'use strict'; character.yxs={ character:{ yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi']], yxs_caocao:['male','wei',4,['zhulu','xieling']], yxs_mozi:['male','qun',3,['jieyong','feigong','jianai']], yxs_bole:['male','wu',3,['bolehuiyan','xiangma']], yxs_aijiyanhou:['female','qun',3,['seyou','sheshi']], yxs_diaochan:['female','qun',3,['fengyi','wange']], yxs_yangyuhuan:['female','wu',3,['fengyan','nichang']], yxs_baosi:['female','wu',3,['jieyin','fenghuo']], yxs_napolun:['male','wei',4,['tongling','fanpu']], yxs_kaisa:['male','shu',4,['ducai']], yxs_zhuyuanzhang:['male','wu',4,['qiangyun']], yxs_jinke:['male','qun',3,['cike','qiangxi']], yxs_libai:['male','qun',3,['miaobi','zhexian']], yxs_luban:['male','wu',3,['guifu','lshengong']], yxs_lvzhi:['female','shu',4,['zhensha','xumou']], yxs_goujian:['male','wu',3,['keji','tuqiang']], yxs_lishimin:['male','qun',4,['kongju']], yxs_huamulan:['female','shu',3,['xiaoji','yizhuang']], yxs_luobinhan:['male','wu',4,['xiadao','sheshu','lguiyin']], yxs_chengjisihan:['male','qun',4,['mashu','qianglue']], yxs_mingchenghuanghou:['female','shu',3,['tiewan','chajue']], yxs_wangzhaojun:['female','wei',3,['heqin','wluoyan']], yxs_luocheng:['male','wu',4,['hanqiang','biaoqi']], yxs_direnjie:['male','wei',3,['shentan','kanpo']], yxs_sunwu:['male','wu',3,['bingsheng','taolue']], yxs_chengyaojin:['male','shu',4,['sanbanfu']], yxs_yujix:['female','shu',3,['sheshen','changnian']], yxs_xiangyu:['male','shu',4,['wushuang','ciqiu']], yxs_yingzheng:['male','qun',4,['jianxiong','batu']], yxs_yuefei:['male','qun',4,['longdan','wumu']], yxs_fuermosi:['male','wei',3,['yanyi','jiean']], yxs_guiguzi:['male','qun',3,['baihe','yinyang','xiushen']], yxs_xiaoqiao:['female','wu',3,['chujia','zhijie']], yxs_luzhishen:['male','wei',4,['dili','kuangchan']], yxs_zhaoyong:['male','shu',3,['zyhufu','hanbei']], yxs_yangguang:['male','qun',3,['shiqin','yaoyi']], yxs_tangbohu:['male','qun',3,['luobi','fengliu']], yxs_zhangsanfeng:['male','wei',4,['zbudao','taiji']], yxs_nandinggeer:['female','shu',3,['huli','xianqu','yixin']], }, skill:{ huli:{ enable:'phaseUse', filterCard:{suit:'heart'}, filterTarget:function(card,player,target){ return get.distance(player,target)<=1&&lib.filter.cardEnabled({name:'tao'},target,target); }, check:function(card){ return 8-ai.get.value(card); }, discard:false, filter:function(event,player){ if(player.num('h',{suit:'heart'})){ return true; } return false; }, prepare:'throw', content:function(){ player.useCard({name:'tao'},cards,targets[0]).animate=false; }, ai:{ order:9.5, result:{ target:function(player,target){ return ai.get.recoverEffect(target,player,target); } }, threaten:1.6 } }, yixin:{ skillAnimation:true, unique:true, mark:true, init:function(player){ player.storage.yixin=false; }, enable:'phaseUse', filter:function(event,player){ return !player.storage.yixin&&player.num('he')>2; }, intro:{ content:'limited' }, filterTarget:function(card,player,target){ return target.isDamaged(); }, filterCard:true, position:'he', selectCard:2, check:function(card){ return 7-ai.get.value(card); }, content:function(){ player.awakenSkill('yixin'); player.storage.yixin=true; var num=Math.min(4,target.maxHp-target.hp); target.recover(num); if(num<4){ target.draw(4-num); } }, ai:{ order:9.6, result:{ target:function(player,target){ if(target.hp==1&&target.maxHp>=3){ return ai.get.recoverEffect(target,player,player); } return 0; } } } }, xianqu:{ mod:{ targetEnabled:function(card){ if(card.name=='sha'&&card.number<8) return false; } }, }, zbudao:{ trigger:{player:'phaseDrawBegin'}, check:function(event,player){ if(player.hasFriend()) return true; return false; }, content:function(){ trigger.num++; player.addTempSkill('zbudao2','phaseDrawAfter'); }, ai:{ threaten:1.3 }, }, zbudao2:{ trigger:{player:'phaseDrawEnd'}, forced:true, popup:false, filter:function(event){ return event.cards&&event.cards.length; }, content:function(){ 'step 0' event.cards=trigger.cards.slice(0); player.chooseCardTarget({ filterCard:function(card){ return _status.event.getParent().cards.contains(card); }, selectCard:1, filterTarget:function(card,player,target){ return player!=target; }, ai1:function(card){ if(ui.selected.cards.length>0) return -1; if(card.name=='du') return 20; return (_status.event.player.num('h')-_status.event.player.hp); }, ai2:function(target){ var att=ai.get.attitude(_status.event.player,target); if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){ return 1-att; } return att-4; }, forced:true, prompt:'请选择要送人的卡牌' }); "step 1" if(result.bool){ player.line(result.targets,'green'); result.targets[0].gain(result.cards,player); player.$give(result.cards.length,result.targets[0]); game.delay(0.7); } } }, taiji:{ trigger:{player:'respond'}, filter:function(event,player){ return event.card.name=='shan'&&player.hasSha(); }, direct:true, content:function(){ player.chooseToUse({name:'sha'},'太极:是否使用一张杀?').logSkill='taiji'; }, }, fengliu:{ trigger:{player:'phaseDrawBegin'}, filter:function(event,player){ for(var i=0;i2) num=2; trigger.num+=num; }, ai:{ threaten:function(){ var num=0; for(var i=0;i0) return -1; if(card.name=='du') return 20; return (_status.event.player.num('h')-_status.event.player.hp); }, ai2:function(target){ var att=ai.get.attitude(_status.event.player,target); if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){ return 1-att; } return att-4; }, prompt:'请选择要送人的卡牌' }); "step 3" if(result.bool){ player.line(result.targets,'green'); result.targets[0].gain(result.cards,player); player.$give(result.cards.length,result.targets[0]); for(var i=0;i0){ for(var i=0;i=4) return [1,get.tag(card,'damage')*2]; if(target.hp==3) return [1,get.tag(card,'damage')*1.5]; if(target.hp==2) return [1,get.tag(card,'damage')*0.5]; } } } } } } }, shiqin:{ trigger:{global:'dying'}, priority:11, filter:function(event,player){ return event.player!=player&&event.player.hp<=0&&event.player.group=='qun'; }, check:function(event,player){ return ai.get.attitude(player,event.player)<0; }, forced:true, logTarget:'player', content:function(){ 'step 0' game.delay(0.5); trigger.player.die(); 'step 1' if(!trigger.player.isAlive()){ trigger.untrigger(true); trigger.finish(); } } }, zyhufu:{ trigger:{player:'phaseDrawBegin'}, filter:function(event,player){ return !player.get('e','2'); }, forced:true, content:function(){ trigger.num++; }, ai:{ threaten:1.3 }, mod:{ maxHandcard:function(player,num){ if(player.get('e','2')) return num+5; } } }, hanbei:{ trigger:{player:'shaBegin'}, forced:true, filter:function(event,player){ if(player.get('e','3')||player.get('e','4')) return true; return false; }, content:function(){ trigger.directHit=true; } }, sheshu:{ trigger:{player:'shaBegin'}, forced:true, filter:function(event,player){ return event.target.hp>=3; }, content:function(){ trigger.directHit=true; }, mod:{ targetInRange:function(card){ if(card.name=='sha') return true; }, }, }, lguiyin:{ unique:true, forceunique:true, enable:'phaseUse', filter:function(event,player){ return !player.hasSkill('tongyu_guiyin')&&!player.getStat('damage'); }, content:function(){ player.recover(); player.setAvatar('yxs_luobinhan','yxs_handingdun'); player.removeSkill('lguiyin'); player.removeSkill('sheshu'); player.removeSkill('xiadao'); player.addSkill('jimin'); player.addSkill('lzhangyi'); player.addSkill('tongyu'); player.addTempSkill('tongyu_guiyin','phaseAfter'); }, ai:{ order:function(){ if(_status.event.player.hp==1) return 9; return 0.5; }, result:{ player:function(player){ if(player.hp0&&!player.hasSkill('tongyu_guiyin'); }, filterCard:true, position:'he', check:function(card){ return 7-ai.get.value(card); }, content:function(){ player.setAvatar('yxs_luobinhan','yxs_luobinhan'); player.addSkill('lguiyin'); player.addSkill('sheshu'); player.addSkill('xiadao'); player.removeSkill('jimin'); player.removeSkill('lzhangyi'); player.removeSkill('tongyu'); player.addTempSkill('tongyu_guiyin','phaseAfter'); }, ai:{ order:9, result:{ player:function(player){ if(player.hasFriend()) return 1; return 0; } } } }, tongyu_guiyin:{}, zhijie:{ enable:'phaseUse', usable:1, viewAsFilter:function(player){ return player.num('h',{suit:'heart'})>0; }, viewAs:{name:'wuzhong'}, filterCard:{suit:'heart'}, check:function(card){ return 8-ai.get.value(card); } }, dili:{ trigger:{player:'phaseDrawBegin'}, forced:true, filter:function(event,player){ return player.hp=player.maxHp-1) return [0,0]; } } } }, kuangchan:{ init:function(player){ if(lib.config.mode=='identity'&&player.isZhu){ player.maxHp--; player.update(); } } }, chujia:{ enable:'phaseUse', filterCard:function(card){ if(ui.selected.cards.length){ return get.color(card)==get.color(ui.selected.cards[0]); } return true; }, complexCard:true, usable:1, selectCard:2, check:function(card){ return 6-ai.get.value(card); }, filterTarget:function(card,player,target){ return target.hptarget.hp){ target.draw(target.maxHp-target.hp); } }, ai:{ order:2, result:{ target:function(player,target){ var num=target.maxHp-target.hp; if(num>2) return num; return 0; } } } }, baihe:{ enable:'phaseUse', usable:1, filterCard:true, position:'he', filterTarget:true, content:function(){ 'step 0' if(target.isLinked()){ target.link(); } else{ target.link(); target.draw(); event.finish(); } 'step 1' if(target.num('h')){ target.chooseToDiscard('h',true); } }, check:function(card){ return 8-ai.get.value(card); }, ai:{ order:1, result:{ player:function(player,target){ if(!player.hasSkill('xiushen')) return 0; if(target.isLinked()) return 0; for(var i=0;i0) return -1; return (_status.event.player.num('h')-_status.event.player.hp); }, ai2:function(target){ return ai.get.attitude(_status.event.player,target)-4; }, prompt:'请选择要送人的卡牌' }); "step 3" if(result.bool){ result.targets[0].gain(result.cards,player); player.$give(result.cards.length,result.targets[0]); for(var i=0;i=4) return [1,get.tag(card,'damage')*2]; if(target.hp==3) return [1,get.tag(card,'damage')*1.5]; if(target.hp==2) return [1,get.tag(card,'damage')*0.5]; } } } } }, yanyi:{ enable:'phaseUse', usable:1, filterCard:{color:'black'}, position:'he', filterTarget:function(card,player,target){ return target!=player&&target.num('h')>0; }, content:function(){ "step 0" player.chooseControl('heart2','diamond2','club2','spade2').ai=function(event){ switch(Math.floor(Math.random()*5)){ case 0:return 'heart2'; case 1:case 4:return 'diamond2'; case 2:return 'club2'; case 3:return 'spade2'; } }; "step 1" game.log(player,'选择了'+get.translation(result.control)); event.choice=result.control.slice(0,result.control.length-1); target.popup(result.control); target.showHandcards(); "step 2" if(target.num('h',{suit:event.choice})){ target.damage(); } }, ai:{ result:{ target:function(player,target){ return ai.get.damageEffect(target,player,target); } } } }, wumu:{ mod:{ targetInRange:function(card,player){ if(card.name=='sha'&&get.color(card)=='black') return true; }, cardUsable:function(card){ if(card.name=='sha'&&get.color(card)=='red') return Infinity; } }, trigger:{player:'useCard'}, filter:function(event,player){ return event.card.name=='sha'&&get.color(event.card)=='red'; }, forced:true, content:function(){ if(player.stat[player.stat.length-1].card.sha>0){ player.stat[player.stat.length-1].card.sha--; } }, }, sheshen:{ inherit:'yiji' }, sanbanfu:{ trigger:{player:'shaBegin'}, filter:function(event,player){ if(player.storage.sanbanfu||player.storage.sanbanfu2) return false; return !event.directHit; }, check:function(event,player){ if(ai.get.attitude(player,event.target)>=0) return false; if(event.target.num('e','bagua')) return false; if(event.target.hasSkillTag('respondShan')&&event.target.num('h')>=3) return false; return true; }, content:function(){ "step 0" var next=trigger.target.chooseToRespond({name:'shan'}); next.autochoose=lib.filter.autoRespondShan; next.ai=function(card){ return ai.get.unuseful2(card); }; player.storage.sanbanfu=false; player.storage.sanbanfu2=false; "step 1" if(result.bool==false){ trigger.untrigger(); trigger.directHit=true; player.storage.sanbanfu2=true; } else{ player.storage.sanbanfu=true; } }, group:['sanbanfu2','sanbanfu3'] }, sanbanfu2:{ trigger:{player:'shaAfter'}, forced:true, popup:false, silent:true, content:function(){ if(player.storage.sanbanfu) player.damage(trigger.target); delete player.storage.sanbanfu; delete player.storage.sanbanfu2; } }, sanbanfu3:{ trigger:{source:'damageBegin'}, forced:true, popup:false, silent:true, filter:function(event,player){ return event.card&&event.card.name=='sha'&&player.storage.sanbanfu2; }, content:function(){ trigger.num++; } }, bingsheng:{ enable:'phaseUse', usable:1, filterCard:function(card){ if(ui.selected.cards.length){ return get.suit(card)!=get.suit(ui.selected.cards[0]); } return true; }, complexCard:true, selectCard:2, check:function(card){ return 8-ai.get.value(card); }, filterTarget:function(card,player,target){ if(target.hp==Infinity) return false; if(target.hp>player.hp) return true; if(target.hp0){ target.damage(num); } else if(num<0&&target.hptarget.maxHp){ num=player.hp-target.maxHp; } else{ num=player.hp-target.hp; } if(target.hp==1&&num){ return num+1; } return num; } } } }, taolue:{ mod:{ maxHandcard:function(player,num){ return num+1; } }, }, shentan:{ enable:'phaseUse', usable:1, filterCard:true, filterTarget:function(card,player,target){ return target.num('h')>0&&get.distance(player,target)<=2; }, check:function(card){ return 7-ai.get.value(card); }, position:'he', content:function(){ "step 0" var hs=target.get('h'); if(hs.length){ event.card=hs.randomGet(); player.gain(event.card,target); target.$giveAuto(event.card,player); } else{ event.finish(); } "step 1" var source=target; player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){ return target!=player; }).ai=function(target){ var att=ai.get.attitude(player,target); if(att>3&&player.num('h')>target.num('h')){ return att; } return 0; } "step 2" if(result.bool){ result.targets[0].gain(card,player); player.$give(1,result.targets[0]); game.delay(); } }, ai:{ order:9, result:{ target:-1, player:function(player,target){ if(ai.get.attitude(player,target)>0){ return 0; } return 1; } }, }, }, hanqiang:{ mod:{ attackFrom:function(from,to,distance){ if(!from.get('e','1')) return distance-1 } } }, biaoqi:{ trigger:{player:'shaBegin'}, forced:true, content:function(){ var range=get.attackRange(player); if(range>trigger.target.hp){ trigger.directHit=true; } else if(range0; }, check:function(event,player){ return ai.get.attitude(player,event.target)<0; }, content:function(){ 'step 0' player.judge(function(card){ return get.color(card)=='black'?1:-1; }); 'step 1' if(result.bool){ player.gainPlayerCard('he',trigger.target); } } }, jimin:{ enable:['chooseToRespond'], filterCard:true, viewAs:{name:'shan'}, viewAsFilter:function(player){ if(!player.num('h')) return false; if(player.num('e')) return false; }, prompt:'将一张手牌当闪打出', check:function(){return 1}, ai:{ respondShan:true, skillTagFilter:function(player){ if(!player.num('h')) return false; if(player.num('e')) return false; }, effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')&¤t<0&&!target.num('e')) return 0.6 } } } }, xiadao:{ trigger:{source:'damageEnd'}, direct:true, filter:function(event,player){ if(event.player.isDead()) return false; var nh=event.player.num('h'); if(nh==0) return false; for(var i=0;i0) return 0; return ai.get.attitude(player,target); } 'step 1' if(result.bool){ player.logSkill('xiadao',result.targets); var card=trigger.player.get('h').randomGet(); result.targets[0].gain(card,trigger.player); trigger.player.$giveAuto(card,result.targets[0]); } }, ai:{ expose:0.2, threaten:1.4 } }, lzhangyi:{ trigger:{player:'discardAfter'}, filter:function(event,player){ for(var i=0;i0) return 0; return 7-ai.get.value(card); }, ai2:function(target){ if(target.isMin()) return 0; return 6-target.maxHp; } }); } else{ event.finish(); } "step 1" if(result.bool){ player.unmark(player.storage.yizhuang+'_charactermark'); player.discard(result.cards); player.logSkill('yizhuang',result.targets); var name=result.targets[0].name; if(name.indexOf('unknown')==0){ name=result.targets[0].name2; } var list=[]; var skills=lib.character[name][3]; for(var j=0;j0; }, content:function(){ player.unmark(player.storage.yizhuang+'_charactermark'); player.removeAdditionalSkill('yizhuang'); delete player.storage.yizhuang; player.checkMarks(); } }, kongju:{ mod:{ maxHandcard:function(player,num){ if(player.hptarget.maxHp){ if(card.name=='lebu') return false; } } }, }, tuqiang:{ trigger:{player:'respond'}, filter:function(event,player){ return event.card&&event.card.name=='shan'; }, frequent:true, content:function(){ player.draw(); }, ai:{ mingzhi:false, effect:{ target:function(card,player,target){ if(get.tag(card,'respondShan')){ return 0.8; } } }, } }, xumou:{ inherit:'jushou' }, zhensha:{ trigger:{global:'dying'}, priority:11, filter:function(event,player){ return event.player.hp<=0&&(player.num('h','jiu')>0||player.num('h',{color:'black'})>=2)&&player!=event.player; }, check:function(event,player){ return ai.get.attitude(player,event.player)<0; }, direct:true, content:function(){ 'step 0' var goon=(ai.get.attitude(player,trigger.player)<0); var next=player.chooseToDiscard('鸠杀:是否弃置一张酒或两张黑色手牌令'+get.translation(trigger.player)+'立即死亡?'); next.ai=function(card){ if(ui.selected.cards.length){ if(ui.selected.cards[0].name=='jiu') return 0; } if(goon){ if(card.name=='jiu') return 2; return 1; } return 0; }; next.filterCard=function(card){ if(ui.selected.cards.length){ return get.color(card)=='black'; } return get.color(card)=='black'||card.name=='jiu'; }; next.complexCard=true, next.logSkill=['zhensha',trigger.player]; next.selectCard=function(){ if(ui.selected.cards.length){ if(get.color(ui.selected.cards[0])!='black') return [1,1]; } return [1,2]; } 'step 1' if(result.bool){ trigger.player.die(); } else{ event.finish(); } 'step 2' if(!trigger.player.isAlive()){ trigger.untrigger(true); trigger.finish(); } }, ai:{ threaten:1.5 } }, ducai:{ enable:'phaseUse', usable:1, unique:true, forceunique:true, check:function(card){ if(_status.event.player.num('h')>=3){ return 5-ai.get.value(card); } return 0; }, position:'he', filterCard:true, content:function(){ player.storage.ducai2=cards[0]; player.addTempSkill('ducai2',{player:'phaseBegin'}); }, ai:{ order:8, result:{ player:1 } }, global:'ducai3' }, ducai2:{ mark:'card', intro:{ content:'card' } }, ducai3:{ mod:{ cardEnabled:function(card,player){ if(player.hasSkill('ducai2')) return; var suit; for(var i=0;i=3; }, promptfunc:function(){ return '令自己在本轮内不能成为出杀的目标(选择自己),或对攻击范围内的一名其他角色造成一点伤害' }, filterTarget:function(card,player,target){ return player==target||get.distance(player,target,'attack')<=1; }, content:function(){ if(target==player){ target.addTempSkill('fanpu_disable',{player:'phaseBegin'}); } else{ target.damage(); } player.storage.tongling-=3; player.unmarkSkill('tongling'); player.syncStorage('tongling'); }, subSkill:{ disable:{ mark:true, intro:{ content:'不能成为杀的目标' }, mod:{ targetEnabled:function(card,player,target,now){ if(card.name=='sha') return false; } } } }, ai:{ order:2, result:{ target:function(player,target){ if(player==target){ if(player.hp<=2&&!player.num('h','shan')){ return 2; } return 0; } else{ return ai.get.damageEffect(target,player,target); } } } } }, fenghuo:{ enable:'chooseToUse', filter:function(event,player){ return player.num('e')>0; }, filterCard:true, position:'e', viewAs:{name:'nanman'}, prompt:'将一张装备区内的牌当南蛮入侵使用', check:function(card){ var player=_status.currentPhase; if(player.num('he',{subtype:get.subtype(card)})>1){ return 11-ai.get.equipValue(card); } if(player.num('h')=2; }, content:function(){ trigger.untrigger(); trigger.finish(); player.addSkill('nichang2'); } }, nichang2:{ trigger:{player:'phaseEnd'}, forced:true, content:function(){ "step 0" if(player.num('h')){ player.showHandcards(); } player.removeSkill('nichang2'); "step 1" var suits=['spade','heart','diamond','club']; var cards=player.get('h'); for(var i=0;i1){ if(game.phaseNumber=3){ break; } } event.cards=cards; event.suit=suit; player.showCards(cards); } else{ event.finish(); } "step 2" if(event.cards&&event.cards.length){ if(get.suit(event.cards[event.cards.length-1])==event.suit){ ui.discardPile.appendChild(event.cards.pop()); } if(event.cards.length){ player.gain(event.cards,'draw2'); } } }, ai:{ maixie:true, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(player.hasSkill('jueqing')) return [1,-2]; if(!target.hasFriend()) return; if(target.hp>=4) return [1,2]; if(target.hp==3) return [1,1.5]; if(target.hp==2) return [1,0.5]; } } } } }, bolehuiyan:{ trigger:{global:'shaBegin'}, direct:true, priority:11, filter:function(event,player){ if(player.hasSkill('bolehuiyan4')) return false; if(event.target.isUnderControl()) return false; return event.player!=player&&event.target!=player&&event.target.num('h')>0; }, group:['bolehuiyan2','bolehuiyan3'], content:function(){ "step 0" if(event.isMine()){ event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'对'+get.translation(trigger.target)+'的杀能否命中'); } player.chooseControl('能命中','不能命中','cancel').ai=function(event){ if(trigger.player.hasSkill('wushuang')) return 0; if(trigger.player.hasSkill('liegong')) return 0; if(trigger.player.hasSkill('tieji')) return 0; if(trigger.player.hasSkill('juji')) return 0; if(trigger.player.hasSkill('retieji')) return 0; if(trigger.player.hasSkill('roulin')&&trigger.target.sex=='female') return 0; if(trigger.player.hasSkill('nvquan')&&trigger.target.sex=='male') return 0; if(trigger.target.hasSkill('yijue2')) return 0; if(trigger.target.hasSkill('shejie2')) return 0; if(trigger.target.hasSkill('shanguang2')) return 0; var equip=trigger.target.get('e','2'); if(equip&&equip.name=='bagua') return 1; return trigger.target.num('h')<2?0:1; }; "step 1" if(event.dialog){ event.dialog.close(); } if(result.control!='cancel'){ player.addTempSkill('bolehuiyan4','phaseAfter'); player.logSkill(['bolehuiyan',result.control],trigger.target); game.log(player,'预言'+result.control); player.storage.bolehuiyan=result.control; game.delay(); } }, ai:{ threaten:1.3 } }, bolehuiyan2:{ trigger:{global:'shaEnd'}, forced:true, popup:false, filter:function(event,player){ return player.storage.bolehuiyan?true:false; }, content:function(){ if(player.storage.bolehuiyan=='不能命中'){ player.popup('预言成功'); player.draw(); } else{ player.popup('预言失败'); player.chooseToDiscard('预言失败,请弃置一张牌','he',true); } delete player.storage.bolehuiyan; } }, bolehuiyan3:{ trigger:{global:'shaDamage'}, forced:true, popup:false, filter:function(event,player){ return player.storage.bolehuiyan?true:false; }, content:function(){ if(player.storage.bolehuiyan=='能命中'){ player.popup('预言成功'); player.draw(); } else{ player.popup('预言失败'); player.chooseToDiscard('预言失败,请弃置一张牌','he',true); } delete player.storage.bolehuiyan; } }, bolehuiyan4:{}, oldbolehuiyan:{ trigger:{global:'judgeBegin'}, direct:true, priority:11, filter:function(event,player){ return event.player!=player; }, content:function(){ "step 0" if(event.isMine()){ event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定'); } player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){ switch(Math.floor(Math.random()*4)){ case 0:return 'heart2'; case 1:return 'diamond2'; case 2:return 'club2'; case 3:return 'spade2'; } }; "step 1" if(event.dialog){ event.dialog.close(); } if(result.control!='cancel'){ game.log(player,'预言判定结果为'+get.translation(result.control)); player.storage.bolehuiyan=result.control.slice(0,result.control.length-1); player.popup(result.control); game.delay(); } }, group:'bolehuiyan2' }, oldbolehuiyan2:{ trigger:{global:'judgeEnd'}, forced:true, popup:false, content:function(){ if(player.storage.bolehuiyan==trigger.result.suit){ game.log(player,'预言成功'); player.popup('洗具'); player.draw(2); } else if(get.color({suit:player.storage.bolehuiyan})==trigger.result.color){ player.popup('洗具'); player.draw(); } delete player.storage.bolehuiyan; } }, xiangma:{ inherit:'yicong' }, weiyi:{ trigger:{player:'damageEnd'}, filter:function(event,player){ return (event.source&&event.source.num('he')); }, check:function(event,player){ return ai.get.attitude(player,event.source)<0; }, content:function(){ trigger.source.chooseToDiscard(2,'he',true); }, ai:{ expose:0.3, result:{ target:function(card,player,target){ if(player.num('he')>1&&get.tag(card,'damage')){ if(player.hasSkill('jueqing')) return [1,-1]; if(ai.get.attitude(target,player)<0) return [1,0,0,-1.5]; } } } } }, qiandu:{ enable:'phaseUse', usable:1, changeSeat:true, filterTarget:function(card,player,target){ return player!=target&&player.next!=target; }, filterCard:{color:'black'}, check:function(card){ return 4-ai.get.value(card); }, content:function(){ game.swapSeat(player,target); }, ai:{ order:5, result:{ player:function(player,target){ var att=ai.get.attitude(player,target); if(target==player.previous&&att>0) return att; if(target==player.next&&att<0) return -att; var att2=ai.get.attitude(player,player.next); if(target==player.next.next&&att<0&&att2<0) return -att-att2; return 0; } } } }, nvquan:{ group:['nvquan1','nvquan2','nvquan3'], }, nvquan1:{ trigger:{player:'shaBegin'}, forced:true, filter:function(event){ return event.target.sex=='male'; }, content:function(){ "step 0" var next=trigger.target.chooseToRespond({name:'shan'}); next.autochoose=lib.filter.autoRespondShan; next.ai=function(card){ if(trigger.target.num('h','shan')>1){ return ai.get.unuseful2(card); } return -1; }; "step 1" if(result.bool==false){ trigger.untrigger(); trigger.directHit=true; } } }, nvquan2:{ trigger:{player:'juedou',target:'juedou'}, forced:true, filter:function(event,player){ return event.turn!=player&&event.turn.sex=='male'; }, content:function(){ "step 0" var next=trigger.turn.chooseToRespond({name:'sha'}); next.autochoose=lib.filter.autoRespondSha; next.ai=function(card){ if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.num('h','sha')>1){ return ai.get.unuseful2(card); } return -1; }; "step 1" if(result.bool==false){ trigger.directHit=true; } }, ai:{ result:{ target:function(card,player,target){ if(card.name=='juedou'&&target.num('h')>0) return [1,0,0,-1]; } } } }, nvquan3:{ mod:{ targetEnabled:function(card,player,target){ if(card.name=='juedou'&&player.sex=='male'){ return false; } } } }, feigong:{ trigger:{global:'useCard'}, priority:15, filter:function(event,player){ return event.card.name=='sha'&&event.player!=player&& player.num('h','sha')>0&&event.targets.contains(player)==false; }, direct:true, content:function(){ "step 0" var effect=0; for(var i=0;i2){ ef+=0.5; } } if(ai.get.attitude(player,game.players[i])>0){ num+=ef; } else if(ai.get.attitude(player,game.players[i])<0){ num-=ef; } } return num>0; }, content:function(){ "step 0" event.targets=game.players.slice(0); event.targets.remove(player); "step 1" if(event.targets.length){ event.targets.shift().recover(); event.redo(); } }, ai:{ expose:0.1 } }, jieyong:{ trigger:{player:'useCardAfter'}, direct:true, filter:function(event,player){ if(get.position(event.card)!='d') return false; if(player.hasSkill('jieyong2')) return false; return player.num('he',{color:'black'})>0; }, content:function(){ "step 0" var next=player.chooseToDiscard('he','是否弃置一张黑色牌并收回'+get.translation(trigger.card)+'?',{color:'black'}); next.ai=function(card){ return ai.get.value(trigger.card)-ai.get.value(card); } next.logSkill='jieyong'; "step 1" if(result.bool){ player.gain(trigger.card,'gain2'); player.addTempSkill('jieyong2',['phaseAfter','phaseBegin']); } }, ai:{ threaten:1.3 } }, jieyong_old:{ enable:'phaseUse', usable:1, group:['jieyong3'], direct:true, filter:function(event,player){ return player.num('h',{suit:'heart'})>0; }, content:function(){ "step 0" var list=[]; player.getStat('skill').jieyong--; for(var i in lib.card){ if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue; if(lib.card[i].type=='trick'||lib.card[i].type=='basic'){ if(lib.filter.filterCard({name:i,suit:'heart'}),player){ var select=get.select(lib.card[i].selectTarget); if(select[0]==1&&select[1]==1){ list.push(['','',i]); } } } } var dialog=ui.create.dialog([list,'vcard']); player.chooseButton(dialog,function(button){ // if(player.hasSkill('jieyong4')==false){ // for(var i=0;i0){ if(game.players[i].hp<2){ lose--; recover+=0.5; } lose--; recover++; } else if(ai.get.attitude(player,game.players[i])<0){ if(game.players[i].hp<2){ lose++; recover-=0.5; } lose++; recover--; } } else{ if(ai.get.attitude(player,game.players[i])>0){ lose--; } else if(ai.get.attitude(player,game.players[i])<0){ lose++; } } } } if(player.hp0; }, content:function(){ "step 0" var val=ai.get.value(trigger.card); var suit=get.suit(trigger.card); var next=player.chooseToDiscard('he','逐鹿:是否弃置一张'+get.translation(suit)+ '牌并获得'+get.translation(trigger.card)+'?',{suit:suit}); next.ai=function(card){ return val-ai.get.value(card); }; next.logSkill='zhulu'; "step 1" if(result.bool){ player.gain(trigger.card,'gain2'); player.addTempSkill('zhulu2','phaseAfter'); } }, ai:{ threaten:1.2 } }, zhulu2:{}, xieling:{ enable:'phaseUse', usable:1, filterCard:true, selectCard:2, check:function(card){ return 7-ai.get.value(card); }, multitarget:true, targetprompt:['被移走','移动目标'], filterTarget:function(card,player,target){ if(ui.selected.targets.length){ var from=ui.selected.targets[0]; var judges=from.get('j'); for(var i=0;i0; } }, selectTarget:2, content:function(){ "step 0" if(targets.length==2){ player.choosePlayerCard('ej',function(button){ if(ai.get.attitude(player,targets[0])>ai.get.attitude(player,targets[1])){ return get.position(button.link)=='j'?10:0; } else{ if(get.position(button.link)=='j') return -10; return ai.get.equipValue(button.link); } },targets[0]); } else{ event.finish(); } "step 1" if(result.bool){ if(get.position(result.buttons[0].link)=='e'){ event.targets[1].equip(result.buttons[0].link); } else if(result.buttons[0].link.viewAs){ event.targets[1].addJudge({name:result.buttons[0].link.viewAs},[result.buttons[0].link]); } else{ event.targets[1].addJudge(result.buttons[0].link); } event.targets[0].$give(result.buttons[0].link,event.targets[1]) game.delay(); } }, ai:{ order:10, result:{ target:function(player,target){ if(ui.selected.targets.length==0){ if(target.num('j')&&ai.get.attitude(player,target)>0) return 1; if(ai.get.attitude(player,target)<0){ for(var i=0;i0){ if((target.get('e','1')&&!game.players[i].get('e','1'))|| (target.get('e','2')&&!game.players[i].get('e','2'))|| (target.get('e','3')&&!game.players[i].get('e','3'))|| (target.get('e','4')&&!game.players[i].get('e','4'))|| (target.get('e','5')&&!game.players[i].get('e','5'))) return -1; } } } return 0; } else{ return ai.get.attitude(player,ui.selected.targets[0])>0?-1:1; } }, }, expose:0.2, threaten:1.5 } }, qiangyun:{ trigger:{player:'loseEnd'}, frequent:true, filter:function(event,player){ if(player.num('h')) return false; for(var i=0;i0; }, check:function(card){ return 5-ai.get.value(card); } }, zhexian:{ unique:true, enable:'chooseToUse', mark:true, skillAnimation:true, animationStr:'谪仙', animationColor:'metal', init:function(player){ player.storage.zhexian=false; }, filter:function(event,player){ if(event.type!='dying') return false; if(player!=event.dying) return false; if(player.storage.zhexian) return false; return true; }, content:function(){ 'step 0' player.hp=Math.min(3,player.maxHp); player.discard(player.get('hej')); player.draw(3); player.awakenSkill('zhexian'); player.storage.zhexian=true; 'step 1' if(player.isLinked()) player.link(); 'step 2' if(player.isTurnedOver()) player.turnOver(); }, ai:{ order:1, skillTagFilter:function(player){ if(player.storage.zhexian) return false; if(player.hp>0) return false; }, save:true, result:{ player:10 }, threaten:function(player,target){ if(!target.storage.zhexian) return 0.6; } }, intro:{ content:'limited' } }, guifu:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target&&target.num('e')>0; }, content:function(){ 'step 0' player.discardPlayerCard(target,'e',true); 'step 1' game.asyncDraw([player,target]); }, ai:{ order:8, threaten:1.5, result:{ target:-1, player:0.5 } } }, lshengong:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target&&target.num('e')>0; }, check:function(card){ return 6-ai.get.value(card); }, filterCard:function(card){ var info=lib.card[card.name]; if(!info) return false; return !info.image&&!info.fullimage; }, discard:false, lose:false, content:function(){ 'step 0' player.choosePlayerCard(target,'e',true).ai=ai.get.buttonValue; 'step 1' if(result.links[0]){ cards[0].init([result.links[0].suit,result.links[0].number,result.links[0].name,result.links[0].nature]); event.card=cards[0]; player.chooseTarget('选择一个角色装备'+get.translation(result.links),function(card,player,target){ return !target.isMin(); }).ai=function(target){ if(!target.num('e',{subtype:get.subtype(event.card)})){ return ai.get.attitude(player,target); } return 0; } } else{ event.finish(); } 'step 2' if(result.targets&&result.targets[0]&&event.card){ player.$give(event.card,result.targets[0]); game.delay(); event.toequip=result.targets[0]; } else{ event.finish(); } 'step 3' if(event.toequip){ event.toequip.equip(event.card); } }, ai:{ order:9, threaten:1.5, result:{ player:function(player){ if(player.num('e')<3) return 1; return 0; } } } } }, translate:{ yxs_guanyu:'关羽', yxs_wuzetian:'武则天', yxs_caocao:'曹操', yxs_mozi:'墨子', yxs_bole:'伯乐', yxs_aijiyanhou:'埃及艳后', yxs_diaochan:'貂蝉', yxs_yangyuhuan:'杨玉环', yxs_baosi:'褒姒', yxs_napolun:'拿破仑', yxs_kaisa:'凯撒', yxs_zhuyuanzhang:'朱元璋', yxs_jinke:'荆轲', yxs_libai:'李白', yxs_luban:'鲁班', yxs_lvzhi:'吕雉', yxs_goujian:'勾践', yxs_lishimin:'李世民', yxs_huamulan:'花木兰', yxs_luobinhan:'罗宾汉', yxs_chengjisihan:'成吉思汗', yxs_mingchenghuanghou:'明成皇后', yxs_wangzhaojun:'王昭君', yxs_luocheng:'罗成', yxs_direnjie:'狄仁杰', yxs_sunwu:'孙武', yxs_chengyaojin:'程咬金', yxs_yujix:'虞姬', yxs_xiangyu:'项羽', yxs_yingzheng:'嬴政', yxs_yuefei:'岳飞', yxs_fuermosi:'福尔摩斯', yxs_guiguzi:'鬼谷子', yxs_xiaoqiao:'小乔', yxs_luzhishen:'鲁智深', yxs_handingdun:'汉丁顿伯爵', yxs_zhaoyong:'赵雍', yxs_yangguang:'杨广', yxs_tangbohu:'唐伯虎', yxs_zhangsanfeng:'张三丰', yxs_nandinggeer:'南丁格尔', huli:'护理', huli_info:'出牌阶段,你可以将一张红桃手牌当作桃对距离1以内的角色使用', yixin:'医心', yixin_info:'限定技,你可以弃置两张牌,然后令一名已受伤角色回复X点体力并摸4-X张牌(X为该角色已损失的体力值且不超过4)', xianqu:'先驱', xianqu_info:'锁定技,你不能成为点数小于8的杀的目标', zbudao:'布道', zbudao_info:'摸牌阶段,你可以额外摸一张牌,然后将摸到的牌中的一张交给一名其他角色', taiji:'太极', taiji_info:'每当你使用或打出一张闪,你可以使用一张杀', luobi:'落笔', luobi_info:'结束阶段,可以摸数量等同于已损失体力值的牌,并以任意方式分配给任意角色', fengliu:'风流', fengliu_info:'锁定技,摸牌阶段,你额外摸X张牌,X为存活女性角色数且不超过2', shiqin:'弑亲', shiqin_info:'锁定技,其他群势力角色濒死时,你令其立即死亡', yjujian:'拒谏', yjujian_info:'出牌阶段限一次,你可以交给一名其他角色一张牌,该角色的锦囊牌不能指定你为目标直到你的下一回合开始', yaoyi:'徭役', yaoyi_info:'每当你受到一次伤害,你可以令至多2名非群势力角色交给你一张手牌', zyhufu:'胡服', zyhufu_info:'锁定技,当你的装备区内没有防具牌时,你摸牌阶段额外摸一张牌;当你装备区内有防具牌时,你的手牌上限+5', hanbei:'捍北', hanbei_info:'锁定技,你的装备区有马时,你的杀不可闪避', kuangchan:'狂禅', kuangchan_info:'锁定技,你做主公时,不增加体力上限', dili:'底力', dili_info:'锁定技,摸牌阶段,你额外摸X张牌,X为你已损失的体力值', chujia:'初嫁', chujia_info:'出牌阶段限一次,你可以弃置两张相同颜色的手牌,指定任意一名角色摸X张牌。(X为该角色已损失的体力值) ', zhijie:'知节', zhijie_info:'出牌阶段限一次,你的红桃手牌可以当做无中生有使用', baihe:'捭阖', baihe_info:'出牌阶段限一次,你可以弃置一张牌,选择以下1项执行:(1)横置1名未横置角色,该角色摸一张牌;(2)重置一名已横置角色,该角色弃置一张手牌', yinyang:'阴阳', yinyang_info:'出牌阶段限一次,你可以弃置两张手牌并选择3名角色,分别横置或重置这些角色', xiushen:'修身', xiushen_info:'锁定技,结束阶段,若场上有横置角色,你摸两张牌', yanyi:'演绎', yanyi_info:'出牌阶段限一次,你可以弃置一张黑色牌,指定1名角色和1种花色,若被指定角色的手牌中含有此花色,则受到1点伤害', jiean:'结案', jiean_info:'每当【演绎】造成伤害时,你可以摸X张牌,并以任意数量分配给任意角色(X为被【演绎】造成伤害角色的已损失体力值)。', wumu:'武穆', wumu_info:'锁定技,你的黑杀无视距离,红色不计入回合内的出杀限制', sheshen:'舍身', sheshen_info:'每当你受到一点伤害,可以观看牌堆顶的两张牌,并将其交给任意1~2名角色', sanbanfu:'三板斧', sanbanfu_info:'当你对其他角色使用杀时,你可以使此杀有如下效果:若对方没有出闪,其受到2点伤害;若对方打出了一张闪,你与其各受到1点伤害;若对方打出了两张闪,你受到一点伤害', bingsheng:'兵圣', bingsheng_info:'出牌阶段限一次,你可以弃置两张花色不同的手牌,指定一名其他角色使其体力值与你相同', taolue:'韬略', taolue_info:'锁定技,你的手牌上限+1', shentan:'神探', shentan_info:'出牌阶段限一次,你可以弃置一张牌,获得距离2以内的一名角色的手牌,并可以将其交给任意一名角色', hanqiang:'寒枪', hanqiang_info:'锁定技,当你没装备武器时,攻击范围+1', biaoqi:'骠骑', biaoqi_info:'锁定技,当你出杀指定目标后,若你的攻击范围大于目标体力值,则此杀不可闪避;若你的攻击范围小于目标体力值,你摸一张牌', wluoyan:'落雁', wluoyan_info:'锁定技,你防止即将受到的伤害,改为流失一点体力', heqin:'和亲', heqin2:'和亲', heqin3:'和亲', heqin_info:'限定技,你可以与场上一名男性角色形成【和亲】状态,你与该男性角色于摸牌阶段摸牌数+1。你或者男性角色阵亡,【和亲】状态消失', chajue:'察觉', chajue2:'察觉', chajue_info:'锁定技,你的回合外,你每受到一次伤害,任何【杀】或通常锦囊牌均对你无效,直到该回合结束。', tiewan:'铁腕', tiewan_info:'每当其他角色使用乐不思蜀时,你可以立即将一张红色牌当作乐不思蜀使用', qianglue:'强掠', qianglue_info:'每当你的杀被闪避时,你可以进行一次判定,若结果为黑色,你可以获得对方的一张牌', xiadao:'侠盗', xiadao_info:'每当你造成一次伤害,你可以令一名手牌数不少于受伤害角色的另一名角色获得其一张手牌', jimin:'机敏', jimin_info:'当你的装备区内没有牌时,你可以将一张手牌当作闪使用或打出', sheshu:'射术', sheshu_info:'锁定技,你的杀无视距离;体力值不小于3的角色不能闪避你的杀', tongyu:'统御', tongyu_info:'出牌阶段,你可以弃置一张牌,并转变为罗宾汉(每回合只能转变一次)', lguiyin:'归隐', lguiyin_info:'出牌阶段,若你本回合内未造成伤害,你可以回复一点体力,并转变为汉丁顿伯爵(每回合只能转变一次)', lzhangyi:'仗义', lzhangyi_info:'你可以将你弃置的卡牌交给一名其他角色', yizhuang:'易装', yizhuang2:'易装', yizhuang_info:'准备阶段,你可以弃置一张牌并选择一名男性角色,获得其所有技能,直到你首次受到伤害', kongju:'控局', kongju_info:'锁定技,你的手牌上限为你的体力上限;当你的手牌数小于体力上限时,你不能成为过河拆桥或顺手牵羊的目标;当你的手牌数大于体力上限时,你不能成为乐不思蜀的目标', tuqiang:'图强', tuqiang_info:'每当你使用或打出一张闪,你可以摸一张牌', zhensha:'鸩杀', zhensha_info:'当场上有角色进入濒死状态时,你可以弃置一张酒或两张黑色手牌,则该角色立即死亡。', xumou:'蓄谋', xumou_info:'结束阶段,你可以将武将牌翻页并摸3张牌', guifu:'鬼斧', guifu_info:'出牌阶段限一次,你可以指定一名角色装备区内的一张牌,将其弃掉,自己和对方同时摸取一张牌', lshengong:'神工', lshengong_info:'出牌阶段限一次,你可以选定场上任意一名角色的装备区的牌,出自己的一张手牌复制该装备,然后可以选择装备上自己或者别的角色的装备区', zhexian:'谪仙', zhexian_info:'限定技,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,并复原你的武将牌,然后摸三张牌且体力回复至3点。', miaobi:'妙笔', miaobi_info:'出牌阶段限一次,你可以将一张红桃牌当作五谷丰登使用', cike:'刺客', cike_info:'你对别的角色出【杀】时可以选择做一次判定:若判定牌为红色花色,则此【杀】不可回避,直接命中;若判定牌为黑色花色,你可以选择弃掉对方一张牌。', qiangyun:'强运', qiangyun_info:'每当你失去最后一张手牌,可摸两张牌', ducai:'独裁', ducai2:'独裁', ducai3:'独裁', ducai_info:'出牌阶段限一次,你可以弃置一张牌,则本轮内除你外的角色不能使用或打出与该手牌花色相同的手牌', tongling:'统领', tongling_info:'每当其他角色受到一次伤害时,你获得1个统领标记(标记上限为3)', fanpu:'反扑', fanpu_info:'出牌阶段限一次,你可以弃掉3个统领标记并选择1项执行:(1)本轮内不能成为【杀】的目标;(2)对你攻击范围内的1名其他角色造成1点伤害。', fenghuo:'烽火', fenghuo_info:'你可以将一张装备区内的牌当作南蛮入侵使用', weiyi:'威仪', weiyi_info:'每当你受到一次伤害,可以令伤害来源弃置两张牌', xieling:'挟令', xieling_info:'出牌阶段,弃掉两张手牌,将任意一名角色装备区或判定区的牌移动到另一名角色对应的区域', baye:'霸业', baye_info:'出牌阶段,你可以将一张牌当做本回合内前一张使用的牌来使用。每回合限用一次。', nvquan:'女权', nvquan1:'女权', nvquan2:'女权', nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【闪】或【杀】响应;你不能成为男性角色的决斗目标', qiandu:'迁都', qiandu_info:'出牌阶段,你可以弃一张黑色手牌,和一名存活的玩家与其交换位置。每回合限一次。', budao:'补刀', budao_info:'你的回合外,你的攻击范围的一名角色受到【杀】的伤害时,你可以对其使用一张【杀】,只要你的【杀】对目标角色造成了伤害,你就可以继续对其使用【杀】。', feigong:'非攻', feigong_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之', jianai:'兼爱', jianai_info:'每当你回复一点体力,可以令所有其他角色回复一点体力', bolehuiyan:'慧眼', bolehuiyan_info:'当一名有手牌的其他角色成为来源不为你的杀的目标时,你可以预言此杀能否命中,若预言正确,你摸一张牌,否则你须弃置一张牌。每回合限发动一次', xiangma:'相马', xiangma_info:'锁定技,只要你的体力值大于2点,你的进攻距离+1;只要你的体力值为2点或更低,你的防御距离+1', seyou:'色诱', seyou_info:'限定技,出牌阶段,你可以指定任意1名角色,其他所有男性角色需选择1项执行:(1)对你指定的角色出【杀】;(2)令你获得其一张牌。', sheshi:'蛇噬', sheshi_info:'每受到1次伤害,可以指定1种花色,依次展示牌堆顶的牌,直到出现指定花色的牌为止,你获得与指定花色不同花色的所有牌(最多展示4张牌)。', fengyi:'凤仪', fengyi_info:'出牌阶段,你可以弃一张手牌,指定任意目标摸两张牌。(每回合限用一次)', wange:'婉歌', wange_info:'摸牌时,你可以少摸一张牌,则结束阶段你可以抽取一名其他角色的手牌,至少1张,至多X张(X为你当前的掉血量)。', nichang:'霓裳', nichang2:'霓裳', nichang_info:'摸牌时,你可以选择不摸牌,并在结束阶段展示手牌,每少一种花色摸一张牌', fengyan:'丰艳', fengyan_info:'你可以获得其他男性角色的红色判定牌', zhulu:'逐鹿', zhulu_info:'回合外,当有通常锦囊牌结算完毕后,你可以立即弃掉一张相同花色手牌或装备区的牌,获得这张锦囊牌。', jieyong:'节用', jieyong2:'节用', jieyong_info:'你使用的卡牌进入弃牌堆后,你可以弃置一张黑色牌并重新获得之(每回合限一次)', shangtong:'尚同', shangtong_info:'每当你令其他角色恢复1点血量或掉1点血量时,你可以摸1张牌(摸牌上限为4)', feiming:'非命', feiming_info:'其他角色对你造成伤害时,你可以令该角色须选择1项执行:1,将1张红桃花色手牌交给你;2,流失1点血量', yxsrenwang:'人望', yxsrenwang_info:'出牌阶段,你可以弃掉2张牌并指定一名手牌数大于你的角色,你摸牌至与该角色手牌数相等,每阶段限一次。', shiwei:'施威', shiwei_info:'当其他角色失去最后一张手牌时,你可以将牌堆顶的一张牌背面朝上置于该角色面前,该角色回合,跳过出牌阶段并弃掉这张牌。', yxswushuang:'无双', yxswushuang_info:'出牌阶段,你使用【杀】时可同时打出两张【杀】,则该【杀】具有以下效果之一:1,伤害+1;2,额外指定两个目标', xiaoyong:'骁勇', xiaoyong_info:'你可以将黑色手牌当作【杀】来使用', qinzheng:'亲征', qinzheng_info:'出牌阶段,你对其他角色造成伤害时,可以令场上任意角色摸一张牌。', juma:'拒马', juma_info:'你与其他角色的距离始终视为1。', }, };