noname/card/swd.js

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import { lib, game, ui, get, ai, _status } from "../noname.js";
game.import("card", function () {
return {
name: "swd",
card: {
hufu: {
fullskin: true,
type: "basic",
global: ["g_hufu_sha", "g_hufu_shan", "g_hufu_jiu"],
savable: function (card, player, dying) {
return dying == player;
},
ai: {
value: [7.5, 5, 2],
useful: [7.5, 5, 2],
},
},
// yihuajiemu:{
// fullskin:true,
// type:'trick',
// enable:true,
// singleCard:true,
// filterTarget:function(card,player,target){
// if(target.isMin()) return false;
// if(ui.selected.targets.length){
// return target.getCards('e',{subtype:'equip5'}).length==0;
// }
// else{
// return target.getCards('e',{subtype:'equip5'}).length>0;
// }
// },
// selectTarget:2,
// multitarget:true,
// complexTarget:true,
// multicheck:function(){
// return game.hasPlayer(function(current){
// return current.getEquip(5);
// })&&game.hasPlayer(function(current){
// return !current.getEquip(5);
// });
// },
// content:function(){
// if(target.getEquip(5)){
// target.$give(target.getEquip(5),event.addedTarget);
// event.addedTarget.equip(target.getEquip(5));
// game.delay();
// }
// },
// ai:{
// order:1,
// result:{
// target:function(player,target){
// if(target.getCards('e',{subtype:'equip5'}).length){
// if(get.attitude(target,player)>0){
// return -0.5;
// }
// return -1;
// }
// return 1;
// }
// },
// tag:{
// loseCard:1
// }
// }
// },
liuxinghuoyu: {
fullskin: true,
type: "trick",
enable: true,
filterTarget: true,
cardcolor: "red",
cardnature: "fire",
content: function () {
"step 0";
if (target.countCards("he") < 2) {
event.directfalse = true;
} else {
target.chooseToDiscard("he", 2).ai = function (card) {
if (target.hasSkillTag("nofire")) return 0;
if (get.damageEffect(target, player, target, "fire") >= 0) return 0;
if (player.hasSkillTag("notricksource")) return 0;
if (target.hasSkillTag("notrick")) return 0;
if (card.name == "tao") return 0;
if (target.hp == 1 && card.name == "jiu") return 0;
if (target.hp == 1 && get.type(card) != "basic") {
return 10 - get.value(card);
}
return 8 - get.value(card);
};
}
"step 1";
if (event.directfalse || !result.bool) {
target.damage("fire");
}
},
ai: {
basic: {
order: 4,
value: 7,
useful: 2,
},
result: {
target: function (player, target) {
if (target.hasSkillTag("nofire")) return 0;
if (
get.damageEffect(target, player, player) < 0 &&
get.attitude(player, target) > 0
) {
return -2;
}
var nh = target.countCards("he");
if (target == player) nh--;
switch (nh) {
case 0:
case 1:
return -2;
case 2:
return -1.5;
case 3:
return -1;
default:
return -0.7;
}
},
},
tag: {
damage: 1,
fireDamage: 1,
natureDamage: 1,
discard: 1,
loseCard: 1,
position: "he",
},
},
},
dujian: {
fullskin: true,
type: "basic",
enable: true,
filterTarget: function (card, player, target) {
return target.countCards("h") > 0;
},
content: function () {
"step 0";
if (target.countCards("h") == 0 || player.countCards("h") == 0) {
event.finish();
return;
}
player.chooseCard(true);
"step 1";
event.card1 = result.cards[0];
var rand = Math.random() < 0.5;
target.chooseCard(true).ai = function (card) {
if (rand) return Math.random();
return get.value(card);
};
"step 2";
event.card2 = result.cards[0];
ui.arena.classList.add("thrownhighlight");
game.addVideo("thrownhighlight1");
player.$compare(event.card1, target, event.card2);
game.delay(4);
"step 3";
game.log(player, "展示了", event.card1);
game.log(target, "展示了", event.card2);
if (get.color(event.card2) == get.color(event.card1)) {
player.discard(event.card1).animate = false;
target.$gain2(event.card2);
var clone = event.card1.clone;
if (clone) {
clone.style.transition = "all 0.5s";
clone.style.transform = "scale(1.2)";
clone.delete();
game.addVideo("deletenode", player, get.cardsInfo([clone]));
}
target.loseHp();
} else {
player.$gain2(event.card1);
target.$gain2(event.card2);
target.addTempSkill("dujian2");
}
ui.arena.classList.remove("thrownhighlight");
game.addVideo("thrownhighlight2");
},
ai: {
basic: {
order: 2,
value: 3,
useful: 1,
},
result: {
player: function (player, target) {
if (
player.countCards("h") <= Math.min(5, Math.max(2, player.hp)) &&
_status.event.name == "chooseToUse"
) {
if (
typeof _status.event.filterCard == "function" &&
_status.event.filterCard({ name: "dujian" })
) {
return -10;
}
if (_status.event.skill) {
var viewAs = get.info(_status.event.skill).viewAs;
if (viewAs == "dujian") return -10;
if (viewAs && viewAs.name == "dujian") return -10;
}
}
return 0;
},
target: function (player, target) {
if (target.hasSkill("dujian2") || target.countCards("h") == 0) return 0;
if (player.countCards("h") <= 1) return 0;
return -1.5;
},
},
tag: {
loseHp: 1,
},
},
},
yangpijuan: {
fullskin: true,
type: "trick",
enable: true,
toself: true,
filterTarget: function (card, player, target) {
return target == player;
},
modTarget: true,
content: function () {
"step 0";
var choice;
if (
target.countCards("h", "shan") == 0 ||
target.countCards("h", "sha") == 0 ||
target.hp <= 1
) {
choice = "basic";
} else {
var e2 = target.getEquip(2);
var e3 = target.getEquip(3);
if (
(e2 && e3) ||
((e2 || e3) && target.needsToDiscard() <= 1) ||
Math.random() < 0.5
) {
choice = "trick";
} else {
choice = "equip";
}
}
target
.chooseControl("basic", "trick", "equip", function () {
return choice;
})
.set("prompt", "选择一种卡牌类型");
"step 1";
var list = get.inpile(result.control, "trick");
list = list.randomGets(3);
for (var i = 0; i < list.length; i++) {
list[i] = [get.translation(result.control), "", list[i]];
}
var dialog = ui.create.dialog("选择一张加入你的手牌", [list, "vcard"], "hidden");
target.chooseButton(dialog, true).ai = function (button) {
return get.value({ name: button.link[2] });
};
"step 2";
if (result.buttons) {
target.gain(game.createCard(result.buttons[0].link[2]), "draw");
}
},
selectTarget: -1,
ai: {
order: 7,
value: 7,
useful: 4,
result: {
target: 1,
},
},
},
shencaojie: {
fullskin: true,
type: "trick",
nodelay: true,
// recastable:true,
global: "g_shencaojie",
content: function () {
var evt = event.getParent("g_shencaojie")._trigger;
if (evt) {
if (evt.player == player) {
evt.num--;
} else {
evt.num++;
}
}
},
ai: {
order: 1,
useful: 5,
value: 6,
result: {
target: function (player, target) {
if (target == player) {
if (get.damageEffect(target, player, target) >= 0) return 0;
return 1;
} else {
if (get.attitude(player, target) > 0) return 0;
if (get.damageEffect(target, player, target) >= 0) return 0;
return -1;
}
},
},
},
},
yuruyi: {
type: "equip",
subtype: "equip5",
skills: ["yuruyi"],
fullskin: true,
ai: {
basic: {
equipValue: 6,
},
},
},
fengyinzhidan: {
type: "basic",
enable: true,
fullskin: true,
filterTarget: function (card, player, target) {
return target == player;
},
selectTarget: -1,
modTarget: true,
// usable:1,
content: function () {
"step 0";
event.num = 2;
var list = [];
event.list = list;
for (var i = 0; i < lib.inpile.length; i++) {
if (lib.filter.filterCard({ name: lib.inpile[i] }, target)) {
var info = lib.card[lib.inpile[i]];
if (info.type == "trick" && !info.multitarget && !info.notarget) {
if (Array.isArray(info.selectTarget)) {
if (
info.selectTarget[0] > 0 &&
info.selectTarget[1] >= info.selectTarget[0]
) {
list.push(lib.inpile[i]);
}
} else if (typeof info.selectTarget == "number") {
list.push(lib.inpile[i]);
}
}
}
}
"step 1";
var list = event.list;
while (list.length) {
var card = { name: list.randomRemove() };
var info = get.info(card);
var targets = game.filterPlayer(function (current) {
return lib.filter.filterTarget(card, target, current);
});
if (targets.length) {
targets.sort(lib.sort.seat);
if (info.selectTarget == -1) {
target.useCard(card, targets, "noai");
} else {
var num = info.selectTarget;
if (Array.isArray(num)) {
if (targets.length < num[0]) continue;
num = num[0] + Math.floor(Math.random() * (num[1] - num[0] + 1));
} else {
if (targets.length < num) continue;
}
target.useCard(card, targets.randomGets(num), "noai");
}
if (--event.num > 0) {
event.redo();
}
break;
}
}
},
ai: {
order: 9,
value: 8,
useful: 3,
result: {
target: 1,
},
},
},
yuchanqian: {
fullskin: true,
type: "jiqi",
addinfo: "杀",
autoViewAs: "sha",
global: ["g_yuchan_swap", "g_yuchan_equip"],
ai: {
value: 6,
useful: [5, 1],
},
},
yuchankun: {
fullskin: true,
type: "jiqi",
addinfo: "药",
autoViewAs: "caoyao",
global: ["g_yuchan_swap", "g_yuchan_equip"],
ai: {
value: 6,
useful: [7, 2],
},
},
yuchanzhen: {
fullskin: true,
type: "jiqi",
autoViewAs: "jiu",
addinfo: "酒",
global: ["g_yuchan_swap", "g_yuchan_equip"],
savable: function (card, player, dying) {
return dying == player;
},
ai: {
value: 6,
useful: [4, 1],
},
},
yuchanxun: {
fullskin: true,
type: "jiqi",
autoViewAs: "tao",
addinfo: "桃",
global: ["g_yuchan_swap", "g_yuchan_equip"],
savable: true,
ai: {
value: 6,
useful: [8, 6.5],
},
},
yuchankan: {
fullskin: true,
type: "jiqi",
autoViewAs: "shenmiguo",
global: ["g_yuchan_swap", "g_yuchan_equip"],
addinfo: "果",
ai: {
order: 1,
useful: 4,
value: 6,
result: {
player: function () {
var cardname = _status.event.cardname;
if (cardname == "tiesuo") return 0;
if (cardname == "jiu") return 0;
if (cardname == "tianxianjiu") return 0;
if (cardname == "toulianghuanzhu") return 0;
if (cardname == "shijieshu") return 0;
if (cardname == "xietianzi") return 0;
if (cardname == "huogong") return 0;
if (cardname == "shandianjian") return 0;
return 1;
},
},
},
},
yuchanli: {
fullskin: true,
type: "jiqi",
autoViewAs: "tianxianjiu",
global: ["g_yuchan_swap", "g_yuchan_equip"],
addinfo: "仙",
savable: function (card, player, dying) {
return dying == player;
},
ai: {
value: 6,
useful: 1,
},
},
yuchangen: {
fullskin: true,
type: "jiqi",
addinfo: "蛋",
autoViewAs: "fengyinzhidan",
global: ["g_yuchan_swap", "g_yuchan_equip"],
ai: {
value: 6,
useful: 1,
},
},
yuchandui: {
fullskin: true,
type: "jiqi",
addinfo: "雪",
autoViewAs: "xuejibingbao",
global: ["g_yuchan_swap", "g_yuchan_equip"],
ai: {
value: 6,
useful: 4,
},
},
mujiaren: {
fullskin: true,
enable: true,
type: "jiguan",
usable: 1,
updateUsable: "phaseUse",
forceUsable: true,
wuxieable: true,
selectTarget: -1,
filterTarget: function (card, player, target) {
return target == player;
},
content: function () {
"step 0";
var cards = target.getCards("h", function (card) {
return get.type(card) != "basic";
});
if (cards.length) {
target.lose(cards)._triggered = null;
}
event.num = 1 + cards.length;
"step 1";
var cards = [];
var list = get.typeCard("jiguan");
for (var i = 0; i < list.length; i++) {
if (lib.card[list[i]].derivation) {
list.splice(i--, 1);
}
}
if (list.length) {
for (var i = 0; i < event.num; i++) {
cards.push(game.createCard(list.randomGet()));
}
target.directgain(cards);
}
},
ai: {
order: 1,
result: {
target: 1,
},
},
},
zhiluxiaohu: {
enable: function (card, player) {
return lib.filter.filterCard({ name: "sha" }, player);
},
fullskin: true,
type: "jiguan",
wuxieable: true,
filterTarget: function (card, player, target) {
return target == player;
},
modTarget: true,
selectTarget: -1,
content: function () {
"step 0";
var targets = target.getEnemies();
if (targets.length) {
var target2 = targets.randomGet();
target2.addExpose(0.2);
target.useCard({ name: "sha" }, target2);
}
player.addSkill("zhiluxiaohu");
"step 1";
player.removeSkill("zhiluxiaohu");
},
ai: {
value: 6,
result: {
target: 1,
},
order: function () {
return get.order({ name: "sha" }) + 0.1;
},
},
},
xuejibingbao: {
enable: true,
fullskin: true,
type: "basic",
filterTarget: function (card, player, target) {
return !target.hasSkill("xuejibingbao");
},
content: function () {
target.storage.xuejibingbao = 2;
target.addSkill("xuejibingbao");
},
ai: {
order: 2,
value: 6,
result: {
target: function (player, target) {
var num = 1;
if (target.hp < 2) num = 0.5;
return num / Math.sqrt(Math.max(1, target.countCards("h")));
},
},
},
},
gouhunluo: {
enable: true,
fullskin: true,
type: "jiguan",
wuxieable: true,
filterTarget: function (card, player, target) {
return !target.hasSkill("gouhunluo");
},
content: function () {
target.storage.gouhunluo = 3;
target.storage.gouhunluo2 = player;
target.addSkill("gouhunluo");
},
ai: {
order: 2,
value: 5,
result: {
target: function (player, target) {
return -1 / Math.max(1, target.hp);
},
},
},
},
zhuquezhizhang: {
type: "jiqi",
fullskin: true,
global: "g_zhuquezhizhang",
ai: {
value: 8,
useful: 6.5,
},
},
xuanwuzhihuang: {
type: "jiqi",
fullskin: true,
global: "g_xuanwuzhihuang",
ai: {
value: 8,
useful: 6.5,
},
},
huanglinzhicong: {
type: "jiqi",
fullskin: true,
global: "g_huanglinzhicong",
ai: {
value: 8,
useful: 6.5,
},
},
cangchizhibi: {
type: "jiqi",
fullskin: true,
global: "g_cangchizhibi",
ai: {
value: 8,
useful: 6.5,
},
},
qinglongzhigui: {
type: "jiqi",
fullskin: true,
global: "g_qinglongzhigui",
ai: {
value: 8,
useful: 6.5,
},
},
baishouzhihu: {
type: "jiqi",
fullskin: true,
global: "g_baishouzhihu",
ai: {
value: 8,
useful: 6.5,
},
},
jiguantong: {
fullskin: true,
type: "jiguan",
enable: true,
wuxieable: true,
selectTarget: -1,
reverseOrder: true,
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
"step 0";
if (target.countCards("h")) {
var next = target.chooseToDiscard("机关火筒弃置一张手牌或受到1点火焰伤害");
next.set("ai", function (card) {
var evt = _status.event.getParent();
if (get.damageEffect(evt.target, evt.player, evt.target, "fire") >= 0) return 0;
return 8 - get.useful(card);
});
} else {
target.damage("fire");
event.parent.preResult = true;
event.finish();
}
"step 1";
if (result.bool == false) {
target.damage("fire");
event.parent.preResult = true;
}
},
contentAfter: function () {
if (!event.preResult) player.draw();
},
ai: {
wuxie: function (target, card, player, viewer) {
if (get.attitude(viewer, target) > 0) {
if (target.countCards("h") > 0 || target.hp > 1) return 0;
}
},
basic: {
order: 9,
useful: 1,
},
result: {
target: function (player, target) {
if (player.hasUnknown(2)) return 0;
var nh = target.countCards("h");
if (get.mode() == "identity") {
if (target.isZhu && nh <= 1 && target.hp <= 1) return -100;
}
if (nh == 0) return -1;
if (nh == 1) return -0.7;
return -0.5;
},
},
tag: {
discard: 1,
loseCard: 1,
damage: 1,
natureDamage: 1,
fireDamage: 1,
multitarget: 1,
multineg: 1,
},
},
},
donghuangzhong: {
fullskin: true,
type: "equip",
subtype: "equip5",
nomod: true,
nopower: true,
unique: true,
skills: ["donghuangzhong"],
ai: {
equipValue: 7,
},
},
xuanyuanjian: {
fullskin: true,
type: "equip",
subtype: "equip1",
nomod: true,
nopower: true,
unique: true,
skills: ["xuanyuanjian", "xuanyuanjian2", "xuanyuanjian3"],
enable: function (card, player) {
return player.hasSkill("xuanyuan") || player.hp > 2;
},
distance: { attackFrom: -2 },
onEquip: function () {
if (!player.hasSkill("xuanyuan") && player.hp <= 2) {
player.discard(card);
} else {
player.changeHujia();
}
},
ai: {
equipValue: 9,
},
},
pangufu: {
fullskin: true,
type: "equip",
subtype: "equip1",
skills: ["pangufu"],
nomod: true,
nopower: true,
unique: true,
distance: { attackFrom: -3 },
ai: {
equipValue: 8,
},
},
lianyaohu: {
fullskin: true,
type: "equip",
subtype: "equip5",
equipDelay: false,
loseDelay: false,
nomod: true,
nopower: true,
unique: true,
onEquip: function () {
player.markSkill("lianyaohu_skill");
},
onLose: function () {
player.unmarkSkill("lianyaohu_skill");
},
clearLose: true,
ai: {
equipValue: 6,
},
skills: ["lianhua", "shouna", "lianyaohu_skill"],
},
haotianta: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["haotianta"],
nomod: true,
nopower: true,
unique: true,
ai: {
equipValue: 7,
},
},
fuxiqin: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["kongxin"],
nomod: true,
nopower: true,
unique: true,
ai: {
equipValue: 6,
},
},
shennongding: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["shennongding"],
nomod: true,
nopower: true,
unique: true,
ai: {
equipValue: 6,
},
},
kongdongyin: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["kongdongyin"],
nomod: true,
nopower: true,
unique: true,
ai: {
equipValue: function (card, player) {
if (player.hp == 2) return 7;
if (player.hp == 1) return 10;
return 5;
},
basic: {
equipValue: 7,
},
},
},
kunlunjingc: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["kunlunjingc"],
nomod: true,
nopower: true,
unique: true,
ai: {
equipValue: 6,
},
},
nvwashi: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["nvwashi"],
nomod: true,
nopower: true,
unique: true,
ai: {
equipValue: 5,
},
},
guisheqi: {
fullskin: true,
type: "trick",
enable: true,
filterTarget: true,
content: function () {
target.changeHujia();
},
ai: {
basic: {
order: 5,
useful: 3,
value: [6, 2, 1],
},
result: {
target: function (player, target) {
return 2 / Math.max(1, Math.sqrt(target.hp));
},
},
},
},
jiguanfeng: {
fullskin: true,
type: "jiguan",
enable: true,
wuxieable: true,
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
"step 0";
var next = target.chooseToRespond({ name: "shan" });
next.autochoose = lib.filter.autoRespondShan;
"step 1";
if (result.bool == false) {
if (!target.hasSkill("fengyin")) {
target.addTempSkill("fengyin", { player: "phaseBegin" });
}
target.damage();
} else {
event.finish();
}
},
ai: {
basic: {
order: 9,
useful: 3,
value: 6.5,
},
result: {
target: -2,
},
tag: {
respond: 1,
respondShan: 1,
// damage:1,
},
},
},
jiguanyuan: {
fullskin: true,
type: "jiguan",
wuxieable: true,
enable: function (card, player) {
var hs = player.getCards("he");
return hs.length > 1 || (hs.length == 1 && hs[0] != card);
},
filterTarget: function (card, player, target) {
return target != player && !target.hasSkill("jiguanyuan");
},
content: function () {
"step 0";
if (player.countCards("he")) {
player
.chooseCard(true, "he")
.set(
"prompt2",
"你将" +
get.translation(cards) +
"和选择牌置于" +
get.translation(target) +
"的武将牌上,然后摸一张牌;" +
get.translation(target) +
"于下一结束阶段获得武将牌上的牌"
);
} else {
event.finish();
}
"step 1";
player.$throw(result.cards);
player.lose(result.cards, ui.special);
ui.special.appendChild(cards[0]);
event.togive = [cards[0], result.cards[0]];
game.delay();
"step 2";
// target.gain(event.togive).delay=false;
target.$gain2(event.togive);
target.storage.jiguanyuan = event.togive;
target.addSkill("jiguanyuan");
game.log(target, "从", player, "获得了", event.togive);
player.draw();
},
ai: {
basic: {
order: 2,
useful: 2,
value: 7,
},
result: {
target: function (player, target) {
var players = game.filterPlayer(function (current) {
return (
current != player &&
!current.isTurnedOver() &&
get.attitude(player, current) >= 3 &&
get.attitude(current, player) >= 3
);
});
players.sort(lib.sort.seat);
if (target == players[0]) return 2;
return 0.5;
},
},
},
},
shenmiguo_old: {
fullskin: true,
type: "trick",
enable: true,
selectTarget: -1,
filterTarget: function (card, player, target) {
return target == player;
},
modTarget: true,
content: function () {
var list = [];
for (var i in lib.card) {
if (lib.card[i].derivation) {
list.push(i);
}
}
if (get.mode() == "stone") {
list.remove("hslingjian_jinjilengdong");
}
if (list.length) {
target.gain(game.createCard(list.randomGet()), "draw");
}
},
ai: {
basic: {
order: 7.3,
useful: 2,
value: 6,
},
result: {
target: 2,
},
},
},
shenmiguo: {
fullskin: true,
type: "basic",
global: "g_shenmiguo",
content: function () {
if (Array.isArray(player.storage.shenmiguo)) {
player.useCard(player.storage.shenmiguo[0], player.storage.shenmiguo[1]);
}
},
ai: {
order: 1,
useful: 6,
value: 6,
result: {
player: function () {
var cardname = _status.event.cardname;
if (get.tag({ name: cardname }, "norepeat")) return 0;
return 1;
},
},
},
},
qinglianxindeng: {
fullskin: true,
type: "equip",
subtype: "equip2",
skills: ["qinglianxindeng"],
ai: {
basic: {
equipValue: 8,
},
},
},
lingjiandai: {
fullskin: true,
enable: true,
type: "jiguan",
wuxieable: true,
filterTarget: function (card, player, target) {
return target == player;
},
selectTarget: -1,
modTarget: true,
content: function () {
var list = get.typeCard("hslingjian");
if (list.length) {
list = list.randomGets(3);
for (var i = 0; i < list.length; i++) {
list[i] = game.createCard(list[i]);
}
target.gain(list, "gain2");
}
},
ai: {
order: 10,
value: 7,
useful: 1,
tag: {
gain: 1,
},
result: {
target: function (player, target) {
if (target == player && target.countCards("h", { type: "equip" })) return 2.5;
return 1;
},
},
},
},
jiguanshu: {
fullskin: true,
type: "jiguan",
wuxieable: true,
modTarget: true,
enable: function (card, player) {
var es = player.getCards("e");
for (var i = 0; i < es.length; i++) {
if (
lib.inpile.includes(es[i].name) &&
!lib.card[es[i].name].nopower &&
!lib.card[es[i].name].unique &&
!es[i].nopower
) {
return true;
}
}
return false;
},
filterTarget: function (card, player, target) {
return target == player;
// var es=target.getCards('e');
// for(var i=0;i<es.length;i++){
// if(lib.inpile.includes(es[i].name)) return true;
// }
// return false;
},
selectTarget: -1,
content: function () {
"step 0";
var es = target.getCards("e");
var list = get.typeCard("hslingjian");
var list2 = get.typeCard("jiqi");
var list3 = [];
var list4 = [];
for (var i = 0; i < list2.length; i++) {
if (list2[i].indexOf("yuchan") == 0) {
list4.push(list2[i]);
} else {
list3.push(list2[i]);
}
}
if (Math.random() < 1 / 3) {
list2 = list4;
} else {
list2 = list3;
}
var cards = [];
var time = 0;
for (var i = 0; i < es.length; i++) {
if (
!lib.inpile.includes(es[i].name) ||
lib.card[es[i].name].nopower ||
lib.card[es[i].name].unique ||
es[i].nopower
) {
es.splice(i--, 1);
}
}
if (!es.length) {
event.finish();
return;
}
if (!list.length && !list2.length) {
event.finish();
return;
}
var num = get.rand(es.length);
var card;
target.removeEquipTrigger();
var delayed = 0;
for (var i = 0; i < es.length; i++) {
if (i == num) {
card = game.createCard(list2.randomGet());
} else {
card = game.createCard(list.randomGet());
}
if (!card) {
delayed++;
continue;
}
cards.push(card);
time += 200;
setTimeout(
(function (card, name, last) {
return function () {
game.createCard(card).discard();
card.init([card.suit, card.number, name, card.nature]);
card.style.transform = "scale(1.1)";
card.classList.add("glow");
if (last) game.resume();
setTimeout(function () {
card.style.transform = "";
card.classList.remove("glow");
}, 500);
};
})(es[i], lib.skill.lingjianduanzao.process([card, es[i]]), i == es.length - 1),
(i - delayed) * 200
);
}
target.$gain2(cards);
game.pause();
"step 1";
target.addEquipTrigger();
},
ai: {
value: 7,
order: 7.5,
result: {
// target:function(player,target){
// var es=target.getCards('e');
// var num=0;
// for(var i=0;i<es.length;i++){
// if(lib.inpile.includes(es[i].name)) num++;
// }
// return num;
// }
target: 1,
},
},
},
jiguanyaoshu: {
fullskin: true,
enable: true,
type: "jiguan",
range: { global: 1 },
wuxieable: true,
filterTarget: function (card, player, target) {
for (var i = 1; i <= 5; i++) {
if (!target.getEquip(i)) {
return !target.hasSkill("jiguanyaoshu_skill") && !target.isMin();
}
}
return false;
},
content: function () {
var types = [];
for (var i = 1; i <= 5; i++) {
if (!target.getEquip(i)) {
types.push("equip" + i);
}
}
var list = get.inpile("equip");
for (var i = 0; i < list.length; i++) {
if (!types.includes(lib.card[list[i]].subtype)) {
list.splice(i--, 1);
}
}
var card = game.createCard(list.randomGet());
target.$gain2(card);
target.equip(card);
target.addSkill("jiguanyaoshu_skill");
game.delay();
},
ai: {
wuxie: function () {
return 0;
},
order: 10.1,
value: [5, 1],
result: {
target: function (player, target) {
return 1 / (1 + target.countCards("e"));
},
},
},
},
hslingjian_xuanfengzhiren: {
type: "hslingjian",
fullimage: true,
vanish: true,
enable: true,
derivation: true,
derivationpack: "swd",
filterTarget: function (card, player, target) {
return target.countCards("he") > 0;
},
content: function () {
target.discard(target.getCards("he").randomGet());
},
ai: {
order: 9,
result: {
target: -1,
},
useful: [2, 0.5],
value: [2, 0.5],
},
},
hslingjian_zhongxinghujia: {
type: "hslingjian",
fullimage: true,
vanish: true,
enable: true,
derivation: true,
derivationpack: "swd",
filterTarget: function (card, player, target) {
return !target.isMin();
},
content: function () {
"step 0";
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
if (lib.card[lib.inpile[i]].subtype == "equip2") {
list.push(lib.inpile[i]);
}
}
if (list.length) {
var card = game.createCard(list.randomGet());
target.$draw(card);
game.delay();
target.equip(card);
}
"step 1";
var hs = target.getCards("h");
if (hs.length) {
target.discard(hs.randomGet());
}
},
ai: {
order: 4,
result: {
target: function (player, target) {
if (target.getEquip(2)) {
if (target.countCards("h") && !target.hasSkillTag("noe")) return -0.6;
return 0;
} else {
var hs = target.getCards("h");
var num = 0;
if (target.hasSkillTag("noe")) {
num = 1;
}
if (player == target) {
if (hs.length == 2) return num;
if (hs.length == 1) return num + 1;
if (hs.length <= 4) {
for (var i = 0; i < hs.length; i++) {
if (get.value(hs[i]) > 6) return num;
}
}
if (hs.length > 4) return num + 0.5;
} else {
if (hs.length) {
if (hs.length <= 3) return num;
return num + 0.5;
}
}
return num + 1;
}
},
},
useful: [2, 0.5],
value: [2, 0.5],
},
},
hslingjian_xingtigaizao: {
type: "hslingjian",
fullimage: true,
vanish: true,
enable: true,
derivation: true,
derivationpack: "swd",
filterTarget: function (card, player, target) {
return target == player;
},
selectTarget: -1,
content: function () {
target.draw();
target.addSkill("hslingjian_xingtigaizao");
if (typeof target.storage.hslingjian_xingtigaizao == "number") {
target.storage.hslingjian_xingtigaizao++;
} else {
target.storage.hslingjian_xingtigaizao = 1;
}
},
ai: {
order: 9,
result: {
target: function (player, target) {
if (!player.needsToDiscard()) return 1;
return 0;
},
},
useful: [2, 0.5],
value: [2, 0.5],
},
},
hslingjian_shijianhuisu: {
type: "hslingjian",
fullimage: true,
vanish: true,
enable: true,
derivation: true,
derivationpack: "swd",
filterTarget: function (card, player, target) {
return target != player && target.countCards("e") > 0;
},
content: function () {
var es = target.getCards("e");
target.gain(es);
target.$gain2(es);
},
ai: {
order: 5,
result: {
target: function (player, target) {
if (target.hasSkillTag("noe") || target.hasSkillTag("reverseEquip"))
return target.countCards("e") * 2;
if (target.getEquip("baiyin") && target.isDamaged()) return 2;
if (target.getEquip("xuanyuanjian") || target.getEquip("qiankundai")) return 1;
if (target.hasSkill("jiguanyaoshu_skill")) return 0.5;
var num = 0;
var es = target.getCards("e");
for (var i = 0; i < es.length; i++) {
var subtype = get.subtype(es[i]);
if (subtype == "equip1" || subtype == "equip3") {
num++;
}
}
var mn = target.getEquip("muniu");
if (mn && mn.cards && mn.cards.length) {
num += mn.cards.length;
}
return -num;
},
},
useful: [2, 0.5],
value: [2, 0.5],
tag: {
loseCard: 1,
},
},
},
hslingjian_jinjilengdong: {
type: "hslingjian",
fullimage: true,
vanish: true,
enable: true,
derivation: true,
derivationpack: "swd",
filterTarget: function (card, player, target) {
return !target.isTurnedOver() && target != player;
},
content: function () {
"step 0";
target.changeHujia(2);
target.turnOver();
"step 1";
if (target.isTurnedOver())
target.addTempSkill("hslingjian_jinjilengdong", { player: "turnOverAfter" });
},
ai: {
order: 2,
result: {
target: function (player, target) {
var num = get.threaten(target, player);
if (target.hasSkillTag("noturn")) return 2 * num;
if (target.hp > 4) return -1.2 * num;
else if (target.hp == 4) return -1 * num;
else if (target.hp == 3) return -0.9 * num;
else if (target.hp == 2) return -0.5 * num;
else {
if (target.maxHp > 2) {
if (target.hujia) return 0.5 * num;
return num;
}
return 0;
}
},
},
useful: [2, 0.5],
value: [2, 0.5],
},
},
hslingjian_shengxiuhaojiao: {
type: "hslingjian",
fullimage: true,
vanish: true,
enable: true,
derivation: true,
derivationpack: "swd",
filterTarget: function (card, player, target) {
return !target.hasSkill("hslingjian_chaofeng");
},
content: function () {
target.addTempSkill("hslingjian_chaofeng", { player: "phaseBegin" });
},
ai: {
order: 2,
result: {
target: function (player, target) {
if (get.distance(player, target, "absolute") <= 1) return 0;
if (target.countCards("h") <= target.hp) return -0.1;
return -1;
},
},
useful: [2, 0.5],
value: [2, 0.5],
},
},
hslingjian_yinmilichang: {
type: "hslingjian",
fullimage: true,
vanish: true,
enable: true,
derivation: true,
derivationpack: "swd",
filterTarget: function (card, player, target) {
return player != target && !target.hasSkill("qianxing");
},
content: function () {
target.tempHide();
},
ai: {
order: 2,
result: {
target: function (player, target) {
if (get.distance(player, target, "absolute") <= 1) return 0;
if (target.hp == 1) return 2;
if (target.hp == 2 && target.countCards("h") <= 2) return 1.2;
return 1;
},
},
useful: [2, 0.5],
value: [2, 0.5],
},
},
xingjunyan: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["xingjunyan"],
ai: {
basic: {
equipValue: 4,
},
},
},
qinglonglingzhu: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["qinglonglingzhu"],
ai: {
basic: {
equipValue: 5,
},
},
},
baihupifeng: {
fullskin: true,
type: "equip",
subtype: "equip2",
skills: ["baihupifeng"],
ai: {
equipValue: function (card, player) {
if (player.hp <= 2) return 8;
return 6;
},
basic: {
equipValue: 7,
},
},
},
fengxueren: {
fullskin: true,
type: "equip",
subtype: "equip1",
distance: { attackFrom: -1 },
skills: ["fengxueren"],
ai: {
basic: {
equipValue: 5,
},
},
},
chilongya: {
fullskin: true,
type: "equip",
subtype: "equip1",
distance: { attackFrom: -1 },
skills: ["chilongya"],
ai: {
basic: {
equipValue: 4,
},
},
},
daihuofenglun: {
type: "equip",
subtype: "equip4",
fullskin: true,
cardnature: "fire",
distance: { globalFrom: -2, globalTo: -1 },
ai: {
basic: {
equipValue: 4,
},
},
},
xiayuncailing: {
type: "equip",
subtype: "equip3",
fullskin: true,
distance: { globalFrom: 1, globalTo: 2 },
},
shentoumianju: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["shentou"],
ai: {
basic: {
equipValue: 7,
},
},
},
xianluhui: {
fullskin: true,
type: "trick",
enable: true,
selectTarget: -1,
reverseOrder: true,
filterTarget: function (card, player, target) {
return target.isDamaged();
},
content: function () {
target.changeHujia();
},
ai: {
tag: {
multitarget: 1,
},
basic: {
order: 7,
useful: 3,
value: 3,
},
result: {
target: function (player, target) {
if (target.hp <= 1) return 1.5;
if (target.hp == 2) return 1.2;
return 1;
},
},
},
},
xiangyuye: {
type: "basic",
enable: true,
fullskin: true,
filterTarget: function (card, player, target) {
return get.distance(player, target, "attack") > 1;
},
content: function () {
"step 0";
if (!target.countCards("h", { color: "black" })) {
target.loseHp();
event.finish();
} else {
target.chooseToDiscard({ color: "black" }, "弃置一张黑色手牌或受失去1点体力").ai =
function (card) {
return 8 - get.value(card);
};
}
"step 1";
if (!result.bool) {
target.loseHp();
}
},
ai: {
basic: {
order: 9,
value: 3,
useful: 1,
},
result: {
target: -2,
},
tag: {
discard: 1,
loseHp: 1,
},
},
},
caoyao: {
fullskin: true,
type: "basic",
range: { global: 1 },
enable: true,
filterTarget: function (card, player, target) {
return target.hp < target.maxHp;
},
content: function () {
target.recover();
},
ai: {
basic: {
useful: [7, 2],
value: [7, 2],
},
order: 2.2,
result: {
target: 2,
},
tag: {
recover: 1,
},
},
},
huanpodan_old: {
type: "basic",
enable: function () {
return game.dead.length > 0;
},
notarget: true,
mode: ["identity", "guozhan"],
fullskin: true,
content: function () {
"step 0";
var list = [];
for (var i = 0; i < game.dead.length; i++) {
list.push(game.dead[i].name);
}
player.chooseButton(
ui.create.dialog("选择要复活的角色", [list, "character"]),
function (button) {
for (var i = 0; i < game.dead.length && game.dead[i].name != button.link; i++);
return get.attitude(_status.event.player, game.dead[i]);
},
true
);
"step 1";
if (result.bool) {
for (
var i = 0;
i < game.dead.length && game.dead[i].name != result.buttons[0].link;
i++
);
var dead = game.dead[i];
dead.revive(1);
game.addVideo("revive", dead);
event.dead = dead;
} else {
event.finish();
}
"step 2";
if (event.dead) event.dead.draw();
},
ai: {
basic: {
useful: [4, 2],
value: [7, 2],
},
order: function (card, player) {
for (var i = 0; i < game.dead.length; i++) {
if (get.attitude(player, game.dead[i]) > 3) return 7;
}
return -10;
},
result: {
player: function (player) {
for (var i = 0; i < game.dead.length; i++) {
if (get.attitude(player, game.dead[i]) > 3) return 2;
}
return -10;
},
},
},
},
tianxianjiu: {
fullskin: true,
type: "basic",
toself: true,
enable: function (event, player) {
return !player.hasSkill("tianxianjiu");
},
savable: function (card, player, dying) {
return dying == player;
},
usable: 1,
selectTarget: -1,
logv: false,
modTarget: true,
filterTarget: function (card, player, target) {
return target == player;
},
content: function () {
"step 0";
if (target.isDying()) target.recover();
else {
target.addTempSkill("tianxianjiu", ["phaseAfter", "shaAfter"]);
if (cards && cards.length) {
card = cards[0];
}
if (
target == targets[0] &&
card.clone &&
(card.clone.parentNode == player.parentNode || card.clone.parentNode == ui.arena)
) {
card.clone.moveDelete(target);
game.addVideo("gain2", target, get.cardsInfo([card]));
}
if (!target.node.jiu && lib.config.jiu_effect) {
target.node.jiu = ui.create.div(".playerjiu", target.node.avatar);
target.node.jiu2 = ui.create.div(".playerjiu", target.node.avatar2);
}
}
},
ai: {
basic: {
useful: function (card, i) {
if (_status.event.player.hp > 1) {
if (i == 0) return 5;
return 1;
}
if (i == 0) return 7.3;
return 3;
},
value: function (card, player, i) {
if (player.hp > 1) {
if (i == 0) return 5;
return 1;
}
if (i == 0) return 7.3;
return 3;
},
},
order: function () {
return get.order({ name: "sha" }) + 0.2;
},
result: {
target: function (player, target) {
if (target && target.isDying()) return 2;
if (lib.config.mode == "stone" && !player.isMin()) {
if (player.getActCount() + 1 >= player.actcount) return false;
}
var shas = player.getCards("h", "sha");
if (shas.length > 1 && player.getCardUsable("sha") > 1) {
return 0;
}
var card;
if (shas.length) {
for (var i = 0; i < shas.length; i++) {
if (lib.filter.filterCard(shas[i], target)) {
card = shas[i];
break;
}
}
} else if (player.hasSha()) {
card = { name: "sha" };
}
if (card) {
if (
game.hasPlayer(function (current) {
return (
!current.hujia &&
get.attitude(target, current) < 0 &&
target.canUse(card, current, true, true) &&
get.effect(current, card, target) > 0
);
})
) {
return 1;
}
}
return 0;
},
},
},
},
huanpodan: {
fullskin: true,
type: "basic",
enable: true,
logv: false,
filterTarget: function (card, player, target) {
return !target.hasSkill("huanpodan_skill");
},
content: function () {
target.addSkill("huanpodan_skill");
if (cards && cards.length) {
card = cards[0];
}
if (
target == targets[0] &&
card.clone &&
(card.clone.parentNode == player.parentNode || card.clone.parentNode == ui.arena)
) {
card.clone.moveDelete(target);
game.addVideo("gain2", target, get.cardsInfo([card]));
}
},
ai: {
basic: {
value: 8,
useful: 4,
},
order: 2,
result: {
target: function (player, target) {
return 1 / Math.sqrt(1 + target.hp);
},
},
},
},
langeguaiyi: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["longfan"],
ai: {
basic: {
equipValue: 7,
},
},
},
guiyoujie: {
fullskin: true,
type: "delay",
filterTarget: function (card, player, target) {
return lib.filter.judge(card, player, target) && player != target;
},
judge: function (card) {
if (get.color(card) == "black") return -3;
return 0;
},
effect: function () {
if (result.bool == false) {
player.loseHp();
player.randomDiscard();
}
},
ai: {
basic: {
order: 1,
useful: 1,
value: 6,
},
result: {
target: function (player, target) {
if (target.hasSkillTag("noturn")) return 0;
return -3;
},
},
},
},
yufulu: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["touzhi"],
ai: {
basic: {
equipValue: 5,
},
},
},
xixueguizhihuan: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["xixue"],
ai: {
basic: {
equipValue: 5,
},
},
},
zhufangshenshi: {
fullskin: true,
type: "trick",
enable: true,
global: "g_zhufangshenshi",
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
player.storage.zhufangshenshi = target;
player.addTempSkill("zhufangshenshi");
},
ai: {
tag: {
norepeat: 1,
},
value: 4,
wuxie: function () {
return 0;
},
useful: [2, 1],
basic: {
order: 7,
},
result: {
player: function (player, target) {
if (get.attitude(player, target) < 0) {
if (get.distance(player, target) > 1) return 1;
return 0.6;
}
return 0.3;
},
},
},
},
jingleishan: {
fullskin: true,
type: "trick",
enable: true,
selectTarget: -1,
reverseOrder: true,
cardcolor: "black",
cardnature: "thunder",
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
"step 0";
var next = target.chooseToRespond({ name: "sha" });
next.ai = function (card) {
if (get.damageEffect(target, player, target, "thunder") >= 0) return 0;
if (player.hasSkillTag("notricksource")) return 0;
if (target.hasSkillTag("notrick")) return 0;
return 11 - get.value(card);
};
next.autochoose = lib.filter.autoRespondSha;
"step 1";
if (result.bool == false) {
target.damage("thunder");
}
},
ai: {
wuxie: function (target, card, player, viewer) {
if (get.attitude(viewer, target) > 0 && target.countCards("h", "sha")) {
if (!target.countCards("h") || target.hp == 1 || Math.random() < 0.7) return 0;
}
},
basic: {
order: 9,
useful: [5, 1],
value: 5,
},
result: {
target: function (player, target) {
if (target.hasSkillTag("nothunder")) return 0;
if (target.hasUnknown(2)) return 0;
var nh = target.countCards("h");
if (lib.config.mode == "identity") {
if (target.isZhu && nh <= 2 && target.hp <= 1) return -100;
}
if (nh == 0) return -2;
if (nh == 1) return -1.7;
return -1.5;
},
},
tag: {
respond: 1,
respondSha: 1,
damage: 1,
natureDamage: 1,
thunderDamage: 1,
multitarget: 1,
multineg: 1,
},
},
},
chiyuxi: {
fullskin: true,
type: "trick",
enable: true,
selectTarget: -1,
reverseOrder: true,
cardcolor: "red",
cardnature: "fire",
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
"step 0";
var next = target.chooseToRespond({ name: "shan" });
next.ai = function (card) {
if (get.damageEffect(target, player, target, "fire") >= 0) return 0;
if (player.hasSkillTag("notricksource")) return 0;
if (target.hasSkillTag("notrick")) return 0;
if (target.hasSkillTag("noShan")) {
return -1;
}
return 11 - get.value(card);
};
next.autochoose = lib.filter.autoRespondShan;
"step 1";
if (result.bool == false) {
target.damage("fire");
}
},
ai: {
wuxie: function (target, card, player, viewer) {
if (get.attitude(viewer, target) > 0 && target.countCards("h", "shan")) {
if (!target.countCards("h") || target.hp == 1 || Math.random() < 0.7) return 0;
}
},
basic: {
order: 9,
useful: 1,
value: 5,
},
result: {
target: function (player, target) {
if (target.hasSkillTag("nofire")) return 0;
if (player.hasUnknown(2)) return 0;
var nh = target.countCards("h");
if (lib.config.mode == "identity") {
if (target.isZhu && nh <= 2 && target.hp <= 1) return -100;
}
if (nh == 0) return -2;
if (nh == 1) return -1.7;
return -1.5;
},
},
tag: {
respond: 1,
respondShan: 1,
damage: 1,
natureDamage: 1,
fireDamage: 1,
multitarget: 1,
multineg: 1,
},
},
},
guangshatianyi: {
fullskin: true,
type: "equip",
subtype: "equip2",
skills: ["guangshatianyi"],
ai: {
basic: {
equipValue: 6,
},
},
},
guilingzhitao: {
type: "equip",
fullskin: true,
subtype: "equip5",
skills: ["nigong"],
ai: {
equipValue: function (card, player) {
if (!player.storage.nigong) return 5;
return 5 + player.storage.nigong;
},
basic: {
equipValue: 5,
},
},
equipDelay: false,
loseDelay: false,
clearLose: true,
onLose: function () {
player.storage.nigong = 0;
player.unmarkSkill("nigong");
},
onEquip: function () {
player.storage.nigong = 0;
player.markSkill("nigong");
},
},
qipoguyu: {
type: "equip",
subtype: "equip5",
skills: ["xujin"],
equipDelay: false,
loseDelay: false,
clearLose: true,
onLose: function () {
player.storage.xujin = 0;
},
onEquip: function () {
player.storage.xujin = 0;
},
},
sadengjinhuan: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["sadengjinhuan"],
ai: {
basic: {
equipValue: 5.5,
},
},
},
sifeizhenmian: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["yiluan"],
ai: {
basic: {
equipValue: 6,
},
},
},
shuchui: {
fullskin: true,
type: "equip",
subtype: "equip5",
skills: ["shuchui"],
ai: {
basic: {
equipValue: 5.5,
},
},
},
ximohu: {
type: "equip",
subtype: "equip5",
skills: ["ximohu"],
ai: {
basic: {
equipValue: 6,
},
},
},
guiyanfadao: {
fullskin: true,
type: "equip",
subtype: "equip1",
distance: { attackFrom: -1 },
ai: {
basic: {
equipValue: 3,
},
},
skills: ["guiyanfadao"],
},
qiankundai: {
fullskin: true,
type: "equip",
subtype: "equip5",
onLose: function () {
player.draw();
},
skills: ["qiankundai"],
ai: {
order: 9.5,
equipValue: function (card, player) {
if (player.countCards("h", "qiankundai")) return 6;
return 1;
},
basic: {
equipValue: 5,
},
},
},
},
skill: {
qiankundai: {
mod: {
maxHandcard: function (player, num) {
return num + 1;
},
},
},
g_hufu_sha: {
enable: ["chooseToRespond", "chooseToUse"],
filter: function (event, player) {
return player.countCards("h", "hufu") > 0;
},
filterCard: { name: "hufu" },
viewAs: { name: "sha" },
prompt: "将一张玉符当杀使用或打出",
check: function (card) {
return 1;
},
ai: {
order: 1,
useful: 7.5,
value: 7.5,
},
},
g_hufu_shan: {
enable: ["chooseToRespond", "chooseToUse"],
filter: function (event, player) {
return player.countCards("h", "hufu") > 0;
},
filterCard: { name: "hufu" },
viewAs: { name: "shan" },
prompt: "将一张玉符当闪使用或打出",
check: function () {
return 1;
},
ai: {
order: 1,
useful: 7.5,
value: 7.5,
},
},
g_hufu_jiu: {
enable: ["chooseToRespond", "chooseToUse"],
filter: function (event, player) {
return player.countCards("h", "hufu") > 0;
},
filterCard: { name: "hufu" },
viewAs: { name: "jiu" },
prompt: "将一张玉符当酒使用",
check: function () {
return 1;
},
},
zhiluxiaohu: {
trigger: { source: "damageAfter" },
forced: true,
popup: false,
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.getParent(3).name == "zhiluxiaohu";
},
content: function () {
player.draw();
},
},
zhufangshenshi: {
mod: {
targetInRange: function (card, player, target, now) {
if (player.storage.zhufangshenshi == target) return true;
},
},
mark: true,
intro: {
content: "player",
},
onremove: true,
},
g_zhufangshenshi: {
trigger: { player: "useCardAfter" },
forced: true,
popup: false,
filter: function (event, player) {
return event.card.name == "zhufangshenshi";
},
content: function () {
player.draw();
},
},
huanpodan_skill: {
mark: true,
intro: {
content: "防止一次死亡改为弃置所有牌将体力值变为1并摸一张牌",
},
trigger: { player: "dieBefore" },
forced: true,
content: function () {
"step 0";
trigger.cancel();
player.discard(player.getCards("he"));
player.removeSkill("huanpodan_skill");
"step 1";
player.changeHp(1 - player.hp);
"step 2";
player.draw();
},
},
dujian2: {},
g_yuchan_swap: {
trigger: { player: "useCardAfter" },
silent: true,
priority: -1,
content: function () {
var hs = player.getCards("h");
var list = [
"yuchanqian",
"yuchankun",
"yuchanzhen",
"yuchanxun",
"yuchangen",
"yuchanli",
"yuchankan",
"yuchandui",
];
for (var i = 0; i < hs.length; i++) {
if (hs[i].name.indexOf("yuchan") == 0) {
hs[i].init([hs[i].suit, hs[i].number, list.randomGet(hs[i].name)]);
}
}
},
},
g_yuchan_equip: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var skills = player.getSkills();
for (var i = 0; i < skills.length; i++) {
if (skills[i].indexOf("yuchan") == 0 && skills[i].indexOf("_equip") != -1) {
return player.countCards("h", { type: "basic" }) > 0;
}
}
return false;
},
filterCard: { type: "basic" },
selectCard: [1, Infinity],
prompt: "弃置任意张基本牌并摸等量的牌",
check: function (card) {
return 6 - get.value(card);
},
content: function () {
player.draw(cards.length);
},
ai: {
order: 1,
result: {
player: 1,
},
},
},
yuchanqian_equip1: {},
yuchanqian_equip2: {},
yuchanqian_equip3: {},
yuchanqian_equip4: {},
yuchanqian_equip5: {},
yuchankun_equip1: {},
yuchankun_equip2: {},
yuchankun_equip3: {},
yuchankun_equip4: {},
yuchankun_equip5: {},
yuchanzhen_equip1: {},
yuchanzhen_equip2: {},
yuchanzhen_equip3: {},
yuchanzhen_equip4: {},
yuchanzhen_equip5: {},
yuchanxun_equip1: {},
yuchanxun_equip2: {},
yuchanxun_equip3: {},
yuchanxun_equip4: {},
yuchanxun_equip5: {},
yuchankan_equip1: {},
yuchankan_equip2: {},
yuchankan_equip3: {},
yuchankan_equip4: {},
yuchankan_equip5: {},
yuchanli_equip1: {},
yuchanli_equip2: {},
yuchanli_equip3: {},
yuchanli_equip4: {},
yuchanli_equip5: {},
yuchangen_equip1: {},
yuchangen_equip2: {},
yuchangen_equip3: {},
yuchangen_equip4: {},
yuchangen_equip5: {},
yuchandui_equip1: {},
yuchandui_equip2: {},
yuchandui_equip3: {},
yuchandui_equip4: {},
yuchandui_equip5: {},
lianyaohu_skill: {
mark: true,
intro: {
content: function (storage, player) {
var card = player.getEquip("lianyaohu");
if (card && card.storage.shouna && card.storage.shouna.length) {
return "共有" + get.cnNumber(card.storage.shouna.length) + "张牌";
}
return "共有零张牌";
},
mark: function (dialog, storage, player) {
var card = player.getEquip("lianyaohu");
if (card && card.storage.shouna && card.storage.shouna.length) {
dialog.addAuto(card.storage.shouna);
} else {
return "共有零张牌";
}
},
markcount: function (storage, player) {
var card = player.getEquip("lianyaohu");
if (card && card.storage.shouna) return card.storage.shouna.length;
return 0;
},
},
},
g_shencaojie: {
trigger: { source: "damageBegin", player: "damageBegin" },
direct: true,
filter: function (event, player) {
if (get.type(event.card) != "trick") return false;
if (player.hasCard("shencaojie")) return true;
return false;
},
content: function () {
player.chooseToUse(
get.prompt("shencaojie", trigger.player).replace(/发动/, "使用"),
function (card, player) {
if (card.name != "shencaojie") return false;
return lib.filter.cardEnabled(card, player, "forceEnable");
},
trigger.player,
-1
).targetRequired = true;
},
},
g_shenmiguo: {
trigger: { player: "useCardAfter" },
direct: true,
filter: function (event, player) {
if (event.parent.name == "g_shenmiguo") return false;
if (_status.currentPhase != player) return false;
if (event.parent.parent.name != "phaseUse") return false;
if (!event.targets || !event.card) return false;
if (event.card.name == "shenmiguo") return false;
if (event.card.name == "yuchankan") return false;
if (player.hasSkill("shenmiguo2")) return false;
if (get.info(event.card).complexTarget) return false;
if (!lib.filter.cardEnabled(event.card, player, event.parent)) return false;
var type = get.type(event.card);
if (type != "basic" && type != "trick") return false;
var card = game.createCard(
event.card.name,
event.card.suit,
event.card.number,
event.card.nature
);
var targets = event._targets || event.targets;
for (var i = 0; i < targets.length; i++) {
if (!targets[i].isIn()) return false;
if (!player.canUse({ name: event.card.name }, targets[i], false, false)) {
return false;
}
}
if (player.hasCard("shenmiguo")) return true;
if (player.hasCard("yuchankan")) return true;
return false;
},
content: function () {
"step 0";
var card = game.createCard(
trigger.card.name,
trigger.card.suit,
trigger.card.number,
trigger.card.nature
);
player.storage.shenmiguo = [card, (trigger._targets || trigger.targets).slice(0)];
player
.chooseToUse(
"是否使用神秘果?",
function (card, player) {
if (card.name != "shenmiguo" && card.name != "yuchankan") return false;
return lib.filter.cardEnabled(card, player, "forceEnable");
},
trigger.player,
-1
)
.set("cardname", trigger.card.name).targetRequired = true;
"step 1";
if (result.bool) {
player.addTempSkill("shenmiguo2");
}
delete player.storage.shenmiguo;
},
},
shenmiguo2: {},
yuruyi: {
trigger: { player: "drawBegin" },
silent: true,
filter: function () {
return ui.cardPile.childElementCount > 1;
},
content: function () {
var value = get.value(ui.cardPile.firstChild);
var num = Math.min(20, ui.cardPile.childElementCount);
var list = [],
list2 = [],
list3 = [];
for (var i = 1; i < num; i++) {
var val = get.value(ui.cardPile.childNodes[i]);
if (val > value) {
list.push(ui.cardPile.childNodes[i]);
if (val > value + 1 && val >= 7) {
list2.push(ui.cardPile.childNodes[i]);
}
if (val > value + 1 && val >= 8) {
list3.push(ui.cardPile.childNodes[i]);
}
}
}
var card;
if (list3.length) {
card = list3.randomGet();
} else if (list2.length) {
card = list2.randomGet();
} else if (list.length) {
card = list.randomGet();
}
if (card) {
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
}
},
},
shuchui: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canUse("sha", target);
},
filter: function (event, player) {
return (
player.countCards("h", "sha") > 0 && lib.filter.cardUsable({ name: "sha" }, player)
);
},
content: function () {
"step 0";
player.addSkill("shuchui2");
player.storage.shuchui2 = false;
event.num = 0;
"step 1";
var card = player.getCards("h", "sha")[0];
if (card) {
player.useCard(card, target);
} else {
if (player.storage.shuchui2) {
player.draw();
}
player.removeSkill("shuchui2");
event.finish();
}
"step 2";
if (event.num++ < 2 && target.isAlive()) {
event.goto(1);
} else {
if (player.storage.shuchui2) {
player.draw();
}
player.removeSkill("shuchui2");
}
},
ai: {
order: function () {
return get.order({ name: "sha" }) + 0.11;
},
result: {
target: function (player, target) {
return get.effect(target, { name: "sha" }, player, target);
},
},
},
},
shuchui2: {
trigger: { source: "damageEnd" },
forced: true,
popup: false,
onremove: true,
filter: function (event, player) {
return event.card && event.card.name == "sha" && !player.storage.shuchui2;
},
content: function () {
player.storage.shuchui2 = true;
},
},
xuejibingbao: {
trigger: { player: "phaseDrawBegin" },
forced: true,
mark: true,
temp: true,
intro: {
content: "摸牌阶段摸牌数+1",
},
nopop: true,
content: function () {
trigger.num++;
player.storage.xuejibingbao--;
if (player.storage.xuejibingbao <= 0) {
player.removeSkill("xuejibingbao");
delete player.storage.xuejibingbao;
} else {
player.updateMarks();
}
},
},
gouhunluo: {
mark: true,
intro: {
content: function (storage, player) {
if (storage == 1) {
"在" +
get.translation(player.storage.gouhunluo2) +
"的下个准备阶段失去1点体力并弃置所有手牌";
}
return (
"在" +
storage +
"轮后" +
get.translation(player.storage.gouhunluo2) +
"的准备阶段失去1点体力并弃置所有手牌"
);
},
},
nopop: true,
temp: true,
trigger: { global: "phaseBegin" },
forced: true,
popup: false,
filter: function (event, player) {
return player.storage.gouhunluo2 == event.player;
},
content: function () {
"step 0";
player.storage.gouhunluo--;
if (player.storage.gouhunluo <= 0) {
player.logSkill("gouhunluo");
player.loseHp();
player.removeSkill("gouhunluo");
delete player.storage.gouhunluo;
delete player.storage.gouhunluo2;
} else {
player.updateMarks();
event.finish();
}
"step 1";
var es = player.getCards("h");
if (es.length) {
player.discard(es);
}
},
group: "gouhunluo2",
},
gouhunluo2: {
trigger: { global: "dieBegin" },
forced: true,
popup: false,
filter: function (event, player) {
return player.storage.gouhunluo2 == event.player;
},
content: function () {
player.removeSkill("gouhunluo");
delete player.storage.gouhunluo;
delete player.storage.gouhunluo2;
},
},
jiguanyuan: {
mark: "card",
intro: {
content: "cards",
},
trigger: { player: "phaseEnd" },
forced: true,
temp: true,
popup: false,
content: function () {
player.gain(player.storage.jiguanyuan, "gain2");
player.removeSkill("jiguanyuan");
delete player.storage.jiguanyuan;
},
},
g_qinglongzhigui: {
trigger: { player: "phaseBegin" },
forced: true,
filter: function (event, player) {
return player.countCards("h", "qinglongzhigui") > 0;
},
content: function () {
"step 0";
player.showCards(
get.translation(player) + "发动了【青龙之圭】",
player.getCards("h", "qinglongzhigui")
);
player.draw(2);
"step 1";
player.chooseToDiscard("he", true);
},
},
g_baishouzhihu: {
trigger: { player: "discardEnd" },
direct: true,
filter: function (event, player) {
return player.countCards("h", "baishouzhihu") > 0;
},
content: function () {
"step 0";
player.chooseTarget([1, 1], get.prompt("baishouzhihu"), function (card, player, target) {
if (player == target) return false;
return target.countCards("he") > 0;
}).ai = function (target) {
return -get.attitude(player, target);
};
"step 1";
if (result.bool) {
player.showCards(
get.translation(player) + "发动了【白兽之琥】",
player.getCards("h", "baishouzhihu")
);
player.logSkill("_baishouzhihu", result.targets);
result.targets[0].randomDiscard();
// player.discardPlayerCard(result.targets[0],'he',true);
} else {
event.finish();
}
},
},
g_zhuquezhizhang: {
trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
return (
event.source &&
event.source != player &&
event.source.isAlive() &&
player.countCards("h", "zhuquezhizhang") > 0
);
},
logTarget: "source",
check: function (event, player) {
return get.damageEffect(event.source, player, player, "fire") > 0;
},
content: function () {
"step 0";
player.showCards(
get.translation(player) + "发动了【朱雀之璋】",
player.getCards("h", "zhuquezhizhang")
);
trigger.source.damage("fire");
"step 1";
game.delay();
},
},
g_xuanwuzhihuang: {
trigger: { source: "damageEnd" },
forced: true,
filter: function (event, player) {
return (
player.countCards("h", "xuanwuzhihuang") > 0 &&
event.num > 0 &&
player.hp < player.maxHp
);
},
content: function () {
player.showCards(
get.translation(player) + "发动了【玄武之璜】",
player.getCards("h", "xuanwuzhihuang")
);
player.recover(trigger.num);
},
},
g_huanglinzhicong: {
trigger: { player: "phaseBegin" },
forced: true,
filter: function (event, player) {
return !player.hujia && player.countCards("h", "huanglinzhicong") > 0;
},
content: function () {
player.showCards(
get.translation(player) + "发动了【黄麟之琮】",
player.getCards("h", "huanglinzhicong")
);
player.changeHujia();
player.update();
},
},
g_cangchizhibi: {
trigger: { player: "phaseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h", "cangchizhibi") > 0;
},
content: function () {
"step 0";
player.chooseTarget([1, 3], get.prompt("cangchizhibi")).ai = function (target) {
var att = get.attitude(player, target);
if (target.isLinked()) {
return att;
}
return -att;
};
"step 1";
if (result.bool) {
player.showCards(
get.translation(player) + "发动了【苍螭之璧】",
player.getCards("h", "cangchizhibi")
);
player.logSkill("_cangchizhibi", result.targets);
for (var i = 0; i < result.targets.length; i++) {
result.targets[i].link();
}
}
},
},
cangchizhibi_equip1: {
trigger: { player: "phaseEnd" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("cangchizhibi_duanzao")).ai = function (target) {
var att = get.attitude(player, target);
if (target.isLinked()) {
return att;
}
return -att;
};
"step 1";
if (result.bool) {
player.logSkill("cangchizhibi_equip1", result.targets);
result.targets[0].link();
}
},
},
cangchizhibi_equip2: {
inherit: "cangchizhibi_equip1",
},
cangchizhibi_equip3: {
inherit: "cangchizhibi_equip1",
},
cangchizhibi_equip4: {
inherit: "cangchizhibi_equip1",
},
cangchizhibi_equip5: {
inherit: "cangchizhibi_equip1",
},
huanglinzhicong_equip1: {
trigger: { player: "phaseEnd" },
direct: true,
filter: function (event, player) {
return player.countCards("he", { color: "black" }) > 0 && player.hujia == 0;
},
content: function () {
"step 0";
var next = player.chooseToDiscard(
"he",
{ color: "black" },
get.prompt("huanglinzhicong_duanzao")
);
next.ai = function (card) {
return 8 - get.value(card);
};
next.logSkill = "huanglinzhicong_equip1";
"step 1";
if (result.bool) {
player.changeHujia();
}
},
},
huanglinzhicong_equip2: {
inherit: "huanglinzhicong_equip1",
},
huanglinzhicong_equip3: {
inherit: "huanglinzhicong_equip1",
},
huanglinzhicong_equip4: {
inherit: "huanglinzhicong_equip1",
},
huanglinzhicong_equip5: {
inherit: "huanglinzhicong_equip1",
},
xuanwuzhihuang_equip1: {
trigger: { player: "phaseEnd" },
direct: true,
filter: function (event, player) {
return player.countCards("he", { color: "red" }) > 0 && player.hp < player.maxHp;
},
content: function () {
"step 0";
var next = player.chooseToDiscard(
"he",
{ color: "red" },
get.prompt("xuanwuzhihuang_duanzao")
);
next.ai = function (card) {
if (get.recoverEffect(player, player, player) <= 0) return 0;
return 8 - get.value(card);
};
next.logSkill = "xuanwuzhihuang_equip1";
"step 1";
if (result.bool) {
player.recover();
}
},
},
xuanwuzhihuang_equip2: {
inherit: "xuanwuzhihuang_equip1",
},
xuanwuzhihuang_equip3: {
inherit: "xuanwuzhihuang_equip1",
},
xuanwuzhihuang_equip4: {
inherit: "xuanwuzhihuang_equip1",
},
xuanwuzhihuang_equip5: {
inherit: "xuanwuzhihuang_equip1",
},
zhuquezhizhang_equip1: {
trigger: { player: "phaseEnd" },
direct: true,
filter: function (event, player) {
return player.countCards("he", { color: "red" }) > 0;
},
content: function () {
"step 0";
player.chooseCardTarget({
position: "he",
filterTarget: function (card, player, target) {
return player != target && target.hp >= player.hp;
},
filterCard: function (card, player) {
return get.color(card) == "red" && lib.filter.cardDiscardable(card, player);
},
ai1: function (card) {
return 9 - get.value(card);
},
ai2: function (target) {
return get.damageEffect(target, player, player, "fire");
},
prompt: get.prompt("zhuquezhizhang_duanzao"),
});
"step 1";
if (result.bool) {
event.target = result.targets[0];
player.logSkill("zhuquezhizhang_equip1", event.target, "fire");
player.discard(result.cards);
} else {
event.finish();
}
"step 2";
if (event.target) {
event.target.damage("fire");
}
},
},
zhuquezhizhang_equip2: {
inherit: "zhuquezhizhang_equip1",
},
zhuquezhizhang_equip3: {
inherit: "zhuquezhizhang_equip1",
},
zhuquezhizhang_equip4: {
inherit: "zhuquezhizhang_equip1",
},
zhuquezhizhang_equip5: {
inherit: "zhuquezhizhang_equip1",
},
baishouzhihu_equip1: {
trigger: { player: "phaseEnd" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(
[1, 1],
get.prompt("baishouzhihu_duanzao"),
function (card, player, target) {
if (player == target) return false;
return target.countCards("he") > 0;
}
).ai = function (target) {
return -get.attitude(player, target);
};
"step 1";
if (result.bool) {
player.logSkill("baishouzhihu_equip1", result.targets);
result.targets[0].randomDiscard();
// player.discardPlayerCard(result.targets[0],'he',true);
} else {
event.finish();
}
},
},
baishouzhihu_equip2: {
inherit: "baishouzhihu_equip1",
},
baishouzhihu_equip3: {
inherit: "baishouzhihu_equip1",
},
baishouzhihu_equip4: {
inherit: "baishouzhihu_equip1",
},
baishouzhihu_equip5: {
inherit: "baishouzhihu_equip1",
},
qinglongzhigui_equip1: {
trigger: { player: "phaseEnd" },
forced: true,
content: function () {
player.draw();
},
},
qinglongzhigui_equip2: {
inherit: "qinglongzhigui_equip1",
},
qinglongzhigui_equip3: {
inherit: "qinglongzhigui_equip1",
},
qinglongzhigui_equip4: {
inherit: "qinglongzhigui_equip1",
},
qinglongzhigui_equip5: {
inherit: "qinglongzhigui_equip1",
},
kunlunjingc: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
delay: false,
content: function () {
"step 0";
var cards = get.cards(3);
event.cards = cards;
player.chooseCardButton("选择一张牌", cards, true);
"step 1";
event.card = result.links[0];
player.chooseCard("h", true, "用一张手牌替换" + get.translation(event.card));
"step 2";
if (result.bool) {
event.cards[event.cards.indexOf(event.card)] = result.cards[0];
player.lose(result.cards, ui.special);
var cardx = ui.create.card();
cardx.classList.add("infohidden");
cardx.classList.add("infoflip");
player.$throw(cardx, 1000, "nobroadcast");
} else {
event.finish();
}
"step 3";
player.gain(event.card);
player.$draw();
for (var i = event.cards.length - 1; i >= 0; i--) {
event.cards[i].fix();
ui.cardPile.insertBefore(event.cards[i], ui.cardPile.firstChild);
}
game.delay();
},
ai: {
order: 10,
result: {
player: 1,
},
},
},
lianhua: {
enable: "phaseUse",
filter: function (event, player) {
var hu = player.getEquip("lianyaohu");
if (hu && hu.storage.shouna && hu.storage.shouna.length > 1) {
return true;
}
return false;
},
usable: 1,
delay: false,
content: function () {
"step 0";
event.hu = player.getEquip("lianyaohu");
player.chooseCardButton(
"弃置两张壶中的牌,然后从牌堆中获得一张类别不同的牌",
2,
event.hu.storage.shouna
).ai = function () {
return 1;
};
"step 1";
if (result.bool) {
var type = [];
player.$throw(result.links);
game.log(player, "弃置了", result.links);
for (var i = 0; i < result.links.length; i++) {
event.hu.storage.shouna.remove(result.links[i]);
result.links[i].discard();
type.add(get.type(result.links[i], "trick"));
}
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
if (!type.includes(get.type(ui.cardPile.childNodes[i], "trick"))) {
player.gain(ui.cardPile.childNodes[i], "gain");
break;
}
}
} else {
player.getStat("skill").lianhua--;
}
},
ai: {
order: 11,
result: {
player: 1,
},
},
},
shouna: {
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("h") > 0;
},
usable: 1,
filterCard: true,
check: function (card) {
return 6 - get.value(card);
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
var card = target.getCards("h").randomGet();
var hu = player.getEquip("lianyaohu");
if (card && hu) {
if (!hu.storage.shouna) {
hu.storage.shouna = [];
}
target.$give(card, player);
target.lose(card, ui.special);
event.card = card;
event.hu = hu;
}
"step 1";
if (!event.card._selfDestroyed) {
event.hu.storage.shouna.push(event.card);
player.updateMarks();
}
},
ai: {
order: 5,
result: {
target: function (player, target) {
return -1 / Math.sqrt(1 + target.countCards("h"));
},
},
},
},
shouna_old: {
trigger: { global: "discardAfter" },
filter: function (event, player) {
if (player.hasSkill("shouna2")) return false;
if (_status.currentPhase == event.player) return false;
if (event.player == player) return false;
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i]) == "d") {
return true;
}
}
return false;
},
forced: true,
content: function () {
var cards = trigger.cards.slice(0);
for (var i = 0; i < cards.length; i++) {
if (get.position(cards[i]) != "d") {
cards.splice(i, 1);
i--;
}
}
var hu = player.getEquip("lianyaohu");
if (cards.length && hu) {
if (!hu.storage.shouna) {
hu.storage.shouna = [];
}
player.addTempSkill("shouna2");
player.$gain2(cards);
for (var i = 0; i < cards.length; i++) {
hu.storage.shouna.push(cards[i]);
ui.special.appendChild(cards[i]);
}
game.log(player, "将", cards, "收入炼妖壶");
}
},
},
shouna2: {},
donghuangzhong: {
trigger: { player: "phaseEnd" },
direct: true,
filter: function (event, player) {
return player.countCards("h", { color: "red" }) > 0;
},
content: function () {
"step 0";
player.chooseCardTarget({
filterTarget: true,
filterCard: function (card, player, event) {
if (get.color(card) != "red") return false;
return lib.filter.cardDiscardable(card, player, event);
},
ai1: function (card) {
return 8 - get.useful(card);
},
ai2: function (target) {
return -get.attitude(player, target);
},
prompt: get.prompt("donghuangzhong"),
});
"step 1";
if (result.bool) {
player.logSkill("donghuangzhong", result.targets);
player.discard(result.cards);
event.target = result.targets[0];
} else {
event.finish();
}
"step 2";
var target = event.target;
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var info = lib.card[lib.inpile[i]];
if (info.type == "delay" && !info.cancel && !target.hasJudge(lib.inpile[i])) {
list.push(lib.inpile[i]);
}
}
if (list.length) {
var card = game.createCard(list.randomGet());
target.addJudge(card);
target.$draw(card);
game.delay();
}
},
},
donghuangzhong_old: {
mode: ["identity", "guozhan"],
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
event.player == game.me &&
(game.dead.length || game.players.length + game.dead.length < 8)
);
},
content: function () {
"step 0";
var list = [];
for (var i = 0; i < game.dead.length; i++) {
list.push(game.dead[i].name);
}
if (game.dead.length) {
player.chooseButton(
ui.create.dialog([list, "character"]),
function (button) {
for (
var i = 0;
i < game.dead.length && game.dead[i].name != button.link;
i++
);
return -get.attitude(_status.event.player, game.dead[i]);
},
true
);
if (game.players.length + game.dead.length < 8) {
event.control = ui.create.control("新角色", ui.click.cancel);
}
}
"step 1";
if (result.bool) {
for (
var i = 0;
i < game.dead.length && game.dead[i].name != result.buttons[0].link;
i++
);
game.removePlayer(game.dead[i]);
player.recover();
} else {
var group = player.group;
if (group == "unknown") group = lib.group.randomGet();
var list = [];
for (var i in lib.character) {
if (lib.character[i][1] == group) list.push(i);
}
var player2 = game.addPlayer();
if (get.config("double_character")) {
var list2 = list.randomGets(2);
player2.init(list2[0], list2[1]);
} else {
player2.init(list.randomGet());
}
player2.identity = player.identity;
if (player2.identity == "zhu") player2.identity = "zhong";
player2.setIdentity();
player2.identityShown = true;
if (group != "unknown") player.loseHp(player2.maxHp);
}
if (event.control) event.control.close();
},
},
xuanyuanjian: {
trigger: { player: "changeHp" },
forced: true,
popup: false,
filter: function (event, player) {
return !player.hasSkill("xuanyuan") && player.hp <= 2;
},
content: function () {
var e1 = player.getEquip("xuanyuanjian");
if (e1) {
player.discard(e1);
}
},
ai: {
threaten: 1.5,
},
},
xuanyuanjian2: {
trigger: { source: "damageBefore" },
forced: true,
filter: function (event) {
return event.notLink();
},
content: function () {
trigger.num++;
trigger._xuanyuanjian = true;
if (!trigger.nature) trigger.nature = "thunder";
},
},
xuanyuanjian3: {
trigger: { source: "damageAfter" },
forced: true,
popup: false,
filter: function (event, player) {
return event._xuanyuanjian && !player.hasSkill("xuanyuan");
},
content: function () {
player.loseHp();
},
},
pangufu: {
trigger: { source: "damageEnd" },
forced: true,
priority: 55,
filter: function (event) {
if (event._notrigger.includes(event.player)) return false;
return event.player.countCards("he") > 0;
},
content: function () {
trigger.player.chooseToDiscard(true, "he");
},
},
shouhua: {
mode: ["identity", "infinity"],
enable: "phaseUse",
filter: function (event, player) {
return player == game.me;
},
usable: 1,
filterTarget: function (card, player, target) {
return target != game.zhu && target != game.me && target.hp < target.maxHp;
},
filterCard: true,
check: function (card) {
return get.value(card);
},
discard: false,
prepare: "throw",
content: function () {
"step 0";
target.$turn2();
target.style.left = "calc(50% - 120px)";
target.style.top = "calc(50% - 60px)";
game.delay(0, 2500);
"step 1";
target.removeAttribute("style");
if (
Math.random() <
((get.value(cards[0]) + 1) * (target.maxHp - target.hp)) / (60 * target.maxHp)
) {
event.position = target.dataset.position;
target.dataset.position = player.dataset.position;
target.delete();
event.success = true;
}
game.delay();
"step 2";
if (event.success) {
player.popup("收化成功");
game.log(player, "将", target, "收化");
target.dataset.position = event.position;
var card = player.getEquip("lianyaohu");
if (!card.storage.shouhua) card.storage.shouhua = [];
card.storage.shouhua.push(target);
game.removePlayer(target);
game.checkResult();
} else {
player.popup("收化失败");
target.gain(cards);
target.$gain2(cards);
}
game.delay();
},
ai: {
result: {
player: function () {
return Math.random() - 0.4;
},
},
},
},
haotianta: {
trigger: { global: "judgeBefore" },
direct: true,
content: function () {
"step 0";
event.cards = get.cards(2);
player.chooseCardButton(
true,
event.cards,
"昊天塔:选择一张牌作为" +
get.translation(trigger.player) +
"的" +
trigger.judgestr +
"判定结果"
).ai = function (button) {
if (get.attitude(player, trigger.player) > 0) {
return 1 + trigger.judge(button.link);
}
if (get.attitude(player, trigger.player) < 0) {
return 1 - trigger.judge(button.link);
}
return 0;
};
"step 1";
if (!result.bool) {
event.finish();
return;
}
player.logSkill("haotianta", trigger.player);
var card = result.links[0];
event.cards.remove(card);
var judgestr = get.translation(trigger.player) + "的" + trigger.judgestr + "判定";
event.videoId = lib.status.videoId++;
event.dialog = ui.create.dialog(judgestr);
event.dialog.classList.add("center");
event.dialog.videoId = event.videoId;
game.addVideo("judge1", player, [get.cardInfo(card), judgestr, event.videoId]);
for (var i = 0; i < event.cards.length; i++) event.cards[i].discard();
// var node=card.copy('thrown','center',ui.arena).addTempClass('start');
var node;
if (game.chess) {
node = card.copy("thrown", "center", ui.arena).addTempClass("start");
} else {
node = player.$throwordered(card.copy(), true);
}
node.classList.add("thrownhighlight");
ui.arena.classList.add("thrownhighlight");
if (card) {
trigger.cancel();
trigger.result = {
card: card,
judge: trigger.judge(card),
node: node,
number: get.number(card),
suit: get.suit(card),
color: get.color(card),
};
if (trigger.result.judge > 0) {
trigger.result.bool = true;
trigger.player.popup("判定生效");
}
if (trigger.result.judge < 0) {
trigger.result.bool = false;
trigger.player.popup("判定失效");
}
game.log(trigger.player, "的判定结果为", card);
trigger.direct = true;
trigger.position.appendChild(card);
game.delay(2);
} else {
event.finish();
}
"step 2";
ui.arena.classList.remove("thrownhighlight");
event.dialog.close();
game.addVideo("judge2", null, event.videoId);
ui.clear();
var card = trigger.result.card;
trigger.position.appendChild(card);
trigger.result.node.delete();
game.delay();
},
ai: {
tag: {
rejudge: 1,
},
},
},
shennongding: {
enable: "phaseUse",
usable: 1,
filterCard: true,
selectCard: 2,
check: function (card) {
if (get.tag(card, "recover") >= 1) return 0;
return 7 - get.value(card);
},
filter: function (event, player) {
return player.hp < player.maxHp && player.countCards("h") >= 2;
},
content: function () {
player.recover();
},
ai: {
result: {
player: function (player) {
return get.recoverEffect(player);
},
},
order: 2.5,
},
},
kongdongyin: {
trigger: { player: "dieBefore" },
forced: true,
filter: function (event, player) {
return player.maxHp > 0;
},
content: function () {
trigger.cancel();
player.hp = 1;
player.draw();
player.discard(player.getCards("e", { subtype: "equip5" }));
game.delay();
},
},
nvwashi: {
trigger: { global: "dying" },
priority: 6,
filter: function (event, player) {
return event.player.hp <= 0 && player.hp > 1;
},
check: function (event, player) {
return get.attitude(player, event.player) >= 3 && !event.player.hasSkillTag("nosave");
},
logTarget: "player",
content: function () {
"step 0";
trigger.player.recover();
"step 1";
player.loseHp();
},
ai: {
threaten: 1.2,
expose: 0.2,
},
},
kongxin: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
filter: function (event, player) {
return (
player.countCards("h") &&
game.hasPlayer(function (current) {
return player.canCompare(current);
})
);
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
event.bool = true;
player.chooseTarget(
"选择一个目标视为" + get.translation(target) + "对其使用一张杀",
function (card, player, target2) {
return player != target2 && target.canUse("sha", target2);
}
).ai = function (target2) {
return get.effect(target2, { name: "sha" }, target, player);
};
} else {
target.discardPlayerCard(player);
}
"step 2";
if (event.bool && result.bool) {
target.useCard({ name: "sha" }, result.targets);
}
},
ai: {
order: 7,
result: {
target: function (player, target) {
if (player.countCards("h") <= 1) return 0;
if (get.attitude(player, target) >= 0) return 0;
if (
game.hasPlayer(function (current) {
return (
player != current &&
target.canUse("sha", current) &&
get.effect(current, { name: "sha" }, target, player) > 0
);
})
) {
return -1;
}
return 0;
},
},
},
},
kongxin2: {
trigger: { player: "dying" },
priority: 10,
forced: true,
popup: false,
filter: function (event, player) {
return player == game.me;
},
content: function () {
player.removeSkill("kongxin2");
game.swapPlayer(player);
player.storage.kongxin.lockOut = false;
player.storage.kongxin.out();
if (player == game.me) game.swapPlayer(player.storage.kongxin);
if (lib.config.mode == "identity") player.storage.kongxin.setIdentity();
delete player.storage.kongxin;
},
},
qinglianxindeng: {
trigger: { player: "damageBefore" },
forced: true,
priority: 15,
filter: function (event, player) {
if (
event.source &&
event.source.hasSkillTag("unequip", false, {
name: event.card ? event.card.name : null,
target: player,
card: event.card,
})
)
return false;
return get.type(event.card, "trick") == "trick";
},
content: function () {
trigger.cancel();
},
ai: {
notrick: true,
effect: {
target: function (card, player, target, current) {
if (
player.hasSkillTag("unequip", false, {
name: card ? card.name : null,
target: player,
card: card,
})
)
return;
if (get.type(card) == "trick" && get.tag(card, "damage")) {
return "zeroplayertarget";
}
},
},
},
},
yiluan: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("h");
},
content: function () {
"step 0";
target.judge();
"step 1";
if (result.suit != "heart") {
var hs = target.getCards("h");
while (hs.length) {
var chosen = hs.randomRemove();
if (target.hasUseTarget(chosen) && !get.info(chosen).multitarget) {
var list = game.filterPlayer(function (current) {
return lib.filter.targetEnabled2(chosen, target, current);
});
if (list.length) {
target.useCard(chosen, list.randomGet());
event.finish();
break;
}
}
}
}
},
ai: {
order: 10,
result: {
target: function (player, target) {
if (!target.countCards("h")) return 0;
return -1;
},
},
},
},
hslingjian_xuanfengzhiren_equip1: {
trigger: { source: "damageEnd" },
forced: true,
filter: function (event) {
if (event._notrigger.includes(event.player)) return false;
return event.card && event.card.name == "sha" && event.player.countCards("he");
},
content: function () {
trigger.player.discard(trigger.player.getCards("he").randomGet());
},
},
hslingjian_xuanfengzhiren_equip2: {
trigger: { player: "damageEnd" },
forced: true,
filter: function (event) {
return (
event.card &&
event.card.name == "sha" &&
event.source &&
event.source.countCards("he")
);
},
content: function () {
trigger.source.discard(trigger.source.getCards("he").randomGet());
},
},
hslingjian_xuanfengzhiren_equip3: {
trigger: { player: "loseAfter" },
forced: true,
filter: function (event, player) {
return (
_status.currentPhase != player &&
!player.hasSkill("hslingjian_xuanfengzhiren_equip3_dist")
);
},
content: function () {
player.addTempSkill("hslingjian_xuanfengzhiren_equip3_dist");
},
},
hslingjian_xuanfengzhiren_equip3_dist: {
mod: {
globalTo: function (from, to, distance) {
return distance + 1;
},
},
},
hslingjian_xuanfengzhiren_equip4: {
trigger: { player: "loseAfter" },
forced: true,
filter: function (event, player) {
return (
_status.currentPhase == player &&
!player.hasSkill("hslingjian_xuanfengzhiren_equip4_dist")
);
},
content: function () {
player.addTempSkill("hslingjian_xuanfengzhiren_equip4_dist");
},
},
hslingjian_xuanfengzhiren_equip4_dist: {
mod: {
globalFrom: function (from, to, distance) {
return distance - 1;
},
},
},
hslingjian_xuanfengzhiren_equip5: {
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "he",
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterTarget: function (card, player, target) {
return target.countCards("he") > 0;
},
check: function (card) {
return 5 - get.value(card);
},
content: function () {
target.discard(target.getCards("he").randomGet());
},
ai: {
order: 5,
result: {
target: function (player, target) {
var dh = player.countCards("he") - target.countCards("he");
if (dh > 0) {
return -Math.sqrt(dh);
}
return 0;
},
},
},
},
hslingjian_zhongxinghujia_equip1: {
trigger: { source: "damageEnd" },
check: function (event, player) {
return !player.getEquip(2);
},
filter: function (event) {
return event.card && event.card.name == "sha";
},
content: function () {
var card = game.createCard(get.inpile("equip2").randomGet());
player.equip(card);
player.$draw(card);
game.delay();
},
},
hslingjian_zhongxinghujia_equip2: {
trigger: { player: "damageEnd" },
check: function (event, player) {
return get.attitude(player, event.source) < 0;
},
filter: function (event) {
return event.card && event.card.name == "sha" && event.source && event.source.getEquip(2);
},
content: function () {
player.line(trigger.source, "green");
trigger.source.discard(trigger.source.getEquip(2));
},
},
hslingjian_zhongxinghujia_equip3: {
mod: {
globalTo: function (from, to, distance) {
if (to.getEquip(2)) return distance + 1;
},
},
},
hslingjian_zhongxinghujia_equip4: {
mod: {
globalFrom: function (from, to, distance) {
if (from.getEquip(2)) return distance - 1;
},
},
},
hslingjian_zhongxinghujia_equip5: {
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "he",
filterTarget: true,
selectCard: 2,
filter: function (event, player) {
return player.countCards("he") >= 2;
},
check: function (card) {
return 5 - get.value(card);
},
content: function () {
var card = game.createCard(get.inpile("equip2").randomGet());
target.equip(card);
target.$draw(card);
game.delay();
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (target.getEquip(2)) return 0;
return 1;
},
},
},
},
hslingjian_jinjilengdong_equip1: {
trigger: { source: "damageEnd" },
check: function (event, player) {
if (event.player.hasSkillTag("noturn")) return 0;
if (event.player.isTurnedOver()) {
return get.attitude(player, event.player) > 0;
}
return get.attitude(player, event.player) <= 0;
},
filter: function (event) {
if (event._notrigger.includes(event.player)) return false;
return event.card && event.card.name == "sha" && event.player && event.player.isAlive();
},
logTarget: "player",
content: function () {
trigger.player.draw(2);
trigger.player.turnOver();
},
},
hslingjian_jinjilengdong_equip2: {
trigger: { player: "damageEnd" },
check: function (event, player) {
if (event.player.hasSkillTag("noturn")) return 0;
if (event.player.isTurnedOver()) {
return get.attitude(player, event.source) > 0;
}
return get.attitude(player, event.source) <= 0;
},
filter: function (event) {
return event.card && event.card.name == "sha" && event.source && event.source.isAlive();
},
logTarget: "source",
content: function () {
player.line(trigger.source, "green");
trigger.source.draw(2);
trigger.source.turnOver();
},
},
hslingjian_jinjilengdong_equip3: {
mod: {
globalTo: function (from, to, distance) {
if (to.isTurnedOver()) return distance + 2;
},
},
},
hslingjian_jinjilengdong_equip4: {
mod: {
globalFrom: function (from, to, distance) {
if (from.isTurnedOver()) return distance - 2;
},
},
},
hslingjian_jinjilengdong_equip5: {
trigger: { player: "phaseAfter" },
direct: true,
filter: function (event, player) {
return !player.isTurnedOver();
},
content: function () {
"step 0";
player.chooseTarget(
get.prompt("hslingjian_jinjilengdong_duanzao"),
function (card, player, target) {
return player != target && !target.isTurnedOver();
}
).ai = function (target) {
if (target.hasSkillTag("noturn")) return 0;
return Math.max(0, -get.attitude(player, target) - 2);
};
"step 1";
if (result.bool) {
player.logSkill("hslingjian_jinjilengdong_equip5", result.targets);
player.turnOver();
result.targets[0].turnOver();
game.asyncDraw([player, result.targets[0]], 2);
}
},
},
hslingjian_yinmilichang_equip1: {
trigger: { source: "damageEnd" },
direct: true,
filter: function (event) {
return event.card && event.card.name == "sha";
},
content: function () {
"step 0";
player.chooseTarget(
get.prompt("hslingjian_yinmilichang_duanzao"),
function (card, player, target) {
return target != player && !target.hasSkill("qianxing");
}
).ai = function (target) {
var att = get.attitude(player, target);
if (get.distance(player, target, "absolute") <= 1) return 0;
if (target.hp == 1) return 2 * att;
if (target.hp == 2 && target.countCards("h") <= 2) return 1.2 * att;
return att;
};
"step 1";
if (result.bool) {
player.logSkill("hslingjian_yinmilichang_equip1", result.targets);
result.targets[0].tempHide();
}
},
},
hslingjian_yinmilichang_equip2: {
trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
return !player.hasSkill("qianxing");
},
content: function () {
player.addTempSkill("qianxing");
},
},
hslingjian_yinmilichang_equip3: {
mod: {
globalTo: function (from, to, distance) {
if (to.hp == 1) return distance + 1;
},
},
},
hslingjian_yinmilichang_equip4: {
mod: {
globalFrom: function (from, to, distance) {
if (from.hp == 1) return distance - 1;
},
},
},
hslingjian_yinmilichang_equip5: {
mod: {
targetEnabled: function (card, player, target, now) {
if (target.countCards("h") == 0) {
if (card.name == "sha" || card.name == "juedou") return false;
}
},
},
ai: {
noh: true,
skillTagFilter: function (player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 1) return false;
}
},
},
},
hslingjian_xingtigaizao_equip1: {
trigger: { source: "damageEnd" },
forced: true,
filter: function (event) {
return event.card && event.card.name == "sha";
},
content: function () {
player.draw();
},
},
hslingjian_xingtigaizao_equip2: {
trigger: { player: "damageEnd" },
forced: true,
filter: function (event) {
return event.card && event.card.name == "sha";
},
content: function () {
player.draw();
},
},
hslingjian_xingtigaizao_equip3: {
mod: {
globalTo: function (from, to, distance) {
return distance + 1;
},
globalFrom: function (from, to, distance) {
return distance + 1;
},
},
},
hslingjian_xingtigaizao_equip4: {
mod: {
globalTo: function (from, to, distance) {
return distance - 1;
},
globalFrom: function (from, to, distance) {
return distance - 1;
},
},
},
hslingjian_xingtigaizao_equip5: {
mod: {
maxHandcard: function (player, num) {
return num - 1;
},
},
trigger: { player: "phaseDrawBegin" },
forced: true,
content: function () {
trigger.num++;
},
},
hslingjian_shengxiuhaojiao_equip1: {
trigger: { player: "shaBegin" },
forced: true,
filter: function (event, player) {
return event.target.hasSkill("hslingjian_chaofeng");
},
content: function () {
trigger.directHit = true;
},
},
hslingjian_shengxiuhaojiao_equip2: {
mod: {
targetEnabled: function (card, player, target) {
if (player.hasSkill("hslingjian_chaofeng")) return false;
},
},
},
hslingjian_shengxiuhaojiao_equip3: {
mod: {
globalTo: function (from, to, distance) {
if (to.hp < to.countCards("h")) return distance + 1;
},
},
},
hslingjian_shengxiuhaojiao_equip4: {
mod: {
globalFrom: function (from, to, distance) {
if (from.hp < from.countCards("h")) return distance - 1;
},
},
},
hslingjian_shengxiuhaojiao_equip5: {
enable: "phaseUse",
usable: 1,
filterCard: true,
selectCard: 2,
check: function (card) {
return 5 - get.value(card);
},
position: "he",
filterTarget: true,
content: function () {
if (target.hasSkill("hslingjian_chaofeng")) {
target.removeSkill("hslingjian_chaofeng");
} else {
target.addSkill("hslingjian_chaofeng");
}
},
ai: {
order: 2,
result: {
target: function (player, target) {
if (target.hasSkill("hslingjian_chaofeng")) {
return -Math.sqrt(target.hp + target.countCards("h"));
}
return 0;
},
},
},
},
hslingjian_shijianhuisu_equip1: {
trigger: { player: "equipEnd" },
forced: true,
filter: function (event, player) {
return get.subtype(event.card) == "equip2";
},
content: function () {
player.draw();
},
},
hslingjian_shijianhuisu_equip2: {
trigger: { player: "equipEnd" },
forced: true,
filter: function (event, player) {
return get.subtype(event.card) == "equip1";
},
content: function () {
player.draw();
},
},
hslingjian_shijianhuisu_equip3: {
mod: {
globalTo: function (from, to, distance) {
if (to.countCards("e") == 1) return distance + 1;
},
},
},
hslingjian_shijianhuisu_equip4: {
mod: {
globalFrom: function (from, to, distance) {
if (from.countCards("e") == 1) return distance - 1;
},
},
},
hslingjian_shijianhuisu_equip5: {
enable: "phaseUse",
usable: 1,
filterCard: true,
selectCard: 1,
filterTarget: function (card, player, target) {
return player != target && target.countCards("he") > 0;
},
position: "he",
content: function () {
var es = target.getCards("e");
target.gain(es);
target.$gain2(es);
},
check: function (card) {
return 4 - get.value(card);
},
ai: {
order: 5,
result: {
target: function (player, target) {
if (target.hasSkillTag("noe")) return target.countCards("e") * 2;
return -target.countCards("e");
},
},
},
},
jiguanyaoshu_skill_old: {
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("h", { type: ["trick", "delay"] }) > 0;
},
filterCard: { type: ["trick", "delay"] },
check: function (card) {
return 5 - get.value(card);
},
viewAs: { name: "jiguanshu" },
},
jiguanyaoshu_skill: {
trigger: { player: "loseEnd" },
forced: true,
filter: function (event, player) {
if (_status.currentPhase == player) return false;
for (var i = 0; i < event.cards.length; i++) {
if (event.cards[i].original == "e") return true;
}
return false;
},
content: function () {
var num = 0;
for (var i = 0; i < trigger.cards.length; i++) {
if (trigger.cards[i].original == "e") num++;
}
var list = get.typeCard("hslingjian");
if (get.mode() == "stone") {
list.remove("hslingjian_jinjilengdong");
}
if (list.length) {
list = list.randomGets(num);
for (var i = 0; i < list.length; i++) {
list[i] = game.createCard(list[i]);
}
player.gain(list, "gain2");
}
},
},
lingjianduanzao: {
process: function (cards) {
var equip;
for (var i = 0; i < cards.length; i++) {
if (get.type(cards[i]) == "equip") {
equip = cards[i];
cards.splice(i--, 1);
break;
}
}
var name = equip.name;
var type = get.type(cards[0]);
var equipname = equip.name;
if (type == "hslingjian") {
name += cards[0].name.slice(10);
} else {
name += "_" + cards[0].name;
}
if (lib.card[name]) return name;
lib.card[name] = get.copy(lib.card[equip.name]);
lib.card[name].cardimage = lib.card[name].cardimage || equip.name;
lib.card[name].vanish = true;
lib.card[name].source = [equip.name, cards[0].name];
if (type == "jiqi") {
lib.card[name].legend = true;
} else {
lib.card[name].epic = true;
}
var dvalue = type == "jiqi" ? 3 : 1;
var getValue = function (value, dvalue) {
if (dvalue == 1) return Math.min(10, value + dvalue);
value += dvalue;
if (value > 10) return 10 + (value - 10) / 10;
if (value < 9) return 8 + value / 10;
return value;
};
if (typeof lib.card[name].ai.equipValue == "number") {
lib.card[name].ai.equipValue = getValue(lib.card[name].ai.equipValue, dvalue);
} else if (typeof lib.card[name].ai.equipValue == "function") {
lib.card[name].ai.equipValue = function () {
return getValue(lib.card[equipname].ai.equipValue.apply(this, arguments), dvalue);
};
} else if (
lib.card[name].ai.basic &&
typeof lib.card[name].ai.basic.equipValue == "number"
) {
lib.card[name].ai.basic.equipValue = getValue(
lib.card[name].ai.basic.equipValue,
dvalue
);
} else if (
lib.card[name].ai.basic &&
typeof lib.card[name].ai.basic.equipValue == "function"
) {
lib.card[name].ai.basic.equipValue = function () {
return getValue(
lib.card[equipname].ai.basic.equipValue.apply(this, arguments),
dvalue
);
};
} else {
if (dvalue == 3) {
lib.card[name].ai.equipValue = 7;
} else {
lib.card[name].ai.equipValue = dvalue;
}
}
if (Array.isArray(lib.card[name].skills)) {
lib.card[name].skills = lib.card[name].skills.slice(0);
} else {
lib.card[name].skills = [];
}
// lib.card[name].filterTarget=function(card,player,target){
// return !target.isMin();
// };
// lib.card[name].selectTarget=1;
// lib.card[name].range={global:1};
var str = lib.translate[cards[0].name + "_duanzao"];
var str2 = get.translation(equip.name, "skill");
lib.translate[name] = str + str2;
str2 = lib.translate[equip.name + "_info"] || "";
if (str2[str2.length - 1] == "." || str2[str2.length - 1] == "。") {
str2 = str2.slice(0, str2.length - 1);
}
for (var i = 0; i < cards.length; i++) {
for (var j = 1; j <= 5; j++) {
lib.translate[cards[i].name + "_equip" + j] =
lib.translate[cards[i].name + "_duanzao"];
}
var name2 = cards[i].name + "_" + get.subtype(equip);
lib.card[name].skills.add(name2);
str2 += "" + lib.translate[name2 + "_info"];
}
lib.translate[name + "_info"] = str2;
try {
game.addVideo("newcard", null, {
name: name,
translate: lib.translate[name],
info: str2,
card: equip.name,
legend: type == "jiqi",
epic: type == "hslingjian",
});
} catch (e) {
console.log(e);
}
return name;
},
},
_lingjianduanzao: {
enable: "phaseUse",
position: "he",
discard: false,
losetrigger: false,
longprompt: true,
prompt: function (event) {
var lingjians = [],
types = [];
var hs = event.player.getCards("he");
for (var i = 0; i < hs.length; i++) {
switch (get.type(hs[i])) {
case "equip":
types.add(get.subtype(hs[i]));
break;
case "hslingjian":
lingjians.add(hs[i].name);
break;
case "jiqi":
if (!lingjians.includes(hs[i].name)) lingjians.unshift(hs[i].name);
break;
}
}
var str = "";
for (var i = 0; i < lingjians.length; i++) {
var color;
var type = get.type(lingjians[i]);
if (type == "jiqi") {
color = "rgba(233, 131, 255,0.2);";
} else {
color = "rgba(117,186,255,0.2);";
}
str +=
'<div style="text-align:left;line-height:18px;border-radius:4px;margin-top:7px;margin-bottom:10px;position:relative;width:100%">';
str +=
'<div class="shadowed" style="position:absolute;left0;top:0;padding:5px;border-radius:4px;background:' +
color +
'">' +
lib.translate[lingjians[i]] +
"</div>";
for (var j = 0; j < types.length; j++) {
str +=
'<div class="shadowed" style="position:relative;left:85px;width:calc(100% - 95px);height:100%;padding:5px;border-radius: 4px;margin-bottom:10px">' +
(type != "jiqi" ? lib.translate[types[j]] + "" : "") +
lib.translate[lingjians[i] + "_" + types[j] + "_info"] +
"</div>";
if (type == "jiqi") break;
}
str += "</div>";
}
return str;
},
check: function (card) {
if (get.type(card) == "jiqi") {
if (_status.event.player.needsToDiscard()) {
return 0.5;
}
return 0;
}
var num = 1 + get.value(card);
if (get.position(card) == "e") {
num += 0.1;
}
return num;
},
filterCard: function (card) {
var type = get.type(card);
if (type == "equip") {
if (!lib.inpile.includes(card.name)) return false;
if (lib.card[card.name].nopower) return false;
if (lib.card[card.name].unique) return false;
if (card.nopower) return false;
}
if (ui.selected.cards.length) {
var type2 = get.type(ui.selected.cards[0]);
if (type2 == "equip") {
return type == "hslingjian" || type == "jiqi";
} else {
return type == "equip";
}
} else {
return type == "equip" || type == "hslingjian" || type == "jiqi";
}
},
selectCard: 2,
complexCard: true,
filter: function (event, player) {
if (!player.countCards("h", { type: ["hslingjian", "jiqi"] })) return false;
var es = player.getCards("he", { type: "equip" });
for (var i = 0; i < es.length; i++) {
if (
lib.inpile.includes(es[i].name) &&
!lib.card[es[i].name].nopower &&
!lib.card[es[i].name].unique &&
!es[i].nopower
) {
return true;
}
}
return false;
},
prepare: "throw",
content: function () {
"step 0";
for (var i = 0; i < cards.length; i++) {
cards[i].discard();
}
var name = lib.skill.lingjianduanzao.process(cards);
var card = game.createCard(name);
player.chooseTarget(
function (card, player, target) {
return !target.isMin() && get.distance(player, target) <= 1;
},
"选择一个目标装备" + get.translation(card.name),
true
).ai = function (target) {
return get.effect(target, card, player, player);
};
event.card = card;
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.equip(event.card)._triggered = null;
target.$gain2(event.card);
game.delay();
} else {
player.gain(event.card, "gain2");
}
},
ai: {
order: 1,
result: {
player: 1,
},
},
},
hslingjian_chaofeng: {
global: "hslingjian_chaofeng_disable",
nopop: true,
unique: true,
gainable: true,
mark: true,
intro: {
content: "锁定技,与你相邻的角色只能选择你为出杀目标",
},
subSkill: {
disable: {
mod: {
targetEnabled: function (card, player, target) {
if (player.hasSkill("hslingjian_chaofeng")) return;
if (card.name == "sha") {
if (target.hasSkill("hslingjian_chaofeng")) return;
if (
game.hasPlayer(function (current) {
return (
current.hasSkill("hslingjian_chaofeng") &&
get.distance(player, current, "pure") <= 1
);
})
) {
return false;
}
}
},
},
},
},
},
hslingjian_xingtigaizao: {
nopop: true,
mod: {
maxHandcard: function (player, num) {
if (typeof player.storage.hslingjian_xingtigaizao == "number") {
return num - player.storage.hslingjian_xingtigaizao;
}
},
},
mark: true,
intro: {
content: "手牌上限-#",
},
trigger: { player: "phaseEnd" },
silent: true,
temp: true,
vanish: true,
content: function () {
player.removeSkill("hslingjian_xingtigaizao");
player.storage.hslingjian_xingtigaizao = 0;
},
},
hslingjian_jinjilengdong: {
mark: true,
nopop: true,
temp: true,
intro: {
content: "不能使用卡牌,也不能成为卡牌的目标",
},
mod: {
targetEnabled: function (card, player, target) {
return false;
},
cardEnabled: function (card, player) {
return false;
},
},
},
qinglonglingzhu: {
trigger: { source: "damageEnd" },
direct: true,
filter: function (event, player) {
if (event._notrigger.includes(event.player)) return false;
return event.hasNature() && event.player && event.player.isAlive();
},
content: function () {
player.gainPlayerCard(
get.prompt("qinglonglingzhu", trigger.player),
trigger.player,
function (button) {
if (get.attitude(player, trigger.player) <= 0) {
return get.buttonValue(button);
}
return 0;
},
"he"
).logSkill = ["qinglonglingzhu", trigger.player];
},
},
xingjunyan: {
trigger: { source: "damageBegin", player: "damageBegin" },
forced: true,
filter: function (event, player) {
return event.card && event.card.name == "sha";
},
content: function () {
trigger.num++;
},
ai: {
effect: {
target: function (card, player, target) {
if (card.name == "sha") {
return [1, -2];
}
},
},
},
},
baihupifeng: {
trigger: { player: "phaseEnd" },
frequent: true,
filter: function (event, player) {
return player.isMinHp() && player.isDamaged();
},
content: function () {
player.recover();
},
},
fengxueren: {
trigger: { player: "shaHit" },
check: function (event, player) {
var att = get.attitude(player, event.target);
if (player.hasSkill("jiu")) return att > 0;
if (event.target.hp == 1) return att > 0;
if (event.target.hasSkillTag("maixie")) {
return att <= 0;
}
if (player.hasSkill("tianxianjiu")) return false;
return att <= 0;
},
filter: function (event, player) {
return !event.target.isTurnedOver();
},
logTarget: "target",
content: function () {
trigger.unhurt = true;
trigger.target.turnOver();
trigger.target.draw();
},
},
chilongya: {
trigger: { source: "damageBegin" },
forced: true,
filter: function (event) {
return event.hasNature("fire") && event.notLink();
},
content: function () {
trigger.num++;
},
},
chilongya2: {
trigger: { source: "damageBegin" },
filter: function (event, player) {
return event.card && event.card.name == "sha";
},
popup: false,
forced: true,
content: function () {
if (Math.random() < 0.5) {
trigger.num++;
trigger.player.addSkill("chilongfengxue");
}
},
},
chilongfengxue: {
trigger: { global: "shaAfter" },
forced: true,
popup: false,
content: function () {
player.draw();
player.removeSkill("chilongfengxue");
},
},
shentou: {
enable: "phaseUse",
usable: 1,
filterCard: true,
filter: function (event, player) {
var nh = player.countCards("h");
if (nh == 0) return false;
return game.hasPlayer(function (current) {
return current != player && current.countCards("h") > nh;
});
},
check: function (card) {
return 8 - get.value(card);
},
filterTarget: function (card, player, target) {
if (target.countCards("h") == 0) return false;
if (target == player) return false;
if (target.countCards("h") <= player.countCards("h")) return false;
return true;
},
content: function () {
"step 0";
player.judge(function (card) {
if (get.suit(card) == "club") return -1;
return 1;
});
"step 1";
if (result.bool) {
var card = target.getCards("h").randomGet();
if (card) {
player.gain(card, target);
target.$giveAuto(card, player);
}
}
},
ai: {
basic: {
order: 5,
},
result: {
player: 0.3,
target: -1,
},
},
},
old_longfan: {
enable: "phaseUse",
usable: 1,
prompt: "",
filterTarget: true,
content: function () {
"step 0";
if (event.isMine()) {
event.longfan = ui.create.control("零", "零", "零", "零", function () {
event.longfan.status--;
});
event.longfan.status = 4;
for (var i = 0; i < event.longfan.childNodes.length; i++) {
event.longfan.childNodes[i].num = 0;
}
event.timer = setInterval(function () {
if (event.longfan.status <= 0) {
clearInterval(event.timer);
game.resume();
event.longfan.close();
return;
}
event.count(0);
if (event.longfan.status > 1) event.count(1);
if (event.longfan.status > 2) event.count(2);
if (event.longfan.status > 3) event.count(3);
}, 200);
event.count = function (num) {
event.longfan.childNodes[num].num = (event.longfan.childNodes[num].num + 1) % 10;
if (event.longfan.childNodes[num].num == 2)
event.longfan.childNodes[num].innerHTML = "二";
else
event.longfan.childNodes[num].innerHTML = get.cnNumber(
event.longfan.childNodes[num].num
);
};
game.pause();
} else {
event.finish();
var x = Math.random();
if (x < 0.1) target.draw();
else if (x < 0.2) target.chooseToDiscard(true);
else if (x < 0.3) target.loseHp();
else if (x < 0.4) target.recover();
else if (x < 0.6) {
if (get.attitude(player, target) > 0) target.draw();
else target.chooseToDiscard(true);
} else if (x < 0.8) {
if (get.attitude(player, target) > 0) target.recover();
else target.loseHp();
}
}
"step 1";
var str = "";
for (var i = 0; i < event.longfan.childNodes.length; i++) {
str += event.longfan.childNodes[i].num;
}
target.popup(str);
game.delay();
switch (str) {
case "0000":
target.turnOver();
break;
case "1111":
target.chooseToDiscard(2, true);
break;
case "2222":
target.chooseToDiscard("e", true);
break;
case "3333":
target.damage();
break;
case "4444":
target.loseHp();
break;
case "5555":
target.link();
break;
case "6666":
target.draw();
break;
case "7777":
target.recover();
break;
case "8888":
target.discard(target.getCards("j"));
break;
case "9999":
target.draw(2);
target.chooseToDiscard(2, true);
break;
default:
for (var i = 1; i < 4; i++) {
if (str[i] == str[0]) return;
}
player.chooseToDiscard(true);
return;
}
player.draw();
},
ai: {
basic: {
order: 10,
},
result: {
target: function () {
return Math.random() - 0.5;
},
},
},
},
longfan: {
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
player.judge(function (card) {
switch (get.suit(card)) {
case "heart":
return player.maxHp > player.hp ? 2 : 0;
case "diamond":
return 1;
case "club":
return 1;
case "spade":
return 0;
}
});
"step 1";
switch (result.suit) {
case "heart":
player.recover();
break;
case "diamond":
player.draw();
break;
case "club": {
var targets = player.getEnemies();
for (var i = 0; i < targets.length; i++) {
if (!targets[i].countCards("he")) {
targets.splice(i--, 1);
}
}
if (targets.length) {
var target = targets.randomGet();
player.line(target);
target.randomDiscard();
}
break;
}
}
},
ai: {
order: 10,
result: {
player: 1,
},
},
},
touzhi: {
enable: "phaseUse",
usable: 1,
filterCard: function (card) {
return get.subtype(card) == "equip1";
},
filter: function (event, player) {
return player.countCards("he", { subtype: "equip1" }) > 0;
},
discard: false,
prepare: "give",
filterTarget: function (card, player, target) {
if (player == target) return false;
return true;
},
content: function () {
target.damage();
target.gain(cards, player);
// game.delay();
},
check: function (card) {
return 10 - get.value(card);
},
position: "he",
ai: {
basic: {
order: 8,
},
result: {
target: -1,
},
},
},
xixue: {
trigger: { source: "damageEnd" },
forced: true,
filter: function (event, player) {
return event.card && event.card.name == "sha" && player.hp < player.maxHp;
},
content: function () {
player.recover(trigger.num);
},
},
guangshatianyi: {
trigger: { player: "damageBegin" },
forced: true,
filter: function (event, player) {
if (
event.source &&
event.source.hasSkillTag("unequip", false, {
name: event.card ? event.card.name : null,
target: player,
card: event.card,
})
)
return false;
if (Math.random() > 1 / 3) return false;
return true;
},
content: function () {
trigger.num--;
},
},
nigong: {
trigger: { player: "damageAfter" },
group: ["nigong2", "nigong3"],
forced: true,
content: function () {
player.storage.nigong += trigger.num;
if (player.storage.nigong > 4) {
player.storage.nigong = 4;
}
player.updateMarks();
},
ai: {
effect: {
target(card, player, target) {
if (get.tag(card, "damage") && !target.hujia) return [1, 0.5];
}
},
},
intro: {
content: "已积攒#点伤害",
},
},
nigong2: {
enable: "phaseUse",
filter: function (event, player) {
return player.storage.nigong > 1;
},
filterTarget: function (card, player, target) {
return player != target;
},
prompt: function (event) {
var str = "弃置所有逆攻标记,";
if (event.player.storage.nigong % 2 != 0) {
str += "摸一张牌,";
}
str +=
"并对一名其他角色造成" +
get.cnNumber(Math.floor(event.player.storage.nigong / 2)) +
"点伤害";
return str;
},
content: function () {
if (player.storage.nigong % 2 != 0) {
player.draw();
}
target.damage(Math.floor(player.storage.nigong / 2));
player.storage.nigong = 0;
player.updateMarks();
},
ai: {
order: 10,
result: {
target: function (player, target) {
var num = get.damageEffect(target, player, target);
if (player.storage.nigong >= 4 && num > 0) {
num = 0;
}
return num;
},
},
},
},
nigong3: {
enable: "phaseUse",
filter: function (event, player) {
return player.storage.nigong == 1;
},
content: function () {
player.draw();
player.storage.nigong = 0;
player.updateMarks();
},
ai: {
order: 10,
result: {
player: 1,
},
},
},
sadengjinhuan: {
trigger: { player: "shaMiss" },
check: function (event, player) {
return get.attitude(player, event.target) < 0;
},
content: function () {
"step 0";
player.judge(function (card) {
return get.color(card) == "red" ? 1 : 0;
});
"step 1";
if (result.bool) {
trigger.target.chooseToRespond(
{ name: "shan" },
"萨登荆环:请额外打出一张闪响应杀"
).autochoose = lib.filter.autoRespondShan;
} else {
event.finish();
}
"step 2";
if (!result.bool) {
trigger.untrigger();
trigger.trigger("shaHit");
trigger._result.bool = false;
}
},
},
ximohu: {
trigger: { player: "damageBefore" },
forced: true,
filter: function (event) {
return event.hasNature("thunder");
},
content: function () {
trigger.cancel();
player.recover(trigger.num);
},
ai: {
effect: {
target(card) {
if (get.tag(card, "thunderDamage")) return [0, 2];
},
}
},
},
guiyanfadao: {
trigger: { player: "shaHit" },
check: function (event, player) {
var att = get.attitude(player, event.target);
if (player.hasSkill("jiu")) return att > 0;
if (event.target.hasSkillTag("maixie_hp") || event.target.hasSkillTag("maixie_defend")) {
return att <= 0;
}
if (player.hasSkill("tianxianjiu")) return false;
if (event.target.hujia > 0) return att < 0;
if (event.target.hp == 1) return att > 0;
return false;
},
content: function () {
trigger.unhurt = true;
trigger.target.loseHp();
},
},
guiyanfadao2: {
trigger: { player: "useCardAfter" },
forced: true,
popup: false,
content: function () {
delete player.storage.zhuque_skill.nature;
},
},
tianxianjiu: {
trigger: { source: "damageEnd" },
filter: function (event) {
return event.card && event.card.name == "sha";
},
forced: true,
temp: true,
vanish: true,
onremove: function (player) {
if (player.node.jiu) {
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
},
content: function () {
player.draw(2);
player.removeSkill("tianxianjiu");
},
ai: {
damageBonus: true,
},
},
},
cardType: {
hslingjian: 0.5,
jiqi: 0.4,
jiguan: 0.45,
},
help: {
轩辕剑:
"<ul><li>零件、祭器牌可用于煅造装备煅造得到强化装备并装备给距离1以内的角色<li>" +
"煅造装备时失去牌以及装备牌的过程不触发任何技能(如枭姬、祈禳) <li>" +
"进行洗牌时强化装备将从弃牌堆中消失,不进入牌堆<li>" +
"专属、特殊装备无法被强化",
},
translate: {
qiankundai: "乾坤袋",
qiankundai_info: "你的手牌上限+1。当你失去该装备时你摸一张牌。",
hufu: "玉符",
hufu_bg: "符",
g_hufu_sha: "符杀",
g_hufu_shan: "符闪",
g_hufu_jiu: "符酒",
hufu_info: "你可以将一张玉符当作杀、闪或酒使用或打出。",
// yihuajiemu:'移花接木',
// yihuajiemu_info:'对一名装备区内有宝物的角色使用,将其宝物牌转移至另一名角色。',
liuxinghuoyu: "流星火羽",
liuxinghuoyu_info: "出牌阶段对一名角色使用令目标弃置两张牌或受到1点火焰伤害。",
g_yuchan_equip: "玉蝉",
yuchanqian_duanzao: "玉蝉",
yuchanqian_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanqian_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanqian_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanqian_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanqian_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankun_duanzao: "玉蝉",
yuchankun_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankun_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankun_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankun_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankun_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanzhen_duanzao: "玉蝉",
yuchanzhen_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanzhen_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanzhen_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanzhen_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanzhen_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanxun_duanzao: "玉蝉",
yuchanxun_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanxun_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanxun_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanxun_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanxun_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankan_duanzao: "玉蝉",
yuchankan_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankan_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankan_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankan_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchankan_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanli_duanzao: "玉蝉",
yuchanli_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanli_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanli_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanli_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanli_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchangen_duanzao: "玉蝉",
yuchangen_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchangen_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchangen_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchangen_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchangen_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchandui_duanzao: "玉蝉",
yuchandui_equip1_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchandui_equip2_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchandui_equip3_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchandui_equip4_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchandui_equip5_info: "出牌阶段限一次,你可以弃置任意张基本牌并摸等量的牌。",
yuchanqian: "乾玉蝉",
yuchanqian_info: "在你行动时可当作杀使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yuchankun: "坤玉蝉",
yuchankun_info:
"在你行动时可当作草药使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yuchanzhen: "震玉蝉",
yuchanzhen_info: "在你行动时可当作酒使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yuchanxun: "巽玉蝉",
yuchanxun_info: "在你行动时可当作桃使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yuchankan: "坎玉蝉",
yuchankan_info:
"在你行动时可当作神秘果使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yuchanli: "离玉蝉",
yuchanli_info:
"在你行动时可当作天仙酒使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yuchangen: "艮玉蝉",
yuchangen_info:
"在你行动时可当作封印之蛋使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yuchandui: "兑玉蝉",
yuchandui_info:
"在你行动时可当作雪肌冰鲍使用;可用于煅造装备;在你使用一张牌后,此牌会随机切换形态。",
yangpijuan: "羊皮卷",
yangpijuan_info: "出牌阶段对自己使用,选择一种卡牌类别,发现一张该类别的卡牌。",
// pantao:'蟠桃',
// pantao_info:'出牌阶段对自己使用或对濒死角色使用目标回复2点体力并获得1点护甲。',
shencaojie: "神草结",
shencaojie_info:
"你的锦囊牌即将造成伤害时对目标使用,令此伤害+1你即将受到锦囊牌伤害时对自己使用令此伤害-1。",
yuruyi: "玉如意",
yuruyi_ab: "如意",
yuruyi_info: "你有更高的机率摸到好牌。",
fengyinzhidan: "封印之蛋",
fengyinzhidan_info: "随机使用两张普通锦囊牌(随机指定目标)。",
shuchui: "鼠槌",
shuchui_info:
"出牌阶段限一次你可以指定一名攻击范围内的角色依次将手牌中的至多3张杀对该角色使用若杀造成了伤害你摸一张牌。",
zhiluxiaohu: "指路小狐",
zhiluxiaohu_info:
"出牌阶段对自己使用,视为对一名随机敌方角色使用一张杀,若此杀造成伤害,你摸一张牌。",
xuejibingbao: "雪肌冰鲍",
xuejibingbao_info: "出牌阶段对一名角色使用,该角色摸牌阶段摸牌数+1持续2个回合。",
gouhunluo: "勾魂锣",
gouhunluo_info: "出牌阶段对一名角色使用在3轮后你的准备阶段令该角色失去1点体力并弃置所有手牌。",
jiguan: "机关",
jiqi: "祭器",
qinglongzhigui: "青龙之圭",
g_qinglongzhigui: "青龙之圭",
qinglongzhigui_info: "可用于煅造装备;此牌在你手牌中时,准备阶段,你摸两张牌然后弃置一张牌。",
qinglongzhigui_duanzao: "云屏",
qinglongzhigui_equip1_info: "结束阶段,你摸一张牌。",
qinglongzhigui_equip2_info: "结束阶段,你摸一张牌。",
qinglongzhigui_equip3_info: "结束阶段,你摸一张牌。",
qinglongzhigui_equip4_info: "结束阶段,你摸一张牌。",
qinglongzhigui_equip5_info: "结束阶段,你摸一张牌。",
baishouzhihu: "白兽之琥",
g_baishouzhihu: "白兽之琥",
baishouzhihu_info:
"可用于煅造装备;此牌在你手牌中时,每当你弃置卡牌,你可以弃置一名其他角色的一张随机牌。",
baishouzhihu_duanzao: "风牙",
baishouzhihu_equip1_info: "结束阶段,你可以弃置一名其他角色的一张随机牌。",
baishouzhihu_equip2_info: "结束阶段,你可以弃置一名其他角色的一张随机牌。",
baishouzhihu_equip3_info: "结束阶段,你可以弃置一名其他角色的一张随机牌。",
baishouzhihu_equip4_info: "结束阶段,你可以弃置一名其他角色的一张随机牌。",
baishouzhihu_equip5_info: "结束阶段,你可以弃置一名其他角色的一张随机牌。",
zhuquezhizhang: "朱雀之璋",
g_zhuquezhizhang: "朱雀之璋",
zhuquezhizhang_info:
"可用于煅造装备此牌在你手牌中时每当你受到其他角色造成的伤害你对伤害来源造成1点火属性伤害。",
zhuquezhizhang_duanzao: "炽翎",
zhuquezhizhang_equip1_info:
"结束阶段你可以弃置一张红色牌并对一名体力值不小于你的角色造成1点火属性伤害。",
zhuquezhizhang_equip2_info:
"结束阶段你可以弃置一张红色牌并对一名体力值不小于你的角色造成1点火属性伤害。",
zhuquezhizhang_equip3_info:
"结束阶段你可以弃置一张红色牌并对一名体力值不小于你的角色造成1点火属性伤害。",
zhuquezhizhang_equip4_info:
"结束阶段你可以弃置一张红色牌并对一名体力值不小于你的角色造成1点火属性伤害。",
zhuquezhizhang_equip5_info:
"结束阶段你可以弃置一张红色牌并对一名体力值不小于你的角色造成1点火属性伤害。",
xuanwuzhihuang: "玄武之璜",
g_xuanwuzhihuang: "玄武之璜",
xuanwuzhihuang_duanzao: "寒晶",
xuanwuzhihuang_info: "可用于煅造装备;此牌在你手牌中时,每当你造成伤害,你回复等量的体力。",
xuanwuzhihuang_equip1_info: "结束阶段你可以弃置一张红色牌并回复1点体力。",
xuanwuzhihuang_equip2_info: "结束阶段你可以弃置一张红色牌并回复1点体力。",
xuanwuzhihuang_equip3_info: "结束阶段你可以弃置一张红色牌并回复1点体力。",
xuanwuzhihuang_equip4_info: "结束阶段你可以弃置一张红色牌并回复1点体力。",
xuanwuzhihuang_equip5_info: "结束阶段你可以弃置一张红色牌并回复1点体力。",
huanglinzhicong: "黄麟之琮",
g_huanglinzhicong: "黄麟之琮",
huanglinzhicong_duanzao: "玄甲",
huanglinzhicong_info: "可用于煅造装备此牌在你手牌中时准备阶段若你没有护甲你获得1点护甲。",
huanglinzhicong_equip1_info: "结束阶段若你没有护甲你可以弃置一张黑色牌并获得1点护甲。",
huanglinzhicong_equip2_info: "结束阶段若你没有护甲你可以弃置一张黑色牌并获得1点护甲。",
huanglinzhicong_equip3_info: "结束阶段若你没有护甲你可以弃置一张黑色牌并获得1点护甲。",
huanglinzhicong_equip4_info: "结束阶段若你没有护甲你可以弃置一张黑色牌并获得1点护甲。",
huanglinzhicong_equip5_info: "结束阶段若你没有护甲你可以弃置一张黑色牌并获得1点护甲。",
cangchizhibi: "苍螭之璧",
g_cangchizhibi: "苍螭之璧",
cangchizhibi_duanzao: "灵枢",
cangchizhibi_info:
"可用于煅造装备此牌在你手牌中时准备阶段你可以选择至多3名角色横置或重置之。",
cangchizhibi_equip1_info: "结束阶段,你可以横置或重置一名角色。",
cangchizhibi_equip2_info: "结束阶段,你可以横置或重置一名角色。",
cangchizhibi_equip3_info: "结束阶段,你可以横置或重置一名角色。",
cangchizhibi_equip4_info: "结束阶段,你可以横置或重置一名角色。",
cangchizhibi_equip5_info: "结束阶段,你可以横置或重置一名角色。",
guisheqi: "龟蛇旗",
guisheqi_info: "出牌阶段对一名角色使用目标获得1点护甲。",
jiguanfeng: "机关蜂",
jiguanfeng_info:
"出牌阶段对一名其他角色使用目标需打出一张闪否则非锁定技失效直到下一回合开始并受到1点伤害。",
jiguanyuan: "机关鸢",
jiguanyuan_info:
"出牌阶段对一名其他角色使用,你将此牌和一张其它牌置于一名其他角色的武将牌上,然后摸一张牌;该角色于下一结束阶段获得武将牌上的牌。",
jiguantong: "机关火筒",
jiguantong_ab: "火筒",
jiguantong_info:
"出牌阶段对所有其他角色使用目标弃置一张手牌或受到1点火焰伤害若没有人选择受到伤害使用者摸一张牌。",
jiutiansuanchi: "九天算尺",
jiutiansuanchi_info:
"每当你使用杀造成伤害,你可以弃置一张牌并展示受伤害角色的一张手牌,若此牌与你弃置的牌花色或点数相同,此杀的伤害+2。",
shenmiguo: "神秘果",
shenmiguo_info:
"出牌阶段内,当你使用一张基本牌或普通锦囊牌后使用,令此牌再结算一次。每阶段限用一次。",
qinglianxindeng: "青莲心灯",
qinglianxindeng_info: "你防止锦囊牌造成的伤害。",
hslingjian_xuanfengzhiren_duanzao: "风刃",
hslingjian_xuanfengzhiren_duanzao2: "风",
hslingjian_xuanfengzhiren_equip1_info: "每当你用杀造成一次伤害,受伤害角色随机弃置一张牌。",
hslingjian_xuanfengzhiren_equip2_info: "每当你受到杀造成的伤害,伤害来源随机弃置一张牌。",
hslingjian_xuanfengzhiren_equip3_info: "当你于回合外失去牌后,你本回合的防御距离+1。",
hslingjian_xuanfengzhiren_equip4_info: "当你于回合内失去牌后,你本回合的进攻距离+1。",
hslingjian_xuanfengzhiren_equip5_info:
"出牌阶段限一次,你可以弃置一张牌,然后随机弃置一名其他角色的一张牌。",
hslingjian_zhongxinghujia_duanzao: "重甲",
hslingjian_zhongxinghujia_duanzao2: "护",
hslingjian_zhongxinghujia_equip1_info: "每当你用杀造成一次伤害,你可以随机装备一件防具牌。",
hslingjian_zhongxinghujia_equip2_info: "每当你受到杀造成的伤害,你可以弃置伤害来源的防具牌。",
hslingjian_zhongxinghujia_equip3_info: "当你的装备区内有防具牌时,你的防御距离+1。",
hslingjian_zhongxinghujia_equip4_info: "当你的装备区内有防具牌时,你的进攻距离+1。",
hslingjian_zhongxinghujia_equip5_info:
"出牌阶段限一次,你可以弃置两张牌,然后令一名角色随机装备一件防具。",
hslingjian_jinjilengdong_duanzao: "冰冻",
hslingjian_jinjilengdong_duanzao2: "冰",
hslingjian_jinjilengdong_equip1_info: "每当你用杀造成一次伤害,你可以令目标摸两张牌并翻面。",
hslingjian_jinjilengdong_equip2_info: "每当你受到杀造成的伤害,你可以令伤害来源摸两张牌并翻面。",
hslingjian_jinjilengdong_equip3_info: "你的武将牌背面朝上时防御距离+2。",
hslingjian_jinjilengdong_equip4_info: "你的武将牌背面朝上时进攻距离+2。",
hslingjian_jinjilengdong_equip5_info:
"回合结束后,若你的武将牌正面朝上,你可以与一名武将牌正面朝上的其他角色同时翻面,然后各摸两张牌。",
hslingjian_yinmilichang_duanzao: "隐力",
hslingjian_yinmilichang_duanzao2: "隐",
hslingjian_yinmilichang_equip1_info:
"每当你用杀造成一次伤害,你可以令一名其他角色获得潜行直到其下一回合开始。",
hslingjian_yinmilichang_equip2_info: "每当你受到一次伤害,你本回合内获得潜行。",
hslingjian_yinmilichang_equip3_info: "当你的体力值为1时你的防御距离+1。",
hslingjian_yinmilichang_equip4_info: "当你的体力值为1时你的进攻距离+1。",
hslingjian_yinmilichang_equip5_info: "当你没有手牌时,你不能成为杀或决斗的目标。",
hslingjian_xingtigaizao_duanzao: "移形",
hslingjian_xingtigaizao_duanzao2: "形",
hslingjian_xingtigaizao_equip1_info: "每当你用杀造成一次伤害,你摸一张牌。",
hslingjian_xingtigaizao_equip2_info: "每当你受到杀造成的伤害,你摸一张牌。",
hslingjian_xingtigaizao_equip3_info: "你的防御距离+1进攻距离-1。",
hslingjian_xingtigaizao_equip4_info: "你的防御距离-1进攻距离+1。",
hslingjian_xingtigaizao_equip5_info: "你于摸牌阶段额外摸一张牌;你的手牌上限-1。",
hslingjian_shengxiuhaojiao_duanzao: "号角",
hslingjian_shengxiuhaojiao_duanzao2: "角",
hslingjian_shengxiuhaojiao_equip1_info: "有嘲讽的角色不能闪避你的杀。",
hslingjian_shengxiuhaojiao_equip2_info: "有嘲讽的角色不能对你使用杀。",
hslingjian_shengxiuhaojiao_equip3_info: "若你的手牌数大于你的体力值,你的防御距离+1。",
hslingjian_shengxiuhaojiao_equip4_info: "若你的手牌数大于你的体力值,你的进攻距离+1。",
hslingjian_shengxiuhaojiao_equip5_info:
"出牌阶段限一次,你可以弃置两张牌,然后令一名角色获得或解除嘲讽。",
hslingjian_shijianhuisu_duanzao: "回溯",
hslingjian_shijianhuisu_duanzao2: "溯",
hslingjian_shijianhuisu_equip1_info: "当你装备一张防具牌时,你摸一张牌。",
hslingjian_shijianhuisu_equip2_info: "当你装备一张武器牌时,你摸一张牌。",
hslingjian_shijianhuisu_equip3_info: "当你的装备区内没有其他牌时,你的防御距离+1。",
hslingjian_shijianhuisu_equip4_info: "当你的装备区内没有其他牌时,你的进攻距离+1。",
hslingjian_shijianhuisu_equip5_info:
"出牌阶段限一次,你可以弃置一张牌,然后令一名其他角色将其装备区内的牌收回手牌。",
_lingjianduanzao: "煅造",
_lingjianduanzao_info:
"出牌阶段你可以将一张装备牌和一张可煅造的牌合成为一件强化装备并装备给距离1以内的一名角色。",
jiguanshu: "机关鼠",
jiguanshu_info:
"出牌阶段对自己使用,用随机祭器强化装备区内的一张随机装备,然后用随机零件强化其余的装备。",
lingjiandai: "零件袋",
lingjiandai_info: "出牌阶段对自己使用获得3张随机零件。",
mujiaren: "木甲人",
mujiaren_info: "出牌阶段限用一次,将你手牌中的非基本牌(含此张)替换为随机的机关牌。",
jiguanyaoshu: "机关要术",
jiguanyaoshu_skill: "巧匠",
jiguanyaoshu_skill_info: "每当你于回合外失去装备区内的牌,你获得一个随机零件。",
jiguanyaoshu_info:
"出牌阶段对距离1以内的一名角色使用目标随机装备一件装备牌并获得技能巧匠每当你于回合外失去装备区内的牌你获得一个随机零件。",
hslingjian: "零件",
hslingjian_xuanfengzhiren: "旋风之刃",
hslingjian_xuanfengzhiren_info: "可用于煅造装备;随机弃置一名角色的一张牌。",
hslingjian_zhongxinghujia: "重型护甲",
hslingjian_zhongxinghujia_info:
"可用于煅造装备;令一名角色装备一件随机防具,然后随机弃置其一张手牌。",
hslingjian_jinjilengdong: "紧急冷冻",
hslingjian_jinjilengdong_bg: "冻",
hslingjian_jinjilengdong_info:
"可用于煅造装备令一名武将牌正面朝上的其他角色获得2点护甲并翻面该角色不能使用卡牌也不能成为卡牌的目标直到武将牌翻回正面。",
hslingjian_yinmilichang: "隐秘力场",
hslingjian_yinmilichang_info: "可用于煅造装备;令一名其他角色获得技能潜行,直到其下一回合开始。",
hslingjian_xingtigaizao: "型体改造",
hslingjian_xingtigaizao_info: "可用于煅造装备;摸一张牌,本回合手牌上限-1。",
hslingjian_shengxiuhaojiao: "生锈号角",
hslingjian_shengxiuhaojiao_info: "可用于煅造装备;令一名角色获得技能嘲讽,直到其下一回合开始。",
hslingjian_shijianhuisu: "时间回溯",
hslingjian_shijianhuisu_info: "可用于煅造装备;令一名其他角色将其装备牌收回手牌。",
hslingjian_chaofeng: "嘲讽",
hslingjian_chaofeng_info: "锁定技,与你相邻的角色只能选择你为出杀目标。",
qinglonglingzhu: "青龙灵珠",
qinglonglingzhu_ab: "灵珠",
qinglonglingzhu_info: "每当你造成一次属性伤害,你可以获得对方的一张牌。",
xingjunyan: "星君眼",
xingjunyan_info: "你的杀造成的伤害+1杀对你造成的伤害+1。",
guiyanfadao: "鬼眼法刀",
guiyanfadao_bg: "眼",
guiyanfadao_info: "每当你使用杀命中目标你可以防止伤害改为令目标失去1点体力。",
tianxianjiu: "天仙酒",
tianxianjiu_bg: "仙",
tianxianjiu_info:
"出牌阶段对自己使用你使用的下一张杀造成伤害后可以摸两张牌濒死阶段对自己使用回复1点体力。",
// xiangyuye:'翔羽叶',
// xiangyuye_info:'出牌阶段对一名攻击范围外的角色使用令其弃置一张黑色手牌或失去1点体力。',
// huanpodan:'还魄丹',
// huanpodan_bg:'魄',
// huanpodan_info:'出牌阶段对一名角色使用在目标即将死亡时防止其死亡改为令其弃置所有牌将体力值回复至1并摸一张牌。',
// huanpodan_skill:'还魄丹',
// huanpodan_skill_bg:'丹',
// huanpodan_skill_info:'防止一次死亡改为弃置所有牌将体力值变为1并摸一张牌。',
ximohu: "吸魔壶",
ximohu_bg: "魔",
// ximohu_info:'锁定技,你将即将受到的雷属性伤害转化为你的体力值。',
sadengjinhuan: "萨登荆环",
sadengjinhuan_ab: "荆环",
sadengjinhuan_info: "当你的杀被闪避后,可以进行一次判定,若结果为红色目标需再打出一张闪。",
sadengjinhuan_bg: "荆",
qipoguyu: "奇魄古玉",
xujin: "蓄劲",
xujin2: "蓄劲",
// qipoguyu_info:'装备后获得蓄劲技能。',
xujin_info:
"回合开始前,若你的蓄劲标记数小于当前的体力值,你可以跳过此回合,并获得一枚蓄劲标记。锁定技,每当你即将造成伤害,你令此伤害+X然后弃置一枚蓄劲标记X为你拥有的蓄劲标记数。",
guilingzhitao: "归灵指套",
nigong: "逆攻",
nigong2: "逆攻",
nigong3: "逆攻",
nigong4: "逆攻",
guilingzhitao_info:
"每当你受到1点伤害你获得一个逆攻标记标记数不能超过4。出牌阶段你可以弃置所有逆攻标记并令对一名其他角色造成标记数一半的伤害若非整数则向下取整并摸一张牌。",
nigong_info:
"每当你受到1点伤害你获得一个逆攻标记标记数不能超过4。出牌阶段你可以弃置所有逆攻标记并令对一名其他角色造成标记数一半的伤害若非整数则向下取整并摸一张牌。",
baihupifeng: "白狐披风",
baihupifeng_bg: "狐",
baihupifeng_info: "结束阶段若你的体力值是全场最小的之一你可以回复1点体力。",
fengxueren: "封雪刃",
fengxueren_bg: "雪",
fengxueren_info:
"你使用杀击中目标后,若目标武将牌正面朝上,你可以防止伤害,然后令目标摸一张牌并翻面。",
chilongya: "赤龙牙",
chilongya_info: "锁定技,你的火属性伤害+1。",
daihuofenglun: "带火风轮",
daihuofenglun_ab: "风轮",
daihuofenglun_bg: "轮",
daihuofenglun_info: "你的进攻距离+2你的防御距离-1。",
xiayuncailing: "霞云彩绫",
xiayuncailing_ab: "彩绫",
xiayuncailing_bg: "云",
xiayuncailing_info: "你的进攻距离-1你的防御距离+2。",
shentoumianju: "神偷面具",
shentoumianju_bg: "偷",
shentoumianju_info:
"出牌阶段,你可以指定一名手牌比你多的角色,弃置一张手牌并进行一次判定,若结果不为梅花,你获得其一张手牌。",
shentou: "神偷",
shentou_info: "出牌阶段,你可以进行一次判定,若结果不为梅花,你获得任意一名角色的一张手牌。",
xianluhui: "仙炉灰",
xianluhui_info: "令所有已受伤角色获得1点护甲。",
caoyao: "草药",
caoyao_info: "出牌阶段对距离为1以内的角色使用回复1点体力。",
langeguaiyi: "蓝格怪衣",
langeguaiyi_bg: "格",
langeguaiyi_info:
"出牌阶段限一次你可以进行一次判定然后按花色执行以下效果。红桃你回复1点体力方片你摸一张牌梅花你令一名随机敌方角色随机弃置一张牌黑桃无事发生。",
longfan: "龙帆",
longfan_info:
"出牌阶段限一次你可以进行一次判定然后按花色执行以下效果。红桃你回复1点体力方片你摸一张牌梅花你令一名随机敌方角色随机弃置一张牌黑桃无事发生。",
// longfan_info:'0000翻面1111弃手牌2222弃装备牌3333受伤害4444失去体力5555连环6666摸牌7777回复体力8888弃置判定牌9999置衡。',
guiyoujie: "鬼幽结",
guiyoujie_bg: "结",
guiyoujie_info: "出牌阶段对一名其他角色使用。若判定结果为黑色其失去1点体力并随机弃置一张牌。",
yufulu: "御夫录",
yufulu_info: "出牌阶段可弃置一张武器牌令一名角色受到1点伤害然后该角色获得此武器牌。",
touzhi: "投掷",
touzhi_info: "出牌阶段可弃置一张武器牌令一名角色受到1点伤害然后该角色获得此武器牌。",
xixueguizhihuan: "吸血鬼指环",
xixueguizhihuan_ab: "血环",
xixueguizhihuan_info: "锁定技每当你使用杀造成1点伤害你回复1点体力。",
xixue: "吸血",
xixue_info: "锁定技每当你使用杀造成1点伤害你回复1点体力。",
zhufangshenshi: "祠符",
zhufangshenshi_info:
"出牌阶段,对一名其他角色使用,本回合内对其使用卡牌无视距离,结算后摸一张牌。",
jingleishan: "惊雷闪",
jingleishan_info:
"出牌阶段对所有其他角色使用。每名目标角色需打出一张【杀】否则受到1点雷电伤害。",
chiyuxi: "炽羽袭",
chiyuxi_info: "出牌阶段对所有其他角色使用。每名目标角色需打出一张【闪】否则受到1点火焰伤害。",
guangshatianyi: "光纱天衣",
guangshatianyi_bg: "纱",
guangshatianyi_info: "锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一。",
sifeizhenmian: "四非真面",
sifeizhenmian_info:
"出牌阶段限一次,你可以令一名有手牌的其他角色进行一次判定,若结果为不为红桃且目标有可用的手牌,目标随机使用一张手牌(随机指定目标)。",
yiluan: "意乱",
yiluan_info:
"出牌阶段限一次,你可以令一名有手牌的其他角色进行一次判定,若结果为不为红桃且目标有可用的手牌,目标随机使用一张手牌(随机指定目标)。",
donghuangzhong: "东皇钟",
xuanyuanjian: "轩辕剑",
xuanyuanjian2: "轩辕剑",
pangufu: "盘古斧",
lianyaohu: "炼妖壶",
lianyaohu_skill: "炼妖壶",
lianyaohu_skill_bg: "壶",
haotianta: "昊天塔",
fuxiqin: "伏羲琴",
shennongding: "神农鼎",
kongdongyin: "崆峒印",
kunlunjingc: "昆仑镜",
nvwashi: "女娲石",
donghuangzhong_bg: "钟",
lianyaohu_bg: "壶",
haotianta_bg: "塔",
fuxiqin_bg: "琴",
shennongding_bg: "鼎",
kongdongyin_bg: "印",
kunlunjingc_bg: "镜",
nvwashi_bg: "石",
kongxin: "控心",
lianhua: "炼化",
// dujian:'毒箭',
// dujian_info:'出牌阶段对一名有手牌或装备牌的角色使用令其展示一张手牌若与你选择的手牌颜色相同其失去1点体力。',
lianhua_info:
"出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌。",
shouna: "收纳",
shouna_info: "出牌阶段限一次,你可以弃置一张手牌,并将一名其他角色的一张手牌置入炼妖壶。",
donghuangzhong_info:
"结束阶段,你可以弃置一张红色手牌,并选择一名角色将一张随机单体延时锦囊置入其判定区。",
xuanyuanjian_info:
"装备时获得1点护甲每当你即将造成一次伤害你令此伤害加一并变为雷属性并在伤害结算后失去1点体力。任何时候若你体力值不超过2则立即失去轩辕剑。",
pangufu_info: "锁定技,每当你造成一次伤害,受伤角色须弃置一张牌。",
haotianta_info:
"锁定技任意一名角色进行判定前你观看牌堆顶的2张牌并选择一张作为判定结果此结果不可被更改也不能触发技能。",
shennongding_info: "出牌阶段你可以弃置两张手牌然后回复1点体力。每阶段限一次。",
kongdongyin_info: "令你抵挡一次死亡将体力回复至1并摸一张牌发动后进入弃牌堆。",
kunlunjingc_info: "出牌阶段限一次,你可以观看牌堆顶的三张牌,然后用一张手牌替换其中的一张。",
nvwashi_info: "当一名角色濒死时若你的体力值大于1你可以失去1点体力并令其回复1点体力。",
kongxin_info:
"出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌。",
fuxiqin_info:
"出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌。",
lianyaohu_info:
"出牌阶段各限一次你可以选择一项1.弃置一张手牌并将一名其他角色的一张手牌置入炼妖壶2.弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌。",
},
list: [
["heart", 1, "hufu"],
["spade", 1, "hufu"],
["club", 1, "qiankundai"],
// ['heart',3,'yihuajiemu'],
// ['diamond',1,'yihuajiemu'],
// ['diamond',7,'yihuajiemu'],
["diamond", 3, "liuxinghuoyu", "fire"],
["heart", 6, "liuxinghuoyu", "fire"],
["heart", 9, "liuxinghuoyu", "fire"],
["spade", 1, "baihupifeng"],
["club", 1, "fengxueren"],
["diamond", 1, "langeguaiyi"],
["heart", 1, "daihuofenglun", "fire"],
["diamond", 2, "xiayuncailing"],
// ['heart',2,'pantao'],
// ['heart',2,'huanpodan'],
["club", 3, "caoyao"],
["diamond", 3, "chilongya", "fire"],
["spade", 3, "guiyoujie"],
["club", 4, "caoyao"],
["spade", 4, "zhufangshenshi"],
// ['spade',4,'huanpodan'],
["club", 5, "caoyao"],
["spade", 5, "xixueguizhihuan"],
// ['diamond',5,'huanpodan'],
["club", 6, "shentoumianju"],
["spade", 6, "yufulu"],
["diamond", 7, "chiyuxi", "fire"],
["club", 7, "jingleishan", "thunder"],
["spade", 7, "guilingzhitao"],
["spade", 8, "zhufangshenshi"],
// ['club',8,'xiangyuye','poison'],
["spade", 9, "yangpijuan"],
["club", 9, "guiyoujie"],
// ['diamond',9,'xiangyuye','poison'],
// ['diamond',9,'tianxianjiu'],
["heart", 9, "tianxianjiu"],
["diamond", 2, "tianxianjiu"],
["spade", 2, "qinglonglingzhu"],
["spade", 7, "xingjunyan"],
//['spade',10,'qipoguyu'],
//['diamond',10,'xiangyuye','poison'],
["club", 7, "yangpijuan"],
// ['spade',11,'xiangyuye','poison'],
["spade", 12, "guiyanfadao", "poison"],
["spade", 13, "xianluhui"],
["diamond", 3, "guangshatianyi"],
["club", 13, "sadengjinhuan"],
["club", 2, "lingjiandai"],
// ['spade',3,'lingjiandai'],
// ['heart',5,'lingjiandai'],
["diamond", 8, "lingjiandai"],
["club", 2, "jiguanshu"],
// ['spade',2,'jiguanshu'],
// ['heart',2,'jiguanshu'],
["diamond", 2, "jiguanshu"],
["club", 3, "jiguanyaoshu"],
["spade", 3, "jiguanyaoshu"],
// ['heart',3,'jiguanyaoshu'],
// ['diamond',3,'jiguanyaoshu'],
["spade", 4, "sifeizhenmian"],
["heart", 13, "qinglianxindeng"],
["club", 3, "jiguanyuan"],
["diamond", 2, "jiguanyuan"],
["diamond", 4, "jiguantong"],
["club", 7, "jiguantong"],
// ['spade',1,'shenmiguo'],
["spade", 2, "shenmiguo"],
["heart", 1, "shenmiguo"],
["club", 3, "jiguanfeng"],
["spade", 4, "jiguanfeng"],
["spade", 9, "guisheqi"],
["club", 7, "guisheqi"],
["diamond", 13, "donghuangzhong"],
["diamond", 13, "fuxiqin"],
["spade", 13, "kunlunjingc"],
["spade", 13, "xuanyuanjian"],
["spade", 13, "pangufu"],
["club", 13, "lianyaohu"],
["diamond", 13, "haotianta"],
["club", 13, "shennongding"],
["heart", 13, "nvwashi"],
["heart", 13, "kongdongyin"],
["heart", 6, "qinglongzhigui"],
["diamond", 6, "zhuquezhizhang"],
["spade", 6, "baishouzhihu"],
["club", 6, "xuanwuzhihuang"],
["spade", 7, "cangchizhibi"],
["heart", 5, "huanglinzhicong"],
["spade", 9, "gouhunluo"],
["club", 7, "gouhunluo"],
["spade", 1, "xuejibingbao"],
["club", 1, "xuejibingbao"],
["heart", 3, "zhiluxiaohu"],
["diamond", 4, "zhiluxiaohu"],
["club", 7, "mujiaren"],
["heart", 6, "mujiaren"],
["diamond", 11, "mujiaren"],
["club", 6, "shuchui"],
// ['club',1,'fengyinzhidan'],
// ['diamond',1,'fengyinzhidan'],
// ['heart',1,'fengyinzhidan'],
["spade", 1, "fengyinzhidan"],
["heart", 9, "yuruyi"],
["club", 4, "shencaojie"],
["diamond", 4, "shencaojie"],
["spade", 4, "shencaojie"],
["spade", 1, "yuchanqian"],
["club", 2, "yuchankun"],
["diamond", 3, "yuchanzhen"],
["heart", 4, "yuchanxun"],
["spade", 5, "yuchankan"],
["club", 6, "yuchanli"],
["diamond", 7, "yuchangen"],
["heart", 8, "yuchandui"],
// ['spade',3,'dujian','poison'],
// ['club',11,'dujian','poison'],
// ['club',12,'dujian','poison'],
],
};
});