2758 lines
75 KiB
JavaScript
2758 lines
75 KiB
JavaScript
character.sp={
|
||
character:{
|
||
yangxiu:['male','wei',3,['jilei','danlao'],['fullskin']],
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||
chenlin:['male','wei',3,['bifa','songci'],['fullskin']],
|
||
caohong:['male','wei',4,['yuanhu'],['fullskin']],
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||
xiahouba:['male','shu',4,['baobian'],['fullskin']],
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||
gongsunzan:['male','qun',4,['yicong'],['fullskin']],
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||
yuanshu:['male','qun',4,['yongsi'],['fullskin']],
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||
sp_diaochan:['female','qun',3,['lihun','biyue'],['fullskin']],
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||
sp_zhaoyun:['male','qun',3,['longdan','chongzhen'],['fullskin']],
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||
jsp_zhaoyun:['male','qun',3,['chixin','yicong','suiren'],['fullskin']],
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||
liuxie:['male','qun',3,['tianming','mizhao'],['fullskin']],
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||
zhugejin:['male','wu',3,['hongyuan','huanshi','mingzhe'],['fullskin']],
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||
zhugeke:['male','wu',3,['aocai','duwu'],['fullskin']],
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||
guanyinping:['female','shu',3,['huxiao','xueji','wuji'],['fullskin']],
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||
simalang:['male','wei',3,['junbing','quji'],['fullskin']],
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||
zhangxingcai:['female','shu',3,['shenxian','qiangwu'],['fullskin']],
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||
fuwan:['male','qun',4,['moukui'],['fullskin']],
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||
sp_sunshangxiang:['female','shu',3,['liangzhu','xiaoji'],['fullskin']],
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||
caoang:['male','wei',4,['kaikang'],['fullskin']],
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re_yuanshu:['male','qun',4,['wangzun','tongji'],['fullskin']],
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||
sp_caoren:['male','wei',4,['kuiwei','yanzheng'],['fullskin']],
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||
zhangbao:['male','qun',3,['zhoufu','yingbin'],['fullskin']],
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||
maliang:['male','shu',3,['xiemu','naman'],['fullskin']],
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||
sp_pangtong:['male','qun',3,['manjuan','zuixiang'],['fullskin']],
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zhugedan:['male','wei',4,['gongao','juyi'],['fullskin']],
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||
sp_jiangwei:['male','shu',4,['kunfen','fengliang'],['fullskin']],
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sp_machao:['male','qun',4,['zhuiji','cihuai'],['fullskin']],
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sunhao:['male','wu',5,['canshi','chouhai'],['fullskin']],
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},
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skill:{
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canshi:{
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trigger:{player:'phaseDrawBefore'},
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check:function(event,player){
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp){
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num++;
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if(num>3) return true;
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||
}
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||
}
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||
return false;
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||
},
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||
prompt:function(){
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp){
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num++;
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}
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}
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return '是否放弃摸牌,改为摸'+get.cnNumber(num)+'张牌?';
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},
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content:function(){
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trigger.untrigger();
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trigger.finish();
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<game.players[i].maxHp){
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num++;
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}
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}
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if(num>0){
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player.draw(num);
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}
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player.addTempSkill('canshi2','phaseAfter');
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}
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},
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canshi2:{
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trigger:{player:'useCard'},
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forced:true,
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filter:function(event,player){
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if(player.num('he')==0) return false;
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var type=get.type(event.card,'trick');
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return type=='basic'||type=='trick';
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},
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content:function(){
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game.delay(0.5);
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player.chooseToDiscard(true,'he');
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}
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},
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chouhai:{
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trigger:{player:'damageBegin'},
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forced:true,
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filter:function(event,player){
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return player.num('h')==0;
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},
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content:function(){
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trigger.num++;
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'damage')&&target.num('h')==0) return [1,-2];
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}
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}
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}
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},
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kunfen:{
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trigger:{player:'phaseEnd'},
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direct:true,
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check:function(event,player){
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if(player.hp>2) return true;
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if(player.hp==2&&player.num('h')==0) return true;
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return false;
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},
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content:function(){
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"step 0"
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if(player.storage.kunfen){
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player.chooseBool('是否发动【困奋】?').ai=function(){
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if(player.hp>3) return true;
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if(player.hp==3&&player.num('h')<3) return true;
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if(player.hp==2&&player.num('h')==0) return true;
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return false;
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}
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}
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else{
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event.forced=true;
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}
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"step 1"
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if(event.forced||result.bool){
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player.logSkill('kunfen');
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player.loseHp();
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}
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else{
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event.finish();
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}
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"step 2"
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player.draw(2);
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},
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ai:{
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threaten:1.5
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}
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},
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fengliang:{
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unique:true,
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trigger:{player:'dying'},
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priority:10,
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forced:true,
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filter:function(event,player){
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return !player.storage.kunfen;
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},
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content:function(){
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"step 0"
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player.loseMaxHp();
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"step 1"
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if(player.hp<2){
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player.recover(2-player.hp);
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}
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"step 2"
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player.addSkill('tiaoxin');
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player.storage.kunfen=true;
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},
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},
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zhuiji:{
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mod:{
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globalFrom:function(from,to){
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if(from.hp>to.hp) return -Infinity;
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}
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}
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},
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cihuai:{
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trigger:{player:'phaseUseBegin'},
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direct:true,
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filter:function(event,player){
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return player.num('h','sha')==0;
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},
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content:function(){
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"step 0"
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player.chooseTarget('是否发动【刺槐】?',function(card,player,target){
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return player.canUse({name:'sha'},target);
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}).ai=function(target){
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return ai.get.effect(target,{name:'sha'},player,player);
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}
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"step 1"
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if(result.bool){
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player.logSkill('cihuai');
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player.showHandcards();
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player.useCard({name:'sha'},result.targets);
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}
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},
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ai:{
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expose:0.2,
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}
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},
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jilei:{
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trigger:{player:'damageEnd'},
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priority:9,
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check:function(event,player){
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return ai.get.attitude(player,event.source)<0;
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},
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filter:function(event){
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return event&&event.source;
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},
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content:function(){
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trigger.source.addSkill('jilei2');
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},
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ai:{
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threaten:0.6
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}
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},
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jilei2:{
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unique:true,
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trigger:{global:'phaseAfter'},
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forced:true,
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priority:10,
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mod:{
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cardEnabled:function(){
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return false;
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},
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cardUsable:function(){
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return false;
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},
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cardRespondable:function(){
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return false;
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},
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cardSavable:function(){
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return false;
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}
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},
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content:function(){
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player.removeSkill('jilei2')
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},
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},
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danlao:{
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inherit:'mufeng'
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},
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taichen:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return player.canUse('sha',target);
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},
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content:function(){
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"step 0"
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player.loseHp();
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"step 1"
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player.useCard({name:'sha'},target,false);
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},
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ai:{
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order:1,
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result:{
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target:function(player,target){
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if(player.hp>2&&player.hp>target.hp&&target.num('he')<4){
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return ai.get.effect(target,{name:'sha'},player,target);
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}
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return 0;
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}
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}
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}
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},
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manjuan:{
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trigger:{global:'discardAfter'},
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filter:function(event,player){
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if(event.player==player) return false;
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if(!player.num('he')) return false;
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for(var i=0;i<event.cards.length;i++){
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if(get.position(event.cards[i])=='d'){
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return true;
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}
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}
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return false;
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},
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direct:true,
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content:function(){
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"step 0"
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if(trigger.delay==false) game.delay();
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"step 1"
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var cards=[];
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var suits=['club','spade','heart','diamond']
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for(var i=0;i<trigger.cards.length;i++){
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if(get.position(trigger.cards[i])=='d'){
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cards.push(trigger.cards[i]);
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suits.remove(get.suit(trigger.cards[i]));
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}
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}
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if(cards.length){
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var dialog;
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if(event.isMine()){
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dialog=ui.create.dialog('是否发动【漫卷】?');
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dialog.style.opacity='none';
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dialog.add(cards);
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for(var i=0;i<dialog.buttons.length;i++){
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dialog.buttons[i].style.opacity=1;
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}
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}
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var maxval=0;
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for(var i=0;i<cards.length;i++){
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||
var tempval=ai.get.value(cards[i]);
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if(tempval>maxval){
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maxval=tempval;
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}
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}
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maxval+=cards.length-1;
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player.chooseToDiscard('he',{suit:suits},dialog).ai=function(card){
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return maxval-ai.get.value(card);
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};
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event.cards=cards;
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}
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"step 2"
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if(result.bool){
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player.logSkill('manjuan');
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game.log(get.translation(player)+'获得了'+get.translation(event.cards));
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player.gain(event.cards,'gain2');
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}
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},
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||
ai:{
|
||
threaten:1.3
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||
}
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},
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zuixiang:{
|
||
unique:true,
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||
mark:true,
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trigger:{player:'phaseBegin'},
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||
priority:10,
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||
filter:function(event,player){
|
||
if(player.storage.zuixiang) return false;
|
||
return true;
|
||
},
|
||
check:function(event,player){
|
||
return player.num('h')<player.hp&&player.hp==player.maxHp;
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||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.zuixiang=get.cards(3);
|
||
player.showCards(player.storage.zuixiang);
|
||
"step 1"
|
||
var cards=player.storage.zuixiang;
|
||
if(cards[0].number==cards[1].number||
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||
cards[0].number==cards[2].number||
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||
cards[2].number==cards[1].number){
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||
player.gain(player.storage.zuixiang,'draw2');
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||
player.storage.zuixiang=[];
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||
delete player.storage.zuixiang2;
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||
}
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else{
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||
player.storage.zuixiang2=[];
|
||
for(var i=0;i<cards.length;i++){
|
||
player.storage.zuixiang2.add(get.type(cards[i],'trick'));
|
||
}
|
||
}
|
||
player.storage.zuixiangtemp=true;
|
||
},
|
||
group:'zuixiang2',
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(target.storage.zuixiang2&&target.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardEnabled:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardRespondable:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zuixiang2:{
|
||
unique:true,
|
||
trigger:{player:'phaseBegin'},
|
||
priority:10,
|
||
filter:function(event,player){
|
||
if(player.storage.zuixiang&&player.storage.zuixiang.length) return true;
|
||
return false;
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
if(player.storage.zuixiangtemp){
|
||
delete player.storage.zuixiangtemp;
|
||
event.finish();
|
||
}
|
||
else{
|
||
for(var i=0;i<player.storage.zuixiang.length;i++){
|
||
ui.discardPile.appendChild(player.storage.zuixiang[i]);
|
||
}
|
||
player.storage.zuixiang=get.cards(3);
|
||
player.showCards(player.storage.zuixiang);
|
||
}
|
||
"step 1"
|
||
var cards=player.storage.zuixiang;
|
||
if(cards[0].number==cards[1].number||
|
||
cards[0].number==cards[2].number||
|
||
cards[2].number==cards[1].number){
|
||
player.gain(player.storage.zuixiang,'draw2');
|
||
player.storage.zuixiang=[];
|
||
player.unmarkSkill('zuixiang');
|
||
delete player.storage.zuixiang2;
|
||
}
|
||
else{
|
||
player.storage.zuixiang2=[];
|
||
for(var i=0;i<cards.length;i++){
|
||
player.storage.zuixiang2.add(get.type(cards[i]));
|
||
}
|
||
}
|
||
},
|
||
},
|
||
naman:{
|
||
trigger:{global:'respondEnd'},
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
if(event.player==player) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var cards=trigger.cards.slice(0);
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.position(cards[i])!='d'){
|
||
cards.splice(i--,1);
|
||
}
|
||
}
|
||
game.delay(0.5);
|
||
player.gain(cards,'gain2');
|
||
},
|
||
},
|
||
xiemu:{
|
||
trigger:{target:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
if(get.color(event.card)!='black') return false;
|
||
if(!event.player) return false;
|
||
if(event.player==player) return false;
|
||
return player.num('h','sha')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('协穆:是否弃置一张杀并摸两张牌?',{name:'sha'}).ai=function(card){
|
||
return 9-ai.get.value(card);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('xiemu');
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.color(card)=='black'&&target.num('h')>0){
|
||
return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
spmengjin:{
|
||
trigger:{player:'shaBegin'},
|
||
filter:function(event,player){
|
||
return event.target.num('he')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var att=ai.get.attitude(player,trigger.target);
|
||
player.choosePlayerCard('是否发动【猛进】?','he',trigger.target).ai=function(button){
|
||
var val=ai.get.buttonValue(button);
|
||
if(att>0) return -val;
|
||
return val;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.target.discard(result.links);
|
||
player.logSkill('spmengjin',trigger.target);
|
||
trigger.target.addTempSkill('mengjin2','shaAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
fenxun:{
|
||
trigger:{player:'shaBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.targets.length==1;
|
||
},
|
||
position:'he',
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled(trigger.card,player,target)&&target!=trigger.targets[0];
|
||
},
|
||
ai1:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.effect(target,trigger.card,player,player);
|
||
},
|
||
prompt:'是否发动【奋迅】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
trigger.targets.push(result.targets[0]);
|
||
player.logSkill('fenxun',result.targets);
|
||
}
|
||
}
|
||
},
|
||
zhoufu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
content:function(){
|
||
target.$gain2(cards);
|
||
target.storage.zhoufu2=cards[0];
|
||
target.addSkill('zhoufu2');
|
||
target.storage.zhoufu3=player;
|
||
ui.special.appendChild(cards[0]);
|
||
},
|
||
check:function(card){return 3-ai.get.value(card)},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
zhoufu2:{
|
||
trigger:{player:'judge'},
|
||
forced:true,
|
||
priority:10,
|
||
mark:'card',
|
||
content:function(){
|
||
"step 0"
|
||
ui.discardPile.appendChild(player.storage.zhoufu2);
|
||
player.$throw(player.storage.zhoufu2);
|
||
if(player.storage.zhoufu3.isAlive()&&player.storage.zhoufu3.skills.contains('yingbin')){
|
||
player.storage.zhoufu3.draw(2);
|
||
}
|
||
"step 1"
|
||
player.judging=player.storage.zhoufu2;
|
||
trigger.position.appendChild(player.storage.zhoufu2);
|
||
// trigger.untrigger();
|
||
game.log(get.translation(player)+'的判定牌改为'+get.translation(player.storage.zhoufu2));
|
||
player.removeSkill('zhoufu2');
|
||
delete player.storage.zhoufu2;
|
||
delete player.storage.zhoufu3;
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
},
|
||
group:'zhoufu3'
|
||
},
|
||
zhoufu3:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.unmark(player.storage.zhoufu2);
|
||
if(player.storage.zhoufu3.isAlive()){
|
||
player.storage.zhoufu3.gain(player.storage.zhoufu2);
|
||
player.$give(player.storage.zhoufu2,player.storage.zhoufu3);
|
||
player.removeSkill('zhoufu2');
|
||
delete player.storage.zhoufu2;
|
||
delete player.storage.zhoufu3;
|
||
game.delay();
|
||
}
|
||
|
||
},
|
||
},
|
||
yingbin:{},
|
||
kuiwei:{
|
||
trigger:{player:'phaseEnd'},
|
||
check:function(event,player){
|
||
if(player.isTurnedOver()) return true;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')) num++;
|
||
}
|
||
return num>1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.turnOver();
|
||
"step 1"
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')) num++;
|
||
}
|
||
player.draw(2+num);
|
||
player.addSkill('kuiwei2');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guiyoujie') return [0,2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kuiwei2:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')) num++;
|
||
}
|
||
if(num>=player.num('he')){
|
||
player.discard(player.get('he'));
|
||
}
|
||
else if(num){
|
||
player.chooseToDiscard(num,true);
|
||
}
|
||
player.removeSkill('kuiwei2');
|
||
}
|
||
},
|
||
yanzheng:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
return player.hp<player.num('h')&&player.num('e')>0;
|
||
},
|
||
viewAsFilter:function(player){
|
||
return player.hp<player.num('h')&&player.num('e')>0;
|
||
},
|
||
filterCard:true,
|
||
position:'e',
|
||
viewAs:{name:'wuxie'},
|
||
prompt:'将一张装备区内的牌当无懈可击使用',
|
||
check:function(card){return 8-ai.get.equipValue(card)},
|
||
threaten:1.2
|
||
},
|
||
tongji:{
|
||
global:'tongji2',
|
||
unique:true,
|
||
gainnable:true,
|
||
},
|
||
tongji2:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(player.skills.contains('tongji')) return;
|
||
if(card.name=='sha'){
|
||
if(target.skills.contains('tongji')) return;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('tongji')){
|
||
if(game.players[i].hp<game.players[i].num('h')&&
|
||
get.distance(player,game.players[i],'attack')<=1){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wangzun:{
|
||
trigger:{global:'phaseBegin'},
|
||
check:function(event,player){
|
||
var att=ai.get.attitude(player,event.player);
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])<att) return false;
|
||
}
|
||
return true;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&!player.storage.wangzun;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
player.markSkill('wangzun');
|
||
player.storage.wangzun=trigger.player;
|
||
trigger.player.addTempSkill('wangzun3','phaseAfter');
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
},
|
||
intro:{
|
||
content:'player'
|
||
},
|
||
group:'wangzun2'
|
||
},
|
||
wangzun2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.unmarkSkill('wangzun');
|
||
player.storage.wangzun=null;
|
||
}
|
||
},
|
||
wangzun3:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-1;
|
||
}
|
||
}
|
||
},
|
||
kaikang:{
|
||
trigger:{global:'shaBegin'},
|
||
filter:function(event,player){
|
||
return get.distance(player,event.target)<=1;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)>=0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.draw();
|
||
if(trigger.target!=player){
|
||
player.chooseCard(true,'he','交给'+get.translation(trigger.target)+'一张牌').ai=function(card){
|
||
if(card.name=='shan') return 1;
|
||
};
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
trigger.target.gain(result.cards);
|
||
player.$give(result.cards,trigger.target);
|
||
game.delay();
|
||
event.card=result.cards[0];
|
||
if(get.type(event.card)!='equip') event.finish();
|
||
"step 2"
|
||
trigger.target.chooseBool('是否装备'+get.translation(event.card)+'?').ai=function(){
|
||
var current=trigger.target.get('e',{subtype:get.subtype(event.card)});
|
||
if(current&¤t.length){
|
||
return ai.get.equipValue(event.card)>ai.get.equipValue(current[0]);
|
||
}
|
||
return true;
|
||
};
|
||
"step 3"
|
||
if(result.bool){
|
||
trigger.target.equip(event.card);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.1
|
||
}
|
||
},
|
||
liangzhu:{
|
||
trigger:{global:'recoverAfter'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)>=0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&_status.currentPhase==event.player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.player.draw();
|
||
"step 1"
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
mingshi:{
|
||
trigger:{player:'damageBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.source&&event.source.hp>player.hp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('是否发动【名士】?',{color:'black'}).ai=function(card){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.num--;
|
||
player.logSkill('mingshi');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
lirang:{
|
||
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;
|
||
},
|
||
direct:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
player.chooseTarget('是否发动【礼让】?',function(card,player,target){
|
||
return player!=target
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
};
|
||
"step 2"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('lirang',target);
|
||
var cards=[];
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.position(trigger.cards[i])=='d'){
|
||
cards.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
target.gain(cards);
|
||
if(event.isMine()){
|
||
target.$draw(cards);
|
||
}
|
||
else{
|
||
target.$gain2(cards);
|
||
}
|
||
if(target==game.me){
|
||
game.delay();
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.9,
|
||
expose:0.1
|
||
}
|
||
},
|
||
moukui:{
|
||
trigger:{player:'shaBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var controls=['draw_card'];
|
||
if(trigger.target.num('he')){
|
||
controls.push('discard_card');
|
||
}
|
||
controls.push('cancel');
|
||
player.chooseControl(controls).ai=function(){
|
||
if(trigger.target.num('he')&&ai.get.attitude(player,trigger.target)<0){
|
||
return 'discard_card';
|
||
}
|
||
else{
|
||
return 'draw_card';
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.control=='draw_card'){
|
||
player.draw();
|
||
}
|
||
else if(result.control=='discard_card'&&trigger.target.num('he')){
|
||
player.discardPlayerCard(trigger.target,'he',true);
|
||
}
|
||
else event.finish();
|
||
"step 2"
|
||
player.logSkill('moukui',trigger.target);
|
||
player.addTempSkill('moukui2','shaEnd');
|
||
},
|
||
ai:{
|
||
expose:0.1
|
||
}
|
||
},
|
||
moukui2:{
|
||
trigger:{player:'shaMiss'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
content:function(){
|
||
trigger.target.discardPlayerCard(player,true);
|
||
}
|
||
},
|
||
shenxian:{
|
||
trigger:{global:'discardAfter'},
|
||
filter:function(event,player){
|
||
if(event.player==player||_status.currentPhase==player) return false;
|
||
// if(player.num('h')>=5) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.type(event.cards[i])=='basic'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
qiangwu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
"step 0"
|
||
player.judge();
|
||
"step 1"
|
||
player.storage.qiangwu=result.number;
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:1
|
||
},
|
||
order:11
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player){
|
||
if(_status.currentPhase==player&&card.name=='sha'&&card.number<player.storage.qiangwu) return true;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(_status.currentPhase==player&&card.name=='sha'&&card.number>player.storage.qiangwu) return Infinity;
|
||
}
|
||
},
|
||
group:'qiangwu2'
|
||
},
|
||
qiangwu2:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
delete player.storage.qiangwu;
|
||
}
|
||
},
|
||
zhendu:{
|
||
trigger:{global:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.num('h')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3);
|
||
player.chooseToDiscard('是否发动【鸩毒】?').ai=function(card){
|
||
if(nono) return -1;
|
||
if(ai.get.damageEffect(trigger.player,player,player)>0){
|
||
return 7-ai.get.useful(card);
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('zhendu');
|
||
trigger.player.damage();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
trigger.player.useCard({name:'jiu'},trigger.player);
|
||
},
|
||
ai:{
|
||
threaten:2,
|
||
expose:0.3
|
||
}
|
||
},
|
||
qiluan:{
|
||
trigger:{source:'dieAfter'},
|
||
forced:true,
|
||
priority:-10,
|
||
content:function(){
|
||
if(_status.currentPhase!=trigger.player){
|
||
player.addSkill('qiluan2')
|
||
}
|
||
else{
|
||
player.draw(3);
|
||
}
|
||
},
|
||
},
|
||
qiluan2:{
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw(3);
|
||
player.removeSkill('qiluan2');
|
||
}
|
||
},
|
||
shangyi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardButton(target,target.get('h')).filterButton=function(button){
|
||
return get.color(button.link)=='black';
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
target.discard(result.links[0]);
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.num('h');
|
||
}
|
||
},
|
||
threaten:1.1
|
||
},
|
||
},
|
||
shengxi:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return !player.getStat('damage');
|
||
},
|
||
content:function(){
|
||
player.draw(2);
|
||
}
|
||
},
|
||
shoucheng:{
|
||
trigger:{global:'loseEnd'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)>0;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.player.num('h')) return false;
|
||
if(_status.currentPhase==event.player) return false;
|
||
if(event.player==player) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.player.draw();
|
||
},
|
||
ai:{
|
||
threaten:1.3,
|
||
expose:0.2
|
||
}
|
||
},
|
||
hengzheng:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
filter:function(event,player){
|
||
return player.hp==1||player.num('h')==0;
|
||
},
|
||
check:function(event,player){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('he')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])<=0){
|
||
num++;
|
||
}
|
||
if(game.players[i].num('j')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])>0){
|
||
num+=2;
|
||
}
|
||
if(num>1) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var targets=game.players.slice(0);
|
||
targets.remove(player);
|
||
targets.sort(lib.sort.seat);
|
||
event.targets=targets;
|
||
event.num=0;
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
"step 1"
|
||
if(num<event.targets.length){
|
||
if(event.targets[num].num('hej')){
|
||
player.gainPlayerCard(event.targets[num],'hej',true);
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2.5;
|
||
return 1;
|
||
},
|
||
}
|
||
},
|
||
yongjue:{
|
||
trigger:{global:'useCardEnd'},
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
if(event.player==player) return false;
|
||
if(event.targets.contains(player)) return false;
|
||
if(player.tempSkills['yongjue2']) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var cards=trigger.cards.slice(0);
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.position(cards[i])!='d'){
|
||
cards.splice(i--,1);
|
||
}
|
||
}
|
||
player.gain(cards,'gain2');
|
||
player.addTempSkill('yongjue2','phaseAfter');
|
||
},
|
||
},
|
||
yongjue2:{},
|
||
guixiu:{
|
||
trigger:{target:'shaBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.num('h')<player.hp;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
cunsi:{
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
mark:true,
|
||
filter:function(event,player){
|
||
return !player.storage.cunsi&&player.num('h')&&!player.isTurnedOver();
|
||
},
|
||
init:function(player){
|
||
player.storage.cunsi=false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.sex=='male';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.unmarkSkill('cunsi');
|
||
var cards=player.get('h');
|
||
target.gain(cards);
|
||
player.$give(cards.length,target);
|
||
player.storage.cunsi=true;
|
||
game.delay();
|
||
target.addSkill('yongjue');
|
||
target.marks.yongjue=target.markCharacter(player,{
|
||
name:'存嗣',
|
||
content:'已获得技能【勇决】'
|
||
})
|
||
"step 1"
|
||
player.turnOver();
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.hp>1){
|
||
if(game.phaseNumber<game.players.length) return 0;
|
||
if(target.hp==1&&target.maxHp>2) return 0;
|
||
if(ai.get.attitude(player,target)<5) return 0;
|
||
}
|
||
if(ai.get.attitude(player,target)<5) return 0;
|
||
if(target.hp==1&&target.maxHp>2) return 0.2;
|
||
if(target==game.me) return 1.2;
|
||
return 1;
|
||
}
|
||
},
|
||
expose:0.5,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
fenming:{
|
||
trigger:{player:'phaseEnd'},
|
||
check:function(event,player){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isLinked()&&game.players[i].num('he')){
|
||
num+=ai.get.attitude(player,game.players[i]);
|
||
}
|
||
}
|
||
return num<0;
|
||
},
|
||
filter:function(event,player){
|
||
return player.isLinked();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isLinked()&&game.players[i].num('he')){
|
||
event.targets.push(game.players[i]);
|
||
}
|
||
}
|
||
event.num=0;
|
||
event.targets.sort(lib.sort.seat);
|
||
"step 1"
|
||
if(event.num<event.targets.length){
|
||
var target=event.targets[event.num];
|
||
if(player==target){
|
||
player.chooseToDiscard(true,'he');
|
||
}
|
||
else{
|
||
player.discardPlayerCard(true,'he',target);
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
duanxie:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!target.isLinked();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(!target.isLinked()) target.link();
|
||
"step 1"
|
||
if(!player.isLinked()) player.link();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:-1,
|
||
player:function(player){
|
||
return player.isLinked()?0:-0.8;
|
||
}
|
||
},
|
||
order:2,
|
||
expose:0.3,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='tiesuo'){
|
||
return 0.5;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xiaoguo:{
|
||
trigger:{global:'phaseEnd'},
|
||
check:function(event,player){
|
||
return ai.get.damageEffect(event.player,player,player)>0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.num('h',{type:'basic'});
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3);
|
||
player.chooseToDiscard('是否发动【骁果】?',{type:'basic'}).ai=function(card){
|
||
if(nono) return 0;
|
||
if(ai.get.damageEffect(trigger.player,player,player)>0){
|
||
return 8-ai.get.useful(card);
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('xiaoguo',trigger.player);
|
||
trigger.player.chooseToDiscard('he',{type:'equip'}).ai=function(card){
|
||
if(trigger.player.hp==1) return 10-ai.get.value(card);
|
||
return 9-ai.get.value(card);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
player.draw();
|
||
}
|
||
else{
|
||
trigger.player.damage();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.3
|
||
}
|
||
},
|
||
suishi:{
|
||
trigger:{global:'dying'},
|
||
forced:true,
|
||
priority:6,
|
||
filter:function(event,player){
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
group:'suishi2'
|
||
},
|
||
suishi2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
},
|
||
},
|
||
sijian:{
|
||
trigger:{player:'loseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.num('h')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【死谏】?',function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('sijian');
|
||
event.target=result.targets[0];
|
||
player.discardPlayerCard(event.target,true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
}
|
||
},
|
||
quji:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:true,
|
||
selectCard:function(){
|
||
var player=_status.event.player;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
num++;
|
||
}
|
||
}
|
||
return [1,Math.min(num,player.maxHp-player.hp)];
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.hp<target.maxHp;
|
||
},
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
selectTarget:function(){
|
||
return ui.selected.cards.length;
|
||
},
|
||
check:function(card){
|
||
if(get.color(card)=='black') return -1;
|
||
return 9-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.recover();
|
||
"step 1"
|
||
if(target==player){
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.color(cards[i])=='black'){
|
||
player.loseHp();
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:1
|
||
},
|
||
order:6
|
||
}
|
||
},
|
||
junbing2:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
if(player.skills.contains('junbing')||player.num('h')>1) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('junbing')){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
check:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('junbing')){
|
||
var num=game.players[i].num('h');
|
||
var att=ai.get.attitude(player,game.players[i]);
|
||
if(num==0) return true;
|
||
if(num==1) return att>-1;
|
||
if(num==2) return att>0;
|
||
return att>1;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.draw();
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('junbing')){
|
||
event.target=game.players[i];break;
|
||
}
|
||
}
|
||
"step 1"
|
||
var cards=player.get('h');
|
||
target.gain(cards);
|
||
event.num=cards.length;
|
||
player.$give(event.num,target);
|
||
game.delay();
|
||
"step 2"
|
||
target.chooseCard('选择还给'+get.translation(player)+'的牌',true,event.num);
|
||
if(target==game.me&&_status.auto) game.delay(0.2);
|
||
"step 3"
|
||
player.gain(result.cards);
|
||
target.$give(result.cards.length,player);
|
||
game.delay();
|
||
}
|
||
},
|
||
junbing:{
|
||
global:'junbing2',
|
||
unique:true
|
||
},
|
||
xiongyi:{
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
mark:true,
|
||
filter:function(event,player){
|
||
return !player.storage.xiongyi;
|
||
},
|
||
init:function(player){
|
||
player.storage.xiongyi=false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(_status.auto||player!=game.me){
|
||
if(ai.get.attitude(player,target)<0) return -1;
|
||
}
|
||
return player!=target;
|
||
},
|
||
multitarget:true,
|
||
multiline:true,
|
||
selectTarget:[0,2],
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.xiongyi=true;
|
||
player.unmarkSkill('xiongyi');
|
||
game.asyncDraw([player].concat(targets),3);
|
||
"step 1"
|
||
if(targets.length<=1){
|
||
player.recover();
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player){
|
||
var num=player.num('h');
|
||
if(player.hp==1) return 1;
|
||
if(player.hp==2&&num<=1) return 1;
|
||
if(player.hp==3&&num==0) return 1;
|
||
if(player.hp>=3&&num>=3) return -10;
|
||
if(lib.config.mode!='versus'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(lib.config.mode=='identity'){
|
||
if(game.players[i].ai.shown<=0) return -10;
|
||
}
|
||
else if(lib.config.mode='guozhan'){
|
||
if(game.players[i].identity=='unknown') return -10;
|
||
}
|
||
}
|
||
}
|
||
if(game.phaseNumber<game.players.length*2) return -10;
|
||
return 1;
|
||
},
|
||
target:1
|
||
}
|
||
}
|
||
},
|
||
shushen:{
|
||
trigger:{player:'recoverAfter'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【淑慎】?',function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('shushen');
|
||
event.target=result.targets[0];
|
||
if(event.target.hp==event.target.maxHp){
|
||
event.target.draw(2);
|
||
event.finish();
|
||
}
|
||
else{
|
||
event.target.chooseControl('draw_card','recover_hp',function(event,target){
|
||
if(target.hp>=2||target.hp>=target.maxHp-1) return 'draw_card';
|
||
if(target.hp==2&&target.num('h')==0) return 'draw_card';
|
||
return 'recover_hp';
|
||
});
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.control=='draw_card'){
|
||
target.draw(2);
|
||
}
|
||
else{
|
||
target.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8,
|
||
expose:0.1
|
||
}
|
||
},
|
||
shenzhi:{
|
||
trigger:{player:'phaseBegin'},
|
||
check:function(event,player){
|
||
if(player.hp>2) return false;
|
||
var cards=player.get('h');
|
||
if(cards.length<player.hp) return false;
|
||
if(cards.length>3) return false;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(ai.get.value(cards[i])>7||get.tag(cards[i],'recover')>=1) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=player.get('h');
|
||
event.bool=cards.length>=player.hp;
|
||
player.discard(cards);
|
||
"step 1"
|
||
if(event.bool){
|
||
player.recover();
|
||
}
|
||
}
|
||
},
|
||
wuji:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.getStat('damage')>=3&&player.skills.contains('huxiao');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('huxiao');
|
||
player.gainMaxHp();
|
||
"step 1"
|
||
player.recover();
|
||
}
|
||
},
|
||
xueji:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp&&player.num('he',{color:'red'})>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&get.distance(player,target,'attack')<=1;
|
||
},
|
||
selectTarget:function(){
|
||
return [1,_status.event.player.maxHp-_status.event.player.hp];
|
||
},
|
||
position:'he',
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.useful(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.damage();
|
||
"step 1"
|
||
target.draw();
|
||
},
|
||
ai:{
|
||
order:7,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
if(target.hp==2) return 1.5;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huxiao:{
|
||
trigger:{player:'shaMiss'},
|
||
forced:true,
|
||
content:function(){
|
||
player.storage.huxiao++;
|
||
},
|
||
check:function(event,player){
|
||
return player.num('h','sha')>0;
|
||
},
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+player.storage.huxiao;
|
||
}
|
||
},
|
||
group:'huxiao2'
|
||
},
|
||
huxiao2:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.huxiao=0;
|
||
},
|
||
},
|
||
aocai:{
|
||
trigger:{player:'chooseToRespondBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(event.responded) return false;
|
||
return _status.currentPhase!==player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=[];
|
||
if(ui.cardPile.childNodes.length<2){
|
||
var discardcards=get.cards(2);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<2;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
player.chooseCardButton('傲才:选择一张卡牌打出',cards).filterButton=function(button){
|
||
return get.type(button.link)=='basic'&&trigger.filterCard(button.link);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('aocai');
|
||
trigger.untrigger();
|
||
trigger.responded=true;
|
||
result.buttons[0].link.remove();
|
||
trigger.result={bool:true,card:result.buttons[0].link}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,effect){
|
||
if(get.tag(card,'respondShan')) return 0.7;
|
||
if(get.tag(card,'respondSha')) return 0.7;
|
||
}
|
||
}
|
||
},
|
||
group:'aocai2',
|
||
},
|
||
aocai2:{
|
||
enable:'chooseToUse',
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!==player&&event.parent.name!='_wuxie1'&&event.parent.name!='_wuxie2';
|
||
},
|
||
delay:0,
|
||
content:function(){
|
||
"step 0"
|
||
var cards=[];
|
||
if(ui.cardPile.childNodes.length<2){
|
||
var discardcards=get.cards(2);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<2;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
var dialog=ui.create.dialog('傲才:选择一张卡牌使用',cards);
|
||
var trigger=event.parent.parent;
|
||
player.chooseButton(dialog,function(){return 1}).filterButton=function(button){
|
||
return get.type(button.link)=='basic'&&trigger.filterCard(button.link,player,trigger);
|
||
};
|
||
player.addTempSkill('aocai4',['useCardAfter','phaseAfter']);
|
||
player.popup('aocai');
|
||
"step 1"
|
||
if(result.bool){
|
||
game.log(get.translation(player)+'发动了傲才')
|
||
lib.skill.aocai3.viewAs=result.buttons[0].link;
|
||
event.parent.parent.backup('aocai3');
|
||
event.parent.parent.step=0;
|
||
if(event.isMine()){
|
||
event.parent.parent.openskilldialog='选择'+get.translation(result.buttons[0].link)+'的目标';
|
||
}
|
||
}
|
||
else{
|
||
event.parent.parent.step=0;
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
save:true,
|
||
result:{
|
||
player:function(player){
|
||
if(player.tempSkills['aocai4']) return 0;
|
||
if(_status.dying) return ai.get.attitude(player,_status.dying);
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
aocai3:{
|
||
filterCard:function(){return false},
|
||
selectCard:-1
|
||
},
|
||
aocai4:{},
|
||
hongyuan:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var check;
|
||
if(player.num('h')==0){
|
||
check=false;
|
||
}
|
||
else{
|
||
var i,num=0;
|
||
for(i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]){
|
||
if(ai.get.attitude(player,game.players[i])>1){
|
||
num++;
|
||
}
|
||
}
|
||
}
|
||
check=(num>=2);
|
||
}
|
||
player.chooseTarget('是否发动【弘援】?',[1,2],function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
function(target){
|
||
if(!check) return 0;
|
||
return ai.get.attitude(_status.event.player,target);
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('hongyuan',result.targets);
|
||
// for(var i=0;i<result.targets.length;i++){
|
||
// result.targets[i].draw();
|
||
// }
|
||
game.asyncDraw(result.targets);
|
||
trigger.num--;
|
||
}
|
||
},
|
||
},
|
||
huanshi:{
|
||
trigger:{global:'judge'},
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.player)<=0) return false;
|
||
var cards=player.get('he');
|
||
var judge=event.judge(event.player.judging);
|
||
for(var i=0;i<cards.length;i++){
|
||
// console.log(event.judge(cards[i]),judge,ai.get.useful(cards[i]));
|
||
var judge2=event.judge(cards[i]);
|
||
if(_status.currentPhase!=player&&judge2==judge&&get.color(cards[i])=='red'&&ai.get.useful(cards[i])<5) return true;
|
||
if(judge2>judge) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var target=trigger.player;
|
||
var judge=trigger.judge(target.judging);
|
||
var attitude=ai.get.attitude(target,player);
|
||
target.choosePlayerCard('请选择代替判定的牌','he','visible',true,player).ai=function(button){
|
||
var card=button.link;
|
||
var result=trigger.judge(card)-judge;
|
||
if(result>0){
|
||
return 20+result;
|
||
}
|
||
if(result==0){
|
||
if(_status.currentPhase==player) return 0;
|
||
if(attitude>=0){
|
||
return get.color(card)=='red'?7:0-ai.get.value(card);
|
||
}
|
||
else{
|
||
return get.color(card)=='black'?10:0+ai.get.value(card);
|
||
}
|
||
}
|
||
if(attitude>=0){
|
||
return get.color(card)=='red'?0:-10+result;
|
||
}
|
||
else{
|
||
return get.color(card)=='black'?0:-10+result;
|
||
}
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
event.card=result.buttons[0].link;
|
||
player.respond(event.card);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
if(trigger.player.judging.clone) trigger.player.judging.clone.delete();
|
||
ui.discardPile.appendChild(trigger.player.judging);
|
||
trigger.player.judging=event.card;
|
||
game.delay(2);
|
||
}
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:1,
|
||
}
|
||
}
|
||
},
|
||
mingzhe:{
|
||
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.color(event.cards[i])=='red') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
threaten:0.7
|
||
}
|
||
},
|
||
duwu:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.skills.contains('duwu2')==false;
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
selectCard:[1,Infinity],
|
||
filterTarget:function(card,player,target){
|
||
return get.distance(player,target,'attack')<=1&&ui.selected.cards.length==target.hp;
|
||
},
|
||
check:function(card){
|
||
switch(ui.selected.cards.length){
|
||
case 0:return 7-ai.get.value(card);
|
||
case 1:return 6-ai.get.value(card);
|
||
case 2:return 3-ai.get.value(card);
|
||
default:return 0;
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.damage();
|
||
if(target.hp>1){
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
player.addSkill('duwu2');
|
||
player.loseHp();
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
},
|
||
threaten:1.5,
|
||
expose:0.3
|
||
}
|
||
},
|
||
duwu2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('duwu2');
|
||
}
|
||
},
|
||
yicong:{
|
||
mod:{
|
||
globalFrom:function(from,to,current){
|
||
if(from.hp>2) return current-1;
|
||
},
|
||
globalTo:function(from,to,current){
|
||
if(to.hp<=2) return current+1;
|
||
},
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
yongsi:{
|
||
group:['yongsi1','yongsi2'],
|
||
ai:{
|
||
threaten:2.2
|
||
}
|
||
},
|
||
yongsi1:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
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;
|
||
}
|
||
},
|
||
yongsi2:{
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
forced:true,
|
||
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++;
|
||
}
|
||
}
|
||
player.chooseToDiscard(num,'he',true);
|
||
}
|
||
},
|
||
bifa:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.bifa){
|
||
game.players[i].addSkill('bifa2');
|
||
}
|
||
}
|
||
player.chooseCardTarget({
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!target.storage.bifa;
|
||
},
|
||
ai1:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var num=target.hasSkillTag('maixie')?2:0;
|
||
return -ai.get.attitude(_status.event.player,target)-num;
|
||
},
|
||
prompt:'是否发动笔伐?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('bifa',result.targets[0]);
|
||
result.targets[0].addSkill('bifa2');
|
||
result.targets[0].storage.bifa=[result.cards[0],player];
|
||
player.lose(result.cards[0],result.targets[0].node.special);
|
||
player.$give(1,result.targets[0]);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.7,
|
||
expose:0.3
|
||
}
|
||
},
|
||
bifa2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
mark:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(player.storage.bifa[1].isAlive()){
|
||
player.chooseCard(get.translation(player.storage.bifa[1])+
|
||
'的笔伐牌为'+get.translation(player.storage.bifa[0]),function(card){
|
||
if(get.type(card)=='trick'||get.type(card)=='delay'){
|
||
return get.type(player.storage.bifa[0])=='trick'||
|
||
get.type(player.storage.bifa[0])=='delay'
|
||
}
|
||
else{
|
||
return get.type(card)==get.type(player.storage.bifa[0]);
|
||
}
|
||
}).ai=function(card){
|
||
return 8-ai.get.value(card);
|
||
};
|
||
}
|
||
else{
|
||
event.directfalse=true;
|
||
}
|
||
"step 1"
|
||
if(result.bool&&!event.directfalse){
|
||
player.storage.bifa[1].gain(result.cards);
|
||
player.$give(result.cards,player.storage.bifa[1]);
|
||
player.gain(player.storage.bifa[0],'draw2');
|
||
}
|
||
else{
|
||
ui.discardPile.appendChild(player.storage.bifa[0]);
|
||
game.log(get.translation(player.storage.bifa[0])+'进入弃牌堆');
|
||
player.$throw(player.storage.bifa[0]);
|
||
player.loseHp();
|
||
}
|
||
player.removeSkill('bifa2');
|
||
delete player.storage.bifa;
|
||
},
|
||
intro:{
|
||
name:'笔伐',
|
||
content:'已成为笔伐目标'
|
||
}
|
||
},
|
||
songci:{
|
||
enable:'phaseUse',
|
||
filter:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].storage.songci) return true;
|
||
}
|
||
return false;
|
||
},
|
||
init:function(player){
|
||
player.storage.songci=false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return (!target.storage.songci&&target.num('h')!=target.hp&&target.hp!=0);
|
||
},
|
||
content:function(){
|
||
if(target.num('h')>target.hp){
|
||
target.chooseToDiscard(2,'he',true);
|
||
}
|
||
else{
|
||
target.draw(2);
|
||
}
|
||
target.storage.songci=true;
|
||
target.mark('songci',{
|
||
name:'颂词',
|
||
content:'已发动'
|
||
});
|
||
},
|
||
ai:{
|
||
order:7,
|
||
threaten:1.5,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.num('h')<target.hp){
|
||
if(target.num('h')<=1) return 1;
|
||
}
|
||
else if(target.num('h')>target.hp){
|
||
if(target.num('h')<=3) return -1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
baobian:{
|
||
trigger:{player:['phaseBefore','changeHp']},
|
||
forced:true,
|
||
popup:false,
|
||
unique:true,
|
||
content:function(){
|
||
if(!player.storage.baobian){
|
||
player.storage.baobian=[];
|
||
if(player.skills.contains('tiaoxin')){
|
||
player.storage.baobian.push('tiaoxin');
|
||
}
|
||
if(player.skills.contains('paoxiao')){
|
||
player.storage.baobian.push('paoxiao');
|
||
}
|
||
if(player.skills.contains('shensu')){
|
||
player.storage.baobian.push('shensu');
|
||
}
|
||
}
|
||
if(player.storage.baobian.contains('tiaoxin')==false){
|
||
player.removeSkill('tiaoxin');
|
||
}
|
||
if(player.storage.baobian.contains('paoxiao')==false){
|
||
player.removeSkill('paoxiao');
|
||
}
|
||
if(player.storage.baobian.contains('shensu')==false){
|
||
player.removeSkill('shensu');
|
||
}
|
||
if(player.hp<=3){
|
||
player.addSkill('tiaoxin');
|
||
}
|
||
if(player.hp<=2){
|
||
player.addSkill('paoxiao');
|
||
}
|
||
if(player.hp==1){
|
||
player.addSkill('shensu');
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp>=4) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
chongzhen:{
|
||
group:['chongzhen1','chongzhen2'],
|
||
ai:{
|
||
mingzhi:false,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')||get.tag(card,'respondSha')){
|
||
if(ai.get.attitude(target,player)<=0){
|
||
if(current>0) return;
|
||
if(target.num('h')==0) return 1.6;
|
||
if(target.num('h')==1) return 1.2;
|
||
if(target.num('h')==2) return [0.8,0.5,0,-0.5];
|
||
return [0.4,0.7,0,-0.7];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
}
|
||
},
|
||
chongzhen1:{
|
||
trigger:{player:'shaBefore'},
|
||
filter:function(event,player){
|
||
if(event.skill!='longdan1') return false;
|
||
return event.target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.target.get('h').randomGet());
|
||
trigger.target.$give(1,player);
|
||
game.delay();
|
||
}
|
||
},
|
||
chongzhen2:{
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
if(event.skill!='longdan2'&&event.skill!='longdan1') return false;
|
||
return event.source&&event.source.num('h')>0;
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.source.get('h').randomGet());
|
||
trigger.source.$give(1,player);
|
||
game.delay();
|
||
}
|
||
},
|
||
lihun:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.sex=='male';
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
content:function(){
|
||
player.gain(target.get('h'));
|
||
target.$give(target.num('h'),player);
|
||
player.turnOver();
|
||
player.addSkill('lihun2');
|
||
player.storage.lihun=target;
|
||
},
|
||
check:function(card){return 8-ai.get.value(card)},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
if(player.classList.contains('turnedover')) return 10;
|
||
return 0;
|
||
},
|
||
target:function(player,target){
|
||
if(target.num('h')>target.hp) return target.hp-target.num('h');
|
||
return 0;
|
||
}
|
||
},
|
||
threaten:1.5,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guiyoujie') return [0,2];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
lihun2:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('lihun2');
|
||
if(player.storage.lihun.classList.contains('dead')){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseCard('he',true,player.storage.lihun.hp);
|
||
}
|
||
"step 1"
|
||
player.storage.lihun.gain(result.cards);
|
||
player.$give(result.cards.length,player.storage.lihun);
|
||
}
|
||
},
|
||
yuanhu:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
filterCard:function(card){
|
||
return get.type(card)=='equip';
|
||
},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return !target.get('e',get.subtype(card)[5]);
|
||
},
|
||
ai1:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.attitude(player,target)-3;
|
||
},
|
||
prompt:'是否发动援护?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('yuanhu',result.targets);
|
||
var thisTarget=result.targets[0];
|
||
var thisCard=result.cards[0];
|
||
thisTarget.equip(thisCard);
|
||
event.target=thisTarget;
|
||
if(thisTarget!=player){
|
||
player.$give(thisCard,thisTarget);
|
||
}
|
||
switch(get.subtype(thisCard)){
|
||
case 'equip1':
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(get.distance(thisTarget,game.players[i])==1) break;
|
||
}
|
||
if(i==game.players.length) return;
|
||
game.delay();
|
||
player.chooseTarget(true,function(card,player,target){
|
||
return get.distance(thisTarget,target)==1&&target.num('hej');
|
||
}).ai=function(target){
|
||
var attitude=ai.get.attitude(player,target);
|
||
if(attitude>0&&target.num('j')){
|
||
return attitude;
|
||
}
|
||
return -attitude;
|
||
};return;
|
||
case 'equip2':thisTarget.draw();event.finish();return;
|
||
default:thisTarget.recover();event.finish();return;
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.targets.length){
|
||
player.discardPlayerCard(true,result.targets[0],'hej');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
tianming:{
|
||
trigger:{target:'shaBegin'},
|
||
check:function(event,player){
|
||
var cards=player.get('h');
|
||
if(cards.length<=2){
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].name=='shan'||cards[i].name=='tao') return false;
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard(2,true,'he');
|
||
player.draw(2);
|
||
var players=game.players.slice(0);
|
||
players.sort(function(a,b){
|
||
return b.hp-a.hp;
|
||
});
|
||
if(players[0].hp>players[1].hp&&players[0]!=player){
|
||
players[0].chooseBool('是否发动天命?');
|
||
event.player=players[0];
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.chooseToDiscard(2,true,'he');
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha') return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mizhao:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
filterCard:true,
|
||
selectCard:-1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards.length,targets[0]);
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:0,
|
||
target:function(player,target){
|
||
if(player.num('h')>1){
|
||
return 1;
|
||
}
|
||
return -2/(target.num('h')+1);
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.target1=targets[0];
|
||
targets[0].gain(cards);
|
||
game.delay(2);
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('h')&&game.players[i]!=event.target1&&game.players[i]!=player){
|
||
break;
|
||
}
|
||
}
|
||
if(i==game.players.length){
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
player.chooseTarget(true,'选择拼点目标',function(card,player,target){
|
||
return target.num('h')&&target!=event.target1&&target!=player;
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha'},event.target1,player)+1;
|
||
};
|
||
"step 2"
|
||
if(result.targets.length){
|
||
event.target2=result.targets[0];
|
||
event.target1.chooseToCompare(event.target2);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 3"
|
||
if(result.bool){
|
||
event.target1.useCard({name:'sha'},event.target2);
|
||
}
|
||
else{
|
||
event.target2.useCard({name:'sha'},event.target1);
|
||
}
|
||
}
|
||
},
|
||
gongao:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
juyi:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.maxHp>game.players.length&&player.hp<player.maxHp&&!player.storage.juyi;
|
||
},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
var num=player.maxHp-player.num('h');
|
||
if(num>0){
|
||
player.draw(num);
|
||
}
|
||
player.addSkill('benghuai');
|
||
player.addSkill('weizhong');
|
||
player.storage.juyi=true;
|
||
}
|
||
},
|
||
weizhong:{
|
||
trigger:{player:['gainMaxHpEnd','loseMaxHpEnd']},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
chixin:{
|
||
group:['chixin1','chixin2'],
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha'){
|
||
return num+20;
|
||
}
|
||
},
|
||
},
|
||
trigger:{player:'shaBefore'},
|
||
forced:true,
|
||
check:function(event,player){
|
||
return player.num('h','sha')>0;
|
||
},
|
||
filter:function(event,player){
|
||
return _status.currentPhase==player;
|
||
},
|
||
content:function(){
|
||
var target=trigger.target;
|
||
if(target.skills.contains('chixin3')){
|
||
target.storage.chixin++;
|
||
}
|
||
else{
|
||
target.storage.chixin=1;
|
||
target.addTempSkill('chixin3','phaseUseEnd');
|
||
}
|
||
}
|
||
},
|
||
chixin1:{
|
||
enable:['chooseToRespond','chooseToUse'],
|
||
filterCard:{suit:'diamond'},
|
||
position:'he',
|
||
viewAs:{name:'sha'},
|
||
prompt:'将一张♦牌当杀使用或打出',
|
||
check:function(card){return 5-ai.get.value(card)},
|
||
ai:{
|
||
respondSha:true,
|
||
}
|
||
},
|
||
chixin2:{
|
||
enable:['chooseToRespond'],
|
||
filterCard:{suit:'diamond'},
|
||
viewAs:{name:'shan'},
|
||
position:'he',
|
||
prompt:'将一张♦牌当闪打出',
|
||
check:function(card){return 5-ai.get.value(card)},
|
||
ai:{
|
||
respondShan:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')&¤t<0) return 0.8
|
||
}
|
||
},
|
||
}
|
||
},
|
||
chixin3:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(card.name!='sha') return;
|
||
if(player==_status.currentPhase&&player.get('s').contains('chixin')){
|
||
var num=game.checkMod(card,player,1,'cardUsable',player.get('s'))-20;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('chixin3')){
|
||
num+=1-game.players[i].storage.chixin;
|
||
}
|
||
}
|
||
return num>1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
suiren:{
|
||
trigger:{player:'phaseBegin'},
|
||
check:function(event,player){
|
||
return player.hp==1||(player.hp==2&&player.num('h')<=1);
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var check=(player.hp==1||(player.hp==2&&player.num('h')<=1));
|
||
player.chooseTarget('是否发动【随仁】?').ai=function(target){
|
||
if(!check) return 0;
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('suiren',result.targets);
|
||
player.removeSkill('yicong');
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
result.targets[0].draw(3);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
chenlin:'陈琳',
|
||
yuanshu:'袁术',
|
||
re_yuanshu:'袁术',
|
||
gongsunzan:'公孙瓒',
|
||
sp_diaochan:'貂蝉',
|
||
yangxiu:'杨修',
|
||
sp_zhaoyun:'赵云',
|
||
jsp_zhaoyun:'赵云',
|
||
caohong:'曹洪',
|
||
liuxie:'刘协',
|
||
xiahouba:'夏侯霸',
|
||
zhugejin:'诸葛谨',
|
||
zhugeke:'诸葛恪',
|
||
guanyinping:'关银屏',
|
||
ganfuren:'甘夫人',
|
||
sunhao:'孙皓',
|
||
chengyu:'程昱',
|
||
simalang:'司马朗',
|
||
tianfeng:'田丰',
|
||
sp_pangtong:'庞统',
|
||
maliang:'马良',
|
||
sp_caoren:'曹仁',
|
||
yuejin:'乐进',
|
||
mifuren:'糜夫人',
|
||
sp_dongzhuo:'董卓',
|
||
chendong:'陈武董袭',
|
||
jiangfei:'蒋琬费祎',
|
||
jiangqing:'蒋钦',
|
||
hetaihou:'何太后',
|
||
dingfeng:'丁奉',
|
||
zhangxingcai:'张星彩',
|
||
caoang:'曹昂',
|
||
kongrong:'孔融',
|
||
fuwan:'伏完',
|
||
sp_pangde:'庞德',
|
||
sp_sunshangxiang:'孙尚香',
|
||
zhugedan:'诸葛诞',
|
||
sp_machao:'马超',
|
||
sp_jiangwei:'姜维',
|
||
zhangbao:'张宝',
|
||
yangxiou:'杨修',
|
||
yicong:'义从',
|
||
mateng:'马腾',
|
||
yongsi:'庸肆',
|
||
yongsi1:'庸肆',
|
||
yongsi2:'庸肆',
|
||
bifa:'笔伐',
|
||
bifa2:'笔伐',
|
||
songci:'颂词',
|
||
baobian:'豹变',
|
||
lihun:'离魂',
|
||
chongzhen:'冲阵',
|
||
chongzhen1:'冲阵',
|
||
chongzhen2:'冲阵',
|
||
yuanhu:'援护',
|
||
tianming:'天命',
|
||
mizhao:'密诏',
|
||
duwu:'黩武',
|
||
mingzhe:'明哲',
|
||
huanshi:'缓释',
|
||
hongyuan:'弘援',
|
||
aocai:'傲才',
|
||
aocai2:'傲才',
|
||
aocai3:'傲才',
|
||
huxiao:'虎啸',
|
||
xueji:'血祭',
|
||
wuji:'武继',
|
||
shushen:'淑慎',
|
||
shenzhi:'神智',
|
||
xiongyi:'雄异',
|
||
shefu:'设伏',
|
||
junbing:'郡兵',
|
||
junbing2:'郡兵',
|
||
quji:'去疾',
|
||
sijian:'死谏',
|
||
suishi:'随势',
|
||
suishi2:'随势',
|
||
xiaoguo:'骁果',
|
||
duanxie:'断绁',
|
||
fenming:'奋命',
|
||
guixiu:'闺秀',
|
||
cunsi:'存嗣',
|
||
yongjue:'勇决',
|
||
hengzheng:'横征',
|
||
shengxi:'生息',
|
||
shoucheng:'守成',
|
||
shangyi:'尚义',
|
||
zhendu:'鸩毒',
|
||
qiluan:'戚乱',
|
||
qiluan2:'戚乱',
|
||
qiluan3:'戚乱',
|
||
shenxian:'甚贤',
|
||
qiangwu:'枪舞',
|
||
moukui:'谋溃',
|
||
moukui2:'谋溃',
|
||
lirang:'礼让',
|
||
mingshi:'名士',
|
||
liangzhu:'良助',
|
||
kaikang:'慷忾',
|
||
wangzun:'妄尊',
|
||
tongji:'同疾',
|
||
kuiwei:'溃围',
|
||
kuiwei2:'溃围',
|
||
yanzheng:'严整',
|
||
zhoufu:'咒缚',
|
||
zhoufu2:'咒缚',
|
||
zhoufu3:'咒缚',
|
||
yingbin:'影兵',
|
||
fenxun:'奋迅',
|
||
spmengjin:'猛进',
|
||
xiemu:'协穆',
|
||
naman:'纳蛮',
|
||
zuixiang:'醉乡',
|
||
manjuan:'漫卷',
|
||
taichen:'抬榇',
|
||
jilei:'鸡肋',
|
||
jilei2:'鸡肋',
|
||
jilei_info:'每当你受到一次伤害,可以令伤害来源不能使用或打出其手牌直到回合结束',
|
||
danlao:'啖酪',
|
||
danlao_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。',
|
||
gongao:'功獒',
|
||
zhuiji:'追击',
|
||
chouhai:'仇海',
|
||
chouhai_info:'锁定技,当你每次受到伤害时,若你没有手牌,此伤害+1。',
|
||
guiming:'归命',
|
||
guiming_info:'主公技,其他吴势力角色于你的回合内视为已受伤的角色。',
|
||
chixin:'赤心',
|
||
chixin1:'赤杀',
|
||
chixin2:'赤闪',
|
||
chixin_info:'你可以将♦牌当【杀】或【闪】使用或打出。出牌阶段,你对你攻击范围内的每名角色均可使用一张【杀】。',
|
||
suiren:'随仁',
|
||
suiren_info:'限定技,准备阶段开始时,你可以失去技能“义从”,然后加1点体力上限并回复1点体力,再令一名角色摸三张牌。',
|
||
canshi:'残蚀',
|
||
canshi2:'残蚀',
|
||
canshi_info:'摸牌阶段开始时,你可以放弃摸牌,改为摸x张牌(x为已受伤的角色数),若如此做,当你与此回合内使用基本牌或锦囊牌时,你弃置一张牌。',
|
||
zhuiji_info:'锁定技,你与体力值低于你的角色距离为1。',
|
||
kunfen:'困奋',
|
||
kunfen_info:'锁定技,回合结束阶段开始时,你失去1点体力,然后摸两张牌',
|
||
fengliang:'逢亮',
|
||
fengliang_info:'觉醒技,当你进入濒死状态时,你减1点体力上限并将体力值回复至2点,然后获得技能挑衅,将困奋改为非锁定技',
|
||
cihuai:'刺槐',
|
||
cihuai_info:'出牌阶段开始时,若你手牌中没有杀,你可以展示你的手牌,视为对一名角色使用一张杀',
|
||
gongao_info:'锁定技,每当一名角色死亡后,你增加一点体力上限,回复一点体力。',
|
||
juyi:'举义',
|
||
juyi_info:'觉醒技,准备阶段开始时,若你已受伤且体力上限大于存活角色数,你须将手牌摸至体力上限,然后获得技能“崩坏”和“威重”。',
|
||
weizhong:'威重',
|
||
weizhong_info:'锁定技,每当你的体力上限增加或减少时,你摸一张牌。',
|
||
taichen_info:'出牌阶段限一次,你可以自减一点体力,视为对一名角色使用一张杀(不计入回合内出杀限制)',
|
||
manjuan_info:'其他角色的卡牌因弃置而进入弃牌堆后,你可以弃置一张花色与之不同的牌,然后获得之',
|
||
zuixiang_info:'限定技,回合开始阶段开始时,你可以展示牌库顶的3张牌并置于你的武将牌上,你不可使用或打出与该些牌同类的牌,所有同类牌对你无效。之后每个你的回合开始阶段,你须重复展示一次,直至该些牌中任意两张点数相同时,将你武将牌上的全部牌置于你的手上。',
|
||
naman_info:'你可以获得其他角色打出的杀',
|
||
xiemu_info:'每当你成为其他角色的黑色牌的目标,可以弃置一张杀并摸两张牌',
|
||
spmengjin_info:'每当你使用一张杀,可以弃置目标一张牌',
|
||
fenxun_info:'每当你使用杀且仅指定了一个目标,你可以弃置一张牌并额外指定一个无视距离的目标',
|
||
yingbin_info:'受到“咒缚”技能影响的角色进行判定时,你可以摸两张牌。',
|
||
zhoufu_info:'出牌阶段限一次,你可以指定一名其他角色并将一张手牌移出游戏(将此牌置于该角色的武将牌旁)。若如此做,该角色进行判定时,改为将此牌作为判定牌。该角色的回合结束时,若此牌仍在该角色旁,你将此牌收入手牌。',
|
||
yanzheng_info:'若你的手牌数大于你的体力值,你可以将你装备区内的牌当【无懈可击】使用',
|
||
kuiwei_info:'回合结束阶段开始时,你可以摸2+X张牌,然后将你的武将牌翻面。在你的下个摸牌阶段开始时,你须弃置X张牌。(X等于当时场上装备区内的武器牌的数量)',
|
||
tongji_info:'锁定技。若你的手牌数大于你的体力值,则只要你在任一其他角色的攻击范围内,该角色使用【杀】时便不能指定你以外的角色为目标',
|
||
wangzun_info:'其他角色的回合开始时,你可以摸一张牌,然后令该角色此回合的手牌上限-1;直到你的回合开始,你不能再次发动此技',
|
||
kaikang_info:'每当你距离1以内的角色成为杀的目标后,你可以摸一张牌。若如此做,你交给其一张牌并展示之,若该牌为装备牌,该角色可以使用此牌。',
|
||
liangzhu_info:'其他角色在其回合内回复体力时,你可以与其各摸一张牌 ',
|
||
mingshi_info:'当你即将受到伤害时,若伤害来源的体力值大于你,你可以弃置一张黑色手牌令伤害-1 ',
|
||
lirang_info:'你可以将你弃置的卡牌交给一名其他角色 ',
|
||
moukui_info:'当你使用【杀】指定一名角色为目标后,你可以选择一项:摸一张牌,或弃置其一张牌。若如此做,此【杀】被【闪】抵消时,该角色弃置你的一张牌。 ',
|
||
qiangwu_info:'出牌阶段,你可以进行一次判定。若如此做,则直到回合结束,你使用点数小于判定牌的 【杀】时不受距离限制,且你使用点数大于判定牌的【杀】时不计入出牌阶段的使用次数。',
|
||
shenxian_info:'你的回合外,每当有其他角色因弃置而失去牌时,若其中有基本牌,你可以摸一张牌。',
|
||
qiluan_info:'每当你杀死一名角色后,可以在回合结束时摸三张牌。',
|
||
zhendu_info:'其他角色的出牌阶段开始时,你可以弃置一张手牌,视为该角色使用一张【酒】,然后你对其造成一点伤害。',
|
||
shangyi_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后弃置其中的一张黑色牌',
|
||
shoucheng_info:'每当一名其他角色在其回合外失去最后的手牌时,你可令该角色摸一张牌。',
|
||
shengxi_info:'若你于出牌阶段未造成伤害,你可在此阶段结束时摸两张牌。',
|
||
hengzheng_info:'摸牌阶段开始时,若你的体力值为1或你没有手牌,你可以放弃摸牌,获得每名其他角色区域里的一张牌。',
|
||
yongjue_info:'每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之(每回合最多能以此法获得一张杀)',
|
||
cunsi_info:'限定技,出牌阶段,你可以将所有手牌交给一名男性角色,令该角色获得技能【勇决】,然后翻面',
|
||
guixiu_info:'每当你成为杀的目标,若你的手牌数小于体力值,可以摸一张牌',
|
||
fenming_info:'结束阶段开始时,若你处于连环状态,你可以弃置处于连环状态的每名角色的一张牌。',
|
||
duanxie_info:'出牌阶段限一次,你可以令一名其他角色横置武将牌,若如此做,你横置武将牌。',
|
||
xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张基本牌,令该角色选择一项:1.弃置一张装备牌并令你摸一张牌;2.受到你对其造成的1点伤害。',
|
||
sijian_info:'当你失去最后的手牌时,你可以弃置一名其他角色的一张牌。',
|
||
suishi_info:'锁定技。当一名其他角色进入濒死状态时,你摸一张牌;其他与你势力相同的角色死亡时,你失去1点体力。',
|
||
quji_info:'出牌阶段限一次,你可以弃置X张牌(X为你已损失的体力值),然后令至多X名已受伤的角色各回复1点体力。若你以此法弃置的牌中有黑色牌,你失去一点体力。',
|
||
junbing_info:'一名角色的结束阶段开始时,若其手牌数少于或者等于1,该角色可以摸一张牌。若如此做,该角色须将所有手牌交给你,然后你交给其等量的牌。',
|
||
shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为“伏兵”。然后为“伏兵”记录一个基本牌或锦囊牌名称(须与其他“伏兵”记录的名称均不同)。你的回合外,当有其他角色使用与你记录的“伏兵”牌名相同的牌时,你可以令此牌无效,然后将该“伏兵”置入弃牌堆。',
|
||
xiongyi_info:'限定技,出牌阶段,你可以令至多两名角色与你各摸3张牌,若你指定的角色数不超过1,你回复1点体力',
|
||
shenzhi_info:'回合开始阶段开始时,你可以弃置所有手牌,若你以此法弃置的牌的张数不小于X,你回复1点体力(X为你当前的体力值)。',
|
||
shushen_info:'当你回复1点体力时,你可以令一名其他角色回复1点体力或摸两张牌',
|
||
wuji_info:'觉醒技,回合结束阶段开始时,若你于此回合内已造成3点或更多伤害,你加1点体力上限,回复1点体力,然后失去技能“虎啸”。',
|
||
xueji_info:'出牌阶段,你可弃置一张红色牌并选择你攻击范围内的至多X名其他角色,对这些角色各造成1点伤害(X为你已损失的体力值),然后这些角色各摸一张牌。每阶段限一次。',
|
||
huxiao_info:'锁定技,你于出牌阶段内每使用一张【杀】被【闪】抵消,你于此阶段内可以额外使用一张【杀】。',
|
||
aocai_info:'当你于回合外需要使用或打出一张基本牌时,你可以观看牌堆顶的两张牌。若你观看的牌中有此牌,你可以使用打出之。',
|
||
hongyuan_info:'摸牌阶段摸牌时,你可以少摸一张牌,然后指定至多两名其他角色各摸一张牌。',
|
||
huanshi_info:'一名角色的判定牌生效前,你可令其观看你的手牌。若如此做,该角色选择你的一张牌,令你打出此牌代替之。',
|
||
mingzhe_info:'你的回合外,每当你因使用、打出或弃置而失去一张红色牌时,你可以摸一张牌。',
|
||
duwu_info:'出牌阶段,你可以弃置X张牌对你攻击范围内的一名其他角色造成1点伤害(X为该角色的体力值)。若你以此法令该角色进入濒死状态,则濒死状态结算后你失去1点体力,且本回合不能再发动黩武。',
|
||
tianming_info:'当你成为【杀】的目标时,你可以弃置两张牌(不足则全弃,无牌则不弃),然后摸两张牌;若此时全场体力值最多的角色仅有一名(且不是你),该角色也可以如此做。',
|
||
mizhao_info:'出牌阶段,你可以将所有手牌(至少一张)交给一名其他角色。若如此做,你令该角色与你指定的另一名有手牌的角色拼点。视为拼点赢的角色对没赢的角色使用一张【杀】。每阶段限一次。',
|
||
yuanhu_info:'回合结束阶段开始时,你可以将一张装备牌置于一名角色的装备区里,然后根据此装备牌的种类执行以下效果。武器牌:弃置与该角色距离为1的一名角色区域中的一张牌;防具牌:该角色摸一张牌;坐骑牌:该角色回复1点体力。',
|
||
lihun_info:'出牌阶段,你可以弃置一张牌并将你的武将牌翻面,若如此做,制定一名男性角色,获得其所有手牌。出牌阶段结束时,你需为该角色每一点体力分配给其一张牌。每回合限一次。',
|
||
chongzhen_info:'每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。',
|
||
bifa_info:'回合结束阶段开始时,你可以将一张手牌移出游戏并指定一名其他角色。该角色的回合开始时,其观看你移出游戏的牌并选择一项:交给你一张与此牌同类型的手牌并获得此牌;或将此牌置入弃牌堆,然后失去1点体力。',
|
||
songci_info:'出牌阶段,你可以选择一项:令一名手牌数小于其体力值的角色摸两张牌;或令一名手牌数大于其体力值的角色弃置两张牌。此技能对每名角色只能使用一次。',
|
||
yongsi_info:'锁定技,摸牌阶段,你额外摸X张牌,X为场上现存势力数。弃牌阶段,你至少须弃置等同于场上现存势力数的牌(不足则全弃)。',
|
||
yicong_info:'锁定技,只要你的体力值大于2点,你计算与其他角色的距离时,始终-1;只要你的体力值为2点或更低,其他角色计算与你的距离时,始终+1。',
|
||
baobian_info:'锁定技,若你的体力值为3或更少,你视为拥有技能“挑衅”;若你的体力值为2或更少;你视为拥有技能“咆哮”;若你的体力值为1,你视为拥有技能“神速”。',
|
||
},
|
||
}
|