'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'xinghuoliaoyuan', connect:true, character:{ wangcan:["male","qun",3,["xinfu_sanwen","xinfu_qiai","xinfu_denglou"],[]], sp_taishici:["male","qun",4,["xinfu_jixu"],[]], re_jsp_pangtong:["male","wu",3,["xinfu_guolun","xinfu_songsang"],[]], lvdai:["male","wu",4,["xinfu_qinguo"],[]], re_zhangliang:["male","qun",4,["xinfu_jijun","xinfu_fangtong"],[]], lvqian:["male","wei",4,["xinfu_weilu","xinfu_zengdao"],[]], panjun:["male","wu",3,["xinfu_guanwei","xinfu_gongqing"],[]], duji:["male","wei",3,["xinfu_andong","xinfu_yingshi"],[]], zhoufang:["male","wu",3,["xinfu_duanfa","xinfu_youdi"],[]], yanjun:["male","wu",3,["xinfu_guanchao","xinfu_xunxian"],[]], liuyao:["male","qun",4,["xinfu_kannan"],[]], liuyan:["male","qun",3,["xinfu_tushe","xinfu_limu"],[]], }, characterIntro:{ wangcan:"王粲(177年-217年2月17日),字仲宣。山阳郡高平县(今山东微山两城镇)人。东汉末年文学家,“建安七子”之一,太尉王龚曾孙、司空王畅之孙。", re_jsp_pangtong:"庞统,字士元,襄阳(治今湖北襄阳)人。三国时刘备帐下谋士,官拜军师中郎将。才智与诸葛亮齐名,人称“凤雏”。在进围雒县时,统率众攻城,不幸被流矢击中去世,时年三十六岁。追赐统为关内侯,谥曰靖侯。庞统死后,葬于落凤庞统墓坡。", lvdai:"吕岱(161年-256年),字定公,广陵海陵(今江苏如皋)人。三国时期吴国重臣、将领。吕岱一生戮力奉公,为孙吴开疆拓土,功勋赫赫。太平元年(256年),吕岱去世,年九十六。", lvqian:"吕虔(生卒年不详),字子恪。任城国(今山东济宁东南)人。汉末至三国曹魏时期将领。 吕虔有勇有谋,曹操在兖州时,任命他为从事,率领家丁驻守湖陆。后升任泰山太守,与夏侯渊共同镇压济南等地的黄巾军。被推举为秀才,加任骑都尉,仍管辖泰山郡。 曹丕继任魏王后,加吕虔为裨将军,封益寿亭侯。再升任徐州刺史,加任威虏将军。任用王祥为别驾,将民政事务都委托于他,为世人所称赞。曹叡继位后,改封万年亭侯。吕虔死后,其子吕翻世袭万年亭侯。", panjun:"潘濬(一作潘浚)(?-239年),字承明。武陵郡汉寿县(今湖南汉寿)人。三国时期吴国重臣,蜀汉大司马蒋琬的表弟。 潘濬为人聪察,对问有机理,拜大儒宋忠为师,得到“建安七子”之一的王粲赏识。不到三十,即被荆州牧刘表任命为江夏从事,因按杀贪污的沙羡长而闻名。建安十六年(211年),被刘备任命为荆州治中从事,与守臣关羽不睦。建安二十四年(219年),孙权得荆州,拜潘濬为辅军中郎将。又迁奋威将军,封常迁亭侯。孙权称帝后,拜少府,进封刘阳侯,又改太常。黄龙三年(231年),授假节,与吕岱率军五万平五溪蛮夷叛乱,经三年而斩获数万,使得一方宁静。潘濬为人刚正不阿,在吕壹弄权时,屡请孙权将其诛杀。甚至想亲手击杀吕壹,使吕壹对他非常畏惧。 赤乌二年(239年),潘濬去世。", duji:"杜畿 (jī)(163年—224年),字伯侯,京兆杜陵(今陕西西安东南)人。东汉末及三国时曹魏官吏及将领。西汉御史大夫杜延年的后代。历官郡功曹、守郑县令,善于断案。荀彧将他举荐给曹操,曹操任命他为司空司直,调任护羌校尉,使持节领西平太守。 曹丕受禅登基后,封杜畿为丰乐亭侯。官至尚书仆射。后在陶河试航时遇上大风沉没,杜畿淹死,死时六十二岁,曹丕为之涕泣,追赠其为太仆,谥戴侯。", zhoufang:"周鲂(生卒年不详),字子鱼。吴郡阳羡县(今江苏宜兴)人。三国时期吴国将领。周鲂年少时好学,被举为孝廉。历任宁国县长、怀安县长、钱塘侯相,一月之内,便斩杀作乱的彭式及其党羽,因而升任丹阳西部都尉。彭绮率数万人反叛时,周鲂被任命为鄱阳太守,与胡综共同将其生擒,因功加职昭义校尉。后诈降曹休,诱其率军接应,使曹休在石亭之战中一败涂地,战后因功被加职为裨将军,封关内侯。贼帅董嗣凭险骚扰豫章等郡,周鲂派间谍将其诱杀,不费兵卒即安定数郡。周鲂在鄱阳赏罚分明、恩威并施,于任职十三年后去世。", yanjun:"严畯(生卒年不详),字曼才,彭城(治今江苏徐州)人,三国时期孙吴官员、学者。性情忠厚,待人以诚。少好学,精通《诗》、《书》、《三礼》,又好《说文》。避乱江东,与诸葛瑾、步骘是好朋友,被张昭推荐给孙权作骑都尉、从事中郎。建安二十二年(217年),横江将军鲁肃去世,孙权打算让严畯接替其位。严畯很有自知之明,知道自己没有能力对抗在荆州的关羽和北面的曹魏,便坚决不接受此任命。后来担任尚书令。严畯享年七十八岁。著有《孝经传》、《潮水论》。", liuyao:"刘繇(yáo,一读yóu)(156年-197年),字正礼。东莱牟平(今山东牟平)人。东汉末年宗室、大臣,汉末群雄之一,齐悼惠王刘肥之后,太尉刘宠之侄。
刘繇最初被推举为孝廉,授郎中。任下邑县长时,因拒郡守请托而弃官。后被征辟为司空掾属,除授侍御史,因战乱而不到任,避居淮浦。兴平元年(194年),被任命为扬州刺史。他先后与袁术、孙策交战,一度被朝廷加授为扬州牧、振武将军,但最终还是败归丹徒。此后,刘繇又击破反叛的笮融,旋即病逝,年四十二。", liuyan:"刘焉(?-194年),字君郎(《华阳国志》又作君朗)。江夏郡竟陵县(今湖北省天门市)人。东汉末年宗室、军阀,汉末群雄之一,西汉鲁恭王刘余之后。
刘焉初以汉朝宗室身份,拜为中郎,历任雒阳令、冀州刺史、南阳太守、宗正、太常等官。因益州刺史郄俭在益州大肆聚敛,贪婪成风,加上当时天下大乱。刘焉欲取得一安身立命之所,割据一方,于是向朝廷求为益州牧,封阳城侯,前往益州整饬吏治。郄俭为黄巾军所杀,刘焉进入益州,派张鲁盘踞汉中,张鲁截断交通,斩杀汉使,从此益州与中央道路不通。刘焉进一步对内打击地方豪强,巩固自身势力,益州因而处于半独立的状态。兴平元年(194年),刘焉因背疮迸发而逝世,其子刘璋继领益州牧。", }, characterTitle:{}, perfectPair:{ lijue:['guosi','jiaxu'], zhangji:['zhangxiu','drlt_zhangxiu','zoushi'], xf_sufei:['ganning'], //baosanniang:['guansuo'], simahui:['pangdegong'], zhangqiying:['zhanglu'], pangtong:['zhugejin'], taishici:['liuyao','kongrong'], //zhaotongzhaoguang:['zhaoyun','mayunlu'], }, skill:{ "xinfu_guolun":{ audio:2, enable:"phaseUse", usable:1, filter:function (event,player){ return player.countCards('h')>0; }, filterTarget:function (card,player,target){ return target!=player&&target.countCards('h'); }, content:function (){ 'step 0' event.cardt=target.getCards('h').randomGet(); target.showCards(event.cardt); player.chooseCard('he').ai=function(card){ var numt=event.cardt.number; var att=get.attitude(player,target); var value=get.value(event.cardt); if(card.number2) return value+6-get.value(card); else if(card.number==numt) return value-get.value(card); return -1; }; 'step 1' if(!result.bool) event.finish(); else{ player.showCards(result.cards); event.cardp=result.cards; } 'step 2' player.$giveAuto(event.cardp,target); target.gain(event.cardp,player); target.give(event.cardt,player); 'step 3' var nump=event.cardp[0].number; var numt=event.cardt.number; if(numpnumt){ target.draw(); } }, ai:{ threaten:1.5, order:8, result:{ player:function (player,target){ if(get.attitude(player,target)>0) return 1.5; return 0.5; }, }, }, }, "xinfu_zhanji":{ audio:2, trigger:{ player:"gainAfter", }, forced:true, filter:function (event,player){ if(!player.isPhaseUsing()) return false; return event.getParent().name=='draw'&&event.getParent(2).name!='xinfu_zhanji'; }, content:function (){ player.draw('nodelay'); }, }, "xinfu_songsang":{ limited:true, unique:true, init:function (player){ player.storage.xinfu_songsang=false; }, skillAnimation:true, animationColor:'wood', audio:2, derivation:"xinfu_zhanji", trigger:{ global:"dieAfter", }, filter:function (event,player){ if(player.storage.xinfu_songsang==true) return false; return true; }, content:function (){ player.awakenSkill('xinfu_songsang'); if(player.isDamaged()){ player.recover(); } else player.gainMaxHp(); player.addSkill('xinfu_zhanji'); player.storage.xinfu_songsang=true; }, mark:true, intro:{ content:"limited", }, }, "xinfu_jixu":{ audio:2, enable:"phaseUse", usable:1, filter:function (event,player){ return player.countCards('h')>0; }, filterTarget:function (card,player,target){ if(player==target) return false; if(ui.selected.targets.length){ return target.hp==ui.selected.targets[0].hp; } return true; }, selectTarget:[1,Infinity], multitarget:true, multiline:true, content:function (){ "step 0" targets.sort(lib.sort.seat); "step 1" if(!event.num) event.num=0; if(!event.caicuolist) event.caicuolist=[]; targets[event.num].chooseBool("是否押杀?").ai=function(event,player){ var evt=_status.event.getParent(); if(get.attitude(targets[event.num],evt.player)>0) return evt.player.countCards('h','sha')?false:true; return Math.random()<0.5; }; "step 2" if(result.bool){ targets[event.num].chat('有杀'); game.log(targets[event.num],'认为',player,'#g有杀'); if(!player.countCards('h','sha')) event.caicuolist.add(targets[event.num]); }else{ targets[event.num].chat('没杀'); game.log(targets[event.num],'认为',player,'#y没有杀'); if(player.countCards('h','sha')) event.caicuolist.add(targets[event.num]); } event.num++; game.delay(); if(event.num0){ if(target.getEquip('baiyin')&&target.isDamaged()&& get.recoverEffect(target,player,player)>0){ if(target.hp==1&&!target.hujia) return 1.6; if(target.hp==2) return 0.01; return 0; } } var es=target.getCards('e'); var noe=(es.length==0||target.hasSkillTag('noe')); var noe2=(es.length==1&&es[0].name=='baiyin'&&target.isDamaged()); var noh=(nh==0||target.hasSkillTag('noh')); if(noh&&(noe||noe2)) return 0; if(att<=0&&!target.countCards('he')) return 1.5; return -1.5; } } var num=game.countPlayer(function(current){ return current!=player&¤t.hp==target.hp&&(raweffect(player,current)*get.attitude(player,current))>0 }); return raweffect(player,target)*Math.max(0,num-1); }, }, expose:0.4, }, }, "jixu_sha":{ audio:"xinfu_jixu", trigger:{ player:"useCard", }, onremove:function (player){ delete player.storage.jixu_sha; }, filter:function (event,player){ if(event.card.name=='sha'){ return game.hasPlayer(function(current){ return current!=player&&player.storage.jixu_sha.contains(current)&&!event.targets.contains(current); }); } return false; }, forced:true, silent:true, popup:false, content:function (){ player.logSkill("xinfu_jixu"); for(var i=0;i2){ if(card.name=='jiu') return 120; if(card.name=='tao') return 110; } return 100-get.value(card); }); "step 2" if(result.bool&&result.cards&&result.cards.length){ player.gain(result.cards,event.current,'giveAuto'); } "step 3" event.current=event.current.next; if(event.current!=player) event.goto(1); }, }, "xinfu_denglou":{ unique:true, audio:2, trigger:{ player:"phaseJieshuBegin", }, limited:true, init:function (player){ player.storage.xinfu_denglou=false; }, filter:function (event,player){ if(player.countCards('h')) return false; return player.storage.xinfu_denglou==false; }, skillAnimation:true, animationColor:'gray', marktext:"登", mark:true, intro:{ content:"limited", }, content:function (){ "step 0" player.awakenSkill('xinfu_denglou'); player.storage.xinfu_denglou=true; event.cards=get.cards(4); event.gains=[] event.discards=[] var content=['牌堆顶的四张牌',event.cards]; game.log(player,'观看了','#y牌堆顶的四张牌'); player.chooseControl('ok').set('dialog',content); "step 1" if(get.type(event.cards[0])!="basic"){ event.gains.push(event.cards[0]); event.cards.remove(event.cards[0]); } else{ var bool=game.hasPlayer(function(current){ return player.canUse(event.cards[0],current); }); if(bool){ player.chooseUseTarget(event.cards[0],true,false); } else event.discards.push(event.cards[0]); event.cards.remove(event.cards[0]); } "step 2" if(event.cards.length) event.goto(1); else{ if(event.gains.length) player.gain(event.gains,'gain2'); if(event.discards.length){ player.$throw(event.discards); game.cardsDiscard(event.discards); } } }, }, "qinguo_use":{ audio:2, trigger:{ player:"equipEnd", }, filter:function (event,player){ if(!event.swapped&&player.countCards('e')==player.hp&&player.isDamaged()){ return true; }; return false; }, frequent:true, content:function (){ player.recover(); }, ai:{ reverseEquip:true, effect:{ target:function (card,player,target,current){ if(get.type(card)=='equip'&&player==target&&player==_status.currentPhase) return [1,3]; }, }, }, }, "xinfu_qinguo":{ group:["qinguo_use","qinguo_lose"], audio:2, trigger:{ player:"useCardEnd", }, filter:function (event,player){ return get.type(event.card)=='equip'; }, direct:true, content:function (){ player.chooseUseTarget({name:'sha'},get.prompt('xinfu_qinguo'),'视为使用一张【杀】',false).logSkill='qinguo_use'; }, }, "qinguo_lose":{ audio:2, trigger:{ player:"loseAfter", }, filter:function (event,player){ if(event.getParent().name=='equip') return false; if(player.hp!=player.countCards('e')||!player.isDamaged()) return false; return event.es&&event.es.length>0; }, frequent:true, content:function (){ player.recover(); }, }, "xinfu_jijun":{ ai:{ reverseEquip:true, effect:{ target:function (card,player,target,current){ if(get.type(card)=='equip'&&player==target&&player==_status.currentPhase&&get.subtype(card)=='equip1') return [1,3]; }, }, }, audio:2, trigger:{ player:"useCardToPlayered", }, frequent:true, filter:function (event,player){ if(player!=_status.currentPhase) return false; if(event.getParent().triggeredTargets3.length>1) return false; if(get.type(event.card)=='equip'&&get.subtype(event.card)!='equip1') return false; if(event.targets.contains(player)) return true; return false; }, callback:function(){ game.cardsGotoSpecial(card); player.storage.xinfu_jijun.push(card); var node=event.judgeResult.node; node.moveDelete(player); game.broadcast(function(cardid,player){ var node=lib.cardOL[cardid]; if(node){ node.moveDelete(player); } },node.cardid,player); game.addVideo('gain2',player,get.cardsInfo([node])); player.markSkill('xinfu_jijun'); game.addVideo('storage',player,['xinfu_jijun',get.cardsInfo(player.storage.xinfu_jijun),'cards']); //event.trigger("addCardToStorage"); }, content:function (){ player.judge(function(card){ return 1; }).callback=lib.skill.xinfu_jijun.callback; }, init:function (player){ if(!player.storage.xinfu_jijun) player.storage.xinfu_jijun=[]; }, intro:{ content:'cards', onunmark:function(storage,player){ if(storage&&storage.length){ player.$throw(storage,1000); game.cardsDiscard(storage); game.log(storage,'被置入了弃牌堆'); storage.length=0; } }, mark:function (dialog,content,player){ if(content&&content.length){ dialog.addAuto(content); if(player==game.me||player.isUnderControl()){ var list=lib.skill.xinfu_fangtong.getAuto(player); if(list.length>0){ dialog.addText('
  • 推荐方案:'+get.translation(list)); } } } }, }, marktext:"方", }, "xinfu_fangtong":{ getAuto:function (player){ var hs=player.getCards('he'); var ss=player.storage.xinfu_jijun; var bool=false; for(var i=0;i'+get.translation(player)+'的“方”'); info.push(player.storage.xinfu_jijun); } if(player.countCards('h')){ info.push('
    '+get.translation(player)+'的手牌区
    '); info.push(player.getCards('h')); } if(player.countCards('e')){ info.push('
    '+get.translation(player)+'的装备区
    '); info.push(player.getCards('e')); } var next=player.chooseButton(); next.set('createDialog',info); next.set('selectButton',function (){ var num=0; for(var i=0;i0){ return { bool:true, links:_status.event.autolist, } } }); 'step 1' if(result.bool){ player.logSkill('xinfu_fangtong'); var tothrow=[]; var cards=result.links.slice(0); for(var i=0;i0) return [1,0,0,-1.5]; }, }, }, }, "weilu_effect":{ group:["weilu_effect_clear"], subSkill:{ clear:{ sub:true, trigger:{ global:"phaseAfter", }, filter:function (event,player){ if(player.hasSkill('weilu_effect_phase')) return false; return event.player.hasSkill('xinfu_weilu'); }, silent:true, forced:true, popup:false, content:function (){ player.removeSkill('weilu_effect'); }, }, phase:{ sub:true, }, }, mark:"character", onremove:true, intro:{ content:"$的下个回合的出牌阶段开始时,失去体力至1点。", }, trigger:{ global:"phaseUseBegin", }, filter:function (event,player){ if(player.hasSkill('weilu_effect_phase')) return false; return event.player==player.storage.weilu_effect; }, silent:true, forced:true, popup:false, content:function (){ if(player.hp>1){ trigger.player.logSkill('xinfu_weilu'); trigger.player.line(player); var num=player.hp-1; player.storage.weilu_hp=num; player.loseHp(num); player.addSkill('weilu_effect2'); } player.removeSkill('weilu_effect'); }, }, "weilu_effect2":{ trigger:{ global:"phaseUseEnd", }, silent:true, forced:true, popup:false, content:function (){ if(player.storage.weilu_hp){ trigger.player.logSkill('xinfu_weilu'); trigger.player.line(player); player.recover(player.storage.weilu_hp); } player.removeSkill('weilu_effect2'); }, }, "xinfu_zengdao":{ audio:2, init:function (player){ player.storage.xinfu_zengdao=false; }, limited:true, unique:true, enable:"phaseUse", usable:1, filterTarget:function (card,player,target){ return player!=target; }, filter:function (event,player){ if(player.storage.xinfu_zengdao==true) return false; return player.countCards('e')>0; }, skillAnimation:true, animationColor:'thunder', position:"e", filterCard:true, selectCard:[1,Infinity], discard:false, lose:true, content:function (){ player.awakenSkill('xinfu_zengdao'); player.$give(cards,target,false); target.storage.xinfu_zengdao2=cards.slice(0); target.addSkill('xinfu_zengdao2'); }, ai:{ order:1, result:{ target:0, }, }, mark:true, intro:{ content:"limited", }, }, "xinfu_zengdao2":{ trigger:{ source:"damageBegin1", }, audio:"xinfu_zengdao", forced:true, charlotte:true, content:function (){ 'step 0' player.chooseCardButton('将一张“刀”置入弃牌堆',player.storage.xinfu_zengdao2,true); 'step 1' if(result.bool){ player.$throw(result.links); var card=result.links[0]; game.cardsDiscard(card); player.storage.xinfu_zengdao2.remove(card); player.syncStorage('xinfu_zengdao2'); player.updateMarks('xinfu_zengdao2'); } if(player.storage.xinfu_zengdao2.length==0){ player.removeSkill('xinfu_zengdao2'); } trigger.num++; }, mark:true, marktext:"刀", intro:{ content:"cards", onunmark:function(storage,player){ if(storage&&storage.length){ player.$throw(storage,1000); game.cardsDiscard(storage); game.log(storage,'被置入了弃牌堆'); storage.length=0; } }, }, }, "xinfu_guanwei":{ audio:2, usable:1, trigger:{ global:"phaseUseEnd", }, filter:function (event,player){ var history=event.player.getHistory('useCard',function(evt){ return evt.getParent('phaseUse')==event; }); var num=0; var suit=false; for(var i=0;i1; }, direct:true, content:function (){ 'step 0' player.chooseToDiscard('he',get.prompt('xinfu_guanwei',trigger.player),'弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。').set('ai',function(card){ if(get.attitude(_status.event.player,_status.currentPhase)<1) return 0; return 9-get.value(card); }).set('logSkill','xinfu_guanwei'); 'step 1' if(result.bool){ player.line(trigger.player,'green'); trigger.player.draw(2); }else{ event.finish(); } 'step 2' var stat=trigger.player.getStat(); stat.card={}; for(var i in stat.skill){ var bool=false; var info=lib.skill[i]; if(info.enable!=undefined){ if(typeof info.enable=='string'&&info.enable=='phaseUse') bool=true; else if(typeof info.enable=='object'&&info.enable.contains('phaseUse')) bool=true; } if(bool) stat.skill[i]=0; } 'step 3' trigger.player.phaseUse(); }, ai:{ expose:0.5, }, }, "xinfu_gongqing":{ audio:true, trigger:{ player:["damageBegin3","damageBegin4"], }, forced:true, filter:function (event,player,name){ if(!event.source) return false; var range=event.source.getAttackRange(); if(name=='damageBegin3') return range>3; return event.num>1&&range<3; }, //priority:-9.5, content:function (){ trigger.num=event.triggername=='damageBegin4'?1:trigger.num+1; }, ai:{ filterDamage:true, skillTagFilter:function(player,tag,arg){ if(arg&&arg.player){ if(arg.player.hasSkillTag('jueqing',false,player)) return false; if(arg.player.getAttackRange()<3) return true; } return false; } }, }, "xinfu_andong":{ subSkill:{ add:{ sub:true, mod:{ ignoredHandcard:function (card,player){ if(get.suit(card)=='heart'){ return true; } }, cardDiscardable:function (card,player,name){ if(name=='phaseDiscard'&&get.suit(card)=='heart') return false; }, }, }, }, audio:2, trigger:{ player:"damageBegin4", }, filter:function (event,player){ return get.itemtype(event.source)=='player'; }, logTarget:"source", content:function (){ "step 0" if(!trigger.source.countCards('h')) event._result={index:1}; else trigger.source.chooseControlList( ['令'+get.translation(player)+'观看你的手牌,并获得其中所有的红桃牌。', '防止即将对'+get.translation(player)+'造成的伤害,并使自己本回合内的红桃手牌不计入手牌上限。'], true).set('ai',function(event,player){ var target=_status.event.getParent().player; var player=_status.event.player; if(get.attitude(player,target)>0) return 1; return 0; }); "step 1" if(result.index==1){ trigger.cancel(); trigger.source.addTempSkill('xinfu_andong_add'); event.finish(); }else{ player.viewHandcards(trigger.source); } "step 2" var cards=trigger.source.getCards('h'); var togain=[] for(var i=0;i0&&!game.hasPlayer(function(current){ return current.hasSkill('yingshi_heart'); }); }, content:function (){ 'step 0' player.chooseTarget(get.prompt2('xinfu_yingshi'),function(card,player,target){ return target!=player; }).set('ai',function(){ return -1; }); 'step 1' if(result.bool){ var cards=player.getCards('he'); var togain=[] for(var i=0;i0; }, content:function (){ "step 0" player.chooseTarget(get.prompt2('xinfu_youdi'),function(card,player,target){ return player!=target; }).set('ai',function(target){ var player=_status.event.player; if(player.countCards('h','sha')>player.countCards('h')/3&&player.countCards('h',{color:'red'})>player.countCards('h')/2) return 0; if(target.countCards('he')==0) return 0.1; return -get.attitude(_status.event.player,target); }); "step 1" if(result.bool){ game.delay(); player.logSkill('xinfu_youdi',result.targets); event.target=result.targets[0]; event.target.discardPlayerCard(player,'h',true); } else{ event.finish(); } "step 2" if(get.color(result.links[0])!='black') player.draw('nodelay'); if(result.links[0].name!='sha'&&event.target.countCards('he')){ player.gainPlayerCard('he',event.target,true); } }, ai:{ expose:0.3, threaten:1.4, }, }, "xinfu_guanchao":{ subSkill:{ dizeng:{ mark:true, marktext:"增", intro:{ content:"单调递增", }, trigger:{ player:"useCard", }, audio:"xinfu_guanchao", forced:true, mod:{ aiOrder:function(player,card,num){ if(typeof card.number!='number') return; var history=player.getHistory('useCard',function(evt){ return evt.isPhaseUsing(); }); if(history.length==0) return num+10*(14-card.number); var num=get.number(history[0].card); if(!num) return; for(var i=1;inum) return num+10*(14-card.number); }, }, filter:function (event,player){ var history=player.getHistory('useCard',function(evt){ return evt.isPhaseUsing(); }); if(history.length<2) return false; var num=get.number(history[0].card); if(!num) return false; for(var i=1;i=num) return; num=num2; } if(card.number=num) return false; num=num2; } return true; }, content:function (){ player.draw(); }, sub:true, }, }, audio:2, trigger:{ player:"phaseUseBegin", }, direct:true, content:function (){ 'step 0' var list=['递增','递减','取消']; player.chooseControl(list).set('prompt',get.prompt2('xinfu_guanchao')).set('ai',function(){ return [0,1].randomGet(); }); 'step 1' switch(result.control){ case '递增':{ player.logSkill('xinfu_guanchao'); player.addTempSkill('xinfu_guanchao_dizeng','phaseUseEnd'); break; } case '递减':{ player.logSkill('xinfu_guanchao'); player.addTempSkill('xinfu_guanchao_dijian','phaseUseEnd'); break; } case '取消':{ break; } } }, }, "xinfu_xunxian":{ usable:1, audio:2, trigger:{ player:["useCardAfter","respond"], }, filter:function (event,player){ if(get.itemtype(event.cards)!='cards'||player==_status.currentPhase) return false; for(var i=0;iplayer.countCards('h'); }).set('ai',function(target){ var att=get.attitude(_status.event.player,target); if(att<3) return 0; if(target.hasJudge('lebu')){ att/=5; } if(target.hasSha()&&_status.event.sha){ att/=5; } if(_status.event.wuxie&&target.needsToDiscard(1)){ att/=5; } return att/(1+get.distance(player,target,'absolute')); }).set('sha',trigger.cards[0].name=='sha').set('wuxie',trigger.cards[0].name=='wuxie'); 'step 1' if(result.bool){ var list=[]; for(var i=0;i=player.hp) return false; return player.countCards('h')>0; }, filterTarget:function (card,player,target){ if(target.hasSkill('xinfu_kannan_phase')) return false; return player.canCompare(target); }, ai:{ order:function (){ return get.order({name:'sha'})+0.4; }, result:{ target:function (player,target){ if(player.hasCard(function(card){ if(get.position(card)!="h") return false; var val=get.value(card); if(val<0) return true; if(val<=5){ return card.number>=12; } if(val<=6){ return card.number>=13; } return false; })) return -1; return 0; }, }, }, content:function (){ 'step 0' player.chooseToCompare(target); 'step 1' if(result.bool){ player.addTempSkill('xinfu_kannan_phase'); if(!player.hasSkill('kannan_eff')){ player.addSkill('kannan_eff'); }else{ if(!player.storage.kannan_eff) player.storage.kannan_eff=0; } player.storage.kannan_eff++; player.markSkill('kannan_eff'); } else{ target.addTempSkill('xinfu_kannan_phase'); if(!target.hasSkill('kannan_eff')){ target.addSkill('kannan_eff'); } else{ if(!target.storage.kannan_eff) player.storage.kannan_eff=0; //target.storage.kannan_eff++; //target.markSkill('kannan_eff'); } target.storage.kannan_eff++; target.markSkill('kannan_eff'); } }, }, "kannan_eff":{ mark:true, intro:{ content:"下一张杀的伤害基数+#", }, trigger:{ player:"useCard", }, filter:function (event){ return event.card&&event.card.name=='sha'; }, forced:true, content:function (){ if(!trigger.baseDamage) trigger.baseDamage=1; trigger.baseDamage+=player.storage.kannan_eff; player.removeSkill('kannan_eff'); }, init:function (player){ player.storage.kannan_eff=0; }, onremove:function (player){ delete player.storage.kannan_eff; }, ai:{ damageBonus:true, }, }, "xinfu_tushe":{ audio:2, trigger:{ player:"useCardToPlayered", }, frequent:true, filter:function (event,player){ if(get.type(event.card)=='equip') return false; if(event.getParent().triggeredTargets3.length>1) return false; return event.targets.length>0&&!player.countCards('h',{type:'basic',}); }, content:function (){ player.draw(trigger.targets.length); }, ai:{ presha:true, pretao:true, threaten:1.8, }, }, "xinfu_limu":{ mod:{ targetInRange:function (card,player,target){ if(player.countCards('j')&&player.inRange(target)){ return true; } }, cardUsable:function (card,player,num){ if(typeof num=='number'&&player.countCards('j')&&card.name!='jiu'){ return Infinity; } }, aiValue:function(player,card,num){ if(card.name=='zhangba') return 15; if(player.getEquip('zhangba')&&player.countCards('h')>1&&['shan','tao'].contains(card.name)) return 0; if(card.name=='shan'||card.name=='tao') return num/2; }, }, locked:false, audio:2, enable:"phaseUse", discard:false, filter:function (event,player){ if(player.hasJudge('lebu')) return false; return player.countCards('he',{suit:'diamond'})>0; }, viewAs:{name:'lebu'}, //prepare:"throw", position:"he", filterCard:function(card,player,event){ return get.suit(card)=='diamond'&&player.canAddJudge({name:'lebu',cards:[card]}); }, selectTarget:-1, filterTarget:function (card,player,target){ return player==target; }, check:function(card){ var player=_status.event.player; if(!player.getEquip('zhangba')&&player.countCards('h','sha')<2){ if(player.countCards('h',function(cardx){ return cardx!=card&&cardx.name=='shan'; })>0) return 0; var damaged=player.maxHp-player.hp-1; var ts=player.countCards('h',function(cardx){ return cardx!=card&&cardx.name=='tao'; }); if(ts>0&&ts>damaged) return 0; } if(card.name=='shan') return 15; if(card.name=='tao') return 10; return 9-get.value(card); }, onuse:function (links,player){ var next=game.createEvent('limu_recover',false,_status.event.getParent()); next.player=player; next.setContent(function(){player.recover()}); }, ai:{ result:{ target:1, }, order:12, }, }, }, translate:{ xinghuoliaoyuan:'星火燎原', "sp_taishici":"SP太史慈", wangcan:"王粲", "re_jsp_pangtong":"SP庞统", lvdai:"吕岱", "re_zhangliang":"张梁", lvqian:"吕虔", panjun:"潘濬", duji:"杜畿", zhoufang:"周鲂", yanjun:"严畯", liuyao:"刘繇", liuyan:"刘焉", "xinfu_guolun":"过论", "xinfu_guolun_info":"出牌阶段限一次,你可以展示一名其他角色的手牌,然后展示你的一张牌。你与其交换这两张牌,然后展示的牌点数较小的角色摸一张牌。", "xinfu_zhanji":"展骥", "xinfu_zhanji_info":"锁定技,你的出牌阶段内,当你因摸牌且不是因为此技能效果而获得牌时,你额外摸一张牌。", "xinfu_songsang":"送丧", "xinfu_songsang_info":"限定技,其他角色死亡时,你可以回复一点体力(若你未受伤,则改为加一点体力上限);然后获得技能〖展骥〗。", "xinfu_jixu":"击虚", "xinfu_jixu_info":"出牌阶段限一次,若你有手牌,你可以令任意名体力值相等的其他角色猜测你的手牌中是否有【杀】。然后,你摸X张牌(X为猜错的角色数)。若你有【杀】,则你本回合内使用【杀】时,所有这些角色均成为【杀】的目标;若你没有【杀】,则你弃置所有这些角色的各一张牌。若X为零,你结束出牌阶段。", "jixu_sha":"击虚", "jixu_sha_info":"", "xinfu_sanwen":"散文", "xinfu_sanwen_info":"每回合限一次。当你获得牌后,若你的原手牌中有与这些牌名称相同的牌,则你可以展示这些牌,弃置新得到的同名牌并摸两倍的牌。", "xinfu_qiai":"七哀", "xinfu_qiai_info":"限定技,当你进入濒死状态时,你可以令所有其他角色依次交给你一张牌。", "xinfu_denglou":"登楼", "xinfu_denglou_info":"限定技,结束阶段,若你没有手牌,则你可以观看牌堆顶的四张牌,依次使用其中的所有基本牌(不能使用则弃置),然后获得其余的牌。", "qinguo_use":"勤国", "qinguo_use_info":"", "xinfu_qinguo":"勤国", "xinfu_qinguo_info":"当你使用的装备牌结算完成时,你可以视为使用一张【杀】;当你因使用或失去装备牌导致装备区内牌的数量发生变化后,若你装备区内牌的数量等于你的体力值,则你回复1点体力。", "qinguo_lose":"勤国", "qinguo_lose_info":"", "xinfu_jijun":"集军", "xinfu_jijun_info":"当你于回合内使用非装备牌或武器牌指定目标后,若你是此牌的目标,你可以进行一次判定。然后,你将判定牌置于自己的武将牌上,称之为「方」。", "xinfu_fangtong":"方统", "xinfu_fangtong_info":"结束阶段,你可以弃置总点数之和为36的一张牌与任意张「方」,并对一名其他角色造成3点雷电伤害。", "xinfu_weilu":"威虏", "xinfu_weilu_info":"锁定技,当你受到伤害后,伤害来源获得一枚「虏」。你的下个出牌阶段开始时,所有有「虏」的角色将体力失去至1点。此阶段结束后,这些角色回复以此法失去的体力。", "weilu_effect":"威虏", "weilu_effect_info":"", "weilu_effect2":"威虏", "weilu_effect2_info":"", "xinfu_zengdao":"赠刀", "xinfu_zengdao_info":"限定技,出牌阶段,你可以将装备牌内的任意张牌置于一名其他角色的武将牌旁,称之为「刀」。该角色造成伤害时,其须移去一张「刀」,然后此伤害+1。", "xinfu_zengdao2":"赠刀", "xinfu_zengdao2_info":"", "xinfu_guanwei":"观微", "xinfu_guanwei_info":"每回合限一次。一名角色的出牌阶段结束时,若其于出牌阶段内使用过两张以上的牌且花色均相同,则你可以弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。", "xinfu_gongqing":"公清", "xinfu_gongqing_info":"锁定技。当你受到伤害时,若伤害来源的攻击范围:<3,则你令此伤害的数值减为1。>3,你令此伤害+1。", "xinfu_andong":"安东", "xinfu_andong_info":"当你受到伤害时,你可以令伤害来源选择一项:1.令你观看其的手牌并获得其中的所有红桃牌;2.防止此伤害,然后其本回合内的红桃手牌不计入手牌上限。", "xinfu_yingshi":"应势", "xinfu_yingshi_info":"出牌阶段开始时,若场上的所有角色均没有「酬」,则你可以将所有的红桃牌置于一名其他角色的武将牌旁,称之为「酬」。有「酬」的角色受到「杀」的伤害/死亡时,伤害来源/你获得其中的一张/所有的「酬」。", "yingshi_heart":"应势", "yingshi_heart_info":"", "yingshi_die":"应势", "yingshi_die_info":"", "xinfu_duanfa":"断发", "xinfu_duanfa_info":"出牌阶段,你可以弃置任意张黑色牌,然后摸等量的牌。(每回合内限X张,X为你的体力上限)", "xinfu_youdi":"诱敌", "xinfu_youdi_info":"结束阶段开始时,你可以令一名其他角色弃置你的一张手牌,若此牌:不为黑色,你摸一张牌。不为【杀】,你获得该角色的一张牌。", "xinfu_guanchao":"观潮", "xinfu_guanchao_info":"出牌阶段开始时,你可以选择获得一项效果直到回合结束:1.当你使用牌时,若你此阶段使用过的所有牌的点数为递增,你摸一张牌;2.当你使用牌时,若你此阶段使用过的所有牌的点数为递减,你摸一张牌。", "xinfu_xunxian":"逊贤", "xinfu_xunxian_info":"每名其他角色的回合限一次,当你使用或打出的牌结算完成后,你可以将其对应的所有实体牌交给一名手牌数大于你的角色。", "xinfu_kannan":"戡难", "xinfu_kannan_info":"出牌阶段限X次,你可以与一名本回合内未成为过〖戡难〗目标的角色拼点。若你赢,你使用的下一张【杀】的伤害值基数+1,且你本回合内不能再发动〖戡难〗。若你没赢,其使用的下一张【杀】的伤害值基数+1。(X为你的体力值)。", "kannan_eff":"戡难", "kannan_eff_info":"", "xinfu_tushe":"图射", "xinfu_tushe_info":"当你使用非装备牌指定目标后,若你没有基本牌,则你可以摸X张牌。(X为此牌指定的目标数)", "xinfu_limu":"立牧", "xinfu_limu_info":"出牌阶段限一次,你可以将一张♦牌当做【乐不思蜀】对自己使用,然后回复1点体力。只要你的判定区内有牌,你对攻击范围内的其他角色使用牌便没有次数和距离限制。", }, }; });