'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'offline', connect:true, characterSort:{ offline:{ offline_star:["sp_xiahoushi","jsp_zhaoyun","huangjinleishi","sp_pangtong","sp_daqiao","sp_ganning","sp_xiahoudun","sp_lvmeng","sp_zhangfei","sp_liubei"], offline_sticker:['sp_gongsunzan','sp_simazhao','sp_wangyuanji','sp_xinxianying','sp_liuxie'], offline_luanwu:["ns_lijue","ns_zhangji","ns_fanchou"], offline_yongjian:["ns_chendao","yj_caoang"], offline_others:["ns_jiaxu","ns_caoanmin","jsp_liubei","longyufei"], }, }, character:{ longyufei:['female','shu',3,['longyi','zhenjue']], sp_liubei:['male','shu',4,['zhaolie','shichou'],['zhu']], sp_zhangfei:['male','shu',4,['jie','dahe']], sp_lvmeng:['male','wu',3,['tanhu','mouduan']], sp_xiahoudun:['male','wei',4,['fenyong','xuehen'],['die_audio']], sp_ganning:['male','qun',4,['yinling','junwei']], sp_daqiao:['female','wu',3,['yanxiao','anxian']], sp_pangtong:['male','qun',3,['xinmanjuan','zuixiang']], huangjinleishi:['female','qun',3,['fulu','fuji']], jsp_zhaoyun:['male','qun',3,['chixin','reyicong','suiren']], sp_xiahoushi:["female","shu",3,["xinfu_yanyu","xinfu_xiaode"]], sp_gongsunzan:['male','qun',4,['spyicong','sptuji']], sp_simazhao:['male','wei',3,['spzhaoxin','splanggu']], sp_wangyuanji:['female','wei',3,['spfuluan','spshude']], sp_xinxianying:['female','wei',3,['spmingjian','spyinzhi']], sp_liuxie:['male','qun',3,['sphuangen','sphantong']], ns_lijue:['male','qun','4/6',['nsfeixiong','nscesuan']], ns_zhangji:['male','qun',4,['nslulve']], ns_fanchou:['male','qun',4,['nsyangwu']], ns_jiaxu:['male','qun',3,['nsyice','luanwu']], ns_chendao:['male','shu',4,['nsjianglie']], yj_caoang:['male','wei',4,['yjxuepin']], ns_caoanmin:['male','wei',4,['nskuishe']], jsp_liubei:['male','qun',4,['jsprende']], }, characterIntro:{ huangjinleishi:"黄巾军中负责施法的女祭司二人组。", longyufei:'《三国杀·阵面对决》中的虚构角色,设定是由刘备之女夏侯岚、关羽之女关银屏、张飞之女张星彩三人在与吕布之魔魂战斗时,释放雅典娜的惊叹而召唤出来的精元化神。', }, perfectPair:{}, card:{ yanxiao_card:{ type:'delay', judge:function(card){ return 0; }, effect:function(){}, ai:{ basic:{ order:1, useful:1, value:8, }, result:{ target:1 }, } }, }, skill:{ //龙羽飞 longyi:{ enable:['chooseToUse','chooseToRespond'], filter:function(event,player){ if(event.type=='wuxie') return false; var hs=player.getCards('h'); if(!hs.length) return false; for(var i of hs){ if(game.checkMod(i,player,'unchanged','cardEnabled2',player)===false) return false; } for(var i of lib.inpile){ if(i!='du'&&get.type(i)=='basic'&&event.filterCard({name:i,cards:hs},player,event)) return true; if(i=='sha'){ var list=['fire','thunder','ice']; for(var j of list){ if(event.filterCard({name:i,nature:j,cards:hs},player,event)) return true; } } } return false; }, chooseButton:{ dialog:function(event,player){ var vcards=[],hs=player.getCards('h'); for(var i of lib.inpile){ if(i!='du'&&get.type(i)=='basic'&&event.filterCard({name:i,cards:hs},player,event)) vcards.push(['基本','',i]); if(i=='sha'){ var list=['fire','thunder','ice']; for(var j of list){ if(event.filterCard({name:i,nature:j,cards:hs},player,event)) vcards.push(['基本','',i,j]); } } } return ui.create.dialog('龙裔',[vcards,'vcard']); }, check:function(button,player){ if(_status.event.getParent().type!='phase') return 1; return _status.event.player.getUseValue({name:button.link[2],nature:button.link[3]}); }, backup:function(links,player){ return { audio:'longyi', popname:true, viewAs:{name:links[0][2],nature:links[0][3]}, filterCard:true, selectCard:-1, position:'h', } }, }, hiddenCard:function(player,name){ return name!='du'&&get.type(name)=='basic'&&player.countCards('h')>0; }, ai:{ respondSha:true, respondShan:true, skillTagFilter:function(player){ return player.countCards('h')>0; }, order:0.5, result:{ player:function(player){ if(_status.event.dying){ return get.attitude(player,_status.event.dying); } if(_status.event.type=='respondShan') return 1; var val=0,hs=player.getCards('h'),max=0; for(var i of hs){ val+=get.value(i,player); if(get.type(i,player)=='trick') max+=5; } if(player.hasSkill('zhenjue')) max+=7; return val<=max?1:0; }, }, }, group:'longyi_effect', subSkill:{ effect:{ trigger:{player:['useCard','respond']}, forced:true, charlotte:true, popup:false, filter:function(event,player){ if(event.skill!='longyi_backup') return false; for(var i of event.cards){ var type=get.type2(i,player); if(type=='basic'||type=='trick') return true; } return false; }, content:function(){ var map={}; for(var i of trigger.cards){ map[get.type2(i,player)]=true; } if(map.trick) player.draw(); if(map.equip&&trigger.directHit) trigger.directHit.addArray(game.players); }, }, backup:{}, }, }, zhenjue:{ trigger:{global:'phaseJieshuBegin'}, filter:function(event,player){ return player.countCards('h')==0; }, logTarget:'player', content:function(){ 'step 0' trigger.player.chooseToDiscard('he','弃置一张牌,或令'+get.translation(player)+'摸一张牌').set('ai',function(card){ if(_status.event.goon) return 7-get.value(card); return -get.value(card); }).set('goon',get.attitude(trigger.player,player)<0); 'step 1' if(!result.bool) player.draw(); }, }, //群刘备 jsprende:{ audio:'rerende', enable:'phaseUse', filterCard:true, selectCard:[1,Infinity], discard:false, lose:false, delay:false, filterTarget:function(card,player,target){ return player!=target; }, onremove:true, check:function(card){ 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); if(ui.selected.cards.length>=Math.max(2,player.countCards('h')-player.hp)) return 0; if(player.hp==player.maxHp||player.storage.jsprende<0||player.countCards('h')<=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(){ 'step 0' var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'&&!evt.jsprende){ var next=game.createEvent('jsprende_clear'); _status.event.next.remove(next); evt.after.push(next); evt.jsprende=true; next.player=player; next.setContent(function(){ delete player.storage.jsprende; }); } target.gain(cards,player,'giveAuto'); if(typeof player.storage.jsprende!='number'){ player.storage.jsprende=0; } if(player.storage.jsprende>=0){ player.storage.jsprende+=cards.length; if(player.storage.jsprende>=2){ var list=[]; if(lib.filter.cardUsable({name:'sha'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){ return player.canUse('sha',current); })){ list.push(['基本','','sha']); list.push(['基本','','sha','fire']); list.push(['基本','','sha','thunder']); list.push(['基本','','sha','ice']); } if(lib.filter.cardUsable({name:'tao'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){ return player.canUse('tao',current); })){ list.push(['基本','','tao']); } if(lib.filter.cardUsable({name:'jiu'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){ return player.canUse('jiu',current); })){ list.push(['基本','','jiu']); } if(list.length){ player.chooseButton(['是否视为使用一张基本牌?',[list,'vcard']]).set('ai',function(button){ var player=_status.event.player; var card={name:button.link[2],nature:button.link[3]}; if(card.name=='tao'){ if(player.hp==1||(player.hp==2&&!player.hasShan())||player.needsToDiscard()){ return 5; } return 1; } if(card.name=='sha'){ if(game.hasPlayer(function(current){ return player.canUse(card,current)&&get.effect(current,card,player,player)>0 })){ if(card.nature=='fire') return 2.95; if(card.nature=='thunder'||card.nature=='ice') return 2.92; return 2.9; } return 0; } if(card.name=='jiu'){ return 0.5; } return 0; }); } else{ event.finish(); } player.storage.jsprende=-1; } else{ event.finish(); } } else{ event.finish(); } 'step 1' if(result&&result.bool&&result.links[0]){ var card={name:result.links[0][2],nature:result.links[0][3]}; player.chooseUseTarget(card,true); } }, ai:{ fireAttack:true, order:function(skill,player){ if(player.hp1){ return 10; } return 4; }, 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.jsprende<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)})){ if(game.hasPlayer(function(current){ return current!=player&&get.attitude(player,current)>0; })){ return 0; } } } } }, threaten:0.8 } }, //曹安民 nskuishe:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target!=player&&target.countCards('he')>0; }, content:function(){ 'step 0' player.choosePlayerCard(target,'he',true).set('ai',get.buttonValue); 'step 1' if(result.bool){ var card=result.cards[0]; event.card=card; player.chooseTarget('将'+get.translation(target)+'的'+(get.position(card)=='h'&&!player.hasSkillTag('viewHandcard',null,target,true)?'手牌':get.translation(card))+'交给一名角色',true,function(target){ return target!=_status.event.getParent().target; }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(_status.event.du){ if(target.hasSkillTag('nodu')) return 0; return -att; } if(target.hasSkillTag('nogain')) return 0.1; if(att>0){ return att+Math.max(0,5-target.countCards('h')); } return att; }).set('du',event.card.name=='du'); } else event.finish(); 'step 2' if(result.bool){ var target2=result.targets[0]; target.line(target2,'green'); target2.gain(target,card,'giveAuto','bySelf'); } else event.finish(); 'step 3' target.chooseToUse(function(card,player,event){ if(get.name(card)!='sha') return false; return lib.filter.filterCard.apply(this,arguments); },'是否对'+get.translation(player)+'使用一张杀?').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){ if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false; return lib.filter.filterTarget.apply(this,arguments); }).set('sourcex',player); }, ai:{ order:6, expose:0.2, result:{ target:-1.5, player:function(player,target){ if(!target.canUse('sha',player)) return 0; if(target.countCards('h')==1) return 0.1; if(player.hasShan()) return -0.5; if(player.hp<=1) return -2; if(player.hp<=2) return -1; return 0; } }, }, }, //文和乱武 nsyangwu:{ enable:'phaseUse', usable:1, filterCard:{suit:'heart'}, filterTarget:function(card,player,target){ return target!=player&&target.countCards('h')>player.countCards('h'); }, filter:function(event,player){ var info=lib.skill.nsyangwu; return player.countCards('h',info.filterCard)&&game.hasPlayer(function(target){ return info.filterTarget(null,player,target); }); }, check:function(card){ var num=0; var player=_status.event.player; game.countPlayer(function(current){ if(current!=player&&get.attitude(player,current)<0) num=Math.max(num,current.countCards('h')-player.countCards('h')); }); return Math.ceil((num+1)/2)*2+4-get.value(card); }, content:function(){ var num=Math.ceil((target.countCards('h')-player.countCards('h'))/2); if(num) player.gainPlayerCard(target,true,'h',num,'visible'); }, ai:{ order:4, result:{ target:function(player,target){ return player.countCards('h')-target.countCards('h'); }, }, }, }, nslulve:{ enable:'phaseUse', usable:1, filter:function(event,player){ return game.hasPlayer(function(current){ return current.countCards('e')>0&¤t.countCards('e')<=player.countCards('he'); }); }, filterCard:function(){ if(ui.selected.targets.length) return false; return true; }, position:'he', selectCard:[1,Infinity], complexSelect:true, complexCard:true, filterTarget:function(card,player,target){ return target!=player&&target.countCards('e')>0&&ui.selected.cards.length==target.countCards('e'); }, check:function(card){ var player=_status.event.player; if(game.hasPlayer(function(current){ return current!=player&¤t.countCards('e')>0&&ui.selected.cards.length==current.countCards('e')&&get.damageEffect(current,player,player)>0; })) return 0; switch(ui.selected.cards.length){ case 0:return 8-get.value(card); case 1:return 6-get.value(card); case 2:return 3-get.value(card); default:return 0; } }, content:function(){ target.damage('nocard'); }, ai:{ damage:true, order:2, result:{ target:function(player,target){ return get.damageEffect(target,player); } }, expose:0.3 } }, nsfeixiong:{ trigger:{player:'phaseUseBegin'}, direct:true, filter:function(event,player){ return player.countCards('h')>0&&game.hasPlayer(function(current){ return current!=player&&player.canCompare(current); }); }, content:function(){ 'step 0' player.chooseTarget(get.prompt2('nsfeixiong'),function(card,player,target){ return player!=target&&player.canCompare(target); }).set('ai',function(target){ var player=_status.event.player; var hs=player.getCards('h').sort(function(a,b){ return b.number-a.number; }); var ts=target.getCards('h').sort(function(a,b){ return b.number-a.number; }); if(!hs.length||!ts.length) return 0; if(hs[0].number>ts[0].number) return get.damageEffect(target,player,player); return 0; }); 'step 1' if(result.bool){ var target=result.targets[0]; event.target=target; player.logSkill('nsfeixiong',target); player.chooseToCompare(target); } else event.finish(); 'step 2' if(!result.tie){ var targets=[player,target]; if(result.bool) targets.reverse(); targets[0].damage(targets[1]); } }, }, nscesuan:{ trigger:{player:'damageBegin3'}, forced:true, content:function(){ 'step 0' trigger.cancel(); event.lose=player.loseMaxHp(); 'step 1' if(event.lose&&event.lose.loseHp) player.draw(); }, ai:{ filterDamage:true, skillTagFilter:function(player,tag,arg){ if(arg&&arg.player){ if(arg.player.hasSkillTag('jueqing',false,player)) return false; } }, }, }, //S贾诩 nsyice:{ trigger:{ player:'loseAfter', global:'cardsDiscardAfter', }, filter:function(event,player){ if(event.name=='lose'){ if(event.type!='discard') return false; } else{ var evt=event.getParent(); if(evt.name!='orderingDiscard'||!evt.relatedEvent||evt.relatedEvent.player!=player||!['useCard','respond'].contains(evt.relatedEvent.name)) return false; } return (event.cards2||event.cards).filterInD('d').length>0; }, forced:true, content:function(){ 'step 0' var evt=trigger.getParent().relatedEvent; if((trigger.name=='discard'&&!trigger.delay)||evt&&evt.name=='respond') game.delayx(); 'step 1' var cards=(trigger.cards2||trigger.cards).filterInD('d'); player.$gain2(cards); if(cards.length==1) event._result={bool:true,links:cards}; else{ var dialog=['遗策:选择要放置的卡牌','
(从左到右为从旧到新,后选择的后置入)
',cards]; var cards2=player.getStorage('nsyice'); if(cards2.length){ dialog.push('
原有“策”
'); dialog.push(cards2); } player.chooseButton(dialog,true,cards.length).set('filterButton',function(button){ return _status.event.cards.contains(button.link); }).set('cards',cards); } 'step 2' game.cardsGotoSpecial(result.links); player.markAuto('nsyice',result.links); game.delayx(); 'step 3' var storage=player.storage.nsyice; var bool=false; for(var i=0;ii;j--){ if(get.number(storage[i])==get.number(storage[j])){ bool=true; break; } } if(bool) break; } if(bool){ event.cards=storage.slice(0); event.cards=storage.splice(i,j-i+1); player.unmarkAuto('nsyice',event.cards); } else event.finish(); 'step 4' var cardsx=[]; cardsx.push(cards.shift()); cardsx.push(cards.pop()); if(cards.length) player.gain(cards,'gain2'); event.cards=cardsx; 'step 5' player.chooseButton(['将一张牌置于牌堆顶,将另一张牌置于牌堆底',cards],true); 'step 6' ui.cardPile.insertBefore(result.links[0].fix(),ui.cardPile.firstChild); cards.remove(result.links[0]); ui.cardPile.appendChild(cards[0].fix()); game.updateRoundNumber(); if(_status.dying.length) event.finish(); 'step 7' player.chooseTarget('对一名角色造成1点伤害',true).set('ai',function(target){ var player=_status.event.player; return get.damageEffect(target,player,player); }); 'step 8' if(result.bool){ var target=result.targets[0]; player.line(target); target.damage('nocard'); } }, marktext:'策', intro:{content:'cards'}, }, //用间篇 yjxuepin:{ enable:'phaseUse', usable:1, filterTarget:function(event,player,target){ return player.inRange(target)&&target.countDiscardableCards(player,'he')>0; }, content:function(){ 'step 0' player.loseHp(); 'step 1' if(target.countDiscardableCards(player,'he')>0) player.discardPlayerCard(target,2,'he',true); else event.finish(); 'step 2' if(result.bool&&result.cards.length==2&&get.type2(result.cards[0],result.cards[0].original=='h'?target:false)==get.type2(result.cards[1],result.cards[1].original=='h'?target:false)) player.recover(); }, ai:{ order:4, result:{ player:function(player,target){ if(player.hp==1) return -8; if(target.countCards('e')>1) return 0; if(player.hp>2||target.countCards('h')>1) return -0.5; return -2; }, target:function(player,target){ if(target.countDiscardableCards(player,'he')<2) return 0; return -2; }, }, }, }, nsjianglie:{ trigger:{player:'useCardToPlayered'}, filter:function(event,player){ return event.card.name=='sha'&&event.target.countCards('h')>0; }, check:function(event,player){ return get.attitude(player,event.target)<0; }, logTarget:'target', content:function(){ 'step 0' trigger.target.showHandcards(); 'step 1' var cards=trigger.target.getCards('h'); var list=[]; for(var i=0;i=get.value(player.getCards('h',{color:'black'}))) return 'black'; return 'red'; }); } 'step 2' trigger.target.discard(trigger.target.getCards('h',{color:result.control})); }, }, //桌游志贴纸 spyinzhi:{ trigger:{player:'damageEnd'}, frequent:true, content:function(){ 'step 0' event.count=trigger.num; 'step 1' event.count--; var cards=game.cardsGotoOrdering(get.cards(2)).cards; player.showCards(cards); event.count2=0; for(var i=0;i0){ player.chooseTarget('令一名角色获得'+get.translation(trigger.source)+'的一张手牌',function(card,player,target){ var source=_status.event.source; return target!=source&&source.countGainableCards(target,'h')>0; }).set('source',trigger.source); } else event.goto(4); 'step 3' if(result.bool){ var target=result.targets[0]; player.line([trigger.source,target],'green'); target.gainPlayerCard(trigger.source,'h',true); if(event.count2) event.goto(2) } 'step 4' if(cards.length) player.gain(cards,'gain2','log'); 'step 5' if(event.count>0){ player.chooseBool(get.prompt2('spyinzhi')).set('frequentSkill','spyinzhi'); } else event.finish(); 'step 6' if(result.bool){ player.logSkill('spyinzhi'); event.goto(1); }; }, }, spmingjian:{ trigger:{global:'phaseBegin'}, direct:true, filter:function(event,player){ return player.countCards('he')>0; }, content:function(){ 'step 0' var next=player.chooseCard(get.prompt2('spmingjian',trigger.player),'he'); next.set('ai',function(card){ var target=_status.event.getTrigger().player; var player=_status.event.player; if(get.attitude(player,target)>0&&target.countCards('j')>0) return 5-get.value(card); return -1; }); next.set('filterCard',function(card,player){ if(get.position(card)=='e') return lib.filter.cardDiscardable.apply(this,arguments); return true; }); //next.set('logSkill',['spmingjian',trigger.player]); 'step 1' if(result.bool){ player.logSkill('spmingjian',trigger.player); var card=result.cards[0]; event.card=card; if(get.position(card)=='e') event._result={index:0}; else if(!lib.filter.cardDiscardable(card,player,event)) event._result={index:1}; else{ var name=get.translation(trigger.player); player.chooseControl().set('choiceList',[ '令'+name+'跳过本回合的判定阶段', '令'+name+'于本回合的判定中不触发「判定结果生效前」的时机', ]).set('ai',function(){return 0}); } } else event.finish(); 'step 2' if(result.index==0){ player.discard(card); trigger.player.skip('phaseJudge'); } else{ player.lose(card,ui.special,'toStorage'); trigger.player.addSkill('spmingjian_charlotte'); trigger.player.storage.spmingjian_charlotte.add(card); trigger.player.markSkill('spmingjian_charlotte'); } }, ai:{ expose:0.25, }, }, spmingjian_charlotte:{ trigger:{player:['judgeBefore','phaseAfter']}, forced:true, firstDo:true, silent:true, popup:false, charlotte:true, content:function(){ if(trigger.name=='phase') player.removeSkill(event.name); else trigger.noJudgeTrigger=true; }, init:function(player,skill){ if(!player.storage[skill]) player.storage[skill]=[]; }, marktext:'鉴', intro:{ name:'明鉴', content:'cards', onunmark:'throw', }, }, spshude:{ trigger:{player:'phaseJieshuBegin'}, frequent:true, filter:function(event,player){ return player.countCards('h')2; return get.suit(card)==get.suit(ui.selected.cards[0]); }, content:function(){ target.turnOver(); player.addTempSkill('spfuluan2'); }, ai:{ order:1, result:{ target:function(player,target){ if(target.isTurnedOver()) return 2; return -1; }, }, }, }, spfuluan2:{ mod:{ cardEnabled:function(card){ if(card.name=='sha') return false; }, }, }, spzhaoxin:{ trigger:{player:'phaseDrawEnd'}, check:function(event,player){ return player.getUseValue({name:'sha',isCard:true})>0; }, filter:function(event,player){ return player.countCards('h')>0; }, content:function(){ 'step 0' player.showHandcards(); 'step 1' player.chooseUseTarget('sha',false); }, }, splanggu:{ trigger:{player:'damageEnd'}, filter:function(event,player){ return get.itemtype(event.source)=='player'; }, logTarget:'source', content:function(){ 'step 0' player.judge(); 'step 1' if(trigger.source.countCards('h')>0){ var next=player.discardPlayerCard(trigger.source,'h',[1,Infinity]); next.set('suit',result.suit); next.set('filterButton',function(button){ return get.suit(button.link)==_status.event.suit; }); next.set('visible',true); } }, group:'splanggu_rewrite', }, splanggu_rewrite:{ trigger:{player:'judge'}, filter:function (event,player){ return player.countCards('hs')>0&&event.getParent().name=='splanggu'; }, direct:true, content:function (){ "step 0" player.chooseCard('狼顾的判定结果为'+ get.translation(trigger.player.judging[0])+',是否打出一张手牌进行代替?','hs',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){ return -1; }); "step 1" if(result.bool){ player.respond(result.cards,'highlight','splanggu','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); } }, }, sphantong:{ trigger:{player:'loseEnd'}, frequent:true, filter:function(event,player){ return event.type=='discard'&&event.getParent(3).name=='phaseDiscard'&&event.cards.filterInD('d').length>0; }, content:function(){ if(!player.storage.sphantong) player.storage.sphantong=[]; var cards=trigger.cards.filterInD('d'); player.storage.sphantong.addArray(cards); player.$gain2(cards); game.log(player,'将',cards,'置于武将牌上'); player.markSkill('sphantong'); }, group:['sphantong_gain'], derivation:['hujia','jijiang','jiuyuan','xueyi'], marktext:'诏', intro:{ content:'cards', onunmark:'throw', }, }, sphantong_gain:{ trigger:{global:'phaseBegin'}, direct:true, filter:function(event,player){ return player.storage.sphantong&&player.storage.sphantong.length>0; }, content:function(){ 'step 0' player.chooseButton([get.prompt('sphantong'),player.storage.sphantong],function(button){return -1}); 'step 1' if(result.bool){ player.logSkill('sphantong'); var card=result.links[0]; player.$throw(card); game.log(player,'将',card,'置入了弃牌堆'); player.storage.sphantong.remove(card); player[player.storage.sphantong.length>0?'markSkill':'unmarkSkill']('sphantong'); game.cardsDiscard(card); var list=['hujia','jijiang','jiuyuan','xueyi']; for(var i=0;i0) player.chooseControl(list).set('prompt','选择获得以下技能中的一个'); else event.finish(); } else event.finish(); 'step 2' var skill=result.control; player.addTempSkill(skill); if(!player.storage.zhuSkill_sphantong) player.storage.zhuSkill_sphantong=[]; player.storage.zhuSkill_sphantong.add(skill); player.popup(skill,'wood'); game.log(player,'获得了技能','#g【'+get.translation(skill)+'】'); var next=game.createEvent('sphantong_clear',false); event.next.remove(next); trigger.after.push(next); next.player=player; next.skill=skill; next.setContent(function(){ if(player.storage.zhuSkill_sphantong) player.storage.zhuSkill_sphantong.remove(event.skill); }) }, }, sphuangen:{ trigger:{global:'useCardToPlayered'}, filter:function(event,player){ if(!event.isFirstTarget) return false; if(get.type(event.card)!='trick') return false; if(get.info(event.card).multitarget) return false; if(event.targets.length<2) return false; return player.hp>0; }, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('sphuangen'), [1,Math.min(player.hp,trigger.targets.length)],function(card,player,target){ return _status.event.targets.contains(target); }).set('ai',function(target){ return -get.effect(target,trigger.card,trigger.player,_status.event.player); }).set('targets',trigger.targets); "step 1" if(result.bool){ player.logSkill('sphuangen',result.targets); trigger.excluded.addArray(result.targets); player.draw(); } }, }, spyicong:{ trigger:{player:'phaseDiscardEnd'}, direct:true, filter:function(event,player){ return player.countCards('he')>0; }, content:function(){ 'step 0' player.chooseCard('he',[1,player.countCards('he')],get.prompt2('spyicong')).set('ai',function(card){ if(card.name=='du') return 10; if(ui.selected.cards.length) return -1; return 4-get.value(card); }); 'step 1' if(result.bool){ player.logSkill('spyicong'); if(!player.storage.spyicong) player.storage.spyicong=[]; player.storage.spyicong.addArray(result.cards); player.$giveAuto(result.cards.length,player,false); game.log(player,'扣置了'+get.cnNumber(player.lose(result.cards,'toStorage',ui.special).cards.length)+'张【扈】'); player.markSkill('spyicong'); } }, mod:{ globalTo:function(from,to,num){ if(to.storage.spyicong&&to.storage.spyicong.length) return num+to.storage.spyicong.length; }, }, marktext:'扈', intro:{ name:'义从', content:'cardCount', onunmark:'throw', }, }, sptuji:{ trigger:{player:'phaseZhunbeiBegin'}, forced:true, filter:function(event,player){ return player.storage.spyicong&&player.storage.spyicong.length>0; }, content:function(){ var num=player.storage.spyicong.length; player.addMark('sptuji2',num,false); player.addTempSkill('sptuji2'); player.unmarkSkill('spyicong'); if(num<=1) player.draw(); }, }, sptuji2:{ onremove:true, charlotte:true, mod:{ globalFrom:function(from,to,num){ return num-from.countMark('sptuji2'); }, }, marktext:'突', intro:{ name:'突骑', content:'至其他角色的距离-#', }, }, xinfu_yanyu:{ trigger:{ global:"phaseUseBegin", }, direct:true, filter:function(event,player){ return player.countCards('he')>0; }, content:function(){ 'step 0' var next=player.chooseToDiscard(get.prompt('xinfu_yanyu'),get.translation('xinfu_yanyu_info'),'he').set('logSkill','xinfu_yanyu'); if(player==trigger.player){ next.set('goon',function(){ var map={ basic:0, trick:0.1, }; var hs=trigger.player.getCards('h'); var sha=false; var jiu=false; for(var i=0;i=3) return false; //var evt=event.getParent(); //if(evt&&(evt.name=='useCard'||evt.name=='respond')) return false; var type=player.storage.xinfu_yanyu; var cards=event.cards; for(var i=0;i=3) event.finish(); else player.chooseCardButton(event.cards,'【燕语】:是否将其中的一张牌交给一名角色?').ai=function(card){ if(card.name=='du') return 10; return get.value(card); }; 'step 2' if(result.bool){ player.storage.xinfu_yanyu2++; if(!event.logged){ player.logSkill('xinfu_yanyu'); player.addExpose(0.25); event.logged=true; } event.togain=result.links[0]; event.cards.remove(event.togain); player.chooseTarget(true,'请选择要获得'+get.translation(event.togain)+'的角色').set('ai',function(target){ var att=get.attitude(_status.event.player,target); var card=_status.event.card; var val=get.value(card); if(player.storage.xinfu_yanyu2<3&&target==_status.currentPhase&&target.hasValueTarget(card,null,true)) att=att*5; else if(target==player&&!player.hasJudge('lebu')&&get.type(card)=='trick') att=att*3; if(target.hasSkillTag('nogain')) att/=10; return att*val; }).set('card',event.togain); } else event.finish(); 'step 3' var target=result.targets[0]; player.line(target,'green'); target.gain(event.togain,'gain2'); if(event.cards.length) event.goto(1); }, }, "xinfu_xiaode":{ subSkill:{ remove:{ unique:true, charlotte:true, trigger:{ player:"phaseAfter", }, forced:true, popup:false, content:function(){ player.removeAdditionalSkill('xinfu_xiaode'); player.removeSkill('xinfu_xiaode_remove'); }, }, }, trigger:{ global:"dieAfter", }, direct:true, filter:function (skill,event){ return !event.hasSkill('xinfu_xiaode_remove'); }, content:function (){ 'step 0' var list=[]; var listm=[]; var listv=[]; if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3]; else listm=lib.character[trigger.player.name][3]; if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3]; listm=listm.concat(listv); var func=function(skill){ var info=get.info(skill); if(info.charlotte||info.zhuSkill||(info.unique&&!info.limited)||info.juexingji||info.dutySkill||info.hiddenSkill) return false; return true; }; for(var i=0;imaxval){ maxval=tempval; } } maxval+=cards.length-1; var next=player.chooseToDiscard('he',{suit:suits}); next.set('ai',function(card){ return _status.event.maxval-get.value(card); }); next.set('maxval',maxval); next.set('dialog',[get.prompt(event.name),'hidden',cards]) next.logSkill=event.name; event.cards=cards; } "step 2" if(result.bool){ player.gain(event.cards,'gain2','log'); } }, ai:{ threaten:1.3 } }, zuixiang:{ skillAnimation:true, animationColor:'gray', audio:true, unique:true, limited:true, trigger:{player:'phaseZhunbeiBegin'}, content:function(){ 'step 0' player.awakenSkill('zuixiang'); event.cards=player.showCards(get.cards(3)).cards; player.markAuto('zuixiang2',event.cards); game.cardsGotoSpecial(event.cards); 'step 1' if(lib.skill.zuixiang.filterSame(cards)){ player.gain(cards,'gain2').type='xinmanjuan'; delete player.storage.zuixiang2; player.unmarkSkill('zuixiang2'); } else{ trigger._zuixiang=true; player.addSkill('zuixiang2'); } }, filterSame:function(c){ for(var i=0;i0; }, discard:false, lose:false, delay:false, prepare:'give', content:function(){ 'step 0' game.addGlobalSkill('yanxiao_global'); target.addJudge({name:'yanxiao_card'},cards); 'step 1' game.delay(); }, ai:{ order:8, result:{ target:function(player,target){ if(target.countCards('j',function(card){ return get.effect(target,{ name:card.viewAs||card.name, cards:[card], },target,target)<0; })) return 1; return 0; } } } }, yanxiao_global:{ trigger:{player:'phaseJudgeBegin'}, forced:true, filter:function(event,player){ return player.countCards('j')>0&&player.hasJudge('yanxiao_card'); }, content:function(){ player.gain(player.getCards('j'),'gain2'); }, ai:{ effect:{ target:function(card,player,target){ if(get.type(card)=='delay'&&target.hasJudge('yanxiao_card')) return [0,0,0,0.1]; } } } }, anxian:{ audio:2, group:['anxian_source','anxian_target'], subSkill:{ source:{ audio:"anxian", trigger:{source:'damageBegin2'}, filter:function(event,player){ return event.card&&event.card.name=='sha'; }, check:function(event,player){ if(get.damageEffect(event.player,player,player)<=0) return true; return false; }, content:function(){ 'step 0' if(trigger.player.countCards('h')){ trigger.player.chooseToDiscard(true); } 'step 1' player.draw(); trigger.cancel(); } }, target:{ audio:"anxian", trigger:{target:'useCardToTargeted'}, direct:true, filter:function(event,player){ return event.card.name=='sha'&&player.countCards('h'); }, content:function(){ "step 0" var next=player.chooseToDiscard(get.prompt2('anxian')); next.set('ai',function(card){ var player=_status.event.player; var trigger=_status.event.getTrigger(); if(get.attitude(player,trigger.player)>0){ return 9-get.value(card); } if(player.countCards('h',{name:'shan'})) return -1; return 7-get.value(card); }); next.logSkill='anxian'; "step 1" if(result.bool){ trigger.player.draw(); trigger.getParent().excluded.push(player); } }, } } }, junwei:{ trigger:{player:'phaseJieshuBegin'}, direct:true, filter:function(event,player){ return player.storage.yinling&&player.storage.yinling.length>=3; }, content:function(){ 'step 0' if(player.storage.yinling.length>3){ player.chooseButton(3,[get.prompt('junwei'),'hidden',player.storage.yinling]).set('ai',function(button){ return 1; }); } else{ player.chooseBool().set('createDialog',[get.prompt('junwei'),'hidden',player.storage.yinling]).set('dialogselectx',true).set('choice',true); event.cards=player.storage.yinling.slice(0); } 'step 1' if(result.bool){ player.logSkill('junwei'); var cards=event.cards||result.links; for(var i=0;i1) return 1; if(_status.event.player.hp>=3) return 0; return 1; }).set('nshan',nshan); } } else{ event.finish(); } 'step 3' if(!event.directfalse&&result.bool) game.delay(); ui.clear(); 'step 4' if(!event.directfalse&&result.bool){ event.cards=result.cards; event.target.$throw(result.cards); player.chooseTarget('将'+get.translation(event.cards)+'交给一名角色',true,function(card,player,target){ return target!=_status.event.getParent().target; }).set('ai',function(target){ return get.attitude(_status.event.player,target)/(target.countCards('h','shan')+1); }); } else{ event.target.loseHp(); delete event.cards; } 'step 5' if(event.cards){ player.line(result.targets,'green'); result.targets[0].gain(event.cards,'gain2'); game.log(player,'将',event.cards,'交给',result.targets[0]); event.finish(); } else{ if(event.target.countCards('e')){ player.choosePlayerCard('e','将'+get.translation(event.target)+'的一张装备牌移出游戏',true,event.target); } else{ event.finish(); } } 'step 6' if(result.bool){ var card=result.links[0]; if(event.target.storage.junwei2){ event.target.storage.junwei2.push(card); event.target.markSkill('junwei2'); } else{ event.target.storage.junwei2=[card]; } event.target.lose(card,ui.special,'toStorage'); event.target.addSkill('junwei2'); event.target.syncStorage('junwei2'); } } }, junwei2:{ mark:true, intro:{ content:'cards', onunmark:function(storage,player){ if(storage&&storage.length){ player.$throw(storage,1000); game.cardsDiscard(storage); game.log(storage,'被置入了弃牌堆'); storage.length=0; } }, }, trigger:{player:'phaseJieshuBegin'}, forced:true, content:function(){ 'step 0' if(player.storage.junwei2.length){ var card=player.storage.junwei2.shift(); player.equip(card); event.redo(); } 'step 1' player.removeSkill('junwei2'); delete player.storage.junwei2; } }, yinling:{ enable:'phaseUse', filterCard:{color:'black'}, position:'he', intro:{ content:'cards', onunmark:'throw' }, filter:function(event,player){ return player.countCards('he',{color:'black'})>0&&player.storage.yinling.length<4; }, filterTarget:function(card,player,target){ return target.countCards('he')>0&&target!=player; }, init:function(player){ player.storage.yinling=[]; }, check:function(card){ return 6-get.value(card); }, content:function(){ 'step 0' player.choosePlayerCard('hej',target,true); 'step 1' if(result.bool&&result.links&&result.links.length){ target.$give(result.links,player,false); target.lose(result.links,ui.special,'toStorage'); player.storage.yinling.push(result.links[0]); player.markSkill('yinling'); player.syncStorage('yinling'); } }, ai:{ order:10.1, expose:0.1, result:{ target:function(player,target){ if(target.hasSkill('tuntian')) return 0; var es=target.getCards('e'); var nh=target.countCards('h'); var noe=(es.length==0||target.hasSkillTag('noe')); var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp=0){ return -1.5; } return 2; } return -1.5; }, }, } }, fenyong:{ audio:2, trigger:{player:'damageEnd'}, content:function(){ player.addTempSkill('fenyong2'); } }, fenyong2:{ audio:'fenyong', mark:true, intro:{ content:'防止你受到的所有伤害' }, trigger:{player:'damageBegin3'}, forced:true, content:function(){ trigger.cancel(); }, ai:{ maixie:true, maixie_hp:true, nofire:true, nothunder:true, nodamage:true, effect:{ target:function(card,player,target,current){ if(get.tag(card,'damage')) return [0,0]; } }, } }, xuehen:{ audio:2, trigger:{global:'phaseJieshuBegin'}, forced:true, filter:function(event,player){ return player.hasSkill('fenyong2')&&event.player.isAlive(); }, content:function(){ 'step 0' player.removeSkill('fenyong2'); player.chooseControl('弃牌','出杀',function(){ var player=_status.event.player; var trigger=_status.event.getTrigger(); if(get.attitude(player,trigger.player)<0){ var he=trigger.player.countCards('he'); if(he<2) return '出杀'; if(player.maxHp-player.hp>=2&&he<=3){ return '弃牌'; } if(player.maxHp-player.hp>=3&&he<=5){ return '弃牌'; } if(player.maxHp-player.hp>3){ return '弃牌'; } return '出杀'; } return '出杀'; }).set('prompt','弃置'+get.translation(trigger.player)+get.cnNumber(player.maxHp-player.hp)+'张牌,或对任意一名角色使用一张杀'); 'step 1' if(result.control=='弃牌'){ player.line(trigger.player,'green'); if(player.hp2; }, direct:true, content:function(){ 'step 0' player.chooseToDiscard('he','谋断:是否弃置一张牌将标记变为“武”?').ai=function(){ return -1; } 'step 1' if(result.bool&&player.countCards('h')>2){ game.broadcastAll(function(player){ if(!player._mouduan_mark) return; player._mouduan_mark.name='武'; player._mouduan_mark.skill='武'; player._mouduan_mark.firstChild.innerHTML='武'; player._mouduan_mark.info.content='拥有技能【激昂】、【谦逊】'; },player); player.addAdditionalSkill('mouduan',['jiang','qianxun']); } } }, tanhu:{ audio:1, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player.canCompare(target); }, filter:function(event,player){ return player.countCards('h')>0; }, content:function(){ 'step 0' player.chooseToCompare(target); 'step 1' if(result.bool){ target.addTempSkill('tanhu2'); } }, ai:{ result:{ target:function(player,target){ var hs=player.getCards('h'); if(hs.length<3) return 0; var bool=false; for(var i=0;i=9&&get.value(hs[i])<7){ bool=true; break; } } if(!bool) return 0; return -1; } }, order:9, }, group:'tanhu3' }, tanhu2:{ mark:true, intro:{ content:'已成为探虎目标' } }, tanhu3:{ mod:{ globalFrom:function(from,to){ if(to.hasSkill('tanhu2')) return -Infinity; }, wuxieRespondable:function(card,player,target){ if(target&&target.hasSkill('tanhu2')) return false; } } }, jie:{ audio:1, trigger:{source:'damageBegin1'}, filter:function(event){ return event.card&&event.card.name=='sha'&&get.color(event.card)=='red'&&event.notLink(); }, forced:true, content:function(){ trigger.num++; } }, dahe:{ audio:1, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player.canCompare(target); }, filter:function(event,player){ return player.countCards('h')>0; }, content:function(){ 'step 0' player.chooseToCompare(target).set('preserve','win'); 'step 1' if(result.bool&&result.target){ event.type=true; event.card=result.target; player.chooseTarget('将'+get.translation(result.target)+'交给一名角色',function(card,player,target){ return target.hp<=player.hp; }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(_status.event.du) return -att; return att; }).set('du',event.card.name=='du'); target.addTempSkill('dahe2'); } else{ event.type=false; if(player.countCards('h')){ player.showHandcards(); player.chooseToDiscard('h',true); } } 'step 2' if(event.type){ if(result.bool){ player.line(result.targets,'green'); result.targets[0].gain(event.card,'gain2'); } } }, ai:{ result:{ target:function(player,target){ var hs=player.getCards('h'); if(hs.length<3) return 0; var bool=false; for(var i=0;i=9&&get.value(hs[i])<7){ bool=true; break; } } if(!bool) return 0; if(player.canUse('sha',target)&&(player.countCards('h','sha'))){ return -2; } return -0.5; } }, order:9, } }, dahe2:{ mark:true, intro:{ content:'非红桃闪无效' }, mod:{ cardRespondable:function(card,player){ if(card.name=='shan'&&get.suit(card)!='heart') return false; }, cardEnabled:function(card,player){ if(card.name=='shan'&&get.suit(card)!='heart') return false; }, } }, shichou:{ //audio:1, skillAnimation:true, animationColor:'orange', unique:true, limited:true, mark:false, trigger:{player:'phaseZhunbeiBegin'}, zhuSkill:true, direct:true, filter:function(event,player){ if(!player.hasZhuSkill('shichou'))return false; if(player.countCards('he')<2) return false; return game.hasPlayer(function(current){ return current!=player&¤t.group=='shu'; }); }, init:function(player){ if(player.hasZhuSkill('shichou')){ player.markSkill('shichou'); player.storage.shichou=false; } }, content:function(){ "step 0" player.chooseCardTarget({ prompt:get.prompt2('shichou'), selectCard:2, filterTarget:function(card,player,target){ return target.group=='shu'&&target!=player; }, filterCard:true, position:'he', ai1:function(card){ return 7-get.value(card); }, ai2:function(target){ var player=_status.event.player; if(player.hasUnknown()) return 0; var att=get.attitude(player,target); if(att<=0){ if(target.hp==1) return (10-att)/2; return 10-att; } else{ if(target.hp==1) return 0; return (10-att)/4; } }, }); "step 1" if(!result.bool) return; var target=result.targets[0]; var cards=result.cards; player.storage.shichou=true; player.logSkill('shichou',target); player.awakenSkill('shichou'); target.gain(cards,player,'giveAuto'); player.storage.shichou_target=target; player.addSkill('shichou2'); target.markSkillCharacter('shichou',player,'誓仇','代替'+get.translation(player)+'承受伤害直到首次进入濒死状态'); }, intro:{ content:'limited' }, }, shichou2:{ group:'shichou3', trigger:{player:'damageBegin3'}, forced:true, popup:false, content:function(){ trigger.player=player.storage.shichou_target; trigger.shichou4=true; trigger.player.addSkill('shichou4'); player.logSkill('shichou2',player.storage.shichou_target); game.delay(0.5); }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'damage')){ if(player.hasSkillTag('jueqing',false,target)) return [1,-2]; if(get.attitude(player,target)>0) return [0,0]; var eff=get.damageEffect(target.storage.shichou_target,player,target); if(eff>0){ return [0,1]; } else if(eff<0){ return [0,-2]; } else{ return [0,0]; } } } } } }, shichou3:{ trigger:{global:['dying','dieBegin']}, forced:true, popup:false, //priority:10, filter:function(event,player){ return event.player==player.storage.shichou_target; }, content:function(){ trigger.player.unmarkSkill('shichou'); delete player.storage.shichou_target; player.removeSkill('shichou2'); } }, shichou4:{ trigger:{player:['damageAfter','damageCancelled']}, forced:true, popup:false, audio:false, content:function(){ if(!trigger.shichou4) return; if(event.triggername=='damageAfter'&&trigger.num){ player.draw(trigger.num); } player.removeSkill('shichou4'); } }, zhaolie:{ trigger:{player:'phaseDrawBegin2'}, direct:true, filter:function(event,player){ return !event.numFixed; }, content:function(){ 'step 0' player.chooseTarget(get.prompt2('zhaolie'),function(card,player,target){ return target!=player&&player.inRange(target); }).set('ai',function(target){ var player=_status.event.player; if(get.attitude(player,target)>0) return 0; return get.damageEffect(target,player,player); }); 'step 1' if(result.bool){ trigger.num--; player.storage.zhaolie=result.targets[0]; player.logSkill('zhaolie',result.targets); player.addTempSkill('zhaolie2','phaseDrawAfter'); } } }, zhaolie2:{ trigger:{player:'phaseDrawEnd'}, forced:true, popup:false, content:function(){ 'step 0' event.cards=get.cards(3); player.showCards(event.cards); 'step 1' event.basic=[]; event.nonbasic=[]; event.todis=[]; for(var i=0;i1?0:7-get.value(card); case 2:return 8-get.value(card); case 3:return 10-get.value(card); default:return 0; } }).set('num',num); } 'step 2' var num=event.nonbasic.length; var undone=false; if(num==0){ if(event.basic.length){ result.targets[0].gain(event.basic,'gain2','log'); } } else{ if(result.bool){ if(event.basic.length){ player.gain(event.basic,'gain2','log'); } } else{ player.storage.zhaolie.damage(num); if(event.basic.length){ undone=true; } } } if(!undone){ delete player.storage.zhaolie; event.finish(); } 'step 3' if(player.storage.zhaolie.isAlive()){ player.storage.zhaolie.gain(event.basic,'gain2','log'); } else{ game.cardsDiscard(event.basic); } delete player.storage.zhaolie; } }, fulu:{ trigger:{player:'useCard1'}, filter:function(event,player){ if(event.card.name=='sha'&&!event.card.nature) return true; }, audio:true, check:function(event,player){ var eff=0; for(var i=0;i=0; }, content:function(){ trigger.card.nature='thunder'; if(get.itemtype(trigger.card)=='card'){ var next=game.createEvent('fulu_clear'); next.card=trigger.card; event.next.remove(next); trigger.after.push(next); next.setContent(function(){ delete card.nature; }); } } }, fuji:{ trigger:{global:'damageBegin1'}, filter:function(event){ return event.source&&event.nature=='thunder'; }, check:function(event,player){ return get.attitude(player,event.source)>0&&get.attitude(player,event.player)<0; }, prompt:function(event){ return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji'); }, logTarget:'source', content:function(){ trigger.source.judge().callback=lib.skill.fuji.callback; }, callback:function(){ var evt=event.getParent(2); if(event.judgeResult.color=='black'){ //game.cardsDiscard(card); evt._trigger.num++; } else{ evt._trigger.source.gain(card,'gain2'); } }, }, }, characterReplace:{}, translate:{ sp_gongsunzan:'SP公孙瓒', sp_simazhao:'SP司马昭', sp_wangyuanji:'SP王元姬', sp_xinxianying:'SP辛宪英', sp_liuxie:'SP刘协', spyicong_info:'弃牌阶段结束时,你可以将任意张牌置于你的武将牌上,称为「扈」。每有一张「扈」,其他角色与你计算距离时便+1。', spyicong:'义从', sptuji:'突骑', sptuji_info:'准备开始时,你将所有「扈」置于弃牌堆,然后你本回合内计算与其他角色的距离时-X。若X不大于1,你摸一张牌。(X为以此法进入弃牌堆的「扈」的数量)', sphuangen:'皇恩', sphuangen_info:'一名角色使用锦囊牌指定目标时,若此牌的目标数大于1,则你可以令此牌对其中的至多X个目标无效,然后摸一张牌。(X为你的体力值)', sphantong:'汉统', sphantong_gain:'汉统', sphantong_info:'当你的牌因弃牌阶段的游戏规则要求而进入弃牌堆后,你可以将这些牌置于你的武将牌上,称为「诏」。一名角色的回合开始时,你可以弃置一张「诏」并获得〖护驾〗/〖激将〗/〖救援〗/〖血裔〗中的一个技能直至当前回合结束。', spzhaoxin:'昭心', spzhaoxin_info:'摸牌阶段结束时,你可以展示所有手牌,然后视为使用一张【杀】。', splanggu:'狼顾', splanggu_rewrite:'狼顾', splanggu_info:'当你受到有来源的伤害后,你可以进行判定(此判定结果生效前,你可以打出一张手牌替换判定牌)。然后你可以观看伤害来源的手牌并弃置其中的任意张与判定结果花色相同的牌。', spfuluan:'扶乱', spfuluan_info:'出牌阶段限一次,你可以弃置三张花色相同的牌并选择攻击范围内的一名角色。若如此做,该角色翻面且你不能使用【杀】直到回合结束', spshude:'淑德', spshude_info:'结束阶段开始时,你可以将手牌补至体力上限。', spmingjian:'明鉴', spmingjian_info:'一名角色的回合开始时,你可以选择一项:①弃置一张牌,然后其跳过本回合的判定阶段。②将一张手牌置于其武将牌上,然后其本回合内进行判定时不触发「判定结果生效前」的时机,且其回合结束时将此牌置入弃牌堆。', spyinzhi:'隐智', spyinzhi_info:'当你受到1点伤害后,你可以展示牌堆顶的两张牌。若其中有黑桃牌,则你可以进行至多X次「令一名角色获得伤害来源的一张手牌」的步骤。然后获得其余的牌。(X为其中黑桃牌的数量)', yj_caoang:'SP曹昂', yjxuepin:'血拼', yjxuepin_info:'出牌阶段限一次,你可以选择攻击范围内的一名角色并失去1点体力。你弃置其两张牌。若这两张牌类型相同,你回复1点体力。', ns_chendao:'SP陈到', nsjianglie:'将烈', nsjianglie_info:'当你使用【杀】指定目标后,你可以令其展示所有手牌,然后弃置其中一种颜色的牌。', ns_jiaxu:'☆贾诩', nsyice:'遗策', nsyice_info:'锁定技,当你使用/打出/弃置的牌进入弃牌堆后,你将这些牌以任意顺序置于你的武将牌上,称为“策”。若这些“策”中有点数相同的牌,则你获得这两张牌中的所有牌,将这两张牌置于牌堆两端。若场上没有处于濒死状态的角色,则你对一名角色造成1点伤害。', ns_lijue:'SP李傕', ns_zhangji:'SP张济', nsfeixiong:'飞熊', nsfeixiong_info:'出牌阶段开始时,你可以和一名其他角色拼点。赢的角色对没赢的角色造成1点伤害。', nscesuan:'策算', nscesuan_info:'锁定技,当你受到伤害时,你防止此伤害并失去一点体力上限。若你因以此法失去体力上限导致体力值减少,则你摸一张牌。', nslulve:'掳掠', nslulve_info:'出牌阶段限一次,你可以弃置X张牌并选择一名装备区内有牌的其他角色,然后对其造成1点伤害(X为其装备区内的牌数)。', ns_fanchou:'SP樊稠', nsyangwu:'扬武', nsyangwu_info:'出牌阶段限一次,你可以弃置一张♥手牌并选择一名手牌数大于你的其他角色。你观看其手牌并获得其中的X张牌(X为其与你手牌数之差的一半且向上取整)。', jsp_liubei:'群刘备', jsp_liubei_ab:'刘备', jsprende:'仁德', jsprende_info:'出牌阶段,你可以将至少一张手牌交给其他角色;若你于此阶段内给出的牌首次达到两张,你可以视为使用一张基本牌', ns_caoanmin:'曹安民', nskuishe:'窥舍', nskuishe_info:'出牌阶段限一次,你可以选择一名其他角色A的一张牌,并将此牌交给不为A的一名角色。然后A可以对你使用一张【杀】。', sp_xiahoushi:"SP夏侯氏", xinfu_yanyu:"燕语", xinfu_yanyu_info:"一名角色的出牌阶段开始时,你可以弃置一张牌。若如此做,则该出牌阶段内,当有与你弃置的牌类别相同的其他牌进入弃牌堆时,你可令任意一名角色获得此牌。每阶段以此法获得的牌不能超过三张。", xinfu_yanyu2:"燕语", xinfu_xiaode:"孝德", xinfu_xiaode_info:"其他角色死亡后,你可以声明该角色武将牌上的一个技能(主公技、觉醒技、隐匿技、使命技除外)。若如此做,你获得此技能且不能再发动〖孝德〗直到你的回合结束。", jsp_zhaoyun:'☆SP赵云', chixin:'赤心', chixin1:'赤心', chixin2:'赤心', chixin_info:'你可以将♦牌当作【杀】或【闪】使用或打出。出牌阶段,你对在你攻击范围内且本回合内未成为过你使用的【杀】的目标的角色使用的【杀】没有次数限制。', suiren:'随仁', suiren_info:'限定技,准备阶段开始时,你可以失去技能〖义从〗,然后加1点体力上限并回复1点体力,然后令一名角色摸三张牌。', huangjinleishi:'黄巾雷使', fulu:'符箓', fulu_info:'当你声明使用普通【杀】时,你可以将此【杀】改为雷【杀】。', fuji:'助祭', fuji_info:'当一名角色造成雷属性伤害时,你可以令其进行判定,若结果为黑色,此伤害+1;若结果为红色,该角色获得判定牌。', sp_pangtong:'SP庞统', manjuan:'漫卷', manjuan_info:'其他角色的牌因弃置而进入弃牌堆后,你可以弃置一张花色与之不同的牌,然后获得此牌。', xinmanjuan:'漫卷', xinmanjuan_info:'锁定技,当你不因【漫卷】或【醉乡】而获得牌时,你将此牌置入弃牌堆。然后若此时处于你的回合内,则你可以从弃牌堆中选择获得一张与此牌点数相同的其他牌。', zuixiang:'醉乡', zuixiang2:'醉乡', zuixiang_info:'限定技,准备阶段开始时,你可以展示牌堆顶的3张牌并置于你的武将牌上。你不能使用或打出与该些牌同类的牌,所有同类牌对你无效。之后的每个准备阶段,你须重复展示一次,直到这些牌中任意两张点数相同。然后,你获得这些牌。', sp_daqiao:'☆SP大乔', yanxiao:'言笑', yanxiao_info:'出牌阶段,你可以将一张♦牌置于一名角色的判定区内。判定区内有〖言笑〗牌的角色下个判定阶段开始时,其获得判定区里的所有牌。', anxian:'安娴', anxian_info:'当你使用【杀】对目标角色造成伤害时,你可以防止此伤害,令其弃置一张手牌,然后你摸一张牌;当你成为【杀】的目标后,你可以弃置一张手牌,令此【杀】对你无效,然后此【杀】的使用者摸一张牌。', sp_ganning:'☆SP甘宁', yinling:'银铃', yinling_bg:'锦', yinling_info:'出牌阶段,若你的“锦”小于四张,你可以弃置一张黑色牌并指定一名其他角色。若如此做,你将其的一张牌置于你的武将牌上,称为“锦”。', junwei:'军威', junwei2:'军威', junwei_info:'结束阶段开始时,你可以移去三张“锦”。若如此做,你须指定一名角色并令其选择一项:1.展示一张【闪】,然后你将此【闪】交给一名其他角色。2.该角色失去1点体力,然后你将其装备区内的一张牌移出游戏。该角色的回合结束后,将以此法移出游戏的装备牌移回原处。', sp_xiahoudun:'☆SP夏侯惇', fenyong:'愤勇', fenyong2:'愤勇', fenyong2_bg:'勇', fenyong_info:'每当你受到一次伤害后,你可以获得一枚「愤勇」标记;当你拥有「愤勇」标记时,防止你受到的所有伤害。', xuehen:'雪恨', xuehen_info:'每个角色的结束阶段开始时,若你有愤勇标记,你弃置之,然后选择一项:1.弃置当前回合角色X张牌(X为你已损失的体力值);2.视为对一名任意角色使用一张【杀】。', sp_lvmeng:'☆SP吕蒙', tanhu:'探虎', tanhu2:'探虎', tanhu3:'探虎', tanhu_info:'出牌阶段限一次,你可以与一名其他角色拼点。若你赢,你获得以下效果直到回合结束:你与该角色的距离为1,你对该角色使用的普通锦囊牌不能被【无懈可击】响应。', mouduan:'谋断', mouduan_info:'游戏开始时,你获得标记“武”并获得技能〖激昂〗和〖谦逊〗。当你失去手牌后,若手牌数不大于2,你须将你的标记变为“文”,将这两项技能改为〖英姿〗和〖克己〗。一名角色的回合开始前,你可弃一张牌将标记翻回。', sp_zhangfei:'☆SP张飞', jie:'嫉恶', jie_info:'锁定技,当你使用红色【杀】造成伤害时,此伤害+1。', dahe:'大喝', dahe2:'大喝', dahe2_bg:'喝', dahe_info:'出牌阶段限一次,你可以与一名其他角色拼点。若你赢,该角色不能使用或打出不为♥花色的【闪】直到回合结束,且你可将该角色拼点的牌交给场上一名体力不多于你的角色。若你没赢,你须展示手牌并弃置其中的一张。', sp_liubei:'☆SP刘备', zhaolie:'昭烈', zhaolie_info:'摸牌阶段摸牌时,你可以少摸一张牌并指定攻击范围内的一名角色。你展示牌堆顶的三张牌,将其中的非基本牌和【桃】置于弃牌堆,然后该角色选择一项:1.你对其造成X点伤害,然后其获得这些基本牌;2.其弃置X张牌,然后你获得这些基本牌。(X为其中非基本牌的数量)', shichou:'誓仇', shichou2:'誓仇', shichou_info:'主公技,限定技,准备阶段,你可指定一名蜀势力角色并交给其两张牌。本局游戏中,当你受到伤害时,改为该角色受到等量的伤害并摸等量的牌,直至该角色第一次进入濒死状态。', longyufei:'龙羽飞', longyi:'龙裔', longyi_info:'你可将所有手牌当做任意基本牌使用或打出。若此牌对应的实体牌中:有锦囊牌,你摸一张牌;有装备牌,此牌不可被响应。', zhenjue:'阵绝', zhenjue_info:'一名角色的结束阶段开始时,若你没有手牌,则你可以令其选择一项:①弃置一张牌。②令你摸一张牌。', offline_star:'桌游志·SP', offline_sticker:'桌游志·贴纸', offline_luanwu:'文和乱武', offline_yongjian:'用间篇', offline_others:'线下其他系列', }, }; });