'use strict'; character.sp={ connect:true, character:{ yangxiu:['male','wei',3,['jilei','danlao']], chenlin:['male','wei',3,['bifa','songci']], caohong:['male','wei',4,['yuanhu']], xiahouba:['male','shu',4,['baobian']], yuanshu:['male','qun',4,['xinyongsi','yjixi']], sp_diaochan:['female','qun',3,['lihun','biyue']], sp_zhaoyun:['male','qun',3,['longdan','chongzhen']], jsp_zhaoyun:['male','qun',3,['chixin','yicong','suiren']], liuxie:['male','qun',3,['tianming','mizhao']], zhugejin:['male','wu',3,['hongyuan','huanshi','mingzhe']], zhugeke:['male','wu',3,['aocai','duwu']], guanyinping:['female','shu',3,['huxiao','xueji','wuji']], simalang:['male','wei',3,['junbing','quji']], zhangxingcai:['female','shu',3,['shenxian','qiangwu']], fuwan:['male','qun',4,['moukui']], sp_sunshangxiang:['female','shu',3,['liangzhu','fanxiang']], caoang:['male','wei',4,['kaikang']], re_yuanshu:['male','qun',4,['wangzun','tongji']], sp_caoren:['male','wei',4,['kuiwei','yanzheng']], zhangbao:['male','qun',3,['zhoufu','yingbin']], zhangliang:['male','qun',3,['fulu','fuji']], maliang:['male','shu',3,['xiemu','naman']], sp_pangtong:['male','qun',3,['manjuan','zuixiang']], zhugedan:['male','wei',4,['gongao','juyi']], sp_jiangwei:['male','shu',4,['kunfen','fengliang']], sp_machao:['male','qun',4,['zhuiji','cihuai']], sunhao:['male','wu',5,['canshi','chouhai','guiming']], shixie:['male','qun',3,['biluan','lixia']], mayunlu:['female','shu',4,['fengpo','mashu']], zhanglu:['male','qun',3,['yishe','bushi','midao']], wutugu:['male','qun',15,['ranshang','hanyong']], sp_caiwenji:['female','wei',3,['chenqing','mozhi']], zhugeguo:['female','shu',3,['yuhua','qirang']], liuzan:['male','wu',4,['fenyin']], lingcao:['male','wu',4,['dujin']], sunru:['female','wu',3,['yingjian','shixin']], lingju:['female','qun',3,['jieyuan','fenxin']], lifeng:['male','shu',3,['tunchu','shuliang']], cuiyan:['male','wei',3,['yawang','xunzhi']], sp_zhangfei:['male','shu',4,['jie','dahe']], jsp_guanyu:['male','wei',4,['wusheng','danji']], jsp_huangyueying:['female','qun',3,['jiqiao','linglong']], sunluyu:['female','wu',3,['meibu','mumu']], hanba:['female','qun',4,['fentian','zhiri']], zumao:['male','wu',4,['yinbing','juedi']], wenpin:['male','wei',4,['zhenwei']], daxiaoqiao:['female','wu',3,['xingwu','luoyan']], sp_daqiao:['female','wu',3,['yanxiao','anxian']], sp_ganning:['male','wu',4,['yinling','junwei']], sp_xiahoudun:['male','wei',4,['fenyong','xuehen']], sp_lvmeng:['male','wu',3,['tanhu','mouduan']], wangji:['male','wei',3,['qizhi','jinqu']], guansuo:['male','shu',4,['zhengnan','xiefang']], tadun:['male','qun',4,['luanzhan']], yanbaihu:['male','qun',4,['zhidao','jili']], chengyu:['male','wei',3,['shefu','benyu']], wanglang:['male','wei',3,['gushe','jici']], sp_pangde:['male','wei',4,['mashu','juesi']], sp_jiaxu:['male','wei',3,['zhenlue','jianshu','yongdi']], litong:['male','wei',4,['tuifeng']], mizhu:['male','shu',3,['ziyuan','jugu']], buzhi:['male','wu',3,['hongde','dingpan']], sp_liubei:['male','shu',4,['zhaolie','shichou']], caochun:['male','wei',4,['shanjia']], zhuling:['male','wei',4,['zhanyi']], dongbai:['female','qun',3,['lianzhu','xiehui']], zhaoxiang:['female','shu',4,['fanghun','fuhan']], mazhong:['male','shu',4,['fuman']], dongyun:['male','shu',3,['bingzheng','sheyan']], kanze:['male','wu',3,['xiashu','kuanshi']], heqi:['male','wu',4,['qizhou','shanxi']], }, characterIntro:{ caochun:'字子和,沛国谯(今安徽亳州)人。东汉末年曹操麾下将领,曹仁之弟。曹纯是曹操部下精锐部队“虎豹骑”的统领者之一,因在平定北方的战役中颇有功绩,被加封为高陵亭侯。死后谥曰威侯。曹纯擅战,甚得人心,为人重纲纪,不失理智,好学问,敬爱学士,闻名天下。', hanba:'中国古代神话传说中引起旱灾的怪物。《诗·大雅·云汉》:“旱魃为虐,如惔如焚。”', cuiyan:'字季珪,清河东武城(今河北省清河县)人。东汉末年名士,司空崔林的从兄,曹操帐下谋士。崔琰相貌俊美,很有威望,曹操对他也很敬畏。建安二十一年(216年),崔琰在给杨训的书信中写道“时乎时乎,会当有变时”,曹操认为此句有不逊之意,因而将崔琰下狱,不久崔琰即被曹操赐死。', lifeng:'南阳(治今河南南阳)人,三国时期蜀汉大臣李严之子。230年,李严迁为骠骑将军,率军前往汉中,诸葛亮上表推举李丰为江州都督督军,以代替李严管理后方事务。李严去世后,李丰在蜀汉官至朱提太守。', sunru:'孙茹,孙坚之妹,其名载于《江浙通志》中。儿子徐琨亦为孙吴早期名将,当初母子二人随军跟从孙策渡长江时,因为暂时没足够的船,孙策感到苦恼打算暂时驻军江边。孙茹夫人献计以芦苇为筏,孙策大喜。吴军遂以神不知鬼不觉的速度过长江击破刘繇部将张英,立下平江东第一功。', lingcao:'东汉末年将领,吴郡余杭(今浙江余杭)人,凌统之父。早年跟随孙策转战江东。孙权统军后,凌操随其征伐黄祖,被甘宁射杀。《吴书》载:甘宁以善射,将兵在后,射杀校尉凌操', zhugeguo:'诸葛果,为《历代神仙通鉴》中诸葛亮女儿的名字,《历代神仙通鉴》记录从上古到明代的神仙历史,因此诸葛果不见于任何史书。成都西南有朝真观,即乘烟观。相传,诸葛果在这里修行后成仙升天。', zhuling:'朱灵(生卒年不详),字文博,冀州清河国人,三国时期曹魏名将。官至后将军,封为高唐侯,谥号威侯。初为袁绍部将,后归顺曹操,随曹操征伐四方,屡建战功。', liuzan:'字正明,会稽长山人人,曾任左护军,有两子:留略、留平。少为会稽郡吏,曾参与镇压黄巾起义,后被东吴大将凌统所引用,任屯骑校尉。吴五凤二年(公元255年)留赞任左护军,随孙峻征淮南,因病撤军,被魏将蒋班围困于道,力战而死,时年73岁。', re_yuanshu:'字公路,汝南汝阳人,袁绍之弟。初为虎贲中郎将。董卓进京后以袁术为后将军,袁术因畏祸而出奔南阳。初平元年与袁绍、曹操等同时起兵,共讨董卓。后与袁绍对立,被袁绍、曹操击败,率馀众奔九江,割据扬州。建安二年称帝,建号仲氏。', fuwan:'伏完(?-209),琅邪东武(今属山东)人,东汉末大臣,汉献帝伏皇后之父。历官辅国将军、中散大夫、屯骑校尉。', liuxie:'字伯和,又字合。汉族,祖籍沛县,生于洛阳。汉灵帝第三子,被董卓迎立为帝。董卓被王允和吕布诛杀后,董卓部将李傕等攻入长安,再次挟持了他,后来逃出长安。公元196年,曹操控制了刘协,并迁都许昌,“挟天子以令诸侯”。公元220年,曹操病死,刘协被曹丕控制,随后被迫禅让于曹丕。', yuanshu:'字公路,汝南汝阳人,袁绍之弟。初为虎贲中郎将。董卓进京后以袁术为后将军,袁术因畏祸而出奔南阳。初平元年与袁绍、曹操等同时起兵,共讨董卓。后与袁绍对立,被袁绍、曹操击败,率馀众奔九江,割据扬州。建安二年称帝,建号仲氏。', gongsunzan:'字伯珪,汉族,号“白马义从”。辽西令支人。东汉末年献帝年间占据幽州一带的军阀,汉末群雄之一。出身贵族,因母地位卑贱,只当了郡中小吏。他貌美,声音洪亮,机智善辩。后随卢植于缑氏山中读书,粗通经传。', caohong:'字子廉,沛国谯(今安徽亳县)人,曹操从弟,曾献马并救护曹操。后多随军征伐,平兖州、征刘表、讨祝臂。曹丕即位时封曹洪为骠骑将军。曹叡即位,拜曹洪为后将军,更封乐城侯,后复拜为骠骑将军。曹洪逝世,追谥曰恭侯。', guanyinping:'河东解县(今山西运城)人,美髯公关羽之女。因在关羽的四个子女中排行第三,故又被称作“关三小姐”、“关氏三姐”或“关羽三小姐”。传说她是赵云的弟子、并随同诸葛亮平定南蛮。', xiahouba:'夏侯渊次子。本为曹魏武将,后因司马懿诛曹爽一族,夏侯霸身为曹氏宗室而心怀不安,遂投降蜀汉。后随蜀将姜维北伐,官至车骑将军。', daxiaoqiao:'大乔,庐江皖县人,为乔公长女,孙策之妻,容貌国色流离。小乔为大乔之妹,周瑜之妻,资貌绝伦。两人合称“二乔”。', yuejin:'字文谦,魏“五子良将”之一。容貌短小,以胆烈跟从曹操,南征北讨,战功无数。从击袁绍于官渡,奋勇力战,斩袁绍部将淳于琼。又从击袁绍子谭、尚于黎阳,斩其大将严敬。从平荆州,留屯襄阳,进击关羽、苏非等人,击退其众,南郡诸郡的山谷蛮夷都前往乐进处投降。后来从曹操征孙权,假进节。曹操回师后,留乐进与张辽、李典屯于合肥。又以乐进数有军功,迁右将军。建安二十三年逝世,谥曰威侯。', caoang:'字子修,曹操的长子,由于性情谦和且聪慧所以深得曹操喜爱。曹操征讨张绣时,羞辱张绣之婶邹氏,被张绣突然袭击。曹昂为保护曹操撤退,与典韦一起战死在宛城。', zhugejin:'字子瑜,吴国大臣,诸葛亮之兄,诸葛恪之父。经鲁肃推荐,为东吴效力。胸怀宽广,温厚诚信,得到孙权的深深信赖,努力缓和蜀汉与东吴的关系。建安二十五年(220年)吕蒙病逝,诸葛瑾代吕蒙领南郡太守,驻守公安。孙权称帝后,诸葛瑾官至大将军,领豫州牧。', zhangxingcai:'蜀名将张飞与夏侯氏所生之女,刘禅的妻子,史上称为“敬哀皇后”。', zumao:'字大荣,吴郡富春人,使用双刀。孙坚在汜水关被华雄击败,祖茂为保护主公而主动提出与孙坚交换头盔,孙坚因此得脱。祖茂将孙坚的赤帻挂在柱子上,准备以此引诱华雄,趁机偷袭,却反被华雄所杀。', dingfeng:'吴国将领。年少时以骁勇为小将,经常奋勇杀敌,屡立功勋,此后又于东兴之战中“雪中奋短兵”,大破侵犯东吴的魏军。吴景帝孙休在位时,丁奉设计除掉了东吴的权臣孙綝,被拜为大将军,后为右大司马、左军师。', panfeng:'冀州牧韩馥部下的上将。当十八路诸侯讨伐董卓之时,他奉韩馥之命前往汜水关前挑战董卓部下大将华雄,不敌被斩。', maliang:'字季常,因眉毛中有白毛,人称白眉马良,马谡的兄长。马良在兄弟五人中名声最佳,因此有“马氏五常,白眉最良”的说法。', zhugedan:'字公休,曹魏后期的重要将领,诸葛亮的族弟。曾与司马师一同平定毌丘俭、文钦的叛乱。之后因与被诛的夏侯玄、邓飏交厚,且见到王淩、毌丘俭等人的覆灭而心不自安,于甘露二年起兵,并得到东吴的支援,但于次年被镇压,被大将军司马胡奋所斩。', hetaihou:'大将军何进的妹妹,汉灵帝刘宏第二任皇后,汉少帝刘辩的生母。何氏出身于屠户家庭,后选入掖庭,得到汉灵帝临幸,生下皇子刘辩,并受封贵人。光和三年(180年),立为皇后。中平六年(189年),汉灵帝去世,刘辩继位,尊何氏为皇太后。董卓进京,废黜刘辩,不久毒杀刘辩及何氏。', sunluyu:'又名小虎,孙权与步练师之女。吴后期,孙鲁班诬陷孙鲁育参与谋反,于是孙峻杀害了孙鲁育。', wenpin:'本为刘表大将,刘表死后,跟随刘琮投降曹操。后曹操令其镇守江夏,多次阻止了关羽和孙权的进攻,为曹操倚为屏障的大将之一。', zhanglu:'汉宁太守,继父祖之后传播五斗米教。刘璋杀张鲁之母,二人因此结仇,多次交战。刘备攻益州时,刘璋向张鲁求援。张鲁派马超前往,但马超投降刘备。张鲁后见曹操自封魏王,想要自立为汉宁王,为谋士阎圃劝免。后曹操讨汉中,张鲁败,众人劝其烧粮仓,张鲁认为这是国家之物,未听从,为曹操所称赞。后投降曹操,任镇南将军。', mayunlu:'马腾之女,马超之妹,赵云之妻。父亲令其自幼习武,枪术非凡,寻常男子也是难以匹敌。', tadun:'东汉末年辽西乌桓(亦称乌丸)的首领,乌桓大人丘力居的从子,总摄三王部。曾出兵协助袁绍,击破公孙瓒。此后受袁绍假传朝廷诏命,与三王难楼、苏仆延、乌延等人同受单于称号及印绶。后难楼、苏仆延率其部众奉立楼班为单于,蹋顿于是退位为王。袁绍死后,收到被曹操击败的袁尚的求助,纠集逃亡至乌桓的幽州、冀州官吏百姓,企图夺回河北。东汉建安十二年,曹操亲征乌桓。八月,乌桓、袁氏部队于柳城白狼山为曹军所败,蹋顿在此战中被曹操的先锋张辽所斩杀。 ', yanbaihu:'吴郡乌程县人,原名“严虎”,别号“白虎”,东汉末年盘据吴郡一带山贼出身的地方豪帅。献帝初拥兵万人自固。孙策受袁术使渡江,攻破白虎等。白虎奔余杭,投靠许昭。建安二年,再度被孙策击败,至此不知亡佚何处。', simalang:'字伯达,“司马八达”之一。曹操任司空后,司马朗被辟为司空属官,又历任成皋令、堂阳长、元城令、丞相主簿、兖州刺史等职,所在皆有政绩,深受百姓爱戴。后司马朗与夏侯惇、臧霸等征讨吴国,到达居巢。军队中流行瘟疫,司马朗亲自去视察,派送医药,因此染病去世。', wangji:'字伯舆,东莱曲城人。三国时期魏国将领。王基文武兼备,才高于世,德溥于时,深得司马懿、司马师、司马昭的器重,尤其在南征毋丘俭,文钦之乱,东征诸葛诞之叛大规模军事活动中,王基与司马师、司马昭结下了深厚的军友情谊。魏景元二年王基去世,追赠司空,谥号为景侯。', buzhi:'吴重臣,最初避难江东,于孙权统事后,被召为主记。后游历吴地,又任海盐县长,还任东曹掾,出领鄱阳太守。建安十五年,转交州刺史、立武中郎将,率军接管往交州,追拜使持节、征南中郎将。次年,以平定交州功,加平戎将军,封广信侯。后迁右将军、左护军,改封临湘侯。孙权称帝后,拜骠骑将军,领冀州牧,后因冀州分与蜀汉而解牧职。又都督西陵。赤乌九年,代陆逊为丞相。', litong:'字文达,小字万亿。江夏平春(今河南信阳)人,汝南太守。早年以游侠闻名于江汝,在率众补充曹操兵源有功拜为阳安都尉,其间不因私而忘公,不因其妻子的求请而过问执法者。后来在曹操讨伐马超时出阵挑战,死于马超枪下。', mizhu:'原为徐州富商,后被徐州牧陶谦辟为别驾从事。陶谦病死后,奉其遗命迎接刘备。与其弟麋芳拒绝曹操的任命而跟随刘备,在刘备最潦倒之时给予刘备很大的帮助,使他重新振作。214年(建安十九年),刘备入主益州后,拜麋竺为安汉将军,地位在诸葛亮之上,为刘备手下众臣之最。吕蒙袭取荆州,麋芳举城投降,导致关羽兵败身亡,麋竺面缚请罪,刘备劝慰麋竺,对他待遇如初。', dongbai:'东汉末年县君,陇西临洮(今甘肃省岷县)人,董卓之孙女。董卓当权时,遍封其宗族,其中孙女董白尚未及笄,被封为渭阳君。', zhaoxiang:'赵云与马云騄之女,赵统赵广之妹,关平之妻。', heqi:'早年在平定山越的战争中立有大功,又讨平叛乱无数,身经百战,所向披靡,深受孙权器重。后来在与魏国的多次边境争斗中也屡立战功,官至后将军,并领徐州牧。', dongyun:'大汉重臣,掌军中郎将董和之子。东汉末年,其父董和事刘璋为益州太守,刘备立太子时,允被选为洗马,后为黄门侍郎,延熙六年(公元243年)加辅国将军,延熙七年(公元244年)以侍中守尚书令,任大将军费祎的副手。', mazhong:'本名狐笃,字德信,巴西阆中人,初次出场时随丞相诸葛亮南征孟获,诸葛亮遣马忠与赵云两路夹攻,大败蛮将阿会喃。孟获派弟孟优赴汉军处假投降,欲内应外合,诸葛亮将计就计,埋伏擒获孟获和诸洞酋长,马忠亦于此战立下战功。后诸葛亮北伐时亦数次出阵,立下汗马功劳。', kanze:'孙权谋士,在孙权广纳贤才之时与严畯等来到江东,甚为孙权礼遇。第一个识破周瑜打黄盖是苦肉计,后欣然向曹操献诈降书,被曹操识破后面不改色,哈哈大笑,一番妙言让曹操相信了诈降书,是苦肉计中的关键人物。后劝孙权不要设局请关羽。在刘备御驾亲征东吴时,向孙权举荐陆逊为都督,间接上挽救了东吴的命运。', lingju:'相传为吕布与貂蝉的女儿,被汉献帝掳走并训练为死士,被秘密送入宫中接近曹操,成为其“忘年红颜知己”。外表是柔弱的女子,实际上身怀致命的杀人绝技,等待时机给予曹操致命一击。', yangxiu:'字德祖,今陕西华阴人,是东汉末年的文学家。杨修学问渊博,极聪慧,任丞相府主簿。史载,“是时,军国多事,修总知外内,事皆称意”。', chenlin:'陈琳(?-217年),字孔璋,广陵射阳(今江苏宝应)人。东汉末年著名文学家,“建安七子”之一。', zhugeke:'字元逊,琅邪阳都(今山东沂南)人。三国时期吴臣,蜀丞相诸葛亮之侄,吴大将军诸葛瑾长子,从小就以神童著称,深受孙权赏识。', zhangbao:'东汉末年黄巾起义的首领之一,张角之弟,张梁之兄。中平元年(184)随兄张角起义,号称“地公将军”。', chengyu:'字仲德,本名程立,因梦中於泰山捧日,更名程昱。荀彧投曹操时向其举荐程昱。他参与了攻打吕布、袁绍、刘备、孙权的大部份战事,一直出谋献策,表现出众。', sunhao:'孙权之孙,孙和之子,东吴的末代君主。在位初期虽施行过明政,但不久即沉溺酒色,专于杀戮,变得昏庸暴虐,嗜用挖眼、剥皮等酷刑。280年,吴国被西晋所灭,孙皓投降西晋,被封为归命侯。', wutugu:'南蛮乌戈国主,身长丈二(约合现在2.77米),不食五谷,以生蛇恶兽为饭。身有鳞甲,刀箭不能侵。兀突骨乘骑巨象,头戴日月狼须帽,身披金珠缨络,两肋下露出生鳞甲,眼目中微有光芒。', shixie:'割据交州(今越南)一带的军阀,年少时师事刘陶,经逐渐升迁任交趾太守。后被朝廷加职绥南中郎将,迁安远将军,封龙度亭侯。在步骘接管交州时积极配合,归附孙权,被孙权加为左将军;此后又因诱降益州豪族雍闿而迁任卫将军,进封龙编侯。任交趾太守四十年。', guansuo:'关羽的三子。自荆州失陷后,逃难在鲍家庄养病,伤势痊愈之后入蜀,逢丞相诸葛亮南征,拜之为前部先锋,一同南征。', wanglang:'字景兴,汉末三国经学家,曹魏初期重臣。曾任会稽太守举兵抵抗孙策,后为曹操所征,被拜为谏议大夫等职。曹丕建立魏国后任命为司空。小说《三国演义》中他在阵前与诸葛亮饶舌比拼,最终被诸葛亮言词所驳倒,一时气愤坠马身亡。', zhangliang:'东汉末年黄巾起义首领之一,张角的三弟。中平元年(184)随兄起义,号称“人公将军”。遭到朝廷所派左中郎将皇甫嵩进攻时,他率军在广宗(今河北威县)进行反击。后因警戒疏忽,遭到汉军夜袭,兵败身亡。', }, perfectPair:{ zhugejin:['zhugeke'], guanyinping:['guanyu'], zhangxingcai:['liushan'], fuwan:['fuhuanghou'], sunshangxiang:['liubei'], caoang:['caocao'], zhangbao:['zhangliang','zhangjiao'], zhangliang:['zhangjiao'], maliang:['masu'], lingcao:['lingtong'], lingju:['diaochan','lvbu'], jiangqing:['zhoutai'], dingfeng:['xusheng'], caohong:['caoren'], daxiaoqiao:['zhouyu','sunce'], cuiyan:['caocao'], guansuo:['guanyu'], mateng:['machao','madai','mayunlu'], madai:['mayunlu'], chengpu:['zhouyu'], hanba:['swd_muyun'], dongbai:['dongzhuo'] }, skill:{ kuanshi:{ trigger:{player:'phaseEnd'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('kuanshi')).set('ai',function(target){ if(ai.get.attitude(_status.event.player,target)>0){ return 1/Math.sqrt(target.hp+1); } return 0; }); 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('kuanshi',target); target.storage.kuanshi2=player; target.addSkill('kuanshi2'); } } }, kuanshi2:{ mark:'character', intro:{ content:'下一次受到超过1点的伤害时,防止此伤害,然后$跳过下个回合的摸牌阶段' }, trigger:{player:'damageBegin'}, forced:true, filter:function(event,player){ return event.num>1; }, priority:-11, content:function(){ trigger.untrigger(); trigger.finish(); player.storage.kuanshi2.skip('phaseDraw'); player.removeSkill('kuanshi2'); }, group:'kuanshi2_remove', onremove:true, subSkill:{ remove:{ trigger:{global:['phaseBegin','dieAfter']}, forced:true, popup:false, filter:function(event,player){ return event.player==player.storage.kuanshi2; }, content:function(){ player.removeSkill('kuanshi2'); } } } }, xiashu:{ trigger:{player:'phaseUseBegin'}, direct:true, filter:function(event,player){ return player.num('h')>0; }, content:function(){ 'step 0' var maxval=0; var hs=player.get('h'); for(var i=0;i0) return 0.1; if(maxval>=8) return 0; if(att==0) return 0.2; if(dh>=3) return dh; if(dh==2){ if(maxval<=7) return dh; } if(maxval<=6) return dh; return 0; }).set('maxval',maxval); 'step 1' if(result.bool){ player.logSkill('xiashu',result.targets); event.target=result.targets[0]; var hs=player.get('h'); event.target.gain(hs,player); player.$give(hs.length,event.target); } else{ event.finish(); } 'step 2' var hs=event.target.get('h'); if(!hs.length){ event.finish(); return; } hs.sort(function(a,b){ return ai.get.value(b,player,'raw')-ai.get.value(a,player,'raw'); }); event.target.chooseCard([1,hs.length],'展示至少一张手牌',true).set('ai',function(card){ var rand=_status.event.rand; var list=_status.event.list; if(_status.event.att){ if(ui.selected.cards.length>=Math.ceil(list.length/2)) return 0; var value=ai.get.value(card); if(_status.event.getParent().player.isHealthy()){ value+=(get.tag(card,'damage')?1.5:0)+(get.tag(card,'draw'?2:0)); } return value; } if(ui.selected.cards.length>=Math.floor(list.length/2)) return 0; return (list.indexOf(card)%2==rand)?1:0; }).set('rand',(Math.random()<0.6)?1:0).set('list',hs).set('att',ai.get.attitude(event.target,player)>0); 'step 3' event.target.showCards(result.cards); event.cards1=result.cards; event.cards2=event.target.get('h',function(card){ return !event.cards1.contains(card); }); 'step 4' var choice; var num1=event.cards1.length; var num2=event.cards2.length; if(ai.get.attitude(event.target,player)>0&&num1>=num2){ choice=0; } else if(num1==num2){ choice=(Math.random()<0.45)?0:1; } else if(num1>num2){ if(num1-num2==1){ choice=(Math.random()<0.6)?0:1; } else{ choice=0; } } else{ if(num2-num1==1){ choice=(Math.random()<0.6)?1:0; } else{ choice=1; } } player.chooseControl(function(event,player){ return _status.event.choice; }).set('choiceList',['获得'+get.translation(event.target)+'展示的牌', '获得'+get.translation(event.target)+'未展示的牌']).set('choice',choice); 'step 5' if(result.index==0){ player.gain(event.cards1,target); target.$give(event.cards1,player); } else{ player.gain(event.cards2,target); target.$giveAuto(event.cards2,player); } }, ai:{ expose:0.1 } }, sheyan:{ trigger:{global:'useCard'}, filter:function(event,player){ if(!event.targets||!event.targets.contains(player)) return false; var info=get.info(event.card); if(info.type!='trick') return false; if(info.multitarget) return false; return game.hasPlayer(function(current){ return !event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,event.player,current); }); }, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('sheyan'),function(card,player,target){ return !trigger.targets.contains(target)&&lib.filter.targetEnabled2(trigger.card,trigger.player,target); }).set('ai',function(target){ var trigger=_status.event.getTrigger(); return ai.get.effect(target,trigger.card,trigger.player,player); }); 'step 1' if(result.bool){ if(!event.isMine()) game.delay(0.5); event.target=result.targets[0]; } else{ event.finish(); } 'step 2' player.logSkill('sheyan',event.target); trigger.targets.push(event.target); }, ai:{ expose:0.2 } }, bingzheng:{ trigger:{player:'phaseUseEnd'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('bingzheng'),function(card,player,target){ return target.num('h')!=target.hp; }).set('ai',function(target){ var player=_status.event.player; var att=ai.get.attitude(player,target); if(att>0&&target.num('h')==target.hp-1){ if(player==target) return att+1; return att+2; } if(player==target&&player.needsToDiscard()) return att/3; return att; }); 'step 1' if(result.bool){ player.logSkill('bingzheng',result.targets); event.target=result.targets[0]; if(event.target.num('h')){ event.target.chooseToDiscard('弃置一张手牌,或取消并摸一张牌').set('ai',function(card){ if(_status.event.player==_status.event.getParent().player) return 0; if(card.name=='du') return 0; if(_status.event.goon) return 6-ai.get.value(card); return 0; }).set('goon',( event.target.num('h')==event.target.hp+1&& ai.get.attitude(event.target,player)>1&& !player.needsToDiscard()&&player.num('h')1&& player.num('h','shan')>1&&player.num('h')>event.target.num('h')){ next.set('shan',true); } if(ai.get.attitude(player,event.target)>0&&player.needsToDiscard()){ next.set('goon',true); } } else{ event.finish(); } 'step 4' if(result.bool){ event.target.gain(result.cards,player); player.$giveAuto(result.cards,event.target); } }, ai:{ expose:0.2, threaten:1.4 } }, fuman:{ enable:'phaseUse', filterTarget:function(card,player,target){ return !target.hasSkill('fuman2')&&target!=player; }, filter:function(event,player){ return player.num('h','sha'); }, discard:false, prepare:'give', filterCard:{name:'sha'}, content:function(){ target.gain(cards,player); target.storage.fuman3=cards[0]; target.storage.fuman2=player; target.addTempSkill('fuman2',{player:'phaseAfter'}); }, check:function(card){ return 6-ai.get.value(card); }, ai:{ order:2, result:{ target:function(player,target){ if(!target.hasSha()) return 1.2; return 1; } } } }, fuman2:{ trigger:{player:'useCard'}, forced:true, popup:false, filter:function(event,player){ return event.card==player.storage.fuman3&&player.storage.fuman2.isIn(); }, mark:true, intro:{ content:'下个回合结束之前使用“抚蛮”牌时,令$一张牌' }, content:function(){ 'step 0' game.delay(0.5); 'step 1' player.line(player.storage.fuman2,'green'); player.storage.fuman2.draw(); player.storage.fuman2.logSkill('fuman'); }, onremove:function(player){ delete player.storage.fuman2; delete player.storage.fuman3; }, ai:{ effect:{ player:function(card,player,target,current){ if(card.name=='sha'&&card!=player.storage.fuman3&& player.storage.fuman2.isIn()&&ai.get.attitude(player,player.storage.fuman2)>0){ return 'zeroplayertarget'; } } } } }, qizhou:{ trigger:{player:['phaseBefore','equipAfter','loseAfter']}, forced:true, popup:false, derivation:['mashu','reyingzi','duanbing','fenwei'], filter:function(event,player){ if(player.equiping) return false; var suits=[]; var es=player.get('e'); for(var i=0;i0; } }, content:function(){ var suits=[]; var es=player.get('e'); for(var i=0;i0; } if(player.hasSha()&&geteff(target)){ var num=game.countPlayer(function(current){ return current!=player&&get.distance(player,current)<=1&&geteff(current); }); if(num==0){ if(game.hasPlayer(function(current){ return player.canUse('sha',current)&&geteff(current)&¤t!=target; })){ return 1; } } else if(num==1){ return 1; } } return 0; } } } }, fenxun2:{ mark:'character', onremove:true, intro:{ content:'到$的距离视为1' }, mod:{ globalFrom:function(from,to){ if(to==from.storage.fenxun2){ return -Infinity; } } } }, duanbing:{ trigger:{player:'useCard'}, filter:function(event,player){ if(event.card.name!='sha') return false; return game.hasPlayer(function(current){ return !event.targets.contains(current)&&get.distance(player,current)<=1&&player.canUse('sha',current); }); }, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('duanbing'),function(card,player,target){ return !_status.event.source.contains(target)&&get.distance(player,target)<=1&&player.canUse('sha',target); }).set('source',trigger.targets).set('ai',function(target){ var player=_status.event.player; return ai.get.effect(target,{name:'sha'},player,player); }); 'step 1' if(result.bool){ if(!event.isMine()&&!_status.connectMode) game.delay(0.5); event.target=result.targets[0]; } else{ event.finish(); } 'step 2' player.logSkill('duanbing',event.target); trigger.targets.push(event.target); }, ai:{ effect:{ player:function(card,player,target){ if(card.name=='sha'){ if(player._duanbingtmp) return; player._duanbingtmp=true; if(ai.get.effect(target,{name:'sha'},player,player)<=0){ delete player._duanbingtmp; return; } if(game.hasPlayer(function(current){ return current!=target&&get.distance(player,current)<=1&& player.canUse('sha',current)&&ai.get.effect(current,{name:'sha'},player,player)>0; })){ delete player._duanbingtmp; return [1,1]; } delete player._duanbingtmp; } } } } }, fuhan:{ trigger:{player:'phaseBefore'}, unique:true, skillAnimation:true, forceunique:true, filter:function(event,player){ return player.storage.fanghun2>0; }, prompt:function(event,player){ var num=player.storage.fanghun2; var mode=get.mode(); if(mode!='chess'&&mode!='tafang'&&mode!='stone'){ num=Math.min(num,game.players.length+game.dead.length); } return get.prompt('fuhan')+'(体力上限:'+num+')'; }, check:function(event,player){ if(player.storage.fanghun2==1) return false; if(player.hp<=1) return true; if(player.storage.fanghun2==2) return false; if(player.storage.fanghun2==3) return player.hp<3&&player.isLowestHp(); return true; }, content:function(){ 'step 0' var list=[]; for(var i in lib.character){ if(!lib.filter.characterDisabled(i)&&lib.character[i][1]=='shu'){ list.push(i); } } var players=game.players.concat(game.dead); for(var i=0;i=3; }, skillAnimation:true, unique:true, content:function(){ 'step 0' player.awakenSkill('yjixi'); player.gainMaxHp(); player.recover(); 'step 1' var str='摸两张牌'; var mode=get.mode(); var choice='选项一'; if(mode=='identity'||(mode=='versus'&&_status.mode=='four')){ var list=[]; var zhu=get.zhu(player); if(zhu&&zhu!=player&&zhu.skills){ for(var i=0;i=6) return 0; return 20-num; } else{ if(_status.event.player.needsToDiscard()){ return 7-num; } } return 0; }, discard:false, prepare:'give', content:function(){ 'step 0' target.gain(cards,player); if(get.color(cards[0])=='black'){ target.chooseToDiscard(2,'he','弃置两张牌,或令'+get.translation(player)+'摸两张牌').set('ai',function(card){ if(_status.event.goon) return 7-ai.get.value(card); return 0; }).set('goon',ai.get.attitude(target,player)<0); } else{ event.finish(); } 'step 1' if(!result.bool){ player.draw(2); } }, ai:{ order:8, expose:0.2, result:{ target:function(player,target){ if(ui.selected.cards.length&&get.color(ui.selected.cards[0])=='red'){ if(target.num('h')0; }, content:function(){ 'step 0' player.draw(player.storage.shanjia); 'step 1' player.chooseToDiscard('he',player.storage.shanjia,true); 'step 2' var useCard=false; if(result.bool&&result.cards){ for(var i=0;i0) })){ return 6-ai.get.value(card); } } return 0; }, content:function(){ player.loseHp(); switch(get.type(cards[0],'trick')){ case 'basic':player.addTempSkill('zhanyi_basic','phaseAfter');break; case 'equip':player.addTempSkill('zhanyi_equip','phaseAfter');break; case 'trick':player.addTempSkill('zhanyi_trick','phaseAfter');player.draw(2);break; } }, ai:{ order:9.1, result:{ player:1 } } }, zhanyi_basic:{ group:['zhanyi_basic_sha','zhanyi_basic_jiu','zhanyi_basic_tao'] }, zhanyi_basic_tao:{ enable:'chooseToUse', filterCard:{type:'basic'}, viewAs:{name:'tao'}, viewAsFilter:function(player){ if(!player.num('h',{type:'basic'})) return false; }, prompt:'将一张基本牌当桃使用', check:function(card){ return 8-ai.get.value(card); }, ai:{ skillTagFilter:function(player){ if(!player.num('h',{type:'basic'})) return false; }, save:true, } }, zhanyi_basic_sha:{ enable:'chooseToUse', filterCard:{type:'basic'}, viewAs:{name:'sha'}, viewAsFilter:function(player){ if(!player.num('h',{type:'basic'})) return false; }, prompt:'将一张基本牌当杀使用', check:function(card){return 4-ai.get.value(card)}, ai:{ skillTagFilter:function(player){ if(!player.num('h',{type:'basic'})) return false; }, respondSha:true, } }, zhanyi_basic_jiu:{ enable:'chooseToUse', filterCard:{type:'basic'}, viewAs:{name:'jiu'}, viewAsFilter:function(player){ if(!player.num('h',{type:'basic'})) return false; }, prompt:'将一张基本牌当酒使用', check:function(card){ if(_status.event.type=='dying') return 1; return 4-ai.get.value(card); }, ai:{ skillTagFilter:function(player){ return player.num('h',{type:'basic'})>0&&player.hp<=0; }, save:true, } }, zhanyi_equip:{ trigger:{player:'shaBegin'}, forced:true, filter:function(event,player){ return event.target.num('he')>0; }, check:function(event,player){ return ai.get.attitude(player,event.target)<0; }, content:function(){ trigger.target.chooseToDiscard('he',true,2); } }, zhanyi_trick:{ mod:{ targetInRange:function(){ return true; } } }, shichou:{ skillAnimation:true, unique:true, enable:'phaseUse', zhuSkill:true, filter:function(event,player){ if(!player.hasZhuSkill('shichou'))return false; if(player.num('he')<2) return false; return !player.storage.shichou; }, selectCard:2, init:function(player){ if(player.hasZhuSkill('shichou')){ player.markSkill('shichou'); player.storage.shichou=false; } }, filterTarget:function(card,player,target){ return target.group=='shu'&&target!=player; }, filterCard:true, position:'he', check:function(card){ return 7-ai.get.value(card); }, discard:false, prepare:'give', content:function(){ player.storage.shichou=true; player.awakenSkill('shichou'); target.gain(cards,player); player.storage.shichou_target=target; player.addSkill('shichou2'); target.markSkillCharacter('shichou',player,'誓仇','代替'+get.translation(player)+'承受伤害直到首次进入濒死状态'); }, intro:{ content:'limited' }, ai:{ order:7, result:{ player:function(player,target){ if(player.hasUnknown()) return 0; var att=ai.get.attitude(player,target); if(att<=0){ if(target.hp==1) return (10-att)/2; return 10-att; } else{ if(target.hp==1) return 0; return (10-att)/4; } }, } } }, shichou2:{ group:'shichou3', trigger:{player:'damageBefore'}, forced:true, popup:false, content:function(){ trigger.untrigger(); trigger.player=player.storage.shichou_target; trigger.player.addSkill('shichou4'); trigger.trigger('damageBefore'); player.logSkill('shichou2',player.storage.shichou_target); game.delay(0.5); }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'damage')){ if(player.hasSkill('jueqing')) return [1,-2]; if(ai.get.attitude(player,target)>0) return [0,0]; var eff=ai.get.damageEffect(target.storage.shichou_target,player,target); if(eff>0){ return [0,1]; } else if(eff<0){ return [0,-2]; } else{ return [0,0]; } } } } } }, shichou3:{ trigger:{global:['dying','dieBegin']}, forced:true, popup:false, priority:10, filter:function(event,player){ return event.player==player.storage.shichou_target; }, content:function(){ trigger.player.unmarkSkill('shichou'); delete player.storage.shichou_target; player.removeSkill('shichou2'); } }, shichou4:{ trigger:{player:['damageAfter','damageCancelled']}, forced:true, popup:false, audio:false, content:function(){ if(event.triggername=='damageAfter'&&trigger.num){ player.draw(trigger.num); } player.removeSkill('shichou4'); } }, zhaolie:{ trigger:{player:'phaseDrawBegin'}, check:function(event,player){ return game.hasPlayer(function(current){ return (current!=player&& get.distance(player,current,'attack')<=1&& ai.get.attitude(player,current)<=0&& ai.get.damageEffect(current,player,player)>0); }); }, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('zhaolie'),function(card,player,target){ return target!=player&&get.distance(player,target,'attack')<=1; }).set('ai',function(target){ var player=_status.event.player; if(ai.get.attitude(player,target)>0) return 0; return ai.get.damageEffect(target,player,player); }); 'step 1' if(result.bool){ trigger.num--; player.storage.zhaolie=result.targets[0]; player.logSkill('zhaolie',result.targets); player.addTempSkill('zhaolie2','phaseDrawAfter'); } } }, zhaolie2:{ trigger:{player:'phaseDrawEnd'}, forced:true, popup:false, content:function(){ 'step 0' event.cards=get.cards(3); player.showCards(event.cards); 'step 1' event.basic=[]; event.nonbasic=[]; for(var i=0;i1?0:7-ai.get.value(card); case 2:return 8-ai.get.value(card); case 3:return 10-ai.get.value(card); default:return 0; } }).set('num',num); } 'step 2' var num=event.nonbasic.length; var undone=false; if(num==0){ if(event.basic.length){ result.targets[0].gain(event.basic,'gain2','log'); } } else{ if(result.bool){ if(event.basic.length){ player.gain(event.basic,'gain2','log'); } } else{ player.storage.zhaolie.damage(num); if(event.basic.length){ undone=true; } } } if(!undone){ delete player.storage.zhaolie; event.finish(); } 'step 3' if(player.storage.zhaolie.isAlive()){ player.storage.zhaolie.gain(event.basic,'gain2','log'); } else{ for(var i=0;i=num) return false; return true; }, filterTarget:function(card,player,target){ return target.num('e')>0; }, content:function(){ 'step 0' target.draw(); 'step 1' var goon=ai.get.damageEffect(target,player,target)>=0; if(!goon&&target.hp>=4&&ai.get.attitude(player,target)<0){ var es=target.get('e'); for(var i=0;i=8){ goon=true;break; } } } target.chooseControl(function(){ if(_status.event.goon) return '选项二'; return '选项一'; }).set('goon',goon).set('prompt','定叛').set('choiceList',['令'+get.translation(player)+'弃置你装备区里的一张牌','获得你装备区内的所有牌并受到一点伤害']); 'step 2' if(result.control=='选项一'){ player.discardPlayerCard(target,true,'e'); event.finish(); } else{ target.gain(target.get('e'),'gain2'); } 'step 3' game.delay(0.5); target.damage(); }, ai:{ order:7, result:{ target:function(player,target){ if(ai.get.damageEffect(target,player,target)>=0) return 2; var att=ai.get.attitude(player,target); if(att==0) return 0; var es=target.get('e'); for(var i=0;i0){ return 1; } } else if(val>=7){ if(att<0){ return -1; } } } return 0; } } } }, hongde:{ trigger:{player:['gainEnd','loseEnd']}, direct:true, filter:function(event,player){ return event.cards&&event.cards.length>1; }, content:function(){ 'step 0' player.chooseTarget(get.prompt('hongde'),function(card,player,target){ return target!=player; }).set('ai',function(target){ return ai.get.attitude(player,target); }); 'step 1' if(result.bool){ player.logSkill('hongde',result.targets); result.targets[0].draw(); } } }, ziyuan:{ enable:'phaseUse', usable:1, filterCard:function(card){ var num=0; for(var i=0;i0); })){ return 10; } return 1; }, result:{ player:function(player,target){ var eff=ai.get.recoverEffect(target,player,player); if(eff<0) return 0; if(eff>0){ if(target.hp==1) return 3; return 2; } if(player.needsToDiscard()) return 1; return 0; } }, threaten:1.3 } }, jugu:{ mod:{ maxHandcard:function(player,num){ return num+player.maxHp; } }, trigger:{global:'gameStart'}, forced:true, content:function(){ player.draw(player.maxHp,false); player.$draw(player.maxHp); } }, tuifeng:{ trigger:{player:'damageEnd'}, direct:true, filter:function(event,player){ return player.num('h')>0; }, init:function(player){ player.storage.tuifeng=[]; }, content:function(){ 'step 0' player.chooseCard(get.prompt('tuifeng'),'he',[1,trigger.num]).set('ai',function(card){ if(card.name=='du') return 20; return 7-ai.get.useful(card); }); 'step 1' if(result.bool){ player.logSkill('tuifeng'); player.lose(result.cards,ui.special); player.$give(result.cards,player); for(var i=0;i0; }, content:function(){ player.draw(2*player.storage.tuifeng.length); player.addTempSkill('tuifeng3','phaseAfter'); player.$throw(player.storage.tuifeng.slice(0),1000); player.storage.tuifeng3=player.storage.tuifeng.length; while(player.storage.tuifeng.length){ ui.discardPile.appendChild(player.storage.tuifeng.shift()); } player.unmarkSkill('tuifeng') } }, tuifeng3:{ mod:{ cardUsable:function(card,player,num){ if(card.name=='sha'&&player.storage.tuifeng3) return num+player.storage.tuifeng3; } }, onremove:true }, weidi:{ trigger:{global:['gameStart','zhuUpdate']}, forced:true, popup:false, filter:function(event,player){ var mode=get.mode(); return (mode=='identity'||(mode=='versus'&&_status.mode=='four')); }, content:function(){ var list=[]; var zhu=get.zhu(player); if(zhu&&zhu!=player&&zhu.skills){ for(var i=0;i0; }, init:function(player){ player.storage.jianshu=false; }, filterTarget:function(card,player,target){ if(ui.selected.targets.length){ return target.num('h')>0&&target.distanceTo(ui.selected.targets[0])<=1; } return true; }, filterCard:{color:'black'}, mark:true, discard:false, delay:0, check:function(card){return 6-ai.get.value(card);}, selectTarget:2, multitarget:true, content:function(){ 'step 0' player.$give(cards,targets[0]); player.awakenSkill('jianshu'); player.storage.jianshu=true; targets[0].gain(cards,player); 'step 1' targets[0].chooseToCompare(targets[1]); 'step 2' if(result.bool){ targets[0].chooseToDiscard('he',2,true); targets[1].loseHp(); } else{ targets[1].chooseToDiscard('he',2,true); targets[0].loseHp(); } }, intro:{ content:'limited' }, ai:{ expose:0.4, order:4, result:{ target:function(player,target){ if(player.hasUnknown()) return 0; if(ui.selected.targets.length) return -1; return -0.5; } } } }, yongdi:{ unique:true, trigger:{player:'damageEnd'}, animationColor:'fire', skillAnimation:'legend', filter:function(event,player){ return !player.storage.yongdi; }, init:function(player){ player.storage.yongdi=false; }, mark:true, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('yongdi'),function(card,player,target){ return target.sex=='male'&&target!=player; }).set('ai',function(target){ if(!_status.event.goon) return 0; var player=_status.event.player; var att=ai.get.attitude(player,target); if(att<=1) return 0; var mode=get.mode(); if(mode=='identity'||(mode=='versus'&&_status.mode=='four')){ if(target.name&&lib.character[target.name]){ for(var i=0;i0; }, selectTarget:[1,3], filter:function(event,player){ return player.num('h')>0; }, multitarget:true, multiline:true, content:function(){ player.chooseToCompare(targets).callback=lib.skill.gushe.callback; }, init:function(player){ player.storage.gushe=0; }, intro:{ name:'饶舌', content:'mark' }, chat:['粗鄙之语','天地不容','谄谀之臣','皓首匹夫,苍髯老贼','二臣贼子','断脊之犬','我从未见过有如此厚顔无耻之人!'], callback:function(){ 'step 0' event.num1=event.card1.number; event.num2=event.card2.number; if(player.hasSkill('jici')&&event.num1<=player.storage.gushe){ player.chooseBool(get.prompt('jici')); } else{ event.goto(2); } 'step 1' if(result.bool){ if(event.num1event.num2){ target.chooseToDiscard('he','弃置一张牌,或令'+get.translation(player)+'摸一张牌').set('ai',function(card){ if(_status.event.goon) return 6-ai.get.value(card); return 0; }).set('goon',ai.get.attitude(target,player)<0); } else{ target.chat(lib.skill.gushe.chat[player.storage.gushe]); game.delay(); player.storage.gushe++; player.markSkill('gushe'); if(player.storage.gushe>=7){ player.die(); } else{ // player.chooseToDiscard('弃置一张牌,或摸一张牌').set('ai',function(){return -1;}); event.finish(); } } 'step 3' if(!result.bool){ player.draw(); } }, ai:{ order:7, result:{ target:function(player,target){ var num=game.countPlayer(function(current){ return ai.get.attitude(player,current)<0&¤t!=player&¤t.num('h'); }); if(num>3) num=3; var hs=player.get('h'); for(var i=0;i5&&player.storage.gushe+num<=6) return -1; } } } return 0; }, } } }, jici:{}, juesi:{ enable:'phaseUse', filter:function(event,player){ return player.num('h','sha')>0; }, filterTarget:function(card,player,target){ return target!=player&&target.num('he')>0; }, filterCard:{name:'sha'}, content:function(){ 'step 0' target.chooseToDiscard('he',true); 'step 1' if(target.hp>=player.hp&&result.bool&&result.cards[0].name!='sha'){ player.useCard({name:'juedou'},target); } }, ai:{ order:2, result:{ target:function(player,target){ if(ai.get.effect(target,{name:'juedou'},player,player)<=0){ return 0; } if(target.hpplayer.hp) return -0.1; return 0; } var hs1=target.get('h','sha'); var hs2=player.get('h','sha'); if(hs1.length>hs2.length){ return 0; } var hsx=target.get('h'); if(hsx.length>2&&hs2.length<=1&&hsx[0].number<6){ return 0; } if(hsx.length>3&&hs2.length<=1){ return 0; } if(hs1.length>hs2.length-1&&hs1.length>0&&(hs2.length<=1||hs1[0].number>hs2[0].number)){ return 0; } return -1; } } } }, shefu:{ trigger:{player:'phaseEnd'}, direct:true, audio:2, init:function(player){ player.storage.shefu=[]; player.storage.shefu2=[]; }, filter:function(event,player){ return player.num('h')>0; }, intro:{ content:'cards', mark:function(dialog,content,player){ if(content&&content.length){ dialog.addAuto(content); if(player.isUnderControl(true)){ var str=''; for(var i=0;i'+str+'') } } }, }, content:function(){ 'step 0' var list1=[],list2=[],list3=[]; for(var i=0;i=5) return false; if(nh2>nh2&&event.source.isDead()) return false; return true; }, direct:true, content:function(){ "step 0" var num1=player.num('h'); var num2=trigger.source.num('h'); if(num1>num2){ var next=player.chooseToDiscard([num2+1,num1],'贲育:是否弃置至少'+(num2+1)+'张手牌,并对'+get.translation(trigger.source)+'造成一点伤害?'); next.logSkill=['benyu',trigger.source]; next.set('ai',function(card){ var trigger=_status.event.getTrigger(); var player=_status.event.player; if(ui.selected.cards.length>=_status.event.num){ return -1; } if(ai.get.damageEffect(trigger.source,player,player)>0&&_status.event.num<=2){ return 8-ai.get.value(card); } return -1; }); next.set('num',num2+1); } else{ event.draw=true; event.num=Math.min(num2,5)-num1; player.chooseBool(get.prompt('benyu')); } "step 1" if(result.bool){ if(event.draw){ player.logSkill('benyu',trigger.source); player.draw(event.num); } else{ trigger.source.damage(player); } } }, }, jili:{ trigger:{global:'useCard'}, forced:true, check:function(event,player){ return ai.get.effect(player,event.card,event.player,player)>0; }, filter:function(event,player){ if(get.color(event.card)!='red') return false; if(!event.targets) return false; if(event.player==player) return false; if(event.targets.contains(player)) return false; var type=get.type(event.card); if(type!='basic'&&type!='trick') return false; if(lib.filter.targetEnabled2(event.card,event.player,player)){ for(var i=0;i0&&event.player!=player&&!player.hasSkill('zhidao2'); }, forced:true, content:function(){ var num=0; if(trigger.player.num('h')) num++; if(trigger.player.num('e')) num++; if(trigger.player.num('j')) num++; if(num){ player.gainPlayerCard(trigger.player,num,'hej',true).set('filterButton',function(button){ for(var i=0;i0; }); }, content:function(){ 'step 0' player.chooseTarget(get.prompt('qizhi'),function(card,player,target){ return !_status.event.getTrigger().targets.contains(target)&&target.num('he')>0; }).set('ai',function(target){ var player=_status.event.player; if(target==player) return 2; if(ai.get.attitude(player,target)<=0){ return 1 } return 0.5; }); 'step 1' if(result.bool){ player.storage.qizhi++; if(!event.isMine()&&!_status.connectMode) game.delay(); player.logSkill('qizhi',result.targets); player.discardPlayerCard(result.targets[0],true,'he'); event.target=result.targets[0]; } else{ event.finish(); } 'step 2' event.target.draw(); }, group:'qizhi2' }, qizhi2:{ trigger:{player:'phaseBegin'}, forced:true, popup:false, silent:true, content:function(){ player.storage.qizhi=0; } }, jinqu:{ trigger:{player:'phaseEnd'}, check:function(event,player){ return player.storage.qizhi>=player.num('h'); }, prompt:function(event,player){ if(typeof player.storage.qizhi!='number'){ '进趋:是否摸两张牌并将手牌弃置至'+get.cnNumber(0)+'张?'; } return '进趋:是否摸两张牌并将手牌弃置至'+get.cnNumber(player.storage.qizhi)+'张?'; }, content:function(){ 'step 0' player.draw(2); 'step 1' if(typeof player.storage.qizhi!='number'){ player.storage.qizhi=0; } var dh=player.num('h')-player.storage.qizhi; if(dh>0){ player.chooseToDiscard(dh,true); } } }, mouduan:{ init2:function(player){ game.broadcastAll(function(player){ player._mouduan_mark=player.mark('武',{ content:'拥有技能【激昂】、【谦逊】' }); },player); player.addAdditionalSkill('mouduan',['jiang','qianxun']); }, onremove:function(player){ game.broadcastAll(function(player){ if(player._mouduan_mark){ player._mouduan_mark.delete(); delete player._mouduan_mark; } },player); player.removeAdditionalSkill('mouduan'); }, trigger:{player:'loseEnd'}, forced:true, filter:function(event,player){ return player._mouduan_mark&&player._mouduan_mark.name=='武'&&player.num('h')<=2; }, content:function(){ game.broadcastAll(function(player){ if(!player._mouduan_mark) return; player._mouduan_mark.name='文'; player._mouduan_mark.skill='文'; player._mouduan_mark.firstChild.innerHTML='文'; player._mouduan_mark.info.content='拥有技能【英姿】、【克己】'; },player); player.addAdditionalSkill('mouduan',['yingzi','keji']); }, group:'mouduan2' }, mouduan2:{ trigger:{global:'phaseBegin'}, priority:5, filter:function(event,player){ return player._mouduan_mark&&player._mouduan_mark.name=='文'&&player.num('h')>2; }, direct:true, content:function(){ 'step 0' player.chooseToDiscard('he','谋断:是否弃置一张牌将标记变为“武”?').ai=function(){ return -1; } 'step 1' if(result.bool&&player.num('h')>2){ game.broadcastAll(function(player){ if(!player._mouduan_mark) return; player._mouduan_mark.name='武'; player._mouduan_mark.skill='武'; player._mouduan_mark.firstChild.innerHTML='武'; player._mouduan_mark.info.content='拥有技能【激昂】、【谦逊】'; },player); player.addAdditionalSkill('mouduan',['jiang','qianxun']); } } }, tanhu:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target&&target.num('h'); }, filter:function(event,player){ return player.num('h')>0; }, content:function(){ 'step 0' player.chooseToCompare(target); 'step 1' if(result.bool){ target.addTempSkill('tanhu2','phaseAfter'); } }, ai:{ result:{ target:function(player,target){ var hs=player.get('h'); if(hs.length<3) return 0; var bool=false; for(var i=0;i=9&&ai.get.value(hs[i])<7){ bool=true; break; } } if(!bool) return 0; return -1; } }, order:9, }, group:'tanhu3' }, tanhu2:{ mark:true, intro:{ content:'已成为探虎目标' } }, tanhu3:{ mod:{ globalFrom:function(from,to){ if(to.hasSkill('tanhu2')) return -Infinity; } }, trigger:{player:'useCardToBegin'}, frequent:true, filter:function(event){ return get.type(event.card)=='trick'&&event.target&&event.target.hasSkill('tanhu2'); }, content:function(){ player.draw(); } }, jiqiao:{ trigger:{player:'phaseUseBegin'}, direct:true, filter:function(event,player){ return player.num('he',{type:'equip'})>0; }, content:function(){ 'step 0' player.chooseToDiscard(get.prompt('jiqiao'),[1,player.num('he',{type:'equip'})],'he',function(card){ return get.type(card)=='equip'; }).set('ai',function(card){ if(card.name=='bagua') return 10; return 7-ai.get.value(card); }); 'step 1' if(result.bool){ player.logSkill('jiqiao'); event.cards=get.cards(3*result.cards.length); player.showCards(event.cards); } else{ event.finish(); } 'step 2' var gained=[]; for(var i=0;i=2&&he<=3){ return '弃牌'; } if(player.maxHp-player.hp>=3&&he<=5){ return '弃牌'; } if(player.maxHp-player.hp>3){ return '弃牌'; } return '出杀'; } return '出杀'; }).set('prompt','弃置'+get.translation(trigger.player)+get.cnNumber(player.maxHp-player.hp)+'张牌,或对任意一名角色使用一张杀'); 'step 1' if(result.control=='弃牌'){ player.line(trigger.player,'green'); if(player.hp1) return false; if(!event.target) return false; if(event.target.hp>=player.hp) return false; var card=event.card; if(card.name=='sha') return true; if(get.color(card)=='black'&&get.type(card)=='trick') return true; return false; }, content:function(){ "step 0" var save=false; if(ai.get.attitude(player,trigger.target)>2){ if(trigger.card.name=='sha'){ if(player.num('h','shan')||player.get('e','2')|| trigger.target.hp==1||player.hp>trigger.target.hp+1){ if(!trigger.target.num('h','shan')||trigger.target.num('h')0; }, content:function(){ 'step 0' player.chooseToCompare(target).set('preserve','win'); 'step 1' if(result.bool&&result.target){ event.type=true; event.card=result.target; player.chooseTarget('将'+get.translation(result.target)+'交给一名角色',function(card,player,target){ return target.hp<=player.hp; }).set('ai',function(target){ var att=ai.get.attitude(_status.event.player,target); if(_status.event.du) return -att; return att; }).set('du',event.card.name=='du'); target.addTempSkill('dahe2','phaseAfter'); } else{ event.type=false; if(player.num('h')){ player.showHandcards(); player.chooseToDiscard('h',true); } } 'step 2' if(event.type){ if(result.bool){ player.line(result.targets,'green'); result.targets[0].gain(event.card,'gain2'); } } }, ai:{ result:{ target:function(player,target){ var hs=player.get('h'); if(hs.length<3) return 0; var bool=false; for(var i=0;i=9&&ai.get.value(hs[i])<7){ bool=true; break; } } if(!bool) return 0; if(player.canUse('sha',target)&&(player.num('h','sha'))){ return -2; } return -0.5; } }, order:9, } }, dahe2:{ mark:true, intro:{ content:'非红桃闪无效' }, mod:{ cardRespondable:function(card,player){ if(card.name=='shan'&&get.suit(card)!='heart') return false; }, } }, xunzhi:{ trigger:{player:'phaseBegin'}, init:function(player){ player.storage.xunzhi=0; }, filter:function(event,player){ var previous=player.getPrevious(); var next=player.getNext(); if(previous&&next){ return player.hp!=previous.hp&&player.hp!=next.hp; } return false; }, check:function(event,player){ return player.hp>=3&&player.num('h')>player.hp+1+player.storage.xunzhi; }, content:function(){ player.loseHp(); player.storage.xunzhi+=2; }, mark:true, intro:{ content:function(storage,player){ return '手牌上限+'+player.storage.xunzhi; } }, mod:{ maxHandcard:function(player,num){ if(typeof player.storage.xunzhi=='number'){ return num+player.storage.xunzhi; } } } }, yawang:{ trigger:{player:'phaseDrawBefore'}, forced:true, check:function(event,player){ var num=game.countPlayer(function(target){ return target.hp==player.hp; }); if(!player.hasSkill('xunzhi2')){ var nh=player.num('h'); if(nh>5) return false; if(num==3&&nh>3) return false; } return num>=3; }, content:function(){ trigger.untrigger(); trigger.finish(); var num=game.countPlayer(function(target){ return target.hp==player.hp; }); if(num){ player.draw(num); } player.storage.yawang=num; player.addTempSkill('yawang2','phaseAfter'); } }, yawang2:{ mod:{ cardEnabled:function(card,player){ if(_status.currentPhase!=player) return; if(get.cardCount(true,player)>=player.storage.yawang) return false; } } }, junwei:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return player.storage.yinling&&player.storage.yinling.length>=3; }, content:function(){ 'step 0' if(player.storage.yinling.length>3){ player.chooseButton(3,[get.prompt('junwei'),'hidden',player.storage.yinling]).set('ai',function(button){ return 1; }); } else{ player.chooseBool().set('createDialog',[get.prompt('junwei'),'hidden',player.storage.yinling]).set('dialogselectx',true); event.cards=player.storage.yinling.slice(0); } 'step 1' if(result.bool){ var cards=event.cards||result.links; for(var i=0;i1) return 1; if(_status.event.player.hp>=3) return 0; return 1; }).set('nshan',nshan); } } else{ event.finish(); } 'step 3' if(!event.directfalse&&result.bool) game.delay(); ui.clear(); 'step 4' if(!event.directfalse&&result.bool){ event.cards=result.cards; event.target.$throw(result.cards); player.chooseTarget('将闪交给一名角色',true,function(card,player,target){ return target!=_status.event.getParent().target; }).set('ai',function(target){ return ai.get.attitude(_status.event.player,target)/(target.num('h','shan')+1); }); } else{ event.target.loseHp(); delete event.cards; } 'step 5' if(event.cards){ player.line(result.targets,'green'); result.targets[0].gain(event.cards,'gain2'); game.log(player,'将',event.cards,'交给',result.targets[0]); event.finish(); } else{ if(event.target.num('e')){ player.choosePlayerCard('e','将'+get.translation(event.target)+'的一张装备牌移出游戏',true,event.target); } else{ event.finish(); } } 'step 6' if(result.bool){ var card=result.links[0]; if(event.target.storage.junwei2){ event.target.storage.junwei2.push(card); event.target.markSkill('junwei2'); } else{ event.target.storage.junwei2=[card]; } event.target.lose(card,ui.special); event.target.addSkill('junwei2'); event.target.syncStorage('junwei2'); } } }, junwei2:{ mark:true, intro:{ content:'cards' }, trigger:{player:'phaseEnd'}, forced:true, content:function(){ 'step 0' if(player.storage.junwei2.length){ var card=player.storage.junwei2.shift(); player.equip(card); event.redo(); } 'step 1' player.removeSkill('junwei2'); delete player.storage.junwei2; } }, yinling:{ enable:'phaseUse', filterCard:{color:'black'}, position:'he', intro:{ content:'cards', onunmark:'throw' }, filter:function(event,player){ return player.num('he',{color:'black'})>0&&player.storage.yinling.length<4; }, filterTarget:function(card,player,target){ return target.num('he')>0&&target!=player; }, init:function(player){ player.storage.yinling=[]; }, check:function(card){ return 6-ai.get.value(card); }, content:function(){ 'step 0' player.choosePlayerCard('hej',target,true); 'step 1' target.$give(result.links,player); target.lose(result.links,ui.special); player.storage.yinling.push(result.links[0]); player.markSkill('yinling'); player.syncStorage('yinling'); }, ai:{ order:10.1, expose:0.1, result:{ target:function(player,target){ if(target.hasSkill('tuntian')) return 0; var es=target.get('e'); var nh=target.num('h'); var noe=(es.length==0||target.hasSkillTag('noe')); var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp=0){ return -1.5; } return 2; } return -1.5; }, }, } }, yanxiao:{ enable:'phaseUse', filterCard:{suit:'diamond'}, filterTarget:true, check:function(card){ return 7-ai.get.value(card); }, position:'he', filter:function(event,player){ return player.num('he',{suit:'diamond'})>0; }, discard:false, prepare:'give', content:function(){ if(target.hasSkill('yanxiao2')&&target.storage.yanxiao2){ target.storage.yanxiao2.push(cards[0]); target.syncStorage('yanxiao2'); target.markSkill('yanxiao2'); } else{ target.storage.yanxiao2=cards.slice(0); target.syncStorage('yanxiao2'); target.addSkill('yanxiao2'); } }, ai:{ order:8, result:{ target:function(player,target){ if(target.storage.yanxiao2&&target.storage.yanxiao2.length) return 0; if(target.num('j')) return 1; return 0; } } } }, yanxiao2:{ mark:true, intro:{ content:'cards' }, trigger:{player:'phaseJudgeBegin'}, forced:true, content:function(){ var cards=player.storage.yanxiao2.concat(player.get('j')); player.gain(cards,'gain2','log'); delete player.storage.yanxiao2; player.removeSkill('yanxiao2'); }, ai:{ effect:{ target:function(card){ if(get.type(card)=='delay') return [0,0.1]; } } } }, anxian:{ group:['anxian_source','anxian_target'], subSkill:{ source:{ trigger:{source:'damageBefore'}, filter:function(event,player){ return event.card&&event.card.name=='sha'; }, check:function(event,player){ if(ai.get.damageEffect(event.player,player,player)<=0) return true; return false; }, content:function(){ 'step 0' if(trigger.player.num('h')){ trigger.player.chooseToDiscard(true); } 'step 1' player.draw(); trigger.untrigger(); trigger.finish(); } }, target:{ trigger:{target:'shaBefore'}, direct:true, filter:function(event,player){ return player.num('h'); }, content:function(){ "step 0" var next=player.chooseToDiscard(get.prompt('anxian')); next.set('ai',function(card){ var player=_status.event.player; var trigger=_status.event.getTrigger(); if(ai.get.attitude(player,trigger.player)>0){ return 9-ai.get.value(card); } if(player.num('h',{name:'shan'})) return -1; return 7-ai.get.value(card); }); next.logSkill='anxian'; "step 1" if(result.bool){ trigger.player.draw(); trigger.untrigger(); trigger.finish(); } }, } } }, luoyan_tianxiang:{ inherit:'tianxiang', filter:function(event,player){ if(!player.storage.xingwu||!player.storage.xingwu.length) return false; if(player.hasSkill('tianxiang')) return false; return lib.skill.tianxiang.filter(event,player); }, }, luoyan_liuli:{ inherit:'liuli', filter:function(event,player){ if(!player.storage.xingwu||!player.storage.xingwu.length) return false; if(player.hasSkill('liuli')) return false; return lib.skill.liuli.filter(event,player); }, }, luoyan:{ group:['luoyan_tianxiang','luoyan_liuli'], }, xingwu:{ audio:2, group:['xingwu_color','xingwu_color2'], subSkill:{ color:{ trigger:{player:'phaseBegin'}, forced:true, popup:false, silent:true, content:function(){ player.storage.xingwu_color=['black','red']; } }, color2:{ trigger:{player:'useCard'}, forced:true, popup:false, silent:true, filter:function(event,player){ return Array.isArray(player.storage.xingwu_color)&&_status.currentPhase==player; }, content:function(){ player.storage.xingwu_color.remove(get.color(trigger.card)); } } }, trigger:{player:'phaseDiscardBegin'}, direct:true, filter:function(event,player){ if(!player.storage.xingwu_color) return false; var length=player.storage.xingwu_color.length; if(length==0) return false; var hs=player.get('h'); if(hs.length==0) return false; if(length==2) return true; var color=player.storage.xingwu_color[0]; for(var i=0;i0&& ai.get.attitude(player,current)<0) })) return 0; } return 7-ai.get.value(card); }); 'step 1' if(result.bool){ player.logSkill('xingwu'); if(player.storage.xingwu.length<2){ player.$give(result.cards,player); } player.lose(result.cards,ui.special); player.storage.xingwu=player.storage.xingwu.concat(result.cards); player.markSkill('xingwu'); player.syncStorage('xingwu'); } else{ event.finish(); } 'step 2' if(player.storage.xingwu.length==3){ player.$throw(player.storage.xingwu); while(player.storage.xingwu.length){ ui.discardPile.appendChild(player.storage.xingwu.shift()); } player.unmarkSkill('xingwu'); player.chooseTarget(function(card,player,target){ return target!=player&&target.sex=='male'; },'对一名男性角色造成两点伤害并弃置其装备区内的牌').set('ai',function(target){ var player=_status.event.player; if(ai.get.attitude(player,target)>0) return -1; return ai.get.damageEffect(target,player,player)+target.num('e')/2; }); } else{ event.finish(); } 'step 3' if(result.bool){ var target=result.targets[0]; target.damage(2); event.target=target; player.line(target,'green'); } else{ event.finish(); } 'step 4' if(event.target&&event.target.isAlive()){ var es=event.target.get('e'); if(es.length){ event.target.discard(es); } } }, ai:{ threaten:1.5 } }, yinbing:{ trigger:{player:'phaseEnd'}, direct:true, audio:2, init:function(player){ player.storage.yinbing=[]; }, filter:function(event,player){ return player.num('he',{type:'basic'})0&& (event.card.name=='sha'||event.card.name=='juedou'); }, content:function(){ 'step 0' player.chooseCardButton('移去一张引兵牌',true,player.storage.yinbing); 'step 1' var card=result.links[0]; player.storage.yinbing.remove(card); ui.discardPile.appendChild(card); player.$throw(card); game.log(player,'将',card,'置入弃牌堆'); player.syncStorage('yinbing'); if(player.storage.yinbing.length==0){ player.unmarkSkill('yinbing'); } } } }, group:'yinbing_discard' }, juedi:{ trigger:{player:'phaseBegin'}, filter:function(event,player){ return player.storage.yinbing&&player.storage.yinbing.length>0; }, direct:true, audio:2, content:function(){ 'step 0' player.chooseTarget(get.prompt('juedi'),function(card,player,target){ return player.hp>=target.hp; }).set('ai',function(target){ var player=_status.event.player; if(target==player){ if(player.num('h')>=player.maxHp) return 0; return 0.5; } var att=ai.get.attitude(player,target); if(att<2) return 0; if(target.hp==1&&att>2){ att+=2; } if(player.num('j','lebu')){ if(target.hp==target.maxHp) return att-2; return att-1; } if(target.hp==target.maxHp) return 0; if(player.num('h')0) player.draw(num); while(player.storage.yinbing.length){ ui.discardPile.appendChild(player.storage.yinbing.shift()); } player.syncStorage('yinbing'); player.unmarkSkill('yinbing'); } else{ var target=result.targets[0]; target.recover(); target.gain(player.storage.yinbing.slice(0),'gain2','log'); target.draw(player.storage.yinbing.length); player.storage.yinbing.length=0; } player.syncStorage('yinbing'); player.unmarkSkill('yinbing'); } } }, meibu:{ trigger:{global:'phaseUseBegin'}, filter:function(event,player){ return event.player!=player&&get.distance(event.player,player,'attack')>1; }, logTarget:'player', check:function(event,player){ if(ai.get.attitude(player,event.player)>=0) return false; var e2=player.get('e','2'); if(e2){ if(e2.name=='tengjia') return true; if(e2.name=='bagua') return true; } return player.num('h','shan')>0; }, content:function(){ var target=trigger.player; target.addTempSkill('meibu_viewas','phaseAfter'); target.addTempSkill('meibu_range','phaseAfter'); target.storage.meibu=player; target.markSkillCharacter('meibu',player,'魅步','锦囊牌均视为杀且'+get.translation(player)+'视为在攻击范围内'); }, ai:{ expose:0.2 }, subSkill:{ range:{ mod:{ targetInRange:function(card,player,target){ if(card.name=='sha'&&target==player.storage.meibu){ return true; } } }, onremove:function(player){ game.broadcast(function(player){ if(player.marks.meibu){ player.marks.meibu.delete(); delete player.marks.meibu; } },player); if(player.marks.meibu){ player.marks.meibu.delete(); delete player.marks.meibu; game.addVideo('unmark',player,'meibu'); } }, trigger:{player:'useCard'}, forced:true, popup:false, filter:function(event,player){ return event.skill=='meibu_viewas' }, content:function(){ player.removeSkill('meibu_viewas'); game.broadcastAll(function(player){ if(player.marks.meibu&&player.marks.meibu.info){ player.marks.meibu.info.content=player.marks.meibu.info.content.slice(8); } },player); } }, viewas:{ mod:{ cardEnabled:function(card,player){ if(card.name!='sha'&&get.type(card,'trick')=='trick') return false; }, cardUsable:function(card,player){ if(card.name!='sha'&&get.type(card,'trick')=='trick') return false; }, cardRespondable:function(card,player){ if(card.name!='sha'&&get.type(card,'trick')=='trick') return false; }, cardSavable:function(card,player){ if(card.name!='sha'&&get.type(card,'trick')=='trick') return false; }, }, enable:['chooseToUse','chooseToRespond'], filterCard:function(card){ return get.type(card,'trick')=='trick'; }, viewAs:{name:'sha'}, check:function(){return 1}, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondSha')&¤t<0) return 0.8 } }, respondSha:true, order:4, useful:-1, value:-1 } } } }, mumu:{ enable:'phaseUse', usable:1, filterCard:function(card,player,target){ return card.name=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black'); }, check:function(card){ return 7-ai.get.value(card); }, filterTarget:function(card,player,target){ if(target==player) return false; return target.get('e','1')||target.get('e','2'); }, content:function(){ 'step 0' var e1=target.get('e','1'); var e2=target.get('e','2'); event.e1=e1; event.e2=e2; if(e1&&e2){ player.chooseControl('武器牌','防具牌').set('ai',function(){ if(_status.event.player.get('e','2')){ return '武器牌'; } return '防具牌'; }); } else if(e1){ event.choice='武器牌'; } else{ event.choice='防具牌'; } 'step 1' var choice=event.choice||result.control; if(choice=='武器牌'){ if(event.e1){ target.discard(event.e1); } player.draw(); } else{ if(event.e2){ player.equip(event.e2); target.$give(event.e2,player); } } }, ai:{ order:8, result:{ target:function(player,target){ if(target.get('e','2')&&!player.get('e','2')){ return -2; } return -1; } } } }, fentian:{ audio:2, trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ if(player.num('h')>=player.hp) return false; return game.hasPlayer(function(current){ return player!=current&&get.distance(player,current,'attack')<=1&¤t.num('he'); }); }, intro:{ content:'cards', }, init:function(player){ player.storage.fentian=[]; }, content:function(){ 'step 0' player.chooseTarget('焚天:选择一名攻击范围内的角色,将其一张牌置于你的武将牌上',true,function(card,player,target){ return player!=target&&get.distance(player,target,'attack')<=1&&target.num('he')>0; }).set('ai',function(target){ return -ai.get.attitude(_status.event.player,target) }); 'step 1' if(result.bool){ player.logSkill('fentian',result.targets); event.target=result.targets[0]; player.choosePlayerCard(result.targets[0],'he',true); } else{ event.finish(); } 'step 2' if(result.bool){ event.target.$give(result.links,player); event.target.lose(result.links,ui.special); player.storage.fentian=player.storage.fentian.concat(result.links); player.syncStorage('fentian'); setTimeout(function(){ player.markSkill('fentian'); },700); } }, mod:{ attackFrom:function(from,to,distance){ return distance-from.storage.fentian.length; } } }, zhiri:{ trigger:{player:'phaseBegin'}, forced:true, unique:true, audio:2, skillAnimation:true, animationColor:'fire', derivation:'xintan', filter:function(event,player){ return player.storage.fentian&&player.storage.fentian.length>=3&&!player.storage.zhiri; }, content:function(){ player.loseMaxHp(); player.addSkill('xintan'); player.storage.zhiri=true; player.awakenSkill('zhiri'); } }, xintan:{ enable:'phaseUse', usable:1, audio:2, unique:true, filter:function(event,player){ return player.storage.fentian&&player.storage.fentian.length>=2; }, filterTarget:true, prompt:'移去两张“焚”并令一名角色失去一点体力', content:function(){ 'step 0' player.chooseCardButton(2,'移去两张“焚”并令'+get.translation(target)+'失去一点体力',player.storage.fentian,true); 'step 1' if(result.bool){ player.$throw(result.links); for(var i=0;iplayer.hp; }, content:function(){ player.storage.danji=true; player.loseMaxHp(); player.addSkill('mashu'); player.addSkill('nuzhan'); player.awakenSkill('danji'); } }, nuzhan:{ trigger:{player:'useCard'}, filter:function(event,player){ return event.card&&event.card.name=='sha'&&event.cards&& event.cards.length==1&&get.type(event.cards[0],'trick')=='trick'; }, forced:true, content:function(){ if(player.stat[player.stat.length-1].card.sha>0){ player.stat[player.stat.length-1].card.sha--; } }, group:'nuzhan2' }, nuzhan2:{ trigger:{source:'damageBegin'}, forced:true, filter:function(event,player){ return event.card&&event.card.name=='sha'&&event.cards&& event.cards.length==1&&get.type(event.cards[0])=='equip'; }, content:function(){ trigger.num++; } }, tunchu:{ audio:2, trigger:{player:'phaseDrawBegin'}, check:function(event,player){ return player.num('h')-player.num('h',{type:'equip'})+2<=player.hp; }, content:function(){ trigger.num+=2; player.addTempSkill('tunchu_choose','phaseDrawAfter'); }, init:function(player){ player.storage.tunchu=[]; }, intro:{ content:'cards' }, group:'tunchu_disable', subSkill:{ choose:{ trigger:{player:'phaseDrawEnd'}, forced:true, popup:false, content:function(){ 'step 0' player.removeSkill('tunchu_choose'); if(player.num('h')){ player.chooseCard('h',true); } else{ event.finish(); } 'step 1' player.lose(result.cards,ui.special); player.storage.tunchu=player.storage.tunchu.concat(result.cards); player.markSkill('tunchu'); player.syncStorage('tunchu'); } }, disable:{ mod:{ cardEnabled:function(card,player){ if(player.storage.tunchu&&player.storage.tunchu.length&& (card.name=='sha'||card.name=='juedou')){ return false; } }, cardUsable:function(card,player){ if(player.storage.tunchu&&player.storage.tunchu.length&& (card.name=='sha'||card.name=='juedou')){ return false; } }, } } } }, shuliang:{ audio:2, trigger:{global:'phaseEnd'}, direct:true, filter:function(event,player){ return player.storage.tunchu&&player.storage.tunchu.length>0&&event.player.num('h')==0&&event.player.isAlive(); }, content:function(){ 'step 0' var goon=(ai.get.attitude(player,trigger.player)>0); player.chooseCardButton(get.prompt('shuliang',trigger.player),player.storage.tunchu).set('ai',function(){ if(_status.event.goon) return 1; return 0; }).set('goon',goon); 'step 1' if(result.bool){ player.logSkill('shuliang',trigger.player); player.storage.tunchu.remove(result.links[0]); player.$throw(result.links); ui.discardPile.appendChild(result.links[0]); player.syncStorage('tunchu'); if(player.storage.tunchu.length==0){ player.unmarkSkill('tunchu'); } trigger.player.draw(2); } } }, jieyuan:{ group:['jieyuan_more','jieyuan_less'], subSkill:{ more:{ audio:true, trigger:{source:'damageBegin'}, direct:true, filter:function(event,player){ if(!player.num('h',{color:'black'})) return false; return event.player.hp>=player.hp&&player!=event.player; }, content:function(){ 'step 0' var goon=(ai.get.attitude(player,trigger.player)<0); var next=player.chooseToDiscard(get.prompt('jieyuan',trigger.player),{color:'black'}); next.set('ai',function(card){ if(_status.event.goon){ return 8-ai.get.value(card); } return 0; }); next.set('goon',goon); next.logSkill=['jieyuan_more',trigger.player]; 'step 1' if(result.bool){ trigger.num++; } } }, less:{ audio:true, trigger:{player:'damageBegin'}, filter:function(event,player){ if(!player.num('h',{color:'red'})) return false; return event.source&&event.source.hp>=player.hp&&player!=event.source; }, direct:true, content:function(){ "step 0" var next=player.chooseToDiscard('竭缘:是否弃置一张红色手牌令伤害-1?',{color:'red'}); next.set('ai',function(card){ var player=_status.event.player; if(player.hp==1||_status.event.getTrigger().num>1){ return 9-ai.get.value(card); } if(player.hp==2){ return 8-ai.get.value(card); } return 7-ai.get.value(card); }); next.logSkill='jieyuan_less'; "step 1" if(result.bool){ game.delay(); trigger.num--; } } } }, ai:{ expose:0.2, threaten:1.5 } }, fenxin:{ mode:['identity'], trigger:{source:'dieBegin'}, init:function(player){ player.storage.fenxin=false; }, intro:{ content:'limited' }, skillAnimation:'epic', audio:2, mark:true, filter:function(event,player){ if(player.storage.fenxin) return false; return event.player.identity!='zhu'&&player.identity!='zhu'&& player.identity!='mingzhong'&&event.player.identity!='mingzhong'; }, check:function(event,player){ if(player.identity==event.player.identity) return Math.random()<0.5; var stat=ai.get.situation(); switch(player.identity){ case 'fan': if(stat<0) return false; if(stat==0) return Math.random()<0.6; return true; case 'zhong': if(stat>0) return false; if(stat==0) return Math.random()<0.6; return true; case 'nei': if(event.player.identity=='fan'&&stat<0) return true; if(event.player.identity=='zhong'&&stat>0) return true; if(stat==0) return Math.random()<0.7; return false; } }, prompt:function(event,player){ return '焚心:是否与'+get.translation(event.player)+'交换身份?'; }, content:function(){ game.broadcastAll(function(player,target,shown){ var identity=player.identity; player.identity=target.identity; if(shown||player==game.me){ player.setIdentity(); } target.identity=identity; },player,trigger.player,trigger.player.identityShown); player.line(trigger.player,'green'); player.storage.fenxin=true; player.awakenSkill('fenxin'); } }, qingyi:{ group:['qingyi1','qingyi2'] }, qingyi1:{ audio:true, trigger:{player:'phaseBegin'}, direct:true, content:function(){ "step 0" player.addSkill('qingyi3'); var check= player.num('h')>2; player.chooseTarget(get.prompt('qingyi'),function(card,player,target){ if(player==target) return false; return player.canUse({name:'sha'},target); }).ai=function(target){ if(!check) return 0; return ai.get.effect(target,{name:'sha'},_status.event.player); } "step 1" if(result.bool){ player.logSkill('qingyi1',result.targets); player.useCard({name:'sha'},result.targets[0],false); player.skip('phaseJudge'); player.skip('phaseDraw'); } player.removeSkill('qingyi3'); } }, qingyi2:{ audio:true, trigger:{player:'phaseUseBefore'}, direct:true, filter:function(event,player){ return player.num('he',{type:'equip'})>0; }, content:function(){ "step 0" player.addSkill('qingyi3'); var check=player.num('h')<=player.hp; player.chooseCardTarget({ prompt:get.prompt('qingyi'), filterCard:function(card,player){ return get.type(card)=='equip'&&lib.filter.cardDiscardable(card,player); }, position:'he', filterTarget:function(card,player,target){ if(player==target) return false; return player.canUse({name:'sha'},target); }, ai1:function(card){ if(!_status.event.check) return 0; return 6-ai.get.value(card); }, ai2:function(target){ if(!_status.event.check) return 0; return ai.get.effect(target,{name:'sha'},_status.event.player); }, check:check }); "step 1" if(result.bool){ player.logSkill('qingyi2',result.targets); player.discard(result.cards[0]); player.useCard({name:'sha'},result.targets[0]); trigger.untrigger(); trigger.finish(); } player.removeSkill('qingyi3'); } }, qingyi3:{ mod:{ targetInRange:function(card,player,target,now){ return true; } }, }, shixin:{ audio:2, trigger:{player:'damageBefore'}, filter:function(event){ return event.nature=='fire'; }, forced:true, content:function(){ trigger.untrigger(); trigger.finish(); }, ai:{ nofire:true, effect:{ target:function(card,player,target,current){ if(get.tag(card,'fireDamage')) return 0; } } } }, fenyin:{ audio:2, trigger:{player:'useCard'}, frequent:true, usable:3, filter:function(event,player){ if(!event.cards||event.cards.length!=1) return false; if(_status.currentPhase!=player) return false; if(!player.storage.fenyin) return false; return get.color(player.storage.fenyin)!=get.color(event.cards[0]); }, content:function(){ player.draw(); }, intro:{ content:'card' }, group:['fenyin2','fenyin3'] }, fenyin3:{ trigger:{player:'useCard'}, priority:-1, forced:true, popup:false, silent:true, filter:function(event,player){ if(!event.cards||event.cards.length!=1) return false; if(_status.currentPhase!=player) return false; return true; }, content:function(){ player.storage.fenyin=trigger.cards[0]; } }, fenyin2:{ trigger:{player:'phaseBefore'}, forced:true, silent:true, popup:false, priority:10, content:function(){ player.storage.fenyin=null; } }, dujin:{ audio:2, trigger:{player:'phaseDrawBegin'}, frequent:true, content:function(){ trigger.num+=1+Math.floor(player.num('e')/2); } }, qirang:{ audio:2, trigger:{player:'equipEnd'}, frequent:true, content:function(){ player.gain(get.cardPile(function(card){ return get.type(card,'trick')=='trick'; }),'gain2'); }, ai:{ effect:{ target:function(card,player,target,current){ if(get.type(card)=='equip') return [1,3]; } }, threaten:1.3 } }, yuhua:{ trigger:{player:'phaseDiscardBegin'}, forced:true, audio:2, filter:function(event,player){ return event.parent.name=='phaseDiscard'&&player.num('h',{type:'basic'})0){ var att1=ai.get.attitude(target,player); var att2=ai.get.attitude(target,trigger.player); var att3=ai.get.attitude(player,target); if(att3<0) return 0; return att1/2+att2+att3; } else{ return 0; // return ai.get.attitude(player,target); } }); 'step 1' if(result.bool){ player.addTempSkill('chenqing2',{player:'phaseBegin'}); event.target=result.targets[0]; event.target.draw(4); player.logSkill('chenqing',event.target); } else{ event.finish(); } 'step 2' var target=event.target; var tosave=trigger.player; var att=ai.get.attitude(target,tosave); var hastao=target.num('h','tao'); target.chooseToDiscard(4,true,'he').set('ai',function(card){ var hastao=_status.event.hastao; var att=_status.event.att; if(!hastao&&att>0){ var suit=get.suit(card); for(var i=0;i0&&player.num('h')>0; }, content:function(){ if(player.storage.mozhi.length&&player.num('h')){ var card=player.storage.mozhi.shift(); card={name:card.name,nature:card.nature,suit:card.suit,number:card.number}; if(lib.filter.cardEnabled(card)){ if(game.hasPlayer(function(current){ return player.canUse(card,current); })){ lib.skill.mozhix.viewAs=card; var next=player.chooseToUse(); if(next.isOnline()){ player.send(function(card){ lib.skill.mozhix.viewAs=card; },card) } next.logSkill='mozhi'; next.set('openskilldialog','默识:将一张手牌当'+get.translation(card)+'使用'); next.set('norestore',true); next.set('_backupevent','mozhix'); next.backup('mozhix'); } } event.redo(); } }, group:['mozhi2','mozhi3'] }, mozhix:{ filterCard:true, selectCard:1, popname:true, }, mozhi2:{ trigger:{player:'phaseAfter'}, forced:true, silent:true, popup:false, content:function(){ player.storage.mozhi.length=0; player.unmarkSkill('mozhi'); } }, mozhi3:{ trigger:{player:'useCard'}, forced:true, silent:true, popup:false, filter:function(event,player){ if(_status.currentPhase!=player) return false; if(event.parent.parent.name!='phaseUse') return false; var type=get.type(event.card); return player.storage.mozhi.length<2&&(type=='basic'||type=='trick'); }, content:function(){ player.storage.mozhi.add(trigger.card); if(player.get('s').contains('mozhi')) player.markSkill('mozhi'); } }, chenqing2:{}, ranshang:{ audio:2, trigger:{player:'damageEnd'}, filter:function(event,player){ return event.nature=='fire'; }, init:function(player){ player.storage.ranshang=0; }, forced:true, check:function(){ return false; }, content:function(){ if(player.storage.ranshang){ player.storage.ranshang++; } else{ player.storage.ranshang=1; } player.markSkill('ranshang'); game.addVideo('storage',player,['ranshang',player.storage.ranshang]); }, intro:{ content:'mark' }, ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='sha'){ if(card.nature=='fire'||player.hasSkill('zhuque_skill')) return 2; } if(get.tag(card,'fireDamage')&¤t<0) return 2; } } }, group:'ranshang2' }, ranshang2:{ audio:2, trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ return player.storage.ranshang>0; }, content:function(){ player.loseHp(player.storage.ranshang); } }, hanyong:{ trigger:{player:'useCard'}, filter:function(event,player){ return player.storage.hanyong>player.hp&&event.card&& (event.card.name=='nanman'||event.card.name=='wanjian'); }, content:function(){ player.addTempSkill('hanyong3','useCardAfter'); }, init:function(player){ player.storage.hanyong=0; }, group:'hanyong2' }, hanyong2:{ audio:false, trigger:{player:'phaseBegin'}, forced:true, popup:false, silent:true, content:function(){ player.storage.hanyong++; } }, hanyong3:{ audio:false, trigger:{source:'damageBegin'}, forced:true, filter:function(event,player){ return event.card&&(event.card.name=='nanman'||event.card.name=='wanjian'); }, content:function(){ trigger.num++; } }, yishe:{ trigger:{player:'phaseEnd'}, init:function(player){ player.storage.yishe=[]; }, filter:function(event,player){ return !player.storage.yishe||!player.storage.yishe.length; }, intro:{ content:'cards' }, content:function(){ 'step 0' player.draw(2); player.chooseCard(2,'he',true,'选择两张牌作为“米”'); 'step 1' player.storage.yishe=result.cards; player.lose(result.cards,ui.special); player.syncStorage('yishe'); player.markSkill('yishe'); } }, bushi:{ trigger:{player:'damageEnd',source:'damageEnd'}, filter:function(event,player){ return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive(); }, direct:true, content:function(){ 'step 0' trigger.player.chooseCardButton('选择获得一张“米”',player.storage.yishe); 'step 1' if(result.bool){ player.logSkill('bushi'); trigger.player.gain(result.links[0],'draw2','log'); player.storage.yishe.remove(result.links[0]); player.syncStorage('yishe'); if(player.storage.yishe.length==0){ player.recover(); player.unmarkSkill('yishe'); } else{ player.markSkill('yishe'); } } } }, midao:{ unique:true, trigger:{global:'judge'}, direct:true, filter:function(event,player){ return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive(); }, content:function(){ "step 0" var list=player.storage.yishe; player.chooseButton([get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging[0])+ ','+get.prompt('midao'),list,'hidden'],function(button){ var card=button.link; var trigger=_status.event.getTrigger(); var player=_status.event.player; var judging=_status.event.judging; var result=trigger.judge(card)-trigger.judge(judging); var attitude=ai.get.attitude(player,trigger.player); return result*attitude; }).set('judging',trigger.player.judging); "step 1" if(result.bool){ player.logSkill('midao',trigger.player); var card=result.links[0]; player.storage.yishe.remove(card); player.syncStorage('yishe'); if(player.storage.yishe.length==0){ player.recover(); player.unmarkSkill('yishe'); } else{ player.markSkill('yishe'); } player.$throw(card); game.broadcastAll(function(card){ if(card.clone){ card.clone.classList.add('thrownhighlight'); } },card); if(trigger.player.judging[0].clone){ trigger.player.judging[0].clone.classList.remove('thrownhighlight'); game.broadcast(function(card){ if(card.clone){ card.clone.classList.remove('thrownhighlight'); } },trigger.player.judging[0]); game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone])); } trigger.player.judging[0]=card; trigger.position.appendChild(card); game.log(player,'的判定牌改为',card); game.delay(2); } }, ai:{ tag:{ rejudge:0.6 } } }, fengpo:{ audio:2, trigger:{player:['shaBegin','juedouBegin']}, filter:function(event,player){ if(player.hasSkill('fengpo3')) return false; return event.target&&event.targets&&event.targets.length==1; }, direct:true, content:function(){ 'step 0' player.addTempSkill('fengpo3','phaseAfter'); player.chooseControl('draw_card','加伤害','cancel2').set('prompt',get.prompt('fengpo')); 'step 1' if(result.control&&result.control!='cancel2'){ player.logSkill('fengpo'); var nd=trigger.target.num('h',{suit:'diamond'}); if(result.control=='draw_card'){ player.draw(nd); } else{ player.addTempSkill('fengpo2','useCardToAfter'); player.storage.fengpo=nd; } } } }, fengpo2:{ trigger:{source:'damageBegin'}, filter:function(event){ return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&event.notLink(); }, forced:true, audio:false, content:function(){ if(typeof player.storage.fengpo=='number'){ trigger.num+=player.storage.fengpo; } } }, fengpo3:{}, biluan:{ trigger:{player:'phaseDrawBefore'}, mark:true, unique:true, intro:{ content:function(storage){ if(storage>0){ return '防御距离+'+storage; } else if(storage<0){ return '防御距离'+storage; } else{ return '无距离变化'; } } }, init:function(player){ player.storage.biluan=0; }, check:function(event,player){ if(player.num('h')>player.hp) return true; if(player.num('j','lebu')) return true; var ng=[]; var players=game.filterPlayer(); for(var i=0;i1){ nai++; } } } return nai>=2; }, filter:function(event,player){ return game.hasPlayer(function(current){ return current!=player&&get.distance(current,player)<=1; }); }, content:function(){ var ng=[]; var players=game.filterPlayer(); for(var i=0;i1; }, forced:true, content:function(){ 'step 0' player.chooseTarget(function(card,player,target){ return target==player||target==_status.event.getTrigger().player; },true,'礼下:选择一个目标摸一张牌').set('ai',function(target){ return player==target?1:0; }); 'step 1' if(result.targets.length){ result.targets[0].draw(); player.line(result.targets[0],'green'); } player.storage.biluan--; player.markSkill('biluan'); game.addVideo('storage',player,['biluan',player.storage.biluan]); } }, fuji:{ trigger:{global:'damageBegin'}, filter:function(event){ return event.source&&event.nature=='thunder'; }, check:function(event,player){ return ai.get.attitude(player,event.source)>0&&ai.get.attitude(player,event.player)<0; }, prompt:function(event){ return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji'); }, content:function(){ "step 0" trigger.source.judge(ui.special); "step 1" if(result.color=='black'){ result.card.goto(ui.discardPile); trigger.num++; } else{ trigger.source.gain(result.card); trigger.source.$gain2(result.card); } } }, fulu:{ enable:'chooseToUse', filterCard:function(card){ return card.name=='sha'&&!card.nature; }, viewAs:{name:'sha',nature:'thunder'}, ai:{ order:function(){ return lib.card.sha.ai.order+0.1; } } }, guiming:{ unique:true, zhuSkill:true, }, canshi:{ audio:2, trigger:{player:'phaseDrawBefore'}, check:function(event,player){ var num=game.countPlayer(function(current){ if(player.hasZhuSkill('guiming')&¤t.group=='wu') return true; return current.isDamaged(); }); return num>3; }, prompt:function(event,player){ var num=game.countPlayer(function(current){ if(player.hasZhuSkill('guiming')&¤t.group=='wu'&¤t!=player) return true; return current.isDamaged(); }); return '残蚀:是否改为摸'+get.cnNumber(num)+'张牌?'; }, content:function(){ trigger.untrigger(); trigger.finish(); var num=game.countPlayer(function(current){ if(player.hasZhuSkill('guiming')&¤t.group=='wu'&¤t!=player) return true; return current.isDamaged(); }); if(num>0){ player.draw(num); } player.addTempSkill('canshi2','phaseAfter'); } }, canshi2:{ trigger:{player:'useCard'}, forced:true, filter:function(event,player){ if(player.num('he')==0) return false; var type=get.type(event.card,'trick'); return type=='basic'||type=='trick'; }, content:function(){ game.delay(0.5); player.chooseToDiscard(true,'he'); } }, chouhai:{ audio:2, trigger:{player:'damageBegin'}, forced:true, check:function(){ return false; }, filter:function(event,player){ return player.num('h')==0; }, content:function(){ trigger.num++; }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'damage')&&target.num('h')==0) return [1,-2]; } } } }, kunfen:{ audio:2, trigger:{player:'phaseEnd'}, direct:true, content:function(){ "step 0" if(player.storage.kunfen|| (lib.config.mode=='guozhan'&&player.hiddenSkills.contains('kunfen'))){ if(!player.storage.kunfen){ event.skillHidden=true; } player.chooseBool(get.prompt('kunfen')).set('ai',function(){ var player=_status.event.player; if(player.hp>3) return true; if(player.hp==3&&player.num('h')<3) return true; if(player.hp==2&&player.num('h')==0) return true; return false; }); } else{ event.forced=true; } "step 1" if(event.forced||result.bool){ player.logSkill('kunfen'); player.loseHp(); } else{ event.finish(); } "step 2" player.draw(2); }, ai:{ threaten:1.5 } }, fengliang:{ skillAnimation:true, unique:true, audio:2, derivation:'tiaoxin', trigger:{player:'dying'}, priority:10, forced:true, filter:function(event,player){ return !player.storage.kunfen; }, content:function(){ "step 0" player.loseMaxHp(); "step 1" if(player.hp<2){ player.recover(2-player.hp); } "step 2" player.addSkill('tiaoxin'); player.storage.kunfen=true; player.awakenSkill('fengliang'); }, }, zhuiji:{ mod:{ globalFrom:function(from,to){ if(from.hp>to.hp) return -Infinity; } } }, cihuai:{ trigger:{player:'phaseUseBegin'}, direct:true, filter:function(event,player){ return player.num('h','sha')==0; }, content:function(){ "step 0" player.chooseTarget(get.prompt('cihuai'),function(card,player,target){ return player.canUse({name:'sha'},target); }).set('ai',function(target){ var player=_status.event.player; return ai.get.effect(target,{name:'sha'},player,player); }); "step 1" if(result.bool){ player.logSkill('cihuai'); player.showHandcards(); player.useCard({name:'sha'},result.targets); } }, ai:{ expose:0.2, } }, jilei:{ trigger:{player:'damageEnd'}, priority:9, audio:2, direct:true, filter:function(event){ return event&&event.source; }, content:function(){ 'step 0' player.chooseControl('basic','trick','equip','cancel2',function(){ var source=_status.event.source; if(ai.get.attitude(_status.event.player,source)>0) return 'cancel2'; if(_status.currentPhase!=source) return 'trick'; if(lib.filter.cardUsable({name:'sha'},source)&&source.num('h')>=2) return 'basic'; return 'trick'; }).set('prompt',get.prompt('jilei',trigger.source)).set('source',trigger.source); 'step 1' if(result.control!='cancel2'){ player.logSkill('jilei',trigger.source); player.popup(get.translation(result.control)+'牌'); trigger.source.storage.jilei2=result.control; trigger.source.addTempSkill('jilei2','phaseAfter'); } }, ai:{ threaten:0.7 } }, jilei2:{ unique:true, intro:{ content:function(storage){ return '不能使用、打出或弃置'+get.translation(storage)+'牌'; } }, mark:true, onremove:true, mod:{ cardDiscardable:function(card,player){ if(player.storage.jilei2==get.type(card,'trick')) return false; }, cardEnabled:function(card,player){ if(player.storage.jilei2==get.type(card,'trick')) return false; }, cardUsable:function(card,player){ if(player.storage.jilei2==get.type(card,'trick')) return false; }, cardRespondable:function(card,player){ if(player.storage.jilei2==get.type(card,'trick')) return false; }, cardSavable:function(card,player){ if(player.storage.jilei2==get.type(card,'trick')) return false; }, }, }, danlao:{ priority:9, audio:2, filter:function(event,player){ return event.player!=player&&get.type(event.card)=='trick'&&event.targets&&event.targets.length>1; }, check:function(event,player){ return get.tag(event.card,'multineg')||ai.get.effect(player,event.card,event.player,player)<=0; }, trigger:{target:'useCardToBefore'}, content:function(){ trigger.untrigger(); trigger.finish(); player.draw(); }, ai:{ effect:{ target:function(card){ if(get.type(card)!='trick') return; if(card.name=='tiesuo') return [0,0]; if(card.name=='yihuajiemu') return [0,1]; if(get.tag(card,'multineg')) return [0,2]; } } } }, taichen:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player.canUse('sha',target); }, content:function(){ "step 0" player.loseHp(); "step 1" player.useCard({name:'sha'},target,false); }, ai:{ order:1, result:{ target:function(player,target){ if(player.hp>2&&player.hp>target.hp&&target.num('he')<4){ return ai.get.effect(target,{name:'sha'},player,target); } return 0; } } } }, manjuan:{ audio:true, trigger:{global:'discardAfter'}, filter:function(event,player){ if(event.player==player) return false; if(!player.num('he')) return false; for(var i=0;imaxval){ maxval=tempval; } } maxval+=cards.length-1; var next=player.chooseToDiscard('he',{suit:suits}); next.set('ai',function(card){ return _status.event.maxval-ai.get.value(card); }); next.set('maxval',maxval); next.set('dialog',[get.prompt(event.name),'hidden',cards]) next.logSkill=event.name; event.cards=cards; } "step 2" if(result.bool){ player.gain(event.cards,'gain2','log'); } }, ai:{ threaten:1.3 } }, zuixiang:{ skillAnimation:true, audio:true, unique:true, mark:true, trigger:{player:'phaseBegin'}, priority:10, filter:function(event,player){ if(player.storage.zuixiang) return false; return true; }, check:function(event,player){ return player.num('h')0; }, direct:true, content:function(){ "step 0" var next=player.chooseToDiscard('协穆:是否弃置一张杀并摸两张牌?',{name:'sha'}); next.set('ai',function(card){ return 9-ai.get.value(card); }); next.logSkill='xiemu'; "step 1" if(result.bool){ player.draw(2); } }, ai:{ effect:{ target:function(card,player,target){ if(get.color(card)=='black'&&target.num('h')>0){ return [1,0.5]; } } } } }, spmengjin:{ trigger:{player:'shaBegin'}, filter:function(event,player){ return event.target.num('he')>0; }, direct:true, content:function(){ "step 0" var att=ai.get.attitude(player,trigger.target); player.choosePlayerCard(get.prompt('spmengjin',trigger.target),'he',trigger.target).ai=function(button){ var val=ai.get.buttonValue(button); if(att>0) return -val; return val; }; "step 1" if(result.bool){ trigger.target.discard(result.links); player.logSkill('spmengjin',trigger.target); trigger.target.addTempSkill('mengjin2','shaAfter'); } }, ai:{ expose:0.2 } }, fenxun_old:{ audio:2, trigger:{player:'shaBefore'}, direct:true, filter:function(event,player){ return event.targets.length==1; }, position:'he', content:function(){ "step 0" player.chooseCardTarget({ filterCard:lib.filter.cardDiscardable, filterTarget:function(card,player,target){ var trigger=_status.event.getTrigger(); return lib.filter.targetEnabled(trigger.card,player,target)&&target!=trigger.targets[0]; }, ai1:function(card){ return 6-ai.get.value(card); }, ai2:function(target){ var trigger=_status.event.getTrigger(); var player=_status.event.player; return ai.get.effect(target,trigger.card,player,player); }, prompt:get.prompt('fenxun') }); "step 1" if(result.bool){ player.discard(result.cards); trigger.targets.push(result.targets[0]); player.logSkill('fenxun',result.targets); } } }, zhoufu:{ audio:2, enable:'phaseUse', usable:1, filterCard:true, filterTarget:function(card,player,target){ return player!=target&&!target.hasSkill('zhoufu2'); }, prepare:'throw', discard:false, content:function(){ target.$gain2(cards); target.storage.zhoufu2=cards[0]; target.addSkill('zhoufu2'); target.storage.zhoufu3=player; ui.special.appendChild(cards[0]); target.syncStorage('zhoufu2'); }, check:function(card){ return 3-ai.get.value(card) }, ai:{ expose:0.1, order:1, result:{ player:1 } } }, zhoufu2:{ trigger:{player:'judge'}, forced:true, priority:10, mark:'card', content:function(){ "step 0" player.$throw(player.storage.zhoufu2); game.broadcastAll(function(card){ if(card.clone){ card.clone.classList.add('thrownhighlight'); } },player.storage.zhoufu2); if(player.judging[0].clone){ player.judging[0].clone.classList.remove('thrownhighlight'); game.broadcast(function(card){ if(card.clone){ card.clone.classList.remove('thrownhighlight'); } },player.judging[0]); game.addVideo('deletenode',player,get.cardsInfo([player.judging[0].clone])); } player.judging[0]=player.storage.zhoufu2; trigger.position.appendChild(player.storage.zhoufu2); game.log(player,'的判定牌改为',player.storage.zhoufu2); game.delay(2); "step 1" if(player.storage.zhoufu3.isAlive()&&player.storage.zhoufu3.get('s').contains('yingbin')){ player.storage.zhoufu3.logSkill('yingbin'); player.storage.zhoufu3.draw(2); } player.removeSkill('zhoufu2'); delete player.storage.zhoufu2; delete player.storage.zhoufu3; }, intro:{ content:'card' }, group:'zhoufu3' }, zhoufu3:{ trigger:{player:'phaseEnd'}, forced:true, content:function(){ if(player.storage.zhoufu2){ player.unmark(player.storage.zhoufu2.name); if(player.storage.zhoufu3.isAlive()){ player.storage.zhoufu3.gain(player.storage.zhoufu2); player.$give(player.storage.zhoufu2,player.storage.zhoufu3); game.delay(); } else{ ui.discardPile.appendChild(player.storage.zhoufu2); } } player.removeSkill('zhoufu2'); delete player.storage.zhoufu2; delete player.storage.zhoufu3; }, }, yingbin:{ audio:2, }, kuiwei:{ audio:2, trigger:{player:'phaseEnd'}, check:function(event,player){ if(player.isTurnedOver()) return true; var num=game.countPlayer(function(current){ return current.get('e','1'); }); return num>1; }, content:function(){ "step 0" player.turnOver(); "step 1" var num=game.countPlayer(function(current){ return current.get('e','1'); }); player.draw(2+num); player.addSkill('kuiwei2'); }, ai:{ effect:{ target:function(card){ if(card.name=='guiyoujie') return [0,2]; } } } }, kuiwei2:{ trigger:{player:'phaseDrawBegin'}, forced:true, audio:false, content:function(){ var num=game.countPlayer(function(current){ return current.get('e','1'); }); if(num>=player.num('he')){ player.discard(player.get('he')); } else if(num){ player.chooseToDiscard('he',num,true); } player.removeSkill('kuiwei2'); } }, yanzheng:{ enable:'chooseToUse', audio:2, filter:function(event,player){ return player.hp0; }, viewAsFilter:function(player){ return player.hp0; }, filterCard:true, position:'e', viewAs:{name:'wuxie'}, prompt:'将一张装备区内的牌当无懈可击使用', check:function(card){return 8-ai.get.equipValue(card)}, threaten:1.2 }, tongji:{ global:'tongji_disable', unique:true, gainnable:true, subSkill:{ disable:{ mod:{ targetEnabled:function(card,player,target){ if(player.hasSkill('tongji')) return; if(card.name=='sha'){ if(target.hasSkill('tongji')) return; if(game.hasPlayer(function(current){ return current.hasSkill('tongji')&¤t.hp=0; }, content:function(){ "step 0" player.draw(); if(trigger.target!=player){ player.chooseCard(true,'he','交给'+get.translation(trigger.target)+'一张牌').set('ai',function(card){ if(get.position(card)=='e') return -1; if(card.name=='shan') return 1; if(get.type(card)=='equip') return 0.5; return 0; }); } else{ event.finish(); } "step 1" trigger.target.gain(result.cards,player); player.$give(result.cards,trigger.target); game.delay(); event.card=result.cards[0]; if(get.type(event.card)!='equip') event.finish(); "step 2" if(!trigger.target.isMin()){ trigger.target.chooseBool('是否装备'+get.translation(event.card)+'?').set('ai',function(){ var current=_status.event.player.get('e',{subtype:get.subtype(_status.event.card)}); if(current&¤t.length){ return ai.get.equipValue(event.card)>ai.get.equipValue(current[0]); } return true; }).set('card',event.card); } else{ event.finish(); } "step 3" if(result.bool){ trigger.target.equip(event.card); } }, ai:{ threaten:1.1 } }, liangzhu:{ audio:2, trigger:{global:'recoverAfter'}, direct:true, filter:function(event,player){ return _status.currentPhase==event.player; }, content:function(){ 'step 0' if(player==trigger.player){ player.chooseControl('摸一张','摸两张','cancel2',function(){ return '摸两张'; }).set('prompt',get.prompt('liangzhu')); event.single=true; } else{ player.chooseTarget(get.prompt('liangzhu'),function(card,player,target){ return target==_status.event.player||target==_status.event.target; }).set('target',trigger.player).set('ai',function(target){ var player=_status.event.player; if(player==target) return 1; return ai.get.attitude(player,target)-1.5; }); } 'step 1' if(event.single){ if(result.control!='cancel2'){ player.logSkill('liangzhu',player); if(result.control=='摸一张'){ player.draw(); } else{ player.draw(2); player.storage.liangzhu=player; } } } else if(result.bool){ var target=result.targets[0]; player.logSkill('liangzhu',target); if(target==player){ target.draw(); } else{ target.draw(2); if(target.storage.liangzhu){ target.storage.liangzhu.add(player); } else{ target.storage.liangzhu=[player]; } } } }, ai:{ expose:0.1 } }, fanxiang:{ skillAnimation:true, animationColor:'fire', audio:2, unique:true, forceunique:true, derivation:'xiaoji', trigger:{player:'phaseBegin'}, filter:function(event,player){ if(player.storage.fanxiang) return false; return game.hasPlayer(function(current){ return current.storage.liangzhu&¤t.storage.liangzhu.contains(player)&¤t.isDamaged(); }); }, forced:true, content:function(){ player.storage.fanxiang=true; player.gainMaxHp(); player.recover(); player.removeSkill('liangzhu'); player.addSkill('xiaoji'); player.awakenSkill('fanxiang'); }, }, mingshi:{ audio:2, trigger:{player:'damageBegin'}, direct:true, filter:function(event,player){ return event.source&&event.source.hp>player.hp; }, content:function(){ "step 0" var next=player.chooseToDiscard(get.prompt('mingshi'),{color:'black'}); next.set('ai',function(card){ return 9-ai.get.value(card); }); next.set('logSkill','mingshi'); "step 1" if(result.bool){ trigger.num--; } }, ai:{ threaten:0.8 } }, lirang:{ audio:2, trigger:{player:'discardAfter'}, filter:function(event,player){ for(var i=0;i0; }, content:function(){ trigger.target.discardPlayerCard(player,true); } }, shenxian:{ audio:2, trigger:{global:'discardAfter'}, filter:function(event,player){ if(event.player==player||_status.currentPhase==player) return false; if(player.hasSkill('shenxian2')) return false; for(var i=0;iplayer.storage.qiangwu) return Infinity; } }, group:['qiangwu2','qiangwu3'] }, qiangwu2:{ trigger:{player:'phaseUseBegin'}, forced:true, popup:false, silent:true, content:function(){ delete player.storage.qiangwu; } }, qiangwu3:{ trigger:{player:'useCard'}, filter:function(event,player){ if(_status.currentPhase==player&&event.card.name=='sha'&& event.card.number>player.storage.qiangwu) return true; return false; }, forced:true, popup:false, content:function(){ if(player.stat[player.stat.length-1].card.sha>0){ player.stat[player.stat.length-1].card.sha--; } }, }, zhendu:{ audio:2, trigger:{global:'phaseUseBegin'}, filter:function(event,player){ return event.player!=player&&player.num('h')>0; }, direct:true, content:function(){ "step 0" var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3); if(ai.get.damageEffect(trigger.player,player,player)<=0){ nono=true } else if(trigger.player.hp>2){ nono=true; } else if(trigger.player.hp>1&&player.num('h')<3){ nono=true; } else if(trigger.player.canUse('sha',player)&&!player.num('h','shan')&&trigger.player.num('h')>=3){ nono=true; } var next=player.chooseToDiscard(get.prompt('zhendu',trigger.player)); next.set('ai',function(card){ if(_status.event.nono) return -1; return 7-ai.get.useful(card); }); next.set('logSkill',['zhendu',trigger.player]); next.set('nono',nono); "step 1" if(result.bool){ trigger.player.damage(); } else{ event.finish(); } "step 2" trigger.player.useCard({name:'jiu'},trigger.player); }, ai:{ threaten:2, expose:0.3 } }, qiluan:{ trigger:{source:'dieAfter'}, forced:true, priority:-10, silent:true, popup:false, filter:function(event){ return _status.currentPhase!=event.player; }, content:function(){ if(!player.storage.qiluan){ player.storage.qiluan=1; } else{ player.storage.qiluan++; } }, group:['qiluan2','qiluan3'] }, qiluan2:{ audio:2, trigger:{global:'phaseAfter'}, forced:true, filter:function(event,player){ return player.storage.qiluan?true:false; }, content:function(){ player.draw(3*player.storage.qiluan); player.storage.qiluan=0; } }, qiluan3:{ trigger:{source:'dieAfter'}, forced:true, priority:-10, filter:function(event){ return _status.currentPhase==event.player; }, content:function(){ var num=3; if(player.storage.qiluan){ num+=3*player.storage.qiluan; player.storage.qiluan=0; } player.draw(num); }, }, shangyi:{ audio:2, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target&&target.num('h'); }, content:function(){ "step 0" player.chooseCardButton(target,target.get('h')).set('filterButton',function(button){ return get.color(button.link)=='black'; }); "step 1" if(result.bool){ target.discard(result.links[0]); } }, ai:{ order:11, result:{ target:function(player,target){ return -target.num('h'); } }, threaten:1.1 }, }, shengxi:{ trigger:{player:'phaseDiscardBegin'}, frequent:true, filter:function(event,player){ return !player.getStat('damage'); }, content:function(){ player.draw(2); }, audio:2, audioname:['liushan'] }, shoucheng:{ trigger:{global:'loseEnd'}, audio:2, check:function(event,player){ return ai.get.attitude(player,event.player)>0; }, filter:function(event,player){ if(event.player.num('h')) return false; if(_status.currentPhase==event.player) return false; for(var i=0;i0){ return true; } }); return num>=2; }, content:function(){ "step 0" var targets=game.filterPlayer(); targets.remove(player); targets.sort(lib.sort.seat); event.targets=targets; event.num=0; trigger.untrigger(); trigger.finish(); player.line(targets,'green'); "step 1" if(num
【勇决】
每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之,每回合限一次
'); "step 1" player.turnOver(); }, intro:{ content:'limited' }, ai:{ order:4, result:{ target:function(player,target){ if(target.isMin()) return 0; if(player.hp>1){ if(game.phaseNumber2) return 0; if(ai.get.attitude(player,target)<5) return 0; } if(ai.get.attitude(player,target)<5) return 0; if(target.hp==1&&target.maxHp>2) return 0.2; if(target==game.me) return 1.2; return 1; } }, expose:0.5, threaten:1.5 } }, fenming:{ audio:2, trigger:{player:'phaseEnd'}, check:function(event,player){ var num=game.countPlayer(function(current){ if(current.isLinked()&¤t.num('he')){ return ai.get.attitude(player,current); } }); return num<0; }, filter:function(event,player){ return player.isLinked(); }, content:function(){ "step 0" event.targets=game.filterPlayer(function(current){ if(current.isLinked()&¤t.num('he')){ return true; } }); event.num=0; event.targets.sort(lib.sort.seat); "step 1" if(event.num0; }, filter:function(event,player){ return event.player.isAlive()&&event.player!=player&&player.num('h',{type:'basic'}); }, direct:true, content:function(){ "step 0" var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3); if(ai.get.damageEffect(trigger.player,player,player)<=0){ nono=true; } var next=player.chooseToDiscard(get.prompt('xiaoguo',trigger.player),{type:'basic'}); next.set('ai',function(card){ if(_status.event.nono) return 0; return 8-ai.get.useful(card); }); next.set('logSkill',['xiaoguo',trigger.player]); next.set('nono',nono); "step 1" if(result.bool){ var nono=(ai.get.damageEffect(trigger.player,player,trigger.player)>=0); trigger.player.chooseToDiscard('he',{type:'equip'}).set('ai',function(card){ if(_status.event.nono){ return 0; } if(_status.event.player.hp==1) return 10-ai.get.value(card); return 9-ai.get.value(card); }).set('nono',nono); } else{ event.finish(); } "step 2" if(result.bool){ player.draw(); } else{ trigger.player.damage(); } }, ai:{ expose:0.3, threaten:1.3 } }, suishi:{ trigger:{global:'dying'}, forced:true, popup:false, priority:6, check:function(){ return false; }, filter:function(event,player){ return event.player!=player&&event.parent.name=='damage'&&event.parent.source&&event.parent.source!=event.player; }, content:function(){ 'step 0' var str; if(trigger.parent.source==player){ str='随势:是否摸一张牌?'; } else{ str='随势:是否令'+get.translation(player)+'摸一张牌?' } trigger.parent.source.chooseBool(str).set('ai',function(){ return ai.get.attitude(_status.event.player,_status.event.target)>0; }).set('target',player); 'step 1' if(result.bool){ player.logSkill('suishi'); trigger.parent.source.line(player,'green'); player.draw(); } }, group:'suishi2' }, suishi2:{ trigger:{global:'dieAfter'}, forced:true, popup:false, check:function(){ return false; }, filter:function(event,player){ return event.player!=player&&event.source&&event.source!=player&&event.source!=event.player; }, content:function(){ 'step 0' var str; if(trigger.source==player){ str='随势:是否流失一点体力?'; } else{ str='随势:是否令'+get.translation(player)+'流失一点体力?' } trigger.source.chooseBool(str).set('ai',function(){ return ai.get.attitude(_status.event.player,_status.event.target)<0; }).set('target',player); 'step 1' if(result.bool){ player.logSkill('suishi'); trigger.source.line(player,'green'); player.loseHp(); } }, }, sijian:{ trigger:{player:'loseEnd'}, direct:true, audio:2, filter:function(event,player){ if(player.num('h')) return false; for(var i=0;i0; }).set('ai',function(target){ return -ai.get.attitude(_status.event.player,target); }); "step 1" if(result.bool){ player.logSkill('sijian',result.targets); event.target=result.targets[0]; player.discardPlayerCard(event.target,true); } else{ event.finish(); } }, ai:{ expose:0.2, } }, quji:{ enable:'phaseUse', usable:1, position:'he', filterCard:true, selectCard:function(){ var player=_status.event.player; var num=game.countPlayer(function(current){ return current.isDamaged(); }); return [1,Math.min(num,player.maxHp-player.hp)]; }, filterTarget:function(card,player,target){ return target.hp1) return false; return game.hasPlayer(function(current){ return current.hasSkill('junbing'); }); }, check:function(event,player){ var target=game.findPlayer(function(current){ return current.hasSkill('junbing'); }); if(target){ var num=target.num('h'); var att=ai.get.attitude(player,target); if(num==0) return true; if(num==1) return att>-1; if(num==2) return att>0; return att>1; } return false; }, content:function(){ "step 0" player.draw(); if(player.hasSkill('junbing')){ event.finish(); } else{ event.target=game.findPlayer(function(current){ return current.hasSkill('junbing'); }); } "step 1" var cards=player.get('h'); target.gain(cards,player); event.num=cards.length; player.$give(event.num,target); game.delay(); "step 2" target.chooseCard('选择还给'+get.translation(player)+'的牌',true,event.num); game.delay(0.2); "step 3" player.gain(result.cards,target); target.$give(result.cards.length,player); game.delay(); } }, junbing:{ global:'junbing2', unique:true, forceunique:true }, xiongyi:{ skillAnimation:true, unique:true, enable:'phaseUse', audio:2, mark:true, filter:function(event,player){ return !player.storage.xiongyi; }, init:function(player){ player.storage.xiongyi=false; }, filterTarget:function(card,player,target){ if(get.mode()=='guozhan'){ if(player.identity=='unknown'||player.identity=='ye') return player==target; return player.identity==target.identity; } else{ return true; } }, multitarget:true, multiline:true, selectTarget:function(){ if(get.mode()=='guozhan') return -1; return [1,3]; }, content:function(){ "step 0" player.storage.xiongyi=true; player.awakenSkill('xiongyi'); game.asyncDraw(targets,3); "step 1" if(targets.length<=2){ player.recover(); } }, intro:{ content:'limited' }, ai:{ order:1, result:{ target:function(player){ var num=player.num('h'); if(player.hp==1) return 1; if(player.hp==2&&num<=2) return 1; if(player.hp==3&&num<=1) return 1; if(game.phaseNumber=2||target.hp>=target.maxHp-1) return 'draw_card'; if(target.hp==2&&target.num('h')==0) return 'draw_card'; return 'recover_hp'; }); } } else{ event.finish(); } "step 2" if(result.control=='draw_card'){ target.draw(2); } else{ target.recover(); } }, ai:{ threaten:0.8, expose:0.1 } }, shenzhi:{ audio:2, trigger:{player:'phaseBegin'}, check:function(event,player){ if(player.hp>2) return false; var cards=player.get('h'); if(cards.length3) return false; for(var i=0;i7||get.tag(cards[i],'recover')>=1) return false; } return true; }, filter:function(event,player){ return player.num('h')>0; }, content:function(){ "step 0" var cards=player.get('h'); event.bool=cards.length>=player.hp; player.discard(cards); "step 1" if(event.bool){ player.recover(); } } }, wuji:{ skillAnimation:true, audio:2, trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ return player.getStat('damage')>=3&&!player.storage.wuji; }, content:function(){ "step 0" player.removeSkill('huxiao'); player.gainMaxHp(); "step 1" player.recover(); player.awakenSkill('wuji'); player.storage.wuji=true; } }, xueji:{ audio:2, enable:'phaseUse', usable:1, filter:function(event,player){ return player.hp0; }, filterTarget:function(card,player,target){ return player!=target&&get.distance(player,target,'attack')<=1; }, selectTarget:function(){ return [1,_status.event.player.maxHp-_status.event.player.hp]; }, position:'he', filterCard:function(card){ return get.color(card)=='red'; }, check:function(card){ return 8-ai.get.useful(card); }, content:function(){ "step 0" target.damage(); "step 1" target.draw(); }, ai:{ order:7, result:{ target:function(player,target){ return ai.get.damageEffect(target,player); } }, threaten:function(player,target){ if(target.hp==1) return 2; if(target.hp==2) return 1.5; return 0.5; }, maixie:true, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(target.hp==target.maxHp&&target.hasFriend()) return [0,1]; } if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0]; } } } }, huxiao:{ audio:2, trigger:{player:'shaMiss'}, forced:true, content:function(){ player.storage.huxiao++; }, check:function(event,player){ return player.num('h','sha')>0; }, mod:{ cardUsable:function(card,player,num){ if(card.name=='sha') return num+player.storage.huxiao; } }, group:'huxiao2' }, huxiao2:{ trigger:{player:'phaseUseBegin'}, forced:true, popup:false, silent:true, content:function(){ player.storage.huxiao=0; }, }, aocai:{ audio:2, trigger:{player:'chooseToRespondBegin'}, frequent:true, filter:function(event,player){ if(event.responded) return false; return _status.currentPhase!==player; }, content:function(){ "step 0" var cards=[]; if(ui.cardPile.childNodes.length<2){ var discardcards=get.cards(2); for(var i=0;i1; })>=2); } if(get.is.versus()){ event.versus=true; player.chooseBool(get.prompt('hongyuan')); } else{ player.chooseTarget(get.prompt('hongyuan'),[1,2],function(card,player,target){ return player!=target; },function(target){ if(!_status.event.check) return 0; return ai.get.attitude(_status.event.player,target); }).set('check',check); } "step 1" if(result.bool){ var targets; if(event.versus){ targets=game.filterPlayer(function(current){ return current!=player&¤t.side==player.side; }); } else{ targets=result.targets; } player.logSkill('hongyuan',targets); game.asyncDraw(targets); trigger.num--; } }, }, huanshi:{ audio:2, trigger:{global:'judge'}, filter:function(event,player){ return player.num('he')>0; }, logTarget:'player', check:function(event,player){ if(ai.get.attitude(player,event.player)<=0) return false; var cards=player.get('he'); var judge=event.judge(event.player.judging[0]); for(var i=0;ijudge) return true; } return false; }, content:function(){ "step 0" var target=trigger.player; player.line(target,'green'); var judge=trigger.judge(target.judging[0]); var attitude=ai.get.attitude(target,player); target.choosePlayerCard('请选择代替判定的牌','he','visible',true,player).set('ai',function(button){ var card=button.link; var judge=_status.event.judge; var attitude=_status.event.attitude; var result=trigger.judge(card)-judge; var player=_status.event.player; if(result>0){ return 20+result; } if(result==0){ if(_status.currentPhase==player) return 0; if(attitude>=0){ return get.color(card)=='red'?7:0-ai.get.value(card); } else{ return get.color(card)=='black'?10:0+ai.get.value(card); } } if(attitude>=0){ return get.color(card)=='red'?0:-10+result; } else{ return get.color(card)=='black'?0:-10+result; } }).set('judge',judge).set('attitude',attitude); "step 1" if(result.bool){ event.card=result.links[0]; player.respond(event.card,'highlight'); } else{ event.finish(); } "step 2" if(result.bool){ if(trigger.player.judging[0].clone){ trigger.player.judging[0].clone.classList.remove('thrownhighlight'); game.broadcast(function(card){ if(card.clone){ card.clone.classList.remove('thrownhighlight'); } },trigger.player.judging[0]); game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone])); } ui.discardPile.appendChild(trigger.player.judging[0]); trigger.player.judging[0]=event.card; if(!get.owner(event.card,'judge')){ trigger.position.appendChild(event.card); } game.log(trigger.player,'的判定牌改为',event.card); game.delay(2); } }, ai:{ tag:{ rejudge:1, } } }, mingzhe:{ audio:2, trigger:{player:['useCardAfter','respondAfter','discardAfter']}, frequent:true, filter:function(event,player){ if(player==_status.currentPhase) return false; if(event.cards){ for(var i=0;i1){ event.finish(); } "step 1" player.addSkill('duwu2'); player.loseHp(); }, ai:{ order:2, result:{ target:function(player,target){ return ai.get.damageEffect(target,player); } }, threaten:1.5, expose:0.3 } }, duwu2:{ trigger:{player:'phaseBegin'}, forced:true, popup:false, audio:false, content:function(){ player.removeSkill('duwu2'); } }, yicong:{ mod:{ globalFrom:function(from,to,current){ if(from.hp>2) return current-1; }, globalTo:function(from,to,current){ if(to.hp<=2) return current+1; }, }, ai:{ threaten:0.8 } }, yongsi:{ group:['yongsi1','yongsi2'], ai:{ threaten:2.2 } }, yongsi1:{ audio:2, trigger:{player:'phaseDrawBegin'}, forced:true, content:function(){ var list=['wei','shu','wu','qun']; var num=game.countPlayer(function(current){ if(list.contains(current.group)){ list.remove(current.group); return true; } }); trigger.num+=num; } }, yongsi2:{ audio:2, trigger:{player:'phaseDiscardBegin'}, forced:true, content:function(){ var list=['wei','shu','wu','qun']; var num=game.countPlayer(function(current){ if(list.contains(current.group)){ list.remove(current.group); return true; } }); player.chooseToDiscard(num,'he',true); } }, bifa:{ trigger:{player:'phaseEnd'}, direct:true, audio:2, filter:function(event,player){ return player.num('h')>0; }, content:function(){ "step 0" var players=game.filterPlayer(); for(var i=0;itarget.hp){ target.chooseToDiscard(2,'he',true); } else{ target.draw(2); } target.storage.songci=true; target.markSkill('songci'); }, intro:{ content:'已发动' }, ai:{ order:7, threaten:1.5, expose:0.2, result:{ target:function(player,target){ if(target.num('h')target.hp){ if(target.num('h')<=3) return -1; } } } } }, baobian:{ trigger:{player:['phaseBefore','changeHp']}, forced:true, popup:false, unique:true, derivation:['tiaoxin','paoxiao','xinshensu'], content:function(){ player.removeAdditionalSkill('baobian'); var list=[]; if(player.hp<=3){ list.push('tiaoxin'); } if(player.hp<=2){ list.push('paoxiao'); } if(player.hp<=1){ list.push('xinshensu'); } if(list.length){ player.addAdditionalSkill('baobian',list); } }, ai:{ maixie:true, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(!target.hasFriend()) return; if(target.hp>=4) return [0,1]; } if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0]; } } } }, chongzhen:{ group:['chongzhen1','chongzhen2'], ai:{ mingzhi:false, effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')||get.tag(card,'respondSha')){ if(ai.get.attitude(target,player)<=0){ if(current>0) return; if(target.num('h')==0) return 1.6; if(target.num('h')==1) return 1.2; if(target.num('h')==2) return [0.8,0.2,0,-0.2]; return [0.4,0.7,0,-0.7]; } } }, }, } }, chongzhen1:{ audio:2, trigger:{player:'shaBefore'}, filter:function(event,player){ if(event.skill!='longdan_sha'&&event.skill!='fanghun_sha') return false; return event.target.num('h')>0; }, logTarget:'target', content:function(){ var card=trigger.target.get('h').randomGet(); player.gain(card,trigger.target); trigger.target.$giveAuto(card,player); game.delay(); } }, chongzhen2:{ audio:2, trigger:{player:'respond'}, filter:function(event,player){ if(event.skill!='longdan_shan'&&event.skill!='longdan_sha'&& event.skill!='fanghun_shan'&&event.skill!='fanghun_sha') return false; return event.source&&event.source.num('h')>0; }, logTarget:'source', content:function(){ var card=trigger.source.get('h').randomGet(); player.gain(card,trigger.source); trigger.source.$giveAuto(card,player); game.delay(); } }, lihun:{ audio:2, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target&&target.sex=='male'; }, filterCard:true, position:'he', content:function(){ player.gain(target.get('h'),target); target.$give(target.num('h'),player); player.turnOver(); player.addSkill('lihun2'); player.storage.lihun=target; }, check:function(card){return 8-ai.get.value(card)}, ai:{ order:10, result:{ player:function(player){ if(player.classList.contains('turnedover')) return 10; return 0; }, target:function(player,target){ if(target.num('h')>target.hp) return target.hp-target.num('h'); return 0; } }, threaten:1.5, effect:{ target:function(card){ if(card.name=='guiyoujie') return [0,2]; } } }, }, lihun2:{ trigger:{player:'phaseUseEnd'}, forced:true, popup:false, audio:false, content:function(){ "step 0" player.removeSkill('lihun2'); if(player.storage.lihun.classList.contains('dead')){ event.finish(); } else{ player.chooseCard('he',true,player.storage.lihun.hp); } "step 1" player.storage.lihun.gain(result.cards,player); player.$give(result.cards.length,player.storage.lihun); } }, yuanhu:{ audio:3, trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return player.num('he',{type:'equip'})>0; }, content:function(){ "step 0" player.chooseCardTarget({ filterCard:function(card){ return get.type(card)=='equip'; }, position:'he', filterTarget:function(card,player,target){ return !target.get('e',get.subtype(card)[5]); }, ai1:function(card){ return 6-ai.get.value(card); }, ai2:function(target){ return ai.get.attitude(_status.event.player,target)-3; }, prompt:get.prompt('yuanhu') }); "step 1" if(result.bool){ player.logSkill('yuanhu',result.targets); var thisTarget=result.targets[0]; var thisCard=result.cards[0]; thisTarget.equip(thisCard); event.target=thisTarget; if(thisTarget!=player){ player.$give(thisCard,thisTarget); } switch(get.subtype(thisCard)){ case 'equip1':{ if(!game.hasPlayer(function(current){ return get.distance(thisTarget,current)<=1; })){ event.finish(); return; } game.delay(); player.chooseTarget(true,function(card,player,target){ return get.distance(_status.event.thisTarget,target)<=1&&target.num('hej'); }).set('ai',function(target){ var attitude=ai.get.attitude(_status.event.player,target); if(attitude>0&&target.num('j')){ return attitude*1.5; } return -attitude; }).set('thisTarget',thisTarget); return; } case 'equip2':{ thisTarget.draw();event.finish(); return; } default:{ thisTarget.recover(); event.finish(); return; } } } else{ event.finish(); } "step 2" if(result.targets.length){ player.discardPlayerCard(true,result.targets[0],'hej'); } }, ai:{ threaten:1.2 } }, tianming:{ audio:2, trigger:{target:'shaBegin'}, check:function(event,player){ var cards=player.get('h'); if(cards.length<=2){ for(var i=0;iplayers[1].hp&&players[0]!=player){ players[0].chooseBool(get.prompt('tianming')); event.player=players[0]; } else{ event.finish(); } "step 1" if(result.bool){ player.chooseToDiscard(2,true,'he'); player.draw(2); } }, ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='sha') return [1,0.5]; } } } }, mizhao:{ enable:'phaseUse', usable:1, audio:2, filter:function(event,player){ return player.num('h')>0; }, filterCard:true, selectCard:-1, filterTarget:function(card,player,target){ return player!=target; }, discard:false, prepare:'give2', ai:{ order:1, result:{ player:0, target:function(player,target){ if(player.num('h')>1){ return 1; } var players=game.filterPlayer(); for(var i=0;i0){ return eff-10; } return eff; }).set('target1',event.target1); "step 2" if(result.targets.length){ event.target2=result.targets[0]; event.target1.line(event.target2); event.target1.chooseToCompare(event.target2); } else{ event.finish(); } "step 3" if(result.bool){ event.target1.useCard({name:'sha'},event.target2); } else{ event.target2.useCard({name:'sha'},event.target1); } } }, gongao:{ audio:2, trigger:{global:'dieAfter'}, forced:true, unique:true, content:function(){ player.gainMaxHp(); player.recover(); }, ai:{ threaten:1.5 } }, juyi:{ skillAnimation:true, audio:true, derivation:['benghuai','weizhong'], trigger:{player:'phaseBegin'}, filter:function(event,player){ return player.maxHp>game.players.length&&player.hp0){ player.draw(num); } player.addSkill('benghuai'); player.addSkill('weizhong'); player.storage.juyi=true; player.awakenSkill('juyi'); } }, weizhong:{ audio:true, trigger:{player:['gainMaxHpEnd','loseMaxHpEnd']}, forced:true, content:function(){ player.draw(); } }, chixin:{ group:['chixin1','chixin2'], mod:{ cardUsable:function(card,player,num){ if(card.name=='sha'){ return num+20; } }, }, trigger:{player:'shaBefore'}, forced:true, popup:false, check:function(event,player){ return player.num('h','sha')>0; }, filter:function(event,player){ return _status.currentPhase==player; }, content:function(){ var target=trigger.target; if(target.hasSkill('chixin3')){ target.storage.chixin++; } else{ target.storage.chixin=1; target.addTempSkill('chixin3','phaseUseEnd'); } } }, chixin1:{ enable:['chooseToRespond','chooseToUse'], filterCard:{suit:'diamond'}, position:'he', viewAs:{name:'sha'}, prompt:'将一张♦牌当杀使用或打出', check:function(card){return 5-ai.get.value(card)}, ai:{ respondSha:true, } }, chixin2:{ enable:['chooseToRespond'], filterCard:{suit:'diamond'}, viewAs:{name:'shan'}, position:'he', prompt:'将一张♦牌当闪打出', check:function(card){return 5-ai.get.value(card)}, ai:{ respondShan:true, effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')&¤t<0) return 0.8 } }, } }, chixin3:{ mod:{ targetEnabled:function(card,player,target){ if(card.name!='sha') return; if(player==_status.currentPhase&&player.get('s').contains('chixin')){ var num=game.checkMod(card,player,1,'cardUsable',player.get('s'))-20; var players=game.filterPlayer(); for(var i=0;i1; } } } }, suiren:{ trigger:{player:'phaseBegin'}, skillAnimation:true, check:function(event,player){ return player.hp==1||(player.hp==2&&player.num('h')<=1); }, filter:function(event,player){ return !player.storage.suiren; }, intro:{ content:'limited', }, mark:true, direct:true, unique:true, content:function(){ "step 0" var check=(player.hp==1||(player.hp==2&&player.num('h')<=1)); player.chooseTarget(get.prompt('suiren')).set('ai',function(target){ if(!_status.event.check) return 0; return ai.get.attitude(_status.event.player,target); }).set('check',check); "step 1" if(result.bool){ player.storage.suiren=true; player.awakenSkill('suiren'); player.logSkill('suiren',result.targets); player.removeSkill('yicong'); player.gainMaxHp(); player.recover(); result.targets[0].draw(3); } } }, kuangfu:{ trigger:{source:'damageEnd'}, direct:true, audio:2, filter:function(event){ return event.card&&event.card.name=='sha'&&event.player.num('e'); }, content:function(){ "step 0" var neg=ai.get.attitude(player,trigger.player)<=0; player.choosePlayerCard('e',trigger.player).set('ai',function(button){ if(_status.event.neg){ return ai.get.buttonValue(button); } return 0; }).set('neg',neg); "step 1" if(result.bool){ player.logSkill('kuangfu'); trigger.player.$give(result.links,player); game.delay(2); player.equip(result.links[0]); } } }, }, translate:{ litong:'李通', mizhu:'糜竺', buzhi:'步骘', chenlin:'陈琳', yuanshu:'袁术', re_yuanshu:'新袁术', gongsunzan:'公孙瓒', sp_diaochan:'sp貂蝉', yangxiu:'杨修', sp_zhaoyun:'sp赵云', jsp_zhaoyun:'界sp赵云', caohong:'曹洪', liuxie:'刘协', xiahouba:'夏侯霸', zhugejin:'诸葛谨', zhugeke:'诸葛恪', guanyinping:'关银屏', ganfuren:'甘夫人', sunhao:'孙皓', chengyu:'程昱', simalang:'司马朗', zhangliang:'张梁', tianfeng:'田丰', sp_pangtong:'sp庞统', sp_jiaxu:'sp贾诩', maliang:'马良', sp_caoren:'sp曹仁', yuejin:'乐进', mifuren:'糜夫人', sp_dongzhuo:'sp董卓', chendong:'陈武董袭', jiangfei:'蒋琬费祎', jiangqing:'蒋钦', hetaihou:'何太后', dingfeng:'丁奉', zhangxingcai:'张星彩', caoang:'曹昂', kongrong:'孔融', fuwan:'伏完', sp_pangde:'sp庞德', sp_sunshangxiang:'孙尚香', zhugedan:'诸葛诞', sp_machao:'sp马超', sp_jiangwei:'sp姜维', zhangbao:'张宝', yangxiou:'杨修', shixie:'士燮', mayunlu:'马云騄', zhanglu:'张鲁', wutugu:'兀突骨', mateng:'马腾', sp_caiwenji:'sp蔡文姬', zhugeguo:'诸葛果', liuzan:'留赞', lingcao:'凌操', sunru:'孙茹', lingju:'灵雎', lifeng:'李丰', jsp_guanyu:'sp关羽', zhuling:'朱灵', sunluyu:'孙鲁育', hanba:'旱魃', panfeng:'潘凤', zumao:'祖茂', daxiaoqiao:'大小乔', sp_daqiao:'sp大乔', sp_ganning:'sp甘宁', sp_zhangfei:'sp张飞', sp_xiahoudun:'sp夏侯惇', cuiyan:'崔琰', wenpin:'文聘', jsp_huangyueying:'sp黄月英', sp_lvmeng:'sp吕蒙', wangji:'王基', guansuo:'关索', tadun:'蹋顿', yanbaihu:'严白虎', wanglang:'王朗', sp_liubei:'sp刘备', caochun:'曹纯', dongbai:'董白', zhaoxiang:'赵襄', heqi:'贺齐', kanze:'阚泽', dongyun:'董允', mazhong:'马忠', xiashu:'下书', xiashu_info:'出牌阶段开始时,你可以将所有手牌交给一名其他角色,然后该角色亮出任意数量的手牌(至少一张),令你选择一项:1.获得其亮出的手牌;2.获得其未亮出的手牌', kuanshi:'宽释', kuanshi2:'宽释', kuanshi_info:'结束阶段,你可以选择一名角色。直到你的下回合开始,该角色下一次受到超过1点的伤害时,防止此伤害,然后你跳过下个回合的摸牌阶段', bingzheng:'秉正', bingzheng_info:'出牌阶段结束时,你可以令手牌数不等于体力值的一名角色弃置一张手牌或摸一张牌。然后若其手牌数等于体力值,你摸一张牌,且可以交给该角色一张牌', sheyan:'舍宴', sheyan_info:'当你成为一张普通锦囊牌的目标时(带有指向目标的锦囊除外),你可以令一名其他角色也成为此牌的目标', fuman:'抚蛮', fuman2:'抚蛮', fuman_info:'出牌阶段,你可以将一张【杀】交给一名本回合未获得过“抚蛮”牌的其他角色,然后其于下个回合结束之前使用“抚蛮”牌时,你摸一张牌', qizhou:'绮胄', qizhou_info:'锁定技,你根据装备区里牌的花色数获得以下技能:1种或以上-马术;2种或以上-英姿;3种或以上-短兵;4种-奋威', shanxi:'闪袭', shanxi_info:'出牌阶段限一次,你可以弃置一张红色基本牌,然后弃置攻击范围内的一名其他角色的一张牌,若弃置的牌是【闪】,你观看其手牌,若弃置的不是【闪】,其观看你的手牌', duanbing:'短兵', duanbing_info:'你使用【杀】可以多选择一名距离为1的角色为目标', fanghun:'芳魂', fanghun_info:'当你使用【杀】造成伤害后,你获得1个“梅影”标记;你可以移去1个“梅影”标记来发动“龙胆”并摸一张牌', fuhan:'扶汉', fuhan_info:'限定技,回合开始时,你可以移去所有“梅影”标记,随机观看五名未登场的蜀势力角色,将武将牌替换为其中一名角色,并将体力上限数调整为本局游戏中移去“梅影”标记的数量(至多为游戏开始时的角色数),然后若你是体力值最低的角色,你回复1点体力', yjixi:'觊玺', yjixi_info:'觉醒技,结束阶段,若你连续三回合没有失去过体力,则你增加1点体力上限并回复1点体力,然后选择一项:获得技能“妄尊”或摸两张牌并获得当前主公的主公技', xinyongsi:'庸肆', xinyongsi1:'庸肆', xinyongsi2:'庸肆', xinyongsi_info:'锁定技,摸牌阶段,你令额定摸牌数为X(X为势力数);弃牌阶段开始时,你选择一项:1.弃置一张牌;2.失去1点体力', xiehui:'黠慧', xiehui2:'黠慧', xiehui_info:'锁定技,你的黑色牌不占用手牌上限;其他角色获得你的黑色牌时,其不能使用、打出、弃置这些牌直到其体力值减少为止', lianzhu:'连诛', lianzhu_info:'出牌阶段限一次,你可以展示并交给一名其他角色一张牌,若该牌为黑色,其选择一项:1.你摸两张牌;2.弃置两张牌', zhaolie:'昭烈', zhaolie_info:'摸牌阶段摸牌时,你可以少摸一张,指定你攻击范围内的一名角色亮出牌堆顶上3张牌,将其中的非基本牌和【桃】置于弃牌堆,该角色进行二选一:你对其造成X点伤害,然后他获得这些基本牌;或他弃置X张牌,然后你获得这些基本牌。(X为其中非基本牌的数量)', shichou:'誓仇', shichou2:'誓仇', shichou_info:'主公技,限定技,准备阶段,你可指定一名蜀国角色并交给其两张牌。本盘游戏中,每当你受到伤害时,改为该角色替你受到等量的伤害,然后摸等量的牌,直至该角色第一次进入濒死状态', shanjia:'缮甲', shanjia_info:'出牌阶段开始时,你可以先摸X张牌再弃置等量的牌,若你以此法弃置了装备区内的牌,视为你使用了一张无视距离的【杀】(X为你于本局游戏内使用过的装备牌数且最大为7)', tuifeng:'推锋', tuifeng2:'推锋', tuifeng_info:'1.当你受到1点伤害后,你可以将一张牌置于武将牌上,称为“锋”。2.准备阶段开始时,若你的武将牌上有“锋”,你移去所有“锋”,摸2X张牌,然后你于此回合的出牌阶段内使用【杀】的次数上限+X(X为你此次移去的“锋”数)', ziyuan:'资援', ziyuan_info:'出牌阶段限一次,你可以将任意张点数之和为13的手牌交给一名其他角色,然后该角色回复1点体力', jugu:'巨贾', jugu_info:'锁定技,1.你的手牌上限+X。2.游戏开始时,你摸X张牌(X为你的体力上限)', hongde:'弘德', hongde_info:'当你一次获得或失去至少两张牌后,你可以令一名其他角色摸一张牌', dingpan:'定叛', dingpan_info:'出牌阶段限X次,你可以令一名装备区里有牌的角色摸一张牌,然后其选择一项:1.令你弃置其装备区里的一张牌;2.获得其装备区里的所有牌,若如此做,你对其造成1点伤害(X为场上存活的反贼数,非身份模式改为1)', weidi:'伪帝', weidi_info:'锁定技,你视为拥有当前主公的主公技', juesi:'决死', juesi_info:'出牌阶段,你可以弃置一张杀并选择你攻击范围内的一名有牌的其他角色,该角色弃置一张牌,然后若弃置的牌不是杀且你的体力值不大于该角色,你视为对其使用决斗', zhenlue:'缜略', zhenlue_info:'锁定技,你使用的普通锦囊牌不能被无懈可击响应;你不能成为其他角色的延时类锦囊的目标', jianshu:'间书', jianshu_info:'限定技,出牌阶段,你可以将一张黑色手牌交给一名其他角色,并选择一名攻击范围内含有其的另一名其他角色,然后令这两名角色拼点,赢的角色弃置两张牌,没赢的角色失去一点体力', yongdi:'拥嫡', yongdi_info:'限定技,当你受到伤害后,你可令一名其他男性角色增加一点体力上限,然后若该角色的武将牌上有主公技且其不为主公,其获得此主公技', gushe:'鼓舌', gushe_bg:'舌', gushe_info:'出牌阶段限一次,你可以用一张手牌与至多三名角色同时拼点,然后依次结算拼点结果,若你赢,对方选择一项:1.弃置一张牌;2.令你摸一张牌。若你没赢,你获得一个“饶舌”标记(你有7个饶舌标记时,你死亡)', jici:'激词', jici_info:'当你发动“鼓舌”拼点的牌亮出后,若点数小于X,你可令点数+X;若点数等于X,你可令你本回合发动“鼓舌”的次数上限+1(X为你“饶舌”标记的数量)', shefu:'设伏', shefu_bg:'伏', shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为"伏兵"。然后为"伏兵"记录一个基本牌或锦囊牌名称(须与其他"伏兵"记录的名称均不同)。你的回合外,当有其他角色使用与你记录的"伏兵"牌名相同的牌时,你可以令此牌无效,然后移去该"伏兵"', benyu:'贲育', benyu2:'贲育', benyu_info:'每当你受到伤害后,若你的手牌数不大于伤害来源手牌数,你可以将手牌摸至与伤害来源手牌数相同(最多摸至5张);否则你可以弃置大于伤害来源手牌数的手牌,然后对其造成1点伤害', zhidao:'雉盗', zhidao_info:'锁定技,当你于你的回合内第一次对区域里有牌的其他角色造成伤害后,你获得其手牌、装备区和判定区里的各一张牌,然后直到回合结束,其他角色不能被选择为你使用牌的目标', jili:'寄篱', jili_info:'锁定技,当一名其他角色成为红色基本牌或红色普通锦囊牌的目标时,若其与你的距离为1且你既不是此牌的使用者也不是目标,你也成为此牌的目标', luanzhan:'乱战', luanzhan_info:'你使用【杀】或黑色普通锦囊牌可以额外选择X名角色为目标;当你使用【杀】或黑色普通锦囊牌指定目标后,若此牌的目标角色数小于X,则X减至0。(X为你于本局游戏内造成过伤害的次数)', zhengnan:'征南', zhengnan_info:'当其他角色死亡后,你可以摸三张牌。若如此做,你获得下列技能中的任意一个:“武圣”、 “当先”和“制蛮”', xiefang:'撷芳', xiefang_info:'锁定技,你的进攻距离+X(X为女性角色数)', qizhi:'奇制', qizhi_info:'当你于回合内使用基本牌或锦囊牌指定目标后,你可以弃置不是此牌目标的一名角色的一张牌。若如此做,其摸一张牌', jinqu:'进趋', jinqu_info:'结束阶段开始时,你可以摸两张牌,若如此做,你将手牌弃置至X张(X为你于此回合发动过“奇制”的次数)', tanhu:'探虎', tanhu2:'探虎', tanhu3:'探虎', tanhu_info:'出牌阶段限一次,你可以与一名其他角色拼点。若你赢,你获得以下技能直到回合结束:你与该角色的距离为1,你对该角色使用普通锦囊牌时可以摸一张牌', mouduan:'谋断', mouduan_info:'通常状态下,你拥有标记“武”并拥有技能“激昂”和“谦逊”。当你的手牌数为2张或以下时,你须将你的标记翻面为“文”,将该两项技能转化为“英姿”和“克己”。任一角色的回合开始前,你可弃一张牌将标记翻回', jiqiao:'机巧', jiqiao_info:'出牌阶段开始时,你可以弃置任意张装备牌,然后亮出牌堆顶三倍数量的牌,你获得其中的锦囊牌', linglong:'玲珑', linglong_info:'锁定技,若你的装备区没有防具牌,视为你装备着【八卦阵】;若你的装备区没有坐骑牌,你的手牌上限+1;若你的装备区没有宝物牌,你使用锦囊牌无距离限制', fenyong:'愤勇', fenyong2:'愤勇', fenyong2_bg:'勇', fenyong_info:'每当你受到一次伤害后,你可以获得一枚愤勇标记;当你有愤勇标记时,防止你受到的所有伤害', xuehen:'雪恨', xuehen_info:'每个角色的结束阶段开始时,若你有愤勇标记,你须弃置之,然后选择一项:1.弃置当前回合角色X张牌(X为你已损失的体力值);2.视为对一名任意角色使用一张【杀】', zhenwei:'镇卫', zhenwei2:'镇卫', zhenwei_info:'当一名其他角色成为【杀】或黑色锦囊牌的目标时(使用者不是你),若该角色的体力值小于你且此牌的目标角色数为1,你可以弃置一张牌。若如此做,你选择一项:1、摸一张牌,然后将此【杀】或黑色锦囊牌转移给你;2、令此【杀】或黑色锦囊牌无效,然后将此【杀】或黑色锦囊牌置于使用者的武将牌旁,若如此做,当前回合结束后,使用者获得使用者武将牌旁的这些牌', jie:'嫉恶', jie_info:'锁定技,你使用的红色【杀】造成的伤害+1', dahe:'大喝', dahe2:'大喝', dahe2_bg:'喝', dahe_info:'出牌阶段,你可以与一名其他角色拼点。若你赢,该角色的非红心【闪】无效直到回合结束,你可将该角色拼点的牌交给场上一名体力不多于你的角色。若你没赢,你须展示手牌并选择一张弃置。每阶段限一次', yinling:'银铃', yinling_bg:'锦', yinling_info:'出牌阶段,你可以弃置一张黑色牌并指定一名其他角色。若如此做,你获得其一张牌并置于你的武将牌上,称为“锦”(数量最多为四)', junwei:'军威', junwei2:'军威', junwei_info:'结束阶段开始时,你可以移去三张“锦”,若如此做,你须指定一名角色并令其选择一项:1.亮出一张【闪】,然后由你交给任意一名角色。2.该角色失去1点体力,然后由你选择将其装备区的一张牌移出游戏。在该角色的回合结束后,将以此法移出游戏的装备牌移回原处', yanxiao:'言笑', yanxiao2:'言笑', yanxiao_info:'出牌阶段,你可以将一张♦牌置于一名角色的武将牌上,武将牌上有“言笑”牌的角色下个判定阶段开始时,获得言笑牌及其判定区里的所有牌', anxian:'安娴', anxian_info:'每当你使用【杀】对目标角色造成伤害时,你可以防止此次伤害,令其弃置一张手牌,然后你摸一张牌;当你成为【杀】的目标时,你可以弃置一张手牌使之无效,然后该【杀】的使用者摸一张牌', xingwu:'星舞', xingwu_info:'弃牌阶段开始时,你可以将一张与你本回合使用的牌颜色均不同的手牌置于武将牌上:若你有至少三张“星舞”牌,你移去“星舞”牌并选择一名男性角色,该角色受到2点伤害并弃置其装备区的所有牌', luoyan:'落雁', luoyan_info:'锁定技。若你的武将牌上有“星舞牌”,你拥有“天香”和“流离”', yinbing:'引兵', yinbing_info:'结束阶段开始时,你可以将至少一张非基本牌置于武将牌上。每当你受到【杀】或【决斗】的伤害后,你移去一张“引兵牌”', juedi:'绝地', juedi_info:'锁定技,准备阶段,你选择一项:1.移去“引兵”牌,将手牌补至体力上限数;2.将“引兵”牌交给一名体力值不大于你的其他角色,其回复1点体力,摸等量的牌', kuangfu:'狂斧', kuangfu_info:'每当你使用杀造成伤害,可以将对方的一张装备牌移到你的装备区', xintan:'心惔', xintan_info:'出牌阶段限一次,你可以移去两张“焚”并选择一名角色,该角色失去一点体', fentian:'焚天', fentian_info:'锁定技,结束阶段开始时,若你的手牌数少于体力值,你须选择一名攻击范围内的角色,将其一张牌置于你的武将牌上,称为“焚”。锁定技,你的攻击范围+X(X为“焚”的数量)', zhiri:'炙日', zhiri_info:'觉醒技,准备阶段开始时,若“焚”数不小于3,你减1点体力上限,然后获得技能“心惔”', meibu:'魅步', meibu_info:'一名其他角色的出牌阶段开始时,若你不在其攻击范围内,你可以令该角色的锦囊牌均视为【杀】,直到该角色以此法使用了一张【杀】或回合结束。若如此做,则直到回合结束,视为你在其攻击范围内', mumu:'穆穆', mumu_info:'出牌阶段限一次,你可以弃置一张【杀】或黑色锦囊牌,然后选择一项:弃置场上一张武器牌,然后摸一张牌;或将场上的一张防具牌移动到你的装备区里(可替换原防具)', zhanyi:'战意', zhanyi_basic_sha:'战杀', zhanyi_basic_jiu:'战酒', zhanyi_basic_tao:'战桃', zhanyi_info:'出牌阶段限一次,你可以弃置一张牌并失去1点体力,然后根据你弃置的牌获得以下效果直到回合结束:基本牌,你可以将一张基本牌当作杀、酒或桃使用;锦囊牌,摸两张牌且你使用的牌无距离限制;装备牌,你使用【杀】指定目标角色后,其弃置两张牌', nuzhan:'怒斩', nuzhan2:'怒斩', nuzhan_info:'锁定技,你每当你使用由一张锦囊牌转化而来的【杀】时,你可以额外使用一张杀;锁定技,你使用的由一张装备牌转化而来的【杀】的伤害值基数+1', danji:'单骑', danji_info:'觉醒技,准备阶段开始时,若你的手牌数大于你的体力值,你减1点体力上限,然后获得“马术”和“怒斩”', tunchu:'屯储', tunchu_info:'摸牌阶段摸牌时,你可以额外摸两张牌,若如此做,将一张手牌置于你的武将上,称为“粮”,只要你的武将牌上有“粮”,你便不能使用【杀】和【决斗】', shuliang:'输粮', shuliang_info:'每当一名角色的结束阶段开始时,若其没有手牌,你可以移去一张“粮”,然后该角色摸两张牌', jieyuan:'竭缘', jieyuan_more:'竭缘', jieyuan_less:'竭缘', jieyuan_info:'当你对一名其他角色造成伤害时,若其体力值大于或等于你的体力值,你可弃置一张黑色手牌令此伤害+1;当你受到一名其他角色造成的伤害时,若其体力值大于或等于你的体力值,你可弃置一张红色手牌令此伤害-1。', fenxin:'焚心', fenxin_info:'限定技,当你杀死一名非主公角色时,在其翻开身份牌之前,你可以与该角色交换身份牌。(你的身份为主公时不能发动此技能)', shixin:'释衅', shixin_info:'锁定技,当你受到火属性伤害时,你防止此伤害', qingyi:'轻逸', qingyi1:'轻逸', qingyi2:'轻逸', qingyi_info:'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,若如此则视为对任意一名使用一张【杀】', dujin:'独进', dujin_info:'摸牌阶段,你可以额外摸X+1张牌(X为你装备区里牌数的一半且向下取整)', yuhua:'羽化', yuhua_info:'锁定技,弃牌阶段内,你的非基本牌不计入手牌数,且你不能弃置你的非基本牌', qirang:'祈禳', qirang_info:'当有装备牌进入你的装备区时,你可以获得牌堆中的一张锦囊牌', biluan:'避乱', biluan_info:'摸牌阶段开始时,若有其他角色与你距离不大于1,则你可以放弃摸牌。若如此做,你的防御距离+X(X为势力数)', lixia:'礼下', lixia_info:'锁定技,其他角色结束阶段开始时,若你不在其攻击范围内,你摸一张牌或令其摸一张牌。若如此做,你的防御距离-1', yishe:'义舍', yishe_bg:'米', yishe_info:'结束阶段开始时,若你的武将牌上没有牌,你可以摸两张牌。若如此做,你将两张牌置于武将牌上,称为“米”;当“米”移至其他区域后,若你的武将牌上没有“米”,你回复1点体力', bushi:'布施', midao:'米道', bushi_info:'当你受到1点伤害后,或其他角色受到你造成的1点伤害后,受到伤害的角色可以获得一张“米”', midao_info:'当一张判定牌生效前,你可以打出一张“米”代替之', fengpo:'凤魄', fengpo_info:'当你于出牌阶段内使用第一张【杀】或【决斗】指定目标后,若目标角色数为1,你可以选择一项:1.摸X张牌;2.此牌造成的伤害+X(X为其手牌中方牌的数量)', chenqing:'陈情', chenqing_info:'每轮限一次,当一名角色处于濒死状态时,你可以令另一名其他角色摸四张牌,然后弃置四张牌。若其以此法弃置的四张牌花色各不相同,则视为该角色对濒死的角色使用一张【桃】', mozhi:'默识', mozhi_info:'结束阶段开始时,你可以将一张手牌当你本回合出牌阶段使用的第一张基本或普通锦囊牌使用。然后,你可以将一张手牌当你本回合出牌阶段使用的第二张基本或普通锦囊牌使用', ranshang:'燃殇', ranshang2:'燃殇', ranshang_info:'锁定技,当你受到1点火焰伤害后,你获得1枚“燃”标记;结束阶段开始时,你失去X点体力(X为“燃”标记的数量)', hanyong:'悍勇', hanyong_info:'当你使用【南蛮入侵】或【万箭齐发】时,若你的体力值小于游戏轮数,你可以令此牌造成的伤害+1', yicong:'义从', yongsi:'庸肆', yongsi1:'庸肆', yongsi2:'庸肆', bifa:'笔伐', bifa2:'笔伐', songci:'颂词', baobian:'豹变', lihun:'离魂', chongzhen:'冲阵', chongzhen1:'冲阵', chongzhen2:'冲阵', yuanhu:'援护', tianming:'天命', mizhao:'密诏', duwu:'黩武', mingzhe:'明哲', huanshi:'缓释', hongyuan:'弘援', aocai:'傲才', aocai2:'傲才', aocai2_backup:'傲才', aocai3:'傲才', huxiao:'虎啸', xueji:'血祭', wuji:'武继', shushen:'淑慎', shenzhi:'神智', xiongyi:'雄异', junbing:'郡兵', junbing2:'郡兵', quji:'去疾', sijian:'死谏', suishi:'随势', suishi2:'随势', xiaoguo:'骁果', duanxie:'断绁', fenming:'奋命', guixiu:'闺秀', cunsi:'存嗣', yongjue:'勇决', hengzheng:'横征', shengxi:'生息', shoucheng:'守成', shangyi:'尚义', zhendu:'鸩毒', qiluan:'戚乱', qiluan2:'戚乱', qiluan3:'戚乱', shenxian:'甚贤', qiangwu:'枪舞', moukui:'谋溃', moukui2:'谋溃', lirang:'礼让', mingshi:'名士', liangzhu:'良助', kaikang:'慷忾', wangzun:'妄尊', tongji:'同疾', kuiwei:'溃围', kuiwei2:'溃围', yanzheng:'严整', zhoufu:'咒缚', zhoufu2:'咒缚', zhoufu3:'咒缚', yingbin:'影兵', fenxun:'奋迅', fenxun2:'奋迅', spmengjin:'猛进', xiemu:'协穆', naman:'纳蛮', zuixiang:'醉乡', manjuan:'漫卷', taichen:'抬榇', jilei:'鸡肋', jilei2:'鸡肋', jilei2_bg:'肋', fulu:'符箓', fuji:'助祭', fenyin:'奋音', yawang:'雅望', xunzhi:'殉志', yingjian:'影箭', fanxiang:'返乡', fanxiang_info:'觉醒技,准备阶段开始时,若全场有至少一名已受伤且你曾发动【良助】令其摸牌的角色,则你回复1点体力和体力上限,失去技能【良助】并获得技能【枭姬】', yingjian_info:'准备阶段,你可以视为使用一张无视距离的杀', xunzhi_info:'准备阶段开始时,若你的上家和下家与你的体力值均不相等,你可以失去1点体力。若如此做,你的手牌上限+2', yawang_info:'锁定技,摸牌阶段开始时,你改为摸x张牌,然后你于出牌阶段内至多使用x张牌(x为与你体力值相等的角色数)', fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌颜色不同,则你可以摸一张牌,每回合最多发动3次', fuji_info:'当一名角色造成雷电伤害时,你可以令其进行一次判定,若结果为黑色,此伤害+1;若结果为红色,该角色获得此牌。', fulu_info:'你可以将【杀】当雷【杀】使用。', jilei_info:'每当你受到有来源的伤害时,你可以选择一种牌的类别,令伤害来源不能使用、打出或弃置其此类别的手牌,直到回合结束', danlao:'啖酪', danlao_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。', gongao:'功獒', zhuiji:'追击', chouhai:'仇海', chouhai_info:'锁定技,当你每次受到伤害时,若你没有手牌,此伤害+1。', guiming:'归命', guiming_info:'主公技,锁定技,你将残蚀描述中的“已受伤角色”改为“已受伤角色或其他吴势力角色”', chixin:'赤心', chixin1:'赤心', chixin2:'赤心', chixin_info:'你可以将♦牌当【杀】或【闪】使用或打出。出牌阶段,你对你攻击范围内的每名角色均可使用一张【杀】。', suiren:'随仁', suiren_info:'限定技,准备阶段开始时,你可以失去技能“义从”,然后加1点体力上限并回复1点体力,再令一名角色摸三张牌。', canshi:'残蚀', canshi2:'残蚀', canshi_info:'摸牌阶段开始时,你可以改为摸x张牌(x为已受伤的角色数),若如此做,当你与此回合内使用基本牌或锦囊牌时,你弃置一张牌。', zhuiji_info:'锁定技,你与体力值低于你的角色距离为1。', kunfen:'困奋', kunfen_info:'锁定技,结束阶段开始时,你失去1点体力,然后摸两张牌', fengliang:'逢亮', fengliang_info:'觉醒技,当你进入濒死状态时,你减1点体力上限并将体力值回复至2点,然后获得技能挑衅,将困奋改为非锁定技', cihuai:'刺槐', cihuai_info:'出牌阶段开始时,若你手牌中没有杀,你可以展示你的手牌,视为对一名角色使用一张杀', gongao_info:'锁定技,每当一名角色死亡后,你增加一点体力上限,回复一点体力。', juyi:'举义', juyi_info:'觉醒技,准备阶段开始时,若你已受伤且体力上限大于存活角色数,你须将手牌摸至体力上限,然后获得技能“崩坏”和“威重”。', weizhong:'威重', weizhong_info:'锁定技,每当你的体力上限增加或减少时,你摸一张牌。', taichen_info:'出牌阶段限一次,你可以自减一点体力,视为对一名角色使用一张杀(不计入回合内出杀限制)', manjuan_info:'其他角色的卡牌因弃置而进入弃牌堆后,你可以弃置一张花色与之不同的牌,然后获得之', zuixiang_info:'限定技,准备阶段开始时,你可以展示牌库顶的3张牌并置于你的武将牌上,你不可使用或打出与该些牌同类的牌,所有同类牌对你无效。之后每个你的准备阶段,你须重复展示一次,直至该些牌中任意两张点数相同时,将你武将牌上的全部牌置于你的手上。', naman_info:'你可以获得其他角色打出的杀', xiemu_info:'每当你成为其他角色的黑色牌的目标,可以弃置一张杀并摸两张牌', spmengjin_info:'每当你使用一张杀,可以弃置目标一张牌', fenxun_info:'出牌阶段限一次,你可以弃置一张牌并选择一名其他角色,然后本回合你计算与其的距离视为1', yingbin_info:'受到“咒缚”技能影响的角色进行判定时,你可以摸两张牌。', zhoufu_info:'出牌阶段限一次,你可以指定一名其他角色并将一张手牌移出游戏(将此牌置于该角色的武将牌旁)。若如此做,该角色进行判定时,改为将此牌作为判定牌。该角色的结束阶段,若此牌仍在该角色旁,你将此牌收入手牌。', yanzheng_info:'若你的手牌数大于你的体力值,你可以将你装备区内的牌当【无懈可击】使用', kuiwei_info:'结束阶段开始时,你可以摸2+X张牌,然后将你的武将牌翻面。在你的下个摸牌阶段开始时,你须弃置X张牌。(X等于当时场上装备区内的武器牌的数量)', tongji_info:'锁定技。若你的手牌数大于你的体力值,则只要你在任一其他角色的攻击范围内,该角色使用【杀】时便不能指定你以外的角色为目标', wangzun_info:'其他角色的准备阶段,你可以摸一张牌,然后令该角色此回合的手牌上限-1;直到你的回合开始,你不能再次发动此技', kaikang_info:'每当你距离1以内的角色成为杀的目标后,你可以摸一张牌。若如此做,你交给其一张牌并展示之,若该牌为装备牌,该角色可以使用此牌。', liangzhu_info:'当一名角色于其出牌阶段内回复体力时,你可以选择一项:1、摸一张牌;2、令该角色摸两张牌 ', mingshi_info:'当你即将受到伤害时,若伤害来源的体力值大于你,你可以弃置一张黑色手牌令伤害-1 ', lirang_info:'你可以将你弃置的卡牌交给一名其他角色 ', moukui_info:'当你使用【杀】指定一名角色为目标后,你可以选择一项:摸一张牌,或弃置其一张牌。若如此做,此【杀】被【闪】抵消时,该角色弃置你的一张牌。 ', qiangwu_info:'出牌阶段,你可以进行一次判定。若如此做,则直到回合结束,你使用点数小于判定牌的 【杀】时不受距离限制,且你使用点数大于判定牌的【杀】时不计入出牌阶段的使用次数。', shenxian_info:'每名角色的回合限一次,你的回合外,每当有其他角色因弃置而失去牌时,若其中有基本牌,你可以摸一张牌。', qiluan_info:'每当你杀死一名角色后,可以在此回合结束时摸三张牌。', zhendu_info:'其他角色的出牌阶段开始时,你可以弃置一张手牌,视为该角色使用一张【酒】,然后你对其造成一点伤害。', shangyi_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后弃置其中的一张黑色牌', shoucheng_info:'每当一名其他角色在其回合外失去最后的手牌时,你可令该角色摸一张牌。', shengxi_info:'若你于出牌阶段未造成伤害,你可在弃牌阶段开始时摸两张牌。', hengzheng_info:'摸牌阶段开始时,若你的体力值为1或你没有手牌,你可以改为获得每名其他角色区域里的一张牌。', cunsi_info:'限定技,出牌阶段,你可以将所有手牌交给一名男性角色,令该角色获得技能【勇决】,然后将武将牌翻面', guixiu_info:'每当你成为杀的目标,若你的手牌数小于体力值,可以摸一张牌', fenming_info:'结束阶段开始时,若你处于连环状态,你可以弃置处于连环状态的每名角色的一张牌。', duanxie_info:'出牌阶段限一次,你可以令一名其他角色横置武将牌,若如此做,你横置武将牌。', xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张基本牌,令该角色选择一项:1.弃置一张装备牌并令你摸一张牌;2.受到你对其造成的1点伤害。', sijian_info:'当你失去最后的手牌时,你可以弃置一名其他角色的一张牌。', suishi_info:'每当其他角色进入濒死状态时,伤害来源可以令你摸一张牌;每当其他角色死亡时,伤害来源可以令你失去1点体力', quji_info:'出牌阶段限一次,你可以弃置X张牌(X为你已损失的体力值),然后令至多X名已受伤的角色各回复1点体力。若你以此法弃置的牌中有黑色牌,你失去一点体力。', junbing_info:'一名角色的结束阶段开始时,若其手牌数少于或者等于1,该角色可以摸一张牌。若如此做,该角色须将所有手牌交给你,然后你交给其等量的牌。', xiongyi_info:'限定技,出牌阶段,你可以与你势力相同的所有角色各摸3张牌(非国战模式改为任选至多3名角色);若你指定的角色数不超过2,你回复1点体力', shenzhi_info:'准备阶段开始时,你可以弃置所有手牌,若你以此法弃置的牌的张数不小于X,你回复1点体力(X为你当前的体力值)。', shushen_info:'当你回复1点体力时,你可以令一名其他角色回复1点体力或摸两张牌', wuji_info:'觉醒技,结束阶段开始时,若你于此回合内已造成3点或更多伤害,你加1点体力上限,回复1点体力,然后失去技能“虎啸”。', xueji_info:'出牌阶段,你可弃置一张红色牌并选择你攻击范围内的至多X名其他角色,对这些角色各造成1点伤害(X为你已损失的体力值),然后这些角色各摸一张牌。每阶段限一次。', huxiao_info:'锁定技,你于出牌阶段内每使用一张【杀】被【闪】抵消,你于此阶段内可以额外使用一张【杀】。', aocai_info:'当你于回合外需要使用或打出一张基本牌时,你可以观看牌堆顶的两张牌。若你观看的牌中有此牌,你可以使用打出之。', hongyuan_info:'摸牌阶段摸牌时,你可以少摸一张牌,然后指定至多两名其他角色各摸一张牌。', hongyuan_info_combat:'摸牌阶段摸牌时,你可以少摸一张牌,然后令其他友方角色各摸一张牌', huanshi_info:'一名角色的判定牌生效前,你可令其观看你的手牌。若如此做,该角色选择你的一张牌,令你打出此牌代替之。', mingzhe_info:'你的回合外,每当你因使用、打出或弃置而失去一张红色牌时,你可以摸一张牌。', duwu_info:'出牌阶段,你可以弃置X张牌对你攻击范围内的一名其他角色造成1点伤害(X为该角色的体力值)。若你以此法令该角色进入濒死状态,则濒死状态结算后你失去1点体力,且本回合不能再发动黩武。', tianming_info:'当你成为【杀】的目标时,你可以弃置两张牌(不足则全弃,无牌则不弃),然后摸两张牌;若此时全场体力值最多的角色仅有一名(且不是你),该角色也可以如此做。', mizhao_info:'出牌阶段,你可以将所有手牌(至少一张)交给一名其他角色。若如此做,你令该角色与你指定的另一名有手牌的角色拼点。视为拼点赢的角色对没赢的角色使用一张【杀】。每阶段限一次。', yuanhu_info:'结束阶段开始时,你可以将一张装备牌置于一名角色的装备区里,然后根据此装备牌的种类执行以下效果。武器牌:弃置距离该角色1以内的一名角色区域中的一张牌;防具牌:该角色摸一张牌;坐骑牌:该角色回复1点体力。', lihun_info:'出牌阶段,你可以弃置一张牌并将你的武将牌翻面,若如此做,你指定一名男性角色,获得其所有手牌。出牌阶段结束时,你需为该角色每一点体力分配给其一张牌。每回合限一次。', chongzhen_info:'每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。', bifa_info:'结束阶段开始时,你可以将一张手牌移出游戏并指定一名其他角色。该角色的准备阶段,其观看你移出游戏的牌并选择一项:交给你一张与此牌同类型的手牌并获得此牌;或将此牌置入弃牌堆,然后失去1点体力。', songci_info:'出牌阶段,你可以选择一项:令一名手牌数小于其体力值的角色摸两张牌;或令一名手牌数大于其体力值的角色弃置两张牌。此技能对每名角色只能使用一次。', yongsi_info:'锁定技,摸牌阶段,你额外摸X张牌,X为场上现存势力数。弃牌阶段,你至少须弃置等同于场上现存势力数的牌(不足则全弃)。', yicong_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', baobian_info:'锁定技,若你的体力值为3或更少,你视为拥有技能“挑衅”;若你的体力值为2或更少;你视为拥有技能“咆哮”;若你的体力值为1,你视为拥有技能“神速”。', }, }