'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'diy', connect:true, connectBanned:['diy_tianyu','diy_yangyi','diy_lukang'], character:{ // diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']], // diy_hanlong:['male','wei',4,['siji','ciqiu']], diy_feishi:['male','shu',3,['shuaiyan','moshou']], diy_liuyan:['male','shu',3,['juedao','geju']], // diy_luxun:['male','wu',3,['shaoying','zonghuo']], diy_yuji:['male','qun',3,['diyguhuo','diychanyuan']], // diy_zhouyu:['male','wu',3,['jieyan','honglian']], // diy_zhouyu:['male','wu',3,['xiongzi','yaliang']], diy_caiwenji:['female','qun',3,['beige','guihan']], diy_lukang:['male','wu',4,['luweiyan','qianxun']], // diy_xuhuang:['male','wei',4,['diyduanliang']], // diy_dianwei:['male','wei',4,['diyqiangxi']], // diy_huangzhong:['male','shu',4,['liegong','fuli']], // diy_weiyan:['male','shu',4,['diykuanggu']], diy_zhenji:['female','wei',3,['diy_jiaoxia','yiesheng']], // diy_menghuo:['male','shu',4,['huoshou','zaiqix']], re_huangyueying:['female','shu',3,['rejizhi','qicai']], diy_liufu:['male','wei',3,['zhucheng','duoqi']], diy_xizhenxihong:['male','shu',4,['fuchou','jinyan']], diy_liuzan:['male','wu',4,['kangyin']], diy_zaozhirenjun:['male','wei',3,['liangce','jianbi','juntun']], diy_yangyi:['male','shu',3,['choudu','liduan']], diy_tianyu:['male','wei',4,['chezhen','youzhan']], ns_zuoci:['male','qun',3,['nsxinsheng','nsdunxing']], ns_lvzhi:['female','qun',3,['nsnongquan','nsdufu']], ns_wangyun:["male","qun",4,["liangji","jugong","chengmou"]], ns_nanhua:["male","qun",3,["nshuanxian","nstaiping","nsshoudao"]], ns_nanhua_left:["male","qun",2,[],['unseen']], ns_nanhua_right:["female","qun",2,[],['unseen']], }, characterIntro:{ diy_feishi:'字公举,生卒年不详,益州犍为郡南安县(今四川省乐山市)人。刘璋占据益州时,以费诗为绵竹县县令。刘备进攻刘璋夺取益州,费诗举城而降,后受拜督军从事,转任牂牁郡太守,再为州前部司马。', diy_liuyan:'字元海,新兴(今山西忻州北)人,匈奴族,匈奴首领冒顿单于之后[1] ,南匈奴单于于夫罗之孙,左贤王刘豹之子,母呼延氏,十六国时期前赵政权开国皇帝,304年-310年在位。', diy_lukang:'字幼节,吴郡吴县(今江苏苏州)人。三国时期吴国名将,丞相陆逊次子。', diy_liufu:'字元颖,沛国相县(今安徽濉溪县西北)人。东汉末年名守。在汉末避难于淮南,说服袁术将戚寄和秦翊率部投奔曹操,曹操大悦,使司徒辟其为掾属。', diy_xizhenxihong:'习珍,襄阳人。三国时蜀汉将领。先主刘备时曾任零陵北部都尉,加裨将军。建安二十四年,关羽率荆州大军攻打樊城,唯有习珍据城不降。被困月余,直到箭尽粮绝,拔剑自刎而死。习宏,生卒年不详,习珍之弟。曾在东吴入侵蜀汉时建议哥哥习珍伪降,约樊胄举兵。习珍死后,弟弟习宏落在东吴,有问必不答,终身不为孙权发一言。', diy_zaozhirenjun:'枣祗,生卒年月不详,东汉末年颍川阳翟(今河南省禹州市)人。曾任东阿令、羽林监、屯田都尉、陈留太守等职。任峻(?—204年),字伯达,河南郡中牟县人。曹操每次出征,任峻通常在后方补给军队。后来发生饥荒,枣祗建议实施屯田,任峻被任命为典农中郎将,招募百姓在许下屯田,结果连年丰收,积谷足以装满全部粮仓。', diy_yangyi:'字威公,襄阳(今湖北襄阳)人,三国时期蜀汉政治家。最初,为荆州刺史傅群的主簿,后投奔关羽,任为功曹。羽遣其至成都,大受刘备赞赏,擢为尚书。建兴三年(225年)任丞相参军,此后一直跟随诸葛亮战斗。亮卒,他部署安全退军。亮生前定蒋琬继己任,仪仅拜中军师。建兴十三年(235年),因多出怨言,被削职流放至汉嘉郡。但杨仪仍不自省,又上书诽谤,言辞激烈,最后下狱,自杀身亡。', diy_tianyu:'字国让,渔阳雍奴(今天津市武清区东北)人。三国时期曹魏将领。初从刘备,因母亲年老回乡,后跟随公孙瓒,公孙瓒败亡,劝说鲜于辅加入曹操。曹操攻略河北时,田豫正式得到曹操任用,历任颖阴、郎陵令、弋阳太守等。', }, characterTitle:{ ns_zuoci:'#bskystarwuwei', ns_lvzhi:'#bskystarwuwei', ns_wangyun:'#rSukincen', ns_nanhua:'#g戒除联盟', }, perfectPair:{ yuji:['zuoci'] }, skill:{ nstaiping:{ trigger:{player:'damageEnd'}, filter:function(event,player){ return !event.nshuanxian&&player.getSubPlayers('nshuanxian').length; }, direct:true, priority:-0.1, ai:{ maixie:true, maixie_hp:true }, content:function(){ 'step 0' event.num=trigger.num; 'step 1' var left=player.storage.nshuanxian_left; var right=player.storage.nshuanxian_right; var list=[]; var choice=0; var hpleft=0; var maxleft=0; if(left&&player.hasSkill(left)){ if(player.storage[left].hp1){ event.num--; event.goto(1); } } }, nsshoudao:{ group:['nsshoudao_gain','nsshoudao_die'], subSkill:{ gain:{ trigger:{player:'subPlayerDie'}, forced:true, filter:function(event,player){ var left=player.storage.nshuanxian_left; if(left&&player.hasSkill(left)) return false; var right=player.storage.nshuanxian_right; if(right&&player.hasSkill(right)) return false; if(!player.storage.nshuanxian_damage) return false; return true; }, content:function(){ player.addSkill('releiji'); player.addSkill('guidao'); } }, die:{ trigger:{player:'dieBegin'}, direct:true, filter:function(event,player){ if(game.countPlayer()<=2) return false; var left=player.storage.nshuanxian_left; if(left&&player.hasSkill(left)) return true; var right=player.storage.nshuanxian_right; if(right&&player.hasSkill(right)) return true; return false; }, content:function(){ 'step 0' var str; var left=player.storage.nshuanxian_left; var right=player.storage.nshuanxian_right; if(left&&player.hasSkill(left)&&right&&player.hasSkill(right)){ str='令一名其他角色获得技能【雷击】和【鬼道】'; } else{ str='令一名其他角色获得技能【雷击】或【鬼道】'; } if(trigger.source){ str+='('+get.translation(trigger.source)+'除外)'; } player.chooseTarget(function(card,player,target){ return target!=player&&target!=_status.event.source; },get.prompt('nsshoudao')).set('ai',function(target){ if(target.hasSkill('releiji')) return 0; return get.attitude(_status.event.player,target); }).set('source',trigger.source).set('prompt2',str); 'step 1' var goon=false; if(result.bool){ var target=result.targets[0]; player.logSkill('nsshoudao',target); var left=player.storage.nshuanxian_left; var right=player.storage.nshuanxian_right; if(left&&player.hasSkill(left)&&right&&player.hasSkill(right)){ target.addSkillLog('releiji'); target.addSkillLog('guidao'); } else{ event.target=target; player.chooseControl('releiji','guidao').set('prompt','令'+get.translation(target)+'获得一项技能'); goon=true; } } if(!goon){ event.finish(); } 'step 2' event.target.addSkillLog(result.control); } } } }, nshuanxian:{ trigger:{global:'gameStart',player:'enterGame'}, forced:true, nosub:true, unique:true, group:['nshuanxian_left','nshuanxian_right','nshuanxian_damage','nshuanxian_swap'], content:function(){ player.storage.nshuanxian_right=player.addSubPlayer({ name:'ns_nanhua_right', skills:['nshuanxian_left','nshuanxian_draw','nshuanxian_swap'], hp:2, maxHp:2, hs:get.cards(2), skill:'nshuanxian', intro:'你的本体回合结束后,切换至此随从并进行一个额外的回合;若你的上家与下家不同,在你的下家的准备阶段,切换至此随从', intro2:'当前回合结束后切换回本体', onremove:function(player){ delete player.storage.nshuanxian_right; } }); }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(!target.hasFriend()) return; if(!target.storage.nshuanxian_damage){ if(get.attitude(player,target)<=0) return [0.5,1]; return [1,1]; } } } } }, // mod:{ // globalFrom:function(from,to,distance){ // // }, // globalTo:function(from,to,distance){ // // } // }, // global:'nshuanxian_choose', subSkill:{ chosen:{}, leftdist:{ mod:{ globalFrom:function(from,to,distance){ }, globalTo:function(from,to,distance){ } } }, rightdist:{ mod:{ globalFrom:function(from,to,distance){ }, globalTo:function(from,to,distance){ } } }, swap:{ trigger:{global:'phaseBegin'}, forced:true, popup:false, filter:function(event,player){ return event.player!=player; }, priority:20, content:function(){ var next=player.getNext(); var prev=player.getPrevious(); var left=player.storage.nshuanxian_left; var right=player.storage.nshuanxian_right; if(prev==next||(trigger.player!=next&&trigger.player!=prev)){ if(player.hasSkill('subplayer')){ player.exitSubPlayer(); } } else if(prev==trigger.player&&player.name!=left&&left){ if(!player.hasSkill('subplayer')){ player.callSubPlayer(left); } else{ player.toggleSubPlayer(left); } } else if(next==trigger.player&&player.name!=right&&right){ if(!player.hasSkill('subplayer')){ player.callSubPlayer(right); } else{ player.toggleSubPlayer(right); } } } }, damage:{ trigger:{player:'damageEnd'}, forced:true, filter:function(event,player){ return !player.storage.nshuanxian_damage; }, content:function(){ player.storage.nshuanxian_damage=true; player.storage.nshuanxian_left=player.addSubPlayer({ name:'ns_nanhua_left', skills:['nshuanxian_middle','nshuanxian_draw','nshuanxian_swap'], hp:2, maxHp:2, hs:get.cards(2), skill:'nshuanxian', intro:'你的本体回合开始前,切换至此随从并进行一个额外的回合;若你的上家与下家不同,在你的上家的准备阶段,切换至此随从', intro2:'当前回合结束后切换回本体', onremove:function(player){ delete player.storage.nshuanxian_left; } }); trigger.nshuanxian=true; } }, draw:{ trigger:{player:'phaseDrawBegin'}, silent:true, filter:function(event){ return event.num>0; }, content:function(){ trigger.num--; } }, left:{ trigger:{player:'phaseBefore'}, forced:true, popup:false, priority:40, filter:function(event,player){ if(event.skill=='nshuanxian_middle') return false; if(event.skill=='nshuanxian_right') return false; var left=player.storage.nshuanxian_left; if(player.hasSkill('subplayer')){ if(!left) return player.name==player.storage.nshuanxian_right; return player.storage.subplayer.skills.contains(left); } else{ if(!left) return false; return player.hasSkill(left); } }, content:function(){ if(player.hasSkill('subplayer')){ var left=player.storage.nshuanxian_left; if(left&&player.storage.subplayer.skills.contains(left)){ player.toggleSubPlayer(player.storage.nshuanxian_left); } else{ player.exitSubPlayer(); } } else{ player.callSubPlayer(player.storage.nshuanxian_left); } } }, middle:{ trigger:{player:['phaseAfter','phaseCancelled']}, forced:true, popup:false, priority:-40, filter:function(event,player){ if(player.hasSkill('nshuanxian_chosen')) return false; return true; }, content:function(){ player.exitSubPlayer(); player.insertPhase(null,true); } }, right:{ trigger:{player:['phaseAfter','phaseCancelled']}, forced:true, popup:false, priority:-40, filter:function(event,player){ if(player.hasSkill('nshuanxian_chosen')) return false; if(player.hasSkill('subplayer')) return false; var right=player.storage.nshuanxian_right; if(!right) return false; return player.hasSkill(right); }, content:function(){ player.callSubPlayer(player.storage.nshuanxian_right); player.insertPhase(null,true); player.addTempSkill('nshuanxian_chosen',['phaseBegin','phaseCancelled']); } }, end:{ trigger:{player:['phaseAfter','phaseCancelled']}, forced:true, popup:false, priority:-40, filter:function(event,player){ if(player.hasSkill('nshuanxian_chosen')) return false; return true; }, content:function(){ if(player.hasSkill('subplayer')){ player.exitSubPlayer(); } }, content_old:function(){ 'step 0' var controls=['本体']; var left=player.storage.nshuanxian_left; var right=player.storage.nshuanxian_right; if(player.hasSkill('subplayer')){ if(player.storage.subplayer.skills.contains(left)){ controls.unshift('幻身·左'); } if(player.storage.subplayer.skills.contains(right)){ controls.push('幻身·右'); } } else{ if(player.hasSkill(left)){ controls.unshift('幻身·左'); } if(player.hasSkill(right)){ controls.push('幻身·右'); } } if(controls.length>1){ player.chooseControl(controls,function(event,player){ return Math.floor(Math.random()*_status.event.num); }).set('prompt','选择一个形态直到下一回合开始').set('num',controls.length); } else{ event.finish(); } 'step 1' switch(result.control){ case '幻身·左':{ if(!player.hasSkill('subplayer')){ player.callSubPlayer(player.storage.nshuanxian_left); } else{ player.toggleSubPlayer(player.storage.nshuanxian_left); } break; } case '幻身·右':{ if(!player.hasSkill('subplayer')){ player.callSubPlayer(player.storage.nshuanxian_right); } break; } default:{ if(player.hasSkill('subplayer')){ player.exitSubPlayer(); } break; } } player.addTempSkill('nshuanxian_chosen','phaseBegin'); } } } }, nsnongquan:{ enable:'phaseUse', filter:function(event,player){ return player.countCards('h')==1&&player.canUse('wuzhong',player); }, direct:true, delay:0, content:function(){ player.useCard({name:'wuzhong'},player.getCards('h'),player,'nsnongquan'); }, ai:{ order:10, result:{ player:function(player,target){ return 10-get.value(player.getCards('h')[0]); } } } }, nsdufu:{ trigger:{source:'damageBefore'}, check:function(event,player){ return event.player.hasSkillTag('maixie'); }, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt2('nsdufu'),function(card,player,target){ return target!=player; }).set('ai',function(target){ if(_status.event.bool){ return -get.attitude(_status.event.player,target); } return 0; }).set('bool',trigger.player.hasSkillTag('maixie_defend')); 'step 1' if(result.bool){ player.logSkill('nsdufu',result.targets); trigger.source=result.targets[0]; trigger.untrigger(); trigger.trigger('damageBefore'); } } }, rejizhi:{ audio:2, usable:3, trigger:{player:'useCard'}, frequent:true, filter:function(event){ var type=get.type(event.card,'trick'); return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card; }, content:function(){ "step 0" var cards=get.cards(); player.gain(cards,'gain2','log'); if(get.type(cards[0])!='basic'){ event.finish(); } "step 1" player.chooseToDiscard('h',true); }, ai:{ threaten:1.4 } }, yiesheng:{ enable:'phaseUse', filterCard:{color:'black'}, filter:function(event,player){ return player.countCards('h',{color:'black'})>0; }, selectCard:[1,Infinity], prompt:'弃置任意张黑色手牌并摸等量的牌', check:function(card){return 5-get.value(card)}, content:function(){ player.draw(cards.length); }, ai:{ order:1, result:{ player:1 }, }, }, jugong: { trigger: { global: "damageEnd", }, usable: 1, frequent: true, locked: false, notemp: true, init: function(player) { player.storage.jugong = []; }, filter: function(event, player) { return event.card && (event.card.name == 'sha' || event.card.name == 'juedou') && event.notLink() && _status.currentPhase != player; }, content: function() { "step 0" player.draw(); "step 1" if (player.countCards('h')) { player.chooseCard('将' + get.cnNumber(1) + '张手牌置于武将牌上作为“功”', 1, true); } else { event.finish(); } "step 2" if (result.cards && result.cards.length) { player.lose(result.cards, ui.special); player.storage.jugong = player.storage.jugong.concat(result.cards); player.syncStorage('jugong'); player.markSkill('jugong'); game.log(player, '将', result.cards, '置于武将牌上作为“功”'); } }, intro: { content: "cards", }, group: "jugong_1", subSkill: { "1": { trigger: { player: "damageBegin", }, filter: function(event, player) { return player.storage.jugong.length > 1; }, content: function() { 'step 0' player.chooseCardButton('移去两张“功”', 2, player.storage.jugong, true); 'step 1' if (event.directresult || result.bool) { player.logSkill('jugong'); var links = event.directresult || result.links; for (var i = 0; i < links.length; i++) { player.storage.jugong.remove(links[i]); } player.syncStorage('jugong'); if (!player.storage.jugong.length) { player.unmarkSkill('jugong'); } else { player.markSkill('jugong'); } player.$throw(links); game.log(player, '被移去了', links); for (var i = 0; i < links.length; i++) { ui.discardPile.appendChild(links[i]); } } 'step 2' trigger.cancel(); }, sub: true, }, }, ai: { maixie: true, maixie_hp: true, threaten: 0.8, effect: { target: function(card, player, target) { if (get.tag(card, 'damage')) { if (player.hasSkillTag('jueqing', false, target)) return [1, -2]; if (!target.hasFriend()) return; if (target.hp >= 4) return [0.5, get.tag(card, 'damage') * 2]; if (!target.hasSkill('paiyi') && target.hp > 1) return [0.5, get.tag(card, 'damage') * 1.5]; if (target.hp == 3) return [0.5, get.tag(card, 'damage') * 1]; if (target.hp == 2) return [1, get.tag(card, 'damage') * 0.5]; } }, }, }, }, liangji:{ enable: "phaseUse", usable: 1, filterTarget: function(card, player, target) { return target != player; }, content: function() { 'step 0' player.chooseCard('h', '连计:将1张牌置于' + get.translation(target) + '的武将牌上', true).set('ai', function(card) { if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) { return 7 - get.value(card); } return -get.value(card); }); 'step 1' if (result.bool) { player.$give(result.cards, target); player.lose(result.cards, ui.special); target.storage.liangji_1 = result.cards; target.storage.liangji_1_source = target; target.syncStorage('liangji_1'); target.addSkill('liangji_1'); } }, ai: { order: 1, result: { target:function(player, target) { if(target.sex=='female') return 1.5; if(target.sex=='male') return 1; } }, }, subSkill: { "1": { trigger: { player: "phaseDrawBegin", }, forced: true, mark: true, intro: { content: "cards", }, content: function() { 'step 0' var cards = player.storage.liangji_1; if (cards) { player.gain(cards, 'gain2'); } player.storage.liangji_1 = 0; 'step 1' if (player.sex == 'male') player.addTempSkill('wushuang'); if (player.sex == 'female') player.addTempSkill('lijian'); player.removeSkill('liangji_1'); }, sub: true, }, }, }, chengmou:{ trigger: { player: "phaseDrawBegin", }, frequent: true, filter: function(event, player) { return player.storage.jugong.length > 0; }, content: function(){ 'step 0' if (player.storage.jugong.length > 2) player.loseHp(); 'step 1' var cards = player.storage.jugong; if (cards) { player.gain(cards, 'gain2'); } player.storage.jugong = []; player.unmarkSkill('jugong'); } }, nsxinsheng:{ trigger:{source:'damageEnd'}, frequent:true, filter:function(event,player){ return player.isHealthy(); }, content:function(){ player.gainMaxHp(trigger.num,true); player.draw(trigger.num); } }, nsdunxing:{ trigger:{player:'damageBefore'}, filter:function(event,player){ return player.isDamaged(); }, content:function(){ trigger.cancel(); player.loseMaxHp(trigger.num,true); player.draw(trigger.num); } }, liangce:{ enable:'phaseUse', viewAs:{name:'wugu'}, usable:1, filterCard:{type:'basic'}, filter:function(event,player){ return player.countCards('h',{type:'basic'})>0; }, check:function(card){ return 6-get.value(card); }, group:'liangce2' }, liangce2:{ trigger:{global:'wuguRemained'}, direct:true, filter:function(event){ return event.remained.length>0; }, content:function(){ 'step 0' var du=0; for(var i=0;i=trigger.remained.length/2) return -att; return att; }); 'step 1' if(result.bool){ player.logSkill('liangce',result.targets); result.targets[0].gain(trigger.remained.slice(0),'gain2','log'); trigger.remained.length=0; } } }, jianbi:{ trigger:{global:'useCard'}, priority:5, filter:function(event,player){ if(get.type(event.card)!='trick') return false; if(get.info(event.card).multitarget) return false; if(event.targets.length<2) return false; if(!event.targets.contains(player)) return false; return true; }, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('jianbi'), [1,1],function(card,player,target){ return _status.event.getTrigger().targets.contains(target); }).set('ai',function(target){ var trigger=_status.event.getTrigger(); var eff=-get.effect(target,trigger.card,trigger.player,_status.event.player); if(trigger.card.name=='wugu'&&eff==0&&get.attitude(player,target)<0){ return 0.01; } return eff; }); "step 1" if(result.bool){ event.targets=result.targets; if(event.isMine()){ player.logSkill('jianbi',event.targets); event.finish(); } for(var i=0;i0; }, position:'he', filterCard:{type:'equip'}, check:function(card){ var player=_status.event.player; var he=player.getCards('he'); var subtype=get.subtype(card); var value=get.equipValue(card); for(var i=0;i=value){ return 10; } } if(!player.needsToDiscard()){ return 4-get.equipValue(card); } return 0; }, content:function(){ player.draw(); }, discard:false, prompt:'将一张装备牌置入弃牌堆并摸一张牌', delay:0.5, prepare:function(cards,player){ player.$throw(cards,1000); }, ai:{ basic:{ order:8.5 }, result:{ player:1, }, } }, choudu:{ enable:'phaseUse', usable:1, filterCard:true, position:'he', filterTarget:function(card,player,target){ return lib.filter.cardEnabled({name:'diaobingqianjiang'},target); }, check:function(card){ return 6-get.value(card); }, content:function(){ var list=game.filterPlayer(); list.sortBySeat(target); target.useCard({name:'diaobingqianjiang'},list); }, ai:{ order:1, result:{ player:function(player,target){ if(get.attitude(player,target)<=1) return 0; return game.countPlayer(function(current){ return get.effect(current,{name:'diaobingqianjiang'},target,player); }); } } } }, liduan:{ trigger:{global:'gainAfter'}, filter:function(event,player){ if(event.player==player) return false; if(_status.currentPhase==event.player) return false; if(event.cards.length!=1) return false; return get.type(event.cards[0])=='equip'&&get.position(event.cards[0])=='h'; }, logTarget:'player', check:function(event,player){ var att=get.attitude(player,event.player); var subtype=get.subtype(event.cards[0]); if(att>0){ if(event.player.countCards('h')>=player.countCards('h')+2) return true; return event.player.countCards('e',{subtype:subtype})==0; } else{ return event.player.countCards('e',{subtype:subtype})>0; } }, content:function(){ 'step 0' var bool=false; var subtype=get.subtype(trigger.cards[0]); var current=trigger.player.getEquip('e',parseInt(subtype[5])); var att=get.attitude(trigger.player,player); if(current){ if(att>0){ bool=true; } else{ if(get.equipValue(current)>get.equipValue(trigger.cards[0])){ bool=true; } } } trigger.player.chooseCard('立断:将一张手牌交给'+get.translation(player)+',或取消并使用'+get.translation(trigger.cards)).ai=function(card){ if(bool){ if(att>0){ return 8-get.value(card); } else{ return 4-get.value(card); } } else{ if(att<=0) return -get.value(card); return 0; } } 'step 1' if(result.bool){ player.gain(result.cards,trigger.player); trigger.player.$give(1,player); } else{ trigger.player.useCard(trigger.cards,trigger.player); } } }, jinyan:{ mod:{ cardEnabled:function(card,player){ if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false; }, cardUsable:function(card,player){ if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false; }, cardRespondable:function(card,player){ if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false; }, cardSavable:function(card,player){ if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false; }, }, enable:['chooseToUse','chooseToRespond'], filterCard:function(card){ return get.type(card,'trick')=='trick'&&get.color(card)=='black'; }, viewAsFilter:function(player){ if(player.hp>2) return false; if(!player.hasCard(function(card){ return get.type(card,'trick')=='trick'&&get.color(card)=='black'; })) return false; }, viewAs:{name:'sha'}, prompt:'将一张黑色锦囊牌当作杀使用或打出', check:function(){return 1}, ai:{ respondSha:true, skillTagFilter:function(player){ if(player.hp>2) return false; if(!player.hasCard(function(card){ return get.type(card,'trick')=='trick'&&get.color(card)=='black'; })) return false; } } }, fuchou:{ trigger:{target:'shaBefore'}, filter:function(event,player){ return player.countCards('he')>0; }, direct:true, content:function(){ 'step 0' var bool=false; if(!player.hasShan()&&get.effect(player,trigger.card,trigger.player,player)<0){ bool=true; } player.chooseCard('he',get.prompt('fuchou',trigger.player)).set('ai',function(card){ var player=_status.event.player; if(bool){ if(player.hp<=1){ if(get.tag(card,'save')) return 0; return 8-get.value(card); } return 6-get.value(card); } return -get.value(card); }); 'step 1' if(result.bool){ trigger.cancel(); player.logSkill('fuchou',trigger.player); trigger.player.gain(result.cards,player); if(get.position(result.cards[0])=='h'){ player.$give(1,trigger.player); } else{ player.$give(result.cards,trigger.player); } player.storage.fuchou2.add(trigger.player); } }, group:'fuchou2' }, fuchou2:{ init:function(player){ player.storage.fuchou2=[]; }, forced:true, trigger:{global:'phaseAfter'}, filter:function(event,player){ for(var i=0;i0); var next=player.chooseToDiscard('he',{type:'equip'},get.prompt('youzhan',trigger.target)); next.ai=function(card){ if(bool){ return 7-get.value(card); } return 0; }; next.logSkill=['youzhan',trigger.target]; 'step 1' if(result.bool){ event.youdiinfo={ source:trigger.player, evt:trigger } trigger.target.useCard({name:'youdishenru'}); } } }, kangyin:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target!=player&&target.countCards('he')>0; }, content:function(){ 'step 0' player.loseHp(); 'step 1' player.discardPlayerCard(target,true); 'step 2' if(player.isDamaged()&&result.links&&result.links.length){ if(get.type(result.links[0])=='basic'){ player.chooseTarget([1,player.maxHp-player.hp], '选择至多'+get.cnNumber(player.maxHp-player.hp)+'名角色各摸一张牌').set('ai',function(target){ return get.attitude(_status.event.player,target); }); } else{ player.storage.kangyin2=player.maxHp-player.hp; player.addTempSkill('kangyin2'); event.finish(); } } else{ event.finish(); } 'step 3' if(result.targets&&result.targets.length){ result.targets.sort(lib.sort.seat); player.line(result.targets,'green'); game.asyncDraw(result.targets); } }, ai:{ order:7, result:{ target:function(player,target){ if(player.hp>=4) return -1; if(player.hp==3&&!player.needsToDiscard()) return -1; return 0; } } } }, kangyin2:{ mark:true, intro:{ content:'到其他角色的距离-#;使用【杀】的额外目标数上限+#' }, onremove:true, mod:{ globalFrom:function(from,to,distance){ return distance-from.storage.kangyin2; }, selectTarget:function(card,player,range){ if(card.name=='sha'&&range[1]!=-1) range[1]+=player.storage.kangyin2; }, } }, duoqi:{ trigger:{global:'discardAfter'}, filter:function(event,player){ if(_status.currentPhase==player) return false; if(!player.storage.zhucheng||!player.storage.zhucheng.length) return false; var evt=event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse') return true; return false; }, direct:true, content:function(){ 'step 0' var bool=false; if(get.attitude(player,trigger.player)<0&&trigger.player.needsToDiscard()){ bool=true; } player.chooseCardButton(get.prompt('zhucheng',_status.currentPhase),player.storage.zhucheng).set('ai',function(button){ return _status.event.bool?1:0; }).set('bool',bool); 'step 1' if(result.bool){ player.logSkill('zhucheng',_status.currentPhase); player.$throw(result.links[0]); player.storage.zhucheng.remove(result.links[0]); ui.discardPile.appendChild(result.links[0]); player.syncStorage('zhucheng'); if(player.storage.zhucheng.length==0){ player.unmarkSkill('zhucheng'); } else{ player.updateMarks(); } var evt=trigger.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } } }, ai:{ expose:0.2 } }, zhucheng:{ trigger:{player:'phaseEnd'}, filter:function(event,player){ return !player.storage.zhucheng||!player.storage.zhucheng.length; }, check:function(event,player){ if(player.storage.zhucheng&&player.storage.zhucheng.length){ if(!player.hasShan()) return false; if(player.storage.zhucheng.length>=2) return false; } return true; }, intro:{ content:'cards' }, content:function(){ if(player.storage.zhucheng&&player.storage.zhucheng.length){ player.gain(player.storage.zhucheng,'gain2'); delete player.storage.zhucheng; player.unmarkSkill('zhucheng'); } else{ var cards=get.cards(Math.max(1,player.maxHp-player.hp)); player.$gain2(cards); player.storage.zhucheng=cards; player.markSkill('zhucheng'); } }, ai:{ target:function(card,player,target,current){ if(card.name=='sha'&&player.storage.zhucheng&&player.storage.zhucheng.length){ if(player.storage.zhucheng.length>=2){ if(!player.hasFriend()&&player.countCards('he')-20; }, content:function(){ 'step 0' var bool=false; if(get.effect(player,trigger.card,trigger.player,trigger.player)>=0){ bool=true; } var num=player.storage.zhucheng.length; trigger.player.chooseToDiscard('弃置'+get.cnNumber(num)+'张牌,或令杀无效','he',num).set('ai',function(card){ if(_status.event.bool){ return 10-get.value(card); } return 0; }).set('bool',bool); 'step 1' if(!result.bool){ trigger.cancel(); } } }, diy_jiaoxia:{ audio:['jiaoxia',2], trigger:{target:'useCardToBegin'}, filter:function(event,player){ return event.card&&get.color(event.card)=='red'; }, frequent:true, content:function(){ player.draw(); }, ai:{ effect:function(card,player,target){ if(get.color(card)=='red') return [1,1]; }, } }, zaiqix:{ trigger:{player:'phaseDrawBefore'}, filter:function(event,player){ return player.hp=2; } return true; }, content:function(){ "step 0" trigger.cancel(); event.cards=get.cards(player.maxHp-player.hp+1); player.showCards(event.cards); "step 1" var num=0; for(var i=0;i=player.maxHp-1) return [0,0]; } } } }, diykuanggu:{ trigger:{source:'damageEnd'}, forced:true, content:function(){ if(get.distance(trigger.player,player,'attack')>1){ player.draw(trigger.num); } else{ player.recover(trigger.num); } } }, diyduanliang:{ group:['diyduanliang1','diyduanliang2'], ai:{ threaten:1.2 } }, diyduanliang1:{ enable:'phaseUse', usable:1, discard:false, filter:function(event,player){ var cards=player.getCards('he',{color:'black'}); for(var i=0;i0) return false; }, save:true, result:{ player:4, target:function(player,target){ if(target.hp==target.maxHp) return 2; return 4; } }, threaten:function(player,target){ if(!target.storage.guihan) return 0.8; } }, intro:{ content:'limited' } }, luweiyan:{ enable:'phaseUse', usable:1, filterCard:function(card){ return get.type(card)!='basic'; }, position:'he', filter:function(event,player){ return player.hasCard(function(card){ return get.type(card)!='basic'; },'he'); }, viewAs:{name:'shuiyanqijun'}, prompt:'将一张非基本牌当水淹七军使用', check:function(card){return 8-get.value(card)}, group:'luweiyan2' }, luweiyan2:{ trigger:{player:'useCardAfter'}, direct:true, filter:function(event,player){ if(event.skill!='luweiyan') return false; for(var i=0;i0; }, content:function(){ trigger.source.discard(trigger.source.getCards('he',{color:'red'})); }, ai:{ expose:0.1, result:{ threaten:0.8, target:function(card,player,target){ if(get.tag(card,'damage')&&get.attitude(target,player)<0){ return [1,0,0,-player.countCards('he',{color:'red'})]; } } } } }, diyguhuo:{ trigger:{player:'phaseBegin'}, forced:true, filter:function(event,player){ return player.countCards('hej')>0; }, content:function(){ "step 0" player.draw(2); "step 1" var next=player.discardPlayerCard(player,'hej',2,true); next.ai=function(button){ if(get.position(button.link)=='j') return 10; return -get.value(button.link); }; next.filterButton=function(button){ return lib.filter.cardDiscardable(button.link,player); } }, ai:{ effect:{ target:function(card){ if(get.type(card)=='delay') return [0,0.5]; } } } }, diychanyuan:{ trigger:{player:'dieBegin'}, forced:true, filter:function(event){ return event.source!=undefined; }, content:function(){ trigger.source.loseMaxHp(true); }, ai:{ threaten:function(player,target){ if(target.hp==1) return 0.2; }, result:{ target:function(card,player,target,current){ if(target.hp<=1&&get.tag(card,'damage')){ if(player.hasSkillTag('jueqing',false,target)) return [1,-5]; return [1,0,0,-2]; } } } } }, zonghuo:{ trigger:{source:'damageBefore'}, direct:true, priority:10, filter:function(event){ return event.nature!='fire'; }, content:function(){ "step 0" player.chooseToDiscard(get.prompt('zonghuo')).ai=function(card){ var att=get.attitude(player,trigger.player); if(trigger.player.hasSkillTag('nofire')){ if(att>0) return 8-get.value(card); return -1; } if(att<0){ return 7-get.value(card); } return -1; } "step 1" if(result.bool){ player.logSkill('zonghuo',trigger.player,'fire'); trigger.nature='fire'; } } }, shaoying:{ trigger:{source:'damageAfter'}, direct:true, filter:function(event){ return event.nature=='fire'; }, content:function(){ "step 0" player.chooseTarget(get.prompt('shaoying'),function(card,player,target){ return get.distance(trigger.player,target)<=1&&trigger.player!=target; }).ai=function(target){ return get.damageEffect(target,player,player,'fire'); } "step 1" if(result.bool){ var card=get.cards()[0]; ui.discardPile.appendChild(card); player.showCards(card); event.bool=get.color(card)=='red'; event.target=result.targets[0]; player.logSkill('shaoying',event.target,false); trigger.player.line(event.target,'fire'); } else{ event.finish(); } "step 2" if(event.bool){ event.target.damage('fire'); } } }, tiangong:{ group:['tiangong2'], trigger:{player:'damageBefore'}, filter:function(event){ if(event.nature=='thunder') return true; }, forced:true, content:function(){ trigger.cancel(); }, ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='tiesuo') return 0; if(get.tag(card,'thunderDamage')) return 0; } }, threaten:0.5 } }, tiangong2:{ trigger:{source:'damageAfter'}, filter:function(event){ if(event.nature=='thunder') return true; }, forced:true, popup:false, priority:1, content:function(){ player.draw(); }, }, xicai:{ inherit:'jianxiong' }, diyjianxiong:{ mode:['identity'], trigger:{global:'dieBefore'}, forced:true, filter:function(event,player){ return event.player!=game.zhu&&_status.currentPhase==player; }, content:function(){ trigger.player.identity='fan'; trigger.player.setIdentity('fan'); trigger.player.identityShown=true; } }, shuaiyan:{ trigger:{global:'recoverAfter'}, filter:function(event,player){ return event.player!=player&&_status.currentPhase!=player; }, logTarget:'player', content:function(){ "step 0" var att=get.attitude(trigger.player,player); var bool=0; if(att<0){ if(trigger.player.countCards('e')==0&&trigger.player.countCards('h')>2) bool=1; else if(trigger.player.countCards('he')==0) bool=1; } else if(att==0&&trigger.player.countCards('he')==0){ bool=1; } trigger.player.chooseControl(function(){ return _status.event.bool; }).set('prompt','率言').set('bool',bool).set('choiceList',['令'+get.translation(player)+'摸一张牌','令'+get.translation(player)+'弃置你一张牌']); "step 1" if(result.control=='选项一'){ player.draw(); event.finish(); } else if(trigger.player.countCards('he')){ player.discardPlayerCard(trigger.player,true,'he'); } else{ event.finish(); } }, ai:{ threaten:1.2 } }, moshou:{ mod:{ targetEnabled:function(card,player,target,now){ if(card.name=='bingliang'||card.name=='lebu') return false; } }, }, siji:{ trigger:{player:'phaseDiscardEnd'}, frequent:true, filter:function(event,player){ if(event.cards){ for(var i=0;i0; }, content:function(){ var list=[]; var players=game.filterPlayer(); for(var i=0;i0) player.draw(list.length); } }, diyqiangxi:{ 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(); "step 2" if(target.isAlive()&&target.countCards('he')){ player.discardPlayerCard(target); } }, check:function(card){ return 10-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){ if(player.hp<=1) return 0; return get.damageEffect(target,player); } } }, threaten:1.3 }, }, translate:{ diy_liufu:'刘馥', diy_xizhenxihong:'习珍习宏', diy_liuzan:'留赞', diy_zaozhirenjun:'枣祗任峻', diy_yangyi:'杨仪', diy_tianyu:'田豫', // diy_caocao:'曹操', diy_menghuo:'孟获', diy_huangzhong:'黄汉升', diy_xuhuang:'徐公明', diy_dianwei:'新典韦', diy_weiyan:'魏文长', xicai:'惜才', diyjianxiong:'奸雄', diy_feishi:'费诗', shuaiyan:'率言', moshou:'墨守', diy_hanlong:'韩龙', diy_luxun:'陆伯言', diy_yuji:'于吉', diy_zhouyu:'周公瑾', diy_lukang:'陆抗', diy_caiwenji:'蔡昭姬', diy_zhenji:'甄宓', ns_zuoci:'左慈', ns_wangyun:'王允', ns_lvzhi:'吕后', ns_nanhua:'南华', ns_nanhua_left:'幻身·左', ns_nanhua_right:'幻身·右', nshuanxian:'幻仙', nshuanxian_info:'锁定技,游戏开始时,你获得随从“幻身·右”,当你首次受到伤害时,你获得随从“幻身·左”(体力上限2,初始手牌2,摸牌阶段少摸一张牌);在你的回合中(如果有对应幻身),你以【幻身·左-本体-幻身·右】的顺序进行3个连续回合', nstaiping:'太平', nstaiping_info:'当你受到一点伤害后(首次伤害除外),你可以选择一项: ①令一个“幻身”增加一点体力上限。②令一个“幻身”回复一点体力。', nsshoudao:'授道', nsshoudao_info:'当“幻身”全部死亡时,你获得技能“雷击”和“鬼道”。当你死亡时,若此时有两个“幻身”,你可以令一名其他角色获得技能“雷击”和“鬼道”。若有一个“幻身”,你可以令一名其他角色获得技能“雷击”或“鬼道”。(杀死你的角色除外)', nsnongquan:'弄权', nsnongquan_info:'出牌阶段不限次数,你可以将最后一张手牌当【无中生有】使用', nsdufu:'毒妇', nsdufu_info:'每当你即将造成一次伤害时,你可以为此伤害重新指定伤害来源', rejizhi:'集智', rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌,每回合限3次', yiesheng:'回雪', yiesheng_info:'出牌阶段,你可以弃置任意数量的黑色手牌,然后摸等量的牌。', liangji:'环计', liangji_info:'出牌阶段限一次,你可以选择一名其他角色并将一张手牌置于其武将牌上。目标角色于摸牌阶段开始时,获得此牌。若其为男性角色,则获得技能【无双】,若其为女性角色,则获得技能【离间】,直到回合结束。', jugong:'居功', jugong_info:'回合外每名角色的回合限一次,每当场上有角色因受到【杀】或【决斗】造成的伤害,你可以摸一张牌并且将一张手牌置于你的武将牌上,称之为“功”。在你即将受到伤害时,你可以弃置两张“功”,防止此伤害。', chengmou:'逞谋', chengmou_info:'摸牌阶段开始时,若你有“功”牌,你获得之,若你所获得的“功”牌多于两张,你须失去一点体力。', nsxinsheng:'新生', nsxinsheng_info:'每当你对其他角色造成伤害后,若你未受伤,则你可以增加X点体力上限并摸X张牌,X为伤害点数', nsdunxing:'遁形', nsdunxing_info:'每当你即将受到其他角色造成的伤害时,若你已受伤,则你可以防止此伤害,改为失去X点体力上限并摸X张牌,X为伤害点数', liangce:'粮策', liangce_info:'①出牌阶段限一次,你可以将一张基本牌当【五谷丰登】使用。②当因执行【五谷丰登】的效果而亮出的牌因效果执行完毕而置入弃牌堆后,你可以选择一名角色,令该角色获取之', jianbi:'坚壁', jianbi_info:'当你成为锦囊牌的目标时,若此牌的目标包括其他角色,你可以令此牌对1个目标无效', juntun:'军屯', juntun_info:'出牌阶段,你可以重铸装备牌', choudu:'筹度', choudu_info:'出牌阶段限一次,你可以弃置一张牌,并指定一名角色视为其使用一张调兵遣将', liduan:'立断', liduan_info:'当一名其他角色于其回合外获得牌后,若其此次获得的牌数为1且为装备牌(无论是否可见),你可以令该角色选择一项:1.使用此牌;2.将一张手牌交给你', fuchou:'负仇', fuchou2:'负仇', fuchou_info:'当你成为【杀】的目标时,你可以将一张牌交给此【杀】的使用者,令此【杀】对你无效且你到其的距离于当前回合内视为1,若如此做,此回合的结束阶段开始时,其令你摸一张牌,然后你需对其使用【杀】,否则失去1点体力', jinyan:'噤言', jinyan_info:'锁定技。若你的体力值不大于2,你的黑色锦囊牌视为【杀】', chezhen:'车阵', chezhen_info:'锁定技。若你的装备区里:没有牌,你的防御距离+1;有牌,你的进攻距离+1', youzhan:'诱战', youzhan_info:'当以你距离不大于1的角色为目标的【杀】的使用结算开始时,你可以弃置一张装备牌,令该角色视为使用【诱敌深入】', kangyin:'亢音', kangyin2:'亢音', kangyin_info:'出牌阶段限一次,你可以失去1点体力并选择一名其他角色,弃置该角色的一张牌。若此牌:为基本牌,你可以令一至X名角色各摸一张牌;不为基本牌,于此回合内:你的进攻距离+X,且你使用杀的额外目标数上限+X。(X为你已损失的体力值)', zhucheng:'筑城', zhucheng2:'筑城', zhucheng_info:'①结束阶段开始时,若没有“筑”,你可以将牌堆顶的X张牌置于你的武将牌上〔称为“筑”〕(X为你已损失的体力值与1中的较大值),否则你可以获取所有“筑”。②当你成为杀的目标时,若有“筑”,你可以令此杀的使用者弃置X张牌(X为“筑”的数量),否则杀对你无效', duoqi:'夺气', duoqi_info:'当一名角色于除你之外的角色的出牌阶段内因弃置而失去牌后,你可以移去一张“筑”,并结束此出牌阶段', siji:'伺机', ciqiu:'刺酋', ciqiu2:'刺酋', ciqiu3:'刺酋', diy_liuyan:'刘焉', juedao:'绝道', geju:'割据', shaoying:'烧营', zonghuo:'纵火', diychanyuan:'缠怨', diyguhuo:'蛊惑', jieyan:'劫焰', honglian:'红莲', xiongzi:'雄姿', luweiyan:'围堰', guihan:'归汉', diyduanliang:'断粮', diyduanliang1:'断粮', diyduanliang2:'断粮', diyqiangxi:'强袭', diykuanggu:'狂骨', diyzaiqi:'再起', batu:'霸图', zaiqix:'再起', diy_jiaoxia:'皎霞', yaliang:'雅量', yaliang_info:'每当你对其他角色造成1点伤害后,或受到其他角色造成的1点伤害后,你可与该角色各摸一张牌。', diy_jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌', zaiqix_info:'摸牌阶段,若你已受伤,你可以改为展示牌堆顶的X+1张牌,X为你已损失的体力值,其中每有一张♥牌,你回复1点体力,然后弃掉这些♥牌,将其余的牌收入手牌。', batu_info:'结束阶段,你可以将手牌数补至X,X为现存的势力数', diyzaiqi_info:'锁定技,你摸牌阶段额外摸X张牌,X为你已损失的体力值', diykuanggu_info:'锁定技,每当你造成一点伤害,你在其攻击范围内,你回复一点体力,否则你摸一张牌', diyqiangxi_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并弃置其一张牌,每回合限一次。', diyduanliang_info:'出牌阶段限一次,你可以将一张黑色的基本牌当兵粮寸断对一名角色使用,然后摸一张牌。你的兵粮寸断可以指定距离2以内的角色作为目标', guihan_info:'限定技,当你进入濒死状态时,可以指定一名男性角色与其各回复一点体力并摸两张牌', luweiyan_info:'出牌阶段限一次,你可以将一张非基本牌当作水攻使用;结算后你可以视为对其中一个目标使用一张不计入出杀次数的杀', xiongzi_info:'锁定技,你于摸牌阶段额外摸X+1张牌,X为你装备区牌数的一半,向下取整', honglian_info:'每当你受到来自其他角色的伤害,可以弃置伤害来源的所有红色牌', jieyan_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害', diyguhuo_info:'锁定技,准备阶段,你摸两张牌,然后弃置区域内的两张牌', diychanyuan_info:'锁定技,杀死你的角色失去一点体力上限', zonghuo_info:'你可弃置一张牌将你即将造成的伤害变为火焰伤害', shaoying_info:'每当你造成一次火焰伤害,可指定距离受伤害角色1以内的另一名角色,并展示牌堆顶的一张牌,若此牌为红色,该角色受到一点火焰伤害', juedao_info:'出牌阶段,你可以弃置一张手牌,横置你的武将牌;锁定技,若你处于连环状态,你进攻距离-1、防御距离+1。', geju_info:'准备阶段开始时,你可以摸X张牌(X为攻击范围内不含有你的势力数)。', siji_info:'弃牌阶段结束后,你可以摸2X张牌(X为你于此阶段内弃置的【杀】的数量)。', ciqiu_info:'锁定技,每当你使用【杀】对目标角色造成伤害时,若该角色未受伤,你令此伤害+1;若其因此进入濒死状态,你令其死亡,然后你失去“刺酋”。 ', shuaiyan_info:'每当其他角色于你的回合外回复体力后,你可以令该角色选择一项:1.令你摸一张牌;2.令你弃置其一张牌。', moshou_info:'锁定技,你不能成为乐不思蜀和兵粮寸断的目标。', xicai_info:'你可以立即获得对你造成伤害的牌', diyjianxiong_info:'锁定技,在身份局中,在你回合内死亡的角色均视为反贼,国战中,在你回合内死亡的角色若与你势力相同则随机改为另一个势力', }, }; });