'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'yijiang', connect:true, //connectBanned:['qinmi'], characterSort:{ yijiang:{ yijiang_2011:['caozhi','re_yujin','zhangchunhua','xin_fazheng','xin_masu','xin_xushu','xusheng','lingtong','wuguotai','chengong','gaoshun'], yijiang_2012:['wangyi','xunyou','zhonghui','madai','liaohua','guanzhang','bulianshi','handang','chengpu','liubiao','old_huaxiong'], yijiang_2013:['manchong','guohuai','caochong','guanping','liufeng','jianyong','yufan','panzhangmazhong','zhuran','xin_liru','fuhuanghou'], yijiang_2014:['hanhaoshihuan','chenqun','caozhen','zhangsong','wuyi','zhoucang','zhuhuan','guyong','sunluban','yj_jushou','caifuren'], yijiang_2015:['caoxiu','caorui','zhongyao','xiahoushi','liuchen','zhangyi','zhuzhi','quancong','sunxiu','gongsunyuan','guotufengji'], yijiang_2016:['guohuanghou','sunziliufang','huanghao','liyan','sundeng','cenhun','zhangrang','liuyu'], yijiang_2017:['xinxianying','jikang','wuxian','qinmi','xuezong','xushi','caiyong','caojie',], }, }, character:{ guohuai:['male','wei',4,['jingce']], zhangchunhua:['female','wei',3,['jueqing','shangshi']], caozhi:['male','wei',3,['luoying','jiushi']], caochong:['male','wei',3,['renxin','chengxiang']], xunyou:['male','wei',3,['zhiyu','qice']], xin_xushu:['male','shu',3,['xinwuyan','xinjujian']], xin_masu:['male','shu',3,['sanyao','zhiman']], xin_fazheng:['male','shu',3,['xinenyuan','xinxuanhuo'],['die_audio']], zhuran:['male','wu',4,['danshou']], xusheng:['male','wu',4,['xinpojun']], wuguotai:['female','wu',3,['ganlu','buyi']], lingtong:['male','wu',4,['xuanfeng']], liubiao:['male','qun',3,['zongshi','zishou']], wangyi:['female','wei',3,['zhenlie','miji']], yufan:['male','wu',3,['zhiyan','zongxuan']], chengong:['male','qun',3,['mingce','zhichi']], bulianshi:['female','wu',3,['old_anxu','zhuiyi']], handang:['male','wu',4,['gongji','jiefan']], fuhuanghou:['female','qun',3,['zhuikong','qiuyuan']], zhonghui:['male','wei',4,['quanji','zili']], jianyong:['male','shu',3,['qiaoshui','jyzongshi']], madai:['male','shu',4,['mashu','qianxi']], liufeng:['male','shu',4,['xiansi']], manchong:['male','wei',3,['junxing','yuce']], guanzhang:['male','shu',4,['fuhun']], chenqun:['male','wei',3,['pindi','faen']], sunluban:['female','wu',3,['chanhui','jiaojin']], guyong:['male','wu',3,['shenxing','bingyi']], caifuren:['female','qun',3,['qieting','xianzhou']], yj_jushou:['male','qun',3,['jianying','shibei']], zhangsong:['male','shu',3,['qiangzhi','xiantu']], zhuhuan:['male','wu',4,['fenli','pingkou']], xiahoushi:['female','shu',3,['qiaoshi','yanyu']], panzhangmazhong:['male','wu',4,['anjian','duodao']], zhoucang:['male','shu',4,['xinzhongyong']], guanping:['male','shu',4,['longyin']], liaohua:['male','shu',4,['dangxian','fuli']], chengpu:['male','wu',4,['lihuo','chunlao']], gaoshun:['male','qun',4,['xianzhen','jinjiu']], caozhen:['male','wei',4,['xinsidi']], wuyi:['male','shu',4,['benxi']], hanhaoshihuan:['male','wei',4,['shenduan','yonglve']], caorui:['male','wei',3,['huituo','mingjian','xingshuai'],['zhu']], caoxiu:['male','wei',4,['qianju','qingxi']], zhongyao:['male','wei',3,['huomo','zuoding']], liuchen:['male','shu',4,['zhanjue','qinwang'],['zhu']], zhangyi:['male','shu',4,['wurong','shizhi']], sunxiu:['male','wu',3,['yanzhu','xingxue','zhaofu'],['zhu']], zhuzhi:['male','wu',4,['xinanguo']], quancong:['male','wu',4,['yaoming']], gongsunyuan:['male','qun',4,['huaiyi']], guotufengji:['male','qun',3,['jigong','shifei']], xin_liru:['male','qun',3,['xinjuece','xinmieji','xinfencheng']], guohuanghou:['female','wei',3,['jiaozhao','danxin']], liuyu:['male','qun',2,['zhige','zongzuo']], liyan:['male','shu',3,['duliang','fulin']], sundeng:['male','wu',4,['kuangbi']], cenhun:['male','wu',3,['jishe','lianhuo']], huanghao:['male','shu',3,['qinqing','huisheng']], zhangrang:['male','qun',3,['taoluan']], sunziliufang:['male','wei',3,['guizao','jiyu']], xinxianying:['female','wei',3,['zhongjian','caishi']], wuxian:['female','shu',3,['fumian','daiyan']], xushi:['female','wu',3,['wengua','fuzhu']], caojie:['female','qun',3,['shouxi','huimin']], caiyong:['male','qun',3,['bizhuan','tongbo']], jikang:['male','wei',3,['qingxian','juexiang']], qinmi:['male','shu',3,['jianzheng','zhuandui','tianbian']], xuezong:['male','wu',3,['funan','jiexun']], old_huaxiong:['male','qun',6,['shiyong']], re_yujin:["male","wei",4,["zhenjun"],[]], }, characterIntro:{ caozhi:'字子建,沛国谯人,三国曹魏著名文学家,建安文学代表人物。魏武帝曹操之子,魏文帝曹丕之弟,生前曾为陈王,去世后谥号“思”,因此又称陈思王。南朝宋文学家谢灵运更有“天下才有一石,曹子建独占八斗”的评价。王士祯尝论汉魏以来二千年间诗家堪称“仙才”者,曹植、李白、苏轼三人耳。', gaoshun:'中国东汉末年将领,吕布帐下中郎将。史载高顺为人清白有威严,不好饮酒,所统率的部队精锐非常,号称“陷阵营”。屡进忠言于吕布,吕布虽知其忠而不能用。曹操击破吕布后,高顺被曹操所杀。', chengong:'字公台,东汉末年吕布帐下谋士,东郡东武阳人。性情刚直,足智多谋,年少时与海内知名之士相互结交。192年,陈宫等人主张曹操接任兖州牧。但此后陈宫因曹操杀害边让而与曹操反目,并游说张邈等人背叛曹操迎吕布入兖州,辅助吕布攻打曹操。吕布战败后,随吕布等一同被曹操所擒,决意赴死。', lingtong:'字公绩,吴郡馀杭人,三国时期吴国名将。凌操之子,官至偏将军。', masu:'字幼常,襄阳宜城人,三国时期蜀汉大臣,侍中马良之弟。初以荆州从事跟随刘备取蜀入川,曾任绵竹、成都令、越嶲太守。诸葛亮北伐时因作战失误而失守街亭,因而被诸葛亮所斩。', wuguotai:'吴国太,小说《三国演义》中的人物,不见于正史记载。在小说中,吴国太被描述为孙坚的次妻,孙坚正妻武烈皇后(小说中写作吴太夫人)的妹妹,孙朗、孙仁(孙尚香)的母亲。', xusheng:'字文向,琅邪莒县人。三国时期吴将。徐盛最初因讨伐山贼有功而被加为中郎将,后于濡须口之战中表现出色,得到孙权的赞赏。魏文帝曹丕伐吴时,徐盛以疑城之计退去魏军。', yujin:'字文则,泰山钜平人。三国时期曹魏武将。本为鲍信部将,后属曹操,曹操称赞他可与古代名将相比。然而在建安二十四年的襄樊之战中,于禁在败给关羽后投降,致使一代名将晚节不保。', zhangchunhua:'西晋宣穆皇后张春华(189-247),河内平皋(今河南温县)人。她是晋宣帝司马懿之妻,晋景帝司马师、晋文帝司马昭的母亲。后被追尊为皇后。', fazheng:'字孝直,本为刘璋部下,刘备围成都时劝说刘璋投降,而后又与刘备进取汉中,献计将曹操大将夏侯渊斩首。法正善奇谋,深受刘备信任和敬重。', xushu:'字元直,与司马徽、诸葛亮等人为友。先化名单福仕官于新野的刘备,后因曹操囚禁其母而不得不弃备投操,临行前向刘备推荐诸葛亮之才。入曹营后,一言不发,不曾为曹操进献过一计半策。后人形容徐庶“身在曹营心在汉”。', caozhang:'字子文,是曹操与武宣卞皇后所生第二子,曹丕之弟,曹植之兄,曹魏任城王。曹彰武艺过人,曹操问诸子志向时自言“好为将”,因此得到曹操的赞赏。其胡须黄色,被曹操称为“黄须儿”。', xunyou:'字公达,颍川颍阴人。东汉末年曹操的五谋臣之一,荀彧从子,被曹操称为“谋主”。官至尚书令。正始五年被追谥为敬侯。', liaohua:'本名淳,字元俭,襄阳中卢(今湖北襄樊)人。三国时期蜀国后期将领,以勇敢果断著称。廖化是三国时代中经历了魏、蜀、吴整个兴衰过程极少数人中的一个,与严颜、黄忠共称为蜀汉三老将。', bulianshi:'步夫人(?-238),讳练师,临淮淮阴人。东吴丞相步骘同族,吴大帝孙权之妃,在孙权众夫人中最受孙权的宠爱(宠冠后庭),生有二女:孙鲁班、孙鲁育。赤乌元年卒,追封为皇后,葬于蒋陵。', chengpu:'字德谋,右北平土垠人。历仕孙坚、孙策、孙权三任君主。孙策死后,他与张昭等人共同辅佐孙权,并讨伐江东境内的山贼,功勋卓著。被人们尊称为“程公”。', handang:'字义公,辽西令支(今河北迁安)人,吴国将领。韩当因为长于弓箭、骑术并且膂力过人而被孙坚赏识,追随他四处征伐周旋,数次冒险犯难,攻陷敌人、擒拿俘虏。对江东基业的逐渐稳固和吴国的建立有着重要影响。', liubiao:'刘表,字景升,山阳郡高平(今山东微山)人。东汉末年名士,汉室宗亲,荆州牧,汉末群雄之一。', zhonghui:'字士季。魏名将,太傅钟繇之子。公元263年,他与邓艾带兵攻打蜀国,最终导致蜀国灭亡。之后钟会设计害死邓艾,联合姜维准备自立,最终因部下反叛失败,与姜维一同死于兵变。', wangyi:'益州刺史赵昂之妻,赵英、赵月之母。马超作乱凉州时,王异协助丈夫守城,多有功勋,自马超攻冀城至祁山坚守,赵昂曾出奇计九条,王异皆有参与。', guanzhang:'关兴,名将关羽之子,继承了父亲汉寿亭侯的爵位。年少时即受诸葛亮器重,在蜀汉担任侍中、中监军之职,后在夷陵之战中报了杀父之仇。张苞,张飞的长子,使用父亲的家传蛇矛为兵器,勇猛剽悍不弱其父。', madai:'名将马超的从弟。早年他曾经从曹操手中死里逃生,后跟随马超大战曹操。后在诸葛亮病逝后受杨仪派遣斩杀了蜀将魏延。曾率领军队出师北伐,被魏将牛金击败而退还。', caochong:'字仓舒,曹操之子。从小聪明仁爱,与众不同,深受曹操喜爱。留有“曹冲称象”的典故。曹操几次对群臣夸耀他,有让他继嗣之意。可惜曹冲在建安十三病逝,年仅13岁。', guohuai:'魏国名将,夏侯渊战死时郭淮收集残兵,与杜袭共推张郃为主将而得以稳定局势。曹丕称帝后,赐郭淮爵关内侯,又任镇西长史。诸葛亮伐魏时,郭淮料敌准确,多立战功,而后亦曾击退姜维。', manchong:'初在曹操手下任许县县令,掌管司法,以执法严格著称;转任汝南太守,开始参与军事,曾参与赤壁之战。后关羽围攻樊城,满宠协助曹仁守城,劝阻了弃城而逃的计划,成功坚持到援军到来。曹丕在位期间,满宠驻扎在新野,负责荆州侧的对吴作战。曹叡在位期间,满宠转任到扬州,接替曹休负责东侧对吴作战,屡有功劳。', guanping:'关平是关羽在战乱中所收之义子。关羽脱离曹军后,与刘备于关定家中重逢,关定欲使年仅十八岁的关平随关羽同行,刘备便主张让关羽与关平结为义父子。自此后关平随侍在关羽身边,一生东征西讨。他武勇过人,不逊乃父,曾跟随刘备出征西川,立下战功,后来又与曹魏猛将庞德大战三十回合,不分胜负。', jianyong:'简雍为刘备同乡,年少时与刘备相识。黄巾之乱时,刘备加入对抗黄巾军的战争,简雍便跟随他奔走。常作为谈客,往来使命,刘备围成都时简雍作为刘备使臣成功劝说刘璋投降。简雍擅于辩论、议事。性情简单直接、不拘小节。', liufeng:'刘备义子。性格刚猛,气力过人。随赵云、张飞等扫荡西川,颇有战功,而后又统领孟达攻取上庸,深为刘备信任。但是后来关羽北伐曹魏,多次要求刘封起兵相助,刘封不从。而后又侵凌孟达,迫其降魏。孟达与魏徐晃共袭刘封,并劝刘封投降,刘封不降,又遭部下叛变,败归成都。刘备在诸葛亮的建议下赐死刘封,刘封自裁,刘备深表痛惜。', panzhangmazhong:'马忠为潘璋部将。于麦城之战中设伏擒获关羽及关平。刘备伐吴时,马忠随潘璋等往拒,突袭射伤蜀将黄忠,导致黄忠阵亡。不久,潘璋为关兴所杀,马忠领兵围击,击退张苞援军。后降将糜、傅发动兵变,刺杀了马忠,将首级献于刘备。', yufan:'虞翻初在会稽被太守王朗任命为功曹,曾劝谏王朗躲开孙策未果。后孙策占江东仍任命他为功曹。吕蒙袭取荆州时,虞翻提醒其躲过了埋伏,成功占领城池。后因为直言进谏被孙权发配到交州。', zhuran:'吴国著名将领,吕蒙白衣渡江取荆州,朱然协助潘璋捉住了关羽。黄武元年,刘备兵伐东吴,朱然与孙桓抵抗刘备大军。后又参加夷陵之战,追击刘备,被前来接应的赵云一枪刺死。', fuhuanghou:'执金吾伏完之女,汉献帝的皇后,后因怨恨曹操诛董承,与父伏完密谋曹操,事情泄漏,曹将伏皇后禁闭冷宫逼其自缢,所生二位皇子亦被鸩杀。', liru:'董卓的首席谋士,为董卓所亲信,大小事宜皆与其商议。董卓趁乱进京、说降吕布、废立皇帝、迁都长安等举动,均离不开李儒的参谋之功,并奉命毒杀皇帝刘辩。李傕被曹操击败后,李儒从此不知所踪,消失在历史长河中。', caozhen:'曹操族子,官至大将军、大司马。其父为曹操招募人马时被州郡所杀,曹操因怜悯曹真少年丧父而待其如亲子一般,因赞赏曹真的勇猛而让他率领虎豹骑。曹真在镇守曹魏西北边境时表现突出,魏文帝时期督众将大破羌胡联军,平定河西;魏明帝时期屡次对抗诸葛亮的北伐。', hanhaoshihuan:'韩浩和史涣都以忠勇著称,两人皆是曹操心腹将领,共同掌管禁兵。', chenqun:'陈群一直位居要职,先后受曹操、曹丕托孤,成为魏国重臣,官至司空。其子陈泰,亦是魏国后期名将。最大的贡献为创立了九品中正制,为后期的人才选拔和管理打好了基础。', wuyi:'初为益州牧刘璋的部将,刘备进攻益州时,泠苞在雒城大败,吴懿自告奋勇,领兵前往救援。不料被赵云和张飞生擒,吴懿于是归降。刘备自称汉中王,迎娶吴懿之妹。诸葛亮出师北伐,吴懿以左将军、高阳侯的身份跟随出征,屡立战功。诸葛亮逝世后,吴懿随姜维一并镇守汉中。', zhoucang:'原为张宝部将。关羽千里走单骑时,周仓投降关羽,成为了关羽的贴身护卫。建安十六年(公元211年),刘备攻打成都时,周仓跟随关羽镇守荆州。关羽水淹七军时,周仓曾生擒魏军的立义将军庞德,关羽被孙权斩首之后,周仓在麦城大哭失声,拔剑自刎而死。', zhangsong:'刘璋的部下,长相丑陋但有过目不忘的本领。张松奉命出使许都被曹操赶出,归蜀时为刘备所厚待,于是将西川地理图献予刘备,劝刘备取益州,愿为内应,并派好友孟达、法正帮助刘备。', sunluban:'孙权之女。孙鲁班与孙权二子孙和不睦。孙权长子孙登死后,孙和被立为太子。孙鲁班向孙权进谗言废孙和太子之位,孙和被废后忧愤而死。', zhuhuan:'字休穆,吴郡吴县(今江苏苏州)人,吴国名将,官至前将军、青州牧,假节,封为嘉兴侯。有一子朱异。', guyong:'为蔡邕之徒。其为人少言语,不饮酒,严厉正大,被张纮推荐仕于孙权。孙权任命他为会稽郡丞,行太守事,后不断升迁,官至吴国丞相。顾雍为官,多进良言,有功于吴。', jushou:'袁绍帐下谋士。史载他“少有大志,擅于谋略”。曾为冀州别驾,举茂才,并当过两次县令。后来又当韩馥别驾,被韩馥表为骑都尉。袁绍占据冀州后任用沮授为从事。经常对袁绍提出良策,但很多时候袁绍并不听从。官渡之战时袁绍大败,沮授未及逃走,被曹操所获,因拒降被曹操处死。', caifuren:'原是刘表的小妾,正室死后,成为了刘表的后妻。因刘琮娶了自己的侄女所以对其偏爱有加。刘备客居荆州时险些受其所害。刘表死后为了让刘琮即位不惜献州于曹操。', caorui:'魏文帝曹丕长子,曹魏第二位皇帝。在位期间指挥曹真、司马懿等人成功防御了吴、蜀的多次攻伐,并且平定鲜卑,攻灭公孙渊,颇有建树。', caoxiu:'曹操族子,曹操大宴铜雀台之时,射箭夺袍。曹休随曹操四处征伐,在攻蜀汉中之战,伐吴濡须口之战均有登场,曾放冷箭射倒凌统的马匹,后又协助夏侯惇平息洛阳纵火叛乱,总管御林兵马,协助曹丕代汉。', zhongyao:'初为长安郡守,马超反叛时,引军攻打长安,钟繇率军防卫。后城破,钟繇从东门弃城而走,退守潼关。后奉献帝令繇草拟诏令,册立曹操为魏王,曹操以钟繇为相国。明帝即位时,钟繇为太傅。诸葛亮北伐,钟繇举荐司马懿前往抵御。', liuchen:'刘禅第五子,自幼聪明,英敏过人。魏军兵临城下时,刘禅准备投降,刘谌劝阻刘禅投降不成后悲愤不已,遂自杀于昭烈庙。', xiahoushi:'夏侯渊从女,夏侯霸从妹,出城拾柴时被张飞所得,取其为妻。后生有二女,其中一人为星彩。', zhangyi:'曾随诸葛亮南征孟获,七擒孟获的战斗中立下赫赫战功,与祝融夫人单挑。诸葛亮病死五丈原,告诉姜维张嶷忠贞勇猛,经验丰富,是可以依靠的武将,后于征伐魏国时为掩护姜维撤退阵亡。', sunxiu:'孙权第六子,孙綝发动政变罢黜孙亮后,迎立孙休为帝。后孙綝专权,孙休遣使丁奉等人将其诛杀。孙休在位期间,颁布良制,嘉惠百姓,促进了东吴的繁荣。', zhuzhi:'孙坚旧将,朱然嗣父,孙坚阵亡后,孙策附袁术,朱治、吕范为之定计,用玉玺向袁术借兵夺取江东。孙策平定东路后,任命朱治为吴郡太守,收军返回江东。后来赤壁之战,大都督周瑜令朱治、吕范为四方巡警使,催督六郡官军。', quancong:'吴国名将,孙策进兵江东时归顺之,深得孙权赏识,孙权甚至将孙鲁班许配之。', gongsunyuan:'辽东太守公孙度之孙,辽东割据首领。趁魏、吴骚乱之际自称燕王,发动叛乱,与魏对抗。败给司马懿率领的讨伐大军,被围困后乞降不被接受,与子修在欲出城逃跑时被斩杀。', guotufengji:'两人均是袁绍帐下谋士。曾联手献计,利用公孙瓒攻击韩馥,又劝说韩馥请袁绍抵挡公孙瓒,终替袁绍拿下冀州。官渡之战期间,两人进谗逼反张郃高览,逼死田丰。使得袁绍的实力大损。', guohuanghou:'明元郭皇后(并非郭女王),在三国志有正传。曹叡夫人,曹丕的儿媳妇,曹芳,曹髦,曹奂三朝太后,是唯一经历了曹魏全部皇帝时代的贵族女性。曹魏后三帝时期,由于皇帝年少,太后与重臣一同处理政务。史书上对郭皇后有两种截然不同的记载,一种是曹芳被废和曹髦死后郭太后发诏书斥责他们不配人君,另一种却提及曹芳被夺权期间,太后与曹芳相拥而泣,曹髦讨伐司马昭前,曾向太后禀报。', liyan:'字正方,蜀汉重臣。初为刘表部下,曹操入主荆州时,李严西奔入蜀。刘备入川,李严率众投降,深得刘备器重,受命与诸葛亮、法正等人一同编制《蜀科》,又率军平定了蜀中盗贼。白帝城托孤,与诸葛亮共受遗诏同扶幼主。其人性格矜高难近,终因督粮不利且谎报实情而被流放,后在当地去世。', sundeng:'字子高,孙权长子。孙权称帝后其被立为太子,受诸葛恪等人辅佐。其人性情温和而能礼贤下士,加之爱民如子,因此深受爱戴。曾劝服孙权在孙虑之死时节哀,并劝谏孙权勿用吕壹苛政。后不幸早逝,临终前上书建言,推荐了多位良臣。其亡故令孙权极为悲伤,也为南鲁党争的祸乱埋下了伏笔。', liuyu:'伯安,幽州牧,汉室宗亲。在幽州两度任职,颇有威望。张纯、张举叛乱,刘虞恩威并施将其平定,又鼓励农商,大大改善了当地经济民生,青徐二州流民纷纷前来避难。后坚拒袁绍等人立其为帝的请求,派兵迎接献帝,却为袁术所扣,并因此事激化了与公孙瓒的矛盾,最终被击败,为其所害。', cenhun:'岑昏为宦官,官列中常侍,孙皓即位后得到宠幸。280年,晋龙骧将军王濬率军伐吴,岑昏建议以铁锁链封锁长江,阻挡晋军进攻。王濬以火船烧锁链破其计,沿途东吴将士或死或降。群臣上奏东吴衰败之因在于岑昏,将他与蜀汉的黄皓并列为误国之奸臣。', sunziliufang:'孙资在曹操手下历任县令,参丞相军事;刘放曾有劝王松归顺曹操之举,为曹操所欣赏,遂招为司空府官,又外放历任几处县令。魏国初建之际,孙资与刘放俱任秘书郎。曹丕继位后,二人一同掌握机密。曹睿病危时,二人力荐曹爽,又推荐招回司马懿辅政。最后,曹睿独召曹爽、司马懿、刘放、孙资同受诏命,而免去曹宇、夏侯献、曹肇、秦朗的官职。', huanghao:'宦官。为后主刘禅所宠,专秉朝政。黄皓与大将军姜维不睦,维启后主杀之,后主不从。皓阴以心腹阎宇替维。景耀六年,蜀亡,邓艾预欲杀之,皓贿赂左右得免。及后主迁洛阳,皓为司马昭凌迟处死。', zhangrang:'汉中常侍。同赵忠、曹节、段珪等为“十常侍”,为灵帝所宠。让等专权乱政、卖官索财,朝野皆痛恨之。郎中张钧上书奏请诛杀十常侍,帝不允,让等阴杀钧。及灵帝崩,大将军何进欲杀让等,让阴结何太后,招进入宫,斩杀之。部将袁绍引兵攻让,让等劫帝走河上。追急,让投水自尽。', jikang:'嵇(jī)康(224年-263年,一作223年-262年),字叔夜。谯国铚县(今安徽省濉溪县)人。三国时期曹魏思想家、音乐家、文学家。
嵇康幼年聪颖,博览群书,广习诸艺,又喜爱老庄学说。身长七尺八寸,容止出众。后娶魏武帝曹操曾孙女长乐亭主为妻,拜郎中,调中散大夫,世称“嵇中散”。后隐居不仕,屡拒为官。因得罪司隶校尉钟会,遭其构陷,而被掌权的大将军司马昭处死,时年四十岁。', xinxianying:'辛氏(191年—269年),字宪英,祖籍陇西,颍川阳翟(今河南禹州)人。魏晋时期著名才女,曹魏侍中辛毗之女,卫尉羊耽之妻。辛宪英聪朗有才鉴,曾劝弟辛敞尽忠职守,预言钟会将会叛乱。泰始五年(公元269年),辛宪英逝世,享年七十九岁。', wuxian:'穆皇后吴氏(?—245年),陈留(今河南开封)人,车骑将军吴懿之妹,三国时期蜀汉昭烈帝刘备的皇后。
吴氏早年丧父,其父生前与刘焉交情深厚,所以全家跟随刘焉来到蜀地。后刘焉听相面者说吴氏有大贵之相,于是为儿子刘瑁迎娶吴氏。刘瑁死后,吴氏成为寡妇。
建安十九年(214年),刘备平定益州,纳吴氏为夫人。建安二十四年(219年),刘备自称汉中王,立吴氏为汉中王后。章武元年(221年),刘备称帝,建立蜀汉,立吴氏为皇后。章武三年(223年),刘备去世,太子刘禅即位,尊嫡母吴氏为皇太后。延熙八年(245年),吴氏去世,谥号穆皇后,葬入刘备的惠陵。', qinmi:'秦宓(?-226年),字子敕。广汉郡绵竹县(今四川德阳北)人。三国蜀汉时大臣、学者。秦宓善舌辩。早年仕于益州牧刘璋麾下,后降刘备。刘备伐吴时,秦宓劝阻,刘备大怒,欲杀秦宓。因诸葛亮及时求情,才保住性命,仅被下狱,后被释放,拜左中郎将、长水校尉。吴蜀同盟后,孙权派张温至成都回访。酒宴之上,秦宓与张温舌战,说得张温无言以对。后官至大司农。建兴四年(226年),秦宓病逝。', xushi:'徐氏,孙权之弟孙翊的妻子,著名烈女。孙翊的部下妫览、戴员买通家将边鸿将孙翊杀死,并将全部罪责推给边鸿,又谋杀了前来查问的太守孙河。徐夫人一面用美人计色诱妫览、戴员,令其放松警惕;一面对孙翊生前亲信孙高、傅婴说明真相并晓以大义,最终成功地在内室中将杀夫凶手妫览、戴员诛杀。', xuezong:'薛综(?―243年),字敬文,沛郡竹邑(今安徽濉溪)人,三国时期吴国名臣。少时避乱至交州,师从刘熙。士燮归附孙权,召其为五官中郎将,出任合浦、交阯太守。后从征至九真,回朝任谒者仆射。232年,升任尚书仆射。240年,改任选曹尚书。242年,担任太子少傅,兼任选部职任。243年,薛综去世。薛综是当时名儒,著有诗赋难论数万言,集为《私载》,并著有《五宗图述》、《二京解》。', caiyong:'蔡邕(133年-192年),字伯喈。陈留郡圉县(今河南杞县南)人。东汉时期名臣,文学家、书法家,才女蔡文姬之父。蔡邕早年拒朝廷征召之命,后被征辟为司徒掾属,任河平长、郎中、议郎等职,曾参与续写《东观汉记》及刻印熹平石经。后因罪被流放朔方,几经周折,避难江南十二年。董卓掌权时,强召蔡邕为祭酒。三日之内,历任侍御史、治书侍御史、尚书、侍中、左中郎将等职,封高阳乡侯,世称“蔡中郎”。董卓被诛杀后,蔡邕因在王允座上感叹而被下狱,不久便死于狱中,年六十。', caojie:'曹节(196年―260年),沛国谯县(今安徽亳州)人,汉献帝刘协第二任皇后,魏武帝曹操的女儿。建安十八年(213年),曹操将女儿曹宪、曹节、曹华三姐妹同时入宫中,封为夫人。建安十九年(214年),并封为贵人。曹操废掉汉献帝第一位皇后伏寿,将她囚禁而死。曹操要汉献帝立曹节为皇后,汉献帝只得依从。建安二十五年(220年),曹操去世,曹丕袭封魏王位。曹丕授意华歆去逼汉献帝让位。曹节怒斥华歆,华歆只好退出宫去。第二天又逼汉献帝将帝位禅让给曹丕。并以武力威胁,向曹节索要玺印,曹节无奈,将玺印掷于栏板之下。面对曹丕篡位,她极为愤怒,高喊:“老天有眼,决不让你长久!”汉献帝被废为山阳公,曹节为山阳公夫人。景元元年(260年),曹节病逝,仍以汉朝礼仪合葬于献帝的禅陵,谥号献穆皇后。', }, perfectPair:{ wuguotai:['sunjian','sunshangxiang'], zhangchunhua:['simayi'], caozhi:['zhenji'], xunyou:['xunyu'], xushu:['liubei'], lingtong:['ganning'], chengong:['lvbu'], bulianshi:['sunquan'], fuhuanghou:['liuxie'], sunluban:['quancong'], caifuren:['liubiao'], xiahoushi:['zhangfei'], zhoucang:['guanyu'], guanping:['guanyu'], sundeng:['sunquan'], liru:['dongzhuo'], liuchen:['liushan'], yujin:['xiahoudun'], fazheng:['liubei'], wuguotai:['sunjian'], }, skill:{ "new_qingxian":{ group:["qingxian_draw"], enable:"phaseUse", audio:"qingxian", usable:1, position:'he', filterTarget:function (card,player,target){ return target!=player; }, complexCard:true, complexSelect:true, selectTarget:function (){ return ui.selected.cards.length; }, filterCard:true, selectCard:function (){ var player=_status.event.player; return [1,player.hp]; }, check:function (cardx){ var player=_status.event.player; var number=game.countPlayer(function(target){ if(player==target) return false; var pe=player.countCards('e',function(card){ return card!=cardx&&ui.selected.cards.contains(card)==false; }); var te=target.countCards('e'); if(pe>te&&target.isDamaged()&&get.attitude(player,target)>2) return true; else if(pe==te&&get.attitude(player,target)>2) return true; else if(pete) return "回复体力"; else if(pe==te) return "摸一张牌"; else if(pete) target.recover(); else if(pe==te) target.draw(); else if(pete&&target.isDamaged()) return 2; else if(pe==te) return 1; else if(pe0){ for(var i=0;i
  • 已对'+str+'发动过〖残韵〗'); } return str2; }, }, mark:true, enable:"phaseUse", usable:1, check:function (cardx){ var player=_status.event.player; var number=game.countPlayer(function(target){ if(player==target) return false; var pe=player.countCards('e',function(card){ return card!=cardx&&ui.selected.cards.contains(card)==false; }); var te=target.countCards('e'); if(pe>te&&target.isDamaged()&&get.attitude(player,target)>2) return true; else if(pete) return "回复体力"; else if(pe==te) return "摸一张牌"; else if(pete) target.recover(); else if(pe==te) target.draw(); else if(pete&&target.isDamaged()) return 2; else if(pe==te) return 1; else if(pecurrent.hp; }); }, direct:true, content:function (){ 'step 0' player.chooseTarget(get.prompt2('zhenjun'),function(card,player,target){ return target.countCards('h')>target.hp; }).ai=function(target){ return -get.attitude(_status.event.player,target)*(target.countCards('e')+1); }; 'step 1' if(result.bool){ var target=result.targets[0]; event.target=target; var num=target.countCards('h')-target.hp; player.line(target,'thunder'); player.logSkill('zhenjun',target); player.discardPlayerCard(num,target,true); } 'step 2' if(result.cards&&result.cards.length){ event.num=0; event.num2=result.cards.length; for(var i=0;i0){ var prompt='弃置'+get.cnNumber(event.num)+'张牌,或令'+get.translation(event.target)+'摸'+get.cnNumber(event.num2)+'张牌'; player.chooseToDiscard(event.num,prompt,'he').ai=function(card){ return 5-get.value(card); } } else event.finish(); } else event.finish(); 'step 3' if(!result.bool){ event.target.draw(event.num2); } }, }, fenli:{ audio:2, group:['fenli_draw','fenli_use','fenli_discard'], subSkill:{ draw:{ audio:'fenli', trigger:{player:'phaseDrawBefore'}, prompt:'是否发动【奋励】跳过摸牌阶段?', filter:function(event,player){ return player.isMaxHandcard(); }, check:function(event,player){ if(player.storage.pingkou) return false; return game.hasPlayer(function(current){ return get.attitude(player,current)<0&¤t.hp==1&&get.damageEffect(current,player,player)>0; }); }, content:function(){ trigger.cancel(); } }, use:{ audio:'fenli', trigger:{player:'phaseUseBefore'}, prompt:'是否发动【奋励】跳过出牌阶段?', filter:function(event,player){ return player.isMaxHp(); }, check:function(event,player){ if(!player.needsToDiscard()||(player.countCards('e')&&player.isMaxEquip())) return true; if(player.storage.pingkou) return false; return game.hasPlayer(function(current){ return get.attitude(player,current)<0&¤t.hp==1&&get.damageEffect(current,player,player)>0; }); }, content:function(){ trigger.cancel(); } }, discard:{ audio:'fenli', trigger:{player:'phaseDiscardBefore'}, prompt:'是否发动【奋励】跳过弃牌阶段?', filter:function(event,player){ return player.isMaxEquip()&&player.countCards('e'); }, content:function(){ trigger.cancel(); } } }, ai:{ combo:'pingkou' } }, pingkou:{ audio:2, group:['pingkou_init','pingkou_count'], subSkill:{ init:{ trigger:{player:'phaseBegin'}, silent:true, content:function(){ player.storage.pingkou=0; } }, count:{ trigger:{player:[ 'phaseJudgeCancelled','phaseJudgeSkipped', 'phaseDrawCancelled','phaseDrawSkipped', 'phaseUseCancelled','phaseUseSkipped', 'phaseDiscardCancelled','phaseDiscardSkipped' ]}, silent:true, content:function(){ player.storage.pingkou++; console.log(event.triggername,trigger.name) } } }, trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return player.storage.pingkou>0; }, content:function(){ 'step 0' player.chooseTarget([1,player.storage.pingkou],get.prompt2('pingkou'),function(card,player,target){ return target!=player; }).set('ai',function(target){ var player=_status.event.player; return get.damageEffect(target,player,player); }); 'step 1' if(result.bool){ player.logSkill('pingkou',result.targets); event.targets=result.targets.slice(0).sortBySeat(); } else{ event.finish(); } 'step 2' if(event.targets&&event.targets.length){ event.targets.shift().damage(); event.redo(); } }, ai:{ combo:'fenli', effect:{ target:function(card){ if(card.name=='lebu'||card.name=='bingliang') return 0.5; } } } }, xinanguo:{ audio:'anguo', enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ if(player==target) return false; if(player.isMinHandcard()||target.isMinHandcard()) return true; if(player.isMinEquip()||target.isMinEquip()) return true; if((player.isMinHp()&&player.isDamaged())||(target.isMinHp()&&target.isDamaged())) return true; return false; }, content:function(){ 'step 0' if(target.isMinHandcard()){ target.draw(); event.h=true; } if(target.isMinHp()&&target.isDamaged()){ target.recover(); event.hp=true; } event.equip=get.cardPile(function(card){ return get.type(card)=='equip'&&!target.isDisabled(get.subtype(card)); }); if(target.isMinEquip()&&event.equip){ target.chooseUseTarget(event.equip,'noanimate','nopopup',true); event.e=true; } 'step 1' if(!event.h&&player.isMinHandcard()){ player.draw(); } if(!event.hp&&player.isMinHp()&&player.isDamaged()){ player.recover(); } if(!event.e&&player.isMinEquip()&&event.equip){ player.chooseUseTarget(event.equip,'noanimate','nopopup',true); } }, ai:{ threaten:1.6, order:9, result:{ player:function(player,target){ if(get.attitude(player,target)<=0){ if(target.isMinHandcard()||target.isMinEquip()||target.isMinHp()) return -1; } var num=0; if(player.isMinHandcard()||target.isMinHandcard()) num++; if(player.isMinEquip()||target.isMinEquip()) num++; if((player.isMinHp()&&player.isDamaged())||(target.isMinHp()&&target.isDamaged())) num+=2.1; return num; } } } }, pindi:{ audio:2, enable:'phaseUse', filterTarget:function(card,player,target){ if(player==target) return false; if(player.storage.pindi_target&& player.storage.pindi_target.contains(target)){ return false; } return true; }, filterCard:function(card,player){ if(player.storage.pindi_type&& player.storage.pindi_type.contains(get.type2(card))){ return false; } return true; }, subSkill:{ clear:{ trigger:{player:'phaseAfter'}, silent:true, content:function(){ delete player.storage.pindi_target; delete player.storage.pindi_type; } } }, group:'pindi_clear', check:function(card){ var num=_status.event.player.getStat('skill').pindi||0; return 6+num-get.value(card); }, position:'he', content:function(){ 'step 0' if(!player.storage.pindi_target){ player.storage.pindi_target=[]; } if(!player.storage.pindi_type){ player.storage.pindi_type=[]; } player.storage.pindi_target.push(target); player.storage.pindi_type.push(get.type2(cards[0])); event.num=player.getStat('skill').pindi; player.chooseControlList([ '令'+get.translation(target)+'摸'+get.cnNumber(event.num)+'张牌', '令'+get.translation(target)+'弃置'+get.cnNumber(event.num)+'张牌' ],function(){ return _status.event.choice; }).set('choice',get.attitude(player,target)>0?0:1); 'step 1' if(result.index==0){ target.draw(event.num); } else{ target.chooseToDiscard(event.num,'he',true); } 'step 2' if(target.isDamaged()){ player.link(true); } }, ai:{ order:8, threaten:1.8, result:{ player:function(player,target){ if(target.isEnemiesOf(player)&&!target.countCards('he')) return 0; return 1; } } } }, funan:{ audio:2, trigger:{global:['respondAfter','useCardAfter']}, filter:function(event,player){ if(!event.respondTo) return false; if(event.player==player) return false; if(player!=event.respondTo[0]) return false; if(get.itemtype(event.cards)!='cards') return false; if(['h','e','j'].contains(get.position(event.cards[0]))) return false; if(get.itemtype(event.respondTo[1])!='card') return false; if(['h','e','j'].contains(get.position(event.respondTo[1]))) return false; return true; }, logTarget:'player', check:function(event,player){ if(get.attitude(player,event.player)>=0) return true; if(player.hasSkill('funan_jiexun')) return true; if(event.cards.length>1) return true; return get.value(event.cards[0])>get.value(event.respondTo[1]); }, content:function(){ 'step 0' if(!player.hasSkill('funan_jiexun')){ trigger.player.gain(trigger.respondTo[1],'gain2'); trigger.player.addTempSkill('funan_use'); if(!trigger.player.storage.funan_use){ trigger.player.storage.funan_use=[]; } trigger.player.storage.funan_use.add(trigger.respondTo[1]); } 'step 1' player.gain(trigger.cards,'gain2'); }, subSkill:{ jiexun:{ mark:true, intro:{ content:'你发动“复难”时,无须令其他角色获得你使用的牌' }, }, use:{ onremove:true, mod:{ cardEnabled:function(card,player){ if(player.storage.funan_use&&player.storage.funan_use.contains(card)){ return false; } } } } } }, jiexun:{ audio:2, trigger:{player:'phaseEnd'}, // filter:function(event,player){ // return game.hasPlayer(function(current){ // return current.countCards('ej',{suit:'diamond'}); // }); // }, init:function(player){ player.storage.jiexun=0; }, onremove:true, direct:true, content:function(){ 'step 0' var num1=game.countPlayer(function(current){ return current.countCards('ej',{suit:'diamond'}); }); var num2=player.storage.jiexun; event.num1=num1; event.num2=num2; var str='令目标摸'+get.cnNumber(num1)+'张牌'; if(num2){ str+=',然后弃置'+get.cnNumber(num2)+'张牌;若目标因此法弃置了所有牌,则你失去“诫训”,然后你发动“复难”时,无须令其获得你使用的牌'; } player.chooseTarget(get.prompt('jiexun'),function(card,player,target){ return target!=player; }).set('ai',function(target){ return _status.event.coeff*get.attitude(_status.event.player,target); }).set('coeff',num1>=num2?1:-1).set('prompt2',str); 'step 1' if(result.bool){ var target=result.targets[0]; event.target=target; player.logSkill('jiexun',target); if(event.num1){ target.draw(event.num1); } player.storage.jiexun++; } else{ event.finish(); } 'step 2' if(event.num2){ event.target.chooseToDiscard(event.num2,true,'he'); } else{ event.finish(); } 'step 3' if(!event.target.countCards('he')){ player.removeSkill('jiexun'); player.addSkill('funan_jiexun'); } } }, zhuandui:{ audio:2, group:['zhuandui_respond','zhuandui_use'], subSkill:{ use:{ audio:"zhuandui", trigger:{player:'shaBegin'}, check:function(event,player){ return get.attitude(player,event.target)<0; }, filter:function(event,player){ return player.canCompare(event.target); }, logTarget:'target', content:function(){ 'step 0' player.chooseToCompare(trigger.target); 'step 1' if(result.bool){ trigger.directHit=true; } } }, respond:{ audio:"zhuandui", trigger:{target:'shaBegin'}, check:function(event,player){ return get.effect(player,event.card,event.player,player)<0; }, filter:function(event,player){ return player.canCompare(event.player); }, logTarget:'player', content:function(){ 'step 0' player.chooseToCompare(trigger.player); 'step 1' if(result.bool){ trigger.cancel(); } } } }, ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='sha'&¤t<0) return 0.7; } } } }, tianbian:{ audio:2, enable:"chooseCard", check:function(event,player){ var player=_status.event.player; return (!player.hasCard(function(card){ var val=get.value(card); return val<0||(val<=4&&card.number>=11); },'h'))?20:0; }, filter:function(event){ return event.type=='compare'&&!event.directresult; }, onCompare:function(player){ return get.cards(); }, group:'tianbian_number', subSkill:{ number:{ trigger:{player:'compare',target:'compare'}, filter:function(event,player){ if(event.iwhile) return false; if(event.player==player){ return get.suit(event.card1)=='heart';//&&event.card1.vanishtag.contains('tianbian'); } else{ return get.suit(event.card2)=='heart';//&&event.card2.vanishtag.contains('tianbian'); } }, silent:true, content:function(){ game.log(player,'拼点牌点数视为','#y13'); if(player==trigger.player){ trigger.num1=13; } else{ trigger.num2=13; } } } } }, jianzheng:{ audio:2, trigger:{global:'useCard'}, filter:function(event,player){ if(!player.countCards('h')) return false; return event.player!=player&&event.card.name=='sha'&&!event.targets.contains(player)&& get.distance(event.player,player,'attack')<=1; }, direct:true, content:function(){ "step 0" var effect=0; for(var i=0;i0){ if(get.color(trigger.card)!='black'){ effect=0; } else{ effect=1; } if(trigger.targets.length==1){ if(trigger.targets[0].hp==1){ effect++; } if(effect>0&&trigger.targets[0].countCards('h')0){ effect+=6; } } player.chooseCard('h',get.prompt2('jianzheng',trigger.player)).set('ai',function(card){ if(_status.event.effect>=0){ var val=get.value(card); if(val<0) return 10-val; return _status.event.effect-val; } return 0; }).set('effect',effect).set('logSkill',['jianzheng',trigger.player]); "step 1" if(result.bool&&result.cards){ event.card=result.cards[0]; trigger.targets.length=0; trigger.untrigger(); } else{ event.finish(); } "step 2" if(!event.isMine()) game.delayx(); "step 3" if(event.card){ player.logSkill('jianzheng',trigger.player); player.lose(result.cards,ui.special); game.broadcastAll(function(player){ var cardx=ui.create.card(); cardx.classList.add('infohidden'); cardx.classList.add('infoflip'); player.$throw(cardx,1000,'nobroadcast'); },player); } "step 4" if(event.card){ event.card.fix(); ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild); } "step 5" if(get.color(trigger.card)!='black'){ trigger.targets.push(player); trigger.player.line(player); game.delay(); trigger.trigger('useCard'); } } }, qingxian:{ audio:2, group:['qingxian_jilie','qingxian_rouhe'], ai:{ threaten:0.8, maixie:true, maixie_hp:true, maixie_defend:true, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(target.hp>1&&target.hasFriend()) return 0.8; } } } }, subSkill:{ rouhe:{ audio:'qingxian', trigger:{player:'recoverEnd'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('qingxian'),function(card,player,target){ return target!=player; }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(target.isHealthy()&&att>0) return 0; if(target.hp==1&&att!=0){ if(att>0) return 9; else return 10; } else{ return Math.sqrt(Math.abs(att)); } }).set('prompt2','当你回复体力后,你可以令一名其他角色执行一项:失去1点体力,随机使用一张装备牌;回复1点体力,弃置一张装备牌。若其以此法使用或弃置的牌为梅花,你回复1点体力'); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('qingxian',target); event.insert(lib.skill.qingxian.content_choose,{target:target,player:player}); } } }, jilie:{ audio:'qingxian', trigger:{player:'damageEnd'}, filter:function(event,player){ return event.source&&event.source.isIn(); }, check:function(event,player){ if(get.attitude(player,event.source)>0&&event.source.isHealthy()){ return false; } return true; }, logTarget:'source', prompt2:'当你受到伤害后,你可以令伤害来源执行一项:失去1点体力,随机使用一张装备牌;回复1点体力,弃置一张装备牌。若其以此法使用或弃置的牌为梅花,你回复1点体力', content:function(){ event.insert(lib.skill.qingxian.content_choose,{target:trigger.source,player:player}); } } }, content_choose:function(){ 'step 0' if(target.isHealthy()){ event._result={index:0} } else{ var index; if(get.attitude(player,target)>0){ index=1; } else{ index=0; } player.chooseControlList( ['令'+get.translation(target)+'失去1点体力,随机使用一张装备牌', '令'+get.translation(target)+'回复1点体力,弃置一张装备牌'], true,function(event,player){ return _status.event.index; }).set('index',index); } 'step 1' if(result.index==0){ target.loseHp(); event.card=get.cardPile(function(card){ return get.type(card)=='equip'&&!target.isDisabled(get.subtype(card)); }); if(event.card){ target.chooseUseTarget(event.card,'noanimate','nopopup',true); event.goto(3); } else{ event.finish(); } } else{ target.recover(); if(target.countCards('he',{type:'equip'})){ target.chooseToDiscard('he',true,'弃置一张装备牌',function(card){ return get.type(card)=='equip'; }).set('ai',function(card){ var val=-get.value(card); if(get.suit(card)=='club'){ val+=_status.event.att*10; } return val; }).set('att',get.sgnAttitude(target,player)); } else{ event.finish(); } } 'step 2' if(result&&result.cards){ event.card=result.cards[0]; } 'step 3' if(event.card&&get.suit(event.card)=='club'){ player.draw(); } } }, juexiang:{ audio:2, trigger:{player:'die'}, direct:true, forceDie:true, skillAnimation:true, animationColor:'thunder', content:function(){ 'step 0' player.chooseTarget(get.prompt2('juexiang'),function(card,player,target){ return target!=player; }).set('forceDie',true).set('ai',function(target){ return get.attitude(_status.event.player,target)/Math.sqrt(target.hp+1); }); 'step 1' if(result.bool){ var target=result.targets[0] player.logSkill('juexiang',target); target.addSkill(lib.skill.juexiang.derivation.randomGet()); target.addTempSkill('juexiang_club',{player:'phaseBegin'}); } }, derivation:['juexiang_ji','juexiang_lie','juexiang_rou','juexiang_he'], subSkill:{ ji:{ audio:1, mark:true, nopop:true, intro:{ content:'info' }, trigger:{player:'damageEnd'}, filter:function(event,player){ return event.source&&event.source.isIn()&&event.source!=player; }, check:function(event,player){ return get.attitude(player,event.source)<0; }, logTarget:'source', content:function(){ trigger.source.loseHp(); var card=get.cardPile(function(card){ return get.type(card)=='equip'; }); if(card){ trigger.source.chooseUseTarget(card,'noanimate','nopopup',true); } }, ai:{ maixie_defend:true, } }, lie:{ audio:1, mark:true, nopop:true, intro:{ content:'info' }, trigger:{player:'recoverEnd'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt2('juexiang_lie'),function(card,player,target){ return target!=player; }).set('ai',function(target){ return -get.attitude(player,target)/(1+target.hp); }); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('juexiang_lie',target); target.loseHp(); var card=get.cardPile(function(card){ return get.type(card)=='equip'; }); if(card){ target.chooseUseTarget(card,true,'noanimate','nopopup',true); } } } }, rou:{ audio:1, mark:true, nopop:true, intro:{ content:'info' }, trigger:{player:'damageEnd'}, filter:function(event,player){ return event.source&&event.source.isIn()&&event.source!=player; }, check:function(event,player){ var att=get.attitude(player,event.source); if(player.isHealthy()){ return att<0; } else{ return att>0 } }, logTarget:'source', content:function(){ trigger.source.recover(); if(trigger.source.countCards('he',{type:'equip'})){ trigger.source.chooseToDiscard('he',true,'弃置一张装备牌',function(card){ return get.type(card)=='equip'; }); } }, ai:{ maixie_defend:true, } }, he:{ audio:1, mark:true, nopop:true, intro:{ content:'info' }, trigger:{player:'recoverEnd'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt2('juexiang_he'),function(card,player,target){ return target!=player; }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(target.isHealthy()&&target.countCards('he')){ return -att; } else{ return 10*att/(1+target.hp); } }); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('juexiang_he',target); target.recover(); if(target.countCards('he',{type:'equip'})){ target.chooseToDiscard('he',true,'弃置一张装备牌',function(card){ return get.type(card)=='equip'; }); } } } }, club:{ mark:true, nopop:true, intro:{ content:'info' }, mod:{ targetEnabled:function(card,player,target){ if(get.suit(card)=='club'&&player!=target){ return false; } } } } } }, bizhuan:{ audio:2, trigger:{player:'useCardAfter',target:'useCardToBegin'}, filter:function(event,player){ if(event.name!='useCard'&&event.player==event.target) return false; if(player.storage.bizhuan.length>=4) return false; return get.suit(event.card)=='spade'; }, init:function(player){ player.storage.bizhuan=[]; }, intro:{ content:'cards' }, frequent:true, content:function(){ var card=get.cards()[0]; ui.special.appendChild(card); player.$draw(card); game.delay(); player.storage.bizhuan.push(card); player.markSkill('bizhuan'); event.trigger("addCardToStorage"); }, mod:{ maxHandcard:function(player,num){ return num+player.storage.bizhuan.length; } } }, tongbo:{ trigger:{player:'phaseDrawAfter'}, direct:true, filter:function(event,player){ return player.storage.bizhuan&&player.storage.bizhuan.length&&event.num>0; }, locked:false, content:function(){ "step 0" var four=false; var nofour=!player.hasFriend(); if(player.storage.bizhuan.length==4){ var suits=['club','spade','heart','diamond']; var list=player.getCards('h').concat(player.storage.bizhuan); for(var i=0;i1){ if(val<=0) return 0.01; return val; } else{ return 0; } } } else{ if(val<0) return -10; if(_status.event.player.skipList.contains('phaseUse')){ return -val; } return val; } }).set('four',event.four).set('suits2',suits2).set('nofour',event.nofour); if(player==game.me&&!event.isMine()){ game.delay(0.5); } "step 3" player.gain(result.links,'fromStorage'); for(var i=0;i0){ event.finish(); } "step 5" event.cards=player.storage.bizhuan.slice(0); player.storage.bizhuan.length=0; player.unmarkSkill('bizhuan'); "step 6" if(event.cards.length>1){ player.chooseCardButton('将所有“书”交给任意名其他角色',true,event.cards,[1,event.cards.length]).set('ai',function(button){ if(ui.selected.buttons.length==0) return 1; return 0; }); } else if(event.cards.length==1){ event._result={links:event.cards.slice(0),bool:true}; } else{ event.finish(); } "step 7" if(result.bool){ for(var i=0;i0){ return att/(1+target.countCards('h')); } else{ return att/100; } }).set('enemy',get.value(event.togive[0])<0); } else{ event.finish(); } "step 8" if(result.targets.length){ result.targets[0].gain(event.togive,'draw'); player.line(result.targets[0],'green'); game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张','#g“书”'); event.goto(6); } }, ai:{ combo:'bizhuan' } }, shouxi:{ audio:2, trigger:{target:'shaBefore'}, direct:true, init:function(player){ if(!player.storage.shouxi) player.storage.shouxi=[]; }, content:function(){ 'step 0' var list=['sha','shan','tao','jiu','taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman','lebu','bingliang','shandian']; for(var i=0;i=0; }, content:function(){ 'step 0' event.list=game.filterPlayer(function(current){ return current.countCards('h')0; }, logTarget:'player', skillAnimation:true, animationColor:'wood', content:function(){ 'step 0' var list=[]; for(var i=0;i1) str+='中的一人'; return str; }, check:function(card){ if(card.name=='sha') return 5; return 8-get.value(card); }, content:function(){ "step 0" var targets=game.filterPlayer(function(current){ return current.hasSkill('wengua'); }); if(targets.length==1){ event.target=targets[0]; event.goto(2); } else if(targets.length>0){ player.chooseTarget(true,'选择【问卦】的目标',function(card,player,target){ return _status.event.list.contains(target); }).set('list',targets).set('ai',function(target){ var player=_status.event.player; return get.attitude(player,target); }); } else{ event.finish(); } "step 1" if(result.bool&&result.targets.length){ event.target=result.targets[0]; } else{ event.finish(); } "step 2" if(event.target){ player.logSkill('wengua',event.target); player.addTempSkill('wengua3','phaseUseEnd'); event.card=cards[0]; if(event.target!=player){ player.give(cards,event.target); } } else{ event.finish(); } "step 3" if(event.target.getCards('he').contains(event.card)){ event.target.chooseControlList('问卦','将'+get.translation(event.card)+'置于牌堆顶','将'+get.translation(event.card)+'置于牌堆底',event.target==player,function(){ if(get.attitude(event.target,player)<0) return 2; return 1; }); } else{ event.finish(); } "step 4" event.index=result.index; if(event.index==0||event.index==1){ event.target.lose(event.card,ui.special); game.broadcastAll(function(player){ var cardx=ui.create.card(); cardx.classList.add('infohidden'); cardx.classList.add('infoflip'); player.$throw(cardx,1000,'nobroadcast'); },event.target); } else event.finish(); "step 5" game.delay(); "step 6" event.card.fix(); if(event.index==1){ game.log(event.target,'将获得的牌置于牌堆底'); ui.cardPile.appendChild(event.card); if(ui.cardPile.childElementCount==1||player==event.target){ player.draw(); } else{ game.asyncDraw([player,target],null,null); } } else if(event.index==0){ game.log(player,'将获得的牌置于牌堆顶'); ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild); if(ui.cardPile.childElementCount==1||player==event.target){ player.draw('bottom'); } else{ game.asyncDraw([player,target],null,null,true); } } }, ai:{ order:2, threaten:1.5, result:{ player:function(player,target){ var target=game.findPlayer(function(current){ return current.hasSkill('wengua'); }); if(target){ return get.attitude(player,target); } } } } }, wengua3:{}, daiyan:{ audio:2, trigger:{player:'phaseEnd'}, direct:true, init:function(){ lib.onwash.push(function(){ delete _status.daiyan_notao; }); }, content:function(){ 'step 0' player.chooseTarget(get.prompt2('daiyan'),function(card,player,target){ return target!=player; }).set('ai',function(target){ var player=_status.event.player; var att=get.attitude(player,target); if(att>0){ if(_status.daiyan_notao){ return 0; } else{ if(target==player.storage.daiyan) return 0; return 2*att/Math.sqrt(1+target.hp); } } else{ if(_status.daiyan_notao){ if(target==player.storage.daiyan) return -3*att; return -att; } else{ return 0; } } }); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('daiyan',target); var tao=get.cardPile2(function(card){ return get.suit(card)=='heart'&&get.type(card)=='basic'; }); if(tao){ target.gain(tao,'gain2'); } else{ _status.daiyan_notao=true; } if(target==player.storage.daiyan){ target.loseHp(); } player.storage.daiyan=target; } else{ delete player.storage.daiyan; } }, ai:{ threaten:1.5, expose:0.2 } }, fumian:{ audio:2, trigger:{player:'phaseBegin'}, direct:true, content:function(){ 'step 0' if(player.storage.fumian_choice=='draw'){ player.chooseControlList(get.prompt('fumian'),'摸牌阶段多摸一张牌','使用红色牌可以多选择两个目标(限一次)',function(event,player){ if(player.hp==1||player.countCards('h')<=1) return 0; return 1; }); } else if(player.storage.fumian_choice=='red'){ player.chooseControlList(get.prompt('fumian'),'摸牌阶段多摸两张牌','使用红色牌可以多选择一个目标(限一次)',function(event,player){ return 0; }); } else{ player.chooseControlList(get.prompt('fumian'),'摸牌阶段多摸一张牌','使用红色牌可以多选择一个目标(限一次)',function(event,player){ if(player.hp==1||player.countCards('h')current.hp; }); }, filterCard:true, check:function(){ return Math.random(); }, discard:false, lose:false, filterTarget:function(card,player,target){ return target!=player&&target.countCards('h')>target.hp; }, content:function(){ 'step 0' player.showCards(cards); 'step 1' var num=target.countCards('h')-target.hp; if(num<=0){ event.finish(); return; } var hs=target.getCards('h').randomGets(num); target.showCards(hs); var colors=[]; var numbers=[]; for(var i=0;i=0||player.countCards('h')0) return '手牌上限+'+storage; if(storage<0) return '手牌上限'+storage; return '手牌上限无变化'; }, }, content:function(){ 'step 0' if(player.isHealthy()){ event.type=0; player.chooseBool(get.prompt('caishi'),'手牌上限+1,然后本回合你的牌不能对其他角色使用',function(event,player){ return player.skipList.contains('phaseUse')||!player.needsToDiscard(1); }); } else{ event.type=1; player.chooseControlList(get.prompt('caishi'),'手牌上限+1,然后本回合你的牌不能对其他角色使用','回复1点体力,然后本回合你的牌不能对自己使用',function(){ return 1; }); } 'step 1' if(event.type){ if(result.control!='cancel2'){ player.logSkill('caishi'); if(result.index==0){ player.addTempSkill('caishi2'); player.storage.caishi++; if(player.storage.caishi>=0){ player.unmarkSkill('zhongjian'); if(player.storage.caishi>0){ player.markSkill('caishi'); } } else{ player.updateMarks(); } } else if(result.index==1){ player.recover(); player.addTempSkill('caishi3'); } } } else{ if(result.bool){ player.logSkill('caishi'); player.addTempSkill('caishi2'); player.storage.caishi++; if(player.storage.caishi>=0){ player.unmarkSkill('zhongjian'); if(player.storage.caishi>0){ player.markSkill('caishi'); } } else{ player.updateMarks(); } } } }, mod:{ maxHandcard:function(player,num){ if(typeof player.storage.caishi=='number') return num+player.storage.caishi; }, } }, caishi2:{ mod:{ playerEnabled:function(card,player,target){ if(player!=target) return false; } } }, caishi3:{ mod:{ playerEnabled:function(card,player,target){ if(player==target) return false; } } }, ttt:{ mod:{ targetEnabled:function(card){ if(card.name=='tao') return false; } } }, jyzongshi:{ audio:2, trigger:{player:['chooseToCompareAfter','compareMultipleAfter'],target:['chooseToCompareAfter','compareMultipleAfter']}, filter:function(event,player){ if(event.preserve) return false; if(player==event.player){ if(event.card1.number>event.card2.number){ return !get.owner(event.card2); } else{ return !get.owner(event.card1); } } else{ if(event.card1.numberevent.card2.number){ return event.card2.name!='du'; } else{ return event.card1.name!='du'; } } else{ if(event.card1.numbertrigger.card2.number){ player.gain(trigger.card2,'gain2'); } else{ player.gain(trigger.card1,'gain2'); } } else{ if(trigger.card1.number0; }, content:function(){ 'step 0' var goon=true; if(get.attitude(player,trigger.player)>=-0.8) goon=false; else if(trigger.player.countCards('h')<=3) goon=false; else if(player.countCards('h','shan')==0) goon=false; var es=player.getCards('e'); var color=[]; for(var i=0;i0&&!_status.dying.length; }, init:function(player){ if(!player.storage.taoluan) player.storage.taoluan=[]; }, chooseButton:{ dialog:function(event,player){ var list=[]; for(var i=0;i0){ return 1+Math.random(); } return 0; } if(button.link[2]=='nanman'||button.link[2]=='wanjian'||button.link[2]=='taoyuan'||button.link[2]=='wugu'){ var eff=0; for(var i=0;i0){ return 1+Math.random(); } return 0; } return Math.random(); }, backup:function(links,player){ return { filterCard:true, audio:'taoluan', selectCard:1, popname:true, check:function(card){ return 6-get.value(card); }, position:'he', viewAs:{name:links[0][2],nature:links[0][3]}, onuse:function(result,player){ player.storage.taoluan.add(result.card.name); }, } }, prompt:function(links,player){ return '将一张牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用'; } }, ai:{ order:4, result:{ player:function(player){ var allshown=true,players=game.filterPlayer(); for(var i=0;i0){ return 1; } } if(allshown) return 1; return 0; } }, threaten:1.9, }, group:['taoluan2','taoluan4','taoluan5'] }, taoluan2:{ trigger:{player:['useCardAfter','respondAfter']}, forced:true, popup:false, filter:function(event,player){ return event.skill=='taoluan_backup'||event.skill=='taoluan5'||event.skill=='taoluan4'; }, content:function(){ 'step 0' player.chooseTarget(true,function(card,player,target){ return target!=player; },'滔乱

    令一名其他角色选择一项:1.交给你一张与你以此法使用的牌类别相同的牌;2.你失去1点体力').set('ai',function(target){ var player=_status.event.player; if(get.attitude(player,target)>0){ if(get.attitude(target,player)>0){ return target.countCards('h'); } return target.countCards('h')/2; } return 0; }); 'step 1' var target=result.targets[0]; event.target=target; player.line(target,'green'); var type=get.type(trigger.card,'trick'); target.chooseCard('滔乱

    交给'+get.translation(player)+'一张不为'+get.translation(type)+'牌的牌,或令其失去一点体力且滔乱无效直到回合结束','he',function(card,player,target){ return get.type(card,'trick')!=_status.event.cardType; }).set('cardType',type).set('ai',function(card){ if(_status.event.att){ return 11-get.value(card); } return 0; }).set('att',get.attitude(target,player)>0); 'step 2' var target=event.target; if(result.bool){ player.gain(result.cards,target,'give'); } else{ player.addTempSkill('taoluan3'); player.loseHp(); } } }, taoluan3:{}, taoluan4:{ prompt:'将一张牌当做闪使用', enable:'chooseToRespond', filter:function(event,player){ if(event.parent.name!='sha') return false; return !player.storage.taoluan.contains('shan')&&!player.hasSkill('taoluan3')&&!_status.dying.length; }, onrespond:function(result,player){ player.storage.taoluan.add('shan'); }, filterCard:true, position:'he', selectCard:1, viewAs:{name:'shan'}, ai:{ skillTagFilter:function(player){ return !player.storage.taoluan.contains('shan')&&!player.hasSkill('taoluan3'); }, threaten:1.5, respondShan:true, } }, taoluan5:{ audio:'taoluan', enable:'chooseToUse', prompt:'将一张牌当做无懈可击使用', filter:function(event,player){ return !player.storage.taoluan.contains('wuxie'); }, onuse:function(result,player){ player.storage.taoluan.add('wuxie'); }, filterCard:true, position:'he', selectCard:1, viewAs:{name:'wuxie'}, }, taoluan_backup:{}, jishe:{ audio:2, enable:'phaseUse', filter:function(event,player){ return player.getHandcardLimit()>0; }, init:function(player){ player.storage.jishe=0; }, usable:200, content:function(){ player.draw(); player.storage.jishe++; }, ai:{ order:10, result:{ player:function(player){ if(!player.needsToDiscard(1)){ return 1; } return 0; } } }, mod:{ maxHandcard:function(player,num){ return num-player.storage.jishe; } }, group:['jishe2','jishe3'] }, jishe2:{ trigger:{player:'phaseAfter'}, silent:true, content:function(){ player.storage.jishe=0; } }, jishe3:{ audio:'jishe', trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ if(player.countCards('h')) return false; return game.hasPlayer(function(current){ return !current.isLinked(); }); }, content:function(){ "step 0" var num=game.countPlayer(function(current){ return !current.isLinked(); }); player.chooseTarget(get.prompt('jishe'),'横置至多'+get.cnNumber(Math.min(num,player.hp))+'名未横置的角色',[1,Math.min(num,player.hp)],function(card,player,target){ return !target.isLinked(); }).set('ai',function(target){ return -get.attitude(_status.event.player,target); }); "step 1" if(result.bool){ player.logSkill('jishe',result.targets); event.targets=result.targets; event.num=0; } else{ event.finish(); } "step 2" if(event.num0); var goon=false; if(player.hp==1){ goon=true; } else{ var he=player.getCards('he'); var num=0; for(var i=0;i=2){ goon=true;break; } } } } player.chooseCard('he',[1,player.countCards('he')],get.prompt2('huisheng',trigger.source)).set('ai',function(card){ if(_status.event.att){ return 10-get.value(card); } if(_status.event.goon){ return 8-get.value(card); } if(!ui.selected.cards.length){ return 7-get.value(card); } return 0; }).set('goon',goon).set('att',att); 'step 1' if(result.bool){ player.logSkill('huisheng',trigger.source); game.delay(); event.num=result.cards.length; var goon=false; if(event.num>2||get.attitude(trigger.source,player)>=0){ goon=true; } var forced=false; var str='获得其中一张牌并防止伤害'; if(trigger.source.countCards('he')0){ if(he==0) return 1; if(target.countCards('h')>get.zhu(player).countCards('h')) return 1; } else{ if(he>0) return 1; } return 0; }); 'step 1' if(result.bool){ event.targets=result.targets.slice(0).sortBySeat(); event.list=event.targets.slice(0); player.logSkill('qinqing',event.targets); } else{ event.finish(); } 'step 2' if(event.targets.length){ var target=event.targets.shift(); if(target.countCards('he')){ player.discardPlayerCard(target,'he',true); } target.draw(); event.redo(); } 'step 3' var num=0; var zhu=get.zhu(player); if(zhu){ var nh=zhu.countCards('h'); for(var i=0;inh){ num++; } } if(num){ player.draw(num); } } }, ai:{ threaten:1.2 } }, guizao:{ audio:2, trigger:{player:'phaseDiscardEnd'}, direct:true, filter:function(event,player){ if(event.cards&&event.cards.length>1){ var suits=[]; for(var i=0;i0||target.hp<=2){ spade=false; } target.chooseToDiscard('h',true).set('ai',function(card){ if(get.suit(card)=='spade'){ if(_status.event.spade){ return 10-get.value(card); } else{ return -10-get.value(card); } } if(_status.event.getParent().player.storage.jiyu2.contains(get.suit(card))){ return -3-get.value(card); } return -get.value(card); }).set('spade',spade); 'step 1' var card=result.cards[0]; if(get.suit(card)=='spade'){ player.turnOver(); target.loseHp(); } player.storage.jiyu.push(target); player.storage.jiyu2.add(get.suit(card)); }, ai:{ order:9, result:{ target:function(player,target){ if(player.isTurnedOver()||target.countCards('h')<=3) return -1; return 0; } } }, group:'jiyu2', mod:{ cardEnabled:function(card,player){ if(player.storage.jiyu2&&player.storage.jiyu2.contains(get.suit(card))) return false; } } }, jiyu2:{ trigger:{player:['phaseUseBegin','phaseAfter']}, silent:true, content:function(){ player.storage.jiyu=[]; player.storage.jiyu2=[]; } }, jiaozhao:{ enable:'phaseUse', usable:1, audio:2, check:function(card){ return 8-get.value(card); }, filterCard:true, discard:false, lose:false, content:function(){ 'step 0' player.showCards(cards); 'step 1' if(player.storage.jiaozhao2){ event.target=player; } else{ var targets=game.filterPlayer(); targets.remove(player); targets.sort(function(a,b){ return Math.max(1,get.distance(player,a))-Math.max(1,get.distance(player,b)); }); var distance=Math.max(1,get.distance(player,targets[0])); for(var i=1;idistance){ targets.splice(i);break; } } player.chooseTarget(true,function(card,player,target){ return _status.event.targets.contains(target); }).set('ai',function(target){ return get.attitude(_status.event.player,target); }).set('targets',targets); } 'step 2' if(!event.target){ event.target=result.targets[0]; player.line(result.targets,'green'); } if(!event.target){ event.finish(); return; } var list=['sha','sha','sha','shan','tao','jiu']; if(player.storage.jiaozhao1){ list=list.concat(['taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman']); } for(var i=0;i=5){ choice='jiu'; } else if(nh<=2){ choice='sha'; } else{ choice=Math.random()<0.5?'sha':'jiu'; } } else{ var recover=0,lose=1,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++; } } } } if(lose>recover&&lose>0){ choice=Math.random()<0.7?'nanman':'wanjian'; } else if(lose0){ choice='taoyuan'; } else{ choice=Math.random()<0.5?'wuzhong':'shunshou'; } } } event.target.chooseButton(['矫诏',[list,'vcard']],true).set('ai',function(button){ return button.link[2]==_status.event.choice?1:0; }).set('choice',choice); 'step 3' var chosen=result.links[0][2]; var nature=result.links[0][3]; var fakecard={name:chosen,suit:cards[0].suit,number:cards[0].number,nature:nature}; event.target.showCards(game.createCard(fakecard),get.translation(event.target)+'声明了'+get.translation(chosen)); player.storage.jiaozhao=cards[0]; player.storage.jiaozhao_card=fakecard; game.broadcastAll(function(name){ lib.skill.jiaozhao2.viewAs=fakecard; },fakecard); }, ai:{ order:9, result:{ player:1 } }, intro:{ content:function(storage,player){ if(player.storage.jiaozhao2){ return '出牌阶段限一次,你可以展示一张手牌,然后你声明一张基本牌或普通锦囊牌的牌名。在此出牌阶段内,你可以将此手牌当声明的牌使用且你不能被选择为目标'; } else{ return '出牌阶段限一次,你可以展示一张手牌,然后选择距离最近的一名其他角色,该角色声明一张基本牌或普通锦囊牌的牌名。在此出牌阶段内,你可以将此手牌当声明的牌使用且你不能被选择为目标'; } } }, group:['jiaozhao2','jiaozhao3'] }, jiaozhao2:{ enable:'phaseUse', audio:'jiaozhao', filter:function(event,player){ if(!player.storage.jiaozhao) return false; var name=player.storage.jiaozhao_card.name; if(name=='tao'||name=='shan'||name=='wuzhong'||name=='jiu') return false; return player.getCards('h').contains(player.storage.jiaozhao); }, filterCard:function(card,player){ return card==player.storage.jiaozhao; }, selectCard:-1, popname:true, filterTarget:function(card,player,target){ if(player==target) return false; return lib.filter.filterTarget(player.storage.jiaozhao_card,player,target); }, check:function(card){ return 8-get.value(card); }, ai:{ order:6 } }, jiaozhao3:{ trigger:{player:'phaseEnd'}, silent:true, content:function(){ delete player.storage.jiaozhao; delete player.storage.jiaozhao_card; } }, danxin:{ trigger:{player:'damageEnd'}, frequent:true, audio:2, content:function(){ 'step 0' if(player.storage.jiaozhao1&&player.storage.jiaozhao2){ player.draw(); event.finish(); } else{ var list=['draw_card','更改描述']; var prompt; if(player.storage.jiaozhao1){ prompt='摸一张牌或更改矫诏的描述

    更改描述:将“选择距离最近的一名其他角色,该角色”改为“你”'; } else{ prompt='摸一张牌或更改矫诏的描述

    更改描述:将“基本牌”改为“基本牌或普通锦囊牌”'; } player.chooseControl(list,function(){ if(!_status.event.player.hasSkill('jiaozhao')) return 'draw_card'; return '更改描述'; }).set('prompt',prompt); } 'step 1' if(result.control=='draw_card'){ player.draw(); } else{ game.log(player,'更改了','【矫诏】','的描述'); player.popup('更改描述'); player.markSkill('jiaozhao'); if(player.storage.jiaozhao1){ player.storage.jiaozhao2=true; } else{ player.storage.jiaozhao1=true; } } } }, zongzuo:{ trigger:{global:'phaseBefore'}, forced:true, priority:10, audio:2, filter:function(event,player){ return !player.storage.zongzuo; }, content:function(){ 'step 0' player.storage.zongzuo=true; var num=game.countGroup(); player.gainMaxHp(num); event.num=num; 'step 1' player.hp+=event.num; player.update(); }, group:'zongzuo_lose', subSkill:{ lose:{ trigger:{global:'dieAfter'}, forced:true, audio:'zongzuo', filter:function(event,player){ if(!lib.group.contains(event.player.group)) return false; if(game.hasPlayer(function(current){ return current.group==event.player.group; })){ return false; } return true; }, content:function(){ player.loseMaxHp(); } } } }, zhige:{ enable:'phaseUse', usable:1, audio:2, filter:function(event,player){ return player.countCards('h')>player.hp; }, filterTarget:function(card,player,target){ return get.distance(target,player,'attack')<=1&&target.countCards('e')>0; }, content:function(){ 'step 0' target.chooseToUse({name:'sha'},'止戈:使用一张杀,或将其装备区里的一张牌交给'+get.translation(player)); 'step 1' if(!result.bool&&target.countCards('e')){ target.chooseCard('e',true,'将其装备区里的一张牌交给'+get.translation(player)); } else{ event.finish(); } 'step 2' if(result.bool&&result.cards&&result.cards.length){ player.gain(result.cards,target,'give'); } }, ai:{ expose:0.2, order:5, result:{ target:-1, player:function(player,target){ if(target.countCards('h')==0) return 0; if(target.countCards('h')==1) return -0.1; if(player.hp<=2) return -2; if(player.countCards('h','shan')==0) return -1; return -0.5; } } } }, kuangbi:{ enable:'phaseUse', usable:1, audio:2, filterTarget:function(card,player,target){ return target!=player&&target.countCards('he')>0; }, content:function(){ 'step 0' target.chooseCard('he',[1,3],'匡弼:将1~3张牌置于'+get.translation(player)+'的武将牌上',true).set('ai',function(card){ if(get.attitude(_status.event.player,_status.event.getParent().player)>0){ return 7-get.value(card); } return -get.value(card); }); 'step 1' if(result.bool){ target.$give(result.cards,player); target.lose(result.cards,ui.special,'toStorage'); player.storage.kuangbi_draw=result.cards; player.storage.kuangbi_draw_source=target; player.syncStorage('kuangbi_draw'); player.addSkill('kuangbi_draw'); } }, ai:{ order:1, result:{ target:function(player,target){ if(get.attitude(player,target)>0){ return Math.sqrt(target.countCards('he')); } return 0; }, player:1 } }, subSkill:{ draw:{ trigger:{player:'phaseBegin'}, forced:true, mark:true, intro:{ content:'cards' }, content:function(){ var cards=player.storage.kuangbi_draw; if(cards){ player.gain(cards,'gain2','fromStorage'); var target=player.storage.kuangbi_draw_source; if(target&&target.isAlive()){ target.draw(cards.length); } } delete player.storage.kuangbi_draw; delete player.storage.kuangbi_draw_source; player.removeSkill('kuangbi_draw'); } } } }, fulin:{ trigger:{player:'phaseDiscardBegin'}, audio:2, forced:true, content:function(){ player.addTempSkill('fulin2','phaseDiscardAfter'); }, group:['fulin_count','fulin_reset'], subSkill:{ reset:{ trigger:{player:['phaseBegin','phaseEnd']}, silent:true, priority:10, content:function(){ player.storage.fulin=[]; } }, count:{ trigger:{player:'gainEnd'}, audio:'fulin', forced:true, filter:function(event,player){ return _status.currentPhase==player; }, content:function(){ if(!player.storage.fulin){ player.storage.fulin=[]; } for(var i=0;i0; }, audio:2, content:function(){ 'step 0' player.gainPlayerCard(target,'h',true); 'step 1' var name=get.translation(target); player.chooseControl(function(){ return Math.random()<0.5?'选项一':'选项二'; }).set('prompt','督粮').set('choiceList',['令'+name+'观看牌堆顶的两张牌,然后获得其中的基本牌','令'+name+'于下个摸牌阶段额外摸一张牌']); 'step 2' if(result.control=='选项一'){ var cards=get.cards(2); target.viewCards('督粮',cards); event.cards2=[]; event.tothrow=[]; for(var i=0;i=_status.event.getParent().num) return -1; if(_status.event.player.hasSkillTag('nofire')) return -1; if(_status.event.res>=0) return 6-get.value(card); if(get.type(card)!='basic'){ return 10-get.value(card); } return 8-get.value(card); }).set('res',res); } else{ event.finish(); } "step 2" if(!result.bool){ event.target.damage(2,'fire'); event.num=1; } else{ event.num=result.cards.length+1; } event.goto(1); }, ai:{ order:1, result:{ player:function(player){ var num=0,players=game.filterPlayer(); for(var i=0;i0){ num--; } else if(att<0){ num++; } } } if(game.players.length<5){ return num-1; } else{ return num-2; } } } }, init:function(player){ player.storage.xinfencheng=false; }, intro:{ content:'limited' } }, xinjuece:{ audio:'juece', trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return game.hasPlayer(function(player){ return player.countCards('h')==0; }); }, content:function(){ 'step 0' player.chooseTarget(get.prompt('xinjuece'),'对一名没有手牌的其他角色造成1点伤害',function(card,player,target){ return target.countCards('h')==0; }).set('ai',function(target){ var player=_status.event.player; return get.damageEffect(target,player,player); }); 'step 1' if(result.bool){ player.logSkill('xinjuece',result.targets); result.targets[0].damage(); } } }, xinmieji:{ audio:2, enable:'phaseUse', usable:1, filter:function(event,player){ return player.countCards('h',{type:['trick','delay'],color:'black'}); }, filterCard:function(card){ return get.color(card)=='black'&&get.type(card,'trick')=='trick'; }, filterTarget:function(card,player,target){ return target!=player&&target.countCards('h')>0; }, discard:false, delay:false, check:function(card){ return 8-get.value(card); }, content:function(){ 'step 0' player.showCards(cards); 'step 1' cards[0].fix(); ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild); game.updateRoundNumber(); 'step 2' target.chooseToDiscard('he',true).prompt='请弃置一张锦囊牌,或依次弃置两张非锦囊牌。'; 'step 3' if((!result.cards||get.type(result.cards[0],'trick')!='trick')&&target.countCards('he',function(card){ return get.type(card,'trick')!='trick'; })){ target.chooseToDiscard('he',true,function(card){ return get.type(card,'trick')!='trick'; }).prompt='请弃置第二张非锦囊牌'; } }, ai:{ order:9, result:{ target:-1 } } }, qianju:{ mod:{ globalFrom:function(from,to,distance){ return distance-(from.maxHp-from.hp); } } }, qingxi:{ audio:2, trigger:{source:'damageBegin'}, check:function(event,player){ return get.attitude(player,event.player)<0; }, filter:function(event,player){ return event.card&&event.card.name=='sha'&&player.getEquip(1); }, content:function(){ 'step 0' var num=1; var info=get.info(player.getEquip(1)); if(info&&info.distance&&info.distance.attackFrom){ num-=info.distance.attackFrom; } if(trigger.player.countCards('h')2){ return 0; } return 8-get.value(card); } }); } 'step 1' if(!event.directfalse&&result.bool){ var e1=player.getEquip(1); if(e1){ player.discard(e1); } } else{ trigger.num++; } } }, jieyue:{ group:'jieyue1' }, jieyue1:{ audio:2, trigger:{player:'phaseEnd'}, direct:true, content:function(){ 'step 0' player.chooseCardTarget({ filterTarget:function(card,player,target){ return target!=player&&target.countCards('he')>0; }, filterCard:lib.filter.cardDiscardable, ai1:function(card){ return 7-get.useful(card); }, ai2:function(target){ return 1-get.attitude(_status.event.player,target); }, prompt:get.prompt2('jieyue') }); 'step 1' if(result.bool){ player.logSkill('jieyue1',result.targets); player.discard(result.cards); var target=result.targets[0]; event.target=target; target.chooseCard('将一张牌置于'+get.translation(player)+'的武将牌上,或令其弃置你的一张牌','he').set('ai',function(card){ if(card.name=='du') return 20; var player=_status.event.player; if(get.attitude(player,_status.event.getParent().player)>0){ return 8-get.value(card); } var nh=player.countCards('h'); if(nh<=2){ return 6-get.value(card); } if(nh<=3){ return 2-get.value(card); } return 0; }); } else{ event.finish(); } 'step 2' if(result.bool&&result.cards&&result.cards.length){ event.target.$give(result.cards,player); player.storage.jieyue2=result.cards[0]; event.target.lose(result.cards[0],ui.special,'toStorage'); player.syncStorage('jieyue2'); player.addSkill('jieyue2'); } else if(event.target.countCards('he')){ player.discardPlayerCard(event.target,true); } }, ai:{ expose:0.1 } }, jieyue2:{ mark:'card', intro:{ content:'card' }, audio:true, enable:'chooseToUse', filterCard:function(card){ return get.color(card)=='black'; }, viewAsFilter:function(player){ return player.countCards('h',{color:'black'})>0; }, viewAs:{name:'wuxie'}, prompt:'将一张黑色手牌当无懈可击使用', check:function(card){return 8-get.value(card)}, threaten:1.2, group:['jieyue3','jieyue4'] }, jieyue3:{ enable:['chooseToRespond'], filterCard:function(card){ return get.color(card)=='red'; }, viewAs:{name:'shan'}, viewAsFilter:function(player){ if(!player.countCards('h',{color:'red'})) return false; }, audio:true, prompt:'将一张红色手牌当闪打出', check:function(){return 1}, ai:{ respondShan:true, skillTagFilter:function(player){ if(!player.countCards('h',{color:'red'})) return false; }, effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')&¤t<0) return 0.8 } } } }, jieyue4:{ trigger:{player:'phaseBegin'}, forced:true, content:function(){ player.gain(player.storage.jieyue2,'gain2','fromStorage'); player.storage.jieyue2=null; player.removeSkill('jieyue2'); } }, jinjiu:{ mod:{ cardEnabled:function(card,player){ if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false; }, cardUsable:function(card,player){ if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false; }, cardRespondable:function(card,player){ if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false; }, cardSavable:function(card,player){ if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false; }, }, enable:['chooseToUse','chooseToRespond'], filter:function(event,player){ return player.countCards('h','jiu')>0; }, filterCard:{name:'jiu'}, viewAs:{name:'sha'}, viewAsFilter:function(player){ if(!player.countCards('h','jiu')) return false; }, check:function(){return 1}, ai:{ skillTagFilter:function(player){ if(!player.countCards('h','jiu')) return false; }, respondSha:true, order:4, useful:-1, value:-1 } }, xianzhen:{ audio:2, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player.canCompare(target); }, filter:function(event,player){ return player.countCards('h')>0; }, content:function(){ "step 0" player.chooseToCompare(target); "step 1" if(result.bool){ player.storage.xianzhen=target; player.addTempSkill('xianzhen2'); } else{ player.addTempSkill('xianzhen3'); } }, ai:{ order:function(name,player){ var cards=player.getCards('h'); if(player.countCards('h','sha')==0){ return 1; } for(var i=0;i11&&get.value(cards[i])<7){ return 9; } } return get.order({name:'sha'})-1; }, result:{ player:function(player){ if(player.countCards('h','sha')>0) return 0; var num=player.countCards('h'); if(num>player.hp) return 0; if(num==1) return -2; if(num==2) return -1; return -0.7; }, target:function(player,target){ var num=target.countCards('h'); if(num==1) return -1; if(num==2) return -0.7; return -0.5 }, }, threaten:1.3 } }, xianzhen2:{ mod:{ targetInRange:function(card,player,target,now){ if(player.storage.xianzhen==target) return true; }, cardUsable:function(card,player,num){ if(card.name=='sha') return Infinity; } }, ai:{ unequip:true } }, xianzhen3:{ mod:{ cardEnabled:function(card){if(card.name=='sha') return false} } }, lihuo:{ enable:'phaseUse', usable:1, filterCard:function(card){ return card.name=='sha'&&!card.nature; }, filter:function(event,player){ return player.countCards('h','sha')>0 }, viewAs:{name:'sha',nature:'fire'}, mod:{ selectTarget:function(card,player,range){ if(card.name=='sha'&&card.nature=='fire'&&range[1]!=-1){ range[1]++; } }, }, group:'lihuo2' }, lihuo2:{ trigger:{source:'damageSource'}, forced:true, popup:false, filter:function(event,player){ return event.parent.skill=='lihuo'; }, content:function(){ player.addSkill('lihuo3'); } }, lihuo3:{ trigger:{player:'useCardAfter'}, vanish:true, filter:function(event,player){ return event.card.name=='sha'; }, forced:true, audio:false, content:function(){ player.loseHp(); player.removeSkill('lihuo3'); } }, chunlao:{ trigger:{player:'phaseEnd'}, direct:true, audio:2, filter:function(event,player){ return player.countCards('h','sha')>0&&!player.storage.chunlao.length; }, init:function(player){ player.storage.chunlao=[]; }, intro:{ content:'cards', }, content:function(){ 'step 0' player.chooseCard([1,player.countCards('h','sha')],get.prompt('chunlao'),{name:'sha'}).set('ai',function(){ return 1; }); 'step 1' if(result.bool){ player.logSkill('chunlao'); player.storage.chunlao=player.storage.chunlao.concat(result.cards); player.syncStorage('chunlao'); player.markSkill('chunlao'); player.lose(result.cards,ui.special,'toStorage'); player.$give(result.cards,player); } }, ai:{ effect:{ player:function(card,player,target){ if(_status.currentPhase!=player) return; if(card.name=='sha'&&!player.needsToDiscard()&& !player.storage.chunlao.length&&target.hp>1){ return 'zeroplayertarget'; } } }, threaten:1.4 }, group:'chunlao2' }, chunlao2:{ enable:'chooseToUse', filter:function(event,player){ return event.type=='dying'&&event.dying&&event.dying.hp<=0&&player.storage.chunlao.length>0; }, filterTarget:function(card,player,target){ return target==_status.event.dying; }, direct:true, delay:0, selectTarget:-1, content:function(){ "step 0" player.chooseCardButton(get.translation('chunlao'),player.storage.chunlao,true); "step 1" if(result.bool){ player.logSkill('chunlao'); player.$throw(result.links); player.storage.chunlao.remove(result.links[0]); game.cardsDiscard(result.links[0]); player.syncStorage('chunlao'); target.useCard({name:'jiu'},target); if(!player.storage.chunlao.length){ player.unmarkSkill('chunlao'); } else{ player.markSkill('chunlao'); } } }, ai:{ order:6, skillTagFilter:function(player){ return player.storage.chunlao.length>0; }, save:true, result:{ target:3 }, threaten:1.6 }, }, chunlao2_old:{ trigger:{global:'dying'}, priority:6, filter:function(event,player){ return event.player.hp<=0&&player.storage.chunlao.length>0; }, direct:true, content:function(){ "step 0" var att=get.attitude(player,trigger.player); player.chooseCardButton(get.prompt('chunlao',trigger.player),player.storage.chunlao).set('ai',function(button){ if(_status.event.att>0) return 1; return 0; }).set('att',att); "step 1" if(result.bool){ player.logSkill('chunlao',trigger.player); player.$throw(result.links); player.storage.chunlao.remove(result.links[0]); result.links[0].discard(); player.syncStorage('chunlao'); trigger.player.useCard({name:'jiu'},trigger.player); if(!player.storage.chunlao.length){ player.unmarkSkill('chunlao'); } else{ player.markSkill('chunlao'); } } }, ai:{ expose:0.2 } }, shenduan:{ trigger:{player:'discardAfter'}, filter:function(event,player){ for(var i=0;i1?'中的一张牌':'')+'当做【兵粮寸断】对一名其他角色使用',function(card,player,target){ return player.canUse({name:'bingliang'},target,false); }).set('ai',function(target){ var player=_status.event.player; return get.effect(target,{name:'bingliang'},player,player); }); } else{ event.finish(); } 'step 2' if(result.bool&&result.targets&&result.targets.length){ event.current=result.targets[0]; if(event.cards.length==1){ event.directCard=event.cards[0]; } else{ delete event.directCard; player.chooseCardButton('选择一张牌当作兵断寸断使用',event.cards,true); } } else{ event.finish(); } 'step 3' var card; if(event.directCard){ card=event.directCard; } else if(result.links&&result.links.length&& event.cards.contains(result.links[0])){ card=result.links[0] } if(card){ event.cards.remove(card); event.current.addJudge('bingliang',[card]); event.goto(1); player.logSkill('shenduan',event.current); } } }, yonglve:{ trigger:{global:'phaseJudgeBegin'}, direct:true, filter:function(event,player){ return event.player!=player&&event.player.countCards('j')>0&&get.distance(player,event.player,'attack')<=1; }, content:function(){ 'step 0' var att=get.attitude(player,trigger.player); var nh=trigger.player.countCards('h'); var eff=get.effect(trigger.player,{name:'sha'},player,player); if(!player.canUse({name:'sha'},trigger.player)) eff=0; player.chooseCardButton(get.prompt('yonglve',trigger.player),trigger.player.getCards('j')).set('ai',function(button){ var name=button.link.viewAs||button.link.name; var att=_status.event.att; var nh=_status.event.nh; var eff=_status.event.eff; var trigger=_status.event.getTrigger(); if(att>0&&eff>=0) return 1; if(att>=0&&eff>0) return 1; if(att>0&&(trigger.player.hp>=3||trigger.player.getEquip('bagua')||trigger.player.countCards('h','shan'))){ if(name=='lebu'&&nh>trigger.player.hp) return 1; if(name=='bingliang'&&nh1; })){ range[1]++; } } } } }, ai:{ unequip:true, skillTagFilter:function(player){ if(game.hasPlayer(function(current){ return get.distance(player,current)>1; })){ return false; } } } }, sidi:{ audio:2, trigger:{global:'respondEnd'}, filter:function(event,player){ if(event.parent.parent.name!='sha') return false; if(event.player==player) return true; return _status.currentPhase==player; }, frequent:true, init:function(player){ player.storage.sidi=[]; }, intro:{ content:'cards' }, content:function(){ var card=get.cards()[0]; game.log(player,'将',card,'置于武将牌上'); player.$gain2(card); player.storage.sidi.add(card); player.markSkill('sidi'); player.syncStorage('sidi'); }, group:'sidi2' }, sidi2:{ trigger:{global:'phaseUseBegin'}, filter:function(event,player){ if(event.player==player) return false; if(!player.storage.sidi.length) return false; return true; }, check:function(event,player){ if(get.attitude(player,event.player)>=0) return false; if(event.player.getEquip('zhuge')) return false; if(event.player.hasSkill('paoxiao')) return false; var players=game.filterPlayer(); for(var i=0;i0) break; } if(i==players.length) return false; var nh=event.player.countCards('h'); var nsha=event.player.countCards('h','sha'); if(nh<2) return false; switch(nh){ case 2: if(nsha) return Math.random()<0.4; return Math.random()<0.2; case 3: if(nsha) return Math.random()<0.8; return Math.random()<0.3; case 4: if(nsha>1) return true; if(nsha) return Math.random()<0.9; return Math.random()<0.5; default:return true; } }, content:function(){ 'step 0' if(player.storage.sidi.length==1){ event.directbutton=player.storage.sidi[0]; } else{ player.chooseCardButton('弃置武将牌上的一张牌',player.storage.sidi,true); } 'step 1' var button; if(event.directbutton){ button=event.directbutton; } else if(result.bool&&result.links&&result.links.length){ button=result.links[0]; } if(button){ player.$throw([button]); player.line(trigger.player,'green'); game.log(player,'将',button,'置于弃牌堆'); button.discard(); trigger.player.addTempSkill('sidi3'); player.storage.sidi.remove(button); player.syncStorage('sidi'); if(player.storage.sidi.length==0){ player.unmarkSkill('sidi'); } else{ player.markSkill('sidi'); } game.delayx(); } } }, sidi3:{ mod:{ cardUsable:function(card,player,num){ if(card.name=='sha') return num-1; } } }, zhongyong:{ trigger:{player:'shaMiss'}, direct:true, filter:function(event,player){ return event.responded&&get.itemtype(event.responded.cards)=='cards'; }, content:function(){ "step 0" var cards=trigger.responded.cards; event.cards=cards; player.chooseTarget('忠勇:将'+get.translation(trigger.responded.cards)+'交给一名角色',function(card,player,target){ return target!=_status.event.getTrigger().target; }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(target.countCards('h','shan')&&target.countCards('h')>=2){ att/=1.5; } return att; }); "step 1" if(result.bool){ player.logSkill('zhongyong',result.targets); result.targets[0].gain(event.cards,'gain2'); if(result.targets[0]==player){ event.finish(); } } else{ event.finish(); } "step 2" if(player.hasSkill('jiu')){ game.broadcastAll(function(player){ player.removeSkill('jiu'); },player); event.jiu=true; } player.chooseToUse('是否对'+get.translation(trigger.target)+'再使用一张杀?', {name:'sha'},trigger.target,-1); "step 3" if(result.bool); else if(event.jiu){ player.addSkill('jiu'); } } }, xinzhongyong:{ trigger:{player:'shaAfter'}, audio:'zhongyong', direct:true, filter:function(event,player){ return get.itemtype(event.cards)=='cards'||(event.responded&&get.itemtype(event.responded.cards)=='cards'); }, content:function(){ "step 0" event.cards1=trigger.cards.slice(0); if(trigger.responded&&trigger.responded.cards&&trigger.responded.cards.length){ event.cards2=trigger.responded.cards.slice(0); } player.chooseTarget(get.prompt2('zhongyong'),function(card,player,target){ return target!=_status.event.getTrigger().target&&target!=player; }).set('ai',function(target){ return get.attitude(_status.event.player,target); }); "step 1" if(result.bool){ event.target=result.targets[0]; if(!event.cards2){ player.logSkill('xinzhongyong',event.target); event.sha=false; event.target.gain(event.cards1,'gain2'); for(var i=0;i0&&event.card.name=='sha'&& _status.currentPhase==event.player&&event.parent.parent.parent.name=='phaseUse'; }, content:function(){ 'step 0' var go=false; if(get.attitude(player,trigger.player)>0){ if(get.color(trigger.card)=='red'){ go=true; } else if(!trigger.player.hasSkill('paoxiao')&& !trigger.player.hasSkill('tanlin3')&& !trigger.player.hasSkill('zhaxiang2')&& !trigger.player.hasSkill('fengnu')&& !trigger.player.getEquip('zhuge')){ var nh=trigger.player.countCards('h'); if(player==trigger.player){ go=(player.countCards('h','sha')>0); } else if(nh>=4){ go=true; } else if(player.countCards('h','sha')){ if(nh==3){ go=Math.random()<0.8; } else if(nh==2){ go=Math.random()<0.5; } } else if(nh>=3){ if(nh==3){ go=Math.random()<0.5; } else if(nh==2){ go=Math.random()<0.2; } } } } var next=player.chooseToDiscard(get.prompt('longyin'),'弃置一张牌'+(get.color(trigger.card)=='red'?'并摸一张牌':'')+',令'+get.translation(trigger.player)+'本次使用的【杀】不计入使用次数','he'); next.logSkill=['longyin',trigger.player]; next.set('ai',function(card){ if(_status.event.go){ return 6-get.value(card); } return 0; }); next.set('go',go); 'step 1' if(result.bool){ trigger.player.getStat().card.sha--; if(get.color(trigger.card)=='red'){ player.draw(); } // player.logSkill('longyin',trigger.player); } }, ai:{ expose:0.2 } }, jigong:{ audio:2, trigger:{player:'phaseUseBegin'}, check:function(event,player){ var nh=player.countCards('h')-player.countCards('h',{type:'equip'}); if(nh<=1) return true; if(player.countCards('h','tao')) return false; if(nh<=2) return Math.random()<0.7; if(nh<=3) return Math.random()<0.4; return false; }, content:function(){ player.draw(2); player.addTempSkill('jigong2'); } }, jigong2:{ mod:{ maxHandcard:function(player,num){ var damage=player.getStat().damage; if(typeof damage=='number') return num-player.hp+damage; return 0; } } }, shifei:{ audio:2, trigger:{player:'chooseToRespondBegin'}, filter:function(event,player){ if(!_status.currentPhase) return false; if(event.responded) return false; if(!event.filterCard({name:'shan'})) return false; if(!lib.filter.cardRespondable({name:'shan'},player,event)) return false; return true; }, check:function(event,player){ if(get.attitude(player,_status.currentPhase)>0) return true; var nh=_status.currentPhase.countCards('h')+1; var players=game.filterPlayer(); for(var i=0;inh){ if(!player.hasShan()||get.attitude(player,players[i])<=0) return true; } } return false; }, content:function(){ 'step 0' player.line(_status.currentPhase,'green'); _status.currentPhase.draw(); 'step 1' if(_status.currentPhase.isMaxHandcard(true)){ event.finish(); return; } var targets=game.filterPlayer(function(current){ return current.isMaxHandcard(); }) if(targets.length==1){ event.onlytarget=targets[0]; } else if(targets.length){ player.chooseTarget('选择一名角色弃置其一张牌',true,function(card,player,target){ return _status.event.targets.contains(target); }).set('ai',function(target){ return -get.attitude(_status.event.player,target); }).set('targets',targets); } else{ event.finish(); } 'step 2' var target; if(event.onlytarget){ target=event.onlytarget; } else if(result.targets&&result.targets.length){ target=result.targets[0]; } if(target){ player.line(target,'green'); player.discardPlayerCard(target,'he',true); trigger.untrigger(); trigger.responded=true; trigger.result={bool:true,card:{name:'shan'}} } }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')&¤t<0){ var nh=player.countCards('h'); var players=game.filterPlayer(); for(var i=0;inh) return 0.4; } } } } } }, huaiyi:{ audio:2, enable:'phaseUse', usable:1, delay:0, filter:function(event,player){ return player.countCards('h',{color:'red'})&&player.countCards('h',{color:'black'}); }, content:function(){ 'step 0' player.chooseControl('红色','黑色').set('ai',function(){ var player=_status.event.player; if(player.countCards('h',{color:'red'})==1&& player.countCards('h',{color:'black'})>1) return '红色'; return '黑色'; }); 'step 1' event.control=result.control; player.showHandcards(); 'step 2' var cards; if(event.control=='红色'){ cards=player.getCards('h',{color:'red'}); } else{ cards=player.getCards('h',{color:'black'}); } player.discard(cards); event.num=cards.length; 'step 3' player.chooseTarget([1,event.num],function(card,player,target){ return target!=player&&target.countCards('he')>0; }).set('ai',function(target){ return -get.attitude(_status.event.player,target)+0.5; }); 'step 4' if(result.bool&&result.targets){ player.line(result.targets,'green'); event.targets=result.targets; event.targets.sort(lib.sort.seat); event.gained=event.targets.length; } else{ event.finish(); } 'step 5' if(event.targets.length){ player.gainPlayerCard(event.targets.shift(),'he',true); event.redo(); } 'step 6' if(event.gained>=2){ player.loseHp(); } }, ai:{ order:function(item,player){ if(player.countCards('h',{color:'red'})==1) return 10; if(player.countCards('h',{color:'black'})==1) return 10; return 1; }, result:{ player:1 } } }, yaoming:{ audio:2, trigger:{player:'damageEnd',source:'damageSource'}, direct:true, filter:function(event,player){ if(player.hasSkill('yaoming2')) return false; var nh=player.countCards('h'); return game.hasPlayer(function(current){ return current.countCards('h')!=nh; }); }, content:function(){ 'step 0' var nh=player.countCards('h'); player.chooseTarget(get.prompt2('yaoming'),function(card,player,target){ return _status.event.nh!=target.countCards('h'); }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(target.countCards('h')>_status.event.nh) return -att; return att; }).set('nh',nh); 'step 1' if(result.bool){ player.logSkill('yaoming',result.targets); player.addTempSkill('yaoming2'); var target=result.targets[0]; if(target.countCards('h')0; }, content:function(){ 'step 0' player.choosePlayerCard(target,'e',true); 'step 1' if(result.links){ var num=0,players=game.filterPlayer(); for(var i=0;inum2){ player.draw(); } }, ai:{ order:7, result:{ target:function(player,target){ if(target.hasSkillTag('noe')) return 1; if(target.getEquip(1)||target.getEquip(4)) return -1; if(target.getEquip(2)) return -0.7; return -0.5; } } } }, zhaofu:{ unique:true, global:'zhaofu2', zhuSkill:true }, zhaofu2:{ mod:{ attackTo:function(from,to,distance){ if(from.group!='wu') return; var players=game.filterPlayer(); for(var i=0;i0&&target!=player; }, content:function(){ 'step 0' if(target.countCards('e')){ target.chooseBool('是否将装备区内的所有牌交给'+get.translation(player)+'?').set('ai',function(){ if(_status.event.player.countCards('e')>=3) return false; return true; }); } else{ target.chooseToDiscard(true,'he'); event.finish(); } 'step 1' if(result.bool){ var es=target.getCards('e'); player.gain(es,target,'give'); player.removeSkill('yanzhu'); } else{ target.chooseToDiscard(true,'he'); } }, ai:{ order:6, result:{ target:function(player,target){ var ne=target.countCards('e'); if(!ne) return -2; if(ne>=2) return -ne; return 0; } } } }, shizhi:{ mod:{ cardRespondable:function(card,player){ if(card.name=='shan'&&player.hp==1&&_status.event.skill!='shizhi') return false; }, }, enable:['chooseToUse','chooseToRespond'], filter:function(event,player){ return player.hp==1; }, filterCard:{name:'shan'}, viewAs:{name:'sha'}, viewAsFilter:function(player){ if(!player.countCards('h','shan')) return false; if(player.hp!=1) return false; }, check:function(){return 1}, ai:{ skillTagFilter:function(player){ if(!player.countCards('h','shan')) return false; if(player.hp!=1) return false; }, respondSha:true, order:4, useful:-1, value:-1 } }, wurong:{ enable:'phaseUse', usable:1, filter:function(event,player){ return player.countCards('h')>0; }, filterTarget:function(card,player,target){ return target.countCards('h')>0&&target!=player; }, content:function(){ "step 0" if(target.countCards('h')==0||player.countCards('h')==0){ event.finish(); return; } "step 1" var sendback=function(){ if(_status.event!=event){ return function(){ event.resultOL=_status.event.resultOL; }; } }; if(player.isOnline()){ player.wait(sendback); event.ol=true; player.send(function(){ game.me.chooseCard(true).set('glow_result',true).ai=function(){ return Math.random(); }; game.resume(); }); } else{ event.localPlayer=true; player.chooseCard(true).set('glow_result',true).ai=function(){ return Math.random(); }; } if(target.isOnline()){ target.wait(sendback); event.ol=true; target.send(function(){ var rand=Math.random()<0.4; game.me.chooseCard(true).set('glow_result',true).ai=function(card){ if(rand) return card.name=='shan'?1:0; return card.name=='shan'?0:1; }; game.resume(); }); } else{ event.localTarget=true; } "step 2" if(event.localPlayer){ event.card1=result.cards[0]; } if(event.localTarget){ var rand=Math.random()<0.4; target.chooseCard(true).set('glow_result',true).ai=function(card){ if(rand) return card.name=='shan'?1:0; return card.name=='shan'?0:1; }; } "step 3" if(event.localTarget){ event.card2=result.cards[0]; } if(!event.resultOL&&event.ol){ game.pause(); } "step 4" try{ if(!event.card1) event.card1=event.resultOL[player.playerid].cards[0]; if(!event.card2) event.card2=event.resultOL[target.playerid].cards[0]; if(!event.card1||!event.card2){ throw('err'); } } catch(e){ console.log(e); event.finish(); return; } if(event.card2.number>=10||event.card2.number<=4){ if(target.countCards('h')>2){ event.addToAI=true; } } game.broadcastAll(function(card1,card2){ card1.classList.remove('glow'); card2.classList.remove('glow'); },event.card1,event.card2); "step 5" game.broadcastAll(function(){ ui.arena.classList.add('thrownhighlight'); }); game.addVideo('thrownhighlight1'); player.$compare(event.card1,target,event.card2); game.delay(4); "step 6" game.log(player,'展示了',event.card1); game.log(target,'展示了',event.card2); var name1=event.card1.name; if(player.hp==1&&name1=='shan'){ name1='sha'; } if(name1=='sha'&&event.card2.name!='shan'){ player.discard(event.card1).set('animate',false); target.$gain2(event.card2); var clone=event.card1.clone; if(clone){ clone.style.transition='all 0.5s'; clone.style.transform='scale(1.2)'; clone.delete(); game.addVideo('deletenode',player,get.cardsInfo([clone])); } game.broadcast(function(card){ var clone=card.clone; if(clone){ clone.style.transition='all 0.5s'; clone.style.transform='scale(1.2)'; clone.delete(); } },event.card1); target.damage('nocard'); } else if(name1!='sha'&&event.card2.name=='shan'){ player.discard(event.card1).set('animate',false); target.$gain2(event.card2); var clone=event.card1.clone; if(clone){ clone.style.transition='all 0.5s'; clone.style.transform='scale(1.2)'; clone.delete(); game.addVideo('deletenode',player,get.cardsInfo([clone])); } game.broadcast(function(card){ var clone=card.clone; if(clone){ clone.style.transition='all 0.5s'; clone.style.transform='scale(1.2)'; clone.delete(); } },event.card1); player.gainPlayerCard(target,true,'he'); } else{ player.$gain2(event.card1); target.$gain2(event.card2); } game.broadcastAll(function(){ ui.arena.classList.remove('thrownhighlight'); }); game.addVideo('thrownhighlight2'); }, ai:{ order:6, result:{ target:-1, } } }, zhanjue:{ audio:2, enable:'phaseUse', filterCard:true, selectCard:-1, filter:function(event,player){ if(!player.countCards('h')) return false; if(player.storage.zhanjue>=2) return false; return true; }, viewAs:{name:'juedou'}, group:['zhanjue2','zhanjue3','zhanjue4'], ai:{ damage:true, order:1, effect:{ player:function(card,player,target){ if(_status.event.skill=='zhanjue'){ if(player.countCards('h')>=3||target.countCards('h')>=3) return 'zeroplayertarget'; if(player.countCards('h','tao')) return 'zeroplayertarget'; if(target.countCards('h','sha')>1) return 'zeroplayertarget'; } } } } }, zhanjue2:{ audio:false, trigger:{player:'phaseBefore'}, silent:true, content:function(){ player.storage.zhanjue=0; } }, zhanjue3:{ audio:false, trigger:{player:'damageAfter',source:'damageAfter'}, forced:true, popup:false, filter:function(event,player){ return event.parent.skill=='zhanjue'; }, content:function(){ trigger.player.addTempSkill('zhanjue5'); } }, zhanjue4:{ audio:false, trigger:{player:'useCardAfter'}, forced:true, popup:false, filter:function(event,player){ return event.skill=='zhanjue'; }, content:function(){ var num=1; if(player.hasSkill('zhanjue5')) num++; var list=game.filterPlayer(function(current){ var bool=(current==player||current.hasSkill('zhanjue5')); if(bool) current.removeSkill('zhanjue5'); return bool; }); if(typeof player.storage.zhanjue!='number'){ player.storage.zhanjue=0; } player.storage.zhanjue+=num; game.asyncDraw(list,function(current){ return current==player?num:1; }); } }, zhanjue5:{}, qinwang:{ audio:'qinwang1', unique:true, group:['qinwang1','qinwang2'], zhuSkill:true, subSkill:{ ai:{} } }, qinwang1:{ audio:2, trigger:{player:'chooseToRespondBegin'}, filter:function(event,player){ if(event.responded) return false; if(!player.hasZhuSkill('qinwang')) return false; if(!player.countCards('he')) return false; if(event.filterCard({name:'sha'},player,event)==false) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='shu'; }); }, direct:true, content:function(){ "step 0" var yep=false; if(!player.storage.jijianging&&!trigger.jijiang){ var players=game.filterPlayer(); for(var i=0;i2&&(nh>=3&&players[i].countCards('h','sha'))){ yep=true;break; } } } var next=player.chooseToDiscard(get.prompt('qinwang'),'弃置一张牌并发动【激将】','he'); next.set('ai',function(card){ if(_status.event.yep) return 5-get.value(card); return 0; }); next.set('yep',yep); next.logSkill='qinwang' "step 1" if(!result.bool){ event.finish(); } "step 2" if(event.current==undefined) event.current=player.next; if(event.current==player){ event.finish(); } else if(event.current.group=='shu'){ player.storage.jijianging=true; var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'}); next.set('ai',function(){ var event=_status.event; return (get.attitude(event.player,event.source)-2); }); next.set('source',player); next.set('jijiang',true); next.autochoose=lib.filter.autoRespondSha; } else{ event.current=event.current.next; event.redo(); } "step 3" player.storage.jijianging=false; if(result.bool){ event.finish(); trigger.result=result; trigger.responded=true; trigger.animate=false; event.current.draw(); if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){ event.current.ai.shown+=0.3; if(event.current.ai.shown>0.95) event.current.ai.shown=0.95; } } else{ event.current=event.current.next; event.goto(2); } } }, qinwang2:{ audio:'qinwang1', enable:'chooseToUse', filter:function(event,player){ if(event.filterCard&&!event.filterCard({name:'sha'},player,event)) return false; if(!player.hasZhuSkill('qinwang')) return false; if(!lib.filter.cardUsable({name:'sha'},player)) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='shu'; }); }, filterCard:true, position:'he', check:function(card){ var player=_status.event.player,players=game.filterPlayer(); for(var i=0;i2&&(nh>=3&&players[i].countCards('h','sha'))){ return 5-get.value(card); } } return 0; }, filterTarget:function(card,player,target){ if(_status.event._backup&& typeof _status.event._backup.filterTarget=='function'&& !_status.event._backup.filterTarget({name:'sha'},player,target)){ return false; } return player.canUse({name:'sha'},target); }, content:function(){ "step 0" if(event.current==undefined) event.current=player.next; if(event.current==player){ player.addSkill('jijiang3'); player.addTempSkill('qinwang_ai'); event.getParent(2).step=0; event.finish(); } else if(event.current.group=='shu'){ var next=event.current.chooseToRespond('是否替'+get.translation(player)+'对'+get.translation(target)+'使用一张杀', function(card){ var evt=_status.event.getParent(); return evt.player.canUse(card,evt.target)&&card.name=='sha'; }); next.set('ai',function(card){ var event=_status.event; return get.effect(event.target,card,event.source,event.player); }); next.set('source',player); next.set('target',target); next.set('jijiang',true); next.autochoose=lib.filter.autoRespondSha; } else{ event.current=event.current.next; event.redo(); } "step 1" if(result.bool){ event.finish(); event.current.draw(); if(result.cards&&result.cards.length==1&&result.cards[0].name=='sha'){ player.useCard(result.cards[0],target).animate=false; } else{ player.useCard({name:'sha'},target).animate=false; } if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){ event.current.ai.shown+=0.3; if(event.current.ai.shown>0.95) event.current.ai.shown=0.95; } } else{ event.current=event.current.next; event.goto(0); } }, ai:{ result:{ target:function(player,target){ if(player.hasSkill('jijiang3')) return 0; if(player.hasSkill('qinwang_ai')) return 0; return get.effect(target,{name:'sha'},player,target); } }, order:function(){ return get.order({name:'sha'})-0.1; }, } }, zuoding:{ trigger:{global:'useCard'}, filter:function(event,player){ return !player.hasSkill('zuoding2')&&get.suit(event.card)=='spade'&& _status.currentPhase==event.player&&event.targets&&event.targets.length&& event.player!=player; }, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('zuoding'),'令一名目标角色摸一张牌',function(card,player,target){ return _status.event.getTrigger().targets.contains(target); }).set('ai',function(target){ return get.attitude(_status.event.player,target); }); 'step 1' if(result.bool){ player.logSkill('zuoding',result.targets); result.targets[0].draw(); } }, ai:{ expose:0.2 }, group:'zuoding3' }, zuoding2:{}, zuoding3:{ trigger:{global:'damage'}, silent:true, content:function(){ player.addTempSkill('zuoding2'); } }, huomo:{ audio:2, trigger:{player:'chooseToRespondBegin'}, filter:function(event,player){ if(event.responded) return false; if(!event.filterCard({name:'shan'})) return false; if(!lib.filter.cardRespondable({name:'shan'},player,event)) return false; if(player.storage.huomo&&player.storage.huomo.shan) return false; if(event.parent.name!='sha') return false; var hs=player.getCards('he',{color:'black'}); for(var i=0;i0; })){ switch(button.link[2]){ case 'tao':return 5; case 'jiu':return 3.01; case 'sha': if(button.link[3]=='fire') return 2.95; else if(button.link[3]=='fire') return 2.92; else return 2.9; } } return 0; }, backup:function(links,player){ return { filterCard:function(card){ return get.type(card)!='basic'&&get.color(card)=='black'; }, viewAs:{name:links[0][2],nature:links[0][3],suit:null,number:null}, position:'he', popname:true, ignoreMod:true, precontent:function(){ 'step 0' player.logSkill('huomo'); var card=event.result.cards[0]; event.card=card; player.$throw(card,1000); game.log(player,'将',card,'置于牌堆顶'); event.result.card={name:event.result.card.name,nature:event.result.card.nature}; event.result.cards=[]; player.lose(card); 'step 1' game.delay(); 'step 2' ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild); game.updateRoundNumber(); }, } }, prompt:function(links,player){ return '将一张黑色非基本牌置于牌堆顶并视为使用一张'+get.translation(links[0][3]||'')+get.translation(links[0][2]); } }, ai:{ order:function(){ var player=_status.event.player; var event=_status.event; if(!player.storage.huomo.jiu&&event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0){ return 3.1; } return 2.9; }, save:true, respondSha:true, skillTagFilter:function(player,tag,arg){ if(player.hasCard(function(card){ return get.color(card)=='black'&&get.type(card)!='basic'; },'he')){ if(!player.storage.huomo) player.storage.huomo={}; if(tag=='respondSha'){ if(arg!='use') return false; if(player.storage.huomo.sha) return false; } else{ if(player.storage.huomo.tao&&player.storage.huomo.jiu) return false; } } else{ return false; } }, result:{ player:1 } } }, taoxi:{ audio:2, trigger:{player:'useCardToBegin'}, filter:function(event,player){ return _status.currentPhase==player&&event.targets.length==1&& event.target.countCards('h')>0&&!player.hasSkill('taoxi4')&&player!=event.target; }, check:function(event,player){ return get.attitude(player,event.target)<0; }, intro:{ content:'card' }, content:function(){ var card=trigger.target.getCards('h').randomGet(); player.showCards([card]); player.storage.taoxi=card; player.storage.taoxi2=trigger.target; player.syncStorage('taoxi'); player.markSkill('taoxi'); player.addTempSkill('taoxi4'); }, group:['taoxi2','taoxi3'] }, taoxi2:{ audio:false, enable:'phaseUse', filter:function(event,player){ if(player.storage.taoxi&&player.storage.taoxi2&& get.owner(player.storage.taoxi)==player.storage.taoxi2&& lib.filter.filterCard(player.storage.taoxi,player,event)){ return true; } return false; }, filterTarget:function(card,player,target){ return player.canUse(player.storage.taoxi,target); }, selectTarget:function(){ var info=get.info(_status.event.player.storage.taoxi); if(info.notarget) return -1; return get.select(info.selectTarget); }, multitarget:true, multiline:true, content:function(){ 'step 0' var card=player.storage.taoxi; if(!card){ event.finish(); return; } var owner=get.owner(card); if(owner){ owner.lose(card,ui.special); } event.card=card; player.$throw(card); 'step 1' player.useCard(event.card,targets).animate=false; delete player.storage.taoxi; delete player.storage.taoxi2; player.unmarkSkill('taoxi'); }, ai:{ order:8, result:{ target:function(player,target){ return get.effect(target,player.storage.taoxi,player,target); }, player:1 } } }, taoxi3:{ trigger:{player:'phaseEnd'}, forced:true, popup:false, filter:function(event,player){ return player.storage.taoxi?true:false; }, content:function(){ if(get.owner(player.storage.taoxi)==player.storage.taoxi2){ player.loseHp(); } delete player.storage.taoxi; delete player.storage.taoxi2; player.unmarkSkill('taoxi'); } }, taoxi4:{}, xingshuai:{ skillAnimation:true, animationColor:'thunder', audio:2, trigger:{player:'dying'}, priority:6, zhuSkill:true, filter:function(event,player){ if(player.storage.xingshuai) return false; if(player.hp>0) return false; if(!player.hasZhuSkill('xingshuai')) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='wei'; }); }, init:function(player){ if(player.hasZhuSkill('xingshuai')){ player.markSkill('xingshuai'); player.storage.xingshuai=false; } }, intro:{ content:'limited' }, unique:true, limited:true, content:function(){ 'step 0' player.storage.xingshuai=true; player.awakenSkill('xingshuai'); var targets=game.filterPlayer(); targets.remove(player); event.targets=targets; event.damages=[]; 'step 1' if(event.targets.length){ var current=event.targets.shift(); if(current.group=='wei'){ current.chooseBool('是否令'+get.translation(player)+'回复一点体力?').set('ai',function(){ return get.attitude(_status.event.player,_status.event.target)>2; }).set('target',player); event.current=current; } else{ event.redo(); } } else{ event.goto(3); } 'step 2' if(result.bool){ event.damages.push(event.current); event.current.line(player,'green'); game.log(event.current,'令',player,'回复一点体力'); } if(event.targets.length){ event.goto(1); } 'step 3' if(event.damages.length){ player.recover(event.damages.length); } 'step 4' if(event.damages.length){ event.damages.shift().damage('nosource'); event.redo(); } } }, mingjian:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target; }, filter:function(event,player){ return player.countCards('h')>0; }, filterCard:true, selectCard:-1, discard:false, lose:true, content:function(){ player.$give(cards.length,target); target.gain(cards,player); target.addTempSkill('mingjian2',{player:'phaseAfter'}); }, ai:{ order:1, result:{ target:function(player,target){ if(target.hasSkillTag('nogain')) return 0; if(player.countCards('h')==1&&player.countCards('h','du')) return -1; if(player.hp<=2&&player.countCards('h','shan')) return 0; if(target.countCards('h')+player.countCards('h')>target.hp+2) return 0; if(get.attitude(player,target)>3) return 1; return 0; } } } }, mingjian2:{ mark:true, intro:{ content:'手牌上限+1,出杀次数+1' }, mod:{ maxHandcard:function(player,num){ return num+1; }, cardUsable:function(card,player,num){ if(card.name=='sha') return num+1; } }, }, mingjian_old:{ audio:2, trigger:{player:'phaseUseBefore'}, direct:true, filter:function(event,player){ return player.countCards('h')>0; }, content:function(){ 'step 0' var go=Math.random()<0.5; player.chooseTarget(get.prompt('mingjian_old'),function(card,player,target){ return player!=target }).ai=function(target){ var att=get.attitude(player,target); if(att>3){ if(player.countCards('h')>player.hp) return att; if(go) return att; } return 0; } 'step 1' if(result.bool){ player.logSkill('mingjian_old',result.targets); trigger.cancel(); var target=result.targets[0]; target.addSkill('mingjian2_old'); var hs=player.getCards('h'); target.gain(hs,player); player.$give(hs.length,target); } } }, mingjian2_old:{ audio:false, trigger:{global:'phaseAfter'}, forced:true, popup:false, content:function(){ if(lib.config.glow_phase){ if(_status.currentPhase){ _status.currentPhase.classList.remove('glow_phase'); } player.classList.add('glow_phase'); } game.addVideo('phaseChange',player); _status.currentPhase=player; player.ai.tempIgnore=[]; player.stat.push({card:{},skill:{}}); player.phaseUse(); player.removeSkill('mingjian2_old'); } }, huituo:{ audio:2, trigger:{player:'damageEnd'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt2('huituo')).set('ai',function(target){ var player=_status.event.player; if(get.attitude(player,target)>0){ return get.recoverEffect(target,player,player)+1; } return 0; }); 'step 1' if(result.bool){ player.logSkill('huituo',result.targets); var target=result.targets[0]; event.target=target; target.judge(function(card){ if(target.hp==target.maxHp){ if(get.color(card)=='red') return -1; } if(get.color(card)=='red') return 1; return 0; }); } else{ event.finish(); } 'step 2' if(result.color){ if(result.color=='red'){ if(event.target.hp0&&event.source&& event.card&&event.card.name=='sha'; }, direct:true, //priority:5, audio:2, content:function(){ 'step 0' var prompt='弃置一张牌' if(trigger.source.getEquip(1)) prompt+=(',然后获得'+get.translation(trigger.source)+'装备区中的'+get.translation(trigger.source.getEquip(1))); var next=player.chooseToDiscard('he',get.prompt('duodao',trigger.source),prompt); next.logSkill=['duodao',trigger.source]; next.set('ai',function(card){ if(!_status.event.getTrigger().source.getEquip(1)) return 0; if(get.attitude(_status.event.player,_status.event.getTrigger().source)<=0){ return 6-get.value(card); } return 0; }); 'step 1' if(result.bool&&trigger.source.getEquip(1)){ player.gain(trigger.source.getEquip(1),trigger.source,'give'); } }, ai:{ maixie_defend:true, } }, anjian:{ audio:2, trigger:{source:'damageBegin'}, check:function(event,player){ return get.attitude(player,event.player)<=0; }, forced:true, filter:function(event,player){ return event.card&&event.card.name=='sha'&&get.distance(event.player,player,'attack')>1&& event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2'; }, content:function(){ trigger.num++; } }, xinpojun:{ trigger:{player:'shaBegin'}, direct:true, filter:function(event,player){ return player.isPhaseUsing()&&event.target.hp>0&&event.target.countCards('he')>0; }, audio:2, logTarget:'target', content:function(){ 'step 0' player.choosePlayerCard(trigger.target,'he', [1,Math.min(trigger.target.countCards('he'),trigger.target.hp)],get.prompt('pojun',trigger.target)); 'step 1' if(result.bool&&result.links.length){ player.logSkill('xinpojun'); if(trigger.target.storage.xinpojun2){ trigger.target.storage.xinpojun2=trigger.target.storage.xinpojun2.concat(result.links); } else{ trigger.target.storage.xinpojun2=result.links; } game.addVideo('storage',trigger.target,['xinpojun2',get.cardsInfo(trigger.target.storage.xinpojun2),'cards']); trigger.target.addSkill('xinpojun2'); trigger.target.lose(result.links,ui.special,'toStorage'); } }, ai:{ expose:0.2 } }, xinpojun2:{ trigger:{global:'phaseEnd'}, forced:true, audio:false, mark:true, intro:{ content:'cardCount' }, content:function(){ if(player.storage.xinpojun2){ player.gain(player.storage.xinpojun2,'fromStorage'); delete player.storage.xinpojun2; } player.removeSkill('xinpojun2'); }, group:'xinpojun3' }, xinpojun3:{ trigger:{player:'dieBegin'}, forced:true, popup:false, content:function(){ player.$throw(player.storage.xinpojun2,1000); for(var i=0;i=0; }, priority:-5, logTarget:'player', content:function(){ game.asyncDraw([trigger.player,player]); }, ai:{ expose:0.1 } }, yanyu:{ audio:2, enable:'phaseUse', filter:function(event,player){ return player.countCards('h','sha')>0; }, filterCard:{name:'sha'}, prepare:function(cards,player){ player.$throw(cards,1000); }, discard:false, delay:0.5, content:function(){ "step 0" player.draw(); "step 1" game.cardsDiscard(cards); }, ai:{ basic:{ order:1 }, result:{ player:1, }, }, group:'yanyu2' }, yanyu2:{ trigger:{player:'phaseUseEnd'}, direct:true, filter:function(event,player){ return player.getStat().skill.yanyu>=2; }, content:function(){ 'step 0' player.chooseTarget(get.prompt('yanyu'),'令一名男性角色摸两张牌',function(card,player,target){ return target.sex=='male'&&target!=player; }).set('ai',function(target){ return get.attitude(_status.event.player,target); }); 'step 1' if(result.bool){ player.logSkill('yanyu',result.targets); result.targets[0].draw(2); } } }, youdi:{ audio:true, trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return player.countCards('he')>0; }, content:function(){ "step 0" player.chooseTarget(get.prompt('youdi'),function(card,player,target){ return player!=target; }).set('ai',function(target){ if(!_status.event.goon) return 0; if(target.countCards('he')==0) return 0; return -get.attitude(_status.event.player,target); }).set('goon',player.countCards('h','sha')<=player.countCards('h')/3); "step 1" if(result.bool){ game.delay(); player.logSkill('youdi',result.targets); event.target=result.targets[0]; event.target.discardPlayerCard(player,'he',true); } else{ event.finish(); } "step 2" if(result.links[0].name!='sha'&&event.target.countCards('he')){ player.gainPlayerCard('he',event.target,true); } }, ai:{ expose:0.2, threaten:1.4 } }, fuhun:{ enable:['chooseToUse','chooseToRespond'], filterCard:true, selectCard:2, position:'h', audio:2, derivation:['new_rewusheng','new_repaoxiao'], viewAs:{name:'sha'}, prompt:'将两张手牌当杀使用或打出', check:function(card){ if(_status.event.player.hasSkill('new_rewusheng')&&get.color(card)=='red') return 0; if(_status.event.name=='chooseToRespond'){ if(card.name=='sha') return 0; return 6-get.useful(card); } if(_status.event.player.countCards('h')<4) return 6-get.useful(card); return 7-get.useful(card); }, ai:{ respondSha:true, order:function(item,player){ if(player.hasSkill('new_rewusheng')&&player.hasSkill('new_repaoxiao')){ return 1; } if(player.countCards('h')<4){ return 1; } return 4; }, }, group:'fuhun2' }, fuhun2:{ trigger:{source:'damageSource'}, forced:true, filter:function(event,player){ if(player.hasSkill('fuhun3')) return false; return event.getParent().skill=='fuhun'; }, content:function(){ player.addTempSkill('new_rewusheng'); player.addTempSkill('new_repaoxiao'); player.addTempSkill('fuhun3'); } }, fuhun3:{}, fencheng:{ skillAnimation:'epic', animationColor:'gray', audio:2, enable:'phaseUse', filter:function(event,player){ return !player.storage.fencheng; }, filterTarget:function(card,player,target){ return player!=target; }, unique:true, limited:true, selectTarget:-1, mark:true, line:'fire', content:function(){ "step 0" player.storage.fencheng=true; player.awakenSkill('fencheng'); var res=get.damageEffect(target,player,target,'fire'); var num=Math.max(1,target.countCards('e')); target.chooseToDiscard(num,'he','弃置'+get.cnNumber(num)+'张牌或受到1点火焰伤害').set('ai',function(card){ var res=_status.event.res; var num=_status.event.num; var player=_status.event.player; if(res>=0) return -1; if(num>2&&player.hp>1) return -1; if(num>1&&player.hp>2) return -1; if(get.position(card)=='e'){ return 10-get.value(card); } return 6-get.value(card); }).set('res',res).set('num',num); "step 1" if(!result.bool){ target.damage('fire'); } }, ai:{ order:1, result:{ player:function(player){ var num=0,players=game.filterPlayer(); for(var i=0;i0){ num-=Math.max(1,players[i].countCards('e')); } else if(att<0){ num+=Math.max(1,players[i].countCards('e')); } } } if(players.length<5){ return num-1; } else{ return num-2; } } } }, init:function(player){ player.storage.fencheng=false; }, intro:{ content:'limited' } }, mieji:{ trigger:{player:'useCard'}, direct:true, audio:2, filter:function(event,player){ return event.targets.length==1&&get.type(event.card)=='trick'&&get.color(event.card)=='black'; }, position:'he', content:function(){ "step 0" player.chooseTarget(get.prompt('mieji'),'为'+get.translation(trigger.card)+'增加一个额外目标',function(card,player,target){ var trigger=_status.event.getTrigger(); return lib.filter.filterTarget(trigger.card,player,target)&&target!=trigger.targets[0]; }).set('autodelay',true).set('ai',function(target){ var trigger=_status.event.getTrigger(); var player=_status.event.player; return get.effect(target,trigger.card,player,player); }); "step 1" if(result.bool){ trigger.targets.push(result.targets[0]); player.logSkill('mieji',result.targets); } } }, junxing:{ enable:'phaseUse', audio:2, usable:1, filterCard:true, selectCard:[1,Infinity], filter:function(event,player){ return player.countCards('h')>0; }, check:function(card){ if(ui.selected.cards.length) return -1; var val=get.value(card); if(get.type(card)=='basic') return 8-get.value(card); return 5-get.value(card); }, filterTarget:function(card,player,target){ return player!=target; }, content:function(){ "step 0" var types=[]; for(var i=0;i0; }, filter:function(event,player){ if(event.player.countCards('h')) return false; if(_status.currentPhase!=player) return false; if(event.player==player) return false; for(var i=0;i2){ if(game.phaseNumber0&&event.player.countCards('j')) return true; if(event.num>1){ if(att<0) return false; if(att>0) return true; } var cards=event.player.getGainableCards(player,'e'); for(var i=0;i=6) return true; } return false; }, logTarget:'player', content:function(){ if(trigger.player.countGainableCards(player,'ej')){ player.gainPlayerCard(trigger.player,'ej',true); } trigger.cancel(); } }, sanyao:{ audio:2, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target.isMaxHp(); }, check:function(card){return 7-get.value(card);}, position:'he', filterCard:true, content:function(){ target.damage('nocard'); }, ai:{ result:{ target:function(player,target){ if(target.countCards('j')&&get.attitude(player,target)>0){ return 1; } if(target.countCards('e')){ return -1; } return get.damageEffect(target,player); }, }, order:7 } }, qiaoshui:{ audio:2, trigger:{player:'phaseUseBegin'}, direct:true, filter:function(event,player){ return player.countCards('h')>0; }, content:function(){ "step 0" player.chooseTarget(get.prompt2('qiaoshui'),function(card,player,target){ return player.canCompare(target); }).set('ai',function(target){ return -get.attitude(_status.event.player,target)/target.countCards('h'); }); "step 1" if(result.bool){ player.logSkill('qiaoshui',result.targets[0]); player.chooseToCompare(result.targets[0]); } else{ event.finish(); } "step 2" if(result.bool){ player.addTempSkill('qiaoshui3'); } else{ player.addTempSkill('qiaoshui2'); } }, ai:{ expose:0.1 } }, qiaoshui2:{ mod:{ cardEnabled:function(card){ if(get.type(card,'trick')=='trick') return false; } } }, qiaoshui3:{ trigger:{player:'useCard'}, direct:true, filter:function(event,player){ var type=get.type(event.card); return type=='basic'||type=='trick'; }, content:function(){ 'step 0' player.removeSkill('qiaoshui3'); var goon=false; var info=get.info(trigger.card); if(trigger.targets&&!info.multitarget){ var players=game.filterPlayer(); for(var i=0;i1){ event.goto(3); } } 'step 1' if(result.bool){ if(!event.isMine()) game.delayx(); event.target=result.targets[0]; } else{ event.finish(); } 'step 2' if(event.target){ player.logSkill('qiaoshui',event.target); trigger.targets.add(event.target); } event.finish(); 'step 3' player.chooseTarget('巧说:是否减少一名'+get.translation(trigger.card)+'的目标?',function(card,player,target){ return _status.event.getTrigger().targets.contains(target); }).set('ai',function(target){ var trigger=_status.event.getTrigger(); return -get.effect(target,trigger.card,trigger.player,_status.event.player); }); 'step 4' if(result.bool){ event.targets=result.targets; if(event.isMine()){ player.logSkill('qiaoshui',event.targets); event.finish(); } for(var i=0;i1) return false; return event.card&&get.type(event.card)=='trick'&&event.player!=player; }, frequent:true, content:function(){ player.draw(); }, ai:{ effect:function(card,player,target){ if(get.type(card)=='trick') return [1,1]; }, } }, shenxing:{ audio:2, enable:'phaseUse', position:'he', filterCard:true, selectCard:2, prompt:'弃置两张牌并摸一张牌', check:function(card){return 4-get.useful(card)}, content:function(){ player.draw(); }, ai:{ order:1, result:{ player:1 }, }, }, bingyi:{ audio:2, trigger:{player:'phaseDiscardEnd'}, filter:function(event,player){ var cards=player.getCards('h'); if(cards.length<1) return false; var color=get.color(cards[0]); for(var i=1;i=2) return false; if(player.hp==1) return false; if(player.hp==2&&player.countCards('h')<2) return false; if(event.player.countCards('h')>=event.player.hp) return false; return true; }, content:function(){ "step 0" player.draw(2); "step 1" player.chooseCard(2,'he',true,'交给'+get.translation(trigger.player)+'两张牌').set('ai',function(card){ if(ui.selected.cards.length&&card.name==ui.selected.cards[0].name) return -1; if(get.tag(card,'damage')) return 1; if(get.type(card)=='equip') return 1; return 0; }); "step 2" trigger.player.gain(result.cards,player,'giveAuto'); trigger.player.addSkill('xiantu2'); trigger.player.storage.xiantu=player; }, ai:{ threaten:1.1, expose:0.3 } }, xiantu2:{ trigger:{player:'phaseUseEnd'}, forced:true, audio:false, content:function(){ if(player.storage.xiantu){ player.storage.xiantu.loseHp(); delete player.storage.xiantu; } player.removeSkill('xiantu2'); }, group:'xiantu3' }, xiantu3:{ trigger:{source:'dieAfter'}, forced:true, audio:false, content:function(){ delete player.storage.xiantu; player.removeSkill('xiantu2'); } }, qiangzhi:{ audio:2, trigger:{player:'phaseUseBegin'}, direct:true, filterTarget:function(card,player,target){ return target!=player&&target.countCards('h')>0; }, content:function(){ 'step 0' player.chooseTarget(get.prompt2('qiangzhi'),function(card,player,target){ return target!=player&&target.countCards('h')>0; }).set('ai',function(){ return Math.random(); }); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('qiangzhi',target); var card=target.getCards('h').randomGet(); player.showCards(card); player.storage.qiangzhi=get.type(card,'trick'); game.addVideo('storage',player,['qiangzhi',player.storage.qiangzhi]); player.markSkill('qiangzhi'); } }, intro:{ content:function(type){ return get.translation(type)+'牌'; } }, group:['qiangzhi2','qiangzhi3'], ai:{ order:11, result:{ player:1 } } }, qiangzhi2:{ trigger:{player:'useCard'}, frequent:true, filter:function(event,player){ // return (get.type(event.card,'trick')==player.storage.qiangzhi&&event.cards[0]&&event.cards[0]==event.card); return get.type(event.card,'trick')==player.storage.qiangzhi; }, content:function(){ player.draw(); }, ai:{ threaten:1.4 } }, qiangzhi3:{ trigger:{player:'phaseUseEnd'}, silent:true, content:function(){ delete player.storage.qiangzhi; player.unmarkSkill('qiangzhi'); } }, dingpin:{ enable:'phaseUse', usable:3, audio:2, filter:function(event,player){ return player.countCards('h')>0; }, filterTarget:function(card,player,target){ return target.hp0; }, logTarget:'player', content:function(){ trigger.player.draw(); }, ai:{ expose:0.2 } }, jiaojin:{ audio:2, trigger:{player:'damageBegin'}, filter:function(event,player){ return player.countCards('he',{type:'equip'})&&event.source&&event.source.sex=='male'; }, direct:true, content:function(){ "step 0" var next=player.chooseToDiscard('he','骄矜:是否弃置一张装备牌令伤害-1?',function(card,player){ return get.type(card)=='equip'; }); next.set('ai',function(card){ var player=_status.event.player; if(player.hp==1||_status.event.getTrigger().num>1){ return 9-get.value(card); } if(player.hp==2){ return 8-get.value(card); } return 7-get.value(card); }); next.logSkill='jiaojin'; "step 1" if(result.bool){ game.delay(0.5); trigger.num--; } } }, chanhui:{ audio:2, trigger:{player:'useCard'}, filter:function(event,player){ if(_status.currentPhase!=player) return false; if(player.hasSkill('chanhui2')) return false; if(event.targets.length>1) return false; var card=event.card; if(card.name=='sha') return true; if(get.color(card)=='black'&&get.type(card)=='trick') return true; return false; }, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt2('chanhui'),function(card,player,target){ if(player==target) return false; var trigger=_status.event.getTrigger(); return player.canUse(trigger.card,target)&&trigger.targets.contains(target)==false; }).set('ai',function(target){ var trigger=_status.event.getTrigger(); var player=_status.event.player; return get.effect(target,trigger.card,player,player)+0.01; }); "step 1" if(result.bool){ game.delay(0,200); event.target=result.targets[0]; } else{ event.finish(); } "step 2" game.delay(); player.addSkill('chanhui2'); player.logSkill('chanhui',event.target); event.target.chooseCard('交给'+get.translation(player)+'一张手牌,或成为'+ get.translation(trigger.card)+'的额外目标').set('ai',function(card){ return 5-get.value(card); }); "step 3" if(result.bool){ player.gain(result.cards,event.target,'giveAuto'); trigger.untrigger(); trigger.player=event.target; trigger.trigger('useCard'); game.log(event.target,'成为了',trigger.card,'的使用者'); } else{ game.log(event.target,'成为了',trigger.card,'的额外目标'); trigger.targets.push(event.target); } } }, chanhui2:{ trigger:{player:'phaseEnd'}, forced:true, popup:false, audio:false, content:function(){ player.removeSkill('chanhui2'); } }, quanji:{ audio:2, trigger:{player:'damageEnd'}, frequent:true, locked:false, notemp:true, init:function(player){ player.storage.quanji=[]; }, filter:function(event){ return event.num>0; }, content:function(){ "step 0" player.draw(trigger.num); "step 1" if(player.countCards('he')){ player.chooseCard('将'+get.cnNumber(trigger.num)+'张手牌置于武将牌上作为“权”',trigger.num,true); } else{ event.finish(); } "step 2" if(result.cards&&result.cards.length){ player.lose(result.cards,ui.special,'toStorage'); player.storage.quanji=player.storage.quanji.concat(result.cards); player.syncStorage('quanji'); player.markSkill('quanji'); game.log(player,'将',result.cards,'置于武将牌上作为“权”'); } }, intro:{ content:'cards' }, mod:{ maxHandcard:function(player,num){ return num+player.storage.quanji.length; } }, ai:{ maixie:true, maixie_hp:true, threaten:0.8, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(player.hasSkillTag('jueqing',false,target)) return [1,-2]; if(!target.hasFriend()) return; if(target.hp>=4) return [0.5,get.tag(card,'damage')*2]; if(!target.hasSkill('paiyi')&&target.hp>1) return [0.5,get.tag(card,'damage')*1.5]; if(target.hp==3) return [0.5,get.tag(card,'damage')*1.5]; if(target.hp==2) return [1,get.tag(card,'damage')*0.5]; } } } } }, zili:{ skillAnimation:true, animationColor:'thunder', audio:3, unique:true, juexingji:true, trigger:{player:'phaseBegin'}, forced:true, filter:function(event,player){ return !player.hasSkill('paiyi')&&player.storage.quanji&&player.storage.quanji.length>=3; }, content:function(){ "step 0" player.chooseDrawRecover(2,true,function(event,player){ if(player.hp==1&&player.isDamaged()) return 'recover_hp'; return 'draw_card'; }); "step 1" player.loseMaxHp(); player.addSkill('paiyi'); player.awakenSkill('zili'); } }, paiyi:{ enable:'phaseUse', usable:1, audio:2, filterTarget:true, filter:function(event,player){ return player.storage.quanji.length>0; }, content:function(){ "step 0" player.chooseCardButton(player.storage.quanji,true); "step 1" var card=result.links[0]; game.cardsDiscard(card); player.$throw(card); player.storage.quanji.remove(card); if(!player.storage.quanji.length){ player.unmarkSkill('quanji'); } else{ player.markSkill('quanji'); } player.syncStorage('quanji'); "step 2" target.draw(2); "step 3" if(target.countCards('h')>player.countCards('h')){ target.damage(); } }, ai:{ order:1, result:{ target:function(player,target){ if(player!=target) return 0; if(player.countCards('h')+2<=player.hp+player.storage.quanji.length) return 1; return 0; } } } }, xianzhou:{ skillAnimation:true, animationColor:'gray', audio:2, unique:true, limited:true, enable:'phaseUse', filter:function(event,player){ return !player.storage.xianzhou&&player.countCards('e')>0; }, init:function(player){ player.storage.xianzhou=false; }, filterTarget:function(card,player,target){ return player!=target; }, mark:true, content:function(){ "step 0" player.awakenSkill('xianzhou'); var cards=player.getCards('e'); target.gain(cards,player,'give'); event.num=cards.length; player.storage.xianzhou=true; game.delay(); "step 1" target.chooseTarget([1,event.num],'令'+get.translation(player)+'回复'+ event.num+'点体力,或对攻击范围内的'+event.num+'名角色造成一点伤害',function(card,player,target2){ return get.distance(_status.event.player,target2,'attack')<=1; }).set('ai',function(target2){ var target=_status.event.player; var player=_status.event.getParent().player; if(get.attitude(target,player)>0){ if(player.hp+event.num<=player.maxHp||player.hp==1) return -1; } return get.damageEffect(target2,target,target); }); "step 2" if(result.bool){ target.line(result.targets,'green'); event.targets=result.targets; event.num2=0; } else{ player.recover(event.num); event.finish(); } "step 3" if(event.num22&&get.attitude(players[i],player)>2){ bool=false;break; } } if(bool) return -10; if(player.hp==1) return 1; if(game.phaseNumber0){ return '移动装备'; } } else{ if(att<=0){ return '移动装备'; } } return 'draw_card'; }).set('source',trigger.player); } else{ next=player.chooseControl('draw_card','cancel2',function(){ return 'draw_card'; }); } next.set('prompt',get.prompt('qieting',trigger.player)); "step 1" if(result.control=='移动装备'){ player.logSkill('qieting',trigger.player); player.choosePlayerCard(trigger.player,'e','将一张装备牌移至你的装备区').set('filterButton',function(button){ return _status.event.player.isEmpty(get.subtype(button.link)); }); } else{ if(result.control=='draw_card'){ player.logSkill('qieting'); player.draw(); } event.finish(); } "step 2" if(result&&result.links&&result.links.length){ game.delay(2); trigger.player.$give(result.links[0],player); player.equip(result.links[0]); player.addExpose(0.2); } }, }, qieting2:{ trigger:{player:'useCard'}, filter:function(event,player){ return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player); }, forced:true, popup:false, content:function(){ player.addTempSkill('qieting3'); } }, qieting3:{}, zhuikong:{ audio:2, trigger:{global:'phaseBegin'}, check:function(event,player){ if(get.attitude(player,event.player)<-2){ var cards=player.getCards('h'); if(cards.length>player.hp) return true; for(var i=0;i9&&useful<7) return true; } } return false; }, logTarget:'player', filter:function(event,player){ return player.hp=0?1:-1; }).set('source',player); game.delay(); } else{ event.finish(); } "step 2" if(result.bool){ player.gain(result.cards,event.target,'giveAuto'); game.delay(); } else{ trigger.targets.push(event.target); game.log(event.target,'成为了额外目标'); } }, ai:{ expose:0.2, effect:{ target:function(card,player,target){ if(card.name!='sha') return; var players=game.filterPlayer(); for(var i=0;i1){ return 11-get.equipValue(card); } return 6-get.equipValue(card); }, content:function(){ "step 0" player.addTempSkill('gongji2'); "step 1" if(get.type(cards[0])=='equip'){ player.chooseTarget('是否弃置一名角色的一张牌?',function(card,player,target){ return player!=target&&target.countCards('he')>0; }).set('ai',function(target){ var player=_status.event.player; if(get.attitude(player,target)<0){ return Math.max(0.5,get.effect(target,{name:'sha'},player,player)); } return 0; }); } else{ event.finish(); } "step 2" if(result.bool){ player.line(result.targets,'green'); event.target=result.targets[0]; player.discardPlayerCard(event.target,'he',true).ai=get.buttonValue; } }, ai:{ order:9, result:{ player:1 } } }, gongji2:{ mod:{ attackFrom:function(){ return -Infinity; }, }, }, zhuiyi:{ audio:2, trigger:{player:'die'}, direct:true, skillAnimation:true, animationColor:'wood', forceDie:true, content:function(){ "step 0" player.chooseTarget(get.prompt2('zhuiyi'),function(card,player,target){ return player!=target&&_status.event.source!=target; }).set('forceDie',true).set('ai',function(target){ var num=get.attitude(_status.event.player,target); if(num>0){ if(target.hp==1){ num+=2; } if(target.hpplayers[i].countCards('h')) return true; } return false; }, selectTarget:2, content:function(){ 'step 0' var gainner,giver; if(targets[0].countCards('h')0) return -1; var players=game.filterPlayer(); for(var i=0;i0) return -3; return -1; } } return 0; } else{ return 1; } }, player:1, } } }, anxu:{ enable:'phaseUse', usable:1, multitarget:true, audio:2, filterTarget:function(card,player,target){ if(player==target) return false; var num=target.countCards('h'); if(ui.selected.targets.length){ return numplayers[i].countCards('h')) return true; } return false; }, selectTarget:2, content:function(){ 'step 0' var gainner,giver; if(targets[0].countCards('h')0) return -1; var players=game.filterPlayer(); for(var i=0;i=0&&num20||player.countCards('he',{type:'equip'})>0; }, check:function(card){return 8-get.value(card)}, selectTarget:2, multitarget:true, discard:false, targetprompt:['得到牌','出杀目标'], prepare:'give', filterTarget:function(card,player,target){ if(ui.selected.targets.length==0){ return player!=target; } else{ return lib.filter.filterTarget({name:'sha'},ui.selected.targets[0],target); } }, content:function(){ "step 0" targets[0].gain(cards,player); "step 1" targets[0].chooseControl('draw_card','出杀',function(){ var player=_status.event.player; var target=_status.event.target; if(get.effect(_status.event.target,{name:'sha'},player,player)>0){ return 1; } return 0; }).set('target',targets[1]).set('prompt','对'+get.translation(targets[1])+'使用一张杀,或摸一张牌'); "step 2" if(result.control=='draw_card'){ targets[0].draw(); } else{ targets[0].useCard({name:'sha'},targets[1]); } }, ai:{ result:{ player:function(player){ var players=game.filterPlayer(); for(var i=0;i1&&get.attitude(players[i],player)>1){ return 1; } } return 0; }, target:function(player,target){ if(ui.selected.targets.length){ return -0.1; } return 1; } }, order:8.5, expose:0.2 } }, xinxuanhuo:{ audio:2, trigger:{player:'phaseDrawBegin'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt2('xinxuanhuo'),function(card,player,target){ return player!=target; }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(att>0){ if(target.countCards('h')1&&check<2) return 0; return get.unuseful(card)+9; }, ai2:function(target){ var att=get.attitude(_status.event.player,target); if(ui.selected.cards.length==1&&ui.selected.cards[0].name=='du') return 1-att; return att-2; }, prompt:'将'+get.cnNumber(event.num)+'张手牌交给一名其他角色', }).set('check',check); "step 2" if(result.bool){ result.targets[0].gain(result.cards,event.player,'giveAuto'); player.line(result.targets,'green'); } }, ai:{ threaten:function(player,target){ if(target.hp==1) return 3; if(target.hp==2) return 1.5; return 0.5; }, effect:{ target:function(card,player,target){ if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0]; } } } }, zhenlie:{ audio:2, filter:function(event,player){ return event.player!=player&&event.targets&&event.targets.contains(player)&&(!event.excluded||!event.excluded.contains(player))&&event.card&&(event.card.name=='sha'||get.type(event.card)=='trick'); }, logTarget:'player', check:function(event,player){ if(get.attitude(player,event.player)>0){ return false; } if(get.tag(event.card,'respondSha')){ if(player.countCards('h',{name:'sha'})==0){ return true; } } else if(get.tag(event.card,'respondShan')){ if(player.countCards('h',{name:'shan'})==0){ return true; } } else if(get.tag(event.card,'damage')){ if(player.countCards('h')<2) return true; } else if(event.card.name=='shunshou'&&player.hp>2){ return true; } return false; }, priority:10, trigger:{global:'useCard'}, content:function(){ "step 0" player.loseHp(); "step 1" trigger.excluded.add(player); "step 2" if(trigger.player.countCards('he')){ player.discardPlayerCard(trigger.player,'he',true); } }, ai:{ expose:0.3 } }, wuyan:{ audio:2, trigger:{target:'useCardToBefore',player:'useCardToBefore'}, forced:true, priority:15, check:function(event,player){ return get.effect(event.target,event.card,event.player,player)<0; }, filter:function(event,player){ if(!event.target) return false; if(event.player==player&&event.target==player) return false; return (get.type(event.card)=='trick'); }, content:function(){ trigger.cancel(); }, ai:{ effect:{ target:function(card,player,target,current){ if(get.type(card)=='trick'&&player!=target) return 'zeroplayertarget'; }, player:function(card,player,target,current){ if(get.type(card)=='trick'&&player!=target) return 'zeroplayertarget'; } } } }, xinwuyan:{ audio:2, trigger:{source:'damageBefore',player:'damageBefore'}, forced:true, priority:15, check:function(event,player){ if(player==event.player) return true; return false; }, filter:function(event,player){ return get.type(event.card,'trick')=='trick'; }, content:function(){ trigger.cancel(); }, ai:{ notrick:true, notricksource:true, effect:{ target:function(card,player,target,current){ if(get.type(card)=='trick'&&get.tag(card,'damage')){ return 'zeroplayertarget'; } }, player:function(card,player,target,current){ if(get.type(card)=='trick'&&get.tag(card,'damage')){ return 'zeroplayertarget'; } } } } }, xinjujian:{ trigger:{player:'phaseEnd'}, direct:true, audio:2, filter:function(event,player){ return player.countCards('he')>player.countCards('he',{type:'basic'}); }, content:function(){ "step 0" player.chooseCardTarget({ filterTarget:function(card,player,target){ return player!=target; }, filterCard:function(card,player){ return get.type(card)!='basic'&&lib.filter.cardDiscardable(card,player); }, ai1:function(card){ if(get.tag(card,'damage')&&get.type(card)=='trick'){ return 20; } return 9-get.value(card); }, ai2:function(target){ var att=get.attitude(_status.event.player,target); if(att>0){ if(target.isTurnedOver()) att+=3; if(target.hp==1) att+=3; } return att; }, position:'he', prompt:get.prompt2('xinjujian') }); "step 1" if(result.bool){ var target=result.targets[0]; event.target=target; player.logSkill('xinjujian',target); player.discard(result.cards); if(target.hp==target.maxHp&& !target.isTurnedOver()&& !target.isLinked()){ target.draw(2); event.finish(); } else{ var controls=['draw_card']; if(target.hp2){ return 'recover_hp'; } else if(target.hp==2&&target.maxHp>2&&target.countCards('h')>1){ return 'recover_hp'; } else{ return 'draw_card'; } } } } else{ event.finish(); } "step 2" event.control=result.control; switch(event.control){ case 'recover_hp':event.target.recover();event.finish();break; case 'draw_card':event.target.draw(2);event.finish();break; case 'reset_character':if(event.target.isTurnedOver()) event.target.turnOver();break; } "step 3" if(event.control=='reset_character'&&event.target.isLinked()){ event.target.link(); } }, ai:{ expose:0.2, threaten:1.4 } }, jujian:{ enable:'phaseUse', usable:1, audio:2, filterCard:true, position:'he', selectCard:[1,3], check:function(card){ var player=get.owner(card); if(get.type(card)=='trick') return 10; if(player.countCards('h')-player.hp-ui.selected.cards.length>0){ return 8-get.value(card); } return 4-get.value(card); }, filterTarget:function(card,player,target){ return player!=target; }, content:function(){ target.draw(cards.length); if(cards.length==3){ if(get.type(cards[0],'trick')==get.type(cards[1],'trick')&& get.type(cards[0],'trick')==get.type(cards[2],'trick')){ player.recover(); } } }, ai:{ expose:0.2, order:1, result:{ target:1 } } }, yizhong:{ trigger:{target:'shaBefore'}, forced:true, audio:2, filter:function(event,player){ if(player.getEquip(2)) return false; return (event.card.name=='sha'&&get.color(event.card)=='black') }, content:function(){ trigger.cancel(); }, ai:{ effect:{ target:function(card,player,target){ if(player==target&&get.subtype(card)=='equip2'){ if(get.equipValue(card)<=8) return 0; } if(target.getEquip(2)) return; if(card.name=='sha'&&get.color(card)=='black') return 'zerotarget'; } } } }, jueqing:{ trigger:{source:'damageBefore'}, forced:true, audio:2, priority:16, check:function(){return false;}, content:function(){ trigger.cancel(); var ex=0; if(trigger.card&&trigger.card.name=='sha'){ if(player.hasSkill('jiu')) ex++; if(player.hasSkill('luoyi2')) ex++; if(player.hasSkill('reluoyi2')) ex++; } trigger.player.loseHp(trigger.num+ex); }, ai:{ jueqing:true } }, shangshi:{ audio:2, trigger:{player:['loseEnd','changeHp']}, frequent:true, filter:function(event,player){ return (player.countCards('h')<(player.maxHp-player.hp)); }, content:function(){ player.draw(player.maxHp-player.hp-player.countCards('h')); }, ai:{ noh:true, skillTagFilter:function(player,tag){ if(tag=='noh'&&player.maxHp-player.hp0) return 0; if(player.getEquip('zhuge')&&player.countCards('h','sha')>1) return 0; if(!player.countCards('h','sha')) return 0; var targets=[]; var target; var players=game.filterPlayer(); for(var i=0;inum){ target=targets[i]; num=num2; } } if(num<=0) return 0; var e2=target.getEquip(2); if(e2){ if(e2.name=='tengjia'){ if(!player.countCards('h',{name:'sha',nature:'fire'})&&!player.getEquip('zhuque')) return 0; } if(e2.name=='renwang'){ if(!player.countCards('h',{name:'sha',color:'red'})) return 0; } if(e2.name=='baiyin') return 0; } if(player.getEquip('guanshi')&&player.countCards('he')>2) return 1; return target.countCards('h')>3?0:1; } if(player==_status.event.dying||player.isTurnedOver()) return 3; } }, effect:{ target:function(card,player,target){ if(card.name=='guiyoujie') return [0,0.5]; if(target.isTurnedOver()){ if(get.tag(card,'damage')){ if(player.hasSkillTag('jueqing',false,target)) return [1,-2]; if(target.hp==1) return; return [1,target.countCards('h')/2]; } } } } }, }, jiushi2:{ trigger:{player:'damageBegin'}, silent:true, filter:function(event,player){ return player.classList.contains('turnedover'); }, content:function(){ player.storage.jiushi=true; } }, jiushi3:{ audio:2, trigger:{player:'damageAfter'}, check:function(event,player){ return player.isTurnedOver(); }, filter:function(event,player){ if(player.storage.jiushi){ return true; } return false; }, content:function(){ player.storage.jiushi=false; player.turnOver(); } }, zongshi:{ audio:2, mod:{ maxHandcard:function(player,num){ return num+game.countGroup(); } } }, zishou:{ audio:2, trigger:{player:'phaseDrawBegin'}, check:function(event,player){ return player.countCards('h')<=player.maxHp||player.skipList.contains('phaseUse'); }, content:function(){ trigger.num+=game.countGroup(); player.addTempSkill('zishou2'); }, ai:{ threaten:1.5 } }, zishou2:{ mod:{ playerEnabled:function(card,player,target){ if(player!=target) return false; } } }, olddanshou:{ trigger:{source:'damageSource'}, priority:9, check:function(event,player){ return get.attitude(player,event.player)<=0; }, content:function(){ "step 0" player.draw(); "step 1" var evt=_status.event.getParent('phase'); if(evt){ game.resetSkills(); _status.event=evt; _status.event.finish(); _status.event.untrigger(true); } }, ai:{ jueqing:true } }, danshou:{ enable:'phaseUse', filterCard:true, position:'he', audio:2, filter:function(event,player){ var num=player.getStat().skill.danshou; if(num){ num++; } else{ num=1; } return player.countCards('he')>=num; }, check:function(card){ if(ui.selected.cards.length>=2){ return 4-get.value(card); } return 6-get.value(card); }, selectCard:function(card){ var num=_status.event.player.getStat().skill.danshou; if(num) return num+1; return 1; }, filterTarget:function(card,player,target){ if(player==target) return false; var num=player.getStat().skill.danshou; if(num){ num++; } else{ num=1; } if(num<=2&&!target.countCards('he')) return false; return get.distance(player,target,'attack')<=1; }, content:function(){ 'step 0' var num=player.getStat().skill.danshou; switch(num){ case 1:player.discardPlayerCard(target,true);break; case 2:target.chooseCard('选择一张牌交给'+get.translation(player),'he',true);break; case 3:target.damage('nocard');break; default:game.asyncDraw([player,target],2); } if(num!=2) event.finish(); 'step 1' if(result.cards){ player.gain(result.cards,target,'giveAuto'); } }, ai:{ order:8.6, result:{ target:function(player,target){ var num=player.getStat().skill.danshou; if(num){ num++; } else{ num=1; } if(num>3) return 0; if(num==3) return get.damageEffect(target,player,target); return -1; } } } }, qice:{ enable:'phaseUse', usable:1, audio:2, filter:function(event,player){ return player.countCards('h')>0 }, chooseButton:{ dialog:function(player){ var list=[]; for(var i=0;i0&&!players[i].hasSha()){ return (button.link[2]=='juedou')?2:-1; } if(!players[i].isOut()){ if(players[i].hp0){ 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++; } } } } if(lose>recover&&lose>0) return (button.link[2]=='nanman')?1:-1; if(lose0) return (button.link[2]=='taoyuan')?1:-1; return (button.link[2]=='wuzhong')?1:-1; }, backup:function(links,player){ return { filterCard:true, selectCard:-1, audio:2, popname:true, viewAs:{name:links[0][2]}, } }, prompt:function(links,player){ return '将全部手牌当作'+get.translation(links[0][2])+'使用'; } }, ai:{ order:1, result:{ player:function(player){ var num=0; var cards=player.getCards('h'); if(cards.length>=3&&player.hp>=3) return 0; for(var i=0;i1 } else{ for(var i=0;i3&&player.countCards('h','sha')>1){ return 'jiangchi_less'; } if(player.countCards('h','sha')>2){ return 'jiangchi_less'; } if(player.hp-player.countCards('h')>1){ return 'jiangchi_more'; } return 'cancel2'; }); "step 1" if(result.control=='jiangchi_less'){ trigger.num--; player.addTempSkill('jiangchi2','phaseUseEnd'); player.logSkill('jiangchi'); } else if(result.control=='jiangchi_more'){ trigger.num++; player.addTempSkill('jiangchi3','phaseUseEnd'); player.logSkill('jiangchi'); } } }, jiangchi2:{ mod:{ targetInRange:function(card,player,target,now){ if(card.name=='sha') return true; }, cardUsable:function(card,player,num){ if(card.name=='sha') return num+1; } } }, jiangchi3:{ mod:{ cardEnabled:function(card){if(card.name=='sha') return false} } }, xinzhan:{ audio:2, enable:'phaseUse', filter:function(event,player){ return true;//player.countCards('h')>player.maxHp; }, usable:1, content:function(){ "step 0" var cards=get.cards(3); event.cards=cards; var next=player.chooseCardButton(cards,'选择获得的红桃牌',[1,Infinity]).set('filterButton',function(button){ return get.suit(button.link)=='heart'; }); "step 1" if(result.bool){ player.gain(result.links); player.$draw(result.links); game.delay(2); } for(var i=event.cards.length-1;i>=0;i--){ if(!result.bool||!result.links.contains(event.cards[i])){ ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild); } } }, ai:{ order:11, result:{ player:1 } } }, huilei:{ audio:2, trigger:{player:'die'}, forced:true, forceDie:true, filter:function(event){ return event.source!=undefined; }, logTarget:'source', skillAnimation:true, animationColor:'thunder', content:function(){ trigger.source.discard(trigger.source.getCards('he')); }, ai:{ threaten:0.7 } }, xinenyuan:{ audio:true, trigger:{player:'damageEnd'}, check:function(event,player){ var att=get.attitude(player,event.source); var num=event.source.countCards('h'); if(att<=0) return true; if(num>2) return true; if(num) return att<4; return false; }, filter:function(event,player){ return event.source&&event.source!=player&&event.num>0&&event.source.isAlive(); }, content:function(){ "step 0" event.num=trigger.num; "step 1" trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌或流失一点体力').set('ai',function(card){ if(get.attitude(_status.event.player,_status.event.getParent().player)>0){ return 11-get.value(card); } else{ return 7-get.value(card); } }); "step 2" if(result.bool){ player.gain(result.cards,trigger.source,'giveAuto'); } else{ trigger.source.loseHp(); } if(event.num>1){ event.num--; event.goto(1); } }, ai:{ maixie_defend:true, effect:{ target:function(card,player,target){ if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5]; if(!target.hasFriend()) return; if(get.tag(card,'damage')) return [1,0,0,-0.7]; } } }, group:'xinenyuan2' }, xinenyuan2:{ audio:true, trigger:{player:'gainEnd'}, filter:function(event,player){ return event.source&&event.source.isAlive()&&event.source!=player&&event.cards.length>=2; }, logTarget:'source', check:function(event,player){ return get.attitude(player,event.source)>0; }, content:function(){ trigger.source.draw(); } }, enyuan:{ audio:'enyuan1', locked:true, group:['enyuan1','enyuan2'], ai:{ maixie_defend:true, effect:{ target:function(card,player,target){ if(player.hasSkillTag('jueqing',false,target)) return [1,-2]; if(!target.hasFriend()) return; if(get.tag(card,'damage')) return [1,0,0,-1]; } } } }, enyuan1:{ trigger:{player:'recoverEnd'}, forced:true, audio:2, filter:function(event,player){ return event.source&&event.source!=player; }, content:function(){ trigger.source.draw(); } }, enyuan2:{ trigger:{player:'damageEnd'}, forced:true, audio:2, filter:function(event,player){ return event.source&&event.source!=player; }, content:function(){ "step 0" trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){ return get.suit(card)=='heart'; }).set('ai',function(card){ if(get.attitude(_status.event.player,_status.event.getParent().player)>0){ return 11-get.value(card); } else{ return 7-get.value(card); } }); "step 1" if(result.bool){ player.gain(result.cards,'giveAuto',trigger.source); } else{ trigger.source.loseHp(); } } }, xuanhuo:{ audio:2, enable:'phaseUse', usable:1, discard:false, prepare:'give2', filter:function(event,player){ return player.countCards('he',{suit:'heart'}); }, filterCard:function(card){ return get.suit(card)=='heart'; }, filterTarget:function(card,player,target){ if(game.countPlayer()==2) return false; return player!=target; }, check:function(card){ var player=get.owner(card); var players=game.filterPlayer(); for(var i=0;i3) break; } if(i==players.length) return -1; return 5-get.value(card); }, content:function(){ "step 0" target.gain(cards,player); // game.delay(); "step 1" player.gainPlayerCard(target,'he',true); "step 2" var source=target; event.card=result.links[0]; player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){ return target!=_status.event.source&&target!=player; }).set('ai',function(target){ return get.attitude(_status.event.player,target); }).set('source',target); "step 3" if(result.bool){ result.targets[0].gain(card,player,'give'); game.delay(); } }, ai:{ result:{ target:-0.5, }, basic:{ order:9, } } }, ganlu:{ enable:'phaseUse', usable:1, audio:2, selectTarget:2, filterTarget:function(card,player,target){ if(target.isMin()) return false; if(ui.selected.targets.length==0) return true; if(ui.selected.targets[0].countCards('e')==0&&target.countCards('e')==0) return false; return Math.abs(ui.selected.targets[0].countCards('e')-target.countCards('e'))<=player.maxHp-player.hp; }, multitarget:true, content:function(){ targets[0].swapEquip(targets[1]); }, ai:{ order:10, threaten:function(player,target){ return 0.8*Math.max(1+target.maxHp-target.hp); }, result:{ target:function(player,target){ var list1=[]; var list2=[]; var num=player.maxHp-player.hp; var players=game.filterPlayer(); for(var i=0;i0) list1.push(players[i]); else if(get.attitude(player,players[i])<0) list2.push(players[i]); } list1.sort(function(a,b){ return a.countCards('e')-b.countCards('e'); }); list2.sort(function(a,b){ return b.countCards('e')-a.countCards('e'); }); var delta; for(var i=0;i0; }, direct:true, content:function(){ "step 0" var check; if(trigger.player.isUnderControl(true,player)){ check=player.hasCard(function(card){ return get.type(card)!='basic'; }); } else{ check=(get.attitude(player,trigger.player)>0); } player.choosePlayerCard(trigger.player,get.prompt('buyi',trigger.player),'h').set('ai',function(button){ if(!_status.event.check) return 0; if(_status.event.target.isUnderControl(true,_status.event.player)){ if(get.type(button.link)!='basic'){ return 10-get.value(button.link); } return 0; } else{ return Math.random(); } }).set('check',check).set('filterButton',function(button){ if(_status.event.player==_status.event.target){ return lib.filter.cardDiscardable(button.link,_status.event.player); } return true; }); "step 1" if(result.bool){ player.logSkill('buyi',trigger.player); event.card=result.links[0]; player.showCards([event.card],get.translation(player)+'展示的手牌'); } else{ event.finish(); } "step 2" if(get.type(event.card)!='basic'){ trigger.player.recover(); trigger.player.discard(event.card); } }, ai:{ threaten:1.4 } }, pojun:{ audio:2, trigger:{source:'damageSource'}, check:function(event,player){ if(event.player.isTurnedOver()) return get.attitude(player,event.player)>0; if(event.player.hp<3){ return get.attitude(player,event.player)<0; } return get.attitude(player,event.player)>0; }, filter:function(event){ if(event._notrigger.contains(event.player)) return false; return event.card&&event.card.name=='sha'&&event.player.isAlive(); }, logTarget:'player', content:function(){ "step 0" trigger.player.draw(Math.min(5,trigger.player.hp)); "step 1" trigger.player.turnOver(); } }, jingce:{ trigger:{player:'phaseUseEnd'}, frequent:true, filter:function(event,player){ return player.countUsed()>=player.hp; }, content:function(){ player.draw(2); }, audio:2, init:function(player){player.storage.jingce=true}, intro:{ content:function(storage,player){ if(_status.currentPhase==player) return '已使用'+player.countUsed()+'张牌'; } } }, chengxiang:{ trigger:{player:'damageEnd'}, //direct:true, frequent:true, audio:2, content:function(){ "step 0" event.cards=get.cards(4); event.videoId=lib.status.videoId++; game.broadcastAll(function(player,id,cards){ var str; if(player==game.me&&!_status.auto){ str='称象:选择任意张点数不大于13的牌'; } else{ str='称象'; } var dialog=ui.create.dialog(str,cards); dialog.videoId=id; },player,event.videoId,event.cards); event.time=get.utc(); game.addVideo('showCards',player,['称象',get.cardsInfo(event.cards)]); game.addVideo('delay',null,2); "step 1" var next=player.chooseButton([0,4]); next.set('dialog',event.videoId); next.set('filterButton',function(button){ var num=0 for(var i=0;i0){ game.delay(0,time); } "step 3" game.broadcastAll('closeDialog',event.videoId); var cards2=event.cards2; player.gain(cards2,'log'); player.$draw(cards2); game.delay(); }, ai:{ maixie:true, maixie_hp:true, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(player.hasSkillTag('jueqing',false,target)) return [1,-2]; if(!target.hasFriend()) return; if(target.hp>=4) return [1,2]; if(target.hp==3) return [1,1.5]; if(target.hp==2) return [1,0.5]; } } } } }, renxin:{ trigger:{global:'damageBefore'}, audio:3, priority:6, filter:function(event,player){ return event.player!=player&&event.player.hp==1&&player.countCards('he',{type:'equip'})>0; }, direct:true, content:function(){ "step 0" var next=player.chooseToDiscard(get.prompt('renxin',trigger.player),'弃置一张装备牌并将武将牌翻面,然后防止'+get.translation(trigger.player)+'受到的伤害',{type:'equip'},'he'); next.logSkill=['renxin',trigger.player]; next.set('ai',function(card){ var player=_status.event.player; if(get.attitude(player,_status.event.getTrigger().player)>3){ return 11-get.value(card); } return -1; }); "step 1" if(result.bool){ player.turnOver(); } else{ event.finish(); } "step 2" trigger.cancel(); }, ai:{ expose:0.5 } }, yuce:{ audio:2, trigger:{player:'damageAfter'}, direct:true, filter:function(event,player){ return player.countCards('h')>0&&player.isDamaged(); }, content:function(){ "step 0" var next=player.chooseCard(get.prompt2('yuce')); next.set('ai',function(card){ if(get.type(card)=='basic') return 1; return get.value(card); }); "step 1" if(result.bool){ player.logSkill('yuce'); player.showCards(result.cards); var type=get.type(result.cards[0],'trick'); if(trigger.source){ trigger.source.chooseToDiscard('弃置一张不为'+get.translation(type)+'牌的牌或令'+get.translation(player)+'回复一点体力',function(card){ return get.type(card,'trick')!=_status.event.type; }).set('ai',function(card){ if(get.recoverEffect(_status.event.getParent().player,_status.event.player,_status.event.player)<0){ return 7-get.value(card); } return 0; }).set('type',type); } else{ event.recover=true; } } else{ event.finish(); } "step 2" if(event.recover){ player.recover(); } else if(result.bool){ //player.draw(); } else{ player.recover(); } }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'damage'&&target.countCards('h'))){ return 0.8 } } } } }, xiansi:{ audio:2, trigger:{player:'phaseBegin'}, direct:true, init:function(player){ if(!player.storage.xiansi) player.storage.xiansi=[]; }, content:function(){ "step 0" player.chooseTarget(get.prompt2('xiansi'),[1,2],function(card,player,target){ return target.countCards('he')>0; },function(target){ return -get.attitude(_status.event.player,target); }); "step 1" if(result.bool){ player.logSkill('xiansi',result.targets); event.targets=result.targets; } else{ event.finish(); } "step 2" if(event.targets.length){ var target=event.targets.shift(); event.current=target; player.choosePlayerCard(target,true); } else{ event.finish(); } "step 3" if(result.bool){ player.storage.xiansi=player.storage.xiansi.concat(result.links); player.markSkill('xiansi'); player.syncStorage('xiansi'); event.current.lose(result.links,ui.special,'toStorage'); event.current.$give(result.links,player); event.goto(2); } }, intro:{ content:'cards', onunmark:function(storage,player){ if(storage&&storage.length){ game.cardsDiscard(storage); player.$throw(storage); player.storage.xiansi.length=0; } } }, ai:{ threaten:2 }, global:'xiansi2' }, xiansi2:{ enable:'phaseUse', audio:2, forceaudio:true, filter:function(event,player){ var players=game.filterPlayer(); for(var i=0;i1&&player.canUse('sha',players[i],true,true); } } return false; }, direct:true, delay:0, content:function(){ "step 0" var targets=game.filterPlayer(function(current){ if(current.storage.xiansi){ return current.storage.xiansi.length>1&&player.canUse('sha',current,true,true); } return false; }); if(targets.length==1){ event.target=targets[0]; event.goto(2); } else if(targets.length>0){ player.chooseTarget(true,'选择【陷嗣】的目标',function(card,player,target){ return _status.event.list.contains(target); }).set('list',targets).set('ai',function(target){ var player=_status.event.player; return get.effect(target,{name:'sha'},player,player); }); } else{ event.finish(); } "step 1" if(result.bool&&result.targets.length){ event.target=result.targets[0]; } else{ event.finish(); } "step 2" if(event.target){ if(event.target.storage.xiansi.length==2){ event.directresult=event.target.storage.xiansi.slice(0); } else{ player.chooseCardButton('移去两张“逆”',2,event.target.storage.xiansi,true); } } else{ event.finish(); } "step 3" if(event.directresult||result.bool){ player.logSkill('xiansi2'); var links=event.directresult||result.links; for(var i=0;i0&&target.hp>1){ return 0; } if(get.attitude(player,target)<0&&!player.hasSkillTag('damageBonus')){ if(card.name=='sha') return; var sha=false; player._shibei_tmp=true; var num=player.countCards('h',function(card){ if(card.name=='sha'){ if(sha){ return false; } else{ sha=true; } } return get.tag(card,'damage')&&player.canUse(card,target)&&get.effect(target,card,player,player)>0; }); delete player._shibei_tmp; if(player.hasSkillTag('damage')){ num++; } if(num<2){ var enemies=player.getEnemies(); if(enemies.length==1&&enemies[0]==target&&player.needsToDiscard()){ return; } return 0; } } } } } } } }, shibei_old:{ audio:2, trigger:{player:'damageAfter'}, forced:true, content:function(){ "step 0" player.judge(function(card){ if(player.hasSkill('shibei2')){ if(get.color(card)=='black') return -1; } else{ if(get.color(card)=='red') return 1; } return 0; }) "step 1" if(result.judge>0){ player.recover(); } else if(result.judge<0){ player.loseHp(); } if(!player.hasSkill('shibei2')){ player.addTempSkill('shibei2'); } } }, shibei2:{}, jianying:{ audio:2, trigger:{player:'useCard'}, frequent:true, filter:function(event,player){ if(event.jianyinged) return false; if(!event.cards||event.cards.length!=1) return false; if(!player.isPhaseUsing()) return false; if(!player.storage.jianying) return false; return get.suit(player.storage.jianying)==get.suit(event.cards[0])|| player.storage.jianying.number==event.cards[0].number; }, content:function(){ player.draw(); }, intro:{ content:'card' }, group:['jianying2','jianying3'] }, jianying3:{ trigger:{player:'useCard'}, priority:-1, silent:true, filter:function(event,player){ if(!event.cards||event.cards.length!=1) return false; if(_status.currentPhase!=player) return false; return true; }, content:function(){ player.storage.jianying=trigger.cards[0]; trigger.jianyinged=true; } }, jianying2:{ trigger:{player:'phaseAfter'}, silent:true, content:function(){ player.storage.jianying=null; } }, zzhenggong:{ trigger:{player:'damageEnd'}, direct:true, filter:function(event,player){ return event.source&&event.source.countCards('e')>0; }, content:function(){ "step 0" var att=get.attitude(player,trigger.source); player.choosePlayerCard('e',get.prompt('zzhenggong'),trigger.source).ai=function(button){ if(att<=0){ return get.equipValue(button.link); } return 0; } "step 1" if(result.bool){ player.logSkill('zzhenggong',trigger.source); player.equip(result.links[0]); trigger.source.$give(result.links[0],player); } }, ai:{ maixie_defend:true, } }, zquanji:{ trigger:{global:'phaseBegin'}, priority:15, check:function(event,player){ var att=get.attitude(player,event.player); if(att<0){ var nh1=event.player.countCards('h'); var nh2=player.countCards('h'); return nh1<=2&&nh2>nh1+1; } if(att>0&&event.player.hasJudge('lebu')&&event.player.countCards('h')>event.player.hp+1) return true; return false; }, logTarget:'player', filter:function(event,player){ return player.canCompare(event.player); }, content:function(){ "step 0" player.chooseToCompare(trigger.player); "step 1" if(result.bool){ trigger.player.skip('phaseJudge'); trigger.untrigger(); } }, ai:{ expose:0.2 } }, zbaijiang:{ skillAnimation:true, trigger:{player:'phaseBegin'}, forced:true, unique:true, derivation:['zyexin','zzili'], init:function(player){ player.storage.zbaijiang=false; }, // intro:{ // content:'limited' // }, filter:function(event,player){ return !player.storage.zbaijiang&&player.countCards('e')>=2; }, content:function(){ player.storage.zbaijiang=true; player.removeSkill('zzhenggong'); player.removeSkill('zquanji'); player.removeSkill('zbaijiang'); player.addSkill('zyexin'); player.addSkill('zzili'); player.gainMaxHp(); } }, zyexin:{ trigger:{player:'damageEnd',source:'damageSource'}, frequent:true, init:function(player){ player.storage.zyexin=[]; }, intro:{ content:'cards' }, content:function(){ var card=get.cards()[0]; player.storage.zyexin.push(card); player.$draw(card); player.markSkill('zyexin'); event.trigger("addCardToStorage"); game.addVideo('storage',player,['zyexin',get.cardsInfo(player.storage.zyexin),'cards']); }, group:'zyexin2' }, zyexin2:{ enable:'phaseUse', usable:1, lose:false, delay:false, selectCard:[1,Infinity], filterCard:true, filter:function(event,player){ return player.storage.zyexin.length>0; }, prompt:'用任意数量的手牌与等量的“权”交换', content:function(){ "step 0" player.lose(cards,ui.special,'toStorage'); player.storage.zyexin=player.storage.zyexin.concat(cards); player.chooseCardButton(player.storage.zyexin,'选择'+cards.length+'张牌作为手牌',cards.length,true).ai=function(button){ return get.value(button.link); } if(player==game.me&&_status.auto){ game.delay(); } "step 1" player.gain(result.links,'toStorage'); for(var i=0;i=4&&!player.storage.zzili; }, forced:true, content:function(){ player.storage.zzili=true; player.loseMaxHp(); player.addSkill('zpaiyi'); player.removeSkill('zzili'); }, // intro:{ // content:'limited' // } }, zpaiyi:{ trigger:{player:'phaseEnd'}, filter:function(event,player){ for(var i=0;i