(cards,player);
player.recover();
'step 1'
var num=1;
if(get.nature(cards[0])) num++;
target.draw(num);
if(get.color(cards[0])=='red') target.recover();
},
ai:{
order:1,
result:{
player:function(player,target){
if(player.isDamaged()) return 1;
return 0;
},
target:function(player,target){
if(ui.selected.cards.length){
var num=1;
if(get.nature(ui.selected.cards[0])) num++;
if(target.hasSkillTag('nogain')) num=0;
if(get.color(ui.selected.cards[0])=='red') return num+2
else return num+1;
}
return 1;
},
},
},
},
huaizi:{
mod:{
maxHandcard:function(player,num){
return num+player.getDamagedHp();
},
},
//audio:2,
//trigger:{player:'phaseDiscardBegin'},
forced:true,
firstDo:true,
filter:function(event,player){
return player.isDamaged()&&player.countCards('h')>player.hp;
},
content:function(){},
},
rexushen:{
derivation:['new_rewusheng','xindangxian'],
audio:'xinfu_xushen',
limited:true,
enable:'phaseUse',
filter:function(event,player){
return game.hasPlayer(function(current){
return current.sex=='male';
})
},
skillAnimation:true,
animationColor:'fire',
content:function(){
player.addSkill('rexushen2');
player.awakenSkill('rexushen');
player.loseHp(game.countPlayer(function(current){
return current.sex=='male';
}));
},
ai:{
order:10,
result:{
player:function(player){
if(player.hp!=game.countPlayer(function(current){
return current.sex=='male';
})) return 0;
return game.hasPlayer(function(current){
return get.attitude(player,current)>4&¤t.countCards('h','tao')
})?1:0;
},
},
},
},
rexushen2:{
charlotte:true,
subSkill:{
count:{
trigger:{
player:"recoverBegin",
},
forced:true,
silent:true,
popup:false,
filter:function (event,player){
if(!event.source) return false;
if(!player.isDying()) return false;
var evt=event.getParent('dying').getParent(2);
return evt.name=='rexushen'&&evt.player==player;
},
content:function (){
trigger.rexushen=true;
},
sub:true,
},
},
group:["rexushen2_count"],
trigger:{
player:"recoverAfter",
},
filter:function (event,player){
if(player.isDying()) return false;
return event.rexushen==true;
},
direct:true,
silent:true,
popup:false,
content:function (){
'step 0'
player.removeSkill('rexushen2');
player.chooseBool('是否令'+get.translation(trigger.source)+'获得技能〖武圣〗和〖当先〗').ai=function(){
return get.attitude(player,trigger.source)>0;
};
'step 1'
if(result.bool){
player.line(trigger.source,'fire');
trigger.source.addSkillLog('new_rewusheng');
trigger.source.addSkillLog('xindangxian');
}
},
},
rezhennan:{
audio:'xinfu_zhennan',
trigger:{target:'useCardToTargeted'},
filter:function(event,player){
return event.player!=player&&event.targets&&event.targets.length&&event.targets.length>event.player.hp;
},
direct:true,
content:function(){
'step 0'
var next=player.chooseToDiscard(get.prompt('rezhennan',trigger.player),'弃置一张牌并对其造成1点伤害','he');
next.set('logSkill',['rezhennan',trigger.player]);
next.set('ai',function(card){
var player=_status.event.player;
var target=_status.event.getTrigger().player;
if(get.damageEffect(target,player,player)>0) return 7-get.value(card);
return -1;
});
'step 1'
if(result.bool) trigger.player.damage();
},
},
meiyong:{
inherit:'xinfu_wuniang',
audio:'xinfu_wuniang',
content:function (){
'step 0'
player.chooseTarget(get.prompt('meiyong'),'获得一名其他角色的一张牌,然后其摸一张牌。',function(card,player,target){
if(player==target) return false;
return target.countGainableCards(player,'he')>0;
}).set('ai',function(target){
return 10-get.attitude(_status.event.player,target);
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('meiyong',target);
player.gainPlayerCard(target,'he',true);
}
else event.finish();
'step 2'
target.draw();
},
},
relianji:{
audio:'wylianji',
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.players.length>1;
},
filterTarget:lib.filter.notMe,
targetprompt:['打人','被打'],
selectTarget:2,
multitarget:true,
content:function(){
'step 0'
game.delay(0.5);
if(targets[0].isDisabled(1)) event.goto(2);
'step 1'
var target=targets[0];
var equip1=get.cardPile2(function(card){
return get.subtype(card)=='equip1';
});
if(!equip1){
player.popup('连计失败');
game.log('牌堆中无装备');
event.finish();
return;
}
if(equip1.name=='qinggang'&&!lib.inpile.contains('qibaodao')){
equip1.remove();
equip1=game.createCard('qibaodao',equip1.suit,equip1.number);
}
target.$draw(equip1);
target.chooseUseTarget(equip1,'noanimate','nopopup',true);
'step 2'
game.updateRoundNumber();
var list=['nanman','wanjian','huogong','juedou','sha'];
var list2=game.players.slice(0);
list2.remove(player);
for(var i=0;i2){
event.trigger('remoucheng_awaken');
}
},
},
},
},
remoucheng:{
derivation:'rejingong',
trigger:{
player:'remoucheng_awaken'
},
forced:true,
audio:'moucheng',
juexingji:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.awakenSkill('remoucheng');
player.removeSkill('relianji');
player.addSkill('rejingong');
player.gainMaxHp();
player.recover();
},
},
rejingong:{
audio:'jingong',
enable:'phaseUse',
delay:0,
usable:1,
content:function(){
'step 0'
var list=get.inpile('trick').randomGets(2);
if(Math.random()<0.5){
list.push('wy_meirenji');
}
else{
list.push('wy_xiaolicangdao');
}
for(var i=0;i0;
})){
if(name=='wy_meirenji'||name=='wy_xiaolicangdao') return Math.random()+0.5;
return Math.random();
}
return 0;
});
'step 1'
if(result.bool){
player.chooseUseTarget(result.links[0][2],true);
player.addTempSkill('jingong2');
}
},
ai:{
order:2,
result:{
player:function(player){
if((player.hp<=2||player.needsToDiscard())&&!player.getStat('damage')) return 0;
return 1;
}
}
}
},
shouye:{
audio:2,
group:'shouye_after',
trigger:{global:"useCardToTargeted"},
filter:function(event,player){
return event.player!=player&&event.targets.length==1;
},
check:function(event,player){
if(event.player==game.me||event.player.isOnline()) return get.attitude(player,event.player)<0;
return get.effect(player,event.card,event.player,player)<0;
},
usable:1,
logTarget:'player',
content:function(){
'step 0'
player.line(trigger.player,'green');
player.chooseToDuiben(trigger.player);
'step 1'
if(result.bool){
trigger.excluded.add(player);
trigger.getParent().shouyeer=player;
}
},
subSkill:{
after:{
sub:true,
trigger:{global:'useCardAfter'},
forced:true,
silent:true,
popup:false,
filter:function(event,player){
if(event.shouyeer!=player) return false;
if(event.cards){
for(var i=0;i0;
}).ai=function(target){
var player=_status.event.player;
return get.effect(target,{name:'guohe'},player,player);
};
'step 1'
if(result.bool){
result.targets.sortBySeat();
event.targets=result.targets;
player.line(result.targets,'green');
player.logSkill('liezhi',result.targets);
}
else event.finish();
'step 2'
event.current=targets.shift();
player.discardPlayerCard(event.current,'hej',true)
if(targets.length) event.redo();
},
subSkill:{
disable:{
sub:true,
trigger:{player:'phaseAfter'},
forced:true,
silent:true,
popup:false,
charlotte:true,
//filter:function(event){return !event.liezhi},
content:function(){player.removeSkill('liezhi_disable')},
},
damage:{
trigger:{player:'damage'},
forced:true,
silent:true,
popup:false,
content:function(){player.addSkill('liezhi_disable')}
},
},
},
xinzhanyi:{
audio:'zhanyi',
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
check:function(card){
var player=_status.event.player;
if(player.hp<3) return 0;
var type=get.type(card,'trick');
if(type=='trick'){
return 6-get.value(card);
}
else if(type=='equip'){
if(player.hasSha()&&game.hasPlayer(function(current){
return (player.canUse('sha',current)&&
get.attitude(player,current)<0&&
get.effect(current,{name:'sha'},player,player)>0)
})){
return 6-get.value(card);
}
}
return 0;
},
content:function(){
player.loseHp();
switch(get.type(cards[0],'trick')){
case 'basic':player.addTempSkill('xinzhanyi_basic');break;
case 'equip':player.addTempSkill('xinzhanyi_equip');break;
case 'trick':player.addTempSkill('xinzhanyi_trick');player.draw(3);break;
}
},
ai:{
order:9.1,
result:{
player:1
}
}
},
xinzhanyi_basic1:{
trigger:{player:"useCard"},
filter:function(event,player){
return event.skill=='xinzhanyi_basic_backup'&&!player.storage.xinzhanyi_basic1;
},
forced:true,
silent:true,
popup:false,
content:function(){
trigger.xinzhanyi=true;
player.storage.xinzhanyi_basic1=true;
},
},
xinzhanyi_basic2:{
trigger:{source:['damageBegin','recoverBegin']},
forced:true,
silent:true,
popup:false,
filter:function(event){
return event.getParent(2).xinzhanyi==true;
},
content:function(){
trigger.num++
},
},
xinzhanyi_basic:{
group:['xinzhanyi_basic1','xinzhanyi_basic2'],
onremove:function(p,s){
delete p.storage[s+1];
},
enable:"chooseToUse",
filter:function (event,player){
if(event.filterCard({name:'sha'},player,event)||
event.filterCard({name:'jiu'},player,event)||
event.filterCard({name:'tao'},player,event)){
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
}
return false;
},
chooseButton:{
dialog:function (event,player){
var list=[];
if(event.filterCard({name:'sha'},player,event)){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
if(event.filterCard({name:'tao'},player,event)){
list.push(['基本','','tao']);
}
if(event.filterCard({name:'jiu'},player,event)){
list.push(['基本','','jiu']);
}
return ui.create.dialog('战意',[list,'vcard'],'hidden');
},
check:function (button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
})){
switch(button.link[2]){
case 'tao':return 5;
case 'jiu':{
if(player.countCards('h',{type:'basic'})>=2) return 3;
};
case 'sha':
if(button.link[3]=='fire') return 2.95;
else if(button.link[3]=='thunder') return 2.92;
else return 2.9;
}
}
return 0;
},
backup:function (links,player){
return {
audio:'zhanyi',
filterCard:function(card,player,target){
return get.type(card)=='basic';
},
check:function(card,player,target){
return 9-get.value(card);
},
viewAs:{name:links[0][2],nature:links[0][3]},
position:'he',
popname:true,
}
},
prompt:function (links,player){
return '将一张基本牌当做'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
order:function (){
var player=_status.event.player;
var event=_status.event;
if(event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0&&player.countCards('h',{type:'basic'})>=2){
return 3.3;
}
return 3.1;
},
save:true,
respondSha:true,
skillTagFilter:function (player,tag,arg){
if(player.hasCard(function(card){
return get.type(card)=='basic';
},'he')){
if(tag=='respondSha'){
if(arg!='use') return false;
}
}
else{
return false;
}
},
result:{
player:1,
},
},
},
xinzhanyi_equip:{
audio:'zhanyi',
trigger:{player:'useCardToPlayered'},
forced:true,
filter:function(event,player){
return event.card.name=='sha'&&event.target.countCards('he')>0;
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
content:function(){
'step 0'
trigger.target.chooseToDiscard('he',true,2);
'step 1'
if(result.bool&&result.cards&&result.cards.length){
if(result.cards.length==1){
event._result={bool:true,links:result.cards.slice(0)};
}
else player.chooseButton(['选择获得其中的一张牌',result.cards.slice(0)],true).ai=function(button){
return get.value(button.link);
};
}
else event.finish();
'step 2'
if(result.links) player.gain(result.links,'gain2');
}
},
xinzhanyi_trick:{
mod:{
wuxieRespondable:function(){
return false;
}
}
},
"xinfu_daigong":{
usable:1,
audio:2,
trigger:{
player:"damageBegin4",
},
filter:function (event,player){
return event.source!=undefined&&player.countCards('h')>0;
},
content:function (){
'step 0'
player.showHandcards();
'step 1'
var cards=player.getCards('h');
var suits=[];
for(var i=0;i0) return 6.5-get.value(card);
return 0;
};
'step 2'
if(result.bool){
trigger.source.give(result.cards,player,true);
}
else trigger.cancel();
},
},
"xinfu_zhaoxin":{
group:["zhaoxin_give"],
intro:{
content:"cards",
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
},
},
enable:"phaseUse",
usable:1,
audio:2,
init:function (player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
filter:function (event,player){
return player.storage.xinfu_zhaoxin.length<3&&player.countCards('h')>0;
},
visible:true,
filterCard:true,
selectCard:function (){
var player=_status.event.player;
return [1,3-player.storage.xinfu_zhaoxin.length];
},
discard:false,
//lose:false,
delay:false,
content:function (){
'step 0'
//player.lose(cards,ui.special,'toStorage')
player.$give(cards,player,false);
player.storage.xinfu_zhaoxin=player.storage.xinfu_zhaoxin.concat(cards);
player.markSkill('xinfu_zhaoxin');
'step 1'
player.draw(cards.length);
},
check:function (card){
return 6-get.value(card);
},
ai:{
order:1,
result:{
player:1,
},
},
},
"zhaoxin_give":{
trigger:{
global:"phaseDrawAfter",
},
filter:function (event,player){
if(!player.storage.xinfu_zhaoxin.length) return false;
return player==event.player||player.inRange(event.player);
},
direct:true,
content:function (){
'step 0'
player.chooseCardButton(get.prompt('xinfu_zhaoxin',trigger.player),player.storage.xinfu_zhaoxin,function(button){
return true;
}).set('ai',function(button){
return 1+Math.random();
});
'step 1'
if(result.bool){
event.card=result.links[0];
player.logSkill('xinfu_zhaoxin',target);
player.line(trigger.player,'thunder');
player.showCards(event.card);
}
else event.finish();
'step 2'
trigger.player.chooseBool('是否获得'+get.translation(event.card)+'?').ai=function(){
return get.attitude(trigger.player,player)>0;
};
'step 3'
if(result.bool){
player.storage.xinfu_zhaoxin.remove(event.card);
player.$give(event.card,trigger.player);
trigger.player.gain(event.card,'fromStorage');
if(player.storage.xinfu_zhaoxin.length) player.markSkill('xinfu_zhaoxin');
else player.unmarkSkill('xinfu_zhaoxin');
player.chooseBool('是否对'+get.translation(trigger.player)+'造成一点伤害?').ai=function(){
return get.damageEffect(trigger.player,player,player)>0
};
}
else{
trigger.player.chat('拒绝');
event.finish();
}
'step 4'
if(result.bool){
trigger.player.damage('nocard');
}
},
},
"xinfu_qianchong":{
audio:3,
mod:{
targetInRange:function (card,player,target){
if(player.storage.xinfu_qianchong.contains(get.type(card,'trick'))){
return true;
}
},
cardUsable:function (card,player,num){
if(player.storage.xinfu_qianchong.contains(get.type(card,'trick'))) return Infinity;
},
},
group:["xinfu_qianchong_clear","qc_weimu","qc_mingzhe"],
subSkill:{
clear:{
sub:true,
forced:true,
silent:true,
popup:false,
trigger:{
player:"phaseAfter",
},
content:function (){
player.storage.xinfu_qianchong=[];
},
},
},
init:function (event,player){
event.storage[player]=[];
},
trigger:{
player:"phaseUseBegin",
},
locked:false,
direct:true,
filter:function (event,player){
var es=player.getCards('e');
if(!es.length) return true;
var col=get.color(es[0]);
for(var i=0;i1){
player.chooseControl(list).set('ai',function(){
return list[0];
}
).set('prompt',get.prompt('xinfu_qianchong')).set('prompt2',get.translation('xinfu_qianchong_info'));
}
else event.finish();
'step 1'
if(result.control&&result.control!='cancel2'){
player.logSkill('xinfu_qianchong');
player.storage.xinfu_qianchong.add(result.control);
var str=get.translation(result.control)+'牌';
game.log(player,'声明了','#y'+str);
player.popup(str,'thunder');
}
},
},
"qc_weimu":{
audio:"xinfu_qianchong",
mod:{
targetEnabled:function (card,player,target){
var bool=true;
var es=target.getCards('e');
if(!es.length) bool=false;
for(var i=0;i0&&num<=player.hp
},
frequent:true,
content:function (){
'step 0'
var num=0;
player.getHistory('lose',function(evt){
if(evt.cards2) num+=evt.cards2.length;
});
if(num>0){
player.draw(num);
}
},
},
"rw_bagua_skill":{
inherit:"bagua_skill",
audio:"bagua_skill",
content:function (){
"step 0"
player.judge('rewrite_bagua',function(card){return (get.suit(card)!='spade')?1.5:-0.5});
"step 1"
if(result.judge>0){
trigger.untrigger();
trigger.set('responded',true);
trigger.result={bool:true,card:{name:'shan'}}
}
},
},
"rw_baiyin_skill":{
inherit:"baiyin_skill",
audio:"baiyin_skill",
},
"rw_lanyinjia":{
inherit:"lanyinjia",
audio:"lanyinjia",
},
"rw_minguangkai_cancel":{
inherit:"minguangkai_cancel",
},
"rw_minguangkai_link":{
inherit:"minguangkai_link",
trigger:{
player:"linkBefore",
},
forced:true,
priority:20,
filter:function (event,player){
return !player.isLinked();
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(['tiesuo','lulitongxin'].contains(card.name)){
return 'zerotarget';
}
},
},
},
},
"rw_renwang_skill":{
inherit:"renwang_skill",
audio:"renwang_skill",
filter:function (event,player){
if(player.hasSkillTag('unequip2')) return false;
if(event.player.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
return (event.card.name=='sha'&&(get.suit(event.card)=='heart'||get.color(event.card)=='black'))
},
ai:{
effect:{
target:function (card,player,target){
if(target.hasSkillTag('unequip2')) return;
if(player.hasSkillTag('unequip',false,{
name:card?card.name:null,
target:player,
card:card
})||player.hasSkillTag('unequip_ai',false,{
name:card?card.name:null,
target:player,
card:card
})) return;
if(card.name=='sha'&&['spade','club','heart'].contains(get.suit(card))) return 'zerotarget';
},
},
},
},
"rw_tengjia1":{
inherit:"tengjia1",
audio:"tengjia1",
},
"rw_tengjia2":{
inherit:"tengjia2",
audio:"tengjia1",
},
"rw_tengjia3":{
audio:"tengjia1",
inherit:"rw_minguangkai_link",
ai:{
effect:{
target:function (card,player,target,current){
if(['tiesuo','lulitongxin'].contains(card.name)){
return 'zeroplayertarget';
}
},
},
},
},
"rw_tengjia4":{
inherit:"tengjia3",
audio:"tengjia1",
},
"xinfu_pingcai":{
"wolong_card":function (){
'step 0'
var ingame=game.hasPlayer(function(current){
return ['sp_zhugeliang','re_sp_zhugeliang'].contains(current.name)||['sp_zhugeliang','re_sp_zhugeliang'].contains(current.name2);
})?true:false;
var prompt='请选择';
prompt+=ingame?'至多两名':'一名';
prompt+='角色,对其造成1点火焰伤害';
var range=ingame?[1,2]:[1,1]
player.chooseTarget(prompt,range).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player,'fire');
});
'step 1'
if(result.bool&&result.targets.length){
player.line(result.targets,'fire');
for(var i=0;i1) continue;
if(target.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
else{
if(!event.ingame){
if(target.getEquip(2)) return true;
return false;
}
return target.countCards('e')>0;
}
});
next.set('ingame',event.ingame)
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(ui.selected.targets.length==0){
if(att<0){
if(game.hasPlayer(function(current){
if(get.attitude(player,current)>0){
var es=target.getCards('e');
for(var i=0;i1) continue;
else if(current.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
})) return -att;
}
return 0;
}
if(att>0){
var es=ui.selected.targets[0].getCards('e');
var i;
for(i=0;i1) continue;
if(target.isEmpty(get.subtype(es[i]))) break;
}
if(i==es.length) return 0;
}
return -att*get.attitude(player,ui.selected.targets[0]);
});
next.set('multitarget',true);
next.set('targetprompt',['被移走','移动目标']);
next.set('prompt',prompt);
'step 1'
if(result.bool){
player.line2(result.targets,'green');
event.targets=result.targets;
}
else event.finish();
'step 2'
game.delay();
'step 3'
if(targets.length==2){
if(!event.ingame){
event._result={
bool:true,
links:[targets[0].getEquip(2)],
};
}
else{
player.choosePlayerCard('e',true,function(button){
return get.equipValue(button.link);
},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
var targets1=_status.event.targets1;
if(['equip3','equip4'].contains(get.subtype(button.link))&&targets1.getEquip('liulongcanjia')) return false;
if(button.link.name=='liulongcanjia'&&targets1.countCards('e',{subtype:['equip3','equip4']})>1) return false;
return !targets1.countCards('e',{subtype:get.subtype(button.link)});
});
}
}
else event.finish();
'step 4'
if(result.bool&&result.links.length){
var link=result.links[0];
if(get.position(link)=='e') event.targets[1].equip(link);
else if(link.viewAs) event.targets[1].addJudge({name:link.viewAs},[link]);
else event.targets[1].addJudge(link);
event.targets[0].$give(link,event.targets[1],false)
game.delay();
}
},
audio:true,
enable:"phaseUse",
usable:1,
content:function (){
"step 0"
var list=["wolong","fengchu","xuanjian","shuijing"];
var list2=[];
for(var i=0;i1;
})) return 1+Math.random();
else return 1;
}
else if(button.link.name=='wolong_card'){
if(game.hasPlayer(function(current){
return get.damageEffect(current,player,player,'fire')>0;
})) return 1.2+Math.random();
else return 0.5;
}
else return 0.6;
});
"step 1"
var delay=8400-(get.utc()-event.time);
if(delay>0){
event.delay2=true;
event.dialog=ui.create.dialog(get.translation(player)+'正在擦拭宝物...'+(_status.connectMode?'':'
(点击屏幕可跳过等待)'));
event.videoId=lib.status.videoId++;
game.broadcast('createDialog',event.videoId,get.translation(player)+'正在擦拭宝物...');
game.pause();
event.pingcai_delayed=true;
setTimeout(function(){
if(event.pingcai_delayed==true){
delete event.pingcai_delayed;
game.resume();
}
},delay);
if(!_status.connectMode){
event.forceMine=true;
event.custom.replace.window=function(){
if(event.pingcai_delayed==true){
delete event.forceMine;
delete event.pingcai_delayed;
game.resume();
}
}
}
}
event.card=result.links[0];
"step 2"
if(event.delay2){
delete event.custom.replace.window;
event.dialog.close();
game.addVideo('cardDialog',null,event.videoId);
game.broadcast('closeDialog',event.videoId);
}
player.logSkill('pcaudio_'+event.card.name);
player.$throw(event.card);
event.insert(lib.skill.xinfu_pingcai[event.card.name],{
player:player,
});
},
ai:{
order:7,
result:{
player:1,
},
},
},
"xinfu_pdgyingshi":{
mod:{
targetEnabled:function (card,player,target){
if(get.type(card)=='delay'){
return false;
}
},
},
trigger:{
player:['phaseZhunbeiBefore','phaseJieshuBefore'],
},
forced:true,
audio:2,
group:'xinfu_pdgyingshi2',
priority:15,
content:function(){
trigger.cancel();
game.log(player,'跳过了',event.triggername=='phaseZhunbeiBefore'?'准备阶段':'结束阶段');
},
},
xinfu_pdgyingshi2:{
popup:false,
trigger:{
player:"phaseJudgeBefore",
},
forced:true,
priority:15,
content:function (){
trigger.cancel();
game.log(player,'跳过了判定阶段');
},
},
"pcaudio_wolong_card":{
audio:true,
},
"pcaudio_fengchu_card":{
audio:true,
},
"pcaudio_shuijing_card":{
audio:true,
},
"pcaudio_xuanjian_card":{
audio:true,
},
"yizan_respond_sha":{
audio:2,
enable:["chooseToRespond"],
filterCard:function (card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
selectCard:function (){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
position:"he",
viewAs:{
name:"sha",
},
complexCard:true,
viewAsFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('h')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
prompt:function (){
var player=_status.event.player;
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做杀打出';
},
check:function (card){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
return 5-get.value(card);
},
ai:{
skillTagFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
respondSha:true,
},
},
"yizan_use":{
init:function (player){
if(!player.storage.yizan_use) player.storage.yizan_use=0;
if(!player.storage.yizan) player.storage.yizan=false;
},
mark:true,
intro:{
content:"已发动过#次",
},
group:["yizan_respond_sha","yizan_respond_shan","yizan_count"],
enable:"chooseToUse",
filter:function (event,player){
if(!player.storage.yizan&&player.countCards('he')<2) return false;
if(event.filterCard({name:'sha'},player,event)||
event.filterCard({name:'jiu'},player,event)||
event.filterCard({name:'tao'},player,event)){
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
}
return false;
},
chooseButton:{
dialog:function (event,player){
var list=[];
if(event.filterCard({name:'sha'},player,event)){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
if(event.filterCard({name:'tao'},player,event)){
list.push(['基本','','tao']);
}
if(event.filterCard({name:'jiu'},player,event)){
list.push(['基本','','jiu']);
}
return ui.create.dialog('翊赞',[list,'vcard'],'hidden');
},
check:function (button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
})){
switch(button.link[2]){
case 'tao':return 5;
case 'jiu':{
if(player.storage.yizan&&player.countCards('h',{type:'basic'})>2) return 3;
};
case 'sha':
if(button.link[3]=='fire') return 2.95;
else if(button.link[3]=='thunder') return 2.92;
else return 2.9;
}
}
return 0;
},
backup:function (links,player){
return {
filterCard:function(card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
complexCard:true,
selectCard:function(){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
check:function(card,player,target){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
else return 6-get.value(card);
},
viewAs:{name:links[0][2],nature:links[0][3]},
position:'he',
popname:true,
precontent:function(){
player.logSkill('yizan_respond_shan');
},
}
},
prompt:function (links,player){
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
order:function (){
var player=_status.event.player;
var event=_status.event;
if(event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0&&player.storage.yizan&&player.countCards('h',{type:'basic'})>2){
return 3.3;
}
return 3.1;
},
save:true,
respondSha:true,
skillTagFilter:function (player,tag,arg){
if(!player.storage.yizan&&player.countCards('he')<2) return false;
if(player.hasCard(function(card){
return get.type(card)=='basic';
},'he')){
if(tag=='respondSha'){
if(arg!='use') return false;
}
}
else{
return false;
}
},
result:{
player:1,
},
},
},
"yizan_respond_shan":{
complexCard:true,
audio:2,
enable:["chooseToUse","chooseToRespond"],
filterCard:function (card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
selectCard:function (){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
position:"he",
viewAs:{
name:"shan",
},
viewAsFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
prompt:function (){
var player=_status.event.player;
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做闪使用或打出';
},
check:function (card){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
return 5-get.value(card);
},
ai:{
respondShan:true,
skillTagFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
effect:{
target:function (card,player,target,current){
if(get.tag(card,'respondShan')&¤t<0) return 0.6
},
},
basic:{
useful:[7,2],
value:[7,2],
},
},
},
"xinfu_longyuan":{
audio:2,
forced:true,
unique:true,
juexingji:true,
trigger:{
player:["useCardAfter","respondAfter"],
},
init:function (player){
player.storage.xinfu_longyuan=false;
},
delay:1.2,
skillAnimation:true,
animationColor:'orange',
filter:function (event,player){
if(player.storage.xinfu_longyuan) return false;
return player.storage.yizan_use>2;
},
content:function (){
player.awakenSkill('xinfu_longyuan');
player.storage.yizan=true;
game.delay(1);
},
},
"yizan_count":{
forced:true,
silent:true,
popup:false,
trigger:{
player:["respond","useCard1"],
},
filter:function (event,player){
if(event.skill!='yizan_respond_sha'&&event.skill!='yizan_respond_shan'&&event.skill!='yizan_use_backup') return false;
return player.storage.yizan_use!=undefined;
},
content:function (){
player.storage.yizan_use++;
player.markSkill('yizan_use');
},
},
xinfu_jingxie:{audio:2},
"xinfu_jingxie1":{
group:["xinfu_jingxie2"],
position:"he",
audio:'xinfu_jingxie',
enable:"phaseUse",
filter:function(event,player){
var he=player.getCards('he');
for(var i=0;i0;
}
return false;
},
check:function(){
return 1;
},
position:"he",
discard:false,
loseTo:'discardPile',
prepare:function(cards,player){
player.$throw(cards,1000);
game.log(player,'将',cards,'置入了弃牌堆')
},
content:function (){
'step 0'
player.draw();
'step 1'
var num=1-player.hp;
if(num) player.recover(num);
},
ai:{
order:0.5,
skillTagFilter:function (player){
if(player.hp>0) return false;
return player.countCards('he',function(card){
return get.subtype(card)=='equip2';
})>0;
},
save:true,
result:{
player:function (player){
return 10;
},
},
},
},
"xinfu_qiaosi":{
enable:"phaseUse",
usable:1,
content:function (){
'step 0'
if(get.isLuckyStar()){
event.num=6;
player.throwDice(6);
}
else player.throwDice();
'step 1'
event.cards=get.cards(event.num);
player.showCards(event.cards);
'step 2'
player.gain(event.cards,'gain2');
player.chooseControl().set('choiceList',[
'将'+get.cnNumber(event.num)+'张牌交给一名其他角色',
'弃置'+get.cnNumber(event.num)+'张牌',
]).set('ai',function(){
if(game.hasPlayer(function(current){
return current!=player&&get.attitude(player,current)>2;
})) return 0;
return 1;
});
'step 3'
if(result.index==0){
player.chooseCardTarget({
position:'he',
filterCard:true,
selectCard:event.num,
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
return 1;
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
return att;
},
prompt:'请选择要送人的卡牌',
forced:true,
});
}
else{
player.chooseToDiscard(event.num,true,'he');
event.finish();
}
'step 4'
if(result.bool){
var target=result.targets[0];
player.give(result.cards,target);
}
},
ai:{
order:7.5,
result:{
player:1,
},
},
},
zhaohuo:{
audio:2,
trigger:{global:'dying'},
forced:true,
//priority:12,
filter:function(event,player){
return event.player!=player&&player.maxHp>1;
},
content:function(){
'step 0'
event.num=player.maxHp-1;
player.loseMaxHp(event.num,true);
'step 1'
player.draw(event.num);
}
},
yixiang:{
audio:2,
trigger:{target:'useCardToTargeted'},
frequent:true,
filter:function(event,player){
if(event.player.hp<=player.hp) return false;
//if(event.targets.length>1) return false;
var hs=player.getCards('h');
var names=['sha','shan','tao','jiu','du'];
for(var i=0;iplayer.maxHp;
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('yirang'),function(card,player,target){
return target.maxHp>player.maxHp;
}).set('ai',function(target){
return (get.attitude(_status.event.player,target)-2)*target.maxHp;
});
'step 1'
if(result.bool){
var cards=player.getCards('he',function(card){
return get.type(card)!='basic';
});
var target=result.targets[0];
var types=[];
for(var i=0;i0;
}).ai=function(target){
return -get.attitude(player,target);
};
'step 1'
if(result.bool){
player.logSkill('shejian',result.targets);
player.discardPlayerCard(result.targets[0],'he',true);
}
else{
event.finish();
}
},
},
shixin:{
audio:2,
trigger:{player:'damageBegin4'},
filter:function(event){
return event.nature=='fire';
},
forced:true,
content:function(){
trigger.cancel();
},
ai:{
nofire:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 'zerotarget';
}
}
}
},
fenyin:{
locked:false,
mod:{
aiOrder:function(player,card,num){
if(typeof card=='object'&&player==_status.currentPhase){
var evt=player.getLastUsed();
if(evt&&evt.card&&get.color(evt.card)!='none'&&get.color(card)!='none'&&get.color(evt.card)!=get.color(card)){
return num+10;
}
}
},
},
audio:2,
trigger:{player:'useCard'},
frequent:true,
//usable:3,
filter:function(event,player){
if(_status.currentPhase!=player) return false;
var evt=player.getLastUsed(1);
if(!evt) return false;
var color1=get.color(evt.card);
var color2=get.color(event.card);
return color1&&color2&&color1!='none'&&color2!='none'&&color1!=color2;
},
content:function(){
player.draw();
},
ai:{
threaten:3,
},
},
dujin:{
audio:2,
trigger:{player:'phaseDrawBegin2'},
frequent:true,
filter:function(event,player){
return !event.numFixed;
},
content:function(){
trigger.num+=1+Math.floor(player.countCards('e')/2);
}
},
yingjian:{
trigger:{player:'phaseZhunbeiBegin'},
direct:true,
audio:'qingyi',
content:function(){
player.chooseUseTarget('###是否发动【影箭】?###视为使用一张没有距离限制的【杀】',{name:'sha'},false,'nodistance').logSkill='yingjian';
},
ai:{
threaten:function(player,target){
return 1.6;
}
}
},
tunchu:{
audio:2,
trigger:{player:'phaseDrawBegin2'},
check:function(event,player){
return player.countCards('h')-player.countCards('h',{type:'equip'})<=player.hp;
},
filter:function(event,player){
if(event.numFixed||player.storage.tunchu&&player.storage.tunchu.length) return false;
return true;
},
content:function(){
trigger.num+=2;
player.addTempSkill('tunchu_choose','phaseDrawAfter');
},
init:function(player){
if(!player.storage.tunchu) player.storage.tunchu=[];
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
},
},
group:'tunchu_disable',
subSkill:{
choose:{
trigger:{player:'phaseDrawEnd'},
forced:true,
popup:false,
content:function(){
'step 0'
player.removeSkill('tunchu_choose');
var nh=player.countCards('h');
if(nh){
player.chooseCard('h',[1,nh],'将任意张手牌置于你的武将牌上').set('ai',function(card){
var player=_status.event.player;
var count=game.countPlayer(function(current){
return get.attitude(player,current)>2&¤t.hp-current.countCards('h')>1;
});
if(ui.selected.cards.length>=count) return -get.value(card);
return 5-get.value(card);
});
}
else{
event.finish();
}
'step 1'
if(result.bool){
player.lose(result.cards,ui.special,'toStorage');
player.storage.tunchu.addArray(result.cards);
player.markSkill('tunchu');
player.syncStorage('tunchu');
}
}
},
disable:{
mod:{
cardEnabled:function(card,player){
if(player.storage.tunchu&&player.storage.tunchu.length&&card.name=='sha'){
return false;
}
},
cardUsable:function(card,player){
if(player.storage.tunchu&&player.storage.tunchu.length&&card.name=='sha'){
return false;
}
},
}
}
}
},
shuliang:{
audio:2,
trigger:{global:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
return player.storage.tunchu&&player.storage.tunchu.length>0&&event.player.countCards('h')0);
player.chooseCardButton(get.prompt('shuliang',trigger.player),player.storage.tunchu).set('ai',function(){
if(_status.event.goon) return 1;
return 0;
}).set('goon',goon);
'step 1'
if(result.bool){
player.logSkill('shuliang',trigger.player);
player.storage.tunchu.remove(result.links[0]);
player.$throw(result.links);
game.cardsDiscard(result.links);
player.syncStorage('tunchu');
if(player.storage.tunchu.length==0){
player.unmarkSkill('tunchu');
}
trigger.player.draw(2);
}
}
},
choulve:{
audio:2,
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&¤t.countCards('he');
})
},
content:function(){
'step 0'
var str='令一名其他角色交给你一张牌';
if(player.storage.choulve){
str+='若其如此做,视为你使用【'+get.translation(player.storage.choulve)+'】';
}
var goon=true;
if(player.storage.choulve){
goon=game.hasPlayer(function(current){
return player.canUse(player.storage.choulve,current)&&get.effect(current,player.storage.choulve,player,player)>0;
});
}
player.chooseTarget(get.prompt('choulve'),str,function(card,player,target){
return target!=player&&target.countCards('he');
}).set('ai',function(target){
if(!_status.event.goon) return 0;
var player=_status.event.player;
if(get.attitude(player,target)>=0&&get.attitude(target,player)>=0){
return Math.sqrt(target.countCards('he'));
}
return 0;
}).set('goon',goon);
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('choulve',target);
target.chooseCard('he','是否交给'+get.translation(player)+'一张牌?',
player.storage.choulve?('若如此做,视为'+get.translation(player)+
'使用【'+get.translation(player.storage.choulve)+'】'):null).set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',get.attitude(target,player)>1);
event.target=target;
}
else{
event.finish();
}
'step 2'
if(result.bool){
event.target.give(result.cards,player);
if(player.storage.choulve){
player.chooseUseTarget(player.storage.choulve,true,false);
}
}
},
group:'choulve_damage',
subSkill:{
damage:{
trigger:{player:'damageEnd'},
silent:true,
content:function(){
if(trigger.card&&get.info(trigger.card).enable&&get.type(trigger.card)!='delay'){
player.storage.choulve={name:trigger.card.name};
}
}
}
}
},
polu:{
audio:2,
trigger:{player:['phaseZhunbeiBegin','damageEnd']},
forced:true,
filter:function(event,player){
return !player.getEquip('ly_piliche');
},
content:function(){
if(trigger.name=='phaseZhunbei'){
player.useCard(game.createCard('ly_piliche','diamond',1),player);
}
else{
player.draw(trigger.num);
}
}
},
ly_piliche:{
trigger:{source:'damageSource'},
check:function(event,player){
return get.attitude(player,event.player)<0;
},
filter:function(event,player){
if(event.card&&get.type(event.card)=='delay') return false;
return event.player.isIn()&&(event.player.getEquip(2)||event.player.getEquip(3));
},
logTarget:'player',
content:function(){
var equip2=trigger.player.getEquip(2);
var equip3=trigger.player.getEquip(3);
var cards=[];
if(equip2) cards.push(equip2);
if(equip3) cards.push(equip3);
if(cards.length){
trigger.player.discard(cards);
}
}
},
},
translate:{
ly_piliche:'霹雳车',
ly_piliche_info:'当你对其他角色造成伤害后,若造成伤害的牌不为延时锦囊牌,你可以弃置其装备区里的防具牌与+1坐骑牌;当你失去此装备时,销毁之。',
polu:'破橹',
polu_info:'锁定技,回合开始时,若你的装备区里没有【霹雳车】,你使用之;当你受到1点伤害后,若你的装备区里没有【霹雳车】,你摸一张牌。',
choulve:'筹略',
choulve_info:'出牌阶段开始时,你可以令一名其他角色交给你一张牌,若其如此做,视为你使用上一张对你过造成伤害且不为延时锦囊牌的牌。',
tunchu:'屯储',
tunchu_info:'摸牌阶段,若你没有「粮」,你可以多摸两张牌。若如此做,摸牌阶段结束时,你可以将任意张手牌置于你的武将上,称为「粮」,只要你的武将牌上有「粮」,你便不能使用【杀】',
shuliang:'输粮',
shuliang_info:'一名角色的结束阶段开始时,若其手牌数少于体力值,你可以移去一张「粮」,然后该角色摸两张牌',
fenyin:'奋音',
yingjian:'影箭',
fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌的颜色不同,则你可以摸一张牌。',
yingjian_info:'准备阶段开始时,你可以视为使用一张无距离限制的【杀】。',
dujin:'独进',
dujin_info:'摸牌阶段,你可以多摸X+1张牌。(X为你装备区里牌数的一半且向下取整)',
shixin:'释衅',
shixin_info:'锁定技,当你受到火属性伤害时,你防止此伤害。',
zhaohuo:'招祸',
zhaohuo_info:'锁定技,当其他角色进入濒死状态时,你将体力上限调整为1点。若你的体力上限因此减少,则你摸一张牌。(X为你以此法减少的体力上限)',
yixiang:'义襄',
yixiang_info:'每名角色的回合限一次,当你成为一名角色使用牌的目标后,若该角色的体力值大于你的体力值,你可以随机获得牌堆里的一张你没有的基本牌。',
yirang:'揖让',
yirang_info:'出牌阶段开始时,你可以将所有非基本牌交给一名体力上限大于你的其他角色,然后调整体力上限至与该角色相同并回复X点体力(X为你以此法交给其的牌的类别数)。',
kuangcai:'狂才',
kuangcai_info:'出牌阶段开始时,你可以令你此阶段内的主动出牌时间变为5秒。若如此做,你于此阶段内使用牌没距离和次数限制,且每当你于此阶段内使用牌时,你摸一张牌且主动出牌时间-1秒。若主动出牌时间减至0,则你结束出牌阶段。',
shejian:'舌剑',
shejian_info:'弃牌阶段结束时,若你于此阶段弃置的所有牌花色均不相同,则你可以弃置一名其他角色的一张牌。',
"xinfu_daigong":"怠攻",
"xinfu_daigong_info":"每回合限一次。当你受到伤害时,你可以展示所有手牌,然后令伤害来源选择一项:交给你一张与你所有手牌花色均不相同的一张牌,或防止此伤害。",
"xinfu_zhaoxin":"昭心",
"xinfu_zhaoxin_info":"出牌阶段限一次,你可以将任意张手牌置于武将牌上并摸等量的牌,称之为「望」(你至多拥有三张「望」)。你或你攻击范围内的一名其他角色的摸牌阶段结束后,其可以获得一张由你选择的「望」,然后你可以对其造成1点伤害。",
"zhaoxin_give":"昭心",
"zhaoxin_give_info":"",
"xinfu_qianchong":"谦冲",
"xinfu_qianchong_info":"锁定技,若你的装备区内有牌且:均为红色,则你视为拥有技能〖明哲〗。均为黑色,则你视为拥有技能〖帷幕〗。若均不满足,则出牌阶段开始时,你可以选择一种类别的牌,然后你本回合内使用该类别的牌时没有次数和距离限制。",
"qc_weimu":"帷幕",
"qc_weimu_info":"",
"qc_mingzhe":"明哲",
"qc_mingzhe_info":"",
"xinfu_shangjian":"尚俭",
"xinfu_shangjian_info":"一名角色的结束阶段开始时,若你于此回合内失去了X张或更少的牌,则你可以摸等量的牌。(X为你的体力值)",
"rw_bagua_skill":"先天八卦阵",
"rw_bagua_skill_info":"当你需要使用或打出一张【闪】时,你可以进行判定,若判定结果不为黑桃,视为你使用或打出了一张【闪】。",
"rw_baiyin_skill":"照月狮子盔",
"rw_baiyin_skill_info":"锁定技,当你受到大于1的伤害时,你将伤害值改为1;当你失去装备区里的【照月狮子盔】时,你回复1点体力并摸两张牌。",
"rw_lanyinjia":"精银甲",
"rw_lanyinjia_info":"你可以将一张手牌当做【闪】使用或打出。锁定技,【精银甲】不会无效。",
"rw_minguangkai_cancel":"耀光铠",
"rw_minguangkai_cancel_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rw_minguangkai_link":"耀光铠",
"rw_minguangkai_link_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rw_renwang_skill":"仁王金刚盾",
"rw_renwang_skill_info":"黑色【杀】和红桃【杀】对你无效。",
"rw_tengjia1":"桐油百韧甲",
"rw_tengjia1_info":"锁定技,【南蛮入侵】、【万箭齐发】和普【杀】对你无效。当你受到火焰伤害时,此伤害+1。当你即将被横置时,取消之。",
"rw_tengjia2":"桐油百韧甲",
"rw_tengjia2_info":"锁定技,【南蛮入侵】、【万箭齐发】和普【杀】对你无效。当你受到火焰伤害时,此伤害+1。当你即将被横置时,取消之。",
"rw_tengjia3":"桐油百韧甲",
"rw_tengjia3_info":"锁定技,【南蛮入侵】、【万箭齐发】和普【杀】对你无效。当你受到火焰伤害时,此伤害+1。当你即将被横置时,取消之。",
"rw_tengjia4":"桐油百韧甲",
"rewrite_bagua":"先天八卦阵",
"rewrite_bagua_info":"当你需要使用或打出一张【闪】时,你可以进行判定,若判定结果不为黑桃,视为你使用或打出了一张【闪】。",
"rewrite_baiyin":"照月狮子盔",
"rewrite_baiyin_info":"锁定技,当你受到大于1的伤害时,你将伤害值改为1;当你失去装备区里的【照月狮子盔】时,你回复1点体力并摸两张牌。",
"rewrite_lanyinjia":"精银甲",
"rewrite_lanyinjia_info":"你可以将一张手牌当做【闪】使用或打出。锁定技,【精银甲】不会无效。",
"rewrite_minguangkai":"耀光铠",
"rewrite_minguangkai_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rewrite_renwang":"仁王金刚盾",
"rewrite_renwang_info":"黑色【杀】和红桃【杀】对你无效。",
"rewrite_tengjia":"桐油百韧甲",
"rewrite_tengjia_info":"锁定技,【南蛮入侵】、【万箭齐发】和普【杀】对你无效。当你受到火焰伤害时,此伤害+1。当你即将被横置时,取消之。",
"rewrite_zhuge":"元戎精械弩",
"rewrite_zhuge_info":"锁定技,你于出牌阶段内使用【杀】无次数限制。",
rw_zhuge_skill:'诸葛连弩',
rw_zhuge_skill_info:'锁定技,你于出牌阶段内使用【杀】无次数限制。',
takaramono:"宝物",
"wolong_card":"卧龙",
"wolong_card_info":"对一名角色造成1点火焰伤害。若场上有存活的诸葛亮(火),则改为对至多两名角色各造成两点火焰伤害。",
"fengchu_card":"凤雏",
"fengchu_card_info":"横置至多三名角色。若场上有存活的庞统(火),则改为横置至多四名角色。",
"xuanjian_card":"玄剑",
"xuanjian_card_info":"令一名角色摸一张牌并回复1点体力。若场上有存活的徐庶(将/界),则改为令一名角色摸一张牌并回复1点体力,然后你摸一张牌。",
"shuijing_card":"水镜",
"shuijing_card_info":"将一名角色装备区内的防具牌移动到另一名角色对应区域。若场上有存活的司马徽,则改为将1名角色装备区内的1件装备移动到另1角色对应区域。","xinfu_pingcai":"评才",
"xinfu_pingcai_info":"出牌阶段限一次,你可以挑选一个宝物并擦拭掉其上面的灰尘。然后,你可以根据宝物类型执行对应的效果。",
"xinfu_pdgyingshi":"隐世",
"xinfu_pdgyingshi_info":"锁定技,你始终跳过准备阶段,判定阶段,结束阶段。你不能被选择为延时锦囊牌的目标。",
"pcaudio_wolong_card":"卧龙",
"pcaudio_wolong_card_info":"",
"pcaudio_fengchu_card":"凤雏",
"pcaudio_fengchu_card_info":"",
"pcaudio_shuijing_card":"水镜",
"pcaudio_shuijing_card_info":"",
"pcaudio_xuanjian_card":"玄剑",
"pcaudio_xuanjian_card_info":"",
"yizan_respond_sha":"翊赞",
"yizan_respond_sha_info":"",
"yizan_use":"翊赞",
"yizan_use_info":"你可以将两张牌(其中至少一张为基本牌)当做任意基本牌使用或打出。",
"yizan_respond_shan":"翊赞",
"yizan_respond_shan_info":"",
"xinfu_longyuan":"龙渊",
"xinfu_longyuan_info":"觉醒技,当你使用或打出的基本牌结算完成后,若你本局游戏内发动过〖翊赞〗的次数大于等于3,则你将〖翊赞〗描述中的“两张牌”改为“一张牌”。",
"yizan_count":"翊赞",
"yizan_count_info":"",
"xinfu_jingxie1":"精械",
"xinfu_jingxie1_info":"出牌阶段,你可以展示一张未强化过的【诸葛连弩】或标准包/军争包/SP包中的防具牌,然后对其进行强化。当你处于濒死状态时,你可以重铸一张防具牌,然后将体力回复至1点。",
"xinfu_jingxie2":"精械",
"xinfu_jingxie2_info":"",
"xinfu_qiaosi":"巧思",
"xinfu_qiaosi_info":"出牌阶段限一次,你可以投掷一枚六面骰子,展示牌堆顶的X张牌并获得之。然后,你选择一项:1.交给一名其他角色X张牌。2.弃置X张牌。(X为骰子的点数)",
xin_xiahoudun:'手杀夏侯惇',
xinqingjian:'清俭',
xinqingjian2:'清俭',
xinqingjian_info:'每回合限一次。当你不因摸牌阶段的额定摸牌而获得牌时,你可以将任意张牌扣置于武将牌上。回合结束时,你将这些牌交给一名其他角色。若这些牌的数量大于1,你摸一张牌。',
zhangyì:'张翼',
jiakui:'贾逵',
zhiyi:'执义',
zhiyi_info:'锁定技,当你于一回合内使用或打出第一张基本牌时,你选择一项:1.摸一张牌。2.于此牌A(若此牌是因响应牌B而使用或打出的,则改为牌B)的使用或打出流程结算完成后,视为使用一张与此牌名称和属性相同的卡牌。',
zhongzuo:'忠佐',
zhongzuo_info:'一名角色的回合结束时,若你于此回合内造成或受到过伤害,则你可以令一名角色摸两张牌。若该角色已受伤,则你摸一张牌。',
wanlan:'挽澜',
wanlan_info:'限定技,当一名角色进入濒死状态时,你可以弃置所有手牌并令其回复体力至1点,然后对当前回合角色造成1点伤害。',
re_jikang:"手杀嵇康",
old_bulianshi:'手杀步练师',
old_caochun:'旧曹纯',
shenpei:'审配',
re_wangyun:'手杀王允',
relianji:'连计',
relianji_info:'出牌阶段限一次,你可以选择两名其他角色。第一名角色随机使用牌堆中的一张武器牌,然后这名角色视为对另一名角色随机使用一张下列的牌名的牌:【决斗】、【火攻】、【南蛮入侵】、【万箭齐发】或普【杀】。然后若此牌造成伤害,你获得X枚“连计”标记(X为此次扣减的体力值点数)。',
remoucheng:'谋逞',
remoucheng_info:'觉醒技,当一名角色造成伤害后,若你拥有的“连计”标记数大于2,你加1点体力上限,回复1点体力,失去“连计”,获得“矜功”。',
rejingong:'矜功',
rejingong_info:'每回合可以用三个随机锦囊中的一个,三个锦囊中有一个是专属锦囊,本回合未造成伤害会失去1点体力。',
mobile_default:'常规',
mobile_others:'其他',
pss:'手势',
pss_paper:'布',
pss_scissor:'剪刀',
pss_stone:'石头',
pss_paper_info:'石头剪刀布时的一种手势。克制石头,但被剪刀克制。',
pss_scissor_info:'石头剪刀布时的一种手势。克制布,但被石头克制。',
pss_stone_info:'石头剪刀布时的一种手势。克制剪刀,但被布克制。',
db_atk:'进攻对策',
db_atk1:'全军出击',
db_atk2:'分兵围城',
db_def:'防御对策',
db_def1:'奇袭粮道',
db_def2:'开城诱敌',
shouye:'守邺',
shouye_info:'每回合限一次。当其他角色使用牌指定你为唯一目标时,你可以与其进行【对策】。若你赢,则此牌对你无效,且你于此牌结算完成后获得其对应的所有实体牌。',
liezhi:'烈直',
liezhi_info:'准备阶段,你可以依次弃置至多两名角色区域内的各一张牌。若你受到过伤害,则〖烈直〗于你的下个回合无效。',
xinzhanyi:'战意',
xinzhanyi_info:'出牌阶段限一次,你可以弃置一张牌并失去1点体力,然后根据你弃置的牌获得以下效果直到回合结束:基本牌,你可以将一张基本牌当作杀、酒或桃使用,且你本回合第一次以此法使用的牌的回复值/伤害值+1;锦囊牌,摸三张牌且你使用的牌不能被【无懈可击】响应;装备牌,你使用【杀】指定目标角色后,其弃置两张牌,然后你获得其中的一张。',
xinzhanyi_basic_backup:'战意',
xinzhanyi_basic:'战意',
xinzhanyi_equip:'战意',
meiyong:'姝勇',
meiyong_info:'当你使用或打出【杀】时,你可以获得一名其他角色的一张牌,然后其摸一张牌。',
rexushen:'许身',
rexushen_info:'限定技,出牌阶段,你可以失去X点体力(X为场上男性角色的数量)。若你以此法进入了濒死状态,则当你因一名角色而脱离此濒死状态后,你可以令其获得技能〖武圣〗和〖当先〗。',
rezhennan:'镇南',
rezhennan_info:'当你成为其他角色使用的牌的目标后,若此牌的目标数大于该角色的体力值,则你可以弃置一张牌并对其造成1点伤害。',
hujinding:'胡金定',
huaizi:'怀子',
huaizi_info:'锁定技,你的手牌上限+X(X为你已损失的体力值)',
renshi:'仁释',
renshi_info:'锁定技,当你受到【杀】的伤害时,若你已受伤,则你防止此伤害并获得此【杀】对应的所有实体牌,然后减1点体力上限。',
wuyuan:'武缘',
wuyuan_info:'出牌阶段限一次,你可将一张【杀】交给一名其他角色,然后你回复1点体力,其摸一张牌。若此【杀】为:红色【杀】,其回复1点体力;属性【杀】,其改为摸两张牌。',
re_weiwenzhugezhi:'手杀卫温诸葛直',
re_xugong:'手杀许贡',
re_zhanggong:'手杀张恭',
reqianxin:'遣信',
reqianxin_info:'出牌阶段限一次,你可将至多两张手牌随机交给等量的其他角色,称为「信」。这些角色的准备阶段开始时,若其手牌中有「信」,则其选择一项:令你摸两张牌,本回合手牌上限-2。',
rebiaozhao:"表召",
"rebiaozhao_info":"结束阶段,你可以将一张牌置于武将牌上,称为「表」。当有一张与「表」点数相同的牌进入弃牌堆时,你将「表」置入弃牌堆并失去1点体力。准备阶段,若你的武将牌上有「表」,则你移去「表」并选择一名角色,该角色回复1点体力并摸三张牌。",
"rebiaozhao2":"表召",
"rebiaozhao2_info":"",
"rebiaozhao3":"表召",
"rebiaozhao3_info":"",
refuhai:'浮海',
refuhai_info:'出牌阶段限一次,你可弃置一张手牌,令其他角色同时在「潮起」和「潮落」中选择一项,并依次展示这些角色的选项。若从你下家开始选择了相同选项的角色数目大于1,则你摸X张牌(X为连续相同结果的数量)。',
qiaosi:'巧思',
qiaosi_info:'出牌阶段限一次,你可以表演「大键角色图」并根据表演结果获得相应的牌。然后,你选择一项:1.弃置X张牌。2.将X张牌交给一名其他角色。(X为你以此法获得的牌数)',
qiaosi_map:'大键角色图',
qiaosi_map_info:'
星野 梦美:锦囊牌*2
能美 库特莉亚芙卡:装备牌/【杀】/【酒】*1
友利 奈绪:【杀】/【酒】*1
神尾 观铃:【闪】/【桃】*1
伊吹 风子:锦囊牌/【闪】/【桃】*1
仲村 ゆり:装备牌*2
Illustration: うら;Twitter:@ura530',
qiaosi_c1:' ',
//星野 梦美
qiaosi_c2:' ',
//能美 库特莉亚芙卡
qiaosi_c3:' ',
//友利 奈绪
qiaosi_c4:' ',
//神尾 观铃
qiaosi_c5:' ',
//伊吹 风子
qiaosi_c6:' ',
//仲村 ゆり
mobile_sunben:'那个男人',
//孙笨
}
};
});