'+get.translation(player)+'的“方”');
info.push(player.storage.xinfu_jijun);
}
if(player.countCards('h')){
info.push(''+get.translation(player)+'的手牌区
');
info.push(player.getCards('h'));
}
if(player.countCards('e')){
info.push(''+get.translation(player)+'的装备区
');
info.push(player.getCards('e'));
}
var next=player.chooseButton();
next.set('createDialog',info);
next.set('selectButton',function (){
var num=0;
for(var i=0;i0){
return {
bool:true,
links:_status.event.autolist,
}
}
});
'step 1'
if(result.bool){
player.logSkill('xinfu_fangtong');
var tothrow=[];
var cards=result.links.slice(0);
for(var i=0;i0) return [1,0,0,-1.5];
},
},
},
},
"weilu_effect":{
group:["weilu_effect_clear"],
subSkill:{
clear:{
sub:true,
trigger:{
global:"phaseAfter",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player.hasSkill('xinfu_weilu');
},
silent:true,
forced:true,
popup:false,
content:function (){
player.removeSkill('weilu_effect');
},
},
phase:{
sub:true,
},
},
mark:"character",
onremove:true,
intro:{
content:"$的下个回合的出牌阶段开始时,失去体力至1点。",
},
trigger:{
global:"phaseUseBegin",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player==player.storage.weilu_effect;
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.hp>1){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
var num=player.hp-1;
player.storage.weilu_hp=num;
player.loseHp(num);
player.addSkill('weilu_effect2');
}
player.removeSkill('weilu_effect');
},
},
"weilu_effect2":{
trigger:{
global:"phaseUseEnd",
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.storage.weilu_hp){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
player.recover(player.storage.weilu_hp);
}
player.removeSkill('weilu_effect2');
},
},
"xinfu_zengdao":{
audio:2,
init:function (player){
player.storage.xinfu_zengdao=false;
},
limited:true,
unique:true,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return player!=target;
},
filter:function (event,player){
if(player.storage.xinfu_zengdao==true) return false;
return player.countCards('e')>0;
},
skillAnimation:true,
position:"e",
filterCard:true,
selectCard:[1,Infinity],
discard:false,
lose:true,
content:function (){
player.awakenSkill('xinfu_zengdao');
player.$give(cards,target);
target.storage.xinfu_zengdao2=cards;
target.addSkill('xinfu_zengdao2');
},
ai:{
order:1,
result:{
target:0,
},
},
mark:true,
intro:{
content:"limited",
},
},
"xinfu_zengdao2":{
trigger:{
source:"damageBegin",
},
audio:"xinfu_zengdao",
forced:true,
content:function (){
'step 0'
player.chooseCardButton('将一张“刀”置入弃牌堆',player.storage.xinfu_zengdao2,true);
'step 1'
if(result.bool){
player.$throw(result.links);
var card=result.links[0];
game.cardsDiscard(card);
player.storage.xinfu_zengdao2.remove(card);
player.syncStorage('xinfu_zengdao2');
player.updateMarks('xinfu_zengdao2');
}
if(player.storage.xinfu_zengdao2.length==0){
player.removeSkill('xinfu_zengdao2');
}
trigger.num++;
},
mark:true,
marktext:"刀",
intro:{
content:"cards",
},
},
"xinfu_guanwei":{
audio:2,
usable:1,
trigger:{
global:"phaseUseEnd",
},
init:function (player){
player.storage.guanwei={num:0,suit:[]};
},
filter:function (event,player){
if(player.storage.guanwei&&player.storage.guanwei.suit.length==1&&player.storage.guanwei.num>1) return true;
return false;
},
direct:true,
content:function (){
'step 0'
player.chooseToDiscard('he',get.prompt2('xinfu_guanwei')).set('ai',function(card){
if(get.attitude(_status.event.player,_status.currentPhase)<1) return 0;
return 9-get.value(card);
}).set('logSkill','xinfu_guanwei');
'step 1'
if(result.bool){
player.line(trigger.player,'green');
trigger.player.draw(2);
}else{
event.finish();
}
'step 2'
var stat=trigger.player.getStat();
stat.card={};
for(var i in stat.skill){
var bool=false;
var info=lib.skill[i];
if(info.enable!=undefined){
if(typeof info.enable=='string'&&info.enable=='phaseUse') bool=true;
else if(typeof info.enable=='object'&&info.enable.contains('phaseUse')) bool=true;
}
if(bool) stat.skill[i]=0;
}
'step 3'
trigger.player.phaseUse();
},
group:["xinfu_guanwei_count","xinfu_guanwei_clear"],
subSkill:{
count:{
trigger:{
global:"useCard",
},
filter:function (event,player){
return event.player.isPhaseUsing();
},
silent:true,
content:function (){
if(!player.storage.guanwei.suit.contains(get.suit(trigger.card))){
player.storage.guanwei.suit.push(get.suit(trigger.card));
}
player.storage.guanwei.num++;
},
sub:true,
forced:true,
popup:false,
},
clear:{
trigger:{
global:"phaseAfter",
},
silent:true,
content:function (){
player.storage.guanwei={num:0,suit:[]};
},
sub:true,
forced:true,
popup:false,
},
},
},
"xinfu_gongqing":{
audio:true,
trigger:{
player:"damageBegin",
},
forced:true,
filter:function (event,player){
if(!event.source) return false;
var range=event.source.getAttackRange();
if(range==3) return false;
if(range<3&&event.num<=1) return false;
return true;
},
priority:-9.5,
content:function (){
trigger.num=trigger.source.getAttackRange()<3?1:trigger.num+1;
},
},
"xinfu_andong":{
subSkill:{
add:{
sub:true,
mod:{
ignoredHandcard:function (card,player){
if(get.suit(card)=='heart'){
return true;
}
},
cardDiscardable:function (card,player,name){
if(name=='phaseDiscard'&&get.suit(card)=='heart') return false;
},
},
},
},
audio:2,
trigger:{
player:"damageBefore",
},
filter:function (event,player){
return (event.source&&event.source.countCards('h'));
},
logTarget:"source",
content:function (){
"step 0"
trigger.source.chooseControlList(
['令'+get.translation(player)+'观看你的手牌,并获得其中所有的红桃牌。',
'防止即将对'+get.translation(player)+'造成的伤害,并使自己本回合内的红桃手牌不计入手牌上限。'],
true).set('ai',function(event,player){
var target=_status.event.getParent().player;
var player=_status.event.player;
if(get.attitude(player,target)>0) return 1;
return 0;
});
"step 1"
if(result.index==1){
trigger.cancel();
trigger.source.addTempSkill('xinfu_andong_add');
event.finish();
}else{
player.viewHandcards(trigger.source);
}
"step 2"
var cards=trigger.source.getCards('h');
var togain=[]
for(var i=0;i0&&!game.hasPlayer(function(current){
return current.hasSkill('yingshi_heart');
});
},
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xinfu_yingshi'),function(card,player,target){
return target!=player;
}).set('ai',function(){
return -1;
});
'step 1'
if(result.bool){
var cards=player.getCards('he');
var togain=[]
for(var i=0;i0;
},
content:function (){
"step 0"
player.chooseTarget(get.prompt2('xinfu_youdi'),function(card,player,target){
return player!=target;
}).set('ai',function(target){
var player=_status.event.player;
if(player.countCards('h','sha')>player.countCards('h')/3&&player.countCards('h',{color:'red'})>player.countCards('h')/2) return 0;
if(target.countCards('he')==0) return 0.1;
return -get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
game.delay();
player.logSkill('xinfu_youdi',result.targets);
event.target=result.targets[0];
event.target.discardPlayerCard(player,'h',true);
}
else{
event.finish();
}
"step 2"
if(get.color(result.links[0])!='black') player.draw();
if(result.links[0].name!='sha'&&event.target.countCards('he')){
player.gainPlayerCard('he',event.target,true);
}
},
ai:{
expose:0.2,
threaten:1.4,
},
},
"xinfu_guanchao":{
subSkill:{
dizeng:{
mark:true,
marktext:"增",
intro:{
content:"单调递增",
},
init:function (player){
player.storage.guanchao=0;
},
onremove:function (player){
delete player.storage.guanchao;
},
trigger:{
player:"useCard",
},
silent:true,
forced:true,
popup:false,
filter:function (event,player){
return get.number(event.card)&&player.storage.guanchao!=14;
},
content:function (){
var num1=get.number(trigger.card);
var num2=player.storage.guanchao;
if(num2!=0&&num1>num2){
player.logSkill('xinfu_guanchao');
player.draw();
player.storage.guanchao=num1;
}
else if(num2==0){
player.storage.guanchao=num1;
}
else player.storage.guanchao=14;
},
sub:true,
},
dijian:{
mark:true,
marktext:"减",
intro:{
content:"单调递减",
},
init:function (player){
player.storage.guanchao=0;
},
onremove:function (player){
delete player.storage.guanchao;
},
trigger:{
player:"useCard",
},
silent:true,
forced:true,
popup:false,
filter:function (event,player){
return get.number(event.card)&&player.storage.guanchao!=14;
},
content:function (){
var num1=get.number(trigger.card);
var num2=player.storage.guanchao;
if(num2!=0&&num1player.countCards('h');
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att<3) return 0;
if(target.hasJudge('lebu')){
att/=5;
}
if(target.hasSha()&&_status.event.sha){
att/=5;
}
if(_status.event.wuxie&&target.needsToDiscard(1)){
att/=5;
}
return att/(1+get.distance(player,target,'absolute'));
}).set('sha',trigger.cards[0].name=='sha').set('wuxie',trigger.cards[0].name=='wuxie');
'step 1'
if(result.bool){
var list=[];
for(var i=0;i=player.hp) return false;
return player.countCards('h')>0;
},
filterTarget:function (card,player,target){
if(target.hasSkill('xinfu_kannan_phase')) return false;
return player.canCompare(target);
},
ai:{
order:function (){
return get.order({name:'sha'})+0.4;
},
result:{
target:function (card,player,target){
if(player.hasCard(function(card){
if(get.position(card)!="h") return false;
var val=get.value(card);
if(val<0) return true;
if(val<=5){
return card.number>=12;
}
if(val<=6){
return card.number>=13;
}
return false;
})) return -1;
return 0;
},
},
},
content:function (){
'step 0'
player.chooseToCompare(target);
'step 1'
if(result.bool){
player.addTempSkill('xinfu_kannan_phase');
if(!player.hasSkill('kannan_eff')){
player.addSkill('kannan_eff');
}else{
if(!player.storage.kannan_eff) player.storage.kannan_eff=0;
}
player.storage.kannan_eff++;
player.markSkill('kannan_eff');
}
else{
target.addTempSkill('xinfu_kannan_phase');
if(!target.hasSkill('kannan_eff')){
target.addSkill('kannan_eff');
}else{
if(!target.storage.kannan_eff) player.storage.kannan_eff=0;
target.storage.kannan_eff++;
target.markSkill('kannan_eff');
}
target.storage.kannan_eff++;
target.markSkill('kannan_eff');
}
},
},
"kannan_eff":{
mark:true,
intro:{
content:"下一张杀的伤害基数+#",
},
trigger:{
player:"useCard",
},
filter:function (event){
return event.card&&event.card.name=='sha';
},
forced:true,
content:function (){
"step 0"
if(!trigger.baseDamage) trigger.baseDamage=1;
trigger.baseDamage+=player.storage.kannan_eff;
"step 1"
player.removeSkill('kannan_eff');
},
init:function (player){
player.storage.kannan_eff=0;
},
onremove:function (player){
delete player.storage.kannan_eff;
},
ai:{
damageBonus:true,
},
},
"xinfu_tushe":{
audio:2,
trigger:{
player:"useCard",
},
frequent:true,
filter:function (event,player){
if(get.type(event.card)=='equip') return false;
return event.targets.length>0&&!player.countCards('h',{type:'basic',});
},
content:function (){
player.draw(trigger.targets.length);
},
ai:{
presha:true,
pretao:true,
threaten:1.8,
},
},
"xinfu_limu":{
mod:{
targetInRange:function (card,player,target){
if(player.countCards('j')&&get.distance(player,target,'attack')<=1){
return true;
}
},
cardUsable:function (card,player,num){
if(typeof num=='number'&&player.countCards('j')&&card.name!='jiu'){
return Infinity;
}
},
},
locked:false,
audio:2,
enable:"phaseUse",
discard:false,
filter:function (event,player){
if(player.hasJudge('lebu')) return false;
return player.countCards('he',{suit:'diamond'})>0;
},
prepare:"throw",
position:"he",
filterCard:{
suit:"diamond",
},
selectTarget:-1,
filterTarget:function (card,player,target){
return player==target;
},
check:function (card){
var player=_status.event.player;
if(player.countCards('h','sha')<2){
if(player.countCards('h',function(cardx){
return cardx.name=='shan'&&get.suit(cardx)=='heart';
})>0) return 0;
if(player.countCards('h',function(cardx){
return cardx.name=='shan'&&get.suit(cardx)=='diamond';
})>0) return 0;
var damaged=player.maxHp-player.hp-1;
if(player.countCards('h',function(cardx){
return cardx.name=='tao'&&get.suit(cardx)=='diamond';
})>damaged) return 0;
}
if(card.name=='shan') return 15;
if(card.name=='tao') return 10;
return 9-get.value(card);
},
content:function (){
var next=player.useCard({name:'lebu'},target,cards);
next.animate=false;
next.audio=false;
player.recover();
},
ai:{
result:{
target:1,
},
order:9,
},
},
"xinfu_guhuo":{
derivation:["chanyuan"],
group:["guhuo_guess","guhuo_respond","guhuo_wuxie"],
enable:"chooseToUse",
filter:function (event,player){
if(player.hasSkill('guhuo_phase'))return false;
if(!player.countCards('h')) return false;
var list=['sha','tao','jiu','taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman'];
if(get.mode()=='guozhan'){
list=list.concat(['xietianzi','shuiyanqijunx','lulitongxin','lianjunshengyan','chiling','diaohulishan','yuanjiao','huoshaolianying']);
}
for(var i=0;i0) return '不质疑';
return Math.random()<0.5?'不质疑':'质疑';
});
}
'step 2'
if(!result.control) result.control='不质疑';
event.guessers[0].chat(result.control);
game.delay(1);
if(result.control=='不质疑'){
game.log(event.guessers[0],'#g不质疑');
event.guessers.remove(event.guessers[0]);
event.goto(1);
}else{
game.log(event.guessers[0],'#y质疑');
}
'step 3'
game.broadcastAll(function(onEnd){
_status.guhuoNode.listenTransition(onEnd);
},event.onEnd01);
'step 4'
game.delay(3.2);
'step 5'
if(!event.guessers.length) event.finish();
'step 6'
if(trigger.card.name==trigger.cards[0].name){
event.guessers[0].popup('质疑错误','fire');
event.guessers[0].addSkill('chanyuan');
game.log(event.guessers[0],'获得了技能','#g【缠怨】');
}
else{
event.guessers[0].popup('质疑正确','wood');
game.log(player,'使用的',trigger.card,'作废了');
game.cardsDiscard(trigger.cards);
game.broadcastAll(ui.clear);
trigger.cancel();
}
game.delay();
},
},
chanyuan:{
charlotte:true,
trigger:{
player:["phaseBefore","changeHp"],
},
priority:99,
forced:true,
popup:false,
unique:true,
content:function (){
if(player.hp==1){
var skills=player.getSkills(true,false);
for(var i=0;i失效技能:';
for(var i=0;i0) return '不质疑';
return Math.random()<0.5?'不质疑':'质疑';
});
}
"step 3"
if(!result.control) result.control='不质疑';
event.guessers[0].chat(result.control);
game.delay();
if(result.control=='不质疑'){
game.log(event.guessers[0],'#g不质疑');
event.guessers.remove(event.guessers[0]);
event.goto(2);
}else{
game.log(event.guessers[0],'#y质疑');
}
"step 4"
game.broadcastAll(function(onEnd){
_status.guhuoNode.listenTransition(onEnd);
},event.onEnd01);
"step 5"
game.delay(3.2);
if(!event.guessers.length) event.goto(7);
"step 6"
if(event.name==event.card.name){
event.guessers[0].popup('质疑错误','fire');
event.guessers[0].addSkill('chanyuan');
game.log(event.guessers[0],'获得了技能','#g【缠怨】');
}
else{
event.guessers[0].popup('质疑正确','wood');
game.log(player,'打出的','#y'+get.translation(event.name),'作废了');
game.cardsDiscard(event.card);
event.finish();
}
"step 7"
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:event.name},cards:[event.card],noanimate:true};
},
ai:{
order:4,
useful:-1,
value:-1,
},
},
"guhuo_wuxie":{
log:false,
silent:true,
popup:false,
enable:"chooseToUse",
filterCard:true,
viewAsFilter:function (player){
if(player.hasSkill('guhuo_phase'))return false;
return player.countCards('h')>0;
},
viewAs:{
name:"wuxie",
},
check:function(card){
if(card.name=='wuxie') return 1000;
return 0;
},
prompt:"将一张手牌当无懈可击使用",
threaten:1.2,
},
"guhuo_phase":{},
"xinfu_pingcai":{
"wolong_card":function (){
'step 0'
var ingame=game.hasPlayer(function(current){
return current.name=='sp_zhugeliang'||current.name2=='sp_zhugeliang';
})?true:false;
var prompt='请选择';
prompt+=ingame?'至多两名':'一名';
prompt+='角色,对其造成1点火焰伤害';
var range=ingame?[1,2]:[1,1]
player.chooseTarget(prompt,range).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player,'fire');
});
'step 1'
if(result.bool&&result.targets.length){
player.line(result.targets,'fire');
for(var i=0;i1) continue;
if(target.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
else{
if(!event.ingame){
if(target.getEquip(2)) return true;
return false;
}
return target.countCards('e')>0;
}
});
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(ui.selected.targets.length==0){
if(att<0){
if(game.hasPlayer(function(current){
if(get.attitude(player,current)>0){
var es=target.getCards('e');
for(var i=0;i1) continue;
else if(current.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
})) return -att;
}
return 0;
}
if(att>0){
var es=ui.selected.targets[0].getCards('e');
var i;
for(i=0;i1) continue;
if(target.isEmpty(get.subtype(es[i]))) break;
}
if(i==es.length) return 0;
}
return -att*get.attitude(player,ui.selected.targets[0]);
});
next.set('multitarget',true);
next.set('targetprompt',['被移走','移动目标']);
next.set('prompt',prompt);
'step 1'
if(result.bool){
player.line2(result.targets,'green');
event.targets=result.targets;
}
else event.finish();
'step 2'
game.delay();
'step 3'
if(targets.length==2){
if(!event.ingame){
event._result={
bool:true,
links:[targets[0].getEquip(2)],
};
}
else{
player.choosePlayerCard('e',true,function(button){
return get.equipValue(button.link);
},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
var targets1=_status.event.targets1;
if(['equip3','equip4'].contains(get.subtype(button.link))&&targets1.getEquip('liulongcanjia')) return false;
if(button.link.name=='liulongcanjia'&&targets1.countCards('e',{subtype:['equip3','equip4']})>1) return false;
return !targets1.countCards('e',{subtype:get.subtype(button.link)});
});
}
}
else event.finish();
'step 4'
if(result.bool&&result.links.length){
var link=result.links[0];
if(get.position(link)=='e') event.targets[1].equip(link);
else if(link.viewAs) event.targets[1].addJudge({name:link.viewAs},[link]);
else event.targets[1].addJudge(link);
event.targets[0].$give(link,event.targets[1])
game.delay();
}
},
audio:true,
enable:"phaseUse",
usable:1,
content:function (){
"step 0"
var list=["wolong","fengchu","xuanjian","shuijing"];
var list2=[];
for(var i=0;i1;
})) return 1+Math.random();
else return 1;
}
else if(button.link.name=='wolong_card'){
if(game.hasPlayer(function(current){
return get.damageEffect(current,player,player,'fire')>0;
})) return 1.2+Math.random();
else return 0.5;
}
else return 0.6;
});
"step 1"
event.dialog=ui.create.dialog(get.translation(player)+'正在擦拭宝物...');
event.videoId=lib.status.videoId++;
game.broadcast('createDialog',event.videoId,get.translation(player)+'正在擦拭宝物...');
game.delay(14);
event.card=result.links[0];
"step 2"
event.dialog.close();
game.addVideo('cardDialog',null,event.videoId);
game.broadcast('closeDialog',event.videoId);
player.logSkill('pcaudio_'+event.card.name);
player.$throw(event.card);
event.insert(lib.skill.xinfu_pingcai[event.card.name],{
player:player,
});
},
ai:{
order:7,
result:{
player:1,
},
},
},
"xinfu_pdgyingshi":{
mod:{
targetEnabled:function (card,player,target){
if(get.type(card)=='delay'){
return false;
}
},
},
trigger:{
player:"phaseJudgeBefore",
},
forced:true,
priority:15,
content:function (){
trigger.cancel();
game.log(player,'跳过了判定阶段');
},
},
"pcaudio_wolong_card":{
audio:true,
},
"pcaudio_fengchu_card":{
audio:true,
},
"pcaudio_shuijing_card":{
audio:true,
},
"pcaudio_xuanjian_card":{
audio:true,
},
"yizan_respond_sha":{
audio:2,
enable:["chooseToRespond"],
filterCard:function (card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
selectCard:function (){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
position:"he",
viewAs:{
name:"sha",
},
complexCard:true,
viewAsFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('h')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
prompt:function (){
var player=_status.event.player;
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做杀打出';
},
check:function (card){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
return 5-get.value(card);
},
ai:{
skillTagFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
respondSha:true,
basic:{
useful:[5,1],
value:[5,1],
},
order:function (){
if(_status.event.player.hasSkillTag('presha',true,null,true)) return 10.1;
return 3.1;
},
result:{
target:function (player,target){
if(player.hasSkill('jiu')&&!target.getEquip('baiyin')){
if(get.attitude(player,target)>0){
return -6;
}
else{
return -3;
}
}
return -1.5;
},
},
tag:{
respond:1,
respondShan:1,
damage:function (card){
if(card.nature=='poison') return;
return 1;
},
natureDamage:function (card){
if(card.nature) return 1;
},
fireDamage:function (card,nature){
if(card.nature=='fire') return 1;
},
thunderDamage:function (card,nature){
if(card.nature=='thunder') return 1;
},
poisonDamage:function (card,nature){
if(card.nature=='poison') return 1;
},
},
},
},
"yizan_use":{
init:function (player){
if(!player.storage.yizan_use) player.storage.yizan_use=0;
if(!player.storage.yizan) player.storage.yizan=false;
},
mark:true,
intro:{
content:"已发动过#次",
},
group:["yizan_respond_sha","yizan_respond_shan","yizan_count"],
enable:"chooseToUse",
filter:function (event,player){
if(!player.storage.yizan&&player.countCards('he')<2) return false;
if(event.filterCard({name:'sha'},player,event)||
event.filterCard({name:'jiu'},player,event)||
event.filterCard({name:'tao'},player,event)){
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
}
return false;
},
chooseButton:{
dialog:function (event,player){
var list=[];
if(event.filterCard({name:'sha'},player,event)){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
if(event.filterCard({name:'tao'},player,event)){
list.push(['基本','','tao']);
}
if(event.filterCard({name:'jiu'},player,event)){
list.push(['基本','','jiu']);
}
return ui.create.dialog('翊赞',[list,'vcard'],'hidden');
},
check:function (button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
})){
switch(button.link[2]){
case 'tao':return 5;
case 'jiu':{
if(player.storage.yizan&&player.countCards('h',{type:'basic'})>2) return 3;
};
case 'sha':
if(button.link[3]=='fire') return 2.95;
else if(button.link[3]=='thunder') return 2.92;
else return 2.9;
}
}
return 0;
},
backup:function (links,player){
return {
filterCard:function(card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
complexCard:true,
selectCard:function(){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
check:function(card,player,target){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
else return 6-get.value(card);
},
viewAs:{name:links[0][2],nature:links[0][3]},
position:'he',
popname:true,
precontent:function(){
player.logSkill('yizan_respond_shan');
},
}
},
prompt:function (links,player){
var str=!player.storage.yizan?'两张手牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
order:function (){
var player=_status.event.player;
var event=_status.event;
if(event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0&&player.storage.yizan&&player.countCards('h',{type:'basic'})>2){
return 3.3;
}
return 3.1;
},
save:true,
respondSha:true,
skillTagFilter:function (player,tag,arg){
if(!player.storage.yizan&&player.countCards('he')<2) return false;
if(player.hasCard(function(card){
return get.type(card)=='basic';
},'he')){
if(tag=='respondSha'){
if(arg!='use') return false;
}
}
else{
return false;
}
},
result:{
player:1,
},
},
},
"yizan_respond_shan":{
complexCard:true,
audio:2,
enable:["chooseToRespond"],
filterCard:function (card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
selectCard:function (){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
position:"he",
viewAs:{
name:"shan",
},
viewAsFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
prompt:function (){
var player=_status.event.player;
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做闪打出';
},
check:function (card){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
return 5-get.value(card);
},
ai:{
respondShan:true,
skillTagFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
effect:{
target:function (card,player,target,current){
if(get.tag(card,'respondShan')&¤t<0) return 0.6
},
},
basic:{
useful:[7,2],
value:[7,2],
},
},
},
"xinfu_longyuan":{
audio:2,
forced:true,
unique:true,
trigger:{
player:["useCardAfter","respondAfter"],
},
init:function (player){
player.storage.xinfu_longyuan=false;
},
delay:1.2,
skillAnimation:true,
filter:function (event,player){
if(player.storage.xinfu_longyuan) return false;
return player.storage.yizan_use>2;
},
content:function (){
player.awakenSkill('xinfu_longyuan');
player.storage.yizan=true;
game.delay(1);
},
},
"yizan_count":{
forced:true,
silent:true,
popup:false,
trigger:{
player:["respond","useCard"],
},
filter:function (event,player){
if(event.skill!='yizan_respond_sha'&&event.skill!='yizan_respond_shan'&&event.skill!='yizan_use_backup') return false;
return player.storage.yizan_use!=undefined;
},
content:function (){
player.storage.yizan_use++;
player.markSkill('yizan_use');
},
},
"xinfu_jingxie1":{
group:["xinfu_jingxie2"],
position:"he",
enable:"phaseUse",
filterCard:function (card){
return ["bagua","baiyin","lanyinjia","renwang","tengjia","zhuge"].contains(card.name);
},
discard:false,
check:function(){
return 1;
},
content:function (){
"step 0"
player.showCards(cards);
"step 1"
var card=cards[0];
player.gain(game.createCard('rewrite_'+card.name,get.suit(card),card.number),'gain2');
},
ai:{
basic:{
order:10,
},
result:{
player:1,
},
},
},
"xinfu_jingxie2":{
prompt:"出牌阶段,你可以展示一张未强化过的【诸葛连弩】或标准包/军争包/SP包中的防具牌,然后对其进行强化。当你处于濒死状态时,你可以重铸一张防具牌,将体力回复至1点。",
audio:2,
enable:"chooseToUse",
filterCard:function (card){
return get.subtype(card)=='equip2';
},
filter:function (event,player){
if(event.type=='dying'){
if(player!=event.dying) return false;
return true;
}
return false;
},
check:function(){
return 1;
},
position:"he",
content:function (){
'step 0'
player.draw();
player.recover(1-player.hp);
},
ai:{
order:0.5,
skillTagFilter:function (player){
if(player.hp>0) return false;
},
save:true,
result:{
player:function (player){
return 10;
},
},
},
},
"xinfu_qiaosi":{
enable:"phaseUse",
usable:1,
content:function (){
'step 0'
player.throwDice();
'step 1'
event.cards=get.cards(event.num);
player.showCards(event.cards);
'step 2'
player.gain(event.cards,'gain2');
player.chooseControl().set('choiceList',[
'将'+get.cnNumber(event.num)+'张牌交给一名其他角色',
'弃置'+get.cnNumber(event.num)+'张牌',
]).set('ai',function(){
if(game.hasPlayer(function(current){
return current!=player&&get.attitude(player,current)>2;
})) return 0;
return 1;
});
'step 3'
if(result.index==0){
player.chooseCardTarget({
position:'he',
filterCard:true,
selectCard:event.num,
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
return 1;
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
return att;
},
prompt:'请选择要送人的卡牌',
forced:true,
});
}
else{
player.chooseToDiscard(event.num,true);
event.finish();
}
'step 4'
if(result.bool){
var target=result.targets[0];
player.give(result.cards,target);
}
},
ai:{
order:7.5,
result:{
player:1,
},
},
},
"xinfu_jijie":{
enable:"phaseUse",
usable:1,
audio:2,
filter:function(){
return ui.cardPile.hasChildNodes();
},
content:function (){
'step 0'
event.card=ui.cardPile.lastChild;
var content=['牌堆底的一张牌',[event.card]];
game.log(player,'观看了牌堆底的一张牌');
player.chooseControl('ok').set('dialog',content);
'step 1'
player.chooseTarget('选择获得此牌的角色').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0.5;
return -att;
}
if(att>0){
if(_status.event.player!=target) att+=2;
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du').set('same',event.same);
'step 2'
if(result.bool){
event.target=result.targets[0];
player.line(event.target,'green');
player.give(event.card,event.target);
game.updateRoundNumber();
}
},
ai:{
order:7.2,
result:{
player:1,
},
},
},
"xinfu_jiyuan":{
trigger:{
global:["gainEnd","dying"],
},
priority:6,
audio:2,
filter:function (event,player){
if(event.name=='dying') return true;
if(['gainPlayerCard','gainMultiple'].contains(event.parent.name)) return false;
return event.source==player&&event.player!=player;
},
check:function (event,player){
return get.attitude(player,event.player)>0;
},
logTarget:"player",
content:function (){
player.line(trigger.player);
trigger.player.draw();
},
},
"xinfu_daigong":{
usable:1,
audio:2,
trigger:{
player:"damageBegin",
},
filter:function (event,player){
return event.source!=undefined&&player.countCards('h')>0;
},
content:function (){
'step 0'
player.showHandcards();
'step 1'
var cards=player.getCards('h');
var suits=[];
for(var i=0;i0) return 6.5-get.value(card);
return 0;
};
'step 2'
if(result.bool){
trigger.source.give(result.cards,player,true);
}
else trigger.cancel();
},
},
"xinfu_zhaoxin":{
group:["zhaoxin_give"],
intro:{
content:"cards",
},
enable:"phaseUse",
usable:1,
audio:2,
init:function (player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
filter:function (event,player){
return player.storage.xinfu_zhaoxin.length<3&&player.countCards('h')>0;
},
filterCard:true,
selectCard:function (){
var player=_status.event.player;
return [1,3-player.storage.xinfu_zhaoxin.length];
},
discard:false,
lose:false,
delay:0,
content:function (){
'step 0'
player.lose(cards,ui.special,'toStorage')
player.$give(cards,player);
player.storage.xinfu_zhaoxin=player.storage.xinfu_zhaoxin.concat(cards);
player.markSkill('xinfu_zhaoxin');
'step 1'
player.draw(cards.length);
},
check:function (card){
return 6-get.value(card);
},
ai:{
order:1,
result:{
player:1,
},
},
},
"zhaoxin_give":{
trigger:{
global:"phaseDrawAfter",
},
filter:function (event,player){
if(!player.storage.xinfu_zhaoxin.length) return false;
return get.distance(player,event.player,'attack')<=1
},
direct:true,
content:function (){
'step 0'
player.chooseCardButton(get.prompt('xinfu_zhaoxin',trigger.player),player.storage.xinfu_zhaoxin,function(button){
return true;
}).set('ai',function(button){
var player=_status.event.player;
if(get.attitude(player,_status.currentPhase)>0) return get.value(button.link);
return 6-get.value(button.link);
});
'step 1'
if(result.bool){
event.card=result.links[0];
player.logSkill('xinfu_zhaoxin',target);
player.line(trigger.player,'thunder');
player.showCards(event.card);
}
else event.finish();
'step 2'
trigger.player.chooseBool('是否获得'+get.translation(event.card)+'?').ai=function(){
return get.attitude(trigger.player,player)>0;
};
'step 3'
if(result.bool){
player.storage.xinfu_zhaoxin.remove(event.card);
player.$give(event.card,trigger.player);
trigger.player.gain(event.card,'fromStorage');
if(player.storage.xinfu_zhaoxin.length) player.markSkill('xinfu_zhaoxin');
else player.unmarkSkill('xinfu_zhaoxin');
player.chooseBool('是否对'+get.translation(trigger.player)+'造成一点伤害?').ai=function(){
return get.damageEffect(trigger.player,player,player)>0
};
}
else{
trigger.player.chat('拒绝');
event.finish();
}
'step 4'
if(result.bool){
trigger.player.damage('nocard');
}
},
},
"xinfu_qianchong":{
audio:3,
mod:{
targetInRange:function (card,player,target){
if(player.storage.xinfu_qianchong.contains(get.type(card,'trick'))){
return true;
}
},
cardUsable:function (card,player,num){
if(player.storage.xinfu_qianchong.contains(get.type(card,'trick'))) return Infinity;
},
},
group:["xinfu_qianchong_clear","qc_weimu","qc_mingzhe"],
subSkill:{
clear:{
sub:true,
forced:true,
silent:true,
popup:false,
trigger:{
player:"phaseAfter",
},
content:function (){
player.storage.xinfu_qianchong=[];
},
},
},
init:function (event,player){
event.storage[player]=[];
},
trigger:{
player:"phaseUseBegin",
},
locked:false,
direct:true,
filter:function (event,player){
var es=player.getCards('e');
if(!es.length) return true;
var col=get.color(es[0]);
for(var i=0;i1){
player.chooseControl(list).set('ai',function(){
return list[0];
}
).set('prompt',get.prompt('xinfu_qianchong')).set('prompt2',get.translation('xinfu_qianchong_info'));
}
else event.finish();
'step 1'
if(result.control&&result.control!='cancel2'){
player.logSkill('xinfu_qianchong');
player.storage.xinfu_qianchong.add(result.control);
var str=get.translation(result.control)+'牌';
game.log(player,'声明了','#y'+str);
player.popup(str,'thunder');
}
},
},
"qc_weimu":{
audio:"xinfu_qianchong",
mod:{
targetEnabled:function (card,player,target){
var bool=true;
var es=target.getCards('e');
if(!es.length) bool=false;
for(var i=0;i0;
},
frequent:true,
content:function (){
'step 0'
var num=player.storage.xinfu_shangjian;
if(num>0){
player.draw(num);
}
},
subSkill:{
init:{
trigger:{
global:"phaseBefore",
},
filter:function (event,player){
return true;
},
silent:true,
content:function (){
player.storage.xinfu_shangjian=0;
},
sub:true,
forced:true,
popup:false,
},
count:{
trigger:{
player:"loseEnd",
},
silent:true,
filter:function (event,player){
return true;
},
content:function (){
player.storage.xinfu_shangjian+=trigger.cards.length;
},
sub:true,
forced:true,
popup:false,
},
},
},
"rw_bagua_skill":{
inherit:"bagua_skill",
trigger:{
player:"chooseToRespondBegin",
},
filter:function (event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})) return false;
if(!lib.filter.cardRespondable({name:'sha'},player,event)) return false;
var evt=event.getParent();
if(evt.player&&evt.player.hasSkillTag('unequip',false,{
name:evt.card?evt.card.name:null,
target:player,
card:evt.card
})) return false;
return true;
},
audio:"bagua_skill",
check:function (event,player){
if(get.damageEffect(player,event.player,player)>=0) return false;
return true;
},
content:function (){
"step 0"
player.judge('rewrite_bagua',function(card){return (get.suit(card)!='spade')?1.5:-0.5});
"step 1"
if(result.judge>0){
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'shan'}}
}
},
ai:{
effect:{
target:function (card,player,target,effect){
if(player.hasSkillTag('unequip',false,{
name:card?card.name:null,
target:player,
card:card
})) return;
if(get.tag(card,'respondShan')) return 0.5;
},
},
},
},
"rw_baiyin_skill":{
inherit:"baiyin_skill",
trigger:{
player:"damageBegin",
},
forced:true,
audio:true,
filter:function (event,player){
if(event.num<=1) return false;
if(event.source&&event.source.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
return true;
},
priority:-10,
content:function (){
trigger.num=1;
},
},
"rw_lanyinjia":{
inherit:"lanyinjia",
enable:["chooseToRespond"],
filterCard:true,
viewAs:{
name:"shan",
},
viewAsFilter:function (player){
if(!player.countCards('h')) return false;
},
prompt:"将一张手牌当闪打出",
check:function (card){
return 6-get.value(card);
},
ai:{
respondShan:true,
skillTagFilter:function (player){
if(!player.countCards('h')) return false;
},
effect:{
target:function (card,player,target,current){
if(get.tag(card,'respondShan')&¤t<0&&target.countCards('h')) return 0.59
},
},
order:4,
useful:-0.5,
value:-0.5,
basic:{
useful:[7,2],
value:[7,2],
},
},
},
"rw_minguangkai_cancel":{
inherit:"minguangkai_cancel",
trigger:{
target:"useCardToBefore",
},
forced:true,
priority:15,
check:function (event,player){
return get.effect(event.target,event.card,event.player,player)<0;
},
filter:function (event,player){
if(['huoshaolianying','huogong'].contains(event.card.name)) return true;
if(event.card.name=='sha') return event.card.nature=='fire';
return false;
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(['huoshaolianying','huogong'].contains(card.name)||(card.name=='sha'&&card.nature=='fire')){
return 'zeroplayertarget';
}
},
},
},
},
"rw_minguangkai_link":{
inherit:"minguangkai_link",
trigger:{
player:"linkBefore",
},
forced:true,
priority:20,
filter:function (event,player){
return !player.isLinked();
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(target.isMinor()&&['tiesuo','lulitongxin'].contains(card.name)){
return 'zeroplayertarget';
}
},
},
},
},
"rw_renwang_skill":{
inherit:"renwang_skill",
trigger:{
target:"shaBegin",
},
forced:true,
priority:6,
audio:true,
filter:function (event,player){
if(event.player.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
return (event.card.name=='sha'&&['spade','club','heart'].contains(get.suit(event.card)))
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player){
if(player.hasSkillTag('unequip',false,{
name:card?card.name:null,
target:player,
card:card
})) return;
if(card.name=='sha'&&get.color(card)=='black') return 'zerotarget';
},
},
},
},
"rw_tengjia1":{
inherit:"tengjia1",
trigger:{
target:"useCardToBefore",
},
forced:true,
priority:6,
audio:true,
filter:function (event,player){
if(event.player.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
if(event.card.name=='nanman') return true;
if(event.card.name=='wanjian') return true;
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(player.hasSkillTag('unequip',false,{
name:card?card.name:null,
target:player,
card:card
})) return;
if(card.name=='nanman'||card.name=='wanjian') return 'zerotarget';
if(card.name=='sha'){
var equip1=player.getEquip(1);
if(equip1&&equip1.name=='zhuque') return 2;
if(equip1&&equip1.name=='qinggang') return 1;
if(!card.nature) return 'zerotarget';
}
},
},
},
},
"rw_tengjia2":{
inherit:"tengjia2",
trigger:{
player:"damageBegin",
},
filter:function (event){
if(event.nature=='fire') return true;
},
audio:true,
forced:true,
content:function (){
trigger.num++;
},
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;
},
},
},
},
"rw_tengjia3":{
inherit:"rw_minguangkai_link",
trigger:{
player:"linkBefore",
},
forced:true,
priority:20,
filter:function (event,player){
return !player.isLinked();
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(['tiesuo','lulitongxin'].contains(card.name)){
return 'zeroplayertarget';
}
},
},
},
},
"rw_tengjia4":{
inherit:"tengjia3",
},
},
translate:{
xinghuoliaoyuan:'星火燎原',
"xinfu_langxi":"狼袭",
"xinfu_langxi_info":"准备阶段,你可以对一名体力小于或等于你的其他角色造成0~2点随机伤害。",
"xinfu_yisuan":"亦算",
"xinfu_yisuan_info":"每回合限一次。当你于出牌阶段使用的锦囊牌进入弃牌堆时,你可以减1点体力上限,从弃牌堆中获得之。",
"xinfu_xingluan":"兴乱",
"xinfu_xingluan_info":"每回合限一次。当你于出牌阶段使用的仅指定一个目标的牌结算完成后,你可以从牌堆中随机获得一张点数为6的牌。",
"xinfu_lveming":"掠命",
"xinfu_lveming_info":"出牌阶段限一次,你可以选择一名装备区装备比你少的角色,令其选择一个点数,然后你进行判定:
若点数相同,你对其造成2点伤害;
若点数不同,则你随机获得其区域内的一张牌。",
"xinfu_tunjun":"屯军",
"xinfu_tunjun_info":"限定技,出牌阶段,你可以选择一名角色,令其随机使用牌堆中的X张装备牌。(X为你发动过“掠命”的次数)",
"xinfu_tanbei":"贪狈",
"xinfu_tanbei_info":"出牌阶段限一次,你可以令一名其他角色选择一项:
1.令你随机获得其区域内的一张牌,本回合内你不能对其使用牌。
2.令你此回合内对其使用牌没有次数与距离限制。",
"xinfu_sidao":"伺盗",
"xinfu_sidao_info":"出牌阶段限一次,当你对一名其他角色连续使用两张牌后,你可以将一张手牌当做【顺手牵羊】对其使用。",
"tanbei_effect1":"贪狈",
"tanbei_effect1_info":"",
"tanbei_effect2":"贪狈",
"tanbei_effect2_info":"",
"xinfu_tunan":"图南",
"xinfu_tunan_info":"出牌阶段限一次,你可以展示牌堆顶的一张牌并选择一名其他角色,然后该角色选择一项:使用此牌(无距离限制);或将此牌当普通【杀】使用。",
"xinfu_bijing":"闭境",
"xinfu_bijing_info":"结束阶段,你可以展示一张手牌并标记为“闭境”。若你于回合外失去“闭境”牌,则当前回合角色的弃牌阶段开始时其需弃置两张牌。你的准备阶段,弃置手牌中的“闭境”牌。",
"xinfu_zhenxing":"镇行",
"xinfu_zhenxing_info":"结束阶段开始时或当你受到伤害后,你可以观看牌堆顶的至多三张牌,然后你获得其中与其余牌花色均不相同的一张牌。",
"xinfu_qianxin":"遣信",
"xinfu_qianxin_info":"出牌阶段限一次,若牌堆中没有“信”,你可以选择一名角色并将任意张手牌放置于牌堆中X倍数的位置(X为存活人数),称为“信”。该角色的弃牌阶段开始时,若其本回合内获得过“信”,其选择一项:令你将手牌摸至四张;本回合手牌上限-2。",
"qianxin_effect":"遣信",
"qianxin_effect_info":"",
"xinfu_qianxin2":"遣信",
"xinfu_qianxin2_info":"",
"xinfu_fuhai":"浮海",
"xinfu_fuhai_info":"出牌阶段对每名角色限一次,你可以展示一张手牌并选择上家或下家。该角色展示一张手牌,若你的牌点数大于等于他的牌点数,你弃置你展示的牌,然后继续对其上家或下家重复此流程;你的牌点数小于该角色牌的点数,则该角色弃置其展示的牌,然后你与其各摸X张牌(X为你此回合内发动此技能选择的角色数),且你此阶段内不能再发动“浮海”。",
"fuhai_clear":"浮海",
"fuhai_clear_info":"",
"xz_xunxun":"恂恂",
"xz_xunxun_info":"摸牌阶段,你可以观看牌堆顶的四张牌,然后将其中的两张牌置于牌堆顶,并将其余的牌以任意顺序置于牌堆底。",
"xinfu_xingzhao":"兴棹",
"xinfu_xingzhao_info":"锁定技,若场上的已受伤角色合计为:1个以上,你视为拥有技能〖恂恂〗;2个以上,当你使用装备牌时,摸一张牌;3个以上,你跳过弃牌阶段。",
"xinfu_xingzhao2":"兴棹",
"xinfu_xingzhao2_info":"",
"xinfu_dianhu":"点虎",
"xinfu_dianhu_info":"锁定技,游戏开始时,你选择一名其他角色。当其受到来自你的伤害后或回复体力后,你摸一张牌。",
"xinfu_dianhu2":"点虎",
"xinfu_dianhu2_info":"",
"xinfu_jianji":"谏计",
"xinfu_jianji_info":"出牌阶段限一次,你可以令一名其他角色摸一张牌。然后,该角色可以使用此牌。",
"xinfu_lianpian":"联翩",
"xinfu_lianpian_info":"出牌阶段限三次。当你对一名角色连续使用牌时,你可以摸一张牌,然后可以将一张牌交给该角色。",
"xinfu_lingren":"凌人",
"xinfu_lingren_info":"每回合限一次。当你于出牌阶段使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后,你可以猜测其中的一个目标的手牌中是否有基本牌,锦囊牌或装备牌。若你猜中的项目数:≥1,此牌对该角色的伤害+1;≥2,你摸两张牌;≥3,你获得技能〖奸雄〗(新界)和〖行殇〗直到下回合开始。",
"lingren_adddamage":"凌人",
"lingren_adddamage_info":"",
"lingren_jianxiong":"奸雄",
"lingren_jianxiong_info":"每当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
"lingren_xingshang":"行殇",
"lingren_xingshang_info":"你可以立即获得死亡角色的所有牌。",
"xinfu_fujian":"伏间",
"xinfu_fujian_info":"锁定技,结束阶段,你观看随机一名角色的随机X张手牌。(X为场上手牌最少的角色的手牌数)",
"xinfu_xionghuo":"凶镬",
"xinfu_xionghuo_info":"游戏开始时,你获得3个“暴戾”标记。出牌阶段,你可以交给一名其他角色一个“暴戾”标记,你对有此标记的角色造成的伤害+1,且其出牌阶段开始时,移去“暴戾”并随机执行一项:1.受到1点火焰伤害且本回合不能对你使用【杀】;2.流失1点体力且本回合手牌上限-1;3.你随机获得其一张手牌和一张装备区里的牌。",
xionghuo:"凶镬",
"xionghuo_info":"",
"xionghuo_disable":"凶镬",
"xionghuo_disable_info":"",
"xionghuo_low":"凶镬",
"xionghuo_low_info":"",
"xinfu_shajue":"杀绝",
"xinfu_shajue_info":"锁定技,其他角色进入濒死状态时,若其需要超过一张【桃】或【酒】救回,则你获得一个“暴戾”标记,并获得使其进入濒死状态的牌。",
"xinfu_jianjie":"荐杰",
"xinfu_jianjie_info":"你的第一个准备阶段,你令两名其他角色分别获得龙印与凤印;出牌阶段限一次(你的第一个回合除外),或当拥有龙印、凤印的角色死亡时,你可以转移龙印、凤印。",
"xinfu_jianjie1":"荐杰",
"xinfu_jianjie1_info":"",
"smh_huoji":"火计",
"smh_huoji_info":"",
"smh_lianhuan":"连环",
"smh_lianhuan_info":"",
"xinfu_jianjie2":"荐杰",
"xinfu_jianjie2_info":"",
"smh_lianhuan1":"连铸",
"smh_lianhuan1_info":"",
"smh_yeyan":"业炎",
"smh_yeyan_info":"",
"xinfu_yinshi":"隐士",
"xinfu_yinshi_info":"锁定技,若你没有龙印、凤印且没装备防具,防止你受到的属性伤害和锦囊牌造成的伤害。",
"xinfu_chenghao":"称好",
"xinfu_chenghao_info":"当一名角色受到属性伤害后,若其存活且处于“连环状态”且是伤害传导的起点,你可以观看牌堆顶的X张牌并分配给任意角色(X为横置的角色数量且包含该角色)。",
"jianjie_faq":"关于龙凤印",
"jianjie_faq_info":"龙印效果:获得“火计”。凤印效果:获得“连环”。(均一回合限使用三次) 龙凤印齐全:获得“业炎”,“业炎”发动后移除龙凤印。",
"xinfu_wuniang":"武娘",
"xinfu_wuniang_info":"当你使用或打出〖杀〗时,你可以获得一名其他角色的一张牌。若如此做,该角色和场上所有的“关索”各摸一张牌。",
"xinfu_xushen":"许身",
"xinfu_xushen_info":"限定技,当一名男性角色使用【桃】令你脱离濒死状态时,若场上没有“关索”,则其可以将自己的一张武将牌变更为“关索”。然后你回复一点体力,并获得技能〖镇南〗。",
"xinfu_zhennan":"镇南",
"xinfu_zhennan_info":"当你成为【南蛮入侵】的目标时,你可以对一名其他角色造成1-3点随机伤害。",
"xinfu_falu":"法箓",
"xinfu_falu_info":"锁定技,游戏开始时,你获得“紫薇”,“后土”,“玉清”,“勾陈”标记各一个。当你的牌因弃置而进入弃牌堆后,根据这些牌的花色,你获得对应的标记:黑桃,你获得1枚“紫薇”;梅花,你获得1枚“后土”;红桃,你获得1枚“玉清”;方块,你获得1枚“勾陈”。(每种标记限拥有1个)",
"xinfu_dianhua":"点化",
"xinfu_dianhua_info":"准备阶段或结束阶段,你可以观看牌堆顶的X张牌(X为你的标记数)。若如此做,你将这些牌以任意顺序放回牌堆顶。",
"xinfu_zhenyi":"真仪",
"xinfu_zhenyi_info":"你可以在以下时机弃置相应的标记来发动以下效果:当一张判定牌生效前,你可以弃置“紫微”,然后将判定结果改为黑桃5或红桃5;当你处于濒死状态时,你可以弃置“后土”,然后将你的一张手牌当【桃】使用;当你造成伤害时,你可以弃置“玉清”,然后你进行一次判定。若结果为黑色,此伤害+1;当你受到属性伤害后,你可以弃置“勾陈”,然后你从牌堆中随机获得三种类型的牌各一张。",
"zhenyi_spade":"真仪",
"zhenyi_spade_info":"",
"zhenyi_club":"真仪",
"zhenyi_club_info":"",
"zhenyi_heart":"真仪",
"zhenyi_heart_info":"",
"xinfu_yanyu":"燕语",
"xinfu_yanyu_info":"任意一名角色的出牌阶段开始时,你可以弃置一张牌。若如此做,则该出牌阶段内,每当与你弃置的牌类别相同的其他牌进入弃牌堆时,你可令任意一名角色获得此牌。每阶段以此法获得的牌不能超过三张。",
"xinfu_yanyu2":"燕语",
"xinfu_yanyu2_info":"",
"xinfu_xiaode":"孝德",
"xinfu_xiaode_info":"每当有其他角色阵亡后,你可以声明该武将牌的一项技能。若如此做,你获得此技能且不能再发动〖孝德〗直到你的回合结束。(你不能声明觉醒技或主公技)",
"sp_taishici":"太史慈",
wangcan:"王粲",
"re_jsp_pangtong":"庞统",
lvdai:"吕岱",
"re_zhangliang":"张梁",
lvqian:"吕虔",
panjun:"潘濬",
duji:"杜畿",
zhoufang:"周鲂",
yanjun:"严畯",
liuyao:"刘繇",
liuyan:"刘焉",
"xinfu_guolun":"过论",
"xinfu_guolun_info":"出牌阶段限一次,你可以展示一名其他角色的手牌,然后展示你的一张牌。你与其交换这两张牌,然后展示的牌点数更小的角色摸一张牌。",
"xinfu_zhanji":"展骥",
"xinfu_zhanji_info":"锁定技,你的出牌阶段内,当你因摸牌且不是因为此技能效果获得牌时,你额外摸一张牌。",
"xinfu_songsang":"送丧",
"xinfu_songsang_info":"限定技,当场上有角色死亡时,你可以回复一点体力(若你未受伤,则改为加一点体力上限);然后获得技能〖展骥〗。",
"xinfu_jixu":"击虚",
"xinfu_jixu_info":"出牌阶段限一次,若你有手牌,你可以令任意数量的体力值相等的其他角色猜测你的手牌中是否有【杀】。然后,你摸X张牌(X为猜错的角色数)。若你有【杀】,则你本回合内使用【杀】时,所有这些角色均成为【杀】的目标;若你没有【杀】,则你弃置所有这些角色的各一张牌。若X为零,你结束出牌阶段。",
"jixu_sha":"击虚",
"jixu_sha_info":"",
"xinfu_sanwen":"散文",
"xinfu_sanwen_info":"每回合限一次。当你获得牌后,若你的原手牌中有与这些牌名称相同的牌,则你可以展示这些牌,弃置新得到的同名牌并摸两倍的牌。",
"xinfu_qiai":"七哀",
"xinfu_qiai_info":"限定技,当你进入濒死状态时,你可以令所有其他角色依次交给你一张牌。",
"xinfu_denglou":"登楼",
"xinfu_denglou_info":"限定技,结束阶段,若你没有手牌,则你可以观看牌堆顶的四张牌,依次使用其中的所有基本牌(不能使用则弃置),然后获得其余的牌。",
"qinguo_use":"勤国",
"qinguo_use_info":"",
"xinfu_qinguo":"勤国",
"xinfu_qinguo_info":"当你使用的装备牌结算完成后,你可以视为使用了一张【杀】;当你因使用或失去装备牌导致装备区内牌的数量发生变化后,若你装备区内牌的数量等于你的体力值,则你回复1点体力。",
"qinguo_lose":"勤国",
"qinguo_lose_info":"",
"xinfu_jijun":"集军",
"xinfu_jijun_info":"当你于回合内使用非装备牌或武器牌指定了自己为目标时,你可以进行一次判定。然后,你将判定牌置于自己的武将牌上,称之为「方」。",
"xinfu_fangtong":"方统",
"xinfu_fangtong_info":"结束阶段,你可以弃置总点数之和为36的一张牌与任意张「方」,并对一名其他角色造成3点雷电伤害。",
"xinfu_weilu":"威虏",
"xinfu_weilu_info":"锁定技,当你受到伤害后,伤害来源获得一枚「虏」。你的下个出牌阶段开始时,所有有「虏」的角色将体力失去至1点。此阶段结束后,这些角色回复以此法失去的体力。",
"weilu_effect":"威虏",
"weilu_effect_info":"",
"weilu_effect2":"威虏",
"weilu_effect2_info":"",
"xinfu_zengdao":"赠刀",
"xinfu_zengdao_info":"限定技,出牌阶段,你可以将装备牌内的任意张牌置于一名其他角色的武将牌旁,称之为「刀」。该角色造成伤害时,其须移去一张「刀」,使此伤害+1。",
"xinfu_zengdao2":"赠刀",
"xinfu_zengdao2_info":"",
"xinfu_guanwei":"观微",
"xinfu_guanwei_info":"每回合限一次。一名角色的出牌阶段结束时,若其于出牌阶段内使用过的牌的数目>1且花色皆相同,则你可以弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。",
"xinfu_gongqing":"公清",
"xinfu_gongqing_info":"锁定技。当你受到伤害时,若伤害来源的攻击范围:<3,则你令此伤害的数值减为1。>3,你令此伤害+1。",
"xinfu_andong":"安东",
"xinfu_andong_info":"当你受到伤害时,若伤害来源有手牌,则你可以令伤害来源选择一项:1.令你观看其的手牌并获得其中的所有红桃牌;2.防止此伤害,然后其本回合内的红桃手牌不计入手牌上限。",
"xinfu_yingshi":"应势",
"xinfu_yingshi_info":"出牌阶段开始时,若场上的所有角色均没有「酬」,则你可以将所有的红桃牌置于一名其他角色的武将牌旁,称之为「酬」。有「酬」的角色受到「杀」的伤害/死亡时,伤害来源/你获得其中的一张/所有的「酬」。",
"yingshi_heart":"应势",
"yingshi_heart_info":"",
"yingshi_die":"应势",
"yingshi_die_info":"",
"xinfu_duanfa":"断发",
"xinfu_duanfa_info":"出牌阶段,你可以弃置任意张黑色牌,然后摸等量的牌。(每回合内限X张,X为你的体力上限。)",
"xinfu_youdi":"诱敌",
"xinfu_youdi_info":"结束阶段开始时,你可以令一名其他角色弃置你的一张手牌,若此牌:不为黑色,你摸一张牌。不为【杀】,你获得该角色的一张牌。",
"xinfu_guanchao":"观潮",
"xinfu_guanchao_info":"出牌阶段开始时,你可以选择一项直到回合结束:1.当你使用牌时,若你此阶段使用过的所有牌的点数为递增,你摸一张牌;2.当你使用牌时,若你此阶段使用过的所有牌的点数为递减,你摸一张牌。",
"xinfu_xunxian":"逊贤",
"xinfu_xunxian_info":"每名其他角色的回合限一次,当你使用或打出的牌结算完成,即将置入弃牌堆时,你可以将之交给一名手牌比你多的角色。",
"xinfu_kannan":"戡难",
"xinfu_kannan_info":"出牌阶段限X次,你可以与一名本回合内未成为过〖戡难〗目标的角色拼点。若你赢,你使用的下一张【杀】的伤害值基数+1,且你本回合内不能再发动〖戡难〗。若你没赢,其使用的下一张【杀】的伤害值基数+1。(X为你的体力值)。",
"kannan_eff":"戡难",
"kannan_eff_info":"",
"xinfu_tushe":"图射",
"xinfu_tushe_info":"当你使用非装备牌指定目标时,若你没有基本牌,则你可以摸X张牌。(X为此牌指定的目标数)",
"xinfu_limu":"立牧",
"xinfu_limu_info":"出牌阶段限一次,将一张方片花色牌当做【乐不思蜀】对自己使用,然后回复1点体力。只要你的判定区内有牌,你对攻击范围内的其他角色使用牌便没有次数和距离限制。",
"xinfu_guhuo":"蛊惑",
"xinfu_guhuo_info":"每名角色的回合限一次,你可以扣置一张手牌当一张基本牌或普通锦囊牌使用或打出。其他角色依次选择是否质疑。一旦有其他角色质疑则翻开此牌:若为假则此牌作废,若为真,则质疑角色获得技能〖缠怨〗。",
"guhuo_guess":"蛊惑",
"guhuo_guess_info":"",
chanyuan:"缠怨",
"chanyuan_info":"锁定技,你不能质疑于吉,只要你的体力值为1,你失去你的武将技能。",
"guhuo_respond":"蛊惑",
"guhuo_respond_info":"",
"guhuo_wuxie":"蛊惑",
"guhuo_wuxie_info":"",
"guhuo_phase":"蛊惑",
"guhuo_phase_info":"",
"xinfu_pingcai":"评才",
"xinfu_pingcai_info":"出牌阶段限一次,你可以挑选一个宝物并擦拭掉其上面的灰尘。然后,你可以根据宝物类型执行对应的效果。
【卧龙】:对1名角色造成1点火焰伤害。若场上有存活的诸葛亮(火),则改为对至多2名角色各造成1点火焰伤害。
【凤雏】:横置至多3名角色。若场上有存活的庞统(火),则改为横置至多4名角色。
【水镜】:将1名角色装备区内的防具移动到另1角色对应区域。若场上有存活的司马徽,则改为将1名角色装备区内的1件装备移动到另1角色对应区域。
【玄剑】:令1名角色摸一张牌并回复1点体力。若场上有存活的徐庶(将/界),则改为令1名角色摸一张牌并回复1点体力,然后你摸一张牌。",
"xinfu_pdgyingshi":"隐世",
"xinfu_pdgyingshi_info":"锁定技,你始终跳过判定阶段。你不能被选择为延时锦囊牌的目标。",
"pcaudio_wolong_card":"卧龙",
"pcaudio_wolong_card_info":"",
"pcaudio_fengchu_card":"凤雏",
"pcaudio_fengchu_card_info":"",
"pcaudio_shuijing_card":"水镜",
"pcaudio_shuijing_card_info":"",
"pcaudio_xuanjian_card":"玄剑",
"pcaudio_xuanjian_card_info":"",
"yizan_respond_sha":"翊赞",
"yizan_respond_sha_info":"",
"yizan_use":"翊赞",
"yizan_use_info":"你可以将两张牌(其中至少应有一张基本牌)当做任意基本牌使用或打出。",
"yizan_respond_shan":"翊赞",
"yizan_respond_shan_info":"",
"xinfu_longyuan":"龙渊",
"xinfu_longyuan_info":"觉醒技,当你使用或打出的基本牌结算完成后,若你本局游戏内发动过〖翊赞〗的次数大于等于3,则你将〖翊赞〗描述中的“两张牌”改为“一张牌”。",
"yizan_count":"翊赞",
"yizan_count_info":"",
"xinfu_jingxie1":"精械",
"xinfu_jingxie1_info":"出牌阶段,你可以展示一张未强化过的【诸葛连弩】或标准包/军争包/SP包中的防具牌,然后对其进行强化。当你处于濒死状态时,你可以重铸一张防具牌,将体力回复至1点。",
"xinfu_jingxie2":"精械",
"xinfu_jingxie2_info":"",
"xinfu_qiaosi":"巧思",
"xinfu_qiaosi_info":"出牌阶段限一次,你可以投掷一枚六面骰子,展示牌堆顶的X张牌并获得之。然后,你选择一项:1.交给一名其他角色X张牌。2.弃置X张牌。(X为骰子的点数)",
"xinfu_jijie":"机捷",
"xinfu_jijie_info":"出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。",
"xinfu_jiyuan":"急援",
"xinfu_jiyuan_info":"当一名角色进入濒死状态时,或者你交给一名其他角色牌时,你可以令其摸一张牌。",
"xinfu_daigong":"怠攻",
"xinfu_daigong_info":"每回合限一次。当你受到伤害时,你可以展示所有手牌,然后令伤害来源选择一项:交给你一张与你所有手牌花色均不相同的一张牌,或防止此伤害。",
"xinfu_zhaoxin":"昭心",
"xinfu_zhaoxin_info":"出牌阶段限一次,你可以将任意张手牌置于武将牌上,称之为「望」(你至多拥有三张「望」)。你攻击范围内的一名其他角色的摸牌阶段结束后,其可以获得一张由你选择的「望」,然后你可以对其造成1点伤害。",
"zhaoxin_give":"昭心",
"zhaoxin_give_info":"",
"xinfu_qianchong":"谦冲",
"xinfu_qianchong_info":"锁定技,若你的装备区内有牌且:均为红色,则你视为拥有技能〖明哲〗。均为黑色,则你视为拥有技能〖帷幕〗。若均不满足,则出牌阶段开始时,你可以选择一种类别的牌,然后你本回合内使用该类别的牌时没有次数和距离限制。",
"qc_weimu":"帷幕",
"qc_weimu_info":"",
"qc_mingzhe":"明哲",
"qc_mingzhe_info":"",
"xinfu_shangjian":"尚俭",
"xinfu_shangjian_info":"一名角色的结束阶段开始时,若你于此阶段失去了x张或更少的牌,则你可以摸等量的牌。(x为你的体力值)。",
"rw_bagua_skill":"先天八卦阵",
"rw_bagua_skill_info":"每当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果不为黑桃,视为你使用或打出了一张【闪】。",
"rw_baiyin_skill":"玉照狮子盔",
"rw_baiyin_skill_info":"锁定技,你每次受到伤害时,最多承受1点伤害(防止多余的伤害);当你失去装备区里的【玉照狮子盔】时,你回复1点体力并摸两张牌。",
"rw_lanyinjia":"精银甲",
"rw_lanyinjia_info":"你可以将一张手牌当做【闪】使用或打出。锁定技,【精银甲】不会无效。",
"rw_minguangkai_cancel":"耀光铠",
"rw_minguangkai_cancel_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rw_minguangkai_link":"耀光铠",
"rw_minguangkai_link_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rw_renwang_skill":"仁王金刚盾",
"rw_renwang_skill_info":"有花色且不为方片的杀对你无效。",
"rw_tengjia1":"桐油百炼甲",
"rw_tengjia1_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rw_tengjia2":"桐油百炼甲",
"rw_tengjia2_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rw_tengjia3":"桐油百炼甲",
"rw_tengjia3_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rw_tengjia4":"桐油百炼甲",
"rewrite_bagua":"先天八卦阵",
"rewrite_bagua_info":"每当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果不为黑桃,视为你使用或打出了一张【闪】。",
"rewrite_baiyin":"玉照狮子盔",
"rewrite_baiyin_info":"锁定技,你每次受到伤害时,最多承受1点伤害(防止多余的伤害);当你失去装备区里的【玉照狮子盔】时,你回复1点体力并摸两张牌。",
"rewrite_lanyinjia":"精银甲",
"rewrite_lanyinjia_info":"你可以将一张手牌当做【闪】使用或打出。锁定技,【精银甲】不会无效。",
"rewrite_minguangkai":"耀光铠",
"rewrite_minguangkai_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rewrite_renwang":"仁王金刚盾",
"rewrite_renwang_info":"有花色且不为方片的杀对你无效。",
"rewrite_tengjia":"桐油百炼甲",
"rewrite_tengjia_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rewrite_zhuge":"元戎精械弩",
"rewrite_zhuge_info":"你于出牌阶段内使用【杀】无次数限制。",
takaramono:"宝物",
"wolong_card":"卧龙",
"wolong_card_info":"对1名角色造成1点火焰伤害。若场上有存活的诸葛亮(火),则改为对至多2名角色各造成1点火焰伤害。",
"fengchu_card":"凤雏",
"fengchu_card_info":"横置至多3名角色。若场上有存活的庞统(火),则改为横置至多4名角色。",
"xuanjian_card":"玄剑",
"xuanjian_card_info":"令1名角色摸一张牌并回复1点体力。若场上有存活的徐庶(将/界),则改为令1名角色摸一张牌并回复1点体力,然后你摸一张牌。",
"shuijing_card":"水镜",
"shuijing_card_info":"将1名角色装备区内的防具移动到另1角色对应区域。若场上有存活的司马徽,则改为将1名角色装备区内的1件装备移动到另1角色对应区域。",
},
};
});