import { lib, game, ui, get, ai, _status } from "../noname.js"; game.import("character", function () { return { name: "onlyOL", connect: true, character: { ol_sb_jiangwei: ["male", "shu", 4, ["olsbzhuri", "olsbranji"]], ol_caozhang: ["male", "wei", 4, ["oljiangchi"], ["die_audio:xin_caozhang"]], ol_jianyong: [ "male", "shu", 3, ["olqiaoshui", "jyzongshi"], ["tempname:re_jianyong", "die_audio:re_jianyong"], ], ol_lingtong: ["male", "wu", 4, ["olxuanfeng"], ["die_audio:re_lingtong"]], ol_sb_guanyu: ["male", "shu", 4, ["olsbweilin", "olsbduoshou"]], ol_sb_taishici: ["male", "wu", 4, ["olsbdulie", "olsbdouchan"]], ol_gaoshun: ["male", "qun", 4, ["olxianzhen", "decadejinjiu"], ["die_audio:re_gaoshun"]], ol_sb_yuanshao: [ "male", "qun", 4, ["olsbhetao", "olsbshenli", "olsbyufeng", "olsbshishou"], ["zhu"], ], ol_yufan: [ "male", "wu", 3, ["olzongxuan", "olzhiyan"], ["tempname:re_yufan", "die_audio:re_yufan"], ], ol_chengpu: [ "male", "wu", 4, ["dclihuo", "olchunlao"], ["tempname:xin_chengpu", "die_audio:xin_chengpu"], ], ol_wangyi: ["female", "wei", 3, ["olzhenlie", "olmiji"]], }, characterSort: { onlyOL: { onlyOL_yijiang1: ["ol_jianyong", "ol_lingtong", "ol_gaoshun"], onlyOL_yijiang2: ["ol_caozhang", "ol_chengpu", "ol_wangyi"], onlyOL_yijiang3: ["ol_yufan"], onlyOL_sb: ["ol_sb_jiangwei", "ol_sb_guanyu", "ol_sb_taishici", "ol_sb_yuanshao"], }, }, characterIntro: {}, characterReplace: {}, characterSubstitute: { ol_sb_yuanshao: [], }, card: { sizhaojian: { derivation: "ol_sb_yuanshao", fullskin: true, type: "equip", subtype: "equip1", get destroy() { return !lib.card.sizhaojian.inShanShanFestival(); }, inShanShanFestival() { //闪闪节外离开装备区会销毁 const date = new Date(); return date.getMonth() + 1 == 3 && date.getDate() >= 2 && date.getDate() <= 15; }, distance: { attackFrom: -1 }, ai: { basic: { equipValue: 7 } }, skills: ["olsbyufeng_sizhaojian"], }, }, skill: { //王异 olzhenlie: { audio: 2, inherit: "zhenlie", async content(event, trigger, player) { const target = trigger.player; if (get.attitude(player, target) < 0 && target.countDiscardableCards(player, "he")) player.addTempSkill("zhenlie_lose"); await player.loseHp(); player.removeSkill("zhenlie_lose"); trigger.getParent().excluded.add(player); if (!player.isIn()) return; const goon = target.hasCard((card) => { if (get.position(card) == "h") return true; return lib.filter.canBeGained(card, player, target); }, "he"); if (goon || player.isDamaged()) { let result; if (goon && player.isDamaged()) result = await player .chooseControl() .set("choiceList", [ "获得" + get.translation(target) + "的一张牌", "发动一次〖秘计〗", ]) .set("ai", () => { const player = get.event("player"), target = get.event().getTrigger().player; return get.effect(target, { name: "shunshou_copy2" }, player, player) > get.effect(player, { name: "draw" }, player, player) * player.getDamagedHp() ? 0 : 1; }) .forResult(); else result = { index: goon ? 0 : 1 }; if (result.index == 0) { await player.gainPlayerCard(target, "he", true); } else { await player.useSkill("olmiji"); } } }, }, olmiji: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return player.isDamaged(); }, async content(event, trigger, player) { let num = player.getDamagedHp(); await player.draw(num); if (player.countCards("he") && game.hasPlayer((target) => target != player)) { if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true)); let given_map = []; while ( num > 0 && player.hasCard((card) => !card.hasGaintag("olsujian_given"), "he") ) { const { result: { bool, cards, targets }, } = await player.chooseCardTarget({ filterCard(card, player) { return !card.hasGaintag("olsujian_given"); }, selectCard: [1, num], position: "he", filterTarget: lib.filter.notMe, prompt: "秘计:请选择要分配的卡牌和目标", prompt2: "(还可分配" + num + "张)", ai1(card) { return !ui.selected.cards.length && card.name == "du" ? 1 : 0; }, ai2(target) { const player = get.event("player"); const card = ui.selected.cards[0]; if (card) return get.value(card, target) * get.attitude(player, target); return 0; }, }); if (bool) { num -= cards.length; const target = targets[0]; if (given_map.some((i) => i[0] == target)) { given_map[ given_map.indexOf(given_map.find((i) => i[0] == target)) ][1].addArray(cards); } else given_map.push([target, cards]); player.addGaintag(cards, "olsujian_given"); } else break; } if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } if (given_map.length) { await game .loseAsync({ gain_list: given_map, player: player, cards: given_map.slice().map((list) => list[1]), giver: player, animate: "giveAuto", }) .setContent("gaincardMultiple"); } } }, }, //程普 dclihuo: { audio: "relihuo", trigger: { player: "useCard1" }, filter(event, player) { return event.card.name == "sha" && !game.hasNature(event.card, "fire"); }, check(event, player) { let card = new lib.element.VCard(get.copy(event.card)); game.setNature(card, "fire"); const eff1 = event.targets.reduce((sum, target) => { return sum + get.effect(target, event.card, player, player); }, 0); let targets = event.targets.slice(); if (get.info("lihuo2").filter(event, player)) { let targetx = game.filterPlayer((target) => { return ( !targets.includes(target) && player.canUse(card, target) && get.effect(target, card, player, player) > 0 ); }); if (targetx.length) targets.add( targetx.sort((a, b) => { return ( get.effect(b, card, player, player) - get.effect(a, card, player, player) ); })[0] ); } const eff2 = targets.reduce((sum, target) => { return sum + get.effect(target, card, player, player); }, 0); return eff2 > eff1; }, content() { game.log(player, "将", trigger.card, "改为了火属性"); game.setNature(trigger.card, "fire"); player .when("useCardAfter") .filter((evt) => evt == trigger) .then(() => { if ( game.hasPlayer2((target) => { return target.getHistory( "damage", (evt) => evt.card && evt.card == trigger.card ).length; }) ) { player .chooseToDiscard("he", "疠火:弃置一张牌,或失去1点体力") .set("ai", (card) => { const player = get.event("player"); if ( (get.name(card) == "tao" || get.name(card) == "jiu") && lib.filter.cardSavable(card, player, player) ) return -1; if (player.hp <= 1) { if ( cards.length < player.getEnemies().length && player.hasCard((cardx) => { return ( (get.name(cardx) == "tao" || get.name(cardx) == "jiu") && lib.filter.cardSavable(cardx, player, player) ); }, "hs") ) return 7 - get.value(card); return -1; } return ( 24 - 5 * cards.length - 2 * Math.min(4, player.getHp()) - get.value(card) ); }); } else event.finish(); }) .then(() => { if (!result.bool) player.loseHp(); }); }, ai: { fireAttack: true }, group: "dclihuo_add", subSkill: { add: { inherit: "lihuo2", async content(event, trigger, player) { const { result: { bool, targets }, } = await player .chooseTarget( get.prompt("dclihuo"), "为" + get.translation(trigger.card) + "增加一个目标", (card, player, target) => { const trigger = get.event().getTrigger(); return ( !trigger.targets.includes(target) && player.canUse(trigger.card, target) ); } ) .set("card", trigger.card) .set("ai", (target) => { const player = get.event("player"), trigger = get.event().getTrigger(); return get.effect(target, trigger.card, player, player); }); if (bool) { player.logSkill("dclihuo", targets); trigger.targets.addArray(targets); } }, }, }, }, olchunlao: { audio: "chunlao", audioname: ["xin_chengpu"], trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter(event, player) { if (event.type != "discard" || event.getlx === false) return false; const evt = event.getl(player); return ( evt && evt.cards2 && evt.cards2.some((i) => i.name == "sha" && get.position(i) == "d") ); }, forced: true, locked: false, content() { const evt = trigger.getl(player); player .addToExpansion( evt.cards2.filter((i) => i.name == "sha" && get.position(i) == "d"), "gain2" ) .gaintag.add("olchunlao"); }, ai: { effect: { player(card, player, target) { if (_status.currentPhase != player) return; if ( card.name == "sha" && !player.getExpansions("olchunlao").length && target.hp > 1 ) { return "zeroplayertarget"; } }, }, }, intro: { content: "expansion", markcount: "expansion", }, onremove(player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, group: "olchunlao_save", subSkill: { save: { inherit: "chunlao2", filter(event, player) { return ( event.type == "dying" && event.dying && event.dying.hp <= 0 && player.getExpansions("olchunlao").length ); }, async content(event, trigger, player) { const target = event.targets[0]; const { result: { bool, links }, } = await player.chooseCardButton( get.translation("olchunlao"), player.getExpansions("olchunlao"), true ); if (bool) { player.logSkill("olchunlao", target); await player.loseToDiscardpile(links); event.type = "dying"; await target.useCard({ name: "jiu", isCard: true }, target); } }, ai: { save: true, skillTagFilter(player) { return player.getExpansions("olchunlao").length; }, order: 6, result: { target: 1 }, }, }, }, }, //虞翻 olzongxuan: { audio: "rezongxuan", trigger: { global: ["loseAfter", "loseAsyncAfter"] }, filter(event, player) { if (event.type != "discard" || event.getlx === false) return false; return get.info("olzongxuan").getCards(event, player).length; }, check(event, player) { if (event.getParent(3).name != "phaseDiscard") return false; const cards = get.info("olzongxuan").getCards(event, player); return game.hasPlayer((target) => { if ( cards.some((i) => get.type(i, target) == "equip") && (get.attitude(player, target) > 0 || get.recoverEffect(target, player, player) > 0) ) return true; if ( cards.some((i) => get.type(i, target) != "equip") && target.getHp() >= player.getHp() && get.effect(target, { name: "losehp" }, player, player) > 0 ) return true; return false; }); }, async content(event, trigger, player) { const { result: { bool, moved }, } = await player .chooseToMove("纵玄:将任意张牌置于牌堆顶", true) .set("list", [ ["本次弃置的牌", get.info("olzongxuan").getCards(trigger, player)], ["牌堆顶"], ]) .set("filterOk", (moved) => moved[1].length) .set("processAI", (list) => { const player = get.event("player"); const cards = list[0][1].slice(), cards2 = cards.filter((card) => { return game.hasPlayer((target) => { if ( get.type(card, target) == "equip" && (get.attitude(player, target) > 0 || get.recoverEffect(target, player, player) > 0) ) return true; if ( get.type(card, target) != "equip" && target.getHp() >= player.getHp() && get.effect(target, { name: "losehp" }, player, player) > 0 ) return true; return false; }); }), cards3 = cards2.length ? cards2.randomGet() : cards.randomGet(); return [[], [cards3]]; }); if (bool) { let cards = moved[1].slice(); game.log(player, "将", cards, "置于了牌堆顶"); while (cards.length) { ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild); } } }, getCards(event, player) { let cards = []; for (const target of [player, player.getPrevious()]) { const evt = event.getl(target); if (evt && evt.cards2 && evt.cards2.some((i) => get.position(i) == "d")) cards.addArray(evt.cards2.filter((i) => get.position(i) == "d")); } return cards; }, }, olzhiyan: { audio: "zhiyan", audioname: ["re_yufan"], trigger: { global: "phaseJieshuBegin" }, filter(event, player) { return event.player == player || event.player == player.getPrevious(); }, direct: true, async content(event, trigger, player) { const { result: { bool, targets }, } = await player .chooseTarget(get.prompt2("olzhiyan")) .set("ai", (target) => { const player = get.event("player"), cards = get.event("cards"); if (!cards.length) return 0; const card = cards[0], att = get.attitude(player, target); if ( get.type(card, target) == "equip" && (get.attitude(player, target) > 0 || get.recoverEffect(target, player, player) > 0) ) return get.recoverEffect(target, player, player) * 20 + att / 114514; if (get.type(card, target) != "equip") { if (target.getHp() >= player.getHp()) return ( get.effect(target, { name: "losehp" }, player, player) * 20 - att / 114514 ); return get.effect(target, { name: "draw" }, player, player); } return 0; }) .set("cards", Array.from(ui.cardPile.childNodes || []) || []); if (bool) { const target = targets[0]; player.logSkill("olzhiyan", target); const { result } = await target.draw("visible"); if (result) { const card = result[0]; if (get.type(card, target) == "equip") { if (target.getCards("h").includes(card) && target.hasUseTarget(card)) { const { result: { bool }, } = await target.chooseUseTarget(card, true, "nopopup"); if (bool) await target.recover(); } } else if (target.getHp() >= player.getHp()) await target.loseHp(); } } }, ai: { expose: 0.2 }, }, //OL谋袁绍 //真·四世三公——袁神,启动 olsbhetao: { audio: 3, audioname: ["ol_sb_yuanshao_shadow"], trigger: { global: "useCardToPlayered" }, filter(event, player) { return ( event.player != player && event.isFirstTarget && event.targets.length > 1 && player.countCards("he", (card) => { if (get.position(card) == "h" && _status.connectMode) return true; return ( get.color(card) == get.color(event.card) && lib.filter.cardDiscardable(card, player) ); }) ); }, direct: true, async content(event, trigger, player) { const { result: { bool, cards, targets }, } = await player .chooseCardTarget({ prompt: get.prompt("olsbhetao"), filterCard(card, player) { return ( get.color(card) == get.color(get.event().getTrigger().card) && lib.filter.cardDiscardable(card, player) ); }, position: "he", filterTarget(card, player, target) { return get.event().getTrigger().targets.includes(target); }, ai1(card) { return 7.5 - get.value(card); }, ai2(target) { const player = get.event("player"), trigger = get.event().getTrigger(); const att = get.attitude(player, target), eff = get.effect(target, trigger.card, trigger.player, player); if (trigger.card.name == "tiesuo") return eff > 0 ? 0 : get.sgn(att) * (2 + get.sgn(att)); const sum = trigger.targets.reduce( (i, j) => i + get.effect(j, trigger.card, trigger.player, player), 0 ); return get.sgn(att) * (eff * 2 - sum); }, }) .set( "prompt2", "弃置一张" + get.translation(get.color(trigger.card)) + "牌,令" + get.translation(trigger.card) + "改为对其中一个目标结算两次" ); if (bool) { const target = targets[0]; player.logSkill("olsbhetao", target); player.changeSkin("olsbhetao", "ol_sb_yuanshao"); player.discard(cards); trigger.getParent().effectCount++; trigger .getParent() .excluded.addArray( game.filterPlayer((i) => trigger.targets.includes(i) && target != i) ); } }, ai: { threaten: 3.5 }, global: "olsbhetao_ai", subSkill: { ai: { effect: { player(card, player) { if ( !game.hasPlayer((target) => { return ( target.hasSkill("olsbhetao") && (get.attitude(player, target) < 0 || get.attitude(target, player) < 0) ); }) || game.countPlayer((target) => { return player.canUse(card, target); }) < 2 ) return; const select = get.copy(get.info(card).selectTarget); let range; if (select == undefined) range = [1, 1]; else if (typeof select == "number") range = [select, select]; else if (get.itemtype(select) == "select") range = select; else if (typeof select == "function") range = select(card, player); game.checkMod(card, player, range, "selectTarget", player); if ( range[1] == -1 || (range[1] > 1 && ui.selected.targets && ui.selected.targets.length) ) return "zeroplayertarget"; }, }, }, }, }, olsbshenli: { audio: 3, audioname: ["ol_sb_yuanshao_shadow"], trigger: { player: "useCardToPlayered" }, filter(event, player) { if (!player.isPhaseUsing() || player.hasSkill("olsbshenli_used")) return false; return ( event.card.name == "sha" && game.hasPlayer((target) => { return ( !event.targets.includes(target) && player.canUse(event.card, target, false) ); }) && event.isFirstTarget ); }, check(event, player) { const targets = game.filterPlayer((target) => player.canUse(event.card, target, false)); const num1 = event.targets.reduce( (sum, target) => sum + get.effect(target, event.card, player, player), 0 ); const num2 = targets.reduce( (sum, target) => sum + get.effect(target, event.card, player, player), 0 ); if (num2 >= num1) return true; let num = event.baseDamage || 1; if (event.extraDamage) num += event.extraDamage; let extra_num = 0; for (const target of targets) { if ( target.mayHaveShan( player, "use", target.getCards("h", (i) => { return i.hasGaintag("sha_notshan"); }) ) && !player.hasSkillTag( "directHit_ai", true, { target: target, card: event.card, }, true ) ) { if (player.hasSkill("jueqing") || target.hasSkill("gangzhi")) extra_num--; else if ( target.hasSkillTag("filterDamage", null, { player: event.player, card: event.card, }) ) extra_num++; } else extra_num += num; } const sum = targets.length + extra_num; return ( num2 + (sum > player.countCards("h") ? Math.min(5, sum) : 0) + (sum > player.getHp() ? num2 : 0) >= num1 ); }, async content(event, trigger, player) { player.changeSkin("olsbshenli", "ol_sb_yuanshao_shadow"); player.addTempSkill("olsbshenli_used", "phaseUseAfter"); trigger.getParent().targets.addArray( game.filterPlayer((target) => { return ( !trigger.targets.includes(target) && player.canUse(trigger.card, target, false) ); }) ); player .when("useCardAfter") .filter((evt) => evt == trigger.getParent()) .then(() => { const sum = player .getHistory("sourceDamage", (evt) => evt.card && evt.card == trigger.card) .reduce((num, evt) => { return num + evt.num; }, 0); const bool = sum > player.countCards("h"), goon = sum > player.getHp(); if (bool) player.draw(Math.min(5, sum)); if (goon) { const targets = game.filterPlayer( (target) => trigger.targets.includes(target) && player.canUse(trigger.card, target, false) ); if ( targets.length && (!trigger.cards || !trigger.cards.length || trigger.cards.every((card) => { return !get.owner(card); })) ) player.useCard(trigger.card, targets, false); } }); }, ai: { threaten: 3.5 }, subSkill: { used: { charlotte: true } }, }, olsbyufeng: { audio: 2, audioname2: { ol_sb_yuanshao_shadow: "olsbyufeng_ol_sb_yuanshao_shadow", }, trigger: { global: "phaseBefore", player: "enterGame", }, filter(event, player) { const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6); return (event.name != "phase" || game.phaseNumber == 0) && player.canEquip(card, true); }, forced: true, locked: false, async content(event, trigger, player) { if (lib.card.sizhaojian.inShanShanFestival()) { game.broadcastAll(() => lib.inpile.add("sizhaojian")); } const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6); if (get.owner(card)) get.owner(card).$give(card, player, false); else { player.$gain2(card, false); game.delayx(); } player.equip(card); }, subSkill: { ol_sb_yuanshao_shadow: { audio: 1, }, sizhaojian: { equipSkill: true, mod: { aiOrder(player, card, num) { if (card.name == "sha" && typeof get.number(card) == "number") return num + get.number(card) / 114514; }, }, trigger: { player: "useCardToPlayered" }, filter(event, player) { return event.card.name == "sha" && typeof get.number(event.card) == "number"; }, forced: true, locked: false, logTarget: "target", async content(event, trigger, player) { const target = trigger.target; target.addTempSkill("olsbyufeng_block"); target.markAuto("olsbyufeng_block", [trigger.card]); }, }, block: { mod: { cardEnabled(card, player) { if (!player.storage.olsbyufeng_block) return; const storage = player.getStorage("olsbyufeng_block"); let evt = _status.event; if (evt.name != "chooseToUse") evt = evt.getParent("chooseToUse"); if (!evt || !evt.respondTo || !storage.includes(evt.respondTo[1])) return; const num = get.number(card); if ( num != "unsure" && typeof num == "number" && num < get.number(evt.respondTo[1]) ) return false; }, }, onremove(player) { delete player.storage.olsbyufeng_block; }, charlotte: true, trigger: { player: ["damageBefore", "damageCancelled", "damageZero"], target: ["shaMiss", "useCardToExcluded", "useCardToEnd"], global: ["useCardEnd"], }, filter(event, player) { if (!event.card || !player.storage.olsbyufeng_block) return false; return player.getStorage("olsbyufeng_block").includes(event.card); }, forced: true, popup: false, firstDo: true, content() { player.unmarkAuto("olsbyufeng_block", [trigger.card]); if (!player.getStorage("olsbyufeng_block").length) player.removeSkill("olsbyufeng_block"); }, }, }, }, olsbshishou: { unique: true, audio: 3, audioname: ["ol_sb_yuanshao_shadow"], trigger: { global: [ "loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, filter(event, player) { if (player.getEquip(1)) return false; const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6); if (!player.canEquip(card, true)) return false; return game.hasPlayer((target) => { if (target == player || target.group != "qun") return false; const evt = event.getl(target); return evt && evt.player == target && evt.es && evt.es.length > 0; }); }, direct: true, zhuSkill: true, async content(event, trigger, player) { const targets = game .filterPlayer((target) => { if (target == player || target.group != "qun") return false; const evt = trigger.getl(target); return evt && evt.player == target && evt.es && evt.es.length > 0; }) .sortBySeat(); const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6); for (const target of targets) { const { result: { bool }, } = await target .chooseBool( get.prompt("olsbshishou", player), "将" + get.translation(card) + "置入" + get.translation(player) + "的装备区中" ) .set("choice", get.attitude(target, player) > 0); if (bool) { target.logSkill("olsbshishou", player); if (get.owner(card)) get.owner(card).$give(card, player, false); else { player.$gain2(card, false); game.delayx(); } player.equip(card); break; } } }, ai: { combo: "olsbyufeng" }, }, //界高顺 olxianzhen: { audio: "rexianzhen", inherit: "xianzhen", async content(event, trigger, player) { const target = event.target; const { result: { bool }, } = await player.chooseToCompare(target); if (bool) { player.storage.xinxianzhen = target; player.addTempSkill("xinxianzhen2"); } else { player.markAuto("olxianzhen_buff", [target]); player.addTempSkill("olxianzhen_buff"); } }, subSkill: { buff: { charlotte: true, onremove: true, mod: { playerEnabled(card, player, target) { if ( get.name(card, player) == "sha" && player.getStorage("olxianzhen_buff").includes(target) ) return false; }, ignoredHandcard(card, player) { if (get.name(card, player) == "sha") return true; }, cardDiscardable(card, player, name) { if (name == "phaseDiscard" && get.name(card, player) == "sha") return false; }, }, }, }, }, //新OL谋关羽 olsbweilin: { audio: 2, enable: "chooseToUse", filter(event, player) { return get .inpileVCardList((info) => { const name = info[2]; if (name != "sha" && name != "jiu") return false; return get.type(name) == "basic"; }) .some((card) => player.hasCard( (cardx) => event.filterCard( { name: card[2], nature: card[3], cards: [cardx] }, player, event ), "hes" ) ); }, usable: 1, chooseButton: { dialog(event, player) { const list = get .inpileVCardList((info) => { const name = info[2]; if (name != "sha" && name != "jiu") return false; return get.type(name) == "basic"; }) .filter((card) => player.hasCard( (cardx) => event.filterCard( { name: card[2], nature: card[3], cards: [cardx] }, player, event ), "hes" ) ); return ui.create.dialog("威临", [list, "vcard"]); }, filter(button, player) { return _status.event .getParent() .filterCard( { name: button.link[2], nature: button.link[3] }, player, _status.event.getParent() ); }, check(button) { if (_status.event.getParent().type != "phase") return 1; const player = get.event("player"), value = player.getUseValue({ name: button.link[2], nature: button.link[3] }); if ( button.link[2] == "sha" && !player.getHistory("useCard", (evt) => get.type(evt.card) == "basic").length ) { if (value > 0) return value + 20; } return value; }, backup(links, player) { return { audio: "olsbweilin", filterCard: true, popname: true, check(card) { const name = lib.skill.olsbweilin_backup.viewAs.name, color = get.color(card); const phase = _status.event.getParent().type == "phase"; if (phase && name == "sha" && color == "red") return 10 - get.value(card); if (name == "tao") return ( 7 + [-2, 0, 2][["black", "red", "none"].indexOf(color)] - get.value(card) ); return 6 - get.value(card); }, position: "hse", viewAs: { name: links[0][2], nature: links[0][3] }, precontent() { if (!player.storage.olsbweilin_backup) { player.storage.olsbweilin_backup = true; player .when("useCardToTargeted") .filter( (evt) => evt.getParent().skill == "olsbweilin_backup" && evt.getParent().triggeredTargets3.length == evt.targets.length ) .then(() => { delete player.storage.olsbweilin_backup; const targets = trigger.targets.slice().sortBySeat(); player.line(targets); for (const target of targets) { target.addTempSkill("olsbweilin_wusheng"); target.markAuto("olsbweilin_wusheng", [ get.color(trigger.card), ]); } }); } }, ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { if (get.event("skill") != "olsbweilin_backup") return false; return ( arg && arg.card && arg.card.name == "sha" && get.color(arg.card) == "red" ); }, }, }; }, prompt(links, player) { return ( "将一张牌当作" + (get.translation(links[0][3]) || "") + "【" + get.translation(links[0][2]) + "】使用" ); }, }, hiddenCard(player, name) { if (!lib.inpile.includes(name) || name != "jiu") return false; return ( get.type(name) == "basic" && !player.getStat("skill").olsbweilin && player.countCards("hes") ); }, ai: { fireAttack: true, respondSha: true, skillTagFilter(player, tag, arg) { if (arg == "respond") return false; if (player.getStat("skill").olsbweilin || !player.countCards("hes")) return false; }, order(item, player) { if ( player && _status.event.type == "phase" && player.hasValueTarget({ name: "sha" }, true, true) ) { let max = 0, names = get.inpileVCardList((info) => { const name = info[2]; if (name != "sha" && name != "jiu") return false; return get.type(name) == "basic"; }); names = names.map((namex) => { return { name: namex[2], nature: namex[3] }; }); names.forEach((card) => { if (player.getUseValue(card) > 0) { let temp = get.order(card); if (card.name == "jiu") { let cards = player.getCards("hs", (cardx) => get.value(cardx) < 8); cards.sort((a, b) => get.value(a) - get.value(b)); if ( !cards.some( (cardx) => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx) ) ) temp = 0; } if (temp > max) max = temp; } }); if (max > 0) max += 15; return max; } return 0.5; }, result: { player(player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { backup: {}, wusheng: { charlotte: true, onremove: true, mod: { cardname(card, player) { if (player.getStorage("olsbweilin_wusheng").includes(get.color(card))) return "sha"; }, }, intro: { content: "手牌中所有$牌均视为【杀】" }, }, }, }, olsbduoshou: { init(player) { if (player.getHistory("useCard", (evt) => get.color(evt.card) == "red").length) player.addTempSkill("olsbduoshou_used"); }, mod: { targetInRange(card, player, target) { if (get.color(card) == "red" && !player.hasSkill("olsbduoshou_used")) return true; }, }, audio: 2, trigger: { player: "useCard", source: "damageSource", }, filter(event, player) { if (event.name == "damage") return player.getHistory("sourceDamage").indexOf(event) == 0; if (get.color(event.card) == "red" && !player.hasSkill("olsbduoshou_used")) return true; return ( get.type(event.card) == "basic" && player.getHistory("useCard", (evt) => get.type(evt.card) == "basic").indexOf(event) == 0 ); }, forced: true, async content(event, trigger, player) { if (trigger.name == "damage") player.draw(); else { if (get.color(trigger.card) == "red" && !player.hasSkill("olsbduoshou_used")) { game.log(trigger.card, "无距离限制"); player.addTempSkill("olsbduoshou_used"); } if ( get.type(trigger.card) == "basic" && player .getHistory("useCard", (evt) => get.type(evt.card) == "basic") .indexOf(trigger) == 0 ) { game.log(trigger.card, "不计入次数上限"); if (trigger.addCount !== false) { trigger.addCount = false; const stat = player.stat[player.stat.length - 1].card; if (typeof stat[trigger.card.name] === "number") stat[trigger.card.name]--; } } } }, subSkill: { used: { charlotte: true } }, }, //OL谋太史慈 olsbdulie: { audio: 2, trigger: { target: "useCardToTarget" }, filter(event, player) { if (event.player == player || !event.isFirstTarget || event.targets.length != 1) return false; if (player.getAttackRange() <= 0) return; return ["basic", "trick"].includes(get.type(event.card)); }, prompt2(event, player) { return ( "令" + get.translation(event.card) + "额外结算一次,此牌结算完毕后,你摸等同于你攻击范围的牌" ); }, check(event, player) { const num = Math.min(5, player.getAttackRange()); if (get.effect(player, event.card, event.player, player) > 0) return true; if ( event.card.name == "guohe" || event.card.name == "shunshou" || event.card.name == "zhujinqiyuan" ) return num > (event.effectCount || 0); if (!get.tag(event.card, "damage")) return true; return num > 1; }, usable: 1, async content(event, trigger, player) { trigger.getParent().effectCount++; player .when({ global: "useCardAfter" }) .filter((evt) => evt == trigger.getParent()) .then(() => { const num = Math.min(5, player.getAttackRange()); if (num > 0) player.draw(num); }); }, }, olsbdouchan: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, forced: true, async content(event, trigger, player) { const card = get.cardPile2((card) => card.name == "juedou"); if (card) player.gain(card, "gain2"); else if (player.countMark("olsbdouchan") < game.players.length + game.dead.length) player.addMark("olsbdouchan", 1, false); }, mod: { attackRange(player, num) { return num + player.countMark("olsbdouchan"); }, cardUsable(card, player, num) { if (card.name == "sha") return num + player.countMark("olsbdouchan"); }, }, intro: { content: "
  • 攻击距离+#
  • 使用【杀】的次数上限+#" }, }, //OL谋关羽 //可以和手杀谋关羽组成卧龙凤雏了 olsbfumeng: { audio: 2, trigger: { global: "roundStart" }, filter(event, player) { return player.countCards("h", (card) => { if (_status.connectMode) return true; return get.name(card, player) != "sha"; }); }, direct: true, async content(event, trigger, player) { const { result: { bool, cards }, } = await player .chooseCard(get.prompt2("olsbfumeng"), [1, Infinity], (card, player) => { return get.name(card, player) != "sha"; }) .set("ai", (card) => { const player = get.event("player"); if (player.hasSkill("olsbfumeng")) return 7 - get.value(card); return 4.5 - get.value(card); }); if (!bool) return; player.logSkill("olsbfumeng"); player.addSkill("olsbfumeng_buff"); player.addGaintag(cards, "olsbfumeng_buff"); }, subSkill: { buff: { charlotte: true, mod: { cardname: function (card) { if (get.itemtype(card) == "card" && card.hasGaintag("olsbfumeng_buff")) return "sha"; }, }, }, }, }, olsbguidao: { audio: 2, enable: "phaseUse", filter(event, player) { if (event.olsbguidao_num > 2) return false; const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } }); return ( game.hasPlayer((target) => { return player.canUse(card, target, false); }) && player.countCards("he", (cardx) => { return player.canRecast(cardx); }) >= 2 && player.countCards("he", (cardx) => { return get.name(cardx, player) == "sha" && player.canRecast(cardx); }) >= event.olsbguidao_num ); }, onChooseToUse(event) { if (!game.online && !event.olsbguidao_num) { const player = event.player, history = player.getHistory("custom", (evt) => evt.olsbguidao_num); if (!history.length) event.set("olsbguidao_num", 1); else { const evt = history[history.length - 1]; event.set("olsbguidao_num", evt.olsbguidao_num); } } }, filterCard(card, player) { const num = get.event("olsbguidao_num"); if ( ui.selected.cards.filter((cardx) => get.name(cardx, player) == "sha").length < num && get.name(card, player) != "sha" ) return false; return player.canRecast(card); }, selectCard: 2, position: "he", check(card) { const player = get.event("player"); if (get.name(card, player) == "sha") return 1 / (get.value(card) || 0.5); return 7 - get.value(card); }, complexCard: true, lose: false, discard: false, delay: 0, filterTarget(card, player, target) { const cardx = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } }); return player.canUse(cardx, target, false); }, prompt() { let str = "重铸两张牌"; const num = get.event("olsbguidao_num"); if (num > 0) str += "(至少重铸" + get.cnNumber(num) + "张【杀】)"; str += "并视为使用【决斗】"; return str; }, async content(event, trigger, player) { const target = event.target, cards = event.cards; player.getHistory("custom").push({ olsbguidao_num: cards.filter((card) => get.name(card, player) == "sha").length + 1, }); const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } }); await player.recast(cards); player.addTempSkill("olsbguidao_buff"); if (player.canUse(card, target, false)) player.useCard(card, target, false); }, ai: { order(item, player) { const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } }); const order = get.order(card, player); if (order <= 0) return 0; return order + 0.1; }, result: { target(player, target) { const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true }, }); return ( get.sgn(get.attitude(player, target)) * get.effect(target, card, player, player) ); }, }, }, subSkill: { buff: { charlotte: true, trigger: { global: "damageBegin3" }, filter(event, player) { if (!event.card || !event.card.storage || !event.card.storage.olsbguidao) return false; if (!event.source || event.source != player) return false; const evt = event.getParent("useCard"); return evt.player == player && evt.targets.includes(event.player); }, forced: true, popup: false, async content(event, trigger, player) { const target = trigger.player; const { result: { control }, } = await target .chooseControl("【杀】更多", "非【杀】更多") .set( "prompt", "归刀:请猜测" + get.translation(player) + "手牌中【杀】与非【杀】牌数哪个更多" ) .set( "prompt2", "若猜错,则" + get.translation(trigger.card) + "对你造成的伤害+1" ) .set("ai", () => _status.event.controls.randomGet()); const goon1 = player.countCards("h", (card) => get.name(card, player) == "sha") >= player.countCards("h", (card) => get.name(card, player) != "sha"); const goon2 = player.countCards("h", (card) => get.name(card, player) != "sha") >= player.countCards("h", (card) => get.name(card, player) == "sha"); if ((goon1 && control == "【杀】更多") || (goon2 && control == "非【杀】更多")) { target.popup("洗具"); game.log(target, "猜测", "#g正确"); } else { target.popup("杯具"); game.log(target, "猜测", "#y错误"); trigger.increase("num"); } }, }, }, }, //OL谋姜维 olsbzhuri: { audio: 2, trigger: { player: [ "phaseZhunbeiEnd", "phaseJudgeEnd", "phaseDrawEnd", "phaseUseEnd", "phaseDiscardEnd", "phaseJieshuEnd", ], }, filter: function (event, player) { if (player.hasSkill("olsbzhuri_block")) return false; if (!game.hasPlayer((target) => player.canCompare(target))) return false; return ( player.getHistory("gain", (evt) => evt.getParent(event.name) == event).length + player.getHistory( "lose", (evt) => evt.getParent(event.name) == event && evt.hs.length ).length ); }, direct: true, content: function* (event, map) { var player = map.player; var trigger = map.trigger; var result = yield player .chooseTarget( get.prompt("olsbzhuri"), "与一名角色进行拼点,若你赢,你可以使用其中的一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合失效", (card, player, target) => { return player.canCompare(target); } ) .set("ai", (target) => { var player = _status.event.player; var ts = target.getCards("h").sort((a, b) => get.number(a) - get.number(b)); if (get.attitude(player, target) < 0) { var hs = player.getCards("h").sort((a, b) => get.number(b) - get.number(a)); var ts = target.getCards("h").sort((a, b) => get.number(b) - get.number(a)); if (get.number(hs[0]) > get.number(ts[0])) return 1; if (get.effect(player, { name: "losehp" }, player, player) > 0) return Math.random() + 0.2; if (player.getHp() > 2) return Math.random() - 0.5; return 0; } return 0; }); if (result.bool) { var target = result.targets[0]; player.logSkill("olsbzhuri", target); var result2 = yield player.chooseToCompare(target); if (result2.bool) { var cards = [result2.player, result2.target].filterInD("d"); cards = cards.filter((card) => player.hasUseTarget(card)); if (cards.length) { var result3 = yield player .chooseButton(["是否使用其中的牌?", cards]) .set("ai", (button) => _status.event.player.getUseValue(button.link)); if (result3.bool) { var card = result3.links[0]; player.$gain2(card, false); game.delayx(); player.chooseUseTarget(true, card, false); } } } else { var list = lib.skill.olsbranji.getList(trigger); var result3 = yield player .chooseControl("失去体力", "技能失效") .set("prompt", "逐日:失去1点体力,或令此技能于本回合失效") .set("ai", () => { var player = _status.event.player; if (player.getHp() > 2) { var list = _status.event.list; list.removeArray(player.skipList); if (list.includes("phaseDraw") || list.includes("phaseUse")) return "失去体力"; } if (get.effect(player, { name: "losehp" }, player, player) > 0) return "失去体力"; return "技能失效"; }) .set("list", list.slice(trigger.getParent().num, list.length)); player[result3.control == "失去体力" ? "loseHp" : "addTempSkill"]( result3.control == "失去体力" ? 1 : "olsbzhuri_block" ); } } }, subSkill: { block: { charlotte: true, mark: true, marktext: '', intro: { content: "追不动太阳了" }, }, }, }, olsbranji: { audio: 2, trigger: { player: "phaseJieshuBegin" }, prompt2: function (event, player) { var str = "获得技能"; var num = lib.skill.olsbranji.getNum(player); if (num >= player.getHp()) str += "【困奋】"; if (num == player.getHp()) str += "和"; if (num <= player.getHp()) str += "【诈降】"; str += ",然后"; var num1 = player.countCards("h") - player.getHandcardLimit(); if (num1 || player.isDamaged()) { if (num1) str += num1 < 0 ? "摸" + get.cnNumber(-num1) + "张牌" : "弃置" + get.cnNumber(num1) + "张牌"; if (num1 && player.isDamaged()) str += "或"; if (player.isDamaged()) str += "回复" + player.getDamagedHp() + "点体力"; str += ",最后"; } str += "你不能回复体力直到你杀死角色。"; return str; }, check: function (event, player) { var num = lib.skill.olsbranji.getNum(player); if (num == player.getHp()) return true; return ( player.getHandcardLimit() - player.countCards("h") >= 3 || player.getDamagedHp() >= 2 ); }, limited: true, skillAnimation: true, animationColor: "fire", content: function* (event, map) { var player = map.player; var trigger = map.trigger; player.awakenSkill("olsbranji"); var num = lib.skill.olsbranji.getNum(player); const skills = []; if (num >= player.getHp()) { skills.push("kunfen"); player.storage.kunfen = true; } if (num <= player.getHp()) skills.push("zhaxiang"); player.addSkills(skills); if (player.countCards("h") != player.getHandcardLimit() || player.isDamaged()) { var result, num1 = player.countCards("h") - player.getHandcardLimit(); if (!num1) result = { index: 1 }; else if (player.isHealthy()) result = { index: 0 }; else { result = yield player .chooseControl("手牌数", "体力值") .set("choiceList", [ num1 < 0 ? "摸" + get.cnNumber(-num1) + "张牌" : "弃置" + get.cnNumber(num1) + "张牌", "回复" + player.getDamagedHp() + "点体力", ]) .set("ai", () => { var player = _status.event.player; var list = _status.event.list; var num1 = get.effect(player, { name: "draw" }, player, player); var num2 = get.recoverEffect(player, player, player); return num1 * list[0] > num2 * list[1] ? 0 : 1; }) .set("list", [-num1, player.getDamagedHp()]); } if (result.index == 0) { if (num1 < 0) yield player.drawTo(player.getHandcardLimit()); else yield player.chooseToDiscard(num1, "h", true); } else { yield player.recover(player.maxHp - player.hp); } } player.addSkill("olsbranji_norecover"); player.when({ source: "dieAfter" }).then(() => player.removeSkill("olsbranji_norecover")); }, derivation: ["kunfenx", "zhaxiang"], getList: function (event) { return event.getParent().phaseList.map((list) => list.split("|")[0]); }, getNum: function (player) { return player .getHistory("useCard", (evt) => { return lib.phaseName.some((name) => { return evt.getParent(name).name == name; }); }) .reduce((list, evt) => { return list.add( evt.getParent(lib.phaseName.find((name) => evt.getParent(name).name == name)) ); }, []).length; }, subSkill: { norecover: { charlotte: true, mark: true, intro: { content: "不能回复体力" }, trigger: { player: "recoverBefore" }, forced: true, firstDo: true, content: function () { trigger.cancel(); }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "recover")) return "zeroplayertarget"; }, }, }, }, }, }, kunfenx: { audio: "kunfen", audioname: ["ol_sb_jiangwei"], }, //界曹彰 oljiangchi: { audio: "rejiangchi", trigger: { player: "phaseDrawEnd" }, direct: true, content: function* (event, map) { var player = map.player; var choiceList = [ "摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。", "重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。", ], list = ["cancel2"]; if (player.countCards("he", (card) => player.canRecast(card))) list.unshift("重铸,+1"); else choiceList[1] = '' + choiceList[1] + ""; list.unshift("摸牌,-1"); var result = yield player .chooseControl(list) .set("ai", () => { var player = _status.event.player; var controls = _status.event.controls.slice(); if ( controls.includes("重铸,+1") && player.countCards( "hs", (card) => get.name(card) == "sha" && player.hasValueTarget(card) ) >= 2 ) return "重铸,+1"; return "摸牌,-1"; }) .set("choiceList", choiceList) .set("prompt", get.prompt("oljiangchi")); if (result.control != "cancel2") { player.logSkill("oljiangchi"); if (result.control == "摸牌,-1") { player.draw(); player.addTempSkill("oljiangchi_less"); player.addMark("oljiangchi_less", 1, false); } else { var result2 = yield player.chooseCard( "he", "将驰:请重铸一张牌", true, (card, player) => player.canRecast(card) ); if (result2.bool) { player.recast(result2.cards); player.addTempSkill("oljiangchi_more"); player.addMark("oljiangchi_more", 1, false); } } } }, subSkill: { less: { charlotte: true, onremove: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num - player.countMark("oljiangchi_less"); }, ignoredHandcard: function (card, player) { if (card.name == "sha") return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.name == "sha") return false; }, }, }, more: { charlotte: true, onremove: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("oljiangchi_more"); }, targetInRange: function (card, player) { if (card.name == "sha") return true; }, }, }, }, }, //界简雍 olqiaoshui: { audio: "reqiaoshui", inherit: "reqiaoshui", filter: function (event, player) { return player.countCards("h") > 0 && !player.hasSkill("olqiaoshui_used"); }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) player.addTempSkill("qiaoshui3", { player: "phaseUseAfter" }); else { player.addTempSkill("qiaoshui2"); player.addTempSkill("olqiaoshui_used"); } }, subSkill: { used: { charlotte: true, mark: true, marktext: '', intro: { content: "被迫闭嘴" }, }, }, }, //界凌统 olxuanfeng: { audio: "xuanfeng", audioname: ["boss_lvbu3"], audioname2: { lingtong: "xuanfeng", ol_lingtong: "xuanfeng_re_lingtong", }, trigger: { player: ["loseAfter"], global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, filter: function (event, player) { var evt = event.getl(player); return evt && (evt.es.length || evt.cards2.length > 1); }, direct: true, content: function () { "step 0"; event.count = 2; event.logged = false; "step 1"; player .chooseTarget( get.prompt("olxuanfeng"), "弃置一名其他角色的一张牌", function (card, player, target) { if (player == target) return false; return target.countDiscardableCards(player, "he"); } ) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); "step 2"; if (result.bool) { if (!event.logged) { player.logSkill("olxuanfeng", result.targets); event.logged = true; } else player.line(result.targets[0], "green"); player.discardPlayerCard(result.targets[0], "he", true); event.count--; } else event.finish(); "step 3"; if (event.count) event.goto(1); }, ai: { reverseEquip: true, noe: true, effect: { target: function (card, player, target, current) { if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3]; }, }, }, }, xuanfeng_re_lingtong: { audio: 2 }, }, dynamicTranslate: {}, translate: { ol_lingtong: "OL界凌统", ol_lingtong_prefix: "OL界", olxuanfeng: "旋风", olxuanfeng_info: "当你一次性失去至少两张牌后,或失去装备区的牌后,你可以依次弃置一至两名其他角色的共计两张牌。", ol_jianyong: "OL界简雍", ol_jianyong_prefix: "OL界", olqiaoshui: "巧说", olqiaoshui_info: "出牌阶段,你可与一名其他角色拼点。若你赢,你使用的下一张基本牌或普通锦囊牌可以额外指定任意一名其他角色为目标或减少指定一个目标;若你没赢,此技能于本回合失效且本回合你不能使用锦囊牌。", ol_caozhang: "OL界曹彰", ol_caozhang_prefix: "OL界", oljiangchi: "将驰", oljiangchi_info: "摸牌阶段结束时,你可以选择一项:①摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。②重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。", ol_sb_jiangwei: "OL谋姜维", ol_sb_jiangwei_prefix: "OL谋", olsbzhuri: "逐日", olsbzhuri_info: "你的阶段结束时,若你本阶段失去过手牌或得到过牌,则你可以与一名角色拼点。若你赢,你可以使用其中一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合无效。", olsbranji: "燃己", olsbranji_info: "限定技,结束阶段。若你本回合使用过牌的阶段数大于等于/小于等于体力值,你可以获得技能〖困奋〗/〖诈降〗(同时满足则都获得,以此法获得的〖困奋〗直接修改为非锁定技)。若如此做,你将手牌数调整至手牌上限或将体力值回复至体力上限,然后你不能回复体力直到你杀死角色。", kunfenx: "困奋", kunfenx_info: "结束阶段开始时,你可以失去1点体力,然后摸两张牌。", ol_sb_guanyu: "OL谋关羽", ol_sb_guanyu_prefix: "OL谋", olsbfumeng: "赴梦", olsbfumeng_info: "一轮游戏开始时,你可以令任意张手牌的牌名视为【杀】。", olsbguidao: "归刀", olsbguidao_info: "出牌阶段,你可以重铸两张牌并视为使用一张【决斗】(重铸的【杀】数须比本回合上次发动〖归刀〗重铸的【杀】数多)。目标角色受到此牌伤害时,其须猜测你手牌中牌名为【杀】的牌数量多还是牌名不为【杀】的牌数多,若其猜错,则此【决斗】对其造成的伤害+1。", ol_sb_taishici: "OL谋太史慈", ol_sb_taishici_prefix: "OL谋", olsbdulie: "笃烈", olsbdulie_info: "每回合限一次,当你成为其他角色使用基本牌或普通锦囊牌的唯一目标时,你可以令此牌额外结算一次。若如此做,此牌结算完毕后,你摸X张牌(X为你的攻击范围且至多为5)。", olsbdouchan: "斗缠", olsbdouchan_info: "锁定技,准备阶段,你从牌堆中获得一张【决斗】,若牌堆没有【决斗】,则你的攻击范围和出牌阶段使用【杀】的次数上限+1(增加次数不超过游戏人数)。", olsbweilin: "威临", olsbweilin_info: "每回合限一次,你可以将一张牌当作任意【杀】或【酒】使用,且你以此法使用的牌指定最后一个目标后,你令所有目标角色本回合与此牌颜色相同的手牌均视为【杀】。", olsbduoshou: "夺首", olsbduoshou_info: "锁定技。①你每回合使用的第一张红色牌无距离限制。②你每回合使用的第一张基本牌不计入使用次数。③你每回合第一次造成伤害后,你摸一张牌。", ol_gaoshun: "OL界高顺", ol_gaoshun_prefix: "OL界", olxianzhen: "陷阵", olxianzhen_info: "出牌阶段限一次,你可以与一名角色拼点。若你赢,本回合你无视该角色的防具且对其使用牌没有次数和距离限制,且当你使用【杀】或普通锦囊牌指定其他角色为唯一目标时可以令该角色也成为此牌的目标;若你没赢,本回合你不能对其使用【杀】且你的【杀】不计入手牌上限。", ol_sb_yuanshao: "OL谋袁绍", ol_sb_yuanshao_prefix: "OL谋", olsbhetao: "合讨", olsbhetao_info: "其他角色使用牌执行第一个目标后,若此牌指定的目标数大于1,则你可以弃置一张与此牌颜色相同的牌并令此牌改为对其中一名目标角色结算两次。", olsbshenli: "神离", olsbshenli_info: "出牌阶段限一次,当你使用【杀】指定目标后,你可以令所有可成为此牌目标的其他角色均成为此牌目标,此牌结算完毕后,若你因此牌造成的伤害值X:大于你的手牌数,你摸X张牌(至多摸五张);大于你的体力值,你再次对所有目标角色中可以成为此牌目标的角色使用此牌。", olsbyufeng: "玉锋", olsbyufeng_sizhaojian: "思召剑", olsbyufeng_block: "思召剑", olsbyufeng_info: "游戏开始时,你将【思召剑】置入装备区。", sizhaojian: "思召剑", sizhaojian_info: "当你使用有点数的【杀】指定目标后,你令目标角色只能使用无点数或点数大于等于此【杀】的【闪】响应此牌。", sizhaojian_append: '【思召剑】于闪闪节(3月2日-3月15日)外离开装备区后,销毁此牌', olsbshishou: "士首", olsbshishou_info: "主公技,其他群势力角色失去装备区的牌后,若你的装备区中没有武器牌,其可将【思召剑】置入你的装备区。", ol_yufan: "OL界虞翻", ol_yufan_prefix: "OL界", olzongxuan: "纵玄", olzongxuan_info: "当你或你的上家因弃置而失去牌后,你可以将位于弃牌堆的这些牌中的任意牌以任意顺序置于牌堆顶。", olzhiyan: "直言", olzhiyan_info: "你或你的上家的结束阶段,你可以令一名角色正面朝上摸一张牌,然后若此牌:为装备牌,则其使用此牌并回复1点体力;不为装备牌且其体力值大于等于你,则其失去1点体力。", ol_chengpu: "OL界程普", ol_chengpu_prefix: "OL界", dclihuo: "疠火", dclihuo_info: "①你使用的非火【杀】可以改为火【杀】,若如此做,此牌结算完毕后,若此牌造成过伤害,则你弃置一张牌或失去1点体力。②你使用火【杀】可以额外指定一个目标。", olchunlao: "醇醪", olchunlao_info: "①当你的【杀】因弃置进入弃牌堆后,你将位于弃牌堆的这些牌称为“醇”置于武将牌上。②一名角色处于濒死状态时,你可以将一张“醇”置入弃牌堆,然后令其视为使用一张【酒】。", ol_wangyi: "OL界王异", ol_wangyi_prefix: "OL界", olzhenlie: "贞烈", olzhenlie_info: "当你成为其他角色使用【杀】或普通锦囊牌的目标后,你可以失去1点体力并令此牌对你无效,然后你选择一项:①获得使用者的一张牌;②发动一次〖秘计〗。", olmiji: "秘计", olmiji_info: "结束阶段,若你已受伤,则你可以摸X张牌,然后你可以将至多X张牌任意分配给其他角色(X为你已损失的体力值)。", onlyOL_yijiang1: "OL专属·将1", onlyOL_yijiang2: "OL专属·将2", onlyOL_yijiang3: "OL专属·将3", onlyOL_sb: "OL专属·上兵伐谋", }, }; });