'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'extra', connect:true, character:{ shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']], shen_zhaoyun:['male','shen',2,['xinjuejing','xinlonghun'],['shu']], shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']], shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']], shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']], shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']], shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']], shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']], "shen_liubei":["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]], "shen_luxun":["male","shen",4,["nzry_junlve","nzry_cuike","nzry_dinghuo"],["wu"]], "shen_zhangliao":["male","shen",4,["drlt_duorui","drlt_zhiti"],["wei"]], "shen_ganning":["male","shen","3/6",["drlt_poxi","drlt_jieying"],["wu"]], }, characterIntro:{ shen_guanyu:'关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。', shen_lvmeng:'吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。', shen_zhouyu:'字公瑾,庐江舒县人。东汉末年名将。有姿貌、精音律,江东有“曲有误,周郎顾”之语。周瑜少与孙策交好,后孙策遇刺身亡,孙权继任。周瑜将兵赴丧,以中护军的身份与长史张昭共掌众事,建安十三年(208年),周瑜率东吴军与刘备军联合,在赤壁击败曹操。此战也奠定了三分天下的基础。', shen_zhugeliang:'字孔明、号卧龙,汉族,琅琊阳都人,三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯,死后追谥忠武侯,后来东晋政权推崇诸葛亮军事才能,特追封他为武兴王。诸葛亮为匡扶蜀汉政权,呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等,并改造连弩,可一弩十矢俱发。于234年在宝鸡五丈原逝世。', }, characterTitle:{ //shen_ganning:"体力上限:6", }, skill:{ "new_wuhun":{ audio:"wuhun2", group:["new_wuhun_mark","new_wuhun_die"], trigger:{ player:"damageEnd", }, forced:true, filter:function (event,player){ return event.source!=undefined; }, content:function (){ var source=trigger.source if(!source.storage.new_wuhun_mark){ source.storage.new_wuhun_mark=0; } source.storage.new_wuhun_mark+=trigger.num; source.markSkill('new_wuhun_mark'); }, contentx:function (){ "step 0" var num=0; for(var i=0;inum){ num=current.storage.new_wuhun_mark; } } player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){ return target!=player&&target.storage.new_wuhun_mark==num; }).set('ai',function(target){ return -get.attitude(_status.event.player,target); }).set('forceDie',true); "step 1" if(result.bool&&result.targets&&result.targets.length){ var target=result.targets[0]; event.target=target; player.logSkill('new_wuhun_die',target); player.line(target,{color:[255, 255, 0]}); game.delay(2); } "step 2" target.judge(function(card){ if(['tao','taoyuan'].contains(card.name)) return 10; return -10; }); "step 3" if(!result.bool){ lib.element.player.die.apply(target,[]); } }, subSkill:{ die:{ audio:"wuhun2", skillAnimation:true, trigger:{ player:"dieBegin", }, forced:true, popup:false, filter:function (event,player){ return game.hasPlayer(function(current){ return current!=player&¤t.storage.new_wuhun_mark!=undefined; }); }, content:function (){ "step 0" var next=game.createEvent('new_wuhun',null,trigger.parent); next.forceDie=true; next.player=player; next.setContent(lib.skill.new_wuhun.contentx); }, sub:true, }, mark:{ marktext:"魇", intro:{ name:"梦魇", content:"mark", }, sub:true, }, }, }, "new_guixin":{ audio:"guixin", trigger:{ player:"damageEnd", }, check:function (event,player){ if(player.isTurnedOver()||event.num>1) return true; var num=game.countPlayer(function(current){ if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){ return true; } if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){ 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.count=trigger.num; "step 1" event.num=0; player.line(targets,'green'); player.chooseControl('手牌区','装备区','判定区').set('ai',function(){ if(game.hasPlayer(function(current){ return current.countCards('j')&¤t!=player&&get.attitude(player,current)>0; })) return 2; return Math.floor(Math.random()*3); }).set('prompt','请选择优先获得的区域'); "step 2" event.range={ 手牌区:['h','e','j'], 装备区:['e','h','j'], 判定区:['j','e','h'], }[result.control||'手牌区']; "step 3" if(num0){ return true; } }); if(num>2) return [0,1]; if(num==2) return [0.5,1]; } }, }, }, }, ol_shenfen:{ audio:2, enable:'phaseUse', filter:function(event,player){ return player.storage.baonu>=6; }, usable:1, skillAnimation:true, animationColor:'metal', content:function(){ "step 0" player.storage.baonu-=6; player.syncStorage('baonu'); player.updateMarks('baonu'); event.targets=game.filterPlayer(); event.targets.remove(player); event.targets.sort(lib.sort.seat); player.line(event.targets,'green'); event.targets2=event.targets.slice(0); "step 1" if(event.targets2.length){ event.targets2.shift().damage('nocard'); event.redo(); } "step 2" if(event.targets.length){ event.current=event.targets.shift() event.current.discard(event.current.getCards('e')).delay=false; } "step 3" event.current.chooseToDiscard('h',true,4).delay=false; "step 4" game.delay(0.5); if(event.targets.length) event.goto(2); "step 5" player.turnOver(); }, ai:{ combo:'baonu', order:10, result:{ player:function(player){ return game.countPlayer(function(current){ if(current!=player){ return get.sgn(get.damageEffect(current,player,player)); } }); } } } }, ol_wuqian:{ audio:2, enable:'phaseUse', derivation:'wushuang', filter:function(event,player){ return player.storage.baonu>=2; }, filterTarget:function(card,player,target){ return target!=player&&!target.hasSkill('ol_wuqian_targeted'); }, content:function(){ player.storage.baonu-=2; player.syncStorage('baonu'); player.updateMarks('baonu'); player.addTempSkill('wushuang'); player.storage.ol_wuqian_target=target; player.addTempSkill('ol_wuqian_target'); target.addTempSkill('ol_wuqian_targeted'); var list=game.filterPlayer(); for(var i=0;i0){ player.chooseControlList([ '移去一枚【暴怒】标记', '失去一点体力' ],true).set('ai',function(event,player){ if(player.storage.baonu>6) return 0; if(player.hp+player.num('h','tao')>3) return 1; return 0; }); } else{ player.loseHp(); event.finish(); } 'step 1' if(result.index==0){ player.storage.baonu--; player.syncStorage('baonu'); player.updateMarks('baonu'); } else{ player.loseHp(); } }, ai:{ effect:{ player:function(card,player){ if (get.type(card)=='trick'&&get.value(card)<6){ return [0,-2]; } } } } }, qinyin:{ audio:2, trigger:{player:'phaseDiscardEnd'}, direct:true, filter:function(event,player){ return event.cards&&event.cards.length>1 }, content:function(){ "step 0" if(typeof event.count!='number'){ // event.count=trigger.cards.length-1; event.count=1; } var recover=0,lose=0,players=game.filterPlayer(); for(var i=0;i0){ if(players[i].hp<2){ lose--; recover+=0.5; } lose--; recover++; } else if(get.attitude(player,players[i])<0){ if(players[i].hp<2){ lose++; recover-=0.5; } lose++; recover--; } } else{ if(get.attitude(player,players[i])>0){ lose--; } else if(get.attitude(player,players[i])<0){ lose++; } } } var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)'; player.chooseControl('失去体力','回复体力','cancel2', ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){ if(lose>recover&&lose>0) return 0; if(lose0) return 1; return 2; } "step 1" if(result.control=='cancel2'){ event.finish(); } else{ player.logSkill('qinyin'); event.bool=(result.control=='回复体力'); event.num=0; event.players=game.filterPlayer(); } "step 2" if(event.num1){ event.count--; event.goto(0); } }, ai:{ expose:0.1, threaten:2 } }, lianpo:{ audio:true, trigger:{source:'dieAfter'}, forced:true, filter:function(event,player){ return !player.hasSkill('lianpo2'); }, content:function(){ player.addTempSkill('lianpo2'); player.insertPhase(); } }, lianpo2:{}, baonu:{ audio:2, mark:true, marktext:'暴', unique:true, init:function(player){ player.storage.baonu=2; player.markSkill('baonu'); player.syncStorage('baonu'); }, trigger:{source:'damageEnd',player:'damageEnd'}, forced:true, filter:function(event){ return event.num>0; }, content:function(){ if(player==trigger.player) player.storage.baonu+=trigger.num; if(player==trigger.source) player.storage.baonu+=trigger.num; player.markSkill('baonu'); player.syncStorage('baonu'); }, intro:{ content:'mark' }, ai:{ combo:'shenfen', maixie:true, maixie_hp:true } }, shenfen:{ audio:2, unique:true, enable:'phaseUse', filter:function(event,player){ return player.storage.baonu>=6; }, skillAnimation:true, animationColor:'metal', limited:true, content:function(){ "step 0" player.awakenSkill('shenfen'); player.storage.baonu-=6; player.markSkill('baonu'); player.syncStorage('baonu'); event.targets=game.filterPlayer(); event.targets.remove(player); event.targets.sort(lib.sort.seat); event.targets2=event.targets.slice(0); player.line(event.targets,'green'); "step 1" if(event.targets.length){ event.targets.shift().damage(); event.redo(); } "step 2" if(event.targets2.length){ var cur=event.targets2.shift(); if(cur&&cur.countCards('he')){ cur.chooseToDiscard('he',true,4); } event.redo(); } }, ai:{ order:10, result:{ player:function(player){ return game.countPlayer(function(current){ if(current!=player){ return get.sgn(get.damageEffect(current,player,player)); } }); } } } }, wuqian:{ audio:2, enable:'phaseUse', derivation:'wushuang', filter:function(event,player){ return player.storage.baonu>=2&&!player.hasSkill('wushuang'); }, content:function(){ player.storage.baonu-=2; player.addTempSkill('wushuang'); }, ai:{ order:5, result:{ player:function(player){ if(!player.storage.shenfen) return 0; var cards=player.getCards('h','sha'); if(cards.length){ if(game.hasPlayer(function(current){ return (player.canUse('sha',current)&& get.effect(current,cards[0],player,player)>0&¤t.hasShan()); })){ return 1; } } return 0; } } } }, renjie:{ audio:true, trigger:{player:'damageEnd'}, forced:true, unique:true, group:'renjie2', notemp:true, mark:true, filter:function(event){ return event.num>0; }, init:function(player){ player.storage.renjie=0; game.addVideo('storage',player,['renjie',player.storage.renjie]); }, content:function(){ player.storage.renjie+=trigger.num; game.addVideo('storage',player,['renjie',player.storage.renjie]); }, intro:{ content:'mark' }, ai:{ maixie:true, maixie_hp:true, effect:{ target:function(card,player,target){ if(player.hasSkillTag('jueqing',false,target)) return [1,-2]; if(get.tag(card,'damage')){ if(target.hp==target.maxHp){ if(!target.hasSkill('jilue')){ return [0,1]; } return [0.7,1]; } return 0.7; } }, player:function(card,player){ if(_status.currentPhase!=player) return; if(_status.event.name!='chooseToUse'||_status.event.player!=player) return; if(get.type(card)=='basic') return; if(get.tag(card,'gain')) return; if(get.value(card,player,'raw')>=7) return; if(player.hp<=2) return; if(!player.hasSkill('jilue')||player.storage.renjie==0){ return 'zeroplayertarget'; } } } } }, renjie2:{ audio:true, trigger:{player:'phaseDiscardEnd'}, forced:true, filter:function(event){ return event.cards&&event.cards.length>0; }, content:function(){ player.storage.renjie+=trigger.cards.length; game.addVideo('storage',player,['renjie',player.storage.renjie]); } }, sbaiyin:{ skillAnimation:'epic', trigger:{player:'phaseBegin'}, forced:true, unique:true, audio:true, filter:function(event,player){ return player.storage.renjie>=4; }, content:function(){ player.loseMaxHp(); player.addSkill('jilue'); player.awakenSkill('sbaiyin'); } }, jilue:{ unique:true, group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi','rezhiheng_draw','jilue_jizhi_clear'] }, jilue_guicai:{ audio:true, trigger:{global:'judge'}, direct:true, filter:function(event,player){ return player.countCards('h')>0&&player.storage.renjie>0; }, content:function(){ "step 0" player.chooseCard('是否弃置一枚“忍”,并发动【鬼才】?','he').ai=function(card){ var trigger=_status.event.parent._trigger; var player=_status.event.player; var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]); var attitude=get.attitude(player,trigger.player); if(attitude==0||result==0) return 0; if(attitude>0){ return result-get.value(card)/2; } else{ return -result-get.value(card)/2; } }; "step 1" if(result.bool){ player.respond(result.cards,'highlight'); } else{ event.finish(); } "step 2" if(result.bool){ player.logSkill('jilue_guicai'); player.storage.renjie--; player.updateMarks(); if(trigger.player.judging[0].clone){ trigger.player.judging[0].clone.delete(); game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0]=result.cards[0]; trigger.position.appendChild(result.cards[0]); game.log(trigger.player,'的判定牌改为',result.cards[0]); game.delay(2); } }, ai:{ tag:{ rejudge:1, } } }, jilue_fangzhu:{ audio:true, trigger:{player:'damageEnd'}, direct:true, priority:-1, filter:function(event,player){ return player.storage.renjie>0; }, content:function(){ "step 0" player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){ return player!=target }).ai=function(target){ if(target.hasSkillTag('noturn')) return 0; if(target.isTurnedOver()){ return get.attitude(player,target)-1; } else{ if(player.maxHp-player.hp==1){ return -get.attitude(player,target)-1; } } return 0; } "step 1" if(result.bool){ player.storage.renjie--; player.updateMarks(); player.logSkill('jilue_fangzhu',result.targets); result.targets[0].draw(player.maxHp-player.hp); result.targets[0].turnOver(); } }, }, jilue_wansha:{ audio:true, enable:'phaseUse', usable:1, filter:function(event,player){ return player.storage.renjie>0; }, content:function(){ player.storage.renjie--; player.updateMarks(); player.addTempSkill('wansha'); } }, jilue_zhiheng:{ audio:true, enable:'phaseUse', usable:1, filter:function(event,player){ return player.storage.renjie>0; }, position:'he', filterCard:true, selectCard:[1,Infinity], prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。', check:function(card){ var player=_status.event.player; if(get.position(card)=='h'&&!player.countCards('h',function(card){ return get.value(card)>=8; })){ return 8-get.value(card); } return 6-get.value(card) }, content:function(){ 'step 0' player.storage.renjie--; player.updateMarks(); event.num=player.hasSkill('rezhiheng_delay')?1:0; 'step 1' player.draw(event.num+cards.length); }, ai:{ order:1, result:{ player:function(player){ var num=0; var cards=player.getCards('he'); for(var i=0;i2) return 1; if(cards.length==2&&player.storage.jilue>1); return 0; } }, threaten:1.5 }, }, jilue_jizhi:{ audio:true, trigger:{player:'useCard'}, filter:function(event,player){ return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card)&&player.storage.renjie>0; }, init:function(player){ player.storage.jilue_jizhi=0; }, content:function(){ 'step 0' player.storage.renjie--; player.updateMarks(); player.draw(); 'step 1' event.card=result[0]; if(get.type(event.card)=='basic'){ player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1?').set('ai',function(evt,player){ return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6; }).set('value',get.value(event.card,player)); } 'step 2' if(result.bool){ player.discard(event.card); player.storage.jilue_jizhi++; if(_status.currentPhase==player){ player.markSkill('jilue_jizhi'); } } }, ai:{ threaten:1.4 }, mod:{ maxHandcard:function(player,num){ return num+player.storage.jilue_jizhi; } }, intro:{ content:'本回合手牌上限+#', }, subSkill:{ clear:{ trigger:{global:'phaseAfter'}, silent:true, content:function(){ player.storage.jilue_jizhi=0; player.unmarkSkill('jilue_jizhi'); } } } }, wushen:{ mod:{ cardEnabled:function(card,player){ if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false; }, cardUsable:function(card,player){ if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false; }, cardRespondable:function(card,player){ if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false; }, cardSavable:function(card,player){ if(_status.event.skill==undefined&&card.name!='sha'&&get.suit(card)=='heart') return false; }, targetInRange:function(card){ if(get.suit(card)=='heart'||_status.event.skill=='wushen') return true; } }, audio:2, enable:['chooseToUse','chooseToRespond'], filterCard:{suit:'heart'}, viewAs:{name:'sha'}, check:function(){return 1}, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondSha')&¤t<0) return 0.6 } }, respondSha:true, order:4, useful:-1, value:-1 } }, wuhun:{ trigger:{ player:"damageEnd", }, //alter:true, filter:function (event,player){ if(event.source==undefined) return false if(!get.is.altered('wuhun')) return false return true; }, forced:true, content:function (){ if(!trigger.source.storage.wuhun_mark){ trigger.source.storage.wuhun_mark=0; } trigger.source.storage.wuhun_mark+=trigger.num; trigger.source.syncStorage('wuhun_mark'); trigger.source.markSkill('wuhun_mark'); }, global:["wuhun_mark"], subSkill:{ mark:{ marktext:"魇", intro:{ content:"mark", }, sub:true, }, }, group:["wuhun2","wuhun4","wuhun5"], }, wuhun2:{ trigger:{ player:'dieBegin', }, forced:true, popup:false, filter:function (event,player){ for(var i=0;itarget.storage.wuhun_mark){ return false; } } return true; }).set('ai',function(target){ return -ai.get.attitude(_status.event.player,target); }); "step 1" player.line(result.targets[0],'fire'); result.targets[0].addSkill('wuhun3') }, ai:{ threaten:0.5, effect:{ target:function (card,player,target,current){ if(get.tag(card,'damage')){ if(player.hasSkill('jueqing')) return [1,-5]; var hasfriend=false; for(var i=0;i=0){ hasfriend=true;break; } } if(!hasfriend) return; if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2]; return [1,0,0,-player.hp]; } }, }, }, }, wuhun3:{ audio:3, trigger:{ global:'dieAfter', }, forced:true, content:function (){ "step 0" player.judge(function(card){ if(card.name=='tao'||card.name=='taoyuan') return 2; return -2; }) "step 1" if(result.judge==-2){ player.die(); } player.removeSkill('wuhun3'); }, }, wuhun4:{ trigger:{ player:'dieAfter', }, forced:true, popup:false, content:function (){ for(var i=0;i2&&get.attitude(player,target)<=0) return [0,2]; return [1,0,0,-player.hp]; } } } } }, wuhun6:{ audio:3, trigger:{global:'dieAfter'}, forced:true, content:function(){ if(player.hp1) return true; var num=game.countPlayer(function(current){ if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){ return true; } if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){ 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.count=trigger.num; "step 1" event.num=0; player.line(targets,'green'); "step 2" if(num0){ return true; } }); if(num>2) return [0,1]; if(num==2) return [0.5,1]; } } } } }, qixing:{ audio:2, unique:true, trigger:{global:'gameDrawAfter',player:'phaseBegin'}, forced:true, check:function(event,player){ return player.hp<=1; }, filter:function(event,player){ return !player.storage.qixing; }, content:function(){ "step 0" player.gain(get.cards(7))._triggered=null; "step 1" if(player==game.me){ game.addVideo('delay',null); } player.chooseCard('选择七张牌作为星',7,true).ai=function(card){ return get.value(card); }; "step 2" player.lose(result.cards,ui.special,'toStorage'); player.storage.qixing=result.cards; game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']); }, mark:true, intro:{ mark:function(dialog,content,player){ if(content&&content.length){ if(player==game.me||player.isUnderControl()){ dialog.addAuto(content); } else{ return '共有'+get.cnNumber(content.length)+'张星'; } } }, content:function(content,player){ if(content&&content.length){ if(player==game.me||player.isUnderControl()){ return get.translation(content); } return '共有'+get.cnNumber(content.length)+'张星'; } } }, group:['qixing2'], }, qixing2:{ trigger:{player:'phaseDrawAfter'}, direct:true, filter:function(event,player){ return player.storage.qixing&&player.storage.qixing.length; }, content:function(){ "step 0" player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).ai=function(card){ var val=get.value(card); if(val<0) return 10; if(player.skipList.contains('phaseUse')){ return val; } return -val; }; "step 1" if(result.bool){ player.logSkill('qixing'); player.lose(result.cards,ui.special,'toStorage'); player.storage.qixing=player.storage.qixing.concat(result.cards); player.syncStorage('qixing'); event.num=result.cards.length; } else{ event.finish(); } "step 2" player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){ var val=get.value(button.link); if(val<0) return -10; if(player.skipList.contains('phaseUse')){ return -val; } return val; } if(player==game.me&&!event.isMine()){ game.delay(0.5); } "step 3" player.gain(result.links,'fromStorage'); for(var i=0;i=4){ if(target.hp==1&&target.maxHp>2) return att; if(target.hp==2&&target.maxHp>3&&target.countCards('he')==0) return att*0.7; return 0; } return -1; } "step 1" if(result.bool){ var length=result.targets.length; for(var i=0;i=1) return [0,0]; if(!target.hasFriend()) return; if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1]; } }, threaten:function(player,target){ if(target.hp==1) return 2; return 0.5; }, } }, longhun1:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张红桃牌当作桃使用'; }, position:'he', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 10-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAs:{name:'tao'}, filter:function(event,player){ return player.countCards('he',{suit:'heart'})>=player.hp; }, filterCard:function(card){ return get.suit(card)=='heart'; } }, longhun2:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张方片当作火杀使用或打出'; }, position:'he', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 10-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAs:{name:'sha',nature:'fire'}, filter:function(event,player){ return player.countCards('he',{suit:'diamond'})>=player.hp; }, filterCard:function(card){ return get.suit(card)=='diamond'; } }, longhun3:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张黑桃牌当作无懈可击使用'; }, position:'he', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 7-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAs:{name:'wuxie'}, viewAsFilter:function(player){ return player.countCards('he',{suit:'spade'})>=player.hp; }, filterCard:function(card){ return get.suit(card)=='spade'; } }, longhun4:{ audio:true, enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张梅花牌当作闪打出'; }, position:'he', check:function(card,event){ if(_status.event.player.hp>1) return 0; return 10-get.value(card); }, selectCard:function(){ return Math.max(1,_status.event.player.hp); }, viewAs:{name:'shan'}, filterCard:function(card){ return get.suit(card)=='club'; } }, juejing:{ mod:{ maxHandcard:function(player,num){ return 2+num; } }, audio:true, trigger:{player:'phaseDrawBegin'}, priority:-5, filter:function(event,player){ return player.hp0; }, filterCard:function(card){ return get.suit(card)=='heart'; } }, xinlonghun2:{ audio:'longhun2', enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将至多两张方片牌当作火杀使用或打出'; }, position:'he', check:function(card,event){ if(ui.selected.cards.length) return 0; return 10-get.value(card); }, selectCard:[1,2], viewAs:{name:'sha',nature:'fire'}, filter:function(event,player){ return player.countCards('he',{suit:'diamond'})>0; }, filterCard:function(card){ return get.suit(card)=='diamond'; } }, xinlonghun3:{ audio:'longhun3', enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将至多两张黑桃牌当作无懈可击使用'; }, position:'he', check:function(card,event){ if(ui.selected.cards.length) return 0; return 7-get.value(card); }, selectCard:[1,2], viewAs:{name:'wuxie'}, viewAsFilter:function(player){ return player.countCards('he',{suit:'spade'})>0; }, filterCard:function(card){ return get.suit(card)=='spade'; } }, xinlonghun4:{ audio:'longhun4', enable:['chooseToUse','chooseToRespond'], prompt:function(){ return '将至多两张梅花牌当作闪打出'; }, position:'he', check:function(card,event){ if(ui.selected.cards.length) return 0; return 10-get.value(card); }, selectCard:[1,2], viewAs:{name:'shan'}, filter:function(event,player){ return player.countCards('he',{suit:'club'})>0; }, filterCard:function(card){ return get.suit(card)=='club'; } }, xinjuejing:{ mod:{ maxHandcard:function(player,num){ return 2+num; } }, audio:'juejing', trigger:{player:['dyingBegin','dyingAfter']}, forced:true, content:function(){ player.draw(); } }, shelie:{ audio:2, trigger:{player:'phaseDrawBefore'}, content:function(){ "step 0" trigger.cancel(); "step 1" event.cards=get.cards(5); if(event.isMine()==false){ event.dialog=ui.create.dialog('涉猎',event.cards); game.delay(2); } "step 2" if(event.dialog) event.dialog.close(); var dialog=ui.create.dialog('涉猎',event.cards); player.chooseButton([0,5],dialog,true).set('ai',function(button){ return get.value(button.link); }).filterButton=function(button){ for(var i=0;i0&&player.isLinked()) return num+2; }, }, }, "nzry_junlve":{ audio:2, init:function(player){ if(!player.storage.nzry_junlve) player.storage.nzry_junlve=0; }, marktext:"军", intro:{ content:'当前有#个“军略”标记', }, mark:true, trigger:{ player:"damageAfter", source:"damageAfter", }, forced:true, content:function(){ if(player==trigger.source){ player.storage.nzry_junlve+=trigger.num; game.log(player,'获得了',trigger.num,'个“军略”标记'); } if(player==trigger.player){ player.storage.nzry_junlve+=trigger.num; game.log(player,'获得了',trigger.num,'个“军略”标记'); } player.syncStorage('nzry_junlve'); }, }, "nzry_cuike":{ audio:2, trigger:{ player:"phaseUseBegin", }, direct:true, content:function(){ 'step 0' if(player.storage.nzry_junlve%2==1){ player.chooseTarget('是否发动【摧克】来对一名角色造成一点伤害?').ai=function(target){ return -get.attitude(player,target); }; }else if(player.storage.nzry_junlve%2==0){ player.chooseTarget('是否发动【摧克】来横置一名角色并弃置其区域内的一张牌?').ai=function(target){ return -get.attitude(player,target); }; }else{ event.finish(); }; 'step 1' if(result.bool){ player.line(result.targets); player.logSkill('nzry_cuike'); if(player.storage.nzry_junlve%2==1){ result.targets[0].damage(); }else{ result.targets[0].link(true); player.discardPlayerCard(result.targets[0],1,'hej'); }; }; 'step 2' if(player.storage.nzry_junlve>7){ player.chooseBool().set('ai',function(){ return true; }).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?'); }else{ event.finish(); }; 'step 3' if(result.bool){ player.line(game.players); player.logSkill('nzry_cuike'); player.storage.nzry_junlve=0; player.syncStorage('nzry_junlve'); game.log(player,'移去了所有“军略”标记'); for(var i=0;i0; }, check:function (event,player){ var num=game.countPlayer(function(current){return get.attitude(player,current)<0&¤t.isLinked()}); return player.storage.nzry_junlve>=num&&num==game.countPlayer(function(current){return get.attitude(player,current)<0}); }, filterTarget:function(card,player,target){ return target.isLinked(); }, selectTarget:function(){ return [1,_status.event.player.storage.nzry_junlve]; }, multiline:true, multitarget:true, content:function (){ 'step 0' player.awakenSkill('nzry_dinghuo'); player.storage.nzry_dinghuo=true; 'step 1' player.storage.nzry_junlve=0; player.syncStorage('nzry_junlve'); game.log(player,'移去了所有“军略”标记'); for(var i=0;i0){ player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()}); } else event.finish(); 'step 2' player.addTempSkill(result.control,{player:'dieAfter'}); player.popup(result.control,'thunder'); player.storage.drlt_duorui=[result.control]; player.storage.drlt_duorui_player=trigger.player; trigger.player.storage.drlt_duorui=[result.control]; trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'}); game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】') }, group:['duorui_clear'], }, "duorui_clear":{ trigger:{global:['phaseAfter','dieAfter'],}, filter:function(event,player){ if(!player.storage.drlt_duorui_player||!player.storage.drlt_duorui) return false; return player.storage.drlt_duorui_player==event.player&&player.storage.drlt_duorui.length; }, silent:true, forced:true, popup:false, content:function(){ player.removeSkill(player.storage.drlt_duorui[0]); delete player.storage.drlt_duorui_player; player.storage.drlt_duorui=[]; }, }, "drlt_duorui1":{ init:function(player,skill){ player.disableSkill(skill,player.storage.drlt_duorui); }, onremove:function(player,skill){ "step 0" player.enableSkill(skill); "step 1" delete player.storage.drlt_duorui; }, locked:true, mark:true, intro:{ content:function(storage,player,skill){ var list=[]; for(var i in player.disabledSkills){ if(player.disabledSkills[i].contains(skill)) list.push(i); }; if(list.length){ var str='失效技能:'; for(var i=0;i0; }, content:function(){ player.chooseToEnable(); }, }, '2':{ audio:"drlt_zhiti", trigger:{ player:'juedouAfter', }, forced:true, filter:function(event,player){ return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ player.chooseToEnable(); }, }, '3':{ audio:"drlt_zhiti", trigger:{ player:'chooseToCompareAfter' }, forced:true, filter:function(event,player){ return event.result.bool==true&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ 'step 0' player.chooseToEnable(); }, }, '4':{ audio:"drlt_zhiti", trigger:{ global:'chooseToCompareAfter' }, forced:true, filter:function(event,player){ return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ player.chooseToEnable(); }, }, '5':{ audio:"drlt_zhiti", trigger:{ player:['damageEnd'] }, forced:true, filter:function(event,player){ return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0; }, content:function(){ player.chooseToEnable(); }, }, }, }, "_drlt_zhiti":{ mod:{ maxHandcard:function (player,num){ if(player.maxHp>player.hp&&game.countPlayer(function(current){return current!=player&¤t.hasSkill('drlt_zhiti')&&get.distance(current,player,'attack')<=1})) return num-1; }, }, }, 'drlt_poxi':{ audio:2, enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ //return target!=player&&target.countCards('h')>0; return target!=player; }, content:function(){ 'step 0' event.list1=[]; event.list2=[]; if(target.countCards('h')>0){ var chooseButton=player.chooseButton(4,'hidden',['你的手牌',player.getCards('h'),get.translation(target.name)+'的手牌',target.getCards('h'),'hidden']); }else{ var chooseButton=player.chooseButton(4,'hidden',['你的手牌',player.getCards('h'),'hidden']); } chooseButton.set('ai',function(button){ //if(button.link.name=='du') return 1; return 0; }); chooseButton.filterButton=function(button){ for(var i=0;i0) return 0.1; if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1)) return 0.2; if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0) return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2; if(get.attitude(player,target)<1&&target.countCards('h')>0) return target.countCards('h')*0.8+target.getHandcardLimit()*0.7; return 1; }; 'step 1' if(result.bool){ var target=result.targets[0]; player.line(target); player.logSkill('drlt_jieying',target); target.addSkill('drlt_jieying_mark'); }; }, }, '3':{ audio:'drlt_jieying', trigger:{ global:'phaseAfter', }, forced:true, filter:function(event,player){ return player!=event.player&&event.player.hasSkill('drlt_jieying_mark')&&event.player.isAlive(); }, logTarget:'player', content:function(){ if(trigger.player.countCards('h')>0){ trigger.player.give(trigger.player.getCards('h'),player); } trigger.player.removeSkill('drlt_jieying_mark'); }, }, }, }, }, translate:{ "shen_luxun":"神陆逊", "nzry_junlve":"军略", "nzry_junlve_info":"锁定技,当你受到或造成伤害后,你获得X个“军略”标记(X为伤害点数)", "nzry_cuike":"摧克", "nzry_cuike_info":"出牌阶段开始时,若“军略”标记的数量为奇数,你可以对一名角色造成一点伤害;若“军略”标记的数量为偶数,你可以横置一名角色并弃置其区域内的一张牌。若“军略”标记的数量超过7个,你可以移去全部“军略”标记并对所有其他角色造成一点伤害", "nzry_dinghuo":"绽火", "nzry_dinghuo_info":"限定技,出牌阶段,你可以移去全部“军略”标记,令至多等量的已横置角色弃置所有装备区内的牌。然后,你对其中一名角色造成1点火焰伤害", "shen_liubei":"神刘备", "nzry_longnu":"龙怒", "nzry_longnu_info":"转换技,锁定技,①出牌阶段开始时,你流失1点体力并摸一张牌,然后本回合你的红色手牌均视为火杀且无距离限制。②出牌阶段开始时,你减1点体力上限并摸一张牌,然后本回合你的锦囊牌均视为雷杀且无使用次数限制", "nzry_jieying":"结营", "nzry_jieying_info":"锁定技,你始终处于横置状态;已横置的角色手牌上限+2;结束阶段,你横置一名其他角色", "shen_ganning":"神甘宁", "shen_zhangliao":"神张辽", "drlt_poxi":"魄袭", "drlt_poxi_info":"出牌阶段限一次,你可以观看一名其他角色的手牌,然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做,根据此次弃置你的牌的数量执行以下效果:1.没有,扣减一点体力上限;2.一张,立即结束出牌阶段且本回合手牌上限-1;三张,恢复一点体力;四张,摸四张牌", "drlt_jieying":"劫营", "drlt_jieying_info":"回合开始时,若没有角色有“营”标记,你获得1个“营”标记;结束阶段,你可以将你的“营”交给一名角色;有“营”标记的角色摸牌阶段多摸一张牌,其于出牌阶段使用【杀】的次数上限+1,其手牌上限+1。有“营”的其他角色回合结束后,其移去“营”标记,然后你获得其所有手牌。", drlt_jieying_mark:"劫营", "drlt_duorui1":"失效技能", "drlt_duorui1_bg":"锐", "drlt_duorui":"夺锐", "drlt_duorui_info":"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得其的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去此技能。", "drlt_zhiti":"止啼", "drlt_zhiti_info":"锁定技,你范围内已受伤的其他角色手牌上限-1;当你拼点或【决斗】胜利,或受到伤害后,你恢复一个装备栏", shen_zhaoyun:'神赵云', shen_guanyu:'神关羽', shen_lvmeng:'神吕蒙', shen_simayi:'神司马懿', shen_caocao:'神曹操', shen_zhugeliang:'神诸葛亮', shen_zhouyu:'神周瑜', shen_lvbu:'神吕布', xinjuejing:'绝境', xinjuejing_info:'锁定技,你的手牌上限+2;当你进入或脱离濒死状态时,你摸一张牌', xinlonghun:'龙魂', xinlonghun1:'龙魂♥︎', xinlonghun2:'龙魂♦︎', xinlonghun3:'龙魂♠︎', xinlonghun4:'龙魂♣︎', xinlonghun_info:'你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌', longhun:'龙魂', longhun1:'龙魂♥︎', longhun2:'龙魂♦︎', longhun3:'龙魂♠︎', longhun4:'龙魂♣︎', juejing:'绝境', longhun_info:'你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】(X为你当前的体力值且至少为1)', juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2;你的手牌上限+2。', wushen:'武神', wushen_info:'锁定技,你的红桃手牌视为杀;锁定技,你使用红桃杀时无距离限制。', wuhun:'武魂', wuhun2:'武魂', wuhun3:'武魂', wuhun_info_alter:'锁定技,当你受到1点伤害后,你令伤害来源获得1枚“梦魇”标记;当你死亡时,你令拥有最多“梦魇”标记的一名其他角色判定,若结果不为【桃】或【桃园结义】,则该角色死亡。', wuhun_info:'锁定技,杀死你的角色立即进入濒死状态', shelie:'涉猎', gongxin:'攻心', gongxin_discard:'弃置', gongxin_top:'牌堆顶', renjie:'忍戒', renjie2:'忍戒', renjie_info:'锁定技,每当你受到一次伤害后,你获得等同于你受到的伤害数量的“忍”标记;锁定技,每当你于弃牌阶段内因你的弃置而失去手牌时,你获得等同于你失去的手牌数量的“忍”标记。', sbaiyin:'拜印', sbaiyin_info:'觉醒技,准备阶段开始时,若你拥有的“忍”标记枚数不小于4,你减1点体力上限,然后获得“极略”', jilue:'极略', jilue_info:'每当一名角色的判定牌生效前,若你有牌,你可以弃1枚“忍”标记发动“鬼才”(界);每当你受到伤害后,你可以弃1枚“忍”标记,发动“放逐”;每当你使用锦囊牌时,你可以弃1枚“忍”标记,发动“集智”(界);出牌阶段限一次,若你有牌,你可以弃1枚“忍”标记,发动“制衡”(界);出牌阶段,你可以弃1枚“忍”标记,执行“完杀”的效果,直到回合结束。', jilue_guicai:'鬼才', jilue_fangzhu:'放逐', jilue_wansha:'完杀', jilue_zhiheng:'制衡', jilue_jizhi:'集智', lianpo:'连破', lianpo2:'连破', lianpo_info:'若你在一回合内杀死了至少一名角色,此回合结束后,你可以进行一个额外的回合。', guixin:'归心', qinyin:'琴音', yeyan:'业炎', shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张', gongxin_info:'出牌阶段,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶,每阶段限一次。', guixin_info:'当你受到1点伤害后,你可以获得每名其他角色区域里的一张牌,然后你翻面', guixin_info_alter:'当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面', qinyin_info:'弃牌阶段结束时,若你于此阶段内弃置过你的至少两张手牌,则你可以选择一项:1. 所有角色各回复1点体力;2. 所有角色各失去1点体力。', // qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时(X至少为2),你可以选择一项:1.令所有角色各回复1点体力;2.令所有角色各失去1点体力。每阶段限一次。', yeyan_info:'限定技,出牌阶段,你可以对一至三名角色造成至多共3点火焰伤害(你可以任意分配每名目标角色受到的伤害点数),若你将对一名角色分配2点或更多的火焰伤害,你须先弃置四张不同花色的手牌再失去3点体力。', qixing:'七星', qixing_bg:'星', qixing2:'七星', qixing3:'七星', qixing_info:'游戏开始前,共发你11张牌,选4张作为手牌,其余的面朝下置于一旁(移出游戏),称之为“星”。每当你于摸牌阶段摸牌后,可用任意数量的手牌等量交换这些“星”。', dawu:'大雾', dawu2_bg:'雾', dawu2:'大雾', dawu3:'大雾', // dawu2_info:'已获得大雾标记', dawu_info:'结束阶段,你可以弃掉X枚“星”指定X名角色:直到你的下回合开始,防止他们受到的除雷电伤害外的一切伤害。', kuangfeng:'狂风', kuangfeng2:'狂风', kuangfeng2_bg:'风', // kuangfeng2_info:'已获得狂风标记', kuangfeng3:'狂风', kuangfeng_info:'结束阶段,你可以弃掉1枚“星”指定一名角色:直到你的下回合开始,该角色每次受到的火焰伤害+1。', baonu:'狂暴', baonu_bg:'暴', baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记,;锁定技,每当你造成/受到1点伤害后,你获得1枚“暴怒”标记。', shenfen:'神愤', shenfen_info:'限定技,出牌阶段,你可以弃置6枚暴怒标记,对场上所有其他角色造成一点伤害,然后令其弃置4张牌', wuqian:'无前', wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束', wumou:'无谋', wumou_info:'锁定技,每当你使用非延时类锦囊牌选择目标后,你选择一项:1.弃1枚“暴怒”标记;2.失去1点体力。', ol_wuqian:'无前', ol_wuqian_info:'出牌阶段,你可以弃2枚“暴怒”标记并选择一名其他角色,你视为拥有技能“无双”并令其防具无效,直到回合结束。', ol_shenfen:'神愤', ol_shenfen_info:'出牌阶段,你可以弃6枚“暴怒”标记并选择所有其他角色,然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌,然后受到来自你的1点伤害。最后你将你的武将牌翻面。每阶段限一次。', "new_wuhun":"武魂", "new_wuhun_info":"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。你的死亡流程结算完成后,该角色进行一次判定:若判定结果不为【桃】或【桃园结义】,则该角色立刻死亡。", "new_guixin":"归心", "new_guixin_info":"当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面", }, }; });