noname/character/tw.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'tw',
connect:true,
characterSort:{
tw:{
tw_mobile:['tw_beimihu','nashime','tw_gexuan','tw_dongzhao','jiachong','duosidawang','wuban','yuejiu','tw_fuwan','tw_yujin','tw_zhaoxiang'],
tw_yijiang:['tw_caoang','tw_caohong','tw_zumao','tw_dingfeng','tw_maliang','tw_xiahouba'],
tw_english:['kaisa'],
},
},
character:{
tw_yujin:['male','qun',4,['xinzhenjun']],
tw_fuwan:['male','qun',4,['twmoukui']],
tw_zhaoxiang:['female','shu',4,['refanghun','twfuhan','twqueshi']],
yuejiu:['male','qun',4,['cuijin']],
wuban:['male','shu',4,['jintao']],
duosidawang:['male','qun','4/5',['equan','manji']],
jiachong:['male','qun',3,['beini','dingfa']],
tw_dongzhao:['male','wei',3,['twmiaolve','twyingjia']],
tw_gexuan:['male','qun',3,['twdanfa','twlingbao','twsidao']],
tw_beimihu:['female','qun',3,['zongkui','guju','baijia','bingzhao'],['zhu']],
nashime:['male','qun',3,['chijie','waishi','renshe']],
tw_xiahouba:['male','shu',4,['twyanqin','twbaobian']],
tw_zumao:['male','wu',4,['twtijin']],
tw_caoang:['male','wei',4,['twxiaolian']],
tw_dingfeng:['male','wu',4,['twqijia','twzhuchen']],
tw_caohong:['male','wei',4,['twhuzhu','twliancai']],
tw_maliang:['male','shu',3,['twrangyi','twbaimei']],
kaisa:["male","western",4,["zhengfu"]],
},
characterIntro:{
nashime:'难升米(なしめ,或なんしょうまい)是倭国大夫。景初二年六月,受女王卑弥呼之命,与都市牛利出使魏国,被魏国拜为率善中郎将。',
jiachong:'贾充217年—282年字公闾平阳襄陵今山西襄汾三国曹魏至西晋时期大臣曹魏豫州刺史贾逵之子。西晋王朝的开国元勋。出身平阳贾氏。曾参与镇压淮南二叛和弑杀魏帝曹髦因此深得司马氏信任其女儿贾褒一名荃及贾南风分别嫁予司马炎弟司马攸及次子司马衷与司马氏结为姻亲地位显赫。晋朝建立后转任车骑将军、散骑常侍、尚书仆射后升任司空、太尉等要职。更封鲁郡公。咸宁末为使持节、假黄钺、大都督征讨吴国。吴国平定后增邑八千户。太康三年282年贾充去世。西晋朝廷追赠他为太宰礼官议谥曰荒司马炎不采纳改谥为武。有集五卷。',
duosidawang:'朵思大王是《三国演义》中人物,南蛮秃龙洞的元帅,孟获弟弟孟优的朋友,据说是南蛮第一智者。',
wuban:'吴班字元雄生卒年不详兖州陈留郡治今河南省开封市人。三国时期蜀汉将领。为领军随刘备参加伐吴之战后又随蜀汉丞相诸葛亮参加北伐曹魏的战争并于公元231年建兴九年的北伐中大破司马懿。官至骠骑将军封绵竹侯。吴班以豪爽侠义著称于当时又因族妹吴氏是蜀汉穆皇后在蜀汉将领中有较高的地位。',
yuejiu:'乐就197在袁术为攻徐州而大兴七军之际以督战官之身份担任联络之役。但是袁术军不幸战败其也在寿春被曹操军逮捕并遭到斩首。',
},
card:{
dz_mantianguohai:{
fullskin:true,
type:'trick',
enable:true,
derivation:'tw_dongzhao',
global:['dz_mantianguohai'],
selectTarget:[1,2],
filterTarget:function(card,player,target){
return target!=player&&target.countCards('hej')>0;
},
content:function(){
player.gainPlayerCard(target,'hej',true);
},
contentAfter:function(){
'step 0'
var evtx=event.getParent();
event.targets=targets.filter(function(target){
return target.getHistory('lose',function(evt){
return evt.getParent(3).name==''&&evt.getParent(4)==evtx;
})
});
if(!event.targets.length||!player.countCards('he')) event.finish();
'step 1'
var target=targets.shift();
event.target=target;
var next=player.chooseCard('he',true,'交给'+get.translation(target)+'一张牌');
if(player.hasSkill('twyingjia')&&player.countUsed('dz_mantianguohai')==1) next.set('ai',function(card){
if(card.name=='dz_mantianguohai') return -10;
return -get.value(card,_status.event.getParent().target);
});
'step 2'
if(result.bool){
target.gain(result.cards,player,'giveAuto');
}
'step 3'
if(targets.length&&player.countCards('h')>0) event.goto(1);
},
ai:{
order:6,
tag:{
lose:1,
loseCard:1,
},
result:{
target:-0.1,
},
},
},
gx_lingbaoxianhu:{
fullskin:true,
type:'equip',
subtype:'equip1',
derivation:'tw_gexuan',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4.5,
}
},
skills:['gx_lingbaoxianhu']
},
gx_taijifuchen:{
fullskin:true,
type:'equip',
subtype:'equip1',
derivation:'tw_gexuan',
distance:{attackFrom:-4},
ai:{
basic:{
equipValue:4.5,
}
},
skills:['gx_taijifuchen']
},
gx_chongyingshenfu:{
fullskin:true,
type:'equip',
subtype:'equip2',
derivation:'tw_gexuan',
ai:{
basic:{
equipValue:7,
}
},
skills:['gx_chongyingshenfu'],
loseDelay:false,
},
meiyingqiang:{
fullskin:true,
type:'equip',
subtype:'equip1',
cardimage:'yinyueqiang',
derivation:'tw_zhaoxiang',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4.5,
}
},
skills:['meiyingqiang'],
},
},
characterFilter:{
nashime:function(mode){
return mode!='guozhan';
},
tw_xiahouba:function(mode){
return mode!='guozhan';
},
},
skill:{
xinzhenjun:{
audio:2,
trigger:{
player:'phaseUseBegin'
},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
player.chooseCardTarget({
filterCard:true,
filterTarget:lib.filter.notMe,
position:'he',
prompt:get.prompt2('xinzhenjun'),
ai1:function(card){
var player=_status.event.player;
if(card.name=='sha'&&get.color(card)=='red'){
for(var i=0;i<game.players.length;i++){
var current=game.players[i];
if(current!=player&&get.attitude(player,current)>0&&current.hasValueTarget(card)) return 7;
}
return 0;
}
return 7-get.value(card);
},
ai2:function(target){
var player=_status.event.player;
var card=ui.selected.cards[0];
var att=get.attitude(player,target);
if(get.value(card)<0) return -att*2;
if(target.countCards('h',{name:'sha',color:'red'})||target.hasSkill('wusheng')||target.hasSkill('new_rewusheng')||target.hasSkill('wushen')||(card.name=='sha'&&get.color(card)=='red'&&target.hasValueTarget(card))) return att*2;
var eff=0;
game.countPlayer(function(current){
if(target!=current&&get.distance(target,current,'attack')>1) return;
var eff2=get.damageEffect(current,player,player);
if(eff2>eff) eff=eff2;
});
if(att>0&&eff>0) eff+=2*att;
return eff;
},
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('xinzhenjun',target);
target.gain(result.cards,player,'giveAuto')
}
else event.finish();
'step 2'
target.chooseToUse({
filterCard:function(card){
return get.name(card)=='sha'&&get.color(card)!='black'&&lib.filter.cardEnabled.apply(this,arguments);
},
prompt:'请使用一张不为黑色的【杀】,否则'+get.translation(player)+'可以对你或你攻击范围内的一名其他角色造成1点伤害',
});
'step 3'
if(result.bool){
var num=1;
game.countPlayer2(function(current){
current.getHistory('damage',function(evt){
if(evt.getParent(evt.notLink()?4:8)==event) num+=evt.num;
});
});
player.draw(num);
event.finish();
}
else{
player.chooseTarget('是否对'+get.translation(target)+'或其攻击范围内的一名角色造成1点伤害',function(card,player,target){
return target==_status.event.targetx||_status.event.targetx.inRange(target);
}).set('targetx',event.target).ai=function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player)
};
}
'step 4'
if(result.bool){
player.line(result.targets);
result.targets[0].damage('nocard');
}
},
},
twmoukui:{
trigger:{player:'useCardToPlayered'},
direct:true,
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
content:function(){
'step 0'
var list=['选项一'];
if(trigger.target.countDiscardableCards(player,'he')>0) list.push('选项二');
list.push('背水!');
list.push('cancel2');
player.chooseControl(list).set('choiceList',[
'摸一张牌',
'弃置'+get.translation(trigger.target)+'的一张牌',
'背水!依次执行以上两项。然后若此【杀】未令其进入濒死状态,则其弃置你的一张牌。',
]).set('prompt',get.prompt('twmoukui',trigger.target));
'step 1'
if(result.control!='cancel2'){
var target=trigger.target;
player.logSkill('twmoukui',target);
if(result.control=='选项一'||result.control=='背水!') player.draw();
if(result.control=='选项二'||result.control=='背水!') player.discardPlayerCard(target,true,'he');
if(result.control=='背水!'){
player.addTempSkill('twmoukui_effect');
var evt=trigger.getParent();
if(!evt.twmoukui_effect) evt.twmoukui_effect=[];
evt.twmoukui_effect.add(target);
}
}
},
subSkill:{
effect:{
trigger:{player:'useCardAfter'},
charlotte:true,
forced:true,
filter:function(event,player){
return event.twmoukui_effect&&event.twmoukui_effect.filter(function(current){
return current.isIn()&&!current.hasHistory('damage',function(evt){
return evt._dyinged&&evt.card==event.card;
});
}).length>0;
},
content:function(){
var list=trigger.twmoukui_effect.filter(function(current){
return current.isIn()&&!current.hasHistory('damage',function(evt){
return evt._dyinged&&evt.card==event.card;
});
}).sortBySeat();
for(var i of list){
i.discardPlayerCard(player,true,'he').boolline=true;
}
},
},
},
},
twfuhan:{
audio:'fuhan',
trigger:{player:'phaseZhunbeiBegin'},
unique:true,
limited:true,
skillAnimation:true,
animationColor:'orange',
forceunique:true,
filter:function(event,player){
return player.countMark('fanghun')>0;
},
prompt:function(event,player){
var num=Math.max(2,player.storage.fanghun);
num=Math.min(num,8);
return get.prompt('twfuhan')+'(体力上限:'+num+'';
},
check:function(event,player){
if(player.storage.fanghun>=Math.min(4,player.maxHp)) return true;
if(player.hp<=2&&player.storage.fanghun>=3) return true;
return false;
},
content:function(){
'step 0'
event.num=player.storage.fanghun;
player.removeMark('fanghun',player.storage.fanghun);
player.awakenSkill('twfuhan');
if(_status.characterlist){
list=[];
for(var i=0;i<_status.characterlist.length;i++){
var name=_status.characterlist[i];
if(lib.character[name][1]=='shu') list.push(name);
}
}
else if(_status.connectMode){
list=get.charactersOL(function(i){
return lib.character[i][1]!='shu';
});
}
else{
list=get.gainableCharacters(function(info){
return info[1]=='shu';
});
}
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
list.remove(players[i].name);
list.remove(players[i].name1);
list.remove(players[i].name2);
}
list.remove('zhaoxiang');
player.chooseButton(['扶汉:选择获得一张武将牌上的所有技能',[list.randomGets(5),'character']],true);
'step 1'
if(result.bool){
var name=result.links[0];
player.flashAvatar('twhuashen',name);
game.log(player,'获得了','#y'+get.translation(name),'的所有技能');
player.addSkill(lib.character[name][3])
}
'step 2'
var num=event.num-player.maxHp;
if(num>0) player.gainMaxHp(num);
else player.loseMaxHp(-num);
player.recover();
'step 3'
var card=get.cardPile('meiyingqiang','field');
if(card){
player.gain(card,'gain2','log');
}
},
},
twqueshi:{
trigger:{
global:'gameDrawAfter',
player:'enterGame',
},
forced:true,
locked:false,
filter:function(event,player){
return !player.isDisabled(1);
},
content:function(){
if(!lib.inpile.contains('meiyingqiang')){
lib.inpile.push('meiyingqiang');
player.equip(game.createCard('meiyingqiang','diamond',12));
}
else{
var card=get.cardPile(function(card){
return card.name=='meiyingqiang'&&card!=player.getEquip(1);
},'field');
if(card) player.equip(card);
}
},
},
meiyingqiang:{
equipSkill:true,
trigger:{
player:['loseAfter','gainAfter'],
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter'],
},
filter:function(event,player){
if(player==_status.currentPhase) return false;
var evt=event.getl(player);
if(!evt||!evt.cards2||!evt.cards2.length) return false;
var list=player.getHistory('lose',function(evt){
return evt.cards2&&evt.cards2.length;
});
if(event.name=='lose'){
if(list.indexOf(event)!=0) return false;
}
else{
if(!player.hasHistory('lose',function(evt){
return evt.getParent()==event&&list.indexOf(evt)==0;
})) return false;
}
return _status.connectMode||!lib.config.skip_shan||player.hasSha();
},
direct:true,
content:function(){
if(trigger.delay===false) game.delayx();
player.chooseToUse('梅影枪:是否使用一张【杀】?',function(card){
if(get.name(card)!='sha') return false;
return lib.filter.cardEnabled.apply(this,arguments);
}).set('addCount',false).logSkill='meiyingqiang';
},
},
cuijin:{
trigger:{global:'useCard'},
direct:true,
filter:function(event,player){
return event.card.name=='sha'&&(event.player==player||player.inRange(event.player))&&player.countCards('h')>0;
},
content:function(){
'step 0'
if(player!=game.me&&!player.isOnline()) game.delayx();
var target=trigger.player;
event.target=target;
player.chooseToDiscard('he',get.prompt('cuijin',target),'弃置一张牌并令'+get.translation(trigger.player)+'使用的【杀】伤害+1但若其未造成伤害则你对其造成1点伤害。').set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',function(){
var d1=true;
if(trigger.player.hasSkill('jueqing')||trigger.player.hasSkill('gangzhi')) d1=false
for(var target of trigger.targets){
if(!target.mayHaveShan()||trigger.player.hasSkillTag('directHit_ai',true,{
target:target,
card:trigger.card,
},true)){
if(!target.hasSkill('gangzhi')) d1=false;
if(!target.hasSkillTag('filterDamage',null,{
player:trigger.player,
card:trigger.card,
})&&get.attitude(player,target)<0) return true;
}
}
if(d1) return get.damageEffect(trigger.player,player,player)>0;
return false;
}()).logSkill=['cuijin',target];
'step 1'
if(result.bool){
if(typeof trigger.baseDamage!='number') trigger.baseDamage=1;
trigger.baseDamage++;
player.addTempSkill('cuijin_damage');
player.markAuto('cuijin_damage',[trigger.card]);
}
},
subSkill:{
damage:{
trigger:{global:'useCardAfter'},
forced:true,
popup:false,
charlotte:true,
onremove:true,
filter:function(event,player){
return player.storage.cuijin_damage.contains(event.card);
},
content:function(){
player.storage.cuijin_damage.remove(trigger.card);
if(!player.storage.cuijin_damage.length) player.removeSkill('cuijin_damage');
if(trigger.player.isIn()&&!game.hasPlayer2(function(current){
return current.hasHistory('damage',function(evt){
return evt.card==trigger.card;
});
})){
player.line(trigger.player,'green');
trigger.player.damage();
}
},
},
},
},
jintao:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
},
targetInRange:function(card){
if(card.name=='sha') return true;
},
},
audio:2,
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
if(event.card.name!='sha') return false;
var evt=event.getParent('phaseUse');
if(!evt||evt.player!=player) return false;
var index=player.getHistory('useCard',function(evtx){
return evtx.card.name=='sha'&&evtx.getParent('phaseUse')==evt;
}).indexOf(event);
return index==0||index==1;
},
content:function(){
var evt=trigger.getParent('phaseUse');
var index=player.getHistory('useCard',function(evtx){
return evtx.card.name=='sha'&&evtx.getParent('phaseUse')==evt;
}).indexOf(trigger);
if(index==0){
game.log(trigger.card,'伤害+1');
if(typeof trigger.baseDamage!='number') trigger.baseDamage=1;
trigger.baseDamage++;
}
else{
game.log(trigger.card,'不可被响应');
trigger.directHit.addArray(game.players);
}
},
},
equan:{
audio:2,
trigger:{global:'damageEnd'},
forced:true,
filter:function(event,player){
return player==_status.currentPhase&&event.player.isIn();
},
logTarget:'player',
content:function(){
trigger.player.addMark('equan',trigger.num,false);
},
group:['equan_block','equan_lose'],
marktext:'毒',
intro:{
name:'恶泉(毒)',
name2:'毒',
},
subSkill:{
lose:{
audio:'equan',
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(){
return game.hasPlayer(function(current){
return current.hasMark('equan');
});
},
logTarget:function(){
return game.filterPlayer(function(current){
return current.hasMark('equan');
});
},
content:function(){
game.countPlayer(function(current){
var num=current.countMark('equan');
if(num){
current.removeMark('equan',num);
current.loseHp(num);
}
});
},
},
block:{
trigger:{global:'dyingBegin'},
forced:true,
logTarget:'player',
filter:function(event,player){
var evt=event.getParent(2);
return evt.name=='equan_lose'&&evt.player==player;
},
content:function(){
trigger.player.addTempSkill('fengyin');
},
},
},
},
manji:{
audio:2,
trigger:{global:'loseHpAfter'},
forced:true,
filter:function(event,player){
return player.hp>=event.player.hp||player.isDamaged();
},
logTarget:'player',
content:function(){
if(player.hp<=trigger.player.hp) player.recover();
if(player.hp>=trigger.player.hp) player.draw();
},
},
beini:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:lib.filter.notMe,
content:function(){
'step 0'
var str=get.translation(target);
player.chooseControl().set('choiceList',[
'摸两张牌,然后令'+str+'视为对自己使用【杀】',
'令'+str+'摸两张牌,然后视为对其使用【杀】',
]).set('ai',function(){
var evt=_status.event.getParent(),player=evt.player,target=evt.target;
var card={name:'sha',isCard:true},att=get.attitude(player,target)>0;
if(!target.canUse(card,player,false)||get.effect(player,card,target,player)>=0) return 0;
if(att&&(!player.canUse(card,target,false)||get.effect(target,card,player,player)>=0)) return 1;
if(target.hasSkill('nogain')&&player.canUse(card,target,false)&&get.effect(target,card,player,player)>0) return 1;
if(player.hasShan()) return 0;
if(att&&target.hasShan()) return 1;
return 0;
});
'step 1'
var list=[player,target];
if(result.index==1) list.reverse();
event.list=list;
list[0].draw(2);
'step 2'
var list=event.list;
if(list[1].isIn()&&list[0].isIn()&&list[1].canUse('sha',list[0],false)) list[1].useCard({name:'sha',isCard:true},list[0],false);
},
ai:{
order:5,
expose:0,
result:{
player:function(player,target){
var card={name:'sha',isCard:true},att=get.attitude(player,target)>0;
if(!target.canUse(card,player,false)||get.effect(player,card,target,player)>=0) return 2;
if(att&&(!player.canUse(card,target,false)||get.effect(target,card,player,player)>=0)) return 2;
if(target.hasSkill('nogain')&&player.canUse(card,target,false)) return get.effect(target,card,player,player)
if(player.hasShan()) return 1;
if(att&&target.hasShan()) return 1;
return 0;
},
},
},
},
dingfa:{
audio:2,
trigger:{player:'phaseDiscardAfter'},
direct:true,
filter:function(event,player){
var num=0;
player.getHistory('lose',function(evt){
num+=evt.cards2.length;
});
return num>=player.hp;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('dingfa'),'操作提示:选择自己以回复体力,或选择其他角色以造成伤害',function(card,player,target){
return target==player?player.isDamaged():true;
}).set('ai',function(target){
return target!=player?get.damageEffect(target,player,player):get.recoverEffect(player,player,player)
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('dingfa',target);
if(target==player) player.recover();
else target.damage();
}
},
},
dz_mantianguohai:{
mod:{
ignoredHandcard:function(card,player){
if(get.name(card)=='dz_mantianguohai') return true;
},
cardDiscardable:function(card,player,name){
if(name=='cardsDiscard'&&get.name(card)=='dz_mantianguohai') return false;
},
},
},
twmiaolve:{
audio:2,
trigger:{
global:'gameDrawAfter',
player:'enterGame',
},
forced:true,
locked:false,
content:function(){
if(!lib.inpile.contains('dz_mantianguohai')) lib.inpile.add('dz_mantianguohai');
if(!_status.dz_mantianguohai_suits) _status.dz_mantianguohai_suits=lib.suit.slice(0);
var list=_status.dz_mantianguohai_suits.randomRemove(2).map(function(i){
return game.createCard2('dz_mantianguohai',i,get.rand(1,13));
});
if(list.length) player.gain(list,'gain2','log');
},
group:'twmiaolve_damage',
subSkill:{
damage:{
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
event.count=trigger.num;
'step 1'
event.count--;
var list=['dz_mantianguohai'];
list.addArray(get.zhinangs());
player.chooseButton([get.prompt('twmiaolve'),[list,'vcard']]).set('ai',function(button){
if(button.link[2]=='dz_mantianguohai'&&player.countCards('hs','dz_mantianguohai')<2) return 10;
return get.value({name:button.link[2]});
});
'step 2'
if(result.bool){
player.logSkill('twmiaolve');
var name=result.links[0][2];
if(name=='dz_mantianguohai'){
if(!lib.inpile.contains('dz_mantianguohai')) lib.inpile.add('dz_mantianguohai');
if(!_status.dz_mantianguohai_suits) _status.dz_mantianguohai_suits=lib.suit.slice(0);
if(_status.dz_mantianguohai_suits.length) player.gain(game.createCard2('dz_mantianguohai',_status.dz_mantianguohai_suits.randomRemove(),get.rand(1,13)),'gain2');
else{
var card=get.cardPile(function(card){
return card.name==name;
});
if(card) player.gain(card,'gain2');
}
player.draw();
}
else{
var card=get.cardPile(function(card){
return card.name==name;
});
if(card) player.gain(card,'gain2');
}
if(event.count>0) event.goto(1);
}
},
},
},
},
twyingjia:{
audio:2,
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
if(!player.countCards('he')) return false;
var history=player.getHistory('useCard'),map={};
for(var i of history){
if(get.type2(i.card)=='trick'){
if(!map[i.card.name]) map[i.card.name]=true;
else return true;
}
}
return false;
},
content:function(){
'step 0'
player.chooseCardTarget({
prompt:get.prompt('twyingjia'),
prompt2:'弃置一张牌并令一名角色进行一个额外回合',
filterCard:lib.filter.cardDiscardable,
filterTarget:true,
ai1:function(card){
return 8-get.value(card);
},
ai2:function(target){
if(target.hasJudge('lebu')) return -1;
var player=_status.event.player;
if(get.attitude(player,target)>4){
return get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1);
}
return -1;
},
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('twyingjia',target);
player.discard(result.cards);
target.insertPhase();
}
},
},
gx_lingbaoxianhu:{
trigger:{
source:'damageSource',
global:'dieAfter',
},
forced:true,
equipSkill:true,
filter:function(event,player){
if(event.name=='damage') return event.num>1;
return true;
},
content:function(){
player.gainMaxHp();
player.recover();
},
},
gx_taijifuchen:{
trigger:{player:'useCardToPlayered'},
forced:true,
equipSkill:true,
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
logTarget:'target',
content:function(){
'step 0'
var suit=get.suit(trigger.card);
var num=trigger.target.countCards('h','shan');
var next=trigger.target.chooseToDiscard('弃置一张牌,或不能响应'+get.translation(trigger.card)).set('ai','he',function(card){
var num=_status.event.num;
if(num==0) return 0;
if(card.name=='shan') return num>1?2:0;
return (get.suit(card)!=_status.event.suit?9:6)-get.value(card);
}).set('num',num);
if(lib.suit.contains(suit)){
next.set('prompt2','若弃置的是'+get.suit(suit)+'牌,则改为'+get.translation(player)+'获得之');
next.set('suit',suit);
}
'step 1'
if(result.bool){
var card=result.cards[0];
if(get.suit(card,trigger.target)==get.suit(trigger.card,false)&&get.position(card)=='d') player.gain(card,'gain2');
}
else trigger.directHit.add(trigger.target);
},
},
gx_chongyingshenfu:{
trigger:{player:'damageEnd'},
forced:true,
equipSkill:true,
filter:function(event,player){
if(!event.card||!event.card.name||player.getStorage('gx_chongyingshenfu_effect').contains(event.card.name)) return false;
if(player.hasSkillTag('unequip2')) return false;
if(event.source.hasSkillTag('unequip',false,{
name:event.card.name,
target:player,
card:event.card,
})) return false;
return true;
},
content:function(){
player.markAuto('gx_chongyingshenfu_effect',[trigger.card.name]);
},
group:'gx_chongyingshenfu_effect',
subSkill:{
effect:{
trigger:{player:'damageBegin4'},
forced:true,
equipSkill:true,
filter:function(event,player){
if(!event.card||!event.card.name||!player.storage.gx_chongyingshenfu_effect||!player.getStorage('gx_chongyingshenfu_effect').contains(event.card.name)) return false;
if(player.hasSkillTag('unequip2')) return false;
if(event.source.hasSkillTag('unequip',false,{
name:event.card.name,
target:player,
card:event.card,
})) return false;
return true;
},
content:function(){
trigger.num--;
},
onremove:true,
intro:{
content:'受到$造成的伤害-1',
},
},
},
},
twdanfa:{
audio:2,
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
filter:function(event,player){
return player.countCards('he')>0;
},
direct:true,
content:function(){
'step 0'
player.chooseCard('he',get.prompt('twdanfa'),'将一张牌作为“丹”置于武将牌上').set('ai',function(card){
if(player.storage.twdanfa){
var suit=get.suit(card);
for(var i of player.storage.twdanfa){
if(get.suit(i,false)==suit) return 4-get.value(card);
}
}
return 5.5-get.value(card);
});
'step 1'
if(result.bool){
var card=result.cards[0];
player.logSkill('twdanfa');
game.log(player,'将',card,'放在了武将牌上');
player.$give(card,player,false);
player.lose(card,ui.special,'toStorage');
player.markAuto('twdanfa',result.cards);
}
else event.finish();
'step 2'
game.delayx();
},
mark:true,
intro:{
content:'cards',
onunmark:'throw',
},
group:'twdanfa_draw',
subSkill:{
draw:{
audio:'twdanfa',
trigger:{player:'useCard'},
forced:true,
locked:false,
filter:function(event,player){
if(!player.storage.twdanfa||!player.storage.twdanfa.length) return false;
var suit=get.suit(event.card,false);
if(suit=='none'||player.storage.twdanfa_count&&player.storage.twdanfa_count.contains(suit)) return false;
for(var i of player.storage.twdanfa){
if(get.suit(i,false)==suit) return true;
}
return false;
},
content:function(){
player.draw();
player.addTempSkill('twdanfa_count');
if(!player.storage.twdanfa_count) player.storage.twdanfa_count=[];
player.storage.twdanfa_count.push(get.suit(trigger.card,false));
},
},
count:{onremove:true},
},
},
twlingbao:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
var list=player.getStorage('twdanfa');
if(list.length<2) return false;
var suit=get.suit(list[0],false);
for(var i=1;i<list.length;i++){
if(get.suit(list[i],false)!=suit) return true;
}
return false;
},
chooseButton:{
dialog:function(event,player){
return ui.create.dialog('灵宝',player.storage.twdanfa);
},
filter:function(button,player){
if(!ui.selected.buttons.length) return true;
return get.suit(button.link)!=get.suit(ui.selected.buttons[0].link);
},
select:2,
backup:function(links){
var obj=get.copy(lib.skill['twlingbao_'+get.color(links)]);
obj.cards=links;
obj.audio='twlingbao';
obj.filterCard=()=>false;
obj.selectCard=-1;
return obj;
},
prompt:function(links){
return lib.skill['twlingbao_'+get.color(links)].prompt;
},
check:function(button){
var storage=_status.event.player.storage.twdanfa.slice(0);
storage.remove(button.link);
if(storage.filter(function(card){
return card.suit==button.link.suit;
}).length) return 1+Math.random();
return 0;
},
},
subSkill:{
red:{
filterTarget:function(card,player,target){
return target.isDamaged();
},
delay:false,
prompt:'令一名角色回复1点体力',
content:function(){
'step 0'
var cards=lib.skill.twlingbao_backup.cards;
player.$throw(cards,1000);
player.unmarkAuto('twdanfa',cards);
game.log(player,'将',cards,'置入了弃牌堆');
game.delayx();
game.cardsDiscard(cards);
'step 1'
target.recover();
},
ai:{
tag:{
recover:1,
},
result:{
target:1.5,
},
},
},
black:{
filterTarget:function(card,player,target){
return target.countDiscardableCards(player,'hej')>0;
},
delay:false,
prompt:'弃置一名角色区域内至多两张区域不同的牌',
content:function(){
'step 0'
var cards=lib.skill.twlingbao_backup.cards;
player.$throw(cards,1000);
player.unmarkAuto('twdanfa',cards);
game.log(player,'将',cards,'置入了弃牌堆');
game.delayx();
game.cardsDiscard(cards);
'step 1'
var num=0;
if(target.countDiscardableCards(player,'h')) num++;
if(target.countDiscardableCards(player,'e')) num++;
if(target.countDiscardableCards(player,'j')) num++;
if(num){
player.discardPlayerCard(target,[1,Math.max(2,num)],'hej',true).set('filterButton',function(button){
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.position(button.link)==get.position(ui.selected.buttons[i].link)) return false;
}
return true;
});
}
},
ai:{
tag:{
lose:1.5,
loseCard:1.5,
discard:1.5,
},
result:{
target:function(player,target){
if(get.attitude(player,target)>0&&target.countCards('e',function(card){
return get.value(card,target)<=0;
})>0&&target.countCards('j',function(card){
return get.effect(target,card,target,target)<0;
})>8) return 3;
if(target.countCards('h')>0&&target.countCards('e',function(card){
return get.value(card,target)>0;
})>0) return -2;
return 0;
},
},
},
},
none:{
selectTarget:2,
filterTarget:function(card,player,target){
if(!ui.selected.targets.length) return true;
return target.countCards('he')>0;
},
complexSelect:true,
targetprompt:['摸牌','弃牌'],
delay:false,
prompt:'令一名角色摸一张牌并令另一名角色弃置一张牌',
multitarget:true,
multiline:true,
content:function(){
'step 0'
var cards=lib.skill.twlingbao_backup.cards;
player.$throw(cards,1000);
player.unmarkAuto('twdanfa',cards);
game.log(player,'将',cards,'置入了弃牌堆');
game.delayx();
game.cardsDiscard(cards);
'step 1'
targets[0].draw();
targets[1].chooseToDiscard('he',true);
},
ai:{
result:{
target:function(player,target){
if(!ui.selected.targets.length) return 1;
if(target.countCards('e',function(card){
return get.value(card,target)<=0;
})>0) return 1;
return -1;
},
},
},
},
backup:{audio:'twlingbao'},
},
ai:{
order:1,
result:{player:1},
},
},
twsidao:{
audio:2,
trigger:{
global:'gameDrawAfter',
player:'enterGame',
},
forced:true,
locked:false,
filter:function(event,player){
return !player.storage.twsidao;
},
content:function(){
'step 0'
player.chooseButton(['请选择你的初始法宝',[['gx_lingbaoxianhu','gx_taijifuchen','gx_chongyingshenfu'],'vcard']],true).set('ai',function(button){
return button.link[2]=='gx_chongyingshenfu'?2:1;
});
'step 1'
if(result.bool){
var card=game.createCard2(result.links[0][2]);
lib.inpile.add(result.links[0][2]);
player.storage.twsidao=card;
player.chooseUseTarget(card,'nopopup',true);
}
},
group:'twsidao_equip',
subSkill:{
equip:{
audio:'twsidao',
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
var card=player.storage.twsidao;
return card&&card.isInPile()&&player.hasUseTarget(card);
},
content:function(){
player.chooseUseTarget(player.storage.twsidao,'nopopup',true);
},
},
},
},
twrangyi:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:lib.filter.notMe,
delay:0,
content:function(){
'step 0'
event.cards=player.getCards('h');
target.gain(event.cards,player,'giveAuto').gaintag.add('twrangyi');
target.addTempSkill('twrangyi2');
'step 1'
target.chooseToUse({
prompt:'请使用得到的一张牌,或者受到来自'+get.translation(player)+'的一点伤害',
filterCard:function(card,player){
if(get.itemtype(card)!='card'||!card.hasGaintag('twrangyi')) return false;
return lib.filter.filterCard(card,player,event);
},
cards:cards,
});
'step 2'
target.removeSkill('twrangyi');
if(!result.bool) target.damage('nocard');
},
ai:{
order:1,
result:{
target:function(player,target){
var hs=player.getCards('h');
for(var i=0;i<hs.length;i++){
var hi=hs[i];
if(hi.name=='tao'||game.hasPlayer(function(current){
return target.canUse(hi,current)&&get.effect(current,hi,target,target);
})) return 1;
}
return get.damageEffect(target,player,target);
},
},
},
},
twrangyi2:{
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event,player){
var evt=event.getParent(2);
return evt.name=='twrangyi'&&evt.player.isAlive()&&player.countCards('h',function(card){
return card.hasGaintag('twrangyi');
})>0;
},
content:function(){
var cards=player.getCards('h',function(card){
return card.hasGaintag('twrangyi');
});
trigger.getParent(2).player.gain(cards,player,'giveAuto');
},
onremove:function(player){
player.removeGaintag('twrangyi');
},
},
twbaimei:{
audio:2,
trigger:{
player:"damageBegin4",
},
forced:true,
filter:function(event,player){
if(player.countCards('h')) return false;
if(event.nature) return true;
return get.type(event.card,'trick')=='trick';
},
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.countCards('h')) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
},
},
},
twhuzhu:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(e,player){
return player.countCards('e')>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0
},
content:function(){
'step 0'
target.chooseCard('交给'+get.translation(player)+'一张手牌','h',true);
'step 1'
target.give(result.cards,player);
'step 2'
if(player.countGainableCards(player,'e')) target.gainPlayerCard(player,'e',true);
'step 3'
if(target.isDamaged()&&target.hp<=player.hp){
player.chooseBool('是否令'+get.translation(target)+'回复1点体力').set('ai',function(){
return get.recoverEffect(target,player,player);
});
}
'step 4'
if(result.bool) target.recover();
},
ai:{
order:8,
result:{
target:function(player,target){
var eff=(target.isDamaged()&&target.hp<=player.hp)?get.recoverEffect(target,player,target):0;
if(eff<=0&&!player.countGainableCards(target,'e')) return -1;
return eff;
},
},
},
},
twliancai:{
audio:2,
trigger:{player:['turnOverEnd','phaseJieshuBegin']},
filter:function(card,player,target){
return target=='phaseJieshuBegin'||player.countCards('h')<player.hp;
},
filterTarget:function(card,player,target){
return target!=player&&target.countGainableCards(player,'e')>0;
},
check:function(card,player){
if(card.name=='turnOver') return true;
if(player.isTurnedOver()) return true;
if(player.hp-player.countCards('h')>1) return true;
return game.hasPlayer(function(current){
return lib.skill.twliancai.filterTarget(null,player,current)&&lib.skill.twliancai.filterAI(current);
});
},
filterAI:function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(target.isDamaged()&&target.countCards('e','baiyin')&&att>0) return 2*att;
return -att;
},
prompt2:function(card,player,target){
return card.name=='phaseJieshu'?'将武将牌翻面,然后获得一名其他角色装备区内的一张牌':'将手牌摸至与体力值相同';
},
content:function(){
'step 0'
if(event.triggername=='phaseJieshuBegin') player.turnOver();
else{
player.draw(player.hp-player.countCards('h'));
event.finish();
}
'step 1'
player.chooseTarget('获得一名角色装备区内的一张牌',lib.skill.twliancai.filterTarget).ai=lib.skill.twliancai.filterAI;
'step 2'
if(result.bool){
player.line(result.targets,'thunder');
player.gainPlayerCard('e',true,result.targets[0]);
}
},
},
twqijia:{
//group:'twqijia_alka',
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.countCards('e',function(card){
return !player.getStorage('twqijia_alka').contains(get.subtype(card));
});
},
filterTarget:function(card,player,target){
return target!=player&&player.canUse({name:'sha'},target);
},
position:'e',
filterCard:function(card,player){
return !player.getStorage('twqijia_alka').contains(get.subtype(card));
},
content:function(){
'step 0'
player.addTempSkill('twqijia_alka');
player.storage.twqijia_alka.push(get.subtype(cards[0]));
player.useCard({name:'sha'},target,false);
},
subSkill:{
alka:{
charlotte:true,
onremove:function(player){
delete player.storage.twqijia_alka;
delete player.storage.twzhuchen;
player.unmarkSkill('twzhuchen');
},
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
if(!player.storage.twzhuchen) player.storage.twzhuchen=[];
},
mod:{
globalFrom:function(from,to,distance){
if(from.storage.twzhuchen&&from.storage.twzhuchen.contains(to)) return -Infinity;
}
},
},
},
check:function(card){
return 7-get.value(card);
},
ai:{
order:function(){
return get.order({name:'sha'})-0.2;
},
result:{
target:function(player,target){
return get.effect(target,{name:'sha'},player,player);
},
},
},
},
twzhuchen:{
enable:'phaseUse',
filter:function(event,player){
return player.countCards('h',lib.skill.twzhuchen.filterCard)>0;
},
filterCard:function(card,player){
var name=get.name(card,player);
return name=='tao'||name=='jiu';
},
filterTarget:lib.filter.notMe,
content:function(){
player.addTempSkill('twqijia_alka');
player.storage.twzhuchen.add(target);
player.markSkill('twzhuchen');
},
intro:{
content:function(content,player){
return '至'+get.translation(content)+'的距离视为1';
},
},
},
twxiaolian:{
audio:2,
trigger:{global:'useCardToTarget'},
logTarget:'target',
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&
event.targets.length==1&&event.targets[0]!=player;
},
check:function(event,player){
return get.effect(event.targets[0],event.card,event.player,player)<=get.effect(player,event.card,event.player,player);
},
content:function(){
trigger.getParent().twxiaolian=trigger.targets[0];
trigger.targets.length=0;
trigger.getParent().triggeredTargets2.length=0;
trigger.targets.push(player);
},
group:'twxiaolian_damage',
subSkill:{
distance:{
sub:true,
charlotte:true,
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
mark:true,
marktext:'马',
intro:{
content:'cards',
onunmark:'throw',
},
mod:{
globalTo:function(from,to,distance){
if(from!=to&&to.storage.twxiaolian_distance) return distance+to.storage.twxiaolian_distance.length;
},
},
},
damage:{
sub:true,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.getParent(2).twxiaolian!=undefined;
},
content:function(){
'step 0'
var target=trigger.getParent(2).twxiaolian;
event.target=target;
player.chooseCard('是否将一张牌当做【马】置于'+get.translation(target)+'的武将牌旁?','he').ai=function(card){
if(get.attitude(_status.event.player,_status.event.getParent('twxiaolian_damage').target)>2) return 7-get.value(card);
return 0;
};
'step 1'
if(result.bool){
player.logSkill('twxiaolian',target);
player.lose(result.cards,ui.special,'toStorage');
target.addSkill('twxiaolian_distance');
target.storage.twxiaolian_distance.addArray(result.cards);
target.markSkill('twxiaolian_distance');
}
},
},
},
},
twtijin:{
audio:2,
trigger:{global:'useCardToPlayer'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&event.target!=player&&
event.targets.length==1&&event.player.inRange(player);
},
logTarget:'target',
check:function(event,player){
return get.effect(event.targets[0],event.card,event.player,player)<=get.effect(player,event.card,event.player,player);
},
content:function(){
'step 0'
trigger.targets.length=0;
trigger.getParent().triggeredTargets1.length=0;
trigger.targets.push(player);
var next=game.createEvent('twtijin_discard',null,trigger.getParent(2));
next.player=player;
next.target=trigger.player;
next.setContent(function(){
if(target.isDead()||!target.countCards('he')) return;
player.line(target,'green');
player.discardPlayerCard(target,true,'he');
});
},
},
twyanqin:{
forbid:['guozhan'],
audio:2,
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
var list=[];
if(player.group!='wei') list.push('wei2');
if(player.group!='shu') list.push('shu2');
list.push('cancel2');
player.chooseControl(list).set('ai',function(){
return list.randomGet();
}).set('prompt',get.prompt2('twyanqin'));
'step 1'
if(result.control!='cancel2'){
player.logSkill('twyanqin');
var group=result.control.slice(0,3);
player.changeGroup(group);
}
},
},
twbaobian:{
audio:2,
trigger:{source:'damageBegin2'},
filter:function(event,player){
var card=event.card;
if(!card||(card.name!='sha'&&card.name!='juedou')) return false;
return event.player.group==player.group||event.player.countCards('h')>event.player.hp
},
check:function(event,player){
var att=get.attitude(player,event.player);
if(event.player.group==player.group) return att>0;
return att<0;
},
logTarget:'player',
content:function(){
var target=trigger.player;
if(target.group==player.group){
trigger.cancel();
var num=target.maxHp-target.countCards('h');
if(num) target.draw(num);
}
else{
player.discardPlayerCard(target,'h',true,target.countCards('h')-target.hp)
}
},
},
renshe:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
if(lib.skill.chijie.filter&&lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
if(game.hasPlayer(function(current){
return get.attitude(player,current)>0||current.hasSkillTag('nogain');
})) return 0;
return 1;
});
'step 1'
if(result.control=='cancel2') event.finish();
else{
event.index=result.index;
player.logSkill('renshe');
if(event.index==0){
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
if(target.hasSkillTag('nogain')) return 0.1;
return get.attitude(_status.event.player,target);
};
}
else if(result.index==1){
player.storage.waishi++;
event.finish();
}
else{
var next=game.createEvent('renshe_changeGroup');
next.player=player;
next.renshe=true;
next.setContent(lib.skill.chijie.content);
event.finish();
}
}
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
game.asyncDraw([player,result.targets[0]].sortBySeat());
}
else event.finish();
'step 3'
game.delay();
},
},
waishi:{
audio:2,
group:'waishi_afterstory',
subSkill:{
afterstory:{
trigger:{player:'phaseUseEnd'},
forced:true,
silent:true,
popup:false,
content:function(){player.storage.waishi=1},
},
},
init:function(player,skill){
player.storage[skill]=1;
},
enable:'phaseUse',
filter:function(event,player){
return typeof player.storage.waishi!='number'||player.storage.waishi>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>=ui.selected.cards.length;
},
filterCard:true,
position:'he',
check:function(card){
if(!game.hasPlayer(function(current){
return current!=_status.event.player&&current.countCards('h')>ui.selected.cards.length;
})) return 0;
return 6-get.value(card);
},
selectCard:function(){
if(!ui.selected.targets.length) return [1,game.countGroup()];
return [1,Math.min(ui.selected.targets[0].countCards('h'),game.countGroup())];
},
discard:false,
lose:false,
delay:0,
content:function(){
'step 0'
if(typeof player.storage.waishi!='number') player.storage.waishi=1;
player.storage.waishi--;
player.lose(cards,ui.special);
player.choosePlayerCard(target,true,'h',cards.length).chooseonly=true;
'step 1'
event.cards2=result.cards;
target.lose(event.cards2,ui.special);
'step 2'
player.gain(event.cards2);
target.gain(cards);
player.$give(cards.length,target);
target.$give(event.cards2.length,player);
'step 3'
game.delay(1.2);
'step 4'
if(target.countCards('h')>player.countCards('h')||player.group==target.group) player.draw();
},
ai:{
result:{
player:function(player,target){
if(player.countCards('h')<target.countCards('h')||player.group==target.group) return 1;
return 0.1;
},
},
},
},
chijie:{
audio:true,
forbid:['guozhan'],
trigger:{global:'gameDrawAfter'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.group!=player.group;
});
},
content:function(){
'step 0'
var list=lib.group.filter(function(group){
return group!=player.group&&game.hasPlayer(function(current){
return current.group==group;
});
})
if(!event.renshe) list.push('cancel2');
player.chooseControl(list).set('prompt',event.renshe?'请选择一个势力':get.prompt('chijie')).set('prompt2',event.renshe?'':'将自己的势力变更为场上存在的一个势力').set('',function(){
return list.randomGet();
});
'step 1'
if(result.control!='cancel2'){
if(!event.renshe) player.logSkill('chijie');
player.changeGroup(result.control);
}
},
},
},
translate:{
tw_beimihu:'TW卑弥呼',
nashime:'难升米',
tw_xiahouba:'TW夏侯霸',
tw_zumao:'TW祖茂',
tw_caoang:'TW曹昂',
tw_dingfeng:'TW丁奉',
tw_caohong:'TW曹洪',
tw_maliang:'TW马良',
twyanqin:'姻亲',
twyanqin_info:'准备阶段,你可以将势力变更为魏或蜀。',
twbaobian:'豹变',
twbaobian_info:'当你使用【杀】或【决斗】造成伤害时,若目标角色的势力与你相同,则你可以防止此伤害,然后其将手牌数补充至与体力值相同。若不同且其手牌数大于体力值,则你可以将其手牌弃置至与其体力值相同。',
twtijin:'替巾',
twtijin_info:'当你攻击范围内的一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,此【杀】结算完成后,你弃置该角色的一张牌。',
twxiaolian:'孝廉',
twxiaolian_info:'当一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,当你受到此【杀】的伤害后,你可以将一张牌放在此【杀】原目标的武将牌旁,称之为“马”。锁定技,场上的一名角色每有一张“马”,其他角色计算与其的距离便+1。',
twqijia:'弃甲',
twqijia_info:'出牌阶段,你可以弃置一张装备区内的牌(每种类型的装备牌限一次),然后视为对攻击范围内的一名其他角色使用了一张【杀】。',
twzhuchen:'诛綝',
twzhuchen_info:'出牌阶段你可以弃置一张【桃】或【酒】并选择一名其他角色。你与其的距离视为1直到此阶段结束。',
twhuzhu:'护主',
twhuzhu_info:'出牌阶段限一次若你的装备区内有牌则你可以令一名其他角色交给你一张手牌然后获得你装备区内的一张牌。若其体力值不大于你则你可以令其回复1点体力。',
twliancai:'敛财',
twliancai_info:'结束阶段,你可以将武将牌翻面,然后获得一名其他角色装备区内的一张牌。当你的武将牌翻面时,你可以将手牌补至与体力值相同。',
twrangyi:'攘夷',
twrangyi2:'攘夷',
twrangyi_info:'出牌阶段限一次你可以将所有手牌交给一名其他角色然后令其选择一项1.使用其中的一张牌并于此牌被使用时将其余的牌交还给你。2.受到来自你的1点伤害。',
twbaimei:'白眉',
twbaimei_info:'锁定技,若你没有手牌,则防止你受到的所有属性伤害和锦囊牌造成的伤害。',
chijie:'持节',
chijie_info:' 游戏开始时,你可以选择一个现存势力,你的势力视为该势力。 ',
waishi:'外使',
waishi_info:' 出牌阶段限一次你可以用至多X张牌交换一名其他角色等量的手牌X为现存势力数然后若其与你势力相同或手牌多于你你摸一张牌。',
renshe:'忍涉',
renshe_info:'当你受到伤害后,你可以选择一项:将势力改为现存的另一个势力;或可以额外发动一次“外使”直到你的下个出牌阶段结束;或与另一名其他角色各摸一张牌。',
tw_gexuan:'TW葛玄',
twdanfa:'丹法',
twdanfa_info:'准备阶段或结束阶段开始时,你可将一张牌置于武将牌上,称为“丹”。每回合每种花色限一次,当你使用牌时,若“丹”中有与此牌花色相同的牌,则你摸一张牌。',
twlingbao:'灵宝',
twlingbao_info:'出牌阶段限一次你可以将两张花色不同的“丹”置入弃牌堆。若这两张牌均为红色你令一名其他角色回复1点体力均为黑色你弃置一名其他角色区域内至多两张区域不同牌颜色不同则你令一名角色摸一张牌并令另一名角色弃置一张牌。',
twsidao:'司道',
twsidao_info:'游戏开始时,你选择一张“法宝”置入装备区。准备阶段,若你以此法选择的法宝在牌堆/弃牌堆中,则你使用之。',
gx_lingbaoxianhu:'灵宝仙壶',
gx_lingbaoxianhu_info:'锁定技当你造成点数大于1的伤害后或有角色死亡后你加1点体力上限并回复1点体力。',
gx_taijifuchen:'太极拂尘',
gx_taijifuchen_info:'锁定技,当你使用【杀】指定目标后,你令目标角色选择一项:①弃置一张牌,若此牌和【杀】花色相同,则你获得之。②其不可响应此【杀】。',
gx_chongyingshenfu:'冲应神符',
gx_chongyingshenfu_info:'锁定技。①当你受到牌造成的伤害后,你记录此牌的名称。②当你受到〖冲应神符①〗记录过的牌造成的伤害时,你令此牌伤害-1。',
tw_dongzhao:'TW董昭',
twmiaolve:'妙略',
twmiaolve_info:'游戏开始时你获得两张【瞒天过海】。当你受到1点伤害后你可选择①获得一张【瞒天过海】并摸一张牌。②获得一张智囊。',
twyingjia:'迎驾',
twyingjia_info:'一名角色的回合结束时,若你本回合内使用过两张或更多的同名锦囊牌,则你可弃置一张手牌并令一名角色进行一个额外回合。',
dz_mantianguohai:'瞒天过海',
dz_mantianguohai_info:'此牌不计入拥有者的手牌上限。出牌阶段,对一至两名区域内有牌的其他角色使用。你获得目标角色一张牌,然后依次交给每名目标角色各一张牌。',
jiachong:'贾充',
beini:'悖逆',
beini_info:'出牌阶段限一次,你可以选择一名体力值不小于你的角色,令你或其摸两张牌,然后未摸牌的角色视为对摸牌的角色使用一张【杀】。',
dingfa:'定法',
dingfa_info:'弃牌阶段结束时若本回合你失去的牌数不小于你的体力值你可以选择一项1、回复1点体力2、对一名其他角色造成1点伤害。 ',
duosidawang:'朵思大王',
equan:'恶泉',
equan_info:'锁定技。①当有角色于你的回合内受到伤害后其获得X枚“毒”X为伤害值。②准备阶段你令所有拥有“毒”标记的角色移去所有“毒”标记并失去等量的体力。③当有角色因〖恶泉②〗进入濒死状态时你令其所有非锁定技失效直到回合结束。',
manji:'蛮汲',
manji_info:'锁定技。其他角色失去体力后若你的体力值不大于该角色你回复1点体力不小于该角色你摸一张牌。',
wuban:'吴班',
jintao:'进讨',
jintao_info:'锁定技,你使用【杀】无距离限制且次数上限+1。你于出牌阶段内使用的第一张【杀】伤害+1第二张【杀】不可被响应。',
yuejiu:'乐就',
cuijin:'催进',
cuijin_info:'当你或你攻击范围内的角色使用【杀】时,你可以弃置一张牌并获得如下效果:此【杀】的伤害值基数+1且当此【杀】结算结束后若未造成过伤害则你对使用者造成1点伤害。',
tw_zhaoxiang:'TW赵襄',
twfuhan:'扶汉',
twfuhan_info:'限定技。准备阶段开始时时,你可以移去所有"梅影"标记然后从五张未登场的蜀势力武将牌中选择一名获得其所有技能将体力上限数调整为以此技能移去所有“梅影”标记的数量最少为2最多为8并回复1点体力然后从牌堆/弃牌堆/场上获得【梅影枪】。',
twqueshi:'鹊拾',
twqueshi_info:'游戏开始时,你将【梅影枪】置于你的装备区。',
meiyingqiang:'梅影枪',
meiyingqiang_info:'当你于其他角色的回合内第一次失去牌时,你可以使用一张【杀】。',
tw_fuwan:'TW伏完',
twmoukui:'谋溃',
twmoukui_info:'当你使用【杀】指定目标后,你可以选择一项:①摸一张牌;②弃置该角色的一张牌;③背水:若此【杀】未因造成伤害而令该角色进入过濒死状态,则该角色弃置你的一张牌。',
tw_yujin:'SP于禁',
xinzhenjun:'镇军',
xinzhenjun_info:'出牌阶段开始时你可以将一张牌交给一名其他角色令其选择是否使用一张不为黑色的【杀】。若其选择是则你于此【杀】结算完成后摸1+X张牌(X为此【杀】造成的伤害总点数)。若其选择否则你对其或其攻击范围内的一名其他角色造成1点伤害。',
tw_mobile:'移动版',
tw_yijiang:'一将成名TW',
tw_english:'英文版',
}
};
});