'use strict'; card.gujian={ card:{ luyugeng:{ fullskin:true, type:'food', enable:true, markimage:'-14%', filterTarget:function(card,player,target){ return !target.hasSkill('luyugeng'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.luyugeng=card; target.storage.luyugeng_markcount=2; target.addSkill('luyugeng'); }, ai:{ order:2, value:4, result:{ target:1 } } }, jinlianzhu:{ type:'trick', fullskin:true, filterTarget:true, content:function(){ var evt=event.getParent(3)._trigger; evt.untrigger(); evt.finish(); if(evt.source){ evt.source.draw(); } }, ai:{ order:1, value:[5,1], useful:[6,1], result:{ target:function(player,target){ var evt=_status.event.getTrigger(); var eff=ai.get.damageEffect(target,evt.source,target,evt.nature); if(eff>0) return -1; if(eff<0) return 2; return 0; } } } }, chunbing:{ fullskin:true, type:'food', enable:true, markimage:'-13%', filterTarget:function(card,player,target){ return !target.hasSkill('chunbing'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.chunbing=card; target.storage.chunbing_markcount=5; target.addSkill('chunbing'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ var num=target.needsToDiscard(); if(num){ if(target==player&&num>1){ return num; } return Math.sqrt(num); } return 0; } } } }, gudonggeng:{ fullskin:true, type:'food', enable:true, markimage:'-18%', filterTarget:function(card,player,target){ return !target.hasSkill('gudonggeng'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.gudonggeng=card; target.storage.gudonggeng_markcount=3; target.addSkill('gudonggeng'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ if(player==target&&!player.hasShan()) return 2; return 1/Math.max(1,target.hp); } } } }, liyutang:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('liyutang'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.liyutang=card; target.storage.liyutang_markcount=2; target.addSkill('liyutang'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ if(player==target&&target.isLowestHp()) return 2; if(target.isLowestHp()) return 1.5; return 1/Math.max(1,target.hp); } } } }, mizhilianou:{ fullskin:true, type:'food', enable:true, markimage:'-16%', filterTarget:function(card,player,target){ return !target.hasSkill('mizhilianou'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.mizhilianou=card; target.storage.mizhilianou_markcount=4; target.addSkill('mizhilianou'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ if(target==player){ if(target.num('he',{suit:'heart'})){ if(target.isDamaged()) return 1.5; } else{ return 0.2; } } else if(target.isDamaged()){ return 1; } return 0.5; } } } }, xiajiao:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('xiajiao'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.xiajiao=card; target.storage.xiajiao_markcount=3; target.addSkill('xiajiao'); target.addTempSkill('xiajiao3','phaseAfter'); }, ai:{ order:2, value:5, result:{ target:1 } } }, tanhuadong:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('tanhuadong'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.tanhuadong=card; target.storage.tanhuadong_markcount=3; target.addSkill('tanhuadong'); }, ai:{ order:2, value:5, result:{ target:1 } } }, mapodoufu:{ fullskin:true, type:'food', enable:true, markimage:'-18%', filterTarget:function(card,player,target){ return !target.hasSkill('mapodoufu'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.mapodoufu=card; target.storage.mapodoufu_markcount=3; target.addSkill('mapodoufu'); }, ai:{ order:2, value:5, result:{ target:function(player,target){ return player==target?2:1; } } } }, qingtuan:{ fullskin:true, type:'food', enable:true, markimage:'-16%', filterTarget:function(card,player,target){ return !target.hasSkill('qingtuan'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.qingtuan=card; target.storage.qingtuan_markcount=2; target.addSkill('qingtuan'); }, ai:{ order:4, value:4, result:{ target:function(player,target){ if(target==player){ if(target.hasSha()) return 2; } else{ var nh=target.num('h'); if(nh>=3) return 1; if(target.hasSha()) return 1; if(nh&&Math.random()<0.5) return 1; } return player.needsToDiscard()?0.2:0; } } } }, yougeng:{ fullskin:true, type:'food', enable:true, markimage:'-16%', filterTarget:function(card,player,target){ return !target.hasSkill('yougeng'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.yougeng=card; target.storage.yougeng_markcount=2; target.addSkill('yougeng'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ if(target.isHealthy()) return player.needsToDiscard()?0.1:0; if(target.isLowestHp()) return 1.5; return 1/Math.max(1,target.hp); } } } }, molicha:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('molicha'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.discard(target.get('j')); target.storage.molicha=card; target.storage.molicha_markcount=5; target.addSkill('molicha'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ if(target.num('j')) return 2; return 1; } } } }, yuanbaorou:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('yuanbaorou'); }, range:{global:1}, content:function(){ target.$gain2(cards); target.storage.yuanbaorou=card; target.storage.yuanbaorou_markcount=3; target.addSkill('yuanbaorou'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ if(target==player){ if(target.hasSha()) return 2; } else{ var nh=target.num('h'); if(nh>=3) return 1; if(target.hasSha()) return 1; if(nh&&Math.random()<0.5) return 1; } return player.needsToDiscard()?0.2:0; } } } }, heilonglinpian:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return target==player; }, selectTarget:-1, modTarget:true, content:function(){ target.changeHujia(); target.addTempSkill('heilonglinpian',{player:'phaseBegin'}); }, ai:{ value:[5.5,1], useful:1, order:2, result:{ target:1 } } }, mutoumianju:{ fullskin:true, type:'equip', subtype:'equip2', skills:['mutoumianju_skill'], ai:{ equipValue:4 } }, yuheng:{ fullskin:true, type:'equip', subtype:'equip5', nopower:true, nomod:true, skills:['yuheng_skill'], ai:{ equipValue:function(card,player){ if(player.hp>=4) return 5; if(player.hp>=3) return 4; if(player.hp>=2) return 2; return 1; } } }, yuheng_plus:{ fullskin:true, type:'equip', subtype:'equip5', nopower:true, nomod:true, epic:true, cardimage:'yuheng', skills:['yuheng_plus_skill'], ai:{ equipValue:function(card,player){ if(player.hp>=4) return 7; if(player.hp>=3) return 6; if(player.hp>=2) return 2.5; return 1; } } }, yuheng_pro:{ fullskin:true, type:'equip', subtype:'equip5', nopower:true, nomod:true, legend:true, cardimage:'yuheng', skills:['yuheng_pro_skill'], ai:{ equipValue:function(card,player){ if(player.hp>=4) return 7.5; if(player.hp>=3) return 6; if(player.hp>=2) return 2.5; return 1; } } }, shujinsan:{ fullskin:true, type:'basic', enable:true, filterTarget:function(card,player,target){ return target.num('he')>0; }, content:function(){ 'step 0' target.chooseToDiscard('he',[1,target.num('he')],'弃置任意张牌并摸等量的牌').ai=function(card){ return 6-ai.get.value(card); } 'step 1' if(result.bool){ target.draw(result.cards.length); } }, ai:{ order:1.5, value:[4,1], result:{ target:function(player,target){ if(target==player){ var cards=player.get('he'); var num=-1; for(var i=0;i0&&!target.hasSkill('bingpotong'); }, content:function(){ "step 0" if(target.num('h')==0||player.num('h')==0){ event.finish(); return; } player.chooseCard(true); "step 1" event.card1=result.cards[0]; var rand=Math.random()<0.5; target.chooseCard(true).ai=function(card){ var num=0; if(get.color(card)=='red'){ if(rand) num-=6; } else{ if(!rand) num-=6; } var value=ai.get.value(card); if(value>=8) return -100; return num-value; }; "step 2" event.card2=result.cards[0]; ui.arena.classList.add('thrownhighlight'); game.addVideo('thrownhighlight1'); player.$compare(event.card1,target,event.card2); game.delay(4); "step 3" game.log(player,'展示了',event.card1); game.log(target,'展示了',event.card2); if(get.color(event.card2)==get.color(event.card1)){ player.discard(event.card1).animate=false; target.$gain2(event.card2); var clone=event.card1.clone; if(clone){ clone.style.transition='all 0.5s'; clone.style.transform='scale(1.2)'; clone.delete(); game.addVideo('deletenode',player,get.cardsInfo([clone])); } target.loseHp(); event.finish(); } else{ player.$gain2(event.card1); target.$gain2(event.card2); game.delay(); } ui.arena.classList.remove('thrownhighlight'); game.addVideo('thrownhighlight2'); "step 4" if(cards&&cards.length){ player.gain(cards,'gain2'); target.addTempSkill('bingpotong','phaseAfter'); } }, ai:{ basic:{ order:2, value:[5,1], useful:1, }, result:{ player:function(player,target){ if(player.num('h')<=Math.min(5,Math.max(2,player.hp))&&_status.event.name=='chooseToUse'){ if(typeof _status.event.filterCard=='function'&& _status.event.filterCard({name:'dujian'})){ return -10; } if(_status.event.skill){ var viewAs=get.info(_status.event.skill).viewAs; if(viewAs=='dujian') return -10; if(viewAs&&viewAs.name=='dujian') return -10; } } return 0; }, target:function(player,target){ if(player.num('h')<=1) return 0; return -1.5; } }, tag:{ loseHp:1 } } }, feibiao:{ type:'jiguan', enable:true, fullskin:true, wuxieable:true, filterTarget:function(card,player,target){ return get.distance(player,target)>1; }, content:function(){ "step 0" if(!target.num('h',{color:'black'})){ target.loseHp(); event.finish(); } else{ target.chooseToDiscard({color:'black'},'弃置一张黑色手牌或受流失一点体力').ai=function(card){ return 8-ai.get.value(card); }; } "step 1" if(!result.bool){ target.loseHp(); } }, ai:{ basic:{ order:9, value:3, useful:1, }, result:{ target:-2 }, tag:{ discard:1, loseHp:1 } } }, qiankunbiao:{ type:'jiguan', enable:true, fullskin:true, wuxieable:true, filterTarget:function(card,player,target){ return target!=player&&target.num('he')>0; }, changeTarget:function(player,targets){ game.filterPlayer(function(current){ return get.distance(targets[0],current,'pure')==1&¤t.num('he'); },targets); }, content:function(){ var he=target.get('he'); if(he.length){ target.discard(he.randomGet()).delay=false; } }, contentAfter:function(){ game.delay(0.5); }, ai:{ order:7, tag:{ loseCard:1, discard:1, }, wuxie:function(){ return 0; }, result:{ player:function(player,target){ return game.countPlayer(function(current){ if(current==target||(get.distance(target,current,'pure')==1&¤t.num('he'))){ var att=ai.get.attitude(player,current); if(att>0){ return -1; } else if(att<0){ return 1; } } }); } } } }, wenhuangsan:{ type:'jiguan', enable:true, fullskin:true, }, tuhunsha:{ type:'jiguan', enable:true, fullskin:true, }, shenhuofeiya:{ type:'jiguan', enable:true, fullskin:true, }, mianlijinzhen:{ type:'jiguan', enable:true, fullskin:true, filterTarget:function(card,player,target){ return target!=player; }, content:function(){ 'step 0' target.draw('visible'); 'step 1' if(Array.isArray(result)&&get.suit(result[0])=='spade'){ return; } else{ target.damage(); } }, ai:{ order:2, value:[4,1], useful:1, result:{ target:-1.5 }, tag:{ damage:1 } } }, longxugou:{ type:'jiguan', enable:true, fullskin:true, }, liutouge:{ type:'jiguan', enable:true, fullskin:true, filterTarget:true, wuxieable:true, content:function(){ var list=[1,2,3,4,5,6]; if(player.getEnemies().contains(target)){ if(target.num('he')==0){ list.remove(1); } if(target.isLinked()){ list.remove(4); } if(target.hasSkill('fengyin')){ list.remove(5); } switch(list.randomGet()){ case 1:target.discard(target.get('he').randomGet());break; case 2:target.loseHp();break; case 3:target.damage();break; case 4:if(!target.isLinked()) target.link();break; case 5:target.addTempSkill('fengyin',{player:'phaseAfter'});break; case 6:{ var list=[]; for(var i=0;i=3||target.needsToDiscard()) return -1.5; return 0; } } } }, }, skill:{ luyugeng:{ mark:'card', trigger:{player:'phaseBegin'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害(剩余'+player.storage.luyugeng_markcount+'回合)' } }, content:function(){ var list=player.getEnemies(); for(var i=0;i0; }, prompt:'将一张红桃牌当桃使用', check:function(card){return 10-ai.get.value(card)}, ai:{ skillTagFilter:function(player){ return player.num('he',{suit:'heart'})>0; }, save:true, } } } }, chunbing:{ mark:'card', trigger:{player:'phaseAfter'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '你的手牌上限+1(剩余'+player.storage.chunbing_markcount+'回合)' } }, mod:{ maxHandcard:function(player,num){ return num+1; } }, content:function(){ player.storage.chunbing_markcount--; if(player.storage.chunbing_markcount==0){ delete player.storage.chunbing; delete player.storage.chunbing_markcount; player.removeSkill('chunbing'); } else{ player.updateMarks(); } }, }, gudonggeng:{ mark:'card', trigger:{player:'phaseBegin'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '你受到杀造成的伤害时有50%的机率令伤害-1(剩余'+player.storage.gudonggeng_markcount+'回合)' } }, content:function(){ player.storage.gudonggeng_markcount--; if(player.storage.gudonggeng_markcount==0){ delete player.storage.gudonggeng; delete player.storage.gudonggeng_markcount; player.removeSkill('gudonggeng'); } else{ player.updateMarks(); } }, group:'gudonggeng_damage', subSkill:{ damage:{ trigger:{player:'damageBegin'}, filter:function(event,player){ return event.card&&event.card.name=='sha'&&event.num>0&&Math.random()<0.5; }, forced:true, content:function(){ trigger.num--; } } }, ai:{ effect:{ target:function(card,player,target){ if(card.name=='sha'&&ai.get.attitude(player,target)<0) return 0.5; } } } }, qingtuan:{ mark:'card', trigger:{player:'phaseAfter'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '你在回合内使用首张杀时摸一张牌(剩余'+player.storage.qingtuan_markcount+'回合)' } }, content:function(){ player.storage.qingtuan_markcount--; if(player.storage.qingtuan_markcount==0){ delete player.storage.qingtuan; delete player.storage.qingtuan_markcount; player.removeSkill('qingtuan'); } else{ player.updateMarks(); } }, group:'qingtuan_draw', subSkill:{ draw:{ trigger:{player:'useCard'}, filter:function(event,player){ return event.card.name=='sha'&&_status.currentPhase==player; }, usable:1, forced:true, content:function(){ player.draw(); } } } }, liyutang:{ mark:'card', trigger:{player:'phaseEnd'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '结束阶段,若你的体力值为全场最少或之一,你获得一点护甲(剩余'+player.storage.liyutang_markcount+'回合)' } }, content:function(){ if(player.isLowestHp()){ player.logSkill('liyutang'); player.changeHujia(); } player.storage.liyutang_markcount--; if(player.storage.liyutang_markcount==0){ delete player.storage.liyutang; delete player.storage.liyutang_markcount; player.removeSkill('liyutang'); } else{ player.updateMarks(); } }, }, yougeng:{ mark:'card', trigger:{player:'phaseBegin'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '准备阶段,若你的体力值为全场最少或之一,你回复一点体力(剩余'+player.storage.yougeng_markcount+'回合)' } }, content:function(){ if(player.isDamaged()&&player.isLowestHp()){ player.logSkill('yougeng'); player.recover(); } player.storage.yougeng_markcount--; if(player.storage.yougeng_markcount==0){ delete player.storage.yougeng; delete player.storage.yougeng_markcount; player.removeSkill('yougeng'); } else{ player.updateMarks(); } }, }, molicha:{ mark:'card', trigger:{player:'phaseAfter'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '你不能成为延时锦囊牌的目标(剩余'+player.storage.molicha_markcount+'回合)' } }, mod:{ targetEnabled:function(card){ if(get.type(card)=='delay'){ return false; } } }, content:function(){ player.storage.molicha_markcount--; if(player.storage.molicha_markcount==0){ delete player.storage.molicha; delete player.storage.molicha_markcount; player.removeSkill('molicha'); } else{ player.updateMarks(); } }, ai:{ effect:{ target:function(card){ if(get.type(card)=='delay'){ return 'zeroplayertarget'; } } } } }, yuanbaorou:{ mark:'card', trigger:{player:'phaseAfter'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '你在出牌阶段可以额外使用一张杀(剩余'+player.storage.yuanbaorou_markcount+'回合)' } }, mod:{ cardUsable:function(card,player,num){ if(card.name=='sha') return num+1; } }, content:function(){ player.storage.yuanbaorou_markcount--; if(player.storage.yuanbaorou_markcount==0){ delete player.storage.yuanbaorou; delete player.storage.yuanbaorou_markcount; player.removeSkill('yuanbaorou'); } else{ player.updateMarks(); } }, }, tanhuadong:{ mark:'card', trigger:{player:'phaseEnd'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '结束阶段有,你50%机率摸一张牌(剩余'+player.storage.tanhuadong_markcount+'回合)' } }, content:function(){ if(Math.random()<0.5){ player.logSkill('tanhuadong'); player.draw(); } player.storage.tanhuadong_markcount--; if(player.storage.tanhuadong_markcount==0){ delete player.storage.tanhuadong; delete player.storage.tanhuadong_markcount; player.removeSkill('tanhuadong'); } else{ player.updateMarks(); } } }, mapodoufu:{ mark:'card', trigger:{player:'phaseEnd'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '结束阶段,你有65%的机率弃置一名随机敌人的一张随机牌(剩余'+player.storage.mapodoufu_markcount+'回合)' } }, content:function(){ if(Math.random()<0.65){ var list=player.getEnemies(); for(var i=0;i0; }, content:function(){ 'step 0' trigger.untrigger(); trigger.finish(); player.discard(player.get('he')); player.removeSkill('yunvyuanshen_skill'); 'step 1' player.changeHp(1-player.hp); 'step 2' player.draw(); } }, bingpotong:{}, heilonglinpian:{ mark:true, marktext:'鳞', intro:{ content:'防御距离+1' }, mod:{ globalTo:function(from,to,distance){ return distance+1 } } }, mutoumianju_skill:{ enable:'chooseToUse', filterCard:true, viewAs:{name:'sha'}, viewAsFilter:function(player){ if(!player.num('h')) return false; }, prompt:'将一张手牌当杀使用', check:function(card){return 5-ai.get.value(card)}, ai:{ order:function(){ return ai.get.order({name:'sha'})+0.1; }, skillTagFilter:function(player,tag,arg){ if(arg!='use') return false; if(!player.num('h')) return false; }, }, }, yuheng_skill:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target!=player&&target.num('h')>0; }, content:function(){ 'step 0' player.loseHp(); 'step 1' var hs=target.get('h'); if(hs.length){ var card=hs.randomGet(); player.gain(card,target); target.$give(card,player); if(get.suit(card)=='spade'){ event.bool=true; } } 'step 2' if(event.bool){ target.loseHp(); } var card=player.getEquip('yuheng'); if(card){ if(typeof card.storage.yuheng!='number'){ card.storage.yuheng=1; } else{ card.storage.yuheng++; } if(card.storage.yuheng>=3){ card.init([card.suit,card.number,'yuheng_plus',card.nature]); player.addTempSkill('yuheng_plus_temp','phaseAfter'); } } }, ai:{ order:6, result:{ target:function(player,target){ if(ai.get.attitude(player,target)>=0) return 0; var nh=target.num('h'); var num=-1/Math.sqrt(1+nh); if(player.hp>=4) return num; if(player.hp>=3&&nh<=2) return num; if(player.hp>=2&&target.hp==1&&nh<=2) return num; return 0; } } } }, yuheng_plus_temp:{}, yuheng_plus_skill:{ enable:'phaseUse', usable:1, filter:function(event,player){ return !player.hasSkill('yuheng_plus_temp'); }, filterTarget:function(card,player,target){ return target!=player&&target.num('h')>0; }, content:function(){ 'step 0' player.loseHp(); 'step 1' var hs=target.get('h'); if(hs.length){ var card=hs.randomGet(); player.gain(card,target); target.$give(card,player); if(get.color(card)=='black'){ event.bool=true; } } 'step 2' if(event.bool){ target.loseHp(); } var card=player.getEquip('yuheng_plus'); if(card){ if(typeof card.storage.yuheng!='number'){ card.storage.yuheng=1; } else{ card.storage.yuheng++; } if(card.storage.yuheng>=7){ card.init([card.suit,card.number,'yuheng_pro',card.nature]); } } }, ai:{ order:6, result:{ target:function(player,target){ if(ai.get.attitude(player,target)>=0) return 0; var nh=target.num('h'); var num=-1/Math.sqrt(1+nh); if(player.hp>=4) return num; if(player.hp>=3&&nh<=2) return num; if(player.hp>=2&&target.hp==1&&nh<=2) return num; return 0; } } } }, yuheng_pro_skill:{ enable:'phaseUse', filterTarget:function(card,player,target){ return target!=player&&target.num('h')>0; }, content:function(){ 'step 0' player.loseHp(); 'step 1' var hs=target.get('h'); if(hs.length){ var card=hs.randomGet(); player.gain(card,target); target.$give(card,player); if(get.color(card)=='black'){ event.bool=true; } } 'step 2' if(event.bool){ target.loseHp(); } }, ai:{ order:6, result:{ target:function(player,target){ if(ai.get.attitude(player,target)>=0) return 0; var nh=target.num('h'); var num=-1/Math.sqrt(1+nh); if(player.hp>=4) return num; if(player.hp>=3&&nh<=2) return num; if(player.hp>=2&&target.hp==1&&nh<=2) return num; return 0; } } } }, shihuifen:{ mark:true, intro:{ content:'使用卡牌无法指定其他角色为目标' }, mod:{ playerEnabled:function(card,player,target){ if(player!=target) return false; } } }, _shihuifen:{ trigger:{global:'phaseUseBegin'}, direct:true, filter:function(event,player){ if(event.player.hasSkill('shihuifen')) return false; if(event.player==player) return false; if(!lib.filter.targetEnabled({name:'shihuifen'},player,event.player)) return false; return player.hasCard('shihuifen')||player.hasSkillTag('shihuifen'); }, content:function(){ player.chooseToUse(get.prompt('shihuifen',trigger.player).replace(/发动/,'使用'),function(card,player){ if(card.name!='shihuifen') return false; var mod=game.checkMod(card,player,'unchanged','cardEnabled',player.get('s')); if(mod!='unchanged') return mod; return true; },trigger.player,-1).targetRequired=true; } }, _jinlianzhu:{ trigger:{global:'damageBefore'}, direct:true, filter:function(event,player){ if(!lib.filter.targetEnabled({name:'jinlianzhu'},player,event.player)) return false; return player.hasCard('jinlianzhu'); }, content:function(){ player.chooseToUse(get.prompt('jinlianzhu',trigger.player).replace(/发动/,'使用'),function(card,player){ if(card.name!='jinlianzhu') return false; var mod=game.checkMod(card,player,'unchanged','cardEnabled',player.get('s')); if(mod!='unchanged') return mod; return true; },trigger.player,-1).targetRequired=true; } }, }, cardType:{ food:0.3 }, translate:{ jinlianzhu:'金莲珠', jinlianzhu_info:'对一名即将受到伤害的角色使用,防止此伤害,并令伤害来源摸一张牌', shihuifen:'石灰粉', shihuifen_info:'在一名其他角色的出牌阶段开始时对其使用,目标需打出一张闪,否则此阶段使用卡牌无法指定其他角色为目标', liufengsan:'流风散', liufengsan_info:'出牌阶段对一名角色使用,目标获得两张闪', liutouge:'六骰格', liutouge_info:'出牌阶段对一名角色使用,若目标是敌人,对目标施加一个随机的负面效果;否则对目标施加一个随机的正面效果', // longxugou:'龙须钩', // longxugou_info:'龙须钩', mianlijinzhen:'棉里针', mianlijinzhen_info:'令一名角色摸一张牌并展示,若不是黑桃,你对其造成一点伤害', // shenhuofeiya:'神火飞鸦', // shenhuofeiya_info:'神火飞鸦', // tuhunsha:'土魂砂', // tuhunsha_info:'土魂砂', // wenhuangsan:'瘟癀伞', // wenhuangsan_info:'瘟癀伞', qiankunbiao:'乾坤镖', qiankunbiao_info:'随机弃置一名其他角色和其相邻角色的一张牌', bingpotong:'冰魄针', bingpotong_info:'出牌阶段,对一名有手牌的角色使用,你与其同时展示一张手牌,若颜色相同,你弃置展示的牌,目标流失一点体力;若颜色不同,你收回此牌且本回合内不能再对该目标使用', feibiao:'飞镖', feibiao_info:'出牌阶段,对一名距离1以外的角色使用,令其弃置一张黑色手牌或流失一点体力', // liuxiaxianniang:'流霞仙酿', // liuxiaxianniang_info:'流霞仙酿', yunvyuanshen:'玉女元参', yunvyuanshen_skill:'玉女元参', yunvyuanshen_info:'出牌阶段对一名角色使用,在目标即将死亡时防止其死亡,改为令其弃置所有牌,将体力值变为1并摸一张牌', // ziyangdan:'紫阳丹', // ziyangdan_info:'紫阳丹', yuheng:'玉衡', yuheng_plus:'玉衡', yuheng_pro:'玉衡', yuheng_skill:'玉衡', yuheng_plus_skill:'玉衡', yuheng_pro_skill:'玉衡', yuheng_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的一张手牌并展示,若为黑桃牌,该角色也失去一点体力(此牌不可被其它牌强化;此牌在本局游戏中第三次和第七次发动效果后,分别获得一次强化)', yuheng_plus_info:'由普通玉衡强化得到,将玉衡技能描述中的“黑桃牌”改为“黑色牌”', yuheng_pro_info:'由普通玉衡二次强化得到,将玉横技能描述中的“黑桃牌”改为“黑色牌”,并去掉使用次数限制', yuheng_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑桃牌,该角色也失去一点体力', yuheng_plus_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力', yuheng_pro_skill_info:'出牌阶段,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力', shujinsan:'舒筋散', shujinsan_info:'出牌阶段对任意角色使用,目标可弃置任意张牌,并摸等量的牌', mutoumianju:'木头面具', mutoumianju_info:'你可以将一张手牌当作杀使用', mutoumianju_skill:'木杀', mutoumianju_skill_info:'你可以将一张手牌当作杀使用', heilonglinpian:'黑龙鳞片', heilonglinpian_info:'出牌阶段对自己使用,获得一点护甲,直到下一回合开始,你的防御距离+1', food:'食物', chunbing:'春饼', chunbing_info:'你的手牌上限+1,持续五回合', gudonggeng:'骨董羹', gudonggeng_info:'你受到杀造成的伤害时有50%的机率令伤害-1,持续三回合', yougeng:'酉羹', yougeng_info:'准备阶段,若你的体力值为全场最少或之一,你回复一点体力,持续两回合', liyutang:'鲤鱼汤', liyutang_info:'结束阶段,若你的体力值为全场最少或之一,你获得一点护甲,持续两回合', mizhilianou:'蜜汁藕', mizhilianou_info:'你可以将一张红桃牌当作桃使用,持续四回合', xiajiao:'虾饺', xiajiao_info:'你在摸牌阶段额外摸一张牌,并在摸牌阶段时弃置一张牌,持续三回合', tanhuadong:'昙花冻', tanhuadong_info:'结束阶段,你有50%的机率摸一张牌,持续三回合', qingtuan:'青团', qingtuan_info:'你在回合内使用首张杀时摸一张牌,持续两回合', luyugeng:'鲈鱼羹', luyugeng_info:'准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害,持续两回合', yuanbaorou:'元宝肉', yuanbaorou_info:'你在出牌阶段可以额外使用一张杀,持续三回合', molicha:'茉莉茶', molicha_info:'弃置判定区内的所有牌;你不能成为延时锦囊牌的目标,持续五回合', mapodoufu:'麻婆豆腐', mapodoufu_info:'结束阶段,你有65%的机率弃置一名随机敌人的一张随机牌,持续三回合', }, list:[ ['spade',2,'tanhuadong'], ['club',1,'molicha'], ['club',3,'chunbing'], ['heart',12,'yougeng'], ['heart',8,'gudonggeng'], ['heart',1,'liyutang'], ['diamond',4,'mizhilianou'], ['diamond',6,'xiajiao'], ['spade',3,'qingtuan'], ['club',11,'luyugeng'], ['heart',4,'mapodoufu'], ['spade',8,'yuanbaorou'], ['spade',7,'yuheng'], ['club',4,'mutoumianju'], ['spade',2,'heilonglinpian'], ['spade',1,'mianlijinzhen'], ['heart',13,'yunvyuanshen'], ['club',8,'feibiao','poison'], ['diamond',9,'feibiao','poison'], ['spade',3,'bingpotong','poison'], ['club',12,'bingpotong','poison'], ['club',5,'shihuifen'], ['club',1,'shihuifen'], ['spade',13,'shihuifen'], ['diamond',6,'shujinsan'], ['spade',2,'shujinsan'], ['spade',9,'qiankunbiao'], ['club',13,'qiankunbiao'], ['heart',9,'jinlianzhu'], ['spade',7,'jinlianzhu'], ['heart',6,'liutouge'], ['club',6,'liutouge'], ['club',6,'liufengsan'], ['club',3,'liufengsan'], ] };