'use strict'; card.standard={ card:{ damage:{ ai:{ result:{ target:-1.5 }, tag:{ damage:1 } } }, recover:{ ai:{ result:{ target:1.5 }, tag:{ recover:1 } } }, firedamage:{ ai:{ result:{ target:-1.5 }, tag:{ damage:1, fireDamage:1, natureDamage:1, } } }, thunderdamage:{ ai:{ result:{ target:-1.5 }, tag:{ damage:1, thunderDamage:1, natureDamage:1, } } }, respondShan:{ ai:{ result:{ target:-1.5, }, tag:{ respond:1, respondShan:1, damage:1 } } }, sha:{ audio:true, fullskin:true, nature:['thunder','fire'], type:'basic', enable:true, usable:1, range:{attack:1}, selectTarget:1, filterTarget:function(card,player,target){return player!=target}, content:function(){ "step 0" if(event.skipShan){ event._result={bool:true}; } else if(event.directHit){ event._result={bool:false}; } else{ var next=target.chooseToRespond({name:'shan'}); next.ai=function(){ var sks=target.get('s'); if(sks.contains('leiji')|| sks.contains('diyleiji')|| sks.contains('lingbo')){ return 1; } if(ai.get.damageEffect(target,player,target,card.nature)>=0) return -1; return 1; }; next.autochoose=lib.filter.autoRespondShan; } "step 1" if(result.bool==false){ event.trigger('shaHit'); } else{ event.trigger('shaMiss'); event.responded=result; } "step 2" if(result.bool==false&&!event.unhurt){ target.damage(get.nature(event.card)); event.result={bool:true} event.trigger('shaDamage'); } else{ event.result={bool:false} event.trigger('shaUnhirt'); } }, ai:{ basic:{ useful:[5,1], value:[5,1], }, order:3, result:{ target:function(player,target){ if(player.skills.contains('jiu')&&!target.num('e','baiyin')){ if(ai.get.attitude(player,target)>0){ return -6; } else{ return -3; } } return -1.5; }, }, tag:{ respond:1, respondShan:1, damage:function(card){ if(card.nature=='poison') return; return 1; }, natureDamage:function(card){ if(card.nature) return 1; }, fireDamage:function(card,nature){ if(card.nature=='fire') return 1; }, thunderDamage:function(card,nature){ if(card.nature=='thunder') return 1; }, poisonDamage:function(card,nature){ if(card.nature=='poison') return 1; } } } }, shacopy:{ ai:{ basic:{ useful:[5,1], value:[5,1], }, order:3, result:{ target:-1.5, }, tag:{ respond:1, respondShan:1, damage:function(card){ if(card.nature=='poison') return; return 1; }, natureDamage:function(card){ if(card.nature) return 1; }, fireDamage:function(card,nature){ if(card.nature=='fire') return 1; }, thunderDamage:function(card,nature){ if(card.nature=='thunder') return 1; }, poisonDamage:function(card,nature){ if(card.nature=='poison') return 1; } } } }, shan:{ audio:true, fullskin:true, type:'basic', ai:{ basic:{ useful:[7,2], value:[7,2] } } }, tao:{ fullskin:true, type:'basic', enable:function(card,player){ return player.hp=2&&target.num('h','tao')<=1){ keep=true; } if(target.hp>=2&&keep&&target.hasFriend()){ if(target.hp>2) return 0; if(target.hp==2){ for(var i=0;i=3){ if(game.players[i].hp<=1) return 0; if(lib.config.mode=='identity'&&game.players[i].isZhu&&game.players[i].hp<=2) return 0; } } } } if(target.hp<0&&target!=player&&target.identity!='zhu') return 0; var att=ai.get.attitude(player,target); if(att<3&&att>=0&&player!=target) return 0; var tri=_status.event.parent._trigger; if(lib.config.mode=='identity'&&player.identity=='fan'&&target.identity=='fan'){ if(tri&&tri.name=='dying'&&tri.source&&tri.source.identity=='fan'&&tri.source!=target){ var num=0; for(var i=0;i2) return 2; } } if(num>1&&player==target) return 2; return 0; } } if(lib.config.mode=='identity'&&player.identity=='zhu'&&target.identity=='nei'){ if(tri&&tri.name=='dying'&&tri.source&&tri.source.identity=='zhong'){ return 0; } } if(lib.config.mode=='stone'&&target.isMin()&& player!=target&&tri&&tri.name=='dying'&&player.side==target.side&& tri.source!=target.getEnemy()){ return 0; } return 2; }, }, tag:{ recover:1, save:1, } } }, bagua:{ fullskin:true, type:'equip', subtype:'equip2', ai:{ basic:{ equipValue:8 } }, skills:['bagua_skill'] }, jueying:{ fullskin:true, type:'equip', subtype:'equip3', distance:{globalTo:1}, }, dilu:{ fullskin:true, type:'equip', subtype:'equip3', distance:{globalTo:1}, }, zhuahuang:{ fullskin:true, type:'equip', subtype:'equip3', distance:{globalTo:1}, }, chitu:{ fullskin:true, type:'equip', subtype:'equip4', distance:{globalFrom:-1}, }, dawan:{ fullskin:true, type:'equip', subtype:'equip4', distance:{globalFrom:-1}, }, zixin:{ fullskin:true, type:'equip', subtype:'equip4', distance:{globalFrom:-1}, }, zhuge:{ fullskin:true, type:'equip', subtype:'equip1', ai:{ basic:{ equipValue:function(card,player){ var num=1,i,no_target=true; for(i=0;i1){ var next=target.chooseButton(event.dialog,true,function(button){ return ai.get.value(button.link,_status.event.player); }); next.closeDialog=false; next.dialog.style.display=''; } else{ event.directButton=event.dialog.buttons[0]; } "step 1" var dialog=event.dialog; var button=event.directButton||result.buttons[0]; if(button.link){ target.gain(button.link); target.$gain2(button.link); } dialog.buttons.remove(button); button.getElementsByClassName('info')[0].innerHTML=get.translation(target.name); dialog.content.firstChild.innerHTML= get.translation(target)+'选择了'+get.translation(button.link); game.addVideo('dialogCapt',null,[dialog.videoId,dialog.content.firstChild.innerHTML]); game.log(target,'选择了',button.link); game.delay(); }, contentAfter:function(){ for(var i=0;i1) return 0; return 2-2*get.distance(player,target,'absolute')/game.players.length; } }, tag:{ draw:1, multitarget:1 } } }, taoyuan:{ audio:true, fullskin:true, type:'trick', enable:true, selectTarget:-1, filterTarget:function(card,player,target){ return target.hp=0) return 0; if(player.get('s').contains('xinwuyan')) return 0; if(target.get('s').contains('xinwuyan')) return 0; return 1; }; next.autochoose=lib.filter.autoRespondSha; "step 1" if(result.bool==false){ target.damage(); } }, ai:{ wuxie:function(target,card,player,viewer){ if(ai.get.attitude(viewer,target)>0&&target.num('h','sha')){ if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0; } }, basic:{ order:9, useful:[5,1] }, result:{ target:function(player,target){ var num=0; for(var i=0;i1) return 0; var nh=target.num('h'); if(lib.config.mode=='identity'){ if(target.isZhu&&nh<=2&&target.hp<=1) return -100; } if(nh==0) return -2; if(nh==1) return -1.7 return -1.5; }, }, tag:{ respond:1, respondSha:1, damage:1, multitarget:1, multineg:1, } } }, wanjian:{ audio:true, fullskin:true, type:'trick', enable:true, selectTarget:-1, filterTarget:function(card,player,target){ return target!=player; }, content:function(){ "step 0" var next=target.chooseToRespond({name:'shan'}); next.ai=function(card){ if(ai.get.damageEffect(target,player,target)>=0) return 0; if(player.get('s').contains('xinwuyan')) return 0; if(target.get('s').contains('xinwuyan')) return 0; return 1; }; next.autochoose=lib.filter.autoRespondShan; "step 1" if(result.bool==false){ target.damage(); } }, ai:{ wuxie:function(target,card,player,viewer){ if(ai.get.attitude(viewer,target)>0&&target.num('h','shan')){ if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0; } }, basic:{ order:9, useful:1 }, result:{ target:function(player,target){ var num=0; for(var i=0;i1) return 0; var nh=target.num('h'); if(lib.config.mode=='identity'){ if(target.isZhu&&nh<=2&&target.hp<=1) return -100; } if(nh==0) return -2; if(nh==1) return -1.7 return -1.5; }, }, tag:{ respond:1, respondShan:1, damage:1, multitarget:1, multineg:1, } } }, wuzhong:{ audio:true, fullskin:true, type:'trick', enable:true, selectTarget:-1, filterTarget:function(card,player,target){ return target==player; }, content:function(){ target.draw(2); }, ai:{ basic:{ order:7.2, useful:4, value:10 }, result:{ target:2, }, tag:{ draw:2 } } }, juedou:{ audio:true, fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return target!=player; }, content:function(){ "step 0" if(event.turn==undefined) event.turn=target; "step 1" event.trigger('juedou'); "step 2" if(event.directHit){ event._result={bool:false}; } else{ var next=event.turn.chooseToRespond({name:'sha'}); next.ai=function(card){ if(player.get('s').contains('xinwuyan')) return 0; if(target.get('s').contains('xinwuyan')) return 0; if(event.turn==target){ if(ai.get.attitude(target,player)<0){ return ai.get.unuseful2(card) } return -1; } else{ if(ai.get.attitude(player,target)<0){ return ai.get.unuseful2(card) } return -1; } }; next.autochoose=lib.filter.autoRespondSha; if(event.turn==target){ next.source=player; } else{ next.source=target; } } "step 3" if(event.target.isDead()||event.player.isDead()){ event.finish(); } else{ if(result.bool){ if(event.turn==target) event.turn=player; else event.turn=target; event.goto(1); } else{ if(event.turn==target){ target.damage(); } else{ player.damage(target); } } } }, ai:{ basic:{ order:5, useful:1, value:4.5 }, result:{ target:-1.5, player:function(player,target){ if(ai.get.damageEffect(target,player,target)>0&&ai.get.attitude(player,target)>0&&ai.get.attitude(target,player)>0){ return 0; } var hs1=target.get('h','sha'); var hs2=player.get('h','sha'); if(hs1.length>hs2.length+1){ return -2; } if(hs1.length>hs2.length&&(!hs2.length||hs1[0].number>hs2[0].number)){ return -2; } return -0.5; } }, tag:{ respond:2, respondSha:2, damage:1, } } }, shunshou:{ audio:true, fullskin:true, type:'trick', enable:true, range:{global:1}, selectTarget:1, filterTarget:function(card,player,target){ if(player==target) return false; return (target.num('hej')>0); }, content:function(){ if(target.num('hej')){ player.gainPlayerCard('hej',target,true); } }, ai:{ wuxie:function(target,card,player,viewer){ if(ai.get.attitude(viewer,player)>0&&ai.get.attitude(viewer,target)>0){ return 0; } }, basic:{ order:7.5, useful:4, value:9 }, result:{ target:function(player,target){ if(ai.get.attitude(player,target)<=0) return (target.num('he')>0)?-1.5:1.5; var js=target.get('j'); if(js.length){ var jj=js[0].viewAs?{name:js[0].viewAs}:js[0]; if(jj.name=='shunshou') return 3; if(js.length==1&&ai.get.effect(target,jj,target,player)>=0){ return -1.5; } return 3; } return -1.5; }, player:function(player,target){ if(ai.get.attitude(player,target)<0&&!target.num('he')){ return 0; } if(ai.get.attitude(player,target)>1){ var js=target.get('j'); if(js.length){ var jj=js[0].viewAs?{name:js[0].viewAs}:js[0]; if(jj.name=='shunshou') return 1; if(js.length==1&&ai.get.effect(target,jj,target,player)>=0){ return 0; } return 1; } return 0; } return 1; } }, tag:{ loseCard:1, gain:1, } } }, guohe:{ audio:true, fullskin:true, type:'trick', enable:true, selectTarget:1, filterTarget:function(card,player,target){ if(player==target) return false; return (target.num('hej')>0); }, content:function(){ if(target.num('hej')){ player.discardPlayerCard('hej',target,true); } }, ai:{ basic:{ order:9, useful:1, value:5, }, result:{ target:function(player,target){ var es=target.get('e'); var nh=target.num('h'); var noe=(es.length==0); var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp=0){ return -1.5; } return 2; } return -1.5; }, }, tag:{ loseCard:1, } } }, jiedao:{ audio:true, fullskin:true, type:'trick', enable:true, selectTarget:2, multitarget:true, targetprompt:['被借刀','出杀目标'], filterTarget:function(card,player,target){ if(ui.selected.targets.length==0){ return (player!=target&&target.get('e',{subtype:'equip1'}).length); } else{ return lib.filter.filterTarget({name:'sha'},ui.selected.targets[0],target); } }, content:function(){ "step 0" targets[0].chooseToUse( '对'+get.translation(targets[1])+'使用一张杀,或令'+get.translation(player)+'获得你的武器牌', {name:'sha'},targets[1],-1).targetRequired=true; "step 1" if(result.bool==false){ player.gain(targets[0].get('e',{subtype:'equip1'})); targets[0].$give(targets[0].get('e',{subtype:'equip1'}),player); } }, ai:{ basic:{ order:8, value:2, useful:1, }, result:{ target:-1.5, player:function(player){ if(player.get('he',{subtype:'equip1'}).length) return 0; return 1.5; }, }, tag:{ gain:1, use:1, useSha:1, multitarget:1, multineg:1, loseCard:1, } } }, wuxie:{ audio:true, fullskin:true, type:'trick', ai:{ basic:{ useful:[6,4], value:[6,4], }, result:{player:1}, expose:0.2 }, notarget:true, content:function(){}, }, lebu:{ audio:true, fullskin:true, type:'delay', filterTarget:function(card,player,target){ return (lib.filter.judge(card,player,target)&&player!=target); }, judge:function(card){ if(get.suit(card)=='heart') return 0; return -3; }, effect:function(){ if(result.bool==false){ player.skip('phaseUse'); } }, ai:{ basic:{ order:1, useful:1, value:8, }, result:{ target:function(player,target){ var num=target.hp-target.num('h')-2; if(num>-1) return -0.01; if(target.hp<3) num--; if(target.isTurnedOver()) num/=2; var dist=get.distance(player,target,'absolute'); if(dist<1) dist=1; return num/Math.sqrt(dist); } }, tag:{ skip:'phaseUse' } } }, shandian:{ audio:true, fullskin:true, type:'delay', 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)=='spade'&&get.number(card)>1&&get.number(card)<10) return -6; return 0; }, effect:function(){ if(result.judge){ player.damage(3,'thunder','nosource'); } else{ if(!card.expired){ var target=player.next; for(var iwhile=0;iwhile<10;iwhile++){ if(target.num('j','shandian')){ target=target.next; } else{ break; } } if(target.num('j','shandian')||target==player){ ui.discardPile.appendChild(card); } else{ if(card.name!='shandian'){ target.addJudge('shandian',card); } else{ target.addJudge(card); } } } else{ card.expired=false; } } }, cancel:function(){ if(!card.expired){ var target=player.next; for(var iwhile=0;iwhile<10;iwhile++){ if(target.num('j','shandian')){ target=target.next; } else{ break; } } if(target.num('j','shandian')||target==player){ ui.discardPile.appendChild(card); } else{ if(card.name!='shandian'){ target.addJudge('shandian',card); } else{ target.addJudge(card); } } } else{ card.expired=false; } }, ai:{ basic:{ order:1, useful:0, value:0, }, result:{ target:function(player,target){ var rejudge,num=0; for(var i=0;i0&& ai.get.attitude(game.players[i],target)>0) num+=rejudge; else num-=rejudge; } } } if(num>0) return num; if(num==0){ if(lib.config.mode=='identity'){ if(target.identity=='nei') return 1; var situ=ai.get.situation(); if(target.identity=='fan'){ if(situ>1) return 1; } else{ if(situ<-1) return 1; } } else if(lib.config.mode=='guozhan'){ if(target.identity=='ye') return 1; for(var i=0;i2&&target.hp<2) return 1; if(game.players.length<3) return -1; if(target.hp<=2&&target.num('he')<=3) return 1; } } } return -1; } }, tag:{ // damage:1, // natureDamage:1, // thunderDamage:1, } } }, }, skill:{ zhuge_skill:{ mod:{ cardUsable:function(card,player,num){ if(card.name=='sha') return Infinity; } }, }, cixiong_skill:{ trigger:{player:'shaBegin'}, priority:5, audio:true, filter:function(event,player){ if(player.sex=='male'&&event.target.sex=='female') return true; if(player.sex=='female'&&event.target.sex=='male') return true; return false; }, content:function(){ "step 0" trigger.target.chooseToDiscard().ai=function(card){ return -ai.get.attitude(trigger.target,player)-ai.get.value(card); }; "step 1" if(result.bool==false) player.draw(); } }, qinggang_skill:{ trigger:{player:'useCard'}, forced:true, priority:10, filter:function(event){ return event.card.name=='sha'; }, content:function(){ player.addTempSkill('unequip','useCardAfter'); } }, qinglong_skill:{ trigger:{player:'shaMiss'}, direct:true, content:function(){ "step 0" if(player.skills.contains('jiu')){ player.removeSkill('jiu'); if(player.node.jiu){ player.node.jiu.delete(); player.node.jiu2.delete(); delete player.node.jiu; delete player.node.jiu2; } event.jiu=true; } player.chooseToUse('是否发动青龙偃月刀?',{name:'sha'},trigger.target,-1).logSkill='qinglong'; "step 1" if(result.bool){ player.logSkill('qinglong'); } else if(event.jiu){ player.addSkill('jiu'); } } }, zhangba_skill:{ enable:['chooseToUse','chooseToRespond'], filterCard:true, selectCard:2, position:'h', viewAs:{name:'sha'}, audio:true, prompt:'将两张手牌当杀使用或打出', check:function(card){return 6-ai.get.useful(card)}, ai:{ respondSha:true, } }, guanshi_skill:{ trigger:{player:'shaMiss'}, direct:true, audio:true, filter:function(event,player){ return player.num('he')>2; }, content:function(){ "step 0" var next=player.chooseToDiscard('是否发动贯石斧?',2,'he',function(card){ return player.get('e',{subtype:'equip1'}).contains(card)==false; }); next.logSkill='guanshi_skill'; next.ai= function(card){ if(ai.get.attitude(player,trigger.target)<0){ if(player.skills.contains('jiu')|| player.skills.contains('tianxianjiu')|| trigger.target.hp==1){ return 8-ai.get.value(card) } return 5-ai.get.value(card) } return -1; }; "step 1" if(result.bool){ trigger.untrigger(); trigger.trigger('shaHit'); trigger._result.bool=false; } } }, fangtian_skill:{ mod:{ selectTarget:function(card,player,range){ if(card.name!='sha') return; if(range[1]==-1) return; var cards=player.get('h'); for(var i=0;i0 }, direct:true, audio:true, content:function(){ "step 0" var att=(ai.get.attitude(player,trigger.target)<=0); player.chooseButton(ui.create.dialog('选择要弃置的马', trigger.target.get('e',{subtype:['equip3','equip4']}))).ai=function(button){ if(att){ return ai.get.buttonValue(button); } return 0; }; "step 1" if(result.bool){ player.logSkill('qilin_skill'); trigger.target.discard(result.buttons[0].link); } } }, bagua_skill:{ trigger:{player:'chooseToRespondBegin'}, filter:function(event,player){ if(event.responded) return false; if(!event.filterCard({name:'shan'})) return false; if(event.parent.player.num('s','unequip')) return false; return true; }, audio:true, content:function(){ "step 0" player.judge('bagua',function(card){return (get.color(card)=='red')?1.5:-0.5}); "step 1" if(result.judge>0){ trigger.untrigger(); trigger.responded=true; trigger.result={bool:true,card:{name:'shan'}} } }, ai:{ effect:{ target:function(card,player,target,effect){ if(player.num('s','unequip')) return; if(get.tag(card,'respondShan')) return 0.5; } } } }, _wuxie1:{ trigger:{player:'useCardToBefore'}, priority:5, filter:function(event,player){ if(!event.target) return false; if(get.type(event.card)!='trick') return false; return true; }, popup:false, forced:true, content:function(){ "step 0" if(trigger.multitarget){ event.source2=trigger.targets; } event.source=trigger.target; event.current=trigger.player; event.end=trigger.player; event.state=true; event.card=trigger.card; "step 1" if((ui.wuxie.classList.contains('glow')|| (ui.tempnowuxie&&ui.tempnowuxie.classList.contains('glow')&& event.state))&&!_status.auto){ if(event.current==game.me||event.current.isUnderControl()){ event._result={bool:false}; return; } } if(lib.config.wuxie_self&&event.state){ if((event.current==game.me||event.current.isUnderControl())&& (trigger.player==game.me||trigger.player.isUnderControl())){ if(trigger.targets&&trigger.targets.length==1){ event._result={bool:false}; return; } } } if(event.current.num('h','wuxie')==0){ var noask=true; var skills=event.current.get('s',true).concat(lib.skill.global); game.expandSkills(skills); for(var i=0;i1&&!ui.tempnowuxie){ ui.tempnowuxie=ui.create.control('不无懈'+get.translation(trigger.card.name),ui.click.tempnowuxie); ui.tempnowuxie._origin=trigger.parent; } } "step 2" if(result.bool){ event.end=event.current; if(event.state) event.state=false; else event.state=true; event.goto(1); } else if(event.current.next==event.end){ if(event.state==false){ trigger.untrigger(); trigger.finish(); } } else{ event.current=event.current.next; event.goto(1); } } }, _wuxie2:{ trigger:{player:'phaseJudge'}, priority:5, popup:false, forced:true, content:function(){ "step 0" event.current=trigger.player; event.end=trigger.player; event.state=true; event.card=trigger.card; "step 1" if(ui.wuxie.classList.contains('glow')&&!_status.auto){ if(event.current==game.me||event.current.isUnderControl()){ event._result={bool:false}; return; } } if(event.current.get('h','wuxie')==0){ var noask=true; var skills=event.current.get('s',true).concat(lib.skill.global); game.expandSkills(skills); for(var i=0;i=0) return 0; return state*ai.get.attitude(_status.event.player,trigger.player); }, source:trigger.player }); "step 2" if(result.bool){ event.end=event.current; if(event.state) event.state=false; else event.state=true; event.goto(1); } else if(event.current.next==event.end){ if(event.state==false){ trigger.untrigger(); trigger.cancelled=true; } } else{ event.current=event.current.next; event.goto(1); } } }, }, translate:{ sha:'杀', shan:'闪', tao:'桃', bagua:'八卦阵', bagua_bg:'卦', bagua_skill:'八卦阵', jueying:'绝影', dilu:'的卢', zhuahuang:'爪黄飞电', jueying_bg:'+马', dilu_bg:'+马', zhuahuang_bg:'+马', chitu:'赤兔', chitu_bg:'-马', dawan:'大宛', dawan_bg:'-马', zixin:'紫骍', zixin_bg:'-马', zhuge:'诸葛连弩', cixiong:'雌雄双股剑', zhuge_bg:'弩', cixiong_bg:'双', qinggang:'青釭剑', qinglong:'青龙偃月刀', zhangba:'丈八蛇矛', qinglong_bg:'偃', zhangba_bg:'蛇', guanshi:'贯石斧', fangtian:'方天画戟', qilin:'麒麟弓', qilin_bg:'弓', zhuge_skill:'诸葛连弩', cixiong_skill:'雌雄双股剑', qinggang_skill:'青釭剑', qinglong_skill:'青龙偃月刀', zhangba_skill:'丈八蛇矛', guanshi_skill:'贯石斧', fangtian_skill:'方天画戟', qilin_skill:'麒麟弓', wugu:'五谷丰登', taoyuan:'桃园结义', nanman:'南蛮入侵', wanjian:'万箭齐发', wuzhong:'无中生有', juedou:'决斗', wugu_bg:'谷', taoyuan_bg:'园', nanman_bg:'蛮', wanjian_bg:'箭', wuzhong_bg:'生', juedou_bg:'斗', shunshou:'顺手牵羊', guohe:'过河拆桥', guohe_bg:'拆', jiedao:'借刀杀人', wuxie:'无懈可击', wuxie_bg:'懈', lebu:'乐不思蜀', shandian:'闪电', shandian_bg:'电', sha_info:'出牌阶段,对攻击范围内的一名角色使用,令其打出一张【闪】或受到一点伤害。', shan_info:'闪避一张杀', tao_info:'出牌阶段,对自己使用,回复一点体力。', bagua_info:'每当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果为红色,视为你使用或打出了一张【闪】。', bagua_skill_info:'每当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果为红色,视为你使用或打出了一张【闪】。', jueying_info:'其他角色与你的距离+1', dilu_info:'其他角色与你的距离+1', zhuahuang_info:'其他角色与你的距离+1', hualiu_info:'其他角色与你的距离+1', chitu_info:'你与其他角色的距离-1', dawan_info:'你与其他角色的距离-1', zixin_info:'你与其他角色的距离-1', jingfanma_info:'你与其他角色的距离-1', zhuge_skill_info:'你于出牌阶段内使用【杀】无次数限制。', zhuge_info:'你于出牌阶段内使用【杀】无次数限制。', cixiong_skill_info:'每当你使用【杀】指定一名异性的目标角色后,你可以令其选择一项:1.弃置一张手牌;2.令你摸一张牌。', cixiong_info:'每当你使用【杀】指定一名异性的目标角色后,你可以令其选择一项:1.弃置一张手牌;2.令你摸一张牌。', qinggang_skill_info:'每当你使用【杀】指定一名目标角色后,你无视其防具。', qinggang_info:'每当你使用【杀】指定一名目标角色后,你无视其防具。', qinglong_skill_info:'每当你使用的【杀】被目标角色使用的【闪】抵消时,你可以对其使用一张【杀】(无距离限制)。', qinglong_info:'每当你使用的【杀】被目标角色使用的【闪】抵消时,你可以对其使用一张【杀】(无距离限制)。', zhangba_skill_info:'你可以将两张手牌当【杀】使用或打出。', zhangba_info:'你可以将两张手牌当【杀】使用或打出。', guanshi_skill_info:'每当你使用的【杀】被目标角色使用的【闪】抵消时,你可以弃置两张牌,令此【杀】依然对其造成伤害。', guanshi_info:'每当你使用的【杀】被目标角色使用的【闪】抵消时,你可以弃置两张牌,令此【杀】依然对其造成伤害。', fangtian_skill_info:'你使用的【杀】若是你最后的手牌,你可以额外选择至多两个目标。', fangtian_info:'你使用的【杀】若是你最后的手牌,你可以额外选择至多两个目标。', qilin_skill_info:'每当你使用【杀】对目标角色造成伤害时,你可以弃置其装备区里的一张坐骑牌。', qilin_info:'每当你使用【杀】对目标角色造成伤害时,你可以弃置其装备区里的一张坐骑牌。', wugu_info:'出牌阶段,对所有角色使用。(选择目标后)你从牌堆顶亮出等同于角色数量的牌,每名目标角色获得这些牌中(剩余的)的任意一张。', taoyuan_info:'出牌阶段,对所有角色使用。每名目标角色回复1点体力。', nanman_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【杀】,否则受到1点伤害。', wanjian_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【闪】,否则受到1点伤害。', wuzhong_info:'出牌阶段,对你使用。你摸两张牌。', juedou_info:'出牌阶段,对一名其他角色使用。由其开始,其与你轮流打出一张【杀】,直到其中一方未打出【杀】为止。未打出【杀】的一方受到另一方对其造成的1点伤害。', shunshou_info:'出牌阶段,对距离为1且区域里有牌的一名其他角色使用。你获得其区域里的一张牌。', guohe_info:'出牌阶段,对区域里有牌的一名其他角色使用。你弃置其区域里的一张牌。', jiedao_info:'出牌阶段,对装备区里有武器牌且有使用【杀】的目标的一名其他角色使用。令其对你指定的一名角色使用一张【杀】,否则将其装备区里的武器牌交给你。', wuxie_info:'一张锦囊牌生效前,对此牌使用。抵消此牌对一名角色产生的效果,或抵消另一张【无懈可击】产生的效果。', lebu_info:'出牌阶段,对一名其他角色使用。若判定结果不为红桃,跳过其出牌阶段。', shandian_info:'出牌阶段,对自己使用。若判定结果为黑桃2~9,则目标角色受到3点雷电伤害。若判定不为黑桃2~9,将之移动到下家的判定区里。', }, list:[ ["spade",7,"sha"], ["spade",8,"sha"], ["spade",8,"sha"], ["spade",9,"sha"], ["spade",9,"sha"], ["spade",10,"sha"], ["spade",10,"sha"], ["club",2,"sha"], ["club",3,"sha"], ["club",4,"sha"], ["club",5,"sha"], ["club",6,"sha"], ["club",7,"sha"], ["club",8,"sha"], ["club",8,"sha"], ["club",9,"sha"], ["club",9,"sha"], ["club",10,"sha"], ["club",10,"sha"], ["club",11,"sha"], ["club",11,"sha"], ["heart",10,"sha"], ["heart",10,"sha"], ["heart",11,"sha"], ["diamond",6,"sha"], ["diamond",7,"sha"], ["diamond",8,"sha"], ["diamond",9,"sha"], ["diamond",10,"sha"], ["diamond",13,"sha"], ["heart",2,"shan"], ["heart",2,"shan"], ["heart",13,"shan"], ["diamond",2,"shan"], ["diamond",2,"shan"], ["diamond",3,"shan"], ["diamond",4,"shan"], ["diamond",5,"shan"], ["diamond",6,"shan"], ["diamond",7,"shan"], ["diamond",8,"shan"], ["diamond",9,"shan"], ["diamond",10,"shan"], ["diamond",11,"shan"], ["diamond",11,"shan"], ["heart",3,"tao"], ["heart",4,"tao"], ["heart",6,"tao"], ["heart",7,"tao"], ["heart",8,"tao"], ["heart",9,"tao"], ["heart",12,"tao"], ["diamond",12,"tao"], ["spade",2,"bagua"], ["club",2,"bagua"], ["spade",5,"jueying"], ["club",5,"dilu"], ["heart",13,"zhuahuang"], ["heart",5,"chitu"], ["spade",13,"dawan"], ["diamond",13,"zixin"], ["club",1,"zhuge"], ["diamond",1,"zhuge"], ["spade",2,"cixiong"], ["spade",6,"qinggang"], ["spade",5,"qinglong"], ["spade",12,"zhangba"], ["diamond",5,"guanshi"], ["diamond",12,"fangtian"], ["heart",5,"qilin"], ["heart",3,"wugu"], ["heart",4,"wugu"], ["heart",1,"taoyuan"], ["spade",7,"nanman"], ["spade",13,"nanman"], ["club",7,"nanman"], ["heart",1,"wanjian"], ["spade",1,"juedou"], ["club",1,"juedou"], ["diamond",1,"juedou"], ["heart",7,"wuzhong"], ["heart",8,"wuzhong"], ["heart",9,"wuzhong"], ["heart",11,"wuzhong"], ["spade",3,'shunshou'], ["spade",4,'shunshou'], ["spade",11,'shunshou'], ["diamond",3,'shunshou'], ["diamond",4,'shunshou'], ["spade",3,'guohe'], ["spade",4,'guohe'], ["spade",12,'guohe'], ["club",3,'guohe'], ["club",4,'guohe'], ["heart",12,'guohe'], ["club",12,'jiedao'], ["club",13,'jiedao'], ["spade",11,'wuxie'], ["club",12,'wuxie'], ["club",13,'wuxie'], ["spade",6,'lebu'], ["club",6,'lebu'], ["heart",6,'lebu'], ["spade",1,'shandian','thunder'], ], }