noname/character/shenhua.js

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'use strict';
character.shenhua={
connect:true,
character:{
xiahouyuan:['male','wei',4,['shensu']],
caoren:['male','wei',4,['jushou','jiewei']],
huangzhong:['male','shu',4,['liegong']],
weiyan:['male','shu',4,['kuanggu']],
xiaoqiao:['female','wu',3,['tianxiang','hongyan']],
zhoutai:['male','wu',4,['buqu','fenji']],
zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
sp_zhangjiao:['male','qun',3,['diyleiji','guidao','huangtian'],['zhu']],
// yuji:['male','qun',3,['guhuo']],
sp_zhugeliang:['male','shu',3,['huoji','bazhen','kanpo']],
pangtong:['male','shu',3,['lianhuan','niepan']],
xunyu:['male','wei',3,['quhu','jieming']],
dianwei:['male','wei',4,['qiangxi']],
taishici:['male','wu',4,['tianyi']],
yanwen:['male','qun',4,['shuangxiong']],
yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
pangde:['male','qun',4,['mashu','mengjin']],
menghuo:['male','shu',4,['huoshou','zaiqi']],
zhurong:['female','shu',4,['juxiang','lieren']],
caopi:['male','wei',3,['xingshang','fangzhu','songwei'],['zhu']],
xuhuang:['male','wei',4,['duanliang']],
lusu:['male','wu',3,['haoshi','dimeng']],
sunjian:['male','wu',4,['yinghun']],
dongzhuo:['male','qun',8,['jiuchi','roulin','benghuai','baonue'],['zhu']],
jiaxu:['male','qun',3,['luanwu','wansha','weimu']],
jiangwei:['male','shu',4,['tiaoxin','zhiji']],
liushan:['male','shu',3,['xiangle','fangquan','ruoyu'],['zhu']],
zhanghe:['male','wei',4,['qiaobian']],
dengai:['male','wei',4,['tuntian','zaoxian']],
sunce:['male','wu',4,['jiang','hunzi','zhiba'],['zhu','fullskin']],
zhangzhang:['male','wu',3,['zhijian','guzheng']],
caiwenji:['female','qun',3,['beige','duanchang']],
zuoci:['male','qun',3,['huashen','xinsheng']],
},
perfectPair:{
yuanshao:['yanwen'],
menghuo:['zhurong'],
},
skill:{
tiaoxin:{
audio:4,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.canUse({name:'sha'},player)&&target.num('he');
},
content:function(){
"step 0"
target.chooseToUse({name:'sha'},player,-1,'挑衅:对'+get.translation(player)+'使用一张杀,或令其弃置你的一张牌').set('targetRequired',true);
"step 1"
if(result.bool==false&&target.num('he')>0){
player.discardPlayerCard(target,'he',true);
}
else{
event.finish();
}
},
ai:{
order:4,
expose:0.2,
result:{
target:-1,
player:function(player,target){
if(target.num('h')==0) return 0;
if(target.num('h')==1) return -0.1;
if(player.hp<=2) return -2;
if(player.num('h','shan')==0) return -1;
return -0.5;
}
},
threaten:1.1
}
},
zhiji:{
skillAnimation:true,
audio:2,
unique:true,
priority:-10,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(player.storage.zhiji) return false;
return player.num('h')==0;
},
content:function(){
"step 0"
player.chooseControl('zhiji_recover','zhiji_draw',function(event,player){
if(player.hp>=2) return 'zhiji_draw';
return 'zhiji_recover';
});
"step 1"
if(result.control=='zhiji_draw'){
player.draw(2);
}
else{
player.recover();
}
"step 2"
player.loseMaxHp();
player.storage.zhiji=true;
if(player.hp>player.maxHp) player.hp=player.maxHp;
player.update();
player.addSkill('guanxing');
game.createTrigger('phaseBegin','guanxing',player,trigger);
}
},
xiangle:{
audio:2,
trigger:{target:'useCardToBefore'},
forced:true,
filter:function(event,player){
return event.card.name=='sha';
},
content:function(){
"step 0"
var eff=ai.get.effect(player,trigger.card,trigger.player,trigger.player);
trigger.player.chooseToDiscard(function(card){
return get.type(card)=='basic';
}).set('ai',function(card){
if(_status.event.eff>0){
return 10-ai.get.value(card);
}
return 0;
}).set('eff',eff);
"step 1"
if(result.bool==false){
trigger.finish();
trigger.untrigger();
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='sha'){
if(_status.event.name=='xiangle') return;
var bs=player.get('h',{type:'basic'});
if(bs.length<2) return 0;
if(player.skills.contains('jiu')||player.skills.contains('tianxianjiu')) return;
if(bs.length<=3&&player.num('h','sha')<=1){
for(var i=0;i<bs.length;i++){
if(bs[i].name!='sha'&&ai.get.value(bs[i])<7){
return [1,0,1,-0.5];
}
}
return 0;
}
return [1,0,1,-0.5];
}
}
}
}
},
fangquan:{
audio:2,
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.num('h')>0&&!player.hasSkill('fangquan3');
},
direct:true,
content:function(){
"step 0"
var fang=player.hp>=2&&player.num('h')<=player.hp+1;
player.chooseTarget('是否发动【放权】?',function(card,player,target){
return target!=player;
}).set('ai',function(target){
if(!_status.event.fang) return -1;
if(target.num('j','lebu')) return -1;
return ai.get.attitude(player,target)-4;
}).set('fang',fang);
"step 1"
if(result.bool){
player.logSkill('fangquan',result.targets);
trigger.untrigger();
trigger.finish();
player.addSkill('fangquan2');
player.storage.fangquan=result.targets[0];
}
}
},
fangquan2:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
audio:false,
content:function(){
"step 0"
player.chooseToDiscard(true);
"step 1"
var target=player.storage.fangquan;
target.markSkillCharacter('fangquan',player,'放权','进行一个额外回合');
target.phase();
target.addSkill('fangquan3');
player.removeSkill('fangquan2');
delete player.storage.fangquan;
}
},
fangquan3:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
audio:false,
content:function(){
player.unmarkSkill('fangquan');
player.removeSkill('fangquan3');
}
},
ruoyu:{
skillAnimation:true,
audio:2,
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(!player.isZhu)return false;
if(player.storage.ruoyu) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<player.hp) return false;
}
return true;
},
content:function(){
player.storage.ruoyu=true;
player.maxHp++;
player.update();
player.recover();
player.addSkill('jijiang');
}
},
qiaobian:{
audio:2,
group:['qiaobian1','qiaobian2','qiaobian3','qiaobian4'],
ai:{
threaten:3
}
},
qiaobian1:{
audio:2,
trigger:{player:'phaseJudgeBefore'},
filter:function(event,player){
return player.num('h')>0;
},
direct:true,
frequent:true,
content:function(){
"step 0"
if(player.num('j')==0&&(!event.isMine()||!lib.config.autoskilllist.contains('qiaobian1'))){
event.finish();
}
else{
var next=player.chooseToDiscard('是否发动巧变跳过判定阶段?');
next.set('ai',ai.get.unuseful2);
next.set('logSkill','qiaobian');
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
qiaobian2:{
audio:2,
trigger:{player:'phaseDrawBefore'},
filter:function(event,player){
return player.num('h')>0;
},
direct:true,
content:function(){
"step 0"
var check,i,num=0,num2=0;
for(i=0;i<game.players.length;i++){
if(player!=game.players[i]&&game.players[i].num('h')){
var att=ai.get.attitude(player,game.players[i]);
if(att<=0){
num++;
}
if(att<0){
num2++;
}
}
}
check=(num>=2&&num2>0);
player.chooseCardTarget({
ai1:function(card){
var evt=_status.event;
if(!evt.check) return 0;
return 6-ai.get.useful(card);
},
ai2:function(target){
var evt=_status.event;
if(!evt.check) return 0;
return 1-ai.get.attitude(evt.player,target);
},
filterTarget:function(card,player,target){
return target.num('h')>0;
},
selectTarget:[0,2],
filterCard:true,
prompt:'是否发动巧变跳过摸牌阶段?',
check:check,
target:target
});
"step 1"
if(result.bool){
player.logSkill('qiaobian',result.targets);
player.discard(result.cards);
event.targets=result.targets;
}
else{
event.finish();
}
"step 2"
game.delay();
"step 3"
for(var i=0;i<event.targets.length;i++){
player.gain(event.targets[i].get('h').randomGet());
event.targets[i].$give(1,player);
}
trigger.finish();
trigger.untrigger();
game.delay();
"step 4"
if(result.bool) game.delay();
},
ai:{
expose:0.2
}
},
qiaobian3:{
audio:2,
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.num('h')>0;
},
direct:true,
content:function(){
"step 0"
var check;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('j')){
check=true;break;
}
}
if(!check){
if(player.num('h')>player.hp+1){
check=false;
}
else if(player.num('h',{name:['wuzhong']})){
check=false;
}
else{
check=true;
}
}
player.chooseCardTarget({
ai1:function(card){
if(!_status.event.check) return 0;
return 7-ai.get.useful(card);
},
ai2:function(target){
if(!_status.event.check) return 0;
var player=_status.event.player;
if(ui.selected.targets.length==0){
if(target.num('j')&&ai.get.attitude(player,target)>0) return 10;
if(ai.get.attitude(player,target)<0){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
if((target.get('e','1')&&!game.players[i].get('e','1'))||
(target.get('e','2')&&!game.players[i].get('e','2'))||
(target.get('e','3')&&!game.players[i].get('e','3'))||
(target.get('e','4')&&!game.players[i].get('e','4'))||
(target.get('e','5')&&!game.players[i].get('e','5'))) return -ai.get.attitude(player,target);
}
}
}
return 0;
}
return -ai.get.attitude(player,target)*ai.get.attitude(player,ui.selected.targets[0]);
},
multitarget:true,
filterTarget:function(card,player,target){
if(ui.selected.targets.length){
var from=ui.selected.targets[0];
var judges=from.get('j');
for(var i=0;i<judges.length;i++){
if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
}
if(target.isMin()) return false;
if((from.get('e','1')&&!target.get('e','1'))||
(from.get('e','2')&&!target.get('e','2'))||
(from.get('e','3')&&!target.get('e','3'))||
(from.get('e','4')&&!target.get('e','4'))||
(from.get('e','5')&&!target.get('e','5'))) return true;
return false;
}
else{
return target.num('ej')>0;
}
},
selectTarget:2,
filterCard:true,
prompt:'是否发动巧变跳过出牌阶段?',
targetprompt:['被移走','移动目标'],
check:check,
target:target
});
"step 1"
if(!result.bool){
event.finish();
return;
}
trigger.untrigger();
trigger.finish();
player.discard(result.cards);
player.logSkill('qiaobian',result.targets,false);
player.line2(result.targets);
event.targets=result.targets;
"step 2"
game.delay();
"step 3"
if(targets.length==2){
player.choosePlayerCard('ej',function(button){
var player=_status.event.player;
var targets0=_status.event.targets0;
var targets1=_status.event.targets1;
if(ai.get.attitude(player,targets0)>ai.get.attitude(player,targets1)){
return get.position(button.link)=='j'?10:0;
}
else{
if(get.position(button.link)=='j') return -10;
return ai.get.equipValue(button.link);
}
},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
var targets1=_status.event.targets1;
if(get.position(button.link)=='j'){
return !targets1.hasJudge(button.link.viewAs||button.link.name);
}
else{
return !targets1.num('e',{subtype:get.subtype(button.link)});
}
});
}
else{
event.finish();
}
"step 4"
if(result.bool){
var link=result.links[0];
if(get.position(link)=='e'){
event.targets[1].equip(link);
}
else if(link.viewAs){
event.targets[1].addJudge({name:link.viewAs},[link]);
}
else{
event.targets[1].addJudge(link);
}
event.targets[0].$give(link,event.targets[1])
game.delay();
}
},
ai:{
expose:0.2
}
},
qiaobian4:{
audio:2,
trigger:{player:'phaseDiscardBefore'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
var discard=player.num('h')>player.hp;
var next=player.chooseToDiscard('是否发动巧变跳过弃牌阶段?');
next.logSkill='qiaobian';
next.ai=function(card){
if(discard){
return 100-ai.get.useful(card);
}
else{
return -1;
}
};
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
tuntian:{
audio:2,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original!='j') return true;
}
return false;
},
content:function(){
"step 0"
player.judge(function(card){
if(get.suit(card)=='heart') return -1;
return 1;
},ui.special).nogain=function(card){
return get.suit(card)!='heart';
};
"step 1"
if(result.bool){
result.card.goto(ui.special);
player.storage.tuntian.push(result.card);
result.node.moveDelete(player);
game.broadcast(function(cardid,player){
var node=lib.cardOL[cardid];
if(node){
node.moveDelete(player);
}
},result.node.cardid,player);
game.addVideo('gain2',player,get.cardsInfo([result.node]));
player.markSkill('tuntian');
game.addVideo('storage',player,['tuntian',get.cardsInfo(player.storage.tuntian),'cards']);
}
},
init:function(player){
player.storage.tuntian=[];
},
intro:{
content:'cards'
},
group:'tuntian_dist',
subSkill:{
dist:{
mod:{
globalFrom:function(from,to,distance){
if(from.storage.tuntian) return distance-from.storage.tuntian.length;
}
}
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(!target.hasFriend()) return;
if(get.tag(card,'loseCard')&&_status.currentPhase!=target&&target.num('he')){
return [0.5,Math.max(2,target.num('h'))];
}
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
if(target.num('h')==0) return 2;
return [0.5,target.num('h','sha')+target.num('h','shan')];
}
}
},
threaten:function(player,target){
if(target.num('h')==0) return 2;
return 0.5;
}
}
},
zaoxian:{
skillAnimation:true,
audio:2,
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(player.storage.tuntian) return player.storage.tuntian.length>=3&&!player.storage.zaoxian;
},
content:function(){
player.loseMaxHp();
player.addSkill('jixi');
player.storage.zaoxian=true;
}
},
jixi:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.storage.tuntian.length>0;
},
chooseButton:{
dialog:function(event,player){
return ui.create.dialog('急袭',player.storage.tuntian,'hidden');
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:{name:'shunshou'},
cards:links,
onuse:function(result,player){
result.cards=lib.skill.jixi_backup.cards;
var card=result.cards[0];
player.storage.tuntian.remove(card);
player.syncStorage('tuntian');
if(!player.storage.tuntian.length){
player.unmarkSkill('tuntian');
}
else{
player.markSkill('tuntian');
}
player.logSkill('jixi',result.targets);
}
}
},
prompt:function(links,player){
return '选择急袭的目标';
}
},
ai:{
order:10,
result:{
player:function(player){
return player.storage.tuntian.length-1;
}
}
}
},
jiang:{
audio:2,
trigger:{player:['shaBefore','juedouBefore'],target:['shaBefore','juedouBefore']},
filter:function(event,player){
if(event.card.name=='juedou') return true;
return get.color(event.card)=='red';
},
frequent:true,
content:function(){
player.draw();
},
ai:{
effect:{
target:function(card,player,target){
if(card.name=='sha'&&get.color(card)=='red') return [1,0.6];
},
player:function(card,player,target){
if(card.name=='sha'&&get.color(card)=='red') return [1,1];
}
}
}
},
hunzi:{
skillAnimation:true,
audio:2,
unique:true,
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.hp==1;
},
forced:true,
priority:3,
group:'hunzi2',
content:function(){
player.loseMaxHp();
if(player.hp>player.maxHp) player.loseHp();
player.addSkill('reyingzi');
delete player.tempSkills.yinghun;
player.removeSkill('hunzi');
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'damage')==1&&target.hp==2&&_status.currentPhase!=target) return [0.5,1];
}
}
}
},
hunzi2:{
unique:true,
trigger:{player:'phaseBefore'},
filter:function(event,player){
return player.hp==1;
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('yinghun','phaseAfter');
},
},
zhiba:{
unique:true,
global:'zhiba2',
},
zhiba2:{
audio:2,
forceaudio:true,
enable:'phaseUse',
filter:function(event,player){
var zhu=get.zhu('zhiba');
if(!zhu) return false;
return (player!=zhu&&player.group=='wu'&&player.num('h')>0&&zhu.num('h')>0);
},
filterTarget:function(card,player,target){
return player!=target&&target.isZhu&&target.get('s').contains('zhiba');
},
usable:1,
content:function(){
"step 0"
player.chooseToCompare(target,function(card){
var player=get.owner(card);
var target=_status.event.getParent().target;
if(player!=target&&ai.get.attitude(player,target)>0){
return -get.number(card);
}
return get.number(card);
});
"step 1"
if(result.bool==false){
target.gain([result.player,result.target]);
target.$gain2([result.player,result.target]);
}
},
ai:{
basic:{
order:1
},
expose:0.2,
result:{
target:function(player,target){
if(player.num('h')<=player.hp) return false;
var maxnum=0;
var cards2=target.get('h');
for(var i=0;i<cards2.length;i++){
if(cards2[i].number>maxnum){
maxnum=cards2[i].number;
}
}
if(maxnum>10) maxnum=10;
if(maxnum<5&&cards2.length>1) maxnum=5;
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(cards[i].number<maxnum) return 1;
}
return 0;
}
}
}
},
zhijian:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.num('h',{type:'equip'})>0;
},
filterCard:function(card){
return get.type(card)=='equip';
},
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
return 6-ai.get.value(card);
},
filterTarget:function(card,player,target){
if(target.isMin()) return false;
return player!=target&&!target.get('e',get.subtype(card)[5]);
},
content:function(){
target.equip(cards[0]);
player.draw();
},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards,targets[0],false);
},
ai:{
basic:{
order:10
},
result:{
target:3,
},
threaten:1.3
}
},
guzheng:{
audio:2,
unique:true,
gainable:true,
trigger:{global:'phaseDiscardEnd'},
filter:function(event,player){
if(event.player!=player&&event.player.classList.contains('dead')==false&&
event.cards&&event.cards.length){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
}
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>0) return true;
var num=0;
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
num++;
}
}
return num>2;
},
direct:true,
content:function(){
"step 0"
game.delay();
"step 1"
event.cards=trigger.cards.slice(0);
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])!='d'){
event.cards.splice(i,1);i--;
}
}
if(event.cards.length==0){
event.finish();
return;
}
player.chooseCardButton(event.cards,'固政:选择令'+get.translation(trigger.player)+'收回的牌');
"step 2"
if(result.bool){
player.logSkill('guzheng',trigger.player);
trigger.player.gain(result.links[0]);
trigger.player.$gain2(result.links[0]);
game.log(trigger.player,'收回了',result.links[0]);
event.cards.remove(result.links[0]);
if(event.cards.length){
player.gain(event.cards);
player.$gain2(event.cards);
game.log(player,'收回了',event.cards);
}
game.delay();
}
},
ai:{
threaten:1.3,
expose:0.2
}
},
beige:{
audio:4,
trigger:{global:'damageEnd'},
filter:function(event,player){
return (event.card&&event.card.name=='sha'&&event.source&&
event.player.classList.contains('dead')==false&&player.num('he'));
},
direct:true,
check:function(event,player){
var att1=ai.get.attitude(player,event.player);
var att2=ai.get.attitude(player,event.source);
return att1>att2&&att1>=0;
},
content:function(){
"step 0"
var next=player.chooseToDiscard('he','是否发动【悲歌】?');
next.set('ai',ai.get.unuseful2);
next.set('logSkill','beige');
"step 1"
if(result.bool){
trigger.player.judge();
}
else{
event.finish();
}
"step 2"
switch(get.suit(result.card)){
case 'heart':trigger.player.recover();break;
case 'diamond':trigger.player.draw(2);break;
case 'club':trigger.source.chooseToDiscard('he',2,true);break;
case 'spade':trigger.source.turnOver();break;
}
},
ai:{
expose:0.3
}
},
duanchang:{
audio:4,
forbid:['boss'],
trigger:{player:'dieBegin'},
forced:true,
filter:function(event){
return event.source!=undefined;
},
content:function(){
trigger.source.clearSkills();
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.2;
return 1.5;
},
effect:{
target:function(card,player,target,current){
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(target.hp<=1&&get.tag(card,'damage')) return [1,0,0,-2];
}
}
}
},
huashen:{
unique:true,
forbid:['guozhan'],
init:function(player){
player.storage.huashen={
list:[],
owned:{},
player:player,
}
},
get:function(player,num){
if(typeof num!='number') num=1;
while(num--){
var name=player.storage.huashen.list.randomRemove();
var skills=lib.character[name][3].slice(0);
for(var i=0;i<skills.length;i++){
var info=lib.skill[skills[i]];
if(info.unique&&!info.gainable){
skills.splice(i--,1);
}
}
player.storage.huashen.owned[name]=skills;
player.popup(name);
game.log(player,'获得了一个化身');
}
},
group:['huashen1','huashen2'],
intro:{
content:function(storage,player){
var str='';
var slist=storage.owned;
var list=[];
for(var i in slist){
list.push(i);
}
if(list.length){
str+=get.translation(list[0]);
for(var i=1;i<list.length;i++){
str+='、'+get.translation(list[i]);
}
}
var skill=player.additionalSkills.huashen;
if(skill){
str+='<p>当前技能:'+get.translation(skill);
}
return str;
},
mark:function(dialog,content,player){
var slist=content.owned;
var list=[];
for(var i in slist){
list.push(i);
}
if(list.length){
dialog.addSmall([list,'character']);
}
var skill=player.additionalSkills.huashen;
if(skill){
dialog.add('<div><div class="skill">【'+get.translation(skill)+
'】</div><div>'+lib.translate[skill+'_info']+'</div></div>');
}
}
},
mark:true
},
huashen1:{
trigger:{global:['gameStart','phaseBefore']},
forced:true,
popup:false,
priority:10,
filter:function(event,player){
return !player.storage.huasheninited;
},
content:function(){
for(var i in lib.character){
if(i.indexOf('stone_')==0) continue;
var add=false;
for(var j=0;j<lib.character[i][3].length;j++){
var info=lib.skill[lib.character[i][3][j]];
if(!info){
continue;
}
if(info.gainable||!info.unique){
add=true;break;
}
}
if(add){
player.storage.huashen.list.push(i);
}
}
for(var i=0;i<game.players.length;i++){
player.storage.huashen.list.remove([game.players[i].name]);
player.storage.huashen.list.remove([game.players[i].name1]);
player.storage.huashen.list.remove([game.players[i].name2]);
}
lib.skill.huashen.get(player,2);
player.storage.huasheninited=true;
}
},
huashen2:{
audio:2,
trigger:{player:['phaseBegin','phaseEnd'],global:'gameStart'},
filter:function(event,player,name){
if(name=='phaseBegin'&&game.phaseNumber==1) return false;
return true;
},
priority:-9,
forced:true,
popup:false,
content:function(){
var slist=player.storage.huashen.owned;
var list=[];
for(var i in slist){
list.push(i);
}
if(event.isMine()){
event.dialog=ui.create.dialog('选择获得一项技能',[list,'character']);
if(trigger.name=='game'){
event.control=ui.create.control();
}
else{
event.control=ui.create.control(['cancel']);
}
event.clickControl=function(link){
if(link!='cancel'){
var currentname=event.dialog.querySelector('.selected.button').link;
var mark=player.marks.huashen;
if(trigger.name=='game'){
mark.hide();
// mark.style.transform='scale(0.8)';
mark.style.transition='all 0.3s';
setTimeout(function(){
mark.style.transition='all 0s';
ui.refresh(mark);
mark.setBackground(currentname,'character');
if(mark.firstChild){
mark.firstChild.remove();
}
setTimeout(function(){
mark.style.transition='';
mark.show();
// mark.style.transform='';
},50);
},500);
}
else{
if(mark.firstChild){
mark.firstChild.remove();
}
mark.setBackground(currentname,'character');
}
player.addSkill(link);
player.skills.remove(link);
player.additionalSkills.huashen=link;
player.logSkill('huashen2');
game.log(player,'获得技能','【'+get.translation(link)+'】');
player.popup(link);
for(var i=0;i<event.dialog.buttons.length;i++){
if(event.dialog.buttons[i].classList.contains('selected')){
var name=event.dialog.buttons[i].link;
player.sex=lib.character[name][0];
player.group=lib.character[name][1];
// player.node.identity.style.backgroundColor=get.translation(player.group+'Color');
break;
}
}
if(event.triggername=='phaseBegin'){
(function(){
var skills=[link];
var list=[];
game.expandSkills(skills);
var triggerevent=event._trigger;
var name='phaseBegin';
for(i=0;i<skills.length;i++){
var trigger=get.info(skills[i]).trigger;
if(trigger){
var add=false;
if(player==triggerevent.player&&trigger.player){
if(typeof trigger.player=='string'){
if(trigger.player==name) add=true;
}
else if(trigger.player.contains(name)) add=true;
}
if(trigger.global){
if(typeof trigger.global=='string'){
if(trigger.global==name) add=true;
}
else if(trigger.global.contains(name)) add=true;
}
if(add&&player.isOut()==false) list.push(skills[i]);
}
}
for(var i=0;i<list.length;i++){
game.createTrigger('phaseBegin',list[i],player,triggerevent);
}
}());
}
}
ui.auto.show();
event.dialog.close();
event.control.close();
game.resume();
};
event.control.custom=event.clickControl;
ui.auto.hide();
game.pause();
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.add('selectable');
}
event.custom.replace.button=function(button){
if(button.classList.contains('selected')){
button.classList.remove('selected');
if(trigger.name=='game'){
event.control.style.opacity=0;
}
else{
event.control.replace(['cancel']);
}
}
else{
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.remove('selected');
}
button.classList.add('selected');
event.control.replace(slist[button.link]);
if(trigger.name=='game'&&getComputedStyle(event.control).opacity==0){
event.control.style.transition='opacity 0.5s';
ui.refresh(event.control);
event.control.style.opacity=1;
event.control.style.transition='';
ui.refresh(event.control);
}
else{
event.control.style.opacity=1;
}
}
event.control.custom=event.clickControl;
}
event.custom.replace.window=function(){
for(var i=0;i<event.dialog.buttons.length;i++){
if(event.dialog.buttons[i].classList.contains('selected')){
event.dialog.buttons[i].classList.remove('selected');
if(trigger.name=='game'){
event.control.style.opacity=0;
}
else{
event.control.replace(['cancel']);
}
event.control.custom=event.clickControl;
return;
}
}
}
}
else{
event.finish();
}
}
},
xinsheng:{
audio:2,
unique:true,
forbid:['guozhan'],
trigger:{player:'damageEnd'},
frequent:true,
filter:function(event,player){
return player.storage.huashen&&player.storage.huashen.list&&
player.storage.huashen.list.length>0;
},
content:function(){
for(var i=0;i<trigger.num;i++){
lib.skill.huashen.get(player);
}
}
},
huoshou:{
locked:true,
group:['huoshou1','huoshou2'],
ai:{
effect:{
target:function(card,player,target){
if(card.name=='nanman') return 0;
}
}
}
},
huoshou1:{
audio:2,
trigger:{target:'useCardToBefore'},
forced:true,
priority:15,
filter:function(event,player){
return (event.card.name=='nanman');
},
content:function(){
trigger.untrigger();
trigger.finish();
},
},
huoshou2:{
trigger:{global:'damageBefore'},
forced:true,
filter:function(event,player){
return (event.card&&event.card.name=='nanman');
},
content:function(){
trigger.source=player;
}
},
zaiqi:{
audio:2,
trigger:{player:'phaseDrawBefore'},
filter:function(event,player){
return player.hp<player.maxHp;
},
check:function(event,player){
if(player.maxHp-player.hp<2){
return false;
}
else if(player.maxHp-player.hp==2){
return player.num('h')>=2;
}
return true;
},
content:function(){
"step 0"
trigger.untrigger();
trigger.finish();
event.cards=get.cards(player.maxHp-player.hp);
player.showCards(event.cards);
"step 1"
var num=0;
for(var i=0;i<event.cards.length;i++){
if(get.suit(event.cards[i])=='heart'){
num++;
ui.discardPile.appendChild(event.cards[i]);
event.cards.splice(i--,1);
}
}
if(num){
player.recover(num);
}
"step 2"
if(event.cards.length){
player.gain(event.cards);
player.$gain2(event.cards);
game.delay();
}
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 1;
},
}
},
juxiang:{
unique:true,
locked:true,
group:['juxiang1','juxiang2'],
ai:{
effect:{
target:function(card){
if(card.name=='nanman') return [0,1];
}
}
}
},
juxiang1:{
audio:2,
trigger:{target:'useCardToBefore'},
forced:true,
priority:15,
filter:function(event,player){
return (event.card.name=='nanman');
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
juxiang2:{
trigger:{global:'useCardAfter'},
forced:true,
filter:function(event,player){
return (event.card.name=='nanman'&&event.player!=player&&get.position(event.card)=='d'&&get.itemtype(event.card)=='card');
},
content:function(){
player.gain(trigger.card);
player.$gain2(trigger.card);
}
},
lieren:{
audio:2,
trigger:{source:'damageEnd'},
filter:function(event,player){
return (event.card&&event.card.name=='sha'&&
event.player.classList.contains('dead')==false&&
event.player.num('h')&&player.num('h'));
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&player.num('h')>1;
},
priority:5,
content:function(){
"step 0"
player.chooseToCompare(trigger.player);
"step 1"
if(result.bool&&trigger.player.num('he')){
player.gainPlayerCard(trigger.player,true,'he');
}
}
},
xingshang:{
audio:2,
unique:true,
gainable:true,
trigger:{global:'dieEnd'},
priority:5,
filter:function(event){
return event.playerCards&&event.playerCards.length>0
},
content:function(){
"step 0"
player.gain(trigger.playerCards);
player.$draw(trigger.playerCards);
game.delay();
"step 1"
for(var i=0;i<trigger.playerCards.length;i++){
trigger.cards.remove(trigger.playerCards[i]);
}
trigger.playerCards.length=0;
}
},
fangzhu:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【放逐】?',function(card,player,target){
return player!=target
}).ai=function(target){
var player=_status.event.player;
if(ai.get.attitude(_status.event.player,target)==0) return 0;
if(ai.get.attitude(_status.event.player,target)>0){
if(target.classList.contains('turnedover')) return 1000-target.num('h');
if(player.maxHp-player.hp<3) return -1;
return 100-target.num('h');
}
else{
if(target.classList.contains('turnedover')) return -1;
if(player.maxHp-player.hp>=3) return -1;
return 1+target.num('h');
}
}
"step 1"
if(result.bool){
player.logSkill('fangzhu',result.targets);
result.targets[0].draw(player.maxHp-player.hp);
result.targets[0].turnOver();
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(target.hp<=1) return;
var hastarget=false;
var hasfriend=false;
var turnfriend=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])<0&&!game.players[i].isTurnedOver()){
hastarget=true;
}
if(ai.get.attitude(target,game.players[i])>0&&game.players[i].isTurnedOver()){
hastarget=true;
turnfriend=true;
}
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;
}
}
if(ai.get.attitude(player,target)>0&&!hastarget) return;
if(!hasfriend) return;
if(turnfriend||target.hp==target.maxHp) return [0.5,1];
if(target.hp>1) return [1,1];
}
}
}
}
},
songwei:{
unique:true,
global:'songwei2',
},
songwei2:{
audio:2,
forceaudio:true,
trigger:{player:'judgeEnd'},
filter:function(event,player){
var zhu=get.zhu('songwei');
if(!zhu) return false;
return (player!=zhu&&player.group=='wei'&&get.color(event.result.card)=='black');
},
check:function(event,player){
return ai.get.attitude(player,get.zhu('songwei'))>0;
},
content:function(){
get.zhu('songwei').draw();
}
},
duanliang:{
group:['duanliang1','duanliang2'],
ai:{
threaten:1.2
}
},
duanliang1:{
audio:2,
enable:'chooseToUse',
filterCard:function(card){
if(get.type(card)=='trick') return false;
if(get.type(card)=='delay') return false;
return get.color(card)=='black';
},
position:'he',
viewAs:{name:'bingliang'},
prompt:'将一黑色的基本牌或装备牌当兵粮寸断使用',
check:function(card){return 6-ai.get.value(card)},
ai:{
order:9
}
},
duanliang2:{
mod:{
targetInRange:function(card,player,target){
if(card.name=='bingliang'){
if(get.distance(player,target)<=2) return true;
}
}
}
},
haoshi:{
audio:2,
trigger:{player:'phaseDrawBegin'},
threaten:1.4,
check:function(event,player){
if(player.num('h')<=1) return true;
var min=[];
var temp=player.next.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<temp){
temp=game.players[i].num('h');
}
}
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')==temp){
min.push(game.players[i]);
}
}
for(var i=0;i<min.length;i++){
if(ai.get.attitude(player,min[i])>0) return true;
}
return false;
},
content:function(){
trigger.num+=2;
player.addSkill('haoshi2');
},
ai:{
threaten:2,
ai:{
noh:true,
skillTagFilter:function(player,tag){
if(tag=='noh'){
if(player.num('h')!=2) return false;
}
}
}
}
},
haoshi2:{
trigger:{player:'phaseDrawEnd'},
forced:true,
popup:false,
audio:false,
content:function(){
"step 0"
player.removeSkill('haoshi2');
if(player.num('h')<=5){
event.finish();
return;
}
var temp=player.next.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')<temp){
temp=game.players[i].num('h');
}
}
player.chooseCardTarget({
selectCard:Math.floor(player.num('h')/2),
filterTarget:function(card,player,target){
return target.num('h')==_status.event.temp;
},
forced:true,
ai2:function(target){
return ai.get.attitude(_status.event.player,target);
}
}).set('temp',temp);
"step 1"
if(result.targets&&result.targets[0]){
result.targets[0].gain(result.cards);
player.$give(result.cards.length,result.targets[0]);
}
}
},
dimeng:{
audio:2,
enable:'phaseUse',
usable:1,
position:'he',
filterCard:function(){
if(ui.selected.targets.length==2) return false;
return true;
},
selectCard:[0,Infinity],
selectTarget:2,
filterTarget:function(card,player,target){
if(player==target) return false;
if(ui.selected.targets.length==0) return true;
return (Math.abs(ui.selected.targets[0].num('h')-target.num('h'))==
ui.selected.cards.length);
},
multitarget:true,
content:function(){
'step 0'
event.cards0=targets[0].get('h');
event.cards1=targets[1].get('h');
targets[0].lose(event.cards0,ui.special);
targets[1].lose(event.cards1,ui.special);
'step 1'
targets[0].gain(event.cards1);
targets[1].gain(event.cards0);
targets[0].$give(event.cards0.length,targets[1]);
targets[1].$give(event.cards1.length,targets[0]);
},
check:function(card){
var list=[],player=_status.event.player;
var num=player.num('he');
var count;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) list.push(game.players[i]);
}
list.sort(function(a,b){
return a.num('h')-b.num('h');
});
if(list.length==0) return -1;
var from=list[0];
list.length=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])<1) list.push(game.players[i]);
}
if(list.length==0) return -1;
list.sort(function(a,b){
return b.num('h')-a.num('h');
});
if(from.num('h')>=list[0].num('h')) return -1;
for(var i=0;i<list.length&&from.num('h')<list[i].num('h');i++){
if(list[i].num('h')-from.num('h')<=num){
count=list[i].num('h')-from.num('h');break;
}
}
if(count<2&&from.num('h')>=2) return -1;
if(ui.selected.cards.length<count) return 11-ai.get.value(card);
return -1;
},
ai:{
order:6,
threaten:3,
expose:0.9,
result:{
target:function(player,target){
var list=[];
var num=player.num('he');
if(ui.selected.targets.length==0){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) list.push(game.players[i]);
}
list.sort(function(a,b){
return a.num('h')-b.num('h');
});
if(target==list[0]) return ai.get.attitude(player,target);
return -ai.get.attitude(player,target);
}
else{
var from=ui.selected.targets[0];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])<1) list.push(game.players[i]);
}
list.sort(function(a,b){
return b.num('h')-a.num('h');
});
if(from.num('h')>=list[0].num('h')) return -ai.get.attitude(player,target);
for(var i=0;i<list.length&&from.num('h')<list[i].num('h');i++){
if(list[i].num('h')-from.num('h')<=num){
var count=list[i].num('h')-from.num('h');
if(count<2&&from.num('h')>=2) return -ai.get.attitude(player,target);
if(target==list[i]) return ai.get.attitude(player,target);
return -ai.get.attitude(player,target);
}
}
}
}
}
}
},
yinghun:{
audio:2,
audioname:['sunce'],
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.hp<player.maxHp;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【英魂】?',function(card,player,target){
return player!=target;
}).set('ai',function(target){
var player=_status.event.player;
if(player.maxHp-player.hp==1&&target.num('he')==0){
return 0;
}
if(ai.get.attitude(_status.event.player,target)>0){
return 10+ai.get.attitude(_status.event.player,target);
}
if(player.maxHp-player.hp==1){
return -1;
}
return 1;
});
"step 1"
if(result.bool){
player.logSkill('yinghun',result.targets);
event.target=result.targets[0];
player.chooseControl('yinghun_true','yinghun_false',function(event,player){
if(ai.get.attitude(player,event.target)>0) return 'yinghun_true';
return 'yinghun_false';
})
}
else{
event.finish();
}
"step 2"
if(result.control=='yinghun_true'){
event.target.draw(player.maxHp-player.hp);
event.target.chooseToDiscard(true,'he');
}
else{
event.target.draw();
event.target.chooseToDiscard(player.maxHp-player.hp,true,'he');
}
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(target.maxHp<=3) return;
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
jiuchi:{
audio:2,
enable:'chooseToUse',
filterCard:function(card){
return get.suit(card)=='spade';
},
viewAs:{name:'jiu'},
viewAsFilter:function(player){
if(!player.num('h',{suit:'spade'})) return false;
},
prompt:'将一张黑桃手牌当酒使用',
check:function(card){
if(_status.event.type=='dying') return 1;
return 4-ai.get.value(card);
},
ai:{
skillTagFilter:function(player){
return player.num('h',{suit:'spade'})>0&&player.hp<=0;
},
threaten:1.5,
save:true,
}
},
roulin:{
audio:2,
trigger:{player:'shaBegin',target:'shaBegin'},
forced:true,
filter:function(event,player){
if(event.directHit) return false;
if(player==event.player){
return event.target.sex=='female';
}
return event.player.sex=='female';
},
check:function(event,player){
return player==event.player;
},
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.ai=function(card){
if(trigger.target.num('h','shan')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
}
},
benghuai:{
audio:4,
trigger:{player:'phaseEnd'},
forced:true,
check:function(){
return false;
},
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].hp<player.hp) return true;
}
return false;
},
content:function(){
"step 0"
player.chooseControl('baonue_hp','baonue_maxHp',function(event,player){
if(player.hp==player.maxHp) return 'baonue_hp';
if(player.hp<player.maxHp-1||player.hp<=2) return 'baonue_maxHp';
return 'baonue_hp';
});
"step 1"
if(result.control=='baonue_hp'){
player.loseHp();
}
else{
player.loseMaxHp();
}
},
ai:{
threaten:0.5
}
},
baonue:{
unique:true,
global:'baonue2'
},
baonue2:{
audio:2,
forceaudio:true,
trigger:{source:'damageEnd'},
filter:function(event,player){
var zhu=get.zhu('baonue');
if(!zhu) return false;
return (player!=zhu&&player.group=='qun'&&zhu.hp<zhu.maxHp);
},
check:function(event,player){
var zhu=get.zhu('baonue');
if(!zhu) return false;
return ai.get.attitude(player,zhu)>0;
},
content:function(){
"step 0"
player.judge(function(card){
if(get.suit(card)=='spade') return 4;
return 0;
})
"step 1"
if(result.bool){
var zhu=get.zhu('baonue');
if(zhu){
zhu.recover();
}
}
}
},
luanwu:{
audio:2,
unique:true,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.luanwu;
},
init:function(player){
player.storage.luanwu=false;
},
mark:true,
intro:{
content:'limited'
},
skillAnimation:'epic',
animationColor:'thunder',
prepare:function(cards,player){
player.line(game.players);
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
game.players[i].animate('target');
}
}
},
content:function(){
"step 0"
player.unmarkSkill('luanwu')
player.storage.luanwu=true;
event.current=player.next;
"step 1"
event.current.animate('target');
event.current.chooseToUse('乱舞:使用一张杀或流失一点体力',{name:'sha'},function(card,player,target){
if(player==target) return false;
if(!player.canUse('sha',target)) return false;
if(get.distance(player,target)<=1) return true;
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player) continue;
if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
}
return true;
});
"step 2"
if(result.bool==false) event.current.loseHp();
if(event.current.next!=player){
event.current=event.current.next;
game.delay(0.5);
event.goto(1);
}
},
ai:{
order:1,
result:{
player:function(player){
if(lib.config.mode=='identity'&&game.zhu.isZhu&&player.identity=='fan'){
if(game.zhu.hp==1&&game.zhu.num('h')<=2) return 1;
}
var num=0;
for(var i=0;i<game.players.length;i++){
var att=ai.get.attitude(player,game.players[i]);
if(att>0) att=1;
if(att<0) att=-1;
if(game.players[i]!=player&&game.players[i].hp<=3){
if(game.players[i].num('h')==0) num+=att/game.players[i].hp;
else if(game.players[i].num('h')==1) num+=att/2/game.players[i].hp;
else if(game.players[i].num('h')==2) num+=att/4/game.players[i].hp;
}
if(game.players[i].hp==1) num+=att*1.5;
}
// console.log(num);
if(player.hp==1){
return -num;
}
if(player.hp==2){
return -game.players.length/4-num;
}
return -game.players.length/3-num;
}
}
}
},
wansha:{
locked:true,
global:'wansha2'
},
wansha2:{
mod:{
cardSavable:function(card,player){
if(!_status.currentPhase) return;
if(_status.currentPhase.get('s').contains('wansha')&&_status.currentPhase!=player){
if(card.name=='tao'&&_status.event.dying!=player) return false;
}
}
}
},
weimu:{
mod:{
targetEnabled:function(card){
if((get.type(card)=='trick'||get.type(card)=='delay')&&
get.color(card)=='black') return false;
}
}
},
huoji:{
audio:2,
enable:'chooseToUse',
filterCard:function(card){
return get.color(card)=='red';
},
viewAs:{name:'huogong',nature:'fire'},
viewAsFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
prompt:'将一张红色牌当火攻使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('h')>player.hp){
return 6-ai.get.value(card);
}
return 4-ai.get.value(card)
}
},
bazhen:{
audio:2,
inherit:'bagua_skill',
filter:function(event,player){
if(!event.filterCard({name:'shan'})) return false;
if(event.getParent().player.num('s','unequip')) return false;
if(player.get('e','2')) return false;
return true;
},
ai:{
effect:{
target:function(card,player,target){
if(player==target&&get.subtype(card)=='equip2'){
if(ai.get.equipValue(card)<=8) return 0;
}
if(target.get('e','2')) return;
if(player.skills.contains('unequip')) return;
if(get.tag(card,'respondShan')) return [0.5,0];
}
}
}
},
kanpo:{
audio:2,
enable:'chooseToUse',
filterCard:function(card){
return get.color(card)=='black';
},
viewAsFilter:function(player){
return player.num('h',{color:'black'})>0;
},
viewAs:{name:'wuxie'},
prompt:'将一张黑色手牌当无懈可击使用',
check:function(card){return 8-ai.get.value(card)},
threaten:1.2
},
lianhuan:{
group:['lianhuan1','lianhuan2']
},
lianhuan1:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.num('h',{suit:'club'})>0;
},
filterCard:function(card){
return get.suit(card)=='club';
},
viewAs:{name:'tiesuo'},
prompt:'将一张梅花牌当铁锁连环使用',
check:function(card){return 4-ai.get.value(card)}
},
lianhuan2:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.num('h',{suit:'club'})>0;
},
filterCard:function(card){
return get.suit(card)=='club';
},
check:function(card){
return 5-ai.get.useful(card);
},
content:function(){
player.draw();
},
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
ai:{
basic:{
order:1
},
result:{
player:1,
},
}
},
niepan:{
audio:2,
unique:true,
enable:'chooseToUse',
mark:true,
skillAnimation:true,
animationStr:'涅盘',
animationColor:'fire',
init:function(player){
player.storage.niepan=false;
},
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=event.dying) return false;
if(player.storage.niepan) return false;
},
content:function(){
'step 0'
player.hp=Math.min(3,player.maxHp);
player.discard(player.get('hej'));
player.draw(3);
player.unmarkSkill('niepan');
player.storage.niepan=true;
'step 1'
if(player.classList.contains('linked')) player.link();
'step 2'
if(player.classList.contains('turnedover')) player.turnOver();
},
ai:{
order:1,
skillTagFilter:function(player){
if(player.storage.niepan) return false;
if(player.hp>0) return false;
},
save:true,
result:{
player:10
},
threaten:function(player,target){
if(!target.storage.niepan) return 0.6;
}
},
intro:{
content:'limited'
}
},
quhu:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(player.num('h')==0) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp>player.hp&&game.players[i].num('h')) return true;
}
return false;
},
filterTarget:function(card,player,target){
return target.hp>player.hp&&target.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
if(game.hasPlayer(function(player){
return player!=target&&get.distance(target,player,'attack')<=1;
})){
player.chooseTarget(function(card,player,target){
var source=_status.event.source;
return target!=source&&get.distance(source,target,'attack')<=1;
},true).set('ai',function(target){
return ai.get.damageEffect(target,_status.event.source,player);
}).set('source',target);
}
else{
event.finish();
}
}
else{
player.damage(target);
event.finish();
}
"step 2"
if(result.bool&&result.targets&&result.targets.length){
target.line(result.targets[0],'green');
result.targets[0].damage(target);
}
},
ai:{
order:0.5,
result:{
target:function(player,target){
var att=ai.get.attitude(player,target);
var oc=(target.num('h')==1);
if(att>0&&oc) return 0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&game.players[i]!=player&&
get.distance(target,game.players[i],'attack')<=1){
if(ai.get.damageEffect(game.players[i],target,player)>0){
return att>0?att/2:att-(oc?5:0);
}
}
}
return 0;
},
player:function(player,target){
if(target.skills.contains('jueqing')) return -10;
var mn=1;
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
mn=Math.max(mn,hs[i].number);
}
if(mn<=11&&player.hp<2) return -20;
var max=player.maxHp-hs.length;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>2){
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
}
}
switch(max){
case 0:return mn==13?0:-20;
case 1:return mn>=12?0:-15;
case 2:return 0;
case 3:return 1;
default:return max;
}
}
},
expose:0.2
}
},
jieming:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.num>0
},
content:function(){
"step 0"
player.chooseTarget('是否发动【节命】?',[1,trigger.num],function(card,player,target){
return target.num('h')<Math.min(target.maxHp,5);
}).set('ai',function(target){
var att=ai.get.attitude(_status.event.player,target);
if(att>2){
return Math.min(5,target.maxHp)-target.num('h');
}
return att/3;
});
"step 1"
if(result.bool){
player.logSkill('jieming',result.targets);
for(var i=0;i<result.targets.length;i++){
result.targets[i].draw(Math.min(5,result.targets[i].maxHp)-result.targets[i].num('h'));
}
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&target.hp>1){
if(player.skills.contains('jueqing')) return [1,-2];
var max=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])>0){
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
}
}
switch(max){
case 0:return 2;
case 1:return 1.5;
case 2:return [1,2];
default:return [0,max];
}
}
if((card.name=='tao'||card.name=='caoyao')&&
target.hp>1&&target.num('h')<=target.hp) return [0,0];
}
},
}
},
qiangxi:{
audio:2,
enable:'phaseUse',
usable:1,
filterCard:function(card){
return get.subtype(card)=='equip1';
},
selectCard:[0,1],
filterTarget:function(card,player,target){
if(player==target) return false;
return get.distance(player,target,'attack')<=1;
},
content:function(){
"step 0"
if(cards.length==0){
player.loseHp();
}
"step 1"
target.damage();
},
check:function(card){
return 10-ai.get.value(card);
},
position:'he',
ai:{
order:8,
result:{
player:function(player,target){
if(ui.selected.cards.length) return 0;
if(player.hp>=target.hp) return -0.9;
if(player.hp<=2) return -10;
return -2;
},
target:function(player,target){
if(!ui.selected.cards.length){
if(player.hp<2) return 0;
if(player.hp==2&&target.hp>=2) return 0;
}
return ai.get.damageEffect(target,player);
}
}
},
threaten:1.3
},
tianyi:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('h')>0;
},
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
player.addTempSkill('tianyi2','phaseAfter');
}
else{
player.addTempSkill('tianyi3','phaseAfter');
}
},
ai:{
order:function(name,player){
var cards=player.get('h');
if(player.num('h','sha')==0){
return 1;
}
for(var i=0;i<cards.length;i++){
if(cards[i].name!='sha'&&cards[i].number>11&&ai.get.value(cards[i])<7){
return 9;
}
}
return lib.card.sha.ai.order-1;
},
result:{
player:function(player){
if(player.num('h','sha')>0) return 0.6;
var num=player.num('h');
if(num>player.hp) return 0;
if(num==1) return -2;
if(num==2) return -1;
return -0.7;
},
target:function(player,target){
var num=target.num('h');
if(num==1) return -1;
if(num==2) return -0.7;
return -0.5
},
},
threaten:1.3
}
},
tianyi2:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]++;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
},
tianyi3:{
mod:{
cardEnabled:function(card){if(card.name=='sha') return false}
}
},
shuangxiong:{
audio:true,
trigger:{player:'phaseDrawBefore'},
check:function(event,player){
if(player.num('h')>player.hp) return true;
if(player.num('h')>3) return true;
return false;
},
content:function(){
"step 0"
player.judge(ui.special);
"step 1"
player.gain(result.card);
player.$gain2(result.card);
player.addTempSkill('shuangxiong2','phaseAfter');
player.storage.shuangxiong=get.color(result.card);
trigger.untrigger();
trigger.finish();
}
},
shuangxiong2:{
audio:true,
enable:'phaseUse',
viewAs:{name:'juedou'},
filterCard:function(card,player){
return get.color(card)!=player.storage.shuangxiong;
},
check:function(card){
return 6-ai.get.value(card);
},
ai:{
basic:{
order:10
}
}
},
luanji:{
audio:2,
enable:'phaseUse',
viewAs:{name:'wanjian'},
filterCard:function(card,player){
if(ui.selected.cards.length){
return get.suit(card)==get.suit(ui.selected.cards[0]);
}
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(card!=cards[i]){
if(get.suit(card)==get.suit(cards[i])) return true;
}
}
return false;
},
selectCard:2,
check:function(card){
return 6-ai.get.value(card);
},
ai:{
basic:{
order:10
}
}
},
xueyi:{
mod:{
maxHandcard:function(player,num){
if(player.isZhu){
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&game.players[i].group=='qun') num+=2;
}
}
return num;
}
}
},
mengjin:{
audio:2,
trigger:{player:'shaMiss'},
priority:-1,
filter:function(event){
return event.target.num('he')>0;
},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
content:function(){
player.discardPlayerCard('he',trigger.target,true);
}
},
jiewei:{
trigger:{player:'turnOverEnd'},
direct:true,
audio:2,
content:function(){
'step 0'
player.chooseToUse(function(card){
if(!lib.filter.cardEnabled(card,_status.event.player,_status.event)){
return false;
}
var type=get.type(card,'trick');
return type=='trick'||type=='equip';
},'是否使用一张锦囊牌或装备牌?').set('logSkill','jiewei');
'step 1'
if(result.bool){
var goon=false;
var type=get.type(result.card||result.cards[0]);
for(var i=0;i<game.players.length;i++){
if(type=='equip'){
if(game.players[i].num('e')){
goon=true;break;
}
}
else{
if(game.players[i].num('j')){
goon=true;break;
}
}
}
if(goon){
var next=player.chooseTarget('是否弃置场上的一张'+get.translation(type)+'牌?',function(card,player,target){
if(_status.event.type=='equip'){
return target.num('e')>0;
}
else{
return target.num('j')>0;
}
});
next.set('ai',function(target){
if(type=='equip'){
return -ai.get.attitude(player,target);
}
else{
return ai.get.attitude(player,target);
}
});
next.set('type',type);
event.type=type;
}
else{
event.finish();
}
}
else{
event.finish();
}
'step 2'
if(event.type&&result.bool&&result.targets&&result.targets.length){
player.line(result.targets,'green');
if(event.type=='equip'){
player.discardPlayerCard(result.targets[0],'e',true);
}
else{
player.discardPlayerCard(result.targets[0],'j',true);
}
}
}
},
diyleiji:{
audio:2,
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
direct:true,
content:function(){
"step 0";
player.chooseTarget('是否发动【新雷击】?').ai=function(target){
if(target.skills.contains('hongyan')) return 0;
return ai.get.damageEffect(target,_status.event.player,_status.event.player,'thunder');
};
"step 1"
if(result.bool){
player.logSkill('diyleiji',result.targets,'thunder');
event.target=result.targets[0];
event.target.judge(function(card){
var suit=get.suit(card);
if(suit=='spade') return -4;
if(suit=='club') return -2;
return 0;
});
}
else{
event.finish();
}
"step 2"
if(result.suit=='club'){
event.target.damage('thunder');
player.recover();
}
else if(result.suit=='spade'){
event.target.damage(2,'thunder');
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')){
var hastarget=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])<0){
hastarget=true;break;
}
}
var be=target.num('e',{color:'black'});
if(target.num('h','shan')&&be){
if(!target.skills.contains('guidao')) return 0;
return [0,hastarget?target.num('he')/2:0];
}
if(target.num('h','shan')&&target.num('h')>2){
if(!target.skills.contains('guidao')) return 0;
return [0,hastarget?target.num('h')/4:0];
}
if(target.num('h')>3||(be&&target.num('h')>=2)){
return [0,0];
}
if(target.num('h')==0){
return [1.5,0];
}
if(target.num('h')==1&&!be){
return [1.2,0];
}
if(!target.skills.contains('guidao')) return [1,0.05];
return [1,Math.min(0.5,(target.num('h')+be)/4)];
}
}
}
}
},
shensu:{
group:['shensu1','shensu2']
},
shensu1:{
audio:2,
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
"step 0"
player.addSkill('shensu3');
var check= player.num('h')>2;
player.chooseTarget('是否发动【神速】?',function(card,player,target){
if(player==target) return false;
return player.canUse({name:'sha'},target);
}).ai=function(target){
if(!check) return 0;
return ai.get.effect(target,{name:'sha'},_status.event.player);
}
"step 1"
if(result.bool){
player.logSkill('shensu1',result.targets);
player.useCard({name:'sha'},result.targets[0],false);
player.skip('phaseJudge');
player.skip('phaseDraw');
}
player.removeSkill('shensu3');
}
},
shensu2:{
audio:2,
trigger:{player:'phaseUseBefore'},
direct:true,
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
content:function(){
"step 0"
player.addSkill('shensu3');
var check=player.num('h')<=player.hp;
player.chooseCardTarget({
prompt:'是否发动【神速】?',
filterCard:function(card){
return get.type(card)=='equip'
},
position:'he',
filterTarget:function(card,player,target){
if(player==target) return false;
return player.canUse({name:'sha'},target);
},
ai1:function(card){
if(!_status.event.check) return 0;
return 6-ai.get.value(card);
},
ai2:function(target){
if(!_status.event.check) return 0;
return ai.get.effect(target,{name:'sha'},_status.event.player);
},
check:check
});
"step 1"
if(result.bool){
player.logSkill('shensu2',result.targets);
player.discard(result.cards[0]);
player.useCard({name:'sha'},result.targets[0]);
trigger.untrigger();
trigger.finish();
}
player.removeSkill('shensu3');
}
},
shensu3:{
mod:{
targetInRange:function(card,player,target,now){
return true;
}
},
},
jushou:{
audio:true,
trigger:{player:'phaseEnd'},
content:function(){
player.draw(3);
player.turnOver();
}
},
liegong:{
audio:2,
trigger:{player:'shaBegin'},
check:function(event,player){
return ai.get.attitude(player,event.target)<=0;
},
filter:function(event,player){
var length=event.target.num('h');
return (length>=player.hp||length<=get.attackRange(player));
},
content:function(){
trigger.directHit=true;
}
},
kuanggu:{
audio:2,
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return get.distance(player,event.player)<=1;
},
content:function(){
player.recover(trigger.num);
}
},
tianxiang:{
audio:2,
trigger:{player:'damageBefore'},
direct:true,
filter:function(event,player){
return player.num('h',{suit:'heart'})>0&&event.num>0;
},
content:function(){
"step 0"
player.chooseCardTarget({
filterCard:function(card){
return get.suit(card)=='heart';
},
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
return 10-ai.get.value(card);
},
ai2:function(target){
var att=ai.get.attitude(_status.event.player,target);
var trigger=_status.event.getParent()._trigger;
var da=0;
if(_status.event.player.hp==1){
da=10;
}
if(trigger.num>1){
if(target.maxHp>5&&target.hp>1) return -att/10+da;
return -att+da;
}
var eff=ai.get.damageEffect(target,trigger.source,target,trigger.nature);
if(att==0) return 0.1+da;
if(eff>=0&&trigger.num==1){
return att+da;
}
if(target.hp==target.maxHp) return -att+da;
if(target.hp==1){
if(target.maxHp<=4&&!target.hasSkillTag('maixie')){
if(target.maxHp<=3){
return -att+da;
}
return -att/2+da;
}
return da;
}
if(target.hp==target.maxHp-1){
if(target.hp>2||target.hasSkillTag('maixie')) return att/5+da;
if(att>0) return 0.02+da;
return 0.05+da;
}
return att/2+da;
},
prompt:'天香:弃置一张红桃牌转移伤害'
});
"step 1"
if(result.bool){
player.logSkill('tianxiang',result.targets);
trigger.untrigger();
trigger.player=result.targets[0];
trigger.player.addSkill('tianxiang2');
player.discard(result.cards[0]);
}
else{
event.finish();
}
"step 2"
trigger.trigger('damageBefore');
},
ai:{
effect:{
target:function(card,player,target){
if(player.skills.contains('jueqing')) return;
if(get.tag(card,'damage')&&target.num('h')>1) return 0.7;
}
},
threaten:function(player,target){
if(target.num('h')==0) return 2;
}
}
},
tianxiang2:{
trigger:{player:['damageAfter','damageCancelled']},
forced:true,
popup:false,
audio:false,
content:function(){
if(player.hp<player.maxHp) player.draw(player.maxHp-player.hp);
player.removeSkill('tianxiang2');
player.popup('tianxiang');
}
},
hongyan:{
mod:{
suit:function(card,suit){
if(suit=='spade') return 'heart';
}
}
},
buqu:{
audio:2,
trigger:{player:'dieBefore'},
forced:true,
filter:function(event,player){return player.maxHp>0},
content:function(){
"step 0"
event.card=get.cards()[0];
if(player.storage.buqu==undefined) player.storage.buqu=[];
player.storage.buqu.push(event.card);
player.syncStorage('buqu');
player.showCards(player.storage.buqu,'不屈')
player.markSkill('buqu');
"step 1"
for(var i=0;i<player.storage.buqu.length-1;i++){
if(get.number(event.card)&&get.number(event.card)==get.number(player.storage.buqu[i])) return;
}
trigger.untrigger();
trigger.finish();
player.hp=0;
},
mod:{
maxHandcard:function(player){
if(player.storage.buqu&&player.storage.buqu.length) return player.storage.buqu.length;
}
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage);
for(var i=0;i<storage.length;i++){
ui.discardPile.appendChild(storage[i]);
}
delete player.storage.buqu;
}
}
}
},
fenji:{
audio:2,
trigger:{global:'discardAfter'},
filter:function(event){
if(_status.currentPhase!=event.player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
}
return false;
},
check:function(event,player){
return ai.get.attitude(player,event.player)>2;
},
content:function(){
"step 0"
player.line(trigger.player,'green');
player.loseHp();
"step 1"
trigger.player.draw(2);
},
},
leiji:{
audio:2,
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
direct:true,
content:function(){
"step 0";
player.chooseTarget('是否发动【雷击】?').ai=function(target){
if(target.skills.contains('hongyan')) return 0;
return ai.get.damageEffect(target,_status.event.player,_status.event.player,'thunder');
};
"step 1"
if(result.bool){
player.logSkill('leiji',result.targets,'thunder');
event.target=result.targets[0];
event.target.judge(function(card){
if(get.suit(card)=='spade') return -4;
return 0;
});
}
else{
event.finish();
}
"step 2"
if(result.bool==false){
event.target.damage(2,'thunder');
}
},
ai:{
mingzhi:false,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')){
var hastarget=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])<0){
hastarget=true;break;
}
}
if(target.num('h','shan')&&target.num('e',{suit:'spade'})){
return [0,hastarget?target.num('he')/2:0];
}
if(target.num('h','shan')){
return [1,hastarget?target.num('he')/2:0];
}
return [1,target.num('h')/4];
}
}
}
}
},
guidao:{
audio:2,
trigger:{global:'judge'},
filter:function(event,player){
return player.num('he',{color:'black'})>0;
},
direct:true,
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+',是否发动【鬼道】?','he',function(card){
return get.color(card)=='black';
}).set('ai',function(card){
var trigger=_status.event.getParent()._trigger;
var player=_status.event.player;
var judging=_status.event.judging;
var result=trigger.judge(card)-trigger.judge(judging);
var attitude=ai.get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result;
}
else{
return -result;
}
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('guidao');
player.$gain2(trigger.player.judging[0]);
player.gain(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
if(!get.owner(result.cards[0],'judge')){
trigger.position.appendChild(result.cards[0]);
}
game.log(trigger.player,'的判定牌改为',result.cards[0]);
}
"step 3"
game.delay(2);
},
ai:{
tag:{
rejudge:1
}
}
},
guhuo:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
player.draw();
player.chooseToDiscard('hej',true).ai=ai.get.disvalue;
},
ai:{
effect:{
target:function(card){
if(get.type(card)=='delay') return [0,1];
}
}
}
},
huangtian:{
unique:true,
global:'huangtian2'
},
huangtian2:{
audio:2,
enable:'phaseUse',
discard:false,
line:true,
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
},
filter:function(event,player){
var zhu=get.zhu('huangtian');
if(!zhu) return false;
return (player!=zhu&&player.group=='qun'&&
(player.num('h','shan')+player.num('h','shandian')>0))
},
filterCard:function(card){
return (card.name=='shan'||card.name=='shandian')
},
filterTarget:function(card,player,target){
return player!=target&&target.isZhu&&target.get('s').contains('huangtian');
},
usable:1,
forceaudio:true,
content:function(){
target.gain(cards);
},
ai:{
expose:0.3,
order:10,
result:{
target:5
}
}
}
},
translate:{
tiaoxin:'挑衅',
zhiji:'志继',
zhiji_draw:'摸牌',
zhiji_recover:'回血',
xiangle:'享乐',
fangquan:'放权',
ruoyu:'若愚',
qiaobian:'巧变',
qiaobian1:'巧变-判定',
qiaobian2:'巧变-摸牌',
qiaobian3:'巧变-出牌',
qiaobian4:'巧变-弃牌',
tuntian:'屯田',
tuntian_bg:'田',
zaoxian:'凿险',
jixi:'急袭',
jiang:'激昂',
hunzi:'魂姿',
zhiba:'制霸',
zhiba2:'制霸',
zhijian:'直谏',
guzheng:'固政',
beige:'悲歌',
duanchang:'断肠',
// fushen:'附身',
huashen:'化身',
huashen1:'化身',
huashen2:'化身',
xinsheng:'新生',
tiaoxin_info:'出牌阶段,你可以指定一名使用【杀】能攻击到你的角色,该角色需对你使用一张【杀】,若该角色不如此做,你弃掉他的一张牌,每回合限一次。',
zhiji_info:'觉醒技回合开始阶段若你没有手牌你须回复1点体力或摸两张牌然后减1点体力上限并永久获得技能“观星”。',
xiangle_info:'锁定技,当其他玩家使用【杀】指定你为目标时,需额外弃掉一张基本牌,否则该【杀】对你无效。',
fangquan_info:'你可跳过你的出牌阶段,若如此做,在回合结束时可弃一张手牌令一名其他角色进行一个额外的回合。',
ruoyu_info:'主公技,觉醒技,回合开始阶段,若你的体力是全场最少的(或之一)你须增加1点体力上限回复1点体力并永久获得技能“激将”。',
qiaobian_info:'你可以弃一张手牌来跳过自己的一个阶段(回合开始和回合结束阶段除外);若以此法跳过摸牌阶段,你可以从其他至多两名角色手里各抽取一张牌;若以此法跳过出牌阶段,你可以将场上的一张牌移动到另一个合理的位置。',
tuntian_info:'每次当你于回合外失去牌时,可以进行一次判定,将非♥结果的判定牌置于你的武将牌上,称为“田”,每有一张田,你计算与其他角色的距离便-1.',
zaoxian_info:'觉醒技回合开始阶段若田的数量达到3张或更多你须减1点体力上限并永久获得技能“急袭”出牌阶段你可以把任意一张田当【顺手牵羊】使用。',
jiang_info:'每当你使用(指定目标后)或被使用(成为目标后)一张【决斗】或红色的【杀】时,你可以摸一张牌。',
hunzi_info:'觉醒技回合开始阶段若你的体力为1你须减1点体力上限并永久获得技能“英姿”和“英魂”。',
zhiba_info:'主公技,其他吴势力角色的出牌阶段,可与你进行一次拼点,若该角色没赢,你可以获得双方拼点的牌;你的觉醒技发动后,你可以拒绝此拼点。每回合限一次。',
zhijian_info:'出牌阶段,你可以将你手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。',
guzheng_info:'其他角色的弃牌阶段结束时,你可将其弃置的一张牌返回其手牌,然后获得其弃置的其它牌',
beige_info:'一名角色每受到【杀】造成的一次伤害你可以弃一张牌并令其进行一次判定判定结果为♥该角色回复1点体力该角色摸两张牌♣伤害来源弃两张牌♠伤害来源将其武将牌翻面',
duanchang_info:'锁定技,杀死你的角色失去当前的所有技能直到游戏结束。',
// fushen_info:'回合开始前,你可以选择与任意一名角色交换控制权,该角色可选择在下一个回合开始前与你换回',
huashen_info:'所有人都展示武将牌后,你随机获得两张未加入游戏的武将牌,选一张置于你面前并声明该武将的一项技能,你拥有该技能且同时将性别和势力属性变成与该武将相同知道该化身被替换。在你的每个回合开始时和结束后,你可以替换化身牌,你须为新的化身重新声明一项技能(你不可声明锁定技、觉醒技或主公技)。',
xinsheng_info:'你每受到1点伤害可获得一张新化身牌。',
jiangwei:'姜维',
liushan:'刘禅',
zhanghe:'张郃',
dengai:'邓艾',
sunce:'孙策',
zhangzhang:'张昭张紘',
caiwenji:'蔡文姬',
zuoci:'左慈',
zhurong:'祝融',
menghuo:'孟获',
caopi:'曹丕',
xuhuang:'徐晃',
lusu:'鲁肃',
sunjian:'孙坚',
dongzhuo:'董卓',
jiaxu:'贾诩',
huoshou:'祸首',
huoshou1:'祸首',
huoshou2:'祸首',
zaiqi:'再起',
juxiang:'巨象',
juxiang1:'巨象',
juxiang2:'巨象',
lieren:'烈刃',
xingshang:'行殇',
fangzhu:'放逐',
songwei:'颂威',
songwei2:'颂威',
duanliang:'断粮',
duanliang1:'断粮',
haoshi:'好施',
dimeng:'缔盟',
yinghun:'英魂',
yinghun_true:'摸X弃1',
yinghun_false:'摸1弃X',
jiuchi:'酒池',
roulin:'肉林',
benghuai:'崩坏',
baonue:'暴虐',
baonue2:'暴虐',
baonue_hp:'体力',
baonue_maxHp:'体力上限',
luanwu:'乱武',
wansha:'完杀',
weimu:'帷幕',
huoshou_info:'【南蛮入侵】对你无效;你是任何【南蛮入侵】造成伤害的来源。',
zaiqi_info:'摸牌阶段若你已受伤你可以放弃摸牌并展示牌堆顶的X张牌X为你已损失的体力值其中每有一张♥牌你回复1点体力然后弃掉这些♥牌将其余的牌收入手牌。',
juxiang_info:'南蛮入侵】对你无效;若其他角色使用的【南蛮入侵】在结算完时进入弃牌堆,你立即获得它。',
lieren_info:'你每使用【杀】造成一次伤害,可与受到该伤害的角色拼点;若你赢,你获得对方的一张牌。',
xingshang_info:'你可以立即获得死亡角色的所有牌。',
fangzhu_info:'你每受到一次伤害可令除你以外的任一角色补X张牌X为你已损失的体力值然后该角色将其武将牌翻面。',
songwei_info:'主公技,其他魏势力的角色的判定牌结果为♠或♣且失效后,可以让你摸一张牌。',
duanliang_info:'出牌阶段你可以将你的任意一张♠或♣的基本牌或装备牌当【兵粮寸断】使用你可以对与你距离2以内的角色使用【兵粮寸断】。',
haoshi_info:'摸牌阶段,你可以额外摸两张牌,若此时你的手牌数多于五张,你必须将一半(向下取整)的手牌交给场上除你外手牌数最少的一名角色。',
dimeng_info:'出牌阶段,你可以选择其他两名角色,你弃掉等同于这两名角色手牌数量之差的牌,然后交换他们的手牌,每回合限一次。',
yinghun_info:'回合开始阶段,若你已受伤,可选择一名其他角色执行下列两项中的一项: 1.摸X张牌然后弃一张牌。 2.摸一张牌然后弃X张牌。 X为你已损失的体力值每回合限一次。',
jiuchi_info:'你可将你的任意一张♠手牌当【酒】使用。',
roulin_info:'你对女性角色、女性角色对你使用【杀】时,都需连续使用两张【闪】才能抵消。',
benghuai_info:'回合结束阶段,若你的体力不是全场最少的(或之一)你须减1点体力或体力上限。',
baonue_info:'主公技其他群雄角色每造成一次伤害可进行一次判定若为♠你回复1点体力。',
luanwu_info:'出牌阶段可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】无法如此做者失去1点体力。',
wansha_info:'在你的回合,除你以外,只有处于濒死状态的角色才能使用【桃】。',
weimu_info:'你不能成为♠或♣锦囊的目标。',
sp_zhugeliang:'卧龙',
pangtong:'庞统',
xunyu:'荀彧',
dianwei:'典韦',
taishici:'太史慈',
yanwen:'颜良文丑',
yuanshao:'袁绍',
pangde:'庞德',
huoji:'火计',
bazhen:'八阵',
kanpo:'看破',
lianhuan:'连环',
lianhuan1:'连环',
lianhuan2:'重铸♣︎',
niepan:'涅槃',
quhu:'驱虎',
jieming:'节命',
qiangxi:'强袭',
tianyi:'天义',
shuangxiong:'双雄',
shuangxiong2:'双雄',
luanji:'乱击',
xueyi:'血裔',
mengjin:'猛进',
huoji_info:'出牌阶段,你可以将你的任意一张♥或♦手牌当【火攻】使用。',
bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
lianhuan_info:'出牌阶段,你可以将你任意一张梅花手牌当【铁索连环】使用或重铸。',
niepan_info:'限定技当你处于濒死状态时你可以丢弃你所有的牌和你判定区里的牌并重置你的武将牌然后摸三张牌且体力回复至3点。',
quhu_info:'出牌阶段你可以与一名体力比你多的角色拼点若你赢则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢他/她对你造成一点伤害。每回合限用一次。',
jieming_info:'你每受到1点伤害可令任意一名角色将手牌补至其体力上限的张数(不能超过五张)。',
qiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害,每回合限一次。',
tianyi_info:'出牌阶段,你可以和一名角色拼点,若你赢,你获得以下技能直到回合结束:攻击范围无限;可额外使用一张【杀】;使用【杀】时可额外指定一个目标,若你没赢,你不能使用【杀】直到回合结束。每回合限一次。',
shuangxiong_info:'摸牌阶段,你可选择放弃摸牌并进行一次判定:你获得此判定牌,且于此回合的出牌阶段,你可以将任意一张与此判定牌不同颜色的手牌当【决斗】使用。',
luanji_info:'出牌阶段,你可以将任意两张相同花色的手牌当【万箭齐发】使用。',
xueyi_info:'场上每有一名其他群雄角色存活,你的手牌上限便+2。',
mengjin_info:'当你使用的【杀】被【闪】抵消时,你可以弃掉对方的一张牌。',
xiahouyuan:'夏侯渊',
caoren:'曹仁',
huangzhong:'黄忠',
sp_zhangjiao:'张角',
weiyan:'魏延',
xiaoqiao:'小乔',
zhoutai:'周泰',
zhangjiao:'张角',
yuji:'于吉',
shensu:'神速',
shensu1:'神速',
shensu2:'神速',
jushou:'据守',
liegong:'烈弓',
kuanggu:'狂骨',
tianxiang:'天香',
hongyan:'红颜',
buqu:'不屈',
buqu_bg:'创',
leiji:'雷击',
spleiji:'新雷击',
guidao:'鬼道',
huangtian:'黄天',
huangtian2:'黄天',
guhuo:'蛊惑',
fenji:'奋激',
diyleiji:'雷击',
jiewei:'解围',
jiewei_info:'每当你翻面,你可以使用一张锦囊牌或装备牌,若如此做,此牌结算后,你可以弃置场上一张同类型的牌',
diyleiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为梅花,其受到一点雷电伤害,然后你回复一点体力;若结果为黑桃,其受到两点雷电伤害',
tiangong:'天公',
tiangong2:'天公',
tiangong_info:'锁定技,你防止即将受到的雷电伤害,每当你造成一次雷电伤害,你摸一张牌',
shensu_info:
'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,'+
'若如此则视为对任意一名使用一张【杀】',
jushou_info:
'回合结束阶段你可以摸3张牌并将武将牌翻面',
liegong_info:
'当你使用【杀】时,若目标的手牌数大于等于你的体力值,或小于等于你的攻击范围,你可令此【杀】不能闪避',
kuanggu_info:
'锁定技每当你造成一点伤害若受伤害角色与你的距离不大于1你回复一点体力',
tianxiang_info:
'当你即将受到伤害时你可以弃置一张红桃牌将伤害转移给任意一名其他角色然后该角色摸x张牌x为其已损失体力值',
hongyan_info:
'锁定技,你的黑桃牌均视为红桃',
buqu_info:
'锁定技每当你扣减1点体力后若你当前的体力值为0你可以将牌堆顶的一张牌置于你的武将牌上'+
'称为“创”,若所有“创”的点数均不同,你不会死亡。你的手牌上限为“创”的个数',
leiji_info:
'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑桃,其受到两点雷电伤害',
spleiji_info:
'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你回复一点体力',
guidao_info:
'任意一名角色的判定生效前,你可以打出一张黑色牌替换之',
huangtian_info:
'主公技,群雄角色可在他们各自的回合里给你一张【闪】或【闪电】。',
guhuo_info:
'锁定技,回合开始阶段,你摸一张牌并弃置区域内的一张牌',
fenji_info:
'每当一名角色的手牌于回合外被弃置时你可以失去1点体力然后该角色摸两张牌。'
},
}