'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'standard', connect:true, characterSort:{ standard:{ standard_2008:["caocao","simayi","xiahoudun","zhangliao","xuzhu","guojia","zhenji","liubei","guanyu","zhangfei","zhugeliang","zhaoyun","machao","huangyueying","sunquan","ganning","lvmeng","huanggai","zhouyu","daqiao","luxun","sunshangxiang","huatuo","lvbu","diaochan",], standard_2013:["huaxiong","re_yuanshu"], standard_2019:["gongsunzan","xf_yiji"], }, }, character:{ caocao:['male','wei',4,['jianxiong','hujia'],['zhu']], simayi:['male','wei',3,['fankui','guicai']], xiahoudun:['male','wei',4,['ganglie']], zhangliao:['male','wei',4,['tuxi']], xuzhu:['male','wei',4,['luoyi']], guojia:['male','wei',3,['tiandu','yiji']], zhenji:['female','wei',3,['luoshen','qingguo']], liubei:['male','shu',4,['rende','jijiang'],['zhu']], guanyu:['male','shu',4,['wusheng']], zhangfei:['male','shu',4,['paoxiao']], zhugeliang:['male','shu',3,['guanxing','kongcheng']], zhaoyun:['male','shu',4,['longdan']], machao:['male','shu',4,['mashu','tieji']], huangyueying:['female','shu',3,['jizhi','qicai']], sunquan:['male','wu',4,['zhiheng','jiuyuan'],['zhu']], ganning:['male','wu',4,['qixi']], lvmeng:['male','wu',4,['keji']], huanggai:['male','wu',4,['kurou']], zhouyu:['male','wu',3,['yingzi','fanjian']], daqiao:['female','wu',3,['guose','liuli']], luxun:['male','wu',3,['qianxun','lianying']], sunshangxiang:['female','wu',3,['xiaoji','jieyin']], huatuo:['male','qun',3,['qingnang','jijiu']], lvbu:['male','qun',4,['wushuang']], diaochan:['female','qun',3,['lijian','biyue']], huaxiong:['male','qun',6,['yaowu']], gongsunzan:['male','qun',4,['reyicong']], xf_yiji:["male","shu",3,["xinfu_jijie","xinfu_jiyuan"],[]], re_yuanshu:['male','qun',4,['rewangzun','retongji']], }, characterIntro:{ liubei:'先主姓刘,讳备,字玄德,涿郡涿县人,汉景帝子中山靖王胜之后也。以仁德治天下。', guanyu:'字云长,本字长生,并州河东解州人。五虎上将之首,爵至汉寿亭侯,谥曰“壮缪侯”。被奉为“关圣帝君”,崇为“武圣”。', zhangfei:'字翼德,涿郡人,燕颔虎须,豹头环眼。有诗云:“长坂坡头杀气生,横枪立马眼圆睁。一声好似轰雷震,独退曹家百万兵”。', zhugeliang:'字孔明,号卧龙,琅琊阳都人,蜀汉丞相。在世时被封为武乡侯,谥曰忠武侯。著有《出师表》、《诫子书》等。怀不世之才,以空城戏司马,能观星象而通鬼神。', zhaoyun:'字子龙,常山真定人。身长八尺,姿颜雄伟。长坂坡单骑救阿斗,先主云:“子龙一身都是胆也。”', machao:'字孟起,扶风茂陵人。面如冠玉,目如流星,虎体猿臂,彪腹狼腰,声雄力猛。因衣着讲究,举止非凡,故人称“锦马超”。麾铁骑,捻金枪。', huangyueying:'荆州沔南白水人,沔阳名士黄承彦之女,诸葛亮之妻,诸葛瞻之母。容貌甚丑,而有奇才:上通天文,下察地理,韬略近于诸书无所不晓,诸葛亮在南阳闻其贤而迎娶。', sunquan:'吴大帝,字仲谋,吴郡富春县人。统领吴与蜀魏三足鼎立,制衡天下。', ganning:'字兴霸,巴郡临江人,祖籍荆州南阳郡。为人勇猛刚强,忠心耿耿,勇往无前。曾带兵百人于二更奇袭曹营,大挫其锐气。', lvmeng:'字子明,汝南富陂人。陈寿评曰:“吕蒙勇而有谋断,识军计,谲郝普,擒关羽,最其妙者。初虽轻果妄杀,终于克己,有国士之量,岂徒武将而已乎!”', huanggai:'字公覆,零陵郡泉陵县人。官至偏将军、武陵太守。以苦肉计骗曹孟德,亲往诈降,火烧战船,重创敌军。', zhouyu:'字公瑾,庐江舒县人,任东吴三军大都督,雄姿英发,人称“美周郎”。赤壁之战前,巧用反间计杀了精通水战的叛将蔡瑁、张允。', daqiao:'庐江皖县人,为乔公长女,孙策之妻,小乔之姊。与小乔并称为“江东二乔”,容貌国色流离。', luxun:'本名陆议,字伯言,吴郡吴县人。历任东吴大都督、丞相。吴大帝孙权兄孙策之婿,世代为江东大族。以谦逊之书麻痹关羽,夺取荆州,又有火烧连营大破蜀军。', sunshangxiang:'孙夫人,乃孙权之妹。刘备定荆州,孙权进妹与其结姻,重固盟好。孙夫人才捷刚猛,有诸兄之风。后人为其立庙,号曰“枭姬庙”。', caocao:'魏武帝曹操,字孟德,小名阿瞒、吉利,沛国谯人。精兵法,善诗歌,乃治世之能臣,乱世之奸雄也。', simayi:'晋宣帝,字仲达,河内温人。曾任职过曹魏的大都督,太尉,太傅。少有奇节,聪明多大略,博学洽闻,伏膺儒教,世之鬼才也。', xiahoudun:'字元让,沛国谯人。有拔矢啖睛之勇,性格勇猛刚烈。', zhangliao:'字文远,魏雁门马邑人。官至前将军、征东将军、晋阳侯。武功高强,又谋略过人,多次建立奇功,以800人突袭孙权十万大军,皆望风披靡。', xuzhu:'字仲康,谯国谯县人。和典韦一同统率着曹操的亲卫队“虎卫军”。因为他十分勇猛,所以有“虎痴”的绰号。曾有裸衣斗马超之举。', guojia:'字奉孝,颍川阳翟人,官至军师祭酒。惜天妒英才,英年早逝。有诗云:“良计环环不遗策,每临制变满座惊”。', zhenji:'中山无极人,别称甄洛或甄宓,庙号文昭甄皇后。魏文帝曹丕的正室。懂诗文,有倾国倾城之貌,《洛神赋》即是曹植为她所作。', huatuo:'字元化,一名旉,沛国谯人,“建安三神医”之一。集平生之所得著《青囊经》,现已失传。', lvbu:'字奉先,五原郡九原县人。三国第一猛将,曾独力战刘关张三人,其武力世之无双。时人语曰:“人中有吕布,马中有赤兔。”', diaochan:'中国古代四大美女之一,有闭月羞花之貌。司徒王允之义女,由王允授意施行连环计,离间董卓、吕布,借布手除卓。后貂蝉成为吕布的妾。', huaxiong:'董卓旗下名将,自荐抵抗山东地区反对董卓的诸侯联军于汜水关前,他先后斩杀济北相鲍信之弟鲍忠和孙坚部将祖茂、以及袁术部将俞涉和韩馥手下潘凤等人,最后关东联军派出关羽与之一对一决斗而被杀。', xf_yiji:"伊籍,字机伯,生卒年不详,兖州山阳郡(今山东金乡县)人,三国时期蜀汉官员。年少时依附于同乡刘表。刘备落难到荆州时,伊籍时常拜访,托请刘备照顾。建安十三年(208年),刘表病死,伊籍便转投刘备,一起渡江南下。建安十六年(211年),刘备入蜀帮助刘璋,伊籍亦有跟随。随后刘备和刘璋双方决裂。建安十九年(214年),刘备平定益州,任命伊籍为左将军从事中郎,其待遇次于简雍、孙乾等。后升任昭文将军,并与诸葛亮、法正、刘巴、李严共同编制《蜀科》。", }, perfectPair:{ xiahoudun:['xiahouyuan'], zhenji:['caopi'], caocao:['xuzhu','dianwei','bianfuren'], huangzhong:['weiyan'], zhugeliang:['jiangwei','jiangfei'], liubei:['guanyu','zhangfei','ganfuren'], zhaoyun:['liushan'], daqiao:['xiaoqiao'], zhouyu:['huanggai','xiaoqiao'], sunquan:['zhoutai'], lvbu:['diaochan'], machao:['madai','mayunlu'], zhangliao:['zangba'], ganning:['lingtong'], }, skill:{ rewangzun:{ trigger:{global:'phaseZhunbeiBegin'}, forced:true, audio:'wangzun', filter:function(event,player){ return event.player.hp>player.hp; }, logTarget:'player', content:function(){ player.draw(); var zhu=false; var target=trigger.player; switch(get.mode()){ case 'identity':{ zhu=target.isZhu; break; } case 'guozhan':{ zhu=get.is.jun(target); break; } case 'versus':{ zhu=target.identity=='zhu'; break; } case 'doudizhu':{ zhu=target==game.zhu; break; } } if(zhu){ player.draw(); target.addTempSkill('rewangzun2'); target.addMark('rewangzun2',1,false); } }, }, rewangzun2:{ onremove:true, mod:{ maxHandcard:function(player,num){ return num-player.countMark('rewangzun2'); }, }, intro:{content:'手牌上限-#'}, }, retongji:{ trigger:{global:'useCardToTarget'}, logTarget:'target', audio:'tongji', direct:true, filter:function(event,player){ return event.card.name=='sha'&&event.player!=player&&!event.targets.contains(player)&& event.target.inRange(player)&&event.target.countCards('he')>0; }, content:function(){ 'step 0' trigger.target.chooseCard('he','是否对'+get.translation(player)+'发动【同疾】?','弃置一张牌,将'+get.translation(trigger.card)+'转移给'+get.translation(player)).set('ai',function(card){ if(!_status.event.check) return -1; return get.unuseful(card)+9; }).set('check',function(){ if(trigger.target.countCards('h','shan')){ return -get.attitude(trigger.target,player); } if(get.attitude(trigger.target,player)<5){ return 6-get.attitude(trigger.target,player); } if(trigger.target.hp==1&&player.countCards('h','shan')==0){ return 10-get.attitude(trigger.target,player); } if(trigger.target.hp==2&&player.countCards('h','shan')==0){ return 8-get.attitude(trigger.target,player); } return -1; }()>0); 'step 1' if(result.bool){ player.logSkill('retongji',trigger.target); trigger.target.discard(result.cards); var evt=trigger.getParent(); evt.triggeredTargets2.remove(trigger.target); evt.targets.remove(trigger.target); evt.targets.push(player); } }, }, hujia:{ audio:2, audioname:['re_caocao'], unique:true, zhuSkill:true, trigger:{player:['chooseToRespondBefore','chooseToUseBefore']}, filter:function(event,player){ if(event.responded) return false; if(player.storage.hujiaing) return false; if(!player.hasZhuSkill('hujia')) return false; if(!event.filterCard({name:'shan'},player,event)) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='wei'; }); }, check:function(event,player){ if(get.damageEffect(player,event.player,player)>=0) return false; return true; }, content:function(){ "step 0" if(event.current==undefined) event.current=player.next; if(event.current==player){ event.finish(); } else if(event.current.group=='wei'){ if((event.current==game.me&&!_status.auto)||( get.attitude(event.current,player)>2)|| event.current.isOnline()){ player.storage.hujiaing=true; var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'}); next.set('ai',function(){ var event=_status.event; return (get.attitude(event.player,event.source)-2); }); next.set('skillwarn','替'+get.translation(player)+'打出一张闪'); next.autochoose=lib.filter.autoRespondShan; next.set('source',player); } } "step 1" player.storage.hujiaing=false; if(result.bool){ event.finish(); trigger.result={bool:true,card:{name:'shan',isCard:true}}; trigger.responded=true; trigger.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:{ respondShan:true, skillTagFilter:function(player){ if(player.storage.hujiaing) return false; if(!player.hasZhuSkill('hujia')) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='wei'; }); }, }, }, jianxiong:{ audio:2, trigger:{player:'damageEnd'}, filter:function(event,player){ return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0],true)=='o'; }, content:function(){ player.gain(trigger.cards,'gain2'); }, ai:{ maixie:true, maixie_hp:true, effect:{ target:function(card,player,target){ if(player.hasSkillTag('jueqing',false,target)) return [1,-1]; if(get.tag(card,'damage')) return [1,0.55]; } } } }, fankui:{ audio:2, trigger:{player:'damageEnd'}, direct:true, filter:function(event,player){ return (event.source&&event.source.countGainableCards(player,'he')&&event.num>0&&event.source!=player); }, content:function(){ player.gainPlayerCard(get.prompt('fankui',trigger.source),trigger.source,get.buttonValue,'he').set('logSkill',['fankui',trigger.source]); }, ai:{ maixie_defend:true, effect:{ target:function(card,player,target){ if(player.countCards('he')>1&&get.tag(card,'damage')){ if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5]; if(get.attitude(target,player)<0) return [1,1]; } } } } }, guicai:{ audio:2, trigger:{global:'judge'}, direct:true, filter:function(event,player){ return player.countCards(get.mode()=='guozhan'?'he':'h')>0; }, content:function(){ "step 0" player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+ get.translation(trigger.player.judging[0])+','+get.prompt('guicai'),get.mode()=='guozhan'?'he':'h',function(card){ var player=_status.event.player; var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player); if(mod2!='unchanged') return mod2; var mod=game.checkMod(card,player,'unchanged','cardRespondable',player); if(mod!='unchanged') return mod; return true; }).set('ai',function(card){ var trigger=_status.event.getTrigger(); var player=_status.event.player; var judging=_status.event.judging; var result=trigger.judge(card)-trigger.judge(judging); var attitude=get.attitude(player,trigger.player); if(attitude==0||result==0) return 0; if(attitude>0){ return result-get.value(card)/2; } else{ return -result-get.value(card)/2; } }).set('judging',trigger.player.judging[0]); "step 1" if(result.bool){ player.respond(result.cards,'guicai','highlight','noOrdering'); } else{ event.finish(); } "step 2" if(result.bool){ if(trigger.player.judging[0].clone){ trigger.player.judging[0].clone.classList.remove('thrownhighlight'); game.broadcast(function(card){ if(card.clone){ card.clone.classList.remove('thrownhighlight'); } },trigger.player.judging[0]); game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0]=result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player,'的判定牌改为',result.cards[0]); game.delay(2); } }, ai:{ rejudge:true, tag:{ rejudge:1, } } }, ganglie:{ audio:2, trigger:{player:'damageEnd'}, filter:function(event,player){ return (event.source!=undefined); }, check:function(event,player){ return (get.attitude(player,event.source)<=0); }, logTarget:'source', content:function(){ "step 0" player.judge(function(card){ if(get.suit(card)=='heart') return -2; return 2; }) "step 1" if(result.judge<2){ event.finish();return; } trigger.source.chooseToDiscard(2).set('ai',function(card){ if(card.name=='tao') return -10; if(card.name=='jiu'&&_status.event.player.hp==1) return -10; return get.unuseful(card)+2.5*(5-get.owner(card).hp); }); "step 2" if(result.bool==false){ trigger.source.damage(); } }, ai:{ maixie_defend:true, effect:{ target:function(card,player,target){ if(player.hasSkillTag('jueqing',false,target)) return [1,-1]; return 0.8; // if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5]; } } } }, ganglie_three:{ audio:'ganglie', trigger:{player:'damageEnd'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt2('ganglie_three'),function(card,player,target){ return target.isEnemyOf(player); }).set('ai',function(target){ return -get.attitude(_status.event.player,target)/(1+target.countCards('h')); }); "step 1" if(result.bool){ event.target=result.targets[0]; player.logSkill('ganglie_three',target); } else event.finish(); "step 2" player.judge(function(card){ if(get.suit(card)=='heart') return -2; return 2; }) "step 3" if(result.judge<2){ event.finish();return; } target.chooseToDiscard(2).set('ai',function(card){ if(card.name=='tao') return -10; if(card.name=='jiu'&&_status.event.player.hp==1) return -10; return get.unuseful(card)+2.5*(5-get.owner(card).hp); }); "step 4" if(result.bool==false){ target.damage(); } }, ai:{ maixie_defend:true, effect:{ target:function(card,player,target){ if(player.hasSkillTag('jueqing',false,target)) return [1,-1]; return 0.8; // if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5]; } } } }, tuxi:{ audio:2, trigger:{player:'phaseDrawBegin1'}, direct:true, filter:function(event,player){ return !event.numFixed; }, content:function(){ "step 0" var check; var i,num=game.countPlayer(function(current){ return current!=player&¤t.countCards('h')&&get.attitude(player,current)<=0; }); check=(num>=2); player.chooseTarget(get.prompt('tuxi'),'获得其他一至两名角色的各一张手牌',[1,2],function(card,player,target){ return target.countCards('h')>0&&player!=target; },function(target){ if(!_status.event.aicheck) return 0; var att=get.attitude(_status.event.player,target); if(target.hasSkill('tuntian')) return att/10; return 1-att; }).set('aicheck',check); "step 1" if(result.bool){ player.logSkill('tuxi',result.targets); player.gainMultiple(result.targets); trigger.changeToZero(); } else{ event.finish(); } "step 2" game.delay(); }, ai:{ threaten:2, expose:0.3 } }, luoyi:{ audio:2, trigger:{player:'phaseDrawBegin2'}, check:function(event,player){ if(player.countCards('h')<3) return false; if(!player.hasSha()) return false; return game.hasPlayer(function(current){ return get.attitude(player,current)<0&&player.canUse('sha',current); }); }, filter:function(event,player){ return !event.numFixed&&event.num>0; }, content:function(){ player.addTempSkill('luoyi2','phaseJieshuBegin'); trigger.num--; } }, luoyi2:{ trigger:{source:'damageBegin1'}, filter:function(event){ return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&event.notLink(); }, forced:true, content:function(){ trigger.num++; }, ai:{ damageBonus:true } }, tiandu:{ audio:2, audioname:['re_guojia','xizhicai','gz_nagisa'], trigger:{player:'judgeEnd'}, frequent:function(event){ if(event.result.card.name=='du') return false; //if(get.mode()=='guozhan') return false; return true; }, check:function(event){ if(event.result.card.name=='du') return false; return true; }, filter:function(event,player){ return get.position(event.result.card,true)=='o'; }, content:function(){ player.gain(trigger.result.card,'gain2'); } }, yiji:{ audio:2, trigger:{player:'damageEnd'}, frequent:true, filter:function(event){ return (event.num>0) }, content:function(){ "step 0" event.count=trigger.num; "step 1" event.count--; event.cards=get.cards(2); "step 2" if(event.cards.length>1){ player.chooseCardButton('将“遗计”牌分配给任意角色',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.goto(5); } "step 3" 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],player,'raw')<0); } "step 4" 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)+'张牌'); event.goto(2); } "step 5" if(event.count>0) player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name); else event.finish(); "step 6" if(result.bool){ player.logSkill(event.name); event.goto(1); } }, 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; var num=1; if(get.attitude(player,target)>0){ if(player.needsToDiscard()){ num=0.7; } else{ num=0.5; } } if(target.hp>=4) return [1,num*2]; if(target.hp==3) return [1,num*1.5]; if(target.hp==2) return [1,num*0.5]; } } } } }, luoshen:{ audio:2, trigger:{player:'phaseZhunbeiBegin'}, frequent:true, content:function(){ "step 0" if(event.cards==undefined) event.cards=[]; var next=player.judge(function(card){ if(get.color(card)=='black') return 1.5; return -1.5; }); if(get.mode()!='guozhan'&&!player.hasSkillTag('rejudge')) next.set('callback',function(){ if(event.judgeResult.color=='black'&&get.position(card,true)=='o') player.gain(card,'gain2'); }); else next.set('callback',function(){ if(event.judgeResult.color=='black') event.getParent().orderingCards.remove(card); }); "step 1" if(result.judge>0){ event.cards.push(result.card); player.chooseBool('是否再次发动【洛神】?').set('frequentSkill','luoshen'); } else{ for(var i=0;i0){ event.cards.push(result.card); if(lib.config.autoskilllist.contains('luoshen')){ player.chooseBool('是否再次发动【洛神】?'); } else{ event._result={bool:true}; } } else{ for(var i=0;i1) return 0; if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0; if(!ui.selected.cards.length&&card.name=='du') return 20; var player=get.owner(card); var num=0; var evt2=_status.event.getParent(); var num=0; player.getHistory('lose',function(evt){ if(evt.getParent().skill=='rende'&&evt.getParent(3)==evt2) num+=evt.cards.length; }); if(player.hp==player.maxHp||num>1||player.countCards('h')<=1){ if(ui.selected.cards.length){ return -1; } var players=game.filterPlayer(); for(var i=0;i=3&& get.attitude(players[i],player)>=3){ return 11-get.value(card); } } if(player.countCards('h')>player.hp) return 10-get.value(card); if(player.countCards('h')>2) return 6-get.value(card); return -1; } return 10-get.value(card); }, content:function(){ target.gain(cards,player,'giveAuto'); var evt2=event.getParent(3); var num=0; player.getHistory('lose',function(evt){ if(evt.getParent(2).name=='rende'&&evt.getParent(5)==evt2) num+=evt.cards.length; }); if(num<2&&num+cards.length>1) player.recover(); }, ai:{ order:function(skill,player){ if(player.hp1){ return 10; } return 1; }, result:{ target:function(player,target){ if(target.hasSkillTag('nogain')) return 0; if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){ if(target.hasSkillTag('nodu')) return 0; return -10; } if(target.hasJudge('lebu')) return 0; var nh=target.countCards('h'); var np=player.countCards('h'); if(player.hp==player.maxHp||player.storage.rende<0||player.countCards('h')<=1){ if(nh>=np-1&&np<=player.hp&&!target.hasSkill('haoshi')) return 0; } return Math.max(1,5-nh); } }, effect:{ target:function(card,player,target){ if(player==target&&get.type(card)=='equip'){ if(player.countCards('e',{subtype:get.subtype(card)})){ var players=game.filterPlayer(); for(var i=0;i0){ return 0; } } } } } }, threaten:0.8 } }, rende1:{ trigger:{player:'phaseUseBegin'}, silent:true, content:function(){ player.storage.rende=0; } }, jijiang:{ audio:'jijiang1', audioname:['liushan','re_liubei','re_liushan','ol_liushan'], unique:true, group:['jijiang1','jijiang2'], zhuSkill:true, }, jijiang1:{ audio:2, audioname:['liushan','re_liubei','re_liushan','ol_liushan'], trigger:{player:'chooseToRespondBegin'}, check:function(event){ if(event.jijiang) return false; return true; }, filter:function(event,player){ if(event.responded) return false; if(player.storage.jijianging) return false; if(!player.hasZhuSkill('jijiang')) return false; if(!event.filterCard({name:'sha'},player,event)) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='shu'; }); }, content:function(){ "step 0" 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.set('skillwarn','替'+get.translation(player)+'打出一张杀'); next.noOrdering=true; next.autochoose=lib.filter.autoRespondSha; } else{ event.current=event.current.next; event.redo(); } "step 1" player.storage.jijianging=false; if(result.bool){ event.finish(); trigger.result=result; trigger.responded=true; trigger.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); } } }, jijiang2:{ audio:'jijiang1', audioname:['liushan','re_liubei','re_liushan','ol_liushan'], enable:'chooseToUse', prompt:'选择一名目标角色。若有其他蜀势力角色打出【杀】响应,则视为你对其使用此【杀】。', filter:function(event,player){ if(event.filterCard&&!event.filterCard({name:'sha'},player,event)) return false; if(!player.hasZhuSkill('jijiang')) return false; if(player.hasSkill('jijiang3')) return false; if(!lib.filter.cardUsable({name:'sha'},player)) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='shu'; }); }, 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'); 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,player,event){ event=event||_status.event; return card.name=='sha'&&event.source.canUse(card,event.target); }); 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.set('skillwarn','替'+get.translation(player)+'打出一张杀'); next.noOrdering=true; next.autochoose=lib.filter.autoRespondSha; } else{ event.current=event.current.next; event.redo(); } "step 1" if(result.bool){ event.finish(); if(result.cards&&result.cards.length){ player.useCard({name:'sha',isCard:true},result.cards,target).animate=false; } else{ player.useCard({name:'sha',isCard:true},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:{ respondSha:true, skillTagFilter:function(player){ if(!player.hasZhuSkill('jijiang')) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='shu'; }); }, result:{ target:function(player,target){ if(player.hasSkill('jijiang3')) return 0; return get.effect(target,{name:'sha'},player,target); } }, order:function(){ return get.order({name:'sha'})-0.1; }, } }, jijiang3:{ trigger:{global:['useCardAfter','useSkillAfter','phaseAfter']}, silent:true, filter:function(event){ return event.skill!='jijiang2'&&event.skill!='qinwang2'; }, content:function(){ player.removeSkill('jijiang3'); } }, wusheng:{ audio:2, audioname2:{old_guanzhang:'old_fuhun'}, audioname:['re_guanyu','guanzhang','jsp_guanyu','guansuo'], enable:['chooseToRespond','chooseToUse'], filterCard:function(card,player){ if(get.zhu(player,'shouyue')) return true; return get.color(card)=='red'; }, position:'he', viewAs:{name:'sha'}, viewAsFilter:function(player){ if(get.zhu(player,'shouyue')){ if(!player.countCards('he')) return false; } else{ if(!player.countCards('he',{color:'red'})) return false; } }, prompt:'将一张红色牌当杀使用或打出', check:function(card){return 4-get.value(card)}, ai:{ skillTagFilter:function(player){ if(get.zhu(player,'shouyue')){ if(!player.countCards('he')) return false; } else{ if(!player.countCards('he',{color:'red'})) return false; } }, respondSha:true, } }, zhongyi:{ audio:2, enable:'phaseUse', limited:true, skillAnimation:true, animationColor:'orange', filterCard:true, position:'he', filter:function(event,player){ return player.countCards('he')>0; }, toStorage:true, discard:false, content:function(){ player.awakenSkill('zhongyi'); player.addTempSkill('zhongyi2','roundStart'); player.markAuto('zhongyi2',cards); }, }, zhongyi2:{ trigger:{global:'damageBegin1'}, forced:true, popup:false, logTarget:'source', filter:function(event,player){ return event.getParent().name=='sha'&&event.source&&event.source.isFriendOf(player); }, content:function(){trigger.num++}, intro:{content:'cards',onunmark:'throw'}, }, paoxiao:{ audio:2, firstDo:true, audioname2:{old_guanzhang:'old_fuhun'}, audioname:['re_zhangfei','guanzhang','xiahouba'], trigger:{player:'useCard1'}, forced:true, filter:function(event,player){ return !event.audioed&&event.card.name=='sha'&&player.countUsed('sha',true)>1&&event.getParent().type=='phase'; }, content:function(){ trigger.audioed=true; }, mod:{ cardUsable:function(card,player,num){ if(card.name=='sha') return Infinity; } }, ai:{ unequip:true, skillTagFilter:function(player,tag,arg){ if(!get.zhu(player,'shouyue')) return false; if(arg&&arg.name=='sha') return true; return false; } } }, xinguanxing:{ audio:'guanxing', // alter:true, trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']}, frequent:true, filter:function(event,player,name){ if(name=='phaseJieshuBegin'){ return player.hasSkill('xinguanxing_on'); } return true; }, content:function(){ 'step 0' if(get.is.altered('xinguanxing')){ event.num=game.countPlayer()<4?3:5; } else{ event.num=Math.min(5,game.countPlayer()); } event.cards=get.cards(event.num); event.chosen=[]; event.num1=0; event.num2=0; event.bottom=-1; 'step 1' var js=player.getCards('j'); var pos; var choice=-1; var getval=function(card,pos){ if(js[pos]){ return (get.judge(js[pos]))(card); } else if(event.triggername=='phaseJieshuBegin'&&get.attitude(player,player.getNext())<=0){ return 11.5-get.value(card,player); } else{ return get.value(card,player); } }; event.discard=false; var minval=6; for(pos=0;posmax){ choice=j; max=current; } } if(event.bottom<0){ if(!js[pos]){ if(max=0&&event.bottom<=pos){ choice=pos; event.discard=true;break; } if(choice!=-1){ break; } } player.chooseCardButton('观星:选择要移动的牌',event.cards).set('filterButton',function(button){ return !_status.event.chosen.contains(button.link); }).set('chosen',event.chosen).set('ai',function(button){ return button.link==_status.event.choice?1:0; }).set('choice',event.cards[choice]); event.pos=pos; 'step 2' if(result.bool){ var card=result.links[0]; var index=event.cards.indexOf(card); event.card=card; event.chosen.push(card); event.cards.remove(event.card); var controlai=event.pos||0; if(event.discard){ controlai=event.cards.length+1; } var buttons=event.cards.slice(0); player.chooseControl(function(){ return _status.event.controlai; }).set('controlai',controlai).set('sortcard',buttons).set('tosort',card); } else{ event.goto(4); } 'step 3' if(typeof result.index=='number'){ if(result.index>event.cards.length){ ui.cardPile.appendChild(event.card); event.num2++; } else{ event.cards.splice(result.index,0,event.card); } event.num--; if(event.num>0){ event.goto(1); } } 'step 4' while(event.cards.length){ ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild); event.num1++; } var js=player.getCards('j'); if(js.length==1){ if((get.judge(js[0]))(ui.cardPile.firstChild)<0){ player.addTempSkill('guanxing_fail'); } } player.popup(get.cnNumber(event.num1)+'上'+get.cnNumber(event.num2)+'下'); game.log(player,'将','#y'+get.cnNumber(event.num1)+'张牌','置于牌堆顶,','#y'+get.cnNumber(event.num2)+'张牌','置于牌堆底'); if(event.triggername=='phaseZhunbeiBegin'&&get.is.altered('xinguanxing')&&event.num1==0){ player.addTempSkill('xinguanxing_on'); } }, subSkill:{ on:{} } }, guanxing_oldnew:{ audio:2, audioname:['jiangwei'], trigger:{player:'phaseZhunbeiBegin'}, frequent:true, content:function(){ 'step 0' event.num=Math.min(5,game.countPlayer()); if(event.name!='yizhi'&&player.hasSkill('yizhi')) event.num=5; event.cards=get.cards(event.num); event.chosen=[]; event.num1=0; event.num2=0; 'step 1' var js=player.getCards('j'); var pos; var choice=-1; var getval=function(card,pos){ if(js[pos]){ return (get.judge(js[pos]))(card); } else{ return get.value(card); } }; for(pos=0;posmax){ choice=j; max=current; } } if(choice!=-1){ break; } } player.chooseCardButton('观星:选择要移动的牌',event.cards).set('filterButton',function(button){ return !_status.event.chosen.contains(button.link); }).set('chosen',event.chosen).set('ai',function(button){ return button.link==_status.event.choice?1:0; }).set('choice',event.cards[choice]); event.pos=pos; 'step 2' if(result.bool){ var card=result.links[0]; var index=event.cards.indexOf(card); event.card=card; event.chosen.push(card); event.cards.remove(event.card); var buttons=event.cards.slice(0); player.chooseControl(function(){ return _status.event.controlai; }).set('controlai',event.pos||0).set('sortcard',buttons).set('tosort',card); } else{ event.goto(4); } 'step 3' if(typeof result.index=='number'){ if(result.index>event.cards.length){ ui.cardPile.appendChild(event.card); event.num2++; } else{ event.cards.splice(result.index,0,event.card); } event.num--; if(event.num>0){ event.goto(1); } } 'step 4' while(event.cards.length){ ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild); event.num1++; } var js=player.getCards('j'); if(js.length==1){ if((get.judge(js[0]))(ui.cardPile.firstChild)<0){ player.addTempSkill('guanxing_fail'); } } player.popup(get.cnNumber(event.num1)+'上'+get.cnNumber(event.num2)+'下'); game.log(player,'将','#y'+get.cnNumber(event.num1)+'张牌','置于牌堆顶,','#y'+get.cnNumber(event.num2)+'张牌','置于牌堆底'); }, ai:{ guanxing:true } }, guanxing_fail:{}, guanxing:{ audio:2, audioname:['jiangwei','re_jiangwei','re_zhugeliang'], trigger:{player:'phaseZhunbeiBegin'}, frequent:true, content:function(){ "step 0" if(player.isUnderControl()){ game.swapPlayerAuto(player); } var num=Math.min(5,game.countPlayer()); if(player.hasSkill('yizhi')&&player.hasSkill('guanxing')){ num=5; } var cards=get.cards(num); event.cards=cards; var switchToAuto=function(){ _status.imchoosing=false; if(event.dialog) event.dialog.close(); if(event.control) event.control.close(); var top=[]; var judges=player.getCards('j'); var stopped=false; if(!player.hasWuxie()){ for(var i=0;i=8; })){ return 8-get.value(card); } return 6-get.value(card) }, delay:0, content:function(){ 'step 0' if(!player.hasSkill('xinzhiheng_delay')) game.delayx(); 'step 1' player.draw(cards.length); }, group:'xinzhiheng_draw', subSkill:{ draw:{ trigger:{player:'loseEnd'}, silent:true, filter:function(event,player){ if(event.getParent(2).skill!='xinzhiheng') return false; if(!get.is.altered('xinzhiheng')) return false; if(player.countCards('h')) return false; for(var i=0;i0) return false; if(event.player.group!='wu') return false; return true; }, content:function(){ player.recover(); }, global:'xinjiuyuan2', }, xinjiuyuan2:{ audio:'jiuyuan', forceaudio:true, trigger:{player:'taoBegin'}, filter:function(event,player){ if(!get.is.altered('xinjiuyuan')) return false; if(player.group!='wu') return false; return game.hasPlayer(function(target){ return player!=target&&target.isDamaged()&&target.hp0); } else{ event.finish(); } 'step 2' if(result.bool){ player.logSkill('xinjiuyuan',event.current); event.current.recover(); player.draw(); } event.goto(1); } }, qixi:{ audio:2, audioname:['re_ganning','re_heqi'], enable:'chooseToUse', filterCard:function(card){ return get.color(card)=='black'; }, position:'he', viewAs:{name:'guohe'}, viewAsFilter:function(player){ if(!player.countCards('he',{color:'black'})) return false; }, prompt:'将一张黑色牌当过河拆桥使用', check:function(card){return 4-get.value(card)} }, keji:{ audio:2, audioname:['re_lvmeng','sp_lvmeng'], trigger:{player:'phaseDiscardBefore'}, frequent:function(event,player){ return player.needsToDiscard(); }, filter:function(event,player){ if(player.getHistory('skipped').contains('phaseUse')) return true; var history=player.getHistory('useCard').concat(player.getHistory('respond')); for(var i=0;i=player.hp-1) return -1; if(player.hp<3) return -1; return 1; } } } }, yingzi:{ audio:2, audioname:['sp_lvmeng'], trigger:{player:'phaseDrawBegin2'}, frequent:true, filter:function(event,player){ return !event.numFixed; }, content:function(){ trigger.num++; }, ai:{ threaten:1.3 } }, fanjian:{ audio:2, enable:'phaseUse', usable:1, filter:function(event,player){ return player.countCards('h')>0; }, filterTarget:function(card,player,target){ return player!=target; }, content:function(){ "step 0" target.chooseControl('heart2','diamond2','club2','spade2').set('ai',function(event){ switch(Math.floor(Math.random()*6)){ case 0:return 'heart2'; case 1:case 4:case 5:return 'diamond2'; case 2:return 'club2'; case 3:return 'spade2'; } }); "step 1" game.log(target,'选择了'+get.translation(result.control)); event.choice=result.control; target.popup(event.choice); event.card=player.getCards('h').randomGet(); target.gain(event.card,player,'give'); game.delay(); "step 2" if(get.suit(event.card)+'2'!=event.choice) target.damage('nocard'); }, ai:{ order:1, result:{ target:function(player,target){ var eff=get.damageEffect(target,player); if(eff>=0) return 1+eff; var value=0,i; var cards=player.getCards('h'); for(i=0;i0; }, enable:'chooseToUse', filterCard:function(card){ return get.suit(card)=='diamond'; }, position:'he', viewAs:{name:'lebu'}, prompt:'将一张方片牌当乐不思蜀使用', check:function(card){return 6-get.value(card)}, ai:{ threaten:1.5 } }, liuli:{ audio:2, audioname:['re_daqiao','daxiaoqiao'], trigger:{target:'useCardToTarget'}, direct:true, filter:function(event,player){ if(event.card.name!='sha') return false; if(player.countCards('he')==0) return false; return game.hasPlayer(function(current){ return player.inRange(current)&¤t!=event.player&& current!=player&&lib.filter.targetEnabled(event.card,event.player,current); }); }, content:function(){ "step 0" var next=player.chooseCardTarget({ position:'he', filterCard:lib.filter.cardDiscardable, filterTarget:function(card,player,target){ var trigger=_status.event; if(player.inRange(target)&&target!=trigger.source){ if(lib.filter.targetEnabled(trigger.card,trigger.source,target)) return true; } return false; }, ai1:function(card){ return get.unuseful(card)+9; }, ai2:function(target){ if(_status.event.player.countCards('h','shan')){ return -get.attitude(_status.event.player,target); } if(get.attitude(_status.event.player,target)<5){ return 6-get.attitude(_status.event.player,target); } if(_status.event.player.hp==1&&player.countCards('h','shan')==0){ return 10-get.attitude(_status.event.player,target); } if(_status.event.player.hp==2&&player.countCards('h','shan')==0){ return 8-get.attitude(_status.event.player,target); } return -1; }, prompt:get.prompt('liuli'), prompt2:'弃置一张牌,将此【杀】转移给攻击范围内的一名其他角色', source:trigger.player, card:trigger.card, }); "step 1" if(result.bool){ var target=result.targets[0]; player.logSkill(event.name,target); player.discard(result.cards); var evt=trigger.getParent(); evt.triggeredTargets2.remove(player); evt.targets.remove(player); evt.targets.push(target); } }, ai:{ effect:{ target:function(card,player,target){ if(target.countCards('he')==0) return; if(card.name!='sha') return; var min=1; var friend=get.attitude(player,target)>0; var vcard={name:'shacopy',nature:card.nature,suit:card.suit}; var players=game.filterPlayer(); for(var i=0;i0){ if(!player.canUse(card,players[0])){ return [0,0.1]; } min=0; } } } return min; } } } }, qianxun:{ mod:{ targetEnabled:function(card,player,target,now){ if(card.name=='shunshou'||card.name=='lebu') return false; } }, audio:2, }, lianying:{ audio:2, trigger:{ player:'loseAfter', global:['equipAfter','addJudgeAfter','gainAfter'], }, frequent:true, filter:function(event,player){ if(player.countCards('h')) return false; var evt=event.getl(player); return evt&&evt.player==player&&evt.hs&&evt.hs.length>0; }, content:function(){ player.draw(); }, ai:{ threaten:0.8, effect:{ target:function(card){ if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5; } }, noh:true, skillTagFilter:function(player,tag){ if(tag=='noh'){ if(player.countCards('h')!=1) return false; } } } }, xiaoji:{ audio:2, audioname:['sp_sunshangxiang','re_sunshangxiang'], trigger:{ player:'loseAfter', global:['equipAfter','addJudgeAfter','gainAfter'], }, frequent:true, filter:function(event,player){ var evt=event.getl(player); return evt&&evt.player==player&&evt.es&&evt.es.length>0; }, content:function(){ "step 0" event.count=trigger.getl(player).es.length; "step 1" event.count--; player.draw(2); "step 2" if(event.count>0){ player.chooseBool(get.prompt2('xiaoji')).set('frequentSkill','xiaoji').ai=lib.filter.all; } "step 3" if(result.bool){ player.logSkill('xiaoji'); event.goto(1); } }, ai:{ noe:true, reverseEquip:true, effect:{ target:function(card,player,target,current){ if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3]; } } } }, jieyin:{ audio:2, enable:'phaseUse', filterCard:true, usable:1, selectCard:2, check:function(card){ var player=get.owner(card); if(player.countCards('h')>player.hp) return 8-get.value(card) if(player.hp=target.maxHp) return false; if(target==player) return false; return true; }, content:function(){ player.recover(); target.recover(); }, ai:{ order:5.5, result:{ player:function(player){ if(player.hpplayer.hp) return 0 return -1; }, target:4 }, threaten:2, } }, xinjieyin:{ group:['xinjieyin_old','xinjieyin_new'], // alter:true, subSkill:{ new:{ audio:'jieyin', enable:'phaseUse', filterCard:true, usable:1, position:'he', filter:function(event,player){ if(!get.is.altered('xinjieyin')) return false; return player.countCards('he')>0; }, check:function(card){ var player=_status.event.player; if(get.position(card)=='e'){ var subtype=get.subtype(card); if(!game.hasPlayer(function(current){ return current!=player&¤t.hp!=player.hp&&get.attitude(player,current)>0&&!current.countCards('e',{subtype:subtype}); })){ return 0; } if(player.countCards('h',{subtype:subtype})) return 20-get.value(card); return 10-get.value(card); } else{ if(player.countCards('e')) return 0; if(player.countCards('h',{type:'equip'})) return 0; return 8-get.value(card); } }, filterTarget:function(card,player,target){ if(target.sex!='male') return false; var card=ui.selected.cards[0]; if(!card) return false; if(get.position(card)=='e'&&target.countCards('e',{subtype:get.subtype(card)})) return false; return true; }, discard:false, delay:0, lose:false, content:function(){ 'step 0' if(get.position(cards[0])=='e'){ player.$give(cards,target); target.equip(cards[0]); } else{ player.discard(cards); } 'step 1' if(player.hp>target.hp){ player.draw(); if(target.isDamaged()) target.recover(); } else if(player.hptarget.hp){ if(target.isHealthy()){ if(!player.needsToDiscard(1)||goon()) return 0.1; return 0; } return 1; } return 0; } } } }, old:{ audio:'jieyin', enable:'phaseUse', filterCard:true, usable:1, selectCard:2, filter:function(event,player){ if(get.is.altered('xinjieyin')) return false; return player.countCards('h')>=2; }, check:function(card){ var player=get.owner(card); if(player.countCards('h')>player.hp) return 8-get.value(card) if(player.hp=target.maxHp) return false; if(target==player) return false; return true; }, content:function(){ player.recover(); target.recover(); }, ai:{ order:5.5, result:{ player:function(player){ if(player.hpplayer.hp) return 0 return -1; }, target:4 } } } }, ai:{ threaten:2.3 } }, qingnang:{ audio:2, enable:'phaseUse', filterCard:true, usable:1, check:function(card){ return 9-get.value(card) }, filterTarget:function(card,player,target){ if(target.hp>=target.maxHp) return false; return true; }, content:function(){ target.recover(); }, ai:{ order:9, result:{ target:function(player,target){ if(target.hp==1) return 5; if(player==target&&player.countCards('h')>player.hp) return 5; return 2; } }, threaten:2 } }, jijiu:{ audio:2, audioname:['re_huatuo'], enable:'chooseToUse', filter:function(event,player){ return _status.currentPhase!=player; }, filterCard:function(card){ return get.color(card)=='red'; }, position:'he', viewAs:{name:'tao'}, prompt:'将一张红色牌当桃使用', check:function(card){return 15-get.value(card)}, ai:{ skillTagFilter:function(player){ return player.countCards('he',{color:'red'})>0&&_status.currentPhase!=player; }, threaten:1.5, save:true, respondTao:true, } }, wushuang:{ shaRelated:true, audio:2, audioname:['re_lvbu','shen_lvbu'], forced:true, locked:true, group:['wushuang1','wushuang2'] }, wushuang1:{ audio:'wushuang', audioname:['re_lvbu','shen_lvbu'], trigger:{player:'useCardToPlayered'}, forced:true, filter:function(event,player){ return event.card.name=='sha'&&!event.getParent().directHit.contains(event.target); }, //priority:-1, logTarget:'target', content:function(){ var id=trigger.target.playerid; var map=trigger.getParent().customArgs; if(!map[id]) map[id]={}; if(typeof map[id].shanRequired=='number'){ map[id].shanRequired++; } else{ map[id].shanRequired=2; } } }, wushuang2:{ audio:'wushuang', audioname:['re_lvbu','shen_lvbu'], trigger:{player:'useCardToPlayered',target:'useCardToTargeted'}, forced:true, logTarget:function(trigger,player){ return player==trigger.player?trigger.target:trigger.player }, filter:function(event,player){ return event.card.name=='juedou'; }, //priority:-1, content:function(){ var id=(player==trigger.player?trigger.target:trigger.player)['playerid']; var idt=trigger.target.playerid; var map=trigger.getParent().customArgs; if(!map[idt]) map[idt]={}; if(!map[idt].shaReq) map[idt].shaReq={}; if(!map[idt].shaReq[id]) map[idt].shaReq[id]=1; map[idt].shaReq[id]++; }, ai:{ result:{ target:function(card,player,target){ if(card.name=='juedou'&&target.countCards('h')>0) return [1,0,0,-1]; } } } }, zhanshen:{ audio:2, trigger:{player:'phaseZhunbeiBegin'}, forced:true, skillAnimation:true, animationColor:'gray', filter:function(event,player){ return player.isDamaged()&&game.dead.filter(function(target){ return target.isFriendOf(player); }).length>0 }, content:function(){ player.awakenSkill('zhanshen'); var card=player.getEquip(1); if(card) player.discard(card); player.loseMaxHp(); player.addSkill('mashu'); player.addSkill('shenji'); }, derivation:['mashu','shenji'], }, shenji:{ mod:{ selectTarget:function(card,player,range){ if(range[1]==-1) return; if(card.name=='sha') range[1]+=2; }, cardUsable:function(card,player,num){ if(card.name=='sha') return num+1; } }, }, lijian:{ audio:2, audioname:['re_diaochan'], enable:'phaseUse', usable:1, filter:function(event,player){ return game.countPlayer(function(current){ return current!=player&¤t.sex=='male'; })>1; }, check:function(card){return 10-get.value(card)}, filterCard:true, position:'he', filterTarget:function(card,player,target){ if(player==target) return false; if(target.sex!='male') return false; if(ui.selected.targets.length==1){ return target.canUse({name:'juedou'},ui.selected.targets[0]); } return true; }, targetprompt:['先出杀','后出杀'], selectTarget:2, multitarget:true, content:function(){ targets[1].useCard({name:'juedou',isCard:true},'nowuxie',targets[0],'noai').animate=false; game.delay(0.5); }, ai:{ order:8, result:{ target:function(player,target){ if(ui.selected.targets.length==0){ return -3; } else{ return get.effect(target,{name:'juedou'},ui.selected.targets[0],target); } } }, expose:0.4, threaten:3, } }, biyue:{ audio:2, trigger:{player:'phaseJieshuBegin'}, frequent:true, content:function(){ player.draw(); }, }, xinbiyue:{ audio:'biyue', trigger:{player:'phaseJieshuBegin'}, frequent:true, // alter:true, content:function(){ var num=1; if(get.is.altered('xinbiyue')&&!player.countCards('h')){ num=2; } player.draw(num); }, }, yaowu:{ trigger:{player:'damageBegin3'}, //priority:1, audio:2, filter:function(event){ if(event.card&&(event.card.name=='sha')){ if(get.color(event.card)=='red') return true; } return false; }, forced:true, check:function(){ return false; }, content:function(){ trigger.source.chooseDrawRecover(true); }, ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='sha'&&(get.color(card)=='red')){ return [1,-2]; } } } } }, "new_jiangchi":{ audio:2, trigger:{ player:"phaseDrawEnd", }, direct:true, content:function (){ "step 0" var list=['弃牌','摸牌','取消']; if(!player.countCards('he')) list.remove('弃牌'); player.chooseControl(list,function(){ var player=_status.event.player; if(list.contains('弃牌')){ if(player.countCards('h')>3&&player.countCards('h','sha')>1){ return '弃牌'; } if(player.countCards('h','sha')>2){ return '弃牌'; } } if(!player.countCards('h','sha')){ return '摸牌'; } return 'cancel2'; }).set('prompt',get.prompt2('new_jiangchi')); "step 1" if(result.control=='弃牌'){ player.chooseToDiscard(true,'he'); player.addTempSkill('jiangchi2','phaseUseEnd'); player.logSkill('new_jiangchi'); } else if(result.control=='摸牌'){ player.draw(); player.addTempSkill('new_jiangchi3','phaseEnd'); player.logSkill('new_jiangchi'); } }, }, new_jiangchi3:{ mod:{ cardEnabled:function(card){ if(card.name=='sha') return false; }, cardRespondable:function(card){ if(card.name=='sha') return false; }, ignoredHandcard:function(card,player){ if(get.name(card)=='sha'){ return true; } }, cardDiscardable:function(card,player,name){ if(name=='phaseDiscard'&&get.name(card)=='sha'){ return false; } }, }, }, "xinfu_jijie":{ enable:"phaseUse", usable:1, audio:2, //filter:function(){ //return ui.cardPile.hasChildNodes(); //}, content:function (){ 'step 0' //event.card=ui.cardPile.lastChild; event.card=get.bottomCards()[0]; var content=['牌堆底的一张牌',[event.card]]; game.log(player,'观看了牌堆底的一张牌'); player.chooseControl('ok').set('dialog',content); 'step 1' player.chooseTarget('选择获得此牌的角色').set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(_status.event.du){ if(target.hasSkillTag('nodu')) return 0.5; return -att; } if(att>0){ if(_status.event.player!=target) att+=2; return att+Math.max(0,5-target.countCards('h')); } return att; }).set('du',event.card.name=='du').set('same',event.same); 'step 2' if(result.bool){ event.target=result.targets[0]; player.line(event.target,'green'); player.give(event.card,event.target); } else ui.cardPile.appendChild(event.card); game.updateRoundNumber(); }, ai:{ order:7.2, result:{ player:1, }, }, }, "xinfu_jiyuan":{ trigger:{ global:"dying", source:"gainAfter", }, //priority:6, audio:2, filter:function (event,player){ if(event.name=='dying') return true; return event.player!=player&&event.bySelf!=true; }, check:function (event,player){ return get.attitude(player,event.player)>0; }, logTarget:"player", content:function (){ trigger.player.draw(); }, }, }, translate:{ caocao:'曹操', hujia:'护驾', hujia_info:'主公技,当你需要使用或打出一张【闪】时,你可以令其他魏势力角色选择是否打出一张【闪】。若有角色响应,则你视为使用或打出了一张【闪】。', jianxiong:'奸雄', jianxiong_info:'当你受到伤害后,你可以获得对你造成伤害的牌。', simayi:'司马懿', fankui:'反馈', fankui_info:'当你受到伤害后,你可以获得伤害来源的一张牌。', guicai:'鬼才', guicai_info:'一名角色的判定牌生效前,你可以打出一张手牌代替之。', guicai_info_guozhan:'一名角色的判定牌生效前,你可以打出一张牌代替之。', xiahoudun:'夏侯惇', zhangliao:'张辽', xuzhu:'许褚', guojia:'郭嘉', zhenji:'甄姬', liubei:'刘备', guanyu:'关羽', zhangfei:'张飞', zhugeliang:'诸葛亮', zhaoyun:'赵云', machao:'马超', huangyueying:'黄月英', sunquan:'孙权', ganning:'甘宁', lvmeng:'吕蒙', huanggai:'黄盖', zhouyu:'周瑜', daqiao:'大乔', luxun:'陆逊', sunshangxiang:'孙尚香', huatuo:'华佗', lvbu:'吕布', diaochan:'貂蝉', huaxiong:'华雄', "xf_yiji":"伊籍", re_yuanshu:'袁术', caozhang:'曹彰', ganglie:'刚烈', tuxi:'突袭', luoyi:'裸衣', luoyi2:'裸衣', tiandu:'天妒', yiji:'遗计', luoshen:'洛神', xinluoshen:'洛神', qingguo:'倾国', rende:'仁德', jijiang:'激将', jijiang1:'激将', jijiang2:'激将', wusheng:'武圣', paoxiao:'咆哮', guanxing:'观星', kongcheng:'空城', kongcheng1:'空城', longdan:'龙胆', longdan1:'龙胆', longdan2:'龙胆', mashu:'马术', mashu2:'马术', feiying:'飞影', tieji:'铁骑', jizhi:'集智', qicai:'奇才', zhiheng:'制衡', jiuyuan:'救援', qixi:'奇袭', keji:'克己', kurou:'苦肉', yingzi:'英姿', fanjian:'反间', guose:'国色', liuli:'流离', qianxun:'谦逊', lianying:'连营', xiaoji:'枭姬', jieyin:'结姻', xinjieyin:'结姻', qingnang:'青囊', jijiu:'急救', wushuang:'无双', wushuang1:'无双', wushuang2:'无双', lijian:'离间', biyue:'闭月', xinbiyue:'闭月', pileTop:'牌堆顶', pileBottom:'牌堆底', ganglie_info:'当你受到伤害后,你可以判定。若结果不为红桃,则伤害来源须弃置两张手牌,否则受到来自你的一点伤害。', tuxi_info:'摸牌阶段,你可以改为获得至多两名其他角色的各一张手牌。', luoyi_info:'摸牌阶段,你可以少摸一张牌。若如此做,当你本回合内使用【杀】或【决斗】造成伤害时,此伤害+1。', tiandu_info:'当你的判定牌生效后,你可以获得之。', yiji_info:'当你受到一点伤害后,你可以观看牌堆顶的两张牌,然后将其分配给任意角色。', luoshen_info:'准备阶段,你可以判定。若结果为黑色,你获得判定牌。你可重复此流程,直到出现红色的判定结果。', luoshen_info_guozhan:'准备阶段,你可以判定。若结果为黑色,则可以继续判定,直到出现红色的判定牌。然后你获得所有黑色的判定牌。(判定结果为黑色的牌在此过程中不会进入弃牌堆)', xinluoshen_info:'准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌', xinluoshen_info_alter:'准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌。你通过洛神获得的牌,不计入当前回合的手牌上限', qingguo_info:'你可以将一张黑色手牌当做【闪】使用或打出。', rende_info:'出牌阶段,你可以将任意张手牌交给其他角色。当你以此法于一回合内给出第二张牌时,你回复1点体力。', jijiang_info:'主公技,当你需要使用或打出【杀】时,你可以令其他蜀势力角色依次选择是否打出一张【杀】。若有角色响应,则你视为使用或打出了此【杀】。', wusheng_info:'你可以将一张红色牌当做【杀】使用或打出。', paoxiao_info:'锁定技,出牌阶段,你使用【杀】没有数量限制。', guanxing_info:'准备阶段,你可以观看牌堆顶的X张牌,并将其以任意顺序置于牌堆项或牌堆底。(X为存活角色数且至多为5)', xinguanxing:'观星', xinguanxing_info:'准备阶段,你可以观看牌堆顶的x张牌,并将其以任意顺序置于牌堆项或牌堆底,x为存活角色个数且不超过5', xinguanxing_info_alter:'准备阶段,你可以观看牌堆顶的5张牌(存活角色小于4时改为3张),并将其以任意顺序置于牌堆项或牌堆底,如果你把观星的牌都放在牌堆底,你可以在结束阶段再进行1次观星', kongcheng_info:'锁定技,当你没有手牌时,你不能成为【杀】或【决斗】的目标。', longdan_info:'你可以将【杀】当做【闪】,或将【闪】当做【杀】使用或打出。', mashu_info:'锁定技,你计算与其他角色的距离时-1。', mashu2_info:'锁定技,你计算与其他角色的距离时-1。', feiying_info:'锁定技,其他角色计算与你的距离时+1。', tieji_info:'当你使用【杀】指定目标后,你可以进行判定。若结果为红色,则此【杀】不可被闪避。', jizhi_info:'当你使用非转化的普通锦囊牌时,你可以摸一张牌。', xinjizhi:'集智', xinjizhi_info:'当你使用非转化的普通锦囊牌时,你可以摸一张牌。', xinjizhi_info_alter:'每当你使用一张非转化的锦囊牌,可以摸一张牌,如果摸到的是基本牌,你可以弃置这张牌,然后本回合手牌上限+1', xinqicai:'奇才', xinqicai_info:'锁定技,你使用锦囊牌无距离限制。', xinqicai_info_alter:'锁定技,你使用的锦囊牌无距离限制,你装备区内的牌不能被弃置', qicai_info:'锁定技,你使用锦囊牌无距离限制。', zhiheng_info:'出牌阶段一次,你可以弃置任意张牌,然后摸等量的牌。', xinzhiheng:'制衡', xinzhiheng_info:'出牌阶段限1次,你可以弃置任意张牌并摸等量的牌', xinzhiheng_info_alter:'出牌阶段限1次,你可以弃置任意张牌并摸等量的牌,如果在发动制衡时弃置了所有手牌,你额外摸一张牌', jiuyuan_info:'主公技,锁定技,其他吴势力角色对你使用的【桃】的回复值+1。', xinjiuyuan:'救援', xinjiuyuan_info:'主公技,锁定技,濒死阶段,吴势力角色对你使用的[桃]额外回复一点体力', xinjiuyuan_info_alter:'主公技,其他吴国角色对自己使用【桃】时,如果他的体力值大于你,他可以选择让你回复1点体力,然后他摸1张牌', qixi_info:'你可以将一张黑色牌当做【过河拆桥】使用。', keji_info:'弃牌阶段开始时,若你于本回合的出牌阶段内没有过使用或打出过【杀】,则你可以跳过此阶段。', kurou_info:'出牌阶段,你可以失去一点体力,然后摸两张牌。', yingzi_info:'摸牌阶段,你可以多摸一张牌。', fanjian_info:'出牌阶段限一次,你可以令一名角色选择一种花色并展示你的一张手牌,若选择的花色与展示的不同,该角色受到来自你的一点伤害。然后该角色获得展示的牌。', guose_info:'你可以将一张方片手牌当做【乐不思蜀】使用。', liuli_info:'当你成为【杀】的目标时,你可以弃置一张牌并将此【杀】转移给攻击范围内的一名其他角色(不能是此【杀】的使用者)。', qianxun_info:'锁定技,你不能成为【顺手牵羊】和【乐不思蜀】的目标。', lianying_info:'当你失去最后的手牌时,你可以摸一张牌。', xiaoji_info:'当你失去一张装备区内的牌后,你可以摸两张牌。', jieyin_info:'出牌阶段限一次,你可以弃置两张手牌并选择一名已经受伤的男性角色。你与其各回复一点体力。', xinjieyin_info:'出牌阶段,你可以弃置两张牌并选择1名已经受伤的男性角色,你与其各回复一点体力,每阶段限一次', xinjieyin_old_info:'出牌阶段,你可以弃置两张牌并选择1名已经受伤的男性角色,你与其各回复一点体力。每阶段限一次。', xinjieyin_new_info:'出牌阶段限1次,你可以选择一名男性角色,弃置一张手牌或将一张装备牌置于其装备区,你与其体力较高的角色摸一张牌,体力值较低的角色回复1点体力', xinjieyin_info_alter:'出牌阶段限1次,你可以选择一名男性角色,弃置一张手牌或将一张装备牌置于其装备区,你与其体力较高的角色摸一张牌,体力值较低的角色回复1点体力', qingnang_info:'出牌阶段限一次,你可以弃置一张手牌并令一名角色回复一点体力。', jijiu_info:'你的回合外,你可以将一张红色牌当做【桃】使用。', wushuang_info:'锁定技,当你使用【杀】或【决斗】指定目标后,你令此牌需要依次使用或打出两张【闪】或【杀】响应。', lijian_info:'出牌阶段限一次,你可以弃置一张牌,视为一名男性角色对另一名男性角色使用一张【决斗】(不可被【无懈可击】响应)。', biyue_info:'结束阶段,你可以摸一张牌。', xinbiyue_info:'结束阶段,你可以摸一张牌', xinbiyue_info_alter:'结束阶段,你可以摸一张牌,如果你没有手牌,改为摸2张牌', yaowu:'耀武', yaowu_info:'锁定技,一名角色使用红色【杀】对你造成伤害时,该角色回复1点体力或摸一张牌。', "new_jiangchi":"将驰", "new_jiangchi_info":"摸牌阶段结束时,你可以选择一项:1、摸一张牌,若如此做,你本回合内不能使用或打出【杀】且【杀】不计入手牌上限。 2、弃置一张牌,若如此做,出牌阶段你使用【杀】无距离限制且你可以额外使用一张【杀】,直到回合结束。", "xinfu_jijie":"机捷", "xinfu_jijie_info":"出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。", "xinfu_jiyuan":"急援", "xinfu_jiyuan_info":"当一名角色进入濒死状态时,或你交给一名其他角色牌时,你可以令其摸一张牌。", ganglie_three:'刚烈', ganglie_three_info:'当你受到伤害后,你可令一名敌方角色判定。若结果不为♥,其弃置两张牌或受到来自你的1点伤害。', zhongyi:'忠义', zhongyi2:'忠义', zhongyi_info:'限定技,出牌阶段,你可以将一张牌置于武将牌上。你的武将牌上有〖忠义〗牌时,己方角色使用【杀】造成的伤害+1。下轮游戏开始时,你将〖忠义〗牌置入弃牌堆。', zhanshen:'战神', zhanshen_info:'觉醒技,准备阶段,若场上有已死亡的其他己方角色且你已受伤,则你弃置装备区的武器牌,减1点体力上限,获得技能〖马术〗和〖神戟〗。', shenji:'神戟', shenji_info:'锁定技,你使用【杀】指定的目标数上限+2,次数上限+1。', rewangzun:'妄尊', rewangzun2:'妄尊', rewangzun_info:'锁定技,一名其他角色的准备阶段开始时,若其体力值大于你,你摸一张牌。然后若其身份为主公/主帅/君主/地主且明置,则你摸一张牌,且其本回合的手牌上限-1。', retongji:'同疾', retongji_info:'攻击范围内包含你的角色成为【杀】的目标时,若你不是此【杀】的使用者或目标,其可弃置一张牌,然后将此【杀】转移给你。', standard_2008:"2008版标准包", standard_2013:"2013版标准包", standard_2019:"2019版标准包", }, }; });