'use strict'; game.import('card',function(lib,game,ui,get,ai,_status){ return { name:'extra', connect:true, card:{ muniu:{ fullskin:true, type:'equip', subtype:'equip5', nomod:true, onEquip:function(){ if(card&&card.cards&&card.cards.length){ player.directgains(card.cards,null,'muniu'); } player.markSkill('muniu_skill'); }, forceDie:true, onLose:function(){ delete player.getStat('skill').muniu_skill; player.unmarkSkill('muniu_skill'); if(!card||!card.cards||!card.cards.length) return; if((!event.getParent(2)||event.getParent(2).name!='swapEquip')&&(event.getParent().type!='equip'||event.getParent().swapEquip)){ player.lose(card.cards,ui.discardPile); player.$throw(card.cards,1000); player.popup('muniu'); game.log(card,'掉落了',card.cards); card.cards.length=0; } else{ player.lose(card.cards,ui.special); } }, clearLose:true, equipDelay:false, loseDelay:false, skills:['muniu_skill','muniu_skill7'], ai:{ equipValue:function(card){ if(card.card) return 7+card.card.length; return 7; }, basic:{ equipValue:7 } } }, jiu:{ audio:true, fullskin:true, type:"basic", toself:true, enable:function(event,player){ //return !player.hasSkill('jiu'); return true; }, lianheng:true, logv:false, savable:function(card,player,dying){ return dying==player||player.hasSkillTag('jiuOther',null,dying,true); }, usable:1, selectTarget:-1, modTarget:true, filterTarget:function(card,player,target){ return target==player; }, content:function(){ if(typeof event.baseDamage!='number') event.baseDamage=1; if(target.isDying()||event.getParent(2).type=='dying'){ target.recover(); if(_status.currentPhase==target){ target.getStat().card.jiu--; } } else{ game.addVideo('jiuNode',target,true); if(cards&&cards.length){ card=cards[0]; } if(!target.storage.jiu) target.storage.jiu=0; target.storage.jiu+=event.baseDamage; game.broadcastAll(function(target,card,gain2){ target.addSkill('jiu'); if(!target.node.jiu&&lib.config.jiu_effect){ target.node.jiu=ui.create.div('.playerjiu',target.node.avatar); target.node.jiu2=ui.create.div('.playerjiu',target.node.avatar2); } if(gain2&&card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){ card.clone.moveDelete(target); } },target,card,target==targets[0]&&cards.length==1); if(target==targets[0]&&cards.length==1){ if(card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){ game.addVideo('gain2',target,get.cardsInfo([card])); } } } }, ai:{ basic:{ useful:(card,i)=>{ if(_status.event.player.hp>1){ if(i===0) return 4; return 1; } if(i===0) return 7.3; return 3; }, value:(card,player,i)=>{ if(player.hp>1){ if(i===0) return 5; return 1; } if(i===0) return 7.3; return 3; } }, order:()=>{ if(_status.event.dying) return 9; let sha=get.order({name:'sha'}); if(sha>0) return sha+0.2; return 0; }, result:{ target:(player,target,card)=>{ if(target&&target.isDying()) return 2; if(!target || target._jiu_temp || !target.isPhaseUsing()) return 0; let usable=target.getCardUsable('sha'); if(!usable || lib.config.mode==='stone'&&!player.isMin()&&player.getActCount()+1>=player.actcount || !target.mayHaveSha(player,'use',card)) return 0; let effs={order:0},temp; target.getCards('hs',i=>{ if(get.name(i)!=='sha' || ui.selected.cards.includes(i)) return false; temp=get.order(i,target); if(tempeffs.order) effs={order:temp}; effs[i.cardid]={ card:i, target:null, eff:0 }; }); delete effs.order; for(let i in effs){ if(!lib.filter.filterCard(effs[i].card,target)) continue; game.filterPlayer(current=>{ if(get.attitude(target,current)>=0 || !target.canUse(effs[i].card,current,null,true) || current.hasSkillTag('filterDamage',null,{ player:target, card:effs[i].card, jiu:true })) return false; temp=get.effect(current,effs[i].card,target,player); if(temp<=effs[i].eff) return false; effs[i].target=current; effs[i].eff=temp; return false; }); if(!effs[i].target) continue; if(target.hasSkillTag('directHit_ai',true,{ target:effs[i].target, card:i },true) || usable===1&&(target.needsToDiscard()>Math.max(0,3-target.hp) || !effs[i].target.mayHaveShan(player,'use'))){ delete target._jiu_temp; return 1; } } delete target._jiu_temp; return 0; } }, tag:{ save:1, recover:0.1, } } }, huogong:{ audio:true, fullskin:true, type:'trick', enable:true, //cardnature:'fire', filterTarget:function(card,player,target){ //if(player!=game.me&&player.countCards('h')<2) return false; return target.countCards('h')>0; }, content:function(){ "step 0" if(target.countCards('h')==0){ event.finish(); return; } else if(target.countCards('h')==1) event._result={cards:target.getCards('h')}; else target.chooseCard(true).ai=function(card){ if(_status.event.getRand()<0.5) return Math.random(); return get.value(card); }; "step 1" target.showCards(result.cards).setContent(function(){}); event.dialog=ui.create.dialog(get.translation(target)+'展示的手牌',result.cards); event.videoId=lib.status.videoId++; game.broadcast('createDialog',event.videoId,get.translation(target)+'展示的手牌',result.cards); game.addVideo('cardDialog',null,[get.translation(target)+'展示的手牌',get.cardsInfo(result.cards),event.videoId]); event.card2=result.cards[0]; game.log(target,'展示了',event.card2); game.addCardKnower(result.cards, 'everyone'); event._result={}; player.chooseToDiscard({suit:get.suit(event.card2)},function(card){ var evt=_status.event.getParent(); if(get.damageEffect(evt.target,evt.player,evt.player,'fire')>0){ return 6.2+Math.min(4,evt.player.hp)-get.value(card,evt.player); } return -1; }).set('prompt',false); game.delay(2); "step 2" if(result.bool){ target.damage('fire'); } else{ target.addTempSkill('huogong2'); } event.dialog.close(); game.addVideo('cardDialog',null,event.videoId); game.broadcast('closeDialog',event.videoId); }, ai:{ basic:{ order:4, value:[3,1], useful:1, }, wuxie:function(target,card,player,viewer,status){ if(get.attitude(viewer,player._trueMe||player)>0) return 0; if(status*get.attitude(viewer,target)*get.effect(target,card,player,target)>=0) return 0; if(_status.event.getRand('huogong_wuxie')*4>player.countCards('h')) return 0; }, result:{ player:function(player){ var nh=player.countCards('h'); if(nh<=player.hp&&nh<=4&&_status.event.name=='chooseToUse'){ if(typeof _status.event.filterCard=='function'&& _status.event.filterCard({name:'huogong'},player,_status.event)){ return -10; } if(_status.event.skill){ var viewAs=get.info(_status.event.skill).viewAs; if(viewAs=='huogong') return -10; if(viewAs&&viewAs.name=='huogong') return -10; } } return 0; }, target:function(player,target){ if(target.hasSkill('huogong2')||target.countCards('h')==0) return 0; if(player.countCards('h')<=1) return 0; if(_status.event.player == player){ if(target.isAllCardsKnown(player)){ if(!target.countCards('h',card=>{ return player.countCards('h',card2=>{ return get.suit(card2) == get.suit(card); }); })){ return 0; } } } if(target==player){ if(typeof _status.event.filterCard=='function'&& _status.event.filterCard({name:'huogong'},player,_status.event)){ return -1.15; } if(_status.event.skill){ var viewAs=get.info(_status.event.skill).viewAs; if(viewAs=='huogong') return -1.15; if(viewAs&&viewAs.name=='huogong') return -1.15; } return 0; } return -1.15; } }, tag:{ damage:1, fireDamage:1, natureDamage:1, norepeat:1 } } }, tiesuo:{ audio:true, fullskin:true, type:'trick', enable:true, filterTarget:true, selectTarget:[1,2], complexTarget:true, content:function(){ target.link(); }, recastable:true, ai:{ wuxie:(target,card,player,viewer, status)=>{ if(status*get.attitude(viewer,player._trueMe||player)>0 || target.hasSkillTag('nodamage') || target.hasSkillTag('nofire') || target.hasSkillTag('nothunder') || get.attitude(viewer,player)>0 || (1+target.countCards('hs'))*_status.event.getRand()>1.57) return 0; }, basic:{ order:(item,player)=>{ if(player.hasCard(card=>{ return get.tag(card,'damage')&&game.hasNature(card)&&player.hasValueTarget(card); },'hs')) return 7.3; return 4.1; }, useful:1.2, value:4 }, result:{ target:(player,target)=>{ if(target.hasSkillTag('link')) return 0; let curs = game.filterPlayer(current=>{ if(current.hasSkillTag('nodamage')) return false; return !current.hasSkillTag('nofire') || !current.hasSkillTag('nothunder'); }); if(curs.length<2) return 0; let f = target.hasSkillTag('nofire'), t = target.hasSkillTag('nothunder'), res = 0.9; if(f&&t || target.hasSkillTag('nodamage')) return 0; if(f || t) res = 0.45; if(target.getEquip('tengjia')) res *= 2; if(!target.isLinked()) res = -res; if(ui.selected.targets.length) return res; let fs = 0, es = 0, att = get.attitude(player,target), linkf = false, alink = true; curs.forEach(i=>{ let atti = get.attitude(player,i); if(atti>0){ fs++; if(i.isLinked()) linkf = true; } else if(atti<0){ es++; if(!i.isLinked()) alink = false; } }); if(es<2&&!alink) { if(att<=0 || att>0 && linkf && fs<2) return 0; } return res; } }, tag:{ multitarget:1, multineg:1, norepeat:1 } } }, bingliang:{ audio:true, fullskin:true, type:'delay', range:{global:1}, filterTarget:function(card,player,target){ return (lib.filter.judge(card,player,target)&&player!=target); }, judge:function(card){ if(get.suit(card)=='club') return 1; return -2; }, judge2:function(result){ if(result.bool==false) return true; return false; }, effect:function(){ if(result.bool==false){ if(get.is.changban()) player.addTempSkill('bingliang_changban'); else player.skip('phaseDraw'); } }, ai:{ basic:{ order:1, useful:1, value:4, }, result:{ target:function(player,target){ if(target.hasJudge('caomu')) return 0; return -2.7/Math.sqrt(target.countCards('h')+1); } }, tag:{ skip:'phaseDraw' } } }, hualiu:{ fullskin:true, type:'equip', subtype:'equip3', distance:{globalTo:1}, }, zhuque:{ fullskin:true, type:'equip', subtype:'equip1', //cardnature:'fire', distance:{attackFrom:-3}, ai:{ basic:{ equipValue:2 } }, skills:['zhuque_skill'] }, guding:{ fullskin:true, type:'equip', subtype:'equip1', distance:{attackFrom:-1}, ai:{ basic:{ equipValue:2 } }, skills:['guding_skill'] }, tengjia:{ fullskin:true, type:'equip', subtype:'equip2', //cardnature:'fire', ai:{ value:function(card,player,index,method){ if(player.isDisabled(2)) return 0.01; if(player.getEquips('tengjia').contains(card)){ if(player.hasSkillTag('noDirectDamage')) return 10; if(game.hasPlayer(function(current){ return current!=player&&get.attitude(current,player)<0&¤t.hasSkillTag('fireAttack',null,null,true); })) return 0; return 6; } var value=0; var info=get.info(card); var current=player.getEquip(info.subtype); if(current&&card!=current){ value=get.value(current,player); } var equipValue=info.ai.equipValue; if(equipValue==undefined){ equipValue=info.ai.basic.equipValue; } if(typeof equipValue=='function'){ if(method=='raw') return equipValue(card,player); if(method=='raw2') return equipValue(card,player)-value; return Math.max(0.1,equipValue(card,player)-value); } if(typeof equipValue!='number') equipValue=0; if(method=='raw') return equipValue; if(method=='raw2') return equipValue-value; return Math.max(0.1,equipValue-value); }, equipValue:function(card,player){ if(player._tengjiaEv_temp) return Math.max(1,6-player.hp); if(player.hasSkillTag('maixie')&&player.hp>1) return 0; if(player.hasSkillTag('noDirectDamage')) return 10; player._tengjiaEv_temp=true; let eff=get.damageEffect(player,player,player,'fire'); delete player._tengjiaEv_temp; if(eff>=0) return 10; let num=4-game.countPlayer(function(current){ if(get.attitude(current,player)<0){ if(current.hasSkillTag('fireAttack',null,null,true)) return 3; return 1; } return false; }); if(player.hp==1) num+=3; if(player.hp==2) num+=1; return num; }, basic:{ equipValue:3 }, }, skills:['tengjia1','tengjia2','tengjia3'] }, baiyin:{ fullskin:true, type:'equip', subtype:'equip2', loseDelay:false, onLose:function(){ player.addTempSkill('baiyin_skill_lose') }, skills:['baiyin_skill'], tag:{ recover:1, }, ai:{ order:9.5, equipValue:function(card,player){ if(player.hp==player.maxHp) return 5; if(player.countCards('h','baiyin')) return 6; return 0; }, basic:{ equipValue:5 } } }, }, skill:{ bingliang_changban:{ cardSkill:true, unique:true, trigger:{player:'phaseDrawBegin'}, silent:true, content:function(){ trigger.num--; }, group:'bingliang_changban2' }, bingliang_changban2:{ cardSkill:true, trigger:{player:'phaseDrawAfter'}, silent:true, content:function(){ if(player.enemy) player.enemy.draw(); } }, muniu_skill:{ equipSkill:true, enable:'phaseUse', usable:1, filterCard:true, check:function(card){ if(card.name=='du') return 20; var player=_status.event.player; var nh=player.countCards('h'); if(!player.needsToDiscard()){ if(nh<3) return 0; if(nh==3) return 5-get.value(card); return 7-get.value(card); } return 10-get.useful(card); }, discard:false, lose:false, delay:false, sync:function(muniu){ if(game.online){ return; } if(!muniu.cards){ muniu.cards=[]; } for(var i=0;i0; }, prepare:function(cards,player){ player.$give(1,player,false); }, content:function(){ "step 0" player.loseToSpecial(cards,'muniu'); "step 1" for(var i=0;i=3&&get.attitude(current,player)>=3){ return true; } }); players.sort(lib.sort.seat); var choice=players[0]; var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){ return !target.isMin()&&player!=target&&target.canEquip(_status.event.muniu); }).set('muniu',muniu) next.set('ai',function(target){ return target==_status.event.choice?1:-1; }); next.set('choice',choice); "step 3" if(result.bool){ var card=player.getEquip('muniu'); result.targets[0].equip(card); player.$give(card,result.targets[0]); player.line(result.targets,'green'); game.delay(); } else{ player.updateMarks(); } }, ai:{ order:1, expose:0.1, result:{ player:1 } }, mod:{ cardEnabled2:function(card,player){ if(!ui.selected.cards.length) return; var muniu=player.getEquip('muniu'); if(!muniu||!muniu.cards||!muniu.cards.length) return; for(var i of ui.selected.cards){ if(i==muniu&&muniu.cards.contains(card)) return false; if(muniu.cards.contains(i)&&card==muniu) return false; } }, }, mark:true, markimage2:'image/card/muniu_small.png', intro:{ content:function(storage,player){ var muniu=player.getEquip('muniu'); if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌'; if(player.isUnderControl(true)){ return get.translation(muniu.cards); } else{ return '共有'+get.cnNumber(muniu.cards.length)+'张牌'; } }, mark:function(dialog,storage,player){ var muniu=player.getEquip('muniu'); if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌'; if(player.isUnderControl(true)){ dialog.addAuto(muniu.cards); } else{ return '共有'+get.cnNumber(muniu.cards.length)+'张牌'; } }, markcount:function(storage,player){ var muniu=player.getEquip('muniu'); if(muniu&&muniu.cards) return muniu.cards.length; return 0; } } }, muniu_skill7:{ trigger:{player:'loseEnd'}, firstDo:true, forced:true, //silent:true, filter:function(event,player){ if(!event.ss||!event.ss.length||event.parent.name=='lose_muniu') return false; var muniu=player.getEquip('muniu'); if(!muniu||!muniu.cards) return false; return event.ss.filter(function(card){ return muniu.cards.contains(card); }).length>0; }, content:function(){ var muniu=player.getEquip('muniu'); if(muniu&&muniu.cards){ muniu.cards.removeArray(trigger.ss); lib.skill.muniu_skill.sync(muniu); } player.updateMarks(); }, }, huogong2:{charlotte:true}, jiu:{ trigger:{player:'useCard1'}, filter:function(event){ return event.card&&event.card.name=='sha'; }, forced:true, charlotte:true, firstDo:true, content:function(){ if(!trigger.baseDamage) trigger.baseDamage=1; trigger.baseDamage+=player.storage.jiu; trigger.jiu=true; trigger.jiu_add=player.storage.jiu; game.addVideo('jiuNode',player,false); game.broadcastAll(function(player){ player.removeSkill('jiu'); },player); }, temp:true, vanish:true, silent:true, popup:false, nopop:true, onremove:function(player){ if(player.node.jiu){ player.node.jiu.delete(); player.node.jiu2.delete(); delete player.node.jiu; delete player.node.jiu2; } delete player.storage.jiu; }, ai:{ damageBonus:true, skillTagFilter:function(player,tag,arg){ if(tag==='damageBonus') return arg&&arg.card&&arg.card.name==='sha'; } }, group:'jiu2' }, jiu2:{ trigger:{player:'useCardAfter',global:'phaseAfter'}, priority:2, firstDo:true, charlotte:true, filter:function(event,player){ if(player.hasSkillTag('jiuSustain',null,event.name)) return false; if(event.name=='useCard') return (event.card&&(event.card.name=='sha')); return true; }, forced:true, popup:false, audio:false, content:function(){ game.broadcastAll(function(player){ player.removeSkill('jiu'); },player); game.addVideo('jiuNode',player,false); }, }, guding_skill:{ equipSkill:true, audio:true, trigger:{source:'damageBegin1'}, filter:function(event){ if(event.parent.name=='_lianhuan'||event.parent.name=='_lianhuan2') return false; if(event.card&&event.card.name=='sha'){ if(event.player.countCards('h')==0) return true; } return false; }, forced:true, content:function(){ trigger.num++; }, ai:{ effect:{ player:function(card,player,target,current,isLink){ if(card.name=='sha'&&!isLink&&target.countCards('h')==0&&!target.hasSkillTag('filterDamage',null,{ player:player, card:card, })) return [1,0,1,-3]; } } } }, tengjia1:{ equipSkill:true, trigger:{target:['useCardToBefore']}, forced:true, priority:6, audio:true, 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; if(event.card.name=='nanman') return true; if(event.card.name=='wanjian') return true; //if(event.card.name=='chuqibuyi') return true; return false; }, content:function(){ trigger.cancel(); }, ai:{ effect:{ target:function(card,player,target,current){ if(target.hasSkillTag('unequip2')) return; if(player.hasSkillTag('unequip',false,{ name:card?card.name:null, target:target, card:card })||player.hasSkillTag('unequip_ai',false,{ name:card?card.name:null, target:target, card:card })) return; //if(card.name=='nanman'||card.name=='wanjian'||card.name=='chuqibuyi') return 'zerotarget'; if(card.name=='nanman'||card.name=='wanjian') return 'zerotarget'; if(card.name=='sha'){ var equip1=player.getEquip('zhuque'); if(equip1&&equip1.name=='zhuque') return 1.9; if(!game.hasNature(card)) return 'zerotarget'; } } } } }, tengjia2:{ equipSkill:true, trigger:{player:'damageBegin3'}, filter:function(event,player){ if(!event.hasNature('fire')) return false; if(player.hasSkillTag('unequip2')) return false; if(event.source&&event.source.hasSkillTag('unequip',false,{ name:event.card?event.card.name:null, target:player, card:event.card })) return false; return true; }, audio:true, forced:true, content:function(){ trigger.num++; }, ai:{ fireAttack:true, effect:{ target:function(card,player,target,current){ if(card.name=='sha'){ if(game.hasNature(card,'fire')) return 2; if(player.hasSkill('zhuque_skill')) return 1.9; } if(get.tag(card,'fireDamage')&¤t<0) return 2; } } } }, tengjia3:{ equipSkill:true, audio:'tengjia1', trigger:{target:'shaBefore'}, forced:true, 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; if(event.card.name=='sha'&&!game.hasNature(event.card)) return true; return false; }, content:function(){ trigger.cancel(); }, }, baiyin_skill:{ equipSkill:true, trigger:{player:'damageBegin4'}, forced:true, audio:true, filter:function(event,player){ if(event.num<=1) return false; if(player.hasSkillTag('unequip2')) return false; if(event.source&&event.source.hasSkillTag('unequip',false,{ name:event.card?event.card.name:null, target:player, card:event.card })) return false; return true; }, //priority:-10, content:function(){ trigger.num=1; }, subSkill:{ lose:{ audio:'baiyin_skill', forced:true, charlotte:true, equipSkill:true, trigger:{ player:'loseAfter', global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'], }, filter:(event,player)=>{ if(player.isHealthy()||player.hasSkillTag('unequip2')) return false; var evt=event.getl(player); return evt&&evt.es.some(card=>card.name=='baiyin') }, content:function(){ var evt=trigger.getl(player); evt.es.forEach(card=>{ if(card.name=='baiyin'){ player.recover(); } }) }, }, }, ai:{ filterDamage:true, skillTagFilter:function(player,tag,arg){ if(player.hasSkillTag('unequip2')) return false; if(arg&&arg.player){ if(arg.player.hasSkillTag('unequip',false,{ name:arg.card?arg.card.name:null, target:player, card:arg.card, })) return false; if(arg.player.hasSkillTag('unequip_ai',false,{ name:arg.card?arg.card.name:null, target:player, card:arg.card, })) return false; if(arg.player.hasSkillTag('jueqing',false,player)) return false; } }, }, }, zhuque_skill:{ equipSkill:true, trigger:{player:'useCard1'}, //priority:7, filter:function(event,player){ if(event.card.name=='sha'&&!game.hasNature(event.card)) return true; }, audio:true, check:function(event,player){ var eff=0; for(var i=0;i=0; }, prompt2:function(event,player){ return '将'+get.translation(event.card)+'改为火属性'; }, content:function(){ game.setNature(trigger.card,'fire'); if(get.itemtype(trigger.card)=='card'){ var next=game.createEvent('zhuque_clear'); next.card=trigger.card; event.next.remove(next); trigger.after.push(next); next.setContent(function(){ game.setNature(trigger.card,[]); }); } } }, zhuque_skill2:{ trigger:{player:'useCardAfter'}, forced:true, popup:false, content:function(){ delete player.storage.zhuque_skill.nature; } }, huogon2:{}, }, translate:{ jiu:'酒', jiu_info:'①每回合限一次。出牌阶段,对你自己使用。本回合目标角色使用的下一张【杀】的伤害值基数+1。②当你处于濒死状态时,对你自己使用。目标角色回复1点体力。', huogong:'火攻', tiesuo:'铁索连环', tiesuo_info:'此牌可被重铸。出牌阶段,对至多两名角色使用。目标角色横置。', huogong_bg:'攻', huogong_info:'出牌阶段,对一名有手牌的角色使用。目标角色展示一张手牌A,然后你可以弃置一张与A花色相同的手牌,对目标造成1点火属性伤害。', tiesuo_bg:'索', bingliang:'兵粮寸断', hualiu:'骅骝', zhuque:'朱雀羽扇', bingliang_bg:'粮', bingliang_info:'出牌阶段,对一名距离为1的其他角色使用。目标角色于其判定阶段进行判定:若判定结果不为梅花,则其跳过下一个摸牌阶段。', hualiu_bg:'+马', hualiu_info:'锁定技,其他角色计算与你的距离+1。', zhuque_bg:'扇', zhuque_skill:'朱雀羽扇', zhuque_info:'当你声明使用普【杀】后,你可以为此【杀】赋予火属性。', guding:'古锭刀', guding_info:'锁定技,当你因执行【杀】的效果而对目标角色造成伤害时,若其没有手牌,则此伤害+1。', guding_skill:'古锭刀', tengjia:'藤甲', //tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】、【出其不意】和普通【杀】对你无效。当你受到火焰伤害时,该伤害+1。', tengjia_info:'锁定技。①【南蛮入侵】、【万箭齐发】和普【杀】对你无效。②当你受到火属性伤害时,此伤害+1。', tengjia1:'藤甲', tengjia2:'藤甲', tengjia3:'藤甲', baiyin:'白银狮子', baiyin_info:'锁定技。①当你受到伤害时,若此伤害大于1,则你将伤害值扣减至1点。②当你失去装备区内的【白银狮子】后,你回复1点体力。', baiyin_skill:'白银狮子', muniu:'木牛流马', muniu_bg:'牛', muniu_skill:'木牛', muniu_skill7:'木牛流马', muniu_skill_bg:'辎', muniu_info:'①出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,然后你可以将【木牛流马】移动到一名其他角色的装备区里。②你可以将【木牛流马】下的牌如手牌般使用或打出。③当你失去装备区的【木牛流马】后,你刷新〖木牛流马①〗的使用次数限制。若此牌不是因置入其他角色的装备区而失去的,则你将【木牛流马】下的所有牌置入弃牌堆。', muniu_skill_info:'将一张手牌扣置于你装备区里的【木牛流马】下,然后可以将此装备移动到一名其他角色的装备区里。', }, list:[ ["heart",4,"sha","fire"], ["heart",7,"sha","fire"], ["heart",10,"sha","fire"], ["diamond",4,"sha","fire"], ["diamond",5,"sha","fire"], ["spade",4,"sha","thunder"], ["spade",5,"sha","thunder"], ["spade",6,"sha","thunder"], ["spade",7,"sha","thunder"], ["spade",8,"sha","thunder"], ["club",5,"sha","thunder"], ["club",6,"sha","thunder"], ["club",7,"sha","thunder"], ["club",8,"sha","thunder"], ["heart",8,"shan"], ["heart",9,"shan"], ["heart",11,"shan"], ["heart",12,"shan"], ["diamond",6,"shan"], ["diamond",7,"shan"], ["diamond",8,"shan"], ["diamond",10,"shan"], ["diamond",11,"shan"], ["heart",5,"tao"], ["heart",6,"tao"], ["diamond",2,"tao"], ["diamond",3,"tao"], ["diamond",9,"jiu"], ["spade",3,"jiu"], ["spade",9,"jiu"], ["club",3,"jiu"], ["club",9,"jiu"], ["diamond",13,"hualiu"], ["club",1,"baiyin"], ["spade",2,"tengjia"], ["club",2,"tengjia"], ["spade",1,"guding"], ["diamond",1,"zhuque"], ["heart",2,"huogong"], ["heart",3,"huogong"], ["diamond",12,"huogong"], ["spade",11,"tiesuo"], ["spade",12,"tiesuo"], ["club",10,"tiesuo"], ["club",11,"tiesuo"], ["club",12,"tiesuo"], ["club",13,"tiesuo"], ["heart",1,"wuxie"], ["heart",13,"wuxie"], ["spade",13,"wuxie"], ["spade",10,"bingliang"], ["club",4,"bingliang"], ['diamond',5,'muniu'], ], } });