card.yunchou={ card:{ diaobingqianjiang:{ fullskin:true, type:'trick', enable:true, selectTarget:-1, filterTarget:true, contentBefore:function(){ "step 0" game.delay(); player.draw(); "step 1" if(get.is.versus()){ player.chooseControl('顺时针','逆时针',function(event,player){ if(player.next.side==player.side) return '逆时针'; return '顺时针'; }).set('prompt','选择'+get.translation(card)+'的结算方向'); } else{ event.goto(3); } "step 2" if(result&&result.control=='顺时针'){ var evt=event.getParent(); evt.fixedSeat=true; get.sortSeat(evt.targets); evt.targets.reverse(); if(evt.targets[evt.targets.length-1]==player){ evt.targets.unshift(evt.targets.pop()); } } "step 3" ui.clear(); var cards=get.cards(Math.ceil(game.countPlayer()/2)); var dialog=ui.create.dialog('调兵遣将',cards,true); _status.dieClose.push(dialog); dialog.videoId=lib.status.videoId++; game.addVideo('cardDialog',null,['调兵遣将',get.cardsInfo(cards),dialog.videoId]); event.getParent().preResult=dialog.videoId; }, content:function(){ "step 0" for(var i=0;i0){ return ai.get.value(button.link,nextSeat)-5; } else{ return 5-ai.get.value(button.link,nextSeat); } } next.set('closeDialog',false); next.set('dialogdisplay',true); 'step 1' if(result&&result.bool&&result.links&&result.links.length){ for(var i=0;i0&&target!=player; }, content:function(){ 'step 0' if(target.num('h','sha')){ var name=get.translation(player.name); target.chooseControl().set('prompt',get.translation('caochuanjiejian')).set('choiceList',[ '将手牌中的所有杀交给'+name+',并视为对'+name+'使用一张杀','展示手牌并令'+name+'弃置任意一张' ],function(){ if(ai.get.effect(player,{name:'sha'},target,target)<0) return 1; if(target.num('h','sha')>=3) return 1; return 0; }); } else{ event.directfalse=true; } 'step 1' if(event.directfalse||result.control=='选项二'){ if(target.num('h')){ if(!player.isUnderControl(true)){ target.showHandcards(); } else{ game.log(target,'展示了',target.get('h')); } player.discardPlayerCard(target,'h',true,'visible'); } event.finish(); } else{ var hs=target.get('h','sha'); player.gain(hs,target); target.$give(hs,player); } 'step 2' target.useCard({name:'sha'},player); }, ai:{ order:4, value:[5,1], result:{ target:function(player,target){ if(player.hasShan()) return -1; return 0; } } } }, xiaolicangdao:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return target!=player; }, content:function(){ 'step 0' if(cards&&cards.length){ target.gain(cards,player); target.$gain2(cards); if(cards.length==1){ event.card1=cards[0]; } } 'step 1' event.card2=target.get('h').randomGet(); if(event.card2){ target.discard(event.card2); } else{ event.finish(); } 'step 2' if(event.card1&&event.card1.name==event.card2.name){ target.damage(); } }, ai:{ order:6, value:[3,1], result:{ target:function(player,target){ return -2/Math.sqrt(1+target.num('h')); }, }, tag:{ damage:1, discard:1, loseCard:1, } } }, geanguanhuo:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return target!=player&&target.num('h')>0; }, chongzhu:function(){ return game.countPlayer()<=2; }, multitarget:true, multiline:true, singleCard:true, content:function(){ 'step 0' target.chooseToCompare(event.addedTarget); 'step 1' if(!result.tie){ if(result.bool){ target.gainPlayerCard(event.addedTarget,true); target.line(targets[1]); } else{ event.addedTarget.gainPlayerCard(target,true); event.addedTarget.line(target); } event.finish(); } 'step 2' target.discardPlayerCard(player); target.line(player); }, selectTarget:2, ai:{ order:5, value:[7,1], useful:[4,1], result:{ target:-1, } } }, shezhanqunru:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return target==player; }, selectTarget:-1, modTarget:true, content:function(){ 'step 0' var list=game.filterPlayer(function(current){ return current!=target&¤t.num('h'); }); if(!list.length){ target.draw(3); event.finish(); } else{ get.sortSeat(list,target); event.list=list; event.torespond=[]; } 'step 1' if(event.list.length){ event.current=event.list.shift(); event.current.chooseBool('是否响应'+get.translation(target)+'的舌战群儒?',function(event,player){ if(ai.get.attitude(player,_status.event.source)>=0) return false; var hs=player.get('h'); var dutag=player.hasSkillTag('nodu'); for(var i=0;i=8&&value<=7) return true; if(value<=3) return true; } else if(_status.event.hasTarget%2==1){ if(hs[i].number>=11&&value<=6) return true; } } return false; }).set('source',target).set('hasTarget',event.torespond.length); } else{ event.goto(3); } 'step 2' if(result.bool){ event.torespond.push(event.current); event.current.line(target,'green'); event.current.popup('响应'); game.log(event.current,'响应了舌战群儒'); game.delayx(0.5); } event.goto(1); 'step 3' if(event.torespond.length==0){ event.num=1; } else{ event.num=0; target.chooseToCompare(event.torespond).callback=lib.card.shezhanqunru.callback; } 'step 4' if(event.num>0){ target.draw(3); } }, callback:function(){ if(event.card1.number>event.card2.number){ event.parent.parent.num++; } else{ event.parent.parent.num--; } }, ai:{ order:8.5, value:[6,1], useful:[3,1], tag:{ draw:1 }, result:{ target:function(player,target){ var hs=target.get('h'); for(var i=0;i=7&&value<=6) return 1; if(value<=3) return 1; } return 0; } } } }, youdishenru:{ fullskin:true, type:'trick', notarget:true, wuxieable:true, content:function(){ 'step 0' var info=event.getParent(2).youdiinfo||event.getParent(3).youdiinfo; if(!info){ event.finish(); return; } info.evt.untrigger(); info.evt.finish(); event.source=info.source; event.source.storage.youdishenru=player; event.source.addSkill('youdishenru'); 'step 1' var next=event.source.chooseToUse({name:'sha'},player,-1,'对'+get.translation(player)+'使用一张杀,或受到一点伤害'); next.ai2=function(){ return 1; }; 'step 2' if(result.bool){ if(event.source.storage.youdishenru){ event.goto(1); } else{ event.source.removeSkill('youdishenru'); } } else{ event.source.damage(player); event.source.removeSkill('youdishenru'); } }, ai:{ value:[5,1], useful:[5,1], order:1, wuxie:function(target,card,player,current,state){ return -state*ai.get.attitude(player,current); }, result:{ player:function(player){ if(_status.event.parent.youdiinfo&& ai.get.attitude(player,_status.event.parent.youdiinfo.source)<=0){ return 1; } return 0; } } } }, wangmeizhike:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return (target.isLowestHp()&&target.isDamaged())||target.isFewestHandcard(); }, content:function(){ 'step 0' if(target.isFewestHandcard()) target.draw(2); 'step 1' if(target.isLowestHp()) target.recover(); }, ai:{ order:2.5, value:6, result:{ target:function(player,target){ var num=0; if(target.isLowestHp()&&ai.get.recoverEffect(target)>0){ if(target.hp==1){ num+=3; } else{ num+=2; } } if(target.isFewestHandcard()){ num+=2; } return num; } } } }, suolianjia:{ fullskin:true, type:"equip", subtype:"equip2", skills:['suolianjia'], onEquip:function(){ if(player.isLinked()==false) player.link(); }, onLose:function(){ if(player.isLinked()) player.link(); }, ai:{ basic:{ equipValue:5 }, }, }, chenhuodajie:{ fullskin:true, type:'trick', filterTarget:true, content:function(){ if(target.num('he')){ player.gainPlayerCard('he',target,true); } }, ai:{ order:1, useful:6, value:6, result:{ target:-1 }, tag:{ loseCard:1 } } }, yihuajiemu:{ fullskin:true, type:'trick', enable:true, singleCard:true, filterTarget:function(card,player,target){ if(target.isMin()) return false; if(ui.selected.targets.length){ return target.get('e',{subtype:'equip5'}).length==0; } else{ return target.get('e',{subtype:'equip5'}).length>0; } }, selectTarget:2, multitarget:true, complexTarget:true, content:function(){ if(target.get('e','5')){ target.$give(target.get('e','5'),event.addedTarget); event.addedTarget.equip(target.get('e','5')); game.delay(); } }, ai:{ order:1, result:{ target:function(player,target){ if(target.get('e',{subtype:'equip5'}).length){ if(ai.get.attitude(target,player)>0){ return -0.5; } return -1; } return 1; } }, tag:{ loseCard:1 } } }, fudichouxin:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return player!=target&&target.get('h').length; }, content:function(){ "step 0" player.chooseToCompare(target).set('preserve','win').clear=false; "step 1" if(result.bool){ player.gain([result.player,result.target]); result.player.clone.moveDelete(player); result.target.clone.moveDelete(player); game.addVideo('gain2',player,get.cardsInfo([result.player,result.target])); } else if(!result.cancelled){ result.player.clone.delete(); result.target.clone.delete(); game.addVideo('deletenode',player,get.cardsInfo([result.player,result.target])); } }, ai:{ order:4, result:{ target:function(player){ if(player.get('h').length<=1) return 0; return -1; }, player:function(player){ if(player.get('h').length<=1) return 0; return 0.5; } }, tag:{ loseCard:1 } } }, shuiyanqijun:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return target.num('e'); }, selectTarget:-1, content:function(){ if(target.num('e')) target.chooseToDiscard('e',true); }, reverseOrder:true, ai:{ order:9, result:{ target:function(player,target){ if(target.num('e')) return -1; return 0; } }, tag:{ multitarget:1, multineg:1 } } }, toulianghuanzhu:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return target.num('h')>0; }, selectTarget:2, multitarget:true, singleCard:true, targetprompt:['被拿牌','得牌'], content:function(){ "step 0" target.addTempSkill('toulianghuanzhu2','phaseAfter'); var hs=target.get('h'); event.num=Math.min(2,hs.length); if(event.num){ var gived=hs.randomGets(event.num); event.addedTarget.gain(gived,target); target.$giveAuto(gived,event.addedTarget); game.delay(); } else{ event.finish(); } "step 1" if(event.addedTarget.num('h')){ if(_status.auto&&event.addedTarget==game.me){ game.delay(); } event.addedTarget.chooseCard(true,event.num,'选择'+get.cnNumber(event.num)+'张手牌还给'+get.translation(target)).ai=ai.get.disvalue; } else{ event.finish(); } "step 2" target.gain(result.cards,event.addedTarget); event.addedTarget.$give(event.num,target); }, ai:{ order:6.5, tag:{ loseCard:1, multitarget:1, multineg:1, norepeat:1, }, result:{ target:function(player,target){ if(ui.selected.targets.length){ if(target==player&&target.num('h')<=1) return 0; return 0.5; } if(target.hasSkill('toulianghuanzhu2')) return 0; return -0.5; } }, wuxie:function(){ return 0; }, useful:[3,1], value:[4,1] } }, hufu:{ fullskin:true, type:'basic', savable:function(card,player,dying){ return dying==player; }, ai:{ value:[7.5,5,2], useful:[7.5,5,2], } }, huoshan:{ fullskin:true, type:'delay', modTarget:function(card,player,target){ return lib.filter.judge(card,player,target); }, enable:function(card,player){ return (lib.filter.judge(card,player,player)); }, filterTarget:function(card,player,target){ return (lib.filter.judge(card,player,target)&&player==target); }, selectTarget:[-1,-1], judge:function(card){ if(get.suit(card)=='heart'&&get.number(card)>1&&get.number(card)<10) return -6; return 0; }, effect:function(){ if(result.judge){ player.damage(2,'fire','nosource'); var players=game.filterPlayer(function(current){ return get.distance(player,current)<=1&&player!=current; }); players.sort(lib.sort.seat); for(var i=0;i1&&get.number(card)<10) return -3; return 0; }, fullskin:true, effect:function(){ if(result.judge){ if(player.num('he')==0) player.loseHp(); else{ player.discard(player.get('he').randomGets(3)); } var players=get.players(); for(var i=0;i=0) return 0; if(player.hasSkillTag('notricksource')) return 0; if(target.hasSkillTag('notrick')) return 0; if(card.name=='tao') return 0; if(target.hp==1&&card.name=='jiu') return 0; if(target.hp==1&&get.type(card)!='basic'){ return 10-ai.get.value(card); } return 8-ai.get.value(card); }; } "step 1" if(event.directfalse||!result.bool){ target.damage('fire'); } }, ai:{ basic:{ order:4, value:7, useful:2, }, result:{ target:function(player,target){ if(target.hasSkillTag('nofire')) return 0; if(ai.get.damageEffect(target,player,player)<0&&ai.get.attitude(player,target)>0){ return -2; } var nh=target.num('he'); if(target==player) nh--; switch(nh){ case 0:case 1:return -2; case 2:return -1.5; case 3:return -1; default:return -0.7; } } }, tag:{ damage:1, fireDamage:1, natureDamage:1, discard:1, loseCard:1, position:'he', } } }, qiankundai:{ fullskin:true, type:'equip', subtype:'equip5', onLose:function(){ player.draw(); }, skills:['qiankundai'], ai:{ order:9.5, basic:{ equipValue:function(card,player){ if(player.num('h','qiankundai')) return 6; return 1; } } } }, }, skill:{ suolianjia:{ trigger:{player:'damageBefore'}, filter:function(event){ if(event.source&&event.source.num('s','unequip')) return; if(event.nature) return true; }, forced:true, content:function(){ trigger.untrigger(); trigger.finish(); }, ai:{ nofire:true, nothunder:true, effect:{ target:function(card,player,target,current){ if(get.tag(card,'natureDamage')) return 'zerotarget'; if(card.name=='tiesuo'){ return [0,0]; } } } } }, toulianghuanzhu2:{}, youdishenru:{ trigger:{source:'damageEnd'}, forced:true, popup:false, silent:true, onremove:true, filter:function(event,player){ return event.card&&event.card.name=='sha'&&event.player==player.storage.youdishenru; }, content:function(){ delete player.storage.youdishenru; } }, _youdishenru:{ trigger:{target:'shaBefore'}, direct:true, filter:function(event,player){ return player.hasCard('youdishenru'); }, content:function(){ event.youdiinfo={ source:trigger.player, evt:trigger }; player.chooseToUse({name:'youdishenru'},'是否使用诱敌深入?').set('source',trigger.player); } }, _chenhuodajie:{ trigger:{global:'damageEnd'}, direct:true, filter:function(event,player){ if(event.player==player) return false; if(!event.player.num('he')) return false; if(!lib.filter.targetEnabled({name:'chenhuodajie'},player,event.player)) return false; return player.hasCard('chenhuodajie'); }, content:function(){ player.chooseToUse(get.prompt('chenhuodajie',trigger.player).replace(/发动/,'使用'),function(card,player){ if(card.name!='chenhuodajie') return false; var mod=game.checkMod(card,player,'unchanged','cardEnabled',player.get('s')); if(mod!='unchanged') return mod; return true; },trigger.player,-1).targetRequired=true; } }, qiankundai:{ mod:{ maxHandcard:function(player,num){ return num+1; } }, }, _hufu_sha:{ enable:['chooseToRespond','chooseToUse'], filter:function(event,player){ return player.num('h','hufu')>0; }, filterCard:{name:'hufu'}, viewAs:{name:'sha'}, prompt:'将一张虎符当杀使用或打出', check:function(card){return 1}, ai:{ order:1, useful:7.5, value:7.5 } }, _hufu_shan:{ enable:['chooseToRespond','chooseToUse'], filter:function(event,player){ return player.num('h','hufu')>0; }, filterCard:{name:'hufu'}, viewAs:{name:'shan'}, prompt:'将一张虎符当闪使用或打出', check:function(){return 1}, ai:{ order:1, useful:7.5, value:7.5 } }, _hufu_jiu:{ enable:['chooseToRespond','chooseToUse'], filter:function(event,player){ return player.num('h','hufu')>0; }, filterCard:{name:'hufu'}, viewAs:{name:'jiu'}, prompt:'将一张虎符当酒使用', check:function(){return 1}, }, }, translate:{ diaobingqianjiang:'调兵遣将', diaobingqianjiang_info:'出牌阶段,对所有角色使用。你摸一张牌,然后亮出牌堆顶的X张牌(X为存活角色数的一半,向上取整),目标可以用一张手牌替换其中的一张牌。结算后,你可以将剩余的牌中的任意张以任意顺序置于牌堆顶', caochuanjiejian:'草船借箭', caochuanjiejian_info:'出牌阶段对一名有手牌的其他角色使用,目标选择一项:将手牌中的所有杀(至少1张)交给你,并视为对你使用一张杀;或展示手牌并令你弃置任意张', xiaolicangdao:'笑里藏刀', xiaolicangdao_info:'出牌阶段,对一名其他角色使用。你将此【笑里藏刀】交给目标,然后弃置其一张手牌,若这两张牌牌名相同,你对其造成1点伤害', shezhanqunru:'舌战群儒', shezhanqunru_info:'出牌阶段,对你使用。你请求所有有手牌的其他角色响应,然后同时与响应的角色拼点。若有角色响应且结果中你赢的次数更多,或若没有角色响应,你摸三张牌', youdishenru:'诱敌深入', youdishenru_info:'当以你为目标的【杀】生效前,对此【杀】使用。抵消此【杀】,然后此【杀】的使用者需对你使用【杀】(在此【杀】结算结束之后,若此【杀】未对你造成伤害,其重复此流程),否则受到你造成的1点伤害', suolianjia:'锁链甲', suolianjia_info:'锁定技,你防止即将受到的属性伤害,当装备时进入连环状态,当卸下时解除连环状态', suolianjia_bg:'链', geanguanhuo:'隔岸观火', geanguanhuo_info:'出牌阶段对一名其他角色使用,令目标与一名你指定的另一名角色拼点,赢的角色获得对方的一张牌;若点数相同,目标可弃置你一张牌(存活角色不超过2时可重铸)', toulianghuanzhu:'偷梁换柱', toulianghuanzhu_info:'出牌阶段对一名有手牌的角色使用,选择另一名有手牌的角色获得目标两张手牌(不足则全拿),然后还给其等量手牌', toulianghuanzhu_bg:'柱', yihuajiemu:'移花接木', yihuajiemu_info:'对一名装备区内有宝物的角色使用,将其宝物牌转移至另一名角色', fudichouxin:'釜底抽薪', fudichouxin_info:'与一名角色进行拼点,若成功则获得双方拼点牌', shuiyanqijun:'水攻', shuiyanqijun_info:'令所有有装备的角色各弃置一张装备牌', wangmeizhike:'望梅止渴', wangmeizhike_info:'出牌阶段对一名角色使用,若没有角色手牌比目标少,目标摸两张牌;若没有角色体力比目标少,目标回复一点体力', chenhuodajie:'趁火打劫', chenhuodajie_info:'任意一名其他角色受到伤害时对其使用,获得其一张牌', huoshan:'火山', huoshan_info:'出牌阶段,对自己使用。若判定结果为红桃2~9,则目标角色受到2点火焰伤害,距离目标1以内的其他角色受到1点火焰伤害。若判定不为红桃2~9,将之移动到下家的判定区里。', hongshui:'洪水', hongshui_info:'出牌阶段,对自己使用。若判定结果为梅花2~9,该角色随机弃置3张牌,距离该角色为X的角色随机弃置3-X张牌,若没有牌则失去一点体力,X至少为1', liuxinghuoyu:'流星火羽', liuxinghuoyu_info:'出牌阶段,对一名角色使用,令目标弃置2张牌,或受到一点火焰伤害', qiankundai:'乾坤袋', qiankundai_info:'你的手牌上限+1。当你失去该装备时,你摸一张牌。', hufu:'虎符', hufu_bg:'符', _hufu_sha:'符杀', _hufu_shan:'符闪', _hufu_jiu:'符酒', hufu_info:'你可以将一张虎符当作杀、闪或酒使用或打出', }, list:[ ['heart',1,'hufu'], ['spade',1,'hufu'], ['club',1,'qiankundai'], ['heart',6,'huoshan','fire'], ['club',7,'hongshui'], ['diamond',3,'liuxinghuoyu','fire'], ['heart',6,'liuxinghuoyu','fire'], ['heart',9,'liuxinghuoyu','fire'], ['heart',3,'yihuajiemu'], ["diamond",3,'guohe'], ['diamond',4,'fudichouxin'], ['diamond',1,'yihuajiemu'], ['club',6,'fudichouxin'], ['spade',1,'fudichouxin'], ['club',7,'shuiyanqijun'], ['diamond',7,'yihuajiemu'], ['club',8,'shuiyanqijun'], ['club',8,'guohe'], ['spade',9,'shuiyanqijun'], ['heart',9,'toulianghuanzhu'], ['club',10,'toulianghuanzhu'], ['spade',13,'guohe'], ['heart',6,'wangmeizhike'], ['club',1,'wangmeizhike'], ['diamond',6,'chenhuodajie'], ['diamond',9,'chenhuodajie'], ['club',3,'chenhuodajie'], ['club',13,'suolianjia'], ['club',3,'caochuanjiejian'], ['spade',7,'caochuanjiejian'], ['spade',5,'xiaolicangdao'], ['diamond',11,'xiaolicangdao'], ['heart',1,'geanguanhuo'], ['spade',6,'geanguanhuo'], ['heart',4,'shezhanqunru'], ['club',8,'shezhanqunru'], ['diamond',1,'diaobingqianjiang'], ['spade',2,'diaobingqianjiang'], ['heart',12,'youdishenru'], ['club',2,'youdishenru'], ['spade',9,'youdishenru'], ], }