noname/character/yijiang.js

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'use strict';
character.yijiang={
character:{
yujin:['male','wei',4,['yizhong']],
caozhang:['male','wei',4,['jiangchi']],
guohuai:['male','wei',4,['jingce']],
zhangchunhua:['female','wei',3,['jueqing','shangshi']],
caozhi:['male','wei',3,['luoying','jiushi']],
caochong:['male','wei',3,['renxin','chengxiang']],
xunyou:['male','wei',3,['zhiyu','qice']],
xushu:['male','shu',3,['wuyan','jujian']],
xin_xushu:['male','shu',3,['xinwuyan','xinjujian']],
xin_masu:['male','shu',3,['sanyao','zhiman']],
masu:['male','shu',3,['xinzhan','huilei']],
fazheng:['male','shu',3,['enyuan','xuanhuo']],
xin_fazheng:['male','shu',3,['xinenyuan','xinxuanhuo']],
zhuran:['male','wu',4,['danshou']],
xusheng:['male','wu',4,['xinpojun']],
wuguotai:['female','wu',3,['ganlu','buyi']],
lingtong:['male','wu',4,['xuanfeng']],
liubiao:['male','qun',3,['zongshi','zishou']],
huaxiong:['male','qun',6,['yaowu']],
wangyi:['female','wei',3,['zhenlie','miji']],
yufan:['male','wu',3,['zhiyan','zongxuan']],
chengong:['male','qun',3,['mingce','zhichi']],
bulianshi:['female','wu',3,['anxu','zhuiyi']],
handang:['male','wu',4,['gongji','jiefan']],
fuhuanghou:['female','qun',3,['zhuikong','qiuyuan']],
zhonghui:['male','wei',4,['quanji','zili']],
jianyong:['male','shu',3,['qiaoshui','jyzongshi']],
madai:['male','shu',4,['mashu','qianxi']],
liufeng:['male','shu',4,['xiansi']],
manchong:['male','wei',3,['junxing','yuce']],
liru:['male','qun',3,['juece','mieji','fencheng']],
guanzhang:['male','shu',4,['fuhun']],
chenqun:['male','wei',3,['dingpin','faen']],
sunluban:['female','wu',3,['chanhui','jiaojin']],
guyong:['male','wu',3,['shenxing','bingyi']],
caifuren:['female','qun',3,['qieting','xianzhou']],
yj_jushou:['male','qun',3,['jianying','shibei']],
zhangsong:['male','shu',3,['qiangzhi','xiantu']],
zhuhuan:['male','wu',4,['youdi']],
xiahoushi:['female','shu',3,['qiaoshi','yanyu']],
panzhangmazhong:['male','wu',4,['anjian','duodao']],
zhoucang:['male','shu',4,['zhongyong']],
guanping:['male','shu',4,['longyin']],
liaohua:['male','shu',4,['dangxian','fuli']],
chengpu:['male','wu',4,['lihuo','chunlao']],
gaoshun:['male','qun',4,['xianzhen','jinjiu']],
caozhen:['male','wei',4,['sidi']],
wuyi:['male','shu',4,['benxi']],
hanhaoshihuan:['male','wei',4,['shenduan','yonglve']],
caorui:['male','wei',3,['huituo','mingjian','xingshuai'],['fullskin','zhu']],
caoxiu:['male','wei',4,['taoxi']],
zhongyao:['male','wei',3,['huomo','zuoding']],
liuchen:['male','shu',4,['zhanjue','qinwang'],['fullskin','zhu']],
zhangyi:['male','shu',4,['wurong','shizhi']],
sunxiu:['male','wu',3,['yanzhu','xingxue','zhaofu'],['fullskin','zhu']],
zhuzhi:['male','wu',4,['anguo']],
quancong:['male','wu',4,['yaoming']],
gongsunyuan:['male','qun',4,['huaiyi']],
guotufengji:['male','qun',3,['jigong','shifei']],
xin_yujin:['male','wei',4,['jieyue']],
},
perfectPair:{
wuguotai:['sunjian','sunshangxiang'],
zhangchunhua:['simayi'],
caozhi:['zhenji'],
xunyou:['xunyu'],
xushu:['liubei'],
lingtong:['ganning'],
chengong:['lvbu'],
bulianshi:['sunquan'],
fuhuanghou:['liuxie'],
sunluban:['quancong'],
caifuren:['liubiao'],
xiahoushi:['zhangfei'],
zhoucang:['guanyu'],
guanping:['guanyu'],
},
skill:{
jieyue:{
group:'jieyue1'
},
jieyue1:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
player.chooseCardTarget({
filterTarget:function(card,player,target){
return target!=player&&target.num('he')>0;
},
filterCard:true,
ai1:function(card){
return 7-ai.get.useful(card);
},
ai2:function(target){
return 1-ai.get.attitude(player,target);
},
prompt:'是否发动【节钺】?'
});
'step 1'
if(result.bool){
player.logSkill('jieyue1',result.targets);
player.discard(result.cards);
var target=result.targets[0];
event.target=target;
target.chooseCard('将一张牌置于'+get.translation(player)+'的武将牌上,或令其弃置你的一张牌','he').ai=function(card){
if(ai.get.attitude(player,target)>0){
return 8-ai.get.value(card);
}
var nh=player.num('h');
if(nh<=2){
return 6-ai.get.value(card);
}
if(nh<=3){
return 2-ai.get.value(card);
}
return 0;
}
}
else{
event.finish();
}
'step 2'
if(result.bool&&result.cards&&result.cards.length){
event.target.$give(result.cards,player);
player.storage.jieyue2=result.cards[0];
event.target.lose(result.cards[0],ui.special);
player.syncStorage('jieyue2');
player.addSkill('jieyue2');
}
else if(event.target.num('he')){
player.discardPlayerCard(event.target,true);
}
},
ai:{
expose:0.1
}
},
jieyue2:{
mark:'card',
intro:{
content:'card'
},
audio:true,
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,
group:['jieyue3','jieyue4']
},
jieyue3:{
enable:['chooseToRespond'],
filterCard:function(card){
return get.color(card)=='red';
},
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
audio:true,
prompt:'将一张红色手牌当闪打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
result:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.8
}
}
}
},
jieyue4:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
player.gain(player.storage.jieyue2,'gain2');
player.storage.jieyue2=null;
player.removeSkill('jieyue2');
}
},
jinjiu:{
mod:{
cardEnabled:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
cardUsable:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
cardRespondable:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
cardSavable:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
},
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
return player.num('h','jiu')>0;
},
filterCard:{name:'jiu'},
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.num('h','jiu')) return false;
},
check:function(){return 1},
ai:{
skillTagFilter:function(player){
if(!player.num('h','jiu')) return false;
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
xianzhen:{
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.storage.xianzhen=target;
player.addTempSkill('xianzhen2','phaseAfter');
player.addTempSkill('unequip','phaseAfter');
}
else{
player.addTempSkill('xianzhen3','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
}
},
xianzhen2:{
mod:{
targetInRange:function(card,player,target,now){
if(player.storage.xianzhen==target) return true;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return Infinity;
}
},
},
xianzhen3:{
mod:{
cardEnabled:function(card){if(card.name=='sha') return false}
}
},
lihuo:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
return card.name=='sha'&&!card.nature;
},
filter:function(event,player){
return player.num('h','sha')>0
},
viewAs:{name:'sha',nature:'fire'},
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'&&card.nature=='fire'&&range[1]!=-1){
range[1]++;
}
},
},
group:'lihuo2'
},
lihuo2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return event.parent.skill=='lihuo';
},
content:function(){
player.addTempSkill('lihuo3','phaseAfter');
}
},
lihuo3:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return event.card.name=='sha';
},
forced:true,
silent:true,
audio:false,
content:function(){
player.loseHp();
player.removeSkill('lihuo3');
delete player.tempSkills.lihuo3;
}
},
chunlao:{
trigger:{player:'phaseEnd'},
direct:true,
audio:2,
filter:function(event,player){
return player.num('h','sha')>0&&!player.storage.chunlao.length;
},
init:function(player){
player.storage.chunlao=[];
},
intro:{
content:'cards',
},
content:function(){
'step 0'
player.chooseCard([1,player.num('h','sha')],'是否发动【醇醪】?',{name:'sha'}).ai=function(){
return 1;
};
'step 1'
if(result.bool){
player.logSkill('chunlao');
player.storage.chunlao=player.storage.chunlao.concat(result.cards);
player.syncStorage('chunlao');
player.markSkill('chunlao');
player.lose(result.cards,ui.special);
player.$give(result.cards,player);
}
},
ai:{
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&player.num('h')<=player.hp&&!player.storage.chunlao.length){
return [0,0,0,0];
}
}
},
threaten:1.4
},
group:'chunlao2'
},
chunlao2:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.storage.chunlao.length>0;
},
direct:true,
content:function(){
"step 0"
var att=ai.get.attitude(player,trigger.player);
player.chooseCardButton('是否对'+get.translation(trigger.player)+'发动【醇醪】?',player.storage.chunlao).ai=function(button){
if(att>0) return 1;
return 0;
};
"step 1"
if(result.bool){
player.logSkill('chunlao',trigger.player);
player.$throw(result.links);
player.storage.chunlao.remove(result.links[0]);
ui.discardPile.appendChild(result.links[0]);
player.syncStorage('chunlao');
trigger.player.useCard({name:'jiu'},trigger.player);
if(!player.storage.chunlao.length){
player.unmarkSkill('chunlao');
}
}
},
ai:{
expose:0.2
}
},
shenduan:{
trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='black'&&get.type(event.cards[i])=='basic'&&
get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
direct:true,
content:function(){
'step 0'
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.color(trigger.cards[i])=='black'&&get.type(trigger.cards[i])=='basic'&&
get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(!cards.length){
event.finish();
}
else{
event.cards=cards;
}
'step 1'
if(event.cards.length){
player.chooseTarget('是否发动【慎断】?',function(card,player,target){
return player.canUse({name:'bingliang'},target,false);
}).ai=function(target){
return ai.get.effect(target,{name:'bingliang'},player,player);
};
}
else{
event.finish();
}
'step 2'
if(result.bool&&result.targets&&result.targets.length){
event.current=result.targets[0];
if(event.cards.length==1){
event.directCard=event.cards[0];
}
else{
delete event.directCard;
player.chooseCardButton('选择一张牌当作兵断寸断使用',event.cards,true);
}
}
else{
event.finish();
}
'step 3'
var card;
if(event.directCard){
card=event.directCard;
}
else if(result.links&&result.links.length&&
event.cards.contains(result.links[0])){
card=result.links[0]
}
if(card){
event.cards.remove(card);
event.current.addJudge('bingliang',[card]);
event.goto(1);
player.logSkill('shenduan',event.current);
}
}
},
yonglve:{
trigger:{global:'phaseJudgeBegin'},
direct:true,
filter:function(event,player){
return event.player!=player&&event.player.num('j')>0&&get.distance(player,event.player,'attack')<=1;
},
content:function(){
'step 0'
var att=ai.get.attitude(player,trigger.player);
var nh=trigger.player.num('h');
var eff=ai.get.effect(trigger.player,{name:'sha'},player,player);
player.chooseCardButton('是否对'+get.translation(trigger.player)+'发动【勇略】?',trigger.player.get('j')).ai=function(button){
var name=button.link.viewAs||button.link.name;
if(att>0&&eff>=0) return 1;
if(att>=0&&eff>0) return 1;
if(att>0&&(trigger.player.hp>=3||trigger.player.num('e','bagua')||trigger.player.num('h','shan'))){
if(name=='lebu'&&nh>trigger.player.hp) return 1;
if(name=='bingliang'&&nh<trigger.player.hp) return 1;
}
return 0;
};
'step 1'
if(result.bool){
trigger.player.discard(result.links);
player.useCard({name:'sha'},trigger.player,'yonglve');
player.storage.yonglve=false;
}
else{
event.finish();
}
'step 2'
if(player.storage.yonglve){
player.storage.yonglve=false;
}
else{
player.draw();
}
},
group:'yonglve2'
},
yonglve2:{
trigger:{source:'damageAfter'},
forced:true,
popup:false,
filter:function(event){
return event.parent.skill=='yonglve';
},
content:function(){
player.storage.yonglve=true;
}
},
benxi:{
trigger:{player:['useCardAfter','useSkillAfter']},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
if(!player.storage.benxi) return false;
return _status.currentPhase==player;
},
content:function(){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])>1){
player.removeSkill('unequip');
return;
}
}
player.addSkill('unequip');
},
group:['benxi2','benxi3'],
mod:{
globalFrom:function(from,to,distance){
if(_status.currentPhase==from){
return distance-get.cardCount(true,from);
}
},
selectTarget:function(card,player,range){
if(_status.currentPhase==player){
if(card.name=='sha'&&range[1]!=-1){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])>1) return;
}
range[1]++;
}
}
},
},
},
benxi2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
priority:5,
filter:function(event,player){
return player.skills.contains('benxi');
},
content:function(){
player.storage.benxi=!player.skills.contains('unequip');
if(player.storage.benxi){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])>1){
return;
}
}
player.addSkill('unequip');
}
}
},
benxi3:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
if(player.storage.benxi){
player.storage.benxi=false;
player.removeSkill('unequip');
}
}
},
sidi:{
trigger:{global:'respondEnd'},
filter:function(event,player){
if(event.parent.parent.name!='sha') return false;
if(event.player==player) return true;
return _status.currentPhase==player;
},
frequent:true,
init:function(player){
player.storage.sidi=[];
},
intro:{
content:'cards'
},
content:function(){
var card=get.cards()[0];
game.log(player,'将',card,'置于武将牌上');
player.$gain2(card);
player.storage.sidi.add(card);
player.markSkill('sidi');
player.syncStorage('sidi');
},
group:'sidi2'
},
sidi2:{
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
if(event.player==player) return false;
if(!player.storage.sidi.length) return false;
return true;
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>=0) return false;
if(event.player.num('e','zhuge')) return false;
if(event.player.skills.contains('paoxiao')) return false;
for(var i=0;i<game.players.length;i++){
if(event.player.canUse('sha',game.players[i])&&
ai.get.attitude(player,game.players[i])>0) break;
}
if(i==game.players.length) return false;
var nh=event.player.num('h');
var nsha=event.player.num('h','sha');
if(nh<2) return false;
switch(nh){
case 2:
if(nsha) return Math.random()<0.4;
return Math.random()<0.2;
case 3:
if(nsha) return Math.random()<0.8;
return Math.random()<0.3;
case 4:
if(nsha>1) return true;
if(nsha) return Math.random()<0.9;
return Math.random()<0.5;
default:return true;
}
},
content:function(){
'step 0'
if(player.storage.sidi.length==1){
event.directbutton=player.storage.sidi[0];
}
else{
player.chooseCardButton('弃置武将牌上的一张牌',player.storage.sidi,true);
}
'step 1'
var button;
if(event.directbutton){
button=event.directbutton;
}
else if(result.bool&&result.links&&result.links.length){
button=result.links[0];
}
if(button){
player.$throw([button]);
player.line(trigger.player,'green');
game.log(player,'将',button,'置于弃牌堆');
ui.discardPile.appendChild(button);
trigger.player.addTempSkill('sidi3','phaseAfter');
player.storage.sidi.remove(button);
player.syncStorage('sidi');
if(player.storage.sidi.length==0){
player.unmarkSkill('sidi');
}
game.delayx();
}
}
},
sidi3:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num-1;
}
}
},
zhongyong:{
trigger:{player:'shaMiss'},
direct:true,
filter:function(event,player){
return event.responded&&get.itemtype(event.responded.cards)=='cards';
},
content:function(){
"step 0"
var cards=trigger.responded.cards;
event.cards=cards;
player.chooseTarget('忠勇:将'+get.translation(trigger.responded.cards)+'交给一名角色',function(card,player,target){
return target!=trigger.target;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(target.num('h','shan')&&target.num('h')>=2){
att/=1.5;
}
return att;
}
"step 1"
if(result.bool){
player.logSkill('zhongyong',result.targets);
result.targets[0].gain(event.cards,'gain2');
if(result.targets[0]==player){
event.finish();
}
}
else{
event.finish();
}
"step 2"
if(player.skills.contains('jiu')){
game.broadcastAll(function(player){
player.removeSkill('jiu');
if(player.node.jiu){
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
},player);
event.jiu=true;
}
player.chooseToUse('是否对'+get.translation(trigger.target)+'再使用一张杀?',
{name:'sha'},trigger.target,-1).logSkill='qinglong';
"step 3"
if(event.jiu){
player.addSkill('jiu');
}
}
},
dangxian:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
'step 0'
player.phaseUse();
'step 1'
player.getStat().card={};
}
},
longyin:{
trigger:{global:'shaBegin'},
direct:true,
filter:function(event,player){
return event.target==event.targets[0]&&player.num('he')>0&&event.card.name=='sha'&&
_status.currentPhase==event.player&&event.parent.parent.parent.name=='phaseUse';
},
content:function(){
'step 0'
var go=false;
if(ai.get.attitude(player,trigger.player)>0){
if(get.color(trigger.card)=='red'){
go=true;
}
else if(!trigger.player.skills.contains('paoxiao')&&
!trigger.player.skills.contains('tanlnin3')&&
!trigger.player.skills.contains('zhaxiang2')&&
!trigger.player.skills.contains('fengnu')&&
!trigger.player.num('e','zhuge')){
var nh=trigger.player.num('h');
if(player==trigger.player){
go=(player.num('h','sha')>0);
}
else if(nh>=4){
go=true;
}
else if(player.num('h','sha')){
if(nh==3){
go=Math.random()<0.8;
}
else if(nh==2){
go=Math.random()<0.5;
}
}
else if(nh>=3){
if(nh==3){
go=Math.random()<0.5;
}
else if(nh==2){
go=Math.random()<0.2;
}
}
}
}
var next=player.chooseToDiscard('是否发动【龙吟】?','he');
next.logSkill=['longyin',trigger.player];
next.ai=function(card){
if(go){
return 6-ai.get.value(card);
}
return 0;
}
'step 1'
if(result.bool){
trigger.player.getStat().card.sha--;
if(get.color(trigger.card)=='red'){
player.draw();
}
player.logSkill('longyin',trigger.player);
}
},
ai:{
expose:0.2
}
},
jigong:{
audio:2,
trigger:{player:'phaseUseBegin'},
check:function(event,player){
var nh=player.num('h')-player.num('h',{type:'equip'});
if(nh<=1) return true;
if(player.num('h','tao')) return false;
if(nh<=2) return Math.random()<0.7;
if(nh<=3) return Math.random()<0.4;
return false;
},
content:function(){
player.draw(2);
player.addTempSkill('jigong2','phaseAfter');
}
},
jigong2:{
mod:{
maxHandcard:function(player,num){
var damage=player.getStat().damage;
if(typeof damage=='number') return damage;
return 0;
}
}
},
shifei:{
audio:2,
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})) return false;
return true;
},
check:function(event,player){
if(ai.get.attitude(player,_status.currentPhase)>0) return true;
var nh=_status.currentPhase.num('h')+1;
var hasshan=(player.num('h','shan')>0);
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')>nh){
if(!hasshan||ai.get.attitude(player,game.players[i])<=0) return true;
}
}
return false;
},
content:function(){
'step 0'
player.line(_status.currentPhase,'green');
_status.currentPhase.draw();
'step 1'
var nh=_status.currentPhase.num('h');
var nmax=nh+1;
var targets=[];
for(var i=0;i<game.players.length;i++){
var nh2=game.players[i].num('h');
if(nh2>nmax){
nmax=nh2;
targets.length=0;
targets.push(game.players[i]);
}
else if(nh2==nmax){
targets.push(game.players[i]);
}
}
if(targets.length==1){
event.onlytarget=targets[0];
}
else if(targets.length){
player.chooseTarget('选择一名角色弃置其一张牌',true,function(card,player,target){
return targets.contains(target);
}).ai=function(target){
return -ai.get.attitude(player,target);
};
}
else{
event.finish();
}
'step 2'
var target;
if(event.onlytarget){
target=event.onlytarget;
}
else if(result.targets&&result.targets.length){
target=result.targets[0];
}
if(target){
player.line(target,'green');
if(target==player){
player.chooseToDiscard('he',true);
}
else{
player.discardPlayerCard(target,'he',true);
}
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'shan'}}
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0){
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')>nh) return 0.4;
}
}
}
}
}
},
huaiyi:{
audio:2,
enable:'phaseUse',
usable:1,
delay:0,
filter:function(event,player){
return player.num('h',{color:'red'})&&player.num('h',{color:'black'});
},
content:function(){
'step 0'
player.chooseControl('红色','黑色').ai=function(){
if(player.num('h',{color:'red'})==1&&
player.num('h',{color:'black'})>1) return '红色';
return '黑色';
}
'step 1'
event.control=result.control;
player.showHandcards();
'step 2'
var cards;
if(event.control=='红色'){
cards=player.get('h',{color:'red'});
}
else{
cards=player.get('h',{color:'black'});
}
player.discard(cards);
event.num=cards.length;
'step 3'
player.chooseTarget([1,event.num],function(card,player,target){
return target!=player&&target.num('he')>0;
}).ai=function(target){
return -ai.get.attitude(player,target)+0.5;
}
'step 4'
if(result.targets){
event.targets=result.targets;
event.gained=event.targets.length;
}
else{
event.finish();
}
'step 5'
if(event.targets.length){
player.gainPlayerCard(event.targets.shift(),'he',true);
event.redo();
}
'step 6'
if(event.gained>=2){
player.loseHp();
}
},
ai:{
order:function(item,player){
if(player.num('h',{color:'red'})==1) return 10;
if(player.num('h',{color:'black'})==1) return 10;
return 1;
},
result:{
player:1
}
}
},
yaoming:{
audio:2,
trigger:{player:'damageEnd',source:'damageEnd'},
direct:true,
filter:function(event,player){
if(player.skills.contains('yaoming2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')!=nh) return true;
}
return false;
},
content:function(){
'step 0'
var nh=player.num('h');
player.chooseTarget('是否发动【邀名】?',function(card,player,target){
return nh!=target.num('h');
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(target.num('h')>nh) return -att;
return att;
}
'step 1'
if(result.bool){
player.logSkill('yaoming',result.targets);
player.addTempSkill('yaoming2','phaseAfter');
var target=result.targets[0];
if(target.num('h')<player.num('h')){
target.draw();
}
else{
target.discard(target.get('h').randomGet());
}
}
},
ai:{
expose:0.2
}
},
yaoming2:{},
anguo:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('e')>0;
},
content:function(){
'step 0'
player.choosePlayerCard(target,'e',true);
'step 1'
if(result.links){
var num=0;
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i],'attack')<=1){
num++;
}
}
event.num=num;
target.gain(result.links,'gain2');
}
else{
event.finish();
}
'step 2'
var num2=0;
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i],'attack')<=1){
num2++;
}
}
if(event.num>num2){
player.draw();
}
},
ai:{
order:7,
result:{
target:function(player,target){
if(target.get('e','1')||target.get('e','4')) return -1;
if(target.get('e','2')) return -0.7;
return -0.5;
}
}
}
},
zhaofu:{
unique:true,
global:'zhaofu2'
},
zhaofu2:{
mod:{
attackTo:function(from,to,distance){
if(from.group!='wu') return;
var zhu;
for(var i=0;i<game.players.length;i++){
if(game.players[i].isZhu&&game.players[i].skills.contains('zhaofu')){
zhu=game.players[i];break;
}
}
if(!zhu) return;
if(from==zhu||to==zhu) return;
if(get.distance(zhu,to)<=1) return distance-100;
}
}
},
xingxue:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
var num=player.hp;
if(!player.skills.contains('yanzhu')){
num=player.maxHp;
}
player.chooseTarget([1,num],'是否发动【兴学】?').ai=function(target){
var att=ai.get.attitude(player,target);
if(target.num('he')) return att;
return att/10;
}
'step 1'
if(result.bool){
player.logSkill('xingxue',result.targets);
event.targets=result.targets;
event.targets.sort(lib.sort.seat);
}
else{
event.finish();
}
'step 2'
if(event.targets.length){
var target=event.targets.shift();
target.draw();
event.current=target;
}
else{
event.finish();
}
'step 3'
if(event.current&&event.current.num('he')){
event.current.chooseCard('选择一张牌置于牌堆顶','he',true);
}
else{
event.goto(2);
}
'step 4'
if(result&&result.cards){
event.card=result.cards[0];
event.current.lose(result.cards,ui.special);
var cardx=ui.create.card();
cardx.classList.add('infohidden');
cardx.classList.add('infoflip');
event.current.$throw(cardx,1000);
}
else{
event.card=null;
}
'step 5'
if(event.current==game.me) game.delay(0.5);
'step 6'
if(event.card){
event.card.fix();
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
}
event.goto(2);
}
},
yanzhu:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.num('he')>0&&target!=player;
},
content:function(){
'step 0'
if(target.num('e')){
target.chooseBool('是否将装备区内的所有牌交给'+get.translation(player)+'').ai=function(){
if(target.num('e')>=3) return false;
return true;
}
}
else{
target.chooseToDiscard(true,'he');
event.finish();
}
'step 1'
if(result.bool){
var es=target.get('e');
player.gain(es);
target.$give(es,player);
player.removeSkill('yanzhu');
}
else{
target.chooseToDiscard(true,'he');
}
},
ai:{
order:6,
result:{
target:function(player,target){
var ne=target.num('e');
if(!ne) return -2;
if(ne>=2) return -ne;
return 0;
}
}
}
},
shizhi:{
mod:{
cardRespondable:function(card,player){
if(card.name=='shan'&&player.hp==1&&_status.event.skill!='shizhi') return false;
},
},
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
return player.hp==1;
},
filterCard:{name:'shan'},
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.num('h','shan')) return false;
if(player.hp!=1) return false;
},
check:function(){return 1},
ai:{
skillTagFilter:function(player){
if(!player.num('h','shan')) return false;
if(player.hp!=1) return false;
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
wurong:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return target.num('h')>0;
},
content:function(){
"step 0"
if(target.num('h')==0||player.num('h')==0){
event.finish();
return;
}
player.chooseCard(true).ai=function(){
return Math.random();
};
"step 1"
event.card1=result.cards[0];
var rand=Math.random()<0.4;
target.chooseCard(true).ai=function(card){
if(rand) return card.name=='shan'?1:0;
return card.name=='shan'?0:1;
};
"step 2"
event.card2=result.cards[0];
ui.arena.classList.add('thrownhighlight');
game.addVideo('thrownhighlight1');
player.$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);
var name1=event.card1.name;
if(player.hp==1&&name1=='shan'){
name1='sha';
}
if(name1=='sha'&&event.card2.name!='shan'){
player.discard(event.card1).animate=false;
target.$gain2(event.card2);
var clone=event.card1.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([clone]));
}
target.damage();
}
else if(name1!='sha'&&event.card2.name=='shan'){
player.discard(event.card1).animate=false;
target.$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]));
}
player.gainPlayerCard(target,true,'he');
}
else{
player.$gain2(event.card1);
target.$gain2(event.card2);
}
ui.arena.classList.remove('thrownhighlight');
game.addVideo('thrownhighlight2');
},
ai:{
order:6,
result:{
target:-1,
}
}
},
zhanjue:{
audio:2,
enable:'phaseUse',
filterCard:true,
selectCard:-1,
filter:function(event,player){
if(!player.num('h')) return false;
if(player.storage.zhanjue>=2) return false;
return true;
},
prepare:function(cards,player,targets){
player.$throw(cards);
player.line(targets);
},
discard:false,
filterTarget:function(card,player,target){
return player.canUse('juedou',target);
},
content:function(){
targets.sort(lib.sort.seat);
player.useCard({name:'juedou'},cards,targets,'zhanjue').animate=false;
},
group:['zhanjue2','zhanjue3'],
ai:{
order:1,
result:{
target:function(player,target){
if(player.num('h')>3) return 0;
if(target.num('h','sha')) return 0;
if(player.num('h','tao')) return 0;
return ai.get.effect(target,{name:'juedou'},player,target);
}
}
}
},
zhanjue2:{
audio:false,
trigger:{player:'phaseBefore'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.zhanjue=0;
}
},
zhanjue3:{
audio:false,
trigger:{player:'damageAfter',source:'damageAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.parent.skill=='zhanjue';
},
content:function(){
if(player==trigger.source){
if(trigger.player.isAlive()){
game.asyncDraw([player,trigger.player]);
}
else{
player.draw();
}
player.storage.zhanjue++;
}
else{
player.draw(2);
player.storage.zhanjue+=2;
}
}
},
qinwang:{
unique:true,
group:['qinwang1','qinwang2'],
},
qinwang1:{
audio:2,
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!player.isZhu) return false;
if(event.filterCard({name:'sha'})==false) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].group=='shu') return true;
}
return false;
},
direct:true,
content:function(){
"step 0"
var yep=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(game.players[i],player)>0&&game.players[i].num('h')>=3){
yep=true;break;
}
}
var next=player.chooseToDiscard('是否发动【勤王】?','he');
next.ai=function(card){
if(yep) return 5-ai.get.value(card);
return 0;
}
next.logSkill='qinwang'
"step 1"
if(!result.bool){
event.finish();
}
"step 2"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
event.finish();
}
else if(event.current.group=='shu'){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
next.ai=function(){
var event=_status.event;
return (ai.get.attitude(event.player,event.source)-2);
};
next.autochoose=lib.filter.autoRespondSha;
next.source=player;
}
else{
event.current=event.current.next;
event.redo();
}
"step 3"
if(result.bool){
event.finish();
trigger.result=result;
trigger.responded=true;
trigger.animate=false;
event.current.draw();
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(2);
}
}
},
qinwang2:{
audio:2,
enable:'chooseToUse',
filter:function(event,player){
if(event.filterCard&&!event.filterCard({name:'sha'},player)) return false;
if(!player.isZhu) return false;
if(player!=game.me&&player.skills.contains('qinwang3')) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].group=='shu'&&game.players[i]!=player){
return lib.filter.cardUsable({name:'sha'},player);
}
}
return false;
},
filterCard:true,
position:'he',
check:function(card){
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(game.players[i],player)>0&&game.players[i].num('h')>=3){
return 5-ai.get.value(card);
}
}
return 0;
},
filterTarget:function(card,player,target){
if(_status.event._backup&&
typeof _status.event._backup.filterTarget=='function'&&
!_status.event._backup.filterTarget({name:'sha'},player,target)){
return false;
}
return player.canUse({name:'sha'},target);
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
player.addTempSkill('qinwang3','phaseAfter');
event.parent.parent.step=0;
event.finish();
}
else if(event.current.group=='shu'){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'对'+get.translation(target)+'使用一张杀',
function(card){return player.canUse(card,target)&&card.name=='sha';});
next.ai=function(card){
var event=_status.event;
return ai.get.effect(event.target,card,event.source,event.player);
};
next.autochoose=lib.filter.autoRespondSha;
next.source=player;
next.target=target;
}
else{
event.current=event.current.next;
event.redo();
}
"step 1"
if(result.bool){
event.finish();
event.current.draw();
if(result.cards&&result.cards.length==1&&result.cards[0].name=='sha'){
player.useCard(result.cards[0],target).animate=false;
}
else{
player.useCard({name:'sha'},target).animate=false;
}
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
},
ai:{
result:{
target:function(player,target){
if(player.skills.contains('qinwang3')) return 0;
return ai.get.effect(target,{name:'sha'},player,target);
}
},
order:function(){
return lib.card.sha.ai.order-0.1;
},
}
},
qinwang3:{},
zuoding:{
trigger:{global:'useCard'},
filter:function(event,player){
return !player.skills.contains('zuoding2')&&get.suit(event.card)=='spade'&&
event.targets&&event.targets.length&&event.player!=player;
},
direct:true,
content:function(){
'step 0'
player.chooseTarget('是否发动【佐定】?',function(card,player,target){
return trigger.targets.contains(target);
}).ai=function(target){
return ai.get.attitude(player,target);
}
'step 1'
if(result.bool){
player.logSkill('zuoding',result.targets);
result.targets[0].draw();
}
},
ai:{
expose:0.2
},
group:'zuoding3'
},
zuoding2:{},
zuoding3:{
trigger:{global:'damageEnd'},
forced:true,
popup:false,
silent:true,
content:function(){
player.addTempSkill('zuoding2','phaseAfter');
}
},
huomo:{
audio:2,
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})) return false;
if(player.skills.contains('huomo2')) return false;
if(event.parent.name!='sha') return false;
var hs=player.get('he',{color:'black'});
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
return true;
},
direct:true,
content:function(){
"step 0"
player.chooseCard('是否发动【活墨】?','he',function(card){
return get.type(card)!='basic'&&get.color(card)=='black';
}).ai=function(card){
if(!player.num('h','shan')){
return 8-ai.get.value(card);
}
return 6-ai.get.value(card);
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'shan'}}
player.lose(result.cards,ui.special);
player.$throw(result.cards);
event.card=result.cards[0];
player.logSkill('huomo');
player.addTempSkill('huomo2','phaseAfter');
}
else{
event.finish();
}
'step 2'
if(player==game.me&&event.card){
game.delay();
}
'step 3'
if(event.card){
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
}
},
group:['huomo_count','huomo_count2','huomo_sha','huomo_jiu','huomo_tao']
},
huomo2:{},
huomo_count:{
init:function(player){
player.storage.huomo={};
},
trigger:{global:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.huomo={};
}
},
huomo_count2:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
content:function(){
switch(trigger.card.name){
case 'sha':player.storage.huomo.sha=true;break;
case 'tao':player.storage.huomo.tao=true;break;
}
}
},
huomo_sha:{
enable:'phaseUse',
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
filter:function(event,player){
if(!player.storage.huomo) player.storage.huomo={};
if(player.storage.huomo.sha) return false;
if(!lib.filter.filterCard({name:'sha'},player,event)){
return false;
}
var hs=player.get('he',{color:'black'});
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
for(var i=0;i<game.players.length;i++){
if(player.canUse('sha',game.players[i])) return true;
}
return false;
},
position:'he',
filterCard:function(card){
return get.type(card)!='basic'&&get.color(card)=='black';
},
filterTarget:function(card,player,target){
return player.canUse('sha',target);
},
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
game.log(player,'将',cards,'置于牌堆顶');
ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
player.useCard({name:'sha'},targets);
},
ai:{
order:2,
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha'},player,target);
}
}
}
},
huomo_tao:{
enable:'chooseToUse',
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
filter:function(event,player){
if(!player.storage.huomo) player.storage.huomo={};
if(player.storage.huomo.tao) return false;
var hs=player.get('he',{color:'black'});
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
if(event.type=='dying'){
return event.filterCard({name:'tao'},player);
}
if(event.parent.name!='phaseUse') return false;
if(!lib.filter.filterCard({name:'tao'},player,event)){
return false;
}
return player.hp<player.maxHp;
},
position:'he',
filterCard:function(card){
return get.type(card)!='basic'&&get.color(card)=='black';
},
filterTarget:function(card,player,target){
if(_status.event.type=='dying'){
return target==_status.event.dying;
}
return player==target;
},
selectTarget:-1,
check:function(card){
return 8-ai.get.value(card);
},
content:function(){
game.log(player,'将',cards,'置于牌堆顶');
ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
player.useCard({name:'tao'},targets).delayx=false;
},
ai:{
skillTagFilter:function(player){
if(!player.storage.huomo) player.storage.huomo={};
if(player.storage.huomo.tao) return false;
var hs=player.get('he',{color:'black'});
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
return true;
}
}
return false;
},
threaten:1.5,
save:true,
order:9,
result:{
target:function(player,target){
return ai.get.effect(target,{name:'tao'},player,target);
}
}
}
},
huomo_jiu:{
enable:'phaseUse',
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
filter:function(event,player){
if(!lib.filter.filterCard({name:'jiu'},player,event)){
return false;
}
if(player.getStat().card.jiu) return false;
var hs=player.get('he',{color:'black'});
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
return true;
},
position:'he',
filterCard:function(card){
return get.type(card)!='basic'&&get.color(card)=='black';
},
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
game.log(player,'将',cards,'置于牌堆顶');
ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
player.useCard({name:'jiu'},targets).delayx=false;
},
ai:{
order:function(){
return lib.card.sha.ai.order+0.2;
},
result:{
target:function(player,target){
return ai.get.effect(target,{name:'jiu'},player,target);
}
}
}
},
taoxi:{
audio:2,
trigger:{player:'useCardToBegin'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets.length==1&&
event.target.num('h')>0&&!player.skills.contains('taoxi4')&&player!=event.target;
},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
intro:{
content:'card'
},
content:function(){
var card=trigger.target.get('h').randomGet();
player.showCards([card]);
player.storage.taoxi=card;
player.storage.taoxi2=trigger.target;
player.syncStorage('taoxi');
player.markSkill('taoxi');
player.addTempSkill('taoxi4','phaseAfter');
},
group:['taoxi2','taoxi3']
},
taoxi2:{
audio:false,
enable:'phaseUse',
filter:function(event,player){
if(player.storage.taoxi&&player.storage.taoxi2&&
get.owner(player.storage.taoxi)==player.storage.taoxi2&&
lib.filter.filterCard(player.storage.taoxi,player,event)){
return true;
}
return false;
},
filterTarget:function(card,player,target){
return player.canUse(player.storage.taoxi,target);
},
selectTarget:function(){
return get.select(get.info(_status.event.player.storage.taoxi).selectTarget);
},
multitarget:true,
multiline:true,
content:function(){
'step 0'
var card=player.storage.taoxi;
if(!card){
event.finish();
return;
}
var owner=get.owner(card);
if(owner){
owner.lose(card,ui.special);
}
event.card=card;
player.$throw(card);
'step 1'
player.useCard(event.card,targets).animate=false;
delete player.storage.taoxi;
delete player.storage.taoxi2;
player.unmarkSkill('taoxi');
},
ai:{
order:8,
result:{
target:function(player,target){
return ai.get.effect(target,player.storage.taoxi,player,target);
},
player:1
}
}
},
taoxi3:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.taoxi?true:false;
},
content:function(){
if(get.owner(player.storage.taoxi)==player.storage.taoxi2&&player.num('he')){
game.log(player,'发动了','【讨袭】');
player.popup('taoxi');
player.chooseToDiscard('he',true);
}
delete player.storage.taoxi;
delete player.storage.taoxi2;
player.unmarkSkill('taoxi');
}
},
taoxi4:{},
xingshuai:{
skillAnimation:true,
audio:2,
trigger:{player:'dying'},
priority:6,
filter:function(event,player){
if(player.storage.xingshuai) return false;
if(player.hp>0) return false;
if(!player.isZhu) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].group=='wei') return true;
}
return false;
},
init:function(player){
if(player.isZhu){
player.markSkill('xingshuai');
player.storage.xingshuai=false;
}
},
intro:{
content:'limited'
},
unique:true,
content:function(){
'step 0'
player.storage.xingshuai=true;
player.unmarkSkill('xingshuai');
var targets=get.players();
targets.remove(player);
event.targets=targets;
event.damages=[];
'step 1'
if(event.targets.length){
var current=event.targets.shift();
if(current.group=='wei'){
current.chooseBool('是否令'+get.translation(player)+'回复一点体力?').ai=function(){
return ai.get.attitude(current,player)>2;
}
event.current=current;
}
else{
event.redo();
}
}
else{
event.goto(3);
}
'step 2'
if(result.bool){
event.damages.push(event.current);
event.current.line(player,'green');
game.log(event.current,'令',player,'回复一点体力');
}
if(event.targets.length){
event.goto(1);
}
'step 3'
if(event.damages.length){
player.recover(event.damages.length);
}
'step 4'
if(event.damages.length){
event.damages.shift().damage('nosource');
event.redo();
}
}
},
mingjian:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target;
},
filter:function(event,player){
return player.num('h')>0;
},
filterCard:true,
selectCard:-1,
discard:false,
lose:true,
content:function(){
player.$give(cards.length,target);
target.gain(cards);
target.addTempSkill('mingjian2',{player:'phaseAfter'});
},
ai:{
order:1,
result:{
target:function(player,target){
if(player.hp<=2&&player.num('h','shan')) return 0;
if(target.num('h')+player.num('h')>target.hp+2) return 0;
if(ai.get.attitude(player,target)>3) return 1;
return 0;
}
}
}
},
mingjian2:{
mark:true,
intro:{
content:'手牌上限+1出杀次数+1'
},
mod:{
maxHandcard:function(player,num){
return num+1;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
},
mingjian_old:{
audio:2,
trigger:{player:'phaseUseBefore'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
'step 0'
var go=Math.random()<0.5;
player.chooseTarget('是否发动【明鉴】?',function(card,player,target){
return player!=target
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>3){
if(player.num('h')>player.hp) return att;
if(go) return att;
}
return 0;
}
'step 1'
if(result.bool){
player.logSkill('mingjian',result.targets);
trigger.untrigger();
trigger.finish();
var target=result.targets[0];
target.addSkill('mingjian2');
var hs=player.get('h');
target.gain(hs);
player.$give(hs.length,target);
}
}
},
mingjian2_old:{
audio:false,
trigger:{global:'phaseAfter'},
forced:true,
popup:false,
content:function(){
if(lib.config.glow_phase){
if(_status.currentPhase){
_status.currentPhase.classList.remove('glow_phase');
}
player.classList.add('glow_phase');
}
game.addVideo('phaseChange',player);
_status.currentPhase=player;
player.ai.tempIgnore=[];
player.stat.push({card:{},skill:{}});
player.phaseUse();
player.removeSkill('mingjian2');
}
},
huituo:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
player.chooseTarget('是否发动【恢拓】?').ai=function(target){
if(ai.get.attitude(player,target)>0){
return ai.get.recoverEffect(target,player,player)+1;
}
return 0;
}
'step 1'
if(result.bool){
player.logSkill('huituo',result.targets);
var target=result.targets[0];
event.target=target;
target.judge(function(card){
if(target.hp==target.maxHp){
if(get.color(card)=='red') return 0;
}
if(get.color(card)=='red') return 1.5;
return 1;
});
}
else{
event.finish();
}
'step 2'
if(result.color){
if(result.color=='red'){
if(event.target.hp<event.target.maxHp) event.target.recover();
}
else{
event.target.draw(trigger.num);
}
}
}
},
duodao:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return player.num('he')>0&&event.source&&event.source.get('e','1')!=undefined&&
event.card&&event.card.name=='sha';
},
check:function(event,player){
return ai.get.attitude(player,event.source)<=0;
},
direct:true,
priority:5,
audio:2,
content:function(){
'step 0'
var next=player.chooseToDiscard('he','是否发动【夺刀】?');
next.logSkill=['duodao',trigger.source];
next.ai=function(card){
if(ai.get.attitude(player,trigger.source)<0){
return 6-ai.get.value(card);
}
return 0;
};
'step 1'
if(result.bool){
trigger.source.$give(trigger.source.get('e','1'),player);
player.gain(trigger.source.get('e','1'));
}
},
},
anjian:{
audio:2,
trigger:{source:'damageBegin'},
check:function(event,player){
return ai.get.attitude(player,event.player)<=0;
},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&get.distance(event.player,player,'attack')>1&&
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
trigger.num++;
}
},
xinpojun:{
trigger:{player:'shaBegin'},
direct:true,
filter:function(event,player){
return event.target.hp>0&&event.target.num('he')>0;
},
audio:2,
content:function(){
'step 0'
player.choosePlayerCard(trigger.target,'he',
[1,Math.min(trigger.target.num('he'),trigger.target.hp)],'是否发动【破军】?');
'step 1'
if(result.bool&&result.links.length){
player.logSkill('xinpojun');
if(trigger.target.storage.xinpojun2){
trigger.target.storage.xinpojun2=trigger.target.storage.xinpojun2.concat(result.links);
}
else{
trigger.target.storage.xinpojun2=result.links;
}
game.addVideo('storage',trigger.target,['xinpojun2',get.cardsInfo(trigger.target.storage.xinpojun2),'cards']);
trigger.target.addSkill('xinpojun2');
trigger.target.lose(result.links,ui.special);
}
},
ai:{
expose:0.2
}
},
xinpojun2:{
trigger:{global:'phaseEnd'},
forced:true,
audio:false,
mark:true,
intro:{
content:'cardCount'
},
content:function(){
if(player.storage.xinpojun2){
player.gain(player.storage.xinpojun2);
delete player.storage.xinpojun2;
}
player.removeSkill('xinpojun2');
}
},
qiaoshi:{
audio:2,
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&event.player.num('h')==player.num('h')&&event.player.isAlive();
},
check:function(event,player){
return ai.get.attitude(player,event.player)>=0;
},
priority:-5,
content:function(){
game.asyncDraw([trigger.player,player]);
},
ai:{
expose:0.1
}
},
yanyu:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>0;
},
filterCard:{name:'sha'},
prepare:function(cards,player){
player.$throw(cards,1000);
},
discard:false,
delay:0.5,
content:function(){
"step 0"
player.draw();
"step 1"
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
},
ai:{
basic:{
order:1
},
result:{
player:1,
},
},
group:'yanyu2'
},
yanyu2:{
trigger:{player:'phaseUseEnd'},
direct:true,
filter:function(event,player){
return player.getStat().skill.yanyu>=2;
},
content:function(){
'step 0'
player.chooseTarget('是否发动【燕语】?',function(card,player,target){
return target.sex=='male'&&target!=player;
}).ai=function(target){
return ai.get.attitude(player,target);
};
'step 1'
if(result.bool){
player.logSkill('yanyu',result.targets);
result.targets[0].draw(2);
}
}
},
youdi:{
audio:true,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【诱敌】?',function(card,player,target){
return player!=target;
}).ai=function(target){
if(target.num('he')==0) return 0;
return -ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
game.delay();
player.logSkill('youdi',result.targets);
event.target=result.targets[0];
event.target.discardPlayerCard(player,'he',true);
}
else{
event.finish();
}
"step 2"
if(result.links[0].name!='sha'&&event.target.num('he')){
player.gainPlayerCard('he',event.target,true);
}
},
ai:{
expose:0.2,
threaten:1.4
}
},
fuhun:{
enable:['chooseToUse','chooseToRespond'],
filterCard:true,
selectCard:2,
position:'h',
audio:2,
viewAs:{name:'sha'},
prompt:'将两张手牌当杀使用或打出',
check:function(card){
if(_status.event.player.num('h')<4) return 6-ai.get.useful(card);
return 7-ai.get.useful(card);
},
ai:{
respondSha:true,
order:function(item,player){
if(player.skills.contains('wusheng')&&player.skills.contains('paoxiao')){
return 1;
}
if(player.num('h')<4){
return 1;
}
return 4;
},
},
group:'fuhun2'
},
fuhun2:{
trigger:{source:'damageAfter'},
forced:true,
filter:function(event){
return event.parent.skill=='fuhun';
},
content:function(){
player.addTempSkill('wusheng','phaseAfter');
player.addTempSkill('paoxiao','phaseAfter');
}
},
fencheng:{
skillAnimation:'epic',
animationColor:'fire',
audio:2,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.fencheng;
},
filterTarget:function(card,player,target){
return player!=target;
},
unique:true,
selectTarget:-1,
mark:true,
line:'fire',
content:function(){
"step 0"
player.storage.fencheng=true;
player.unmarkSkill('fencheng');
var res=ai.get.damageEffect(target,player,target,'fire');
var num=Math.max(1,target.num('e'));
target.chooseToDiscard(num,'he','弃置'+get.cnNumber(num)+'张牌或受到1点火焰伤害').ai=function(card){
if(res>=0) return -1;
if(num>2&&player.hp>1) return -1;
if(num>1&&player.hp>2) return -1;
if(get.position(card)=='e'){
return 10-ai.get.value(card);
}
return 6-ai.get.value(card);
}
"step 1"
if(!result.bool){
target.damage('fire');
}
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&ai.get.damageEffect(game.players[i],player,game.players[i],'fire')<0){
var att=ai.get.attitude(player,game.players[i]);
if(att>0){
num-=Math.max(1,game.players[i].num('e'));
}
else if(att<0){
num+=Math.max(1,game.players[i].num('e'));
}
}
}
if(game.players.length<5){
return num-1;
}
else{
return num-2;
}
}
}
},
init:function(player){
player.storage.fencheng=false;
},
intro:{
content:'limited'
}
},
mieji:{
trigger:{player:'useCardBegin'},
direct:true,
audio:2,
filter:function(event,player){
return event.targets.length==1&&get.type(event.card)=='trick'&&get.color(event.card)=='black';
},
position:'he',
content:function(){
"step 0"
player.chooseTarget('是否发动【灭计】?',function(card,player,target){
return lib.filter.filterTarget(trigger.card,player,target)&&target!=trigger.targets[0];
}).ai=function(target){
return ai.get.effect(target,trigger.card,player,player);
};
"step 1"
if(result.bool){
trigger.targets.push(result.targets[0]);
player.logSkill('mieji',result.targets);
}
}
},
junxing:{
enable:'phaseUse',
audio:2,
usable:1,
filterCard:true,
selectCard:[1,Infinity],
filter:function(event,player){
return player.num('h')>0;
},
check:function(card){
if(ui.selected.cards.length) return -1;
var val=ai.get.value(card);
if(get.type(card)=='basic') return 8-ai.get.value(card);
return 5-ai.get.value(card);
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
"step 0"
var types=[];
for(var i=0;i<cards.length;i++){
types.add(get.type(cards[i],'trick'));
}
var dialog=ui.create.dialog('弃置一张与'+get.translation(player)+'弃置的牌类别均不同的牌,或将武将牌翻面','hidden');
dialog.classList.add('noselect');
dialog.add(cards);
target.chooseToDiscard(dialog,function(card){
return !types.contains(get.type(card,'trick'));
}).ai=function(card){
if(target.isTurnedOver()) return -1;
return 8-ai.get.value(card);
};
"step 1"
if(!result.bool){
target.turnOver();
target.draw(cards.length);
}
},
ai:{
order:2,
expose:0.3,
threaten:1.8,
result:{
target:function(player,target){
if(target.isTurnedOver()) return 2;
return -1/(target.num('h')+1);
}
}
}
},
juece:{
audio:2,
trigger:{global:'loseEnd'},
check:function(event,player){
return ai.get.damageEffect(event.player,player,player)>0;
},
filter:function(event,player){
if(event.player.num('h')) return false;
if(_status.currentPhase!=player) return false;
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
player.line(trigger.damage,'green');
trigger.player.damage();
},
ai:{
threaten:1.1
}
},
jiefan:{
skillAnimation:true,
audio:2,
unique:true,
mark:true,
init:function(player){
player.storage.jiefan=false;
},
enable:'phaseUse',
filter:function(event,player){
return !player.storage.jiefan;
},
intro:{
content:'limited'
},
filterTarget:true,
content:function(){
"step 0"
player.unmarkSkill('jiefan');
player.storage.jiefan=true;
event.players=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&get.distance(game.players[i],target,'attack')<=1){
event.players.push(game.players[i]);
}
}
lib.tempSortSeat=target;
event.players.sort(lib.sort.seat);
delete lib.tempSortSeat;
"step 1"
if(event.players.length){
event.current=event.players.shift();
event.current.animate('target');
if(event.current.num('he')&&target.isAlive()){
event.current.chooseToDiscard({subtype:'equip1'},'he','弃置一张武器牌或让'+
get.translation(target)+'摸一张牌').ai=function(card){
if(ai.get.attitude(event.current,target)<0) return 7-ai.get.value(card);
return -1;
};
event.tempbool=false;
}
else{
event.tempbool=true;
}
}
else{
event.finish();
}
"step 2"
if(event.tempbool||result.bool==false){
target.draw();
}
event.goto(1);
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hp>2){
if(game.phaseNumber<game.players.length*2) return 0;
}
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&get.distance(game.players[i],target,'attack')<=1){
num++;
}
}
return num;
}
}
}
},
fuli:{
skillAnimation:true,
audio:2,
unique:true,
enable:'chooseToUse',
init:function(player){
player.storage.fuli=false;
},
mark:true,
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.fuli) return false;
},
content:function(){
"step 0"
player.unmarkSkill('fuli');
player.recover(player.maxHp);
"step 1"
player.turnOver();
player.storage.fuli=true;
},
ai:{
save:true,
result:{
player:10
},
threaten:function(player,target){
if(!target.storage.fuli) return 0.9;
}
},
intro:{
content:'limited'
}
},
qianxi:{
audio:2,
trigger:{player:'phaseBegin'},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
})
"step 1"
event.color=result.color;
player.chooseTarget(function(card,player,target){
return player!=target&&get.distance(player,target)<=1;
},true).ai=function(target){
return -ai.get.attitude(player,target);
};
"step 2"
if(result.bool&&result.targets.length){
result.targets[0].storage.qianxi2=event.color;
result.targets[0].addSkill('qianxi2');
player.line(result.targets,'green');
game.addVideo('storage',result.targets[0],['qianxi2',event.color]);
}
},
},
qianxi2:{
trigger:{global:'phaseAfter'},
forced:true,
mark:true,
audio:false,
content:function(){
player.removeSkill('qianxi2');
delete player.storage.qianxi2;
},
mod:{
cardEnabled:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
},
cardUsable:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
},
cardRespondable:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
},
cardSavable:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
}
},
intro:{
content:function(color){
return '不能使用或打出'+get.translation(color)+'的手牌';
}
}
},
zhiman:{
audio:2,
trigger:{source:'damageBefore'},
check:function(event,player){
if(ai.get.damageEffect(event.player,player,player)<0) return true;
if(ai.get.attitude(player,event.player)>0&&event.player.num('j')) return true;
var cards=event.player.get('e');
for(var i=0;i<cards.length;i++){
if(ai.get.equipValue(cards[i])>=6) return true;
}
return false;
},
content:function(){
if(trigger.player.num('ej')){
player.gainPlayerCard(trigger.player,'ej',true);
}
trigger.untrigger();
trigger.finish();
}
},
sanyao:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp>target.hp) return false;
}
return true;
},
check:function(card){return 7-ai.get.value(card);},
position:'he',
filterCard:true,
content:function(){
target.damage();
},
ai:{
result:{
target:function(player,target){
if(target.num('j')&&ai.get.attitude(player,target)>0){
return 1;
}
if(target.num('e')){
return -1;
}
return ai.get.damageEffect(target,player);
},
},
order:7
}
},
qiaoshui:{
audio:2,
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【巧说】?',function(card,player,target){
return player!=target&&target.num('h')>0;
}).ai=function(target){
return -ai.get.attitude(player,target)/target.num('h');
}
"step 1"
if(result.bool){
player.logSkill('qiaoshui',result.targets[0]);
player.chooseToCompare(result.targets[0]);
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.gain(result.target,'gain2');
player.addTempSkill('jizhi','phaseAfter');
}
else{
player.gain(result.player,'gain2');
player.addTempSkill('qiaoshui2','phaseAfter');
}
},
ai:{
expose:0.1
}
},
qiaoshui2:{
mod:{
cardEnabled:function(card){
if(get.type(card,'trick')=='trick') return false;
}
}
},
jyzongshi:{
audio:2,
trigger:{target:'useCardToBegin'},
filter:function(event,player){
if(event.targets&&event.targets.length>1) return false;
return event.card&&get.type(event.card)=='trick'&&event.player!=player;
},
frequent:true,
content:function(){
player.draw();
},
ai:{
effect:function(card,player,target){
if(get.type(card)=='trick') return [1,1];
},
}
},
shenxing:{
audio:2,
enable:'phaseUse',
position:'he',
filterCard:true,
selectCard:2,
prompt:'弃置任意张牌并摸等量的牌',
check:function(card){return 4-ai.get.useful(card)},
content:function(){
player.draw();
},
ai:{
order:1,
result:{
player:1
},
},
},
bingyi:{
audio:2,
trigger:{player:'phaseDiscardEnd'},
filter:function(event,player){
var cards=player.get('h');
if(cards.length<1) return false;
var color=get.color(cards[0]);
for(var i=1;i<cards.length;i++){
if(get.color(cards[i])!=color) return false;
}
return true;
},
content:function(){
"step 0"
player.showHandcards();
"step 1"
var num=player.num('h');
player.chooseTarget('选择至多'+num+'名角色各摸一张牌',[1,num],function(card,player,target){
return true;
}).ai=function(target){
return ai.get.attitude(player,target);
}
"step 2"
if(result.bool){
event.num=0;
event.targets=result.targets;
player.logSkill('bingyi',result.targets);
game.asyncDraw(result.targets);
}
},
ai:{
expose:0.1,
}
},
xiantu:{
unique:true,
audio:2,
gainnable:true,
forceunique:true,
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
return event.player!=player;
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【献图】?'
},
check:function(event,player){
if(ai.get.attitude(player,event.player)<5) return false;
if(player.maxHp-player.hp>=2) return false;
if(player.hp==1) return false;
if(player.hp==2&&player.num('h')<2) return false;
if(event.player.num('h')>=event.player.hp) return false;
return true;
},
content:function(){
"step 0"
player.draw(2);
"step 1"
player.chooseCard(2,'he',true,'交给'+get.translation(trigger.player)+'两张牌').ai=function(card){
if(ui.selected.cards.length&&card.name==ui.selected.cards[0].name) return -1;
if(get.tag(card,'damage')) return 1;
if(get.type(card)=='equip') return 1;
return 0;
};
"step 2"
trigger.player.gain(result.cards);
if(player==game.me||trigger.player==game.me)
player.$give(result.cards,trigger.player);
else
player.$give(2,trigger.player);
game.delay();
trigger.player.addSkill('xiantu2');
trigger.player.storage.xiantu=player;
},
ai:{
threaten:1.1,
expose:0.3
}
},
xiantu2:{
trigger:{player:'phaseUseEnd'},
forced:true,
audio:false,
content:function(){
if(player.storage.xiantu){
player.storage.xiantu.loseHp();
delete player.storage.xiantu;
}
player.removeSkill('xiantu2');
},
group:'xiantu3'
},
xiantu3:{
trigger:{source:'dieAfter'},
forced:true,
audio:false,
content:function(){
delete player.storage.xiantu;
player.removeSkill('xiantu2');
}
},
qiangzhi:{
audio:2,
trigger:{player:'phaseUseBegin'},
direct:true,
filterTarget:function(card,player,target){
return target!=player&&target.num('h')>0;
},
content:function(){
'step 0'
player.chooseTarget('是否发动【强识】?',function(card,player,target){
return target!=player&&target.num('h')>0;
}).ai=function(){
return Math.random();
}
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('qiangzhi',target);
var card=target.get('h').randomGet();
player.showCards(card);
player.storage.qiangzhi=get.type(card,'trick');
game.addVideo('storage',player,['qiangzhi',player.storage.qiangzhi]);
player.markSkill('qiangzhi');
}
},
intro:{
content:function(type){
return get.translation(type)+'牌';
}
},
group:['qiangzhi2','qiangzhi3'],
ai:{
order:11,
result:{
player:1
}
}
},
qiangzhi2:{
trigger:{player:'useCard'},
frequent:true,
filter:function(event,player){
// return (get.type(event.card,'trick')==player.storage.qiangzhi&&event.cards[0]&&event.cards[0]==event.card);
return get.type(event.card,'trick')==player.storage.qiangzhi;
},
content:function(){
player.draw();
},
ai:{
threaten:1.4
}
},
qiangzhi3:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.qiangzhi;
player.unmarkSkill('qiangzhi');
}
},
dingpin:{
enable:'phaseUse',
usable:3,
audio:2,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return target.hp<target.maxHp&&!target.tempSkills.dingpin2;
},
filterCard:true,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
"step 0"
target.judge(function(card){
return get.color(card)=='black'?1:-1;
});
"step 1"
if(result.bool){
target.draw(target.maxHp-target.hp);
target.addTempSkill('dingpin2','phaseAfter');
}
else{
player.turnOver();
}
},
ai:{
order:9,
result:{
target:function(player,target){
if(player.isTurnedOver()) return 1;
if(target.hp<target.maxHp-1) return 1;
return 0;
}
}
}
},
faen:{
audio:2,
trigger:{global:['turnOverAfter','linkAfter']},
filter:function(event,player){
if(event.name=='link') return event.player.isLinked();
return true;
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
content:function(){
player.line(trigger.player,'green');
trigger.player.draw();
},
ai:{
expose:0.2
}
},
jiaojin:{
audio:2,
trigger:{player:'damageBegin'},
filter:function(event,player){
return player.num('he',{type:'equip'})&&event.source&&event.source.sex=='male';
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard('he','骄矜:是否弃置一张装备牌令伤害-1',function(card,player){
return get.type(card)=='equip';
});
next.ai=function(card){
if(player.hp==1||trigger.num>1){
return 9-ai.get.value(card);
}
if(player.hp==2){
return 8-ai.get.value(card);
}
return 7-ai.get.value(card);
};
next.logSkill='jiaojin';
"step 1"
if(result.bool){
game.delay();
trigger.num--;
}
}
},
chanhui:{
audio:2,
trigger:{player:'useCard'},
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(player.skills.contains('chanhui2')) return false;
if(event.targets.length>1) return false;
var card=event.card;
if(card.name=='sha') return true;
if(get.color(card)=='black'&&get.type(card)=='trick') return true;
return false;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【谮毁】?',function(card,player,target){
return player.canUse(trigger.card,target)&&trigger.targets.contains(target)==false;
}).ai=function(target){
return ai.get.effect(target,trigger.card,player,player)+1;
}
"step 1"
if(result.bool){
game.delay();
player.addSkill('chanhui2');
event.target=result.targets[0];
setTimeout(function(){
player.logSkill('chanhui',event.target);
},200);
event.target.chooseCard('交给'+get.translation(player)+'一张手牌,或成为'+
get.translation(trigger.card)+'的额外目标').ai=function(card){
return 5-ai.get.value(card);
}
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.gain(result.cards);
event.target.$give(1,player);
game.delay();
trigger.untrigger();
trigger.player=event.target;
trigger.trigger('useCard');
game.log(event.target,'成为了',trigger.card,'的使用者');
}
else{
game.log(event.target,'成为了',trigger.card,'的额外目标');
trigger.targets.push(event.target);
}
}
},
chanhui2:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
audio:false,
content:function(){
player.removeSkill('chanhui2');
}
},
quanji:{
audio:2,
trigger:{player:'damageEnd'},
frequent:true,
locked:false,
init:function(player){
player.storage.quanji=[];
},
content:function(){
"step 0"
player.draw(trigger.num);
"step 1"
if(player.num('he')){
player.chooseCard('将'+get.cnNumber(trigger.num)+'张手牌置于武将牌上作为“权”',trigger.num,true);
}
else{
event.finish();
}
"step 2"
if(result.cards&&result.cards.length){
player.lose(result.cards,ui.special);
player.storage.quanji=player.storage.quanji.concat(result.cards);
game.addVideo('storage',player,['quanji',get.cardsInfo(player.storage.quanji),'cards']);
game.log(player,'将',result.cards,'置于武将牌上作为“权”');
player.markSkill('quanji');
}
},
intro:{
content:'cards'
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.quanji.length;
}
},
ai:{
maixie:true,
threaten:0.8,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
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>=4) return [0.5,get.tag(card,'damage')*2];
if(!target.skills.contains('paiyi')&&target.hp>1) return [0.5,get.tag(card,'damage')*1.5];
if(target.hp==3) return [0.5,get.tag(card,'damage')*1.5];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
zili:{
skillAnimation:true,
audio:3,
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return !player.skills.contains('paiyi')&&player.storage.quanji&&player.storage.quanji.length>=3;
},
content:function(){
"step 0"
player.chooseControl('recover_hp','draw_card',function(event,player){
if(player.hp>=2) return 'draw_card';
return 'recover_hp';
});
"step 1"
if(result.control=='draw_card'){
player.draw(2);
}
else{
player.recover();
}
"step 2"
player.loseMaxHp();
player.addSkill('paiyi');
}
},
paiyi:{
enable:'phaseUse',
usable:1,
audio:2,
filterTarget:true,
filter:function(event,player){
return player.storage.quanji.length>0;
},
content:function(){
"step 0"
player.chooseCardButton(player.storage.quanji,true);
"step 1"
var card=result.buttons[0].link;
player.discard(card);
player.storage.quanji.remove(card);
if(!player.storage.quanji.length){
player.unmarkSkill('quanji');
}
game.addVideo('storage',player,['quanji',get.cardsInfo(player.storage.quanji),'cards']);
"step 2"
target.draw(2);
"step 3"
if(target.num('h')>player.num('h')){
target.damage();
}
},
ai:{
order:1,
result:{
target:function(player,target){
if(player!=target) return 0;
if(player.num('h')+2<=player.hp+player.storage.quanji.length) return 1;
return 0;
}
}
}
},
xianzhou:{
skillAnimation:true,
audio:2,
unique:true,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.xianzhou&&player.num('e')>0;
},
init:function(player){
player.storage.xianzhou=false;
},
filterTarget:function(card,player,target){
return player!=target;
},
mark:true,
content:function(){
"step 0"
player.unmarkSkill('xianzhou');
var cards=player.get('e');
target.gain(cards);
event.num=cards.length;
player.$give(cards,target);
player.storage.xianzhou=true;
game.delay();
"step 1"
target.chooseTarget([1,event.num],'令'+get.translation(player)+'回复'+
event.num+'点体力,或对攻击范围内的'+event.num+'名角色造成一点伤害',function(card,player,target2){
return get.distance(target,target2,'attack')<=1;
}).ai=function(target2){
if(ai.get.attitude(target,player)>0){
if(player.hp+event.num<=player.maxHp||player.hp==1) return -1;
}
return ai.get.damageEffect(target2,target,target);
}
"step 2"
if(result.bool){
event.targets=result.targets;
event.num2=0;
}
else{
player.recover(event.num);
event.finish();
}
"step 3"
if(event.num2<event.targets.length){
event.targets[event.num2].damage(target);
event.num2++;
event.redo();
}
},
intro:{
content:'limited'
},
ai:{
order:1,
result:{
target:1,
player:function(player){
var bool=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>2&&ai.get.attitude(game.players[i],player)>2 ){
bool=false;break;
}
}
if(bool) return -10;
if(player.hp==1) return 1;
if(game.phaseNumber<game.players.length) return -10;
if(player.num('e')+player.hp<=player.maxHp) return 1;
return -10;
}
},
}
},
qieting:{
audio:2,
global:'qieting2',
globalSilent:true,
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&!event.player.tempSkills.qieting3&&event.player.isAlive();
},
frequent:true,
content:function(){
"step 0"
if(trigger.player.num('e')){
player.choosePlayerCard(trigger.player,'e','选择装备一张装备牌,或摸一张牌');
}
"step 1"
if(result&&result.buttons&&result.buttons.length){
game.delay(2);
trigger.player.$give(result.buttons[0].link,player);
player.equip(result.buttons[0].link);
}
else{
player.draw();
}
},
ai:{
expose:0.1
}
},
qieting2:{
trigger:{player:'useCard'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('qieting3','phaseAfter');
}
},
qieting3:{},
zhuikong:{
audio:2,
trigger:{global:'phaseBegin'},
check:function(event,player){
if(ai.get.attitude(player,event.player)<-2){
var cards=player.get('h');
if(cards.length>player.hp) return true;
for(var i=0;i<cards.length;i++){
var useful=ai.get.useful(cards[i]);
if(useful<5) return true;
if(cards[i].number>9&&useful<7) return true;
}
}
return false;
},
prompt:function(event){
return '是否对'+get.translation(event.player)+'发动【惴恐】?';
},
filter:function(event,player){
return player.hp<player.maxHp&&event.player!=player&&
player.num('h')>0&&event.player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(trigger.player);
"step 1"
if(result.bool){
trigger.player.addTempSkill('zishou2','phaseAfter');
}
},
},
qiuyuan:{
audio:2,
trigger:{target:'shaBefore'},
direct:true,
priority:11,
content:function(){
"step 0"
player.chooseTarget('是否发动【求援】?',function(card,player,target){
return target!=player&&trigger.player.canUse('sha',target,false);
}).ai=function(target){
return ai.get.effect(target,trigger.card,trigger.player,player)+0.1;
}
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('qiuyuan',target);
event.target=target;
target.chooseCard({name:'shan'},'交给'+get.translation(player)+
'一张闪,或成为此杀的额外目标').ai=function(card){
return ai.get.attitude(target,player)>=0?1:-1;
}
game.delay();
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.gain(result.cards);
event.target.$give(result.cards,player);
game.delay();
}
else{
trigger.targets.push(event.target);
game.log(event.target,'成为了额外目标');
}
},
ai:{
effect:{
target:function(card,player,target){
if(card.name!='sha') return;
for(var i=0;i<game.players.length;i++){
var target2=game.players[i];
if(player!=target2&&target!=target2&&player.canUse(card,target2,false)&&
ai.get.effect(target2,{name:'shacopy',nature:card.nature,suit:card.suit},player,target)<0){
if(target.hp==target.maxHp) return [0,1];
return [0,0];
}
}
}
}
}
},
gongji:{
enable:'phaseUse',
usable:1,
audio:2,
position:'he',
filterCard:true,
check:function(card){
if(get.type(card)!='equip') return 0;
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
return 6-ai.get.equipValue(card);
},
content:function(){
"step 0"
player.addTempSkill('gongji2','phaseAfter');
"step 1"
if(get.type(cards[0])=='equip'){
player.chooseTarget('是否弃置一名角色的一张牌?',function(card,player,target){
return player!=target&&target.num('he')>0;
}).ai=function(target){
if(ai.get.attitude(player,target)<0){
return Math.max(0.5,ai.get.effect(target,{name:'sha'},player,player));
}
return 0;
}
}
else{
event.finish();
}
"step 2"
if(result.bool){
event.target=result.targets[0];
player.discardPlayerCard(event.target,'he',true).ai=ai.get.buttonValue;
}
},
ai:{
order:9,
result:{
player:1
}
}
},
gongji2:{
mod:{
attackFrom:function(){
return -Infinity;
},
},
},
zhuiyi:{
audio:2,
trigger:{player:'dieBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【追忆】?',function(card,player,target){
return player!=target&&trigger.source!=target;
}).ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
if(target.hp==1){
num+=2;
}
if(target.hp<target.maxHp){
num+=2;
}
}
return num;
}
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('zhuiyi',target);
target.recover();
target.draw(3);
}
},
ai:{
expose:0.5,
}
},
anxu:{
enable:'phaseUse',
usable:1,
multitarget:true,
audio:2,
filterTarget:function(card,player,target){
if(player==target) return false;
var num=target.num('h');
if(ui.selected.targets.length){
return num<ui.selected.targets[0].num('h');
}
for(var i=0;i<game.players.length;i++){
if(num>game.players[i].num('h')) return true;
}
return false;
},
selectTarget:2,
content:function(){
'step 0'
var gainner,giver;
if(targets[0].num('h')<targets[1].num('h')){
gainner=targets[0];
giver=targets[1];
}
else{
gainner=targets[1];
giver=targets[0];
}
giver.chooseCard('选择一张手牌交给'+get.translation(gainner),true);
event.gainner=gainner;
event.giver=giver;
'step 1'
var card=result.cards[0];
event.gainner.gain(card,'give');
event.giver.$give(1,event.gainner);
'step 2'
if(event.gainner.num('h')==event.giver.num('h')){
if(player.hp<player.maxHp){
player.chooseControl('draw_card','recover_hp',function(event,player){
if(player.hp>=3&&player.num('h')<player.hp) return 'draw_card';
return 'recover_hp';
});
}
else{
player.draw();
event.finish();
}
}
else{
event.finish();
}
'step 3'
if(result.control=='draw_card'){
player.draw();
}
else{
player.recover();
}
},
ai:{
order:10.5,
threaten:2,
result:{
target:function(player,target){
var num=target.num('h');
var att=ai.get.attitude(player,target);
if(ui.selected.targets.length==0){
if(att>0) return -1;
for(var i=0;i<game.players.length;i++){
var num2=game.players[i].num('h');
var att2=ai.get.attitude(player,game.players[i]);
if(att2>=0&&num2<num) return -1;
}
return 0;
}
else{
return 1;
}
},
player:0.1
}
}
},
mingce:{
enable:'phaseUse',
usable:1,
audio:2,
position:'he',
filterCard:function(card){
return card.name=='sha'||get.type(card)=='equip';
},
check:function(card){return 8-ai.get.value(card)},
selectTarget:2,
multitarget:true,
discard:false,
targetprompt:['得到牌','出杀目标'],
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
player.line2(targets);
},
filterTarget:function(card,player,target){
if(ui.selected.targets.length==0){
return player!=target;
}
else{
return lib.filter.filterTarget({name:'sha'},ui.selected.targets[0],target);
}
},
content:function(){
"step 0"
targets[0].gain(cards);
game.delay(2);
"step 1"
targets[0].chooseControl('draw_card','出杀').ai=function(){
if(ai.get.effect(targets[1],{name:'sha'},targets[0],targets[0])>0){
return 1;
}
return 0;
};
"step 2"
if(result.control=='draw_card'){
targets[0].draw();
}
else{
targets[0].useCard({name:'sha'},targets[1]);
}
},
ai:{
result:{
player:function(player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>1&&ai.get.attitude(game.players[i],player)>1){
return 1;
}
}
return 0;
},
target:function(player,target){
if(ui.selected.targets.length){
return -0.1;
}
return 1;
}
},
order:8.5,
expose:0.2
}
},
xinxuanhuo:{
audio:2,
trigger:{player:'phaseDrawBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【眩惑】',function(card,player,target){
return player!=target;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
if(target.num('h')<target.hp) att+=2;
return att-target.num('h')/3;
}
else{
return -1;
}
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
player.logSkill('xinxuanhuo',result.targets);
event.target=result.targets[0];
event.target.draw(2);
player.chooseTarget('选择出杀的目标',true,function(card,player,target){
return event.target.canUse('sha',target)&&player!=target;
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},event.target,player);
}
}
else{
event.finish();
}
"step 2"
if(result.bool&&result.targets.length){
game.log(player,'指定的出杀目标为',result.targets);
event.target.line(result.targets);
event.target.chooseToUse('对'+get.translation(result.targets)+'使用一张杀,或令'+get.translation(player)+'获得你的两张牌',{name:'sha'},result.targets[0],-1);
}
else{
event.bool=true;
}
"step 3"
if(event.bool||result.bool==false){
player.gainPlayerCard('he',event.target,Math.min(2,event.target.num('he')),true);
event.target.draw();
}
else{
player.draw();
}
},
ai:{
expose:0.2
}
},
zhichi:{
audio:2,
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
player.addTempSkill('zhichi2',['phaseAfter','phaseBefore']);
}
},
zhichi2:{
trigger:{target:'useCardToBefore'},
forced:true,
priority:15,
filter:function(event,player){
return get.type(event.card)=='trick'||event.card.name=='sha';
},
content:function(){
game.log(player,'发动了智迟,',trigger.card,'对',trigger.target,'失效')
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='trick'||card.name=='sha') return [0,0,0,0];
}
}
}
},
zongxuan:{
audio:2,
trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
popup:false,
content:function(){
"step 0"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
player.chooseCardButton(cards,[1,cards.length],'是否发动【纵玄】?').ai=function(){return -1;};
"step 1"
if(result&&result.bool&&result.buttons&&result.buttons.length){
var cards=result.links.slice(0);
while(cards.length){
ui.cardPile.insertBefore(cards.pop(),ui.cardPile.firstChild);
}
player.logSkill('zongxuan');
}
},
},
zhiyan:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【直言】?').ai=function(target){
return ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('zhiyan',result.targets);
}
else{
event.finish();
}
"step 2"
var cards=get.cards();
var card=cards[0];
switch(get.type(card,'trick')){
case 'basic':event.effect='';break;
case 'trick':event.effect='';break;
case 'equip':event.effect='recover';break;
}
if(get.type(card)=='equip'){
event.target.equip(card);
event.target.$draw(cards);
}
else{
event.target.gain(cards,'gain2');
game.log(event.target,'获得了',card);
}
"step 3"
switch(event.effect){
case 'recover':event.target.recover();break;
}
},
ai:{
expose:0.2,
threaten:1.2
}
},
miji:{
audio:2,
trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
event.num=player.maxHp-player.hp;
player.draw(event.num);
"step 1"
var check=player.num('h')-event.num;
player.chooseCardTarget({
selectCard:event.num,
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(check<1) return 0;
if(player.hp>1&&check<2) return 0;
return ai.get.unuseful(card)+9;
},
ai2:function(target){
return ai.get.attitude(player,target)-2;
},
prompt:'将'+get.cnNumber(event.num)+'张手牌交给一名其他角色',
});
"step 2"
if(result.bool){
result.targets[0].gain(result.cards);
event.player.$give(result.cards.length,result.targets[0]);
}
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 3;
if(target.hp==2) return 1.5;
return 0.5;
},
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
zhenlie:{
audio:2,
filter:function(event,player){
return event.player!=player&&event.card&&(event.card.name=='sha'||get.type(event.card)=='trick');
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>0){
return false;
}
if(get.tag(event.card,'respondSha')){
if(player.num('h',{name:'sha'})==0){
return true;
}
}
else if(get.tag(event.card,'respondShan')){
if(player.num('h',{name:'shan'})==0){
return true;
}
}
else if(get.tag(event.card,'damage')){
if(player.num('h')<2) return true;
}
else if(event.card.name=='shunshou'&&player.hp>2){
return true;
}
return false;
},
priority:10,
trigger:{target:'useCardToBefore'},
content:function(){
"step 0"
player.loseHp();
"step 1"
trigger.untrigger();
trigger.finish();
"step 2"
if(trigger.player.num('he')){
player.discardPlayerCard(trigger.player,'he',true);
}
},
ai:{
expose:0.3
}
},
wuyan:{
audio:2,
trigger:{target:'useCardToBefore',player:'useCardToBefore'},
forced:true,
priority:15,
check:function(event,player){
return ai.get.effect(event.target,event.card,event.player,player)<0;
},
filter:function(event,player){
if(!event.target) return false;
if(event.player==player&&event.target==player) return false;
return (get.type(event.card)=='trick');
},
content:function(){
game.log(player,'发动了无言,',trigger.card,'对',trigger.target,'失效');
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='trick'&&player!=target) return 'zeroplayertarget';
},
player:function(card,player,target,current){
if(get.type(card)=='trick'&&player!=target) return 'zeroplayertarget';
}
}
}
},
xinwuyan:{
audio:2,
trigger:{source:'damageBefore',player:'damageBefore'},
forced:true,
priority:15,
check:function(event,player){
if(player==event.player) return true;
return false;
},
filter:function(event,player){
return get.type(event.card,'trick')=='trick';
},
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
player:function(card,player,target,current){
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
}
}
}
},
xinjujian:{
trigger:{player:'phaseEnd'},
direct:true,
audio:2,
filter:function(event,player){
return player.num('he')>player.num('he',{type:'basic'});
},
content:function(){
"step 0"
player.chooseCardTarget({
filterTarget:function(card,player,target){
return player!=target;
},
filterCard:function(card){
return get.type(card)!='basic';
},
ai1:function(card){
if(get.tag(card,'damage')&&get.type(card)=='trick'){
return 20;
}
return 9-ai.get.value(card);
},
ai2:function(target){
var att=ai.get.attitude(player,target);
if(att>0){
if(target.isTurnedOver()) att+=3;
if(target.hp==1) att+=3;
}
return att;
},
position:'he',
prompt:'是否发动【举荐】?'
});
"step 1"
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('xinjujian',target);
player.discard(result.cards);
if(target.hp==target.maxHp&&
!target.isTurnedOver()&&
!target.isLinked()){
target.draw(2);
event.finish();
}
else{
var controls=['draw_card'];
if(target.hp<target.maxHp){
controls.push('recover_hp');
}
if(target.isLinked()|target.isTurnedOver()){
controls.push('reset_character');
}
target.chooseControl(controls).ai=function(){
if(target.isTurnedOver()){
return 'reset_character';
}
else if(target.hp==1&&target.maxHp>2){
return 'recover_hp';
}
else if(target.hp==2&&target.maxHp>2&&target.num('h')>1){
return 'recover_hp';
}
else{
return 'draw_card';
}
}
}
}
else{
event.finish();
}
"step 2"
event.control=result.control;
switch(event.control){
case 'recover_hp':event.target.recover();event.finish();break;
case 'draw_card':event.target.draw(2);event.finish();break;
case 'reset_character':if(event.target.isTurnedOver()) event.target.turnOver();break;
}
"step 3"
if(event.control=='reset_character'&&event.target.isLinked()){
event.target.link();
}
},
ai:{
expose:0.2,
threaten:1.4
}
},
jujian:{
enable:'phaseUse',
usable:1,
audio:2,
filterCard:true,
position:'he',
selectCard:[1,3],
check:function(card){
var player=get.owner(card);
if(get.type(card)=='trick') return 10;
if(player.num('h')-player.hp-ui.selected.cards.length>0){
return 8-ai.get.value(card);
}
return 4-ai.get.value(card);
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
target.draw(cards.length);
if(cards.length==3){
if(get.type(cards[0],'trick')==get.type(cards[1],'trick')&&
get.type(cards[0],'trick')==get.type(cards[2],'trick')){
player.recover();
}
}
},
ai:{
expose:0.2,
order:1,
result:{
target:1
}
}
},
yizhong:{
trigger:{target:'shaBefore'},
forced:true,
audio:2,
filter:function(event,player){
if(player.get('e','2')) return false;
return (event.card.name=='sha'&&get.color(event.card)=='black')
},
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target){
if(target.get('e','2')) return;
if(card.name=='sha'&&get.color(card)=='black') return 'zerotarget';
}
}
}
},
jueqing:{
trigger:{source:'damageBefore'},
forced:true,
audio:2,
priority:16,
check:function(){return false;},
content:function(){
trigger.untrigger();
trigger.finish();
var ex=0;
if(trigger.card&&trigger.card.name=='sha'){
if(player.skills.contains('jiu')) ex++;
if(player.skills.contains('luoyi2')) ex++;
if(player.skills.contains('reluoyi2')) ex++;
}
trigger.player.loseHp(trigger.num+ex);
}
},
shangshi:{
audio:2,
trigger:{player:['loseEnd','changeHp']},
forced:true,
filter:function(event,player){
return (player.num('h')<Math.min(3,player.maxHp-player.hp));
},
content:function(){
player.draw(Math.min(3,player.maxHp-player.hp)-player.num('h'));
},
ai:{
noh:true,
skillTagFilter:function(player,tag){
if(tag=='noh'&&player.maxHp-player.hp<player.num('h')){
return false;
}
}
}
},
luoying:{
unique:true,
gainable:true,
group:['luoying1','luoying2'],
},
luoying1:{
audio:2,
trigger:{global:'discardAfter'},
filter:function(event,player){
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.suit(event.cards[i])=='club'&&get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.suit(trigger.cards[i])=='club'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
player.gain(cards);
player.$gain2(cards);
game.log(player,'发动落英,获得了',cards);
}
},
},
luoying2:{
audio:2,
trigger:{global:'judgeAfter'},
frequent:true,
filter:function(event,player){
if(event.player==player) return false;
if(event.result.card.parentNode.id!='discardPile') return false;
return (get.suit(event.result.card)=='club');
},
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
jiushi:{
group:['jiushi1','jiushi2','jiushi3'],
},
jiushi1:{
audio:2,
enable:'chooseToUse',
filter:function(event,player){
if(player.classList.contains('turnedover')) return false;
if(event.parent.name=='phaseUse'){
return lib.filter.filterCard({name:'jiu'},player,event);
}
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.niepan) return false;
return true;
},
content:function(){
player.turnOver();
player.useCard({name:'jiu'},player);
},
ai:{
save:true,
skillTagFilter:function(player){
return player.hp<=0&&!player.isTurnedOver();
},
order:5,
result:{
player:function(player){
if(_status.event.parent.name=='phaseUse'){
if(player.num('h','jiu')>0) return 0;
if(player.num('e','zhuge')&&player.num('h','sha')>1) return 0;
if(!player.num('h','sha')) return 0;
var targets=[];
var target;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0){
if(player.canUse('sha',game.players[i],true,true)){
targets.push(game.players[i]);
}
}
}
if(targets.length){
target=targets[0];
}
else{
return 0;
}
var num=ai.get.effect(target,{name:'sha'},player,player);
for(var i=1;i<targets.length;i++){
var num2=ai.get.effect(targets[i],{name:'sha'},player,player);
if(num2>num){
target=targets[i];
num=num2;
}
}
if(num<=0) return 0;
var e2=target.get('e','2');
if(e2){
if(e2.name=='tengjia'){
if(!player.num('h',{name:'sha',nature:'fire'})&&!player.num('e','zhuque')) return 0;
}
if(e2.name=='renwang'){
if(!player.num('h',{name:'sha',color:'red'})) return 0;
}
if(e2.name=='baiyin') return 0;
}
if(player.num('e','guanshi')&&player.num('he')>2) return 1;
return target.num('h')>3?0:1;
}
if(player==_status.event.dying||player.isTurnedOver()) return 3;
}
},
effect:{
target:function(card,player,target){
if(card.name=='guiyoujie') return [0,0.5];
if(target.isTurnedOver()){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(target.hp==1) return;
return [1,target.num('h')/2];
}
}
}
}
},
},
jiushi2:{
trigger:{player:'damageBegin'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return player.classList.contains('turnedover');
},
content:function(){
player.storage.jiushi=true;
}
},
jiushi3:{
audio:2,
trigger:{player:'damageAfter'},
check:function(event,player){
return player.isTurnedOver();
},
filter:function(event,player){
if(player.storage.jiushi){
return true;
}
return false;
},
content:function(){
player.storage.jiushi=false;
player.turnOver();
}
},
zongshi:{
mod:{
maxHandcard:function(player,num){
var list=['wei','shu','wu','qun'];
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
return num;
}
}
},
zishou:{
audio:2,
trigger:{player:'phaseDrawBegin'},
check:function(event,player){
return player.num('h')<=player.maxHp||player.skipList.contains('phaseUse');
},
content:function(){
var list=['wei','shu','wu','qun'],num=0;
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
trigger.num+=num;
player.addTempSkill('zishou2','phaseAfter');
// player.skip('phaseUse');
},
ai:{
threaten:1.5
}
},
zishou2:{
mod:{
playerEnabled:function(card,player,target){
if(player!=target) return false;
}
}
},
yaowu:{
trigger:{player:'damageEnd'},
priority:1,
audio:2,
filter:function(event){
if(event.card&&(event.card.name=='sha')){
if(get.color(event.card)=='red') return true;
}
return false;
},
forced:true,
check:function(){
return false;
},
content:function(){
"step 0"
if(trigger.source.hp<trigger.source.maxHp){
trigger.source.chooseControl('draw_card','recover_hp',function(event,target){
return 'recover_hp';
});
}
else{
trigger.source.draw();
event.finish();
}
"step 1"
if(result.control=='draw_card'){
trigger.source.draw();
}
else{
trigger.source.recover();
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target,current){
if(card.name=='sha'&&(get.color(card)=='red')){
return [1,-2];
}
}
}
}
},
shiyong2:{
trigger:{player:'damageEnd'},
forced:true,
audio:false,
check:function(){
return false;
},
content:function(){
player.maxHp--;
player.removeSkill('shiyong2');
player.update();
},
},
danshou_old:{
trigger:{source:'damageEnd'},
priority:9,
content:function(){
"step 0"
player.draw();
"step 1"
while(_status.event.name!='phase'){
_status.event=_status.event.parent;
}
_status.event.finish();
_status.event.untrigger(true);
}
},
danshou:{
enable:'phaseUse',
filterCard:true,
position:'he',
audio:2,
filter:function(event,player){
var num=player.getStat().skill.danshou;
if(num){
num++;
}
else{
num=1;
}
return player.num('he')>=num;
},
check:function(card){
return 6-ai.get.value(card);
},
selectCard:function(card){
var num=_status.event.player.getStat().skill.danshou;
if(num) return num+1;
return 1;
},
filterTarget:function(card,player,target){
if(player==target) return false;
var num=player.getStat().skill.danshou;
if(num){
num++;
}
else{
num=1;
}
if(num<=2&&!target.num('he')) return false;
return get.distance(player,target,'attack')<=1;
},
content:function(){
'step 0'
var num=player.getStat().skill.danshou;
switch(num){
case 1:player.discardPlayerCard(target,true);break;
case 2:target.chooseCard('选择一张牌交给'+get.translation(player),'he',true);break;
case 3:target.damage();break;
default:game.asyncDraw([player,target],2);
}
if(num!=2) event.finish();
'step 1'
if(result.cards){
player.gain(result.cards);
target.$give(result.cards.length,player);
}
},
ai:{
order:8,
result:{
target:function(player,target){
var num=player.getStat().skill.danshou;
if(num){
num++;
}
else{
num=1;
}
if(num>3) return 0;
if(num==3) return ai.get.damageEffect(target,player,target);
return -1;
}
}
}
},
qice:{
enable:'phaseUse',
usable:1,
audio:2,
filter:function(event,player){
return player.num('h')>0
},
chooseButton:{
dialog:function(){
var list=['taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman'];
for(var i=0;i<list.length;i++){
list[i]=['锦囊','',list[i]];
}
return ui.create.dialog([list,'vcard']);
},
filter:function(button,player){
return lib.filter.filterCard({name:button.link[2]},player,_status.event.getParent());
},
check:function(button){
var player=_status.event.player;
var recover=0,lose=1;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
if(lose>recover&&lose>0) return (button.link[2]=='nanman')?1:-1;
if(lose<recover&&recover>0) return (button.link[2]=='taoyuan')?1:-1;
return (button.link[2]=='wuzhong')?1:-1;
},
backup:function(links,player){
return {
filterCard:true,
selectCard:-1,
audio:2,
popname:true,
viewAs:{name:links[0][2]},
}
},
prompt:function(links,player){
return '将全部手牌当'+get.translation(links[0][2])+'使用';
}
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
var cards=player.get('h');
if(cards.length>=3&&player.hp>=3) return 0;
for(var i=0;i<cards.length;i++){
num+=Math.max(0,ai.get.value(cards[i],player,'raw'));
}
num/=cards.length;
num*=Math.min(cards.length,player.hp);
return 12-num;
}
},
threaten:1.6,
}
},
zhiyu:{
audio:2,
trigger:{player:'damageEnd'},
content:function(){
"step 0"
player.draw();
"step 1"
player.showHandcards();
"step 2"
if(!trigger.source) return;
var cards=player.get('h');
for(var i=1;i<cards.length;i++){
if(get.color(cards[i])!=get.color(cards[0])) return;
}
trigger.source.chooseToDiscard(true);
},
ai:{
threaten:0.9
}
},
xuanfeng:{
audio:2,
trigger:{player:['loseEnd','phaseDiscardEnd']},
direct:true,
filter:function(event,player){
if(event.name=='phaseDiscard'){
return event.cards&&event.cards.length>1
}
else{
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
}
return false;
},
content:function(){
"step 0"
player.chooseTarget([1,2],'请选择旋风的目标',function(card,player,target){
if(player==target) return false;
return target.num('he');
}).ai=function(target){
return -ai.get.attitude(player,target);
};
"step 1"
if(result.bool){
player.logSkill('xuanfeng',result.targets);
event.targets=result.targets
if(result.targets.length==1){
player.discardPlayerCard(event.targets[0],'he',[1,2],true);
}
else{
player.discardPlayerCard(event.targets[0],'he',true);
}
}
else{
event.finish();
}
"step 2"
if(targets.length==2){
player.discardPlayerCard(targets[1],'he',true);
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
},
noe:true
}
},
jiangchi:{
audio:2,
trigger:{player:'phaseDrawBegin'},
direct:true,
content:function(){
"step 0"
player.chooseControl('jiangchi_less','jiangchi_more','cancel',function(){
if(player.num('h')>3&&player.num('h','sha')>1){
return 'jiangchi_less';
}
if(player.num('h','sha')>2){
return 'jiangchi_less';
}
if(player.hp-player.num('h')>1){
return 'jiangchi_more';
}
return 'cancel';
});
"step 1"
if(result.control=='jiangchi_less'){
trigger.num--;
player.addTempSkill('jiangchi2','phaseUseEnd');
player.logSkill('jiangchi');
}
else if(result.control=='jiangchi_more'){
trigger.num++;
player.addTempSkill('jiangchi3','phaseUseEnd');
player.logSkill('jiangchi');
}
}
},
jiangchi2:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
}
},
jiangchi3:{
mod:{
cardEnabled:function(card){if(card.name=='sha') return false}
}
},
xinzhan:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return true;//player.num('h')>player.maxHp;
},
usable:1,
content:function(){
"step 0"
var cards=get.cards(3);
event.cards=cards;
player.chooseCardButton(cards,'选择获得的红桃牌',[1,Infinity]).filterButton=function(button){
return get.suit(button.link)=='heart';
}
"step 1"
if(result.bool){
player.gain(result.links);
player.$gain(result.links);
game.delay(2);
}
for(var i=event.cards.length-1;i>=0;i--){
if(!result.bool||!result.links.contains(event.cards[i])){
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
}
}
},
ai:{
order:11,
result:{
player:1
}
}
},
huilei:{
audio:2,
trigger:{player:'dieBegin'},
forced:true,
filter:function(event){
return event.source!=undefined;
},
content:function(){
trigger.source.discard(trigger.source.get('he'));
},
ai:{
threaten:0.7
}
},
xinenyuan:{
audio:true,
trigger:{player:'damageEnd'},
check:function(event,player){
var att=ai.get.attitude(player,event.source);
var num=event.source.num('h');
if(att<=0) return true;
if(num>2) return true;
if(num) return att<4;
return false;
},
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
"step 0"
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌或流失一点体力').ai=function(card){
if(ai.get.attitude(trigger.source,player)>0){
return 11-ai.get.value(card);
}
else{
return 7-ai.get.value(card);
}
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
else{
trigger.source.loseHp();
}
},
ai:{
effect:{
target:function(card,player,target){
if(player.skills.contains('jueqing')) return [1,-1.5];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'damage')) return [1,0,0,-0.7];
}
}
}
},
enyuan:{
locked:true,
group:['enyuan1','enyuan2'],
ai:{
effect:{
target:function(card,player,target){
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'damage')) return [1,0,0,-1];
}
}
}
},
enyuan1:{
trigger:{player:'recoverEnd'},
forced:true,
audio:2,
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
trigger.source.draw();
}
},
enyuan2:{
trigger:{player:'damageEnd'},
forced:true,
audio:true,
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
"step 0"
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
return get.suit(card)=='heart';
}).ai=function(card){
return 6-ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
else{
trigger.source.loseHp();
}
}
},
xuanhuo:{
audio:2,
enable:'phaseUse',
usable:1,
discard:false,
prepare:function(cards,player,targets){
player.$give(1,targets[0]);
},
filterCard:function(card){
return get.suit(card)=='heart';
},
filterTarget:function(card,player,target){
if(game.players.length==2) return false;
return player!=target;
},
check:function(card){
var player=get.owner(card);
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) break;
}
if(i==game.players.length) return -1;
return 5-ai.get.value(card);
},
content:function(){
"step 0"
target.gain(cards);
game.delay();
"step 1"
player.gainPlayerCard(target,'he',true);
"step 2"
var source=target;
event.card=result.buttons[0].link;
player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){
return target!=source&&target!=player;
}).ai=function(target){
return ai.get.attitude(player,target);
}
"step 3"
if(result.bool){
result.targets[0].gain(card);
player.$give(1,result.targets[0]);
game.delay();
}
},
ai:{
result:{
target:-0.5,
},
basic:{
order:9,
}
}
},
ganlu:{
enable:'phaseUse',
usable:1,
audio:2,
selectTarget:2,
filterTarget:function(card,player,target){
if(target.isMin()) return false;
if(ui.selected.targets.length==0) return true;
if(ui.selected.targets[0].num('e')==0&&target.num('e')==0) return false;
return Math.abs(ui.selected.targets[0].num('e')-target.num('e'))<=player.maxHp-player.hp;
},
multitarget:true,
content:function(){
"step 0"
event.cards=[targets[0].get('e'),targets[1].get('e')];
targets[0].lose(event.cards[0],ui.special);
targets[1].lose(event.cards[1],ui.special);
if(event.cards[0].length) targets[0].$give(event.cards[0],targets[1]);
if(event.cards[1].length) targets[1].$give(event.cards[1],targets[0]);
"step 1"
for(var i=0;i<event.cards[1].length;i++){
targets[0].equip(event.cards[1][i]);
}
for(var i=0;i<event.cards[0].length;i++){
targets[1].equip(event.cards[0][i]);
}
},
ai:{
order:10,
threaten:function(player,target){
return 0.8*Math.max(1+target.maxHp-target.hp);
},
result:{
target:function(player,target){
var list1=[];
var list2=[];
var num=player.maxHp-player.hp;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0) list1.push(game.players[i]);
else if(ai.get.attitude(player,game.players[i])<0) list2.push(game.players[i]);
}
list1.sort(function(a,b){
return a.num('e')-b.num('e');
});
list2.sort(function(a,b){
return b.num('e')-a.num('e');
});
var delta;
for(var i=0;i<list1.length;i++){
for(var j=0;j<list2.length;j++){
delta=list2[j].num('e')-list1[i].num('e');
if(delta<=0) continue;
if(delta<=num){
if(target==list1[i]||target==list2[j]){
return ai.get.attitude(player,target);
}
return 0;
}
}
}
return 0;
}
},
effect:{
target:function(card,player,target){
if(target.hp==target.maxHp&&get.tag(card,'damage')) return 0.2;
}
}
}
},
buyi:{
trigger:{global:'dying'},
priority:6,
audio:2,
filter:function(event,player){
return event.player.hp<=0&&event.player.num('h')>0;
},
check:function(event,player){
if(event.player==player){
return event.player.get('h',function(card){
return get.type(card)!='basic';
}).length>0;
}
return ai.get.attitude(player,event.player)>0;
},
content:function(){
"step 0"
if(trigger.player!=player){
event.card=trigger.player.get('h').randomGet();
}
else{
player.chooseCard(true,'选择展示一张手牌').ai=function(card){
if(get.type(card)!='basic'){
return 10-ai.get.value(card);
}
return 0;
}
event.selfSelect=true;
}
"step 1"
if(event.selfSelect){
event.card=result.cards[0];
}
player.showCards([event.card],get.translation(player)+'展示的手牌');
"step 2"
if(get.type(event.card)!='basic'){
trigger.player.recover();
trigger.player.discard(event.card);
}
},
ai:{
threaten:1.4
}
},
pojun:{
audio:2,
trigger:{source:'damageEnd'},
check:function(event,player){
if(event.player.isTurnedOver()) return ai.get.attitude(player,event.player)>0;
if(event.player.hp<3){
return ai.get.attitude(player,event.player)<0;
}
return ai.get.attitude(player,event.player)>0;
},
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.isAlive();
},
content:function(){
"step 0"
trigger.player.draw(Math.min(5,trigger.player.hp));
"step 1"
trigger.player.turnOver();
}
},
jingce:{
trigger:{player:'phaseUseEnd'},
frequent:true,
filter:function(event,player){
return get.cardCount(true,player)>=player.hp;
},
content:function(){
player.draw(2);
},
audio:2,
init:function(player){player.storage.jingce=true},
intro:{
content:function(storage,player){
if(_status.currentPhase==player) return '已使用'+get.cardCount(true,player)+'张牌';
}
}
},
chengxiang:{
trigger:{player:'damageEnd'},
direct:true,
audio:2,
content:function(){
"step 0"
event.cards=get.cards(4);
if(event.isMine()==false){
event.dialog=ui.create.dialog('称象',event.cards);
game.delay(2);
}
game.addVideo('showCards',player,['称象',get.cardsInfo(event.cards)]);
game.addVideo('delay',null,2);
"step 1"
if(event.dialog) event.dialog.close();
var dialog=ui.create.dialog('称象选择任意张点数小于13的牌',event.cards);
var next=player.chooseButton([0,4],dialog);
next.filterButton=function(button){
var num=0
for(var i=0;i<ui.selected.buttons.length;i++){
num+=get.number(ui.selected.buttons[i].link);
}
return (num+get.number(button.link)<=13);
}
next.ai=function(button){
return ai.get.value(button.link,_status.event.player);
};
"step 2"
if(result.bool&&result.buttons){
player.logSkill('chengxiang');
var cards2=[];
for(var i=0;i<result.buttons.length;i++){
cards2.push(result.buttons[i].link);
cards.remove(result.buttons[i].link);
}
player.gain(cards2);
player.$gain(cards2);
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
game.delay(2);
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
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>=4) return [1,2];
if(target.hp==3) return [1,1.5];
if(target.hp==2) return [1,0.5];
}
}
}
}
},
renxin:{
trigger:{global:'damageBefore'},
audio:3,
priority:6,
filter:function(event,player){
return event.player!=player&&event.player.hp==1&&player.num('he',{type:'equip'})>0;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard('是否发动【仁心】?',{type:'equip'},'he');
next.logSkill=['renxin',trigger.player];
next.ai=function(card){
if(ai.get.attitude(player,trigger.player)>3){
return 11-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
player.turnOver();
}
else{
event.finish();
}
"step 2"
trigger.untrigger();
trigger.finish();
},
ai:{
expose:0.5
}
},
yuce:{
audio:2,
trigger:{player:'damageAfter'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
var next=player.chooseToDiscard('是否发动御策?');
next.logSkill='yuce';
next.ai=function(card){
return 7-ai.get.value(card);
}
"step 1"
if(result.bool){
var type=get.type(result.cards[0],'trick');
if(trigger.source){
trigger.source.chooseToDiscard('弃置一张'+get.translation(type)+'牌或令'+get.translation(player)+'回复一点体力',function(card){
return get.type(card,'trick')==type;
}).ai=function(card){
if(ai.get.recoverEffect(player,trigger.source)<0){
return 7-ai.get.value(card);
}
return 0;
}
}
else{
event.recover=true;
}
}
else{
event.finish();
}
"step 2"
if(event.recover){
player.recover();
}
else if(result.bool){
player.draw();
}
else{
player.recover();
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage'&&target.num('h'))){
return 0.8
}
}
}
}
},
xiansi:{
audio:2,
trigger:{player:'phaseBegin'},
direct:true,
init:function(player){
player.storage.xiansi=[];
},
unique:true,
forceunique:true,
content:function(){
"step 0"
player.chooseTarget('是否发动陷嗣?',[1,2],function(card,player,target){
return target.num('he')>0;
},
function(target){
return -ai.get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
player.logSkill('xiansi',result.targets);
event.targets=result.targets;
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
event.current=target;
player.choosePlayerCard(target,true);
}
else{
event.finish();
}
"step 3"
if(result.bool){
player.markSkill('xiansi');
player.storage.xiansi=player.storage.xiansi.concat(result.links);
game.addVideo('storage',player,['xiansi',get.cardsInfo(player.storage.xiansi),'cards']);
event.current.lose(result.links,ui.special);
event.current.$give(result.links,player);
event.goto(2);
}
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
for(var i=0;i<storage.length;i++){
ui.discardPile.appendChild(storage[i]);
}
player.$throw(storage);
player.storage.xiansi.length=0;
}
}
},
ai:{
threaten:2
},
global:'xiansi2'
},
xiansi2:{
enable:'phaseUse',
audio:2,
forceaudio:true,
filter:function(event,player){
var remove=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.xiansi){
remove=false;
return game.players[i].storage.xiansi.length>1&&player.canUse('sha',game.players[i],true,true);
}
}
if(remove){
lib.skill.global.remove('xiansi2');
}
return false;
},
content:function(){
"step 0"
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.xiansi){
event.target=game.players[i];
break;
}
}
if(event.target){
player.chooseCardButton(2,event.target.storage.xiansi).ai=function(){
return 1;
}
}
else{
event.finish();
}
"step 1"
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.target.storage.xiansi.remove(result.links[i]);
}
game.addVideo('storage',event.target,['xiansi',get.cardsInfo(event.target.storage.xiansi),'cards']);
if(!event.target.storage.xiansi.length){
event.target.unmarkSkill('xiansi');
}
event.target.discard(result.links);
player.useCard({name:'sha'},event.target);
}
},
ai:{
order:3.1,
result:{
player:function(player){
var target;
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.xiansi){
target=game.players[i];
break;
}
}
if(target){
return ai.get.effect(target,{name:'sha'},player,player);
}
}
}
}
},
shibei:{
audio:2,
trigger:{player:'damageAfter'},
forced:true,
content:function(){
"step 0"
player.judge(function(card){
if(player.skills.contains('shibei2')){
if(get.color(card)=='black') return -1;
}
else{
if(get.color(card)=='red') return 1;
}
return 0;
})
"step 1"
if(result.judge>0){
player.recover();
}
else if(result.judge<0){
player.loseHp();
}
if(!player.skills.contains('shibei2')){
player.addTempSkill('shibei2','phaseAfter');
}
}
},
shibei2:{},
jianying:{
audio:2,
trigger:{player:'useCard'},
frequent:true,
filter:function(event,player){
if(!event.cards||event.cards.length!=1) return false;
if(_status.currentPhase!=player) return false;
if(!player.storage.jianying) return false;
return get.suit(player.storage.jianying)==get.suit(event.cards[0])||
player.storage.jianying.number==event.cards[0].number;
},
content:function(){
player.draw();
},
intro:{
content:'card'
},
group:['jianying2','jianying3']
},
jianying3:{
trigger:{player:'useCard'},
priority:-1,
forced:true,
popup:false,
silent:true,
filter:function(event,player){
if(!event.cards||event.cards.length!=1) return false;
if(_status.currentPhase!=player) return false;
return true;
},
content:function(){
player.storage.jianying=trigger.cards[0];
}
},
jianying2:{
trigger:{player:'phaseAfter'},
forced:true,
silent:true,
popup:false,
content:function(){
player.storage.jianying=null;
}
},
zzhenggong:{
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.source&&event.source.num('e')>0;
},
content:function(){
"step 0"
var att=ai.get.attitude(player,trigger.source);
player.choosePlayerCard('e','是否发动【争功】?',trigger.source).ai=function(button){
if(att<=0){
return ai.get.equipValue(button.link);
}
return 0;
}
"step 1"
if(result.bool){
player.logSkill('zzhenggong',trigger.source);
player.equip(result.links[0]);
trigger.source.$give(result.links[0],player);
}
}
},
zquanji:{
trigger:{global:'phaseBegin'},
priority:15,
check:function(event,player){
var att=ai.get.attitude(player,event.player);
if(att<0){
var nh1=event.player.num('h');
var nh2=player.num('h');
return nh1<=2&&nh2>nh1+1;
}
if(att>0&&event.player.num('j','lebu')&&event.player.num('h')>event.player.hp+1) return true;
return false;
},
filter:function(event,player){
return event.player!=player&&event.player.num('h')>0&&player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(trigger.player);
"step 1"
if(result.bool){
trigger.player.skip('phaseJudge');
trigger.untrigger();
}
},
ai:{
expose:0.2
}
},
zbaijiang:{
skillAnimation:true,
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
init:function(player){
player.storage.zbaijiang=false;
},
// intro:{
// content:'limited'
// },
filter:function(event,player){
return !player.storage.zbaijiang&&player.num('e')>=2;
},
content:function(){
player.storage.zbaijiang=true;
player.removeSkill('zzhenggong');
player.removeSkill('zquanji');
player.removeSkill('zbaijiang');
player.addSkill('zyexin');
player.addSkill('zzili');
player.gainMaxHp();
}
},
zyexin:{
trigger:{player:'damageEnd',source:'damageEnd'},
frequent:true,
init:function(player){
player.storage.zyexin=[];
},
intro:{
content:'cards'
},
content:function(){
var card=get.cards()[0];
player.storage.zyexin.push(card);
player.$draw(card);
player.markSkill('zyexin');
game.addVideo('storage',player,['zyexin',get.cardsInfo(player.storage.zyexin),'cards']);
},
group:'zyexin2'
},
zyexin2:{
enable:'phaseUse',
usable:1,
lose:false,
delay:false,
selectCard:[1,Infinity],
filterCard:true,
filter:function(event,player){
return player.storage.zyexin.length>0;
},
prompt:'用任意数量的手牌与等量的“权”交换',
content:function(){
"step 0"
player.lose(cards,ui.special)._triggered=null;
player.storage.zyexin=player.storage.zyexin.concat(cards);
player.chooseCardButton(player.storage.zyexin,'选择'+cards.length+'张牌作为手牌',cards.length,true).ai=function(button){
return ai.get.value(button.link);
}
if(player==game.me&&_status.auto){
game.delay();
}
"step 1"
player.gain(result.links)._triggered=null;
for(var i=0;i<result.links.length;i++){
player.storage.zyexin.remove(result.links[i]);
}
game.addVideo('storage',player,['zyexin',get.cardsInfo(player.storage.zyexin),'cards']);
},
ai:{
order:5,
result:{
player:1
}
}
},
zzili:{
skillAnimation:true,
unique:true,
init:function(player){
player.storage.zzili=false;
},
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.storage.zyexin.length>=4&&!player.storage.zzili;
},
forced:true,
content:function(){
player.storage.zzili=true;
player.loseMaxHp();
player.addSkill('zpaiyi');
player.removeSkill('zzili');
},
// intro:{
// content:'limited'
// }
},
zpaiyi:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
for(var i=0;i<player.storage.zyexin.length;i++){
var type=get.type(player.storage.zyexin[i]);
if(type=='delay'||type=='equip') return true;
}
return false;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseCardButton('是否发动【排异】?',player.storage.zyexin);
next.filterButton=function(button){
var type=get.type(button.link);
if(type=='delay'||type=='equip') return true;
return false;
};
next.ai=function(button){
return ai.get.value(button.link);
}
"step 1"
if(result.bool){
var card=result.links[0];
event.card=card;
var isjudge=get.type(card)=='delay';
player.chooseTarget(function(cd,player,target){
if(isjudge){
return !target.hasJudge(card.name);
}
else{
return !target.isMin();
}
}).ai=function(target){
return ai.get.effect(target,card,player,player);
}
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.storage.zyexin.remove(event.card);
game.addVideo('storage',player,['zyexin',get.cardsInfo(player.storage.zyexin),'cards']);
game.delay();
if(get.type(event.card)=='equip'){
player.$give(event.card,result.targets[0]);
result.targets[0].equip(event.card);
}
else if(get.type(event.card)=='delay'){
player.$throw(event.card);
result.targets[0].addJudge(event.card);
}
player.logSkill('zpaiyi',result.targets);
if(player!=result.targets[0]){
player.draw();
}
}
}
}
},
translate:{
yufan:'虞翻',
wangyi:'王异',
xushu:'徐庶',
caozhi:'曹植',
zhangchunhua:'张春华',
lingtong:'凌统',
xunyou:'荀攸',
caozhang:'曹彰',
liubiao:'刘表',
huaxiong:'华雄',
zhuran:'朱然',
yujin:'于禁',
masu:'马谡',
xin_masu:'新马谡',
fazheng:'法正',
xin_fazheng:'新法正',
wuguotai:'吴国太',
chengong:'陈宫',
xusheng:'徐盛',
guohuai:'郭淮',
caochong:'曹冲',
bulianshi:'步练师',
handang:'韩当',
fuhuanghou:'伏皇后',
caifuren:'蔡夫人',
zhonghui:'钟会',
old_zhonghui:'钟士季',
sunluban:'孙鲁班',
chenqun:'陈群',
zhangsong:'张松',
guyong:'顾雍',
jianyong:'简雍',
madai:'马岱',
xin_xushu:'新徐庶',
manchong:'满宠',
liufeng:'刘封',
liru:'李儒',
guanzhang:'关兴张苞',
yj_jushou:'沮授',
zhuhuan:'朱桓',
xiahoushi:'夏侯氏',
panzhangmazhong:'潘璋马忠',
caorui:'曹叡',
caoxiu:'曹休',
zhongyao:'钟繇',
liuchen:'刘谌',
zhangyi:'张嶷',
sunxiu:'孙休',
zhuzhi:'朱治',
quancong:'全琮',
gongsunyuan:'公孙渊',
guotufengji:'郭图逢纪',
zhoucang:'周仓',
guanping:'关平',
liaohua:'廖化',
caozhen:'曹真',
wuyi:'吴懿',
hanhaoshihuan:'韩浩史涣',
chengpu:'程普',
gaoshun:'高顺',
xin_yujin:'新于禁',
jieyue:'节钺',
jieyue1:'节钺',
jieyue2:'节钺',
jieyue3:'节钺',
jieyue4:'节钺',
jieyue_info:'结束阶段开始时,你可以弃置一张手牌,然后令一名其他角色选择一项:将一张牌置于你的武将牌上;或令你弃置其一张牌。你武将牌上有牌时,你可以将红色手牌当【闪】、黑色的手牌当【无懈可击】使用或打出。准备阶段开始时,你获得你武将牌上的牌。',
xianzhen:'陷阵',
xianzhen_info:'出牌阶段,你可以与一名角色拼点。若你赢,你获得以下技能直到回合结束:无视与该角色的距离;无视防具且可使用任意数量的【杀】。若你没赢,你不能使用【杀】直到回合结束。每回合限一次',
jinjiu:'禁酒',
jinjiu_info:'锁定技,你的【酒】均视为【杀】',
chunlao:'醇醪',
chunlao_info:'结束阶段开始时,若没有“醇”,你可以将至少一张【杀】置于你的武将牌上,称为“醇”。当一名角色处于濒死状态时,你可以将一张“醇”置入弃牌堆,视为该角色使用一张【酒】',
lihuo:'疠火',
lihuo_info:'你可以将一张普通【杀】当火【杀】使用。若以此法使用的【杀】造成了伤害则此【杀】结算后你失去1点体力你使用火【杀】指定目标后可以额外指定一个目标',
shenduan:'慎断',
shenduan_info:'当你的黑色基本牌因弃置而进入弃牌堆时,你可以将之视为 【兵粮寸断】并置于一名其他角色的判定区里',
yonglve:'勇略',
yonglve_info:'你攻击范围内的一名其他角色的判定阶段开始时,你可以弃置其判定区里的一张牌,视为对该角色使用一张【杀】。若此【杀】未造成伤害,你摸一张牌',
benxi:'奔袭',
benxi_info:'锁定技在你的回合内你每使用一次牌后你计算与其他角色的距离便减少1直到回合结束你的回合内若你与所有角色的距离均为1你无视其他角色的防具且你使用的【杀】可额外指定一个目标',
sidi:'司敌',
sidi2:'司敌',
sidi3:'司敌',
sidi_info:'每当你使用或其他角色在你的回合内使用闪时,你可以将牌堆顶的一张牌正面向上置于你的武将牌上;一名其他角色的出牌阶段开始时,你可以将你武将牌上的一张牌置入弃牌堆,然后该角色本阶段可使用杀的次数上限-1',
dangxian:'当先',
dangxian_info:'锁定技,回合开始时,你执行一个额外的出牌阶段',
longyin:'龙吟',
longyin_info:'每当一名角色在其出牌阶段使用【杀】时,你可弃置一张牌令此【杀】不计入出牌阶段使用次数,若此【杀】为红色,你摸一张牌',
zhongyong:'忠勇',
zhongyong_info:'当你于出牌阶段内使用的【杀】被目标角色使用的【闪】抵消时,你可以将此【闪】交给除该角色外的一名角色。若获得此【闪】的角色不是你,你可以对相同的目标再使用一张【杀】',
jigong:'急攻',
jigong_info:'出牌阶段开始时你可以摸两张牌。若如此做此回合你的手牌上限改为X(X为你此阶段造成的伤害数)',
shifei:'饰非',
shifei_info:'当你需要使用或打出【闪】时,你可以令当前回合角色摸一张牌,然后若其手牌数不为全场最多,则你弃置全场手牌数最多(或之一)角色的一张牌,视为你使用或打出了一张【闪】',
huaiyi:'怀异',
huaiyi_info:'出牌阶段限一次你可以展示所有手牌若其中包含不止一种颜色则你选择一种颜色并弃置该颜色的所有手牌然后你可以获得至多X名角色的各一张牌X为你以此法弃置的手牌数。若你以此法获得的牌不少于两张则你失去1点体力',
yaoming:'邀名',
yaoming_info:'每回合限一次当你造成或受到伤害后你可以选择一项1. 弃置手牌数大于你的一名角色的一张手牌2. 令手牌数小于你的一名角色摸一张牌',
anguo:'安国',
anguo_info:'出牌阶段限一次,你可以选择一名其他角色装备区里的一张牌,令其将此牌收回手牌。然后若该角色攻击范围内的角色数因此减少,则你摸一张牌',
yanzhu:'宴诛',
yanzhu_info:'出牌阶段限一次,你可以令一名有牌的其他角色选择一项:令你获得其装备区里所有的牌,然后你失去技能“宴诛”,直到游戏结束;或弃置一张牌',
xingxue:'兴学',
xingxue_info:'结束阶段开始时你可以令至多X名角色依次摸一张牌并将一张牌置于牌堆顶X为你的体力值若你已失去技能“宴诛”则将X改为你的体力上限',
zhaofu:'诏缚',
zhaofu_info:'主公技锁定技你距离为1的角色视为在其他吴势力角色的攻击范围内',
wurong:'怃戎',
wurong_info:'出牌阶段限一次你可以令一名其他角色与你同时展示一张手牌若你展示的是【杀】且该角色展示的不是【闪】则你弃置此【杀】并对其造成1点伤害若你展示的不是【杀】且该角色展示的是【闪】则你弃置你展示的牌并获得其一张牌',
shizhi:'矢志',
shizhi_info:'锁定技当你体力为1时你的【闪】均视为【杀】',
zhanjue:'战绝',
zhanjue_info:'出牌阶段,你可以将所有手牌当【决斗】使用,结算后你和以此法受到伤害的角色各摸一张牌。若你在同一阶段内以此法摸了两张或更多的牌,则此技能失效直到回合结束',
qinwang:'勤王',
qinwang1:'勤王',
qinwang2:'勤王',
qinwang_info:'主公技,你可以弃置一张牌,然后视为你发动“激将”。若有角色响应,则该角色打出【杀】时摸一张牌',
huomo:'活墨',
huomo_sha:'墨杀',
huomo_shan:'墨闪',
huomo_tao:'墨桃',
huomo_jiu:'墨酒',
huomo_info:'每当你需要使用一张你于此回合内未使用过的基本牌时,你可以将一张黑色非基本牌置于牌堆顶,然后视为你使用了此基本牌',
zuoding:'佐定',
zuoding_info:'每当一名其他角色于其出牌阶段内使用♠牌指定目标后,若此阶段没有角色受到过伤害,则你可以令其中一名目标角色摸一张牌',
taoxi:'讨袭',
taoxi2:'讨袭',
taoxi3:'讨袭',
taoxi_info:'出牌阶段限一次,你使用牌指定一名其他角色为唯一目标后,你可以亮出其一张手牌直到回合结束,并且你可以于此回合内将此牌如手牌般使用。回合结束时,若该角色未失去此手牌,则你须弃置一张牌',
huituo:'恢拓',
huituo_info:'每当你受到伤害后你可以令一名角色进行一次判定若结果为红色该角色回复1点体力若结果为黑色该角色摸X张牌X为此次伤害的伤害数',
mingjian:'明鉴',
mingjian2:'明鉴',
mingjian_info:'出牌阶段限一次,你可以将所有手牌交给一名其他角色,若如此做,该角色于其下个回合的手牌上限+1且出杀的次数上限+1',
xingshuai:'兴衰',
xingshuai_info:'主公技限定技当你进入濒死状态时其他魏势力角色可依次令你回复1点体力然后这些角色依次受到1点伤害',
duodao:'夺刀',
duodao_info:'每当你受到杀造成的一次伤害后,你可以弃置一张牌,然后获得伤害来源装备区里的武器牌',
anjian:'暗箭',
anjian_info:'当你使用的杀对目标角色造成伤害时,若你不在其攻击范围内,则此杀伤害+1',
xinpojun:'破军',
xinpojun2:'破军',
xinpojun_info:'当你于出牌阶段内使用【杀】指定一个目标后你可以将其至多X张牌扣置于该角色的武将牌旁X为其体力值。若如此做当前回合结束后该角色获得其武将牌旁的所有牌。',
qiaoshi:'樵拾',
qiaoshi_info:'其他角色的结束阶段开始时,若你的手牌数与其相等,则你可以与其各摸一张牌。',
yanyu:'燕语',
yanyu2:'燕语',
yanyu_info:'出牌阶段,你可以重铸【杀】。出牌阶段结束时,若你于此阶段以此法重铸了至少两张【杀】,则你可以令一名男性角色摸两张牌。',
zzhenggong:'争功',
zzhenggong_info:'你每受到一次伤害,可以获得伤害来源装备区中的一张牌并立即放入你的装备区。',
zquanji:'权计',
zquanji_info:'其他角色的回合即将开始时,你可以与该角色进行一次拼点。若你赢,该角色跳过回合开始阶段及判定阶段。',
zbaijiang:'拜将',
zbaijiang_info:'觉醒技回合开始阶段若你的装备区的装备牌为两张或更多时你必须增加1点体力上限失去技能【权计】和【争功】并获得技能【野心】和【自立】。',
zyexin:'野心',
zyexin2:'野心',
zyexin_info:'你每造成或受到一次伤害,可将牌堆顶的一张牌放置在武将牌上,称为“权”。出牌阶段,你可以用任意数量的手牌与等量的“权”交换,每阶段限一次。',
zzili:'自立',
zzili_info:'觉醒技回合开始阶段若你的“权”为四张或更多时你必须减1点体力上限并永久获得技能“排异”。',
zpaiyi:'排异',
zpaiyi_info:'回合结束阶段,将一张“权”移动到任何合理的区域,若不是你的区域,你可以摸一张牌',
shibei:'矢北',
shibei_info:'锁定技,每当你受到一次伤害,需进行一次判定,若结果为红色且是你回合内受到的第一次伤害,你回复一点体力;若结果为黑色且你在本回合内受到过不止一次伤害,你失去一点体力',
jianying:'渐营',
jianying_info:'每当你于出牌阶段内使用的牌与此阶段你使用的上一张牌点数或花色相同时,你可以摸一张牌',
xinenyuan:'恩怨',
xinenyuan_info:'每当你受到1点伤害后你可以令伤害来源选择一项交给你一张手牌或失去1点体力。',
xinxuanhuo:'眩惑',
xinxuanhuo_info:'摸牌阶段开始时,你可以放弃摸牌并选择一名其他角色,改为令其摸两张牌,然后该角色需对其攻击范围内你选择的另一名角色使用一张杀,若其未如此做或其攻击范围内没有使用杀的目标,你获得其两张牌,然后其摸一张牌',
fuhun:'父魂',
fuhun2:'父魂',
fuhun_info:'你可以将两张手牌当杀使用或打出;出牌阶段,若你以此法使用的杀造成了伤害,你获得技能“武圣”、“咆哮”直到回合结束。',
yuce:'御策',
yuce_info:'每当你受到一次伤害,可以弃置一张手牌,并令伤害来源选择一项:弃置一张相同类型的手牌并令你摸一张牌,或令你回复一点体力',
xiansi:'陷嗣',
xiansi_bg:'逆',
xiansi2:'陷嗣',
xiansi_info:'准备阶段开始时,你可以将一至两名角色的各一张牌置于你的武将牌上,称为“逆”;每当一名角色需要对你使用杀时,该角色可以将两张“逆”置入弃牌堆,视为对你使用一张杀。',
chanhui:'谮毁',
chanhui_info:'出牌阶段限一次,当你使用【杀】或黑色非延时类锦囊牌指定唯一目标时,你可令可以成为此牌目标的另一名其他角色选择一项:交给你一张牌并成为此牌的使用者;或成为此牌的额外目标。',
jiaojin:'骄矜',
jiaojin_info:'每当你受到一名男性角色造成的伤害时,你可以弃置一张装备牌,令此伤害-1。',
shenxing:'慎行',
shenxing_info:'出牌阶段,你可以弃置两张牌,然后摸一张牌。',
bingyi:'秉壹',
bingyi_info:'结束阶段开始时你可以展示所有手牌若均为同一颜色则你令至多X名角色各摸一张牌(X为你的手牌数)。',
qiangzhi:'强识',
qiangzhi2:'强识',
qiangzhi_info:'出牌阶段开始时,你可以展示一名其他角色的一张手牌。若如此做,每当你于此阶段内使用与此牌类别相同的牌时,你可以摸一张牌。',
xiantu:'献图',
xiantu2:'献图',
xiantu3:'献图',
xiantu_info:'一名其他角色的出牌阶段开始时你可以摸两张牌然后交给其两张牌。若如此做此阶段结束时若该角色未于此阶段内杀死过一名角色则你失去1点体力。',
dingpin:'定品',
dingpin_info:'出牌阶段限三次你可以弃置一张手牌然后令一名已受伤的角色进行一次判定若结果为黑色该角色摸X张牌(X为该角色已损失的体力值),然后你本回合不能再对其发动“定品”;若结果为红色,将你的武将牌翻面。',
faen:'法恩',
faen_info:'每当一名角色的武将牌翻面或横置时,你可以令其摸一张牌。',
jyzongshi:'纵适',
jyzongshi_info:'每当你成为其他角色的非延时锦囊牌的目标时,若你是此锦囊的唯一目标,你可以摸一张牌',
qiaoshui:'巧说',
qiaoshui_info:'出牌阶段开始时,你可以与一名其他角色拼点。若你赢,你获得对方的拼点牌,并获得技能【集智】直到回合结束;若你没赢,你收回拼点牌且不能使用锦囊牌直到回合结束。每阶段限一次。',
junxing:'峻刑',
junxing_info:'出牌阶段限一次你可以弃置至少一张手牌并选择一名其他角色该角色需弃置一张与你弃置的牌类别均不同的手牌否则其先将其武将牌翻面再摸X张牌X为你以此法弃置的手牌数量。',
wuyan:'无言',
xinwuyan:'无言',
jujian:'举荐',
xinjujian:'举荐',
luoying:'落英',
luoying1:'落英',
luoying2:'落英·判定',
jiushi:'酒诗',
jiushi1:'酒诗',
jiushi2:'酒诗',
jiushi3:'酒诗',
jueqing:'绝情',
shangshi:'伤逝',
xuanfeng:'旋风',
zhiyu:'智愚',
qice:'奇策',
qice_backup:'奇策',
jiangchi:'将弛',
jiangchi_less:'少摸一张',
jiangchi_more:'多摸一张',
zishou:'自守',
zongshi:'宗室',
shiyong:'恃勇',
shiyong2:'恃勇',
danshou:'胆守',
yizhong:'毅重',
xinzhan:'心战',
xinzhan_gain:'获得',
xinzhan_place:'牌堆顶',
huilei:'挥泪',
enyuan:'恩怨',
enyuan1:'恩怨',
enyuan2:'恩怨',
xuanhuo:'眩惑',
ganlu:'甘露',
buyi:'补益',
mingce:'明策',
zhichi:'智迟',
zhichi2:'智迟',
pojun:'破军',
jingce:'精策',
chengxiang:'称象',
renxin:'仁心',
zhenlie:'贞烈',
miji:'秘计',
zhiyan:'直言',
zongxuan:'纵玄',
anxu:'安恤',
zhuiyi:'追忆',
gongji:'弓骑',
qiuyuan:'求援',
zhuikong:'惴恐',
qieting:'窃听',
xianzhou:'献州',
quanji:'权计',
zili:'自立',
paiyi:'排异',
sanyao:'散谣',
zhiman:'制蛮',
yaowu:'耀武',
qianxi:'潜袭',
qianxi2:'潜袭',
fuli:'伏枥',
jiefan:'解烦',
juece:'绝策',
mieji:'灭计',
fencheng:'焚城',
youdi:'诱敌',
youdi_info:'结束阶段开始时,你可以令一名其他角色弃置你的一张牌,若此牌不为【杀】,你获得该角色的一张牌。',
fencheng_info:'限定技。出牌阶段你可令所有其他角色依次选择一项弃置X张牌或受到1点火焰伤害。(X为该角色装备区里牌的数量且至少为1)',
mieji_info:'你使用黑色非延时类锦囊牌仅指定一个目标后,可以额外指定一个目标',
juece_info:'每当一名其他角色在你回合内失去最后一张手牌,你可以对其造成一点伤害',
jiefan_info:'限定技出牌阶段你可以选择一名角色令攻击范围内含有该角色的所有角色各选择一项1.弃置一张武器牌2.令其摸一张牌。',
fuli_info:'限定技,当你处于濒死状态时,可以将体力回复至体力上限,然后翻面',
qianxi_info:'回合开始阶段开始时你可以进行一次判定然后令一名距离为1的角色不能使用或打出与判定结果颜色相同的手牌直到回合结束。',
yaowu_info:'锁定技当任意一名角色使用红色【杀】对你造成伤害时该角色回复1点体力或摸一张牌。',
zhiman_info:'当你对一名其他角色造成伤害时,你可以防止此伤害,然后获得其装备区或判定区的一张牌。',
sanyao_info:'出牌阶段限一次,你可以弃置一张牌并指定一名体力最多(或之一)的角色你对其造成1点伤害。',
paiyi_info:'出牌阶段限一次你可以将一张“权”置入弃牌堆并选择一名角色令其摸两张牌然后若其手牌多于你你对其造成1伤害。',
zili_info:'觉醒技准备阶段开始时若“权”的数量不小于3你减1点体力上限选择一项1、回复1点体力2、摸两张牌。然后你获得“排异”。',
quanji_info:'每当你受到1点伤害后你可以可摸一张牌然后将一张手牌置于武将牌上称为“权”你的手牌上限+XX为“权”的数量。',
xianzhou_info:'限定技。出牌阶段你可以将装备区里的所有牌交给一名其他角色然后该角色选择一项令你回复X点体力;或对其攻击范围内的X名角色各造成1点伤害(X为你以此法交给该角色的牌的数量)。',
qieting_info:'一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以选择一项:将其装备区里的一张牌移动至你装备区里的相应位置(可替换原装备);或摸一张牌。',
zhuikong_info:'一名其他角色的回合开始时,若你已受伤,你可以与该角色拼点,若你赢,该角色本回合使用的牌不能指定除该角色外的角色为目标',
qiuyuan_info:'当你成为【杀】的目标时,你可以令另一名其他角色选择一项:①、交给你一张【闪】;②、成为此【杀】的额外目标。',
gongji_info:'出牌阶段,你可以弃置一张牌,令你的攻击范围无限,直到回合结束,然后若你以此法弃置的牌为装备牌,你可以弃置一名其他角色的一张牌。每回合限一次。',
zhuiyi_info:'你死亡时可以令一名其他角色杀死你的角色除外摸三张牌然后令其回复1点体力。',
anxu_info:'出牌阶段限一次你可以选择两名手牌数不同的其他角色令其中手牌多的角色将一张手牌交给手牌少的角色然后若这两名角色手牌数相等你摸一张牌或回复1点体力',
zongxuan_info:'每当你的牌被弃置,你可以将其按任意顺序置于牌堆顶',
zhiyan_info:'回合结束阶段,你可以令一名角色摸一张并展示之,若是装备牌,其立即装备之并回复一点体力',
miji_info:'回合结束阶段若你已受伤可以摸X张牌然后可以将等量的牌交给一名其他角色X为你已损失的体力值',
zhenlie_info:'每当你成为其他角色的卡牌的目标时,你可以流失一点体力取消之,然后弃置对方一张牌',
chengxiang_info:'每当你受到一次伤害后你可以亮出牌堆顶的四张牌。然后获得其中任意数量点数之和小于13的牌将其余的牌置入弃牌堆。',
renxin_info:'每当体力值为1的一名其他角色受到伤害时你可以将武将牌翻面并弃置一张装备牌然后防止此伤害。',
jingce_info:'出牌阶段结束时,若你本回合使用的牌数量大于或等于你当前体力值,你可以摸两张牌。',
wuyan_info:'锁定技,你使用的非延迟类锦囊对其他角色无效;其他角色使用的非延迟类锦囊对你无效。',
xinwuyan_info:'锁定技,每当锦囊牌造成伤害时,若你为伤害来源,你防止此伤害;锁定技,每当你受到锦囊牌对你造成的伤害时,你防止此伤害。',
jujian_info:'出牌阶段你可以弃至多三张牌然后让一名其他角色摸等量的牌。若你以此法弃牌不少于三张且均为同一类别你回复1点体力。每回合限一次。',
xinjujian_info:'回合结束阶段开始时你可以弃置一张非基本牌并选择一名其他角色令其选择一项1.摸两张牌2.回复1点体力3.将其武将牌翻转至正面朝上并重置之。',
luoying_info:'当其他角色的梅花牌,因弃牌或判定而进入弃牌堆时,你可以获得之。',
jiushi_info:'若你的武将牌正面朝上,你可以(在合理的时机)将你的武将牌翻面来视为使用一张【酒】;当你的武将牌背面朝上时你受到伤害,你可在伤害结算后将之翻回正面。',
jueqing_info:'锁定技,你即将造成的伤害均视为失去体力。',
shangshi_info:'锁定技当你的手牌数小于X时你立即将手牌补至X张X为你已损失的体力值且最多为3',
xuanfeng_info:'当你失去装备区里的牌时,或于弃牌阶段弃置了两张或更多的手牌后,你可以依次弃置一至两名其他角色的共计两张牌。',
zhiyu_info:'每当你受到一次伤害后,你可以摸一张牌,然后展示所有手牌,若颜色均相同,伤害来源弃置一张手牌。',
qice_info:'出牌阶段,你可以将所有的手牌(至少一张)当做任意一张非延时性锦囊牌使用,每阶段限一次。',
jiangchi_info:'摸牌阶段摸牌时你可以选择一项1、额外摸一张牌若如此做你不能使用或打出【杀】直到回合结束。 2、少摸一张牌若如此做出牌阶段你使用【杀】无距离限制且你可以额外使用一张【杀】直到回合结束。',
zishou_info:'摸牌阶段摸牌时你可以额外摸X张牌X为现存势力数。若如此做你于本回合出牌阶段内使用的牌不能指定其他角色为目标。',
zongshi_info:'锁定技场上每有一种势力你的手牌上限便1。',
shiyong_info:'锁定技每当你受到一次红色【杀】或【酒】【杀】造成的伤害后你减1点体力上限。',
danshou_info:'出牌阶段你可以选择你攻击范围内的一名其他角色然后弃置X张牌X为此前你于此阶段你发动“胆守”的次数+1。若X为1你弃置该角色的一张牌为2令该角色交给你一张牌为3你对该角色造成1点伤害不小于4你与该角色各摸两张牌。',
danshou_infox:'每当你造成一次伤害后,你可以摸一张牌。若如此做,终止一切结算,当前回合结束。',
yizhong_info:'锁定技,当你没有防具时,黑色的杀对你无效',
xinzhan_info:'出牌阶段限一次你可以观看牌堆顶的3张牌然后展示其中任意数量♥的牌并获得之',
huilei_info:'锁定技,杀死你的角色立即弃置所有的牌。',
enyuan_info:'锁定技,其他角色每令你回复一点体力,该角色摸一张牌;其他角色每对你造成一次伤害须给你一张♥手牌否则该角色失去1点体力。',
xuanhuo_info:'出牌阶段限一次,你可以将一张红桃手牌交给一名其他角色,获得该角色的一张牌,然后交给除该角色外的一名其他角色',
ganlu_info:'出牌阶段你可以选择两名角色交换他们装备区里的所有牌。以此法交换的装备数差不能超过X(X为你已损失体力值)。每回合限一次。',
buyi_info:'当有角色进入濒死状态时你可以展示该角色的一张手牌若此牌不为基本牌则该角色弃掉这张牌并回复1点体力。',
mingce_info:'出牌阶段你可以交给任一其他角色一张装备牌或【杀】该角色进行二选一1. 视为对其攻击范围内的另一名由你指定的角色使用一张【杀】。2. 摸一张牌。每回合限一次。',
zhichi_info:'锁定技,你的回合外,你每受到一次伤害,任何【杀】或非延时类锦囊均对你无效,直到该回合结束。',
zhichi2_info:'智迟已发动',
pojun_info:'你每使用【杀】造成一次伤害可令受到该伤害的角色多摸X张牌X为改角色当前的体力值(X最多为5),然后该角色将其武将牌翻面。',
},
}