'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 } }; });