'+get.translation(player)+'的“方”');
info.push(player.storage.xinfu_jijun);
}
if(player.countCards('h')){
info.push(''+get.translation(player)+'的手牌区
');
info.push(player.getCards('h'));
}
if(player.countCards('e')){
info.push(''+get.translation(player)+'的装备区
');
info.push(player.getCards('e'));
}
var next=player.chooseButton();
next.set('createDialog',info);
next.set('selectButton',function (){
var num=0;
for(var i=0;i0){
return {
bool:true,
links:_status.event.autolist,
}
}
});
next.set('complexSelect',true);
'step 1'
if(result.bool){
player.logSkill('xinfu_fangtong');
var tothrow=[];
var cards=result.links.slice(0);
for(var i=0;i0) return [1,0,0,-1.5];
},
},
},
},
"weilu_effect":{
group:["weilu_effect_clear"],
subSkill:{
clear:{
sub:true,
trigger:{
global:"phaseAfter",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player.hasSkill('xinfu_weilu');
},
silent:true,
forced:true,
popup:false,
content:function (){
player.removeSkill('weilu_effect');
},
},
phase:{
sub:true,
},
},
mark:"character",
onremove:true,
intro:{
content:"$的下个回合的出牌阶段开始时,失去体力至1点。",
},
trigger:{
global:"phaseUseBegin",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player==player.storage.weilu_effect;
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.hp>1){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
var num=player.hp-1;
player.storage.weilu_hp=num;
player.loseHp(num);
player.addSkill('weilu_effect2');
}
player.removeSkill('weilu_effect');
},
},
"weilu_effect2":{
trigger:{
global:"phaseUseEnd",
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.storage.weilu_hp){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
player.recover(player.storage.weilu_hp);
}
player.removeSkill('weilu_effect2');
},
},
"xinfu_zengdao":{
audio:2,
init:function (player){
player.storage.xinfu_zengdao=false;
},
limited:true,
unique:true,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return player!=target;
},
filter:function (event,player){
if(player.storage.xinfu_zengdao==true) return false;
return player.countCards('e')>0;
},
skillAnimation:true,
animationColor:'thunder',
position:"e",
filterCard:true,
selectCard:[1,Infinity],
discard:false,
lose:true,
content:function (){
player.awakenSkill('xinfu_zengdao');
player.$give(cards,target,false);
target.storage.xinfu_zengdao2=cards.slice(0);
target.addSkill('xinfu_zengdao2');
},
ai:{
order:1,
result:{
target:0,
},
},
mark:true,
intro:{
content:"limited",
},
},
"xinfu_zengdao2":{
trigger:{
source:"damageBegin1",
},
audio:"xinfu_zengdao",
forced:true,
charlotte:true,
content:function (){
'step 0'
player.chooseCardButton('将一张“刀”置入弃牌堆',player.storage.xinfu_zengdao2,true);
'step 1'
if(result.bool){
player.$throw(result.links);
var card=result.links[0];
game.cardsDiscard(card);
player.storage.xinfu_zengdao2.remove(card);
player.syncStorage('xinfu_zengdao2');
player.updateMarks('xinfu_zengdao2');
}
if(player.storage.xinfu_zengdao2.length==0){
player.removeSkill('xinfu_zengdao2');
}
trigger.num++;
},
mark:true,
marktext:"刀",
intro:{
content:"cards",
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
},
},
},
"xinfu_guanwei":{
audio:2,
usable:1,
trigger:{
global:"phaseUseEnd",
},
filter:function (event,player){
var history=event.player.getHistory('useCard',function(evt){
return evt.getParent('phaseUse')==event;
});
var num=0;
var suit=false;
for(var i=0;i1;
},
direct:true,
content:function (){
'step 0'
player.chooseToDiscard('he',get.prompt('xinfu_guanwei',trigger.player),'弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。').set('ai',function(card){
if(get.attitude(_status.event.player,_status.currentPhase)<1) return 0;
return 9-get.value(card);
}).set('logSkill','xinfu_guanwei');
'step 1'
if(result.bool){
player.line(trigger.player,'green');
trigger.player.draw(2);
}else{
event.finish();
}
'step 2'
var next=trigger.player.phaseUse();
event.next.remove(next);
trigger.getParent('phase').next.push(next);
},
ai:{
expose:0.5,
},
},
xinfu_gongqing_gz_panjun:{audio:2},
"xinfu_gongqing":{
audio:true,
audioname2:{gz_panjun:'xinfu_gongqing_gz_panjun'},
trigger:{
player:["damageBegin3","damageBegin4"],
},
forced:true,
filter:function (event,player,name){
if(!event.source) return false;
var range=event.source.getAttackRange();
if(name=='damageBegin3') return range>3;
return event.num>1&&range<3;
},
//priority:-9.5,
content:function (){
trigger.num=event.triggername=='damageBegin4'?1:trigger.num+1;
},
ai:{
filterDamage:true,
skillTagFilter:function(player,tag,arg){
if(arg&&arg.player){
if(arg.player.hasSkillTag('jueqing',false,player)) return false;
if(arg.player.getAttackRange()<3) return true;
}
return false;
}
},
},
"xinfu_andong":{
subSkill:{
add:{
sub:true,
mod:{
ignoredHandcard:function (card,player){
if(get.suit(card)=='heart'){
return true;
}
},
cardDiscardable:function (card,player,name){
if(name=='phaseDiscard'&&get.suit(card)=='heart') return false;
},
},
},
},
audio:2,
trigger:{
player:"damageBegin4",
},
filter:function (event,player){
return get.itemtype(event.source)=='player';
},
logTarget:"source",
content:function (){
"step 0"
if(!trigger.source.countCards('h')) event._result={index:1};
else trigger.source.chooseControlList(
['令'+get.translation(player)+'观看你的手牌,并获得其中所有的红桃牌。',
'防止即将对'+get.translation(player)+'造成的伤害,并使自己本回合内的红桃手牌不计入手牌上限。'],
true).set('ai',function(event,player){
var target=_status.event.getParent().player;
var player=_status.event.player;
if(get.attitude(player,target)>0) return 1;
return 0;
});
"step 1"
if(result.index==1){
trigger.cancel();
trigger.source.addTempSkill('xinfu_andong_add');
event.finish();
}else{
player.viewHandcards(trigger.source);
}
"step 2"
var cards=trigger.source.getCards('h');
var togain=[]
for(var i=0;i0&&!game.hasPlayer(function(current){
return current.hasSkill('yingshi_heart');
});
},
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xinfu_yingshi'),function(card,player,target){
return target!=player;
}).set('ai',function(){
return -1;
});
'step 1'
if(result.bool){
var cards=player.getCards('he');
var togain=[]
for(var i=0;i0;
},
content:function (){
"step 0"
player.chooseTarget(get.prompt2('xinfu_youdi'),function(card,player,target){
return player!=target;
}).set('ai',function(target){
var player=_status.event.player;
if(player.countCards('h','sha')>player.countCards('h')/3&&player.countCards('h',{color:'red'})>player.countCards('h')/2) return 0;
if(target.countCards('he')==0) return 0.1;
return -get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
game.delay();
player.logSkill('xinfu_youdi',result.targets);
event.target=result.targets[0];
event.target.discardPlayerCard(player,'h',true);
}
else{
event.finish();
}
"step 2"
if(get.color(result.links[0])!='black') player.draw('nodelay');
if(result.links[0].name!='sha'&&event.target.countCards('he')){
player.gainPlayerCard('he',event.target,true);
}
},
ai:{
expose:0.3,
threaten:1.4,
},
},
"xinfu_guanchao":{
subSkill:{
dizeng:{
mark:true,
marktext:"增",
intro:{
content:"单调递增",
},
trigger:{
player:"useCard",
},
audio:"xinfu_guanchao",
forced:true,
mod:{
aiOrder:function(player,card,num){
if(typeof card.number!='number') return;
var history=player.getHistory('useCard',function(evt){
return evt.isPhaseUsing();
});
if(history.length==0) return num+10*(14-card.number);
var num=get.number(history[0].card);
if(!num) return;
for(var i=1;inum) return num+10*(14-card.number);
},
},
filter:function (event,player){
var history=player.getHistory('useCard',function(evt){
return evt.isPhaseUsing();
});
if(history.length<2) return false;
var num=get.number(history[0].card);
if(!num) return false;
for(var i=1;i=num) return;
num=num2;
}
if(card.number=num) return false;
num=num2;
}
return true;
},
content:function (){
player.draw();
},
sub:true,
},
},
audio:2,
trigger:{
player:"phaseUseBegin",
},
direct:true,
content:function (){
'step 0'
var list=['递增','递减','取消'];
player.chooseControl(list).set('prompt',get.prompt2('xinfu_guanchao')).set('ai',function(){
return [0,1].randomGet();
});
'step 1'
switch(result.control){
case '递增':{
player.logSkill('xinfu_guanchao');
player.addTempSkill('xinfu_guanchao_dizeng','phaseUseEnd');
break;
}
case '递减':{
player.logSkill('xinfu_guanchao');
player.addTempSkill('xinfu_guanchao_dijian','phaseUseEnd');
break;
}
case '取消':{
break;
}
}
},
},
"xinfu_xunxian":{
usable:1,
audio:2,
trigger:{
player:["useCardAfter","respond"],
},
filter:function (event,player){
if(get.itemtype(event.cards)!='cards'||player==_status.currentPhase) return false;
for(var i=0;iplayer.countCards('h');
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att<3) return 0;
if(target.hasJudge('lebu')){
att/=5;
}
if(target.hasSha()&&_status.event.sha){
att/=5;
}
if(_status.event.wuxie&&target.needsToDiscard(1)){
att/=5;
}
return att/(1+get.distance(player,target,'absolute'));
}).set('sha',trigger.cards[0].name=='sha').set('wuxie',trigger.cards[0].name=='wuxie');
'step 1'
if(result.bool){
var list=[];
for(var i=0;i=player.hp) return false;
return player.countCards('h')>0;
},
filterTarget:function (card,player,target){
if(target.hasSkill('xinfu_kannan_phase')) return false;
return player.canCompare(target);
},
ai:{
order:function (){
return get.order({name:'sha'})+0.4;
},
result:{
target:function (player,target){
if(player.hasCard(function(card){
if(get.position(card)!="h") return false;
var val=get.value(card);
if(val<0) return true;
if(val<=5){
return card.number>=12;
}
if(val<=6){
return card.number>=13;
}
return false;
})) return -1;
return 0;
},
},
},
content:function (){
'step 0'
player.chooseToCompare(target);
'step 1'
if(result.bool){
player.addTempSkill('xinfu_kannan_phase');
if(!player.hasSkill('kannan_eff')){
player.addSkill('kannan_eff');
}else{
if(!player.storage.kannan_eff) player.storage.kannan_eff=0;
}
player.storage.kannan_eff++;
player.markSkill('kannan_eff');
}
else{
target.addTempSkill('xinfu_kannan_phase');
if(!target.hasSkill('kannan_eff')){
target.addSkill('kannan_eff');
}
else{
if(!target.storage.kannan_eff) player.storage.kannan_eff=0;
//target.storage.kannan_eff++;
//target.markSkill('kannan_eff');
}
target.storage.kannan_eff++;
target.markSkill('kannan_eff');
}
},
},
"kannan_eff":{
mark:true,
intro:{
content:"下一张杀的伤害基数+#",
},
trigger:{
player:"useCard",
},
filter:function (event){
return event.card&&event.card.name=='sha';
},
forced:true,
content:function (){
if(!trigger.baseDamage) trigger.baseDamage=1;
trigger.baseDamage+=player.storage.kannan_eff;
player.removeSkill('kannan_eff');
},
init:function (player){
player.storage.kannan_eff=0;
},
onremove:function (player){
delete player.storage.kannan_eff;
},
ai:{
damageBonus:true,
},
},
"xinfu_tushe":{
audio:2,
trigger:{
player:"useCardToPlayered",
},
frequent:true,
filter:function (event,player){
if(get.type(event.card)=='equip') return false;
if(event.getParent().triggeredTargets3.length>1) return false;
return event.targets.length>0&&!player.countCards('h',{type:'basic',});
},
content:function (){
player.draw(trigger.targets.length);
},
ai:{
presha:true,
pretao:true,
threaten:1.8,
},
},
"xinfu_limu":{
mod:{
targetInRange:function (card,player,target){
if(player.countCards('j')&&player.inRange(target)){
return true;
}
},
cardUsableTarget:function(card,player,target){
if(player.countCards('j')&&player.inRange(target)) return true;
},
aiValue:function(player,card,num){
if(card.name=='zhangba') return 15;
if(player.getEquip('zhangba')&&player.countCards('hs')>1&&['shan','tao'].contains(card.name)) return 0;
if(card.name=='shan'||card.name=='tao') return num/2;
},
},
locked:false,
audio:2,
enable:"phaseUse",
discard:false,
filter:function (event,player){
if(player.hasJudge('lebu')) return false;
return player.countCards('hes',{suit:'diamond'})>0;
},
viewAs:{name:'lebu'},
//prepare:"throw",
position:"hes",
filterCard:function(card,player,event){
return get.suit(card)=='diamond'&&player.canAddJudge({name:'lebu',cards:[card]});
},
selectTarget:-1,
filterTarget:function (card,player,target){
return player==target;
},
check:function(card){
var player=_status.event.player;
if(!player.getEquip('zhangba')&&player.countCards('hs','sha')<2){
if(player.countCards('h',function(cardx){
return cardx!=card&&cardx.name=='shan';
})>0) return 0;
var damaged=player.maxHp-player.hp-1;
var ts=player.countCards('h',function(cardx){
return cardx!=card&&cardx.name=='tao';
});
if(ts>0&&ts>damaged) return 0;
}
if(card.name=='shan') return 15;
if(card.name=='tao') return 10;
return 9-get.value(card);
},
onuse:function (links,player){
var next=game.createEvent('limu_recover',false,_status.event.getParent());
next.player=player;
next.setContent(function(){player.recover()});
},
ai:{
result:{
target:1,
},
order:12,
},
},
},
translate:{
xinghuoliaoyuan:'星火燎原',
"sp_taishici":"SP太史慈",
wangcan:"王粲",
"re_jsp_pangtong":"SP庞统",
lvdai:"吕岱",
"re_zhangliang":"张梁",
lvqian:"吕虔",
panjun:"潘濬",
duji:"杜畿",
zhoufang:"周鲂",
yanjun:"严畯",
liuyao:"刘繇",
liuyan:"刘焉",
"xinfu_guolun":"过论",
"xinfu_guolun_info":"出牌阶段限一次,你可以展示一名其他角色的手牌,然后展示你的一张牌。你与其交换这两张牌,然后展示的牌点数较小的角色摸一张牌。",
"xinfu_zhanji":"展骥",
"xinfu_zhanji_info":"锁定技,你的出牌阶段内,当你因摸牌且不是因为此技能效果而获得牌时,你额外摸一张牌。",
"xinfu_songsang":"送丧",
"xinfu_songsang_info":"限定技,其他角色死亡时,你可以回复一点体力(若你未受伤,则改为加一点体力上限);然后获得技能〖展骥〗。",
"xinfu_jixu":"击虚",
"xinfu_jixu_info":"出牌阶段限一次,若你有手牌,你可以令任意名体力值相等的其他角色猜测你的手牌中是否有【杀】。然后,你摸X张牌(X为猜错的角色数)。若你有【杀】,则你本回合内使用【杀】时,所有这些角色均成为【杀】的目标;若你没有【杀】,则你弃置所有这些角色的各一张牌。若X为零,你结束出牌阶段。",
"jixu_sha":"击虚",
"jixu_sha_info":"",
"xinfu_sanwen":"散文",
"xinfu_sanwen_info":"每回合限一次。当你获得牌后,若你的原手牌中有与这些牌名称相同的牌,则你可以展示这些牌,弃置新得到的同名牌并摸两倍的牌。",
"xinfu_qiai":"七哀",
"xinfu_qiai_info":"限定技,当你进入濒死状态时,你可以令所有其他角色依次交给你一张牌。",
"xinfu_denglou":"登楼",
"xinfu_denglou_info":"限定技,结束阶段,若你没有手牌,则你可以观看牌堆顶的四张牌,依次使用其中的所有基本牌(不能使用则弃置),然后获得其余的牌。",
"qinguo_use":"勤国",
"qinguo_use_info":"",
"xinfu_qinguo":"勤国",
"xinfu_qinguo_info":"当你使用的装备牌结算完成时,你可以视为使用一张【杀】;当你因使用或失去装备牌导致装备区内牌的数量发生变化后,若你装备区内牌的数量等于你的体力值,则你回复1点体力。",
"qinguo_lose":"勤国",
"qinguo_lose_info":"",
"xinfu_jijun":"集军",
"xinfu_jijun_info":"当你于回合内使用非装备牌或武器牌指定目标后,若你是此牌的目标,你可以进行一次判定。然后,你将判定牌置于自己的武将牌上,称之为「方」。",
"xinfu_fangtong":"方统",
"xinfu_fangtong_info":"结束阶段,你可以弃置总点数之和为36的一张牌与任意张「方」,并对一名其他角色造成3点雷电伤害。",
"xinfu_weilu":"威虏",
"xinfu_weilu_info":"锁定技,当你受到伤害后,伤害来源获得一枚「虏」。你的下个出牌阶段开始时,所有有「虏」的角色将体力失去至1点。此阶段结束后,这些角色回复以此法失去的体力。",
"weilu_effect":"威虏",
"weilu_effect_info":"",
"weilu_effect2":"威虏",
"weilu_effect2_info":"",
"xinfu_zengdao":"赠刀",
"xinfu_zengdao_info":"限定技,出牌阶段,你可以将装备牌内的任意张牌置于一名其他角色的武将牌旁,称之为「刀」。该角色造成伤害时,其须移去一张「刀」,然后此伤害+1。",
"xinfu_zengdao2":"赠刀",
"xinfu_zengdao2_info":"",
"xinfu_guanwei":"观微",
"xinfu_guanwei_info":"每回合限一次。一名角色的出牌阶段结束时,若其于出牌阶段内使用过两张以上的牌且花色均相同,则你可以弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。",
"xinfu_gongqing":"公清",
"xinfu_gongqing_info":"锁定技。当你受到伤害时,若伤害来源的攻击范围:<3,则你令此伤害的数值减为1。>3,你令此伤害+1。",
"xinfu_andong":"安东",
"xinfu_andong_info":"当你受到伤害时,你可以令伤害来源选择一项:1.令你观看其的手牌并获得其中的所有红桃牌;2.防止此伤害,然后其本回合内的红桃手牌不计入手牌上限。",
"xinfu_yingshi":"应势",
"xinfu_yingshi_info":"出牌阶段开始时,若场上的所有角色均没有「酬」,则你可以将所有的红桃牌置于一名其他角色的武将牌旁,称之为「酬」。有「酬」的角色受到「杀」的伤害/死亡时,伤害来源/你获得其中的一张/所有的「酬」。",
"yingshi_heart":"应势",
"yingshi_heart_info":"",
"yingshi_die":"应势",
"yingshi_die_info":"",
"xinfu_duanfa":"断发",
"xinfu_duanfa_info":"出牌阶段,你可以弃置任意张黑色牌,然后摸等量的牌。(每回合内限X张,X为你的体力上限)",
"xinfu_youdi":"诱敌",
"xinfu_youdi_info":"结束阶段开始时,你可以令一名其他角色弃置你的一张手牌,若此牌:不为黑色,你摸一张牌。不为【杀】,你获得该角色的一张牌。",
"xinfu_guanchao":"观潮",
"xinfu_guanchao_info":"出牌阶段开始时,你可以选择获得一项效果直到回合结束:1.当你使用牌时,若你此阶段使用过的所有牌的点数为递增,你摸一张牌;2.当你使用牌时,若你此阶段使用过的所有牌的点数为递减,你摸一张牌。",
"xinfu_xunxian":"逊贤",
"xinfu_xunxian_info":"每名其他角色的回合限一次,当你使用或打出的牌结算完成后,你可以将其对应的所有实体牌交给一名手牌数大于你的角色。",
"xinfu_kannan":"戡难",
"xinfu_kannan_info":"出牌阶段限X次,你可以与一名本回合内未成为过〖戡难〗目标的角色拼点。若你赢,你使用的下一张【杀】的伤害值基数+1,且你本回合内不能再发动〖戡难〗。若你没赢,其使用的下一张【杀】的伤害值基数+1。(X为你的体力值)。",
"kannan_eff":"戡难",
"kannan_eff_info":"",
"xinfu_tushe":"图射",
"xinfu_tushe_info":"当你使用非装备牌指定目标后,若你没有基本牌,则你可以摸X张牌。(X为此牌指定的目标数)",
"xinfu_limu":"立牧",
"xinfu_limu_info":"出牌阶段限一次,你可以将一张♦牌当做【乐不思蜀】对自己使用,然后回复1点体力。只要你的判定区内有牌,你对攻击范围内的其他角色使用牌便没有次数和距离限制。",
},
};
});