'use strict'; game.import('card',function(lib,game,ui,get,ai,_status){ return { name:'gujian', card:{ luyugeng:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('luyugeng'); }, //range:{global:1}, content:function(){ target.$gain2(cards); target.storage.luyugeng=card; target.storage.luyugeng_markcount=2; target.addSkill('luyugeng'); }, ai:{ order:2, value:4, result:{ target:1 } } }, jinlianzhu:{ type:'trick', fullskin:true, filterTarget:true, global:'g_jinlianzhu', content:function(){ var evt=event.getParent(3)._trigger; evt.cancel() if(evt.source){ evt.source.draw(); } }, ai:{ order:1, value:[5,1], useful:[6,1], result:{ target:function(player,target){ var evt=_status.event.getTrigger(); var eff=get.damageEffect(target,evt.source,target,evt.nature); if(eff>0) return -1; if(eff<0) return 2; return 0; } } } }, chunbing:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('chunbing'); }, //range:{global:1}, content:function(){ target.$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, 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.isMinHp()) return 2; if(target.isMinHp()) return 1.5; return 1/Math.max(1,target.hp); } } } }, mizhilianou:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('mizhilianou'); }, //range:{global:1}, content:function(){ target.$gain2(cards); target.storage.mizhilianou=card; target.storage.mizhilianou_markcount=4; target.addSkill('mizhilianou'); }, ai:{ order:2, value:4, result:{ target:function(player,target){ if(target==player){ if(target.countCards('he',{suit:'heart'})){ if(target.isDamaged()) return 1.5; } else{ return 0.2; } } else if(target.isDamaged()){ return 1; } return 0.5; } } } }, xiajiao:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('xiajiao'); }, //range:{global:1}, content:function(){ target.$gain2(cards); target.storage.xiajiao=card; target.storage.xiajiao_markcount=3; target.addSkill('xiajiao'); target.addTempSkill('xiajiao3'); }, 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.$gain2(cards); target.storage.tanhuadong=card; target.storage.tanhuadong_markcount=3; target.addSkill('tanhuadong'); }, ai:{ order:2, value:5, result:{ target:1 } } }, mapodoufu:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('mapodoufu'); }, //range:{global:1}, content:function(){ target.$gain2(cards); target.storage.mapodoufu=card; target.storage.mapodoufu_markcount=2; 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, filterTarget:function(card,player,target){ return !target.hasSkill('qingtuan'); }, //range:{global:1}, content:function(){ target.$gain2(cards); target.storage.qingtuan=card; target.storage.qingtuan_markcount=2; target.addSkill('qingtuan'); }, ai:{ order:4, value:4, result:{ target:function(player,target){ if(target==player){ if(target.hasSha()) return 2; } else{ var nh=target.countCards('h'); if(nh>=3) return 1; if(target.hasSha()) return 1; if(nh&&Math.random()<0.5) return 1; } return player.needsToDiscard()?0.2:0; } } } }, yougeng:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('yougeng'); }, //range:{global:1}, content:function(){ target.$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.isMinHp()) 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.$gain2(cards); target.storage.molicha=card; target.storage.molicha_markcount=4; target.addSkill('molicha'); }, ai:{ order:2, value:4, result:{ target:1 } } }, yuanbaorou:{ fullskin:true, type:'food', enable:true, filterTarget:function(card,player,target){ return !target.hasSkill('yuanbaorou'); }, //range:{global:1}, content:function(){ target.$gain2(cards); target.storage.yuanbaorou=card; target.storage.yuanbaorou_markcount=4; 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.countCards('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, toself:true, filterTarget:function(card,player,target){ return target==player; }, selectTarget:-1, modTarget:true, content:function(){ target.changeHujia(); target.addTempSkill('heilonglinpian',{player:'phaseBegin'}); }, ai:{ value:[6,1], 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, unique:true, skills:['yuheng_skill'], ai:{ equipValue:6 } }, yuheng_plus:{ fullskin:true, type:'equip', subtype:'equip5', nopower:true, unique:true, nomod:true, epic:true, cardimage:'yuheng', skills:['yuheng_plus_skill'], ai:{ equipValue:7 } }, yuheng_pro:{ fullskin:true, type:'equip', subtype:'equip5', nopower:true, unique:true, nomod:true, legend:true, cardimage:'yuheng', skills:['yuheng_pro_skill'], ai:{ equipValue:8 } }, shujinsan:{ fullskin:true, type:'basic', enable:true, filterTarget:function(card,player,target){ return target.countCards('he')>0; }, content:function(){ 'step 0' target.chooseToDiscard('he',[1,target.countCards('he')],'弃置任意张牌并摸等量的牌').ai=function(card){ return 6-get.value(card); } 'step 1' if(result.bool){ target.draw(result.cards.length); } }, ai:{ order:1.5, value:[4,1], norepeat:1, result:{ target:function(player,target){ if(target==player){ var cards=player.getCards('he'); var num=-1; for(var i=0;i0; }, selectTarget:[1,3], content:function(){ "step 0" if(target.countCards('h')==0||player.countCards('h')==0){ event.finish(); return; } var rand=Math.random()<0.5; player.chooseCard('请展示一张手牌',true).set('ai',function(){ var num=0; if(get.color(card)=='red'){ if(rand) num-=6; } else{ if(!rand) num-=6; } var value=get.value(card); if(value>=8) return -100; return num-value; }).prompt2='若与'+get.translation(target)+'展示的牌相同,你弃置展示的牌,'+get.translation(target)+'失去一点体力'; "step 1" event.card1=result.cards[0]; var rand=Math.random()<0.5; target.chooseCard('请展示一张手牌',true).set('ai',function(card){ var num=0; if(get.color(card)=='red'){ if(rand) num-=6; } else{ if(!rand) num-=6; } var value=get.value(card); if(value>=8) return -100; return num-value; }).prompt2='若与'+get.translation(player)+'展示的牌相同,'+get.translation(player)+'弃置展示的牌,你失去一点体力'; "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(); event.parent.cancelled=true; } 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'); // } }, ai:{ basic:{ order:2, value:[5,1], useful:1, }, result:{ player:function(player,target){ if(player.countCards('h')<=Math.min(5,Math.max(2,player.hp))&&_status.event.name=='chooseToUse'){ if(typeof _status.event.filterCard=='function'&& _status.event.filterCard({name:'bingpotong'})){ return -10; } if(_status.event.skill){ var viewAs=get.info(_status.event.skill).viewAs; if(viewAs=='bingpotong') return -10; if(viewAs&&viewAs.name=='bingpotong') return -10; } } return 0; }, target:function(player,target){ if(player.countCards('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.countCards('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-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.countCards('he')>0; }, changeTarget:function(player,targets){ game.filterPlayer(function(current){ return get.distance(targets[0],current,'pure')==1&¤t.countCards('he'); },targets); }, content:function(){ var he=target.getCards('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.countCards('he'))){ return -get.sgn(get.attitude(player,current)); } }); } } } }, // 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.hp>=player.hp; }, content:function(){ 'step 0' target.draw(); 'step 1' target.loseHp(); }, ai:{ order:2, value:[5,1], useful:[4,1], 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(){ if(player.getEnemies().contains(target)){ target.getDebuff(); } else{ target.getBuff(); } }, ai:{ order:4, value:5, result:{ player:function(player,target){ if(get.attitude(player,target)==0) return 0; return 1; } } } }, liufengsan:{ type:'trick', enable:true, fullskin:true, filterTarget:true, content:function(){ var list=[]; for(var i=0;i<2;i++){ list.push(game.createCard('shan')); } target.gain(list,'gain2'); }, ai:{ order:4.5, value:[5,1], tag:{ gain:1, norepeat:1 }, result:{ target:function(player,target){ if(target==player){ if(!target.hasShan()) return 2; var num=target.needsToDiscard(2); if(num==0) return 1.5; if(num==1) return 1; return 0.5; } else{ switch(target.countCards('h')){ case 0:return 2; case 1:return 1.5; case 2:return 1; default:return 0.5; } } } } } }, shihuifen:{ type:'trick', fullskin:true, filterTarget:true, global:'g_shihuifen', content:function(){ 'step 0' var next=_status.currentPhase.chooseToRespond({name:'shan'}); next.set('prompt2','否则本回合无法对其他角色使用卡牌'); 'step 1' if(!result.bool){ _status.currentPhase.addTempSkill('shihuifen','phaseUseAfter'); } }, ai:{ order:1, value:[5,1], useful:[5,1], tag:{ respond:1, respondShan:1, }, result:{ target:function(player,target){ if(target.countCards('h')>=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-get.value(card)}, ai:{ skillTagFilter:function(player){ return player.countCards('he',{suit:'heart'})>0; }, save:true, respondTao: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 '当你下一次受到杀造成的伤害时,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; }, forced:true, content:function(){ trigger.num--; delete player.storage.gudonggeng; delete player.storage.gudonggeng_markcount; player.removeSkill('gudonggeng'); } } }, ai:{ effect:{ target:function(card,player,target){ if(card.name=='sha'&&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.isMinHp()){ 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.isMinHp()){ 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 '你不能成为其他角色的黑色牌的目标(剩余'+player.storage.molicha_markcount+'回合)' } }, mod:{ targetEnabled:function(card,player,target){ if(player!=target&&get.color(card)=='black'){ 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'); player.logSkill('molicha'); } else{ player.updateMarks(); } } }, 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 '出牌阶段结束时,你摸一张牌(剩余'+player.storage.tanhuadong_markcount+'回合)' } }, content:function(){ 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(); } }, group:'tanhuadong_draw', subSkill:{ draw:{ trigger:{player:'phaseUseEnd'}, forced:true, content:function(){ player.draw(); } } } }, mapodoufu:{ mark:'card', trigger:{player:'phaseEnd'}, forced:true, popup:false, nopop:true, intro:{ content:function(storage,player){ return '结束阶段,你随机弃置一名随机敌人的一张随机牌(剩余'+player.storage.mapodoufu_markcount+'回合)' } }, content:function(){ var list=player.getEnemies(); for(var i=0;i=3){ card.init([card.suit,card.number,'yuheng_plus',card.nature]); player.addTempSkill('yuheng_plus_temp'); } } }, ai:{ order:9, result:{ player:1 } } }, yuheng_plus_temp:{}, yuheng_plus_skill:{ enable:'phaseUse', usable:1, filterCard:{color:'black'}, check:function(card){ return 8-get.value(card); }, filter:function(event,player){ // if(player.hasSkill('yuheng_plus_temp')) return false; if(!player.countCards('h',{color:'black'})) return false; var enemies=player.getEnemies(); for(var i=0;i=7){ card.init([card.suit,card.number,'yuheng_pro',card.nature]); } } }, ai:{ order:9, result:{ player:1 } } }, yuheng_pro_skill:{ enable:'phaseUse', filterCard:{color:'black'}, check:function(card){ return 8-get.value(card); }, filter:function(event,player){ if(!player.countCards('h',{color:'black'})) return false; var enemies=player.getEnemies(); for(var i=0;i=3){ card.init([card.suit,card.number,'yuheng_plus',card.nature]); player.addTempSkill('yuheng_plus_temp'); } } }, ai:{ order:9, result:{ player:1 } } }, 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; } } }, g_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; return lib.filter.cardEnabled(card,player,'forceEnable'); },trigger.player,-1).targetRequired=true; } }, g_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; return lib.filter.cardEnabled(card,player,'forceEnable'); },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:'出牌阶段对一名体力值不小于你的角色使用,目标摸一张牌然后失去一点体力', // 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:'天女散花', bingpotong_ab:'散花', bingpotong_info:'出牌阶段对至多3名角色使用,你与每个目标依次同时展示一张手牌,若颜色相同,你弃置展示的手牌,目标失去一点体力并终止结算', 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,目标在下一次进入濒死状态时回复一点体力', // 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,若敌方角色有黑桃手牌,你可以弃置一张黑桃手牌,然后获得一名随机敌方角色的一张随机黑桃手牌(此牌在本局游戏中第三次和第七次发动效果后,分别自动获得一次强化)', yuheng_plus_info:'由普通玉衡强化得到,将玉衡技能描述中的“弃置一张黑桃手牌”改为“弃置一张黑色手牌”', yuheng_pro_info:'由普通玉衡二次强化得到,将玉横技能描述中的“弃置一张黑桃手牌”改为“弃置一张黑色手牌”,并去掉使用次数限制', yuheng_skill_info:'出牌阶段限一次,若敌方角色有黑桃手牌,你可以弃置一张黑桃手牌,然后获得一名随机敌方角色的一张随机黑桃手牌', yuheng_plus_skill_info:'出牌阶段限一次,若敌方角色有黑桃手牌,你可以弃置一张黑色手牌,然后获得一名随机敌方角色的一张随机黑桃手牌', yuheng_pro_skill_info:'出牌阶段限,若敌方角色有黑桃手牌,你可以弃置一张黑色手牌,然后获得一名随机敌方角色的一张随机黑桃手牌', 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:'出牌阶段限一次,你可以将一张手牌当作杀使用', mutoumianju_skill:'木杀', mutoumianju_skill_info:'出牌阶段限一次,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:'当你下一次受到杀造成的伤害时,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:'出牌阶段结束时,你摸一张牌,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,持续四回合', molicha:'茉莉茶', molicha_info:'你不能成为其他角色的黑色牌的目标,持续四回合', mapodoufu:'麻婆豆腐', mapodoufu_info:'结束阶段,你弃置一名随机敌人的一张随机牌,持续两回合', }, 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'], ] }; });