0) return 10;
if(target.hp>=4) return 5;
if(target.hp==3){
if(player.countCards('h')<=2&&game.hasPlayer(function(current){
return current.hp<=1&&get.attitude(player,current)<0;
})){
return 3;
}
}
return 0;
}
}
}
},
diancai:{
group:['diancai_count','diancai_init'],
audio:2,
trigger:{global:'phaseUseEnd'},
filter:function(event,player){
return _status.currentPhase!=player&&player.storage.diancai>=player.hp;
},
content:function(){
'step 0'
var num=player.maxHp-player.countCards('h');
if(num>0){
player.draw(num);
}
},
subSkill:{
init:{
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
return _status.currentPhase!=player;
},
silent:true,
content:function(){
player.storage.diancai=0;
}
},
count:{
trigger:{player:'loseEnd'},
silent:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
player.storage.diancai+=trigger.cards.length;
}
}
}
},
diaodu:{
audio:2,
group:"diaodu_use",
subfrequent:['use'],
subSkill:{
use:{
trigger:{
player:"useCard",
},
audio:"diaodu",
frequent:true,
prompt:'是否发动【调度】摸一张牌?',
filter:function (event,player){
return get.type(event.card)=='equip'
},
content:function (){
player.draw('nodelay');
},
ai:{
reverseEquip:true,
effect:{
target:function (card,player,target,current){
if(get.type(card)=='equip') return [1,3];
},
},
},
},
},
trigger:{
player:"phaseUseBegin",
},
filter:function (event,player){
return game.hasPlayer(function(current){
return current!=player&¤t.countGainableCards(player,'e')>0;
});
},
direct:true,
content:function (){
'step 0'
player.chooseTarget(get.prompt2('diaodu'),function(card,player,current){
return current!=player&¤t.countGainableCards(player,'e')>0;
}).ai=function(target){
var num=get.attitude(_status.event.player,target);
if(target.isDamaged()&&target.getEquip('baiyin')&&att>0) return 2*num
return -num;
};
'step 1'
if(result.bool){
event.target1=result.targets[0];
player.logSkill('diaodu',event.target1);
player.line(event.target1,'diaodu');
player.gainPlayerCard(event.target1,'e',true);
}
else event.finish();
'step 2'
if(result.bool){
event.card=result.cards[0];
player.chooseTarget('是否将'+get.translation(event.card)+'交给一名其他角色?',function(card,player,current){
return current!=player&¤t!=event.target1;
});
}
else event.finish();
'step 3'
if(result.bool){
var target=result.targets[0];
player.line(target,'green');
target.gain(card,player)
player.$give(card,target);
}
},
},
zhengbi:{
trigger:{player:'phaseUseBegin'},
filter:function(event,player){
//if(event.player!=player) return false;
return game.hasPlayer(function(current){return current!=player&¤t.isHealthy()})||player.countCards('h',{type:'basic'});
},
content:function(){
'step 0'
var choices=[];
if(game.hasPlayer(function(current){return current.isHealthy()})) choices.push('选择一名未受伤的角色');
if(player.countCards('h',{type:'basic'})) choices.push('交给一名角色一张基本牌');
player.chooseControl(choices,ui.create.dialog('征辟选择一项
','hidden')).set('ai',function(){
if(choices.length>1){
return 1;
}
return 0;
});
'step 1'
if(result.control=='选择一名未受伤的角色') player.chooseTarget('征辟选择一名未受伤的角色,你对其使用牌没有次数和距离限制直到回合结束
',function(card,player,target){
return target!=player&&target.isHealthy();
},true);
else player.chooseCardTarget({
prompt:'征辟交给一名其他角色一张基本牌,然后该角色交给你一张非基本牌或两张基本牌
',
position:'h',
filterCard:function(card){return get.type(card)=='basic'},
filterTarget:function(card,player,target){
return target!=player;
},
ai1:function(card){return 7-get.value(card)},
//ai2:function(card,player,target){}
}).set('forced',true);
'step 2'
event.target=result.targets[0];
player.line(result.targets,'green');
if(result.cards.length){
event.cards=result.cards;
result.targets[0].gain(result.cards,player);
player.$give(result.cards,result.targets[0]);
}
else{
player.storage.zhengbi_eff1=result.targets[0];
player.addTempSkill('zhengbi_eff1');
event.finish();
}
'step 3'
var choices=[];
if(target.countCards('he',{type:['trick','delay','equip']})) choices.push('一张非基本牌');
if(target.countCards('h',{type:'basic'})>1) choices.push('两张基本牌');
if(choices.length) target.chooseControl(choices,ui.create.dialog('征辟交给'+get.translation(player)+'
')).set('ai',function(event,player){
if(choices.length>1){
if(player.countCards('he',{type:['trick','delay','equip']},function(card){return get.value(card)<7})) return 0;
return 1;
}
return 0;
});
else{
if(target.countCards('h')){
var cards=target.getCards('h');
player.gain(cards,target);
target.$giveAuto(cards,player);
event.finish();
}
else event.finish();
}
'step 4'
var check=(result.control=='一张非基本牌');
target.chooseCard('he',(check?1:2),{type:(check?['trick','delay','equip']:'basic')},true);
'step 5'
if(result.cards){
player.gain(result.cards,target);
target.$giveAuto(result.cards,player);
}
},
subSkill:{
eff1:{
sub:true,
mod:{
targetInRange:function (card,player,target){
if(target==player.storage.zhengbi_eff1) return true;
},
cardUsable:function (card,player,num){
if(typeof num=='number'&&player.storage.zhengbi_eff1&&player.storage.zhengbi_eff1.isAlive()) return num+100;
},
playerEnabled:function (card,player,target){
if(player.storage.zhengbi_eff1.isAlive()&&player.storage.zhengbi_eff1&&target!=player.storage.zhengbi_eff1){
var num=player.getCardUsable(card)-100;
if(num<=0) return false;
}
},
},
onremove:true,
},
eff2:{sub:true},
}
},
fengying:{
limited:true,
enable:'phaseUse',
position:'h',
filterCard:true,
selectCard:-1,
filter:function(event,player){
return !player.storage.fengying&&player.countCards('h')>0;
},
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
discard:false,
lose:false,
content:function(){
'step 0'
player.awakenSkill('fengying');
player.storage.fengying=true;
player.insertPhase();
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
'step 1'
var cards=player.getCards('h');
player.discard(cards);
player.chooseTarget('请选择至多'+cards.length+'名角色,令这些角色将手牌摸至手牌上限。',[1,cards.length],function(card,player,target){
return target.countCards('h')2){
return Math.min(5,target.maxHp)-target.countCards('h');
}
return att/3;
});
'step 2'
if(result.bool){
var list=result.targets;
list.sort(lib.sort.seat);
player.line(list,'thunder');
game.asyncDraw(list,function(current){
return current.maxHp-current.countCards('h');
});
}
},
skillAnimation:'epic',
animationColor:'water',
ai:{
order:0.1,
result:{
player:0,
}
},
},
//新服曹笨
xinshanjia:{
group:["xinshanjia_count"],
subSkill:{
count:{
forced:true,
silent:true,
popup:false,
trigger:{
player:"loseEnd",
},
filter:function (event,player){
var cs=event.cards;
for(var i=0;i0){
player.chooseToDiscard('he',true,num);
}
'step 2'
var bool=true;
if(result.cards){
for(var i=0;i0&&
get.attitude(player,current)<0)
})) return 0;
}
return 7-get.value(card);
});
'step 1'
if(result.bool){
player.logSkill('new_xingwu');
if(player.storage.new_xingwu.length<2){
player.$give(result.cards,player);
}
player.lose(result.cards,ui.special,'toStorage');
player.storage.new_xingwu=player.storage.new_xingwu.concat(result.cards);
player.markSkill('new_xingwu');
player.syncStorage('new_xingwu');
}
else{
event.finish();
}
'step 2'
var suitlist=[];
for(var i=0;i0) return -1;
return get.damageEffect(target,player,player)*target.sex=='male'?2:1+target.countCards('e')/2;
});
}
'step 4'
if(result.bool){
var target=result.targets[0];
var num=target.sex=="male"?2:1;
target.damage(num);
event.target=target;
player.line(target,'green');
}
else{
event.finish();
}
'step 5'
if(event.target&&event.target.isAlive()){
var es=event.target.getCards('e');
if(es.length){
event.target.discard(es);
}
}
},
ai:{
threaten:1.5,
},
},
"new_luoyan":{
group:["new_luoyan_tianxiang","new_luoyan_liuli"],
},
"new_luoyan_tianxiang":{
inherit:"retianxiang",
filter:function (event,player){
if(!player.storage.new_xingwu||!player.storage.new_xingwu.length) return false;
if(player.hasSkill('retianxiang')||player.hasSkill('tianxiang')) return false;
return lib.skill.retianxiang.filter(event,player);
},
audio:"tianxiang",
},
"new_luoyan_liuli":{
inherit:"liuli",
filter:function (event,player){
if(!player.storage.new_xingwu||!player.storage.new_xingwu.length) return false;
if(player.hasSkill('liuli')) return false;
return lib.skill.liuli.filter(event,player);
},
audio:"liuli",
},
//新孙鲁育
"new_meibu":{
audio:"meibu",
trigger:{
global:"phaseUseBegin",
},
filter:function (event,player){
return event.player!=player&&event.player.isAlive()&&get.distance(event.player,player,'attack')<=1;
},
direct:true,
derivation:["new_zhixi"],
checkx:function (event,player){
if(get.attitude(player,event.player)>=0) return false;
var e2=player.getEquip(2);
if(e2){
if(e2.name=='tengjia') return true;
if(e2.name=='bagua') return true;
}
return event.player.countCards('h')>event.player.hp;
},
content:function (){
"step 0"
var check=lib.skill.new_meibu.checkx(trigger,player);
player.chooseToDiscard(get.prompt2('new_meibu',trigger.player),'he').set('ai',function(card){
if(_status.event.check) return 6-get.value(card);
return 0;
}).set('check',check).set('logSkill','new_meibu');
"step 1"
if(result.bool){
var target=trigger.player;
var card=result.cards[0];
player.line(target,'green');
target.addTempSkill('new_zhixi','phaseUseEnd');
target.addTempSkill('new_meibu_range');
if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
target.storage.meibu=player;
}
target.markSkillCharacter('new_meibu',player,'魅步','锁定技,出牌阶段,你至多可使用X张牌,你使用了锦囊牌后不能再使用牌(X为你的体力值)。');
}
},
ai:{
expose:0.2,
},
subSkill:{
range:{
mod:{
targetInRange:function (card,player,target){
if(target==player.storage.meibu){
return true;
}
},
},
onremove:function (player){
game.broadcast(function(player){
if(player.marks.new_meibu){
player.marks.new_meibu.delete();
delete player.marks.new_meibu;
}
},player);
if(player.marks.new_meibu){
player.marks.new_meibu.delete();
delete player.marks.new_meibu;
game.addVideo('unmark',player,'new_meibu');
}
},
trigger:{
player:"phaseUseEnd",
},
forced:true,
popup:false,
content:function (){
player.removeSkill('new_meibu_viewas');
game.broadcastAll(function(player){
if(player.marks.new_meibu&&player.marks.new_meibu.info){
player.marks.new_meibu.info.content=player.marks.new_meibu.info.content.slice(8);
}
},player);
},
sub:true,
},
viewas:{
mod:{
cardEnabled:function (card,player){
return false;
},
cardUsable:function (card,player){
return false;
},
cardSavable:function (card,player){
return false;
},
},
sub:true,
},
},
},
"new_mumu":{
audio:"mumu",
trigger:{
player:"phaseUseBegin",
},
direct:true,
content:function (){
'step 0'
player.chooseTarget(get.prompt('new_mumu'),'弃置一名角色装备区内的一张牌,或者获得一名角色装备区内的防具牌',function(card,player,target){
if(target==player) return false;
return target.countCards('e')>0;
}).set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target)
if(target.getEquip(2)&&player.isEmpty(2)){
return -2*att;
}
return -att;
});
'step 1'
if(result.bool&&result.targets&&result.targets.length){
event.target=result.targets[0];
player.logSkill('new_mumu',event.target);
player.line(event.target,'green');
var e=event.target.getEquip(2);
event.e=e;
if(e){
player.chooseControl('弃置一张装备牌','获得一张防具牌').set('ai',function(){
if(_status.event.player.getEquip(2)){
return '弃置一张装备牌';
}
return '获得一张防具牌';
});
}
else{
event.choice='弃置一张装备牌';
}
}else event.finish();
'step 2'
var choice=event.choice||result.control;
if(choice=='弃置一张装备牌'){
player.discardPlayerCard(event.target,'e',true);
}
else{
if(event.e){
player.gain(event.e);
event.target.$give(event.e,player);
player.addTempSkill('new_mumu2')
}
}
},
},
"new_zhixi":{
trigger:{
player:"useCardAfter",
},
forced:true,
popup:false,
filter:function (event,player){
if(get.type(event.card,'trick')=='trick') return true;
return player.countUsed()>=player.hp;
},
content:function (){
player.addTempSkill('new_meibu_viewas','phaseUseEnd');
},
},
"new_mumu2":{
mod:{
cardEnabled:function (card){if(card.name=='sha') return false},
},
},
qingzhong:{
audio:2,
trigger:{player:'phaseUseBegin'},
check:function(event,player){
if(game.hasPlayer(function(current){
return current!=player&¤t.isMinHandcard()&&get.attitude(player,current)>0;
})){
return true;
}
if(player.countCards('h')<=2) return true;
// if(player.countCards('h')<=3&&!player.countCards('h','shan')) return true;
if(player.countCards('h',{type:'basic'})<=1) return true;
return false;
},
content:function(){
player.draw(2);
player.addTempSkill('qingzhong_give');
},
subSkill:{
give:{
trigger:{player:'phaseUseEnd'},
filter:function(event,player){
return !player.isMinHandcard(true);
},
audio:'qingzhong',
forced:true,
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current.isMinHandcard();
});
if(list.length==1){
if(list[0]!=player){
player.line(list[0],'green');
player.swapHandcards(list[0]);
}
event.finish();
}
else{
player.chooseTarget(true,'清忠:选择一名手牌最少的角色与其交换手牌',function(card,player,target){
return target.isMinHandcard();
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
});
}
'step 1'
if(result.bool){
var target=result.targets[0];
if(target!=player){
player.line(target,'green');
player.swapHandcards(target);
}
}
}
}
}
},
weijing:{
audio:2,
group:['weijing_sha','weijing_shan'],
subSkill:{
sha:{
enable:'chooseToUse',
viewAs:{name:'sha'},
filterCard:function(){return false},
viewAsFilter:function(player){
if(player.hasSkill('weijing_disable')) return false;
},
selectCard:-1,
mark:false,
precontent:function(){
player.addTempSkill('weijing_disable','roundStart');
},
prompt:'视为使用一张杀',
ai:{
order:function(){
var player=_status.event.player;
if(!player.hasShan()&&!game.hasPlayer(function(current){
return player.canUse('sha',current)&¤t.hp==1&&get.effect(current,{name:'sha'},player,player)>0;
})){
return 0;
}
return 2.95;
},
skillTagFilter:function(player,tag,arg){
if(player.hasSkill('weijing_disable')) return false;
if(arg!='use') return false;
},
respondSha:true,
}
},
shan:{
enable:'chooseToRespond',
viewAs:{name:'shan'},
mark:false,
filterCard:function(){return false},
viewAsFilter:function(player){
if(player.hasSkill('weijing_disable')) return false;
if(!lib.filter.cardRespondable({name:'shan'},player)) return false;
if(_status.event.getParent().name!='sha') return false;
return true;
},
onrespond:function(event,player){
player.addTempSkill('weijing_disable','roundStart');
},
selectCard:-1,
prompt:'视为使用一张闪',
ai:{
order:function(){
if(player.hasSkill('qingzhong_give')) return 2.95;
return 3.15;
},
skillTagFilter:function(player){
if(player.hasSkill('weijing_disable')) return false;
if(!lib.filter.cardRespondable({name:'sha'},player)) return false;
},
respondShan:true,
}
},
disable:{
mark:true,
intro:{
content:'本轮已发动'
}
}
}
},
spwenji:{
audio:2,
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&¤t.countCards('he');
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('spwenji'),function(card,player,target){
return target!=player&&target.countCards('he');
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att>0) return Math.sqrt(att)/10;
return 5-att;
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('spwenji',target);
target.chooseCard('he',true,'问计:将一张牌交给'+get.translation(player));
}
else{
event.finish();
}
'step 2'
if(result.bool){
player.addTempSkill('spwenji_respond');
player.storage.spwenji_respond=result.cards[0].name;
event.target.give(result.cards,player);
}
},
subSkill:{
respond:{
onremove:true,
mod:{
wuxieRespondable:function(card,player,target,current){
if(player!=current&&player.storage.spwenji_respond==card.name){
return false;
}
}
},
ai:{
norespond:true,
skillTagFilter:function(player,tag,arg){
if(tag=='norespond'&&Array.isArray(arg)){
var evt=arg[2].getParent();
if(evt.type=='card'&&evt.name==player.storage.spwenji_respond) return true;
}
return false;
}
}
}
}
},
sptunjiang:{
audio:2,
trigger:{player:'phaseUseBegin'},
silent:true,
locked:false,
subfrequent:['end'],
content:function(){
player.addTempSkill('sptunjiang_count');
player.addTempSkill('sptunjiang_end');
},
subSkill:{
count:{
trigger:{player:'useCardAfter'},
silent:true,
filter:function(event,player){
if(event.targets){
for(var i=0;i=7;
},
content:function(){
player.awakenSkill('baijia');
player.gainMaxHp();
player.recover();
var list=game.filterPlayer();
for(var i=0;i1;
};
}
else event.finish();
'step 2'
if(result.bool){
trigger.player.logSkill('bingzhao',player);
player.draw();
player.storage.guju++;
player.markSkill('guju');
}
},
ai:{
combo:'zongkui'
}
},
zongkui:{
trigger:{player:'phaseBegin',global:'roundStart'},
direct:true,
audio:2,
filter:function(event,player){
return game.hasPlayer(function(current){
if(event.name=='roundStart'&&!current.isMinHp()) return false;
return current!=player&&!current.hasSkill('zongkui_mark');
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('zongkui'),function(card,player,target){
if(_status.event.round&&!target.isMinHp()) return false;
return target!=player&&!target.hasSkill('zongkui_mark');
}).set('ai',function(target){
var num=target.isMinHp()?0.5:(1+Math.random());
if(get.attitude(_status.event.player,target)<0){
num+=0.5;
}
return num;
}).set('round',event.triggername=='roundStart');
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('zongkui',target);
target.addSkill('zongkui_mark');
}
},
subSkill:{
mark:{
mark:true,
intro:{
content:'已获得“傀”标记'
}
}
},
ai:{
combo:'guju',
threaten:1.4
}
},
zishu:{
audio:2,
locked:true,
subSkill:{
discard:{
trigger:{player:'gainAfter'},
audio:"zishu",
forced:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
if(!player.storage.zishu){
player.storage.zishu=[];
}
player.storage.zishu.addArray(trigger.cards);
}
},
discard2:{
trigger:{global:'phaseAfter'},
audio:"zishu",
forced:true,
filter:function(event,player){
if(_status.currentPhase!=player&&player.storage.zishu){
var he=player.getCards('he');
for(var i=0;i0;
});
}
player.chooseTarget(get.prompt('choulve'),str,function(card,player,target){
return target!=player&&target.countCards('he');
}).set('ai',function(target){
if(!_status.event.goon) return 0;
var player=_status.event.player;
if(get.attitude(player,target)>=0&&get.attitude(target,player)>=0){
return Math.sqrt(target.countCards('he'));
}
return 0;
}).set('goon',goon);
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('choulve',target);
target.chooseCard('he','是否交给'+get.translation(player)+'一张牌?',
player.storage.choulve?('若如此做,视为'+get.translation(player)+
'使用【'+get.translation(player.storage.choulve)+'】'):null).set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',get.attitude(target,player)>1);
event.target=target;
}
else{
event.finish();
}
'step 2'
if(result.bool){
event.target.give(result.cards,player);
if(player.storage.choulve){
var card=player.storage.choulve;
var select=get.select(get.info(card).selectTarget);
var targets=game.filterPlayer();
if(select[1]==-1){
for(var i=0;i=11;
}
if(val<=6){
return card.number>=12;
}
return false;
}));
'step 1'
if(result.bool){
player.logSkill('shuimeng',result.targets);
event.target=result.targets[0];
player.chooseToCompare(event.target);
}
else{
event.finish();
}
'step 2'
if(result.bool){
player.useCard({name:'wuzhong'},player);
}
else{
event.target.useCard({name:'guohe'},player);
}
}
},
qianya:{
audio:2,
trigger:{target:'useCardToBegin'},
direct:true,
filter:function(event,player){
return get.type(event.card,'trick')=='trick'&&player.countCards('h');
},
content:function(){
'step 0'
var nh=player.countCards('h');
player.chooseCardTarget({
filterCard:true,
filterTarget:function(card,player,target){
return target!=player;
},
selectCard:[1,nh],
ai1:function(card){
var player=_status.event.player;
var cardname=_status.event.cardname;
if(_status.event.du) return -get.value(card);
else if(_status.event.shuimeng){
if(cardname=='wuzhong'){
if(player.needsToDiscard(2-ui.selected.cards.length)){
return 10-get.value(card);
}
}
else if(cardname=='guohe'){
if(player.needsToDiscard(-1-ui.selected.cards.length)){
return 10-get.value(card);
}
}
return 0;
}
else if(cardname=='lebu'){
if(player.needsToDiscard(1-ui.selected.cards.length)){
return 8-get.value(card);
}
else{
if(!ui.selected.cards.length){
return 6-get.value(card);
}
return 0;
}
}
else if(cardname=='shunshou'){
if(_status.event.nh<=2) return get.value(card);
}
else if(cardname=='huogong'){
if(player.hp==1) return get.value(card);
}
if(ui.selected.cards.length) return 0;
return 7-get.value(card);
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
var nh2=target.countCards('h');
var num=Math.sqrt(1+nh2);
var cardname=_status.event.cardname;
if(_status.event.du) return 0.5-att;
else if(_status.event.shuimeng){
return att/num;
}
else if(cardname=='lebu'){
return att/num;
}
else if(cardname=='shunshou'){
if(_status.event.nh<=2) return att/num;
}
else if(cardname=='huogong'){
if(_status.event.player.hp==1) return att/num;
}
if(_status.event.nh>nh2+1){
return att/num;
}
return 0;
},
du:player.hasCard(function(card){
return get.value(card)<0;
}),
shuimeng:trigger.getParent(2).name=='shuimeng',
nh:nh,
cardname:trigger.card.name,
prompt:get.prompt2('qianya')
});
'step 1'
if(result.bool){
player.logSkill('qianya',result.targets);
player.give(result.cards,result.targets[0]);
}
}
},
xianfu:{
trigger:{global:'gameDrawAfter'},
forced:true,
filter:function(){
return game.players.length>1;
},
audio:6,
content:function(){
'step 0'
player.chooseTarget('选择【先辅】的目标',lib.translate.xianfu_info,true,function(card,player,target){
return target!=player&&!target.hasSkill('xianfu2');
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att>0) return att+1;
if(att==0) return Math.random();
return att;
});
'step 1'
if(result.bool){
var target=result.targets[0];
//player.line(target,'green');
//game.log(target,'成为了','【先辅】','的目标');
target.storage.xianfu2=player;
target.addSkill('xianfu2');
}
}
},
xianfu2:{
//mark:'character',
marktext:'辅',
intro:{
content:'当你受到伤害后,$受到等量的伤害,当你回复体力后,$回复等量的体力'
},
nopop:true,
trigger:{player:['damageAfter','recoverAfter']},
forced:true,
popup:false,
filter:function(event,player){
if(!(player.storage.xianfu2&&player.storage.xianfu2.isIn()&&event.num>0)) return false;
if(event.name=='damage') return true;
return player.storage.xianfu2.isDamaged();
},
content:function(){
'step 0'
game.delayx();
'step 1'
player.markSkill('xianfu2');
var target=player.storage.xianfu2;
player.line(target,'green');
target.logSkill('xianfu');
target[trigger.name](trigger.num,'nosource');
game.delay();
},
group:'xianfu3',
onremove:true,
},
xianfu3:{
trigger:{global:'dieAfter'},
silent:true,
filter:function(event,player){
return event.player==player.storage.xianfu2;
},
content:function(){
player.removeSkill('xianfu2');
}
},
chouce:{
trigger:{player:'damageEnd'},
content:function(){
'step 0'
event.num=trigger.num;
'step 1'
player.judge();
'step 2'
event.color=result.color;
if(event.color=='black'){
player.chooseTarget('弃置一名角色区域内的一张牌',function(card,player,target){
return target.countCards('hej');
}).set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(att<0){
att=-Math.sqrt(-att);
}
else{
att=Math.sqrt(att);
}
return att*lib.card.guohe.ai.result.target(player,target);
})
}
else{
var next=player.chooseTarget('令一名角色摸一张牌');
var xianfu=game.findPlayer(function(current){
return current.hasSkill('xianfu2')&¤t.storage.xianfu2==player;
});
if(xianfu){
next.set('prompt2','(若目标为'+get.translation(xianfu)+'则改为摸两张牌)');
}
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target)/Math.sqrt(1+target.countCards('h'));
if(target.storage.xianfu2==player) return att*2;
return att;
})
}
'step 3'
if(result.bool){
var target=result.targets[0];
player.line(target,'green');
if(event.color=='black'){
player.discardPlayerCard(target,'hej',true);
}
else{
if(target.hasSkill('xianfu2')&&target.storage.xianfu2==player){
target.markSkill('xianfu2');
target.draw(2);
}
else{
target.draw();
}
}
}
'step 4'
if(--event.num>0){
player.chooseBool(get.prompt2('chouce'));
}
else{
event.finish();
}
'step 5'
if(result.bool){
player.logSkill('chouce');
event.goto(1);
}
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
if(target.hp>=4) return [1,get.tag(card,'damage')*1.5];
if(target.hp==3) return [1,get.tag(card,'damage')*1];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
fuqi:{
audio:2,
forced:true,
trigger:{
global:"chooseToRespondBegin",
},
filter:function(event,player){
return player==event.source&&player!=event.player&&get.distance(player,event.player)<=1;
},
content:function(){},
mod:{
wuxieRespondable:function(card,player,target,current){
if(player!=current&&get.distance(player,current)<=1){
return false;
}
}
},
ai:{
norespond:true,
skillTagFilter:function(player,tag,arg){
if(tag=='norespond'&&Array.isArray(arg)){
if(get.distance(arg[1],player)<=1) return true;
}
return false;
}
}
},
wylianji:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hasCard(lib.skill.wylianji.filterCard);
},
check:function(card){
if(card.name=='sha') return 1;
else{
if(get.tag(card,'damage')){
if(get.tag(card,'multineg')) return 5;
return 2;
}
}
return 0;
},
filterCard:function(card){
return card.name=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black'&&!get.info(card).multitarget)&&get.info(card).enable;
},
filterTarget:function(card,player,target){
return target!=player&&!target.isMin()&&
(player.canUse(card,target,false)||game.hasPlayer(function(current){
return current!=player&&target.canUse(card,current);
}));
},
discard:false,
lose:true,
delay:0,
content:function(){
'step 0'
player.showCards(get.translation(player)+'对'+get.translation(target)+'发动了【连计】',cards);
'step 1'
var equip1=get.cardPile2(function(card){
return get.subtype(card)=='equip1';
});
if(!equip1){
player.popup('连计失败');
game.log('牌堆中无装备');
event.finish();
return;
}
target.$draw(equip1);
target.useCard(equip1,target).set('animate',false).nopopup=true;
game.delay();
'step 2'
var card=cards[0];
var bool1=game.hasPlayer(function(current){
return current!=player&&target.canUse(card,current);
});
var bool2=player.canUse(card,target,false);
if(bool1&&bool2){
target.chooseControl(function(){
return 0;
}).set('choiceList',[
'对除'+get.translation(player)+'以外的角色使用'+get.translation(cards)+',并将装备区里的武器牌交给该牌的一个目标角色',
'视为'+get.translation(player)+'对你使用'+get.translation(cards)+',并将装备区内的武器牌交给'+get.translation(player)
]);
}
else if(bool1){
event.directindex=0;
}
else if(bool2){
event.directindex=1;
}
else{
event.finish();
}
'step 3'
var card=cards[0];
if(result&&typeof event.directindex!='number'){
event.directindex=result.index;
}
if(event.directindex==1){
event.insert(lib.skill.wylianji.content_use,{
player:player,
target:target,
card:card
})
}
else{
event.insert(lib.skill.wylianji.content_give,{
player:target,
card:card,
targets:game.filterPlayer(function(current){
return current!=player;
})
});
}
},
content_use:function(){
'step 0'
player.useCard(card,target);
'step 1'
if(!get.owner(card)){
target.gain(card,'gain2');
}
'step 2'
var equip1=target.getEquip(1);
if(equip1){
game.delay();
target.give(equip1,player);
target.line(player);
}
},
content_give:function(){
'step 0'
var select=get.select(get.info(card).selectTarget);
if(select[1]==-1){
for(var i=0;i1){
player.chooseTarget(true,'将'+get.translation(equip1)+'交给一名角色',function(card,player,target){
return _status.event.list.contains(target);
}).set('ai',function(target){
return get.attitude(player,target);
}).set('list',_status.event.list);
event.equip1=equip1;
}
else{
if(event.list.length==1){
player.give(equip1,event.list[0]);
player.line(event.list);
}
event.finish();
}
}
else{
event.finish();
}
'step 3'
if(result.bool&&result.targets.length&&event.equip1){
player.give(event.equip1,result.targets[0]);
player.line(result.targets);
}
},
ai:{
order:7,
result:{
target:function(player,target){
if(ui.selected.cards.length){
var card=ui.selected.cards[0];
var bool=(card.name!='sha');
if(game.hasPlayer(function(current){
return target.canUse(card,current,bool)&&get.effect(current,card,target,player)>0;
})){
var num=1;
if(target.getEquip(1)){
num=0.6;
}
if(target.hasSkillTag('noe')) 2*num;
return num;
}
}
return 0;
}
}
}
},
moucheng:{
audio:2,
derivation:['jingong','wy_meirenji','wy_xiaolicangdao'],
trigger:{global:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return event.source!=player&&event.getParent(2).name=='useCard'&&event.getParent(3).name=='wylianjiInserted';
},
init:function(player){
player.storage.moucheng=0;
},
intro:{
content:'已造成#点伤害'
},
unique:true,
juexingji:true,
content:function(){
player.storage.moucheng+=trigger.num;
if(player.hasSkill('moucheng')){
player.markSkill('moucheng');
player.syncStorage('moucheng');
}
if(player.storage.moucheng>=3){
event.trigger('mouchengAwaken');
}
},
group:'moucheng_awaken',
subSkill:{
awaken:{
trigger:{player:'mouchengAwaken'},
forced:true,
skillAnimation:true,
content:function(){
player.awakenSkill('moucheng');
player.removeSkill('wylianji');
player.addSkill('jingong');
}
}
}
},
jingong:{
enable:'phaseUse',
filter:function(event,player){
return player.countCards('he',function(card){
return card.name=='sha'||get.type(card)=='equip';
});
},
delay:0,
usable:1,
content:function(){
'step 0'
var list=get.inpile('trick','trick').randomGets(2);
if(Math.random()<0.5){
list.push('wy_meirenji');
}
else{
list.push('wy_xiaolicangdao');
}
for(var i=0;i0;
})){
if(name=='wy_meirenji'||name=='wy_xiaolicangdao') return Math.random()+0.5;
return Math.random();
}
return 0;
});
'step 1'
if(result.bool){
var name=result.links[0][2];
event.fakecard={name:name};
player.chooseCardTarget({
filterCard:function(card){
return card.name=='sha'||get.type(card)=='equip';
},
position:'he',
filterTarget:lib.filter.filterTarget,
selectTarget:lib.filter.selectTarget,
ai1:function(card){
return 7-get.value(card);
},
ai2:function(target){
var card=_status.event.fakecard;
var player=_status.event.player;
return get.effect(target,card,player,player);
},
_get_card:event.fakecard,
prompt:'将一张装备牌或【杀】当作'+get.translation(name)+'使用'
}).set('fakecard',event.fakecard);
}
else{
event.finish();
}
'step 2'
if(result.bool){
player.useCard(event.fakecard,result.cards,result.targets);
player.addTempSkill('jingong2');
}
},
ai:{
order:2,
result:{
player:function(player){
if((player.hp<=2||player.needsToDiscard())&&!player.getStat('damage')) return 0;
return 1;
}
}
}
},
jingong2:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return !player.getStat('damage');
},
content:function(){
player.loseHp();
}
},
jingong3:{},
weikui:{
audio:'kuiwei',
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h');
},
content:function(){
'step 0'
player.loseHp();
'step 1'
if(target.countCards('h','shan')){
player.viewHandcards(target);
player.useCard({name:'sha'},target,false);
player.storage.weikui2=target;
player.addTempSkill('weikui2');
}
else{
player.discardPlayerCard(target,'visible',true);
}
},
ai:{
order:8,
result:{
target:function(player,target){
if(player.hp<=2) return 0;
if(player.hp==3) return target.hp<=2?-1:0;
return -1;
}
}
}
},
weikui2:{
onremove:true,
mod:{
globalFrom:function(from,to){
if(to==from.storage.weikui2) return -Infinity;
}
},
mark:'character',
intro:{
content:'与$的距离视为1直到回合结束'
},
},
lizhan:{
audio:'yanzheng',
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i1;
},
content:function(){
'step 0'
event.num=player.maxHp-1;
player.loseMaxHp(event.num,true);
'step 1'
player.draw(event.num);
}
},
yixiang:{
audio:2,
trigger:{target:'useCardToBegin'},
frequent:true,
filter:function(event,player){
if(event.player.hp<=player.hp) return false;
if(event.targets.length>1) return false;
var hs=player.getCards('h');
var names=['sha','shan','tao','jiu'];
for(var i=0;iplayer.maxHp;
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt2('yirang'),function(card,player,target){
return target.maxHp>player.maxHp;
}).set('ai',function(target){
return (get.attitude(_status.event.player,target)-2)*target.maxHp;
});
'step 1'
if(result.bool){
var cards=player.getCards('h',function(card){
return get.type(card)!='basic';
});
var target=result.targets[0];
var types=[];
for(var i=0;i0;
}).ai=function(target){
return -get.attitude(player,target);
};
'step 1'
if(result.bool){
player.logSkill('shejian',result.targets);
player.discardPlayerCard(result.targets[0],'he',true);
}
else{
event.finish();
}
},
},
fenyue:{
enable:'phaseUse',
filter:function(event,player){
if(!player.countCards('h')) return false;
var num;
if(get.mode()=='identity'){
num=game.countPlayer(function(current){
return current.identity=='zhong'||current.identity=='mingzhong';
});
}
else{
num=1;
}
if(player.getStat().skill.fenyue>=num) return false;
return true;
},
filterTarget:function(card,player,target){
return player.canCompare(target);
},
ai:{
order:2.8,
result:{
target:function(player,target){
if(get.attitude(player,target)<0&&player.hasCard(function(card){
return (card.number>=9&&get.value(card)<=5)||get.value(card)<=3;
})){
return get.effect(target,{name:'sha'},player,target);
}
else{
return 0;
}
}
}
},
content:function(){
'step 0'
player.chooseToCompare(target);
'step 1'
if(result.bool){
player.chooseControl(function(){
return 1;
}).set('choiceList',[
'令'+get.translation(target)+'不能使用或打出手牌直到回合结束',
'视为对'+get.translation(target)+'使用一张杀(不计入次数限制)'
]);
}
else{
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
event.finish();
}
'step 2'
if(result.control=='选项一'){
target.addTempSkill('fenyue2');
}
else{
player.useCard({name:'sha'},target,false);
}
}
},
fenyue2:{
mark:true,
mod:{
cardEnabled:function(){
return false;
},
cardUsable:function(){
return false;
},
cardRespondable:function(){
return false;
},
cardSavable:function(){
return false;
}
},
intro:{
content:'不能使用或打出卡牌'
}
},
zhuoshui:{
audio:'huoshui',
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
game.countPlayer(function(current){
if(current!=player&&!current.hasSkill('fengyin')){
player.line(current,'green');
current.addTempSkill('fengyin');
}
});
}
},
zqingcheng:{
enable:'phaseUse',
filter:function(event,player){
return player.countCards('he',{type:'equip'});
},
filterCard:{type:'equip'},
position:'he',
filterTarget:function(card,player,target){
return target!=player;
},
check:function(card){
var player=_status.event.player;
if(game.hasPlayer(function(current){
return get.attitude(player,current)>2&¤t.isTurnedOver();
})){
return 10-get.value(card,player);
}
return 6-get.value(card,player);
},
content:function(){
'step 0'
target.turnOver();
'step 1'
target.draw(2);
},
ai:{
order:8,
result:{
target:function(player,target){
if(target.hasSkillTag('noturn')) return 0;
if(target.isTurnedOver()) return 2;
return -0.5;
}
}
}
},
zfengshi:{
audio:'fengshi',
trigger:{player:'shaBegin'},
filter:function(event,player){
return event.target.countCards('e');
},
logTarget:'target',
check:function(event,player){
if(event.target.hasSkillTag('noe')) return false;
return get.attitude(player,event.target)<0;
},
content:function(){
trigger.target.chooseToDiscard('e',true);
}
},
chuanxin:{
trigger:{source:'damageBefore'},
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(!_status.event.getParent('phaseUse')) return false;
if(event.card&&(event.card.name=='sha'||event.card.name=='juedou')){
if(get.mode()=='guozhan'){
return (event.player.identity!='qun'||player.identity=='ye')&&
!event.player.isUnseen()&&event.player.hasViceCharacter();
}
else{
var info=lib.character[event.player.name];
if(!info) return false;
var skills=event.player.getSkills();
for(var i=0;i=2) return 1;
return 0;
}).set('choiceList',['弃置装备区内的所有牌并失去一点体力',get.mode()=='guozhan'?'移除副将牌':'随机移除武将牌上的一个技能']);
}
else{
event._result={index:1};
}
'step 1'
if(result.index==1){
if(get.mode()!='guozhan'){
var info=lib.character[trigger.player.name];
var skills=trigger.player.getSkills();
var list=[];
for(var i=0;i0;
},
//logTarget:'source',
content:function(){
var source=_status.currentPhase;
if(source.hasSkill('hengjiang2')){
source.storage.hengjiang2+=trigger.num;
source.storage.hengjiang3.add(player);
source.updateMarks();
}
else{
source.storage.hengjiang3=[player];
source.storage.hengjiang2=trigger.num;
source.addTempSkill('hengjiang2');
}
},
ai:{
maixie_defend:true,
}
},
hengjiang2:{
mark:true,
intro:{
content:'手牌上限-#'
},
mod:{
maxHandcard:function(player,num){
return num-player.storage.hengjiang2;
}
},
onremove:function(player){
delete player.storage.hengjiang2;
delete player.storage.hengjiang3;
},
trigger:{player:'phaseDiscardEnd'},
filter:function(event,player){
if(event.cards&&event.cards.length) return false;
var players=player.storage.hengjiang3;
for(var i=0;i1){
goon=player.hasCard(function(card){
return card.number>10&&get.value(card)<=5;
});
}
else{
goon=player.hasCard(function(card){
return (card.number>=9&&get.value(card)<=5)||get.value(card)<=3;
});
}
player.chooseTarget(get.prompt2('shuangren'),function(card,player,target){
return player.canCompare(target);
}).set('ai',function(target){
var player=_status.event.player;
if(_status.event.goon&&get.attitude(player,target)<0){
return get.effect(target,{name:'sha'},player,player);
}
return 0;
}).set('goon',goon);
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('shuangren',target);
player.chooseToCompare(target);
}
else{
event.finish();
}
'step 2'
if(result.bool){
var target=event.target;
if(target.identity!='ye'&&target.identity!='unknown'&&game.hasPlayer(function(current){
if(!player.canUse('sha',current,false)) return false;
if(target==current) return false;
if(get.mode()=='guozhan'){
return target.identity==current.identity;
}
return true;
})){
var str='对一名';
if(get.mode()=='guozhan'){
str+=get.translation(target.identity)+'势力的';
}
player.chooseTarget(str+'角色使用一张杀',true,function(card,player,target){
if(!player.canUse('sha',target,false)) return false;
if(get.mode()=='guozhan'){
return target.identity==_status.event.identity;
}
return true;
}).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'sha'},player,player);
}).set('identity',target.identity);
}
else{
player.useCard({name:'sha'},target,false);
event.finish();
}
}
else{
trigger.cancel();
event.finish();
}
'step 3'
if(result.bool&&result.targets&&result.targets.length){
player.useCard({name:'sha'},result.targets[0],false);
}
}
},
kuanshi:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('kuanshi')).set('ai',function(target){
if(get.attitude(_status.event.player,target)>0){
return 1/Math.sqrt(target.hp+1);
}
return 0;
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('kuanshi');
target.storage.kuanshi2=player;
target.addSkill('kuanshi2');
}
}
},
kuanshi2:{
/*mark:'character',
intro:{
content:'下一次受到超过1点的伤害时,防止此伤害,然后$跳过下个回合的摸牌阶段'
},*/
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
return event.num>1;
},
priority:-11,
content:function(){
trigger.cancel();
player.storage.kuanshi2.skip('phaseDraw');
player.removeSkill('kuanshi2');
},
group:'kuanshi2_remove',
onremove:true,
subSkill:{
remove:{
trigger:{global:['phaseBegin','dieAfter']},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.kuanshi2;
},
content:function(){
player.removeSkill('kuanshi2');
}
}
}
},
xiashu:{
audio:2,
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
var maxval=0;
var hs=player.getCards('h');
for(var i=0;i0) return 0.1;
if(maxval>=8) return 0;
if(att==0) return 0.2;
if(dh>=3) return dh;
if(dh==2){
if(maxval<=7) return dh;
}
if(maxval<=6) return dh;
return 0;
}).set('maxval',maxval);
'step 1'
if(result.bool){
player.logSkill('xiashu',result.targets);
event.target=result.targets[0];
var hs=player.getCards('h');
event.target.gain(hs,player);
player.$give(hs.length,event.target);
}
else{
event.finish();
}
'step 2'
var hs=event.target.getCards('h');
if(!hs.length){
event.finish();
return;
}
hs.sort(function(a,b){
return get.value(b,player,'raw')-get.value(a,player,'raw');
});
event.target.chooseCard([1,hs.length],'展示至少一张手牌',true).set('ai',function(card){
var rand=_status.event.rand;
var list=_status.event.list;
if(_status.event.att){
if(ui.selected.cards.length>=Math.ceil(list.length/2)) return 0;
var value=get.value(card);
if(_status.event.getParent().player.isHealthy()){
value+=(get.tag(card,'damage')?1.5:0)+(get.tag(card,'draw')?2:0);
}
return value;
}
if(ui.selected.cards.length>=Math.floor(list.length/2)) return 0;
return (list.indexOf(card)%2==rand)?1:0;
}).set('rand',(Math.random()<0.6)?1:0).set('list',hs).set('att',get.attitude(event.target,player)>0);
'step 3'
event.target.showCards(result.cards);
event.cards1=result.cards;
event.cards2=event.target.getCards('h',function(card){
return !event.cards1.contains(card);
});
'step 4'
var choice;
var num1=event.cards1.length;
var num2=event.cards2.length;
if(get.attitude(event.target,player)>0&&num1>=num2){
choice=0;
}
else if(num1==num2){
choice=(Math.random()<0.45)?0:1;
}
else if(num1>num2){
if(num1-num2==1){
choice=(Math.random()<0.6)?0:1;
}
else{
choice=0;
}
}
else{
if(num2-num1==1){
choice=(Math.random()<0.6)?1:0;
}
else{
choice=1;
}
}
player.chooseControl(function(event,player){
return _status.event.choice;
}).set('choiceList',['获得'+get.translation(event.target)+'展示的牌',
'获得'+get.translation(event.target)+'未展示的牌']).set('choice',choice);
'step 5'
if(result.index==0){
player.gain(event.cards1,target);
target.$give(event.cards1,player);
}
else{
player.gain(event.cards2,target);
target.$giveAuto(event.cards2,player);
}
},
ai:{
expose:0.1
}
},
sheyan:{
audio:2,
trigger:{global:'useCard'},
filter:function(event,player){
if(!event.targets||!event.targets.contains(player)) return false;
var info=get.info(event.card);
if(info.type!='trick') return false;
if(info.multitarget) return false;
if(event.targets.length>1) return true;
return game.hasPlayer(function(current){
return !event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,event.player,current);
});
},
direct:true,
content:function(){
'step 0'
var bool1=(trigger.targets.length>1);
var bool2=game.hasPlayer(function(current){
return !trigger.targets.contains(current)&&lib.filter.targetEnabled2(trigger.card,trigger.player,current);
});
if(bool1&&bool2){
player.chooseControlList(get.prompt('sheyan'),['为'+get.translation(trigger.card)+'增加一个目标','为'+get.translation(trigger.card)+'减少一个目标'],function(event,player){
if(_status.event.add) return 0;
return 1;
}).set('add',get.effect(player,trigger.card,trigger.player,player)>=0);
}
else if(bool2){
event.type='add';
event.goto(2);
event.unchosen=true;
}
else{
event.type='remove';
event.goto(2);
event.unchosen=true;
}
'step 1'
if(result.control=='cancel2'){
event.finish();
}
else if(result.index==1){
event.type='remove';
}
else{
event.type='add';
}
'step 2'
if(event.type=='add'){
player.chooseTarget(event.unchosen?get.prompt('sheyan'):null,'为'+get.translation(trigger.card)+'增加一个目标',function(card,player,target){
var trigger=_status.event.getTrigger();
return !trigger.targets.contains(target)&&lib.filter.targetEnabled2(trigger.card,trigger.player,target);
}).set('ai',function(target){
var trigger=_status.event.getTrigger();
return get.effect(target,trigger.card,trigger.player,_status.event.player);
});
}
else{
player.chooseTarget(event.unchosen?get.prompt('sheyan'):null,'为'+get.translation(trigger.card)+'减少一个目标',function(card,player,target){
return _status.event.targets.contains(target);
}).set('ai',function(target){
var trigger=_status.event.getTrigger();
return -get.effect(target,trigger.card,trigger.player,_status.event.player);
}).set('targets',trigger.targets);
}
'step 3'
if(result.bool){
if(!event.isMine()) game.delayx();
event.target=result.targets[0];
}
else{
event.finish();
}
'step 4'
player.logSkill('sheyan',event.target);
if(event.type=='add'){
trigger.targets.push(event.target);
}
else{
trigger.targets.remove(event.target);
}
},
ai:{
expose:0.2
}
},
bingzheng:{
audio:2,
trigger:{player:'phaseUseEnd'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('bingzheng'),function(card,player,target){
return target.countCards('h')!=target.hp;
}).set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
var nh=target.countCards('h');
if(att>0){
if(nh==target.hp-1){
if(player==target) return att+1;
return att+2;
}
if(player==target&&player.needsToDiscard()) return att/3;
return att;
}
else{
if(nh==target.hp+1) return -att;
if(nh==0) return 0;
return -att/2;
}
});
'step 1'
if(result.bool){
player.logSkill('bingzheng',result.targets);
event.target=result.targets[0];
if(event.target.countCards('h')){
player.chooseControl(function(event,player){
var target=event.target;
if(get.attitude(player,target)<0) return 1;
if(target.countCards('h')==target.hp+1) return 1;
return 0;
}).set('choiceList',['令'+get.translation(event.target)+'摸一张牌',
'令'+get.translation(event.target)+'弃置一张手牌']);
}
else{
event.directfalse=true;
}
}
else{
event.finish();
}
'step 2'
if(event.directfalse||result.index==0){
event.target.draw();
}
else{
event.target.chooseToDiscard('h',true);
}
'step 3'
if(event.target.countCards('h')==event.target.hp){
player.draw();
if(event.target==player){
event.finish();
return;
}
var next=player.chooseCard('是否交给'+get.translation(event.target)+'一张牌?','he');
next.set('ai',function(card){
if(get.position(card)!='h') return 0;
if(_status.event.shan){
return card.name=='shan'?1:0;
}
if(_status.event.goon){
return 10-get.value(card);
}
return -get.value(card,_status.event.player,'raw');
});
if(get.attitude(player,event.target)>1&&
player.countCards('h','shan')>1&&player.countCards('h')>event.target.countCards('h')){
next.set('shan',true);
}
if(get.attitude(player,event.target)>0&&player.needsToDiscard()){
next.set('goon',true);
}
}
else{
event.finish();
}
'step 4'
if(result.bool){
event.target.gain(result.cards,player);
player.$giveAuto(result.cards,event.target);
}
},
ai:{
expose:0.2,
threaten:1.4
}
},
fuman:{
audio:2,
enable:'phaseUse',
filterTarget:function(card,player,target){
return !target.hasSkill('fuman2')&&target!=player;
},
filter:function(event,player){
return player.countCards('h','sha');
},
discard:false,
prepare:'give',
filterCard:{name:'sha'},
content:function(){
target.gain(cards,player);
target.storage.fuman3=cards[0];
target.storage.fuman2=player;
target.addTempSkill('fuman2',{player:'phaseAfter'});
},
check:function(card){
return 6-get.value(card);
},
ai:{
order:2,
result:{
target:function(player,target){
if(!target.hasSha()) return 1.2;
return 1;
}
}
}
},
fuman2:{
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event,player){
return event.card==player.storage.fuman3&&player.storage.fuman2.isIn();
},
mark:true,
intro:{
content:'下个回合结束之前使用“抚蛮”牌时,令$一张牌'
},
content:function(){
'step 0'
game.delayx();
'step 1'
player.line(player.storage.fuman2,'green');
player.storage.fuman2.draw();
player.storage.fuman2.logSkill('fuman');
},
onremove:function(player){
delete player.storage.fuman2;
delete player.storage.fuman3;
},
ai:{
effect:{
player:function(card,player,target,current){
if(card.name=='sha'&&card!=player.storage.fuman3&&
player.storage.fuman2.isIn()&&get.attitude(player,player.storage.fuman2)>0){
return 'zeroplayertarget';
}
}
}
}
},
qizhou:{
trigger:{player:['phaseBefore','equipAfter','loseAfter']},
forced:true,
popup:false,
derivation:['mashu','reyingzi','duanbing','fenwei'],
filter:function(event,player){
if(player.equiping) return false;
var suits=[];
var es=player.getCards('e');
for(var i=0;i0;
}
},
content:function(){
var suits=[];
var es=player.getCards('e');
for(var i=0;i0;
}
if(player.hasSha()&&geteff(target)){
var num=game.countPlayer(function(current){
return current!=player&&get.distance(player,current)<=1&&geteff(current);
});
if(num==0){
if(game.hasPlayer(function(current){
return player.canUse('sha',current)&&geteff(current)&¤t!=target;
})){
return 1;
}
}
else if(num==1){
return 1;
}
}
return 0;
}
}
}
},
fenxun2:{
mark:'character',
onremove:true,
intro:{
content:'到$的距离视为1'
},
mod:{
globalFrom:function(from,to){
if(to==from.storage.fenxun2){
return -Infinity;
}
}
}
},
duanbing:{
audio:2,
audioname:['heqi'],
trigger:{player:'useCard'},
filter:function(event,player){
if(event.card.name!='sha') return false;
return game.hasPlayer(function(current){
return !event.targets.contains(current)&&get.distance(player,current)<=1&&player.canUse('sha',current);
});
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('duanbing'),'为'+get.translation(trigger.card)+'增加一个目标',function(card,player,target){
return !_status.event.source.contains(target)&&get.distance(player,target)<=1&&player.canUse('sha',target);
}).set('source',trigger.targets).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'sha'},player,player);
});
'step 1'
if(result.bool){
if(!event.isMine()&&!_status.connectMode) game.delayx();
event.target=result.targets[0];
}
else{
event.finish();
}
'step 2'
player.logSkill('duanbing',event.target);
trigger.targets.push(event.target);
},
ai:{
effect:{
player:function(card,player,target){
if(card.name=='sha'){
if(player._duanbingtmp) return;
player._duanbingtmp=true;
if(get.effect(target,{name:'sha'},player,player)<=0){
delete player._duanbingtmp;
return;
}
if(game.hasPlayer(function(current){
return current!=target&&get.distance(player,current)<=1&&
player.canUse('sha',current)&&get.effect(current,{name:'sha'},player,player)>0;
})){
delete player._duanbingtmp;
return [1,1];
}
delete player._duanbingtmp;
}
}
}
}
},
fuhan:{
audio:2,
trigger:{player:'phaseBefore'},
unique:true,
limited:true,
skillAnimation:true,
forceunique:true,
filter:function(event,player){
return player.storage.fanghun2>0;
},
prompt:function(event,player){
var num=player.storage.fanghun2;
var mode=get.mode();
if(mode!='chess'&&mode!='tafang'&&mode!='stone'){
num=Math.min(num,game.players.length+game.dead.length);
}
return get.prompt('fuhan')+'(体力上限:'+num+')';
},
check:function(event,player){
var num=player.storage.fanghun2;
if(num==1) return false;
if(player.hp<=1) return true;
if(num==2) return false;
if(num==3) return player.hp<3&&player.isMinHp();
return true;
},
content:function(){
'step 0'
event.num=player.storage.fanghun2;
var list;
if(_status.connectMode){
list=get.charactersOL(function(i){
return lib.character[i][1]!='shu';
});
}
else{
list=get.gainableCharacters(function(info){
return info[1]=='shu';
});
}
var players=game.players.concat(game.dead);
for(var i=0;i=3;
},
skillAnimation:true,
unique:true,
juexingji:true,
content:function(){
'step 0'
player.awakenSkill('yjixi');
player.gainMaxHp();
player.recover();
'step 1'
var str='摸两张牌';
var mode=get.mode();
var choice='选项一';
if(mode=='identity'||(mode=='versus'&&_status.mode=='four')){
var list=[];
var zhu=get.zhu(player);
if(zhu&&zhu!=player&&zhu.skills){
for(var i=0;i=6) return 0;
return 20-num;
}
else{
if(_status.event.player.needsToDiscard()){
return 7-num;
}
}
return 0;
},
discard:false,
prepare:'give',
content:function(){
'step 0'
target.gain(cards,player);
if(get.color(cards[0])=='black'){
target.chooseToDiscard(2,'he','弃置两张牌,或令'+get.translation(player)+'摸两张牌').set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',get.attitude(target,player)<0);
}
else{
event.finish();
}
'step 1'
if(!result.bool){
player.draw(2);
}
},
ai:{
order:8,
expose:0.2,
result:{
target:function(player,target){
if(ui.selected.cards.length&&get.color(ui.selected.cards[0])=='red'){
if(target.countCards('h')0;
},
content:function(){
'step 0'
player.draw(player.storage.shanjia);
'step 1'
player.chooseToDiscard('he',player.storage.shanjia,true);
'step 2'
var useCard=false;
if(result.bool&&result.cards){
for(var i=0;i0)
})){
return 6-get.value(card);
}
}
return 0;
},
content:function(){
player.loseHp();
switch(get.type(cards[0],'trick')){
case 'basic':player.addTempSkill('zhanyi_basic');break;
case 'equip':player.addTempSkill('zhanyi_equip');break;
case 'trick':player.addTempSkill('zhanyi_trick');player.draw(2);break;
}
},
ai:{
order:9.1,
result:{
player:1
}
}
},
zhanyi_basic:{
group:['zhanyi_basic_sha','zhanyi_basic_jiu','zhanyi_basic_tao']
},
zhanyi_basic_tao:{
enable:'chooseToUse',
filterCard:{type:'basic'},
viewAs:{name:'tao'},
viewAsFilter:function(player){
if(!player.countCards('h',{type:'basic'})) return false;
},
prompt:'将一张基本牌当桃使用',
check:function(card){
return 8-get.value(card);
},
ai:{
skillTagFilter:function(player){
if(!player.countCards('h',{type:'basic'})) return false;
},
save:true,
}
},
zhanyi_basic_sha:{
enable:'chooseToUse',
filterCard:{type:'basic'},
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.countCards('h',{type:'basic'})) return false;
},
prompt:'将一张基本牌当杀使用',
check:function(card){return 4-get.value(card)},
ai:{
skillTagFilter:function(player){
if(!player.countCards('h',{type:'basic'})) return false;
},
respondSha:true,
}
},
zhanyi_basic_jiu:{
enable:'chooseToUse',
filterCard:{type:'basic'},
viewAs:{name:'jiu'},
viewAsFilter:function(player){
if(!player.countCards('h',{type:'basic'})) return false;
},
prompt:'将一张基本牌当酒使用',
check:function(card){
if(_status.event.type=='dying') return 1;
return 4-get.value(card);
},
ai:{
skillTagFilter:function(player){
return player.countCards('h',{type:'basic'})>0&&player.hp<=0;
},
save:true,
}
},
zhanyi_equip:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return event.target.countCards('he')>0;
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
content:function(){
trigger.target.chooseToDiscard('he',true,2);
}
},
zhanyi_trick:{
mod:{
targetInRange:function(){
return true;
}
}
},
shichou:{
audio:1,
skillAnimation:true,
unique:true,
limited:true,
enable:'phaseUse',
zhuSkill:true,
filter:function(event,player){
if(!player.hasZhuSkill('shichou'))return false;
if(player.countCards('he')<2) return false;
return !player.storage.shichou;
},
selectCard:2,
init:function(player){
if(player.hasZhuSkill('shichou')){
player.markSkill('shichou');
player.storage.shichou=false;
}
},
filterTarget:function(card,player,target){
return target.group=='shu'&&target!=player;
},
filterCard:true,
position:'he',
check:function(card){
return 7-get.value(card);
},
discard:false,
prepare:'give',
content:function(){
player.storage.shichou=true;
player.awakenSkill('shichou');
target.gain(cards,player);
player.storage.shichou_target=target;
player.addSkill('shichou2');
target.markSkillCharacter('shichou',player,'誓仇','代替'+get.translation(player)+'承受伤害直到首次进入濒死状态');
},
intro:{
content:'limited'
},
ai:{
order:7,
result:{
player:function(player,target){
if(player.hasUnknown()) return 0;
var att=get.attitude(player,target);
if(att<=0){
if(target.hp==1) return (10-att)/2;
return 10-att;
}
else{
if(target.hp==1) return 0;
return (10-att)/4;
}
},
}
}
},
shichou2:{
group:'shichou3',
trigger:{player:'damageBefore'},
forced:true,
popup:false,
content:function(){
trigger.untrigger();
trigger.player=player.storage.shichou_target;
trigger.player.addSkill('shichou4');
trigger.trigger('damageBefore');
player.logSkill('shichou2',player.storage.shichou_target);
game.delay(0.5);
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(get.attitude(player,target)>0) return [0,0];
var eff=get.damageEffect(target.storage.shichou_target,player,target);
if(eff>0){
return [0,1];
}
else if(eff<0){
return [0,-2];
}
else{
return [0,0];
}
}
}
}
}
},
shichou3:{
trigger:{global:['dying','dieBegin']},
forced:true,
popup:false,
priority:10,
filter:function(event,player){
return event.player==player.storage.shichou_target;
},
content:function(){
trigger.player.unmarkSkill('shichou');
delete player.storage.shichou_target;
player.removeSkill('shichou2');
}
},
shichou4:{
trigger:{player:['damageAfter','damageCancelled']},
forced:true,
popup:false,
audio:false,
content:function(){
if(event.triggername=='damageAfter'&&trigger.num){
player.draw(trigger.num);
}
player.removeSkill('shichou4');
}
},
zhaolie:{
trigger:{player:'phaseDrawBegin'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('zhaolie'),function(card,player,target){
return target!=player&&get.distance(player,target,'attack')<=1;
}).set('ai',function(target){
var player=_status.event.player;
if(get.attitude(player,target)>0) return 0;
return get.damageEffect(target,player,player);
});
'step 1'
if(result.bool){
trigger.num--;
player.storage.zhaolie=result.targets[0];
player.logSkill('zhaolie',result.targets);
player.addTempSkill('zhaolie2','phaseDrawAfter');
}
}
},
zhaolie2:{
trigger:{player:'phaseDrawEnd'},
forced:true,
popup:false,
content:function(){
'step 0'
event.cards=get.cards(3);
player.showCards(event.cards);
'step 1'
event.basic=[];
event.nonbasic=[];
event.todis=[];
for(var i=0;i1?0:7-get.value(card);
case 2:return 8-get.value(card);
case 3:return 10-get.value(card);
default:return 0;
}
}).set('num',num);
}
'step 2'
var num=event.nonbasic.length;
var undone=false;
if(num==0){
if(event.basic.length){
result.targets[0].gain(event.basic,'gain2','log');
}
}
else{
if(result.bool){
if(event.basic.length){
player.gain(event.basic,'gain2','log');
}
}
else{
player.storage.zhaolie.damage(num);
if(event.basic.length){
undone=true;
}
}
}
if(!undone){
delete player.storage.zhaolie;
event.finish();
}
'step 3'
if(player.storage.zhaolie.isAlive()){
player.storage.zhaolie.gain(event.basic,'gain2','log');
}
else{
game.cardsDiscard(event.basic);
}
delete player.storage.zhaolie;
}
},
yingjian:{
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('yingjian'),'视为使用一张没有距离限制的【杀】',function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
}).set('ai',function(target){
return get.effect(target,{name:'sha'},_status.event.player);
});
"step 1"
if(result.bool){
player.logSkill('yingjian');
player.useCard({name:'sha'},result.targets,false);
}
},
ai:{
threaten:function(player,target){
return 1.6;
}
}
},
dingpan:{
enable:'phaseUse',
filter:function(event,player){
var num;
var mode=get.mode();
if(mode=='identity'){
num=get.population('fan');
}
else if(mode=='versus'){
num=player.getEnemies().length;
}
else{
num=1;
}
if(player.getStat().skill.dingpan>=num) return false;
return true;
},
filterTarget:function(card,player,target){
return target.countCards('e')>0;
},
content:function(){
'step 0'
target.draw();
'step 1'
var goon=get.damageEffect(target,player,target)>=0;
if(!goon&&target.hp>=4&&get.attitude(player,target)<0){
var es=target.getCards('e');
for(var i=0;i=8){
goon=true;break;
}
}
}
target.chooseControl(function(){
if(_status.event.goon) return '选项二';
return '选项一';
}).set('goon',goon).set('prompt','定叛').set('choiceList',['令'+get.translation(player)+'弃置你装备区里的一张牌','获得你装备区内的所有牌并受到一点伤害']);
'step 2'
if(result.control=='选项一'){
player.discardPlayerCard(target,true,'e');
event.finish();
}
else{
target.gain(target.getCards('e'),'gain2');
}
'step 3'
game.delay(0.5);
target.damage();
},
ai:{
order:7,
result:{
target:function(player,target){
if(get.damageEffect(target,player,target)>=0) return 2;
var att=get.attitude(player,target);
if(att==0) return 0;
var es=target.getCards('e');
if(att>0&&(target.countCards('h')>2||target.needsToDiscard(1))) return 0;
if(es.length==1&&att>0) return 0;
for(var i=0;i0){
return 1;
}
}
else if(val>=7){
if(att<0){
return -1;
}
}
}
return 0;
}
}
}
},
hongde:{
audio:2,
trigger:{player:['gainEnd','loseEnd']},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>1;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('hongde'),'令一名其他角色摸一张牌',function(card,player,target){
return target!=player;
}).set('ai',function(target){
return get.attitude(player,target);
});
'step 1'
if(result.bool){
player.logSkill('hongde',result.targets);
result.targets[0].draw();
}
}
},
ziyuan:{
audio:2,
enable:'phaseUse',
usable:1,
filterCard:function(card){
var num=0;
for(var i=0;i0);
})){
return 10;
}
return 1;
},
result:{
player:function(player,target){
if(get.attitude(player,target)<0) return -1;
var eff=get.recoverEffect(target,player,player);
if(eff<0) return 0;
if(eff>0){
if(target.hp==1) return 3;
return 2;
}
if(player.needsToDiscard()) return 1;
return 0;
}
},
threaten:1.3
}
},
jugu:{
audio:2,
mod:{
maxHandcard:function(player,num){
return num+player.maxHp;
}
},
trigger:{global:'gameStart',player:'enterGame'},
forced:true,
content:function(){
player.draw(player.maxHp,false);
player.$draw(player.maxHp);
}
},
tuifeng:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
notemp:true,
filter:function(event,player){
return player.countCards('h')>0;
},
init:function(player){
player.storage.tuifeng=[];
},
content:function(){
'step 0'
player.chooseCard(get.prompt2('tuifeng'),'he',[1,trigger.num]).set('ai',function(card){
if(card.name=='du') return 20;
return 7-get.useful(card);
});
'step 1'
if(result.bool){
player.logSkill('tuifeng');
player.lose(result.cards,ui.special,'toStorage');
player.$give(result.cards,player);
for(var i=0;i0;
},
content:function(){
player.draw(2*player.storage.tuifeng.length);
player.addTempSkill('tuifeng3');
player.$throw(player.storage.tuifeng.slice(0),1000);
player.storage.tuifeng3=player.storage.tuifeng.length;
game.cardsDiscard(player.storage.tuifeng);
player.storage.tuifeng=[];
player.unmarkSkill('tuifeng')
}
},
tuifeng3:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha'&&player.storage.tuifeng3) return num+player.storage.tuifeng3;
}
},
onremove:true
},
weidi:{
trigger:{global:['gameStart','zhuUpdate']},
forced:true,
audio:2,
filter:function(event,player){
var mode=get.mode();
return (mode=='identity'||(mode=='versus'&&_status.mode=='four'));
},
content:function(){
var list=[];
var zhu=get.zhu(player);
if(zhu&&zhu!=player&&zhu.skills){
for(var i=0;i0;
},
init:function(player){
player.storage.jianshu=false;
},
filterTarget:function(card,player,target){
if(target==player) return false;
if(ui.selected.targets.length){
return !ui.selected.targets[0].hasSkillTag('noCompareSource')&&target.countCards('h')
&&!target.hasSkillTag('noCompareTarget')&&target.distanceTo(ui.selected.targets[0])<=1;
}
return true;
},
filterCard:{color:'black'},
mark:true,
discard:false,
delay:0,
check:function(card){
if(_status.event.player.hp==1) return 8-get.value(card);
return 6-get.value(card);
},
selectTarget:2,
multitarget:true,
content:function(){
'step 0'
player.$give(cards,targets[0]);
player.awakenSkill('jianshu');
player.storage.jianshu=true;
targets[0].gain(cards,player);
'step 1'
targets[0].chooseToCompare(targets[1]);
'step 2'
if(result.bool){
targets[0].chooseToDiscard('he',2,true);
targets[1].loseHp();
}
else if(result.tie){
targets[0].loseHp()
targets[1].loseHp()
}
else{
targets[1].chooseToDiscard('he',2,true);
targets[0].loseHp();
}
},
intro:{
content:'limited'
},
ai:{
expose:0.4,
order:4,
result:{
target:function(player,target){
if(player.hasUnknown()) return 0;
if(ui.selected.targets.length) return -1;
return -0.5;
}
}
}
},
yongdi:{
audio:2,
unique:true,
limited:true,
trigger:{player:'damageEnd'},
animationColor:'thunder',
skillAnimation:'legend',
filter:function(event,player){
return !player.storage.yongdi;
},
init:function(player){
player.storage.yongdi=false;
},
mark:true,
intro:{
content:'limited'
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('yongdi'),function(card,player,target){
return target.sex=='male'&&target!=player;
}).set('ai',function(target){
if(!_status.event.goon) return 0;
var player=_status.event.player;
var att=get.attitude(player,target);
if(att<=1) return 0;
var mode=get.mode();
if(mode=='identity'||(mode=='versus'&&_status.mode=='four')){
if(target.name&&lib.character[target.name]){
for(var i=0;i0;
},
multitarget:true,
multiline:true,
content:function(){
player.chooseToCompare(targets).callback=lib.skill.gushe.callback;
},
init:function(player){
player.storage.gushe=0;
},
intro:{
name:'饶舌',
content:'mark'
},
chat:['粗鄙之语','天地不容','谄谀之臣','皓首匹夫,苍髯老贼','二臣贼子','断脊之犬','我从未见过有如此厚顔无耻之人!'],
callback:function(){
'step 0'
if(event.num1<=event.num2){
target.chat(lib.skill.gushe.chat[player.storage.gushe]);
game.delay();
player.storage.gushe++;
player.markSkill('gushe');
if(player.storage.gushe>=7){
player.die();
}
}
'step 1'
if(event.num1>=event.num2){
target.chooseToDiscard('he','弃置一张牌,或令'+get.translation(player)+'摸一张牌').set('ai',function(card){
if(_status.event.goon) return 6-get.value(card);
return 0;
}).set('goon',get.attitude(target,player)<0);
}
else event.goto(3);
'step 2'
if(!result.bool){
player.draw();
}
'step 3'
if(event.num1<=event.num2){
player.chooseToDiscard('弃置一张牌,或摸一张牌').set('ai',function(){return -1;});
}
else event.finish();
'step 4'
if(!result.bool) player.draw();
},
ai:{
order:7,
result:{
target:function(player,target){
var num=game.countPlayer(function(current){
return get.attitude(player,current)<0&¤t!=player&¤t.countCards('h');
});
if(num>3) num=3;
var hs=player.getCards('h');
for(var i=0;i5&&player.storage.gushe+num<=6) return -1;
}
}
}
return 0;
},
}
}
},
jici:{
audio:2,
trigger:{player:'compare'},
filter:function(event,player){
return event.getParent().name=='gushe'&&!event.iwhile&&event.num1<=player.storage.gushe;
},
content:function(){
if(trigger.num10;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he')>0;
},
filterCard:{name:'sha'},
content:function(){
'step 0'
target.chooseToDiscard('he',true);
'step 1'
if(target.hp>=player.hp&&result.bool&&result.cards[0].name!='sha'){
player.useCard({name:'juedou'},target);
}
},
ai:{
order:2,
result:{
target:function(player,target){
if(get.effect(target,{name:'juedou'},player,player)<=0){
return 0;
}
if(target.hpplayer.hp) return -0.1;
return 0;
}
var hs1=target.getCards('h','sha');
var hs2=player.getCards('h','sha');
if(hs1.length>hs2.length){
return 0;
}
var hsx=target.getCards('h');
if(hsx.length>2&&hs2.length<=1&&hsx[0].number<6){
return 0;
}
if(hsx.length>3&&hs2.length<=1){
return 0;
}
if(hs1.length>hs2.length-1&&hs1.length>0&&(hs2.length<=1||hs1[0].number>hs2[0].number)){
return 0;
}
return -1;
}
}
}
},
shefu:{
trigger:{player:'phaseEnd'},
direct:true,
audio:2,
init:function(player){
player.storage.shefu=[];
player.storage.shefu2=[];
},
filter:function(event,player){
return player.countCards('h')>0;
},
intro:{
content:'cards',
mark:function(dialog,content,player){
if(content&&content.length){
dialog.addAuto(content);
if(player.isUnderControl(true)){
var str='';
for(var i=0;i'+str+'')
}
}
},
},
content:function(){
'step 0'
var list1=[],list2=[],list3=[];
for(var i=0;i=5) return false;
if(nh2>nh2&&event.source.isDead()) return false;
return true;
},
direct:true,
content:function(){
"step 0"
var num1=player.countCards('h');
var num2=trigger.source.countCards('h');
if(num1>num2){
var next=player.chooseToDiscard([num2+1,num1],'贲育:是否弃置至少'+(num2+1)+'张手牌,并对'+get.translation(trigger.source)+'造成一点伤害?');
next.logSkill=['benyu',trigger.source];
next.set('ai',function(card){
var trigger=_status.event.getTrigger();
var player=_status.event.player;
if(ui.selected.cards.length>=_status.event.num){
return -1;
}
if(get.damageEffect(trigger.source,player,player)>0&&_status.event.num<=2){
return 8-get.value(card);
}
return -1;
});
next.set('num',num2+1);
}
else{
event.draw=true;
event.num=Math.min(num2,5)-num1;
player.chooseBool(get.prompt2('benyu'));
}
"step 1"
if(result.bool){
if(event.draw){
player.logSkill('benyu',trigger.source);
player.draw(event.num);
}
else{
trigger.source.damage(player);
}
}
},
},
jili:{
audio:2,
trigger:{global:'useCard'},
forced:true,
check:function(event,player){
return get.effect(player,event.card,event.player,player)>0;
},
filter:function(event,player){
if(get.color(event.card)!='red') return false;
if(!event.targets) return false;
if(event.player==player) return false;
if(event.targets.contains(player)) return false;
if(get.info(event.card).multitarget) return false;
var type=get.type(event.card);
if(type!='basic'&&type!='trick') return false;
if(lib.filter.targetEnabled2(event.card,event.player,player)){
for(var i=0;i0&&event.player!=player&&!player.hasSkill('zhidao2');
},
forced:true,
content:function(){
var num=0;
if(trigger.player.countCards('h')) num++;
if(trigger.player.countCards('e')) num++;
if(trigger.player.countCards('j')) num++;
if(num){
player.gainPlayerCard(trigger.player,num,'hej',true).set('filterButton',function(button){
for(var i=0;i0;
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('qizhi'),'弃置一名角色的一张牌,然后其摸一张牌',function(card,player,target){
return !_status.event.getTrigger().targets.contains(target)&&target.countCards('he')>0;
}).set('ai',function(target){
var player=_status.event.player;
if(target==player) return 2;
if(get.attitude(player,target)<=0){
return 1
}
return 0.5;
});
'step 1'
if(result.bool){
player.storage.qizhi++;
if(!event.isMine()&&!_status.connectMode) game.delay();
player.logSkill('qizhi',result.targets);
player.discardPlayerCard(result.targets[0],true,'he');
event.target=result.targets[0];
}
else{
event.finish();
}
'step 2'
event.target.draw();
},
group:'qizhi2'
},
qizhi2:{
trigger:{player:'phaseBegin'},
silent:true,
content:function(){
player.storage.qizhi=0;
}
},
jinqu:{
audio:2,
trigger:{player:'phaseEnd'},
check:function(event,player){
return player.storage.qizhi>=player.countCards('h');
},
prompt:function(event,player){
if(typeof player.storage.qizhi!='number'){
'进趋:是否摸两张牌并将手牌弃置至'+get.cnNumber(0)+'张?';
}
return '进趋:是否摸两张牌并将手牌弃置至'+get.cnNumber(player.storage.qizhi)+'张?';
},
content:function(){
'step 0'
player.draw(2);
'step 1'
if(typeof player.storage.qizhi!='number'){
player.storage.qizhi=0;
}
var dh=player.countCards('h')-player.storage.qizhi;
if(dh>0){
player.chooseToDiscard(dh,true);
}
}
},
mouduan:{
audio:1,
init2:function(player){
game.broadcastAll(function(player){
player._mouduan_mark=player.mark('武',{
content:'拥有技能【激昂】、【谦逊】'
});
},player);
player.addAdditionalSkill('mouduan',['jiang','qianxun']);
},
onremove:function(player){
game.broadcastAll(function(player){
if(player._mouduan_mark){
player._mouduan_mark.delete();
delete player._mouduan_mark;
}
},player);
player.removeAdditionalSkill('mouduan');
},
trigger:{player:'loseEnd'},
forced:true,
filter:function(event,player){
return player._mouduan_mark&&player._mouduan_mark.name=='武'&&player.countCards('h')<=2;
},
content:function(){
game.broadcastAll(function(player){
if(!player._mouduan_mark) return;
player._mouduan_mark.name='文';
player._mouduan_mark.skill='文';
player._mouduan_mark.firstChild.innerHTML='文';
player._mouduan_mark.info.content='拥有技能【英姿】、【克己】';
},player);
player.addAdditionalSkill('mouduan',['yingzi','keji']);
},
group:'mouduan2'
},
mouduan2:{
audio:1,
trigger:{global:'phaseBegin'},
priority:5,
filter:function(event,player){
return player._mouduan_mark&&player._mouduan_mark.name=='文'&&player.countCards('h')>2;
},
direct:true,
content:function(){
'step 0'
player.chooseToDiscard('he','谋断:是否弃置一张牌将标记变为“武”?').ai=function(){
return -1;
}
'step 1'
if(result.bool&&player.countCards('h')>2){
game.broadcastAll(function(player){
if(!player._mouduan_mark) return;
player._mouduan_mark.name='武';
player._mouduan_mark.skill='武';
player._mouduan_mark.firstChild.innerHTML='武';
player._mouduan_mark.info.content='拥有技能【激昂】、【谦逊】';
},player);
player.addAdditionalSkill('mouduan',['jiang','qianxun']);
}
}
},
tanhu:{
audio:1,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.canCompare(target);
},
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
player.chooseToCompare(target);
'step 1'
if(result.bool){
target.addTempSkill('tanhu2');
}
},
ai:{
result:{
target:function(player,target){
var hs=player.getCards('h');
if(hs.length<3) return 0;
var bool=false;
for(var i=0;i=9&&get.value(hs[i])<7){
bool=true;
break;
}
}
if(!bool) return 0;
return -1;
}
},
order:9,
},
group:'tanhu3'
},
tanhu2:{
mark:true,
intro:{
content:'已成为探虎目标'
}
},
tanhu3:{
mod:{
globalFrom:function(from,to){
if(to.hasSkill('tanhu2')) return -Infinity;
},
wuxieRespondable:function(card,player,target){
if(target&&target.hasSkill('tanhu2')) return false;
}
}
},
jiaozi:{
audio:2,
trigger:{player:'damageBegin',source:'damageBegin'},
forced:true,
filter:function(event,player){
return player.isMaxHandcard(true);
},
content:function(){
trigger.num++;
}
},
jiqiao:{
audio:2,
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.countCards('he',{type:'equip'})>0;
},
content:function(){
'step 0'
player.chooseToDiscard(get.prompt2('jiqiao'),[1,player.countCards('he',{type:'equip'})],'he',function(card){
return get.type(card)=='equip';
}).set('ai',function(card){
if(card.name=='bagua') return 10;
return 7-get.value(card);
}).logSkill='jiqiao';
'step 1'
if(result.bool){
event.cards=get.cards(3*result.cards.length);
player.showCards(event.cards);
}
else{
event.finish();
}
'step 2'
var gained=[];
var tothrow=[];
for(var i=0;i=2&&he<=3){
return '弃牌';
}
if(player.maxHp-player.hp>=3&&he<=5){
return '弃牌';
}
if(player.maxHp-player.hp>3){
return '弃牌';
}
return '出杀';
}
return '出杀';
}).set('prompt','弃置'+get.translation(trigger.player)+get.cnNumber(player.maxHp-player.hp)+'张牌,或对任意一名角色使用一张杀');
'step 1'
if(result.control=='弃牌'){
player.line(trigger.player,'green');
if(player.hp1) return false;
if(!event.target) return false;
if(event.target.hp>=player.hp) return false;
var card=event.card;
if(card.name=='sha') return true;
if(get.color(card)=='black'&&get.type(card)=='trick') return true;
return false;
},
content:function(){
"step 0"
var save=false;
if(get.attitude(player,trigger.target)>2){
if(trigger.card.name=='sha'){
if(player.countCards('h','shan')||player.getEquip(2)||
trigger.target.hp==1||player.hp>trigger.target.hp+1){
if(!trigger.target.countCards('h','shan')||trigger.target.countCards('h')0;
},
content:function(){
'step 0'
player.chooseToCompare(target).set('preserve','win');
'step 1'
if(result.bool&&result.target){
event.type=true;
event.card=result.target;
player.chooseTarget('将'+get.translation(result.target)+'交给一名角色',function(card,player,target){
return target.hp<=player.hp;
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du) return -att;
return att;
}).set('du',event.card.name=='du');
target.addTempSkill('dahe2');
}
else{
event.type=false;
if(player.countCards('h')){
player.showHandcards();
player.chooseToDiscard('h',true);
}
}
'step 2'
if(event.type){
if(result.bool){
player.line(result.targets,'green');
result.targets[0].gain(event.card,'gain2');
}
}
},
ai:{
result:{
target:function(player,target){
var hs=player.getCards('h');
if(hs.length<3) return 0;
var bool=false;
for(var i=0;i=9&&get.value(hs[i])<7){
bool=true;
break;
}
}
if(!bool) return 0;
if(player.canUse('sha',target)&&(player.countCards('h','sha'))){
return -2;
}
return -0.5;
}
},
order:9,
}
},
dahe2:{
mark:true,
intro:{
content:'非红桃闪无效'
},
mod:{
cardRespondable:function(card,player){
if(card.name=='shan'&&get.suit(card)!='heart') return false;
},
}
},
xunzhi:{
audio:2,
trigger:{player:'phaseBegin'},
init:function(player){
player.storage.xunzhi=0;
},
filter:function(event,player){
var previous=player.getPrevious();
var next=player.getNext();
if(previous&&next){
return player.hp!=previous.hp&&player.hp!=next.hp;
}
return false;
},
check:function(event,player){
return player.hp>=3&&player.countCards('h')>player.hp+1+player.storage.xunzhi;
},
content:function(){
player.loseHp();
player.storage.xunzhi+=2;
},
mark:true,
intro:{
content:function(storage,player){
return '手牌上限+'+player.storage.xunzhi;
}
},
mod:{
maxHandcard:function(player,num){
if(typeof player.storage.xunzhi=='number'){
return num+player.storage.xunzhi;
}
}
}
},
yawang:{
audio:2,
trigger:{player:'phaseDrawBefore'},
forced:true,
check:function(event,player){
var num=game.countPlayer(function(target){
return target.hp==player.hp;
});
if(!player.hasSkill('xunzhi2')){
var nh=player.countCards('h');
if(nh>5) return false;
if(num==3&&nh>3) return false;
}
return num>=3;
},
content:function(){
trigger.cancel();
var num=game.countPlayer(function(target){
return target.hp==player.hp;
});
if(num){
player.draw(num);
}
player.storage.yawang=num;
player.addTempSkill('yawang2');
}
},
yawang2:{
mod:{
cardEnabled:function(card,player){
if(_status.currentPhase!=player) return;
if(player.countUsed()>=player.storage.yawang) return false;
}
}
},
junwei:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.storage.yinling&&player.storage.yinling.length>=3;
},
content:function(){
'step 0'
if(player.storage.yinling.length>3){
player.chooseButton(3,[get.prompt('junwei'),'hidden',player.storage.yinling]).set('ai',function(button){
return 1;
});
}
else{
player.chooseBool().set('createDialog',[get.prompt('junwei'),'hidden',player.storage.yinling]).set('dialogselectx',true);
event.cards=player.storage.yinling.slice(0);
}
'step 1'
if(result.bool){
var cards=event.cards||result.links;
for(var i=0;i1) return 1;
if(_status.event.player.hp>=3) return 0;
return 1;
}).set('nshan',nshan);
}
}
else{
event.finish();
}
'step 3'
if(!event.directfalse&&result.bool) game.delay();
ui.clear();
'step 4'
if(!event.directfalse&&result.bool){
event.cards=result.cards;
event.target.$throw(result.cards);
player.chooseTarget('将闪交给一名角色',true,function(card,player,target){
return target!=_status.event.getParent().target;
}).set('ai',function(target){
return get.attitude(_status.event.player,target)/(target.countCards('h','shan')+1);
});
}
else{
event.target.loseHp();
delete event.cards;
}
'step 5'
if(event.cards){
player.line(result.targets,'green');
result.targets[0].gain(event.cards,'gain2');
game.log(player,'将',event.cards,'交给',result.targets[0]);
event.finish();
}
else{
if(event.target.countCards('e')){
player.choosePlayerCard('e','将'+get.translation(event.target)+'的一张装备牌移出游戏',true,event.target);
}
else{
event.finish();
}
}
'step 6'
if(result.bool){
var card=result.links[0];
if(event.target.storage.junwei2){
event.target.storage.junwei2.push(card);
event.target.markSkill('junwei2');
}
else{
event.target.storage.junwei2=[card];
}
event.target.lose(card,ui.special);
event.target.addSkill('junwei2');
event.target.syncStorage('junwei2');
}
}
},
junwei2:{
mark:true,
intro:{
content:'cards'
},
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
'step 0'
if(player.storage.junwei2.length){
var card=player.storage.junwei2.shift();
player.equip(card);
event.redo();
}
'step 1'
player.removeSkill('junwei2');
delete player.storage.junwei2;
}
},
yinling:{
enable:'phaseUse',
filterCard:{color:'black'},
position:'he',
intro:{
content:'cards',
onunmark:'throw'
},
filter:function(event,player){
return player.countCards('he',{color:'black'})>0&&player.storage.yinling.length<4;
},
filterTarget:function(card,player,target){
return target.countCards('he')>0&&target!=player;
},
init:function(player){
player.storage.yinling=[];
},
check:function(card){
return 6-get.value(card);
},
content:function(){
'step 0'
player.choosePlayerCard('hej',target,true);
'step 1'
if(result.bool&&result.links&&result.links.length){
target.$give(result.links,player);
target.lose(result.links,ui.special,'toStorage');
player.storage.yinling.push(result.links[0]);
player.markSkill('yinling');
player.syncStorage('yinling');
}
},
ai:{
order:10.1,
expose:0.1,
result:{
target:function(player,target){
if(target.hasSkill('tuntian')) return 0;
var es=target.getCards('e');
var nh=target.countCards('h');
var noe=(es.length==0||target.hasSkillTag('noe'));
var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp=0){
return -1.5;
}
return 2;
}
return -1.5;
},
},
}
},
yanxiao:{
audio:2,
enable:'phaseUse',
filterCard:{suit:'diamond'},
filterTarget:true,
check:function(card){
return 7-get.value(card);
},
position:'he',
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>0;
},
discard:false,
lose:false,
prepare:'give',
content:function(){
player.lose(cards,ui.special,'toStorage');
if(target.hasSkill('yanxiao2')&&target.storage.yanxiao2){
target.storage.yanxiao2.push(cards[0]);
target.syncStorage('yanxiao2');
target.markSkill('yanxiao2');
}
else{
target.storage.yanxiao2=cards.slice(0);
target.syncStorage('yanxiao2');
target.addSkill('yanxiao2');
}
},
ai:{
order:8,
result:{
target:function(player,target){
if(target.storage.yanxiao2&&target.storage.yanxiao2.length) return 0;
if(target.countCards('j')) return 1;
return 0;
}
}
}
},
yanxiao2:{
audio:'yanxiao',
mark:true,
intro:{
content:'cards'
},
trigger:{player:'phaseJudgeBegin'},
forced:true,
content:function(){
var cards=player.storage.yanxiao2.concat(player.getCards('j'));
player.gain(cards,'gain2','log','fromStorage');
delete player.storage.yanxiao2;
player.removeSkill('yanxiao2');
},
ai:{
effect:{
target:function(card){
if(get.type(card)=='delay') return [0,0.1];
}
}
}
},
anxian:{
audio:2,
group:['anxian_source','anxian_target'],
subSkill:{
source:{
audio:"anxian",
trigger:{source:'damageBefore'},
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
check:function(event,player){
if(get.damageEffect(event.player,player,player)<=0) return true;
return false;
},
content:function(){
'step 0'
if(trigger.player.countCards('h')){
trigger.player.chooseToDiscard(true);
}
'step 1'
player.draw();
trigger.cancel();
}
},
target:{
audio:"anxian",
trigger:{target:'shaBefore'},
direct:true,
filter:function(event,player){
return player.countCards('h');
},
content:function(){
"step 0"
var next=player.chooseToDiscard(get.prompt2('anxian'));
next.set('ai',function(card){
var player=_status.event.player;
var trigger=_status.event.getTrigger();
if(get.attitude(player,trigger.player)>0){
return 9-get.value(card);
}
if(player.countCards('h',{name:'shan'})) return -1;
return 7-get.value(card);
});
next.logSkill='anxian';
"step 1"
if(result.bool){
trigger.player.draw();
trigger.cancel();
}
},
}
}
},
luoyan_tianxiang:{
inherit:'tianxiang',
filter:function(event,player){
if(!player.storage.xingwu||!player.storage.xingwu.length) return false;
if(player.hasSkill('tianxiang')) return false;
return lib.skill.tianxiang.filter(event,player);
},
},
luoyan_liuli:{
inherit:'liuli',
filter:function(event,player){
if(!player.storage.xingwu||!player.storage.xingwu.length) return false;
if(player.hasSkill('liuli')) return false;
return lib.skill.liuli.filter(event,player);
},
},
luoyan:{
group:['luoyan_tianxiang','luoyan_liuli'],
},
xingwu:{
audio:2,
group:['xingwu_color','xingwu_color2'],
subSkill:{
color:{
trigger:{player:'phaseBegin'},
silent:true,
content:function(){
player.storage.xingwu_color=['black','red'];
}
},
color2:{
trigger:{player:'useCard'},
silent:true,
filter:function(event,player){
return Array.isArray(player.storage.xingwu_color)&&_status.currentPhase==player;
},
content:function(){
player.storage.xingwu_color.remove(get.color(trigger.card));
}
}
},
trigger:{player:'phaseDiscardBegin'},
direct:true,
filter:function(event,player){
if(!player.storage.xingwu_color) return false;
var length=player.storage.xingwu_color.length;
if(length==0) return false;
var hs=player.getCards('h');
if(hs.length==0) return false;
if(length==2) return true;
var color=player.storage.xingwu_color[0];
for(var i=0;i0&&
get.attitude(player,current)<0)
})) return 0;
}
return 7-get.value(card);
});
'step 1'
if(result.bool){
player.logSkill('xingwu');
if(player.storage.xingwu.length<2){
player.$give(result.cards,player);
}
player.lose(result.cards,ui.special);
player.storage.xingwu=player.storage.xingwu.concat(result.cards);
player.markSkill('xingwu');
player.syncStorage('xingwu');
}
else{
event.finish();
}
'step 2'
if(player.storage.xingwu.length==3){
player.$throw(player.storage.xingwu);
while(player.storage.xingwu.length){
player.storage.xingwu.shift().discard();
}
player.unmarkSkill('xingwu');
player.chooseTarget(function(card,player,target){
return target!=player&&target.sex=='male';
},'对一名男性角色造成两点伤害并弃置其装备区内的牌').set('ai',function(target){
var player=_status.event.player;
if(get.attitude(player,target)>0) return -1;
return get.damageEffect(target,player,player)+target.countCards('e')/2;
});
}
else{
event.finish();
}
'step 3'
if(result.bool){
var target=result.targets[0];
target.damage(2);
event.target=target;
player.line(target,'green');
}
else{
event.finish();
}
'step 4'
if(event.target&&event.target.isAlive()){
var es=event.target.getCards('e');
if(es.length){
event.target.discard(es);
}
}
},
ai:{
threaten:1.5
}
},
yinbing:{
trigger:{player:'phaseEnd'},
direct:true,
audio:2,
init:function(player){
player.storage.yinbing=[];
},
filter:function(event,player){
return player.countCards('he',{type:'basic'})0&&
(event.card.name=='sha'||event.card.name=='juedou');
},
content:function(){
'step 0'
player.chooseCardButton('移去一张引兵牌',true,player.storage.yinbing);
'step 1'
var card=result.links[0];
player.storage.yinbing.remove(card);
game.cardsDiscard(card);
player.$throw(card);
game.log(player,'将',card,'置入弃牌堆');
player.syncStorage('yinbing');
if(player.storage.yinbing.length==0){
player.unmarkSkill('yinbing');
}
}
}
},
group:'yinbing_discard'
},
juedi:{
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.storage.yinbing&&player.storage.yinbing.length>0;
},
forced:true,
audio:2,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('juedi'),true,function(card,player,target){
return player.hp>=target.hp;
}).set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(att<2) return att-10;
var num=att/10;
if(target==player){
num+=player.maxHp-player.countCards('h')+0.5;
}
else{
num+=_status.event.n2*2;
if(target.isDamaged()){
if(target.hp==1){
num+=3;
}
else if(target.hp==2){
num+=2;
}
else{
num+=0.5;
}
}
}
if(target.hasJudge('lebu')){
num/=2;
}
return num;
}).set('n2',player.storage.yinbing.length);
'step 1'
if(result.bool){
player.line(result.targets[0],'green');
if(result.targets[0]==player){
player.$throw(player.storage.yinbing,1000);
var num=player.maxHp-player.countCards('h');
if(num>0) player.draw(num);
game.cardsDiscard(player.storage.yinbing);
player.storage.yinbing=[];
player.syncStorage('yinbing');
player.unmarkSkill('yinbing');
}
else{
var target=result.targets[0];
target.recover();
target.gain(player.storage.yinbing.slice(0),'gain2','log','fromStorage');
target.draw(player.storage.yinbing.length);
player.storage.yinbing.length=0;
}
player.syncStorage('yinbing');
player.unmarkSkill('yinbing');
}
}
},
meibu:{
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
return event.player!=player&&get.distance(event.player,player,'attack')>1;
},
logTarget:'player',
check:function(event,player){
if(get.attitude(player,event.player)>=0) return false;
var e2=player.getEquip(2);
if(e2){
if(e2.name=='tengjia') return true;
if(e2.name=='bagua') return true;
}
return player.countCards('h','shan')>0;
},
content:function(){
var target=trigger.player;
target.addTempSkill('meibu_viewas');
target.addTempSkill('meibu_range');
target.storage.meibu=player;
target.markSkillCharacter('meibu',player,'魅步','锦囊牌均视为杀且'+get.translation(player)+'视为在攻击范围内');
},
ai:{
expose:0.2
},
subSkill:{
range:{
mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'&&target==player.storage.meibu){
return true;
}
}
},
onremove:function(player){
game.broadcast(function(player){
if(player.marks.meibu){
player.marks.meibu.delete();
delete player.marks.meibu;
}
},player);
if(player.marks.meibu){
player.marks.meibu.delete();
delete player.marks.meibu;
game.addVideo('unmark',player,'meibu');
}
},
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event,player){
return event.skill=='meibu_viewas'
},
content:function(){
player.removeSkill('meibu_viewas');
game.broadcastAll(function(player){
if(player.marks.meibu&&player.marks.meibu.info){
player.marks.meibu.info.content=player.marks.meibu.info.content.slice(8);
}
},player);
}
},
viewas:{
mod:{
cardEnabled:function(card,player){
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
},
cardUsable:function(card,player){
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
},
cardRespondable:function(card,player){
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
},
cardSavable:function(card,player){
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
},
},
enable:['chooseToUse','chooseToRespond'],
filterCard:function(card){
return get.type(card,'trick')=='trick';
},
viewAs:{name:'sha'},
check:function(){return 1},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&¤t<0) return 0.8
}
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
}
}
},
mumu:{
enable:'phaseUse',
usable:1,
filterCard:function(card,player,target){
return card.name=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black');
},
check:function(card){
return 7-get.value(card);
},
filterTarget:function(card,player,target){
if(target==player) return false;
return target.getEquip(1)||target.getEquip(2);
},
content:function(){
'step 0'
var e1=target.getEquip(1);
var e2=target.getEquip(2);
event.e1=e1;
event.e2=e2;
if(e1&&e2){
player.chooseControl('武器牌','防具牌').set('ai',function(){
if(_status.event.player.getEquip(2)){
return '武器牌';
}
return '防具牌';
});
}
else if(e1){
event.choice='武器牌';
}
else{
event.choice='防具牌';
}
'step 1'
var choice=event.choice||result.control;
if(choice=='武器牌'){
if(event.e1){
target.discard(event.e1);
}
player.draw();
}
else{
if(event.e2){
player.equip(event.e2);
target.$give(event.e2,player);
}
}
},
ai:{
order:8,
result:{
target:function(player,target){
if(target.getEquip(2)&&!player.getEquip(2)){
return -2;
}
return -1;
}
}
}
},
fentian:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
if(player.countCards('h')>=player.hp) return false;
return game.hasPlayer(function(current){
return player!=current&&get.distance(player,current,'attack')<=1&¤t.countCards('he');
});
},
intro:{
content:'cards',
},
init:function(player){
player.storage.fentian=[];
},
content:function(){
'step 0'
player.chooseTarget('焚天:选择一名攻击范围内的角色,将其一张牌置于你的武将牌上',true,function(card,player,target){
return player!=target&&get.distance(player,target,'attack')<=1&&target.countCards('he')>0;
}).set('ai',function(target){
return -get.attitude(_status.event.player,target)
});
'step 1'
if(result.bool){
player.logSkill('fentian',result.targets);
event.target=result.targets[0];
player.choosePlayerCard(result.targets[0],'he',true);
}
else{
event.finish();
}
'step 2'
if(result.bool){
event.target.$give(result.links,player);
event.target.lose(result.links,ui.special,'toStorage');
player.storage.fentian=player.storage.fentian.concat(result.links);
player.syncStorage('fentian');
setTimeout(function(){
player.markSkill('fentian');
},700);
}
},
mod:{
attackFrom:function(from,to,distance){
return distance-from.storage.fentian.length;
}
}
},
zhiri:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
juexingji:true,
audio:2,
skillAnimation:true,
animationColor:'fire',
derivation:'xintan',
filter:function(event,player){
return player.storage.fentian&&player.storage.fentian.length>=3&&!player.storage.zhiri;
},
content:function(){
player.loseMaxHp();
player.addSkill('xintan');
player.storage.zhiri=true;
player.awakenSkill('zhiri');
}
},
xintan:{
enable:'phaseUse',
usable:1,
audio:2,
unique:true,
filter:function(event,player){
return player.storage.fentian&&player.storage.fentian.length>=2;
},
filterTarget:true,
prompt:'移去两张“焚”并令一名角色失去一点体力',
content:function(){
'step 0'
player.chooseCardButton(2,'移去两张“焚”并令'+get.translation(target)+'失去一点体力',player.storage.fentian,true);
'step 1'
if(result.bool){
player.$throw(result.links);
for(var i=0;iplayer.hp;
},
content:function(){
player.storage.danji=true;
player.loseMaxHp();
player.addSkill('mashu');
player.addSkill('nuzhan');
player.awakenSkill('danji');
}
},
nuzhan:{
audio:2,
trigger:{player:'useCard'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.cards&&
event.cards.length==1&&get.type(event.cards[0],'trick')=='trick';
},
forced:true,
content:function(){
if(player.stat[player.stat.length-1].card.sha>0){
player.stat[player.stat.length-1].card.sha--;
}
},
group:'nuzhan2'
},
nuzhan2:{
audio:'nuzhan',
trigger:{source:'damageBegin'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.cards&&
event.cards.length==1&&get.type(event.cards[0])=='equip';
},
content:function(){
trigger.num++;
}
},
tunchu:{
audio:2,
trigger:{player:'phaseDrawBegin'},
check:function(event,player){
return player.countCards('h')-player.countCards('h',{type:'equip'})<=player.hp;
},
filter:function(event,player){
if(player.storage.tunchu&&player.storage.tunchu.length) return false;
return true;
},
content:function(){
trigger.num+=2;
player.addTempSkill('tunchu_choose','phaseDrawAfter');
},
init:function(player){
player.storage.tunchu=[];
},
intro:{
content:'cards'
},
group:'tunchu_disable',
subSkill:{
choose:{
trigger:{player:'phaseDrawEnd'},
forced:true,
popup:false,
content:function(){
'step 0'
player.removeSkill('tunchu_choose');
var nh=player.countCards('h');
if(nh){
player.chooseCard('h',[1,nh],'将任意张手牌置于你的武将牌上').set('ai',function(card){
var player=_status.event.player;
var count=game.countPlayer(function(current){
return get.attitude(player,current)>2&¤t.hp-current.countCards('h')>1;
});
if(ui.selected.cards.length>=count) return -get.value(card);
return 5-get.value(card);
});
}
else{
event.finish();
}
'step 1'
if(result.bool){
player.lose(result.cards,ui.special,'toStorage');
player.storage.tunchu.addArray(result.cards);
player.markSkill('tunchu');
player.syncStorage('tunchu');
}
}
},
disable:{
mod:{
cardEnabled:function(card,player){
if(player.storage.tunchu&&player.storage.tunchu.length&&card.name=='sha'){
return false;
}
},
cardUsable:function(card,player){
if(player.storage.tunchu&&player.storage.tunchu.length&&card.name=='sha'){
return false;
}
},
}
}
}
},
shuliang:{
audio:2,
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.storage.tunchu&&player.storage.tunchu.length>0&&event.player.countCards('h')0);
player.chooseCardButton(get.prompt('shuliang',trigger.player),player.storage.tunchu).set('ai',function(){
if(_status.event.goon) return 1;
return 0;
}).set('goon',goon);
'step 1'
if(result.bool){
player.logSkill('shuliang',trigger.player);
player.storage.tunchu.remove(result.links[0]);
player.$throw(result.links);
game.cardsDiscard(result.links);
player.syncStorage('tunchu');
if(player.storage.tunchu.length==0){
player.unmarkSkill('tunchu');
}
trigger.player.draw(2);
}
}
},
jieyuan:{
group:['jieyuan_more','jieyuan_less'],
subSkill:{
more:{
audio:true,
trigger:{source:'damageBegin'},
direct:true,
filter:function(event,player){
if(!player.hasSkill('fenxin_nei')){
if(!player.countCards('h',{color:'black'})) return false;
}
return (event.player.hp>=player.hp||player.hasSkill('fenxin_fan'))&&player!=event.player;
},
content:function(){
'step 0'
var goon=(get.attitude(player,trigger.player)<0);
var next=player.chooseToDiscard(get.prompt('jieyuan',trigger.player));
if(!player.hasSkill('fenxin_nei')){
next.set('filterCard',function(card){
return get.color(card)=='black';
});
next.set('prompt2','弃置一张黑色手牌令伤害+1');
}
else{
next.set('prompt2','弃置一张手牌令伤害+1');
}
next.set('ai',function(card){
if(_status.event.goon){
return 8-get.value(card);
}
return 0;
});
next.set('goon',goon);
next.logSkill=['jieyuan_more',trigger.player];
'step 1'
if(result.bool){
trigger.num++;
}
}
},
less:{
audio:true,
trigger:{player:'damageBegin'},
filter:function(event,player){
if(!player.hasSkill('fenxin_nei')){
if(!player.countCards('h',{color:'red'})) return false;
}
return event.source&&(event.source.hp>=player.hp||player.hasSkill('fenxin_zhong'))&&player!=event.source;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard(get.prompt('jieyuan'),{color:'red'});
if(!player.hasSkill('fenxin_nei')){
next.set('filterCard',function(card){
return get.color(card)=='red';
});
next.set('prompt2','弃置一张红色手牌令伤害-1');
}
else{
next.set('prompt2','弃置一张手牌令伤害-1');
}
next.set('ai',function(card){
var player=_status.event.player;
if(player.hp==1||_status.event.getTrigger().num>1){
return 9-get.value(card);
}
if(player.hp==2){
return 8-get.value(card);
}
return 7-get.value(card);
});
next.logSkill='jieyuan_less';
"step 1"
if(result.bool){
trigger.num--;
}
}
}
},
ai:{
expose:0.2,
threaten:1.5
}
},
fenxin:{
mode:['identity'],
trigger:{global:'dieAfter'},
filter:function(event,player){
return ['fan','zhong','nei'].contains(event.player.identity)&&!player.hasSkill('fenxin_'+event.player.identity);
},
forced:true,
content:function(){
player.addSkill('fenxin_'+trigger.player.identity);
player.markSkill('fenxin');
},
intro:{
mark:function(dialog,content,player){
if(player.hasSkill('fenxin_zhong')){
dialog.addText('你发动“竭缘”减少伤害无体力值限制');
}
if(player.hasSkill('fenxin_fan')){
dialog.addText('你发动“竭缘”增加伤害无体力值限制');
}
if(player.hasSkill('fenxin_nei')){
dialog.addText('将“竭缘”中的黑色手牌和红色手牌改为一张牌');
}
}
},
subSkill:{
fan:{},
zhong:{},
nei:{}
},
ai:{
combo:'jieyuan'
}
},
fenxin_old:{
mode:['identity'],
trigger:{source:'dieBegin'},
init:function(player){
player.storage.fenxin=false;
},
intro:{
content:'limited'
},
skillAnimation:'epic',
audio:2,
mark:true,
filter:function(event,player){
if(player.storage.fenxin) return false;
return event.player.identity!='zhu'&&player.identity!='zhu'&&
player.identity!='mingzhong'&&event.player.identity!='mingzhong';
},
check:function(event,player){
if(player.identity==event.player.identity) return Math.random()<0.5;
var stat=get.situation();
switch(player.identity){
case 'fan':
if(stat<0) return false;
if(stat==0) return Math.random()<0.6;
return true;
case 'zhong':
if(stat>0) return false;
if(stat==0) return Math.random()<0.6;
return true;
case 'nei':
if(event.player.identity=='fan'&&stat<0) return true;
if(event.player.identity=='zhong'&&stat>0) return true;
if(stat==0) return Math.random()<0.7;
return false;
}
},
prompt:function(event,player){
return '焚心:是否与'+get.translation(event.player)+'交换身份?';
},
content:function(){
game.broadcastAll(function(player,target,shown){
var identity=player.identity;
player.identity=target.identity;
if(shown||player==game.me){
player.setIdentity();
}
target.identity=identity;
},player,trigger.player,trigger.player.identityShown);
player.line(trigger.player,'green');
player.storage.fenxin=true;
player.awakenSkill('fenxin_old');
}
},
qingyi:{
group:['qingyi1','qingyi2']
},
qingyi1:{
audio:true,
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
"step 0"
player.addSkill('qingyi3');
var check= player.countCards('h')>2;
player.chooseTarget(get.prompt2('qingyi'),function(card,player,target){
if(player==target) return false;
return player.canUse({name:'sha'},target);
}).ai=function(target){
if(!check) return 0;
return get.effect(target,{name:'sha'},_status.event.player);
}
"step 1"
if(result.bool){
player.logSkill('qingyi1',result.targets);
player.useCard({name:'sha'},result.targets[0],false);
player.skip('phaseJudge');
player.skip('phaseDraw');
}
player.removeSkill('qingyi3');
}
},
qingyi2:{
audio:true,
trigger:{player:'phaseUseBefore'},
direct:true,
filter:function(event,player){
return player.countCards('he',{type:'equip'})>0;
},
content:function(){
"step 0"
player.addSkill('qingyi3');
var check=player.countCards('h')<=player.hp;
player.chooseCardTarget({
prompt:get.prompt2('qingyi'),
filterCard:function(card,player){
return get.type(card)=='equip'&&lib.filter.cardDiscardable(card,player);
},
position:'he',
filterTarget:function(card,player,target){
if(player==target) return false;
return player.canUse({name:'sha'},target);
},
ai1:function(card){
if(!_status.event.check) return 0;
return 6-get.value(card);
},
ai2:function(target){
if(!_status.event.check) return 0;
return get.effect(target,{name:'sha'},_status.event.player);
},
check:check
});
"step 1"
if(result.bool){
player.logSkill('qingyi2',result.targets);
player.discard(result.cards[0]);
player.useCard({name:'sha'},result.targets[0]);
trigger.cancel();
}
player.removeSkill('qingyi3');
}
},
qingyi3:{
mod:{
targetInRange:function(card,player,target,now){
return true;
}
},
},
shixin:{
audio:2,
trigger:{player:'damageBefore'},
filter:function(event){
return event.nature=='fire';
},
forced:true,
content:function(){
trigger.cancel();
},
ai:{
nofire:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 0;
}
}
}
},
fenyin:{
audio:2,
trigger:{player:'useCard'},
frequent:true,
//usable:3,
filter:function(event,player){
if(!event.cards||event.cards.length!=1) return false;
if(_status.currentPhase!=player) return false;
if(!player.storage.fenyin) return false;
return get.color(player.storage.fenyin)!=get.color(event.cards[0]);
},
content:function(){
player.draw();
},
intro:{
content:'card'
},
group:['fenyin2','fenyin3']
},
fenyin3:{
trigger:{player:'useCard'},
priority:-1,
silent:true,
filter:function(event,player){
if(!event.cards||event.cards.length!=1) return false;
if(_status.currentPhase!=player) return false;
return true;
},
content:function(){
player.storage.fenyin=trigger.cards[0];
}
},
fenyin2:{
trigger:{player:'phaseBefore'},
silent:true,
priority:10,
content:function(){
player.storage.fenyin=null;
}
},
dujin:{
audio:2,
trigger:{player:'phaseDrawBegin'},
frequent:true,
content:function(){
trigger.num+=1+Math.floor(player.countCards('e')/2);
}
},
qirang:{
audio:2,
trigger:{player:'equipEnd'},
frequent:true,
content:function(){
player.gain(get.cardPile(function(card){
return get.type(card,'trick')=='trick';
}),'gain2');
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
},
threaten:1.3
}
},
yuhua:{
trigger:{player:'phaseDiscardBegin'},
forced:true,
audio:2,
filter:function(event,player){
return event.parent.name=='phaseDiscard'&&player.countCards('h',{type:'basic'})0){
var att1=get.attitude(target,player);
var att2=get.attitude(target,trigger.player);
var att3=get.attitude(player,target);
if(att3<0) return 0;
return att1/2+att2+att3;
}
else{
return 0;
// return get.attitude(player,target);
}
});
'step 1'
if(result.bool){
player.addTempSkill('chenqing2',{player:'phaseBegin'});
event.target=result.targets[0];
event.target.draw(4);
player.logSkill('chenqing',event.target);
}
else{
event.finish();
}
'step 2'
var target=event.target;
var tosave=trigger.player;
var att=get.attitude(target,tosave);
var hastao=target.countCards('h','tao');
target.chooseToDiscard(4,true,'he').set('ai',function(card){
var hastao=_status.event.hastao;
var att=_status.event.att;
if(!hastao&&att>0){
var suit=get.suit(card);
for(var i=0;i0&&player.countCards('h')>0;
},
content:function(){
if(player.storage.mozhi.length&&player.countCards('h')){
var card=player.storage.mozhi.shift();
card={name:card.name,nature:card.nature,suit:card.suit,number:card.number};
if(lib.filter.cardEnabled(card)){
if(game.hasPlayer(function(current){
return player.canUse(card,current);
})){
lib.skill.mozhix.viewAs=card;
var next=player.chooseToUse();
if(next.isOnline()){
player.send(function(card){
lib.skill.mozhix.viewAs=card;
},card)
}
next.logSkill='mozhi';
next.set('openskilldialog','默识:将一张手牌当'+get.translation(card)+'使用');
next.set('norestore',true);
next.set('_backupevent','mozhix');
next.backup('mozhix');
}
}
event.redo();
}
},
group:['mozhi2','mozhi3']
},
mozhix:{
filterCard:true,
selectCard:1,
popname:true,
},
mozhi2:{
trigger:{player:'phaseAfter'},
silent:true,
content:function(){
player.storage.mozhi.length=0;
player.unmarkSkill('mozhi');
}
},
mozhi3:{
trigger:{player:'useCard'},
silent:true,
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(event.parent.parent.name!='phaseUse') return false;
var type=get.type(event.card);
return player.storage.mozhi.length<2&&(type=='basic'||type=='trick');
},
content:function(){
player.storage.mozhi.add(trigger.card);
if(player.hasSkill('mozhi')) player.markSkill('mozhi');
}
},
chenqing2:{},
ranshang:{
audio:2,
trigger:{player:'damageEnd'},
filter:function(event,player){
return event.nature=='fire';
},
init:function(player){
player.storage.ranshang=0;
},
forced:true,
check:function(){
return false;
},
content:function(){
if(player.storage.ranshang){
player.storage.ranshang+=trigger.num;
}
else{
player.storage.ranshang=trigger.num;
}
player.markSkill('ranshang');
game.addVideo('storage',player,['ranshang',player.storage.ranshang]);
},
intro:{
content:'mark'
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='sha'){
if(card.nature=='fire'||player.hasSkill('zhuque_skill')) return 2;
}
if(get.tag(card,'fireDamage')&¤t<0) return 2;
}
}
},
group:'ranshang2'
},
ranshang2:{
audio:2,
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.storage.ranshang>0;
},
content:function(){
player.loseHp(player.storage.ranshang);
}
},
hanyong:{
trigger:{player:'useCard'},
filter:function(event,player){
return game.roundNumber>player.hp&&event.card&&
(event.card.name=='nanman'||event.card.name=='wanjian');
},
content:function(){
player.addTempSkill('hanyong3');
player.storage.hanyong3=trigger.card;
},
},
hanyong3:{
audio:false,
trigger:{source:'damageBegin'},
forced:true,
onremove:true,
filter:function(event,player){
return event.card==player.storage.hanyong3;
},
content:function(){
trigger.num++;
}
},
yishe:{
audio:2,
trigger:{player:'phaseEnd'},
init:function(player){
player.storage.yishe=[];
},
filter:function(event,player){
return !player.storage.yishe||!player.storage.yishe.length;
},
intro:{
content:'cards'
},
content:function(){
'step 0'
player.draw(2);
player.chooseCard(2,'he',true,'选择两张牌作为“米”');
'step 1'
player.storage.yishe=result.cards;
player.lose(result.cards,ui.special,'toStorage');
player.syncStorage('yishe');
player.markSkill('yishe');
}
},
bushi:{
audio:2,
trigger:{player:'damageEnd',source:'damageEnd'},
filter:function(event,player){
if(event._notrigger.contains(event.player)) return false;
return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive();
},
direct:true,
content:function(){
'step 0'
trigger.player.chooseCardButton('选择获得一张“米”',player.storage.yishe);
'step 1'
if(result.bool){
player.logSkill('bushi');
trigger.player.gain(result.links[0],'draw2','log','fromStorage');
player.storage.yishe.remove(result.links[0]);
player.syncStorage('yishe');
if(player.storage.yishe.length==0){
player.recover();
player.unmarkSkill('yishe');
}
else{
player.markSkill('yishe');
}
}
}
},
midao:{
audio:2,
unique:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive();
},
content:function(){
"step 0"
var list=player.storage.yishe;
player.chooseButton([get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging[0])+
','+get.prompt('midao'),list,'hidden'],function(button){
var card=button.link;
var trigger=_status.event.getTrigger();
var player=_status.event.player;
var judging=_status.event.judging;
var result=trigger.judge(card)-trigger.judge(judging);
var attitude=get.attitude(player,trigger.player);
return result*attitude;
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.logSkill('midao',trigger.player);
var card=result.links[0];
player.storage.yishe.remove(card);
player.syncStorage('yishe');
if(player.storage.yishe.length==0){
player.recover();
player.unmarkSkill('yishe');
}
else{
player.markSkill('yishe');
}
player.$throw(card);
game.broadcastAll(function(card){
if(card.clone){
card.clone.classList.add('thrownhighlight');
}
},card);
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
},trigger.player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
trigger.player.judging[0]=card;
trigger.position.appendChild(card);
game.log(player,'的判定牌改为',card);
game.delay(2);
}
},
ai:{
tag:{
rejudge:0.6
}
}
},
fengpo:{
audio:2,
trigger:{player:['shaBegin','juedouBegin']},
filter:function(event,player){
if(player.hasSkill('fengpo3')) return false;
return player.isPhaseUsing()&&event.target&&event.targets&&event.targets.length==1;
},
direct:true,
content:function(){
'step 0'
player.addTempSkill('fengpo3');
player.chooseControl('draw_card','加伤害','cancel2').set('prompt',get.prompt2('fengpo'));
'step 1'
if(result.control&&result.control!='cancel2'){
player.logSkill('fengpo');
var nd=trigger.target.countCards('h',{suit:'diamond'});
if(result.control=='draw_card'){
player.draw(nd);
}
else{
if(typeof trigger.extraDamage!='number'){
trigger.extraDamage=0;
}
trigger.extraDamage+=nd;
}
}
}
},
fengpo2:{
trigger:{source:'damageBegin'},
filter:function(event){
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&event.notLink();
},
forced:true,
audio:false,
content:function(){
if(typeof player.storage.fengpo=='number'){
trigger.num+=player.storage.fengpo;
}
}
},
fengpo3:{},
biluan:{
audio:2,
trigger:{player:'phaseDrawBefore'},
mark:true,
unique:true,
intro:{
content:function(storage){
if(storage>0){
return '防御距离+'+storage;
}
else if(storage<0){
return '防御距离'+storage;
}
else{
return '无距离变化';
}
}
},
init:function(player){
player.storage.biluan=0;
},
check:function(event,player){
if(player.countCards('h')>player.hp) return true;
if(player.hasJudge('lebu')) return true;
var ng=[];
var players=game.filterPlayer();
for(var i=0;i1){
nai++;
}
}
}
return nai>=2;
},
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&&get.distance(current,player)<=1;
});
},
content:function(){
var ng=[];
var players=game.filterPlayer();
for(var i=0;i1;
},
forced:true,
content:function(){
'step 0'
player.chooseTarget(function(card,player,target){
return target==player||target==_status.event.getTrigger().player;
},true,'礼下:选择一个目标摸一张牌').set('ai',function(target){
return player==target?1:0;
});
'step 1'
if(result.targets.length){
result.targets[0].draw();
player.line(result.targets[0],'green');
}
player.storage.biluan--;
player.markSkill('biluan');
game.addVideo('storage',player,['biluan',player.storage.biluan]);
}
},
fuji:{
trigger:{global:'damageBegin'},
filter:function(event){
return event.source&&event.nature=='thunder';
},
check:function(event,player){
return get.attitude(player,event.source)>0&&get.attitude(player,event.player)<0;
},
prompt:function(event){
return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,'+get.prompt('fuji');
},
logTarget:'source',
content:function(){
"step 0"
trigger.source.judge(ui.special);
"step 1"
if(result.color=='black'){
game.cardsDiscard(result.card);
trigger.num++;
}
else{
trigger.source.gain(result.card);
trigger.source.$gain2(result.card);
}
}
},
fulu:{
enable:'chooseToUse',
filterCard:function(card){
return card.name=='sha'&&!card.nature;
},
viewAs:{name:'sha',nature:'thunder'},
ai:{
order:function(){
return get.order({name:'sha'})+0.1;
}
}
},
guiming:{
unique:true,
zhuSkill:true,
},
canshi:{
audio:2,
trigger:{player:'phaseDrawBefore'},
check:function(event,player){
var num=game.countPlayer(function(current){
if(player.hasZhuSkill('guiming')&¤t.group=='wu') return true;
return current.isDamaged();
});
return num>3;
},
prompt:function(event,player){
var num=game.countPlayer(function(current){
if(player.hasZhuSkill('guiming')&¤t.group=='wu'&¤t!=player) return true;
return current.isDamaged();
});
return '残蚀:是否改为摸'+get.cnNumber(num)+'张牌?';
},
content:function(){
trigger.cancel();
var num=game.countPlayer(function(current){
if(player.hasZhuSkill('guiming')&¤t.group=='wu'&¤t!=player) return true;
return current.isDamaged();
});
if(num>0){
player.draw(num);
}
player.addTempSkill('canshi2');
}
},
canshi2:{
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
if(player.countCards('he')==0) return false;
var type=get.type(event.card,'trick');
return type=='basic'||type=='trick';
},
autodelay:true,
content:function(){
player.chooseToDiscard(true,'he');
}
},
chouhai:{
audio:2,
trigger:{player:'damageBegin'},
forced:true,
check:function(){
return false;
},
filter:function(event,player){
return player.countCards('h')==0;
},
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&target.countCards('h')==0) return [1,-2];
}
}
}
},
kunfen:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
if(player.storage.kunfen||
(get.mode()=='guozhan'&&player.hiddenSkills.contains('kunfen'))){
if(!player.storage.kunfen){
event.skillHidden=true;
}
player.chooseBool(get.prompt2('kunfen')).set('ai',function(){
var player=_status.event.player;
if(player.hp>3) return true;
if(player.hp==3&&player.countCards('h')<3) return true;
if(player.hp==2&&player.countCards('h')==0) return true;
return false;
});
}
else{
event.forced=true;
}
"step 1"
if(event.forced||result.bool){
player.logSkill('kunfen');
player.loseHp();
}
else{
event.finish();
}
"step 2"
player.draw(2);
},
ai:{
threaten:1.5
}
},
fengliang:{
skillAnimation:true,
unique:true,
juexingji:true,
audio:2,
derivation:'tiaoxin',
trigger:{player:'dying'},
priority:10,
forced:true,
filter:function(event,player){
return !player.storage.kunfen;
},
content:function(){
"step 0"
player.loseMaxHp();
"step 1"
if(player.hp<2){
player.recover(2-player.hp);
}
"step 2"
player.addSkill('tiaoxin');
player.storage.kunfen=true;
player.awakenSkill('fengliang');
},
},
zhuiji:{
mod:{
globalFrom:function(from,to){
if(from.hp>=to.hp) return -Infinity;
}
}
},
cihuai:{
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.countCards('h','sha')==0;
},
content:function(){
"step 0"
player.chooseTarget(get.prompt2('cihuai'),function(card,player,target){
return player.canUse({name:'sha'},target);
}).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'sha'},player,player);
});
"step 1"
if(result.bool){
player.logSkill('cihuai');
player.showHandcards();
player.useCard({name:'sha'},result.targets);
}
},
ai:{
expose:0.2,
}
},
jilei:{
trigger:{player:'damageEnd'},
priority:9,
audio:2,
direct:true,
filter:function(event){
return event&&event.source;
},
content:function(){
'step 0'
player.chooseControl('basic','trick','equip','cancel2',function(){
var source=_status.event.source;
if(get.attitude(_status.event.player,source)>0) return 'cancel2';
if(_status.currentPhase!=source) return 'trick';
if(lib.filter.cardUsable({name:'sha'},source)&&source.countCards('h')>=2) return 'basic';
return 'trick';
}).set('prompt',get.prompt2('jilei',trigger.source)).set('source',trigger.source);
'step 1'
if(result.control!='cancel2'){
player.logSkill('jilei',trigger.source);
player.popup(get.translation(result.control)+'牌');
trigger.source.storage.jilei2=result.control;
trigger.source.addTempSkill('jilei2');
}
},
ai:{
maixie_defend:true,
threaten:0.7
}
},
jilei2:{
unique:true,
intro:{
content:function(storage){
return '不能使用、打出或弃置'+get.translation(storage)+'牌';
}
},
mark:true,
onremove:true,
mod:{
cardDiscardable:function(card,player){
if(player.storage.jilei2==get.type(card,'trick')) return false;
},
cardEnabled:function(card,player){
if(player.storage.jilei2==get.type(card,'trick')) return false;
},
cardUsable:function(card,player){
if(player.storage.jilei2==get.type(card,'trick')) return false;
},
cardRespondable:function(card,player){
if(player.storage.jilei2==get.type(card,'trick')) return false;
},
cardSavable:function(card,player){
if(player.storage.jilei2==get.type(card,'trick')) return false;
},
},
},
danlao:{
priority:9,
audio:2,
filter:function(event,player){
return event.player!=player&&!event.excluded.contains(player)&&get.type(event.card)=='trick'&&event.targets&&event.targets.length>1&&event.targets.contains(player);
},
check:function(event,player){
return get.tag(event.card,'multineg')||get.effect(player,event.card,event.player,player)<=0;
},
trigger:{global:'useCard'},
content:function(){
trigger.excluded.add(player);
player.draw();
},
ai:{
effect:{
target:function(card){
if(get.type(card)!='trick') return;
if(card.name=='tiesuo') return [0,0];
if(card.name=='yihuajiemu') return [0,1];
if(get.tag(card,'multineg')) return [0,2];
}
}
}
},
taichen:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.canUse('sha',target);
},
content:function(){
"step 0"
player.loseHp();
"step 1"
player.useCard({name:'sha'},target,false);
},
ai:{
order:1,
result:{
target:function(player,target){
if(player.hp>2&&player.hp>target.hp&&target.countCards('he')<4){
return get.effect(target,{name:'sha'},player,target);
}
return 0;
}
}
}
},
xinmanjuan:{
audio:'manjuan',
forced:true,
priority:15,
trigger:{player:'gainEnd'},
filter:function(event,player){
return event.type!='xinmanjuan';
},
content:function(){
"step 0"
player.lose(trigger.cards,ui.discardPile);
player.$throw(trigger.cards,1000);
game.log(player,'将',trigger.cards,'置入了弃牌堆')
"step 1"
event.cards=trigger.cards.slice(0);
if(_status.currentPhase!=player) event.finish();
"step 2"
event.card=event.cards.shift();
event.togain=[];
var number=get.number(event.card);
for(var i=0;imaxval){
maxval=tempval;
}
}
maxval+=cards.length-1;
var next=player.chooseToDiscard('he',{suit:suits});
next.set('ai',function(card){
return _status.event.maxval-get.value(card);
});
next.set('maxval',maxval);
next.set('dialog',[get.prompt(event.name),'hidden',cards])
next.logSkill=event.name;
event.cards=cards;
}
"step 2"
if(result.bool){
player.gain(event.cards,'gain2','log');
}
},
ai:{
threaten:1.3
}
},
zuixiang:{
skillAnimation:true,
audio:true,
unique:true,
mark:true,
trigger:{player:'phaseBegin'},
priority:10,
filter:function(event,player){
if(player.storage.zuixiang) return false;
return true;
},
check:function(event,player){
return player.countCards('h')0;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard('协穆:是否弃置一张杀并摸两张牌?',{name:'sha'});
next.set('ai',function(card){
return 9-get.value(card);
});
next.logSkill='xiemu';
"step 1"
if(result.bool){
player.draw(2);
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.color(card)=='black'&&target.countCards('h')>0){
return [1,0.5];
}
}
}
}
},
spmengjin:{
trigger:{player:'shaBegin'},
filter:function(event,player){
return event.target.countCards('he')>0;
},
direct:true,
content:function(){
"step 0"
var att=get.attitude(player,trigger.target);
player.choosePlayerCard(get.prompt('spmengjin',trigger.target),'he',trigger.target).ai=function(button){
var val=get.buttonValue(button);
if(att>0) return -val;
return val;
};
"step 1"
if(result.bool){
trigger.target.discard(result.links);
player.logSkill('spmengjin',trigger.target);
trigger.target.addTempSkill('mengjin2','shaAfter');
}
},
ai:{
expose:0.2
}
},
fenxun_old:{
audio:2,
trigger:{player:'shaBefore'},
direct:true,
filter:function(event,player){
return event.targets.length==1;
},
position:'he',
content:function(){
"step 0"
player.chooseCardTarget({
filterCard:lib.filter.cardDiscardable,
filterTarget:function(card,player,target){
var trigger=_status.event.getTrigger();
return lib.filter.targetEnabled(trigger.card,player,target)&&target!=trigger.targets[0];
},
ai1:function(card){
return 6-get.value(card);
},
ai2:function(target){
var trigger=_status.event.getTrigger();
var player=_status.event.player;
return get.effect(target,trigger.card,player,player);
},
prompt:get.prompt2('fenxun')
});
"step 1"
if(result.bool){
player.discard(result.cards);
trigger.targets.push(result.targets[0]);
player.logSkill('fenxun',result.targets);
}
}
},
zhoufu:{
audio:2,
enable:'phaseUse',
usable:1,
filterCard:true,
filterTarget:function(card,player,target){
return player!=target&&!target.hasSkill('zhoufu2');
},
prepare:'throw',
discard:false,
lose:false,
content:function(){
player.lose(cards,ui.special,'toStorage');
target.$gain2(cards);
target.storage.zhoufu2=cards[0];
target.addSkill('zhoufu2');
target.storage.zhoufu3=player;
ui.special.appendChild(cards[0]);
target.syncStorage('zhoufu2');
},
check:function(card){
return 6-get.value(card)
},
ai:{
expose:0.1,
order:1,
result:{
player:1
}
}
},
zhoufu2:{
trigger:{player:'judge'},
forced:true,
priority:10,
mark:'card',
content:function(){
"step 0"
player.$throw(player.storage.zhoufu2);
game.broadcastAll(function(card){
if(card.clone){
card.clone.classList.add('thrownhighlight');
}
},player.storage.zhoufu2);
if(player.judging[0].clone){
player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
},player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([player.judging[0].clone]));
}
player.judging[0]=player.storage.zhoufu2;
trigger.position.appendChild(player.storage.zhoufu2);
game.log(player,'的判定牌改为',player.storage.zhoufu2);
game.delay(2);
player.removeSkill('zhoufu2');
delete player.storage.zhoufu2;
delete player.storage.zhoufu2_markcount;
if(player.storage.zhoufu3.isIn()){
player.storage.zhoufu3.line(player,'green');
}
"step 1"
player.addTempSkill('zhoufu3');
},
intro:{
content:'card'
}
},
zhoufu3:{
trigger:{global:'phaseEnd'},
silent:true,
content:function(){
if(player.storage.zhoufu3.isIn()){
player.storage.zhoufu3.logSkill('zhoufu',player);
player.loseHp();
}
delete player.storage.zhoufu3;
},
onremove:true
},
yingbin:{
audio:2,
trigger:{global:'useCard'},
filter:function(event,player){
return event.player.hasSkill('zhoufu2')&&event.player.storage.zhoufu3==player&&
get.suit(event.player.storage.zhoufu2)==get.suit(event.card);
},
forced:true,
autodelay:true,
content:function(){
player.draw();
if(trigger.player.storage.zhoufu2_markcount==1){
trigger.player.removeSkill('zhoufu2');
delete trigger.player.storage.zhoufu2;
delete trigger.player.storage.zhoufu2_markcount;
delete trigger.player.storage.zhoufu3;
}
else{
trigger.player.storage.zhoufu2_markcount=1;
trigger.player.updateMarks();
}
}
},
kuiwei:{
audio:2,
trigger:{player:'phaseEnd'},
check:function(event,player){
if(player.isTurnedOver()) return true;
var num=game.countPlayer(function(current){
return current.getEquip(1);
});
return num>1;
},
content:function(){
"step 0"
player.turnOver();
"step 1"
var num=game.countPlayer(function(current){
return current.getEquip(1);
});
player.draw(2+num);
player.addSkill('kuiwei2');
},
ai:{
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,2];
}
}
}
},
kuiwei2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
audio:false,
content:function(){
var num=game.countPlayer(function(current){
return current.getEquip(1);
});
if(num>=player.countCards('he')){
player.discard(player.getCards('he'));
}
else if(num){
player.chooseToDiscard('he',num,true);
}
player.removeSkill('kuiwei2');
}
},
yanzheng:{
enable:'chooseToUse',
audio:2,
filter:function(event,player){
return player.hp0;
},
viewAsFilter:function(player){
return player.hp0;
},
filterCard:true,
position:'e',
viewAs:{name:'wuxie'},
prompt:'将一张装备区内的牌当无懈可击使用',
check:function(card){return 8-get.equipValue(card)},
threaten:1.2
},
tongji:{
global:'tongji_disable',
audio:2,
trigger:{global:"useCard"},
forced:true,
filter:function (event,player){
return get.distance(event.player,player,'attack')<=1&&player!=event.player&&event.card.name=='sha'&&player.hp=0;
},
priority:7,
content:function(){
"step 0"
player.draw();
if(trigger.target!=player){
player.chooseCard(true,'he','交给'+get.translation(trigger.target)+'一张牌').set('ai',function(card){
if(get.position(card)=='e') return -1;
if(card.name=='shan') return 1;
if(get.type(card)=='equip') return 0.5;
return 0;
});
}
else{
event.finish();
}
"step 1"
trigger.target.gain(result.cards,player);
player.$give(result.cards,trigger.target);
game.delay();
event.card=result.cards[0];
if(get.type(event.card)!='equip'||trigger.target.isDisabled(get.subtype(event.card))) event.finish();
"step 2"
if(!trigger.target.isMin()){
trigger.target.chooseBool('是否装备'+get.translation(event.card)+'?').set('ai',function(){
var current=_status.event.player.getCards('e',{subtype:get.subtype(_status.event.card)});
if(current&¤t.length){
return get.equipValue(event.card)>get.equipValue(current[0]);
}
return true;
}).set('card',event.card);
}
else{
event.finish();
}
"step 3"
if(result.bool){
trigger.target.useCard(event.card,trigger.target).nopopup=true;
}
},
ai:{
threaten:1.1
}
},
liangzhu:{
audio:2,
trigger:{global:'recoverAfter'},
direct:true,
filter:function(event,player){
return _status.currentPhase==event.player;
},
content:function(){
'step 0'
if(player==trigger.player){
player.chooseControl('摸一张','摸两张','cancel2',function(){
return '摸两张';
}).set('prompt',get.prompt2('liangzhu'));
event.single=true;
}
else{
player.chooseTarget(get.prompt2('liangzhu'),function(card,player,target){
return target==_status.event.player||target==_status.event.target;
}).set('target',trigger.player).set('ai',function(target){
var player=_status.event.player;
if(player==target) return 1;
return get.attitude(player,target)-1.5;
});
}
'step 1'
if(event.single){
if(result.control!='cancel2'){
player.logSkill('liangzhu',player);
if(result.control=='摸一张'){
player.draw();
}
else{
player.draw(2);
player.storage.liangzhu=player;
}
}
}
else if(result.bool){
var target=result.targets[0];
player.logSkill('liangzhu',target);
if(target==player){
target.draw();
}
else{
target.draw(2);
if(target.storage.liangzhu){
target.storage.liangzhu.add(player);
}
else{
target.storage.liangzhu=[player];
}
}
}
},
ai:{
expose:0.1
}
},
fanxiang:{
skillAnimation:true,
animationColor:'fire',
audio:2,
unique:true,
juexingji:true,
forceunique:true,
derivation:'xiaoji',
trigger:{player:'phaseBegin'},
filter:function(event,player){
if(player.storage.fanxiang) return false;
return game.hasPlayer(function(current){
return current.storage.liangzhu&¤t.storage.liangzhu.contains(player)&¤t.isDamaged();
});
},
forced:true,
content:function(){
player.storage.fanxiang=true;
player.gainMaxHp();
player.recover();
player.removeSkill('liangzhu');
player.addSkill('xiaoji');
player.awakenSkill('fanxiang');
},
},
mingshi:{
audio:2,
trigger:{player:'damageBegin'},
direct:true,
filter:function(event,player){
return event.source&&event.source.hp>player.hp;
},
content:function(){
"step 0"
var next=player.chooseToDiscard(get.prompt2('mingshi'),{color:'black'});
next.set('ai',function(card){
return 9-get.value(card);
});
next.set('logSkill','mingshi');
"step 1"
if(result.bool){
trigger.num--;
}
},
ai:{
threaten:0.8
}
},
lirang:{
audio:2,
trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i1;
});
}
player.chooseCardButton(get.prompt('lirang'),event.cards,[1,event.cards.length]).set('ai',function(button){
if(!_status.event.goon||ui.selected.buttons.length) return 0;
if(button.link.name=='du') return 2;
return 1;
}).set('goon',goon);
}
else{
event.finish();
}
"step 2"
if(result.bool){
event.togive=result.links.slice(0);
player.chooseTarget('将'+get.translation(result.links)+'交给一名角色',true,function(card,player,target){
return target!=player;
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
}
else{
if(att>2) return att/Math.sqrt(1+target.countCards('h'));
return att/Math.sqrt(1+target.countCards('h'))/5;
}
}).set('enemy',get.value(event.togive[0])<0);
}
else{
game.cardsDiscard(event.cards);
event.finish();
}
"step 3"
if(result.bool){
player.logSkill('lirang',result.targets);
for(var i=0;i0;
},
content:function(){
trigger.target.discardPlayerCard(player,true);
}
},
shenxian:{
audio:2,
trigger:{global:'discardAfter'},
filter:function(event,player){
if(event.player==player||_status.currentPhase==player) return false;
if(player.hasSkill('shenxian2')) return false;
for(var i=0;iplayer.storage.qiangwu) return Infinity;
}
},
group:['qiangwu2','qiangwu3']
},
qiangwu2:{
trigger:{player:'phaseUseBegin'},
silent:true,
content:function(){
delete player.storage.qiangwu;
}
},
qiangwu3:{
trigger:{player:'useCard'},
filter:function(event,player){
if(_status.currentPhase==player&&event.card.name=='sha'&&
event.card.number>player.storage.qiangwu) return true;
return false;
},
forced:true,
popup:false,
content:function(){
if(player.stat[player.stat.length-1].card.sha>0){
player.stat[player.stat.length-1].card.sha--;
}
},
},
zhendu:{
audio:2,
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
return event.player!=player&&player.countCards('h')>0;
},
direct:true,
content:function(){
"step 0"
var nono=(Math.abs(get.attitude(player,trigger.player))<3);
if(get.damageEffect(trigger.player,player,player)<=0){
nono=true
}
else if(trigger.player.hp>2){
nono=true;
}
else if(trigger.player.hp>1&&player.countCards('h')<3){
nono=true;
}
else if(trigger.player.canUse('sha',player)&&!player.countCards('h','shan')&&trigger.player.countCards('h')>=3){
nono=true;
}
var next=player.chooseToDiscard(get.prompt2('zhendu',trigger.player));
next.set('ai',function(card){
if(_status.event.nono) return -1;
return 7-get.useful(card);
});
next.set('logSkill',['zhendu',trigger.player]);
next.set('nono',nono);
"step 1"
if(result.bool){
trigger.player.damage();
}
else{
event.finish();
}
"step 2"
trigger.player.useCard({name:'jiu'},trigger.player);
},
ai:{
threaten:2,
expose:0.3
}
},
qiluan:{
audio:'qiluan2',
trigger:{source:'dieAfter'},
priority:-10,
silent:true,
locked:false,
onremove:function(player){
delete player.storage.qiluan;
},
filter:function(event){
return _status.currentPhase!=event.player;
},
content:function(){
if(!player.storage.qiluan){
player.storage.qiluan=1;
}
else{
player.storage.qiluan++;
}
},
group:['qiluan2','qiluan3','qiluan4']
},
qiluan2:{
audio:2,
trigger:{global:'phaseAfter'},
frequent:true,
filter:function(event,player){
return player.storage.qiluan?true:false;
},
content:function(){
if(get.mode()=='guozhan'){
player.draw(3);
}
else{
player.draw(3*player.storage.qiluan);
}
player.storage.qiluan=0;
}
},
qiluan3:{
audio:'qiluan2',
trigger:{source:'dieAfter'},
frequent:true,
priority:-10,
filter:function(event){
return _status.currentPhase==event.player;
},
content:function(){
var num=3;
if(player.storage.qiluan){
if(get.mode()!='guozhan'){
num+=3*player.storage.qiluan;
}
player.storage.qiluan=0;
}
player.draw(num);
},
},
qiluan4:{
trigger:{global:'phaseBegin'},
silent:true,
content:function(){
player.storage.qiluan=0;
}
},
shangyi:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.countCards('h');
},
content:function(){
"step 0"
player.chooseCardButton(target,target.getCards('h')).set('filterButton',function(button){
return get.color(button.link)=='black';
});
"step 1"
if(result.bool){
target.discard(result.links[0]);
}
},
ai:{
order:11,
result:{
target:function(player,target){
return -target.countCards('h');
}
},
threaten:1.1
},
},
shengxi:{
trigger:{player:'phaseDiscardBegin'},
frequent:true,
filter:function(event,player){
return !player.getStat('damage');
},
content:function(){
player.draw(2);
},
audio:2,
audioname:['liushan']
},
shoucheng:{
trigger:{global:'loseEnd'},
audio:2,
check:function(event,player){
return get.attitude(player,event.player)>0;
},
filter:function(event,player){
if(event.player.countCards('h')) return false;
if(_status.currentPhase==event.player) return false;
for(var i=0;i0){
return true;
}
});
return num>=2;
},
content:function(){
"step 0"
var targets=game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.num=0;
trigger.cancel();
player.line(targets,'green');
"step 1"
if(num【勇决】每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之,每回合限一次
');
"step 1"
player.turnOver();
},
intro:{
content:'limited'
},
ai:{
order:4,
result:{
target:function(player,target){
if(target.isMin()) return 0;
if(player.hp>1){
if(game.phaseNumber2) return 0;
if(get.attitude(player,target)<5) return 0;
}
if(get.attitude(player,target)<5) return 0;
if(target.hp==1&&target.maxHp>2) return 0.2;
if(target==game.me) return 1.2;
return 1;
}
},
expose:0.5,
threaten:1.5
}
},
fenming:{
audio:2,
trigger:{player:'phaseEnd'},
check:function(event,player){
var num=game.countPlayer(function(current){
if(current.isLinked()&¤t.countCards('he')){
return get.attitude(player,current);
}
});
return num<0;
},
filter:function(event,player){
return player.isLinked();
},
content:function(){
"step 0"
event.targets=game.filterPlayer(function(current){
if(current.isLinked()&¤t.countCards('he')){
return true;
}
});
event.num=0;
event.targets.sort(lib.sort.seat);
"step 1"
if(event.num=0);
trigger.player.chooseToDiscard('he',{type:'equip'}).set('ai',function(card){
if(_status.event.nono){
return 0;
}
if(_status.event.player.hp==1) return 10-get.value(card);
return 9-get.value(card);
}).set('nono',nono);
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.draw();
}
else{
trigger.player.damage();
}
},
ai:{
expose:0.3,
threaten:1.3
}
},
suishi:{
audio:2,
trigger:{global:'dying'},
forced:true,
popup:false,
priority:12,
check:function(){
return false;
},
filter:function(event,player){
return event.player!=player&&event.parent.name=='damage'&&event.parent.source&&event.parent.source!=event.player;
},
content:function(){
'step 0'
var str;
if(trigger.parent.source==player){
str='随势:是否摸一张牌?';
}
else{
str='随势:是否令'+get.translation(player)+'摸一张牌?'
}
trigger.parent.source.chooseBool(str).set('ai',function(){
return get.attitude(_status.event.player,_status.event.target)>0;
}).set('target',player);
'step 1'
if(result.bool){
player.logSkill('suishi');
trigger.parent.source.line(player,'green');
player.draw();
}
},
group:'suishi2'
},
suishi2:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
check:function(){
return false;
},
filter:function(event,player){
return event.player!=player&&event.source&&event.source!=player&&event.source!=event.player;
},
content:function(){
'step 0'
var str;
if(trigger.source==player){
str='随势:是否流失一点体力?';
}
else{
str='随势:是否令'+get.translation(player)+'流失一点体力?'
}
trigger.source.chooseBool(str).set('ai',function(){
return get.attitude(_status.event.player,_status.event.target)<0;
}).set('target',player);
'step 1'
if(result.bool){
player.logSkill('suishi');
trigger.source.line(player,'green');
player.loseHp();
}
},
},
sijian:{
trigger:{player:'loseEnd'},
direct:true,
audio:2,
filter:function(event,player){
if(player.countCards('h')) return false;
for(var i=0;i0;
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
player.logSkill('sijian',result.targets);
event.target=result.targets[0];
player.discardPlayerCard(event.target,true);
}
else{
event.finish();
}
},
ai:{
expose:0.2,
}
},
quji:{
audio:2,
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:function(){
var player=_status.event.player;
return player.maxHp-player.hp;
},
filterTarget:function(card,player,target){
return target.hp1) return false;
return game.hasPlayer(function(current){
return current.hasSkill('junbing');
});
},
check:function(event,player){
var target=game.findPlayer(function(current){
return current.hasSkill('junbing');
});
if(target){
var num=target.countCards('h');
var att=get.attitude(player,target);
if(num==0) return true;
if(num==1) return att>-1;
if(num==2) return att>0;
return att>1;
}
return false;
},
content:function(){
"step 0"
player.draw();
if(player.hasSkill('junbing')){
event.finish();
}
else{
event.target=game.findPlayer(function(current){
return current.hasSkill('junbing');
});
}
"step 1"
var cards=player.getCards('h');
target.gain(cards,player);
event.num=cards.length;
player.$give(event.num,target);
game.delay();
"step 2"
target.chooseCard('选择还给'+get.translation(player)+'的牌',true,event.num);
game.delay(0.2);
"step 3"
player.gain(result.cards,target);
target.$give(result.cards.length,player);
game.delay();
}
},
junbing:{
audio:2,
global:'junbing2',
unique:true,
forceunique:true
},
xiongyi:{
skillAnimation:true,
unique:true,
enable:'phaseUse',
audio:2,
limited:true,
filterTarget:function(card,player,target){
if(get.mode()=='guozhan'){
if(player==target) return true;
if(player.identity=='ye') return false;
if(player.identity=='unknown'){
if(_status.yeidentity.contains(player._group)){
return false;
}
else if(get.zhu(player)||get.population(player._group)+1<=get.population()/2){
return player._group==target.identity;
}
else{
return false;
}
}
return player.identity==target.identity;
}
else{
return true;
}
},
multitarget:true,
multiline:true,
selectTarget:function(){
if(get.mode()=='guozhan') return -1;
return [1,3];
},
content:function(){
"step 0"
player.awakenSkill('xiongyi');
game.asyncDraw(targets,3);
"step 1"
if(player.isDamaged()){
if(get.mode()=='guozhan'){
if(player.isMinor(true)){
player.recover();
}
}
else if(targets.length<=2){
player.recover();
}
}
},
ai:{
order:1,
result:{
target:function(player){
var num=player.countCards('h');
if(player.hp==1) return 1;
if(player.hp==2&&num<=2) return 1;
if(player.hp==3&&num<=1) return 1;
if(game.phaseNumber1){
event.num--;
event.goto(1);
}
}
},
ai:{
threaten:0.8,
expose:0.1
}
},
shushen:{
audio:2,
trigger:{player:'recoverAfter'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('shushen'),'令一名其他角色选择摸两张牌或回复1点体力',function(card,player,target){
return target!=player;
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
player.logSkill('shushen',result.targets);
result.targets[0].chooseDrawRecover(2,true);
}
},
ai:{
threaten:0.8,
expose:0.1
}
},
shenzhi:{
audio:2,
trigger:{player:'phaseBegin'},
check:function(event,player){
if(player.hp>2) return false;
var cards=player.getCards('h');
if(cards.length3) return false;
for(var i=0;i7||get.tag(cards[i],'recover')>=1) return false;
}
return true;
},
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
"step 0"
var cards=player.getCards('h');
event.bool=cards.length>=player.hp;
player.discard(cards);
"step 1"
if(event.bool){
player.recover();
}
}
},
wuji:{
skillAnimation:true,
audio:2,
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.getStat('damage')>=3&&!player.storage.wuji;
},
content:function(){
"step 0"
player.removeSkill('huxiao');
player.gainMaxHp();
"step 1"
player.recover();
player.awakenSkill('wuji');
player.storage.wuji=true;
var card=get.cardPile('qinglong','field');
if(card){
player.gain(card,'gain2','log');
}
}
},
xueji_old:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hp0;
},
filterTarget:function(card,player,target){
return player!=target&&get.distance(player,target,'attack')<=1;
},
selectTarget:function(){
return [1,_status.event.player.maxHp-_status.event.player.hp];
},
position:'he',
filterCard:function(card){
return get.color(card)=='red';
},
check:function(card){
return 8-get.useful(card);
},
content:function(){
"step 0"
target.damage();
"step 1"
target.draw();
},
ai:{
order:7,
result:{
target:function(player,target){
return get.damageEffect(target,player);
}
},
threaten:function(player,target){
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(target.hp==target.maxHp&&target.hasFriend()) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
xueji:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('he',{color:'red'})>0;
},
filterTarget:true,
selectTarget:function(){
var player=_status.event.player
return [1,Math.max(1,player.maxHp-player.hp)];
},
position:'he',
filterCard:{color:'red'},
check:function(card){
return 8-get.value(card);
},
multitarget:true,
multiline:true,
line:'fire',
content:function(){
'step 0'
event.delay=false;
for(var i=0;i1;
})>=2);
}
if(get.is.versus()){
event.versus=true;
player.chooseBool(get.prompt2('hongyuan')).ai=function(){
return game.countPlayer(function(current){
return player.side==current.side;
})>2;
};
}
else{
player.chooseTarget(get.prompt2('hongyuan'),[1,2],function(card,player,target){
return player!=target;
},function(target){
if(!_status.event.check) return 0;
return get.attitude(_status.event.player,target);
}).set('check',check);
}
"step 1"
if(result.bool){
var targets;
if(event.versus){
targets=game.filterPlayer(function(current){
return current!=player&¤t.side==player.side;
});
}
else{
targets=result.targets;
}
player.logSkill('hongyuan',targets);
game.asyncDraw(targets);
trigger.num--;
}
},
},
huanshi:{
audio:2,
trigger:{global:'judge'},
filter:function(event,player){
return player.countCards('he')>0;
},
logTarget:'player',
check:function(event,player){
if(get.attitude(player,event.player)<=0) return false;
var cards=player.getCards('he');
var judge=event.judge(event.player.judging[0]);
for(var i=0;ijudge) return true;
}
return false;
},
content:function(){
"step 0"
var target=trigger.player;
player.line(target,'green');
var judge=trigger.judge(target.judging[0]);
var attitude=get.attitude(target,player);
target.choosePlayerCard('请选择代替判定的牌','he','visible',true,player).set('ai',function(button){
var card=button.link;
var judge=_status.event.judge;
var attitude=_status.event.attitude;
var result=trigger.judge(card)-judge;
var player=_status.event.player;
if(result>0){
return 20+result;
}
if(result==0){
if(_status.currentPhase==player) return 0;
if(attitude>=0){
return get.color(card)=='red'?7:0-get.value(card);
}
else{
return get.color(card)=='black'?10:0+get.value(card);
}
}
if(attitude>=0){
return get.color(card)=='red'?0:-10+result;
}
else{
return get.color(card)=='black'?0:-10+result;
}
}).set('judge',judge).set('attitude',attitude);
"step 1"
if(result.bool){
event.card=result.links[0];
player.respond(event.card,'highlight').nopopup=true;
}
else{
event.finish();
}
"step 2"
if(result.bool){
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
},trigger.player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0]=event.card;
if(!get.owner(event.card,'judge')){
trigger.position.appendChild(event.card);
}
game.log(trigger.player,'的判定牌改为',event.card);
game.delay(2);
}
},
ai:{
tag:{
rejudge:1,
}
}
},
mingzhe:{
audio:2,
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(event.cards){
for(var i=0;i2) return current-1;
},
globalTo:function(from,to,current){
if(to.hp<=2) return current+1;
},
},
ai:{
threaten:0.8
}
},
yongsi:{
group:['yongsi1','yongsi2'],
ai:{
threaten:2.2
}
},
yongsi1:{
audio:2,
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=game.countGroup();
}
},
yongsi2:{
audio:2,
trigger:{player:'phaseDiscardBegin'},
forced:true,
content:function(){
player.chooseToDiscard(game.countGroup(),'he',true);
}
},
bifa:{
trigger:{player:'phaseEnd'},
direct:true,
audio:2,
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
"step 0"
var players=game.filterPlayer();
for(var i=0;itarget.hp){
target.chooseToDiscard(2,'he',true);
}
else{
target.draw(2);
}
target.storage.songci=true;
target.markSkill('songci');
},
intro:{
content:'已发动'
},
ai:{
order:7,
threaten:1.5,
expose:0.2,
result:{
target:function(player,target){
if(target.countCards('h')target.hp){
if(target.countCards('h')<=3) return -1;
}
}
}
}
},
baobian:{
audio:2,
trigger:{player:['phaseBefore','changeHp']},
forced:true,
popup:false,
unique:true,
derivation:['tiaoxin','new_repaoxiao','xinshensu'],
content:function(){
player.removeAdditionalSkill('baobian');
var list=[];
if(player.hp<=3){
if(trigger.num!=undefined&&trigger.num<0) player.logSkill('baobian');
list.push('tiaoxin');
}
if(player.hp<=2){
list.push('new_repaoxiao');
}
if(player.hp<=1){
list.push('xinshensu');
}
if(list.length){
player.addAdditionalSkill('baobian',list);
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(!target.hasFriend()) return;
if(target.hp>=4) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
chongzhen:{
group:['chongzhen1','chongzhen2'],
ai:{
combo:'longdan',
mingzhi:false,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')||get.tag(card,'respondSha')){
if(get.attitude(target,player)<=0){
if(current>0) return;
if(target.countCards('h')==0) return 1.6;
if(target.countCards('h')==1) return 1.2;
if(target.countCards('h')==2) return [0.8,0.2,0,-0.2];
return [0.4,0.7,0,-0.7];
}
}
},
},
}
},
chongzhen1:{
audio:2,
trigger:{player:'shaBefore'},
filter:function(event,player){
if(event.skill!='longdan_sha'&&event.skill!='fanghun_sha') return false;
return event.target.countCards('h')>0;
},
logTarget:'target',
prompt2:'每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。',
content:function(){
var card=trigger.target.getCards('h').randomGet();
player.gain(card,trigger.target);
trigger.target.$giveAuto(card,player);
game.delay();
}
},
chongzhen2:{
audio:2,
trigger:{player:'respond'},
filter:function(event,player){
if(event.skill!='longdan_shan'&&event.skill!='longdan_sha'&&
event.skill!='fanghun_shan'&&event.skill!='fanghun_sha') return false;
return event.source&&event.source.countCards('h')>0;
},
logTarget:'source',
prompt2:'每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。',
content:function(){
var card=trigger.source.getCards('h').randomGet();
player.gain(card,trigger.source);
trigger.source.$giveAuto(card,player);
game.delay();
}
},
lihun:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.sex=='male';
},
filterCard:true,
position:'he',
content:function(){
player.gain(target.getCards('h'),target);
target.$give(target.countCards('h'),player);
player.turnOver();
player.addSkill('lihun2');
player.storage.lihun=target;
},
check:function(card){return 8-get.value(card)},
ai:{
order:10,
result:{
player:function(player){
if(player.classList.contains('turnedover')) return 10;
return 0;
},
target:function(player,target){
if(target.countCards('h')>target.hp) return target.hp-target.countCards('h');
return 0;
}
},
threaten:1.5,
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,2];
}
}
},
},
lihun2:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
audio:false,
content:function(){
"step 0"
player.removeSkill('lihun2');
if(player.storage.lihun.classList.contains('dead')){
event.finish();
}
else{
player.chooseCard('he',true,player.storage.lihun.hp);
}
"step 1"
player.storage.lihun.gain(result.cards,player);
player.$give(result.cards.length,player.storage.lihun);
}
},
yuanhu:{
audio:3,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.countCards('he',{type:'equip'})>0;
},
content:function(){
"step 0"
player.chooseCardTarget({
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
filterTarget:function(card,player,target){
return target.isEmpty(get.subtype(card));
},
ai1:function(card){
return 6-get.value(card);
},
ai2:function(target){
return get.attitude(_status.event.player,target)-3;
},
prompt:get.prompt2('yuanhu')
});
"step 1"
if(result.bool){
player.logSkill('yuanhu',result.targets);
var thisTarget=result.targets[0];
var thisCard=result.cards[0];
thisTarget.equip(thisCard);
event.target=thisTarget;
if(thisTarget!=player){
player.$give(thisCard,thisTarget);
}
switch(get.subtype(thisCard)){
case 'equip1':{
if(!game.hasPlayer(function(current){
return get.distance(thisTarget,current)<=1;
})){
event.finish();
return;
}
game.delay();
player.chooseTarget(true,function(card,player,target){
return get.distance(_status.event.thisTarget,target)<=1&&target.countCards('hej');
}).set('ai',function(target){
var attitude=get.attitude(_status.event.player,target);
if(attitude>0&&target.countCards('j')){
return attitude*1.5;
}
return -attitude;
}).set('thisTarget',thisTarget);
return;
}
case 'equip2':{
thisTarget.draw();event.finish();
return;
}
default:{
thisTarget.recover();
event.finish();
return;
}
}
}
else{
event.finish();
}
"step 2"
if(result.targets.length){
player.discardPlayerCard(true,result.targets[0],'hej');
}
},
},
tianming:{
audio:2,
trigger:{target:'shaBegin'},
check:function(event,player){
var cards=player.getCards('h');
if(cards.length<=2){
for(var i=0;iplayers[1].hp&&players[0]!=player){
players[0].chooseBool(get.prompt2('tianming'));
event.player=players[0];
}
else{
event.finish();
}
"step 1"
if(result.bool){
player.chooseToDiscard(2,true,'he');
player.draw(2);
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='sha') return [1,0.5];
}
}
}
},
mizhao:{
enable:'phaseUse',
usable:1,
audio:2,
filter:function(event,player){
return player.countCards('h')>0;
},
filterCard:true,
selectCard:-1,
filterTarget:function(card,player,target){
return player!=target;
},
discard:false,
prepare:'give2',
ai:{
order:1,
result:{
player:0,
target:function(player,target){
if(target.hasSkillTag('nogain')) return 0;
if(player.countCards('h')>1){
return 1;
}
var players=game.filterPlayer();
for(var i=0;i0){
return eff-10;
}
return eff;
}).set('target1',event.target1);
"step 2"
if(result.targets.length){
event.target2=result.targets[0];
event.target1.line(event.target2);
event.target1.chooseToCompare(event.target2);
}
else{
event.finish();
}
"step 3"
if(!result.tie){
if(result.bool&&event.target1.canUse({name:'sha'},event.target2,false)){
event.target1.useCard({name:'sha'},event.target2);
}
else if(event.target2.canUse({name:'sha'},event.target1,false)){
event.target2.useCard({name:'sha'},event.target1);
}
}
}
},
gongao:{
audio:2,
trigger:{global:'dieAfter'},
forced:true,
unique:true,
content:function(){
player.gainMaxHp();
player.recover();
},
ai:{
threaten:1.5
}
},
juyi:{
skillAnimation:true,
audio:true,
derivation:['benghuai','weizhong'],
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.maxHp>game.players.length&&player.hp0){
player.draw(num);
}
player.addSkill('benghuai');
player.addSkill('weizhong');
player.storage.juyi=true;
player.awakenSkill('juyi');
}
},
weizhong:{
audio:true,
trigger:{player:['gainMaxHpEnd','loseMaxHpEnd']},
forced:true,
content:function(){
player.draw();
}
},
chixin:{
group:['chixin1','chixin2'],
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha'){
return num+20;
}
},
},
trigger:{player:'shaBefore'},
forced:true,
popup:false,
check:function(event,player){
return player.countCards('h','sha')>0;
},
filter:function(event,player){
return _status.currentPhase==player;
},
content:function(){
var target=trigger.target;
if(target.hasSkill('chixin3')){
target.storage.chixin++;
}
else{
target.storage.chixin=1;
target.addTempSkill('chixin3','phaseUseEnd');
}
}
},
chixin1:{
enable:['chooseToRespond','chooseToUse'],
filterCard:{suit:'diamond'},
position:'he',
viewAs:{name:'sha'},
prompt:'将一张♦牌当杀使用或打出',
check:function(card){return 5-get.value(card)},
ai:{
respondSha:true,
}
},
chixin2:{
enable:['chooseToRespond'],
filterCard:{suit:'diamond'},
viewAs:{name:'shan'},
position:'he',
prompt:'将一张♦牌当闪打出',
check:function(card){return 5-get.value(card)},
ai:{
respondShan:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&¤t<0) return 0.8
}
},
}
},
chixin3:{
mod:{
targetEnabled:function(card,player,target){
if(card.name!='sha') return;
if(player==_status.currentPhase&&player.hasSkill('chixin')){
var num=player.getCardUsable(card,true)-20;
var players=game.filterPlayer();
for(var i=0;i1;
}
}
}
},
suiren:{
trigger:{player:'phaseBegin'},
skillAnimation:true,
filter:function(event,player){
return !player.storage.suiren;
},
intro:{
content:'limited',
},
mark:true,
direct:true,
unique:true,
limited:true,
content:function(){
"step 0"
var check=(player.hp==1||(player.hp==2&&player.countCards('h')<=1));
player.chooseTarget(get.prompt2('suiren')).set('ai',function(target){
if(!_status.event.check) return 0;
return get.attitude(_status.event.player,target);
}).set('check',check);
"step 1"
if(result.bool){
player.storage.suiren=true;
player.awakenSkill('suiren');
player.logSkill('suiren',result.targets);
player.removeSkill('yicong');
player.gainMaxHp();
player.recover();
result.targets[0].draw(3);
}
}
},
kuangfu:{
trigger:{source:'damageEnd'},
direct:true,
audio:2,
filter:function(event){
if(event._notrigger.contains(event.player)) return false;
return event.card&&event.card.name=='sha'&&event.player.countCards('e');
},
content:function(){
"step 0"
var neg=get.attitude(player,trigger.player)<=0;
player.choosePlayerCard('e',trigger.player).set('ai',function(button){
if(_status.event.neg){
return get.buttonValue(button);
}
return 0;
}).set('neg',neg);
"step 1"
if(result.bool){
player.logSkill('kuangfu');
event.card=result.links[0];
if(player.isEmpty(get.subtype(event.card))){
player.chooseBool('是否将'+get.translation(event.card)+'置入自己的装备区?').ai=function(){
return true;
};
}
else event._result={bool:false};
}
else event.finish();
"step 2"
if(result.bool){
trigger.player.$give(event.card,player);
player.equip(event.card);
}
else trigger.player.discard(event.card);
}
},
},
translate:{
zhangren:'张任',
zoushi:'邹氏',
zangba:'臧霸',
jiling:'纪灵',
gz_sp_dongzhuo:'董卓',
gz_zhangjiao:'张角',
litong:'李通',
mizhu:'糜竺',
buzhi:'步骘',
chenlin:'陈琳',
yuanshu:'SP袁术',
gongsunzan:'公孙瓒',
sp_diaochan:'SP貂蝉',
yangxiu:'杨修',
sp_zhaoyun:'SP赵云',
jsp_zhaoyun:'☆SP赵云',
caohong:'曹洪',
liuxie:'刘协',
xiahouba:'夏侯霸',
zhugejin:'诸葛瑾',
zhugeke:'诸葛恪',
guanyinping:'关银屏',
ganfuren:'甘夫人',
sunhao:'孙皓',
chengyu:'程昱',
simalang:'司马朗',
tianfeng:'田丰',
sp_pangtong:'SP庞统',
sp_jiaxu:'SP贾诩',
maliang:'马良',
sp_caoren:'SP曹仁',
yuejin:'乐进',
mifuren:'糜夫人',
sp_dongzhuo:'SP董卓',
chendong:'陈武董袭',
jiangfei:'蒋琬费祎',
jiangqing:'蒋钦',
hetaihou:'何太后',
dingfeng:'丁奉',
zhangxingcai:'张星彩',
caoang:'曹昂',
kongrong:'孔融',
fuwan:'伏完',
sp_pangde:'SP庞德',
sp_sunshangxiang:'SP孙尚香',
zhugedan:'诸葛诞',
sp_machao:'SP马超',
sp_jiangwei:'SP姜维',
zhangbao:'张宝',
yangxiou:'杨修',
shixie:'士燮',
mayunlu:'马云騄',
zhanglu:'张鲁',
wutugu:'兀突骨',
mateng:'马腾',
sp_caiwenji:'SP蔡文姬',
zhugeguo:'诸葛果',
liuzan:'留赞',
lingcao:'凌操',
sunru:'孙茹',
lingju:'灵雎',
lifeng:'李丰',
jsp_guanyu:'SP关羽',
zhuling:'朱灵',
sunluyu:'孙鲁育',
hanba:'旱魃',
panfeng:'潘凤',
zumao:'祖茂',
daxiaoqiao:'大小乔',
sp_daqiao:'☆SP大乔',
sp_ganning:'☆SP甘宁',
sp_zhangfei:'☆SP张飞',
sp_xiahoudun:'☆SP夏侯惇',
cuiyan:'崔琰',
wenpin:'文聘',
jsp_huangyueying:'SP黄月英',
sp_lvmeng:'☆SP吕蒙',
guansuo:'关索',
tadun:'蹋顿',
yanbaihu:'严白虎',
wanglang:'王朗',
sp_liubei:'☆SP刘备',
caochun:'曹纯',
dongbai:'董白',
zhaoxiang:'赵襄',
heqi:'贺齐',
kanze:'阚泽',
dongyun:'董允',
mazhong:'马忠',
huangfusong:'皇甫嵩',
miheng:'祢衡',
taoqian:'陶谦',
wangyun:'王允',
sunqian:'孙乾',
xizhicai:'戏志才',
quyi:'麴义',
liuye:'刘晔',
beimihu:'卑弥呼',
luzhi:'鲁芝',
sp_liuqi:'刘琦',
huangjinleishi:'黄巾雷使',
bianfuren:'卞夫人',
shamoke:'沙摩柯',
lvfan:'吕范',
liqueguosi:'李傕郭汜',
cuimao:'崔琰毛玠',
kaisa:"凯撒",
lijue:"李傕",
zhangji:"张济",
fanchou:"樊稠",
guosi:"郭汜",
lvkai:"吕凯",
zhanggong:"张恭",
weiwenzhugezhi:"卫温诸葛直",
caoying:"曹婴",
simahui:"司马徽",
baosanniang:"鲍三娘",
xurong:"徐荣",
sp_xiahoushi:"SP夏侯氏",
zhangqiying:"张琪瑛",
xf_tangzi:"唐咨",
xf_huangquan:"黄权",
xf_sufei:"苏飞",
pangdegong:"庞德公",
zhaotongzhaoguang:"赵统赵广",
majun:"马钧",
simazhao:"司马昭",
wangyuanji:"王元姬",
mangyachang:"忙牙长",
xugong:"许贡",
zhangchangpu:"张昌蒲",
jianggan:"蒋干",
spjiedao:"截刀",
"spjiedao_info":"当你每回合第一次造成伤害时,你可令此伤害至多+X(X为你损失的体力值)。然后若受到此伤害的角色没有死亡,你弃置等同于此伤害加值的牌。",
biaozhao:"表召",
"biaozhao_info":"结束阶段,你可以将一张牌置于武将牌上,称为“表”。当有一张与“表”花色点数均相同的牌进入弃牌堆时,移去“表”且你失去1点体力,若此牌是其他角色因弃置而进入弃牌堆的,则改为该角色获得“表”。准备阶段,若你的武将牌上有“表”,则移去“表”然后你选择一名角色,该角色回复1点体力且将手牌摸至与全场手牌数最多的人相同(最多摸五张)。",
"biaozhao2":"表召",
"biaozhao2_info":"",
"biaozhao3":"表召",
"biaozhao3_info":"",
yechou:"业仇",
"yechou_info":"你死亡时,可以选择一名已损失体力值大于1的角色。每个回合结束时,该角色失去1点体力直到其回合开始",
"yechou2":"业仇",
"yechou2_info":"",
yanjiao:"严教",
"yanjiao_info":"出牌阶段限一次,你可以选择一名其他角色。从牌堆顶亮出四张牌,该角色将这些牌分成点数之和相等的两组,你与其各获得其中一组,然后将剩余未分组的牌置入弃牌堆。若未分组的牌超过一张,你本回合手牌上限-1。",
"yanjiao2":"严教",
"yanjiao2_info":"",
xingshen:"省身",
"xingshen_info":"当你受到伤害后,你可以摸一张牌且下一次发动“严教”亮出的牌数+1。若你的手牌数为全场最少,则改为摸两张牌;若你的体力值为全场最少,则“严教”亮出的牌数改为+2(加值总数不能超过4)。",
weicheng:'伪诚',
weicheng_info:'当其他角色获得你的手牌后,若你的手牌数小于体力值,你可以摸一张牌。',
daoshu:'盗书',
daoshu_info:'出牌阶段,你可以选择一个花色并获得一名其他角色的一张手牌。若此牌花色与你选择的相同,则你对其造成1点伤害。否则你须交给其一张与你选择的花色不同的手牌(没有则展示手牌),且本阶段内不能再发动【盗书】',
xinshanjia:"缮甲",
"xinshanjia_info":"出牌阶段开始时,你可以摸三张牌,然后弃置3-X张牌(X为你本局游戏内失去过的装备区内的牌的数目且至多为3)。若你没有以此法弃置基本牌或锦囊牌,则你可以视为使用了一张不计入出牌阶段使用次数的【杀】。",
"new_meibu":"魅步",
"new_meibu_info":"其他角色的出牌阶段开始时,若你在其攻击范围内,你可以弃置一张牌,令该角色于本回合内拥有“止息”。若你以此法弃置的牌不是【杀】或黑色锦囊牌,则本回合其与你距离视为1。",
"new_mumu":"穆穆",
"new_mumu_info":"出牌阶段开始时,你可以选择一项:1.弃置一名其他角色装备区里的一张牌;2.获得一名角色装备区里的一张防具牌,若如此做,你本回合不能使用【杀】。",
"new_zhixi":"止息",
"new_zhixi_info":"锁定技,出牌阶段,你至多可使用X张牌,你使用了锦囊牌后不能再使用牌(X为你的体力值)。",
"new_mumu2":"穆穆",
"new_mumu2_info":"锁定技,你不能使用【杀】。",
"new_xingwu":"星舞",
"new_xingwu_info":"弃牌阶段开始时,你可以将一张手牌置于武将牌上,称之为「舞」。然后若你的「舞」中包含三种花色,则你须移去三张花色不同的「舞」并选择一名角色,该角色受到2点伤害(若为女性,则改为1点)并弃置其装备区的所有牌。",
"new_luoyan":"落雁",
"new_luoyan_info":"锁定技。若你的武将牌上有「舞」,则你视为拥有技能〖天香〗和〖流离〗。",
"new_luoyan_tianxiang":"天香",
"new_luoyan_tianxiang_info":"",
"new_luoyan_liuli":"流离",
"new_luoyan_liuli_info":"",
ol_shichou:"誓仇",
ol_shichou_info:"当你使用【杀】时,你可以令至多X名角色也成为此【杀】的目标。(X为你已损失的体力值)",
"zhenwei_three":"镇卫",
"zhenwei_three_info":"锁定技,敌方角色至己方其他角色的距离+1。",
"huanshi_three":"缓释",
"huanshi_three_info":"一名友方角色的判定牌生效前,你可打出一张牌代替之。",
zhengfu:"征服",
"zhengfu_info":"当你使用【杀】指定目标时,你可以选择一种牌的类别,然后除非目标角色交给你一种该类别的牌,否则其不能闪避此【杀】。",
yizan:"翊赞",
yizan_info:"你可以将两张牌(其中至少一张是基本牌)当任意基本牌牌使用",
yizan0:"翊赞",
yizan0_info:"你可以将两张牌(其中至少一张是基本牌)当任意基本牌牌使用",
yizan1:"翊赞",
yizan1_info:"你可以将两张牌(其中至少一张是基本牌)当【闪】打出",
yizan2:"翊赞",
yizan2_info:"你可以将一张基本牌当任意基本牌牌使用",
yizan3:"翊赞",
yizan3_info:"你可以将一张基本牌当【闪】打出 ",
yizan5:"翊赞",
yizan5_info:"你可以将两张牌(其中至少一张是基本牌)当【杀】打出",
yizan6:"翊赞",
yizan6_info:"你可以将一张基本牌当【杀】打出",
longyuan:"龙渊",
longyuan_info:"觉醒技 当你使用或打出基本牌时,若你已经已累计发动过3次【翊赞】,你将【翊赞】改为“你可以将一张基本牌当任意基本牌牌使用或打出”。",
wuniang:"武娘",
wuniang_info:"你使用或打出【杀】时,你可以获得一名其他角色的一张牌,然后该角色摸一张牌;若“关索”在场,你可令“关索”也摸一张牌",
zhennan:"镇南",
zhennan_info:"当你成为【南蛮入侵】的目标时,你可令一名其他角色随机受到一至三点伤害",
xushen:"许身",
xushen_info:"当其他男性角色令你脱离濒死状态时,若“关索”不在场,其可以选择是否用“关索”替换其武将牌,然后你回复一点体力并获得技能【镇南】",
wanwei:'挽危',
wanwei_info:'当你因被其他角色获得或弃置而失去牌时,你可以改为自己选择失去的牌',
yuejian:'约俭',
yuejian_info:'一名角色的弃牌阶段开始时,若其本回合内使用过的牌数小于X,则你可以令其本回合的手牌上限+X。(X为其的体力上限)',
gzjili:'蒺藜',
gzjili_info:'当你于一回合内使用或打出第X张牌时,你可以摸X张牌(X为你的攻击范围)。',
xiongsuan:'凶算',
xiongsuan_info:'限定技,出牌阶段,你可以弃置一张手牌并选择一名角色,对其造成1点伤害,然后你摸三张牌。若该角色有已发动的限定技,则你选择其中一个限定技,此回合结束后视为该限定技未发动过。',
diaodu:"调度",
diaodu_info:"当你使用装备牌时,你可以摸一张牌;出牌阶段开始时,你可以获得一名其他角色装备区里的一张牌,然后你可以将此牌交给另一名角色。",
diancai:'典财',
diancai_info:'其他角色的出牌阶段结束时,若你于此阶段失去了X张或更多的牌,则你可以将手牌摸至体力上限。(X为你的体力值)',
zhengbi:'征辟',
zhengbi_info:'出牌阶段开始时,你可以选择一项:选择一名未受伤的其他角色,你对其使用的牌无距离限制且不计入使用次数直到回合结束;或将一张基本牌交给一名其他角色,然后其交给你一张非基本牌或两张基本牌。',
fengying:'奉迎',
fengying_info:'限定技,出牌阶段,你可以弃置所有手牌。若如此做,你可以令等量的角色将手牌摸至X张(X为其手牌上限且至多为5)。然后,你结束出牌阶段,并在当前回合结束后进行一个新的回合。',
qingzhong:'清忠',
qingzhong_info:'出牌阶段开始时,你可以摸两张牌,若如此做,本阶段结束时,你与手牌数最少的角色交换手牌。',
weijing:'卫境',
weijing_info:'每轮限一次,你可以在需要使用【杀】或【闪】时,视为使用一张【杀】或【闪】。',
spwenji:'问计',
spwenji_info:'出牌阶段开始时,你可以令一名其他角色交给你一张牌。你于本回合内使用与该牌同名的牌不能被其他角色响应。',
sptunjiang:'屯江',
sptunjiang_info:'结束阶段,若你未跳过本回合的出牌阶段,且你于本回合出牌阶段内未使用牌指定过其他角色为目标,则你可以摸X张牌(X为全场势力数)。',
zongkui:'纵傀',
zongkui_mark:'纵傀',
zongkui_mark_bg:'傀',
zongkui_info:'回合开始时,你可以指定一名未拥有“傀”标记的其他角色,令其获得一枚“傀”标记。每轮游戏开始时,你可以指定一名体力值最少且没有“傀”标记的其他角色,令其获得一枚“傀”标记。',
guju:'骨疽',
guju_info:'锁定技,拥有“傀”标记的角色受到伤害后,你摸一张牌。',
baijia:'拜假',
baijia_info:'觉醒技,准备阶段,若你因“骨疽”获得牌不小于7张,则你增加1点体力上限,回复1点体力,然后令所有未拥有“傀”标记的其他角色获得“傀”标记,最后失去技能“骨疽”,并获得技能“蚕食”。',
bmcanshi:'蚕食',
bmcanshi_info:'一名角色使用牌指定你为唯一目标时,若其有“傀”标记,你可以取消之,然后其失去“傀”标记;你使用牌仅指定一名角色为目标时,你可以额外指定任意名带有“傀”标记的角色为目标,然后其失去“傀”标记。',
zishu:'自书',
zishu_info:'锁定技,你的回合外,你获得的牌均会在当前回合结束后置入弃牌堆;你的回合内,当你不因此技能效果获得牌时,额外摸一张牌。',
yingyuan:'应援',
yingyuan_info:'当你于回合内使用的牌置入弃牌堆后,你可以将之交给一名其他角色(相同牌名的牌每回合限一次)。',
ly_piliche:'霹雳车',
ly_piliche_info:'当你对其他角色造成伤害后,若造成伤害牌不为延时锦囊牌,你可以弃置其装备区里的防具牌与+1坐骑牌;当你失去此装备时,销毁之',
polu:'破橹',
polu_info:'锁定技,回合开始时,若你的装备区里没有【霹雳车】,你使用之;当你受到1点伤害后,若你的装备区里没有【霹雳车】,你摸一张牌',
choulve:'筹略',
choulve_info:'出牌阶段开始时,你可以令一名其他角色交给你一张牌,若其如此做,视为你使用上一张对你造成伤害且不为延时锦囊牌的牌',
qianya:'谦雅',
qianya_info:'当你成为锦囊牌的目标后,你可以将任意张手牌交给一名其他角色',
shuimeng:'说盟',
shuimeng_info:'出牌阶段结束时,你可以与一名角色拼点,若你赢,视为你使用【无中生有】;若你没赢,视为其对你使用【过河拆桥】',
xianfu:'先辅',
xianfu2:'先辅',
xianfu2_bg:'辅',
xianfu_info:'锁定技,游戏开始时,你选择一名其他角色,当其受到伤害后,你受到等量的伤害,当其回复体力后,你回复等量的体力',
chouce:'筹策',
chouce_info:'当你受到1点伤害后,你可以判定,若结果为:黑色,你弃置一名角色区域里的一张牌;红色,你选择一名角色,其摸一张牌,若其是“先辅”选择的角色,改为其摸两张牌',
fuqi:'伏骑',
fuqi_info:'锁定技,与你距离为1的其他角色不能使用或打出牌响应你使用的牌',
jiaozi:'骄恣',
jiaozi_info:'锁定技,若你的手牌数是全场唯一最多的,你造成或受到的伤害均+1',
wy_meirenji:'美人计',
wy_meirenji_info:'出牌阶段,对一名有手牌的其他男性角色使用。每名女性角色各获得其一张手牌并将一张手牌交给你,然后比较你与其的手牌数,手牌少的角色对手牌多的角色造成1点伤害',
wy_xiaolicangdao:'笑里藏刀',
wy_xiaolicangdao_info:'出牌阶段,对一名其他角色使用。该角色摸X张牌(X为其已损失的体力值且至多为5),然后你对其造成1点伤害',
weikui:'伪溃',
weikui2:'伪溃',
weikui_info:'出牌阶段限一次,你可以失去1点体力并选择一名有手牌的其他角色,你观看其手牌:若其手牌中有【闪】,则视为你对其使用【杀】,且本回合你计算与其的距离视为1;若其手牌中没有【闪】,你弃置其中一张牌',
lizhan:'励战',
lizhan_info:'结束阶段,你可以令任意名已受伤的角色摸一张牌',
wylianji:'连计',
wylianji_info:'出牌阶段限一次,你可以展示一张【杀】或黑色锦囊牌,并令一名其他角色将牌堆中的随机一张武器牌置入装备区(可替换原装备)。然后该角色选择一项:1.对除你以外的角色使用该牌,并将装备区里的武器牌交给该牌的一个目标角色;2.令你对其使用此牌,然后获得此牌,并将装备区内的武器牌交给你。',
// from here
moucheng:'谋逞',
moucheng_info:'觉醒技,当其他角色使用因“连计”交给其的牌累计造成伤害达到3点后,你失去技能“连计”,然后获得技能“矜功”',
jingong:'矜功',
jingong2:'矜功',
jingong_backup:'矜功',
jingong_info:'出牌阶段限一次,你可以将一张装备牌或【杀】当一张随机锦囊牌使用(三选一,其中一张为【美人计】或【笑里藏刀】),然后本回合的结束阶段,若你于本回合内未造成过伤害,你失去1点体力',
zhaohuo:'招祸',
zhaohuo_info:'锁定技,当其他角色进入濒死状态时,你的体力上限变为1点,你每以此法减少1点体力上限,你摸一张牌',
yixiang:'义襄',
yixiang_info:'每名角色的回合限一次,当你成为一名角色使用牌的目标后,若其的体力值大于你的体力值,你可以随机获得牌堆里一张你没有的基本牌',
yirang:'揖让',
yirang_info:'出牌阶段开始时,你可以将所有非基本牌交给一名体力上限大于你的其他角色,然后调整体力上限至与该角色相同,你回复X点体力(X为你以此法交给其的牌的类别数)',
kuangcai:'狂才',
kuangcai_info:'出牌阶段开始时,你可以令你此阶段内的主动出牌时间变为5秒,响应出牌时间也变为5秒。若如此做,你使用牌没距离和次数限制,且每当你于此阶段内使用牌时,你摸一张牌且主动出牌时间-1秒。你一回合通过狂才最多获得5张牌',
shejian:'舌剑',
shejian_info:'弃牌阶段结束时,若你于此阶段弃置的所有牌花色均不相同,你可以弃置一名其他角色的一张牌',
fenyue:'奋钺',
fenyue2:'奋钺',
fenyue2_bg:'钺',
fenyue_info:'出牌阶段限X次,你可以与一名角色拼点,若你赢,你选择一项:1.其不能使用或打出手牌直到回合结束;2.视为你对其使用了【杀】(不计入次数限制)。若你没赢,你结束出牌阶段。(X为存活的忠臣数)',
zhuoshui:'祸水',
zhuoshui_info:'锁定技,准备阶段,你令所有其他角色的非锁定技失效直到回合结束',
zqingcheng:'倾城',
zqingcheng_info:'出牌阶段,你可以弃置一张装备牌,然后令一名角色翻面并摸两张牌',
zfengshi:'锋矢',
zfengshi_info:'你使用杀指定目标后,可以令目标弃置装备区内的一张牌',
chuanxin:'穿心',
chuanxin_info:'当你于出牌阶段内使用【杀】或【决斗】对目标角色造成伤害时,你可以防止此伤害。若如此做,该角色选择一项:1.弃置装备区里的所有牌,若如此做,其失去1点体力;2.随机移除主武将牌上的一个技能',
chuanxin_info_guozhan:'当你于出牌阶段内使用【杀】或【决斗】对目标角色造成伤害时,若其与你势力不同且有副将,你可以防止此伤害。若如此做,该角色选择一项:1.弃置装备区里的所有牌,若如此做,其失去1点体力;2.移除副将',
hengjiang:'横江',
hengjiang2:'横江',
hengjiang_info:'当你受到1点伤害后,你可以令当前回合角色本回合的手牌上限-1。然后若其弃牌阶段内没有弃牌,则你摸一张牌',
shuangren:'双刃',
shuangren_info:'出牌阶段开始时,你可以与一名角色拼点。若你赢,你视为任意一名角色使用一张【杀】(此【杀】不计入限制的次数);若你没赢,你结束出牌阶段',
shuangren_info_guozhan:'出牌阶段开始时,你可以与一名角色拼点。若你赢,你视为对其或与其势力相同的另一名角色使用一张【杀】(此【杀】不计入限制的次数);若你没赢,你结束出牌阶段',
xiashu:'下书',
xiashu_info:'出牌阶段开始时,你可以将所有手牌交给一名其他角色,然后该角色亮出任意数量的手牌(至少一张),令你选择一项:1.获得其亮出的手牌;2.获得其未亮出的手牌',
kuanshi:'宽释',
kuanshi2:'宽释',
kuanshi_info:'结束阶段,你可以选择一名角色。直到你的下回合开始,该角色下一次受到超过1点的伤害时,防止此伤害,然后你跳过下个回合的摸牌阶段',
bingzheng:'秉正',
bingzheng_info:'出牌阶段结束时,你可以令手牌数不等于体力值的一名角色弃置一张手牌或摸一张牌。然后若其手牌数等于体力值,你摸一张牌,且可以交给该角色一张牌',
sheyan:'舍宴',
sheyan_info:'当你成为一张普通锦囊牌的目标时(借刀杀人等带有指向目标的锦囊除外),你可以为此牌增加一个目标或减少一个目标(目标数至少为一)',
fuman:'抚蛮',
fuman2:'抚蛮',
fuman_info:'出牌阶段,你可以将一张【杀】交给一名本回合未获得过“抚蛮”牌的其他角色,然后其于下个回合结束之前使用“抚蛮”牌时,你摸一张牌',
qizhou:'绮胄',
qizhou_info:'锁定技,你根据装备区里牌的花色数获得以下技能:1种或以上-马术;2种或以上-英姿;3种或以上-短兵;4种-奋威',
shanxi:'闪袭',
shanxi_info:'出牌阶段限一次,你可以弃置一张红色基本牌,然后弃置攻击范围内的一名其他角色的一张牌,若弃置的牌是【闪】,你观看其手牌,若弃置的不是【闪】,其观看你的手牌',
duanbing:'短兵',
duanbing_info:'你使用【杀】可以多选择一名距离为1的角色为目标',
fanghun:'芳魂',
fanghun_info:'当你使用【杀】造成伤害后,你获得1个“梅影”标记;你可以移去1个“梅影”标记来发动“龙胆”并摸一张牌',
fuhan:'扶汉',
fuhan_info:'限定技,回合开始时,你可以移去所有“梅影”标记,随机观看五名未登场的蜀势力角色,将武将牌替换为其中一名角色,并将体力上限数调整为本局游戏中移去“梅影”标记的数量(至多为游戏开始时的角色数),然后若你是体力值最低的角色,你回复1点体力',
yjixi:'觊玺',
yjixi_info:'觉醒技,结束阶段,若你连续三回合没有失去过体力,则你增加1点体力上限并回复1点体力,然后选择一项:获得技能“妄尊”或摸两张牌并获得当前主公的主公技',
xinyongsi:'庸肆',
xinyongsi1:'庸肆',
xinyongsi2:'庸肆',
xinyongsi_info:'锁定技,摸牌阶段,你令额定摸牌数为X(X为势力数);弃牌阶段开始时,你选择一项:1.弃置一张牌;2.失去1点体力',
xiehui:'黠慧',
xiehui2:'黠慧',
xiehui_info:'锁定技,你的黑色牌不占用手牌上限;其他角色获得你的黑色牌时,其不能使用、打出、弃置这些牌直到其体力值减少为止',
lianzhu:'连诛',
lianzhu_info:'出牌阶段限一次,你可以展示并交给一名其他角色一张牌,若该牌为黑色,其选择一项:1.你摸两张牌;2.弃置两张牌',
zhaolie:'昭烈',
zhaolie_info:'摸牌阶段摸牌时,你可以少摸一张,指定你攻击范围内的一名角色亮出牌堆顶上3张牌,将其中的非基本牌和【桃】置于弃牌堆,该角色进行二选一:你对其造成X点伤害,然后他获得这些基本牌;或他弃置X张牌,然后你获得这些基本牌。(X为其中非基本牌的数量)',
shichou:'誓仇',
shichou2:'誓仇',
shichou_info:'主公技,限定技,准备阶段,你可指定一名蜀国角色并交给其两张牌。本盘游戏中,每当你受到伤害时,改为该角色替你受到等量的伤害,然后摸等量的牌,直至该角色第一次进入濒死状态',
shanjia:'缮甲',
shanjia_info:'出牌阶段开始时,你可以先摸X张牌再弃置等量的牌,若你以此法弃置了装备区内的牌,视为你使用了一张无视距离的【杀】(X为你于本局游戏内使用过的装备牌数且最大为7)',
tuifeng:'推锋',
tuifeng2:'推锋',
tuifeng_info:'1.当你受到1点伤害后,你可以将一张牌置于武将牌上,称为“锋”。2.准备阶段开始时,若你的武将牌上有“锋”,你移去所有“锋”,摸2X张牌,然后你于此回合的出牌阶段内使用【杀】的次数上限+X(X为你此次移去的“锋”数)',
ziyuan:'资援',
ziyuan_info:'出牌阶段限一次,你可以将任意张点数之和为13的手牌交给一名其他角色,然后该角色回复1点体力',
jugu:'巨贾',
jugu_info:'锁定技,1.你的手牌上限+X。2.游戏开始时,你摸X张牌(X为你的体力上限)',
hongde:'弘德',
hongde_info:'当你一次获得或失去至少两张牌后,你可以令一名其他角色摸一张牌',
dingpan:'定叛',
dingpan_info_identity:'出牌阶段限X次,你可以令一名装备区里有牌的角色摸一张牌,然后其选择一项:1.令你弃置其装备区里的一张牌;2.获得其装备区里的所有牌,若如此做,你对其造成1点伤害(X为场上存活的反贼数)',
dingpan_info_versus:'出牌阶段限X次,你可以令一名装备区里有牌的角色摸一张牌,然后其选择一项:1.令你弃置其装备区里的一张牌;2.获得其装备区里的所有牌,若如此做,你对其造成1点伤害(X为场上存活的敌方角色数)',
dingpan_info:'出牌阶段限一次,你可以令一名装备区里有牌的角色摸一张牌,然后其选择一项:1.令你弃置其装备区里的一张牌;2.获得其装备区里的所有牌,若如此做,你对其造成1点伤害',
weidi:'伪帝',
weidi_info:'锁定技,你视为拥有当前主公的主公技',
juesi:'决死',
juesi_info:'出牌阶段,你可以弃置一张杀并选择你攻击范围内的一名有牌的其他角色,该角色弃置一张牌,然后若弃置的牌不是杀且你的体力值不大于该角色,你视为对其使用决斗',
zhenlue:'缜略',
zhenlue_info:'锁定技,你使用的普通锦囊牌不能被无懈可击响应;你不能成为其他角色的延时类锦囊的目标',
jianshu:'间书',
jianshu_info:'限定技,出牌阶段,你可以将一张黑色手牌交给一名其他角色,并选择一名攻击范围内含有其的另一名其他角色,然后令这两名角色拼点,赢的角色弃置两张牌,没赢的角色失去一点体力',
yongdi:'拥嫡',
yongdi_info:'限定技,当你受到伤害后,你可令一名其他男性角色增加一点体力上限,然后若该角色的武将牌上有主公技且其不为主公,其获得此主公技',
gushe:'鼓舌',
gushe_bg:'舌',
gushe_info:'出牌阶段限一次,你可以用一张手牌与至多三名角色同时拼点,然后依次结算拼点结果,没赢的角色选择一项:1.弃置一张牌;2.令你摸一张牌。若你没赢,你获得一个“饶舌”标记(你有7个饶舌标记时,你死亡)',
jici:'激词',
jici_info:'当你发动“鼓舌”拼点的牌亮出后,若点数小于X,你可令点数+X;若点数等于X,你可令你本回合发动“鼓舌”的次数上限+1(X为你“饶舌”标记的数量)',
shefu:'设伏',
shefu_bg:'伏',
shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为"伏兵"。然后为"伏兵"记录一个基本牌或锦囊牌名称(须与其他"伏兵"记录的名称均不同)。你的回合外,当有其他角色使用与你记录的"伏兵"牌名相同的牌时,你可以令此牌无效,然后移去该"伏兵"',
benyu:'贲育',
benyu2:'贲育',
benyu_info:'每当你受到伤害后,若你的手牌数不大于伤害来源手牌数,你可以将手牌摸至与伤害来源手牌数相同(最多摸至5张);否则你可以弃置大于伤害来源手牌数的手牌,然后对其造成1点伤害',
zhidao:'雉盗',
zhidao_info:'锁定技,当你于你的回合内第一次对区域里有牌的其他角色造成伤害后,你获得其手牌、装备区和判定区里的各一张牌,然后直到回合结束,其他角色不能被选择为你使用牌的目标',
jili:'寄篱',
jili_info:'锁定技,当一名其他角色成为红色基本牌或红色普通锦囊牌的目标时,若其与你的距离为1且你既不是此牌的使用者也不是目标,你也成为此牌的目标',
luanzhan:'乱战',
luanzhan_info:'你使用【杀】或黑色普通锦囊牌可以额外选择X名角色为目标;当你使用【杀】或黑色普通锦囊牌指定目标后,若此牌的目标角色数小于X,则X减至0。(X为你于本局游戏内造成过伤害的次数)',
zhengnan:'征南',
zhengnan_info:'当其他角色死亡后,你可以摸三张牌。若如此做,你获得下列技能中的任意一个:“武圣”、 “当先”和“制蛮”',
xiefang:'撷芳',
xiefang_info:'锁定技,你的进攻距离+X(X为女性角色数)',
qizhi:'奇制',
qizhi_info:'当你于回合内使用基本牌或锦囊牌指定目标后,你可以弃置不是此牌目标的一名角色的一张牌。若如此做,其摸一张牌',
jinqu:'进趋',
jinqu_info:'结束阶段开始时,你可以摸两张牌,若如此做,你将手牌弃置至X张(X为你于此回合发动过“奇制”的次数)',
tanhu:'探虎',
tanhu2:'探虎',
tanhu3:'探虎',
tanhu_info:'出牌阶段限一次,你可以与一名其他角色拼点。若你赢,你获得以下技能直到回合结束:你与该角色的距离为1,你对该角色使用的普通锦囊牌不能被无懈可击响应',
mouduan:'谋断',
mouduan_info:'通常状态下,你拥有标记“武”并拥有技能“激昂”和“谦逊”。当你的手牌数为2张或以下时,你须将你的标记翻面为“文”,将该两项技能转化为“英姿”和“克己”。任一角色的回合开始前,你可弃一张牌将标记翻回',
jiqiao:'机巧',
jiqiao_info:'出牌阶段开始时,你可以弃置任意张装备牌,然后亮出牌堆顶三倍数量的牌,你获得其中的锦囊牌',
linglong:'玲珑',
linglong_info:'锁定技,若你的装备区没有防具牌,视为你装备着【八卦阵】;若你的装备区没有坐骑牌,你的手牌上限+1;若你的装备区没有宝物牌,则你视为拥有技能〖奇才(界)〗',
fenyong:'愤勇',
fenyong2:'愤勇',
fenyong2_bg:'勇',
fenyong_info:'每当你受到一次伤害后,你可以获得一枚愤勇标记;当你有愤勇标记时,防止你受到的所有伤害',
xuehen:'雪恨',
xuehen_info:'每个角色的结束阶段开始时,若你有愤勇标记,你须弃置之,然后选择一项:1.弃置当前回合角色X张牌(X为你已损失的体力值);2.视为对一名任意角色使用一张【杀】',
zhenwei:'镇卫',
zhenwei2:'镇卫',
zhenwei_info:'当一名其他角色成为【杀】或黑色锦囊牌的目标时(使用者不是你),若该角色的体力值小于你且此牌的目标角色数为1,你可以弃置一张牌。若如此做,你选择一项:1、摸一张牌,然后将此【杀】或黑色锦囊牌转移给你;2、令此【杀】或黑色锦囊牌无效,然后将此【杀】或黑色锦囊牌置于使用者的武将牌旁,若如此做,当前回合结束后,使用者获得使用者武将牌旁的这些牌',
jie:'嫉恶',
jie_info:'锁定技,你使用的红色【杀】造成的伤害+1',
dahe:'大喝',
dahe2:'大喝',
dahe2_bg:'喝',
dahe_info:'出牌阶段,你可以与一名其他角色拼点。若你赢,该角色的非红心【闪】无效直到回合结束,你可将该角色拼点的牌交给场上一名体力不多于你的角色。若你没赢,你须展示手牌并选择一张弃置。每阶段限一次',
yinling:'银铃',
yinling_bg:'锦',
yinling_info:'出牌阶段,你可以弃置一张黑色牌并指定一名其他角色。若如此做,你获得其一张牌并置于你的武将牌上,称为“锦”(数量最多为四)',
junwei:'军威',
junwei2:'军威',
junwei_info:'结束阶段开始时,你可以移去三张“锦”,若如此做,你须指定一名角色并令其选择一项:1.亮出一张【闪】,然后由你交给任意一名角色。2.该角色失去1点体力,然后由你选择将其装备区的一张牌移出游戏。在该角色的回合结束后,将以此法移出游戏的装备牌移回原处',
yanxiao:'言笑',
yanxiao2:'言笑',
yanxiao_info:'出牌阶段,你可以将一张♦牌置于一名角色的武将牌上,武将牌上有“言笑”牌的角色下个判定阶段开始时,获得言笑牌及其判定区里的所有牌',
anxian:'安娴',
anxian_info:'每当你使用【杀】对目标角色造成伤害时,你可以防止此次伤害,令其弃置一张手牌,然后你摸一张牌;当你成为【杀】的目标时,你可以弃置一张手牌使之无效,然后该【杀】的使用者摸一张牌',
xingwu:'星舞',
xingwu_info:'弃牌阶段开始时,你可以将一张与你本回合使用的牌颜色均不同的手牌置于武将牌上:若你有至少三张“星舞”牌,你移去“星舞”牌并选择一名男性角色,该角色受到2点伤害并弃置其装备区的所有牌',
luoyan:'落雁',
luoyan_info:'锁定技。若你的武将牌上有“星舞牌”,你拥有“天香”和“流离”',
yinbing:'引兵',
yinbing_info:'结束阶段开始时,你可以将至少一张非基本牌置于武将牌上。每当你受到【杀】或【决斗】的伤害后,你移去一张“引兵牌”',
juedi:'绝地',
juedi_info:'锁定技,准备阶段,你选择一项:1.移去“引兵”牌,将手牌补至体力上限数;2.将“引兵”牌交给一名体力值不大于你的其他角色,其回复1点体力,摸等量的牌',
kuangfu:'狂斧',
kuangfu_info:'每当你使用杀造成伤害,可以将对方的一张装备牌移到你的装备区或弃置之。',
xintan:'心惔',
xintan_info:'出牌阶段限一次,你可以移去两张“焚”并选择一名角色,该角色失去一点体力',
fentian:'焚天',
fentian_info:'锁定技,结束阶段开始时,若你的手牌数少于体力值,你须选择一名攻击范围内的角色,将其一张牌置于你的武将牌上,称为“焚”。锁定技,你的攻击范围+X(X为“焚”的数量)',
zhiri:'炙日',
zhiri_info:'觉醒技,准备阶段开始时,若“焚”数不小于3,你减1点体力上限,然后获得技能“心惔”',
meibu:'魅步',
meibu_info:'一名其他角色的出牌阶段开始时,若你不在其攻击范围内,你可以令该角色的锦囊牌均视为【杀】,直到该角色以此法使用了一张【杀】或回合结束。若如此做,则直到回合结束,视为你在其攻击范围内',
mumu:'穆穆',
mumu_info:'出牌阶段限一次,你可以弃置一张【杀】或黑色锦囊牌,然后选择一项:弃置场上一张武器牌,然后摸一张牌;或将场上的一张防具牌移动到你的装备区里(可替换原防具)',
zhanyi:'战意',
zhanyi_basic_sha:'战杀',
zhanyi_basic_jiu:'战酒',
zhanyi_basic_tao:'战桃',
zhanyi_info:'出牌阶段限一次,你可以弃置一张牌并失去1点体力,然后根据你弃置的牌获得以下效果直到回合结束:基本牌,你可以将一张基本牌当作杀、酒或桃使用;锦囊牌,摸两张牌且你使用的牌无距离限制;装备牌,你使用【杀】指定目标角色后,其弃置两张牌',
nuzhan:'怒斩',
nuzhan2:'怒斩',
nuzhan_info:'锁定技,你每当你使用由一张锦囊牌转化而来的【杀】时,你可以额外使用一张杀;锁定技,你使用的由一张装备牌转化而来的【杀】的伤害值基数+1',
danji:'单骑',
danji_info:'觉醒技,准备阶段开始时,若你的手牌数大于你的体力值,你减1点体力上限,然后获得“马术”和“怒斩”',
tunchu:'屯储',
tunchu_info:'摸牌阶段摸牌时,若你没有“粮”,你可以额外摸两张牌,然后可以将任意张手牌置于你的武将上,称为“粮”,只要你的武将牌上有“粮”,你便不能使用【杀】',
shuliang:'输粮',
shuliang_info:'每当一名角色的结束阶段开始时,若其手牌数少于体力值,你可以移去一张“粮”,然后该角色摸两张牌',
jieyuan:'竭缘',
jieyuan_more:'竭缘',
jieyuan_less:'竭缘',
jieyuan_info:'当你对一名其他角色造成伤害时,若其体力值大于或等于你的体力值,你可弃置一张黑色手牌令此伤害+1;当你受到一名其他角色造成的伤害时,若其体力值大于或等于你的体力值,你可弃置一张红色手牌令此伤害-1。',
fenxin:'焚心',
fenxin_old:'焚心',
fenxin_info:'锁定技,一名其他角色死亡后,若其身份为:忠臣,你发动“竭缘”减少伤害无体力值限制;反贼,你发动“竭缘”增加伤害无体力值限制;内奸,将“竭缘”中的黑色手牌和红色手牌改为一张牌。',
fenxin_old_info:'限定技,当你杀死一名非主公角色时,在其翻开身份牌之前,你可以与该角色交换身份牌。(你的身份为主公时不能发动此技能)',
shixin:'释衅',
shixin_info:'锁定技,当你受到火属性伤害时,你防止此伤害',
qingyi:'轻逸',
qingyi1:'轻逸',
qingyi2:'轻逸',
qingyi_info:'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,若如此则视为对任意一名使用一张【杀】',
dujin:'独进',
dujin_info:'摸牌阶段,你可以额外摸X+1张牌(X为你装备区里牌数的一半且向下取整)',
yuhua:'羽化',
yuhua_info:'锁定技,弃牌阶段内,你的非基本牌不计入手牌数,且你不能弃置你的非基本牌',
qirang:'祈禳',
qirang_info:'当有装备牌进入你的装备区时,你可以获得牌堆中的一张锦囊牌',
biluan:'避乱',
biluan_info:'摸牌阶段开始时,若有其他角色与你距离不大于1,则你可以放弃摸牌。若如此做,你的防御距离+X(X为势力数)',
lixia:'礼下',
lixia_info:'锁定技,其他角色结束阶段开始时,若你不在其攻击范围内,你摸一张牌或令其摸一张牌。若如此做,你的防御距离-1',
yishe:'义舍',
yishe_bg:'米',
yishe_info:'结束阶段开始时,若你的武将牌上没有牌,你可以摸两张牌。若如此做,你将两张牌置于武将牌上,称为“米”;当“米”移至其他区域后,若你的武将牌上没有“米”,你回复1点体力',
bushi:'布施',
midao:'米道',
bushi_info:'当你受到1点伤害后,或其他角色受到你造成的1点伤害后,受到伤害的角色可以获得一张“米”',
midao_info:'当一张判定牌生效前,你可以打出一张“米”代替之',
fengpo:'凤魄',
fengpo_info:'当你于出牌阶段内使用第一张【杀】或【决斗】指定目标后,若目标角色数为1,你可以选择一项:1.摸X张牌;2.此牌造成的伤害+X(X为其手牌中方牌的数量)',
chenqing:'陈情',
chenqing_info:'每轮限一次,当一名角色处于濒死状态时,你可以令另一名其他角色摸四张牌,然后弃置四张牌。若其以此法弃置的四张牌花色各不相同,则视为该角色对濒死的角色使用一张【桃】',
mozhi:'默识',
mozhi_info:'结束阶段开始时,你可以将一张手牌当你本回合出牌阶段使用的第一张基本或普通锦囊牌使用。然后,你可以将一张手牌当你本回合出牌阶段使用的第二张基本或普通锦囊牌使用',
ranshang:'燃殇',
ranshang2:'燃殇',
ranshang_info:'锁定技,当你受到1点火焰伤害后,你获得1枚“燃”标记;结束阶段开始时,你失去X点体力(X为“燃”标记的数量)',
hanyong:'悍勇',
hanyong_info:'当你使用【南蛮入侵】或【万箭齐发】时,若你的体力值小于游戏轮数,你可以令此牌造成的伤害+1',
yicong:'义从',
yongsi:'庸肆',
yongsi1:'庸肆',
yongsi2:'庸肆',
bifa:'笔伐',
bifa2:'笔伐',
songci:'颂词',
baobian:'豹变',
lihun:'离魂',
chongzhen:'冲阵',
chongzhen1:'冲阵',
chongzhen2:'冲阵',
yuanhu:'援护',
tianming:'天命',
mizhao:'密诏',
duwu:'黩武',
mingzhe:'明哲',
huanshi:'缓释',
hongyuan:'弘援',
aocai:'傲才',
aocai2:'傲才',
aocai2_backup:'傲才',
aocai3:'傲才',
huxiao:'虎啸',
huxiao3:'虎啸',
xueji:'雪恨',
wuji:'武继',
shushen:'淑慎',
shenzhi:'神智',
xiongyi:'雄异',
junbing:'郡兵',
junbing2:'郡兵',
quji:'去疾',
sijian:'死谏',
suishi:'随势',
suishi2:'随势',
xiaoguo:'骁果',
duanxie:'断绁',
fenming:'奋命',
guixiu:'闺秀',
cunsi:'存嗣',
yongjue:'勇决',
hengzheng:'横征',
shengxi:'生息',
shoucheng:'守成',
shangyi:'尚义',
zhendu:'鸩毒',
qiluan:'戚乱',
qiluan2:'戚乱',
qiluan3:'戚乱',
shenxian:'甚贤',
qiangwu:'枪舞',
moukui:'谋溃',
moukui2:'谋溃',
lirang:'礼让',
mingshi:'名士',
liangzhu:'良助',
kaikang:'慷忾',
wangzun:'妄尊',
tongji:'同疾',
kuiwei:'溃围',
kuiwei2:'溃围',
yanzheng:'严整',
zhoufu:'咒缚',
zhoufu2:'咒缚',
zhoufu3:'咒缚',
yingbin:'影兵',
fenxun:'奋迅',
fenxun2:'奋迅',
spmengjin:'猛进',
xiemu:'协穆',
naman:'纳蛮',
zuixiang:'醉乡',
manjuan:'漫卷',
taichen:'抬榇',
jilei:'鸡肋',
jilei2:'鸡肋',
jilei2_bg:'肋',
fulu:'符箓',
fuji:'助祭',
fenyin:'奋音',
yawang:'雅望',
xunzhi:'殉志',
yingjian:'影箭',
fanxiang:'返乡',
fanxiang_info:'觉醒技,准备阶段开始时,若全场有至少一名已受伤且你曾发动【良助】令其摸牌的角色,则你回复1点体力和体力上限,失去技能【良助】并获得技能【枭姬】',
yingjian_info:'准备阶段,你可以视为使用一张无视距离的杀',
xunzhi_info:'准备阶段开始时,若你的上家和下家与你的体力值均不相等,你可以失去1点体力。若如此做,你的手牌上限+2',
yawang_info:'锁定技,摸牌阶段开始时,你改为摸x张牌,然后你于出牌阶段内至多使用x张牌(x为与你体力值相等的角色数)',
fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌颜色不同,则你可以摸一张牌。',
fuji_info:'当一名角色造成雷电伤害时,你可以令其进行一次判定,若结果为黑色,此伤害+1;若结果为红色,该角色获得此牌。',
fulu_info:'你可以将【杀】当雷【杀】使用。',
jilei_info:'每当你受到有来源的伤害时,你可以选择一种牌的类别,令伤害来源不能使用、打出或弃置其此类别的手牌,直到回合结束',
danlao:'啖酪',
danlao_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。',
gongao:'功獒',
zhuiji:'追击',
chouhai:'仇海',
chouhai_info:'锁定技,当你每次受到伤害时,若你没有手牌,此伤害+1。',
guiming:'归命',
guiming_info:'主公技,锁定技,你将残蚀描述中的“已受伤角色”改为“已受伤角色或其他吴势力角色”',
chixin:'赤心',
chixin1:'赤心',
chixin2:'赤心',
chixin_info:'你可以将♦牌当【杀】或【闪】使用或打出。出牌阶段,你对你攻击范围内的每名角色均可使用一张【杀】。',
suiren:'随仁',
suiren_info:'限定技,准备阶段开始时,你可以失去技能“义从”,然后加1点体力上限并回复1点体力,再令一名角色摸三张牌。',
canshi:'残蚀',
canshi2:'残蚀',
canshi_info:'摸牌阶段开始时,你可以改为摸x张牌(x为已受伤的角色数),若如此做,当你与此回合内使用基本牌或锦囊牌时,你弃置一张牌。',
zhuiji_info:'锁定技,你与体力值不大于你的角色距离为1。',
kunfen:'困奋',
kunfen_info:'锁定技,结束阶段开始时,你失去1点体力,然后摸两张牌',
fengliang:'逢亮',
fengliang_info:'觉醒技,当你进入濒死状态时,你减1点体力上限并将体力值回复至2点,然后获得技能挑衅,将困奋改为非锁定技',
cihuai:'刺槐',
cihuai_info:'出牌阶段开始时,若你手牌中没有杀,你可以展示你的手牌,视为对一名角色使用一张杀',
gongao_info:'锁定技,每当一名角色死亡后,你增加一点体力上限,回复一点体力。',
juyi:'举义',
juyi_info:'觉醒技,准备阶段开始时,若你已受伤且体力上限大于存活角色数,你须将手牌摸至体力上限,然后获得技能“崩坏”和“威重”。',
weizhong:'威重',
weizhong_info:'锁定技,每当你的体力上限增加或减少时,你摸一张牌。',
taichen_info:'出牌阶段限一次,你可以自减一点体力,视为对一名角色使用一张杀(不计入回合内出杀限制)',
manjuan_info:'其他角色的卡牌因弃置而进入弃牌堆后,你可以弃置一张花色与之不同的牌,然后获得之',
xinmanjuan:'漫卷',
xinmanjuan_info:'锁定技,当你不因【漫卷】或【醉乡】而获得牌时,你将此牌置入弃牌堆。然后若此时处于你的回合内,则你可以从弃牌堆中选择获得一张与此牌点数相同的其他牌。',
zuixiang_info:'限定技,准备阶段开始时,你可以展示牌堆顶的3张牌并置于你的武将牌上。你不可使用或打出与该些牌同类的牌,所有同类牌对你无效。之后每个你的准备阶段,你须重复展示一次,直至这些牌中任意两张点数相同时,将你武将牌上的全部牌置于你的手上。',
naman_info:'你可以获得其他角色打出的杀',
xiemu_info:'每当你成为其他角色的黑色牌的目标,可以弃置一张杀并摸两张牌',
spmengjin_info:'每当你使用一张杀,可以弃置目标一张牌',
fenxun_info:'出牌阶段限一次,你可以弃置一张牌并选择一名其他角色,然后本回合你计算与其的距离视为1',
yingbin_info:'锁定技,有“咒”的角色使用与“咒”花色相同的牌时,你摸一张牌;当你因同一名角色的同一张“咒”的效果摸第二张牌时,移去该“咒”',
zhoufu_info:'出牌阶段限一次,你可以将一张手牌置于一名没有"咒"的其他角色武将牌旁,称为"咒"。当有“咒”的角色判定时,将"咒"作为判定牌;一名角色回合结束时,若有角色于此回合因判定移除过“咒”,则你令这些角色各失去1点体力',
yanzheng_info:'若你的手牌数大于你的体力值,你可以将你装备区内的牌当【无懈可击】使用',
kuiwei_info:'结束阶段开始时,你可以摸2+X张牌,然后将你的武将牌翻面。在你的下个摸牌阶段开始时,你须弃置X张牌。(X等于当时场上装备区内的武器牌的数量)',
tongji_info:'锁定技。若你的手牌数大于你的体力值,则只要你在任一其他角色的攻击范围内,该角色使用【杀】时便不能指定你以外的角色为目标',
wangzun_info:'其他角色的准备阶段,你可以摸一张牌,然后令该角色此回合的手牌上限-1;直到你的回合开始,你不能再次发动此技',
kaikang_info:'每当你距离1以内的角色成为杀的目标后,你可以摸一张牌。若如此做,你交给其一张牌并展示之,若该牌为装备牌,该角色可以使用此牌。',
liangzhu_info:'当一名角色于其出牌阶段内回复体力时,你可以选择一项:1、摸一张牌;2、令该角色摸两张牌 ',
mingshi_info:'当你即将受到伤害时,若伤害来源的体力值大于你,你可以弃置一张黑色手牌令伤害-1 ',
lirang_info:'当你的牌因弃置而置入弃牌堆时,你可以将其中的任意张牌交给其他角色',
moukui_info:'当你使用【杀】指定一名角色为目标后,你可以选择一项:摸一张牌,或弃置其一张牌。若如此做,此【杀】被【闪】抵消时,该角色弃置你的一张牌。 ',
qiangwu_info:'出牌阶段,你可以进行一次判定。若如此做,则直到回合结束,你使用点数小于判定牌的 【杀】时不受距离限制,且你使用点数大于判定牌的【杀】时不计入出牌阶段的使用次数。',
shenxian_info:'每名角色的回合限一次,你的回合外,每当有其他角色因弃置而失去牌时,若其中有基本牌,你可以摸一张牌。',
qiluan_info:'每当你杀死一名角色后,可以在此回合结束时摸三张牌。',
qiluan_info_guozhan:'当你杀死一名角色后,你可于此回合结束后摸三张牌',
zhendu_info:'其他角色的出牌阶段开始时,你可以弃置一张手牌,视为该角色使用一张【酒】,然后你对其造成一点伤害。',
shangyi_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后弃置其中的一张黑色牌',
shoucheng_info:'每当一名其他角色在其回合外失去最后的手牌时,你可令该角色摸一张牌。',
shengxi_info:'若你于出牌阶段未造成伤害,你可在弃牌阶段开始时摸两张牌。',
hengzheng_info:'摸牌阶段开始时,若你的体力值为1或你没有手牌,你可以改为获得每名其他角色区域里的一张牌。',
cunsi_info:'限定技,出牌阶段,你可以将所有手牌交给一名男性角色,令该角色获得技能【勇决】,然后将武将牌翻面',
guixiu_info:'每当你成为杀的目标,若你的手牌数小于体力值,可以摸一张牌',
fenming_info:'结束阶段开始时,若你处于连环状态,你可以弃置处于连环状态的每名角色的一张牌。',
duanxie_info:'出牌阶段限一次,你可以令一名其他角色横置武将牌,若如此做,你横置武将牌。',
xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张基本牌,令该角色选择一项:1.弃置一张装备牌并令你摸一张牌;2.受到你对其造成的1点伤害。',
sijian_info:'当你失去最后的手牌时,你可以弃置一名其他角色的一张牌。',
suishi_info:'每当其他角色进入濒死状态时,伤害来源可以令你摸一张牌;每当其他角色死亡时,伤害来源可以令你失去1点体力',
quji_info:'出牌阶段限一次,你可以弃置X张牌(X为你已损失的体力值),然后令至多X名已受伤的角色各回复1点体力。若你以此法弃置的牌中有黑色牌,你失去一点体力。',
junbing_info:'一名角色的结束阶段开始时,若其手牌数少于或者等于1,该角色可以摸一张牌。若如此做,该角色须将所有手牌交给你,然后你交给其等量的牌。',
xiongyi_info:'限定技,出牌阶段,你可以指定至多三名角色与你各摸三张牌;若你指定的角色数不超过2,你回复1点体力',
xiongyi_info_guozhan:'限定技,出牌阶段,你可以令与你势力相同的所有角色各摸三张牌,然后若你的势力是角色最少的势力(或之一),则你回复1点体力',
shenzhi_info:'准备阶段开始时,你可以弃置所有手牌,若你以此法弃置的牌的张数不小于X,你回复1点体力(X为你当前的体力值)。',
shushen_info:'当你回复1点体力时,你可以令一名其他角色回复1点体力或摸两张牌',
wuji_info:'觉醒技,结束阶段,若你于此回合内造成过3点或更多伤害,你加1点体力上限并回复1点体力,失去"虎啸",然后从场上、牌堆或弃牌堆中获得【青龙偃月刀】',
xueji_info:'出牌阶段限一次,你可以弃置一张红色牌,然后选择至多X名角色,横置这些角色并对其中一名角色造成1点火焰伤害。(X为你已损失的体力值数且至少为1)',
huxiao_info:'锁定技,当你造成火焰伤害后,受到此伤害的角色各摸一张牌,本回合你对这些角色使用牌没有次数限制',
aocai_info:'当你于回合外需要使用或打出一张基本牌时,你可以观看牌堆顶的两张牌。若你观看的牌中有此牌,你可以使用打出之。',
hongyuan_info:'摸牌阶段摸牌时,你可以少摸一张牌,然后指定至多两名其他角色各摸一张牌。',
hongyuan_info_combat:'摸牌阶段摸牌时,你可以少摸一张牌,然后令其他友方角色各摸一张牌',
huanshi_info:'一名角色的判定牌生效前,你可令其观看你的手牌。若如此做,该角色选择你的一张牌,令你打出此牌代替之。',
mingzhe_info:'你的回合外,每当你因使用、打出或弃置而失去一张红色牌时,你可以摸一张牌。',
duwu_info:'出牌阶段,你可以弃置X张牌对你攻击范围内的一名其他角色造成1点伤害(X为该角色的体力值)。若你以此法令该角色进入濒死状态,则濒死状态结算后你失去1点体力,且本回合不能再发动黩武。',
tianming_info:'当你成为【杀】的目标时,你可以弃置两张牌(不足则全弃,无牌则不弃),然后摸两张牌;若此时全场体力值最多的角色仅有一名(且不是你),该角色也可以如此做。',
mizhao_info:'出牌阶段,你可以将所有手牌(至少一张)交给一名其他角色。若如此做,你令该角色与你指定的另一名有手牌的角色拼点。视为拼点赢的角色对没赢的角色使用一张【杀】。每阶段限一次。',
yuanhu_info:'结束阶段开始时,你可以将一张装备牌置于一名角色的装备区里,然后根据此装备牌的种类执行以下效果。武器牌:弃置距离该角色1以内的一名角色区域中的一张牌;防具牌:该角色摸一张牌;坐骑牌:该角色回复1点体力。',
lihun_info:'出牌阶段,你可以弃置一张牌并将你的武将牌翻面,若如此做,你指定一名男性角色,获得其所有手牌。出牌阶段结束时,你需为该角色每一点体力分配给其一张牌。每回合限一次。',
chongzhen_info:'每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。',
bifa_info:'结束阶段开始时,你可以将一张手牌移出游戏并指定一名其他角色。该角色的准备阶段,其观看你移出游戏的牌并选择一项:交给你一张与此牌同类型的手牌并获得此牌;或将此牌置入弃牌堆,然后失去1点体力。',
songci_info:'出牌阶段,你可以选择一项:令一名手牌数小于其体力值的角色摸两张牌;或令一名手牌数大于其体力值的角色弃置两张牌。此技能对每名角色只能使用一次。',
yongsi_info:'锁定技,摸牌阶段,你额外摸X张牌,X为场上现存势力数。弃牌阶段,你至少须弃置等同于场上现存势力数的牌(不足则全弃)。',
yicong_info:'锁定技,只要你的体力值大于2点,你的进攻距离+1;只要你的体力值为2点或更低,你的防御距离+1',
baobian_info:'锁定技,若你的体力值为3或更少,你视为拥有技能“挑衅”;若你的体力值为2或更少;你视为拥有技能“咆哮”;若你的体力值为1,你视为拥有技能“神速”。',
bingzhao:'秉诏',
bingzhao_info:'主公技,游戏开始时,你选择一个其他势力,该势力有“傀”标记的角色受到伤害后,可令你因“骨疽”额外摸一张牌。',
sp_default:"常规",
sp_whlw:"文和乱武",
sp_zlzy:"逐鹿中原",
sp_longzhou:"同舟共济",
sp_zizouqi:"自走棋",
sp_zhongdan:"忠胆英杰",
sp_star:"☆SP系列",
sp_guozhan:"国战",
sp_guozhan2:"国战移植",
sp_others:"其他",
},
};
});