'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'mobile', connectBanned:['miheng'], connect:true, characterSort:{ mobile:{ mobile_default:["miheng","taoqian","liuzan","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding"], mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun","re_baosanniang"], }, }, character:{ re_jikang:["male","wei",3,["new_qingxian","new_juexiang"]], old_bulianshi:['female','wu',3,['anxu','zhuiyi']], miheng:['male','qun',3,['kuangcai','shejian']], taoqian:['male','qun',3,['zhaohuo','yixiang','yirang']], liuzan:['male','wu',4,['fenyin']],lingcao:['male','wu',4,['dujin']], sunru:['female','wu',3,['yingjian','shixin']], lifeng:['male','shu',3,['tunchu','shuliang']], zhuling:['male','wei',4,['xinzhanyi']], liuye:['male','wei',3,['polu','choulve']], zhaotongzhaoguang:["male","shu",4,["yizan_use","xinfu_longyuan"],[]], majun:["male","wei",3,["xinfu_jingxie1","xinfu_qiaosi"],[]], simazhao:["male","wei",3,["xinfu_daigong","xinfu_zhaoxin"],[]], wangyuanji:["female","wei",3,["xinfu_qianchong","xinfu_shangjian"],[]], pangdegong:["male","qun",3,["xinfu_pingcai","xinfu_pdgyingshi"],[]], old_yuanshu:['male','qun',4,['xinyongsi','yjixi']], shenpei:["male","qun","2/3",["shouye","liezhi"],[]], re_wangyun:['male','qun',3,['relianji','remoucheng']], re_baosanniang:['female','shu',3,['meiyong','rexushen','rezhennan']], hujinding:['female','shu','2/6',['renshi','wuyuan','huaizi']], }, characterIntro:{ shenpei:'审配(?-204年),字正南,魏郡阴安(今河北清丰北)人。为人正直, 袁绍领冀州,审配被委以腹心之任,并总幕府。河北平定,袁绍以审配、逢纪统军事,审配恃其强盛,力主与曹操决战。曾率领弓弩手大破曹军于官渡。官渡战败,审配二子被俘,反因此受谮见疑,幸得逢纪力保。袁绍病死,审配等矫诏立袁尚为嗣,导致兄弟相争,被曹操各个击破。曹操围邺,审配死守数月,终城破被擒,拒不投降,慷慨受死。', hujinding:'胡金定,女,传说中关羽之妻。关索之母,配偶关羽,出处《花关索传》和元代《三国志评话》民间传说人物。', }, card:{ pss_paper:{ type:'pss', fullskin:true, derivation:'shenpei', }, pss_scissor:{ type:'pss', fullskin:true, derivation:'shenpei', }, pss_stone:{ type:'pss', fullskin:true, derivation:'shenpei', }, db_atk1:{ type:'db_atk', fullimage:true, derivation:'shenpei', }, db_atk2:{ type:'db_atk', fullimage:true, derivation:'shenpei', }, db_def1:{ type:'db_def', fullimage:true, derivation:'shenpei', }, db_def2:{ type:'db_def', fullimage:true, derivation:'shenpei', }, }, characterFilter:{}, skill:{ renshi:{ audio:2, trigger:{player:'damageBegin4'}, forced:true, filter:function(event,player){ return player.isDamaged()&&event.getParent().name=='sha'; }, content:function(){ 'step 0' trigger.cancel(); var cards=trigger.cards.filterInD(); if(cards.length) player.gain(cards,'gain2'); 'step 1' player.loseMaxHp(); }, }, wuyuan:{ audio:2, enable:'phaseUse', usable:1, filter:function(event,player){ return player.countCards('h','sha')>0; }, filterCard:{name:'sha'}, filterTarget:lib.filter.notMe, check:function(card){ var player=_status.event.player; if(get.color(card)=='red'&&game.hasPlayer(function(current){ return current!=player&¤t.isDamaged()&&get.attitude(player,current)>2; })) return 2; if(get.nature(card)) return 1.5; return 1; }, prepare:'give', discard:false, content:function(){ 'step 0' target.gain(cards,player); player.recover(); 'step 1' var num=1; if(get.nature(cards[0])) num++; target.draw(num); if(get.color(cards[0])=='red') target.recover(); }, ai:{ order:1, result:{ player:function(player,target){ if(player.isDamaged()) return 1; return 0; }, target:function(player,target){ if(ui.selected.cards.length){ var num=1; if(get.nature(ui.selected.cards[0])) num++; if(target.hasSkillTag('nogain')) num=0; if(get.color(ui.selected.cards[0])=='red') return num+2 else return num+1; } return 1; }, }, }, }, huaizi:{ mod:{ maxHandcard:function(player,num){ return num+player.getDamagedHp(); }, }, audio:2, trigger:{player:'phaseDiscardBegin'}, forced:true, firstDo:true, filter:function(event,player){ return player.isDamaged()&&player.countCards('h')>player.hp; }, content:function(){}, }, refangquan:{ audio:2, trigger:{player:'phaseUseBefore'}, filter:function(event,player){ return player.countCards('h')>0&&!player.hasSkill('fangquan3'); }, direct:true, content:function(){ "step 0" var fang=player.hp>=2&&player.countCards('h')<=player.hp+1; player.chooseBool(get.prompt2('refangquan')).set('ai',function(){ if(!_status.event.fang) return false; return game.hasPlayer(function(target){ if(target.hasJudge('lebu')||target==player) return false; if(get.attitude(player,target)>4){ return (get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1)>0); } return false; }); }).set('fang',fang); "step 1" if(result.bool){ player.logSkill('refangquan'); trigger.cancel(); player.addSkill('fangquan2'); player.addTempSkill('refangquan2'); //player.storage.fangquan=result.targets[0]; } } }, refangquan2:{ mod:{ maxHandcard:function(player,num){ return num+player.getDamagedHp(); }, }, }, rehunzi:{ inherit:'hunzi', filter:function(event,player){ return player.hp<=2&&!player.storage.rehunzi; }, }, rezhijian:{ inherit:'zhijian', group:['rezhijian_use'], subfrequent:['use'], subSkill:{ use:{ audio:'rezhijian', trigger:{player:'useCard'}, frequent:true, filter:function(event,player){ return get.type(event.card)=='equip'; }, prompt:'是否发动【直谏】摸一张牌?', content:function(){ player.draw('nodelay'); }, }, }, }, rexushen:{ derivation:['new_rewusheng','xindangxian'], audio:'xinfu_xushen', limited:true, enable:'phaseUse', filter:function(event,player){ return game.hasPlayer(function(current){ return current.sex=='male'; }) }, skillAnimation:true, animationColor:'fire', content:function(){ player.addSkill('rexushen2'); player.awakenSkill('rexushen'); player.loseHp(game.countPlayer(function(current){ return current.sex=='male'; })); }, ai:{ order:10, result:{ player:function(player){ if(player.hp!=game.countPlayer(function(current){ return current.sex=='male'; })) return 0; return game.hasPlayer(function(current){ return get.attitude(player,current)>4&¤t.countCards('h','tao') })?1:0; }, }, }, }, rexushen2:{ charlotte:true, subSkill:{ count:{ trigger:{ player:"recoverBegin", }, forced:true, silent:true, popup:false, filter:function (event,player){ if(!event.source) return false; if(!player.isDying()) return false; var evt=event.getParent('dying').getParent(2); return evt.name=='rexushen'&&evt.player==player; }, content:function (){ trigger.rexushen=true; }, sub:true, }, }, group:["rexushen2_count"], trigger:{ player:"recoverAfter", }, filter:function (event,player){ if(player.isDying()) return false; return event.rexushen==true; }, direct:true, silent:true, popup:false, content:function (){ 'step 0' player.removeSkill('rexushen2'); player.chooseBool('是否令'+get.translation(trigger.source)+'获得技能〖武圣〗和〖当先〗').ai=function(){ return get.attitude(player,trigger.source)>0; }; 'step 1' if(result.bool){ player.line(trigger.source,'fire'); trigger.source.addSkillLog('new_rewusheng'); trigger.source.addSkillLog('xindangxian'); } }, }, rezhennan:{ audio:'xinfu_zhennan', trigger:{target:'useCardToTargeted'}, filter:function(event,player){ return event.player!=player&&event.targets&&event.targets.length&&event.targets.length>event.player.hp; }, direct:true, content:function(){ 'step 0' var next=player.chooseToDiscard(get.prompt('rezhennan',trigger.player),'弃置一张牌并对其造成1点伤害','he'); next.set('logSkill',['rezhennan',trigger.player]); next.set('ai',function(card){ var player=_status.event.player; var target=_status.event.getTrigger().player; if(get.damageEffect(target,player,player)>0) return 7-get.value(card); return -1; }); 'step 1' if(result.bool) trigger.player.damage(); }, }, meiyong:{ inherit:'xinfu_wuniang', audio:'xinfu_wuniang', content:function (){ 'step 0' player.chooseTarget(get.prompt('meiyong'),'获得一名其他角色的一张牌,然后摸一张牌。',function(card,player,target){ if(player==target) return false; return target.countGainableCards(player,'he')>0; }).set('ai',function(target){ return 10-get.attitude(_status.event.player,target); }); 'step 1' if(result.bool){ var target=result.targets[0]; event.target=target; player.logSkill('xinfu_wuniang',target); player.gainPlayerCard(target,'he',true); } else event.finish(); 'step 2' target.draw(); }, }, retuntian:{ audio:2, trigger:{player:'loseEnd'}, frequent:true, filter:function(event,player){ if(player==_status.currentPhase) return false; for(var i=0;i0){ player.discardPlayerCard(target,'he',true); } else{ event.finish(); } }, ai:{ order:4, expose:0.2, result:{ target:-1, player:function(player,target){ if(!target.canUse('sha',player)) return 0; if(target.countCards('h')==0) return 0; if(target.countCards('h')==1) return -0.1; if(player.hp<=2) return -2; if(player.countCards('h','shan')==0) return -1; return -0.5; } }, threaten:1.1 } }, rebeige:{ audio:2, trigger:{global:'damageEnd'}, filter:function(event,player){ return (event.card&&event.card.name=='sha'&&event.source&& event.player.classList.contains('dead')==false&&player.countCards('he')); }, direct:true, checkx:function(event,player){ var att1=get.attitude(player,event.player); var att2=get.attitude(player,event.source); return att1>0&&att2<=0; }, content:function(){ "step 0" var next=player.chooseToDiscard('he',get.prompt2('rebeige',trigger.player)); var check=lib.skill.beige.checkx(trigger,player); next.set('ai',function(card){ if(_status.event.goon) return 8-get.value(card); return 0; }); next.set('logSkill','beige'); next.set('goon',check); "step 1" if(result.bool){ trigger.player.judge(); } else{ event.finish(); } "step 2" switch(get.suit(result.card)){ case 'heart':trigger.player.recover(trigger.num);break; case 'diamond':trigger.player.draw(3);break; case 'club':trigger.source.chooseToDiscard('he',2,true);break; case 'spade':trigger.source.turnOver();break; } }, ai:{ expose:0.3 } }, rexingshang:{ audio:2, trigger:{global:'die'}, filter:function(event,player){ return player.isDamaged()||event.player.countCards('he')>0; }, direct:true, content:function(){ "step 0" var choice=[]; if(player.isDamaged()) choice.push('回复体力'); if(trigger.player.countCards('he')) choice.push('获得牌'); choice.push('cancel2'); player.chooseControl(choice).set('prompt',get.prompt2('rexingshang')).set('ai',function(){ if(choice.length==2) return 0; if(get.value(trigger.player.getCards('he'))>8) return 1; return 0; }); "step 1" if(result.control!='cancel2'){ player.logSkill(event.name,trigger.player); if(result.control=='获得牌'){ event.togain=trigger.player.getCards('he'); player.gain(event.togain,trigger.player,'giveAuto'); } else player.recover(); } }, }, refangzhu:{ audio:2, trigger:{ player:"damageEnd", }, direct:true, content:function (){ "step 0" player.chooseTarget(get.prompt2('refangzhu'),function(card,player,target){ return player!=target }).ai=function(target){ if(target.hasSkillTag('noturn')) return 0; var player=_status.event.player; if(get.attitude(_status.event.player,target)==0) return 0; if(get.attitude(_status.event.player,target)>0){ if(target.classList.contains('turnedover')) return 1000-target.countCards('h'); if(player.getDamagedHp()<3) return -1; return 100-target.countCards('h'); } else{ if(target.classList.contains('turnedover')) return -1; if(player.getDamagedHp()>=3) return -1; return 1+target.countCards('h'); } } "step 1" if(result.bool){ player.logSkill('refangzhu',result.targets); event.target=result.targets[0] event.target.chooseToDiscard('he',player.getDamagedHp()).set('ai',function(card){ var player=_status.event.player; if(player.isTurnedOver()||_status.event.getTrigger().player.getDamagedHp()>2) return -1; return (player.hp*player.hp)-get.value(card); }).set('prompt','弃置'+get.cnNumber(player.getDamagedHp())+'张手牌并失去一点体力;或选择不弃置,将武将牌翻面并摸'+get.cnNumber(player.getDamagedHp())+'张牌。'); } else event.finish(); "step 2" if(result.bool){ event.target.loseHp(); } else{ event.target.draw(player.getDamagedHp()); event.target.turnOver(); } }, 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.hp<=1) return; if(!target.hasFriend()) return; var hastarget=false; var turnfriend=false; var players=game.filterPlayer(); for(var i=0;i0&&players[i].isTurnedOver()){ hastarget=true; turnfriend=true; } } if(get.attitude(player,target)>0&&!hastarget) return; if(turnfriend||target.hp==target.maxHp) return [0.5,1]; if(target.hp>1) return [1,0.5]; } }, }, }, }, repolu:{ audio:1, trigger:{ source:'dieAfter', player:'die', }, forceDie:true, filter:function(event,player,name){ return name=='die'||player.isAlive(); }, direct:true, content:function(){ 'step 0' if(!player.storage.repolu) player.storage.repolu=0; event.num=player.storage.repolu+1; player.chooseTarget([1,Infinity],get.prompt('repolu'),'令任意名角色摸'+get.cnNumber(event.num)+'张牌').set('forceDie',true).ai=function(target){ return get.attitude(_status.event.player,target); }; 'step 1' if(result.bool){ player.storage.repolu++; result.targets.sortBySeat(); player.logSkill('repolu',result.targets); game.asyncDraw(result.targets,num); } else event.finish(); 'step 2' game.delay(); }, }, rejiuchi:{ group:['jiuchi'], trigger:{source:'damage'}, forced:true, popup:false, locked:false, audio:'jiuchi', filter:function(event,player){ return event.card&&event.card.name=='sha'&&event.getParent(2).jiu==true&&!player.hasSkill('rejiuchi_air'); }, content:function(){ player.logSkill('jiuchi'); player.addTempSkill('rejiuchi_air'); }, subSkill:{ air:{ sub:true, init:function(player,skill){ player.disableSkill(skill,'benghuai'); }, onremove:function(player,skill){ player.enableSkill(skill); }, }, }, }, relianji:{ audio:'wylianji', enable:'phaseUse', usable:1, filter:function(event,player){ return game.players.length>1; }, filterTarget:lib.filter.notMe, targetprompt:['打人','被打'], selectTarget:2, multitarget:true, content:function(){ 'step 0' game.delay(0.5); if(targets[0].isDisabled(1)) event.goto(2); 'step 1' var target=targets[0]; 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; } if(equip1.name=='qinggang'&&!lib.inpile.contains('qibaodao')){ equip1.remove(); equip1=game.createCard('qibaodao',equip1.suit,equip1.number); } target.$draw(equip1); target.chooseUseTarget(equip1,'noanimate','nopopup',true); 'step 2' game.updateRoundNumber(); var list=['nanman','wanjian','huogong','juedou','sha']; var list2=game.players.slice(0); list2.remove(player); for(var i=0;i2){ event.trigger('remoucheng_awaken'); } }, }, }, }, remoucheng:{ derivation:'rejingong', trigger:{ player:'remoucheng_awaken' }, forced:true, audio:'moucheng', juexingji:true, skillAnimation:true, animationColor:'thunder', content:function(){ player.awakenSkill('remoucheng'); player.removeSkill('relianji'); player.addSkill('rejingong'); player.gainMaxHp(); player.recover(); }, }, rejingong:{ audio:'jingong', enable:'phaseUse', delay:0, usable:1, content:function(){ 'step 0' var list=get.inpile('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){ player.chooseUseTarget(result.links[0][2],true); player.addTempSkill('jingong2'); } }, ai:{ order:2, result:{ player:function(player){ if((player.hp<=2||player.needsToDiscard())&&!player.getStat('damage')) return 0; return 1; } } } }, relieren:{ audio:2, audioname:['boss_lvbu3'], trigger:{player:'useCardToTargeted'}, filter:function(event,player){ return event.card.name=='sha'&&player.canCompare(event.target); }, check:function(event,player){ return get.attitude(player,event.target)<0; }, //priority:5, content:function(){ "step 0" player.chooseToCompare(trigger.target); "step 1" if(result.bool){ if(trigger.target.countGainableCards(player,'he')) player.gainPlayerCard(trigger.target,true,'he'); } else{ var card1=result.player; var card2=result.target; if(get.position(card1)=='d') trigger.target.gain(card1,'gain2'); if(get.position(card2)=='d') player.gain(card2,'gain2'); } } }, rezaiqi:{ init:function(player,skill){ player.storage[skill]=0; }, audio:2, direct:true, filter:function(event,player){ return player.storage.rezaiqi>0; }, trigger:{ player:'phaseDiscardEnd' }, content:function(){ 'step 0' player.chooseTarget([1,player.storage.rezaiqi],get.prompt2('rezaiqi')).ai=function(target){ return get.attitude(_status.event.player,target); }; 'step 1' if(result.bool){ var targets=result.targets; targets.sortBySeat(); player.line(targets,'fire'); player.logSkill('rezaiqi',targets); event.targets=targets; } else event.finish(); 'step 2' event.current=targets.shift(); if(player.isHealthy()) event._result={index:0}; else event.current.chooseControl().set('choiceList',[ '摸一张牌', '令'+get.translation(player)+'回复一点体力', ]).set('ai',function(){ if(get.attitude(event.current,player)>0) return 1; return 0; }); 'step 3' if(result.index==1){ event.current.line(player); player.recover(); } else event.current.draw(); game.delay(); if(targets.length) event.goto(2); }, group:'rezaiqi_count', }, rezaiqi_count:{ trigger:{ global:["loseEnd","cardsDiscardEnd"], player:'phaseAfter', }, silent:true, forced:true, popup:false, filter:function (event,player,name){ if(name=='phaseAfter') return true; if(_status.currentPhase!=player) return false; var evt=event.getParent(); if(evt&&evt.name=='useCard'&&evt.card&&['equip','delay'].contains(get.type(evt.card))) return false; var cards=event.cards; for(var i=0;i0; }).ai=function(target){ var player=_status.event.player; return get.effect(target,{name:'guohe'},player,player); }; 'step 1' if(result.bool){ result.targets.sortBySeat(); event.targets=result.targets; player.line(result.targets,'green'); player.logSkill('liezhi',result.targets); } else event.finish(); 'step 2' event.current=targets.shift(); player.discardPlayerCard(event.current,'hej',true) if(targets.length) event.redo(); }, subSkill:{ disable:{ sub:true, trigger:{player:'phaseAfter'}, forced:true, silent:true, popup:false, charlotte:true, //filter:function(event){return !event.liezhi}, content:function(){player.removeSkill('liezhi_disable')}, }, damage:{ trigger:{player:'damage'}, forced:true, silent:true, popup:false, content:function(){player.addSkill('liezhi_disable')} }, }, }, xinzhanyi:{ audio:'zhanyi', enable:'phaseUse', usable:1, filterCard:true, position:'he', check:function(card){ var player=_status.event.player; if(player.hp<3) return 0; var type=get.type(card,'trick'); if(type=='trick'){ return 6-get.value(card); } else if(type=='equip'){ if(player.hasSha()&&game.hasPlayer(function(current){ return (player.canUse('sha',current)&& get.attitude(player,current)<0&& get.effect(current,{name:'sha'},player,player)>0) })){ return 6-get.value(card); } } return 0; }, content:function(){ player.loseHp(); switch(get.type(cards[0],'trick')){ case 'basic':player.addTempSkill('xinzhanyi_basic');break; case 'equip':player.addTempSkill('xinzhanyi_equip');break; case 'trick':player.addTempSkill('xinzhanyi_trick');player.draw(3);break; } }, ai:{ order:9.1, result:{ player:1 } } }, xinzhanyi_basic1:{ trigger:{player:"useCard"}, filter:function(event,player){ return event.skill=='xinzhanyi_basic_backup'&&!player.storage.xinzhanyi_basic1; }, forced:true, silent:true, popup:false, content:function(){ trigger.xinzhanyi=true; player.storage.xinzhanyi_basic1=true; }, }, xinzhanyi_basic2:{ trigger:{source:['damageBegin','recoverBegin']}, forced:true, silent:true, popup:false, filter:function(event){ return event.getParent(2).xinzhanyi==true; }, content:function(){ trigger.num++ }, }, xinzhanyi_basic:{ group:['xinzhanyi_basic1','xinzhanyi_basic2'], onremove:function(p,s){ delete p.storage[s+1]; }, enable:"chooseToUse", filter:function (event,player){ 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('战意',[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.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 { audio:'zhanyi', filterCard:function(card,player,target){ return get.type(card)=='basic'; }, check:function(card,player,target){ return 9-get.value(card); }, viewAs:{name:links[0][2],nature:links[0][3]}, position:'he', popname:true, } }, prompt:function (links,player){ return '将一张基本牌当做'+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.countCards('h',{type:'basic'})>=2){ return 3.3; } return 3.1; }, save:true, respondSha:true, skillTagFilter:function (player,tag,arg){ 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, }, }, }, xinzhanyi_equip:{ audio:'zhanyi', trigger:{player:'useCardToPlayered'}, forced:true, filter:function(event,player){ return event.card.name=='sha'&&event.target.countCards('he')>0; }, check:function(event,player){ return get.attitude(player,event.target)<0; }, content:function(){ 'step 0' trigger.target.chooseToDiscard('he',true,2); 'step 1' if(result.bool&&result.cards&&result.cards.length){ if(result.cards.length==1){ event._result={bool:true,links:result.cards.slice(0)}; } else player.chooseButton(['选择获得其中的一张牌',result.cards.slice(0)],true).ai=function(button){ return get.value(button.link); }; } else event.finish(); 'step 2' if(result.links) player.gain(result.links,'gain2'); } }, xinzhanyi_trick:{ mod:{ wuxieRespondable:function(){ return false; } } }, }, translate:{ re_jikang:"手杀嵇康", old_bulianshi:'手杀步练师', old_caochun:'旧曹纯', shenpei:'审配', re_zhurong:'界祝融', re_menghuo:'界孟获', re_wangyun:'手杀王允', re_dongzhuo:'界董卓', re_sunjian:'界孙坚', re_caopi:'界曹丕', rejiuchi:'酒池', rejiuchi_info:'你可以将一张黑桃手牌当做【酒】使用。锁定技,当你于回合内使用带有【酒】效果的【杀】造成伤害时,你令你的【崩坏】失效直到回合结束。', repolu:'破虏', repolu_info:'当你杀死一名角色/死亡时,你可以令任意名角色摸X+1张牌。(X为你此前发动过【破虏】的次数)', rexingshang:'行殇', rexingshang_info:'当其他角色死亡后,你可以选择一项:回复1点体力,或获得其所有牌。', refangzhu:'放逐', refangzhu_info:'当你受到伤害后,你可以令一名其他角色选择一项:摸X张牌并将武将牌翻面,或弃置X张牌并失去1点体力。(X为你已损失的体力值)', relianji:'连计', relianji_info:'出牌阶段限一次,你可以选择两名其他角色。第一名角色随机使用牌堆中的一张武器牌,然后这名角色视为对另一名角色随机使用一张下列的牌名的牌:【决斗】、【火攻】、【南蛮入侵】、【万箭齐发】或普【杀】。然后若此牌造成伤害,你获得X枚“连计”标记(X为此次扣减的体力值点数)。', remoucheng:'谋逞', remoucheng_info:'觉醒技,当一名角色造成伤害后,若你拥有的“连计”标记数大于2,你加1点体力上限,回复1点体力,失去“连计”,获得“矜功”。', rejingong:'矜功', rejingong_info:'每回合可以用三个随机锦囊中的一个,三个锦囊中有一个是专属锦囊,本回合未造成伤害会失去1点体力。', mobile_default:'常规', mobile_others:'其他', pss:'手势', pss_paper:'布', pss_scissor:'剪刀', pss_stone:'石头', pss_paper_info:'石头剪刀布时的一种手势。克制石头,但被剪刀克制。', pss_scissor_info:'石头剪刀布时的一种手势。克制布,但被石头克制。', pss_stone_info:'石头剪刀布时的一种手势。克制剪刀,但被布克制。', db_atk:'进攻对策', db_atk1:'全军出击', db_atk2:'分兵围城', db_def:'防御对策', db_def1:'奇袭粮道', db_def2:'开城诱敌', shouye:'守邺', shouye_info:'每回合限一次。当其他角色使用牌指定你为唯一目标时,你可以与其进行【对策】。若你赢,则此牌对你无效,且你于此牌结算完成后获得其对应的所有实体牌。', liezhi:'烈直', liezhi_info:'准备阶段,你可以依次弃置至多两名角色区域内的各一张牌。若你受到过伤害,则〖烈直〗于你的下个回合无效。', relieren:'烈刃', relieren_info:'当你使用【杀】指定目标后,你可以和目标角色进行拼点。若你赢,你获得其一张牌。若你没赢,你获得对方的拼点牌,其获得你的拼点牌。', rezaiqi:'再起', rezaiqi_info:'弃牌阶段结束时,你可以令至多X名角色选择一项:1.摸一张牌,2.令你回复1点体力(X为本回合进入弃牌堆的红色牌数)', xinzhanyi:'战意', xinzhanyi_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,且你本回合第一次以此法使用的牌的回复值/伤害值+1;锦囊牌,摸三张牌且你使用的牌不能被【无懈可击】响应;装备牌,你使用【杀】指定目标角色后,其弃置两张牌,然后你获得其中的一张。', xinzhanyi_basic_backup:'战意', xinzhanyi_basic:'战意', xinzhanyi_equip:'战意', re_dengai:'界邓艾', re_jiangwei:'界姜维', re_caiwenji:'界蔡文姬', re_baosanniang:'手杀鲍三娘', retuntian:'屯田', retiaoxin:'挑衅', rebeige:'悲歌', retuntian_info:'当你于回合外失去牌时,你可以进行一次判定。若判定结果为♥,你获得此判定牌。否则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-X(X为你武将牌上【田】的数目)', retiaoxin_info:'出牌阶段限一次,你可以指定一名有牌的其他角色,该角色需对你使用一张【杀】,否则你弃置其一张牌。', rebeige_info:'当有角色受到【杀】造成的伤害后,你可以弃一张牌,并令其进行一次判定,若判定结果为:♥该角色回复X点体力(X为伤害点数);♦︎该角色摸三张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面', meiyong:'姝勇', meiyong_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,然后其摸一张牌。', rexushen:'许身', rexushen_info:'限定技,出牌阶段,你可以失去X点体力(X为场上男性角色的数量)。若你以此法进入了濒死状态,则当你因一名角色而脱离此濒死状态后,你可以令其获得技能〖武圣〗和〖当先〗。', rezhennan:'镇南', rezhennan_info:'当你成为其他角色使用的牌的目标后,若此牌的目标数大于该角色的体力值,则你可以弃置一张牌并对其造成1点伤害。', hujinding:'胡金定', re_liushan:'界刘禅', re_sunben:'界孙策', re_zhangzhang:'界张昭张纮', rehunzi:'魂姿', rehunzi_info:'觉醒技,准备阶段,若你的体力值不大于2,你减1点体力上限,并获得技能〖英姿〗和〖英魂〗。', zhijian_info:'出牌阶段,你可以将手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。当你使用装备牌时,你可以摸一张牌。', refangquan:'放权', refangquan_info:'你可跳过你的出牌阶段,若如此做,你本回合的手牌上限+X(X为你已损失的体力值),且回合结束时,你可以弃置一张手牌并令一名其他角色进行一个额外的回合。', huaizi:'怀子', huaizi_info:'锁定技,你的手牌上限+X(X为你已损失的体力值)', renshi:'仁释', renshi_info:'锁定技,当你受到【杀】的伤害时,若你已受伤,则你防止此伤害并获得此【杀】对应的所有实体牌,然后减1点体力上限。', wuyuan:'武缘', wuyuan_info:'出牌阶段限一次,你可将一张【杀】交给一名其他角色,然后你回复1点体力,其摸一张牌。若此【杀】为:红色【杀】,其回复1点体力;属性【杀】,其改为摸两张牌。', } }; });