character.fire={ character:{ zhugeliangwolong:['male','shu',3,['huoji','bazhen','kanpo'],['fullskin']], pangtong:['male','shu',3,['lianhuan','niepan'],['fullskin']], xunyu:['male','wei',3,['quhu','jieming'],['fullskin']], dianwei:['male','wei',4,['qiangxi'],['fullskin']], taishici:['male','wu',4,['tianyi'],['fullskin']], yanwen:['male','qun',4,['shuangxiong'],['fullskin']], yuanshao:['male','qun',4,['luanji','xueyi'],['zhu','fullskin']], pangde:['male','qun',4,['mashu','mengjin'],['fullskin']], }, perfectPair:{ zhugeliangwolong:['pangtong'], yuanshao:['yanwen'] }, skill:{ huoji:{ enable:'chooseToUse', filterCard:function(card){ return get.color(card)=='red'; }, viewAs:{name:'huogong',nature:'fire'}, prompt:'将一张红色牌当火攻使用', check:function(card){ var player=_status.currentPhase; if(player.num('h')>player.hp){ return 6-ai.get.value(card); } return 4-ai.get.value(card) } }, bazhen:{ inherit:'bagua_skill', filter:function(event,player){ if(!event.filterCard({name:'shan'})) return false; if(event.parent.player.num('s','unequip')) return false; if(player.get('e','2')) return false; return true; }, ai:{ effect:{ target:function(card,player,target){ if(player==target&&get.subtype(card)=='equip2'){ if(ai.get.equipValue(card)<=8) return 0; } if(target.num('e','2')) return; if(player.skills.contains('unequip')) return; if(get.tag(card,'respondShan')) return [0.5,0]; } } } }, kanpo:{ enable:'chooseToUse', filterCard:function(card){ return get.color(card)=='black'; }, viewAsFilter:function(player){ return player.num('h',{color:'black'})>0; }, viewAs:{name:'wuxie'}, prompt:'将一张黑色牌当无懈可击使用', check:function(card){return 8-ai.get.value(card)}, threaten:1.2 }, lianhuan:{ group:['lianhuan1','lianhuan2'] }, lianhuan1:{ enable:'phaseUse', filter:function(event,player){ return player.num('h',{suit:'club'})>0; }, filterCard:function(card){ return get.suit(card)=='club'; }, viewAs:{name:'tiesuo'}, prompt:'将一张梅花牌当铁锁连环使用', check:function(card){return 4-ai.get.value(card)} }, lianhuan2:{ enable:'phaseUse', filter:function(event,player){ return player.num('h',{suit:'club'})>0; }, filterCard:function(card){ return get.suit(card)=='club'; }, check:function(card){ return 5-ai.get.useful(card); }, content:function(){ player.draw(); }, discard:false, prepare:function(cards,player){ player.$throw(cards); }, ai:{ basic:{ order:1 }, result:{ player:1, }, } }, niepan:{ unique:true, enable:'chooseToUse', mark:true, init:function(player){ player.storage.niepan=false; }, filter:function(event,player){ if(event.type!='dying') return false; if(player!=_status.dying) return false; if(player.storage.niepan) return false; }, content:function(){ player.hp=Math.min(3,player.maxHp); player.discard(player.get('hej')); player.draw(3); player.unmarkSkill('niepan'); if(player.classList.contains('linked')) player.link(); if(player.classList.contains('turnedover')) player.turnOver(); player.storage.niepan=true; }, ai:{ save:true, result:{ player:10 }, threaten:function(player,target){ if(!target.storage.niepan) return 0.6; } }, intro:{ content:'limited' } }, quhu:{ enable:'phaseUse', usable:1, filter:function(event,player){ if(player.num('h')==0) return false; for(var i=0;iplayer.hp&&game.players[i].num('h')) return true; } return false; }, filterTarget:function(card,player,target){ return target.hp>player.hp&&target.num('h')>0; }, content:function(){ "step 0" player.chooseToCompare(target); "step 1" if(result.bool){ player.chooseTarget(function(card,player,target1){ return target1!=target&&get.distance(target,target1,'attack')<=1; },true).ai=function(target1){ return ai.get.damageEffect(target1,target,player); } } else{ player.damage(target); event.finish(); } "step 2" if(result.bool){ result.targets[0].damage(target); } }, ai:{ order:0.5, result:{ target:function(player,target){ var att=ai.get.attitude(player,target); var oc=(target.num('h')==1); if(att>0&&oc) return 0; for(var i=0;i0){ return att>0?att/2:att-(oc?5:0); } } } return 0; }, player:function(player){ var mn=1; var hs=player.get('h'); for(var i=0;i2){ max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max); } } switch(max){ case 0:return mn==13?0:-20; case 1:return mn>=12?0:-15; case 2:return 0; case 3:return 1; default:return max; } } }, expose:0.2 } }, jieming:{ trigger:{player:'damageEnd'}, direct:true, filter:function(event,player){ return event.num>0 }, content:function(){ "step 0" player.chooseTarget([1,trigger.num],function(card,player,target){ return target.num('h')2){ return Math.min(5,target.maxHp)-target.num('h'); } return att/3; } "step 1" if(result.bool){ player.logSkill('jieming',result.targets); for(var i=0;i1){ if(player.skills.contains('jueqing')) return [1,-2]; var max=0; for(var i=0;i0){ max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max); } } switch(max){ case 0:return 2; case 1:return 1.5; case 2:return [1,2]; default:return [0,max]; } } if((card.name=='tao'||card.name=='caoyao')&& target.hp>1&&target.num('h')<=target.hp) return [0,0]; } }, } }, qiangxi:{ enable:'phaseUse', usable:1, filterCard:function(card){ return get.subtype(card)=='equip1'; }, selectCard:[0,1], filterTarget:function(card,player,target){ if(player==target) return false; return get.distance(player,target,'attack')<=1; }, content:function(){ "step 0" if(cards.length==0){ player.loseHp(); } "step 1" target.damage(); }, check:function(card){ return 10-ai.get.value(card); }, position:'he', ai:{ order:8, result:{ player:function(player,target){ if(ui.selected.cards.length) return 0; if(player.hp>=target.hp) return -0.9; if(player.hp<=2) return -10; return -2; }, target:function(player,target){ return ai.get.damageEffect(target,player); } } }, threaten:1.3 }, tianyi:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target&&target.num('h')>0; }, filter:function(event,player){ return player.num('h')>0; }, content:function(){ "step 0" player.chooseToCompare(target); "step 1" if(result.bool){ player.addTempSkill('tianyi2','phaseAfter'); } else{ player.addTempSkill('tianyi3','phaseAfter'); } }, ai:{ order:function(name,player){ var cards=player.get('h'); if(player.num('h','sha')==0){ return 1; } for(var i=0;i11&&ai.get.value(cards[i])<7){ return 9; } } return lib.card.sha.ai.order-1; }, result:{ player:function(player){ if(player.num('h','sha')>0) return 0.6; var num=player.num('h'); if(num>player.hp) return 0; if(num==1) return -2; if(num==2) return -1; return -0.7; }, target:function(player,target){ var num=target.num('h'); if(num==1) return -1; if(num==2) return -0.7; return -0.5 }, }, threaten:1.3 } }, tianyi2:{ mod:{ targetInRange:function(card,player,target,now){ if(card.name=='sha') return true; }, selectTarget:function(card,player,range){ if(card.name=='sha'&&range[1]!=-1) range[1]++; }, cardUsable:function(card,player,num){ if(card.name=='sha') return num+1; } }, }, tianyi3:{ mod:{ cardEnabled:function(card){if(card.name=='sha') return false} } }, shuangxiong:{ trigger:{player:'phaseDrawBefore'}, check:function(event,player){ if(player.num('h')>player.hp) return true; if(player.num('h')>3) return true; return false; }, content:function(){ "step 0" player.judge(); "step 1" player.gain(result.card); player.addTempSkill('shuangxiong2','phaseAfter'); player.storage.shuangxiong=get.color(result.card); trigger.untrigger(); trigger.finish(); } }, shuangxiong2:{ enable:'phaseUse', viewAs:{name:'juedou'}, filterCard:function(card,player){ return get.color(card)!=player.storage.shuangxiong; }, check:function(card){ return 6-ai.get.value(card); }, ai:{ basic:{ order:10 } } }, luanji:{ enable:'phaseUse', viewAs:{name:'wanjian'}, filterCard:function(card,player){ if(ui.selected.cards.length){ return get.suit(card)==get.suit(ui.selected.cards[0]); } var cards=player.get('h'); for(var i=0;i0; }, check:function(event,player){ return ai.get.attitude(player,event.target)<0; }, content:function(){ player.discardPlayerCard('he',trigger.target,true); } }, }, translate:{ zhugeliangwolong:'卧龙', pangtong:'庞统', xunyu:'荀彧', dianwei:'典韦', taishici:'太史慈', yanwen:'颜良文丑', yuanshao:'袁绍', pangde:'庞德', huoji:'火计', bazhen:'八阵', kanpo:'看破', lianhuan:'连环', lianhuan1:'连环', lianhuan2:'重铸♣︎', niepan:'涅槃', quhu:'驱虎', jieming:'节命', qiangxi:'强袭', tianyi:'天义', shuangxiong:'双雄', shuangxiong2:'双雄', luanji:'乱击', xueyi:'血裔', mengjin:'猛进', huoji_info:'出牌阶段,你可以将你的任意一张♥或♦手牌当【火攻】使用。', bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。', kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。', lianhuan_info:'出牌阶段,你可以将你任意一张梅花手牌当【铁索连环】使用或重铸。', niepan_info:'当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。', quhu_info:'出牌阶段,你可以与一名体力比你多的角色拼电,若你赢,则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢,他/她对你造成一点伤害。每回合限用一次。', jieming_info:'你每受到1点伤害,可令任意一名角色将手牌补至其体力上限的张数(不能超过五张)。', qiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害,每回合限一次。', tianyi_info:'出牌阶段,你可以和一名角色拼点,若你赢,你获得以下技能直到回合结束:攻击范围无限;可额外使用一张【杀】;使用【杀】时可额外指定一个目标,若你没赢,你不能使用【杀】直到回合结束。每回合限一次。', shuangxiong_info:'摸牌阶段,你可选择放弃摸牌并进行一次判定:你获得此判定牌,且于此回合的出牌阶段,你可以将任意一张与此判定牌不同颜色的手牌当【决斗】使用。', luanji_info:'出牌阶段,你可以将任意两张相同花色的手牌当【万箭齐发】使用。', xueyi_info:'场上每有一名其他群雄角色存活,你的手牌上限便+2。', mengjin_info:'当你使用的【杀】被【闪】抵消时,你可以弃掉对方的一张牌。', }, help:{ } }