'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'extra', connect:true, connectBanned:['shen_diaochan'], characterSort:{ extra:{ extra_feng:['shen_guanyu','shen_lvmeng'], extra_huo:['shen_zhugeliang','shen_zhouyu'], extra_lin:['shen_caocao','shen_lvbu'], extra_shan:['shen_zhaoyun','shen_simayi'], extra_yin:['shen_liubei','shen_luxun'], extra_lei:['shen_ganning','shen_zhangliao'], extra_key:['key_kagari','key_shiki','key_hina'], extra_ol:['ol_zhangliao','shen_caopi','shen_zhenji'], extra_mobile:['shen_guojia'], extra_offline:['shen_diaochan','boss_zhaoyun'], extra_mini:['mini_zhugeliang','mini_lvbu','mini_lvmeng'], }, }, character:{ key_kagari:['female','shen',3,['kagari_zongsi'],['key']], key_shiki:['female','shen','3/5',['shiki_omusubi'],['key']], key_hina:['female','shen',3,['hina_shenxian','hina_mashu','hina_tieji'],['key','hiddenSkill']], shen_guojia:['male','shen',3,['shuishi','stianyi','sghuishi']], shen_diaochan:['female','shen',3,['meihun','huoxin'],['qun']], shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']], shen_zhaoyun:['male','shen',2,['xinjuejing','relonghun'],['shu']], shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']], shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']], shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']], shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']], shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']], shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']], shen_liubei:["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]], shen_luxun:["male","shen",4,["nzry_junlve","nzry_cuike","nzry_dinghuo"],["wu"]], shen_zhangliao:["male","shen",4,["drlt_duorui","drlt_zhiti"],["wei"]], shen_ganning:["male","shen","3/6",["drlt_poxi","drlt_jieying"],["wu"]], ol_zhangliao:['male','shen',4,['olduorui','olzhiti'],['wei']], shen_caopi:['male','shen',5,['chuyuan','dengji'],['wei']], shen_zhenji:['female','shen',4,['shenfu','qixian'],['wei']], boss_zhaoyun:['male','shen',1,['boss_juejing','xinlonghun','zhanjiang'],['shu']], mini_zhugeliang:['male','shen',3,['qixing','minikuangfeng','minidawu'],['shu']], mini_lvbu:['male','shen',6,['miniwuqian','minishenfen']], mini_lvmeng:['male','shen',3,['shelie','minigongxin'],['wu']], }, characterIntro:{ shen_guanyu:'关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。', shen_lvmeng:'吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。', shen_zhouyu:'字公瑾,庐江舒县人。东汉末年名将。有姿貌、精音律,江东有“曲有误,周郎顾”之语。周瑜少与孙策交好,后孙策遇刺身亡,孙权继任。周瑜将兵赴丧,以中护军的身份与长史张昭共掌众事,建安十三年(208年),周瑜率东吴军与刘备军联合,在赤壁击败曹操。此战也奠定了三分天下的基础。', shen_zhugeliang:'字孔明、号卧龙,汉族,琅琊阳都人,三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯,死后追谥忠武侯,后来东晋政权推崇诸葛亮军事才能,特追封他为武兴王。诸葛亮为匡扶蜀汉政权,呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等,并改造连弩,可一弩十矢俱发。于234年在宝鸡五丈原逝世。', }, characterTitle:{ //shen_ganning:"体力上限:6", }, characterReplace:{ shen_zhangliao:['shen_zhangliao','ol_zhangliao'], shen_zhugeliang:['shen_zhugeliang','mini_zhugeliang'], shen_lvbu:['shen_lvbu','mini_lvbu'], shen_lvmeng:['shen_lvmeng','mini_lvmeng'], shen_zhaoyun:['shen_zhaoyun','boss_zhaoyun'], }, characterFilter:{ shen_diaochan:function(mode){ return mode=='identity'||mode=='doudizhu'||mode=='single'||(mode=='versus'&&_status.mode!='standard'&&_status.mode!='three'); }, }, skill:{ hina_shenxian:{ hiddenSkill:true, trigger:{player:'showCharacterAfter'}, forced:true, filter:function(event,player){ return event.toShow.contains('key_hina'); }, content:function(){ player.equip(game.createCard('hina_shenji','diamond',13)); }, }, hina_mashu:{ mod:{ globalFrom:function(from,to,distance){ return distance-1; } }, }, hina_tieji:{ shaRelated:true, trigger:{player:'useCardToPlayered'}, check:function(event,player){ return get.attitude(player,event.target)<0; }, filter:function(event,player){ return event.card.name=='sha'; }, logTarget:'target', content:function(){ "step 0" player.judge(function(){return 0}); if(!trigger.target.hasSkill('fengyin')){ trigger.target.addTempSkill('fengyin'); } "step 1" var suit=result.suit; if(result.suit=='spade'){ var id=trigger.target.playerid; var map=trigger.customArgs; if(!map[id]) map[id]={}; if(!map[id].extraDamage) map[id].extraDamage=0; map[id].extraDamage++; } var target=trigger.target; var num=target.countCards('h','shan'); target.chooseToDiscard('请弃置一张'+get.translation(suit)+'牌,否则不能使用闪抵消此杀','he',function(card){ return get.suit(card)==_status.event.suit; }).set('ai',function(card){ var num=_status.event.num; if(num==0) return 0; if(card.name=='shan') return num>1?2:0; return 8-get.value(card); }).set('num',num).set('suit',suit); "step 2" if(!result.bool){ trigger.directHit.add(trigger.target); } }, ai:{ ignoreSkill:true, skillTagFilter:function(player,tag,arg){ if(!arg||arg.isLink||!arg.card||arg.card.name!='sha') return false; if(!arg.target||get.attitude(player,arg.target)>=0) return false; if(!arg.skill||!lib.skill[arg.skill]||lib.skill[arg.skill].charlotte||get.is.locked(arg.skill)||!arg.target.getSkills(true,false).contains(arg.skill)) return false; }, }, }, hina_guixin:{ trigger:{ player:"phaseZhunbeiBegin", }, filter:function(event,player){ return player.hasSkill('hina_shenxian'); }, content:function(){ "step 0" var targets=game.filterPlayer(); targets.remove(player); targets.sort(lib.sort.seat); event.targets=targets; "step 1" event.num=0; player.line(targets,'green'); player.chooseControl('手牌区','装备区','判定区').set('ai',function(){ if(game.hasPlayer(function(current){ return current.countCards('j')&¤t!=player&&get.attitude(player,current)>0; })) return 2; return Math.floor(Math.random()*3); }).set('prompt','请选择优先获得的区域'); "step 2" event.range={ 手牌区:['h','e','j'], 装备区:['e','h','j'], 判定区:['j','h','e'], }[result.control||'手牌区']; "step 3" if(num2?0:-2; if(list.length==2) return player.maxHp>3?0:-2; return -2; }, }, }, }, stianyi:{ trigger:{player:'phaseZhunbeiBegin'}, forced:true, juexingji:true, skillAnimation:true, animationColor:'gray', filter:function(event,player){ return !game.hasPlayer(function(current){ return current.getAllHistory('damage').length==0; }); }, content:function(){ 'step 0' player.awakenSkill('stianyi'); player.gainMaxHp(2); player.recover(); 'step 1' player.chooseTarget(true,'令一名角色获得技能〖佐幸〗').set('ai',function(target){ return get.attitude(_status.event.player,target); }); 'step 2' if(result.bool){ var target=result.targets[0]; player.line(target,'green'); target.storage.zuoxing=player; target.addSkill('zuoxing'); } }, derivation:'zuoxing', }, zuoxing:{ trigger:{player:'phaseZhunbeiBegin'}, filter:function(event,player){ var target=player.storage.zuoxing; return target&&target.isAlive()&&target.maxHp>1; }, logTarget:function(event,player){ return player.storage.zuoxing; }, check:function(event,player){ var target=player.storage.zuoxing; if(get.attitude(player,target)<=0) return true; return target.maxHp>3&&!player.hasJudge('lebu'); }, content:function(){ player.storage.zuoxing.loseMaxHp(); player.addTempSkill('zuoxing2'); }, }, zuoxing2:{ enable:'phaseUse', usable:1, filter:function(event,player){ for(var i of lib.inpile){ if(get.type(i)=='trick'&&event.filterCard({name:i,isCard:true},player,event)) return true; } return false; }, chooseButton:{ dialog:function(event,player){ var list=[]; for(var i of lib.inpile){ if(get.type(i)=='trick'&&event.filterCard({name:i,isCard:true},player,event)) list.push(['锦囊','',i]); } return ui.create.dialog('佐幸',[list,'vcard']); }, check:function(button){ return _status.event.player.getUseValue({name:button.link[2],isCard:true}); }, backup:function(links,player){ return { viewAs:{ name:links[0][2], isCard:true, }, filterCard:()=>false, selectCard:-1, popname:true, precontent:function(){ player.logSkill('zuoxing'); //delete event.result.skill; }, } }, prompt:function(links,player){ return '请选择'+get.translation(links[0][2])+'的目标'; }, }, ai:{order:1,result:{player:1}}, }, sghuishi:{ enable:'phaseUse', limited:true, skillAnimation:true, animationColor:'water', filterTarget:lib.filter.notMe, content:function(){ 'step 0' player.awakenSkill('sghuishi'); var list=target.getSkills(null,false,false).filter(function(skill){ var info=lib.skill[skill]; return info&&info.juexingji; }); if(list.length){ target.addMark('sghuishi',1,false); for(var i of list){ var info=lib.skill[i]; if(info.filter&&!info.charlotte&&!info.sghuishi_filter){ info.sghuishi_filter=info.filter; info.filter=function(event,player){ if(player.hasMark('sghuishi')) return true; return this.sghuishi_filter.apply(this,arguments); } } } } else target.draw(4); player.loseMaxHp(2); }, intro:{content:'发动非Charlotte觉醒技时无视条件'}, ai:{ order:0.1, expose:0.2, result:{ target:function(player,target){ if(player.hasUnknown()||player.maxHp<5) return 0; var list=target.getSkills(null,false,false).filter(function(skill){ var info=lib.skill[skill]; return info&&info.juexingji; }); if(list.length||target.hasJudge('lebu')||target.hasSkillTag('nogain')) return 0; return 4; }, }, }, }, zhanjiang:{ trigger:{player:'phaseZhunbeiBegin'}, filter:function(event,player){ var players=game.filterPlayer(); for(var i=0;i4; var evt=event.getl(player); if(!evt||!evt.hs||evt.hs.length==0||player.countCards('h')>=4) return false; var evt=event; for(var i=0;i<4;i++){ evt=evt.getParent('boss_juejing2'); if(evt.name!='boss_juejing2') return true; } return false; }, content:function(){ var num=4-player.countCards('h'); if(num>0) player.draw(num); else player.chooseToDiscard('h',true,-num); }, }, miniwuqian:{ audio:'wuqian', trigger:{ player:'useCardToPlayered', }, filter:function(event,player){ return (event.card.name=='sha'||event.card.name=='juedou')&&player==_status.currentPhase&& player.getHistory('useCard',function(evt){ return (evt.card.name=='sha'||evt.card.name=='juedou'); }).indexOf(event.getParent())==0; }, forced:true, logTarget:'target', content:function(){ trigger.target.addTempSkill('qinggang2'); trigger.target.storage.qinggang2.add(trigger.card); if(trigger.card.name=='sha'){ var id=trigger.target.playerid; var map=trigger.getParent().customArgs; if(!map[id]) map[id]={}; if(typeof map[id].shanRequired=='number'){ map[id].shanRequired++; } else{ map[id].shanRequired=2; } } else{ var id=trigger.target.playerid; var idt=trigger.target.playerid; var map=trigger.getParent().customArgs; if(!map[idt]) map[idt]={}; if(!map[idt].shaReq) map[idt].shaReq={}; if(!map[idt].shaReq[id]) map[idt].shaReq[id]=1; map[idt].shaReq[id]++; } }, ai:{ unequip_ai:true, skillTagFilter:function(player,tag,arg){ if(arg&&arg.name=='sha'&&!player.countUsed('sha')) return true; return false; } } }, minishenfen:{ audio:'ol_shenfen', enable:'phaseUse', skillAnimation:true, animationColor:'metal', limited:true, content:function(){ "step 0" player.awakenSkill('minishenfen'); player.loseHp(3); event.delay=false; event.targets=game.filterPlayer(); event.targets.remove(player); event.targets.sort(lib.sort.seat); player.line(event.targets,'green'); event.targets2=event.targets.slice(0); event.targets3=event.targets.slice(0); "step 1" if(event.targets2.length){ event.targets2.shift().damage('nocard'); event.redo(); } "step 2" if(event.targets.length){ event.current=event.targets.shift() if(event.current.countCards('e')) event.delay=true; event.current.discard(event.current.getCards('e')).delay=false; } "step 3" if(event.delay) game.delay(0.5); event.delay=false; if(event.targets.length) event.goto(2); "step 4" if(event.targets3.length){ var target=event.targets3.shift(); target.chooseToDiscard(4,'h',true).delay=false; if(target.countCards('h')) event.delay=true; } "step 5" if(event.delay) game.delay(0.5); event.delay=false; if(event.targets3.length) event.goto(4); }, ai:{ order:10, result:{ player:function(player){ if(player.hp<5||player.hasUnknown()) return 0; return game.countPlayer(function(current){ if(current!=player){ return get.sgn(get.damageEffect(current,player,player)); } }); } } } }, minikuangfeng:{ audio:'kuangfeng', trigger:{player:'phaseUseEnd'}, direct:true, filter:function(event,player){ return player.getStorage('qixing').length>0; }, content:function(){ 'step 0' player.chooseTarget([1,Math.min(game.players.length,player.getStorage('qixing').length)],get.prompt2('minikuangfeng')).set('ai',function(target){ var player=_status.event.player; var eff=get.damageEffect(target,player,player); if(target.hp==1||!ui.selected.targets.length) return eff; return 0; }); 'step 1' if(result.bool){ event.targets=result.targets; player.chooseButton(['请选择要移去的“星”',player.getStorage('qixing')],true,result.targets.length).set('ai',function(button){ return -get.value(button.link); }); } else event.finish(); 'step 2' var cards=result.links; player.logSkill('minikuangfeng',targets); player.$throw(cards,2000); player.unmarkAuto('qixing',cards); game.cardsDiscard(cards); for(var i of targets) i.damage(); }, }, minidawu:{ audio:'dawu', trigger:{player:'phaseJieshuBegin'}, direct:true, filter:function(event,player){ return player.getStorage('qixing').length>0; }, content:function(){ 'step 0' player.chooseButton([get.prompt('minidawu'),player.getStorage('qixing')]).set('ai',function(button){ return 1/Math.max(0.01,get.value(button.link)); }); 'step 1' if(result.bool){ var cards=result.links; player.logSkill('minidawu'); player.$throw(cards,2000); player.unmarkAuto('qixing',cards); game.cardsDiscard(cards); player.addTempSkill('minidawu2',{player:'phaseBegin'}); } }, }, minidawu2:{ audio:'dawu', trigger:{player:'damageBegin3'}, forced:true, charlotte:true, content:function(){ trigger.num--; }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'damage')&&(card.name!='sha'||!player.hasSkill('jiu'))) return 'zerotarget'; }, }, }, }, meihun:{ audio:2, trigger:{ player:'phaseJieshuBegin', target:'useCardToTargeted', }, direct:true, filter:function(event,player){ if(event.name!='phaseJieshu'&&event.card.name!='sha') return false; return game.hasPlayer(function(current){ return current!=player&¤t.countCards('h'); }); }, content:function(){ 'step 0' player.chooseTarget(get.prompt2('meihun'),function(card,player,target){ return target!=player&&target.countCards('h')>0; }).set('ai',function(target){ var player=_status.event.player; var att=get.attitude(player,target); if(att>0) return 0; return 0.1-att/target.countCards('h'); }); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('meihun',target); event.target=target; player.chooseControl(lib.suit).set('prompt','请选择一种花色').set('ai',function(){ return lib.suit.randomGet(); }) } else event.finish(); 'step 2' var suit=result.control; player.chat(get.translation(suit+2)); game.log(player,'选择了','#y'+get.translation(suit+2)) if(target.countCards('h',{suit:suit})){ target.chooseCard('h','交给'+get.translation(player)+'一张'+get.translation(suit)+'花色的手牌',true,function(card,player){ return get.suit(card,player)==_status.event.suit; }).set('suit',suit); } else{ player.discardPlayerCard(target,true,'h','visible'); event.finish(); } 'step 3' if(result.bool&&result.cards&&result.cards.length) player.gain(result.cards,target,'give'); }, }, //Connect Mode support after Angel Beats! -2nd beat- huoxin:{ audio:2, enable:'phaseUse', usable:1, filter:function(event,player){ if(game.countPlayer()<3) return false; for(var i of lib.suit){ if(player.countCards('h',{suit:i})>1) return true; } return false; }, complexCard:true, position:'h', filterCard:function(card,player){ if(!ui.selected.cards.length){ var suit=get.suit(card); return player.countCards('h',function(card2){ return card!=card2&&get.suit(card2,player)==suit; })>0; } return get.suit(card,player)==get.suit(ui.selected.cards[0],player); }, selectCard:2, selectTarget:2, filterTarget:lib.filter.notMe, multitarget:true, multiline:true, delay:false, check:function(card){ return 6-get.value(card); }, targetprompt:['拼点发起人','拼点目标'], content:function(){ 'step 0' player.showCards(cards); 'step 1' var target=targets[0]; targets.sortBySeat(); if(target!=targets[0]) cards.reverse(); for(var i=0;i1; }, logTarget:'player', skillAnimation:true, animationColor:'key', content:function(){ trigger.player.removeMark('huoxin',trigger.player.countMark('huoxin')); trigger.player._trueMe=player; game.addGlobalSkill('autoswap'); if(trigger.player==game.me){ game.notMe=true; if(!_status.auto) ui.click.auto(); } trigger.player.addSkill('huoxin2'); }, }, huoxin2:{ trigger:{ player:['phaseAfter','dieAfter'], global:'phaseBefore', }, lastDo:true, charlotte:true, forceDie:true, forced:true, silent:true, content:function(){ player.removeSkill('huoxin2'); }, onremove:function(player){ if(player==game.me){ if(!game.notMe) game.swapPlayerAuto(player._trueMe) else delete game.notMe; if(_status.auto) ui.click.auto(); } delete player._trueMe; }, }, shiki_omusubi:{ audio:2, trigger:{global:'roundStart'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt2('shiki_omusubi'),lib.filter.notMe).set('ai',function(target){ var player=_status.event.player; if(player.isHealthy()) return 0; if(player.hp<3&&player.getDamagedHp()<2) return 0; var list=[]; if(lib.character[target.name]) list.addArray(lib.character[target.name][3]); if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]); if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]); list=list.filter(function(i){ return !player.hasSkill(i); }); if(!list.length) return 0; return 1+Math.random(); }); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('shiki_omusubi',target); player.loseMaxHp(); var list=[]; if(lib.character[target.name]) list.addArray(lib.character[target.name][3]); if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]); if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]); player.addSkill(list); game.broadcastAll(function(list){ lib.character.key_shiki[3].addArray(list); game.expandSkills(list); for(var i of list){ var info=lib.skill[i]; if(!info) continue; if(!info.audioname2) info.audioname2={}; info.audioname2.key_shiki='shiki_omusubi'; } },list); } }, }, kagari_zongsi:{ enable:'phaseUse', usable:1, content:function(){ 'step 0' var controls=[]; if(ui.cardPile.hasChildNodes()) controls.push('选择牌堆中的一张牌'); if(ui.discardPile.hasChildNodes()) controls.push('选择弃牌堆中的一张牌'); if(game.hasPlayer(function(current){ return current.countCards('hej')>0; })) controls.push('选择一名角色区域内的一张牌'); if(!controls.length){event.finish();return;} event.controls=controls; var next=player.chooseControl(); next.set('choiceList',controls) next.set('prompt','请选择要移动的卡牌的来源'); next.ai=function(){return 0}; 'step 1' result.control=event.controls[result.index]; var list=['弃牌堆','牌堆','角色']; for(var i=0;i0; }); } else{ var source=ui[event.index==0?'discardPile':'cardPile'].childNodes; var list=[]; for(var i=0;i0 }); if(eff>0||get.value(card)<3) return eff; return 0; } else if(game.hasPlayer(function(current){ return current!=player&&target.canUse(card,current)&&get.effect(current,card,target,target)>0 })) return 1.5; else if(get.value(card)<3) return -1; return 0; }, }, }, }, shenfu:{ audio:2, trigger:{player:'phaseEnd'}, direct:true, content:function(){ 'step 0' event.logged=false; event.targets=[]; event.goto(player.countCards('h')%2==1?1:4); 'step 1' player.chooseTarget(get.prompt('shenfu'),'对一名其他角色造成1点雷属性伤害',lib.filter.notMe).set('ai',function(target){ var player=_status.event.player; return get.damageEffect(target,player,player,'thunder')*(target.hp==1?2:1); }); 'step 2' if(result.bool){ var target=result.targets[0]; event.target=target; if(!event.logged){ event.logged=true; player.logSkill('shenfu',target,'thunder'); } else player.line(target,'thunder'); target.damage('thunder'); } else event.finish(); 'step 3' if(target.isDead()) event.goto(1); else event.finish(); 'step 4' player.chooseTarget(get.prompt('shenfu'),'令一名角色摸一张牌或弃置其一张手牌',function(card,player,target){ return !_status.event.getParent().targets.contains(target); }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); var delta=target.hp-target.countCards('h'); if(Math.abs(delta)==1&&get.sgn(delta)==get.sgn(att)) return 3*Math.abs(att); if(att>0||target.countCards('h')>0) return Math.abs(att); return 0; }); 'step 5' if(result.bool){ var target=result.targets[0]; event.target=target; if(!event.logged){ event.logged=true; player.logSkill('shenfu',target); } else player.line(target,'green'); targets.push(target); if(!target.countCards('h')) event._result={bool:false}; else player.discardPlayerCard(target,'h','弃置'+get.translation(target)+'一张手牌,或点【取消】令其摸一张牌。'); } else event.finish(); 'step 6' if(!result.bool) target.draw(); 'step 7' if(target.hp==target.countCards('h')) event.goto(4); }, ai:{expose:0.25}, }, qixian:{ mod:{ maxHandcardBase:function(player,num){ return 7; }, }, }, chuyuan:{ audio:2, trigger:{global:'damageEnd'}, filter:function(event,player){ return event.player.isAlive()&&player.getStorage('chuyuan').length=3; }, content:function(){ player.awakenSkill(event.name); player.addSkill('tianxing'); player.addSkill('new_rejianxiong'); player.loseMaxHp(); player.gain(player.storage.chuyuan,'gain2','fromStorage'); player.unmarkAuto('chuyuan',player.storage.chuyuan); }, }, tianxing:{ audio:2, trigger:{player:'phaseZhunbeiBegin'}, forced:true, unique:true, juexingji:true, skillAnimation:true, animationColor:'thunder', filter:function(event,player){ return player.getStorage('chuyuan').length>=3; }, content:function(){ 'step 0' player.awakenSkill(event.name); player.loseMaxHp(); player.gain(player.storage.chuyuan,'gain2','fromStorage'); player.unmarkAuto('chuyuan',player.storage.chuyuan); player.removeSkill('chuyuan'); player.chooseControl('rerende','rezhiheng','olluanji','caopi_xingdong').set('prompt','选择获得一个技能').set('ai',function(){ var player=_status.event.player; if(!player.hasSkill('luanji')&&!player.hasSkill('olluanji')&&player.getUseValue({name:'wanjian'})>4) return 'olluanji'; if(!player.hasSkill('rezhiheng')) return 'rezhiheng'; if(!player.hasSkill('caopi_xingdong')) return 'caopi_xingdong'; return 'rerende'; }); 'step 1' player.addSkillLog(result.control); }, }, olzhiti:{ audio:'drlt_zhiti', global:'olzhiti2', mod:{ maxHandcard:function(player,num){ if(game.hasPlayer(function(current){ return current.isDamaged(); })) return num+1; }, }, trigger:{player:['phaseDrawBegin2','phaseEnd']}, forced:true, filter:function(event,player){ var num=event.name=='phase'?5:3; if(num==3?event.numFixed:!game.hasPlayer(function(current){ return current.countDisabled()<5; })) return false; return game.countPlayer(function(current){ return current.isDamaged(); })>=num; }, direct:true, content:function(){ 'step 0' if(trigger.name=='phaseDraw'){ player.logSkill('olzhiti'); trigger.num++; event.finish(); } else{ player.chooseTarget(get.prompt('olzhiti'),'废除一名角色的一个随机装备栏',function(card,player,target){ return target.countDisabled()<5; }).set('ai',function(target){ return -get.attitude(_status.event.player,target)*(target.countCards('e')+1) }); } 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('olzhiti',target); var list=[]; for(var i=1;i<6;i++){ if(!target.isDisabled(i)) list.add((i==3||i==4)?6:i); } var num=list.randomGet(); if(num!=6) target.disableEquip(num); else{ target.disableEquip(3); target.disableEquip(4); } } }, }, olzhiti2:{ mod:{ maxHandcard:function(player,num){ if(player.isDamaged()) return num-game.countPlayer(function(current){ return current.hasSkill('olzhiti')&¤t.inRange(player); }) }, }, }, olduorui:{ audio:'drlt_duorui', trigger:{ source:'damageSource' }, filter:function(event,player){ if(!player.isPhaseUsing()||event.player.isDead()) return false; for(var i in event.player.disabledSkills){ if(event.player.disabledSkills[i].contains('olduorui2')) return false; } var list=[]; var listm=[]; var listv=[]; if(event.player.name1!=undefined) listm=lib.character[event.player.name1][3]; else listm=lib.character[event.player.name][3]; if(event.player.name2!=undefined) listv=lib.character[event.player.name2][3]; listm=listm.concat(listv); var func=function(skill){ var info=get.info(skill); if(!info||info.charlotte) return false; return true; }; for(var i=0;i0; }, check:function(event,player){ if(get.attitude(player,event.player)>=0) return false; if(event.getParent('phaseUse').skipped) return true; var nd=player.needsToDiscard(); return player.countCards('h',function(card){ return player.getUseValue(card,null,true)>0&&(nd?true:get.tag(card,'damage')>0); })==0; }, logTarget:'player', content:function(){ 'step 0' var list=[]; var listm=[]; var listv=[]; if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3]; else listm=lib.character[trigger.player.name][3]; if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3]; listm=listm.concat(listv); var func=function(skill){ var info=get.info(skill); if(!info||info.charlotte) return false; return true; }; for(var i=0;inum){ num=current.countMark('new_wuhun_mark'); } } player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){ return target!=player&&target.countMark('new_wuhun_mark')==_status.event.num; }).set('ai',function(target){ return -get.attitude(_status.event.player,target); }).set('forceDie',true).set('num',num); "step 1" if(result.bool&&result.targets&&result.targets.length){ var target=result.targets[0]; event.target=target; player.logSkill(Math.random()<0.5?'wuhun22':'wuhun23',target); player.line(target,{color:[255, 255, 0]}); game.delay(2); } "step 2" target.judge(function(card){ if(['tao','taoyuan'].contains(card.name)) return 10; return -10; }); "step 3" if(!result.bool){ lib.element.player.die.apply(target,[]); } }, sub:true, }, mark:{ marktext:"魇", intro:{ name:"梦魇", content:"mark", }, sub:true, }, }, ai:{ threaten:0.01, notemp:true, }, }, "new_guixin":{ audio:"guixin", trigger:{ player:"damageEnd", }, check:function (event,player){ if(player.isTurnedOver()||event.num>1) return true; var num=game.countPlayer(function(current){ if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){ return true; } if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){ return true; } }); return num>=2; }, content:function (){ "step 0" var targets=game.filterPlayer(); targets.remove(player); targets.sort(lib.sort.seat); event.targets=targets; event.count=trigger.num; "step 1" event.num=0; player.line(targets,'green'); player.chooseControl('手牌区','装备区','判定区').set('ai',function(){ if(game.hasPlayer(function(current){ return current.countCards('j')&¤t!=player&&get.attitude(player,current)>0; })) return 2; return Math.floor(Math.random()*3); }).set('prompt','请选择优先获得的区域'); "step 2" event.range={ 手牌区:['h','e','j'], 装备区:['e','h','j'], 判定区:['j','h','e'], }[result.control||'手牌区']; "step 3" if(num0){ return true; } }); if(num>2) return [0,1]; if(num==2) return [0.5,1]; } }, }, }, }, ol_shenfen:{ audio:2, enable:'phaseUse', filter:function(event,player){ return player.countMark('baonu')>=6; }, usable:1, skillAnimation:true, animationColor:'metal', content:function(){ "step 0" event.delay=false; player.removeMark('baonu',6); event.targets=game.filterPlayer(); event.targets.remove(player); event.targets.sort(lib.sort.seat); player.line(event.targets,'green'); event.targets2=event.targets.slice(0); event.targets3=event.targets.slice(0); "step 1" if(event.targets2.length){ event.targets2.shift().damage('nocard'); event.redo(); } "step 2" if(event.targets.length){ event.current=event.targets.shift() if(event.current.countCards('e')) event.delay=true; event.current.discard(event.current.getCards('e')).delay=false; } "step 3" if(event.delay) game.delay(0.5); event.delay=false; if(event.targets.length) event.goto(2); "step 4" if(event.targets3.length){ var target=event.targets3.shift(); target.chooseToDiscard(4,'h',true).delay=false; if(target.countCards('h')) event.delay=true; } "step 5" if(event.delay) game.delay(0.5); event.delay=false; if(event.targets3.length) event.goto(4); "step 6" player.turnOver(); }, ai:{ combo:'baonu', order:10, result:{ player:function(player){ return game.countPlayer(function(current){ if(current!=player){ return get.sgn(get.damageEffect(current,player,player)); } }); } } } }, ol_wuqian:{ audio:2, enable:'phaseUse', derivation:'wushuang', filter:function(event,player){ return player.countMark('baonu')>=2; }, filterTarget:function(card,player,target){ return target!=player&&!target.hasSkill('ol_wuqian_targeted'); }, content:function(){ player.removeMark('baonu',2); player.addTempSkill('wushuang'); player.storage.ol_wuqian_target=target; player.addTempSkill('ol_wuqian_target'); target.addTempSkill('ol_wuqian_targeted'); }, subSkill:{ equip:{ ai:{ unequip:true, skillTagFilter:function(player,tag,arg){ if(arg&&arg.target&&arg.target.hasSkill('ol_wuqian_targeted')) return true; return false; } } }, targeted:{ai:{unequip2:true}}, target:{ mark:'character', onremove:true, intro:{ content:'获得无双且$防具失效直到回合结束' }, } } }, wumou:{ audio:2, trigger:{player:'useCard'}, forced:true, filter:function(event){ return get.type(event.card)=='trick'; }, content:function(){ 'step 0' if(player.hasMark('baonu')){ player.chooseControlList([ '移去一枚【暴怒】标记', '失去一点体力' ],true).set('ai',function(event,player){ if(player.storage.baonu>6) return 0; if(player.hp+player.num('h','tao')>3) return 1; return 0; }); } else{ player.loseHp(); event.finish(); } 'step 1' if(result.index==0){ player.removeMark('baonu',1); } else{ player.loseHp(); } }, ai:{ effect:{ player_use:function(card,player){ if (get.type(card)=='trick'&&get.value(card)<6){ return [0,-2]; } } } } }, qinyin:{ audio:2, trigger:{player:'phaseDiscardEnd'}, direct:true, filter:function(event,player){ var cards=[]; player.getHistory('lose',function(evt){ if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards2); }); return cards.length>1; }, content:function(){ "step 0" event.forceDie=true; if(typeof event.count!='number'){ // event.count=trigger.cards.length-1; event.count=1; } var recover=0,lose=0,players=game.filterPlayer(); for(var i=0;i0){ if(players[i].hp<2){ lose--; recover+=0.5; } lose--; recover++; } else if(get.attitude(player,players[i])<0){ if(players[i].hp<2){ lose++; recover-=0.5; } lose++; recover--; } } else{ if(get.attitude(player,players[i])>0){ lose--; } else if(get.attitude(player,players[i])<0){ lose++; } } } var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)'; player.chooseControl('失去体力','回复体力','cancel2', ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){ if(lose>recover&&lose>0) return 0; if(lose0) return 1; return 2; } "step 1" if(result.control=='cancel2'){ event.finish(); } else{ player.logSkill('qinyin'); event.bool=(result.control=='回复体力'); event.num=0; event.players=game.filterPlayer(); } "step 2" if(event.num1){ event.count--; event.goto(0); } }, ai:{ expose:0.1, threaten:2 } }, lianpo:{ audio:2, trigger:{global:'phaseAfter'}, frequent:true, filter:function(event,player){ return player.getStat('kill')>0; }, content:function(){ player.insertPhase(); } }, baonu:{ audio:2, marktext:'暴', unique:true, trigger:{ source:'damageSource', player:['damageEnd','enterGame'], global:'gameDrawAfter', }, forced:true, filter:function(event){ return event.name!='damage'||event.num>0; }, content:function(){ player.addMark('baonu',trigger.name=='damage'?trigger.num:2); }, intro:{ name:'暴怒', content:'mark' }, ai:{ combo:'ol_shenfen', maixie:true, maixie_hp:true } }, shenfen:{ audio:2, unique:true, enable:'phaseUse', filter:function(event,player){ return player.storage.baonu>=6; }, skillAnimation:true, animationColor:'metal', limited:true, content:function(){ "step 0" player.awakenSkill('shenfen'); player.storage.baonu-=6; player.markSkill('baonu'); player.syncStorage('baonu'); event.targets=game.filterPlayer(); event.targets.remove(player); event.targets.sort(lib.sort.seat); event.targets2=event.targets.slice(0); player.line(event.targets,'green'); "step 1" if(event.targets.length){ event.targets.shift().damage(); event.redo(); } "step 2" if(event.targets2.length){ var cur=event.targets2.shift(); if(cur&&cur.countCards('he')){ cur.chooseToDiscard('he',true,4); } event.redo(); } }, ai:{ order:10, result:{ player:function(player){ return game.countPlayer(function(current){ if(current!=player){ return get.sgn(get.damageEffect(current,player,player)); } }); } } } }, wuqian:{ audio:2, enable:'phaseUse', derivation:'wushuang', filter:function(event,player){ return player.storage.baonu>=2&&!player.hasSkill('wushuang'); }, content:function(){ player.storage.baonu-=2; player.addTempSkill('wushuang'); }, ai:{ order:5, result:{ player:function(player){ if(!player.storage.shenfen) return 0; var cards=player.getCards('h','sha'); if(cards.length){ if(game.hasPlayer(function(current){ return (player.canUse('sha',current)&& get.effect(current,cards[0],player,player)>0&¤t.hasShan()); })){ return 1; } } return 0; } } } }, renjie:{ audio:'renjie2', trigger:{player:'damageEnd'}, forced:true, unique:true, group:'renjie2', notemp:true, //mark:true, filter:function(event){ return event.num>0; }, content:function(){ player.addMark('renjie',trigger.num); }, intro:{ name2:'忍', content:'mark' }, ai:{ maixie:true, maixie_hp:true, combo:'sbaiyin', /*effect:{ target:function(card,player,target){ if(player.hasSkillTag('jueqing',false,target)) return [1,-2]; if(get.tag(card,'damage')){ if(target.hp==target.maxHp){ if(!target.hasSkill('jilue')){ return [0,1]; } return [0.7,1]; } return 0.7; } }, player:function(card,player){ if(_status.currentPhase!=player) return; if(_status.event.name!='chooseToUse'||_status.event.player!=player) return; if(get.type(card)=='basic') return; if(get.tag(card,'gain')) return; if(get.value(card,player,'raw')>=7) return; if(player.hp<=2) return; if(!player.hasSkill('jilue')||player.storage.renjie==0){ return 'zeroplayertarget'; } } }*/ } }, renjie2:{ audio:2, trigger:{player:'loseAfter'}, forced:true, filter:function(event,player){ if(event.type!='discard'||!event.cards2) return false; var evt=event.getParent('phaseDiscard'); return evt&&evt.name=='phaseDiscard'&&evt.player==player; }, content:function(){ player.addMark('renjie',trigger.cards2.length); } }, sbaiyin:{ skillAnimation:'epic', animationColor:'thunder', juexingji:true, trigger:{player:'phaseZhunbeiBegin'}, forced:true, unique:true, audio:2, filter:function(event,player){ return player.countMark('renjie')>=4; }, content:function(){ player.loseMaxHp(); player.addSkill('jilue'); player.awakenSkill('sbaiyin'); } }, jilue:{ unique:true, group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi','jilue_jizhi_clear'] }, jilue_guicai:{ audio:1, trigger:{global:'judge'}, direct:true, filter:function(event,player){ return player.countCards('he')>0&&player.hasMark('renjie'); }, content:function(){ "step 0" player.chooseCard('是否弃置一枚“忍”,并发动〖鬼才〗?','he',function(card){ var player=_status.event.player; var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player); if(mod2!='unchanged') return mod2; var mod=game.checkMod(card,player,'unchanged','cardRespondable',player); if(mod!='unchanged') return mod; return true; }).ai=function(card){ var trigger=_status.event.parent._trigger; var player=_status.event.player; var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]); var attitude=get.attitude(player,trigger.player); if(attitude==0||result==0) return 0; if(attitude>0){ return result-get.value(card)/2; } else{ return -result-get.value(card)/2; } }; "step 1" if(result.bool){ player.respond(result.cards,'highlight','jilue_guicai','noOrdering'); } else{ event.finish(); } "step 2" if(result.bool){ player.removeMark('renjie',1); if(trigger.player.judging[0].clone){ trigger.player.judging[0].clone.delete(); game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0]=result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player,'的判定牌改为',result.cards[0]); game.delay(2); } }, ai:{ rejudge:true, tag:{ rejudge:1, } } }, jilue_fangzhu:{ audio:1, trigger:{player:'damageEnd'}, direct:true, //priority:-1, filter:function(event,player){ return player.hasMark('renjie'); }, content:function(){ "step 0" player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){ return player!=target }).ai=function(target){ if(target.hasSkillTag('noturn')) return 0; if(target.isTurnedOver()){ return get.attitude(player,target)-1; } else{ if(player.maxHp-player.hp==1){ return -get.attitude(player,target)-1; } } return 0; } "step 1" if(result.bool){ player.removeMark('renjie',1); player.logSkill('jilue_fangzhu',result.targets); result.targets[0].draw(player.maxHp-player.hp); result.targets[0].turnOver(); } }, }, jilue_wansha:{ audio:'wansha', audioname:['shen_simayi'], enable:'phaseUse', usable:1, filter:function(event,player){ return player.hasMark('renjie'); }, content:function(){ player.removeMark('renjie',1); player.addTempSkill('wansha'); } }, jilue_zhiheng:{ audio:1, enable:'phaseUse', usable:1, filter:function(event,player){ return player.hasMark('renjie'); }, position:'he', filterCard:lib.filter.cardDiscardable, discard:false, lose:false, delay:false, selectCard:[1,Infinity], prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。', check:function(card){ var player=_status.event.player; if(get.position(card)=='h'&&!player.countCards('h',function(card){ return get.value(card)>=8; })){ return 8-get.value(card); } return 6-get.value(card) }, content:function(){ 'step 0' player.removeMark('renjie',1); player.discard(cards); event.num=1; var hs=player.getCards('h'); if(!hs.length) event.num=0; for(var i=0;i2) return 1; if(cards.length==2&&player.storage.jilue>1); return 0; } }, threaten:1.5 }, }, jilue_jizhi:{ audio:1, trigger:{player:'useCard'}, filter:function(event,player){ return (get.type(event.card,'trick')=='trick'&&event.card.isCard&&player.hasMark('renjie')); }, init:function(player){ player.storage.jilue_jizhi=0; }, content:function(){ 'step 0' player.removeMark('renjie',1); player.draw(); 'step 1' event.card=result[0]; if(get.type(event.card)=='basic'){ player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1?').set('ai',function(evt,player){ return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6; }).set('value',get.value(event.card,player)); } 'step 2' if(result.bool){ player.discard(event.card); player.storage.jilue_jizhi++; if(_status.currentPhase==player){ player.markSkill('jilue_jizhi'); } } }, ai:{ threaten:1.4 }, mod:{ maxHandcard:function(player,num){ return num+player.storage.jilue_jizhi; } }, intro:{ content:'本回合手牌上限+#', }, subSkill:{ clear:{ trigger:{global:'phaseAfter'}, silent:true, content:function(){ player.storage.jilue_jizhi=0; player.unmarkSkill('jilue_jizhi'); } } } }, wushen:{ mod:{ cardname:function(card,player,name){ if(get.suit(card)=='heart') return 'sha'; }, cardnature:function(card,player){ if(get.suit(card)=='heart') return false; }, targetInRange:function(card){ if(get.suit(card)=='heart') return true; }, cardUsable:function(card){ if(card.name=='sha'&&get.suit(card)=='heart') return Infinity; } }, audio:2, trigger:{player:'useCard'}, forced:true, filter:function(event,player){ return event.card.name=='sha'&&get.suit(event.card)=='heart'; }, content:function(){ trigger.directHit.addArray(game.players); if(trigger.addCount!==false){ trigger.addCount=false; if(player.stat[player.stat.length-1].card.sha>0){ player.stat[player.stat.length-1].card.sha--; } } }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondSha')&¤t<0) return 0.6 } }, directHit_ai:true, skillTagFilter:function(player,tag,arg){ return arg.card.name=='sha'&&get.suit(arg.card)=='heart'; }, } }, wuhun:{ trigger:{ player:"damageEnd", }, //alter:true, filter:function (event,player){ if(event.source==undefined) return false; if(!get.is.altered('wuhun')) return false return true; }, forced:true, content:function (){ if(!trigger.source.storage.wuhun_mark){ trigger.source.storage.wuhun_mark=0; } trigger.source.storage.wuhun_mark+=trigger.num; trigger.source.syncStorage('wuhun_mark'); trigger.source.markSkill('wuhun_mark'); }, global:["wuhun_mark"], subSkill:{ mark:{ marktext:"魇", intro:{ content:"mark", }, sub:true, }, }, group:["wuhun2","wuhun4","wuhun5"], }, wuhun2:{ trigger:{ player:'dieBegin', }, forced:true, popup:false, filter:function (event,player){ for(var i=0;itarget.storage.wuhun_mark){ return false; } } return true; }).set('ai',function(target){ return -ai.get.attitude(_status.event.player,target); }); "step 1" player.line(result.targets[0],'fire'); result.targets[0].addSkill('wuhun3') }, ai:{ threaten:0.5, effect:{ target:function (card,player,target,current){ if(get.tag(card,'damage')){ if(player.hasSkill('jueqing')) return [1,-5]; var hasfriend=false; for(var i=0;i=0){ hasfriend=true;break; } } if(!hasfriend) return; if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2]; return [1,0,0,-player.hp]; } }, }, }, }, wuhun3:{ audio:3, trigger:{ global:'dieAfter', }, forced:true, content:function (){ "step 0" player.judge(function(card){ if(card.name=='tao'||card.name=='taoyuan') return 2; return -2; }) "step 1" if(result.judge==-2){ player.die(); } player.removeSkill('wuhun3'); }, }, wuhun4:{ trigger:{ player:'dieAfter', }, forced:true, popup:false, content:function (){ for(var i=0;i2&&get.attitude(player,target)<=0) return [0,2]; return [1,0,0,-player.hp]; } } } } }, wuhun6:{ audio:3, trigger:{global:'dieAfter'}, forced:true, content:function(){ if(player.hp1) return true; var num=game.countPlayer(function(current){ if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){ return true; } if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){ return true; } }); return num>=2; }, content:function(){ "step 0" var targets=game.filterPlayer(); targets.remove(player); targets.sort(lib.sort.seat); event.targets=targets; event.count=trigger.num; "step 1" event.num=0; player.line(targets,'green'); "step 2" if(num0){ return true; } }); if(num>2) return [0,1]; if(num==2) return [0.5,1]; } } } } }, qixing:{ audio:2, unique:true, trigger:{global:'gameDrawAfter',player:'phaseZhunbeiBegin'}, forced:true, check:function(event,player){ return player.hp<=1; }, filter:function(event,player){ return !player.storage.qixing; }, content:function(){ "step 0" player.storage.qixing=game.cardsGotoSpecial(get.cards(7)).cards; player.markSkill('qixing'); game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']); "step 1" player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){ var val=get.value(card); if(val<0) return 10; if(player.skipList.contains('phaseUse')){ return val; } return -val; }; "step 2" if(result.bool){ player.logSkill('qixing'); player.lose(result.cards,ui.special,'toStorage'); player.storage.qixing=player.storage.qixing.concat(result.cards); player.syncStorage('qixing'); event.num=result.cards.length; } else{ event.finish(); } "step 3" player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){ var val=get.value(button.link); if(val<0) return -10; if(player.skipList.contains('phaseUse')){ return -val; } return val; } if(player==game.me&&!event.isMine()){ game.delay(0.5); } "step 4" player.gain(result.links,'fromStorage'); for(var i=0;i=4){ if(target.hp==1&&target.maxHp>2) return att; if(target.hp==2&&target.maxHp>3&&target.countCards('he')==0) return att*0.7; return 0; } return -1; } "step 1" if(result.bool){ var length=result.targets.length; for(var i=0;i=1) return [0,0]; if(!target.hasFriend()) return; if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1]; } }, threaten:function(player,target){ if(target.hp==1) return 2; return 0.5; }, } }, longhun1:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张红桃牌当作桃使用'; }, position:'hes', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 10-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAs:{name:'tao'}, viewAsFilter:function(player){ return player.countCards('hes',{suit:'heart'})>=player.hp; }, filterCard:function(card){ return get.suit(card)=='heart'; } }, longhun2:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张方片当作火杀使用或打出'; }, position:'hes', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 10-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAs:{name:'sha',nature:'fire'}, viewAsFilter:function(player){ return player.countCards('hes',{suit:'diamond'})>=player.hp; }, filterCard:function(card){ return get.suit(card)=='diamond'; } }, longhun3:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张黑桃牌当作无懈可击使用'; }, position:'hes', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 7-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAs:{name:'wuxie'}, viewAsFilter:function(player){ return player.countCards('hes',{suit:'spade'})>=player.hp; }, filterCard:function(card){ return get.suit(card)=='spade'; } }, longhun4:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张梅花牌当作闪使用或打出'; }, position:'hes', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 10-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAsFilter:function(player){ return player.countCards('hes',{suit:'club'})>=player.hp; }, viewAs:{name:'shan'}, filterCard:function(card){ return get.suit(card)=='club'; } }, juejing:{ mod:{ maxHandcard:function(player,num){ return 2+num; } }, audio:true, trigger:{player:'phaseDrawBegin2'}, //priority:-5, filter:function(event,player){ return !event.numFixed&&player.hp0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){ var temp=get.order({name:name,nature:name=='sha'?'fire':null}); if(temp>max){ max=temp; name2=map[name]; } } } if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card)); return 0; } return 1; }, //选牌数量 selectCard:[1,2], //确保选择第一张牌后 重新检测第二张牌的合法性 避免选择两张花色不同的牌 complexCard:true, //选牌范围:手牌区和装备区和木马 position:'hes', //选牌合法性判断 filterCard:function(card,player,event){ //如果已经选了一张牌 那么第二张牌和第一张花色相同即可 if(ui.selected.cards.length) return get.suit(card,player)==get.suit(ui.selected.cards[0],player); event=event||_status.event; //获取当前时机的卡牌选择限制 var filter=event._backup.filterCard; //获取卡牌花色 var name=get.suit(card,player); //如果这张牌是梅花并且当前时机能够使用/打出闪 那么这张牌可以选择 if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true; //如果这张牌是方片并且当前时机能够使用/打出火杀 那么这张牌可以选择 if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true; //如果这张牌是黑桃并且当前时机能够使用/打出无懈 那么这张牌可以选择 if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true; //如果这张牌是红桃并且当前时机能够使用/打出桃 那么这张牌可以选择 if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true; //上述条件都不满足 那么就不能选择这张牌 return false; }, //判断当前时机能否发动技能 filter:function(event,player){ //获取当前时机的卡牌选择限制 var filter=event.filterCard; //如果当前时机能够使用/打出火杀并且角色有方片 那么可以发动技能 if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('hes',{suit:'diamond'})) return true; //如果当前时机能够使用/打出闪并且角色有梅花 那么可以发动技能 if(filter({name:'shan'},player,event)&&player.countCards('hes',{suit:'club'})) return true; //如果当前时机能够使用/打出桃并且角色有红桃 那么可以发动技能 if(filter({name:'tao'},player,event)&&player.countCards('hes',{suit:'heart'})) return true; //如果当前时机能够使用/打出无懈可击并且角色有黑桃 那么可以发动技能 if(filter({name:'wuxie'},player,event)&&player.countCards('hes',{suit:'spade'})) return true; return false; }, ai:{ respondSha:true, respondShan:true, //让系统知道角色“有杀”“有闪” skillTagFilter:function(player,tag){ var name; switch(tag){ case 'respondSha':name='diamond';break; case 'respondShan':name='club';break; case 'save':name='heart';break; } if(!player.countCards('hes',{suit:name})) return false; }, //AI牌序 order:function(item,player){ if(player&&_status.event.type=='phase'){ var max=0; var list=['sha','tao']; var map={sha:'diamond',tao:'heart'} for(var i=0;i0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){ var temp=get.order({name:name,nature:name=='sha'?'fire':null}); if(temp>max) max=temp; } } max/=1.1; return max; } return 2; }, }, //让系统知道玩家“有无懈”“有桃” hiddenCard:function(player,name){ if(name=='wuxie'&&_status.connectMode&&player.countCards('hs')>0) return true; if(name=='wuxie') return player.countCards('hes',{suit:'spade'})>0; if(name=='tao') return player.countCards('hes',{suit:'heart'})>0; }, group:['relonghun_num','relonghun_discard'], subSkill:{ num:{ trigger:{player:'useCard'}, forced:true, popup:false, filter:function(event){ var evt=event; return ['sha','tao'].contains(evt.card.name)&&evt.skill=='relonghun'&&evt.cards&&evt.cards.length==2; }, content:function(){ trigger.baseDamage++; } }, discard:{ trigger:{player:['useCardAfter','respondAfter']}, forced:true, popup:false, logTarget:function(){ return _status.currentPhase; }, autodelay:function(event){ return event.name=='respond'?0.5:false; }, filter:function(evt,player){ return ['shan','wuxie'].contains(evt.card.name)&&evt.skill=='relonghun'&& evt.cards&&evt.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he'); }, content:function(){ player.line(_status.currentPhase,'green'); player.discardPlayerCard(_status.currentPhase,'he',true); } } } }, xinlonghun:{ audio:'longhun', enable:['chooseToUse','chooseToRespond'], prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出', viewAs:function(cards,player){ var name=false; var nature=null; switch(get.suit(cards[0],player)){ case 'club':name='shan';break; case 'diamond':name='sha';nature='fire';break; case 'spade':name='wuxie';break; case 'heart':name='tao';break; } if(name) return {name:name,nature:nature}; return null; }, check:function(card){ var player=_status.event.player; if(_status.event.type=='phase'){ var max=0; var name2; var list=['sha','tao']; var map={sha:'diamond',tao:'heart'} for(var i=0;i0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){ var temp=get.order({name:name,nature:name=='sha'?'fire':null}); if(temp>max){ max=temp; name2=map[name]; } } } if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card)); return 0; } return 1; }, position:'hs', filterCard:function(card,player,event){ event=event||_status.event; var filter=event._backup.filterCard; var name=get.suit(card,player); if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true; if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true; if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true; if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true; return false; }, filter:function(event,player){ var filter=event.filterCard; if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('hs',{suit:'diamond'})) return true; if(filter({name:'shan'},player,event)&&player.countCards('hs',{suit:'club'})) return true; if(filter({name:'tao'},player,event)&&player.countCards('hs',{suit:'heart'})) return true; if(filter({name:'wuxie'},player,event)&&player.countCards('hs',{suit:'spade'})) return true; return false; }, ai:{ respondSha:true, respondShan:true, skillTagFilter:function(player,tag){ var name; switch(tag){ case 'respondSha':name='diamond';break; case 'respondShan':name='club';break; case 'save':name='heart';break; } if(!player.countCards('hs',{suit:name})) return false; }, order:function(item,player){ if(player&&_status.event.type=='phase'){ var max=0; var list=['sha','tao']; var map={sha:'diamond',tao:'heart'} for(var i=0;i0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){ var temp=get.order({name:name,nature:name=='sha'?'fire':null}); if(temp>max) max=temp; } } max/=1.1; return max; } return 2; }, }, hiddenCard:function(player,name){ if(name=='wuxie'&&_status.connectMode&&player.countCards('hs')>0) return true; if(name=='wuxie') return player.countCards('hs',{suit:'spade'})>0; if(name=='tao') return player.countCards('hs',{suit:'heart'})>0; }, }, xinjuejing:{ mod:{ maxHandcard:function(player,num){ return 2+num; } }, audio:2, trigger:{player:['dying','dyingAfter']}, forced:true, content:function(){ player.draw(); } }, shelie:{ audio:2, trigger:{player:'phaseDrawBegin1'}, filter:function(event,player){ return !event.numFixed; }, content:function(){ "step 0" trigger.changeToZero(); event.cards=get.cards(5); game.cardsGotoOrdering(event.cards); event.videoId=lib.status.videoId++; game.broadcastAll(function(player,id,cards){ var str; if(player==game.me&&!_status.auto){ str='涉猎:获取花色各不相同的牌'; } else{ str='涉猎'; } var dialog=ui.create.dialog(str,cards); dialog.videoId=id; },player,event.videoId,event.cards); event.time=get.utc(); game.addVideo('showCards',player,['涉猎',get.cardsInfo(event.cards)]); game.addVideo('delay',null,2); "step 1" var next=player.chooseButton([0,5],true); next.set('dialog',event.videoId); next.set('filterButton',function(button){ for(var i=0;i0){ game.delay(0,time); } "step 3" game.broadcastAll('closeDialog',event.videoId); var cards2=event.cards2; player.gain(cards2,'log','gain2'); }, ai:{ threaten:1.2 } }, gongxin:{ audio:2, audioname:['re_lvmeng','gexuan'], enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target!=player&&target.countCards('h'); }, content:function(){ "step 0" event.videoId=lib.status.videoId++; var cards=target.getCards('h'); if(player.isOnline2()){ player.send(function(cards,id){ ui.create.dialog('攻心',cards).videoId=id; },cards,event.videoId); } event.dialog=ui.create.dialog('攻心',cards); event.dialog.videoId=event.videoId; if(!event.isMine()){ event.dialog.style.display='none'; } player.chooseButton().set('filterButton',function(button){ return get.suit(button.link)=='heart'; }).set('dialog',event.videoId); "step 1" if(result.bool){ event.card=result.links[0]; var func=function(card,id){ var dialog=get.idDialog(id); if(dialog){ for(var i=0;i0; }, logTarget:function(event,player){ return player==event.player?event.target:event.player; }, check:function(event,player){ return get.attitude(player,player==event.player?event.target:event.player)<=0; }, content:function(){ "step 0" var target=(player==trigger.player?trigger.target:trigger.player); event.target=target; event.videoId=lib.status.videoId++; var cards=target.getCards('h'); if(player.isOnline2()){ player.send(function(cards,id){ ui.create.dialog('攻心',cards).videoId=id; },cards,event.videoId); } event.dialog=ui.create.dialog('攻心',cards); event.dialog.videoId=event.videoId; if(!event.isMine()){ event.dialog.style.display='none'; } player.chooseButton().set('filterButton',function(button){ return get.color(button.link)=='red'; }).set('dialog',event.videoId).set('ai',function(button){ return get.value(button.link); }); "step 1" if(result.bool){ event.card=result.links[0]; var func=function(card,id){ var dialog=get.idDialog(id); if(dialog){ for(var i=0;i0&&player.isLinked()) return num+2; }, }, }, "nzry_junlve":{ audio:2, //marktext:"军", intro:{ content:'当前有#个标记', }, //mark:true, trigger:{ player:"damageAfter", source:"damageSource", }, forced:true, content:function(){ player.addMark('nzry_junlve',trigger.num); }, }, "nzry_cuike":{ audio:2, trigger:{ player:"phaseUseBegin", }, direct:true, content:function(){ 'step 0' if(player.countMark('nzry_junlve')%2==1){ player.chooseTarget('是否发动【摧克】,对一名角色造成一点伤害?').ai=function(target){ return -get.attitude(player,target); }; } else{ player.chooseTarget('是否发动【摧克】,横置一名角色并弃置其区域内的一张牌?').ai=function(target){ return -get.attitude(player,target); }; } 'step 1' if(result.bool){ player.logSkill('nzry_cuike',result.targets); if(player.countMark('nzry_junlve')%2==1){ result.targets[0].damage(); } else{ result.targets[0].link(true); player.discardPlayerCard(result.targets[0],1,'hej',true); }; }; 'step 2' if(player.countMark('nzry_junlve')>7){ player.chooseBool().set('ai',function(){ return true; }).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?'); }else{ event.finish(); }; 'step 3' if(result.bool){ var players=game.players.slice(0).sortBySeat(); player.line(players); player.removeMark('nzry_junlve',player.countMark('nzry_junlve')); for(var i=0;i0; }, check:function (event,player){ var num=game.countPlayer(function(current){return get.attitude(player,current)<0&¤t.isLinked()}); return player.storage.nzry_junlve>=num&&num==game.countPlayer(function(current){return get.attitude(player,current)<0}); }, filterTarget:function(card,player,target){ return target.isLinked(); }, selectTarget:function(){ return [1,_status.event.player.countMark('nzry_junlve')]; }, multiline:true, multitarget:true, content:function (){ 'step 0' player.awakenSkill('nzry_dinghuo'); player.storage.nzry_dinghuo=true; 'step 1' player.removeMark('nzry_junlve',player.countMark('nzry_junlve')); for(var i=0;i0){ player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()}); } else event.finish(); 'step 2' player.addTempSkill(result.control,{player:'dieAfter'}); player.popup(result.control,'thunder'); player.storage.drlt_duorui=[result.control]; player.storage.drlt_duorui_player=trigger.player; trigger.player.storage.drlt_duorui=[result.control]; trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'}); game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】') }, group:['duorui_clear'], }, "duorui_clear":{ trigger:{global:['phaseAfter','dieAfter'],}, filter:function(event,player){ if(!player.storage.drlt_duorui_player||!player.storage.drlt_duorui) return false; return player.storage.drlt_duorui_player==event.player&&player.storage.drlt_duorui.length; }, silent:true, forced:true, popup:false, content:function(){ player.removeSkill(player.storage.drlt_duorui[0]); delete player.storage.drlt_duorui_player; player.storage.drlt_duorui=[]; }, }, "drlt_duorui1":{ init:function(player,skill){ player.disableSkill(skill,player.storage.drlt_duorui); }, onremove:function(player,skill){ player.enableSkill(skill); }, locked:true, mark:true, charlotte:true, intro:{ content:function(storage,player,skill){ var list=[]; for(var i in player.disabledSkills){ if(player.disabledSkills[i].contains(skill)) list.push(i); }; if(list.length){ var str='失效技能:'; for(var i=0;i0; }, content:function(){ player.chooseToEnable(); }, }, '2':{ audio:"drlt_zhiti", trigger:{ player:'juedouAfter', }, forced:true, filter:function(event,player){ return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ player.chooseToEnable(); }, }, '3':{ audio:"drlt_zhiti", trigger:{ player:'chooseToCompareAfter' }, forced:true, filter:function(event,player){ return event.result.bool==true&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ 'step 0' player.chooseToEnable(); }, }, '4':{ audio:"drlt_zhiti", trigger:{ global:'chooseToCompareAfter' }, forced:true, filter:function(event,player){ return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ player.chooseToEnable(); }, }, '5':{ audio:"drlt_zhiti", trigger:{ player:['damageEnd'] }, forced:true, filter:function(event,player){ return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ player.chooseToEnable(); }, }, }, }, g_drlt_zhiti:{ mod:{ maxHandcard:function (player,num){ if(player.maxHp>player.hp&&game.countPlayer(function(current){ return current!=player&¤t.hasSkill('drlt_zhiti')&¤t.inRange(player); })) return num-1; }, }, }, 'drlt_poxi':{ audio:2, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target!=player&&target.countCards('h')>0; //return target!=player; }, content:function(){ 'step 0' event.list1=[]; event.list2=[]; if(player.countCards('h')>0){ var chooseButton=player.chooseButton(4,['你的手牌',player.getCards('h'),get.translation(target.name)+'的手牌',target.getCards('h')]); } else{ var chooseButton=player.chooseButton(4,[get.translation(target.name)+'的手牌',target.getCards('h')]); } chooseButton.set('target',target); chooseButton.set('ai',function(button){ var player=_status.event.player; var target=_status.event.target; var ps=[]; var ts=[]; for(var i=0;i1) return 0; if(ts.length==0||player.hp>3) return val; return 2*val; } return 7-val; }); chooseButton.set('filterButton',function(button){ for(var i=0;i0) return 0.1; if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1)) return 0.2; if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0) return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2; if(get.attitude(player,target)<1&&target.countCards('h')>0) return target.countCards('h')*0.8+target.getHandcardLimit()*0.7; return 1; }; 'step 1' if(result.bool){ var target=result.targets[0]; player.line(target); player.logSkill('drlt_jieying',target); var mark=player.countMark('drlt_jieying_mark'); player.removeMark('drlt_jieying_mark',mark); target.addMark('drlt_jieying_mark',mark); }; }, }, '3':{ audio:'drlt_jieying', trigger:{ global:'phaseEnd', }, forced:true, filter:function(event,player){ return player!=event.player&&event.player.hasMark('drlt_jieying_mark')&&event.player.isAlive(); }, logTarget:'player', content:function(){ if(trigger.player.countCards('h')>0){ trigger.player.give(trigger.player.getCards('h'),player); } trigger.player.removeMark('drlt_jieying_mark',trigger.player.countMark('drlt_jieying_mark')); }, }, }, }, }, card:{ hina_shenji:{ type:'equip', subtype:'equip5', derivation:'key_hina', skills:['hina_guixin','hina_shenfen'], fullskin:true, ai:{ equipValue:function(card,player){ if(player.hasSkill('hina_shenxian')) return 100; return 0; }, basic:{ equipValue:100 } }, }, }, dynamicTranslate:{ nzry_longnu:function(player){ if(player.hasSkill('nzry_longnu_2')) return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。'; if(player.hasSkill('nzry_longnu_1')) return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。'; if(player.storage.nzry_longnu==true) return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。'; return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。'; }, }, translate:{ "shen_luxun":"神陆逊", "nzry_junlve":"军略", "nzry_junlve_info":"锁定技,当你受到或造成伤害后,你获得X个“军略”标记(X为伤害点数)", "nzry_cuike":"摧克", "nzry_cuike_info":"出牌阶段开始时,若“军略”标记的数量为奇数,你可以对一名角色造成一点伤害;若“军略”标记的数量为偶数,你可以横置一名角色并弃置其区域内的一张牌。然后,若“军略”标记的数量超过7个,你可以移去全部“军略”标记并对所有其他角色造成一点伤害", "nzry_dinghuo":"绽火", "nzry_dinghuo_info":"限定技,出牌阶段,你可以移去全部“军略”标记,令至多等量的已横置角色弃置所有装备区内的牌。然后,你对其中一名角色造成1点火焰伤害。", "shen_liubei":"神刘备", "nzry_longnu":"龙怒", "nzry_longnu_info":"转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。", "nzry_jieying":"结营", "nzry_jieying_info":"锁定技,游戏开始时或当你的武将牌重置时,你横置;所有已横置的角色手牌上限+2;结束阶段,你横置一名其他角色。", "shen_ganning":"神甘宁", "shen_zhangliao":"神张辽", "drlt_poxi":"魄袭", "drlt_poxi_info":"出牌阶段限一次,你可以观看一名其他角色的手牌,然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做,根据此次弃置你的牌的数量执行以下效果:零张,扣减一点体力上限;一张,你结束出牌阶段且本回合手牌上限-1;三张,你回复一点体力;四张,你摸四张牌", "drlt_jieying":"劫营", "drlt_jieying_info":"回合开始时,若场上没有拥有“营”标记的角色,你获得1个“营”标记;结束阶段,你可以将你的一个“营”标记交给一名角色;有“营”标记的角色摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1,手牌上限+1。有“营”的其他角色回合结束时,其移去“营”标记,然后你获得其所有手牌。", drlt_jieying_mark:"劫营", "drlt_duorui1":"失效技能", "drlt_duorui1_bg":"锐", "drlt_duorui":"夺锐", "drlt_duorui_info":"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得该角色的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技,隐匿技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去以此法获得的技能。", "drlt_zhiti":"止啼", "drlt_zhiti_info":"锁定技,你攻击范围内已受伤的其他角色手牌上限-1;当你拼点或【决斗】胜利,或受到伤害后,你恢复一个装备栏", shen_zhaoyun:'神赵云', shen_guanyu:'神关羽', shen_lvmeng:'神吕蒙', shen_simayi:'神司马懿', shen_caocao:'神曹操', shen_zhugeliang:'神诸葛亮', shen_zhouyu:'神周瑜', shen_lvbu:'神吕布', xinjuejing:'绝境', xinjuejing_info:'锁定技,你的手牌上限+2;当你进入或脱离濒死状态时,你摸一张牌。', relonghun:'龙魂', relonghun_info:'你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌。', xinlonghun:'龙魂', xinlonghun_info:'你可以将你的手牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。', longhun:'龙魂', longhun1:'龙魂♥︎', longhun2:'龙魂♦︎', longhun3:'龙魂♠︎', longhun4:'龙魂♣︎', juejing:'绝境', longhun_info:'你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】(X为你当前的体力值且至少为1)', juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2;你的手牌上限+2。', wushen:'武神', wushen_info:'锁定技,你的红桃手牌均视为【杀】;锁定技,你使用红桃【杀】无距离和次数限制且不可被响应。', wuhun:'武魂', wuhun21:'武魂', wuhun22:'武魂', wuhun23:'武魂', wuhun2:'武魂', wuhun3:'武魂', wuhun_info_alter:'锁定技,当你受到1点伤害后,你令伤害来源获得1枚“梦魇”标记;当你死亡时,你令拥有最多“梦魇”标记的一名其他角色判定,若结果不为【桃】或【桃园结义】,则该角色死亡。', wuhun_info:'锁定技,杀死你的角色立即进入濒死状态', shelie:'涉猎', gongxin:'攻心', gongxin_discard:'弃置', gongxin_top:'牌堆顶', renjie:'忍戒', renjie2:'忍戒', renjie_info:'锁定技,当你受到1点伤害后,你获得一枚“忍”标记;锁定技,当你于弃牌阶段内弃置牌后,你获得等同于失去的牌数量的“忍”标记。', sbaiyin:'拜印', sbaiyin_info:'觉醒技,准备阶段开始时,若你的“忍”标记数不小于4,你减1点体力上限,然后获得〖极略〗', jilue:'极略', jilue_info:'当一名角色的判定牌生效前,你可以弃1枚“忍”标记并发动〖鬼才〗;每当你受到伤害后,你可以弃1枚“忍”标记并发动〖放逐〗;当你使用锦囊牌时,你可以弃1枚“忍”标记并发动〖集智〗;出牌阶段限一次,你可以弃1枚“忍”标记并发动〖制衡〗;出牌阶段,你可以弃1枚“忍”标记并获得〖完杀〗直到回合结束。', jilue_guicai:'鬼才', jilue_fangzhu:'放逐', jilue_wansha:'完杀', jilue_zhiheng:'制衡', jilue_jizhi:'集智', lianpo:'连破', lianpo_info:'一名角色的回合结束时,若你本回合内杀死过角色,则你可以进行一个额外的回合。', guixin:'归心', qinyin:'琴音', yeyan:'业炎', shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,然后选择获得不同花色的牌各一张。', gongxin_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶。', guixin_info:'当你受到1点伤害后,你可以获得每名其他角色区域里的一张牌,然后你翻面', guixin_info_alter:'当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面', qinyin_info:'弃牌阶段结束时,若你于此阶段内弃置过两张或更多的牌,则你可以选择一项:1. 令所有角色各回复1点体力;2. 令所有角色各失去1点体力。', // qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时(X至少为2),你可以选择一项:1.令所有角色各回复1点体力;2.令所有角色各失去1点体力。每阶段限一次。', yeyan_info:'限定技,出牌阶段,你可以对一至三名角色造成至多共3点火焰伤害(你可以任意分配每名目标角色受到的伤害点数),若你将对一名角色分配2点或更多的火焰伤害,你须先弃置四张不同花色的手牌再失去3点体力。', qixing:'七星', qixing_bg:'星', qixing2:'七星', qixing3:'七星', qixing_info:'游戏开始时,你将牌堆顶的七张牌置于你的武将牌上,称之为“星”。然后/摸牌阶段结束后,你可用任意数量的手牌等量交换这些“星”。', dawu:'大雾', dawu2_bg:'雾', dawu2:'大雾', dawu3:'大雾', // dawu2_info:'已获得大雾标记', dawu_info:'结束阶段,你可以弃置X张“星”并指定等量的角色:直到你的下回合开始,当这些角色受到非雷电伤害时,防止此伤害。', kuangfeng:'狂风', kuangfeng2:'狂风', kuangfeng2_bg:'风', // kuangfeng2_info:'已获得狂风标记', kuangfeng3:'狂风', kuangfeng_info:'结束阶段,你可以弃置1张“星”并指定一名角色:直到你的下回合开始,该角色受到火焰伤害时,此伤害+1。', baonu:'狂暴', baonu_bg:'暴', baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记;锁定技,当你造成/受到1点伤害后,你获得1枚“暴怒”标记。', shenfen:'神愤', shenfen_info:'限定技,出牌阶段,你可以弃置6枚暴怒标记,对场上所有其他角色造成一点伤害,然后令其弃置4张牌', wuqian:'无前', wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束', wumou:'无谋', wumou_info:'锁定技,当你使用普通锦囊牌时,你选择一项:1.弃置1枚“暴怒”标记;2.失去1点体力。', ol_wuqian:'无前', ol_wuqian_info:'出牌阶段,你可以弃置2枚“暴怒”标记并选择一名本回合内未选择过的其他角色,你获得技能〖无双〗并令其防具无效直到回合结束。', ol_shenfen:'神愤', ol_shenfen_info:'出牌阶段限一次,你可以弃置6枚“暴怒”标记并选择所有其他角色,对这些角色各造成1点伤害。然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌。最后你将你的武将牌翻面。', "new_wuhun":"武魂", "new_wuhun_info":"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。该角色进行判定:若判定结果不为【桃】或【桃园结义】,则该角色死亡。", "new_guixin":"归心", "new_guixin_info":"当你受到1点伤害后,你可以按照你选择的区域优先度随机获得每名其他角色区域里的一张牌,然后你翻面。", ol_zhangliao:'OL神张辽', olduorui:'夺锐', olduorui2:'夺锐', olduorui_info:'当你于出牌阶段内对一名角色造成伤害后,你可以选择该角色武将牌上的一个技能。若如此做,你结束出牌阶段,且你令此技能于其下个回合结束之前无效。', olzhiti:'止啼', olzhiti_info:'锁定技,你攻击范围内已受伤角色的手牌上限-1。若场上已受伤的角色数:不小于1,你的手牌上限+1;不小于3,你于摸牌阶段开始时令额定摸牌数+1;不小于5,回合结束时,你废除一名角色的一个随机装备栏。', shen_caopi:'神曹丕', chuyuan:'储元', chuyuan_info:'一名角色受到伤害后,若你武将牌上「储」的数量小于体力上限,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。', //chuyuan_info:'一名角色受到伤害后,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。你的手牌上限+X(X为你武将牌上的「储」数)。', dengji:'登极', dengji_info:'觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后获得技能〖天行〗和〖奸雄〗', tianxing:'天行', tianxing_info:'觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后失去技能〖储元〗,选择获得以下技能中的一个:〖仁德〗/〖制衡〗/〖乱击〗/〖行动〗', shen_zhenji:'神甄姬', shenfu:'神赋', shenfu_info:'回合结束时,若你的手牌数为:奇数,你可对一名其他角色造成1点伤害。若其死亡,你可重复此流程。偶数,你可选择一名本回合内未选择过的角色,你令其摸一张牌或弃置其一张手牌。若其手牌数等于体力值,你可重复此流程。', qixian:'七弦', qixian_info:'锁定技,你的手牌上限视为7。', caopi_xingdong:'行动', caopi_xingdong_info:'出牌阶段限一次,你可以将一张【杀】或普通锦囊牌交给一名其他角色,然后该角色选择一项:对除你以外的角色使用此牌并在此牌结算完成后和你各摸一张牌;或跳过下回合的判定阶段和摸牌阶段。', shen_diaochan:'神貂蝉', meihun:'魅魂', meihun_info:'结束阶段或当你成为【杀】的目标后,你可以令一名其他角色交给你一张你声明的花色的手牌,若其没有则你观看其手牌然后弃置其中一张。', huoxin_control:'惑心', huoxin:'惑心', huoxin_info:'出牌阶段限一次,你可以展示两张花色相同的手牌并分别交给两名其他角色,然后令这两名角色拼点,没赢的角色获得1个“魅惑”标记。拥有2个或更多“魅惑”的角色回合即将开始时,该角色移去其所有“魅惑”,此回合改为由你操控。', mini_zhugeliang:'SP神诸葛亮', minikuangfeng:'狂风', minikuangfeng_info:'出牌阶段结束时,你可选择任意名角色并将等量的“星”置入弃牌堆,然后对这些角色各造成1点伤害。', minidawu:'大雾', minidawu2:'大雾', minidawu_info:'结束阶段,你可以将一张“星”置入弃牌堆。当你于下回合开始前受到伤害时,此伤害-1。', mini_lvbu:'SP神吕布', miniwuqian:'无前', miniwuqian_info:'锁定技,当你于回合内使用【杀】或【决斗】指定目标后,若此牌是你本回合内使用的第一张【杀】或【决斗】,则你令其每次响应此牌需要使用的【闪】或打出的【杀】的数量+1,且令其防具无效直到此牌对其结束。', minishenfen:'神愤', minishenfen_info:'限定技,出牌阶段,你可以失去3点体力,对所有其他角色各造成1点伤害。这些角色弃置装备区内的所有牌,然后弃置四张手牌。', mini_lvmeng:'SP神吕蒙', minigongxin:'攻心', minigongxin_info:'每回合限一次,当你使用牌指定其他角色为唯一目标后,或成为其他角色使用牌的唯一目标后,你可观看对方的手牌。然后你可以展示其中的一张红色牌并选择一项:①获得此牌。②将此牌置于牌堆顶。', boss_zhaoyun:'高达一号', boss_zhaoyun_ab:'神赵云', boss_juejing:'绝境', boss_juejing2:'绝境', boss_juejing_info:'锁定技,摸牌阶段开始前,你跳过此阶段。当你获得牌/失去手牌后,若你的手牌数大于4/小于4,则你将手牌摸至4张/弃置至4张。', zhanjiang:'斩将', zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之', shen_guojia:'神郭嘉', shuishi:'慧识', shuishi_info:'出牌阶段限一次,若你的体力上限小于10,则你可选择一名角色。你令其摸一张牌,若其以此法获得的牌:与该角色的其他手牌花色均不相同,则你加1点体力上限,若你的体力上限小于10,则你可以重复此流程;否则你减1点体力上限,且其展示所有手牌。', stianyi:'天翊', stianyi_info:'觉醒技,准备阶段,若场上的所有存活角色均于本局游戏内受到过伤害,则你加2点体力上限并回复1点体力,然后令一名角色获得技能〖佐幸〗。', zuoxing:'佐幸', zuoxing2:'佐幸', zuoxing_info:'准备阶段,若令你获得〖佐幸〗的角色存活且体力上限大于1,则你可以令其减1点体力上限,然后你获得如下效果:出牌阶段限一次,你可以获得一张普通锦囊牌。', sghuishi:'辉逝', sghuishi_info:'限定技,出牌阶段,你可以选择一名其他角色:若其有未发动过的觉醒技,则你令其发动这些觉醒技时无视原有条件;否则其摸四张牌。然后你减2点体力上限。', key_kagari:'篝', kagari_zongsi:'纵丝', kagari_zongsi_info:'出牌阶段限一次,你可以选择一张不在游戏外的牌,然后将其置于牌堆/弃牌堆的顶部/底部或一名角色的对应区域内。', key_shiki:'神山识', key_shiki_ab:'神山识', shiki_omusubi:'御结', shiki_omusubi_info:'一轮游戏开始时,你可以减1点体力上限,然后将一名其他角色武将牌上的技能加入到你的武将牌上。', shiki_omusubi_append:'来吧,羽依里。用你的手,让我变成那只真正的鬼吧!', key_hina:'佐藤雏', hina_shenxian:'神现', hina_shenxian_info:'隐匿技,锁定技,当你明置此武将牌时,你将一张【神机】置入装备区。', hina_mashu:'马术', hina_mashu_info:'锁定技,你计算于其他角色的距离时始终-1。', hina_tieji:'铁骑', hina_tieji_info:'当你使用【杀】指定目标后,你可进行判定。你令目标角色的所有非锁定技失效直到回合结束。除非其弃置一张与判定结果花色相同的牌,则其不能响应此【杀】。若判定结果为♠,则此【杀】对其的伤害+1。', hina_tieji_append:'她成为神明的那一天,世界走向毁灭。', hina_shenji:'神机', hina_shenji_info:'若你拥有技能〖神现〗,则你可以于准备阶段发动〖归心〗,并可于结束阶段发动〖神愤〗。', hina_guixin:'归心', hina_shenfen:'神愤', extra_feng:'神话再临·风', extra_huo:'神话再临·火', extra_lin:'神话再临·林', extra_shan:'神话再临·山', extra_yin:'神话再临·阴', extra_lei:'神话再临·雷', extra_key:'神话再临·论外', extra_ol:'神话再临OL', extra_mobile:'神话再临·始计篇', extra_offline:'神话再临·线下', extra_mini:'欢乐三国杀', }, }; });