10279 lines
386 KiB
JavaScript
10279 lines
386 KiB
JavaScript
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'huicui',
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connect:true,
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character:{
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dc_wuban:['male','shu',4,['dcyouzhan'],['clan:陈留吴氏','unseen']],
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yue_caiwenji:['female','qun',3,['dcshuangjia','dcbeifen']],
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liuchongluojun:['male','qun',3,['dcminze','dcjini']],
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yuechen:['male','wei',4,['dcporui','dcgonghu']],
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zhangkai:['male','qun',4,['dcxiangshu']],
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gaoxiang:['male','shu',4,['dcchiying'],['unseen']],
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yuanyin:['male','qun',3,['dcmoshou','dcyunjiu'],['unseen']],
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dongwan:['female','qun',3,['dcshengdu','dcjieling']],
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zhangchu:['female','qun',3,['dcjizhong','dcrihui','dcguangshi']],
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peiyuanshao:['male','qun',4,['dcmoyu']],
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mengjie:['male','qun',3,['dcyinlu','dcyouqi']],
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dc_huojun:['male','shu',4,['dcgue','dcsigong']],
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dc_sunhanhua:['female','wu',3,['dchuiling','dcchongxu']],
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dc_sunziliufang:['male','wei',3,['dcqinshen','dcweidang']],
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yuantanyuanxiyuanshang:['male','qun',4,['dcneifa']],
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qiaorui:['male','qun',4,['dcaishou','dcsaowei']],
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xianglang:['male','shu',3,['dckanji','dcqianzheng']],
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qinlang:['male','wei',4,['dchaochong','dcjinjin']],
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furongfuqian:['male','shu','4/6',['dcxuewei','dcyuguan']],
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zhenghun:['male','wei',3,['dcqiangzhi','dcpitian']],
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dc_zhaotongzhaoguang:['male','shu',4,['yizan_use','dcqingren','dclongyuan']],
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dc_huanghao:['male','shu',3,['dcqinqing','huisheng','dccunwei']],
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liupi:['male','qun',4,['dcjuying']],
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dc_sp_jiaxu:['male','wei',3,['zhenlue','dcjianshu','dcyongdi']],
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leibo:['male','qun',4,['dcsilve','dcshuaijie']],
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gongsundu:['male','qun',4,['dczhenze','dcanliao']],
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panghui:['male','wei',5,['dcyiyong']],
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dc_yuejiu:['male','qun',4,['dccuijin']],
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chenjiao:['male','wei',3,['dcxieshou','dcqingyan','dcqizi']],
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wanglie:['male','qun',3,['dcchongwang','dchuagui']],
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chengui:['male','qun',3,['dcyingtu','dccongshi']],
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dc_huangquan:['male','shu',3,['dcquanjian','dctujue']],
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yinfuren:['female','wei',3,['dcyingyu','dcyongbi']],
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dc_lvkuanglvxiang:['male','wei',4,['dcshuhe','dcliehou']],
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guanhai:['male','qun',4,['suoliang','qinbao']],
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huzhao:['male','qun',3,['midu','xianwang']],
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dc_liuba:['male','shu',3,['dczhubi','dcliuzhuan']],
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zhangxun:['male','qun',4,['suizheng']],
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zongyu:['male','shu',3,['zyqiao','chengshang']],
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dc_jiling:['male','qun',4,['dcshuangren']],
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dc_yanghu:['male','wei',3,['dcdeshao','dcmingfa']],
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caimaozhangyun:['male','wei',4,['lianzhou','jinglan']],
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tenggongzhu:['female','wu',3,['xingchong','liunian']],
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dc_huangchengyan:['male','qun',3,['dcjiezhen','dczecai','dcyinshi']],
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dc_gaolan:['male','qun',4,['xizhen']],
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guanning:['male','qun','3/7',['dunshi']],
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dc_jiben:['male','qun',3,['xunli','zhishi','lieyi']],
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mamidi:['male','qun','4/6',['bingjie','zhengding']],
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re_dengzhi:['male','shu',3,['jianliang','weimeng']],
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fengxi:['male','wu',3,['yusui','boyan']],
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re_miheng:['male','qun',3,['rekuangcai','reshejian']],
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re_chendeng:['male','qun',3,['refuyuan','reyingshui','rewangzu']],
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wanniangongzhu:['female','qun',3,['zhenge','xinghan']],
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re_xunchen:['male','qun',3,['refenglve','anyong'],['clan:颍川荀氏']],
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re_kanze:['male','wu',3,['xiashu','rekuanshi']],
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lvlingqi:['female','qun',4,['guowu','zhuangrong']],
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zhanghu:['male','wei',4,['cuijian','zhtongyuan']],
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luyusheng:['female','wu',3,['zhente','zhiwei']],
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huaxin:['male','wei',3,['spwanggui','xibing']],
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mengyou:['male','qun',5,['hmmanyi','dcmanzhi'],['unseen']],
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liuyong:['male','shu',3,['zhuning','fengxiang']],
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dc_sunru:['female','wu',3,['xiecui','youxu']],
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xiahoulingnv:['female','wei',4,['fuping','weilie']],
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zhangyao:['female','wu',3,['yuanyu','xiyan']],
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tengyin:['male','wu',3,['chenjian','xixiu']],
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zhangxuan:['female','wu',4,['tongli','shezang']],
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wangtao:['female','shu',3,['huguan','yaopei']],
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wangyue:['female','shu',3,['huguan','mingluan']],
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zhaoyan:['female','wu',3,['jinhui','qingman']],
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heyan:['male','wei',3,['yachai','qingtan']],
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re_sunluyu:['female','wu',3,['remeibu','remumu']],
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re_dongbai:['female','qun',3,['relianzhu','rexiahui']],
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zhoushan:['male','wu',4,['dcmiyun','dcdanying']],
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dc_caiyang:['male','wei',4,['dcxunji','dcjiaofeng']],
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xiahoujie:['male','wei',5,['liedan','zhuangdan']],
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caoxing:['male','qun',4,['cxliushi','zhanwan']],
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re_chunyuqiong:['male','qun',4,['recangchu','reliangying','reshishou']],
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xingdaorong:['male','qun','4/6',['xuxie']],
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re_panfeng:['male','qun',4,['xinkuangfu']],
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},
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characterSort:{
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huicui:{
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sp_baigei:['re_panfeng','xingdaorong','caoxing','re_chunyuqiong','xiahoujie','dc_caiyang','zhoushan'],
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sp_caizijiaren:['re_dongbai','re_sunluyu','heyan','zhaoyan','wangtao','wangyue','zhangxuan','tengyin','zhangyao','xiahoulingnv','dc_sunru'],
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sp_zhilan:['liuyong','wanniangongzhu','zhanghu','lvlingqi','tenggongzhu','panghui','dc_zhaotongzhaoguang','yuantanyuanxiyuanshang','yuechen'],
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sp_guixin:['re_kanze','re_chendeng','caimaozhangyun','dc_lvkuanglvxiang','dc_gaolan','yinfuren','chengui','chenjiao','dc_sp_jiaxu','qinlang'],
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sp_daihan:['mamidi','dc_jiling','zhangxun','dc_yuejiu','wanglie','leibo','qiaorui','dongwan','yuanyin'],
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sp_jianghu:['guanning','huzhao','dc_huangchengyan','mengjie'],
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sp_zongheng:['huaxin','luyusheng','re_xunchen','re_miheng','fengxi','re_dengzhi','dc_yanghu','zongyu'],
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sp_taiping:['guanhai','liupi','peiyuanshao','zhangchu','zhangkai'],
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sp_yanhan:['dc_liuba','dc_huangquan','furongfuqian','xianglang','dc_huojun','gaoxiang','dc_wuban'],
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sp_jishi:['dc_jiben','zhenghun','dc_sunhanhua','liuchongluojun'],
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sp_raoting:['dc_huanghao','dc_sunziliufang','dc_sunchen'],
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sp_yijun:['gongsundu','mengyou'],
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sp_zhengyin:['yue_caiwenji'],
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}
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},
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skill:{
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//吴班
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dcyouzhan:{
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audio:2,
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trigger:{
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global:['loseAfter','equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
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},
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forced:true,
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filter:function(event,player){
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if(player!=_status.currentPhase) return false;
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return game.hasPlayer(current=>{
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if(current==player) return false;
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var evt=event.getl(current);
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return evt&&evt.cards2.length;
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});
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},
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content:function(){
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'step 0'
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var targets=game.filterPlayer(current=>{
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if(current==player) return false;
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var evt=trigger.getl(current);
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return evt&&evt.cards2.length;
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});
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event.targets=targets;
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player.logSkill('dcyouzhan',targets);
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'step 1'
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var target=targets.shift();
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player.draw();
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target.addTempSkill('dcyouzhan_effect');
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target.addMark('dcyouzhan_effect',1,false);
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target.addTempSkill('dcyouzhan_draw');
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if(targets.length){
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event.redo();
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}
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},
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subSkill:{
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effect:{
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trigger:{
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player:'damageBegin3',
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},
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filter:function(event,player){
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return player.hasMark('dcyouzhan_effect');
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},
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forced:true,
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charlotte:true,
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onremove:true,
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content:function(){
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'step 0'
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trigger.num+=player.countMark('dcyouzhan_effect');
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player.removeSkill('dcyouzhan_effect');
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},
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mark:true,
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intro:{
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content:'本回合下一次受到的伤害+#',
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},
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ai:{
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damageBonus:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')) return 1+0.5*target.countMark('dcyouzhan_effect');
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}
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}
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}
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},
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draw:{
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trigger:{
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global:'phaseJieshuBegin',
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},
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forced:true,
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charlotte:true,
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filter:function(event,player){
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return !player.getHistory('damage').length;
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},
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content:function(){
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player.draw(player.getHistory('lose').length);
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},
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},
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}
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},
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//乐蔡文姬
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dcshuangjia:{
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audio:2,
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trigger:{
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global:'phaseBefore',
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player:'enterGame'
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},
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forced:true,
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filter:function(event,player){
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return (event.name!='phase'||game.phaseNumber==0);
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},
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content:function(){
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'step 0'
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var cards=player.getCards('h');
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player.addGaintag(cards,'dcshuangjia_tag');
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},
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mod:{
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ignoredHandcard:function(card,player){
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if(card.hasGaintag('dcshuangjia_tag')){
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return true;
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}
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},
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cardDiscardable:function(card,player,name){
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if(name=='phaseDiscard'&&card.hasGaintag('dcshuangjia_tag')){
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return false;
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}
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},
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globalTo:function(from,to,distance){
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return distance+Math.min(5,to.countCards('h',card=>card.hasGaintag('dcshuangjia_tag')));
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}
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},
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},
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dcbeifen:{
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audio:2,
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trigger:{
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player:['loseAfter'],
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global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
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},
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filter:function(event,player){
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var evt=event.getl(player);
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if(!evt||!evt.hs||!evt.hs.length) return false;
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if(event.name=='lose'){
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for(var i in event.gaintag_map){
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if(event.gaintag_map[i].contains('dcshuangjia_tag')) return true;
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}
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return false;
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}
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return player.hasHistory('lose',evt=>{
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if(event!=evt.getParent()) return false;
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for(var i in evt.gaintag_map){
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if(evt.gaintag_map[i].contains('dcshuangjia_tag')) return true;
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}
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return false;
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});
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},
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forced:true,
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content:function(){
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var suits=lib.suit.slice();
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player.countCards('h',card=>{
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if(!card.hasGaintag('dcshuangjia_tag')) return false;
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suits.remove(get.suit(card));
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});
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var cards=[];
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while(suits.length){
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var suit=suits.shift();
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var card=get.cardPile(cardx=>{
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return get.suit(cardx,false)==suit;
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});
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if(card) cards.push(card);
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}
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if(cards.length){
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player.gain(cards,'gain2');
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}
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},
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mod:{
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cardUsable:function(card,player){
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var len=player.countCards('h');
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var cnt=player.countCards('h',card=>card.hasGaintag('dcshuangjia_tag'));
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if(2*cnt<len) return Infinity;
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},
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targetInRange:function(card,player){
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var len=player.countCards('h');
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var cnt=player.countCards('h',card=>card.hasGaintag('dcshuangjia_tag'));
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if(2*cnt<len) return true;
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},
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aiOrder:function(player,card,num){
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if(get.itemtype(card)=='card'&&card.hasGaintag('dcshuangjia_tag')){
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var suits=lib.suit.slice();
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player.countCards('h',cardx=>{
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if(!cardx.hasGaintag('dcshuangjia_tag')) return false;
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if(card==cardx) return false;
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suits.remove(get.suit(cardx));
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});
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if(suits.length) return num+suits.length*2.5;
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}
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},
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},
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},
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//孟优
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dcmanzhi:{
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audio:2,
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trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
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filter:function(event,player){
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if(event.name=='phaseJieshu'){
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var del=0;
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game.getGlobalHistory('changeHp',evt=>{
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if(evt.player!=player) return;
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for(var phase of lib.phaseName){
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var evtx=evt.getParent(phase);
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if(evtx&&evtx.name==phase) del+=evt.num;
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}
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});
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if(del!=0) return false;
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}
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return game.hasPlayer(current=>{
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if(current==player) return false;
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return !player.hasSkill('dcmanzhi_1')&¤t.countCards('he')||!player.hasSkill('dcmanzhi_2')&¤t.countCards('hej');
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})
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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(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
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player.chooseTarget(get.prompt2('dcmanzhi'),(card,player,target)=>{
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if(player==target) return false;
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return !player.hasSkill('dcmanzhi_1')&&target.countCards('he')||!player.hasSkill('dcmanzhi_2')&&target.countCards('hej');
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});
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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var choices=[];
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var choiceList=[
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'令其交给你两张牌,然后其视为使用一张无距离限制的【杀】',
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'你获得其区域内的至多两张牌,然后交给其等量的牌并摸一张牌'
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];
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var chosen=[player.hasSkill('dcmanzhi_1'),player.hasSkill('dcmanzhi_2')];
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if(target.countCards('he')&&(!chosen[0]||trigger.name=='phaseZhunbei')) choices.push('选项一');
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else choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+(chosen[0]?'(已被选择过)':'')+'</span>';
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if(target.countCards('hej')&&(!chosen[1]||trigger.name=='phaseZhunbei')) choices.push('选项二');
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else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+(chosen[1]?'(已被选择过)':'')+'</span>';
|
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if(trigger.name=='phaseJieshu') choices.push('cancel2');
|
||
player.chooseControl(choices).set('choiceList',choiceList).set('ai',()=>{
|
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return _status.event.choice;
|
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}).set('choice',function(){
|
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if(target.getUseValue({name:'sha'},false)>5&&!player.hasShan()&&trigger.name=='phaseZhunbei') return 1;
|
||
return 0;
|
||
}()).set('prompt','蛮智:请选择一项');
|
||
}
|
||
else{
|
||
if(_status.connectMode){game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});}
|
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event.finish();
|
||
}
|
||
'step 2'
|
||
if(_status.connectMode){game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});}
|
||
if(result.control=='cancel2'){event.finish();return;}
|
||
player.logSkill('dcmanzhi',target);
|
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if(result.control=='选项一'){
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player.addTempSkill('dcmanzhi_1');
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target.chooseCard(2,'he','蛮智:请交给'+get.translation(player)+'两张牌');
|
||
}
|
||
else{
|
||
player.addTempSkill('dcmanzhi_2');
|
||
player.gainPlayerCard(target,'hej',[1,2],true);
|
||
event.goto(5);
|
||
}
|
||
'step 3'
|
||
if(result.bool){
|
||
target.give(result.cards,player);
|
||
}
|
||
else event.finish();
|
||
'step 4'
|
||
target.chooseUseTarget('sha',true,'nodistance');
|
||
event.finish();
|
||
'step 5'
|
||
if(result.bool&&target.isIn()){
|
||
var num=result.cards.length,hs=player.getCards('he');
|
||
if(!hs.length) event.finish();
|
||
else if(hs.length<num) event._result={bool:true,cards:hs};
|
||
else player.chooseCard('he',true,num,'交给'+get.translation(target)+get.cnNumber(num)+'张牌');
|
||
}
|
||
else event.finish();
|
||
'step 6'
|
||
if(result.bool){
|
||
player.give(result.cards,target);
|
||
player.draw();
|
||
}
|
||
},
|
||
subSkill:{
|
||
1:{charlotte:true},
|
||
2:{charlotte:true},
|
||
}
|
||
},
|
||
//孙綝
|
||
dczigu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
position:'he',
|
||
selectCard:1,
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(!player.hasSkill('dczuowei')) return 6-get.value(card);
|
||
if(player.countCards('h')==player.countCards('e')+1&&!player.hasCard(card=>player.hasValueTarget(card),'h')){
|
||
if(get.position(card)=='e') return 0;
|
||
return 8-get.value(card);
|
||
}
|
||
return 6-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=game.filterPlayer(current=>{
|
||
return current.countGainableCards(player,'e');
|
||
});
|
||
if(targets.length==0) event._result={bool:false};
|
||
else if(targets.length==1) event._result={bool:true,targets:targets};
|
||
else player.chooseTarget('自固:获得一名角色装备区里的一张牌',true,(card,player,target)=>{
|
||
return target.countGainableCards(player,'e');
|
||
}).set('ai',target=>{
|
||
if(target==_status.event.player) return 10;
|
||
if(get.attitude(_status.event.player,target)<0){
|
||
if(target.hasCard(card=>{
|
||
return get.value(card,player)>=6;
|
||
})) return 12;
|
||
return 8;
|
||
}
|
||
return 0;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.gainPlayerCard('e',target,true);
|
||
}
|
||
'step 2'
|
||
if(!result.bool||target==player||!result.cards||!result.cards.some(i=>get.owner(i)==player)) player.draw();
|
||
},
|
||
ai:{
|
||
order:function(item,player){
|
||
if(!player.hasSkill('dczuowei')) return 9;
|
||
if(player.countCards('h')==player.countCards('e')+1&&!player.hasCard(card=>player.hasValueTarget(card),'h')) return 9;
|
||
return 1;
|
||
},
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
dczuowei:{
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return !player.hasSkill('dczuowei_ban')&&_status.currentPhase==player;
|
||
},
|
||
direct:true,
|
||
locked:false,
|
||
content:function(){
|
||
'step 0'
|
||
var hs=player.countCards('h');
|
||
var es=Math.max(1,player.countCards('e'));
|
||
var sign=Math.sign(hs-es);
|
||
event.sign=sign;
|
||
if(sign>0) player.chooseBool(get.prompt('dczuowei'),'令'+get.translation(trigger.card)+'不可被响应').set('ai',()=>1);
|
||
else if(sign==0) player.chooseTarget(get.prompt('dczuowei'),'对一名其他角色造成1点伤害',lib.filter.notMe).set('ai',target=>{
|
||
return get.damageEffect(target,_status.event.player,_status.event.player);
|
||
});
|
||
else player.chooseBool(get.prompt('dczuowei'),'摸两张牌,然后此技能于本回合失效').set('ai',()=>1);
|
||
'step 1'
|
||
if(!result.bool) event.finish()
|
||
else if(event.sign<=0&&!event.isMine()&&!event.isOnline()) game.delayx();
|
||
'step 2'
|
||
var sign=event.sign;
|
||
if(sign>0){
|
||
player.logSkill('dczuowei');
|
||
trigger.directHit.addArray(game.players);
|
||
event.finish();
|
||
}
|
||
else if(sign==0){
|
||
var target=result.targets[0];
|
||
player.logSkill('dczuowei',target);
|
||
target.damage();
|
||
}
|
||
else{
|
||
player.logSkill('dczuowei');
|
||
player.draw(2);
|
||
player.addTempSkill('dczuowei_ban');
|
||
}
|
||
},
|
||
subSkill:{
|
||
ban:{charlotte:true}
|
||
},
|
||
mod:{
|
||
aiOrder:function(player,card,num){
|
||
if(player.hasSkill('dczuowei_ban')||_status.currentPhase!=player) return;
|
||
var cardsh=[],cardse=[];
|
||
if(Array.isArray(card.cards)){
|
||
cardsh.addArray(card.cards.filter(i=>get.position(i)=='h'));
|
||
cardse.addArray(card.cards.filter(i=>get.position(i)=='e'));
|
||
}
|
||
if(_status.currentPhase==player){
|
||
if(get.tag(card,'draw')||get.tag(card,'gain')){
|
||
if(player.countCards('h')-cardsh.length<=Math.max(1,player.countCards('e'))-cardse.length+(get.type(card)=='equip')) return num+10;
|
||
return num/5;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
ai:{
|
||
threaten:3,
|
||
reverseEquip:true,
|
||
effect:{
|
||
player_use:function(card,player,target,current){
|
||
if(player.hasSkill('dczuowei_ban')||_status.currentPhase!=player) return;
|
||
if(get.type(card)=='equip'&&get.cardtag(card,'gifts')) return;
|
||
if(player.countCards('h')>Math.max(1,player.countCards('e'))) return [1,3];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//刘宠骆俊
|
||
dcminze:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.hasSkill('dcminze_ban');
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(player.getStorage('dcminze_targeted').contains(target)) return false;
|
||
return target.countCards('h')<player.countCards('h');
|
||
},
|
||
filterCard:function(card,player){
|
||
if(!ui.selected.cards.length) return true;
|
||
return get.name(ui.selected.cards[0])!=get.name(card);
|
||
},
|
||
selectCard:[1,2],
|
||
complexCard:true,
|
||
position:'he',
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
group:'dcminze_draw',
|
||
content:function(){
|
||
'step 0'
|
||
player.give(cards,target);
|
||
player.addTempSkill('dcminze_targeted','phaseUseAfter');
|
||
player.markAuto('dcminze_targeted',[target]);
|
||
player.addTempSkill('dcminze_given');
|
||
player.markAuto('dcminze_given',cards.map(i=>get.name(i,player)));
|
||
'step 1'
|
||
if(target.countCards('h')>player.countCards('h')){
|
||
player.addTempSkill('dcminze_ban','phaseUseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
order:6.5,
|
||
expose:0.2,
|
||
},
|
||
subSkill:{
|
||
targeted:{onremove:true,charlotte:true},
|
||
ban:{charlotte:true},
|
||
given:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
intro:{
|
||
content:'本回合以此法交出的牌名:$',
|
||
},
|
||
},
|
||
draw:{
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
filter:function(event,player){
|
||
return player.getStorage('dcminze_given').length;
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
content:function(){
|
||
var num=Math.min(5,player.getStorage('dcminze_given').length)-player.countCards('h');
|
||
if(num>0) player.draw(num);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcjini:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.maxHp-player.countMark('dcjini_counted')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCard(get.prompt2('dcjini'),[1,player.maxHp-player.countMark('dcjini_counted')],lib.filter.cardRecastable).set('ai',card=>{
|
||
return 6-get.value(card);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var cards=result.cards;
|
||
player.logSkill('dcjini');
|
||
player.addTempSkill('dcjini_counted');
|
||
player.addMark('dcjini_counted',cards.length,false);
|
||
event.recast=player.recast(cards);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(trigger.source&&trigger.source.isIn()&&player.hasHistory('gain',evt=>evt.getParent(2)==event.recast&&evt.cards.some(value=>get.name(value)=='sha'))){
|
||
player.chooseToUse(function(card){
|
||
if(get.name(card)!='sha') return false;
|
||
return lib.filter.filterCard.apply(this,arguments);
|
||
},'击逆:是否对'+get.translation(trigger.source)+'使用一张不可被响应的杀?').set('complexSelect',true).set('filterTarget',function(card,player,target){
|
||
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
||
return lib.filter.targetEnabled.apply(this,arguments);
|
||
}).set('sourcex',trigger.source).set('oncard',()=>{
|
||
_status.event.directHit.addArray(game.players);
|
||
});
|
||
}
|
||
},
|
||
subSkill:{
|
||
counted:{
|
||
onremove:true,
|
||
charlotte:true
|
||
}
|
||
}
|
||
},
|
||
//乐綝
|
||
dcporui:{
|
||
audio:2,
|
||
trigger:{global:'phaseJieshuBegin'},
|
||
filter:function(event,player){
|
||
if(player==event.player) return false;
|
||
if(player.countMark('dcporui_round')>=(player.hasMark('dcgonghu_basic')?2:1)||player.countCards('h')==0) return false;
|
||
return game.hasPlayer(current=>{
|
||
if(current==player||current==event.player) return false;
|
||
return current.hasHistory('lose',function(evt){
|
||
return evt.cards2.length>0;
|
||
});
|
||
})&&player.countCards('he')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var map={};
|
||
game.countPlayer(function(current){
|
||
if(current==player||current==trigger.player) return false;
|
||
if(current.hasHistory('lose',function(evt){
|
||
return evt.cards2.length>0;
|
||
})) map[current.playerid]=Math.min(5,current.getHistory('lose').reduce(function(num,evt){
|
||
return num+evt.cards2.length;
|
||
},0))+1;
|
||
});
|
||
player.chooseCardTarget({
|
||
prompt:get.prompt('dcporui'),
|
||
prompt2:get.skillInfoTranslation('dcporui',player),
|
||
filterCard:function(card,player){
|
||
return lib.filter.cardDiscardable(card,player,'dcporui');
|
||
},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return Object.keys(_status.event.map).contains(target.playerid);
|
||
},
|
||
ai1:function(card){
|
||
return 7-get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return get.effect(target,{name:'sha'},_status.event.player,_status.event.player)*_status.event.map[target.playerid];
|
||
}
|
||
}).set('map',map);
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0],cards=result.cards;
|
||
event.target=target;
|
||
player.logSkill('dcporui',target);
|
||
player.discard(cards);
|
||
event.num2=Math.min(5,target.getHistory('lose').reduce(function(num,evt){
|
||
return num+evt.cards2.length;
|
||
},0));
|
||
event.num=event.num2+1;
|
||
player.addTempSkill('dcporui_round','roundStart');
|
||
player.addMark('dcporui_round',1,false);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var card={name:'sha',isCard:true,storage:{dcporui:true}};
|
||
if(player.canUse(card,target,false)&&target.isIn()){
|
||
player.useCard(card,target);
|
||
event.num--;
|
||
}
|
||
else event.goto(4);
|
||
'step 3'
|
||
if(event.num>0) event.goto(2);
|
||
'step 4'
|
||
if(!player.hasMark('dcgonghu_damage')){
|
||
var cards=player.getCards('h');
|
||
if(cards.length==0) event._result={bool:false};
|
||
else if(cards.length<=event.num2) event._result={bool:true,cards:cards};
|
||
else player.chooseCard('破锐:交给'+get.translation(target)+get.cnNumber(event.num2)+'张手牌',true,event.num2);
|
||
}
|
||
else event.finish();
|
||
'step 5'
|
||
if(result.bool){
|
||
player.give(result.cards,target);
|
||
}
|
||
event.finish();
|
||
'step 6'
|
||
if(player.hasMark('dcgonghu_basic')){
|
||
if(!target.hasHistory('damage',evt=>{
|
||
return evt.card&&evt.card.storage&&evt.card.storage.dcporui&&evt.getParent('dcporui')==event;
|
||
})){
|
||
player.recover();
|
||
}
|
||
}
|
||
},
|
||
subSkill:{
|
||
round:{charlotte:true,onremove:true}
|
||
},
|
||
ai:{
|
||
expose:0.4,
|
||
threaten:3.8,
|
||
}
|
||
},
|
||
dcgonghu:{
|
||
audio:2,
|
||
trigger:{
|
||
player:['loseAfter','damageEnd'],
|
||
source:'damageSource',
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.name=='damage'){
|
||
if(player.hasMark('dcgonghu_damage')) return false;
|
||
var num=0;
|
||
player.getHistory('damage',evt=>num+=evt.num);
|
||
player.getHistory('sourceDamage',evt=>num+=evt.num);
|
||
return num>1;
|
||
}
|
||
if(!_status.currentPhase||_status.currentPhase==player) return false;
|
||
if(player.hasMark('dcgonghu_basic')) return false;
|
||
if(_status.currentPhase&&_status.currentPhase==player) return false;
|
||
var evt=event.getl(player);
|
||
if(!evt||!evt.cards2||!evt.cards2.some(i=>get.type2(i,player)=='basic')) return false;
|
||
var num=0;
|
||
player.getHistory('lose',function(evtx){
|
||
if(num<2){
|
||
if(evtx&&evtx.cards2) num+=evtx.cards2.filter(i=>get.type2(i,player)=='basic').length;
|
||
}
|
||
});
|
||
return num>=2;
|
||
},
|
||
group:['dcgonghu_basic','dcgonghu_trick'],
|
||
content:function(){
|
||
player.addMark('dcgonghu_'+(trigger.name=='damage'?'damage':'basic'),1,false);
|
||
game.log(player,'修改了技能','#g【破锐】');
|
||
},
|
||
subSkill:{
|
||
trick:{
|
||
audio:'dcgonghu',
|
||
trigger:{player:'useCard2'},
|
||
direct:true,
|
||
locked:true,
|
||
filter:function(event,player){
|
||
if(!player.hasMark('dcgonghu_basic')||!player.hasMark('dcgonghu_damage')) return false;
|
||
var card=event.card;
|
||
if(get.color(card,false)!='red'||get.type(card,null,true)!='trick') return false;
|
||
var info=get.info(card);
|
||
if(info.allowMultiple==false) return false;
|
||
if(event.targets&&!info.multitarget){
|
||
if(game.hasPlayer(function(current){
|
||
return !event.targets.contains(current)&&lib.filter.targetEnabled2(card,player,current);
|
||
})){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var prompt2='为'+get.translation(trigger.card)+'增加一个目标'
|
||
player.chooseTarget(get.prompt('dcgonghu_trick'),function(card,player,target){
|
||
var player=_status.event.player;
|
||
return !_status.event.targets.contains(target)&&lib.filter.targetEnabled2(_status.event.card,player,target);
|
||
}).set('prompt2',prompt2).set('ai',function(target){
|
||
var trigger=_status.event.getTrigger();
|
||
var player=_status.event.player;
|
||
return get.effect(target,trigger.card,player,player);
|
||
}).set('card',trigger.card).set('targets',trigger.targets);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
event.targets=result.targets;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets){
|
||
player.logSkill('dcgonghu_trick',event.targets);
|
||
trigger.targets.addArray(event.targets);
|
||
}
|
||
},
|
||
},
|
||
basic:{
|
||
audio:'dcgonghu',
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(!player.hasMark('dcgonghu_basic')||!player.hasMark('dcgonghu_damage')) return false;
|
||
var card=event.card;
|
||
return (get.color(card,false)=='red'&&get.type(card,null,false)=='basic');
|
||
},
|
||
content:function(){
|
||
trigger.directHit.addArray(game.filterPlayer());
|
||
game.log(trigger.card,'不可被响应');
|
||
},
|
||
},
|
||
}
|
||
},
|
||
//张闿
|
||
dcxiangshu:{
|
||
audio:2,
|
||
trigger:{global:'phaseUseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.player.countCards('h')>=event.player.hp;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=[0,1,2,3,4,5,'cancel2'];
|
||
player.chooseControl(list).set('prompt',get.prompt2('dcxiangshu')).set('ai',()=>{
|
||
return _status.event.choice;
|
||
}).set('choice',function(){
|
||
if(get.attitude(player,trigger.player)>0) return 'cancel2';
|
||
var cards=trigger.player.getCards('h');
|
||
var num=0;
|
||
for(var card of cards){
|
||
if(!trigger.player.hasValueTarget(card)){
|
||
num++;
|
||
if(num>=5) break;
|
||
}
|
||
}
|
||
if(cards.length>=3&&Math.random()<0.5) num=Math.max(0,num-1);
|
||
return num;
|
||
}());
|
||
'step 1'
|
||
if(result.control!='cancel2'){
|
||
player.logSkill('dcxiangshu',trigger.player);
|
||
var num=result.index;
|
||
player.storage.dcxiangshu_lottery=num;
|
||
player.addTempSkill('dcxiangshu_lottery','phaseUseAfter');
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.chooseToDiscard('相鼠:是否弃置一张牌不公布此数字?').set('ai',card=>2-get.value(card));
|
||
'step 3'
|
||
if(!result.bool){
|
||
var num=player.storage.dcxiangshu_lottery;
|
||
player.markSkill('dcxiangshu_lottery');
|
||
player.popup(num);
|
||
game.log(player,'选择了数字','#g'+num);
|
||
}
|
||
},
|
||
subSkill:{
|
||
lottery:{
|
||
audio:'dcxiangshu',
|
||
trigger:{global:'phaseUseEnd'},
|
||
charlotte:true,
|
||
forced:true,
|
||
onremove:true,
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
return typeof player.storage.dcxiangshu_lottery=='number'&&Math.abs(event.player.countCards('h')-player.storage.dcxiangshu_lottery)<=1;
|
||
},
|
||
content:function(){
|
||
var delt=Math.abs(trigger.player.countCards('h')-player.storage.dcxiangshu_lottery);
|
||
if(delt<=1&&trigger.player.countGainableCards('he',player)>0){
|
||
player.gainPlayerCard(trigger.player,'he',true);
|
||
}
|
||
if(delt==0){
|
||
trigger.player.damage(player);
|
||
}
|
||
},
|
||
intro:{content:'猜测的数字为#'}
|
||
}
|
||
}
|
||
},
|
||
//裴元绍
|
||
dcmoyu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.hasSkill('dcmoyu_ban');
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!player.getStorage('dcmoyu_clear').contains(target)&&target.countGainableCards(player,'hej');
|
||
},
|
||
global:'dcmoyu_ai',
|
||
content:function(){
|
||
'step 0'
|
||
player.addTempSkill('dcmoyu_clear');
|
||
player.markAuto('dcmoyu_clear',[target]);
|
||
player.gainPlayerCard(target,'hej',true);
|
||
'step 1'
|
||
var num=player.getStorage('dcmoyu_clear').length;
|
||
target.chooseToUse(function(card,player,event){
|
||
if(get.name(card)!='sha') return false;
|
||
return lib.filter.filterCard.apply(this,arguments);
|
||
},'是否对'+get.translation(player)+'使用一张无距离限制的【杀】(伤害基数为'+num+')?').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
|
||
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
||
return lib.filter.targetEnabled.apply(this,arguments);
|
||
}).set('sourcex',player).set('num',num).set('oncard',card=>{
|
||
_status.event.baseDamage=_status.event.getParent().num;
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
if(player.hasHistory('damage',evt=>{
|
||
return evt.card&&evt.card.name=='sha'&&evt.getParent(4)==event;
|
||
})) player.addTempSkill('dcmoyu_ban');
|
||
}
|
||
},
|
||
subSkill:{
|
||
clear:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
},
|
||
ban:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'欲',
|
||
intro:{content:'偷马贼被反打了!'},
|
||
},
|
||
ai:{
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='delay'&¤t<0){
|
||
var currentx=_status.currentPhase;
|
||
if(!currentx||!currentx.isIn()) return;
|
||
var list=game.filterPlayer(current=>{
|
||
if(current==target) return true;
|
||
if(!current.hasSkill('dcmoyu')) return false;
|
||
if(current.hasJudge('lebu')) return false;
|
||
return get.attitude(current,target)>0;
|
||
});
|
||
list.sortBySeat(currentx);
|
||
if(list.indexOf(target)!=0) return 'zerotarget';
|
||
}
|
||
},
|
||
},
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
threaten:2.4,
|
||
result:{
|
||
target:function(player,target){
|
||
var num=get.sgn(get.attitude(player,target));
|
||
var eff=get.effect(target,{name:'shunshou'},player,player)*num;
|
||
if(eff*num>0) return eff/10;
|
||
if(player.hasShan()&&!target.hasSkillTag('directHit_ai',true,{
|
||
target:player,
|
||
card:{name:'sha'},
|
||
},true)) return eff;
|
||
if(target.hasSha()&&player.hp+player.countCards('hs',function(card){
|
||
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
|
||
if(mod2!='unchanged') return mod2;
|
||
var mod=game.checkMod(card,player,player,'unchanged','cardSavable',player);
|
||
if(mod!='unchanged') return mod;
|
||
var savable=get.info(card).savable;
|
||
if(typeof savable=='function') savable=savable(card,player,player);
|
||
return savable;
|
||
})<=player.getStorage('dcmoyu_clear').length+1) return 0;
|
||
return eff;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//张楚
|
||
dcjizhong:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:lib.filter.notMe,
|
||
selectTarget:1,
|
||
content:function(){
|
||
'step 0'
|
||
target.draw(2);
|
||
'step 1'
|
||
var marked=target.hasMark('dcjizhong');
|
||
if(marked){
|
||
if(target.countCards('h')) target.chooseToDiscard('集众:弃置三张手牌',3,true);
|
||
event.finish();
|
||
}
|
||
else{
|
||
target.chooseToDiscard('集众:弃置三张手牌,或点击“取消”获得“信众”标记',3);
|
||
}
|
||
'step 2'
|
||
if(!result.bool){
|
||
target.addMark('dcjizhong',1);
|
||
}
|
||
},
|
||
marktext:'信',
|
||
intro:{
|
||
name:'信众',
|
||
name2:'信众',
|
||
markcount:()=>0,
|
||
content:'已成为信徒',
|
||
},
|
||
ai:{
|
||
order:9.5,
|
||
result:{
|
||
target:function(player,target){
|
||
if(get.attitude(player,target)>0) return 1;
|
||
var num=target.countCards('h');
|
||
if(num<=1) return -num;
|
||
return -1/(num/2+1);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcrihui:{
|
||
audio:2,
|
||
trigger:{player:'useCardAfter'},
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(!event.targets||event.targets.length!=1||event.targets[0]==player) return false;
|
||
var card=event.card;
|
||
var target=event.targets[0];
|
||
var marked=target.hasMark('dcjizhong');
|
||
return (get.type(card)=='trick'||get.color(card)=='black'&&get.type(card)=='basic')&&
|
||
(marked||!marked&&game.hasPlayer(current=>current.hasMark('dcjizhong')));
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.targets[0];
|
||
var card={name:trigger.card.name,nature:trigger.card.nature,isCard:true};
|
||
event.target=target;
|
||
event.card=card;
|
||
if(target.hasMark('dcjizhong')) player.gainPlayerCard(get.prompt('dcrihui',target),target,'hej').set('logSkill',['dcrihui',target]);
|
||
else{
|
||
player.chooseBool(get.prompt('dcrihui',target),'令所有有“信众”的角色依次视为对其使用一张'+get.translation(card)).set('ai',()=>{
|
||
return _status.event.bool;
|
||
}).set('bool',function(){
|
||
var eff=0;
|
||
game.countPlayer(current=>{
|
||
if(!current.hasMark('dcjizhong')) return;
|
||
eff+=get.effect(target,card,current,player);
|
||
});
|
||
return eff>0;
|
||
}());
|
||
}
|
||
'step 1'
|
||
if(!result.bool){
|
||
player.storage.counttrigger.dcrihui--;
|
||
event.finish();
|
||
return;
|
||
}
|
||
if(target.hasMark('dcjizhong')) event.finish();
|
||
else{
|
||
player.logSkill('dcrihui',target);
|
||
event.targets=game.filterPlayer(current=>current.hasMark('dcjizhong'));
|
||
event.targets.sortBySeat(_status.currentPhase);
|
||
}
|
||
'step 2'
|
||
var current=event.targets.shift();
|
||
if(current.canUse(card,target,false)){
|
||
current.useCard(card,target,false);
|
||
}
|
||
if(event.targets.length) event.redo();
|
||
}
|
||
},
|
||
dcguangshi:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
filter:function(event,player){
|
||
return !game.hasPlayer(current=>current!=player&&!current.hasMark('dcjizhong'));
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
player.loseHp();
|
||
player.draw(2);
|
||
}
|
||
},
|
||
//董绾
|
||
dcshengdu:{
|
||
audio:2,
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(target) event._result={bool:true,targets:[target]};
|
||
else player.chooseTarget(get.prompt2('dcshengdu'),lib.filter.notMe).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
var att=get.attitude(player,target);
|
||
var eff=get.effect(target,{
|
||
name:'sha',
|
||
storage:{dcjieling:true},
|
||
},player,player);
|
||
var value=att/5;
|
||
if(value<0) value=-value/1.3;
|
||
value=Math.max(value-eff/20,0.01);
|
||
var skills=target.getSkills(null,false,false);
|
||
for(var skill of skills){
|
||
var str=get.skillInfoTranslation(skill,target);
|
||
if(/摸牌阶段[^少放弃]{0,8}摸/.test(str)) value+=Math.random()/2+1.5;
|
||
}
|
||
return value;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('dcshengdu',target);
|
||
target.addSkill('dcshengdu_effect');
|
||
target.markAuto('dcshengdu_effect',[player]);
|
||
}
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
trigger:{player:'gainAfter'},
|
||
charlotte:true,
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.getParent(2).name=='phaseDraw';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=player.getStorage('dcshengdu_effect');
|
||
event.targets=targets.sortBySeat(player);
|
||
'step 1'
|
||
var target=targets.shift();
|
||
if(target.isIn()){
|
||
target.logSkill('dcshengdu_effect',player);
|
||
target.draw(trigger.cards.length);
|
||
}
|
||
if(targets.length) event.redo();
|
||
'step 2'
|
||
player.removeSkill('dcshengdu_effect');
|
||
game.delayx();
|
||
},
|
||
marktext:'绞',
|
||
intro:{
|
||
content:'下个摸牌阶段获得牌后,$摸等量的牌'
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcjieling:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'hs',
|
||
viewAs:{
|
||
name:'sha',
|
||
storage:{dcjieling:true}
|
||
},
|
||
filterCard:function(card,player){
|
||
if(ui.selected.cards.length){
|
||
return get.color(card)!=get.color(ui.selected.cards[0]);
|
||
}
|
||
return true;
|
||
},
|
||
selectCard:2,
|
||
complexCard:true,
|
||
check:function(card){
|
||
return 6-get.value(card);
|
||
},
|
||
precontent:function(){
|
||
player.addTempSkill('dcjieling_after');
|
||
event.getParent().addCount=false;
|
||
},
|
||
ai:{
|
||
order:function(item,player){
|
||
return get.order({name:'sha'})+0.1;
|
||
},
|
||
},
|
||
locked:false,
|
||
mod:{
|
||
targetInRange:function(card){
|
||
if(card.storage&&card.storage.dcjieling) return true;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(card.storage&&card.storage.dcjieling) return Infinity;
|
||
},
|
||
},
|
||
subSkill:{
|
||
after:{
|
||
charlotte:true,
|
||
audio:'dcjieling',
|
||
trigger:{global:'useCardAfter'},
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.card.storage&&event.card.storage.dcjieling;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var damaged=game.hasPlayer2(current=>{
|
||
return current.hasHistory('damage',evt=>evt.card==trigger.card);
|
||
});
|
||
var targets=trigger.targets.filter(i=>i.isIn());
|
||
player.logSkill('dcjieling_after',targets);
|
||
if(damaged){
|
||
for(var target of targets){
|
||
target.loseHp();
|
||
}
|
||
}
|
||
else{
|
||
for(var target of targets){
|
||
var next=game.createEvent('dcshengdu',false);
|
||
next.player=player;
|
||
next.target=target;
|
||
next.setContent(lib.skill.dcshengdu.content);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//袁胤
|
||
dcmoshou:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
init:function(player,skill){
|
||
if(typeof player.storage[skill]!='number') player.storage[skill]=0;
|
||
},
|
||
filter:function(event,player){
|
||
return get.color(event.card)=='black'&&event.player!=player;
|
||
},
|
||
frequent:true,
|
||
prompt2:function(event,player){
|
||
var num=player.getAllHistory('useSkill',evt=>evt.skill=='dcmoshou').length%3+1;
|
||
return '摸'+get.cnNumber(num)+'张牌';
|
||
},
|
||
content:function(){
|
||
var num=player.getAllHistory('useSkill',evt=>evt.skill=='dcmoshou').length;
|
||
player.storage.dcmoshou=num;
|
||
player.syncStorage('dcmoshou');
|
||
player.markSkill('dcmoshou');
|
||
num=(num-1)%3+1;
|
||
player.draw(num);
|
||
},
|
||
mark:true,
|
||
marktext:'守',
|
||
intro:{
|
||
markcount:function(storage,player){
|
||
if(typeof storage!='number') return 1;
|
||
return storage%3+1;
|
||
},
|
||
content:'本局游戏已发动过$次技能',
|
||
}
|
||
},
|
||
dcyunjiu:{
|
||
audio:2,
|
||
trigger:{global:'dieAfter'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var evt=trigger.player.getHistory('lose',evtx=>{
|
||
return evtx.getParent(2)==trigger;
|
||
})[0];
|
||
if(!evt) event.finish();
|
||
else{
|
||
var cards=[];
|
||
//冷知识,角色死亡后只有手牌区和装备区的牌是被系统弃置的,其余牌的处理方式均为置入弃牌堆
|
||
cards.addArray(evt.hs).addArray(evt.es);
|
||
event.cards=cards.filterInD('d');
|
||
var num=cards.length;
|
||
if(num){
|
||
event.videoId=lib.status.videoId++;
|
||
var func=function(cards,id){
|
||
var num=cards.length;
|
||
var dialog=ui.create.dialog(get.prompt('dcyunjiu'),'<div class="text center">弃置'+get.cnNumber(num)+'张牌,令一名其他角色获得以下这些牌</div>',cards);
|
||
dialog.videoId=id;
|
||
return dialog;
|
||
};
|
||
if(player.isOnline2()){
|
||
player.send(func,cards,event.videoId);
|
||
}
|
||
event.dialog=func(cards,event.videoId);
|
||
if(player!=game.me||_status.auto){
|
||
event.dialog.style.display='none';
|
||
}
|
||
player.chooseCardTarget({
|
||
prompt:false,
|
||
filterTarget:lib.filter.notMe,
|
||
filterCard:lib.filter.cardDiscardable,
|
||
selectCard:num,
|
||
position:'he',
|
||
goon:function(){
|
||
if(!game.hasPlayer(current=>get.attitude(player,current))>0) return false;
|
||
var value=0;
|
||
for(var card of cards){
|
||
value+=get.value(card,player,'raw')-1.2;
|
||
}
|
||
return value>0;
|
||
}(),
|
||
ai1:function(card){
|
||
if(_status.event.goon){
|
||
if(ui.selected.cards.length==_status.event.selectCard[1]-1&&ui.selected.cards.length>0) return 7-get.value(card);
|
||
return 5.5-get.value(card);
|
||
}
|
||
return 0;
|
||
},
|
||
ai2:function(target){
|
||
return get.attitude(_status.event.player,target)/Math.sqrt(target.countCards('h')+1);
|
||
}
|
||
});
|
||
}
|
||
else event.finish();
|
||
}
|
||
'step 1'
|
||
if(player.isOnline2()){player.send('closeDialog',event.videoId)}
|
||
event.dialog.close();
|
||
if(result.bool){
|
||
var cardsx=result.cards,target=result.targets[0];
|
||
player.logSkill('dcyunjiu',target);
|
||
player.discard(cardsx);
|
||
target.gain(cards.filterInD('d'),'gain2').giver=player;
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
}
|
||
},
|
||
//高翔
|
||
dcchiying:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target.hp<=player.hp;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=game.filterPlayer(current=>target.inRange(current)&¤t!=player).sortBySeat(player);
|
||
event.targets=targets;
|
||
'step 1'
|
||
var current=targets.shift();
|
||
if(current.countCards('he')) current.chooseToDiscard('驰应:请弃置一张牌','he',true);
|
||
if(targets.length) event.redo();
|
||
'step 2'
|
||
if(target!=player){
|
||
var cards=[];
|
||
game.getGlobalHistory('cardMove',evt=>{
|
||
if(evt.getParent(3)==event){
|
||
cards.addArray(evt.cards.filter(card=>get.type(card)=='basic'));
|
||
}
|
||
});
|
||
cards=cards.filterInD('d');
|
||
if(cards.length) target.gain(cards,'gain2');
|
||
}
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
var targets=game.filterPlayer(current=>target.inRange(current)&¤t!=player);
|
||
var eff=0;
|
||
for(var targetx of targets){
|
||
var effx=get.effect(targetx,{name:'guohe_copy2'},player,target);
|
||
if(get.attitude(player,targetx)<0) effx/=2;
|
||
eff+=effx;
|
||
}
|
||
return (target==player?0.5:1)*eff*(get.attitude(player,target)<=0?0.75:1);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//霍峻
|
||
dcgue:{
|
||
audio:2,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
hiddenCard:function(player,name){
|
||
if(player.getStorage('dcgue').contains(_status.currentPhase)) return false;
|
||
return name=='sha'||name=='shan';
|
||
},
|
||
filter:function(event,player){
|
||
//if(event.dcgue||event.type=='wuxie'||player==_status.currentPhase||player.getStorage('dcgue').contains(_status.currentPhase)) return false;
|
||
if(event.dcgue||event.type=='wuxie'||player==_status.currentPhase) return false;
|
||
if(!player.countCards('h')||player.hasSkill('dcgue_blocker',null,null,false)) return false;
|
||
for(var name of ['sha','shan']){
|
||
if(event.filterCard({name:name,isCard:true},player,event)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var vcards=[];
|
||
for(var name of ['sha','shan']){
|
||
var card={name:name,isCard:true};
|
||
if(event.filterCard(card,player,event)) vcards.push(['基本','',name]);
|
||
}
|
||
return ui.create.dialog('孤扼',[vcards,'vcard'],'hidden');
|
||
},
|
||
check:function(button){
|
||
if(_status.event.player.countCards('h',{name:['sha','shan']})>1) return 0;
|
||
return 1;
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
filterCard:()=>false,
|
||
selectCard:-1,
|
||
viewAs:{
|
||
name:links[0][2],
|
||
isCard:true,
|
||
},
|
||
popname:true,
|
||
precontent:function(){
|
||
'step 0'
|
||
player.logSkill('dcgue');
|
||
player.addTempSkill('dcgue_blocker');
|
||
player.showHandcards();
|
||
delete event.result.skill;
|
||
'step 1'
|
||
if(player.countCards('h',{name:['sha','shan']})>1){
|
||
var evt=event.getParent();
|
||
evt.set('dcgue',true);
|
||
evt.goto(0);
|
||
delete evt.openskilldialog;
|
||
return;
|
||
}
|
||
//else player.markAuto('dcgue',[_status.currentPhase]);
|
||
game.delayx();
|
||
},
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '展示所有手牌'+(player.countCards('h',{name:['sha','shan']})<=1?',然后视为使用【'+get.translation(links[0][2])+'】':'');
|
||
}
|
||
},
|
||
subSkill:{blocker:{charlotte:true}},
|
||
//intro:{content:'已于$的回合发动过技能'},
|
||
ai:{
|
||
order:1,
|
||
respondSha:true,
|
||
respondShan:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
//if(player.getStorage('dcgue').contains(_status.currentPhase)) return false;
|
||
if(player.countCards('h',{name:['sha','shan']})>1) return false;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
if(player.countCards('h',{name:['sha','shan']})>1) return 0;
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcsigong:{
|
||
audio:2,
|
||
trigger:{global:'phaseEnd'},
|
||
filter:function(event,player){
|
||
if(player.hasSkill('dcsigong_round')) return false;
|
||
if(event.player==player||!event.player.isIn()) return false;
|
||
if(!player.canUse('sha',event.player,false)) return false;
|
||
var respondEvts=[];
|
||
game.countPlayer2(current=>respondEvts.addArray(current.getHistory('useCard')).addArray(current.getHistory('respond')));
|
||
respondEvts=respondEvts.filter(i=>i.respondTo).map(evt=>evt.respondTo);
|
||
return event.player.hasHistory('useCard',evt=>{
|
||
return respondEvts.some(list=>list[1]==evt.card);
|
||
});
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num=1-player.countCards('h');
|
||
event.num=num;
|
||
var prompt2='';
|
||
if(num>=0){
|
||
var next=player.chooseBool().set('ai',()=>_status.event.goon);
|
||
prompt2+=(num>0?'摸一张牌,':'')+'视为对'+get.translation(trigger.player)+'使用一张【杀】(伤害基数+1)';
|
||
}
|
||
else{
|
||
var next=player.chooseToDiscard(-num).set('ai',card=>{
|
||
if(_status.event.goon) return 5.2-get.value(card);
|
||
return 0;
|
||
}).set('logSkill',['dcsigong',trigger.player]);
|
||
prompt2+='将手牌数弃置至1,视为对'+get.translation(trigger.player)+'使用一张【杀】(伤害基数+1)';
|
||
}
|
||
next.set('prompt',get.prompt('dcsigong',trigger.player));
|
||
next.set('prompt2',prompt2);
|
||
next.set('goon',get.effect(trigger.player,{name:'sha'},player,player)>0);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(num>=0) player.logSkill('dcsigong',trigger.player);
|
||
if(num>0) player.draw(num,'nodelay');
|
||
event.num=Math.max(1,Math.abs(num));
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(player.canUse('sha',trigger.player,false)){
|
||
player.addTempSkill('dcsigong_check');
|
||
player.useCard({name:'sha',isCard:true},trigger.player,false).set('shanReq',num).set('oncard',card=>{
|
||
var evt=_status.event;
|
||
evt.baseDamage++;
|
||
for(var target of evt.targets){
|
||
var id=target.playerid;
|
||
var map=evt.customArgs;
|
||
if(!map[id]) map[id]={};
|
||
map[id].shanRequired=evt.shanReq;
|
||
}
|
||
});
|
||
}
|
||
},
|
||
subSkill:{
|
||
round:{charlotte:true},
|
||
check:{
|
||
charlotte:true,
|
||
forced:true,
|
||
popup:false,
|
||
trigger:{source:'damageSource'},
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.getParent(3).name=='dcsigong';
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('dcsigong_round','roundStart');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//孙寒华
|
||
dchuiling:{
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
direct:true,
|
||
filter:function(){
|
||
return ui.discardPile.childNodes.length>0;
|
||
},
|
||
onremove:true,
|
||
mark:true,
|
||
marktext:'灵',
|
||
intro:{
|
||
name2:'灵',
|
||
mark:function(dialog,storage,player){
|
||
dialog.addText('共有'+(storage||0)+'个标记');
|
||
dialog.addText('注:图标的颜色代表弃牌堆中较多的颜色');
|
||
},
|
||
},
|
||
global:'dchuiling_hint',
|
||
content:function(){
|
||
'step 0'
|
||
var mark=false;
|
||
var red=0,black=0;
|
||
for(var i=0;i<ui.discardPile.childNodes.length;i++){
|
||
var color=get.color(ui.discardPile.childNodes[i]);
|
||
if(color=='red') red++;
|
||
if(color=='black') black++;
|
||
}
|
||
if(red==black) event.finish();
|
||
else if(red>black){
|
||
player.logSkill('dchuiling');
|
||
player.recover();
|
||
event.finish();
|
||
if(get.color(trigger.card)=='black') mark=true;
|
||
event.logged=true;
|
||
}
|
||
else{
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
player.chooseTarget(get.prompt('dchuiling'),'弃置一名角色的一张牌',(card,player,target)=>{
|
||
return target.countDiscardableCards(player,'he')>0;
|
||
}).set('ai',target=>{
|
||
return get.effect(target,{name:'guohe_copy2'},_status.event.player);
|
||
});
|
||
if(get.color(trigger.card)=='red') mark=true;
|
||
}
|
||
if(mark){
|
||
if(!event.logged) player.logSkill('dchuiling');
|
||
player.addMark('dchuiling',1);
|
||
event.logged=true;
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
if(!event.logged) player.logSkill('dchuiling',target);
|
||
else player.line(target);
|
||
player.discardPlayerCard(target,'he',true);
|
||
}
|
||
},
|
||
subSkill:{
|
||
hint:{
|
||
trigger:{
|
||
global:['loseAfter','loseAsyncAfter','cardsDiscardAfter','equipAfter'],
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
lastDo:true,
|
||
forceDie:true,
|
||
forceOut:true,
|
||
filter:function(event,player){
|
||
if(event._dchuiling_checked) return false;
|
||
event._dchuiling_checked=true;
|
||
var cards=event.getd();
|
||
if(!cards.filterInD('d').length) return false;
|
||
return true;
|
||
},
|
||
markColor:[
|
||
['rgba(241, 42, 42, 0.75)', 'black'],
|
||
['',''],
|
||
['rgba(18, 4, 4, 0.75)', 'rgb(200, 200, 200)']
|
||
],
|
||
content:function(){
|
||
'step 0'
|
||
var red=0,black=0;
|
||
for(var i=0;i<ui.discardPile.childNodes.length;i++){
|
||
var color=get.color(ui.discardPile.childNodes[i]);
|
||
if(color=='red') red++;
|
||
if(color=='black') black++;
|
||
}
|
||
if(trigger.name.indexOf('lose')==0){
|
||
var cards=trigger.getd().filterInD('d');
|
||
for(var i=0;i<cards.length;i++){
|
||
var color=get.color(cards[i]);
|
||
if(color=='red') red++;
|
||
if(color=='black') black++;
|
||
}
|
||
}
|
||
game.broadcastAll(function(ind){
|
||
var bgColor=lib.skill.dchuiling_hint.markColor[ind][0],text='<span style="color: '+lib.skill.dchuiling_hint.markColor[ind][1]+'">灵</span>';
|
||
for(var player of game.players){
|
||
if(player.marks.dchuiling){
|
||
player.marks.dchuiling.firstChild.style.backgroundColor=bgColor;
|
||
player.marks.dchuiling.firstChild.innerHTML=text;
|
||
}
|
||
}
|
||
},Math.sign(black-red)+1);
|
||
},
|
||
}
|
||
},
|
||
mod:{
|
||
aiOrder:function(player,card,num){
|
||
if(get.itemtype(card)!='card') return;
|
||
var len=ui.discardPile.childNodes.length;
|
||
if(!len){
|
||
var type=get.type(card);
|
||
if(type=='basic'||type=='trick'){
|
||
if(player.getDamagedHp()>0){
|
||
return num+(get.color(card)=='red'?15:10);
|
||
}
|
||
return num+10;
|
||
}
|
||
return;
|
||
}
|
||
if(len>40) return;
|
||
var red=0,black=0;
|
||
for(var i=0;i<ui.discardPile.childNodes.length;i++){
|
||
var color=get.color(ui.discardPile.childNodes[i]);
|
||
if(color=='red') red++;
|
||
if(color=='black') black++;
|
||
}
|
||
if(red==black){
|
||
var type=get.type(card);
|
||
if(type=='basic'||type=='trick'){
|
||
if(player.getDamagedHp()>0){
|
||
return num+(get.color(card)=='red'?15:10);
|
||
}
|
||
return num+10;
|
||
}
|
||
return;
|
||
}
|
||
else{
|
||
var color=get.color(card);
|
||
if(color=='red'&&red<black||color=='black'&&red>black) return num+10;
|
||
}
|
||
},
|
||
}
|
||
},
|
||
dcchongxu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
limited:true,
|
||
skillAnimation:true,
|
||
animationColor:'wood',
|
||
derivation:['dctaji','dcqinghuang'],
|
||
filterCard:()=>false,
|
||
selectCard:[0,1],
|
||
prompt:function(){
|
||
return '限定技。你可以失去〖汇灵〗,增加'+Math.min(game.countPlayer(),_status.event.player.countMark('dchuiling'))+'点体力上限,然后获得〖踏寂〗和〖清荒〗。'
|
||
},
|
||
filter:function(event,player){
|
||
return player.countMark('dchuiling')>=4;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('dcchongxu');
|
||
player.gainMaxHp(Math.min(game.countPlayer(),player.countMark('dchuiling')));
|
||
player.removeSkill('dchuiling');
|
||
'step 1'
|
||
player.addSkillLog('dctaji');
|
||
player.addSkillLog('dcqinghuang');
|
||
},
|
||
ai:{
|
||
order:function(itemp,player){
|
||
if(player.hasCard(card=>{
|
||
return get.type(card)!='equip'&&player.getUseValue(card)>1;
|
||
},'h')) return 12;
|
||
return 0.1;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
var count=player.countMark('dchuiling');
|
||
if(count>=game.countPlayer()-1) return 1;
|
||
return (count>=6||player.hp<=2)?1:0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dctaji:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'loseAfter',
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
var evt=event.getl(player);
|
||
return evt&&evt.hs&&evt.hs.length;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var evt=trigger.getParent();
|
||
var effects=[
|
||
['useCard',function(){
|
||
'step 0'
|
||
var targets=game.filterPlayer(current=>{
|
||
return current.countDiscardableCards(player,'he')&¤t!=player;
|
||
});
|
||
if(!targets.length) event.finish();
|
||
else player.chooseTarget('踏寂:弃置其他角色一张牌',true,(card,player,target)=>{
|
||
return _status.event.targets.contains(target);
|
||
}).set('targets',targets).set('ai',target=>{
|
||
return get.effect(target,{name:'guohe_copy2'},_status.event.player);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target);
|
||
player.discardPlayerCard(target,'he',true);
|
||
}
|
||
}],
|
||
['respond',function(){
|
||
player.draw();
|
||
}],
|
||
['discard',function(){
|
||
player.recover();
|
||
}],
|
||
['other',function(){
|
||
player.addSkill('dctaji_damage');
|
||
player.addMark('dctaji_damage',1,false);
|
||
game.log(player,'下一次对其他角色造成的伤害','#g+1');
|
||
|
||
}]
|
||
];
|
||
var name=evt.name;
|
||
if(trigger.name=='loseAsync') name=evt.type;
|
||
var list=['useCard','respond','discard','other'];
|
||
if(!list.contains(name)) name='other';
|
||
for(var i=0;i<1+player.countMark('dcqinghuang_add');i++){
|
||
if(!list.length) break;
|
||
if(!list.contains(name)) name=list.randomRemove(1)[0];
|
||
if(name=='useCard') list.remove('useCard');
|
||
for(var effect of effects){
|
||
if(effect[0]==name){
|
||
list.remove(name);
|
||
var next=game.createEvent('dctaji_'+name);
|
||
next.player=player;
|
||
next.setContent(effect[1]);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
subSkill:{
|
||
damage:{
|
||
trigger:{source:'damageBegin3'},
|
||
forced:true,
|
||
charlotte:true,
|
||
onremove:true,
|
||
filter:function(event,player){
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
trigger.num+=player.countMark('dctaji_damage');
|
||
player.removeSkill('dctaji_damage');
|
||
},
|
||
intro:{
|
||
content:'下次对其他角色造成伤害时,此伤害+#',
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcqinghuang:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
return player.maxHp>1;
|
||
},
|
||
check:function(event,player){
|
||
var num1=player.countCards('h');
|
||
var num2=player.countCards('h',card=>player.hasValueTarget(card));
|
||
var num3=player.getHandcardLimit();
|
||
if(player.isDamaged()){
|
||
return num2>1||num1-num2-num3>0;
|
||
}
|
||
else{
|
||
return num2>2+Math.max(0,3-player.hp)||player.hp>2&&num1-num2-num3>2;
|
||
}
|
||
},
|
||
content:function(){
|
||
player.loseMaxHp();
|
||
player.addTempSkill('dcqinghuang_add');
|
||
player.addMark('dcqinghuang_add',1,false);
|
||
},
|
||
subSkill:{
|
||
add:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
}
|
||
}
|
||
},
|
||
//孟节
|
||
dcyinlu:{
|
||
audio:2,
|
||
trigger:{
|
||
global:'phaseBefore',
|
||
player:'enterGame',
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
derivation:['dcyinlu_lequan','dcyinlu_huoxi','dcyinlu_zhangqi','dcyinlu_yunxiang'],
|
||
global:['dcyinlu_lequan','dcyinlu_huoxi','dcyinlu_zhangqi','dcyinlu_yunxiang'],
|
||
group:'dcyinlu_move',
|
||
filter:function(event,player){
|
||
return (event.name!='phase'||game.phaseNumber==0);
|
||
},
|
||
hasMark:function(target){
|
||
return lib.skill.dcyinlu.derivation.some(i=>target.hasMark(i));
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.marks=lib.skill.dcyinlu.derivation.slice(0,3);
|
||
if(game.countPlayer()<=2) event.goto(3);
|
||
'step 1'
|
||
player.chooseTarget('引路:令三名角色分别获得〖引路〗标记',true,3).set('targetprompt',()=>{
|
||
return get.translation(lib.skill.dcyinlu.derivation[ui.selected.targets.length-1]);
|
||
}).set('complexSelect',true).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
if(ui.selected.targets.length==2) return get.effect(target,{name:'losehp'},player,player);
|
||
return get.attitude(player,target);
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
var targets=result.targets;
|
||
player.line(targets);
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].addMark(event.marks[i]);
|
||
}
|
||
}
|
||
event.goto(5);
|
||
'step 3'
|
||
player.logSkill('dcyinlu',game.players);
|
||
var list=[];
|
||
for(var mark of event.marks){
|
||
list.push([mark,'<div class="popup text" style="width:calc(100% - 10px);display:inline-block"><div class="skill">【'+
|
||
get.translation(mark)+'】</div><div>'+lib.translate[mark+'_info']+'</div></div>'])
|
||
}
|
||
var target=game.filterPlayer(i=>i!=player)[0];
|
||
if(!game.hasPlayer(current=>current!=player)) target=player;
|
||
event.target=target;
|
||
player.chooseButton(['引路:令'+get.translation(target)+'获得2枚〖引路〗标记',[list,'textbutton']]).set('ai',button=>{
|
||
var mark=button.link;
|
||
if(mark=='dcyinlu_lequan') return 9;
|
||
if(mark=='dcyinlu_zhangqi') return 10;
|
||
return 8;
|
||
}).set('forced',true).set('selectButton',2).set('forcebutton',true);
|
||
'step 4'
|
||
if(result.bool){
|
||
var marks=result.links;
|
||
for(var mark of marks) target.addMark(mark,1);
|
||
event.marks.removeArray(marks);
|
||
for(var mark of event.marks) player.addMark(mark,1);
|
||
}
|
||
'step 5'
|
||
player.addMark('dcyinlu_yunxiang',1);
|
||
player.addMark('dcyinlu_xiang',1);
|
||
game.log(player,'获得了1点芸香值');
|
||
},
|
||
subSkill:{
|
||
move:{
|
||
audio:'dcyinlu',
|
||
trigger:{
|
||
player:'phaseZhunbeiBegin',
|
||
global:'die',
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.name=='die'){
|
||
return lib.skill.dcyinlu.hasMark(event.player);
|
||
}
|
||
return game.hasPlayer(current=>{
|
||
return lib.skill.dcyinlu.hasMark(current);
|
||
})
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.name=='die'){
|
||
var marks=lib.skill.dcyinlu.derivation.filter(mark=>trigger.player.hasMark(mark));
|
||
event.marks=marks;
|
||
event.goto(3);
|
||
}
|
||
else{
|
||
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
|
||
player.chooseTarget(get.prompt('dcyinlu_move'),'移动一名角色的〖引路〗标记',2,(card,player,target)=>{
|
||
if(ui.selected.targets.length==0) return lib.skill.dcyinlu.hasMark(target);
|
||
return true;
|
||
}).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
if(ui.selected.targets.length==0){
|
||
var owned=lib.skill.dcyinlu.derivation.filter(i=>target.hasMark(i));
|
||
var att=get.attitude(player,target);
|
||
if(att>0){
|
||
if(owned.contains('dcyinlu_zhangqi')) return target.hasCard({suit:'spade'},'he')?5:10;
|
||
if(owned.contains('dcyinlu_lequan')&&target.isHealthy()&&game.hasPlayer(current=>{
|
||
return current!=target&&get.recoverEffect(current,player,player)>0;
|
||
})) return 2;
|
||
return 0;
|
||
}
|
||
if(att<0){
|
||
if(owned.some(i=>i!='dcyinlu_zhangqi')) return 8;
|
||
return 0;
|
||
}
|
||
if(owned.contains('dcyinlu_zhangqi')&&game.hasPlayer(current=>{
|
||
return current!=target&&get.effect(current,{name:'losehp'},player,player)>0;
|
||
})) return 3;
|
||
return 1;
|
||
}
|
||
else{
|
||
var targetx=ui.selected.targets[0];
|
||
var att=get.attitude(player,targetx),att2=get.attitude(player,target);
|
||
var owned=lib.skill.dcyinlu.derivation.filter(i=>targetx.hasMark(i));
|
||
if(att>0){
|
||
if(owned.contains('dcyinlu_zhangqi')) return -att2;
|
||
if(owned.contains('dcyinlu_lequan')) return get.recoverEffect(target,player,player);
|
||
}
|
||
else if(att<0){
|
||
if(owned.some(i=>i!='dcyinlu_zhangqi')) return att2;
|
||
}
|
||
else{
|
||
if(owned.contains('dcyinlu_zhangqi')) return get.effect(target,{name:'losehp'},player,player);
|
||
return att2;
|
||
}
|
||
}
|
||
return Math.random();
|
||
});
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
var marks=lib.skill.dcyinlu.derivation;
|
||
var targets=result.targets,owned=marks.filter(mark=>targets[0].hasMark(mark));
|
||
event.targets=targets;
|
||
if(owned.length==1) event._result={bool:true,control:owned[0]};
|
||
else{
|
||
player.chooseControl(owned).set('prompt','引路:选择要移动'+get.translation(targets[0])+'的标记').set('choiceList',owned.map(mark=>{
|
||
return '<div class="skill">【'+get.translation(mark)+'】</div><div>'+lib.translate[mark+'_info']+'</div>';
|
||
})).set('displayIndex',false).set('ai',()=>{
|
||
return _status.event.choice;
|
||
}).set('choice',function(){
|
||
var att=get.attitude(player,targets[0]),att2=get.attitude(player,targets[1]);
|
||
if(att>0){
|
||
if(owned.contains('dcyinlu_zhangqi')&&att2<0) return 'dcyinlu_zhangqi';
|
||
if(owned.contains('dcyinlu_lequan')&&att2>0) return 'dcyinlu_lequan';
|
||
}
|
||
else if(att<0){
|
||
var marksx=owned.filter(i=>i!='dcyinlu_zhangqi');
|
||
if(marksx.length&&att2>0) return marksx[0];
|
||
return owned[0];
|
||
}
|
||
else{
|
||
if(owned.contains('dcyinlu_zhangqi')) return 'dcyinlu_zhangqi';
|
||
}
|
||
if(owned.length>1) owned.remove('dcyinlu_zhangqi');
|
||
return owned[0];
|
||
}());
|
||
}
|
||
}
|
||
else{
|
||
if(_status.connectMode) game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(_status.connectMode) game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
|
||
var mark=result.control,count=targets[0].countMark(mark);
|
||
player.logSkill('dcyinlu_move',targets,false);
|
||
player.line2(targets,mark=='dcyinlu_zhangqi'?'fire':'green');
|
||
targets[0].removeMark(mark,count);
|
||
targets[1].addMark(mark,count);
|
||
event.finish();
|
||
'step 3'
|
||
player.chooseTarget('引路:是否转移“'+get.translation(event.marks[0])+'”标记?').set('ai',target=>{
|
||
var player=_status.event.player,mark=_status.event.mark;
|
||
if(mark=='dcyinlu_zhangqi') return get.effect(target,{name:'losehp'},player,player)+0.1;
|
||
if(mark=='dcyinlu_lequan') return get.recoverEffect(target,player,player)+get.attitude(player,target)/5;
|
||
return get.attitude(player,target);
|
||
}).set('mark',event.marks[0]);
|
||
'step 4'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('dcyinlu_move',target);
|
||
var count=trigger.player.countMark(event.marks[0]);
|
||
trigger.player.removeMark(event.marks[0],count,false);
|
||
target.addMark(event.marks[0],count);
|
||
}
|
||
'step 5'
|
||
event.marks.shift();
|
||
if(event.marks.length) event.goto(3);
|
||
}
|
||
},
|
||
lequan:{
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
return player.hasMark('dcyinlu_lequan')&&game.hasPlayer(current=>current.hasSkill('dcyinlu'));
|
||
},
|
||
marktext:'乐',
|
||
intro:{
|
||
name:'乐泉',
|
||
name2:'乐泉',
|
||
markcount:()=>0,
|
||
content:'结束阶段,你可以弃置一张♦牌并回复1点体力。'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDiscard('乐泉:是否弃置一张♦牌并回复1点体力?',{suit:'diamond'},'he').set('ai',card=>{
|
||
if(_status.event.goon) return 7-get.value(card);
|
||
return 0;
|
||
}).set('logSkill','dcyinlu_lequan').set('goon',get.recoverEffect(player,player));
|
||
'step 1'
|
||
if(result.bool){
|
||
player.recover();
|
||
}
|
||
}
|
||
},
|
||
huoxi:{
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
return player.hasMark('dcyinlu_huoxi')&&game.hasPlayer(current=>current.hasSkill('dcyinlu'));
|
||
},
|
||
marktext:'藿',
|
||
intro:{
|
||
name:'藿溪',
|
||
name2:'藿溪',
|
||
markcount:()=>0,
|
||
content:'结束阶段,你可以弃置一张♥牌并摸两张牌。'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDiscard('藿溪:是否弃置一张♥牌并摸两张牌?',{suit:'heart'},'he').set('ai',card=>{
|
||
return 6-get.value(card);
|
||
}).set('logSkill','dcyinlu_huoxi');
|
||
'step 1'
|
||
if(result.bool){
|
||
player.draw(2);
|
||
}
|
||
},
|
||
},
|
||
zhangqi:{
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
forced:true,
|
||
direct:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
return player.hasMark('dcyinlu_zhangqi')&&game.hasPlayer(current=>current.hasSkill('dcyinlu'));
|
||
},
|
||
marktext:'瘴',
|
||
intro:{
|
||
name:'瘴气',
|
||
name2:'瘴气',
|
||
markcount:()=>0,
|
||
content:'锁定技。结束阶段,你须弃置一张♠牌,否则失去1点体力。'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDiscard('瘴气:弃置一张♠牌,或失去1点体力',{suit:'spade'},'he').set('ai',card=>{
|
||
if(_status.event.goon) return 7-get.value(card);
|
||
return 0;
|
||
}).set('logSkill','dcyinlu_zhangqi').set('goon',get.effect(player,{name:'losehp'},player)<0);
|
||
'step 1'
|
||
if(!result.bool){
|
||
player.logSkill('dcyinlu_zhangqi');
|
||
player.loseHp();
|
||
}
|
||
}
|
||
},
|
||
yunxiang:{
|
||
trigger:{player:['phaseJieshuBegin','damageBegin4']},
|
||
direct:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
if(!game.hasPlayer(current=>current.hasSkill('dcyinlu'))) return false;
|
||
if(event.name=='phaseJieshu') return player.hasMark('dcyinlu_yunxiang');
|
||
return player.hasMark('dcyinlu_yunxiang')&&player.hasMark('dcyinlu_xiang');
|
||
},
|
||
onremove:function(player){
|
||
delete player.storage.dcyinlu_xiang;
|
||
},
|
||
marktext:'芸',
|
||
intro:{
|
||
name:'芸香',
|
||
name2:'芸香',
|
||
markcount:function(storage,player){
|
||
return player.countMark('dcyinlu_xiang');
|
||
},
|
||
content:function(storage,player){
|
||
return '①结束阶段,你可以弃置一张♣牌,获得1点“芸香”值。②当你受到伤害时,你可以扣减所有“芸香”值,减少等量的伤害。<li>当前芸香值:'+player.countMark('dcyinlu_xiang');
|
||
}
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.name=='phaseJieshu'){
|
||
player.chooseToDiscard('芸香:是否弃置一张♣牌,获得1枚“香”?',{suit:'club'},'he').set('ai',card=>{
|
||
return 6-get.value(card)+2.5*_status.event.player.countMark('dcyinlu_xiang');
|
||
}).set('logSkill','dcyinlu_yunxiang');
|
||
}
|
||
else{
|
||
player.chooseBool('芸香:是否移去所有“香”,令此伤害-'+player.countMark('dcyinlu_xiang')+'?').set('ai',()=>{
|
||
return _status.event.bool;
|
||
}).set('bool',get.damageEffect(player,trigger.source,player)<0);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
if(trigger.name=='phaseJieshu'){
|
||
player.addMark('dcyinlu_xiang',1,false);
|
||
game.log(player,'获得了1点芸香值');
|
||
}
|
||
else{
|
||
player.logSkill('dcyinlu_yunxiang');
|
||
var num=player.countMark('dcyinlu_xiang');
|
||
player.removeMark('dcyinlu_xiang',num,false);
|
||
game.log(player,'扣减了',num,'点芸香值');
|
||
trigger.num=Math.max(0,trigger.num-num);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcyouqi:{
|
||
audio:2,
|
||
trigger:{global:'loseAfter'},
|
||
filter:function(event,player){
|
||
if(event.getParent(3).name.indexOf('dcyinlu_')!=0||player==event.player) return false;
|
||
return true;
|
||
},
|
||
derivation:'dcyouqi_faq',
|
||
direct:true,
|
||
forced:true,
|
||
content:function(){
|
||
if(Math.random()<1.25-0.25*get.distance(player,trigger.player)){
|
||
player.logSkill('dcyouqi');
|
||
player.gain(trigger.cards.filterInD('d'),'gain2');
|
||
}
|
||
},
|
||
},
|
||
//孙资刘放
|
||
dcqinshen:{
|
||
audio:2,
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
frequent:true,
|
||
prompt2:function(){
|
||
return '摸'+get.cnNumber(lib.skill.dcqinshen.getNum())+'张牌';
|
||
},
|
||
getNum:function(){
|
||
var list=lib.suit.slice();
|
||
game.getGlobalHistory('cardMove',function(evt){
|
||
if(evt.name!='lose'&&evt.name!='cardsDiscard') return false;
|
||
if(evt.name=='lose'&&evt.position!=ui.discardPile) return false;
|
||
for(var card of evt.cards) list.remove(get.suit(card,false));
|
||
});
|
||
return list.length;
|
||
},
|
||
filter:function(event,player){
|
||
return lib.skill.dcqinshen.getNum()>0;
|
||
},
|
||
content:function(){
|
||
player.draw(lib.skill.dcqinshen.getNum());
|
||
}
|
||
},
|
||
dcweidang:{
|
||
audio:2,
|
||
trigger:{global:'phaseJieshuBegin'},
|
||
/**
|
||
* @deprecated
|
||
*/
|
||
getLength:card=>get.cardNameLength(card),
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var num=lib.skill.dcqinshen.getNum();
|
||
return event.player!=player&&(_status.connectMode?player.countCards('he'):player.hasCard(card=>get.cardNameLength(card)==num,'he'));
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var num=lib.skill.dcqinshen.getNum();
|
||
event.num=num;
|
||
player.chooseCard(get.prompt('dcweidang'),'将一张字数为'+num+'的牌置于牌堆底,然后获得一张字数为'+num+'的牌。若你能使用此牌,你使用之。','he',(card,player,target)=>{
|
||
return get.cardNameLength(card)==_status.event.num;
|
||
}).set('num',num).set('ai',card=>{
|
||
return 5-get.value(card);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('dcweidang'),
|
||
player.lose(result.cards[0],ui.cardPile);
|
||
game.broadcastAll(function(player){
|
||
var cardx=ui.create.card();
|
||
cardx.classList.add('infohidden');
|
||
cardx.classList.add('infoflip');
|
||
player.$throw(cardx,1000,'nobroadcast');
|
||
},player);
|
||
game.delayx();
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var card=get.cardPile(cardx=>get.cardNameLength(cardx)==num);
|
||
if(card){
|
||
player.gain(card,'gain2');
|
||
if(player.hasUseTarget(card)){
|
||
player.chooseUseTarget(card,true);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//三袁
|
||
dcneifa:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
content:function(){
|
||
'step 0'
|
||
player.draw(3);
|
||
player.chooseToDiscard(true,'he').set('ai',function(cardx){
|
||
var player=_status.event.player;
|
||
var num=0;
|
||
var hs=player.getCards('h');
|
||
var muniu=player.getEquip('muniu');
|
||
if(muniu&&muniu.cards) hs=hs.concat(muniu.cards);
|
||
if(get.type(cardx)=='basic'){
|
||
var shas=hs.filter(function(card){
|
||
return card!=cardx&&get.name(card,player)=='sha'&&player.hasValueTarget(card,false);
|
||
});
|
||
var numx=player.countCards('h',function(card){
|
||
return get.type2(card,player)=='trick';
|
||
});
|
||
num+=Math.min(numx,Math.max(0,shas.length-player.getCardUsable('sha')))*0.65;
|
||
num+=Math.min(player.getCardUsable('sha')+numx,shas.filter(function(card){
|
||
return game.countPlayer(function(current){
|
||
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
|
||
})>1;
|
||
}).length)*1.1;
|
||
var taos=Math.min(player.maxHp-player.hp,hs.filter(function(card){
|
||
return cardx!=card&&get.name(card,player)=='tao';
|
||
}).length);
|
||
num+=taos*player.getDamagedHp()*1.2;
|
||
}
|
||
else if(get.type2(cardx)=='trick'){
|
||
var numx=Math.sqrt(Math.min(5,player.countCards('h',function(card){
|
||
return get.type(card,player)=='basic';
|
||
})));
|
||
num+=hs.filter(function(card){
|
||
return card!=cardx&&get.type2(card)=='trick'&&player.hasValueTarget(card);
|
||
}).length*0.65;
|
||
}
|
||
else num=4;
|
||
return num*1.5-get.value(cardx);
|
||
});
|
||
'step 1'
|
||
if(result.bool&&result.cards&&result.cards.length&&get.type(result.cards[0])!='equip'){
|
||
var name=get.type(result.cards[0])=='basic'?'dcneifa_basic':'dcneifa_trick';
|
||
player.addTempSkill(name,'phaseUseAfter');
|
||
var num=Math.min(5,player.countCards('h',function(cardx){
|
||
var type=get.type(cardx,player);
|
||
return (name=='dcneifa_basic')!=(type=='basic')&&type!='equip';
|
||
}));
|
||
if(num>0) player.addMark(name,num,false);
|
||
else player.storage[name]=0;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:2.33,
|
||
},
|
||
},
|
||
dcneifa_basic:{
|
||
mark:true,
|
||
marktext:'伐',
|
||
onremove:true,
|
||
intro:{
|
||
name:'内伐 - 基本牌',
|
||
content:'本回合内不能使用锦囊牌,且使用【杀】选择目标时可以多选择1个目标,且使用【杀】的目标次数上限+#。',
|
||
},
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(get.type(card,'trick')=='trick') return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(get.type(card,'trick')=='trick') return false;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha'){
|
||
return num+player.countMark('dcneifa_basic');
|
||
}
|
||
},
|
||
},
|
||
trigger:{player:'useCard2'},
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
return game.hasPlayer(function(current){
|
||
return !event.targets.contains(current)&&player.canUse(event.card,current,false);
|
||
});
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('dcneifa'),'为'+get.translation(trigger.card)+'额外指定一个目标',function(card,player,target){
|
||
return !_status.event.sourcex.contains(target)&&player.canUse(_status.event.card,target,false);
|
||
}).set('sourcex',trigger.targets).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.effect(target,_status.event.card,player,player);
|
||
}).set('card',trigger.card);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
event.targets=result.targets;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
player.logSkill('dcneifa',event.targets);
|
||
trigger.targets.addArray(event.targets);
|
||
},
|
||
},
|
||
dcneifa_trick:{
|
||
trigger:{player:'useCard2'},
|
||
direct:true,
|
||
mark:true,
|
||
marktext:'伐',
|
||
onremove:true,
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(get.type(card)=='basic') return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(get.type(card)=='basic') return false;
|
||
},
|
||
},
|
||
intro:{
|
||
name:'内伐 - 锦囊牌',
|
||
content:'本回合内不能使用基本牌,且使用普通锦囊牌选择目标时可以多选择或者取消1个目标。'
|
||
},
|
||
filter:function(event,player){
|
||
if(get.type(event.card)!='trick') return false;
|
||
if(event.targets&&event.targets.length>0) return true;
|
||
var info=get.info(event.card);
|
||
if(info.allowMultiple==false) return false;
|
||
if(event.targets&&!info.multitarget){
|
||
if(game.hasPlayer(function(current){
|
||
return !event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,player,current);
|
||
})){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var prompt2='为'+get.translation(trigger.card)+'增加或减少一个目标'
|
||
player.chooseTarget(get.prompt('dcneifa'),function(card,player,target){
|
||
var player=_status.event.player;
|
||
if(_status.event.targets.contains(target)) return true;
|
||
return lib.filter.targetEnabled2(_status.event.card,player,target);
|
||
}).set('prompt2',prompt2).set('ai',function(target){
|
||
var trigger=_status.event.getTrigger();
|
||
var player=_status.event.player;
|
||
return get.effect(target,trigger.card,player,player)*(_status.event.targets.contains(target)?-1:1);
|
||
}).set('targets',trigger.targets).set('card',trigger.card);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
event.targets=result.targets;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets){
|
||
player.logSkill('dcneifa',event.targets);
|
||
if(trigger.targets.contains(event.targets[0])) trigger.targets.removeArray(event.targets);
|
||
else trigger.targets.addArray(event.targets);
|
||
}
|
||
}
|
||
},
|
||
//桥蕤
|
||
dcaishou:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
filter:function(event,player){
|
||
return player.hasCard(card=>card.hasGaintag('dcaishou_tag'),'h');
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
group:['dcaishou_draw','dcaishou_lose'],
|
||
subfrequent:['draw'],
|
||
content:function(){
|
||
'step 0'
|
||
player.discard(player.getCards('h',card=>card.hasGaintag('dcaishou_tag')));
|
||
'step 1'
|
||
var len=0;
|
||
player.getHistory('lose',evt=>{
|
||
if(evt.getParent(2)==event) len+=evt.cards.length;
|
||
});
|
||
if(len>Math.max(0,player.hp)&&player.maxHp<9){
|
||
player.gainMaxHp();
|
||
}
|
||
},
|
||
subSkill:{
|
||
draw:{
|
||
audio:'dcaishou',
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
frequent:function(event,player){
|
||
return player.maxHp>1;
|
||
},
|
||
prompt2:function(event,player){
|
||
return '摸'+get.cnNumber(player.maxHp)+'张牌,称为“隘”';
|
||
},
|
||
check:function(event,player){
|
||
return player.maxHp>1;
|
||
},
|
||
content:function(){
|
||
player.draw(player.maxHp).gaintag=['dcaishou_tag'];
|
||
}
|
||
},
|
||
lose:{
|
||
audio:'dcaishou',
|
||
trigger:{
|
||
player:'loseAfter',
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
var evt=event.getl(player);
|
||
if(!evt||!evt.hs||!evt.hs.length||player.hasCard(card=>card.hasGaintag('dcaishou_tag'),'h')) return false;
|
||
if(event.name=='lose'){
|
||
for(var i in event.gaintag_map){
|
||
if(event.gaintag_map[i].contains('dcaishou_tag')) return true;
|
||
}
|
||
return false;
|
||
}
|
||
return player.hasHistory('lose',function(evt){
|
||
if(event!=evt.getParent()) return false;
|
||
for(var i in evt.gaintag_map){
|
||
if(evt.gaintag_map[i].contains('dcaishou_tag')) return true;
|
||
}
|
||
return false;
|
||
});
|
||
},
|
||
content:function(){
|
||
player.loseMaxHp();
|
||
}
|
||
},
|
||
}
|
||
},
|
||
dcsaowei:{
|
||
audio:2,
|
||
trigger:{global:'useCardAfter'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.card.name=='sha'&&event.targets.length&&!event.targets.contains(player)&&
|
||
event.targets.every(current=>player.inRange(current)&¤t.isIn())&&player.hasCard(card=>card.hasGaintag('dcaishou_tag'),'h');
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCardTarget({
|
||
position:'hs',
|
||
prompt:get.prompt('dcsaowei'),
|
||
prompt2:'将一张“隘”当做【杀】对'+get.translation(trigger.targets)+'使用',
|
||
targets:trigger.targets,
|
||
filterCard:function(card,player){
|
||
if(get.itemtype(card)=='card'&&!card.hasGaintag('dcaishou_tag')) return false;
|
||
return _status.event.targets.every(current=>player.canUse(get.autoViewAs({name:'sha'},[card]),current,false));
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(!_status.event.targets.contains(target)) return false;
|
||
card=get.autoViewAs({name:'sha'},[card]);
|
||
return lib.filter.filterTarget.apply(this,arguments);
|
||
},
|
||
selectTarget:-1,
|
||
ai1:function(card){
|
||
var player=_status.event.player;
|
||
if(player.isHealthy()&&player.hasSkill('dcaishou')&&player.countCards('h',card=>card.hasGaintag('dcaishou_tag')==1)) return 0;
|
||
var eff=0;
|
||
for(var target of _status.event.targets){
|
||
eff+=get.effect(target,get.autoViewAs({name:'sha'},[card]),player,player);
|
||
}
|
||
if(eff>0) return 6.5+eff/10-get.value(card);
|
||
return 0;
|
||
},
|
||
ai2:()=>1,
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var cards=result.cards,targets=result.targets;
|
||
var cardx=get.autoViewAs({name:'sha'},cards);
|
||
player.useCard(cardx,cards,targets,false,'dcsaowei');
|
||
}
|
||
},
|
||
},
|
||
//向朗
|
||
dckanji:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:2,
|
||
filter:function(event,player){
|
||
return player.countCards('h');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.showHandcards();
|
||
'step 1'
|
||
var suits=[];
|
||
player.getCards('h',card=>suits.add(get.suit(card)));
|
||
if(suits.length==player.countCards('h')){
|
||
player.draw(2);
|
||
event.suitsLength=suits.length;
|
||
player.addTempSkill('dckanji_check');
|
||
}
|
||
},
|
||
subSkill:{
|
||
check:{
|
||
trigger:{player:'gainAfter'},
|
||
filter:function(event,player){
|
||
if(event.getParent(2).name!='dckanji') return false;
|
||
var len=event.getParent(2).suitsLength;
|
||
var suits=[];
|
||
player.getCards('h',card=>suits.add(get.suit(card)));
|
||
return suits.length>=4&&len<4;
|
||
},
|
||
charlotte:true,
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.skip('phaseDiscard');
|
||
game.log(player,'跳过了','#y弃牌阶段');
|
||
},
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:function(player,target){
|
||
var count=player.countCards('h');
|
||
if(count>4) return false;
|
||
var suits=[];
|
||
player.getCards('h',card=>suits.add(get.suit(card)));
|
||
return suits.length==count?1:0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcqianzheng:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
usable:2,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&(get.type(event.card)=='trick'||event.card.name=='sha')&&player.countCards('he')>1;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var str=',若重铸的牌中没有'+get.translation(get.type2(trigger.card))+'牌,你于'+get.translation(trigger.cards)+'进入弃牌堆后获得之';
|
||
player.chooseCard(get.prompt('dcqianzheng'),'重铸两张牌'+(trigger.cards.length?str:'')+'。',2,'he',lib.filter.cardRecastable).set('ai',card=>{
|
||
var val=get.value(card);
|
||
if(get.type2(card)==_status.event.type) val+=0.5;
|
||
return 6-val;
|
||
}).set('type',get.type2(trigger.card));
|
||
'step 1'
|
||
if(result.bool){
|
||
var cards=result.cards;
|
||
player.logSkill('dcqianzheng');
|
||
player.recast(cards);
|
||
if(cards.every(card=>get.type2(card)!=get.type2(trigger.card))){
|
||
trigger.getParent().dcqianzheng=true;
|
||
player.addTempSkill('dcqianzheng_gain');
|
||
}
|
||
}
|
||
else player.storage.counttrigger.dcqianzheng--;
|
||
},
|
||
subSkill:{
|
||
gain:{
|
||
trigger:{global:'cardsDiscardAfter'},
|
||
filter:function(event,player){
|
||
var evt=event.getParent();
|
||
if(evt.name!='orderingDiscard') return false;
|
||
return evt.relatedEvent.dcqianzheng&&event.cards.filterInD('d').length;
|
||
},
|
||
charlotte:true,
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.gain(trigger.cards.filterInD('d'),'gain2');
|
||
},
|
||
}
|
||
},
|
||
},
|
||
//秦朗
|
||
dchaochong:{
|
||
audio:2,
|
||
trigger:{player:'useCardAfter'},
|
||
filter:function(event,player){
|
||
return player.getHandcardLimit()!=player.countCards('h');
|
||
},
|
||
direct:true,
|
||
locked:false,
|
||
content:function(){
|
||
'step 0'
|
||
var del=player.getHandcardLimit()-player.countCards('h');
|
||
event.delta=del;
|
||
if(del>0){
|
||
player.chooseBool(get.prompt('dchaochong'),'摸'+get.cnNumber(Math.min(5,del))+'张牌,然后令你的手牌上限-1').set('ai',()=>{
|
||
var player=_status.event.player;
|
||
if(player.isPhaseUsing()&&player.hasCard(cardx=>player.hasUseTarget(cardx)&&player.hasValueTarget(cardx),'hs')) return false;
|
||
return true;
|
||
});
|
||
}
|
||
else if(del<0){
|
||
player.chooseToDiscard(get.prompt('dchaochong'),'弃置'+get.cnNumber(-del)+'张手牌,然后令你的手牌上限+1',-del).set('ai',card=>{
|
||
var player=_status.event.player;
|
||
if(player.isPhaseUsing()&&player.hasCard(cardx=>player.hasValueTarget(cardx),'hs')) return 6-player.getUseValue(card);
|
||
return 5-get.value(card);
|
||
}).set('logSkill','dchaochong');
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
if(event.delta>0){
|
||
player.logSkill('dchaochong');
|
||
player.draw(Math.min(5,event.delta));
|
||
lib.skill.dchaochong.change(player,-1);
|
||
}
|
||
else if(event.delta<0){
|
||
lib.skill.dchaochong.change(player,1);
|
||
}
|
||
}
|
||
},
|
||
change:function(player,num){
|
||
if(typeof player.storage.dchaochong!=='number') player.storage.dchaochong=0;
|
||
if(!num) return;
|
||
player.storage.dchaochong+=num;
|
||
player.markSkill('dchaochong');
|
||
game.log(player,'的手牌上限','#g'+(num>0?'+':'')+num);
|
||
},
|
||
markimage:'image/card/handcard.png',
|
||
intro:{
|
||
content:function(storage,player){
|
||
var num=player.storage.dchaochong;
|
||
return '手牌上限'+(num>=0?'+':'')+num;
|
||
}
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.countMark('dchaochong');
|
||
}
|
||
},
|
||
ai:{threaten:2.2}
|
||
},
|
||
dcjinjin:{
|
||
audio:2,
|
||
trigger:{
|
||
source:'damageSource',
|
||
player:'damageEnd',
|
||
},
|
||
usable:1,
|
||
logTarget:'source',
|
||
check:function(event,player){
|
||
if(typeof player.storage.dchaochong!='number'||player.storage.dchaochong==0) return true;
|
||
var evt=event.getParent('useCard');
|
||
if(evt&&evt.player==player&&event.source==player) return false;
|
||
if(player.isPhaseUsing()&&player.storage.dchaochong==-1) return true;
|
||
return Math.abs(player.storage.dchaochong)>=2;
|
||
},
|
||
prompt2:function(event,player){
|
||
var str='';
|
||
if(typeof player.storage.dchaochong=='number'&&player.storage.dchaochong!=0){
|
||
str +='重置因〖佞宠〗增加或减少的手牌上限,';
|
||
}
|
||
var num=Math.abs(player.countMark('dchaochong'))||1;
|
||
if(event.source&&event.source.isIn()){
|
||
str+='令伤害来源弃置至多'+get.cnNumber(num)+'张牌,然后你摸'+num+'-X张牌(X为其弃置的牌数)';
|
||
}
|
||
else str+='你摸'+get.cnNumber(num)+'张牌';
|
||
return str;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var del=Math.abs(player.countMark('dchaochong'))||1;
|
||
event.delta=del;
|
||
player.storage.dchaochong=0;
|
||
if(player.hasSkill('dchaochong',null,false,false)) player.markSkill('dchaochong');
|
||
game.log(player,'重置了手牌上限');
|
||
if(trigger.source&&trigger.source.isIn()){
|
||
trigger.source.chooseToDiscard(get.translation(player)+'对你发动了【矜谨】','弃置至多'+get.cnNumber(del)+'张牌,然后'+get.translation(player)+'摸'+del+'-X张牌(X为你弃置的牌数)。',[1,del],'he').set('ai',card=>{
|
||
if(_status.event.goon) return 5.5-get.value(card);
|
||
return 0;
|
||
}).set('goon',get.attitude(trigger.source,player)<0);
|
||
}
|
||
'step 1'
|
||
var num=event.delta;
|
||
if(result.bool) num-=result.cards.length;
|
||
if(num>0) player.draw(num);
|
||
},
|
||
ai:{
|
||
combo:'dchaochong',
|
||
maixie:true,
|
||
maixie_hp:true,
|
||
threaten:0.85,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||
if(!target.hasFriend()) return;
|
||
var num=0;
|
||
if(typeof target.storage.dcninchong=='number') num=Math.abs(target.storage.dcninchong);
|
||
if(num<=0) return;
|
||
return [1,Math.min(1,num/3)];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//二傅
|
||
dcxuewei:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('dcxuewei'),(card,player,target)=>{
|
||
return target.hp<=player.hp;
|
||
}).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
return get.effect(target,{name:'tao'},player,player)+0.1;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('dcxuewei',target);
|
||
player.addTempSkill('dcxuewei_shelter',{player:'phaseBegin'});
|
||
player.markAuto('dcxuewei_shelter',[target]);
|
||
}
|
||
},
|
||
ai:{threaten:1.1},
|
||
subSkill:{
|
||
shelter:{
|
||
audio:'dcxuewei',
|
||
trigger:{global:'damageBegin4'},
|
||
filter:function(event,player){
|
||
return player.getStorage('dcxuewei_shelter').contains(event.player);
|
||
},
|
||
charlotte:true,
|
||
forced:true,
|
||
onremove:true,
|
||
logTarget:'player',
|
||
marktext:'卫',
|
||
intro:{content:'保护对象:$'},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.cancel();
|
||
'step 1'
|
||
player.loseHp();
|
||
if(trigger.player!=player) game.asyncDraw([player,trigger.player]);
|
||
else player.draw('nodelay');
|
||
'step 2'
|
||
game.delayx();
|
||
},
|
||
ai:{
|
||
filterDamage:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(arg&&arg.player&&arg.player.hasSkillTag('jueqing',false,player)) return false;
|
||
return true;
|
||
}
|
||
},
|
||
}
|
||
},
|
||
},
|
||
dcyuguan:{
|
||
audio:2,
|
||
trigger:{global:'phaseEnd'},
|
||
filter:function(event,player){
|
||
var num=player.getDamagedHp();
|
||
if(num==0) return false;
|
||
return !game.hasPlayer(current=>{
|
||
return current.getDamagedHp()>num;
|
||
});
|
||
},
|
||
check:function(event,player){
|
||
var num=player.getDamagedHp()-1;
|
||
if(num<=0) return false;
|
||
var list=game.filterPlayer().map(target=>{
|
||
return get.attitude(player,target)*Math.pow(Math.max(0,target.maxHp-target.countCards('h')-1),2);
|
||
}).sort((a,b)=>b-a);
|
||
return list.slice(0,num).reduce((p,c)=>p+c,0)>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.loseMaxHp();
|
||
'step 1'
|
||
var num=player.getDamagedHp();
|
||
if(!player.isIn()||!num) event.finish();
|
||
else player.chooseTarget('御关:令'+get.cnNumber(num)+'名角色将手牌摸至体力上限',Math.min(game.countPlayer(),num),true).set('ai',target=>{
|
||
return get.attitude(_status.event.player,target)*Math.max(0.1,target.maxHp-target.countCards('h'));
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
var targets=result.targets.sortBySeat(_status.currentPhase);
|
||
player.line(targets);
|
||
for(var target of targets){
|
||
target.drawTo(target.maxHp);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//郑浑
|
||
dcqiangzhi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
return target.countDiscardableCards(player,'he')+player.countDiscardableCards(player,'he')>=3;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var dialog=[];
|
||
dialog.push('强峙:弃置你与'+get.translation(target)+'的共计三张牌');
|
||
if(player.countCards('h')) dialog.addArray(['<div class="text center">你的手牌</div>',player.getCards('h')]);
|
||
if(player.countCards('e')) dialog.addArray(['<div class="text center">你的装备</div>',player.getCards('e')]);
|
||
if(target.countCards('h')){
|
||
dialog.add('<div class="text center">'+get.translation(target)+'的手牌</div>');
|
||
if(player.hasSkillTag('viewHandcard',null,target,true)) dialog.push(target.getCards('h'));
|
||
else dialog.push([target.getCards('h'),'blank']);
|
||
}
|
||
if(target.countCards('e')) dialog.addArray(['<div class="text center">'+get.translation(target)+'的装备</div>',target.getCards('e')]);
|
||
player.chooseButton(3,true).set('createDialog',dialog).set('filterButton',button=>{
|
||
if(!lib.filter.canBeDiscarded(button.link,_status.event.player,get.owner(button.link))) return false;
|
||
return true;
|
||
}).set('filterOk',()=>{
|
||
return ui.selected.buttons.length==3;
|
||
}).set('ai',button=>{
|
||
var player=_status.event.player;
|
||
var target=_status.event.getParent().target;
|
||
var card=button.link;
|
||
if(get.owner(card)==player){
|
||
if(_status.event.damage) return 15-get.value(card);
|
||
if(player.hp>=3||get.damageEffect(player,target,player)>=0||player.hasSkill('dcpitian')&&player.getHandcardLimit()-player.countCards('h')>=1&&player.hp>1) return 0;
|
||
if(ui.selected.buttons.length==0) return 10-get.value(card);
|
||
return 0;
|
||
}
|
||
else{
|
||
if(_status.event.damage) return 0;
|
||
return -(get.sgnAttitude(player,target)||1)*get.value(card);
|
||
}
|
||
}).set('damage',get.damageEffect(target,player,player)>10&&player.countCards('he',card=>{
|
||
return lib.filter.canBeDiscarded(card,player,player)&&get.value(card)<5;
|
||
})>=3);
|
||
'step 1'
|
||
if(result.bool){
|
||
var links=result.links;
|
||
var list1=[],list2=[];
|
||
event.players=[player,target];
|
||
for(var card of links){
|
||
if(get.owner(card)==player) list1.push(card);
|
||
else list2.push(card);
|
||
}
|
||
if(list1.length&&list2.length){
|
||
game.loseAsync({
|
||
lose_list:[
|
||
[player,list1],
|
||
[target,list2]
|
||
],
|
||
discarder:player,
|
||
}).setContent('discardMultiple');
|
||
event.finish();
|
||
}
|
||
else if(list2.length) target.discard(list2);
|
||
else player.discard(list1);
|
||
if(list2.length>=3) event.players.reverse();
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
event.players[0].line(event.players[1]);
|
||
event.players[1].damage(event.players[0]);
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
order:4,
|
||
result:{
|
||
target:function(player,target){
|
||
return get.effect(target,{name:'guohe_copy2'},player,target)/2*(target.countDiscardableCards(player,'he')>=2?1.25:1)+get.damageEffect(target,player,target)/3;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcpitian:{
|
||
audio:2,
|
||
trigger:{
|
||
player:['loseAfter','damageEnd'],
|
||
global:'loseAsyncAfter',
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
group:'dcpitian_draw',
|
||
filter:function(event,player){
|
||
if(event.name=='damage') return true;
|
||
return event.type=='discard'&&event.getl(player).cards2.length>0;
|
||
},
|
||
content:function(){
|
||
player.addMark('dcpitian_handcard',1,false);
|
||
player.addSkill('dcpitian_handcard');
|
||
game.log(player,'的手牌上限','#y+1');
|
||
},
|
||
subSkill:{
|
||
draw:{
|
||
audio:'dcpitian',
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
filter:function(event,player){
|
||
return player.countCards('h')<player.getHandcardLimit();
|
||
},
|
||
prompt2:function(event,player){
|
||
return '摸'+get.cnNumber(Math.min(5,player.getHandcardLimit()-player.countCards('h')))+'张牌,重置因〖辟田〗增加的手牌上限';
|
||
},
|
||
check:function(event,player){
|
||
return player.getHandcardLimit()-player.countCards('h')>Math.min(2,player.hp-1);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var num=Math.min(5,player.getHandcardLimit()-player.countCards('h'));
|
||
if(num>0) player.draw(num);
|
||
'step 1'
|
||
player.removeMark('dcpitian_handcard',player.countMark('dcpitian_handcard'),false);
|
||
game.log(player,'重置了','#g【辟田】','增加的手牌上限');
|
||
}
|
||
},
|
||
handcard:{
|
||
markimage:'image/card/handcard.png',
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '手牌上限+'+storage;
|
||
}
|
||
},
|
||
charlotte:true,
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.countMark('dcpitian_handcard');
|
||
}
|
||
},
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function (card,player,target){
|
||
if(get.tag(card,'discard')) return 0.9;
|
||
if(get.tag(card,'damage')) return 0.95;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//新服二赵
|
||
dcqingren:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.hasHistory('useSkill',evt=>['yizan_use','yizan_use_backup'].contains(evt.sourceSkill||evt.skill));
|
||
},
|
||
content:function(){
|
||
player.draw(player.getHistory('useSkill',evt=>['yizan_use','yizan_use_backup'].contains(evt.sourceSkill||evt.skill)).length)
|
||
},
|
||
},
|
||
dclongyuan:{
|
||
audio:'xinfu_longyuan',
|
||
forced:true,
|
||
unique:true,
|
||
juexingji:true,
|
||
trigger:{
|
||
global:'phaseEnd',
|
||
},
|
||
skillAnimation:true,
|
||
animationColor:'orange',
|
||
filter:function(event,player){
|
||
return player.countMark('yizan_use')>=3;
|
||
},
|
||
content:function(){
|
||
player.awakenSkill('dclongyuan');
|
||
player.draw(2);
|
||
player.recover();
|
||
player.storage.yizan=true;
|
||
},
|
||
derivation:'yizan_rewrite',
|
||
},
|
||
//黄皓
|
||
dcqinqing:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var zhu=game.filterPlayer(current=>current.getSeatNum()==1)[0];
|
||
if(!zhu||!zhu.isIn()) return false;
|
||
return game.hasPlayer(current=>{
|
||
return current!=player&¤t.inRange(zhu);
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('dcqinqing'),function(card,player,target){
|
||
var zhu=game.filterPlayer(current=>current.getSeatNum()==1)[0];
|
||
return target!=player&&target.inRange(zhu)&&target.countDiscardableCards(player,'he')>0;
|
||
}).set('ai',function(target){
|
||
var zhu=game.filterPlayer(current=>current.getSeatNum()==1)[0];
|
||
var he=target.countCards('he');
|
||
if(get.attitude(_status.event.player,target)>0){
|
||
if(target.countCards('h')>zhu.countCards('h')+1) return 0.1;
|
||
}
|
||
else{
|
||
if(he>zhu.countCards('h')+1) return 2;
|
||
if(he>0) return 1;
|
||
}
|
||
return 0;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('dcqinqing',target);
|
||
if(target.countCards('he')) player.discardPlayerCard(target,'he',true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
var zhu=game.filterPlayer(current=>current.getSeatNum()==1)[0];
|
||
if(zhu&&zhu.isIn()){
|
||
if(target.countCards('h')>zhu.countCards('h')) player.draw();
|
||
}
|
||
}
|
||
},
|
||
dccunwei:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&get.type2(event.card)=='trick'&&(event.targets.length==1||player.countCards('he')>0);
|
||
},
|
||
content:function(){
|
||
if(trigger.targets.length==1) player.draw();
|
||
else if(player.countCards('he')>0) player.chooseToDiscard('he',true,'存畏:请弃置一张牌');
|
||
}
|
||
},
|
||
//刘辟
|
||
dcjuying:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseEnd'},
|
||
filter:function(event,player){
|
||
return player.getCardUsable('sha',true)>player.getHistory('useCard',evt=>{
|
||
return evt.getParent('phaseUse')==event&&evt.card.name=='sha'&&evt.addCount!==false;
|
||
}).length;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseButton([
|
||
get.prompt('dcjuying'),
|
||
[[
|
||
['sha','你于下回合使用【杀】的次数上限+1'],
|
||
['hand','本回合手牌上限+2'],
|
||
['draw','摸三张牌'],
|
||
],'textbutton']
|
||
]).set('ai',function(button){
|
||
var player=_status.event.player,choice=button.link;
|
||
if(choice=='draw') return 10;
|
||
if(choice=='sha') return 9;
|
||
var del=3-player.hp;
|
||
if(choice=='hand'&&player.needsToDiscard()>0&&del<=0) return 8;
|
||
return 0;
|
||
}).set('selectButton',[1,3]);
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('dcjuying');
|
||
var choices=result.links;
|
||
event.choices=choices;
|
||
if(choices.contains('sha')){
|
||
player.addMark('dcjuying_sha',1,false);
|
||
player.addSkill('dcjuying_sha');
|
||
}
|
||
if(choices.contains('hand')){
|
||
player.addMark('dcjuying_hand',1,false);
|
||
player.addTempSkill('dcjuying_hand');
|
||
}
|
||
if(choices.contains('draw')){
|
||
player.draw(3);
|
||
}
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var num=event.choices.length-Math.max(0,player.hp);
|
||
if(num>0){
|
||
player.chooseToDiscard(num,true,'he');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player_use:function(card,player,target){
|
||
if(typeof card=='object'&&player.isPhaseUsing()&&card.name=='sha'&&player.getCardUsable('sha')==1) return 'zeroplayertarget';
|
||
},
|
||
target_use:function(card,player,target){
|
||
if(card.name=='jiu'&&player.getCardUsable('sha')==2) return [1,1];
|
||
}
|
||
},
|
||
},
|
||
subSkill:{
|
||
sha:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.countMark('dcjuying_sha')>0;
|
||
},
|
||
silent:true,
|
||
firstDo:true,
|
||
charlotte:true,
|
||
onremove:true,
|
||
content:function(){
|
||
player.addMark('dcjuying_effect',player.countMark('dcjuying_sha'),false);
|
||
player.addTempSkill('dcjuying_effect');
|
||
player.removeSkill('dcjuying_sha');
|
||
},
|
||
intro:{content:'下回合使用【杀】的次数上限+#'}
|
||
},
|
||
effect:{
|
||
onremove:true,
|
||
charlotte:true,
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+player.countMark('dcjuying_effect');
|
||
},
|
||
},
|
||
intro:{content:'本回合使用【杀】的次数上限+#'}
|
||
},
|
||
hand:{
|
||
onremove:true,
|
||
charlotte:true,
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+2*player.countMark('dcjuying_hand');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
//新服加强魏贾诩
|
||
dcjianshu:{
|
||
audio:'jianshu',
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('h',{color:'black'})>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
if(ui.selected.targets.length){
|
||
return ui.selected.targets[0]!=target&&!ui.selected.targets[0].hasSkillTag('noCompareSource')&&target.countCards('h')
|
||
&&!target.hasSkillTag('noCompareTarget');
|
||
}
|
||
return true;
|
||
},
|
||
targetprompt:['发起者','拼点目标'],
|
||
filterCard:{color:'black'},
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
check:function(card){
|
||
if(_status.event.player.hp==1) return 8-get.value(card);
|
||
return 6-get.value(card);
|
||
},
|
||
selectTarget:2,
|
||
multitarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.give(cards,targets[0],'give');
|
||
'step 1'
|
||
targets[0].chooseToCompare(targets[1]);
|
||
'step 2'
|
||
player.addTempSkill('dcjianshu_check','phaseUseAfter');
|
||
if(result.bool){
|
||
var cards=targets[0].getCards('he',function(card){
|
||
return lib.filter.cardDiscardable(card,targets[0],'dcjianshu');
|
||
});
|
||
if(cards.length>0) targets[0].discard(cards.randomGet());
|
||
targets[1].loseHp();
|
||
}
|
||
else if(result.tie){
|
||
targets[0].loseHp();
|
||
targets[1].loseHp();
|
||
}
|
||
else{
|
||
var cards=targets[1].getCards('he',function(card){
|
||
return lib.filter.cardDiscardable(card,targets[1],'dcjianshu');
|
||
});
|
||
if(cards.length>0) targets[1].discard(cards.randomGet());
|
||
targets[0].loseHp();
|
||
}
|
||
},
|
||
subSkill:{
|
||
check:{
|
||
trigger:{global:'dieAfter'},
|
||
charlotte:true,
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.getParent(3).name=='dcjianshu';
|
||
},
|
||
content:function(){
|
||
delete player.getStat('skill').dcjianshu;
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.4,
|
||
order:4,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ui.selected.targets.length) return -1;
|
||
return -0.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcyongdi:{
|
||
audio:'yongdi',
|
||
audioname:['xinping'],
|
||
unique:true,
|
||
limited:true,
|
||
enable:'phaseUse',
|
||
filterTarget:function(card,player,target){
|
||
return target.hasSex('male');
|
||
},
|
||
animationColor:'thunder',
|
||
skillAnimation:'legend',
|
||
mark:true,
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('dcyongdi');
|
||
//player.logSkill('dcyongdi',target);
|
||
if(!game.hasPlayer(current=>current.maxHp<target.maxHp)){
|
||
target.gainMaxHp();
|
||
}
|
||
'step 1'
|
||
if(target.isMinHp()){
|
||
target.recover();
|
||
}
|
||
'step 2'
|
||
if(target.isMinHandcard()){
|
||
target.draw(Math.min(5,target.maxHp));
|
||
}
|
||
'step 3'
|
||
game.delayx();
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
var val=0;
|
||
var bool1=!game.hasPlayer(current=>current.maxHp<target.maxHp),bool2=target.isMinHp(),bool3=target.isMinHandcard();
|
||
if(bool1) val+=5;
|
||
if(bool2){
|
||
if(bool1) target.maxHp++;
|
||
val+=Math.max(0,get.recoverEffect(target,player,player));
|
||
if(bool1) target.maxHp--;
|
||
}
|
||
if(bool3){
|
||
var num=Math.max(0,Math.min(5,target.maxHp+(bool1?1:0)));
|
||
val+=5*num;
|
||
}
|
||
return val;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//雷普
|
||
dcsilve:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'enterGame',
|
||
global:'phaseBefore',
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
direct:true,
|
||
onremove:['dcsilve','dcsilve_self'],
|
||
filter:function(event,player){
|
||
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('私掠:请选择一名其他角色','选择一名其他角色(暂时仅你可见),称为“私掠”角色,且你获得后续效果',true,(card,player,target)=>{
|
||
return target!=player&&!player.getStorage('dcsilve').contains(target);
|
||
}).set('ai',target=>{
|
||
var att=get.attitude(_status.event.player,target);
|
||
if(att>0) return att+1;
|
||
if(att==0) return Math.random();
|
||
return att;
|
||
}).set('animate',false);
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('dcsilve');
|
||
player.markAuto('dcsilve',[target]);
|
||
player.addSkill('dcsilve_rob');
|
||
player.addSkill('dcsilve_revenge');
|
||
target.addSkill('dcsilve_target');
|
||
if(!target.storage.dcsilve_target) target.storage.dcsilve_target=[];
|
||
target.storage.dcsilve_target.push(player);
|
||
}
|
||
},
|
||
subSkill:{
|
||
rob:{
|
||
audio:'dcsilve',
|
||
trigger:{global:'damageSource'},
|
||
filter:function(event,player){
|
||
if(!player.getStorage('dcsilve').contains(event.source)) return false;
|
||
if(!event.player.isIn()||event.player==player) return false;
|
||
if(player.getStorage('dcsilve_robbed').contains(event.player)) return false;
|
||
return event.player.countCards('he')>0;
|
||
},
|
||
charlotte:true,
|
||
prompt2:function(event,player){
|
||
return '获得'+get.translation(event.player)+'一张牌';
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
player.addTempSkill('dcsilve_robbed');
|
||
player.markAuto('dcsilve_self',[trigger.player]);
|
||
if(trigger.player.countGainableCards(player,'he')>0){
|
||
player.markAuto('dcsilve_robbed',[trigger.player]);
|
||
player.gainPlayerCard(trigger.player,'he',true);
|
||
}
|
||
if(trigger.source&&trigger.source!=player) trigger.source.markSkill('dcsilve_target');
|
||
}
|
||
},
|
||
revenge:{
|
||
audio:'dcsilve',
|
||
trigger:{global:'damageEnd'},
|
||
filter:function(event,player){
|
||
if(!player.getStorage('dcsilve').contains(event.player)) return false;
|
||
if(!event.player.isIn()||!event.source||!event.source.isIn()||event.source==player) return false;
|
||
return true;
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
charlotte:true,
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.player&&trigger.player!=player) trigger.player.markSkill('dcsilve_target');
|
||
player.markAuto('dcsilve_self',[trigger.player]);
|
||
player.chooseToUse('私掠:对'+get.translation(trigger.source)+'使用一张【杀】,或弃置一张手牌',function(card,player,event){
|
||
if(get.name(card)!='sha') return false;
|
||
return lib.filter.filterCard.apply(this,arguments);
|
||
}).set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
|
||
if(target!=_status.event.source&&!ui.selected.targets.contains(_status.event.source)) return false;
|
||
return lib.filter.targetEnabled.apply(this,arguments);
|
||
}).set('source',trigger.source).set('logSkill','dcsilve_revenge');
|
||
'step 1'
|
||
if(!result.bool){
|
||
if(player.countCards('h')>0) player.chooseToDiscard('h',true).set('logSkill','dcsilve_revenge');
|
||
}
|
||
}
|
||
},
|
||
self:{
|
||
marktext:'私',
|
||
intro:{
|
||
name:'私掠',
|
||
content:function(storage,player){
|
||
if(!storage||!storage.length) return '没有打劫对象';
|
||
if(storage[0]==player) return '已绑定'+get.translation(player)+'自己';
|
||
return '打劫对象:'+get.translation(storage);
|
||
}
|
||
},
|
||
},
|
||
target:{
|
||
marktext:'掠',
|
||
intro:{
|
||
name:'私掠',
|
||
content:function(storage,player){
|
||
return '被'+get.translation(storage)+'盯上了!';
|
||
}
|
||
}
|
||
},
|
||
robbed:{onremove:true,charlotte:true},
|
||
}
|
||
},
|
||
dcshuaijie:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
limited:true,
|
||
skillAnimation:true,
|
||
animationColor:'thunder',
|
||
filter:function(event,player){
|
||
var targets=player.getStorage('dcsilve').filter(i=>i.isIn());
|
||
if(!targets.length) return true;
|
||
return targets.filter(target=>{
|
||
return player.hp>target.hp&&player.countCards('e')>target.countCards('e');
|
||
}).length==targets.length;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('dcshuaijie');
|
||
player.loseMaxHp();
|
||
var choices=[];
|
||
var choiceList=[
|
||
'获得“私掠”角色至多三张牌',
|
||
'从牌堆中获得三张类型各不相同的牌'
|
||
];
|
||
var targets=player.getStorage('dcsilve').filter(i=>i.isIn());
|
||
event.targets=targets;
|
||
if(targets.length) choices.push('选项一');
|
||
else choiceList[0]='<span style="opacity:0.5; ">'+choiceList[0]+'</span>';
|
||
choices.push('选项二');
|
||
player.chooseControl(choices).set('prompt','衰劫:选择一项').set('choiceList',choiceList).set('ai',()=>_status.event.choice).set('choice',function(){
|
||
var eff=0;
|
||
for(var target of targets){
|
||
eff+=get.effect(target,{name:'shunshou_copy2'},player,player)*2;
|
||
}
|
||
eff-=get.effect(player,{name:'dongzhuxianji'},player,player);
|
||
return eff>0&&choices.contains('选项一')?'选项一':'选项二';
|
||
}());
|
||
'step 1'
|
||
if(result.control=='选项一'){
|
||
if(targets.length){
|
||
for(var target of targets){
|
||
if(target.countGainableCards(player,'he')>0) {
|
||
player.line(target);
|
||
player.gainPlayerCard(target,'he',true,[1,3]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else{
|
||
var cards=[];
|
||
for(var i=0;i<3;i++){
|
||
var card=get.cardPile(cardx=>{
|
||
return cards.filter(cardxx=>get.type2(cardxx)==get.type2(cardx)).length==0;
|
||
});
|
||
if(card) cards.push(card);
|
||
}
|
||
if(cards.length) player.gain(cards,'gain2');
|
||
}
|
||
'step 2'
|
||
var targets=player.getStorage('dcsilve').filter(i=>i.isIn());
|
||
for(var target of targets){
|
||
target.unmarkAuto('dcsilve_target',[player]);
|
||
}
|
||
delete player.storage.dcsilve;
|
||
delete player.storage.dcsilve_self;
|
||
player.markAuto('dcsilve',[player]);
|
||
player.markAuto('dcsilve_self',[player]);
|
||
},
|
||
ai:{
|
||
combo:'dcsilve',
|
||
order:8,
|
||
result:{
|
||
player:function(player){
|
||
var targets=player.getStorage('dcsilve').filter(i=>i.isIn());
|
||
if(!targets.length) return 1;
|
||
var att=0;
|
||
targets.forEach(i=>att+=get.attitude(player,i));
|
||
if(att<0) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//庞会
|
||
dcyiyong:{
|
||
audio:2,
|
||
trigger:{
|
||
source:'damageBegin1',
|
||
},
|
||
//usable:2,
|
||
filter:function(event,player){
|
||
return player.countDiscardableCards(player,'he')>0&&player!=event.player;
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.player)<0&&player.countCards('he',card=>lib.filter.cardDiscardable(card,player,'dcyiyong')&&get.value(card,player)<7)>0;
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
'step 0'
|
||
event.list=[player];
|
||
event.cards0=[];event.cards1=[];
|
||
if(trigger.player.countDiscardableCards(trigger.player,'he')>0){
|
||
event.list.push(trigger.player);
|
||
}
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
player.chooseCardOL(event.list,'he',true,[1,Infinity],'异勇:弃置任意张牌',(card,player,target)=>{
|
||
return lib.filter.cardDiscardable(card,player,'dcyiyong');
|
||
}).set('ai',card=>{
|
||
var evt=_status.event.getParent(2);
|
||
var source=evt.player,player=_status.event.player,target=evt.list[1];
|
||
if(!target) return get.unuseful(card);
|
||
if(player==source){
|
||
var total=0,need=0;
|
||
target.countCards('he',card=>{
|
||
if(lib.filter.cardDiscardable(card,target,'dcyiyong')&&get.value(card)<5) need+=get.number(card);
|
||
});
|
||
for(var i of ui.selected.cards) total+=get.number(i);
|
||
if(total>=need+5) return 0;
|
||
var val=6;
|
||
if(target.hp<=2&&!target.hasSkillTag('filterDamage',null,{
|
||
player:player,
|
||
card:evt.getTrigger().card,
|
||
})) val+=2+get.number(card)/5;
|
||
if(target.countCards('he',card=>get.value(card)<5)>=3) val-=3+get.number(card)/5;
|
||
return val-get.value(card);
|
||
}
|
||
if(ui.selected.cards.length>1&&ui.selected.cards.length+2>=source.countCards('he')) return 0;
|
||
if(player.hp<=2&&!target.hasSkillTag('filterDamage',null,{
|
||
player:player,
|
||
card:evt.getTrigger().card,
|
||
})) return 10-get.value(card);
|
||
return 5-get.value(card);
|
||
});
|
||
'step 1'
|
||
var lose_list=[],cards=[];
|
||
for(var i=0; i<result.length; i++){
|
||
var current=event.list[i],cards2=result[i].cards;
|
||
cards.push(cards2);
|
||
event['cards'+i]=cards2;
|
||
event.cards=cards;
|
||
lose_list.push([current,cards2]);
|
||
}
|
||
game.loseAsync({lose_list:lose_list}).setContent('discardMultiple');
|
||
'step 2'
|
||
var getn=function(cards){
|
||
return cards.map(i=>get.number(i,false)).reduce((p,c)=>p+c,0)
|
||
}
|
||
var num0=getn(event.cards0),num1=getn(event.cards1);
|
||
if(num0<=num1){
|
||
player.draw(event.cards1.length);
|
||
}
|
||
if(num0>=num1){
|
||
trigger.num++;
|
||
}
|
||
}
|
||
},
|
||
//乐就
|
||
dccuijin:{
|
||
audio:2,
|
||
trigger:{global:'useCard'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&(event.player==player||player.inRange(event.player))&&player.countCards('he')>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('dccuijin',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,则你摸一张牌并对其造成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=['dccuijin',target];
|
||
'step 1'
|
||
if(result.bool){
|
||
if(typeof trigger.baseDamage!='number') trigger.baseDamage=1;
|
||
trigger.baseDamage++;
|
||
player.addSkill('dccuijin_damage');
|
||
player.markAuto('dccuijin_damage',[trigger.card]);
|
||
if(!player.storage.dccuijin_map) player.storage.dccuijin_map={};
|
||
player.storage.dccuijin_map[trigger.card.cardid]=trigger.targets.slice();
|
||
}
|
||
},
|
||
subSkill:{
|
||
damage:{
|
||
trigger:{
|
||
global:['damage','damageCancelled','damageZero','shaMiss','useCardToExcluded','useCardToEnd','eventNeutralized','useCardAfter','shaCancelled'],
|
||
},
|
||
forced:true,
|
||
silent:true,
|
||
firstDo:true,
|
||
charlotte:true,
|
||
onremove:true,
|
||
filter:function(event,player,name){
|
||
if(!event.card) return false;
|
||
var cards=player.getStorage('dccuijin_damage');
|
||
if(!cards.contains(event.card)) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var card=trigger.card;
|
||
if(event.triggername=='useCardAfter'){
|
||
var cards=player.getStorage('dccuijin_damage');
|
||
cards=cards.remove(card);
|
||
if(!cards.length){
|
||
player.removeSkill('dccuijin_damage');
|
||
delete player.storage.dccuijin_map;
|
||
}
|
||
else delete player.storage.dccuijin_map[card.cardid];
|
||
event.finish();
|
||
}
|
||
else{
|
||
var target,source;
|
||
if(trigger.name.indexOf('damage')==0){
|
||
target=trigger.player;
|
||
source=trigger.source;
|
||
}
|
||
else{
|
||
target=trigger.target;
|
||
source=trigger.player;
|
||
}
|
||
if(player.storage.dccuijin_map[card.cardid].contains(target)&&!target.hasHistory('damage',evt=>{
|
||
return evt.card==card;
|
||
})){
|
||
player.logSkill('dccuijin_damage',source);
|
||
player.storage.dccuijin_map[card.cardid].remove(target);
|
||
player.draw();
|
||
if(source&&source.isIn()){
|
||
player.line(trigger.player,'green');
|
||
trigger.player.damage();
|
||
}
|
||
}
|
||
}
|
||
'step 1'
|
||
game.delayx();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//陈矫
|
||
dcxieshou:{
|
||
trigger:{
|
||
global:'damageEnd',
|
||
},
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return get.distance(player,event.player)<=2&&event.player.isIn();
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.player)>4;
|
||
},
|
||
locked:false,
|
||
logTarget:'player',
|
||
onremove:true,
|
||
change:function(player,num){
|
||
player.addSkill('dcxieshoux');
|
||
if(typeof player.storage.dcxieshoux!=='number') player.storage.dcxieshoux=0;
|
||
if(!num) return;
|
||
player.storage.dcxieshoux+=num;
|
||
if(player.storage.dcxieshoux!=0) player.markSkill('dcxieshoux');
|
||
else player.unmarkSkill('dcxieshoux');
|
||
game.log(player,'的手牌上限',(num>0?'+':'')+num);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
lib.skill.dcxieshou.change(player,-1);
|
||
'step 1'
|
||
var list=[],target=trigger.player;
|
||
event.target=target;
|
||
var choiceList=['回复1点体力','复原,摸两张牌'];
|
||
if(target.getDamagedHp()==0) choiceList[0]='<span style="opacity:0.5; ">'+choiceList[0]+'</span>';
|
||
else list.push('选项一');
|
||
list.push('选项二');
|
||
target.chooseControl(list).set('choiceList',choiceList).set('prompt',get.translation(player)+'对你发动了【协守】,请选择一项');
|
||
'step 2'
|
||
if(result.control=='选项一'){
|
||
target.recover();
|
||
}
|
||
else {
|
||
target.link(false);
|
||
target.draw(2);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
},
|
||
},
|
||
dcxieshoux:{
|
||
markimage:'image/card/handcard.png',
|
||
intro:{
|
||
content:function(storage,player){
|
||
var num=player.storage.dcxieshoux;
|
||
return '手牌上限'+(num >= 0?'+':'')+num;
|
||
}
|
||
},
|
||
charlotte:true,
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+(player.storage.dcxieshoux||0);
|
||
}
|
||
},
|
||
},
|
||
dcqingyan:{
|
||
trigger:{
|
||
target:'useCardToTargeted',
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&get.color(event.card)=='black';
|
||
},
|
||
usable:2,
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(player.countCards('h')<player.hp){
|
||
player.chooseBool(get.prompt('dcqingyan'),'将手牌摸至体力上限(摸'+get.cnNumber(player.maxHp-player.countCards('h'))+'张牌)').set('ai',()=>1);
|
||
}else{
|
||
player.chooseToDiscard(get.prompt('dcqingyan'),'弃置一张手牌令你的手牌上限+1').set('ai',card=>6-get.value(card)).set('logSkill','dcqingyan');
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
if(result.cards&&result.cards.length){
|
||
lib.skill.dcxieshou.change(player,1);
|
||
}else{
|
||
player.logSkill('dcqingyan');
|
||
player.drawTo(player.maxHp);
|
||
}
|
||
} else player.storage.counttrigger.dcqingyan--;
|
||
}
|
||
},
|
||
dcqizi:{
|
||
mod:{
|
||
playerEnabled:function(card,player,target){
|
||
if(get.distance(player,target)>2&&card.name=='tao'&&target==_status.event.dying) return false;
|
||
},
|
||
}
|
||
},
|
||
//公孙度
|
||
dczhenze:{
|
||
audio:2,
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var getCond=(player)=>Math.sign(player.countCards('h')-Math.max(0,player.hp));
|
||
var me=getCond(player);
|
||
var recovers=game.filterPlayer(current=>getCond(current)==me),loses=game.filterPlayer().removeArray(recovers);
|
||
event.recovers=recovers; event.loses=loses;
|
||
var list=[];
|
||
if(loses.length) list.push('选项一');
|
||
if(recovers.length) list.push('选项二');
|
||
list.push('cancel2');
|
||
var sign=[['≥','<'],['≠','='],['≤','>']];
|
||
var choiceList=[
|
||
'令所有手牌数'+sign[me+1][0]+'体力值的角色失去1点体力'+(loses.length?'('+get.translation(loses)+')':''),
|
||
'令所有手牌数'+sign[me+1][1]+'体力值的角色回复1点体力'+(recovers.length?'('+get.translation(recovers)+')':'')
|
||
];
|
||
if(!loses.length) choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
|
||
if(!recovers.length) choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
|
||
player.chooseControl(list).set('choiceList',choiceList).set('prompt',get.prompt('dczhenze')).set('ai',()=>_status.event.choice).set('choice',(()=>{
|
||
var effect=0;
|
||
if(list.length==2){
|
||
if(list.contains('选项一')){
|
||
loses.forEach(i=>effect+=get.effect(i,{name:'losehp'},player,player));
|
||
if(effect>0) return '选项一';
|
||
}else{
|
||
recovers.forEach(i=>effect+=get.recoverEffect(i,player,player));
|
||
if(effect>0) return '选项二';
|
||
}
|
||
}else{
|
||
loses.forEach(i=>effect-=get.effect(i,{name:'losehp'},player,player));
|
||
recovers.forEach(i=>effect+=get.recoverEffect(i,player,player));
|
||
if(effect>0) return '选项二';
|
||
return '选项一';
|
||
}
|
||
})());
|
||
'step 1'
|
||
if(result.control=='cancel2'){
|
||
event.finish();
|
||
}
|
||
else {
|
||
var lose=result.control=='选项一',targets=event[lose?'loses':'recovers'];
|
||
player.logSkill('dczhenze',targets);
|
||
for(var i of targets){
|
||
i[lose?'loseHp':'recover']();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcanliao:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
if((player.getStat().skill.dcanliao||0)>=game.countPlayer(current=>current.group=='qun')) return false;
|
||
return true;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.countCards('he');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.choosePlayerCard(target,'he',true).set('filterButton',function(button){
|
||
var card=button.link,owner=get.owner(card);
|
||
return !owner||owner.canRecast(card,_status.event.player);
|
||
}).set('ai',function(card){
|
||
if(get.attitude(_status.event.player,_status.event.getParent().target)>=0) return -get.buttonValue(card);
|
||
return get.buttonValue(card);
|
||
});
|
||
'step 1'
|
||
if(result.bool) target.recast(result.links);
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasCard(card=>get.value(card)>=6,'e')&&get.attitude(player,target)<0) return -1;
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//王烈
|
||
dcchongwang:{
|
||
audio:2,
|
||
trigger:{global:'useCard'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player==event.player) return false;
|
||
var type=get.type(event.card);
|
||
if(type!='basic'&&type!='trick') return false;
|
||
var history=game.getAllGlobalHistory('useCard');
|
||
var index=history.indexOf(event);
|
||
if(index>0) return history[index-1].player==player;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var source=trigger.player;
|
||
var list=[['exclude','令'+get.translation(trigger.card)+'无效']];
|
||
var cards=trigger.cards.filterInD();
|
||
if(source.isIn()&&cards.length>0) list.push(['gain','令'+get.translation(source)+'收回'+get.translation(cards)]);
|
||
player.chooseButton([
|
||
get.prompt('dcchongwang',source),
|
||
[list,'textbutton'],
|
||
'noforcebutton',
|
||
]).set('ai',function(button){
|
||
var player=_status.event.player,choice=button.link;
|
||
var evt=_status.event.getTrigger();
|
||
if(choice=='exclude'){
|
||
var effect=0;
|
||
if(!evt.targets.length&&get.info(evt.card,false).notarget) effect-=get.effect(evt.player,evt.card,evt.player,player);
|
||
for(var i of evt.targets){
|
||
effect-=get.effect(i,evt.card,evt.player,player);
|
||
}
|
||
return effect;
|
||
}
|
||
else{
|
||
var cards=evt.cards.filterInD();
|
||
return get.value(cards,evt.player)*get.attitude(player,evt.player);
|
||
}
|
||
return 0;
|
||
})
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
player.logSkill('dcchongwang',trigger.player);
|
||
if(result.links[0]=='gain'){
|
||
player.addTempSkill('dcchongwang_gain');
|
||
trigger._dcchongwang=true;
|
||
}
|
||
else{
|
||
trigger.targets.length=0;
|
||
trigger.all_excluded=true;
|
||
game.log(trigger.card,'被无效了');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:3.5,
|
||
directHit_ai:true,
|
||
},
|
||
subSkill:{
|
||
gain:{
|
||
trigger:{global:'useCardAfter'},
|
||
charlotte:true,
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event._dcchongwang;
|
||
},
|
||
content:function(){
|
||
trigger.player.gain(trigger.cards.filterInD(),'gain2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dchuagui:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&¤t.countCards('he')>0;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var min=Math.max.apply(Math,game.filterPlayer().map(function(current){
|
||
return 1+current.getFriends().length;
|
||
}));
|
||
var max=Math.min(min,game.countPlayer(function(current){
|
||
return current!=player&¤t.countCards('he')>0;
|
||
}));
|
||
player.chooseTarget(get.prompt('dchuagui'),'令至多'+get.cnNumber(max)+'名角色进行囚徒困境选择',[1,max],function(card,player,target){
|
||
return target!=player&&target.countCards('he')>0;
|
||
}).set('animate',false).set('ai',function(target){
|
||
return -get.attitude(_status.event.player,target);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('dchuagui');
|
||
event.players=result.targets.slice(0);
|
||
event._global_waiting=true;
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var send=function(source){
|
||
var next=game.createEvent('dchuagui_choose',false);
|
||
next.player=game.me;
|
||
next.source=source;
|
||
next.setContent(lib.skill.dchuagui.contentx);
|
||
game.resume();
|
||
};
|
||
var sendback=function(result,player){
|
||
if(!Array.isArray(result)){
|
||
result=[
|
||
Math.random()<0.5?'仅展示牌':'交出牌',
|
||
player.getCards('he').randomGet()
|
||
];
|
||
}
|
||
event.results.push([player,result]);
|
||
};
|
||
event.ai_targets=[];
|
||
event.results=[];
|
||
var players=game.filterPlayer(function(current){
|
||
return current!=player;
|
||
}).sortBySeat();
|
||
var time=10000;
|
||
if(lib.configOL&&lib.configOL.choose_timeout) time=parseInt(lib.configOL.choose_timeout)*1000;
|
||
for(var i=0;i<players.length;i++){
|
||
players[i].showTimer(time);
|
||
if(!event.players.contains(players[i])) continue;
|
||
if(players[i].isOnline()){
|
||
event.withol=true;
|
||
players[i].send(send,player);
|
||
players[i].wait(sendback);
|
||
}
|
||
else if(players[i]==game.me){
|
||
event.withme=true;
|
||
var next=game.createEvent('dchuagui_choose',false);
|
||
next.player=game.me;
|
||
next.source=player;
|
||
next.setContent(lib.skill.dchuagui.contentx);
|
||
if(_status.connectMode) game.me.wait(sendback);
|
||
}
|
||
else{
|
||
event.ai_targets.push(players[i]);
|
||
}
|
||
}
|
||
if(event.ai_targets.length){
|
||
event.ai_targets.randomSort();
|
||
setTimeout(function(){
|
||
event.interval=setInterval(function(){
|
||
var target=event.ai_targets.shift();
|
||
var att=get.attitude(target,player),hs=target.getCards('he');
|
||
hs.sort((b,a)=>get.value(b,target)-get.value(a,target));
|
||
var choice='仅展示牌',card=hs[0];
|
||
if(att<-2&&Math.random()>((get.value(card,target)-3)/5)) choice='交出牌';
|
||
sendback([choice,card],target);
|
||
if(!event.ai_targets.length){
|
||
clearInterval(event.interval);
|
||
if(event.withai) game.resume();
|
||
}
|
||
},_status.connectMove?750:75);
|
||
},500)
|
||
}
|
||
'step 3'
|
||
if(event.withme){
|
||
if(_status.connectMode) game.me.unwait(result,game.me);
|
||
else{
|
||
if(!Array.isArray(result)){
|
||
result=[
|
||
Math.random()<0.5?'仅展示牌':'交出牌',
|
||
player.getCards('he').randomGet()
|
||
];
|
||
}
|
||
event.results.push([player,result]);
|
||
}
|
||
}
|
||
'step 4'
|
||
if(event.withol&&!event.resultOL){
|
||
game.pause();
|
||
}
|
||
'step 5'
|
||
if(event.ai_targets.length>0){
|
||
event.withai=true;
|
||
game.pause();
|
||
}
|
||
'step 6'
|
||
delete event._global_waiting;
|
||
for(var i of game.players) i.hideTimer();
|
||
event.videoId=lib.status.videoId++;
|
||
game.broadcastAll(function(name,id,results){
|
||
var dialog=ui.create.dialog(name+'发动了技能【化归】','hidden','forcebutton');
|
||
dialog.videoId=id;
|
||
dialog.classList.add('scroll1');
|
||
dialog.classList.add('scroll2');
|
||
dialog.classList.add('fullwidth');
|
||
dialog.classList.add('fullheight');
|
||
dialog.buttonss=[];
|
||
|
||
var list=['仅展示牌的玩家','交出牌的玩家']
|
||
for(var i=0;i<list.length;i++){
|
||
dialog.add('<div class="text center">'+list[i]+'</div>');
|
||
var buttons=ui.create.div('.buttons',dialog.content);
|
||
dialog.buttonss.push(buttons);
|
||
buttons.classList.add('popup');
|
||
buttons.classList.add('guanxing');
|
||
}
|
||
dialog.open();
|
||
|
||
var getx=function(){
|
||
var item=results.shift();
|
||
var card=item[1][1],index=item[1][0]=='仅展示牌'?0:1;
|
||
var button=ui.create.button(card,'card',dialog.buttonss[index]);
|
||
button.querySelector('.info').innerHTML=(function(target){
|
||
if(target._tempTranslate) return target._tempTranslate;
|
||
var name=target.name;
|
||
if(lib.translate[name+'_ab']) return lib.translate[name+'_ab'];
|
||
return get.translation(name);
|
||
}(item[0]));
|
||
if(results.length>0) setTimeout(getx,500);
|
||
}
|
||
setTimeout(getx,500);
|
||
},get.translation(player),event.videoId,event.results.slice(0));
|
||
game.delay(0,2000+event.results.length*500)
|
||
'step 7'
|
||
game.broadcastAll('closeDialog',event.videoId);
|
||
var shown=[],given=[];
|
||
for(var i of event.results){
|
||
(i[1][0]=='仅展示牌'?shown:given).push(i);
|
||
}
|
||
var list=given.length>0?given:shown;
|
||
var cards=[],targets=[];
|
||
for(var i of list){
|
||
cards.push(i[1][1]);
|
||
targets.push(i[0]);
|
||
//i[0].$give(i[1][1],player);
|
||
}
|
||
player.line(targets);
|
||
player.gain(cards,'give');
|
||
//step 8
|
||
//game.delayx();
|
||
},
|
||
contentx:function(){
|
||
'step 0'
|
||
event._global_waiting=true;
|
||
event.result=['仅展示牌',player.getCards('he').randomGet()];
|
||
var str=get.translation(source);
|
||
player.chooseControl('仅展示牌','交出牌').set('choiceList',[
|
||
'仅展示一张牌。但如果所有人都选择了仅展示,则'+str+'获得这张牌',
|
||
'将一张牌交给'+str,
|
||
]).set('_global_waiting',true);
|
||
'step 1'
|
||
event.result[0]=result.control;
|
||
player.chooseCard('he',true).set('_global_waiting',true);
|
||
'step 2'
|
||
event.result[1]=result.cards[0];
|
||
},
|
||
},
|
||
//陈珪
|
||
dcyingtu:{
|
||
audio:2,
|
||
trigger:{
|
||
global:['gainAfter','loseAsyncAfter'],
|
||
},
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return lib.skill.dcyingtu.filterx(event,player,player.getNext())||lib.skill.dcyingtu.filterx(event,player,player.getPrevious());
|
||
},
|
||
filterx:function(event,player,target){
|
||
var evt=event.getParent('phaseDraw');
|
||
if(evt&&target==evt.player) return false;
|
||
return event.getg(target).length>0&&target.hasCard(function(card){
|
||
return lib.filter.canBeGained(card,target,player)
|
||
},'he');
|
||
},
|
||
logTarget:'player',
|
||
direct:true,
|
||
checkx:function(player,source){
|
||
var target=(source==player.getNext()?player.getPrevious():player.getNext());
|
||
return Math.min(0,get.attitude(player,target))>=get.attitude(player,source);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=[];
|
||
event.targets=targets;
|
||
if(lib.skill.dcyingtu.filterx(trigger,player,player.getNext())) targets.add(player.getNext());
|
||
if(lib.skill.dcyingtu.filterx(trigger,player,player.getPrevious())) targets.add(player.getPrevious());
|
||
'step 1'
|
||
var target=targets.shift();
|
||
event.target=target;
|
||
player.chooseBool(
|
||
get.prompt('dcyingtu',target),
|
||
'获得该角色的一张牌,然后将一张牌交给该角色的对位角色。若你给出的是装备牌,则其使用其获得的牌。'
|
||
).set('goon',lib.skill.dcyingtu.checkx(player,target)).set('ai',function(){
|
||
return _status.event.goon;
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
player.logSkill('dcyingtu',target);
|
||
var next=game.createEvent('dcyingtu_insert');
|
||
next.player=player;
|
||
next.target=target;
|
||
next.setContent(lib.skill.dcyingtu.contentx);
|
||
event.finish();
|
||
}
|
||
else if(targets.length>0) event.goto(1);
|
||
else player.storage.counttrigger.dcyingtu--;
|
||
},
|
||
contentx:function(){
|
||
'step 0'
|
||
event.side=(target==player.getPrevious()?'getNext':'getPrevious');
|
||
player.gainPlayerCard(target,true,'he');
|
||
'step 1'
|
||
var he=player.getCards('he');
|
||
if(he.length>0){
|
||
var target=player[event.side]();
|
||
event.target=target;
|
||
if(he.length==1) event._result={bool:true,cards:he};
|
||
else player.chooseCard('he',true,'交给'+get.translation(target)+'一张牌')
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
var card=result.cards[0];
|
||
event.card=card;
|
||
player.line(target);
|
||
player.give(card,target);
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(target.getCards('h').contains(card)&&get.type(card,null,target)=='equip'&&target.canUse(card,target)) target.chooseUseTarget(card,true,'nopopup');
|
||
},
|
||
},
|
||
dccongshi:{
|
||
audio:2,
|
||
trigger:{global:'useCardAfter'},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
return get.type(event.card,null,false)=='equip'&&event.player.isMaxEquip();
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
},
|
||
//黄权
|
||
dcquanjian:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:2,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(current=>current!=player);
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var dialog=ui.create.dialog('劝谏:令一名其他角色…','hidden');
|
||
dialog.add([[
|
||
['damage','对其攻击范围内的一名角色造成1点伤害'],
|
||
['draw','将其手牌数调整至体力上限(至多摸至五张),且其本回合内不能使用手牌']
|
||
],'textbutton']);
|
||
return dialog;
|
||
},
|
||
filter:function(button,player){
|
||
return !player.hasSkill('dcquanjian_'+button.link,null,null,false);
|
||
},
|
||
check:()=>1+Math.random(),
|
||
backup:function(links){
|
||
return get.copy(lib.skill['dcquanjian_'+links[0]]);
|
||
},
|
||
prompt:function(links){
|
||
if(links[0]=='damage') return '令一名其他角色对攻击范围内的另一名角色造成1点伤害';
|
||
return '令一名其他角色将手牌数调整至体力上限(至多摸至五张)且本回合内不能使用手牌';
|
||
},
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{player:1},
|
||
},
|
||
subSkill:{
|
||
backup:{audio:'dcquanjian'},
|
||
damage:{
|
||
audio:'dcquanjian',
|
||
charlotte:true,
|
||
selectTarget:2,
|
||
filterTarget:function(card,player,target){
|
||
if(!ui.selected.targets.length) return target!=player;
|
||
return ui.selected.targets[0].inRange(target);
|
||
},
|
||
complexTarget:true,
|
||
complexSelect:true,
|
||
filterCard:()=>false,
|
||
selectCard:-1,
|
||
targetprompt:['造成伤害','受到伤害'],
|
||
multitarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.addTempSkill('dcquanjian_damage','phaseUseAfter');
|
||
targets[0].chooseControl().set('choiceList',[
|
||
'对'+get.translation(targets[1])+'造成1点伤害',
|
||
'本回合下次受到的伤害+1',
|
||
]).set('ai',function(){
|
||
return _status.event.eff>=0?0:1;
|
||
}).set('eff',get.damageEffect(targets[1],targets[0],targets[0]));
|
||
'step 1'
|
||
if(result.index==0){
|
||
targets[1].damage(targets[0]);
|
||
}
|
||
else{
|
||
target.addMark('dcquanjian_effect',1,false);
|
||
target.addTempSkill('dcquanjian_effect');
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:function(player,target){
|
||
if(ui.selected.targets.length==0){
|
||
if(!game.hasPlayer((current)=>current.inRangeOf(target)&&get.damageEffect(current,target,player)>0)) return 0;
|
||
if(get.attitude(player,target)>0) return 2;
|
||
return 1;
|
||
}
|
||
return get.damageEffect(target,ui.selected.targets[0],player,player);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
draw:{
|
||
audio:'dcquanjian',
|
||
charlotte:true,
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
var num=target.countCards('h');
|
||
if(num>target.maxHp) return true;
|
||
return num<Math.min(5,target.maxHp);
|
||
},
|
||
filterCard:()=>false,
|
||
selectCard:-1,
|
||
content:function(){
|
||
'step 0'
|
||
player.addTempSkill('dcquanjian_draw','phaseUseAfter');
|
||
var num1=target.countCards('h'),num2=target.maxHp;
|
||
var num=0;
|
||
if(num1>num2){
|
||
event.index=0;
|
||
num=num1-num2;
|
||
target.chooseControl().set('choiceList',[
|
||
'弃置'+get.cnNumber(num)+'张手牌',
|
||
'本回合下次受到的伤害+1',
|
||
]).set('ai',function(){
|
||
var player=_status.event.player;
|
||
if(_status.event.number==1&&player.hasCard(function(card){
|
||
return lib.filter.cardDiscardable(card,player,'dcquanjian_draw')&&get.value(card)<5;
|
||
},'h')) return 0;
|
||
return 1;
|
||
}).set('number',num);
|
||
}
|
||
else{
|
||
event.index=1;
|
||
num=Math.min(num2,5)-num1;
|
||
if(num<=0) event.finish();
|
||
else target.chooseControl().set('choiceList',[
|
||
'摸'+get.cnNumber(num)+'张牌,且本回合内不能使用或打出手牌',
|
||
'本回合下次受到的伤害+1',
|
||
]).set('ai',function(){
|
||
return 0;
|
||
});
|
||
}
|
||
event.num=num;
|
||
'step 1'
|
||
if(result.index==0){
|
||
if(event.index==0) target.chooseToDiscard('h',true,num);
|
||
else target.draw(num);
|
||
}
|
||
else{
|
||
target.addMark('dcquanjian_effect',1,false);
|
||
target.addTempSkill('dcquanjian_effect');
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
target.addTempSkill('dcquanjian_disable');
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
var num1=target.countCards('h'),num2=target.maxHp;
|
||
if(num1>num2) return -1;
|
||
return Math.min(5,num2)-num1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
effect:{
|
||
charlotte:true,
|
||
trigger:{player:'damageBegin3'},
|
||
forced:true,
|
||
onremove:true,
|
||
marktext:'谏',
|
||
content:function(){
|
||
trigger.num+=player.countMark(event.name);
|
||
player.removeSkill(event.name);
|
||
},
|
||
intro:{content:'下次受到的伤害+#'},
|
||
ai:{threaten:2.5},
|
||
},
|
||
disable:{
|
||
charlotte:true,
|
||
mod:{
|
||
cardEnabled2:function(card){
|
||
if(get.position(card)=='h') return false;
|
||
},
|
||
},
|
||
mark:true,
|
||
marktext:'禁',
|
||
intro:{content:'不能使用或打出手牌'},
|
||
ai:{threaten:2.5},
|
||
},
|
||
},
|
||
},
|
||
dctujue:{
|
||
audio:2,
|
||
trigger:{player:'dying'},
|
||
direct:true,
|
||
limited:true,
|
||
skillAnimation:true,
|
||
animationColor:'gray',
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(lib.filter.notMe,get.prompt2('dctujue')).set('ai',function(target){
|
||
if(_status.event.skip) return 0;
|
||
return 200+get.attitude(_status.event.player,target);
|
||
}).set('skip',player.countCards('hs',{name:['tao','jiu']})+player.hp>0);
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('dctujue',target);
|
||
player.awakenSkill('dctujue');
|
||
var cards=player.getCards('he');
|
||
player.give(cards,target);
|
||
player.recover(cards.length);
|
||
player.draw(cards.length);
|
||
}
|
||
},
|
||
},
|
||
//尹夫人
|
||
dcyingyu:{
|
||
audio:2,
|
||
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.name=='phaseJieshu'&&!player.storage.dcyingyu) return false;
|
||
return game.countPlayer(function(current){
|
||
return current.countCards('h')>0;
|
||
})>1;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(2,get.prompt('dcyingyu'),'展示两名角色的各一张手牌。若这两张牌花色不同,则你可以令其中一名角色获得另一名角色的展示牌。',function(card,player,target){
|
||
return target.countCards('h')>0;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
if(!ui.selected.targets.length) return get.attitude(player,target);
|
||
return 1-get.attitude(player,target);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var targets=result.targets.sortBySeat();
|
||
event.targets=targets;
|
||
event.cards=[];
|
||
player.logSkill('dcyingyu',targets);
|
||
player.choosePlayerCard(targets[0],true,'h');
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var card=result.cards[0];
|
||
player.line(targets[0]);
|
||
player.showCards(card,get.translation(player)+'对'+get.translation(targets[0])+'发动了【媵予】')
|
||
event.cards.push(card);
|
||
player.choosePlayerCard(targets[1],true,'h');
|
||
'step 3'
|
||
var card=result.cards[0];
|
||
player.line(targets[1]);
|
||
player.showCards(card,get.translation(player)+'对'+get.translation(targets[1])+'发动了【媵予】')
|
||
event.cards.push(card);
|
||
if(get.suit(cards[0],targets[0])==get.suit(cards[1],targets[1])) event.finish();
|
||
'step 4'
|
||
var str1=get.translation(targets[0]),str2=get.translation(targets[1]);
|
||
player.chooseControl('cancel2').set('choiceList',[
|
||
'令'+str1+'获得'+str2+'的'+get.translation(cards[1]),
|
||
'令'+str2+'获得'+str1+'的'+get.translation(cards[0]),
|
||
]).set('goon',get.attitude(player,targets[0])>0?0:1).set('ai',()=>_status.event.goon);
|
||
'step 5'
|
||
if(result.control!='cancel2'){
|
||
var i=result.index;
|
||
targets[1-i].give(cards[1-i],targets[i],'give');
|
||
}
|
||
},
|
||
onremove:true,
|
||
},
|
||
dcyongbi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0&&game.hasPlayer((current)=>lib.skill.dcyongbi.filterTarget(null,player,current));
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.hasSex('male');
|
||
},
|
||
selectCard:-1,
|
||
filterCard:true,
|
||
position:'h',
|
||
limited:true,
|
||
skillAnimation:true,
|
||
animationColor:'fire',
|
||
discard:false,
|
||
lose:false,
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('dcyongbi');
|
||
if(player.hasSkill('dcyingyu',null,null,false)) player.storage.dcyingyu=true;
|
||
player.give(cards,target);
|
||
'step 1'
|
||
var list=[];
|
||
for(var i of cards){
|
||
list.add(get.suit(i,player));
|
||
if(list.length>=3) break;
|
||
}
|
||
if(list.length>=2){
|
||
player.addMark('dcyongbi_eff1',2,false);
|
||
player.addSkill('dcyongbi_eff1');
|
||
target.addMark('dcyongbi_eff1',2,false);
|
||
target.addSkill('dcyongbi_eff1');
|
||
}
|
||
if(list.length>=3){
|
||
player.addMark('dcyongbi_eff2',1,false);
|
||
player.addSkill('dcyongbi_eff2');
|
||
target.addMark('dcyongbi_eff2',1,false);
|
||
target.addSkill('dcyongbi_eff2');
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.hasUnknown()) return 0;
|
||
var zhu=get.zhu(player);
|
||
if(zhu&&get.attitude(player,zhu)>0){
|
||
if(target==zhu) return 4;
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
subSkill:{
|
||
eff1:{
|
||
mod:{
|
||
maxHandcard:(player,num)=>num+player.countMark('dcyongbi_eff1'),
|
||
},
|
||
charlotte:true,
|
||
onremove:true,
|
||
marktext:'拥',
|
||
intro:{content:'手牌上限+#'},
|
||
},
|
||
eff2:{
|
||
trigger:{player:'damageBegin4'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.num>1;
|
||
},
|
||
content:function(){
|
||
trigger.num-=player.countMark('dcyongbi_eff2');
|
||
},
|
||
charlotte:true,
|
||
onremove:true,
|
||
marktext:'嬖',
|
||
intro:{content:'受到大于1的伤害时,此伤害-#'},
|
||
},
|
||
},
|
||
},
|
||
//吕旷吕翔
|
||
dcshuhe:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0;
|
||
},
|
||
filterCard:true,
|
||
position:'h',
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
check:function(cardx){
|
||
var player=_status.event.player;
|
||
var num1=get.number(cardx),players=game.filterPlayer();
|
||
var goon=false,effect=0;
|
||
for(var current of players){
|
||
var cards=current.getCards('ej',function(card){
|
||
var num=get.number(card);
|
||
return num==num1;
|
||
});
|
||
if(cards.length){
|
||
goon=true;
|
||
var att=get.attitude(player,current);
|
||
for(var card of cards){
|
||
if(get.position(card)=='e'){
|
||
var val=get.value(card,current);
|
||
if(att<=0) effect+=val;
|
||
else effect-=val/2;
|
||
}
|
||
else{
|
||
var eff=get.effect(current,{name:card.viewAs||card.name},player,player);
|
||
effect-=get.sgn(att)*eff;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(goon){
|
||
if(effect>0) return 6+effect-get.value(cardx);
|
||
return 0;
|
||
}
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&&get.attitude(player,current)>0;
|
||
})?(6-get.value(cardx)):0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.showCards(cards,get.translation(player)+'发动了【数合】');
|
||
'step 1'
|
||
event.cards2=[];
|
||
var num1=get.number(cards[0],player);
|
||
var lose_list=[],players=game.filterPlayer();
|
||
for(var current of players){
|
||
var cards=current.getCards('ej',function(card){
|
||
var num=get.number(card);
|
||
return num==num1;
|
||
});
|
||
if(cards.length>0){
|
||
player.line(current,'thunder');
|
||
current.$throw(cards);
|
||
lose_list.push([current,cards]);
|
||
event.cards2.addArray(cards);
|
||
}
|
||
}
|
||
if(lose_list.length){
|
||
event.lose_list=lose_list;
|
||
game.loseAsync({
|
||
lose_list:lose_list,
|
||
}).setContent('chooseToCompareLose');
|
||
}
|
||
else{
|
||
event.goto(3);
|
||
player.chooseTarget(true,lib.filter.notMe,'将'+get.translation(event.cards[0])+'交给一名其他角色').set('ai',function(target){
|
||
return get.attitude(_status.event.player,target);
|
||
});
|
||
}
|
||
'step 2'
|
||
var cards=event.cards2;
|
||
if(cards.length>0){
|
||
if(event.lose_list) game.delayx();
|
||
player.gain(cards,'gain2');
|
||
}
|
||
event.finish();
|
||
'step 3'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target,'green');
|
||
player.give(cards,target);
|
||
player.addMark('dcliehou',1);
|
||
}
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
player:1,
|
||
},
|
||
},
|
||
},
|
||
dcliehou:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin2'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !event.numFixed;
|
||
},
|
||
content:function(){
|
||
var num=Math.min(5,1+player.countMark('dcliehou'));
|
||
trigger.num+=num;
|
||
trigger._dcliehou=num;
|
||
},
|
||
group:'dcliehou_discard',
|
||
subSkill:{
|
||
discard:{
|
||
trigger:{player:'phaseDrawEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return typeof event._dcliehou=='number';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var num=trigger._dcliehou;
|
||
player.chooseToDiscard(num,'he','弃置'+get.cnNumber(num)+'张牌,或失去1点体力').set('ai',function(card){
|
||
if(_status.event.goon) return 6-get.value(card);
|
||
return 26-get.value(card);
|
||
}).set('goon',player.hp>Math.max(1,4-num)||get.effect(player,{name:'losehp'},player,player)>0);
|
||
'step 1'
|
||
if(!result.bool) player.loseHp();
|
||
},
|
||
},
|
||
},
|
||
marktext:'爵',
|
||
intro:{
|
||
name:'列侯(爵)',
|
||
name2:'爵',
|
||
content:'〖列侯〗的摸牌数+#',
|
||
},
|
||
},
|
||
//管亥
|
||
suoliang:{
|
||
audio:2,
|
||
trigger:{source:'damageSource'},
|
||
logTarget:'player',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.player.maxHp>0&&event.player.countCards('he')>0;
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.player)<=0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.player;
|
||
event.target=target;
|
||
player.choosePlayerCard(target,true,'he',[1,target.maxHp],'选择'+get.translation(target)+'的至多'+get.cnNumber(target.maxHp)+'张牌');
|
||
'step 1'
|
||
if(result.bool){
|
||
player.showCards(result.cards,get.translation(player)+'对'+get.translation(target)+'发动了【索粮】')
|
||
var cards=result.cards.filter(function(card){
|
||
var suit=get.suit(card,target);
|
||
if(suit!='heart'&&suit!='club') return false;
|
||
return lib.filter.canBeGained(card,target,player)
|
||
});
|
||
if(cards.length) player.gain(cards,target,'giveAuto','bySelf');
|
||
else{
|
||
var cards=result.cards.filter(function(card){
|
||
return lib.filter.canBeDiscarded(card,target,player)
|
||
});
|
||
if(cards.length) target.discard(cards,'notBySelf');
|
||
}
|
||
}
|
||
},
|
||
},
|
||
qinbao:{
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.card.name=='sha'||get.type(event.card,null,false)=='trick')&&game.hasPlayer(function(current){
|
||
return current!=player&¤t.countCards('h')>=player.countCards('h');
|
||
});
|
||
},
|
||
content:function(){
|
||
var hs=player.countCards('h');
|
||
trigger.directHit.addArray(game.filterPlayer(function(current){
|
||
return current!=player&¤t.countCards('h')>=hs;
|
||
}));
|
||
},
|
||
ai:{
|
||
threaten:1.4,
|
||
directHit_ai:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
return player.countCards('h',function(card){
|
||
return !ui.selected.cards.contains(card);
|
||
})<=arg.target.countCards('h');
|
||
},
|
||
},
|
||
},
|
||
//胡昭
|
||
midu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var dialog=ui.create.dialog('弥笃:选择要废除或恢复的装备栏或判定区','hidden');
|
||
dialog.classList.add('withbg');
|
||
dialog.noforcebutton=true;
|
||
var list1=[],list2=[];
|
||
for(var i=1;i<6;i++){
|
||
for(var j=0;j<player.countEnabledSlot(i);j++){
|
||
list1.push(i);
|
||
}
|
||
if(player.hasDisabledSlot(i)) list2.push(i);
|
||
}
|
||
(player.isDisabledJudge()?list2:list1).push(-1);
|
||
var addTable=function(list,bool){
|
||
var table=document.createElement('div');
|
||
table.classList.add('add-setting');
|
||
table.style.margin='0';
|
||
table.style.width='100%';
|
||
table.style.position='relative';
|
||
for(var i of list){
|
||
var td=ui.create.div('.shadowed.reduce_radius.pointerdiv.tdnode');
|
||
td.innerHTML='<span>'+(i>0?get.translation('equip'+i)+'栏':'判定区')+'</span>';
|
||
td.link=[i,bool];
|
||
td.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||
for(var j in lib.element.button){
|
||
td[j]=lib.element.button[j];
|
||
}
|
||
table.appendChild(td);
|
||
dialog.buttons.add(td);
|
||
}
|
||
dialog.content.appendChild(table);
|
||
}
|
||
if(list1.length){
|
||
dialog.addText('未废除');
|
||
addTable(list1,true);
|
||
}
|
||
if(list2.length){
|
||
dialog.addText('已废除');
|
||
addTable(list2,false);
|
||
}
|
||
return dialog;
|
||
},
|
||
filter:function(button,player){
|
||
if(!ui.selected.buttons.length) return true;
|
||
if(!ui.selected.buttons[0].link[1]) return false;
|
||
return button.link[1]
|
||
},
|
||
check:function(button){
|
||
var player=_status.event.player;
|
||
if(!button.link[1]){
|
||
if(button.link[0]<=0) return -10;
|
||
if(player.hasCard(function(card){
|
||
return get.subtype(card)==('equip'+button.link[0]);
|
||
},'hs')) return 15;
|
||
return 10;
|
||
}
|
||
if(button.link[0]<=0||player.hasEmptySlot(button.link[0])&&!player.hasCard(function(card){
|
||
return get.subtype(card)==('equip'+button.link[0])&&player.canUse(card,player)&&get.effect(player,card,player,player)>0;
|
||
},'hs')) return 5;
|
||
return 0;
|
||
},
|
||
select:[1,Infinity],
|
||
backup:function(links,player){
|
||
if(!links[0][1]){
|
||
return {
|
||
audio:'midu',
|
||
selectCard:-1,
|
||
selectTarget:-1,
|
||
filterCard:()=>false,
|
||
filterTarget:()=>false,
|
||
equip:links[0][0],
|
||
content:function(){
|
||
var pos=lib.skill.midu_backup.equip;
|
||
if(pos<=0) player.enableJudge();
|
||
else player.enableEquip(pos);
|
||
player.addTempSkill('huomo',{player:'phaseBegin'});
|
||
},
|
||
}
|
||
}
|
||
else{
|
||
return {
|
||
audio:'midu',
|
||
selectCard:-1,
|
||
filterCard:()=>false,
|
||
filterTarget:true,
|
||
equip:links.map(i=>i[0]).sort(),
|
||
content:function(){
|
||
var list=lib.skill.midu_backup.equip,num=list.length,bool=false;
|
||
if(list.contains(-1)){
|
||
list.remove(-1);
|
||
bool=true;
|
||
}
|
||
if(list.length>0) player.disableEquip(list);
|
||
if(bool) player.disableJudge();
|
||
target.draw(num)
|
||
},
|
||
ai:{
|
||
tag:{
|
||
draw:1,
|
||
},
|
||
result:{
|
||
target:2,
|
||
},
|
||
},
|
||
}
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
if(!links[0][1]){
|
||
return '恢复一个装备栏或判定区并获得〖活墨〗';
|
||
}
|
||
var numc=get.cnNumber(links.length);
|
||
return '废除'+numc+'个区域并令一名角色摸'+numc+'张牌';
|
||
},
|
||
},
|
||
derivation:'huomo',
|
||
ai:{
|
||
order:8,
|
||
result:{player:1},
|
||
},
|
||
subSkill:{backup:{}},
|
||
},
|
||
xianwang:{
|
||
mod:{
|
||
globalTo:function(source,player,distance){
|
||
var num=player.countDisabledSlot();
|
||
if(num>0) return distance+(num>2?2:1);
|
||
},
|
||
globalFrom:function(source,player,distance){
|
||
var num=source.countDisabledSlot();
|
||
if(num>0) return distance-(num>2?2:1);
|
||
},
|
||
},
|
||
},
|
||
//刘巴
|
||
dczhubi:{
|
||
audio:2,
|
||
trigger:{
|
||
global:['loseAfter','loseAsyncAfter'],
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type!='discard'||event.getlx===false) return false;
|
||
for(var i of event.cards){
|
||
if(get.suit(i,event.player)=='diamond') return true;
|
||
}
|
||
return false;
|
||
},
|
||
prompt2:'检索一张【无中生有】并置于牌堆顶',
|
||
check:function(event,player){
|
||
if(!_status.currentPhase) return false;
|
||
return get.attitude(player,_status.currentPhase.next)>0;
|
||
},
|
||
content:function(){
|
||
var card=get.cardPile(function(card){
|
||
return card.name=='wuzhong'&&get.suit(card)!='diamond';
|
||
});
|
||
if(card){
|
||
game.log(player,'将',card,'置于牌堆顶');
|
||
card.fix();
|
||
ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
|
||
game.updateRoundNumber();
|
||
game.delayx();
|
||
}
|
||
},
|
||
},
|
||
dcliuzhuan:{
|
||
audio:2,
|
||
group:['dcliuzhuan_mark','dcliuzhuan_gain'],
|
||
mod:{
|
||
targetEnabled:function(card){
|
||
if(card.cards){
|
||
for(var i of card.cards){
|
||
if(i.hasGaintag('dcliuzhuan_tag')) return false;
|
||
}
|
||
}
|
||
else if(get.itemtype(card)=='card'){
|
||
if(card.hasGaintag('dcliuzhuan_tag')) return false;
|
||
}
|
||
},
|
||
},
|
||
subSkill:{
|
||
gain:{
|
||
trigger:{global:['loseAfter','loseAsyncAfter','cardsDiscardAfter']},
|
||
forced:true,
|
||
logTarget:()=>_status.currentPhase,
|
||
filter:function(event,player){
|
||
var current=_status.currentPhase;
|
||
if(!current) return false;
|
||
if(event.name=='cardsDiscard'){
|
||
var evtx=event.getParent();
|
||
if(evtx.name!='orderingDiscard') return false;
|
||
var evtx2=(evtx.relatedEvent||evtx.getParent());
|
||
return current.hasHistory('lose',function(evtx3){
|
||
var evtx4=evtx3.relatedEvent||evtx3.getParent();
|
||
if(evtx2!=evtx4) return false;
|
||
for(var i in evtx3.gaintag_map){
|
||
if(evtx3.gaintag_map[i].contains('dcliuzhuan_tag')) return true;
|
||
}
|
||
});
|
||
return false;
|
||
}
|
||
else if(event.name=='lose'){
|
||
if(event.player!=current||event.position!=ui.discardPile) return false;
|
||
for(var i in event.gaintag_map){
|
||
if(event.gaintag_map[i].contains('dcliuzhuan_tag')) return true;
|
||
}
|
||
return false;
|
||
}
|
||
return current.hasHistory('lose',function(evt){
|
||
if(evt.getParent()!=event||evt.position!=ui.discardPile) return false;
|
||
for(var i in evt.gaintag_map){
|
||
if(evt.gaintag_map[i].contains('dcliuzhuan_tag')) return true;
|
||
}
|
||
});
|
||
},
|
||
content:function(){
|
||
var cards,current=_status.currentPhase;
|
||
if(trigger.name=='lose') cards=trigger.hs.filter(function(i){
|
||
return trigger.gaintag_map[i.cardid]&&trigger.gaintag_map[i.cardid].contains('dcliuzhuan_tag')&&get.position(i,true)=='d';
|
||
});
|
||
else if(trigger.name=='cardsDiscard'){
|
||
var evtx=trigger.getParent();
|
||
var evtx2=(evtx.relatedEvent||evtx.getParent());
|
||
var bool=false;
|
||
var history=current.getHistory('lose',function(evtx3){
|
||
var evtx4=evtx3.relatedEvent||evtx3.getParent();
|
||
if(evtx2!=evtx4) return false;
|
||
for(var i in evtx3.gaintag_map){
|
||
if(evtx3.gaintag_map[i].contains('dcliuzhuan_tag')) return true;
|
||
}
|
||
});
|
||
cards=trigger.cards.filter(function(i){
|
||
for(var evt of history){
|
||
if(evt.gaintag_map[i.cardid]&&evt.gaintag_map[i.cardid].contains('dcliuzhuan_tag')&&get.position(i,true)=='d') return true;
|
||
}
|
||
return false;
|
||
});
|
||
}
|
||
else{
|
||
cards=[];
|
||
current.getHistory('lose',function(evt){
|
||
if(evt.getParent()!=trigger||evt.position!=ui.discardPile) return false;
|
||
for(var card of evt.hs){
|
||
if(get.position(card,true)!='d') continue;
|
||
var i=card.cardid;
|
||
if(evt.gaintag_map[i]&&evt.gaintag_map[i].contains('dcliuzhuan_tag')) cards.push(card);
|
||
}
|
||
});
|
||
}
|
||
if(cards&&cards.length>0) player.gain(cards,'gain2');
|
||
},
|
||
},
|
||
mark:{
|
||
trigger:{global:'gainBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
lastDo:true,
|
||
filter:function(event,player){
|
||
if(player==event.player||event.player!=_status.currentPhase) return false;
|
||
var evt=event.getParent('phaseDraw');
|
||
if(evt&&evt.name=='phaseDraw') return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
trigger.gaintag.add('dcliuzhuan_tag');
|
||
trigger.player.addTempSkill('dcliuzhuan_tag');
|
||
},
|
||
},
|
||
tag:{
|
||
charlotte:true,
|
||
onremove:(player,skill)=>player.removeGaintag(skill),
|
||
},
|
||
},
|
||
},
|
||
//张勋
|
||
suizheng:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('suizheng'),'令一名角色下回合内获得〖随征〗效果').set('',function(target){
|
||
var player=_status.event.player,att=get.attitude(player,target);
|
||
if(target.hasJudge('lebu')) return att/2;
|
||
return att*get.threaten(target)*Math.sqrt(2+player==target?(player.countCards('h','sha')*2):target.countCards('h'))
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('suizheng',target);
|
||
target.addMark('suizheng_effect',1,false);
|
||
target.markAuto('suizheng_source',[player]);
|
||
target.addTempSkill('suizheng_effect',{player:player==target?'phaseJieshuBefore':'phaseAfter'});
|
||
}
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'suizheng',
|
||
charlotte:true,
|
||
mod:{
|
||
targetInRange:function(card){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+player.countMark('suizheng_effect');
|
||
},
|
||
},
|
||
trigger:{player:'phaseUseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
var list=player.getStorage('suizheng_source');
|
||
if(!list.filter((i)=>i.isIn().length)) return false;
|
||
return player.hasHistory('sourceDamage',function(evt){
|
||
return evt.player.isIn()&&evt.getParent('phaseUse')==event;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=player.getStorage('suizheng_source').slice(0).sortBySeat();
|
||
event.targets=targets;
|
||
'step 1'
|
||
var target=targets.shift();
|
||
event.target=target;
|
||
var list=[];
|
||
player.getHistory('sourceDamage',function(evt){
|
||
if(evt.player.isIn()&&evt.getParent('phaseUse')==trigger) list.add(evt.player);
|
||
});
|
||
if(!list.length) event.finish();
|
||
else if(target.isIn()){
|
||
list=list.filter(function(i){
|
||
return target.canUse('sha',i,false);
|
||
});
|
||
if(list.length>0) target.chooseTarget('随征:是否对一名角色使用【杀】?',function(card,player,target){
|
||
return _status.event.targets.contains(target);
|
||
}).set('targets',list).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.effect(target,{name:'sha'},player,player);
|
||
});
|
||
}
|
||
else event._result={bool:false};
|
||
'step 2'
|
||
if(result.bool){
|
||
target.useCard({
|
||
name:'sha',
|
||
isCard:true,
|
||
},result.targets,false,'suizheng_effect');
|
||
}
|
||
if(targets.length>0) event.goto(1);
|
||
},
|
||
onremove:function(player){
|
||
delete player.storage.suizheng_effect;
|
||
delete player.storage.suizheng_source;
|
||
},
|
||
intro:{content:'使用【杀】无距离限制且次数上限+#'},
|
||
},
|
||
},
|
||
},
|
||
//纪灵
|
||
dcshuangren:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
preHidden:true,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0&&game.hasPlayer(function(current){
|
||
return current!=player&&player.canCompare(current);
|
||
})
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var goon;
|
||
if(player.needsToDiscard()>1){
|
||
goon=player.hasCard(function(card){
|
||
return card.number>10&&get.value(card)<=5;
|
||
});
|
||
}
|
||
else if(player.hasSha()){
|
||
goon=player.hasCard(function(card){
|
||
return (card.number>=9&&get.value(card)<=5)||get.value(card)<=3;
|
||
});
|
||
}
|
||
else{
|
||
goon=player.hasCard(function(card){
|
||
return get.value(card)<=5;
|
||
});
|
||
}
|
||
player.chooseTarget(get.prompt2('dcshuangren'),function(card,player,target){
|
||
return player.canCompare(target);
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
if(_status.event.goon&&get.attitude(player,target)<0){
|
||
return get.effect(target,{name:'sha'},player,player);
|
||
}
|
||
return 0;
|
||
}).set('goon',goon).setHiddenSkill(event.name);
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('dcshuangren',target);
|
||
player.chooseToCompare(target);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.bool){
|
||
var target=event.target;
|
||
if(game.hasPlayer(function(current){
|
||
if(target==current||target.group!=current.group) return false;
|
||
return player.canUse('sha',current,false);
|
||
})){
|
||
var str='请选择视为使用【杀】的目标';
|
||
var str2='操作提示:选择一名角色B,或选择包含A('+get.translation(target)+')在内的两名角色A和B(B的势力需为'+get.translation(target.group)+'势力)';
|
||
player.chooseTarget([1,2],str,str2,true,function(card,player,target){
|
||
if(!player.canUse('sha',target,false)) return false;
|
||
var current=_status.event.target;
|
||
if(target==current) return true;
|
||
if(target.group!=current.group) return false;
|
||
if(!ui.selected.targets.length) return true;
|
||
return ui.selected.targets[0]==current;
|
||
return current==target;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.effect(target,{name:'sha'},player,player);
|
||
}).set('target',target).set('complexTarget',true);
|
||
}
|
||
else{
|
||
player.useCard({name:'sha',isCard:true},target,false);
|
||
event.finish();
|
||
}
|
||
}
|
||
else{
|
||
player.addTempSkill('dcshuangren_debuff','phaseUseAfter');
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(result.bool&&result.targets&&result.targets.length){
|
||
player.useCard({name:'sha',isCard:true},result.targets,false);
|
||
}
|
||
},
|
||
subSkill:{
|
||
debuff:{
|
||
charlotte:true,
|
||
mod:{
|
||
cardEnabled:function(card){
|
||
if(card.name=='sha') return false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//羊祜
|
||
dcdeshao:{
|
||
audio:2,
|
||
usable:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
filter:function(event,player){
|
||
return player!=event.player&&get.color(event.card)=='black';
|
||
},
|
||
logTarget:'player',
|
||
check:function(event,player){
|
||
var eff=get.effect(player,{name:'wuzhong'},player,player)/2;
|
||
if(player.countCards('h')+1<=event.player.countCards('h')&&event.player.countCards('he')>0) eff+=get.effect(event.player,{name:'guohe_copy2'},player,player);
|
||
return eff;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.draw();
|
||
'step 1'
|
||
var target=trigger.player;
|
||
if(player.countCards('h')<=target.countCards('h')&&target.countCards('he')>0){
|
||
player.discardPlayerCard(target,true,'he');
|
||
player.addExpose(0.2);
|
||
}
|
||
},
|
||
},
|
||
dcmingfa:{
|
||
audio:2,
|
||
trigger:{player:'useCardAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.isPhaseUsing()&&(event.card.name=='sha'||get.type(event.card)=='trick')&&event.cards.filterInD().length>0&&!player.getExpansions('dcmingfa').length;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var str,cards=trigger.cards.filterInD(),card=trigger.card;
|
||
if(cards.length==1&&card.name==cards[0].name&&(card.nature||false)==(cards[0].nature||false)) str=get.translation(cards[0]);
|
||
else str=(get.translation(trigger.card)+'('+get.translation(cards)+')');
|
||
var cardx={
|
||
name:trigger.card.name,
|
||
nature:trigger.card.nature,
|
||
isCard:true,
|
||
};
|
||
player.chooseTarget(lib.filter.notMe,get.prompt('dcmingfa'),'将'+str+'作为“明伐”牌置于武将牌上,并选择一名其他角色。该角色下回合结束时对其执行〖明伐〗的后续效果。').set('card',cardx).set('goon',function(){
|
||
var getMax=function(card){
|
||
return Math.max.apply(Math,game.filterPlayer(function(current){
|
||
return current!=player&&lib.filter.targetEnabled2(card,player,current);
|
||
}).map(function(i){
|
||
return get.effect(i,card,player,player)*Math.sqrt(Math.min(i.getHandcardLimit(),1+i.countCards('h')));
|
||
}).concat([0]));
|
||
}
|
||
var eff1=getMax(cardx);
|
||
if(player.hasCard(function(card){
|
||
if((card.name!='sha'&&get.type(card)!='trick')||!player.hasValueTarget(card,null,true)) return false;
|
||
return getMax({
|
||
name:get.name(card),
|
||
nature:get.nature(card),
|
||
isCard:true,
|
||
})>=eff1;
|
||
},'hs')) return false;
|
||
return true;
|
||
}()).set('ai',function(target){
|
||
if(!_status.event.goon) return 0;
|
||
var player=_status.event.player,card=_status.event.card;
|
||
if(!lib.filter.targetEnabled2(card,player,target)) return 0;
|
||
return get.effect(target,card,player,player)*Math.sqrt(Math.min(target.getHandcardLimit(),1+target.countCards('h')));
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('dcmingfa',target);
|
||
var card={
|
||
name:trigger.card.name,
|
||
nature:trigger.card.nature,
|
||
isCard:true,
|
||
};
|
||
player.storage.dcmingfa_info=[card,target];
|
||
player.addToExpansion(trigger.cards.filterInD(),'gain2').gaintag.add('dcmingfa');
|
||
}
|
||
},
|
||
group:'dcmingfa_use',
|
||
ai:{expose:0.2},
|
||
intro:{
|
||
mark:function(dialog,storage,player){
|
||
var cards=player.getExpansions('dcmingfa');
|
||
if(!cards.length) return '没有“明伐”牌';
|
||
else dialog.add(cards);
|
||
var info=player.storage.dcmingfa_info;
|
||
if(info){
|
||
dialog.addText('记录牌:'+get.translation(info[0])+'<br>记录目标:'+get.translation(info[1]));
|
||
}
|
||
},
|
||
content:'expansion',
|
||
},
|
||
onremove:function(player,skill){
|
||
var cards=player.getExpansions(skill);
|
||
if(cards.length) player.loseToDiscardpile(cards);
|
||
delete player.storage.dcmingfa_info;
|
||
},
|
||
subSkill:{
|
||
use:{
|
||
audio:'dcmingfa',
|
||
trigger:{global:['phaseEnd','die']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(!player.storage.dcmingfa_info||!player.getExpansions('dcmingfa').length) return false;
|
||
return event.player==player.storage.dcmingfa_info[1];
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.player;
|
||
event.target=target;
|
||
var card=player.storage.dcmingfa_info[0];
|
||
delete player.storage.dcmingfa_info;
|
||
event.card=card;
|
||
event.count=Math.max(1,Math.min(5,target.countCards('h')));
|
||
if(!event.player.isIn()) event.goto(2);
|
||
'step 1'
|
||
event.count--;
|
||
if(target.isIn()&&lib.filter.targetEnabled2(card,player,target)){
|
||
player.useCard(get.copy(card),target);
|
||
if(event.count>0) event.redo();
|
||
}
|
||
'step 2'
|
||
var cards=player.getExpansions('dcmingfa');
|
||
if(cards.length>0) player.loseToDiscardpile(cards);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//蔡瑁张允
|
||
lianzhou:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(!player.isLinked()) return true;
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&¤t.hp==player.hp&&!current.isLinked();
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(!player.isLinked()) player.link();
|
||
'step 1'
|
||
var num=game.countPlayer(function(current){
|
||
return current!=player&¤t.hp==player.hp&&!current.isLinked();
|
||
});
|
||
if(num>0){
|
||
player.chooseTarget([1,num],'选择横置任意名体力值等于你的角色',function(card,player,current){
|
||
return current!=player&¤t.hp==player.hp&&!current.isLinked();
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.effect(target,{name:'tiesuo'},player,player);
|
||
});
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
var targets=result.targets.sortBySeat();
|
||
player.line(targets,'green');
|
||
for(var i of targets) i.link();
|
||
}
|
||
},
|
||
ai:{halfneg:true},
|
||
},
|
||
jinglan:{
|
||
audio:2,
|
||
trigger:{source:'damageSource'},
|
||
forced:true,
|
||
content:function(){
|
||
var delta=player.countCards('h')-player.hp;
|
||
if(delta>0) player.chooseToDiscard('h',4,true);
|
||
else if(delta==0){
|
||
player.chooseToDiscard('h',true);
|
||
player.recover();
|
||
}
|
||
else{
|
||
player.damage('fire','nosource');
|
||
player.draw(5);
|
||
}
|
||
},
|
||
ai:{halfneg:true},
|
||
},
|
||
//滕公主
|
||
xingchong:{
|
||
audio:2,
|
||
trigger:{global:'roundStart'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.maxHp>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
for(var i=0;i<=Math.min(5,player.maxHp);i++){
|
||
list.push(get.cnNumber(i)+'张');
|
||
}
|
||
list.push('cancel2');
|
||
player.chooseControl(list).set('prompt',get.prompt('xingchong')).set('prompt2','请首先选择摸牌的张数').set('ai',function(){
|
||
var player=_status.event.player,num1=player.maxHp,num2=player.countCards('h');
|
||
if(num1<=num2) return 0;
|
||
return Math.ceil((num1-num2)/2);
|
||
});
|
||
'step 1'
|
||
if(result.control!='cancel2'){
|
||
player.logSkill('xingchong');
|
||
var num2=result.index;
|
||
if(num2>0) player.draw(num2);
|
||
var num=Math.min(5,player.maxHp)-num2;
|
||
if(num==0) event.finish();
|
||
else event.num=num;
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(player.countCards('h')>0){
|
||
player.chooseCard('h',[1,Math.min(player.countCards('h'),event.num)],'请选择要展示的牌').set('ai',()=>1+Math.random());
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(result.bool){
|
||
var cards=result.cards;
|
||
player.showCards(cards,get.translation(player)+'发动了【幸宠】');
|
||
player.addGaintag(cards,'xingchong');
|
||
player.addTempSkill('xingchong_effect','roundStart');
|
||
}
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'xingchong',
|
||
trigger:{
|
||
player:['loseAfter'],
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
filter:function(event,player){
|
||
var evt=event.getl(player);
|
||
if(!evt||!evt.cards2||!evt.cards2.length) return false;
|
||
if(event.name=='lose'){
|
||
for(var i in event.gaintag_map){
|
||
if(event.gaintag_map[i].contains('xingchong')) return true;
|
||
}
|
||
return false;
|
||
}
|
||
return player.hasHistory('lose',function(evt){
|
||
if(event!=evt.getParent()) return false;
|
||
for(var i in evt.gaintag_map){
|
||
if(evt.gaintag_map[i].contains('xingchong')) return true;
|
||
}
|
||
return false;
|
||
});
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
charlotte:true,
|
||
onremove:function(player){
|
||
player.removeGaintag('xingchong');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.delay===false) game.delayx();
|
||
'step 1'
|
||
player.logSkill('xingchong_effect');
|
||
var num=0;
|
||
if(trigger.name=='lose'){
|
||
for(var i in trigger.gaintag_map){
|
||
if(trigger.gaintag_map[i].contains('xingchong')) num++;
|
||
}
|
||
}
|
||
else player.getHistory('lose',function(evt){
|
||
if(trigger!=evt.getParent()) return false;
|
||
for(var i in evt.gaintag_map){
|
||
if(evt.gaintag_map[i].contains('xingchong')) num++;
|
||
}
|
||
});
|
||
player.draw(2*num);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
liunian:{
|
||
audio:2,
|
||
trigger:{global:'washCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return game.shuffleNumber<=2;
|
||
},
|
||
content:function(){
|
||
if(game.shuffleNumber==1) player.addTempSkill('liunian_shuffle1');
|
||
else player.addTempSkill('liunian_shuffle2');
|
||
game.delayx();
|
||
},
|
||
subSkill:{
|
||
shuffle1:{
|
||
charlotte:true,
|
||
forced:true,
|
||
trigger:{global:'phaseEnd'},
|
||
content:function(){
|
||
player.gainMaxHp();
|
||
game.delayx();
|
||
},
|
||
},
|
||
shuffle2:{
|
||
charlotte:true,
|
||
forced:true,
|
||
trigger:{global:'phaseEnd'},
|
||
content:function(){
|
||
'step 0'
|
||
player.recover();
|
||
game.delayx();
|
||
'step 1'
|
||
player.addSkill('liunian_effect');
|
||
player.addMark('liunian_effect',10,false);
|
||
},
|
||
},
|
||
effect:{
|
||
charlotte:true,
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.countMark('liunian_effect');
|
||
},
|
||
},
|
||
marktext:'年',
|
||
intro:{
|
||
content:'手牌上限+#',
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//黄承彦
|
||
dcjiezhen:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player;
|
||
},
|
||
content:function(){
|
||
var skills=target.getSkills(null,false,false).filter(function(i){
|
||
if(i=='bazhen') return;
|
||
var info=get.info(i);
|
||
return info&&!get.is.locked(i)&&!info.limited&&!info.juexingji&&!info.zhuSkill&&!info.charlotte;
|
||
});
|
||
target.addAdditionalSkill('dcjiezhen_blocker','bazhen');
|
||
target.addSkill('dcjiezhen_blocker');
|
||
target.markAuto('dcjiezhen_blocker',skills);
|
||
player.addSkill('dcjiezhen_clear');
|
||
player.markAuto('dcjiezhen_clear',[target]);
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
var skills=target.getSkills(null,false,false).filter(function(i){
|
||
if(i=='bazhen') return;
|
||
var info=get.info(i);
|
||
return info&&!get.is.locked(i)&&!info.limited&&!info.juexingji&&!info.zhuSkill&&!info.charlotte;
|
||
});
|
||
if(!skills.length&&target.hasEmptySlot(2)) return 1;
|
||
return -0.5*skills.length;
|
||
},
|
||
},
|
||
},
|
||
subSkill:{
|
||
blocker:{
|
||
charlotte:true,
|
||
init:function(player,skill){
|
||
player.addSkillBlocker(skill);
|
||
},
|
||
onremove:function(player,skill){
|
||
player.removeSkillBlocker(skill);
|
||
player.removeAdditionalSkill(skill);
|
||
delete player.storage.dcjiezhen_blocker;
|
||
},
|
||
charlotte:true,
|
||
locked:true,
|
||
skillBlocker:function(skill,player){
|
||
return skill!='bazhen'&&skill!='dcjiezhen_blocker'&&!lib.skill[skill].charlotte&&player.getStorage('dcjiezhen_blocker').contains(skill);
|
||
},
|
||
mark:true,
|
||
marktext:'阵',
|
||
intro:{
|
||
content:function(storage,player,skill){
|
||
if(storage.length) return '失效技能:'+get.translation(storage);
|
||
return '无失效技能';
|
||
}
|
||
}
|
||
},
|
||
clear:{
|
||
audio:'dcjiezhen',
|
||
charlotte:true,
|
||
trigger:{
|
||
global:['judgeAfter','die'],
|
||
player:'phaseBegin',
|
||
},
|
||
forced:true,
|
||
forceDie:true,
|
||
onremove:true,
|
||
filter:function(event,player){
|
||
if(event.name=='die'){
|
||
return player==event.player||player.getStorage('dcjiezhen_clear').contains(event.player);
|
||
}
|
||
else if(event.name=='judge'){
|
||
return event.skill=='bagua'&&player.getStorage('dcjiezhen_clear').contains(event.player);
|
||
}
|
||
return player.getStorage('dcjiezhen_clear').length>0;
|
||
},
|
||
logTarget:function(event,player){
|
||
if(event.name!='phase') return event.player;
|
||
return player.getStorage('dcjiezhen_clear');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=player.getStorage('dcjiezhen_clear');
|
||
if(trigger.name=='die'&&player==trigger.player){
|
||
for(var target of targets){
|
||
target.removeSkill('dcjiezhen_blocker');
|
||
}
|
||
player.removeSkill('dcjiezhen_clear');
|
||
event.finish();
|
||
return;
|
||
}
|
||
if(trigger.name=='phase') event.targets=targets.slice(0).sortBySeat();
|
||
else event.targets=[trigger.player];
|
||
'step 1'
|
||
var target=targets.shift();
|
||
var storage=player.getStorage('dcjiezhen_clear');
|
||
if(storage.contains(target)){
|
||
storage.remove(target);
|
||
target.removeSkill('dcjiezhen_blocker');
|
||
if(target.isIn()&&target.countGainableCards(player,'hej')>0) player.gainPlayerCard(target,'hej',true);
|
||
}
|
||
if(targets.length>0){
|
||
event.redo();
|
||
}
|
||
else{
|
||
player.removeSkill('dcjiezhen_clear');
|
||
}
|
||
},
|
||
},
|
||
},
|
||
derivation:'bazhen',
|
||
},
|
||
dczecai:{
|
||
audio:2,
|
||
trigger:{global:'roundStart'},
|
||
limited:true,
|
||
skillAnimation:true,
|
||
direct:true,
|
||
animationColor:'soil',
|
||
filter:function(event,player){
|
||
return game.roundNumber>1;
|
||
},
|
||
getMax:function(){
|
||
var getNum=function(current){
|
||
var history=current.actionHistory;
|
||
var num=0;
|
||
for(var i=history.length-2;i>=0;i--){
|
||
for(var j=0;j<history[i].useCard.length;j++){
|
||
if(get.type2(history[i].useCard[j].card,false)=='trick') num++;
|
||
}
|
||
if(history[i].isRound) break;
|
||
}
|
||
return num;
|
||
};
|
||
var max=0,current=false,targets=game.filterPlayer();
|
||
for(var target of targets){
|
||
var num=getNum(target);
|
||
if(num>max){
|
||
max=num;
|
||
current=target;
|
||
}
|
||
else if(num==max) current=false;
|
||
}
|
||
return current;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.target=lib.skill.dczecai.getMax();
|
||
var str='令一名其他角色于本轮内获得〖集智〗';
|
||
if(event.target&&event.target!=player) str+=(';若选择的目标为'+get.translation(event.target)+',则其获得一个额外的回合');
|
||
player.chooseTarget(lib.filter.notMe,get.prompt('dczecai'),str).set('maximum',event.target).set('ai',function(card,player,target){
|
||
if(target!=_status.event.maximum) return 0;
|
||
return get.attitude(_status.event.player,target);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.awakenSkill('dczecai');
|
||
var target=result.targets[0];
|
||
player.logSkill('dczecai',target);
|
||
target.addAdditionalSkill('dczecai_effect','rejizhi');
|
||
target.addTempSkill('dczecai_effect','roundStart');
|
||
if(target==event.target){
|
||
var evt=trigger._trigger;
|
||
target.insertPhase();
|
||
if(evt.player!=target&&!evt._finished){
|
||
evt.finish();
|
||
evt._triggered=5;
|
||
evt.player.insertPhase();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
derivation:'rejizhi',
|
||
subSkill:{
|
||
effect:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'才',
|
||
intro:{content:'已拥有技能〖集智〗'},
|
||
},
|
||
},
|
||
},
|
||
dcyinshi:{
|
||
audio:2,
|
||
trigger:{player:'damageBegin'},
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return !event.card||get.color(event.card)=='none';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
group:'dcyinshi_gain',
|
||
subSkill:{
|
||
gain:{
|
||
audio:'dcyinshi',
|
||
trigger:{global:'judgeEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.skill=='bagua'&&event.result.card&&get.position(event.result.card,true)=='o';
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.result.card,'gain2');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//高览
|
||
xizhen:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&&(player.canUse('sha',current,false)||player.canUse('juedou',current,false));
|
||
})
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('xizhen'),'视为对一名角色使用【杀】或【决斗】',function(card,player,target){
|
||
return target!=player&&(player.canUse('sha',target,false)||player.canUse('juedou',target,false));
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
var eff1=0,eff2=0;
|
||
if(player.canUse('sha',target,false)) eff1=get.effect(target,{name:'sha'},player,player);
|
||
if(player.canUse('juedou',target,false)) eff2=get.effect(target,{name:'juedou'},player,player);
|
||
var effx=Math.max(eff1,eff2);
|
||
if(effx<=0) return 0;
|
||
if(target.isHealthy()) effx*=3;
|
||
if(get.attitude(player,target)>0) effx*=1.6;
|
||
return effx;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('xizhen',target);
|
||
var list=[];
|
||
if(player.canUse('sha',target,false)) list.push('sha');
|
||
if(player.canUse('juedou',target,false)) list.push('juedou');
|
||
if(list.length==1) event._result={control:list[0]};
|
||
else player.chooseControl(list).set('prompt','视为对'+get.translation(target)+'使用…').set('ai',function(){
|
||
var player=_status.event.player,target=_status.event.getParent().target;
|
||
var eff1=get.effect(target,{name:'sha'},player,player),eff2=get.effect(target,{name:'juedou'},player,player);
|
||
return eff1>eff2?0:1;
|
||
});
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.useCard({name:result.control,isCard:true},target,false);
|
||
'step 3'
|
||
if(target.isIn()){
|
||
player.storage.xizhen_effect=target;
|
||
player.addTempSkill('xizhen_effect','phaseUseAfter');
|
||
}
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'xizhen',
|
||
charlotte:true,
|
||
onremove:true,
|
||
trigger:{global:['useCard','respond']},
|
||
logTarget:function(event,player){
|
||
return player.storage.xizhen_effect;
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return Array.isArray(event.respondTo)&&event.respondTo[0]==player&&player.storage.xizhen_effect&&player.storage.xizhen_effect.isIn();
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=player.storage.xizhen_effect;
|
||
event.target=target;
|
||
target.recover();
|
||
'step 1'
|
||
player.draw(target.isHealthy()?2:1);
|
||
},
|
||
mark:'character',
|
||
intro:{content:'已指定$为目标'},
|
||
},
|
||
},
|
||
},
|
||
//管宁
|
||
dunshi:{
|
||
audio:2,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
usable:1,
|
||
init:function(player,skill){
|
||
if(!player.storage[skill]) player.storage[skill]=[['sha','shan','tao','jiu'],0];
|
||
},
|
||
hiddenCard:function(player,name){
|
||
if(player.storage.dunshi&&player.storage.dunshi[0].contains(name)&&!player.getStat('skill').dunshi) return true;
|
||
return false;
|
||
},
|
||
marktext:'席',
|
||
mark:true,
|
||
intro:{
|
||
markcount:function(storage){
|
||
return storage[1];
|
||
},
|
||
content:function(storage,player){
|
||
if(!storage) return;
|
||
var str='<li>';
|
||
if(!storage[0].length){
|
||
str+='已无可用牌';
|
||
}
|
||
else{
|
||
str+='剩余可用牌:';
|
||
str+=get.translation(storage[0]);
|
||
}
|
||
str+='<br><li>“席”标记数量:';
|
||
str+=(storage[1]);
|
||
return str;
|
||
},
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type=='wuxie') return false;
|
||
var storage=player.storage.dunshi;
|
||
if(!storage||!storage[0].length) return false;
|
||
for(var i of storage[0]){
|
||
var card={name:i,isCard:true};
|
||
if(event.filterCard(card,player,event)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var list=[];
|
||
var storage=player.storage.dunshi;
|
||
for(var i of storage[0]) list.push(['基本','',i]);
|
||
return ui.create.dialog('遁世',[list,'vcard'],'hidden');
|
||
},
|
||
filter:function(button,player){
|
||
var evt=_status.event.getParent();
|
||
return evt.filterCard({name:button.link[2],isCard:true},player,evt);
|
||
},
|
||
check:function(button){
|
||
var card={name:button.link[2]},player=_status.event.player;
|
||
if(_status.event.getParent().type!='phase') return 1;
|
||
if(card.name=='jiu') return 0;
|
||
if(card.name=='sha'&&player.hasSkill('jiu')) return 0;
|
||
return player.getUseValue(card,null,true);
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
audio:'dunshi',
|
||
filterCard:function(){return false},
|
||
popname:true,
|
||
viewAs:{
|
||
name:links[0][2],
|
||
isCard:true,
|
||
},
|
||
selectCard:-1,
|
||
precontent:function(){
|
||
player.addTempSkill('dunshi_damage');
|
||
player.storage.dunshi_damage=event.result.card.name;
|
||
},
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '选择【'+get.translation(links[0][2])+'】的目标';
|
||
}
|
||
},
|
||
ai:{
|
||
respondSha:true,
|
||
respondShan:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
var storage=player.storage.dunshi;
|
||
if(!storage||!storage[0].length) return false;
|
||
if(player.getStat('skill').dunshi) return false;
|
||
switch(tag){
|
||
case 'respondSha':return (_status.event.type!='phase'||(player==game.me||player.isUnderControl()||player.isOnline()))&&storage[0].contains('sha');
|
||
case 'respondShan':return storage[0].contains('shan');
|
||
case 'save':
|
||
if(arg==player&&storage[0].contains('jiu')) return true;
|
||
return storage[0].contains('tao');
|
||
}
|
||
},
|
||
order:2,
|
||
result:{
|
||
player:function(player){
|
||
if(_status.event.type=='dying'){
|
||
return get.attitude(player,_status.event.dying);
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
initList:function(){
|
||
var list,skills=[];
|
||
var banned=['xunyi'];
|
||
if(get.mode()=='guozhan'){
|
||
list=[];
|
||
for(var i in lib.characterPack.mode_guozhan) list.push(i);
|
||
}
|
||
else if(_status.connectMode) list=get.charactersOL();
|
||
else{
|
||
list=[];
|
||
for(var i in lib.character){
|
||
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
|
||
list.push(i);
|
||
}
|
||
}
|
||
for(var i of list){
|
||
if(i.indexOf('gz_jun')==0) continue;
|
||
for(var j of lib.character[i][3]){
|
||
var skill=lib.skill[j];
|
||
if(!skill||skill.zhuSkill||banned.contains(j)) continue;
|
||
if(skill.ai&&(skill.ai.combo||skill.ai.notemp||skill.ai.neg)) continue;
|
||
var info=get.translation(j);
|
||
for(var ix=0;ix<info.length;ix++){
|
||
if(/仁|义|礼|智|信/.test(info[ix])==true){
|
||
skills.add(j);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
_status.dunshi_list=skills;
|
||
},
|
||
subSkill:{
|
||
backup:{audio:'dunshi'},
|
||
damage:{
|
||
audio:'dunshi',
|
||
trigger:{global:'damageBegin2'},
|
||
forced:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
return event.source==_status.currentPhase;
|
||
},
|
||
onremove:true,
|
||
logTarget:'source',
|
||
content:function(){
|
||
'step 0'
|
||
event.cardname=player.storage.dunshi_damage;
|
||
player.removeSkill('dunshi_damage');
|
||
event.target=trigger.source;
|
||
event.videoId=lib.status.videoId++;
|
||
var func=function(card,id,card2,card3){
|
||
var list=[
|
||
'防止即将对'+card3+'造成的伤害,并令'+card+'获得一个技能名中包含“仁/义/礼/智/信”的技能',
|
||
'从〖遁世〗中删除【'+card2+'】并获得一枚“席”',
|
||
'减1点体力上限,然后摸等同于“席”数的牌',
|
||
];
|
||
var choiceList=ui.create.dialog('遁世:请选择两项');
|
||
choiceList.videoId=id;
|
||
for(var i=0;i<list.length;i++){
|
||
var str='<div class="popup text" style="width:calc(100% - 10px);display:inline-block">';
|
||
str+=list[i];
|
||
str+='</div>';
|
||
var next=choiceList.add(str);
|
||
next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
||
next.firstChild.link=i;
|
||
for(var j in lib.element.button){
|
||
next[j]=lib.element.button[j];
|
||
}
|
||
choiceList.buttons.add(next.firstChild);
|
||
}
|
||
return choiceList;
|
||
};
|
||
if(player.isOnline2()){
|
||
player.send(func,get.translation(trigger.source),event.videoId,get.translation(event.cardname),get.translation(trigger.player));
|
||
}
|
||
event.dialog=func(get.translation(trigger.source),event.videoId,get.translation(event.cardname),get.translation(trigger.player));
|
||
if(player!=game.me||_status.auto){
|
||
event.dialog.style.display='none';
|
||
}
|
||
var next=player.chooseButton();
|
||
next.set('dialog',event.videoId);
|
||
next.set('forced',true);
|
||
next.set('selectButton',2);
|
||
next.set('ai',function(button){
|
||
var player=_status.event.player;
|
||
switch(button.link){
|
||
case 0:
|
||
if(get.attitude(player,_status.currentPhase)>0) return 3;
|
||
return 0;
|
||
case 1:
|
||
return 1;
|
||
case 2:
|
||
var num=player.storage.dunshi[1];
|
||
for(var i of ui.selected.buttons){
|
||
if(i.link==1) num++;
|
||
}
|
||
if(num>0&&player.isDamaged()) return 2;
|
||
return 0;
|
||
}
|
||
});
|
||
'step 1'
|
||
if(player.isOnline2()){
|
||
player.send('closeDialog',event.videoId);
|
||
}
|
||
event.dialog.close();
|
||
event.links=result.links.sort();
|
||
for(var i of event.links){
|
||
game.log(player,'选择了','#g【遁世】','的','#y选项'+get.cnNumber(i+1,true));
|
||
}
|
||
if(event.links.contains(0)){
|
||
trigger.cancel();
|
||
if(!_status.dunshi_list) lib.skill.dunshi.initList();
|
||
var list=_status.dunshi_list.filter(function(i){
|
||
return !target.hasSkill(i,null,null,false);
|
||
}).randomGets(3);
|
||
if(list.length==0) event.goto(3);
|
||
else{
|
||
event.videoId=lib.status.videoId++;
|
||
var func=function(skills,id,target){
|
||
var dialog=ui.create.dialog('forcebutton');
|
||
dialog.videoId=id;
|
||
dialog.add('令'+get.translation(target)+'获得一个技能');
|
||
for(var i=0;i<skills.length;i++){
|
||
dialog.add('<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【'+get.translation(skills[i])+'】</div><div>'+lib.translate[skills[i]+'_info']+'</div></div>');
|
||
}
|
||
dialog.addText(' <br> ');
|
||
}
|
||
if(player.isOnline()) player.send(func,list,event.videoId,target);
|
||
else if(player==game.me) func(list,event.videoId,target);
|
||
player.chooseControl(list).set('ai',function(){
|
||
var controls=_status.event.controls;
|
||
if(controls.contains('cslilu')) return 'cslilu';
|
||
return controls[0];
|
||
});
|
||
}
|
||
}
|
||
else event.goto(3);
|
||
'step 2'
|
||
game.broadcastAll('closeDialog',event.videoId);
|
||
target.addSkillLog(result.control);
|
||
'step 3'
|
||
var storage=player.storage.dunshi;
|
||
if(event.links.contains(1)){
|
||
storage[0].remove(event.cardname);
|
||
storage[1]++;
|
||
player.markSkill('dunshi');
|
||
}
|
||
if(event.links.contains(2)){
|
||
player.loseMaxHp();
|
||
if(storage[1]>0) player.draw(storage[1]);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//吉本
|
||
xunli:{
|
||
audio:2,
|
||
trigger:{
|
||
global:['loseAfter','loseAsyncAfter'],
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.type!='discard'||event.getlx===false||player.getExpansions('xunli').length>=9) return false;
|
||
for(var i of event.cards){
|
||
if(get.position(i,true)=='d'&&get.color(i,event.cards2&&event.cards2.contains(i)?event.player:false)=='black') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var num=9-player.getExpansions('xunli').length;
|
||
var cards=[];
|
||
for(var i of trigger.cards){
|
||
if(get.position(i,true)=='d'&&get.color(i,trigger.cards2&&trigger.cards2.contains(i)?trigger.player:false)=='black') cards.push(i);
|
||
}
|
||
if(cards.length<=num) event._result={
|
||
bool:true,
|
||
links:cards,
|
||
}
|
||
else player.chooseButton(true,num,['寻疠:将'+get.cnNumber(num)+'张牌置于武将牌上',cards]).set('forceAuto',true).set('ai',function(button){
|
||
return get.value(button.link,_status.event.player);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.addToExpansion('gain2',result.links).gaintag.add('xunli');
|
||
}
|
||
},
|
||
marktext:'疠',
|
||
intro:{
|
||
content:'expansion',
|
||
markcount:'expansion',
|
||
},
|
||
group:'xunli_exchange',
|
||
subSkill:{
|
||
exchange:{
|
||
audio:'xunli',
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.getExpansions('xunli').length>0&&player.hasCard((card)=>get.color(card,player)=='black','h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=player.getExpansions('xunli');
|
||
if(!cards.length||!player.countCards('h')){
|
||
event.finish();
|
||
return;
|
||
}
|
||
var next=player.chooseToMove('寻疠:是否交换“疠”和手牌?');
|
||
next.set('list',[
|
||
[get.translation(player)+'(你)的疠',cards],
|
||
['手牌区',player.getCards('h',(card)=>get.color(card,player)=='black')],
|
||
]);
|
||
next.set('filterMove',function(from,to){
|
||
return typeof to!='number';
|
||
});
|
||
next.set('processAI',function(list){
|
||
var player=_status.event.player;
|
||
var getv=function(card){
|
||
if(get.info(card).toself) return 0;
|
||
return player.getUseValue(card,false);
|
||
};
|
||
var cards=list[0][1].concat(list[1][1]).sort(function(a,b){
|
||
return getv(b)-getv(a);
|
||
}),cards2=cards.splice(0,player.getExpansions('xunli').length);
|
||
return [cards2,cards];
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
var pushs=result.moved[0],gains=result.moved[1];
|
||
pushs.removeArray(player.getExpansions('xunli'));
|
||
gains.removeArray(player.getCards('h'));
|
||
if(!pushs.length||pushs.length!=gains.length) return;
|
||
player.logSkill('xunli_exchange');
|
||
player.addToExpansion(pushs,player,'giveAuto').gaintag.add('xunli');
|
||
game.log(player,'将',pushs,'作为“疠”置于武将牌上');
|
||
player.gain(gains,'gain2');
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zhishi:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('zhishi')).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
var att=get.attitude(player,target);
|
||
if(att<=4) return 0;
|
||
if(target.hasSkillTag('nogain')) att/=10;
|
||
return att;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('zhishi',target);
|
||
player.storage.zhishi_mark=target;
|
||
player.addTempSkill('zhishi_mark',{player:'phaseBegin'});
|
||
}
|
||
},
|
||
ai:{expose:0.3},
|
||
subSkill:{
|
||
mark:{
|
||
trigger:{
|
||
global:['dying','useCardToTargeted'],
|
||
},
|
||
direct:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
if(!player.getExpansions('xunli').length) return false;
|
||
var target=player.storage.zhishi_mark;
|
||
if(event.name=='dying') return event.player==target;
|
||
return event.card.name=='sha'&&event.target==target;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=player.storage.zhishi_mark;
|
||
event.target=target;
|
||
player.chooseButton([get.prompt('zhishi',target),'<div class="text center">弃置任意张“疠”并令其摸等量的牌</div>',player.getExpansions('xunli')],[1,Infinity]).set('ai',function(button){
|
||
var player=_status.event.player,target=player.storage.zhishi_mark;
|
||
if(target.hp<1&&target!=get.zhu(player)) return 0;
|
||
if(target.hasSkillTag('nogain')) return 0;
|
||
return 3-player.getUseValue(card,false);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('zhishi',target);
|
||
player.loseToDiscardpile(result.links);
|
||
target.draw(result.links.length);
|
||
}
|
||
},
|
||
mark:'character',
|
||
intro:{
|
||
content:'决定帮助$,具体帮不帮另说',
|
||
},
|
||
},
|
||
},
|
||
},
|
||
lieyi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.getExpansions('xunli').length>0;
|
||
},
|
||
filterTarget:lib.filter.notMe,
|
||
content:function(){
|
||
'step 0'
|
||
var cards=player.getExpansions('xunli');
|
||
var cards2=cards.filter(function(card){
|
||
return target.isIn()&&player.canUse(card,target,false);
|
||
});
|
||
if(cards2.length){
|
||
player.chooseButton(['对'+get.translation(target)+'使用一张牌',cards2],true).set('ai',function(button){
|
||
return get.order(button.link);
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
if(cards.length) player.loseToDiscardpile(cards);
|
||
if(target.isIn()&&!target.hasHistory('damage',function(evt){
|
||
return evt.getParent('lieyi')==event&&evt._dyinged;
|
||
})) player.loseHp();
|
||
}
|
||
'step 1'
|
||
player.useCard(result.links[0],target,false);
|
||
event.goto(0);
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
var cards=player.getExpansions('xunli');
|
||
var effect=0,damage=0;
|
||
for(var i of cards){
|
||
if(player.canUse(i,target,false)){
|
||
effect+=get.effect(target,i,player,target);
|
||
damage+=get.tag(i,'damage');
|
||
}
|
||
}
|
||
if(damage>=target.hp) return effect;
|
||
if(player.hp>2&&cards.length>3) return effect/3;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//马日磾
|
||
bingjie:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
check:function(event,player){
|
||
return player.maxHp>3&&player.isDamaged()&&player.hasCard(function(card){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&&get.attitude(player,current)<0&&player.canUse(card,current,null,true)&&get.effect(current,card,player,player)>0;
|
||
})&&player.hasValueTarget(card);
|
||
},'hs');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.loseMaxHp();
|
||
'step 1'
|
||
player.addTempSkill('bingjie_effect');
|
||
game.delayx();
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'bingjie',
|
||
trigger:{player:'useCardToPlayered'},
|
||
forced:true,
|
||
charlotte:true,
|
||
logTarget:'target',
|
||
filter:function(event,player){
|
||
return event.target!=player&&(event.card.name=='sha'||get.type(event.card,false)=='trick')&&event.target.countCards('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.target.chooseToDiscard('he',true);
|
||
'step 1'
|
||
if(result.bool&&result.cards.length&&get.color(result.cards[0],trigger.target)==get.color(trigger.card)){
|
||
game.log(trigger.target,'不能响应',trigger.card);
|
||
trigger.directHit.push(trigger.target);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zhengding:{
|
||
audio:2,
|
||
trigger:{player:['useCard','respond']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
if(!Array.isArray(event.respondTo)) return false;
|
||
if(player==event.respondTo[0]) return false;
|
||
var color=get.color(event.card);
|
||
if(color=='none') return false;
|
||
return color==get.color(event.respondTo[1]);
|
||
},
|
||
content:function(){
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
},
|
||
},
|
||
//孙茹
|
||
xiecui:{
|
||
audio:2,
|
||
trigger:{global:'damageBegin1'},
|
||
filter:function(event,player){
|
||
var source=event.source;
|
||
if(!source||source!=_status.currentPhase||event.getParent().type!='card') return false;
|
||
return !source.hasHistory('sourceDamage',function(evt){
|
||
return evt.getParent().type=='card';
|
||
});
|
||
},
|
||
logTarget:'source',
|
||
prompt2:function(event,player){
|
||
var str=('令'+get.translation(event.player)+'即将受到的');
|
||
str+=(''+event.num+'点');
|
||
if(lib.linked.contains(event.nature)){
|
||
str+=(get.translation(event.nature)+'属性');
|
||
}
|
||
str+='伤害+1';
|
||
if(event.source.group=='wu'){
|
||
var cards=event.cards.filterInD();
|
||
if(cards.length){
|
||
str+=(';然后'+get.translation(event.source)+'获得'+get.translation(cards)+',且本回合的手牌上限+1')
|
||
}
|
||
}
|
||
return str;
|
||
},
|
||
check:function(event,player){
|
||
var att=get.attitude(player,event.player);
|
||
if(att<0){
|
||
if(event.source.group!='wu'||!event.cards.filterInD().length) return true;
|
||
return get.attitude(player,event.source)>0;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
var source=trigger.source;
|
||
if(source.group=='wu'){
|
||
var cards=trigger.cards.filterInD();
|
||
if(cards.length>0){
|
||
source.gain(cards,'gain2');
|
||
source.addMark('xiecui_effect',1,false);
|
||
source.addTempSkill('xiecui_effect');
|
||
}
|
||
}
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
charlotte:true,
|
||
mod:{
|
||
maxHandcard:(player,num)=>num+player.countMark('xiecui_effect'),
|
||
},
|
||
marktext:'翠',
|
||
onremove:true,
|
||
intro:{content:'手牌上限+#'},
|
||
},
|
||
},
|
||
ai:{threaten:1.75},
|
||
},
|
||
youxu:{
|
||
audio:2,
|
||
trigger:{global:'phaseEnd'},
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
return event.player.countCards('h')>event.player.hp;
|
||
},
|
||
check:function(event,player){
|
||
if(get.attitude(player,event.player)<=0) return true;
|
||
else return game.hasPlayer(function(current){
|
||
return current!=event.player&¤t.isDamaged()&¤t.isMinHp()&&
|
||
get.attitude(player,current)>0&&get.recoverEffect(current,player,player)>0;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(player==trigger.player){
|
||
player.chooseCard('h',true,'请展示一张手牌');
|
||
}
|
||
else{
|
||
player.choosePlayerCard(trigger.player,true,'h');
|
||
}
|
||
'step 1'
|
||
var card=result.cards[0];
|
||
event.card=card;
|
||
var str=get.translation(player);
|
||
if(player!=trigger.player) str+=('对'+get.translation(trigger.player));
|
||
str+='发动了【忧恤】';
|
||
player.showCards(card,str);
|
||
player.chooseTarget('令一名角色获得'+get.translation(card),'若其体力值为全场最少,则其回复1点体力',function(card,player,target){
|
||
return target!=_status.event.getTrigger().player;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player,att=get.attitude(player,target);
|
||
if(att<0) return 0;
|
||
if(target.isDamaged()&&target.isMinHp&&get.recoverEffect(target,player,player)>0) return 4*att;
|
||
return att;
|
||
});
|
||
'step 2'
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.line(target,'green');
|
||
target.gain(card,trigger.player,'give').giver=player;
|
||
'step 3'
|
||
if(target.isMinHp()) target.recover();
|
||
},
|
||
},
|
||
//夏侯令女
|
||
fuping:{
|
||
audio:2,
|
||
hiddenCard:function(player,name){
|
||
var list=player.getStorage('fuping').slice(0);
|
||
list.removeArray(player.getStorage('fuping_round'));
|
||
return list.contains(name)&&player.hasCard((card)=>(get.type(card)!='basic'),'ehs');
|
||
},
|
||
enable:'chooseToUse',
|
||
locked:false,
|
||
filter:function(event,player){
|
||
var list=player.getStorage('fuping').slice(0);
|
||
list.removeArray(player.getStorage('fuping_round'));
|
||
if(!list.length) return false;
|
||
if(!player.hasCard((card)=>(get.type(card)!='basic'),'ehs')) return false;
|
||
for(var i of list){
|
||
var type=get.type2(i,false);
|
||
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var list=player.getStorage('fuping').slice(0);
|
||
list.removeArray(player.getStorage('fuping_round'));
|
||
var list2=[];
|
||
for(var i of list){
|
||
var type=get.type2(i,false);
|
||
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) list2.push([type,'',i]);
|
||
}
|
||
return ui.create.dialog('浮萍',[list2,'vcard']);
|
||
},
|
||
check:function(button){
|
||
if(_status.event.getParent().type!='phase') return 1;
|
||
return _status.event.player.getUseValue({name:button.link[2]},null,true);
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
audio:'fuping',
|
||
filterCard:(card)=>get.type(card)!='basic',
|
||
position:'he',
|
||
popname:true,
|
||
viewAs:{
|
||
name:links[0][2],
|
||
isCard:true,
|
||
},
|
||
check:function(card){
|
||
return 8-get.value(card);
|
||
},
|
||
precontent:function(){
|
||
player.addTempSkill('fuping_round');
|
||
player.markAuto('fuping_round',[event.result.card.name]);
|
||
},
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '将一张非基本牌当做【'+get.translation(links[0][2])+'】使用';
|
||
},
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{player:1},
|
||
respondSha:true,
|
||
skillTagFilter:function(player){
|
||
var list=player.getStorage('fuping').slice(0);
|
||
list.removeArray(player.getStorage('fuping_round'));
|
||
return list.contains('sha');
|
||
},
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(!player.hasEnabledSlot()) return true;
|
||
},
|
||
},
|
||
marktext:'萍',
|
||
intro:{content:'已记录$'},
|
||
group:'fuping_mark',
|
||
subSkill:{
|
||
mark:{
|
||
trigger:{global:'useCardAfter'},
|
||
filter:function(event,player){
|
||
return player!=event.player&&event.targets.contains(player)&&
|
||
player.hasEnabledSlot()&&!player.getStorage('fuping').contains(event.card.name);
|
||
},
|
||
logTarget:'player',
|
||
prompt2:(event)=>('废除一个装备栏并记录【'+get.translation(event.card.name)+'】'),
|
||
check:function(event,player){
|
||
var list=['tao','juedou','guohe','shunshou','wuzhong','xietianzi','yuanjiao','wanjian','nanman','huoshaolianying','chuqibuyi','zhujinqiyuan','lebu','bingliang'];
|
||
if(!list.contains(event.card.name)) return false;
|
||
if(['nanman','wanjian'].contains(event.card.name)&&!player.hasValueTarget({name:event.card.name})) return false;
|
||
var list=[3,5,4,1,2];
|
||
for(var i of list){
|
||
if(player.hasEnabledSlot(i)){
|
||
var card=player.getEquip(i);
|
||
if(!card||player.hasEmptySlot(i)) return true;
|
||
if(get.value(card,player)<=0) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.markAuto('fuping',[trigger.card.name]);
|
||
game.log(player,'记录了','#y'+get.translation(trigger.card.name));
|
||
player.chooseToDisable().set('ai',function(event,player,list){
|
||
var list=[3,5,4,1,2];
|
||
for(var i of list){
|
||
if(player.hasEnabledSlot(i)){
|
||
var card=player.getEquip(i);
|
||
if(!card||player.hasEmptySlot(i)) return 'equip'+i;
|
||
if(get.value(card,player)<=0) return 'equip'+i;
|
||
}
|
||
}
|
||
return list.randomGet();
|
||
});
|
||
},
|
||
},
|
||
backup:{audio:'fuping'},
|
||
round:{charlotte:true,onremove:true},
|
||
},
|
||
},
|
||
weilie:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.countMark('weilie')<=player.getStorage('fuping').length&&player.countCards('he')>0&&game.hasPlayer((current)=>current.isDamaged())
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
filterTarget:(card,player,target)=>target.isDamaged(),
|
||
check:function(card){
|
||
return 8-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.addMark('weilie',1,false);
|
||
target.recover();
|
||
'step 1'
|
||
if(target.isDamaged()) target.draw();
|
||
},
|
||
onremove:true,
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player,target){
|
||
var eff=get.recoverEffect(target,player,player);
|
||
if(target.getDamagedHp()>1) eff+=get.effect(target,{name:'wuzhong'},player,player)/2;
|
||
return eff;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//张瑶
|
||
//Partly powered by 烟雨墨染
|
||
yuanyu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
'step 0'
|
||
player.draw();
|
||
'step 1'
|
||
if(player.countCards('h')>0&&game.hasPlayer(current=>current!=player)){
|
||
var suits=lib.suit.slice(0),cards=player.getExpansions('yuanyu');
|
||
for(var i of cards) suits.remove(get.suit(i,false));
|
||
var str='选择一张手牌,作为“怨”置于武将牌上;同时选择一名其他角色,令该角色获得〖怨语〗的后续效果。'
|
||
if(suits.length){
|
||
str+='目前“怨”中未包含的花色:';
|
||
for(var i of suits) str+=get.translation(i);
|
||
}
|
||
player.chooseCardTarget({
|
||
filterCard:true,
|
||
filterTarget:lib.filter.notMe,
|
||
position:'h',
|
||
prompt:'怨语:选择置于武将牌上的牌和目标',
|
||
prompt2:str,
|
||
suits:suits,
|
||
forced:true,
|
||
ai1:function(card){
|
||
var val=get.value(card),evt=_status.event;
|
||
if(evt.suits.contains(get.suit(card,false))) return 8-get.value(card);
|
||
return 5-get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var player=_status.event.player;
|
||
if(player.storage.yuanyu_damage&&player.storage.yuanyu_damage.contains(target)) return 0;
|
||
return -get.attitude(player,target);
|
||
},
|
||
});
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var target=result.targets[0];
|
||
player.addSkill('yuanyu_damage');
|
||
player.markAuto('yuanyu_damage',result.targets);
|
||
player.line(target,'green');
|
||
if(!target.storage.yuanyu_mark){
|
||
target.storage.yuanyu_mark=player;
|
||
target.markSkillCharacter('yuanyu_mark',player,'怨语','已获得〖怨语〗效果');
|
||
target.addSkill('yuanyu_mark');
|
||
}
|
||
player.addToExpansion(result.cards,player,'give').gaintag.add('yuanyu');
|
||
},
|
||
intro:{
|
||
content:'expansion',
|
||
markcount:'expansion',
|
||
},
|
||
onremove:function(player,skill){
|
||
var cards=player.getExpansions(skill);
|
||
if(cards.length) player.loseToDiscardpile(cards);
|
||
player.removeSkill('yuanyu_damage');
|
||
},
|
||
ai:{
|
||
order:7,
|
||
result:{
|
||
player:1,
|
||
},
|
||
},
|
||
subSkill:{
|
||
mark:{
|
||
mark:'character',
|
||
charlotte:true,
|
||
intro:{
|
||
content:'已获得〖怨语〗效果',
|
||
onunmark:true,
|
||
},
|
||
},
|
||
damage:{
|
||
trigger:{global:['damageSource','phaseDiscardBegin']},
|
||
forced:true,
|
||
charlotte:true,
|
||
onremove:function(player,skill){
|
||
if(player.storage[skill]){
|
||
for(var i of player.storage[skill]){
|
||
if(i.storage.yuanyu_mark==player) i.unmarkSkill('yuanyu_mark');
|
||
}
|
||
}
|
||
delete player.storage[skill];
|
||
},
|
||
filter:function(event,player){
|
||
if(event.name=='damage'){
|
||
var source=event.source;
|
||
return source&&player.getStorage('yuanyu_damage').contains(source)&&source.countCards('h')>0;
|
||
}
|
||
else{
|
||
if(player==event.player){
|
||
return player.getStorage('yuanyu_damage').some(function(target){
|
||
return target.isIn()&&target.countCards('h')>0;
|
||
});
|
||
}
|
||
else if(player.getStorage('yuanyu_damage').contains(event.player)){
|
||
return event.player.countCards('h')>0;
|
||
}
|
||
return false;
|
||
}
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.name=='phaseDiscard'){
|
||
if(trigger.player==player){
|
||
event.targets=player.getStorage('yuanyu_damage').filter(function(target){
|
||
return target.isIn()&&target.countCards('h')>0;
|
||
}).sortBySeat();
|
||
}
|
||
else event.targets=[trigger.player];
|
||
}
|
||
else event.targets=[trigger.source];
|
||
'step 1'
|
||
event.target=event.targets.shift();
|
||
event.count=trigger.name=='damage'?trigger.num:1;
|
||
'step 2'
|
||
event.count--;
|
||
var suits=lib.suit.slice(0),cards=player.getExpansions('yuanyu');
|
||
for(var i of cards) suits.remove(get.suit(i,false));
|
||
var next=target.chooseCard('h',true,'将一张手牌置于'+get.translation(player)+'的武将牌上');
|
||
next.set('suits',suits);
|
||
next.set('ai',function(card){
|
||
var val=get.value(card),evt=_status.event;
|
||
if(evt.suits.contains(get.suit(card,false))) return 5-get.value(card);
|
||
return 8-get.value(card);
|
||
});
|
||
if(suits.length){
|
||
var str='目前未包含的花色:';
|
||
for(var i of suits) str+=get.translation(i);
|
||
next.set('prompt2',str);
|
||
}
|
||
'step 3'
|
||
player.addToExpansion(result.cards,target,'give').gaintag.add('yuanyu');
|
||
'step 4'
|
||
if(!player.hasSkill('yuanyu_damage')) event.finish();
|
||
else if(event.count>0&&target.countCards('h')>0) event.goto(2);
|
||
else if(event.targets.length>0) event.goto(1);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xiyan:{
|
||
audio:2,
|
||
trigger:{player:'addToExpansionAfter'},
|
||
filter:function(event,player){
|
||
if(!event.gaintag.contains('yuanyu')) return false;
|
||
var cards=player.getExpansions('yuanyu');
|
||
if(cards.length<lib.suit.length) return false;
|
||
var suits=lib.suit.slice(0);
|
||
for(var i of cards){
|
||
suits.remove(get.suit(i));
|
||
if(!suits.length) return true;
|
||
}
|
||
return false;
|
||
},
|
||
logTarget:()=>_status.currentPhase,
|
||
prompt2:'获得所有“怨”',
|
||
check:()=>true,
|
||
content:function(){
|
||
'step 0'
|
||
player.removeSkill('yuanyu_damage');
|
||
var cards=player.getExpansions('yuanyu');
|
||
player.gain(cards,'gain2');
|
||
'step 1'
|
||
var target=_status.currentPhase;
|
||
if(player==target){
|
||
player.addMark('xiyan_buff',4,false);
|
||
player.addTempSkill('xiyan_buff');
|
||
delete player.getStat('skill').yuanyu;
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseBool('夕颜:是否令'+get.translation(target)+'本回合的手牌上限-4且不能使用基本牌?').set('ai',function(){
|
||
return _status.event.bool;
|
||
}).set('bool',get.attitude(player,target)<0);
|
||
}
|
||
'step 2'
|
||
if(result.bool){
|
||
var target=_status.currentPhase;
|
||
target.addMark('xiyan_debuff',4,false);
|
||
target.addTempSkill('xiyan_debuff');
|
||
}
|
||
},
|
||
subSkill:{
|
||
buff:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:" +4 ",
|
||
intro:{
|
||
content:"本回合手牌上限+4且使用牌无次数限制",
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.countMark('xiyan_buff');
|
||
},
|
||
cardUsable:function(card,player){
|
||
return Infinity;
|
||
},
|
||
},
|
||
sub:true,
|
||
},
|
||
debuff:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:" -4 ",
|
||
intro:{
|
||
content:"本回合手牌上限-#且不能使用基本牌",
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-player.countMark('xiyan_debuff');
|
||
},
|
||
cardEnabled:function(card){
|
||
if(get.type(card)=='basic') return false;
|
||
},
|
||
cardSavable:function(card){
|
||
if(get.type(card)=='basic') return false;
|
||
},
|
||
},
|
||
sub:true,
|
||
},
|
||
},
|
||
},
|
||
//滕胤
|
||
chenjian:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
prompt2:function(event,player){
|
||
return '展示牌堆顶的'+get.cnNumber(3+player.countMark('chenjian'))+'张牌。然后你可依次执行以下两项中的任意项:⒈弃置一张牌,然后令一名角色获得与你弃置牌花色相同的牌。⒉使用其中剩余的一张牌。若你执行了所有选项,则你获得一枚“陈见”,然后重铸所有手牌。';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var cards=get.cards(3+player.countMark('chenjian'));
|
||
event.cards=cards;
|
||
game.cardsGotoOrdering(cards);
|
||
game.log(player,'展示了',event.cards);
|
||
event.videoId=lib.status.videoId++;
|
||
game.broadcastAll(function(player,id,cards){
|
||
var str=get.translation(player)+'发动了【陈见】';
|
||
var dialog=ui.create.dialog(str,cards);
|
||
dialog.videoId=id;
|
||
},player,event.videoId,event.cards);
|
||
game.addVideo('showCards',player,[get.translation(player)+'发动了【陈见】',get.cardsInfo(event.cards)]);
|
||
game.delay(2);
|
||
'step 1'
|
||
if(!player.countCards('he')){
|
||
game.broadcastAll('closeDialog',event.videoId);
|
||
game.addVideo('cardDialog',null,event.videoId);
|
||
event.goto(4);
|
||
}
|
||
else{
|
||
player.chooseToDiscard('he').set('prompt',false).set('ai',function(card){
|
||
var cards=_status.event.getParent().cards,val=-get.value(card),suit=get.suit(card);
|
||
for(var i of cards){
|
||
if(get.suit(i,false)==suit) val+=get.value(i,'raw');
|
||
}
|
||
return val;
|
||
});
|
||
var func=function(id){
|
||
var dialog=get.idDialog(id);
|
||
if(dialog) dialog.content.firstChild.innerHTML='是否弃置一张牌?';
|
||
};
|
||
if(player==game.me) func(event.videoId);
|
||
else if(player.isOnline()) player.send(func,event.videoId);
|
||
}
|
||
'step 2'
|
||
game.broadcastAll('closeDialog',event.videoId);
|
||
game.addVideo('cardDialog',null,event.videoId);
|
||
if(result.bool){
|
||
event.goon1=true;
|
||
var suit=get.suit(result.cards[0],player);
|
||
var cards2=event.cards.filter(function(i){
|
||
return get.suit(i,false)==suit;
|
||
});
|
||
if(cards2.length){
|
||
event.cards2=cards2;
|
||
player.chooseTarget(true,'选择一名角色获得'+get.translation(cards2)).set('ai',function(target){
|
||
var att=get.attitude(_status.event.player,target);
|
||
if(att>0){
|
||
return att+Math.max(0,5-target.countCards('h'));
|
||
}
|
||
return att;
|
||
});
|
||
}
|
||
else event.goto(4);
|
||
}
|
||
else event.goto(4);
|
||
'step 3'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target,'green');
|
||
target.gain(event.cards2,'gain2');
|
||
event.cards.removeArray(event.cards2);
|
||
}
|
||
'step 4'
|
||
var cards2=cards.filter(function(i){
|
||
return player.hasUseTarget(i);
|
||
});
|
||
if(cards2.length) player.chooseButton(['是否使用其中的一张牌?',cards2]).set('ai',function(button){
|
||
return player.getUseValue(button.link);
|
||
});
|
||
else event.finish();
|
||
'step 5'
|
||
if(result.bool){
|
||
player.chooseUseTarget(true,result.links[0],false);
|
||
event.goon2=true;
|
||
}
|
||
'step 6'
|
||
if(event.goon1&&event.goon2){
|
||
if(player.countMark('chenjian')<2) player.addMark('chenjian',1,false);
|
||
player.recast(player.getCards('h',lib.filter.cardRecastable));
|
||
}
|
||
},
|
||
marktext:'见',
|
||
intro:{content:'展示牌数量+#'},
|
||
},
|
||
xixiu:{
|
||
mod:{
|
||
canBeDiscarded:function(card,player,target){
|
||
if(player!=target&&get.position(card)=='e'&&target.countCards('e')==1) return false;
|
||
},
|
||
},
|
||
audio:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player==event.player||!player.countCards('e')) return false;
|
||
var suit=get.suit(event.card,false);
|
||
if(suit=='none') return false;
|
||
return player.hasCard(function(card){
|
||
return get.suit(card,player)==suit;
|
||
},'e');
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(typeof card=='object'&&player!=target){
|
||
var suit=get.suit(card);
|
||
if(suit=='none') return;
|
||
if(player.hasCard(function(card){
|
||
return get.suit(card,player)==suit;
|
||
},'e')) return [1,0.08];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//张嫙
|
||
tongli:{
|
||
audio:2,
|
||
trigger:{player:'useCardToPlayered'},
|
||
filter:function(event,player){
|
||
if(!event.isFirstTarget||(event.card.storage&&event.card.storage.tongli)) return false;
|
||
var type=get.type(event.card);
|
||
if(type!='basic'&&type!='trick') return false;
|
||
var hs=player.getCards('h');
|
||
if(!hs.length) return false;
|
||
var evt=event.getParent('phaseUse');
|
||
if(!evt||evt.player!=player) return false;
|
||
var num1=player.getHistory('useCard',function(evtx){
|
||
if(evtx.getParent('phaseUse')!=evt) return false;
|
||
return !evtx.card.storage||!evtx.card.storage.tongli;
|
||
}).length;
|
||
if(hs.length<num1) return false;
|
||
var list=[];
|
||
for(var i of hs) list.add(get.suit(i,player));
|
||
return list.length==num1;
|
||
},
|
||
prompt2:function(event,player){
|
||
var evt=event.getParent('phaseUse');
|
||
var num=player.getHistory('useCard',function(evtx){
|
||
if(evtx.getParent('phaseUse')!=evt) return false;
|
||
return !evtx.card.storage||!evtx.card.storage.tongli;
|
||
}).length;
|
||
//var str='视为额外使用'+get.cnNumber(num)+'张'
|
||
var str='额外结算'+get.cnNumber(num)+'次'
|
||
if(event.card.name=='sha'&&event.card.nature) str+=get.translation(event.card.nature);
|
||
return (str+'【'+get.translation(event.card.name)+'】');
|
||
},
|
||
check:function(event,player){
|
||
return !get.tag(event.card,'norepeat')
|
||
},
|
||
content:function(){
|
||
//player.addTempSkill('tongli_effect');
|
||
var evt=trigger.getParent('phaseUse');
|
||
var num=player.getHistory('useCard',function(evtx){
|
||
if(evtx.getParent('phaseUse')!=evt) return false;
|
||
return true;
|
||
//return !evtx.card.storage||!evtx.card.storage.tongli;
|
||
}).length;
|
||
trigger.getParent().effectCount+=num;
|
||
},
|
||
/*subSkill:{
|
||
effect:{
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
return event.tongli_effect!=undefined;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.card=trigger.tongli_effect[0];
|
||
event.count=trigger.tongli_effect[1];
|
||
'step 1'
|
||
event.count--;
|
||
for(var i of trigger.targets){
|
||
if(!i.isIn()||!player.canUse(card,i,false)) return;
|
||
}
|
||
if(trigger.addedTarget&&!trigger.addedTarget.isIn()) return;
|
||
if(trigger.addedTargets&&trigger.addedTargets.length){
|
||
for(var i of trigger.addedTargets){
|
||
if(!i.isIn()) return;
|
||
}
|
||
}
|
||
var next=player.useCard(get.copy(card),trigger.targets,false);
|
||
if(trigger.addedTarget) next.addedTarget=trigger.addedTarget;
|
||
if(trigger.addedTargets&&trigger.addedTargets.length) next.addedTargets=trigger.addedTargets.slice(0);
|
||
if(event.count>0) event.redo();
|
||
},
|
||
},
|
||
},*/
|
||
},
|
||
shezang:{
|
||
audio:2,
|
||
round:1,
|
||
trigger:{global:'dying'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return event.player==player||player==_status.currentPhase;
|
||
},
|
||
content:function(){
|
||
var cards=[];
|
||
for(var i of lib.suit){
|
||
var card=get.cardPile2(function(card){
|
||
return get.suit(card,false)==i;
|
||
});
|
||
if(card) cards.push(card);
|
||
}
|
||
if(cards.length) player.gain(cards,'gain2');
|
||
},
|
||
},
|
||
//王桃王悦
|
||
huguan:{
|
||
audio:2,
|
||
audioname:['wangyue'],
|
||
trigger:{global:'useCard'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(get.color(event.card,false)!='red') return false;
|
||
var evt=event.getParent('phaseUse');
|
||
if(!evt||evt.player!=event.player) return false;
|
||
return event.player.getHistory('useCard',function(event){
|
||
return event.getParent('phaseUse')==evt;
|
||
}).indexOf(event)==0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseControl(lib.suit,'cancel2').set('prompt',get.prompt('huguan',trigger.player)).set('prompt2','令某种花色的手牌不计入其本回合的手牌上限').set('ai',function(){
|
||
var player=_status.event.player,target=_status.event.getTrigger().player;
|
||
if(get.attitude(player,target)<=0) return 'cancel2';
|
||
var list=lib.suit.slice(0);
|
||
list.removeArray(target.getStorage('huguan_add'));
|
||
if(list.length) return list.randomGet();
|
||
return 'cancel2';
|
||
});
|
||
'step 1'
|
||
if(result.control!='cancel2'){
|
||
var target=trigger.player;
|
||
player.logSkill('huguan',target);
|
||
game.log(player,'选择了','#g'+get.translation(result.control),'花色')
|
||
target.addTempSkill('huguan_add');
|
||
target.markAuto('huguan_add',[result.control]);
|
||
}
|
||
},
|
||
subSkill:{
|
||
add:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
mod:{
|
||
ignoredHandcard:function(card,player){
|
||
if(player.getStorage('huguan_add').contains(get.suit(card,player))) return true;
|
||
},
|
||
cardDiscardable:function(card,player,name){
|
||
if(name=='phaseDiscard'&&player.getStorage('huguan_add').contains(get.suit(card,player))) return false;
|
||
}
|
||
},
|
||
intro:{content:'本回合$花色的牌不计入手牌上限'},
|
||
},
|
||
},
|
||
},
|
||
yaopei:{
|
||
audio:2,
|
||
trigger:{global:'phaseDiscardEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player==event.player||!event.player.isIn()) return false;
|
||
if(!player.hasAllHistory('useSkill',function(evt){
|
||
return evt.skill=='huguan'&&evt.targets.contains(event.player);
|
||
})) return false;
|
||
var suits=[];
|
||
event.player.getHistory('lose',function(evt){
|
||
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event){
|
||
for(var i of evt.cards2) suits.add(get.suit(i,evt.hs.contains(i)?evt.player:false));
|
||
}
|
||
});
|
||
if(suits.length>=lib.suit.length) return false;
|
||
if(_status.connectMode&&player.countCards('h')>0) return true;
|
||
return player.hasCard(function(card){
|
||
return !suits.contains(get.suit(card));
|
||
},'he');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var suits=[];
|
||
trigger.player.getHistory('lose',function(evt){
|
||
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==trigger){
|
||
for(var i of evt.cards2) suits.add(get.suit(i,evt.hs.contains(i)?evt.player:false));
|
||
}
|
||
});
|
||
player.chooseCardTarget({
|
||
prompt:get.prompt('yaopei',trigger.player),
|
||
prompt2:'操作提示:选择要弃置的牌,并选择执行摸牌选项的角色,另一名角色执行回复体力的选项。',
|
||
suits:suits,
|
||
position:'he',
|
||
filterCard:function(card,player){
|
||
return !_status.event.suits.contains(get.suit(card))&&lib.filter.cardDiscardable(card,player,'yaopei');
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target==player||target==_status.event.getTrigger().player;
|
||
},
|
||
ai1:function(card){
|
||
return 8-get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var player=_status.event.player,source=_status.event.getTrigger().player;
|
||
var recoverer=(player==target?source:player);
|
||
if(recoverer.isHealthy()) return (get.attitude(player,target)>0?1:0);
|
||
if(get.recoverEffect(recoverer,player,player)>0&&get.attitude(player,target)>0) return 2;
|
||
return 0;
|
||
},
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=trigger.player;
|
||
player.logSkill('yaopei',target);
|
||
player.discard(result.cards);
|
||
if(player==result.targets[0]){
|
||
target.recover();
|
||
player.draw(2);
|
||
}
|
||
else{
|
||
target.draw(2);
|
||
player.recover();
|
||
}
|
||
}
|
||
},
|
||
},
|
||
mingluan:{
|
||
audio:2,
|
||
trigger:{global:'phaseJieshuBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player!=event.player&&event.player.isIn()&&player.hasSkill('mingluan_mark')&&player.countCards('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDiscard('he',get.prompt('mingluan'),'弃置任意张牌,并摸等同于'+get.translation(trigger.player)+'手牌数的牌(至多摸至五张)',[1,Infinity]).set('ai',function(card){
|
||
var player=_status.event.player;
|
||
var ph=player.countCards('h');
|
||
if(get.position(card)=='h') ph--;
|
||
var num=Math.min(_status.event.getTrigger().player.countCards('h'),5-ph);
|
||
if(num>0) return 3.5*num+0.01-get.value(card);
|
||
return 0.01-get.value(card);
|
||
}).logSkill=['mingluan',trigger.player];
|
||
'step 1'
|
||
if(result.bool){
|
||
var num=trigger.player.countCards('h'),num2=5-player.countCards('h');
|
||
if(num>0&&num2>0) player.draw(Math.min(num,num2));
|
||
}
|
||
},
|
||
group:'mingluan_count',
|
||
subSkill:{
|
||
count:{
|
||
charlotte:true,
|
||
trigger:{global:'recoverEnd'},
|
||
silent:true,
|
||
popup:false,
|
||
firstDo:true,
|
||
filter:function(event,player){
|
||
var current=_status.currentPhase;
|
||
return current&¤t!=player&&!player.hasSkill('mingluan_mark');
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('mingluan_mark');
|
||
},
|
||
},
|
||
mark:{
|
||
charlotte:true,
|
||
},
|
||
},
|
||
},
|
||
//赵嫣
|
||
jinhui:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
'step 0'
|
||
var cards=[];
|
||
while(cards.length<3){
|
||
var card=get.cardPile2(function(card){
|
||
for(var i of cards){
|
||
if(i.name==card.name) return false;
|
||
}
|
||
var info=get.info(card,false);
|
||
if(info.ai&&info.ai.tag&&info.ai.tag.damage) return false;
|
||
return !info.notarget&&(info.toself||info.singleCard||!info.selectTarget||info.selectTarget==1);
|
||
});
|
||
if(card) cards.push(card);
|
||
else break;
|
||
}
|
||
if(!cards.length) event.finish();
|
||
else{
|
||
player.showCards(cards,get.translation(player)+'发动了【锦绘】');
|
||
event.cards=cards;
|
||
game.cardsGotoOrdering(cards);
|
||
if(game.hasPlayer((current)=>(current!=player))) player.chooseTarget('选择【锦绘】的目标',true,lib.filter.notMe).set('ai',function(target){
|
||
var player=_status.event.player,cards=_status.event.getParent().cards.slice(0);
|
||
var max_effect=0,max_effect_player=0;
|
||
for(var i of cards){
|
||
var targetx=lib.skill.jinhui.getUsableTarget(i,target,player);
|
||
if(targetx){
|
||
var effect2=get.effect(targetx,i,target,target);
|
||
var effect3=get.effect(targetx,i,target,player);
|
||
if(effect2>max_effect){
|
||
max_effect=effect2;
|
||
max_effect_player=effect3;
|
||
}
|
||
}
|
||
}
|
||
return max_effect_player;
|
||
});
|
||
else event.finish();
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.line(target,'green');
|
||
var cards=cards.filter(function(card){
|
||
return lib.skill.jinhui.getUsableTarget(card,target,player);
|
||
});
|
||
if(cards.length){
|
||
if(cards.length==1) event._result={bool:true,links:cards};
|
||
else target.chooseButton(['选择按“锦绘”规则使用一张牌',cards],true).set('ai',function(button){
|
||
var player=_status.event.player,target=_status.event.getParent().player,card=button.link;
|
||
var targetx=lib.skill.jinhui.getUsableTarget(card,player,target);
|
||
var effect=get.effect(targetx,card,player,player),cards=_status.event.getParent().cards.slice(0);
|
||
var effect2=0,effect3=0;
|
||
cards.remove(button.link);
|
||
for(var i of cards){
|
||
var targetx=lib.skill.jinhui.getUsableTarget(i,target,player);
|
||
if(targetx){
|
||
effect2+=get.effect(targetx,i,target,target);
|
||
effect3+=get.effect(targetx,i,target,player);
|
||
}
|
||
}
|
||
if(effect2>0) effect+=effect3;
|
||
return effect;
|
||
});
|
||
}
|
||
else event.goto(3);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
var card=result.links[0];
|
||
event.cards.remove(card);
|
||
var targetx=lib.skill.jinhui.getUsableTarget(card,target,player);
|
||
target.useCard(card,targetx,false,'noai');
|
||
}
|
||
'step 3'
|
||
var cards=cards.filter(function(card){
|
||
return lib.skill.jinhui.getUsableTarget(card,player,target);
|
||
});
|
||
if(cards.length){
|
||
player.chooseButton(['是否按“锦绘”规则使用其中一张牌?',cards]).set('ai',function(button){
|
||
var player=_status.event.player,target=_status.event.getParent().target;
|
||
var card=button.link,targetx=lib.skill.jinhui.getUsableTarget(card,player,target);
|
||
return get.effect(targetx,card,player,player)
|
||
});
|
||
}
|
||
else event.finish();
|
||
'step 4'
|
||
if(result.bool){
|
||
var card=result.links[0];
|
||
cards.remove(card);
|
||
var targetx=lib.skill.jinhui.getUsableTarget(card,player,target);
|
||
if(targetx){
|
||
player.useCard(card,targetx,false,'noai');
|
||
}
|
||
if(cards.length) event.goto(3);
|
||
}
|
||
else event.finish();
|
||
},
|
||
getUsableTarget:function(card,player,target){
|
||
var info=get.info(card,false);
|
||
if(info.toself) return player.canUse(card,player,false)?player:false;
|
||
return (target.isIn()&&player.canUse(card,target,false))?target:false;
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{player:1},
|
||
},
|
||
},
|
||
qingman:{
|
||
audio:2,
|
||
trigger:{global:'phaseEnd'},
|
||
forced:true,
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
if(!event.player.isIn()) return false;
|
||
var num=player.countCards('h');
|
||
if(num>=5) return false;
|
||
var num2=0;
|
||
for(var i=1;i<=5;i++){
|
||
num2+=event.player.countEmptySlot(i);
|
||
}
|
||
return num<num2;
|
||
},
|
||
content:function(){
|
||
var num2=0;
|
||
for(var i=1;i<=5;i++){
|
||
num2+=trigger.player.countEmptySlot(i);
|
||
}
|
||
player.drawTo(num2);
|
||
},
|
||
},
|
||
//何晏
|
||
yachai:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
filter:function(event,player){
|
||
return event.source&&event.source.isIn();
|
||
},
|
||
logTarget:'source',
|
||
check:function(event,player){
|
||
return get.attitude(player,event.source)<0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.source,str=get.translation(player);
|
||
event.target=target;
|
||
var th=target.countCards('h');
|
||
if(th>0){
|
||
event.num=Math.ceil(th/2);
|
||
var list=[
|
||
'本回合不能使用或打出手牌,然后'+str+'摸两张牌',
|
||
'展示所有手牌,并将其中一种花色的所有牌交给'+str,
|
||
'弃置'+get.cnNumber(event.num)+'张手牌',
|
||
];
|
||
target.chooseControl().set('choiceList',list).set('ai',function(){
|
||
return get.rand(0,2);
|
||
});
|
||
}
|
||
else event._result={index:0};
|
||
'step 1'
|
||
switch(result.index){
|
||
case 0:
|
||
target.addTempSkill('yachai_block');
|
||
player.draw(2);
|
||
event.finish();
|
||
break;
|
||
case 1:target.showHandcards();break;
|
||
case 2:event.goto(4);break;
|
||
}
|
||
'step 2'
|
||
var map={},hs=target.getCards('h');
|
||
for(var i of hs){
|
||
map[get.suit(i,target)]=true;
|
||
}
|
||
var list=[];
|
||
for(var i of lib.suit){
|
||
if(map[i]) list.push(i);
|
||
}
|
||
if(!list.length) event.finish();
|
||
else if(list.length==1) event._result={control:list[0]};
|
||
else target.chooseControl(list).set('prompt','将一种花色的牌交给'+get.translation(player));
|
||
'step 3'
|
||
var cards=target.getCards('h',function(card){
|
||
return get.suit(card,target)==result.control&&lib.filter.cardDiscardable(card,target,'yachai');
|
||
});
|
||
if(cards.length) target.give(cards,player,'give');
|
||
event.finish();
|
||
'step 4'
|
||
target.chooseToDiscard('h',true,num);
|
||
},
|
||
subSkill:{
|
||
block:{
|
||
mark:true,
|
||
intro:{content:'不能使用或打出手牌'},
|
||
charlotte:true,
|
||
mod:{
|
||
cardEnabled2:function(card){
|
||
if(get.position(card)=='h') return false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
qingtan:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return game.hasPlayer((current)=>current.countCards('h')>0);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.countCards('h')>0;
|
||
},
|
||
selectTarget:-1,
|
||
multitarget:true,
|
||
multiline:true,
|
||
content:function(){
|
||
'step 0'
|
||
targets.sortBySeat();
|
||
var next=player.chooseCardOL(targets,'请选择要展示的牌',true).set('ai',function(card){
|
||
return -get.value(card);
|
||
}).set('source',player);
|
||
next.aiCard=function(target){
|
||
var hs=target.getCards('h');
|
||
return {bool:true,cards:[hs.randomGet()]};
|
||
};
|
||
next._args.remove('glow_result');
|
||
'step 1'
|
||
var cards=[];
|
||
event.videoId=lib.status.videoId++;
|
||
for(var i=0;i<targets.length;i++) cards.push(result[i].cards[0]);
|
||
event.cards=cards;
|
||
game.log(player,'展示了',targets,'的',cards);
|
||
game.broadcastAll(function(targets,cards,id,player){
|
||
var dialog=ui.create.dialog(get.translation(player)+'发动了【清谈】',cards);
|
||
dialog.videoId=id;
|
||
var getName=function(target){
|
||
if(target._tempTranslate) return target._tempTranslate;
|
||
var name=target.name;
|
||
if(lib.translate[name+'_ab']) return lib.translate[name+'_ab'];
|
||
return get.translation(name);
|
||
}
|
||
for(var i=0;i<targets.length;i++){
|
||
dialog.buttons[i].querySelector('.info').innerHTML=getName(targets[i])+get.translation(cards[i].suit);
|
||
}
|
||
},targets,cards,event.videoId,player);
|
||
game.delay(4);
|
||
'step 2'
|
||
game.broadcastAll('closeDialog',event.videoId);
|
||
var list=[],map={};
|
||
for(var i of cards){
|
||
var suit=get.suit(i);
|
||
if(!map[suit]) map[suit]=[];
|
||
map[suit].push(i);
|
||
}
|
||
var dialog=['选择获得一种花色的所有牌'];
|
||
for(var suit of lib.suit){
|
||
if(map[suit]){
|
||
var targetsx=map[suit].map(function(card){
|
||
return targets[cards.indexOf(card)];
|
||
});
|
||
dialog.push('<div class="text center">'+get.translation(targetsx)+'</div>');
|
||
dialog.push(map[suit]);
|
||
list.push(suit);
|
||
}
|
||
}
|
||
if(list.length){
|
||
player.chooseControl(list,'cancel2').set('dialog',dialog);
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(result.control!='cancel2'){
|
||
event.cards2=cards.filter(function(i){
|
||
return get.suit(i)==result.control;
|
||
})
|
||
for(var i=0;i<cards.length;i++){
|
||
if(event.cards2.contains(cards[i])){
|
||
targets[i].$give(cards[i],player,false);
|
||
}
|
||
}
|
||
player.gain(event.cards2,'log');
|
||
}
|
||
else event.finish();
|
||
'step 4'
|
||
var draws=[];
|
||
for(var i=0;i<cards.length;i++){
|
||
if(!event.cards2.contains(cards[i])){
|
||
targets[i].discard(cards[i]).delay=false;
|
||
}
|
||
else draws.push(targets[i]);
|
||
}
|
||
if(draws.length) game.asyncDraw(draws);
|
||
'step 5'
|
||
game.delayx();
|
||
},
|
||
ai:{
|
||
order:7,
|
||
result:{
|
||
player:0.3,
|
||
target:-1,
|
||
},
|
||
},
|
||
},
|
||
//邓芝
|
||
jianliang:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin2'},
|
||
filter:function(event,player){
|
||
return !player.isMaxHandcard();
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('jianliang'),'令至多两名角色各摸一张牌',[1,2]).set('ai',function(target){
|
||
return Math.sqrt(5-Math.min(4,target.countCards('h')))*get.attitude(_status.event.player,target);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var targets=result.targets.sortBySeat();
|
||
player.logSkill('jianliang',targets);
|
||
if(targets.length==1){
|
||
targets[0].draw();
|
||
event.finish();
|
||
}
|
||
else game.asyncDraw(targets);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
game.delayx();
|
||
},
|
||
},
|
||
weimeng:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player.hp>0&&target!=player&&target.countGainableCards(player,'h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.gainPlayerCard(target,'h',true,[1,player.hp]);
|
||
'step 1'
|
||
if(result.bool&&target.isIn()){
|
||
var num=result.cards.length,hs=player.getCards('he');
|
||
var numx=0;
|
||
for(var i of result.cards) numx+=get.number(i,player);
|
||
event.num=numx;
|
||
event.cards=result.cards;
|
||
if(!hs.length) event.finish();
|
||
else if(hs.length<=num) event._result={bool:true,cards:hs};
|
||
else player.chooseCard('he',true,'选择交给'+get.translation(target)+get.cnNumber(num)+'张牌','(已获得牌的点数和:'+numx+')',num);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.give(result.cards,target);
|
||
var numx=0;
|
||
for(var i of result.cards) numx+=get.number(i,player);
|
||
if(numx>num) player.draw();
|
||
else if(numx<num) player.discardPlayerCard(target,true,'hej');
|
||
},
|
||
ai:{
|
||
order:6,
|
||
tag:{
|
||
lose:1,
|
||
loseCard:1,
|
||
gain:1,
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.pow(Math.min(player.hp,target.countCards('h')),2)/4;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//冯熙
|
||
yusui:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.player.isIn()&&get.color(event.card)=='black';
|
||
},
|
||
logTarget:'player',
|
||
check:function(event,player){
|
||
var target=event.player;
|
||
if(player.hp<3||get.attitude(player,target)>-3) return false;
|
||
if(player.hp<target.hp) return true;
|
||
if(Math.min(target.countCards('h')-player.countCards('h'),target.countCards('h'))>3) return true;
|
||
return false;
|
||
},
|
||
preHidden:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.loseHp();
|
||
event.target=trigger.player;
|
||
'step 1'
|
||
event.addIndex=0;
|
||
var list=[],num=target.countCards('h')-player.countCards('h');
|
||
event.num=num;
|
||
if(num>0&&target.countCards('h')>0) list.push('令其弃置'+get.cnNumber(num)+'张手牌');
|
||
else event.addIndex++;
|
||
if(target.hp>player.hp) list.push('令其失去'+get.cnNumber(target.hp-player.hp)+'点体力');
|
||
if(!list.length) event.finish();
|
||
else if(list.length==1) event._result={index:0};
|
||
else player.chooseControl().set('choiceList',list).set('prompt','令'+get.translation(target)+'执行一项').set('ai',function(){
|
||
var player=_status.event.player,target=_status.event.getParent().target;
|
||
return (target.hp-player.hp)>(Math.min(_status.event.getParent().num,target.countCards('h'))/2)?1:0;
|
||
});
|
||
'step 2'
|
||
if(result.index+event.addIndex==0) target.chooseToDiscard(num,true,'h');
|
||
else target.loseHp(target.hp-player.hp);
|
||
},
|
||
},
|
||
boyan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
target.drawTo(Math.min(5,target.maxHp));
|
||
'step 1'
|
||
target.addTempSkill('boyan_block');
|
||
},
|
||
subSkill:{
|
||
block:{
|
||
mark:true,
|
||
intro:{content:'不能使用或打出手牌'},
|
||
charlotte:true,
|
||
mod:{
|
||
cardEnabled2:function(card){
|
||
if(get.position(card)=='h') return false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{
|
||
target:function(player,target){
|
||
if(get.attitude(player,target)>0) return Math.max(0,Math.min(5,target.maxHp)-target.countCards('h'));
|
||
if(Math.max(0,Math.min(5,target.maxHp)-target.countCards('h'))<=1&&target.countCards('h','shan')&&!target.hasSkillTag('respondShan',true,null,true)&&player.countCards('h',function(card){
|
||
return get.tag(card,'respondShan')&&player.getUseValue(card,null,true)>0&&get.effect(target,card,player,player)>0;
|
||
})) return -2;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//祢衡
|
||
rekuangcai:{
|
||
audio:2,
|
||
forced:true,
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
filter:function(event,player){
|
||
return !player.getHistory('useCard').length||!player.getHistory('sourceDamage').length;
|
||
},
|
||
content:function(){
|
||
lib.skill.rekuangcai.change(player,player.getHistory('useCard').length?-1:1);
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player){
|
||
if(player==_status.currentPhase) return true;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(player==_status.currentPhase) return Infinity;
|
||
},
|
||
},
|
||
change:function(player,num){
|
||
if(typeof player.storage.rekuangcai_change!='number') player.storage.rekuangcai_change=0;
|
||
player.storage.rekuangcai_change+=num;
|
||
player.addSkill('rekuangcai_change');
|
||
},
|
||
group:'rekuangcai_draw',
|
||
subSkill:{
|
||
draw:{
|
||
audio:'rekuangcai',
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.getHistory('sourceDamage').length>0;
|
||
},
|
||
content:function(){
|
||
player.draw(Math.min(5,player.getStat('damage')));
|
||
},
|
||
},
|
||
change:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(typeof player.storage.rekuangcai_change=='number') return num+player.storage.rekuangcai_change;
|
||
},
|
||
},
|
||
charlotte:true,
|
||
mark:true,
|
||
intro:{
|
||
content:(num)=>('手牌上限'+(num<0?'':'+')+num),
|
||
},
|
||
},
|
||
},
|
||
},
|
||
reshejian:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
filter:function(event,player){
|
||
if(player==event.player||event.targets.length!=1) return false;
|
||
return player.countCards('h')>=2;
|
||
},
|
||
direct:true,
|
||
usable:2,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDiscard('he',[2,Infinity],get.prompt('reshejian',trigger.player),'<div class="text center">弃置至少两张手牌,然后选择一项:<br>⒈弃置其等量的牌。⒉对其造成1点伤害。</div>').set('ai',function(card){
|
||
if(_status.event.goon&&ui.selected.cards.length<2) return 5.6-get.value(card);
|
||
return 0;
|
||
}).set('goon',function(){
|
||
var target=trigger.player;
|
||
if(get.damageEffect(target,player,player)>0) return true;
|
||
if(target.countCards('he',function(card){
|
||
return get.value(card,target)>6;
|
||
})>=2) return true;
|
||
return false;
|
||
}()).logSkill=['reshejian',trigger.player];
|
||
'step 1'
|
||
if(!result.bool){
|
||
player.storage.counttrigger.reshejian--;
|
||
event.finish();
|
||
return;
|
||
}
|
||
var num=result.cards.length;
|
||
event.num=num;
|
||
var target=trigger.player,str=get.translation(target);
|
||
event.target=target;
|
||
if(!target.isIn()) event.finish();
|
||
else if(!target.hasCard(function(card){
|
||
return lib.filter.canBeDiscarded(card,player,target);
|
||
},'he')) event._result={index:1};
|
||
else player.chooseControl().set('choiceList',[
|
||
'弃置'+str+'的'+get.cnNumber(num)+'张牌',
|
||
'对'+str+'造成1点伤害',
|
||
]).set('ai',function(){
|
||
var player=_status.event.player;
|
||
var eff0=get.effect(target,{name:'guohe_copy2'},player,player)*Math.min(1.7,target.countCards('he'));
|
||
var eff1=get.damageEffect(target,player,player);
|
||
return eff0>eff1?0:1;
|
||
});
|
||
'step 2'
|
||
if(result.index==0) player.discardPlayerCard(target,num,true,'he');
|
||
else target.damage();
|
||
},
|
||
},
|
||
//陈登
|
||
refuyuan:{
|
||
audio:2,
|
||
trigger:{global:'useCardToTargeted'},
|
||
logTarget:'target',
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.target.isIn()&&!game.hasPlayer2(function(current){
|
||
return current.hasHistory('useCard',function(evt){
|
||
return evt.card!=event.card&&get.color(evt.card,false)=='red'&&evt.targets&&evt.targets.contains(event.target);
|
||
});
|
||
});
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.target)>0;
|
||
},
|
||
content:function(){
|
||
trigger.target.draw();
|
||
},
|
||
},
|
||
reyingshui:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0&&game.hasPlayer((current)=>player.inRange(current));
|
||
},
|
||
position:'he',
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return player.inRange(target);
|
||
},
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
check:function(card){
|
||
if(get.type(card)=='equip') return 3-get.value(card);
|
||
return 6.5-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.give(cards,target);
|
||
'step 1'
|
||
var next=target.chooseCard('he',[2,Infinity],'交给'+get.translation(player)+'至少两张装备牌,否则受到1点伤害',{type:'equip'});
|
||
if(get.damageEffect(target,player,target)>=0) next.set('ai',()=>-1);
|
||
else next.set('ai',(card)=>ui.selected.cards.length<2?(6-get.value(card)):0);
|
||
'step 2'
|
||
if(result.bool) target.give(result.cards,player);
|
||
else target.damage('nocard');
|
||
},
|
||
ai:{
|
||
order:5,
|
||
tag:{
|
||
damage:0.5,
|
||
},
|
||
result:{
|
||
target:-1.5,
|
||
},
|
||
},
|
||
},
|
||
rewangzu:{
|
||
audio:2,
|
||
trigger:{player:'damageBegin1'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.source&&player!=event.source&&player.hasCard((card)=>lib.filter.cardDiscardable(card,player,'rewangzu'),'h');
|
||
},
|
||
usable:1,
|
||
content:function(){
|
||
'step 0'
|
||
var num=player.getFriends().length;
|
||
if(!game.hasPlayer(function(current){
|
||
return current!=player&¤t.getFriends().length>num;
|
||
})){
|
||
player.chooseToDiscard('h',get.prompt('rewangzu'),'弃置一张牌并令伤害-1').set('ai',function(card){
|
||
return 7-get.value(card);
|
||
}).logSkill='rewangzu';
|
||
}
|
||
else{
|
||
player.chooseBool(get.prompt('rewangzu'),'随机弃置一张牌并令伤害-1');
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
trigger.num--;
|
||
if(!result.cards||!result.cards.length){
|
||
player.logSkill('rewangzu');
|
||
var cards=player.getCards('h',(card)=>lib.filter.cardDiscardable(card,player,'rewangzu'));
|
||
if(cards.length) player.discard(cards.randomGet());
|
||
}
|
||
}
|
||
else player.storage.counttrigger.rewangzu--;
|
||
},
|
||
},
|
||
//万年公主
|
||
zhenge:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('zhenge'),'令一名角色的攻击范围+1').set('ai',function(target){
|
||
var player=_status.event.player,att=get.attitude(player,target)
|
||
if(att>0){
|
||
if(!target.hasMark('zhenge_effect')) att*=1.5;
|
||
if(!game.hasPlayer(function(current){
|
||
return get.distance(target,current,'attack')>2;
|
||
})){
|
||
var usf=Math.max.apply(Math,game.filterPlayer().map(function(current){
|
||
if(target.canUse('sha',current,false)) return get.effect(current,{name:'sha'},target,player);
|
||
return 0;
|
||
}));
|
||
return att+usf;
|
||
}
|
||
return att;
|
||
}
|
||
return 0;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('zhenge',target);
|
||
target.addSkill('zhenge_effect');
|
||
if(target.countMark('zhenge_effect')<5) target.addMark('zhenge_effect',1,false);
|
||
if(!game.hasPlayer(function(current){
|
||
return current!=target&&!target.inRange(current);
|
||
})){
|
||
player.chooseTarget('是否令'+get.translation(target)+'视为对另一名角色使用【杀】?',function(card,player,target){
|
||
return _status.event.source.canUse('sha',target);
|
||
}).set('source',target).set('ai',function(target){
|
||
var evt=_status.event;
|
||
return get.effect(target,{name:'sha'},evt.source,evt.player);
|
||
});
|
||
}
|
||
else{
|
||
game.delayx();
|
||
event.finish();
|
||
}
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
target.useCard({name:'sha',isCard:true},result.targets[0],false);
|
||
}
|
||
'step 3'
|
||
game.delayx();
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
mod:{
|
||
attackRange:function(player,num){
|
||
return num+player.countMark('zhenge_effect');
|
||
},
|
||
},
|
||
intro:{content:'攻击范围+#'},
|
||
},
|
||
},
|
||
},
|
||
xinghan:{
|
||
audio:2,
|
||
init:function(player){
|
||
player.addSkill('xinghan_count');
|
||
},
|
||
onremove:function(player){
|
||
player.removeSkill('xinghan_count');
|
||
},
|
||
trigger:{global:'damageSource'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&event.card==player.storage.xinghan_temp&&event.source&&event.source.hasMark('zhenge_effect');
|
||
},
|
||
logTarget:'source',
|
||
content:function(){
|
||
player.draw(player.isMaxHandcard(true)?1:Math.min(5,trigger.source.getAttackRange()));
|
||
},
|
||
subSkill:{
|
||
count:{
|
||
trigger:{global:'useCard1'},
|
||
forced:true,
|
||
charlotte:true,
|
||
popup:false,
|
||
firstDo:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&!game.hasPlayer2(function(current){
|
||
return current.hasHistory('useCard',function(evt){
|
||
return evt!=event&&evt.card.name=='sha';
|
||
})
|
||
});
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('xinghan_temp');
|
||
player.storage.xinghan_temp=trigger.card;
|
||
},
|
||
},
|
||
temp:{onremove:true},
|
||
},
|
||
ai:{combo:'zhenge'},
|
||
},
|
||
//荀谌
|
||
refenglve:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0&&!player.hasSkillTag('noCompareSource')&&game.hasPlayer(function(current){
|
||
return current!=player&¤t.countCards('h')>0&&!current.hasSkillTag('noCompareTarget');
|
||
});
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0&&!target.hasSkillTag('noCompareTarget');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToCompare(target);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!target.countCards('hej')) event.finish();
|
||
else{
|
||
event.giver=target;
|
||
event.gainner=player;
|
||
target.choosePlayerCard(target,true,'hej',2,'交给'+get.translation(player)+'两张牌');
|
||
}
|
||
}
|
||
else if(result.tie){
|
||
delete player.getStat('skill').refenglve;
|
||
event.finish();
|
||
}
|
||
else{
|
||
if(get.position(result.player,true)=='d') target.gain(result.player,'gain2');
|
||
event.finish();
|
||
/*if(!player.countCards('he')) event.finish();
|
||
else{
|
||
event.giver=player;
|
||
event.gainner=target;
|
||
player.chooseCard(true,'he','交给'+get.translation(target)+'一张牌');
|
||
}*/
|
||
}
|
||
'step 2'
|
||
if(result.bool) event.giver.give(result.cards,event.gainner);
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
target:function(player,target){
|
||
if(!player.hasCard(function(card){
|
||
if(get.position(card)!="h") return false;
|
||
var val=get.value(card);
|
||
if(val<0) return true;
|
||
if(val<=5){
|
||
return card.number>=11;
|
||
}
|
||
if(val<=6){
|
||
return card.number>=13;
|
||
}
|
||
return false;
|
||
})) return 0;
|
||
return -Math.sqrt(1+target.countCards('he'))/(1+target.countCards('j'));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
anyong:{
|
||
audio:2,
|
||
trigger:{global:'damageSource'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.source&&event.source==_status.currentPhase&&event.num==1&&
|
||
event.player!=event.source&&event.player.isIn()&&player.countCards('he')>0&&
|
||
event.source.getHistory('sourceDamage',function(evt){
|
||
return evt.player!=event.source;
|
||
}).indexOf(event)==0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDiscard('he',get.prompt('anyong',trigger.player),'弃置一张牌并对其造成1点伤害').set('goon',get.damageEffect(trigger.player,player,player)>0).set('ai',function(card){
|
||
if(_status.event.goon) return 7-get.value(card);
|
||
return 0;
|
||
}).logSkill=['anyong',trigger.player];
|
||
'step 1'
|
||
if(result.bool) trigger.player.damage();
|
||
},
|
||
},
|
||
//刘永
|
||
zhuning:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:2,
|
||
filter:function(event,player){
|
||
if(!player.countCards('he')) return false;
|
||
return (!player.getStat('skill').zhuning||player.hasSkill('zhuning_double'));
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
filterTarget:lib.filter.notMe,
|
||
selectCard:[1,Infinity],
|
||
delay:false,
|
||
lose:false,
|
||
discard:false,
|
||
check:function(card){
|
||
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
|
||
if(!ui.selected.cards.length&&card.name=='du') return 20;
|
||
var player=get.owner(card);
|
||
if(ui.selected.cards.length>=Math.max(1,player.countCards('h')-player.hp)) return 0;
|
||
return 10-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.give(cards,target).gaintag.add('fengxiang_tag');
|
||
'step 1'
|
||
var list=[];
|
||
for(var name of lib.inpile){
|
||
var type=get.type(name);
|
||
if(type!='basic'&&type!='trick') continue;
|
||
var card={name:name,isCard:true};
|
||
if(get.tag(card,'damage')>0&&player.hasUseTarget(card)){
|
||
list.push([type,'',name]);
|
||
}
|
||
if(name=='sha'){
|
||
for(var i of lib.inpile_nature){
|
||
card.nature=i;
|
||
if(player.hasUseTarget(card)) list.push([type,'',name,i]);
|
||
}
|
||
}
|
||
}
|
||
if(list.length){
|
||
player.chooseButton(['是否视为使用一张伤害牌?',[list,'vcard']]).set('ai',function(button){
|
||
return _status.event.player.getUseValue({name:button.link[2]});
|
||
});
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
player.chooseUseTarget({name:result.links[0][2],nature:result.links[0][3],isCard:true},true,false);
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(!player.hasHistory('sourceDamage',function(evt){
|
||
if(!evt.card) return false;
|
||
var evtx=evt.getParent('useCard');
|
||
return evtx.card==evt.card&&evtx.getParent(2)==event;
|
||
})) player.addTempSkill('zhuning_double');
|
||
},
|
||
subSkill:{
|
||
double:{},
|
||
},
|
||
ai:{
|
||
fireAttack:true,
|
||
order:4,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('nogain')) return 0;
|
||
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
|
||
if(target.hasSkillTag('nodu')) return 0;
|
||
return -10;
|
||
}
|
||
if(target.hasJudge('lebu')) return 0;
|
||
var nh=target.countCards('h');
|
||
var np=player.countCards('h');
|
||
if(player.hp==player.maxHp||player.storage.rerende<0||player.countCards('h')<=1){
|
||
if(nh>=np-1&&np<=player.hp&&!target.hasSkill('haoshi')) return 0;
|
||
}
|
||
return Math.max(1,5-nh);
|
||
}
|
||
},
|
||
}
|
||
},
|
||
fengxiang:{
|
||
getMax:function(event){
|
||
var max=0,max2=null,players=game.filterPlayer();
|
||
for(var current of players){
|
||
var num=0,cards=current.getCards('h',function(card){
|
||
return card.hasGaintag('fengxiang_tag');
|
||
});
|
||
if(event){
|
||
if(event.name=='gain'&&event.gaintag.contains('fengxiang_tag')) cards.removeArray(event.cards);
|
||
var evt=event.getl(current);
|
||
if(evt&&evt.gaintag_map){
|
||
for(var i in evt.gaintag_map){
|
||
if(evt.gaintag_map[i].contains('fengxiang_tag')) num++;
|
||
}
|
||
}
|
||
}
|
||
num+=cards.length;
|
||
if(num>max){
|
||
max=num;
|
||
max2=current;
|
||
}
|
||
else if(num==max) max2=null;
|
||
}
|
||
return max2;
|
||
},
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
var target=lib.skill.fengxiang.getMax();
|
||
return !target||target.isDamaged();
|
||
},
|
||
logTarget:function(event,player){
|
||
return lib.skill.fengxiang.getMax()||player;
|
||
},
|
||
content:function(){
|
||
var target=lib.skill.fengxiang.getMax();
|
||
if(target) target.recover();
|
||
else player.draw();
|
||
},
|
||
group:'fengxiang_draw',
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{
|
||
global:['equipAfter','addJudgeAfter','loseAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.name=='lose'&&event.getlx===false) return false;
|
||
return lib.skill.fengxiang.getMax()!=lib.skill.fengxiang.getMax(event);
|
||
},
|
||
content:function(){
|
||
if(trigger.delay===false) game.delayx();
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//阚泽
|
||
rekuanshi:{
|
||
audio:'kuanshi',
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('rekuanshi')).set('animate',false).set('ai',function(target){
|
||
var att=get.attitude(player,target);
|
||
if(target.hp<3) att/=1.5;
|
||
return att;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('rekuanshi');
|
||
player.addTempSkill('rekuanshi_effect',{player:'phaseBegin'});
|
||
player.storage.rekuanshi_effect=result.targets[0];
|
||
game.delayx();
|
||
}
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'kuanshi',
|
||
trigger:{global:'damageEnd'},
|
||
forced:true,
|
||
charlotte:true,
|
||
logTarget:'player',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(event.player!=player.storage.rekuanshi_effect||event.player.isHealthy()) return false;
|
||
var history=event.player.getHistory('damage',null,event),num=0;
|
||
for(var i of history) num+=i.num;
|
||
return num>1&&(num-event.num)<2;
|
||
},
|
||
content:function(){
|
||
trigger.player.recover();
|
||
}
|
||
},
|
||
},
|
||
},
|
||
//吕玲绮
|
||
guowu:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0;
|
||
},
|
||
preHidden:true,
|
||
content:function(){
|
||
'step 0'
|
||
var hs=player.getCards('h');
|
||
player.showCards(hs,get.translation(player)+'发动了【帼舞】');
|
||
var list=[];
|
||
for(var i of hs){
|
||
list.add(get.type2(i,player));
|
||
if(list.length>=3) break;
|
||
}
|
||
if(list.length>=1){
|
||
var card=get.discardPile(function(i){
|
||
return i.name=='sha';
|
||
});
|
||
if(card) player.gain(card,'gain2');
|
||
}
|
||
if(list.length>=2) player.addTempSkill('guowu_dist','phaseUseAfter');
|
||
if(list.length>=3) player.addTempSkill('guowu_add','phaseUseAfter');
|
||
},
|
||
subSkill:{
|
||
dist:{
|
||
charlotte:true,
|
||
mod:{targetInRange:()=>true},
|
||
},
|
||
add:{
|
||
charlotte:true,
|
||
trigger:{player:'useCard1'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var info=get.info(event.card,false);
|
||
if(info.allowMultiple==false) return false;
|
||
if(event.card.name!='sha'&&(info.type!='trick'||get.mode()=='guozhan')) return false;
|
||
if(event.targets&&!info.multitarget){
|
||
if(game.hasPlayer(function(current){
|
||
return !event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,player,current)&&lib.filter.targetInRange(event.card,player,current);
|
||
})){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var num=game.countPlayer(function(current){
|
||
return !trigger.targets.contains(current)&&lib.filter.targetEnabled2(trigger.card,player,current)&&lib.filter.targetInRange(trigger.card,player,current);
|
||
});
|
||
player.chooseTarget('帼舞:是否为'+get.translation(trigger.card)+'增加'+(num>1?'至多两个':'一个')+'目标?',[1,Math.min(2,num)],function(card,player,target){
|
||
var trigger=_status.event.getTrigger();
|
||
var card=trigger.card;
|
||
return !trigger.targets.contains(target)&&lib.filter.targetEnabled2(card,player,target)&&lib.filter.targetInRange(card,player,target);
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
var card=_status.event.getTrigger().card;
|
||
return get.effect(target,card,player,player);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
if(player!=game.me&&!player.isOnline()) game.delayx();
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var targets=result.targets.sortBySeat();
|
||
player.logSkill('guowu_add',targets);
|
||
trigger.targets.addArray(targets);
|
||
//if(get.mode()=='guozhan') player.removeSkill('guowu_add');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zhuangrong:{
|
||
derivation:['llqshenwei','wushuang'],
|
||
trigger:{global:'phaseEnd'},
|
||
forced:true,
|
||
juexingji:true,
|
||
skillAnimation:true,
|
||
animationColor:'gray',
|
||
filter:function(event,player){
|
||
return player.hp==1||player.countCards('h')==1;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('zhuangrong');
|
||
player.loseMaxHp();
|
||
'step 1'
|
||
if(player.maxHp>player.hp) player.recover(player.maxHp-player.hp);
|
||
'step 2'
|
||
player.drawTo(Math.min(5,player.maxHp));
|
||
player.addSkillLog('llqshenwei');
|
||
player.addSkillLog('wushuang');
|
||
},
|
||
},
|
||
llqshenwei:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin2'},
|
||
forced:true,
|
||
filter:(event)=>!event.numFixed,
|
||
content:function(){
|
||
trigger.num+=2;
|
||
},
|
||
mod:{
|
||
maxHandcard:(player,num)=>num+2,
|
||
},
|
||
},
|
||
cuijian:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return game.hasPlayer((current)=>lib.skill.cuijian.filterTarget(null,player,current));
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var hs=target.getCards('h','shan');
|
||
if(hs.length){
|
||
hs.addArray(target.getCards('he',function(card){
|
||
return get.subtype(card)=='equip2';
|
||
}))
|
||
player.gain(hs,target,'give','bySelf');
|
||
if(player.hasMark('zhtongyuan_basic')) event.finish();
|
||
else event.num=hs.length;
|
||
}
|
||
else{
|
||
if(player.hasMark('zhtongyuan_trick')) player.draw(2);
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
var hs=player.getCards('he');
|
||
if(!hs.length||!target.isIn()) event.finish();
|
||
else if(hs.length<=num) event._result={bool:true,cards:hs};
|
||
else player.chooseCard('he',true,'选择交给'+get.translation(target)+get.cnNumber(num)+'张牌',num);
|
||
'step 2'
|
||
if(result.bool&&result.cards&&result.cards.length) player.give(result.cards,target);
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{
|
||
player:function(player,target){
|
||
if(!target.countCards('h','shan')) return player.hasMark('zhtongyuan_trick')?2:0;
|
||
return 0;
|
||
},
|
||
target:function(player,target){
|
||
if(target.countCards('h','shan')){
|
||
var num=-target.countCards('h')/2;
|
||
var card=target.getEquip(2);
|
||
if(card) num-=(get.value(card,target)/2);
|
||
return num;
|
||
}
|
||
return -0.01;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tongyuan:{audio:2},
|
||
zhtongyuan:{
|
||
audio:'tongyuan',
|
||
trigger:{player:['useCardAfter','respondAfter']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
var type=get.type2(event.card,false);
|
||
return (type=='basic'||type=='trick')&&get.color(event.card,false)=='red'&&!player.hasMark('zhtongyuan_'+type);
|
||
},
|
||
content:function(){
|
||
var type=get.type2(trigger.card,false);
|
||
if(!player.hasMark('zhtongyuan_'+type)){
|
||
player.addMark('zhtongyuan_'+type,1,false);
|
||
game.log(player,'修改了技能','#g【摧坚】');
|
||
}
|
||
},
|
||
group:['zhtongyuan_basic','zhtongyuan_trick'],
|
||
subSkill:{
|
||
basic:{
|
||
trigger:{player:'useCard2'},
|
||
direct:true,
|
||
locked:true,
|
||
filter:function(event,player){
|
||
if(!player.hasMark('zhtongyuan_basic')||!player.hasMark('zhtongyuan_trick')) return false;
|
||
var card=event.card;
|
||
if(get.color(card,false)!='red'||get.type(card,null,true)!='basic') return false;
|
||
var info=get.info(card);
|
||
if(info.allowMultiple==false) return false;
|
||
if(event.targets&&!info.multitarget){
|
||
if(game.hasPlayer(function(current){
|
||
return !event.targets.contains(current)&&lib.filter.targetEnabled2(card,player,current);
|
||
})){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var prompt2='为'+get.translation(trigger.card)+'增加一个目标'
|
||
player.chooseTarget(get.prompt('zhtongyuan'),function(card,player,target){
|
||
var player=_status.event.player;
|
||
return !_status.event.targets.contains(target)&&lib.filter.targetEnabled2(_status.event.card,player,target);
|
||
}).set('prompt2',prompt2).set('ai',function(target){
|
||
var trigger=_status.event.getTrigger();
|
||
var player=_status.event.player;
|
||
return get.effect(target,trigger.card,player,player);
|
||
}).set('card',trigger.card).set('targets',trigger.targets);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
event.targets=result.targets;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets){
|
||
player.logSkill('zhtongyuan',event.targets);
|
||
trigger.targets.addArray(event.targets);
|
||
}
|
||
},
|
||
},
|
||
trick:{
|
||
audio:'zhtongyuan',
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(!player.hasMark('zhtongyuan_basic')||!player.hasMark('zhtongyuan_trick')) return false;
|
||
var card=event.card;
|
||
return (get.color(card,false)=='red'&&get.type(card,null,false)=='trick');
|
||
},
|
||
content:function(){
|
||
trigger.directHit.addArray(game.filterPlayer());
|
||
game.log(trigger.card,'不可被响应');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//陆郁生
|
||
zhente:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTargeted'},
|
||
logTarget:'player',
|
||
usable:1,
|
||
preHidden:true,
|
||
filter:function(event,player){
|
||
var color=get.color(event.card);
|
||
if(player==event.player||event.player.isDead()||color=='none'||(get.mode()=='guozhan'&&color!='black')) return false;
|
||
var type=get.type(event.card);
|
||
return type=='basic'||type=='trick';
|
||
},
|
||
check:function(event,player){
|
||
return !event.excluded.contains(player)&&get.effect(player,event.card,event.player,player)<0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.player.chooseControl().set('choiceList',[
|
||
'本回合内不能再使用'+get.translation(get.color(trigger.card))+'牌',
|
||
'令'+get.translation(trigger.card)+'对'+get.translation(player)+'无效',
|
||
]).set('prompt',get.translation(player)+'发动了【贞特】,请选择一项').set('ai',function(){
|
||
var player=_status.event.player;
|
||
var target=_status.event.getParent().player;
|
||
var card=_status.event.getTrigger().card,color=get.color(card);
|
||
if(get.effect(target,card,player,player)<=0) return 1;
|
||
var hs=player.countCards('h',function(card){
|
||
return get.color(card,player)==color&&player.hasValueTarget(card,null,true);
|
||
});
|
||
if(!hs.length) return 0;
|
||
if(hs>1) return 1;
|
||
return Math.random()>0.5?0:1;
|
||
});
|
||
'step 1'
|
||
if(result.index==0){
|
||
trigger.player.addTempSkill('zhente2');
|
||
trigger.player.storage.zhente2.add(get.color(trigger.card));
|
||
trigger.player.markSkill('zhente2');
|
||
}
|
||
else trigger.excluded.add(player);
|
||
},
|
||
},
|
||
zhente2:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(player.getStorage('zhente2').contains(get.color(card))) return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(player.getStorage('zhente2').contains(get.color(card))) return false;
|
||
},
|
||
},
|
||
charlotte:true,
|
||
onremove:true,
|
||
init:function(player,skill){
|
||
if(!player.storage[skill]) player.storage[skill]=[];
|
||
},
|
||
intro:{content:'本回合内不能使用$牌'},
|
||
},
|
||
zhiwei:{
|
||
audio:2,
|
||
trigger:{
|
||
player:['enterGame','showCharacterAfter','phaseBegin'],
|
||
global:['phaseBefore'],
|
||
},
|
||
direct:true,
|
||
filter:function(event,player,name){
|
||
if(player.hasSkill('zhiwei2')) return false;
|
||
if(!game.hasPlayer(current=>current!=player)) return false;
|
||
if(get.mode()=='guozhan') return event.name=='showCharacter'&&(event.toShow.contains('gz_luyusheng')||event.toShow.contains('luyusheng'));
|
||
return event.name!='showCharacter'&&(name!='phaseBefore'||game.phaseNumber==0);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('请选择【至微】的目标','选择一名其他角色。该角色造成伤害后,你摸一张牌,该角色受到伤害后,你随机弃置一张手牌。你弃牌阶段弃置的牌均被该角色获得。',true,lib.filter.notMe).set('ai',function(target){
|
||
var att=get.attitude(_status.event.player,target);
|
||
if(att>0) return 1+att;
|
||
return Math.random();
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('zhiwei',target);
|
||
player.storage.zhiwei2=target;
|
||
player.addSkill('zhiwei2');
|
||
}
|
||
},
|
||
},
|
||
zhiwei2:{
|
||
group:['zhiwei2_draw','zhiwei2_discard','zhiwei2_gain','zhiwei2_clear'],
|
||
charlotte:true,
|
||
onremove:true,
|
||
mark:'character',
|
||
intro:{content:'$造成伤害后你摸一张牌;$受到伤害后你弃置一张牌;你于弃牌阶段弃置牌后交给$'},
|
||
subSkill:{
|
||
draw:{
|
||
audio:'zhiwei',
|
||
trigger:{global:'damageSource'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.source==player.storage.zhiwei2;
|
||
},
|
||
logTarget:'source',
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
},
|
||
discard:{
|
||
audio:'zhiwei',
|
||
trigger:{global:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player==player.storage.zhiwei2&&player.countCards('h',function(card){
|
||
return lib.filter.cardDiscardable(card,player,'zhiwei2_discard');
|
||
});
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
player.discard(player.getCards('h',function(card){
|
||
return lib.filter.cardDiscardable(card,player,'zhiwei2_discard');
|
||
}).randomGet());
|
||
},
|
||
},
|
||
gain:{
|
||
audio:'zhiwei',
|
||
trigger:{
|
||
player:'loseAfter',
|
||
global:'loseAsyncAfter',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.type!='discard'||event.getlx===false||event.getParent('phaseDiscard').player!=player||!player.storage.zhiwei2||!player.storage.zhiwei2.isIn()) return false;
|
||
var evt=event.getl(player);
|
||
return evt&&evt.cards2.filterInD('d').length>0;
|
||
},
|
||
logTarget:function(event,player){
|
||
return player.storage.zhiwei2;
|
||
},
|
||
content:function(){
|
||
if(trigger.delay===false) game.delay();
|
||
player.storage.zhiwei2.gain(trigger.getl(player).cards2.filterInD('d'),'gain2');
|
||
},
|
||
},
|
||
clear:{
|
||
audio:'zhiwei',
|
||
trigger:{
|
||
global:'die',
|
||
player:['hideCharacterEnd','removeCharacterEnd'],
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.name=='die') return event.player==player.storage.zhiwei2;
|
||
if(event.name=='removeCharacter') return event.toRemove=='luyusheng'||event.toRemove=='gz_luyusheng';
|
||
return event.toHide=='luyusheng'||event.toHide=='gz_luyusheng';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.removeSkill('zhiwei2');
|
||
if(trigger.name!='die'||get.mode()!='guozhan') event.finish();
|
||
'step 1'
|
||
if(player.name1=='gz_luyusheng'||player.name1=='luyusheng') player.hideCharacter(0);
|
||
if(player.name2=='gz_luyusheng'||player.name2=='luyusheng') player.hideCharacter(1);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//华歆
|
||
spwanggui:{
|
||
audio:'wanggui',
|
||
trigger:{source:'damageSource'},
|
||
direct:true,
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.group!=player.group;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('spwanggui'),'对一名势力不同的其他角色造成1点伤害',function(card,player,target){
|
||
return target.group!=player.group;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.damageEffect(target,player,player);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('spwanggui',target);
|
||
target.damage();
|
||
}
|
||
else player.storage.counttrigger.spwanggui--;
|
||
},
|
||
group:'spwanggui_draw',
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('spwanggui'),'令自己摸一张牌,或和一名势力相同的其他角色各摸一张牌',function(card,player,target){
|
||
return target.group==player.group;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player,att=get.attitude(player,target);
|
||
if(target!=player) att*=2;
|
||
if(target.hasSkillTag('nogain')) att/=1.7;
|
||
return att;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('spwanggui',target);
|
||
if(player==target){
|
||
player.draw();
|
||
event.finish();
|
||
}
|
||
else{
|
||
var list=[player,target].sortBySeat();
|
||
game.asyncDraw(list);
|
||
}
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
game.delayx();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
wanggui:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'damageEnd',
|
||
source:'damageSource',
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.hasSkill('wanggui')&&!player.hasSkill('wanggui2');
|
||
},
|
||
preHidden:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.addTempSkill('wanggui2');
|
||
var bool=player.isUnseen(2);
|
||
if(bool){
|
||
player.chooseTarget('望归:是否对一名势力不同的角色造成1点伤害?',function(card,player,target){
|
||
return target.isEnemyOf(player);
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.damageEffect(target,player,player);
|
||
}).setHiddenSkill('wanggui');
|
||
}
|
||
else event.goto(2);
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('wanggui',target);
|
||
target.damage();
|
||
}
|
||
event.finish();
|
||
'step 2'
|
||
player.chooseBool('望归:是否令所有与自己势力相同的角色各摸一张牌?').setHiddenSkill('wanggui');
|
||
'step 3'
|
||
if(result.bool){
|
||
var targets=game.filterPlayer(function(current){
|
||
return current.isFriendOf(player);
|
||
});
|
||
targets.sortBySeat();
|
||
player.logSkill('wanggui',targets);
|
||
game.asyncDraw(targets);
|
||
}
|
||
else event.finish();
|
||
'step 4'
|
||
game.delayx();
|
||
},
|
||
},
|
||
wanggui2:{},
|
||
xibing:{
|
||
audio:2,
|
||
trigger:{global:'useCardToPlayered'},
|
||
filter:function(event,player){
|
||
if(player==event.player||event.targets.length!=1||event.player.countCards('h')>=event.player.hp) return false;
|
||
var bool=function(card){
|
||
return (card.name=='sha'||get.type(card,false)=='trick')&&get.color(card,false)=='black';
|
||
};
|
||
if(!bool(event.card)) return false;
|
||
var evt=event.getParent('phaseUse');
|
||
if(evt.player!=event.player) return false;
|
||
return get.mode()!='guozhan'||event.player.getHistory('useCard',function(evtx){
|
||
return bool(evtx.card)&&evtx.getParent('phaseUse')==evt;
|
||
})[0]==event.getParent();
|
||
},
|
||
logTarget:'player',
|
||
check:function(event,player){
|
||
var target=event.player;
|
||
var att=get.attitude(player,target);
|
||
var num2=Math.min(5,target.hp-target.countCards('h'));
|
||
if(num2<=0) return att<=0;
|
||
var num=target.countCards('h',function(card){
|
||
return target.hasValueTarget(card,null,true);
|
||
});
|
||
if(!num) return att>0;
|
||
return num>num2;
|
||
},
|
||
preHidden:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num=Math.min(5,trigger.player.hp-trigger.player.countCards('h'));
|
||
if(num>0) trigger.player.draw(num);
|
||
'step 1'
|
||
trigger.player.addTempSkill('xibing2');
|
||
player._xibing=true;
|
||
if(get.mode()!='guozhan'||player.isUnseen(2)||trigger.player.isUnseen(2)) event.finish();
|
||
'step 2'
|
||
var target=trigger.player;
|
||
var players1=[player.name1,player.name2];
|
||
var players2=[target.name1,target.name2];
|
||
player.chooseButton(2,[
|
||
'是否暗置自己和'+get.translation(target)+'的各一张武将牌?',
|
||
'<div class="text center">你的武将牌</div>',
|
||
[players1,'character'],
|
||
'<div class="text center">'+get.translation(target)+'的武将牌</div>',
|
||
[players2,'character'],
|
||
]).set('players',players1).set('complexSelect',true).set('filterButton',function(button){
|
||
return !get.is.jun(button.link)&&(ui.selected.buttons.length==0)==(_status.event.players.contains(button.link));
|
||
});
|
||
'step 3'
|
||
if(result.bool){
|
||
var target=trigger.player;
|
||
player.hideCharacter(player.name1==result.links[0]?0:1);
|
||
target.hideCharacter(target.name1==result.links[1]?0:1);
|
||
player.addTempSkill('xibing3');
|
||
target.addTempSkill('xibing3');
|
||
}
|
||
},
|
||
},
|
||
xibing2:{
|
||
mod:{
|
||
cardEnabled2:function(card){
|
||
if(get.position(card)=='h') return false;
|
||
},
|
||
},
|
||
},
|
||
xibing3:{
|
||
ai:{nomingzhi:true},
|
||
},
|
||
//小虎
|
||
remeibu:{
|
||
audio:"meibu",
|
||
trigger:{
|
||
global:"phaseUseBegin",
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.player.isIn()&&event.player.inRange(player)&&player.countCards('he')>0;
|
||
},
|
||
direct:true,
|
||
derivation:["rezhixi"],
|
||
checkx:function(event,player){
|
||
if(get.attitude(player,event.player)>=0) return false;
|
||
return event.player.countCards('h')>event.player.hp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var check=lib.skill.new_meibu.checkx(trigger,player);
|
||
player.chooseToDiscard(get.prompt2('remeibu',trigger.player),'he').set('ai',function(card){
|
||
if(_status.event.check) return 6-get.value(card);
|
||
return 0;
|
||
}).set('check',check).set('logSkill',['remeibu',trigger.player]);
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=trigger.player;
|
||
var card=result.cards[0];
|
||
player.line(target,'green');
|
||
player.markAuto('remeibu_gain',[get.suit(card,player)]);
|
||
player.addTempSkill('remeibu_gain');
|
||
target.addTempSkill('rezhixi','phaseUseEnd');
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
},
|
||
subSkill:{
|
||
gain:{
|
||
trigger:{global:'loseAfter'},
|
||
forced:true,
|
||
charlotte:true,
|
||
popup:false,
|
||
onremove:true,
|
||
filter:function(event,player){
|
||
return event.getParent(3).name=='rezhixi'&&player.getStorage('remeibu_gain').contains(get.suit(event.cards[0],event.player))&&get.position(event.cards[0])=='d';
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.cards[0],'gain2');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
remumu:{
|
||
audio:"mumu",
|
||
trigger:{
|
||
player:"phaseUseBegin",
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.countCards('e')>0;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('remumu'),function(card,player,target){
|
||
return target.countCards('e')>0;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player,att=get.attitude(player,target),es=target.getCards('e'),val=0;
|
||
for(var i of es){
|
||
var eff=-(get.value(i,target)-0.1)*att;
|
||
if(eff>val) val=eff;
|
||
}
|
||
return eff;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('remumu',target);
|
||
if(player==target) event._result={index:1};
|
||
else{
|
||
var str=get.translation(target);
|
||
player.chooseControl().set('choiceList',[
|
||
'弃置'+str+'装备区的一张牌且本阶段使用【杀】的次数上限+1',
|
||
'获得'+str+'装备区的一张牌且本阶段使用【杀】的次数上限-1',
|
||
]).set('ai',function(){
|
||
var player=_status.event.player;
|
||
if(player.countCards('hs',function(card){
|
||
return get.name(card,player)=='sha'&&player.hasValueTarget(card);
|
||
})<Math.max(1,player.getCardUsable('sha'))) return 1;
|
||
return 0;
|
||
});
|
||
}
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.index==0){
|
||
player.addTempSkill('remumu3','phaseUseAfter');
|
||
player.discardPlayerCard(target,'e',true);
|
||
}
|
||
else{
|
||
player.addTempSkill('remumu2','phaseUseAfter');
|
||
player.gainPlayerCard(target,'e',true);
|
||
}
|
||
},
|
||
},
|
||
remumu2:{
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num-1;
|
||
},
|
||
},
|
||
},
|
||
remumu3:{
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+1;
|
||
},
|
||
},
|
||
},
|
||
rezhixi:{
|
||
trigger:{
|
||
player:"useCard",
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.card.name=='sha'||get.type(event.card)=='trick')&&player.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToDiscard('h',true);
|
||
},
|
||
},
|
||
//董白
|
||
relianzhu:{
|
||
audio:'lianzhu',
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
filterCard:true,
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
position:'he',
|
||
filterTarget:lib.filter.notMe,
|
||
check:function(card){
|
||
var num=get.value(card);
|
||
if(get.color(card)=='black'){
|
||
if(num>=6) return 0;
|
||
return 9-num;
|
||
}
|
||
else{
|
||
return 7-num;
|
||
}
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.give(cards,target);
|
||
'step 1'
|
||
if(get.color(cards[0],player)=='red'){
|
||
player.draw();
|
||
event.finish();
|
||
}
|
||
else{
|
||
target.chooseToDiscard('he',2,'弃置两张牌,或令'+get.translation(player)+'摸两张牌').set('goon',get.attitude(target,player)<0).set('ai',function(card){
|
||
if(!_status.event.goon) return -get.value(card);
|
||
return 6-get.value(card);
|
||
});
|
||
}
|
||
'step 2'
|
||
if(!result.bool) player.draw(2);
|
||
},
|
||
ai:{
|
||
order:3,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ui.selected.cards.length&&get.color(ui.selected.cards[0])=='red'){
|
||
if(target.countCards('h')<player.countCards('h')) return 1;
|
||
return 0.5;
|
||
}
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
rexiahui:{
|
||
audio:'xiahui',
|
||
mod:{
|
||
ignoredHandcard:function(card,player){
|
||
if(get.color(card,player)=='black') return true;
|
||
},
|
||
cardDiscardable:function(card,player,name){
|
||
if(name=='phaseDiscard'&&get.color(card,player)=='black') return false;
|
||
}
|
||
},
|
||
trigger:{global:'phaseEnd'},
|
||
forced:true,
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
var target=event.player;
|
||
return target!=player&&target.countCards('h',function(card){
|
||
return card.hasGaintag('rexiahui');
|
||
})==0&&target.getHistory('lose',function(evt){
|
||
for(var i in evt.gaintag_map){
|
||
if(evt.gaintag_map[i].contains('rexiahui')) return true;
|
||
}
|
||
}).length>0;
|
||
},
|
||
content:function(){
|
||
trigger.player.loseHp();
|
||
},
|
||
group:'rexiahui_gain',
|
||
subSkill:{
|
||
gain:{
|
||
trigger:{global:'gainEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(player==event.player) return false;
|
||
var evt=event.getl(player);
|
||
return evt&&evt.cards2&&evt.cards2.filter(function(card){
|
||
return get.color(card,player)=='black';
|
||
}).length>0;
|
||
},
|
||
content:function(){
|
||
trigger.player.addSkill('rexiahui_block');
|
||
var cards=trigger.getl(player).cards2.filter(function(card){
|
||
return get.color(card,player)=='black';
|
||
});
|
||
trigger.player.addGaintag(cards,'rexiahui');
|
||
},
|
||
},
|
||
block:{
|
||
mod:{
|
||
cardEnabled2:function(card){
|
||
if(get.itemtype(card)=='card'&&card.hasGaintag('rexiahui')) return false;
|
||
},
|
||
cardDiscardable:function(card){
|
||
if(card.hasGaintag('rexiahui')) return false;
|
||
},
|
||
},
|
||
charlotte:true,
|
||
forced:true,
|
||
popup:false,
|
||
trigger:{player:'changeHp'},
|
||
filter:function(event,player){
|
||
return event.num<0;
|
||
},
|
||
content:function(){
|
||
player.removeSkill('rexiahui_block');
|
||
},
|
||
onremove:function(player){
|
||
player.removeGaintag('rexiahui');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//周善
|
||
dcmiyun:{
|
||
audio:2,
|
||
trigger:{global:'roundStart'},
|
||
forced:true,
|
||
direct:true,
|
||
group:'dcmiyun_lose',
|
||
content:function(){
|
||
'step 0'
|
||
if(player.hasCard(card=>card.hasGaintag('dcmiyun_tag'),'h')){
|
||
player.chooseCardTarget({
|
||
prompt:'密运:将包括“安”在内的任意张手牌交给一名其他角色',
|
||
forced:true,
|
||
filterTarget:lib.filter.notMe,
|
||
selectCard:[1,Infinity],
|
||
filterOk:function(){
|
||
for(var card of ui.selected.cards){
|
||
if(card.hasGaintag('dcmiyun_tag')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
goon:game.hasPlayer(current=>player!=current&&get.attitude(player,current)>0),
|
||
ai1:function(card){
|
||
if(get.itemtype(card)!='card') return 0;
|
||
if(card.hasGaintag('dcmiyun_tag')) return 100;
|
||
if(_status.event.goon) return 8-get.value(card);
|
||
return -get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return get.attitude(_status.event.player,target);
|
||
}
|
||
});
|
||
}
|
||
else event.goto(3);
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0],cards=result.cards;
|
||
player.logSkill('dcmiyun',target);
|
||
player.give(cards,target);
|
||
}
|
||
else event.goto(3);
|
||
'step 2'
|
||
player.drawTo(player.maxHp);
|
||
'step 3'
|
||
if(game.hasPlayer(current=>current!=player&¤t.countGainableCards(player,'he'))){
|
||
player.chooseTarget('密运:获得一名其他角色的一张牌,称为“安”',true,(card,player,target)=>{
|
||
return target!=player&&target.countGainableCards(player,'he');
|
||
}).set('ai',target=>{
|
||
return get.effect(target,{name:'shunshou'},_status.event.player,_status.event.player);
|
||
})
|
||
}
|
||
else event.finish();
|
||
'step 4'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('dcmiyun',target);
|
||
player.gainPlayerCard(target,true,'visibleMove').chooseonly=true;
|
||
}
|
||
else event.finish();
|
||
'step 5'
|
||
if(result.bool){
|
||
player.gain(result.cards).gaintag.add('dcmiyun_tag');
|
||
}
|
||
},
|
||
mod:{
|
||
aiValue:function(player,card,num){
|
||
if(get.itemtype(card)=='card'&&card.hasGaintag('dcmiyun_tag')) return Math.abs(num)*10;
|
||
},
|
||
aiUseful:function(){
|
||
return lib.skill.dcmiyun.mod.aiValue.apply(this,arguments);
|
||
},
|
||
aiOrder:function(player,card,num){
|
||
if(get.itemtype(card)=='card'&&card.hasGaintag('dcmiyun_tag')) return 0;
|
||
}
|
||
},
|
||
subSkill:{
|
||
lose:{
|
||
audio:'dcmiyun',
|
||
trigger:{
|
||
player:'loseAfter',
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.getParent().name=='dcmiyun') return false;
|
||
var evt=event.getl(player);
|
||
if(!evt||!evt.cards2||!evt.cards2.length) return false;
|
||
if(event.name=='lose'){
|
||
for(var i in event.gaintag_map){
|
||
if(event.gaintag_map[i].contains('dcmiyun_tag')) return true;
|
||
}
|
||
return false;
|
||
}
|
||
return player.hasHistory('lose',evt=>{
|
||
if(event!=evt.getParent()) return false;
|
||
for(var i in evt.gaintag_map){
|
||
if(evt.gaintag_map[i].contains('dcmiyun_tag')) return true;
|
||
}
|
||
return false;
|
||
});
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
dcdanying:{
|
||
audio:2,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
usable:1,
|
||
hiddenCard:function(player,name){
|
||
if(!_status.connectMode&&!player.hasCard(card=>card.hasGaintag('dcmiyun_tag'),'h')) return false;
|
||
return name=='sha'||name=='shan';
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type=='wuxie'||!player.hasCard(card=>card.hasGaintag('dcmiyun_tag'),'h')) return false;
|
||
for(var name of ['sha','shan']){
|
||
if(event.filterCard({name:name,isCard:true},player,event)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var vcards=[];
|
||
for(var name of ['sha','shan']){
|
||
var card={name:name,isCard:true};
|
||
if(event.filterCard(card,player,event)) vcards.push(['基本','',name]);
|
||
}
|
||
var dialog=ui.create.dialog('胆迎',[vcards,'vcard'],'hidden');
|
||
dialog.direct=true;
|
||
return dialog;
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
filterCard:()=>false,
|
||
selectCard:-1,
|
||
viewAs:{
|
||
name:links[0][2],
|
||
isCard:true,
|
||
},
|
||
popname:true,
|
||
precontent:function(){
|
||
player.logSkill('dcdanying');
|
||
player.showCards(player.getCards('h',card=>card.hasGaintag('dcmiyun_tag')),get.translation(player)+'的“安”');
|
||
player.addTempSkill('dcdanying_discard');
|
||
},
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '展示“安”,然后视为使用【'+get.translation(links[0][2])+'】';
|
||
}
|
||
},
|
||
ai:{
|
||
order:function(item,player){
|
||
var o1=get.order({name:'sha'}),o2=get.order({name:'shan'});
|
||
if(player.countCards('h')>3||player==_status.currentPhase) return Math.max(o1,o2)+0.1;
|
||
return Math.min(o1,o2)-0.1;
|
||
},
|
||
respondSha:true,
|
||
respondShan:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(!player.hasCard(card=>card.hasGaintag('dcmiyun_tag'),'h')) return false;
|
||
},
|
||
result:{
|
||
player:1
|
||
}
|
||
},
|
||
subSkill:{
|
||
discard:{
|
||
trigger:{target:'useCardToTargeted'},
|
||
charlotte:true,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.countDiscardableCards(event.player,'he');
|
||
},
|
||
content:function(){
|
||
trigger.player.discardPlayerCard(player,'he',true);
|
||
player.removeSkill('dcdanying_discard');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(_status._dcdanying_aiChecking) return;
|
||
_status._dcdanying_aiChecking=true;
|
||
var eff=get.effect(target,{name:'guohe_copy2'},player,player);
|
||
delete _status._dcdanying_aiChecking;
|
||
if(eff>0) eff=-1;
|
||
else eff=1;
|
||
return [1,eff];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
//蔡阳
|
||
dcxunji:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&!player.getStorage('dcxunji_effect').contains(target);
|
||
},
|
||
content:function(){
|
||
player.markAuto('dcxunji_effect',[target]);
|
||
player.addTempSkill('dcxunji_effect',{player:'die'});
|
||
target.markSkill('dcxunji_mark');
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.hp<2) return 0;
|
||
return get.effect(target,{name:'juedou'},player,player);
|
||
},
|
||
},
|
||
},
|
||
subSkill:{
|
||
mark:{
|
||
marktext:'嫉',
|
||
intro:{content:'你已经被盯上了!'},
|
||
},
|
||
effect:{
|
||
audio:'dcxunji',
|
||
charlotte:true,
|
||
trigger:{global:'phaseJieshuBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
onremove:true,
|
||
filter:function(event,player){
|
||
return player.getStorage('dcxunji_effect').contains(event.player);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.player;
|
||
event.target=target;
|
||
if(target.getHistory('sourceDamage').length>0&&player.canUse('juedou',target)){
|
||
player.useCard({name:'juedou',isCard:true},target,'dcxunji_effect');
|
||
}
|
||
'step 1'
|
||
player.unmarkAuto('dcxunji_effect',[target]);
|
||
if(!player.storage.dcxunji_effect.length) player.removeSkill('dcxunji_effect');
|
||
},
|
||
group:'dcxunji_loseHp',
|
||
},
|
||
loseHp:{
|
||
trigger:{source:'damageSource'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='juedou'&&event.getParent().skill=='dcxunji_effect';
|
||
},
|
||
content:function(){
|
||
player.loseHp(trigger.num);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dcjiaofeng:{
|
||
audio:2,
|
||
trigger:{source:'damageBegin1'},
|
||
forced:true,
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.isDamaged()&&!player.getHistory('sourceDamage').length;
|
||
},
|
||
content:function(){
|
||
var num=player.getDamagedHp();
|
||
if(num>0) player.draw();
|
||
if(num>1) trigger.num++;
|
||
if(num>2) player.recover();
|
||
},
|
||
},
|
||
//夏侯杰
|
||
liedan:{
|
||
audio:2,
|
||
trigger:{global:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (player!=event.player||player.countMark('liedan')>4)&&!player.hasSkill('zhuangdan_mark');
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
if(player==trigger.player){
|
||
player.die();
|
||
return;
|
||
}
|
||
var num=0;
|
||
if(player.hp>trigger.player.hp) num++;
|
||
if(player.countCards('h')>trigger.player.countCards('h')) num++;
|
||
if(player.countCards('e')>trigger.player.countCards('e')) num++;
|
||
if(num){
|
||
player.draw(num);
|
||
if(num==3&&player.maxHp<8) player.gainMaxHp();
|
||
}
|
||
else{
|
||
player.addMark('liedan',1);
|
||
player.loseHp();
|
||
}
|
||
},
|
||
intro:{content:'mark'},
|
||
},
|
||
zhuangdan:{
|
||
audio:2,
|
||
trigger:{global:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player!=event.player&&player.isMaxHandcard(true);
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('zhuangdan_mark',{player:'phaseEnd'})
|
||
},
|
||
},
|
||
zhuangdan_mark:{
|
||
mark:true,
|
||
marktext:'胆',
|
||
intro:{content:'我超勇的'},
|
||
},
|
||
//乌巢酒仙
|
||
recangchu:{
|
||
audio:2,
|
||
trigger:{
|
||
global:'gameStart',
|
||
player:'enterGame',
|
||
},
|
||
marktext:'粮',
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.countMark('recangchu')<game.countPlayer();
|
||
},
|
||
content:function(){
|
||
player.addMark('recangchu',Math.min(3,game.countPlayer()-player.countMark('recangchu')));
|
||
},
|
||
intro:{content:'mark',name:'粮'},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.countMark('recangchu');
|
||
},
|
||
},
|
||
group:['recangchu2','recangchu3'],
|
||
},
|
||
recangchu2:{
|
||
audio:'recangchu',
|
||
trigger:{
|
||
player:'gainAfter',
|
||
global:'loseAsyncAfter',
|
||
},
|
||
forced:true,
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player!=_status.currentPhase&&player.countMark('recangchu')<game.countPlayer()&&event.getg(player).length>0;
|
||
},
|
||
content:function(){
|
||
player.addMark('recangchu',1);
|
||
},
|
||
},
|
||
recangchu3:{
|
||
audio:'recangchu',
|
||
trigger:{global:'die'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.countMark('recangchu')>game.countPlayer();
|
||
},
|
||
content:function(){
|
||
player.removeMark('recangchu',player.countMark('recangchu')-game.countPlayer());
|
||
},
|
||
},
|
||
reliangying:{
|
||
audio:2,
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var map={};
|
||
var list=[];
|
||
for(var i=1;i<=player.countMark('recangchu');i++){
|
||
var cn=get.cnNumber(i,true);
|
||
map[cn]=i;
|
||
list.push(cn);
|
||
}
|
||
list.push('cancel2');
|
||
event.map=map;
|
||
player.chooseControl(list).set('prompt',get.prompt('reliangying')).set('prompt2','摸至多'+get.cnNumber(player.countMark('recangchu'))+'张牌,然后交给等量的角色各一张牌').set('ai',function(){
|
||
var player=_status.event.player;
|
||
var num=Math.min(player.countMark('recangchu'),game.countPlayer(function(current){
|
||
return get.attitude(player,current)>0;
|
||
}));
|
||
if(num>0) return get.cnNumber(num,true);
|
||
return 'cancel2';
|
||
});
|
||
'step 1'
|
||
if(result.control=='cancel2'){event.finish();return;}
|
||
player.logSkill('reliangying');
|
||
var num=event.map[result.control]||1;
|
||
event.num=num;
|
||
player.draw(num);
|
||
'step 2'
|
||
var num=Math.min(event.num,player.countCards('he'),game.countPlayer(function(target){
|
||
return target!=player;
|
||
}));
|
||
if(num){
|
||
player.chooseCardTarget({
|
||
prompt:'将'+get.cnNumber(num)+'张牌交给其他角色',
|
||
prompt2:'操作提示:先按顺序选中所有要给出的牌,然后再按顺序选择等量的目标角色。可少选一张牌,并将此牌留给自己',
|
||
selectCard:[num-1,num],
|
||
selectTarget:function(){
|
||
return ui.selected.cards.length;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player;
|
||
},
|
||
filterOk:function(){
|
||
return ui.selected.cards.length==ui.selected.targets.length;
|
||
},
|
||
complexSelect:true,
|
||
position:'he',
|
||
ai1:function(card){
|
||
if(game.countPlayer(function(current){
|
||
return target!=_status.event.player&&get.attitude(_status.event.player,target)>0;
|
||
})<=ui.selected.cards.length) return 0;
|
||
if(card.name=='shan') return 1;
|
||
return Math.random();
|
||
},
|
||
ai2:function(target){
|
||
if(!target) return 1;
|
||
return Math.sqrt(5-Math.min(4,target.countCards('h')))*get.attitude(_status.event.player,target);
|
||
},
|
||
forced:true,
|
||
});
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(result.bool&&result.cards.length>0){
|
||
var list=[];
|
||
for(var i=0;i<result.targets.length;i++){
|
||
var target=result.targets[i];
|
||
var card=result.cards[i];
|
||
list.push([target,card]);
|
||
player.line(target);
|
||
}
|
||
game.loseAsync({
|
||
gain_list:list,
|
||
player:player,
|
||
cards:result.cards,
|
||
giver:player,
|
||
animate:'giveAuto',
|
||
}).setContent('gaincardMultiple');
|
||
}
|
||
},
|
||
},
|
||
reshishou:{
|
||
audio:2,
|
||
trigger:{player:['useCard','damageEnd']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(!player.countMark('recangchu')) return false;
|
||
return (event.name=='damage')?(event.nature=='fire'):(event.card&&event.card.name=='jiu');
|
||
},
|
||
content:function(){
|
||
player.removeMark('recangchu',Math.min(player.countMark('recangchu'),trigger.num||1));
|
||
},
|
||
group:'reshishou2',
|
||
},
|
||
reshishou2:{
|
||
audio:'reshishou',
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !player.countMark('recangchu');
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
},
|
||
},
|
||
//曹性
|
||
cxliushi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.countCards('he',{suit:'heart'})>0;
|
||
},
|
||
filterCard:{suit:'heart'},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player.canUse('sha',target,false);
|
||
},
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
var next=player.getNext();
|
||
var att=get.attitude(player,next);
|
||
if(att>0){
|
||
var js=next.getCards('j');
|
||
if(js.length) return get.judge(js[0])+10-get.value(card);
|
||
return 9-get.value(card)
|
||
}
|
||
return 6-get.value(card);
|
||
},
|
||
discard:false,
|
||
prepare:'throw',
|
||
loseTo:'cardPile',
|
||
visible:true,
|
||
insert:true,
|
||
content:function(){
|
||
game.log(player,'将',cards,'置于牌堆顶');
|
||
player.useCard({name:'sha',isCard:true},false,targets).card.cxliushi=true;
|
||
},
|
||
group:'cxliushi_damage',
|
||
subSkill:{
|
||
damage:{
|
||
trigger:{source:'damageSource'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.cxliushi==true&&event.player.isIn()&&event.getParent(3).name=='cxliushi';
|
||
},
|
||
content:function(){
|
||
trigger.player.addMark('cxliushi2',1);
|
||
trigger.player.addSkill('cxliushi2');
|
||
},
|
||
},
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
return get.order({name:'sha'})-0.4;
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
var eff=get.effect(target,{name:'sha'},player,target);
|
||
var damageEff=get.damageEffect(target,player,player);
|
||
if(eff>0) return damageEff>0?0:eff;
|
||
if(target.hasSkill('bagua_skill')||target.hasSkill('rw_bagua_skill')||target.hasSkill('bazhen')) return 0;
|
||
return eff;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
cxliushi2:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-player.countMark('cxliushi2');
|
||
},
|
||
},
|
||
onremove:true,
|
||
charlotte:true,
|
||
intro:{
|
||
name2:'流',
|
||
content:'手牌上限-#',
|
||
},
|
||
},
|
||
zhanwan:{
|
||
audio:2,
|
||
trigger:{global:'phaseDiscardEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player.hasSkill('cxliushi2')&&event.player.getHistory('lose',function(evt){
|
||
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event) return true;
|
||
}).length>0;
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
trigger.player.removeSkill('cxliushi2');
|
||
var num=0;
|
||
trigger.player.getHistory('lose',function(evt){
|
||
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==trigger) num+=evt.cards2.length;
|
||
});
|
||
player.draw(num);
|
||
},
|
||
},
|
||
//说出吾名吓汝一跳
|
||
xuxie:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
logTarget:function(event,player){
|
||
return game.filterPlayer(function(current){
|
||
return get.distance(player,current)<=1;
|
||
}).sortBySeat();
|
||
},
|
||
check:function(event,player){
|
||
if(player.isHealthy()) return false;
|
||
var list=game.filterPlayer(function(current){
|
||
return get.distance(player,current)<=1;
|
||
});
|
||
var draw=0;
|
||
var discard=0;
|
||
var num=2/player.getDamagedHp();
|
||
while(list.length){
|
||
var target=list.shift();
|
||
var att=get.attitude(player,target);
|
||
if(att>0){
|
||
draw++;
|
||
if(target.countDiscardableCards(player,'he')>0) discard--;
|
||
}
|
||
if(att==0){
|
||
draw--;
|
||
if(target.countDiscardableCards(player,'he')>0) discard--;
|
||
}
|
||
if(att<0){
|
||
draw--;
|
||
if(target.countDiscardableCards(player,'he')>0) discard++;
|
||
}
|
||
}
|
||
return draw>=num||discard>=num;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.loseMaxHp();
|
||
'step 1'
|
||
var targets=game.filterPlayer(function(current){
|
||
return get.distance(player,current)<=1;
|
||
}).sortBySeat();
|
||
if(!targets.length) event.finish();
|
||
else{
|
||
event.targets=targets;
|
||
player.chooseControl().set('choiceList',[
|
||
'弃置'+get.translation(targets)+'的各一张牌',
|
||
'令'+get.translation(targets)+'各摸一张牌',
|
||
]).set('ai',function(){
|
||
var player=_status.event.player;
|
||
var list=_status.event.getParent().targets.slice(0);
|
||
var draw=0;
|
||
var discard=0;
|
||
while(list.length){
|
||
var target=list.shift();
|
||
var att=get.attitude(player,target);
|
||
if(att>0){
|
||
draw++;
|
||
if(target.countDiscardableCards(player,'he')>0) discard--;
|
||
}
|
||
if(att<0){
|
||
draw--;
|
||
if(target.countDiscardableCards(player,'he')>0) discard++;
|
||
}
|
||
}
|
||
if(draw>discard) return 1;
|
||
return 0;
|
||
});
|
||
}
|
||
'step 2'
|
||
event.index=result.index;
|
||
if(result.index==1){
|
||
game.asyncDraw(targets);
|
||
}
|
||
else event.goto(4);
|
||
'step 3'
|
||
game.delay();
|
||
event.finish();
|
||
'step 4'
|
||
var target=targets.shift();
|
||
if(target.countDiscardableCards(player,'he')>0) player.discardPlayerCard(target,'he',true);
|
||
if(targets.length) event.redo();
|
||
},
|
||
group:'xuxie_add',
|
||
},
|
||
xuxie_add:{
|
||
audio:'xuxie',
|
||
trigger:{player:'phaseUseEnd'},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.maxHp>player.maxHp;
|
||
});
|
||
},
|
||
content:function(){
|
||
player.gainMaxHp();
|
||
player.chooseDrawRecover(2,true);
|
||
},
|
||
},
|
||
//新潘凤
|
||
xinkuangfu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
audio:2,
|
||
delay:false,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return player.countCards('e',function(card){
|
||
return lib.filter.cardDiscardable(card,player);
|
||
})>0;
|
||
return target.countDiscardableCards(player,'e')>0;
|
||
},
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.countCards('e')>0;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(player==target) player.chooseToDiscard('e',true);
|
||
else player.discardPlayerCard(target,'e',true);
|
||
'step 1'
|
||
player.chooseUseTarget('sha',true,false,'nodistance');
|
||
'step 2'
|
||
var bool=game.hasPlayer2(function(current){
|
||
return current.getHistory('damage',function(evt){
|
||
return evt.getParent('xinkuangfu')==event;
|
||
}).length>0
|
||
});
|
||
if(player==target&&bool) player.draw(2);
|
||
else if(player!=target&&!bool) player.chooseToDiscard('h',2,true);
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
return get.order({name:'sha'})+0.3;
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
var att=get.attitude(player,target);
|
||
var max=0;
|
||
var min=1;
|
||
target.countCards('e',function(card){
|
||
var val=get.value(card,target);
|
||
if(val>max) max=val;
|
||
if(val<min) min=val;
|
||
});
|
||
if(att>0&&min<=0) return target.hasSkillTag('noe')?3:1;
|
||
if(att<0&&max>0){
|
||
if(target.hasSkillTag('noe')) return max>6?(-max/3):0;
|
||
return -max;
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
card:{
|
||
},
|
||
characterIntro:{
|
||
xingdaorong:'邢道荣是《三国演义》中虚构的人物,为零陵太守刘度手下武将,被评价有万夫不当之勇,于《三国演义》第五十二回登场,被赵云刺死。',
|
||
caoxing:'曹性,东汉末年吕布部将,史载他曾与身为自己上司的反叛者郝萌交战,并砍去郝萌一臂,受到吕布的嘉奖。在罗贯中所著古典小说《三国演义》中,也有关于曹性箭射夏侯惇左目的描述,而曹性也随即被暴怒的夏侯惇所杀。在穿越小说《三国之银河射手》中,主角穿越成为曹性,经过一番闯荡之后,被封为“银河射手”。',
|
||
xiahoujie:'夏侯杰(?—208年),是罗贯中的小说《三国演义》中曹操的部将,征战时常常带在身边。在第42回长坂坡之战中,张飞大吼,从马儿受惊跌下马来而死。',
|
||
huaxin:'华歆(157年-232年1月30日),字子鱼,汉族。平原郡高唐县人(今山东省高唐县)。汉末至三国曹魏初年名士、重臣。华歆早年拜太尉陈球为师,与卢植、郑玄、管宁等为同门,又与管宁、邴原共称一龙,华歆为龙头。汉灵帝时华歆被举为孝廉,任郎中,因病去官。又被大将军何进征召为尚书郎。后任豫章太守,甚得民心。孙策率军南下,华歆举郡投降,被奉为上宾。官渡之战时,被征为议郎、参司空军事。入为尚书、侍中,又代荀彧为尚书令。丞相曹操讨孙权时,授华歆为军师。后为魏王国的御史大夫。曹丕即王位,拜华歆为相国,封安乐乡侯。曹魏建立后,其相国职名改称司徒。魏明帝即位,升任太尉,晋封博平侯。太和五年十二月(232年1月),华歆去世,年七十五,谥号“敬”。有文集三十卷,今佚失,其余见《全三国文》。',
|
||
luyusheng:'陆郁生(?年-?),三国时期吴国官员陆绩之女。陆郁生的父亲陆绩是吴郡公认的才子,又是当时吴郡陆氏的领袖。陆绩赴任担任郁林太守,遂取此名。陆郁生年少的时候就定下坚贞的志向。建安二十四年(219年),陆绩早亡,她与两个兄弟陆宏、陆睿当时都只有几岁,一起返回吴县,被他们的从兄陆瑁接回抚养。13周岁的陆郁生嫁给同郡出身的张白为妻。出嫁3个月后,张白因为其兄张温一族的案件遭到连坐,被处以流刑,后死于流放地,陆郁生成为了寡妇,其后公开宣言不再改嫁,困难于生计但拒绝了所有提亲,在艰苦中从未停止服侍、照顾张白的姐妹。事情传到朝廷,皇帝褒奖陆郁生,号其为“义姑”。她的表侄姚信在文集中称赞她的义举。',
|
||
fengxi:'冯熙(?—223年),字子柔,颍川郡父城县(今河南省平顶山市宝丰县)人。汉末三国时期吴国官员,东汉初年名将冯异的后人。孙权担任车骑将军时,冯熙担任其幕府东曹掾,后迁立信都尉。刘备去世时,奉命进入蜀汉吊丧,返回后,任中大夫。后奉命出使魏国,受到魏文帝曹丕和尚书令陈群招揽,宁死不从,自尽未果。孙权闻之流泪,称其“东吴苏武”。最终在曹魏死去。',
|
||
heyan:'何晏(?-249年),字平叔。南阳郡宛县(今河南省南阳市)人。三国时期曹魏大臣、玄学家,东汉大将军何进之孙(一称何进弟何苗之孙)。何晏之父早逝,司空曹操纳其母尹氏为妾,他因而被收养,为曹操所宠爱。少年时以才秀知名,喜好老庄之学,娶曹操之女金乡公主。魏文帝在位时,未被授予官职。魏明帝认为何晏虚浮不实,也只授其冗官之职。大将军曹爽秉政时,何晏与之共事,得以累官至侍中、吏部尚书,典选举,封列侯。高平陵之变后,与大将军曹爽同为太傅司马懿所杀,被夷灭三族。何晏有文集十一卷,并曾与郑冲等共撰《论语集解》,今已佚。钟嵘《诗品》称“平叔鸿鹄之篇,风规见矣。”将何晏诗列入中品。袁宏在《名士传》中将何晏等称为正始名士。他与夏侯玄、王弼等倡导玄学,竞事清谈,遂开一时风气,为魏晋玄学的创始者之一。',
|
||
zhaoyan:'赵嫣,生卒年不详。东吴方士(一说是丞相)赵达之妹,吴大帝孙权之妃,人称赵夫人。她心灵手巧,多才多艺,有“三绝”之称。孙权曾经想要找擅长绘画之人绘制山川地势军阵之图。赵达举荐了自己的妹妹。赵嫣认为水墨容易褪色,不方便在军旅之中保存。自己擅长刺绣,可以在锦帛上绣出孙权所需之图。待制作完成后献于孙权,只见方帛锦绣之上有五岳河海城邑行阵之形,孙权大为赞叹。时人谓之“针绝”。除刺绣之外,赵嫣还擅长绘画织锦,她能用彩丝织成云霞龙蛇之锦,大则盈尺,小则方寸,宫中谓之“机绝”。孙权在昭阳宫居住之时,饱受暑气之扰,以紫绡制成帷帐缓解暑气。赵嫣认为此物不足为贵,她削下自己的头发剖为细丝,以郁夷国出产的神胶连接,花了数月功夫将其制成一顶幔帐,打开之后薄如蝉翼,轻赛寒烟。放下帐帷能笼罩一丈之地,帐内清风自生暑意顿消。收起来则可纳入枕中,携带方便。时人谓之“丝绝”。',
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wangtao:'王桃是在《花关索传》中登场的虚拟人物,盗贼王令公的两个女儿之一,王悦的姐姐,与妹妹都是关索之妻。姐妹俩原为卢塘寨山贼,以武艺与美貌而闻名,被众多男性求婚却皆不与理睬。她们在关索回西川认父途中与关索交手时不敌,因意气投合而一齐下嫁。虽为架空之人物,但四川省内有记述夫妻三人共同守护葭萌关一事,民间亦流传如夫妻三人曾共同参与诸葛亮之南蛮征伐等轶事。',
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wangyue:'王悦是在《花关索传》中登场的虚拟人物,盗贼王令公的两个女儿之一,王桃的妹妹,与姐姐都是关索之妻。姐妹俩原为卢塘寨山贼,以武艺与美貌而闻名,被众多男性求婚却皆不与理睬。她们在关索回西川认父途中与关索交手时不敌,因意气投合而一齐下嫁。虽为架空之人物,但四川省内有记述夫妻三人共同守护葭萌关一事,民间亦流传如夫妻三人曾共同参与诸葛亮之南蛮征伐等轶事。',
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zhangxuan:'张嫙,三国时期孙吴将领张布之女,孙皓后妃张媱的姐姐。初为卫尉冯朝之子冯纯的妻子,后为孙皓后妃,册封左夫人。因孙皓诛灭张布,张媱口吐怨言,被暴怒的孙皓下令棒杀。后来孙皓怀念她的容颜,于是询问侍从:“张布还有女儿吗?”侍从回答:“张布的大女儿嫁给了已故卫尉冯朝的儿子冯纯。”于是孙皓夺走了冯纯的妻子张嫙,纳入宫中。孙皓颇为宠爱张嫙,册封其为左夫人。昼夜嬉戏,纸醉金迷,不理朝政。后来张嫙也去世了,孙皓非常悲伤,下令以最高的规格埋葬张嫙。因为悲伤过度,孙皓一度半年都不出宫门,甚至由于葬礼太过奢华被宫外之人认为孙皓已经死了。',
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tengyin:'滕胤(?-256年),字承嗣,三国时期吴国重臣,北海郡剧县(今山东省昌乐县)人。滕胤仪表堂堂,少时有节操,后娶公主为妻。孙权称王后,滕胤被封都亭侯。其后历任丹杨太守、吴郡太守、会稽太守。孙亮继位后,出任太常、卫将军。诸葛恪被杀后,群臣推举滕胤为司徒,但遭权臣孙峻党羽所阻挠,滕胤也有意避嫌,最终只晋爵高密侯。孙峻死后,由其堂弟孙綝执政。滕胤的连襟、骠骑将军吕据联系北伐前线诸将推举滕胤为相,希望分割孙綝权力,但并未成功,滕胤被改任大司马,镇守武昌。不久,滕胤与吕据密谋推翻孙綝,因计划泄露而被杀,惨遭灭族。孙綝被杀后,景帝孙休为滕胤平反。',
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zhangyao:'张美人,三国东吴末帝孙皓后妃,张布之女。另有张布女,张美人姊被孙皓立为左夫人。《吴书五妃嫔传第五》:江表传曰:皓以张布女为美人,有宠,皓问曰:“汝父所在?”答曰:“贼以杀之。”皓大怒,棒杀之。后思其颜色,使巧工刻木作美人形象,恒置座侧。问左右:“布复有女否?”答曰:“布大女适故卫尉冯朝子纯。”即夺纯妻入宫,大有宠,拜为左夫人,昼夜与夫人房宴,不听朝政,使尚方以金作华燧、步摇、假髻以千数。令宫人著以相扑,朝成夕败,辄出更作,工匠因缘偷盗,府藏为空。会夫人死,皓哀愍思念,葬于苑中,大作冢,使工匠刻柏作木人,内冢中以为兵卫,以金银珍玩之物送葬,不可称计。已葬之后,皓治丧於内,半年不出。国人见葬太奢丽,皆谓皓已死,所葬者是也。皓舅子何都颜状似皓,云都代立。临海太守奚熙信讹言,举兵欲还诛都,都叔父植时为备海督,击杀熙,夷三族,讹言乃息,而人心犹疑。',
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xiahoulingnv:'夏侯令女,字令女,名不详。生卒年不详,三国时期人物。夏侯文宁之女(《三国演义》中为夏侯令之女),曹文叔之妻。其事迹见于《三国志·魏书·诸夏侯曹传第九》裴松之注引皇甫谧《列女传》。而在《三国演义》中,由于作者断句错误,便认为“夏侯令女”是“夏侯令之女”之意(见《三国演义》第107回:“乃夏侯令女也”,由其语气可推断)。',
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lvlingqi:'吕玲绮,虚拟人物,源于日本光荣株式会社(现光荣特库摩公司)旗下游戏《真·三国无双》系列,初次登场于《真三国无双7:猛将传》。吕布的女儿,寂寥而威风凛凛的战姬,发挥着不亚于父亲的武艺,非常勇敢地身先士卒立于前线。虽然有着能够直面困难的坚强意志,却由于过去的经历而有着非常害怕孤独的一面。',
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liuyong:'刘永,字公寿,涿郡涿县(今河北涿州)人,三国时期蜀汉昭烈帝刘备之子,蜀汉后主刘禅之弟。章武元年(221年)六月,封鲁王。建兴八年(230年),改封甘陵王。咸熙元年(264年),蜀汉灭亡,刘永被迁往洛阳,被任命为奉车都尉,封乡侯。',
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wanniangongzhu:'刘氏(生卒年不详),河南郡雒阳县(今河南省洛阳市)人,汉灵帝刘宏之女,汉少帝刘辩与汉献帝刘协的姐妹,封万年公主。',
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mamidi:'马日磾(?~194年),字翁叔。扶风茂陵(今陕西省兴平市)人。东汉中后期大臣,经学大师马融之族孙(一作族子)。马日磾年轻时即继承马融学说,以才学入仕。曾任谏议大夫,与蔡邕、卢植等人东观典校官藏的《五经》记传,并参与续写《东观汉记》。后历任射声校尉、太尉、太常等职。初平三年(192年),掌权的李傕任命马日磾为太傅、录尚书事,与太仆赵岐共同出使关东。他到寿春袁术处后,对其多有所求,遭袁术轻鄙,袁术遂夺其符节,来随意征辟将士,并企图强迫马日磾任其军师,马日磾求去不能,忧愤发病,兴平元年(194年),卒于寿春。',
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guanning:'管宁(158年—241年),字幼安。北海郡朱虚县(今山东省安丘、临朐东南)人。汉末三国时期著名隐士。管宁与华歆、邴原并称为“一龙”。汉末天下大乱时,与邴原及王烈等人避于辽。在当地只谈经典而不问世事,做讲解《诗经》《书经》,谈祭礼、整治威仪、陈明礼让等教化工作,人们都很乐于接受他的教导。直到魏文帝黄初四年(公元223年)才返乡,辽东太守公孙恭亲自送别。此后曹魏几代帝王数次征召管宁,他都没有应命。正始二年(公元241年),管宁逝世,年八十四。著有《氏姓论》。',
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tenggongzhu:'滕公主,名讳不详,三国人物,吴大帝孙权之女。一说为养女,生父为孙权堂弟孙奂。黄武年间(222年—228年),以公主身份下嫁功臣滕胄之子滕胤,当时滕胤年仅20岁。滕胤皮肤白皙,容貌俊美,每逢入朝大臣们没有不惊叹称羡的。滕胤仕官后,上书言及时局,又对政策多有匡弼。孙权对公主也特别宠爱,因为滕胤的缘故,又格外增加对公主的赏赐,又几次探望慰劳。少帝孙亮时期,孙綝以宗室身份独揽大权作恶多端,引发群臣不满。五凤三年(256年)滕胤与连襟吕据密谋推翻孙綝,事败遭到夷三族 。公主则被亲兄孙壹救出,携其逃亡曹魏。',
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caimaozhangyun:'蔡瑁,字德珪,生卒年不详。襄阳蔡州人,东汉末年荆州名士。少年时与曹操交好。初平元年(公元190年),刘表为荆州刺史。时宗贼猖獗,蔡瑁协助刘表诛杀宗贼,平定荆州之地,蔡瑁因此得刘表重用,并在刘表任镇南将军时担任他的军师。刘表病亡后,蔡瑁拥护刘表幼子刘琮继位,并逼迫他投降南征的曹操。蔡瑁在曹操麾下历任从事中郎、司马、长水校尉,受封汉阳亭侯。张允,生卒年不详,荆州牧刘表的外甥,与蔡瑁一样是刘表幼子刘琮的党羽。刘表病重之时,张允害怕刘表会把州牧之位传给长子刘琦,于是将远赴而来的刘琦阻于门外,不准他与刘表相见。曹操大军到达新野时,张允也随蔡瑁一同投降曹操。之后便隐没于历史之中,并无记载。在《三国演义》中,蔡瑁张允擅长水战,是东吴心腹大患。周瑜用反间计诱骗曹操除掉二人,使得曹军再无能够统领水军的大将。',
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zhangxun:'张勋,东汉末年军阀袁术帐下大将,袁术称帝后受封大将军。初平四年(公元193年),袁术引兵入陈留,被曹操、袁绍合力击败,逃至雍丘。后入九江,杀死扬州刺史陈温而自领之,并任命张勋、桥蕤为大将。时孙策依附于袁术,被表为怀义校尉,张勋对其倾心敬服。袁术称帝后,任命张勋为大将军,攻打吕布,大败而还。其后曹操又以袁术称帝为名南下进攻,袁术闻之大惊,即走度淮,留张勋、桥蕤守蕲阳以拒曹。曹操破其军,斩桥蕤,张勋退走。建安四年(公元199年),袁术病死,张勋率残军欲南投孙策,途中被袁术旧部刘勋俘虏,其后下落不明。',
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huzhao:'胡昭(162年-250年),字孔明,颍川(治今河南禹州)人。汉末三国时期隐士、书法家。胡昭善长隶书,与钟繇、邯郸淳、卫觊、韦诞齐名。有“钟氏小巧,胡氏豪放”之说,世人并称“钟胡”。',
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guanhai:'管亥(生卒年不详),青州黄巾军渠帅,率军侵略北海,围北海相孔融于都昌。孔融派遣太史慈突围而出,前往平原向刘备求援,刘备率军来到,击退管亥。《三国演义》中管亥在单挑中为关羽斩杀。',
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yinfuren:'尹夫人,原汉大将军何进的儿媳,丈夫早逝,生有一子何晏。曹操任司空时娶尹氏为妾,一并收养何晏,并生有一子曹矩。',
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chengui:'陈珪(生卒年不详),一作圭,字汉瑜。徐州下邳(治今江苏睢宁西北)人,广汉太守陈亹之孙,太尉陈球之侄,吴郡太守陈瑀(一作陈璃)、汝阴太守陈琮的从兄,陈登、陈应之父。官至沛相。',
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wanglie:'王烈,字彦方(141-219),平原县(今山东德州平原)人。生于永和六年(公元141年),卒于建安二十三年(公元218年)。王烈少时师从陈寔,闻名遐迩。董卓作乱时避乱辽东,并多次拒绝曹操的聘请。七十八岁时病死于辽东。',
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panghui:'庞会,(214—?),三国时期曹魏名将,庞德之子。曹丕即位后,思庞德忠烈,遂赐庞会等兄弟四人爵关内侯,邑各百户。庞会勇烈,有先父之风,官至中尉将军,封列侯。',
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chenjiao:'陈矫(?-237年7月11日),字季弼,广陵郡东阳县(治今安徽省天长市西北,今地属江苏省如皋市)人。三国时期曹魏名臣。陈矫本姓刘,因过继与母族而改姓陈。早年避乱江东,后广陵太守陈登请为功曹。曹操辟为丞相掾属,迁任相县令,转任征南长史。又为彭城、乐陵太守,迁任魏郡西部都尉。曹操东征,拜丞相长史,转西曹属、尚书。曹丕称帝,领吏部事,封高陵亭侯,迁尚书令。明帝继位后,进爵东乡侯,后转侍中,加光禄大夫,又拜司徒。景初元年(237年),陈矫去世,谥贞侯。',
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gongsundu:'公孙度 (?-204年),字升济,辽东襄平(今辽宁辽阳)人,东汉末年辽东太守。少随父迁居玄菟郡。初为玄菟小吏,建宁二年(169年),继升尚书郎、冀州刺史,后被免官。初平元年(190年),经同乡徐荣推荐,被董卓任命为辽东太守。公孙度到任后,厉行严刑峻法,打击豪强势力,使令行政通,羽翼渐丰。不久,中原地区董卓乱起,各地军阀无暇东顾。公孙度趁机自立为辽东侯、平州牧。继则东伐高句丽,西击乌桓,南取辽东半岛,越海取胶东半岛北部东莱诸县,开疆扩土;又招贤纳士,设馆开学,广招流民,威行海外,俨然以辽东王自居。建安九年(204年)病逝,子公孙康继承其位由于公孙度的锐意进取和苦心经营,使辽东地区在汉末三国的战乱年代,获得了暂时的安宁,推动了当地生产技术和封建文化的发展。',
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leibo:'雷薄(生卒年不详),本为东汉末年袁术麾下部将。离开称帝后昏庸奢侈的袁术,与陈兰一起占据嵩山为山贼。后来袭击兵败的袁术,抢夺财宝。同时在《三国演义》中也有出场。',
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liupi:'刘辟,东汉末年黄巾起义军将领。黄巾军将领。黄巾之乱后,与龚都一起率军盘踞在汝南。欲追随刘备,将汝南让给刘备。《三国演义》中,在与曹操的部将高览交战时,为保护刘备而战死。',
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zhenghun:'郑浑(生卒年不详),字文公。开封(今河南省开封市)人。汉末及三国时期曹魏大臣,东汉名儒郑众曾孙、名士郑泰之弟。郑浑早年避乱淮南,后转投豫章太守华歆。又被曹操辟为掾属,历任下蔡县长、邵陵县令,任内颇有政绩,深得民心。任左冯翊时,击杀扰乱郡县的梁兴,又击败作乱的山贼。历任上党太守、京兆尹、丞相掾属等职。曹丕称帝后,拜侍御史,加驸马都尉。先后任阳平、沛郡太守,任内兴修水利,使农田常年丰收,被百姓称为“郑陂”。后转任山阳和魏郡太守。魏明帝曹叡听闻郑浑的事迹之后,下诏将其政绩布告天下。官至将作大匠。卒年不详。',
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furongfuqian:'傅肜(?-222年),义阳(今湖北枣阳)人,三国时蜀汉将领。刘备攻伐吴国时,傅肜为别督。后刘备被陆逊击败,傅肜率部断后,奋战至死。死前怒斥道:“吴狗!何有汉将军降者!”<br>傅佥[qiān] ( ? ~263年),义阳(治今湖北省枣阳市)人,蜀汉将领傅彤之子,三国时期蜀汉名将。金长于谋略,并颇有胆勇,姜维甚爱之。傅佥官至关中都督。魏国攻伐蜀汉时,傅佥和蒋舒防守阳安关,兵败战死。',
|
||
qinlang:'秦朗(生卒年不详),字元明,小字阿蘇(一作阿鳔),新兴(治今山西忻州)云中人。三国时期曹魏将领,官至骁骑将军、给事中,曾率兵讨伐鲜卑轲比能和步度根的叛军。',
|
||
xianglang:'向朗(约167年—247年),字巨达。襄阳郡宜城县(今湖北宜城)人,三国时期蜀汉官员、藏书家、学者。向朗早年师从于司马徽,并被荆州牧刘表任命为临沮县长。后随刘备入蜀,历任巴西、牂牁、房陵太守,并拜步兵校尉,领丞相长史,随丞相诸葛亮北伐。因包庇马谡被免职,后为光禄勋,转左将军、特进,封显明亭侯。曾代理丞相册封张皇后及太子刘璿。晚年专心研究典籍,诱导青年学习,家中藏书丰富,受到举国尊重。延熙十年(247年),向朗去世。《全三国文》收录有一篇《遗言戒子》',
|
||
yuantanyuanxiyuanshang:'袁谭袁尚介绍请移步「袁谭袁尚」,此处为袁熙的介绍。<br>袁熙(?-207年),字显奕(《后汉书》、《东光世系》作显雍),汝南郡汝阳县(今河南商水)人,是东汉末年占据河北的军阀袁绍次子,袁绍打败公孙瓒后,令袁熙为幽州刺史。袁绍官渡兵败后不久病死,其兄长袁谭、弟弟袁尚各自独立,互相攻伐,曹操趁机进攻袁谭、袁尚,并逐渐占河北。袁熙接纳兵败的袁尚后,因为属下叛变而逃往乌桓,被曹操击败后,逃往辽东太守公孙康帐下,却被公孙康杀死,二人首级被献给曹操。',
|
||
zhanghu:'张虎,生卒年不详,雁门马邑(今山西朔城区大夫庄)人。张辽之子,三国时期曹魏武将。官至偏将军,封晋阳侯,有一子张统。',
|
||
mengjie:'孟节,南中蛮王孟获之兄。是小说《三国演义》中杜撰的人物,史上并无记载。诸葛亮南征孟获之时,帐下军士因误饮哑泉之水失语。当地山神告知诸葛亮,言万安溪畔有一高士隐居彼处,号“万安隐者”。其草庵后有一泉,名安乐泉,可解哑泉之毒。庵前生有一草,名薤叶芸香,可防瘴气之染。诸葛亮于是带人连夜前往其隐居之处,求得泉水草叶解毒防瘴,拜求隐士姓名,方知其名为孟节,由此而叹:“方信盗跖、下惠之事,今亦有之。”诸葛亮欲申奏刘禅,立其为王,孟节辞之。又以金帛赠之,孟节坚辞不受。诸葛亮嗟叹不已,拜别而回。',
|
||
peiyuanshao:'裴元绍,《三国演义》人物,原黄巾军之武将。黄巾起义失败之后,与周仓一同率领残部在山中落草当山贼。公元200年,在关羽欲返刘备旗下,在突破曹操的五道关卡后路过其落草之地,与周仓一同向关羽要求能以期成为关羽家臣。但此时仅周仓同行,其他弟兄则于山中等待。不久后,因其欲夺偶然路过的赵云之马,反遭讨伐战败身死。',
|
||
zhangchu:'张楚,《阵面对决》第九弹“燎原”中登场的一个原创人物。她是张角的女儿,张宁的姐姐,在逃亡途中被刘备捕获。之后在诸葛亮的建议下,张楚被囚禁。在《阵面对决》的“怒焰”故事线中,张楚随着刘备入了西川,并被软禁在成都。夷陵之战后,刘备大败,全国主力外出用以支援刘备,朝内空虚,张楚趁机逃跑。',
|
||
dongwan:'董绾,袁术老婆,嫉妒冯芳女的美貌,与冯方女有矛盾。',
|
||
yuanyin:'袁胤(生卒年不详),东汉末期人物,据说是袁隗之子,是袁术从弟。兴平二年(公元195年)被袁术任命为丹杨太守,后因孙策平定江东被逐。建安四年(公元199年),袁术卒,袁胤因畏惧曹操,遂率领袁术部曲并带着其灵柩及妻子到皖城并投奔庐江太守刘勋。6个月后皖城被孙策所破,袁胤等人迁居吴郡,此后事迹不详。',
|
||
gaoxiang:'高翔(又作高详、高祥)(生卒年不详),荆州南郡(治今湖北省公安县)人,三国时期蜀汉将领。曾随刘备攻打汉中,后又随蜀汉丞相诸葛亮参加北伐曹魏的战争。建兴九年(公元231年)的北伐中大破司马懿。官至杂号大将军(即某杂号将军加大,但无考何杂号将军),封玄乡侯。此后,关于高翔的记载不详。',
|
||
zhoushan:'周善,《三国演义》中人物,不见于正史记载。为吴侯孙权的家将,此人最有胆量,自幼穿房入户,多随孙策。权为骗其妹回吴,遣善将五百人,扮为商人,分作五船;更诈修国书,以备盘诘;船内暗藏兵器。周善领命,往荆州。正骗得孙夫人带刘禅上船,赵云前来抢走禅,周善在后梢挟住舵,只顾放船下水。正僵持时张飞赶到,周善见张飞上船,提刀来迎,被张飞手起一剑砍倒,提头掷于孙夫人前。',
|
||
zhangkai:'张闿,陶谦的手下都尉。奉命截杀曹操之父曹嵩,杀死曹嵩,夺去财宝逃往淮南投奔袁术,并担任刺杀陈王刘宠和陈国相骆俊的任务。',
|
||
mengyou:'孟优,《三国演义》里的人物,南蛮王孟获之弟。与诸葛亮的南征军交战,向败战的兄长推荐朵思大王,劝兄长借助朵思之力与蜀汉军对抗。后来与兄长一起发誓归顺蜀汉。',
|
||
liuchongluojun:'刘宠(?~197年),汉明帝刘庄玄孙,陈敬王刘羡曾孙,陈顷王刘崇之孙,陈孝王刘承之子,陈国第六位国君,也是东汉陈国的最后一位国君。骆俊(?-197),字孝远,东汉末年扬州会稽郡乌伤县(今浙江义乌)人。宗室陈王刘宠的国相,在任期间励精图治,深得民众爱戴。刘宠勇猛过人,善使弓弩,箭法高超。在其父刘承死后,继承陈王爵位。中平年间,黄巾军起义,郡县官兵都弃城逃走,刘宠于是征兵自守卫。当时天下饥荒,诸王侯都已不再享有租赋,反屡遭抢掠,有的甚至流离在外,死于荒野。只有陈国仍很富强,邻郡百姓纷纷前去投靠,陈国拥有部众达十余万人。初平元年(190年),各州郡起兵讨伐董卓,刘宠率军屯驻阳夏,自称辅汉大将军。建安二年(197年),袁术向陈国求取粮草,遭陈国国相骆俊拒绝,袁术大为生气,便派刺客张闿假装路过陈国,乘机杀死骆俊和刘宠。',
|
||
yuechen:'乐綝(195~257年),字号不详,阳平郡卫国县(今河南省清丰县)人。三国时期曹魏将领,右将军乐进的儿子。果毅坚毅,袭封广昌亭侯,累迁扬州刺史。甘露二年,为叛乱的征东大将军诸葛诞所杀,追赠卫尉。',
|
||
},
|
||
characterTitle:{
|
||
},
|
||
perfectPair:{},
|
||
characterFilter:{
|
||
},
|
||
dynamicTranslate:{
|
||
cuijian:function(player){
|
||
return '出牌阶段限一次,你可以选择一名有手牌的其他角色。若其手牌中有【闪】,则其将所有【闪】和防具牌交给你'+(player.hasMark('zhtongyuan_basic')?'':',然后你交给其等量的牌')+'。'+(player.hasMark('zhtongyuan_trick')?'若其手牌中没有【闪】,则你摸两张牌。':'');
|
||
},
|
||
dunshi:function(player){
|
||
var info=player.storage.dunshi;
|
||
var str='每回合限一次。你可以视为使用或打出一张';
|
||
var list=['sha','shan','tao','jiu'];
|
||
for(var i of list){
|
||
var strx='【'+get.translation(i)+'】';
|
||
if(!info||!info[0].contains(i)) strx=('<span style="text-decoration:line-through;">'+strx+'</span>');
|
||
str+=strx;
|
||
if(i!='jiu') str+='/';
|
||
}
|
||
str+=',然后当前回合角色于本回合内下一次造成伤害时,你选择两项:⒈防止此伤害。系统从技能名中包含“仁/义/礼/智/信”字样的技能中随机选择三个其未拥有的技能,然后你令当前回合角色获得其中一个技能。⒉从〖遁世〗中删除你本次使用或打出的牌并获得一个“赂”。⒊减1点体力上限并摸X张牌(X为你的“赂”数)。';
|
||
return str;
|
||
},
|
||
dcporui:function(player){
|
||
return '每轮限'+(player.hasMark('dcgonghu_basic')?'两':'一')+'次。其他角色的结束阶段,你可以弃置一张牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】'+(player.hasMark('dcgonghu_damage')?'':',然后你交给其X张手牌')+'(X为其本回合失去的牌数且至多为5)。';
|
||
},
|
||
},
|
||
perfectPair:{},
|
||
characterReplace:{
|
||
dongbai:['re_dongbai','dongbai','jsrg_dongbai'],
|
||
chunyuqiong:['chunyuqiong','re_chunyuqiong','jsrg_chunyuqiong'],
|
||
kanze:['re_kanze','kanze'],
|
||
chendeng:['ol_chendeng','re_chendeng','chendeng','jsrg_chendeng'],
|
||
miheng:['miheng','re_miheng'],
|
||
liuba:['ol_liuba','dc_liuba','liuba'],
|
||
lvkuanglvxiang:['lvkuanglvxiang','dc_lvkuanglvxiang'],
|
||
dc_huangquan:['dc_huangquan','xf_huangquan'],
|
||
yuejiu:['dc_yuejiu','yuejiu'],
|
||
jiling:['dc_jiling','tw_jiling','jiling'],
|
||
sp_jiaxu:['dc_sp_jiaxu','sp_jiaxu','yj_jiaxu'],
|
||
qiaorui:['qiaorui','tw_qiaorui'],
|
||
mamidi:['mamidi','xin_mamidi'],
|
||
},
|
||
translate:{
|
||
re_panfeng:'潘凤',
|
||
xinkuangfu:'狂斧',
|
||
xinkuangfu_info:'出牌阶段限一次,你可选择:1,弃置装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】造成伤害,你摸两张牌。2,弃置一名其他角色装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】未造成伤害,你弃置两张手牌。',
|
||
xingdaorong:'邢道荣',
|
||
xuxie:'虚猲',
|
||
xuxie_info:'出牌阶段开始时,你可以减1点体力上限并选择所有与你距离为1的角色,弃置这些角色的各一张牌或令这些角色各摸一张牌。出牌阶段结束时,若你的体力上限不为全场最多,则你加1点体力上限,然后回复1点体力或摸两张牌。',
|
||
caoxing:'曹性',
|
||
cxliushi:'流矢',
|
||
cxliushi2:'流矢',
|
||
cxliushi_info:'出牌阶段,你可以将一张红桃牌置于牌堆顶,视为对一名角色使用一张【杀】(无距离限制且不计入使用次数)。当此【杀】造成伤害后,受到伤害的角色获得一个“流”。有“流”的角色手牌上限-X(X为其“流”数)。',
|
||
zhanwan:'斩腕',
|
||
zhanwan_info:'锁定技,有“流”的角色于弃牌阶段弃牌后,你摸等量的牌,然后其移去所有的“流”。',
|
||
re_chunyuqiong:'淳于琼',
|
||
recangchu:'仓储',
|
||
recangchu2:'仓储',
|
||
recangchu3:'仓储',
|
||
recangchu_info:'锁定技,游戏开始时,你获得3个“粮”。你的手牌上限+X(X为“粮”数)。当你于回合外获得牌时,你获得一个“粮”。(你的“粮”数不能超过存活角色数)',
|
||
reliangying:'粮营',
|
||
reliangying_info:'弃牌阶段开始时,你可以摸至多X张牌,然后交给等量的角色各一张牌。(X为你的“粮”数)',
|
||
reshishou:'失守',
|
||
reshishou2:'失守',
|
||
reshishou_info:'锁定技,当你使用【酒】时或受到1点火焰伤害后,你移去一个“粮”。准备阶段,若你没有“粮”,你失去1点体力。',
|
||
xiahoujie:'夏侯杰',
|
||
liedan:'裂胆',
|
||
liedan_info:'锁定技,其他角色的准备阶段开始时,若X大于0,则你摸X张牌。若X等于3,则你加1点体力上限(至多加到8)。若X为0,则你失去1点体力并获得一枚“裂”(X为你的手牌数,体力值,装备区牌数中大于其的数量)。准备阶段,若“裂”数大于4,则你死亡。',
|
||
zhuangdan:'壮胆',
|
||
zhuangdan_mark:'壮胆',
|
||
zhuangdan_info:'锁定技,其他角色的回合结束时,若你的手牌数为全场唯一最多,则你令〖裂胆〗失效直到你下回合结束。',
|
||
dc_caiyang:'蔡阳',
|
||
dcxunji:'寻嫉',
|
||
dcxunji_info:'出牌阶段限一次,你可以选择一名其他角色。该角色的下个结束阶段开始时,若其于该回合内造成过伤害,则你视为对其使用一张【决斗】,且当此【决斗】对其造成伤害后,你失去等量的体力。',
|
||
dcjiaofeng:'交锋',
|
||
dcjiaofeng_info:'锁定技。每回合限一次,当你造成伤害时,若你本回合内未造成过其他伤害且你已损失的体力值:大于0,则你摸一张牌;大于1,则此伤害+1;大于2,则你回复1点体力。',
|
||
zhoushan:'周善',
|
||
dcmiyun:'密运',
|
||
dcmiyun_tag:'安',
|
||
dcmiyun_info:'锁定技。①一轮游戏开始时,你依次执行:1.若你有“安”,你将包括“安”的在内的任意张手牌交给一名其他角色,然后你将手牌补至体力上限;2.你正面向上获得一名其他角色的一张牌,称为“安”。②当你不因〖密运①〗失去“安”后,你失去1点体力。',
|
||
dcdanying:'胆迎',
|
||
dcdanying_info:'每回合限一次。你可以展示“安”,然后视为使用或打出一张【杀】或【闪】。然后当你于本回合下一次成为牌的目标后,使用者弃置你的一张牌。',
|
||
re_sunluyu:'孙鲁育',
|
||
remeibu:'魅步',
|
||
remeibu_info:'其他角色的出牌阶段开始时,若你在其攻击范围内,你可以弃置一张牌A,该角色于本阶段内拥有〖止息〗,且当其因〖止息〗弃置与牌A花色相同的牌时,你获得之。',
|
||
rezhixi:'止息',
|
||
rezhixi_info:'锁定技,当你使用【杀】或普通锦囊牌时,你弃置一张手牌。',
|
||
remumu:'穆穆',
|
||
remumu_info:'出牌阶段开始时,你可以选择一项:1.弃置一名其他角色装备区里的一张牌,然后你本回合可使用【杀】的次数+1;2.获得一名角色装备区里的一张牌,然后你本回合可使用【杀】的次数-1。',
|
||
re_dongbai:'董白',
|
||
relianzhu:'连诛',
|
||
relianzhu_info:'出牌阶段限一次,你可将一张牌正面朝上交给一名其他角色。若此牌为:红色,你摸一张牌;黑色,对方弃置两张牌或令你摸两张牌。’',
|
||
rexiahui:'黠慧',
|
||
rexiahui_info:'锁定技,①你的黑色牌不计入手牌上限。②当有其他角色获得你的黑色牌后,其于下次扣减体力前不能使用,打出,弃置这些牌。③一名其他角色的回合结束时,若其本回合失去过其所有“黠慧”牌,则其失去1点体力。',
|
||
heyan:'何晏',
|
||
yachai:'崖柴',
|
||
yachai_info:'当你受到伤害后,你可令伤害来源选择一项:①其本回合不能再使用手牌,然后你摸两张牌;②其展示所有手牌,然后将其手牌中一种花色的所有牌交给你;③弃置一半数量的手牌(向上取整)。',
|
||
qingtan:'清谈',
|
||
qingtan_info:'出牌阶段限一次,你可令所有有手牌的角色同时选择一张手牌并同时展示。你可以获得其中一种花色的牌,然后展示此花色牌的角色各摸一张牌。若如此做,弃置其他的牌。',
|
||
zhaoyan:'赵嫣',
|
||
jinhui:'锦绘',
|
||
jinhui_info:'出牌阶段限一次,你可以随机展示牌堆中的三张不具有“伤害”标签且使用目标范围为“自己”或“一名角色”的牌,然后选择一名其他角色。该角色选择并按如下“锦绘”规则使用其中一张,然后你可以按如下“锦绘”规则使用剩余的任意张牌:若此牌的使用目标为“自己”,则对自己使用该牌,否则对对方使用该牌(无距离限制且不计入次数限制)。',
|
||
qingman:'轻幔',
|
||
qingman_info:'锁定技。一名角色的回合结束时,你将手牌摸至X张(X为其装备区中空栏的数量)。',
|
||
wangtao:'王桃',
|
||
wangyue:'王悦',
|
||
huguan:'护关',
|
||
huguan_info:'一名角色于出牌阶段内使用第一张牌时,若此牌为红色,则你可以声明一种花色。该花色的牌不计入其本回合的手牌上限。',
|
||
yaopei:'摇佩',
|
||
yaopei_info:'其他角色的弃牌阶段结束时,若你本局游戏内对其发动过〖护关〗,则你可以弃置一张与其于此阶段弃置的牌花色均不相同的牌。然后你选择一项:①其摸两张牌,你回复1点体力。②其回复1点体力,你摸两张牌。',
|
||
mingluan:'鸣鸾',
|
||
mingluan_info:'其他角色的结束阶段开始时,若有角色于本回合内回复过体力,则你可以弃置任意张牌,然后摸X张牌(X为当前角色的手牌数,且至多摸至5张)。',
|
||
zhangxuan:'张嫙',
|
||
tongli:'同礼',
|
||
//tongli_info:'当你于出牌阶段内不因〖同礼〗而使用基本牌或普通锦囊牌指定第一个目标后,若你手牌中的花色数和你于本阶段内不因〖同礼〗而使用过的牌数相等,则你可以于此牌结算结束后依次视为对此牌的所有目标使用X张名称和属性相同的牌(X为你手牌中的花色数)。',
|
||
tongli_info:'当你于出牌阶段内使用基本牌或普通锦囊牌指定第一个目标后,若你手牌中的花色数和你于本阶段内使用过的牌数相等,则你可以令此牌额外结算X次(X为你手牌中的花色数)。',
|
||
shezang:'奢葬',
|
||
shezang_info:'每轮限一次。当你或你回合内的其他角色进入濒死状态时,你可以从牌堆中获得每种花色的牌各一张。',
|
||
tengyin:'滕胤',
|
||
chenjian:'陈见',
|
||
chenjian_info:'准备阶段,你可展示牌堆顶的3+X张牌(X为你“陈见”标记的数量且至多为2)。然后你可依次执行以下两项中的任意项:⒈弃置一张牌,然后令一名角色获得与你弃置牌花色相同的牌。⒉使用其中剩余的一张牌。若你执行了所有选项,则你获得一枚“陈见”,然后重铸所有手牌。',
|
||
xixiu:'皙秀',
|
||
xixiu_info:'锁定技。①当你成为其他角色使用牌的目标时,若你的装备区内有和此牌花色相同的牌,则你摸一张牌。②若你装备区内的牌数为1,则其他角色不能弃置你装备区内的牌。',
|
||
zhangyao:'张媱',
|
||
yuanyu:"怨语",
|
||
yuanyu_info:"出牌阶段限一次。你可以摸一张牌,然后选择一张手牌和一名其他角色。该角色获得如下效果直到你发动〖夕颜〗:{你与该角色的弃牌阶段开始时,或当该角色造成1点伤害后,其须将一张手牌作为“怨”置于你的武将牌上}。然后你将你选择的手牌作为“怨”置于你的武将牌上。",
|
||
xiyan:"夕颜",
|
||
xiyan_info:"当有牌作为“怨”移动到你的武将牌上后,若“怨”中的花色数达到4种,则你可以获得所有“怨”。然后若当前回合角色:是你,你本回合手牌上限+4且使用牌无次数限制且重置你的〖怨语〗于此阶段的发动次数;不是你,你可令当前回合角色本回合手牌上限-4且不能使用基本牌。",
|
||
xiahoulingnv:'夏侯令女',
|
||
fuping:'浮萍',
|
||
fuping_info:'①其他角色对你使用的牌结算结束后,若你未因此技能记录过此牌的名称且你有未废除的装备栏,则你可以废除一个装备栏,记录此牌的名称。②每回合每种牌名限一次。你可以将一张非基本牌当做〖浮萍①〗记录过的基本牌或锦囊牌使用或打出。③若你的所有装备栏均已被废除,则你使用牌无距离限制。',
|
||
weilie:'炜烈',
|
||
weilie_info:'每局游戏限X次。出牌阶段,你可以弃置一张牌并选择一名已受伤的角色,令该角色回复1点体力。然后若其体力值小于体力上限,则其摸一张牌(X为你〖浮萍①〗中的记录数+1)。',
|
||
dc_sunru:'孙茹',
|
||
xiecui:'撷翠',
|
||
xiecui_info:'当有角色于回合内第一次因执行牌的效果而造成伤害时,你可以令此伤害+1。若其势力为吴,则该角色获得此伤害牌对应的实体牌,且其本回合的手牌上限+1。',
|
||
youxu:'忧恤',
|
||
youxu_info:'一名角色A的回合结束时,若其手牌数大于体力值,则你可以展示A的一张牌,然后将此牌交给另一名角色B。若B的体力值为全场最少,则B回复1点体力。',
|
||
huaxin:'华歆',
|
||
wanggui:'望归',
|
||
wanggui_info:'每回合限触发一次,当你造成或受到伤害后,若你:仅明置了此武将牌,则你可对与你势力不同的一名角色造成1点伤害;武将牌均明置,则你可令与你势力相同的角色各摸一张牌。',
|
||
spwanggui:'望归',
|
||
spwanggui_info:'①当你受到伤害后,你可以摸一张牌,或和一名势力相同的其他角色各摸一张牌;②每回合限一次,当你造成伤害后,你可以对一名与你势力不同的角色造成1点伤害。',
|
||
xibing:'息兵',
|
||
xibing_info:'当一名其他角色在其出牌阶段内使用黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至当前体力值(至多摸五张)且本回合不能再使用手牌。',
|
||
xibing_info_guozhan:'当一名其他角色在其出牌阶段内使用第一张黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至当前体力(至多摸五张)值且本回合不能再使用手牌。若你与其均明置了所有武将牌,则你可以暗置你与其各一张武将牌且本回合不能再明置此武将牌。',
|
||
luyusheng:'陆郁生',
|
||
zhente:'贞特',
|
||
zhente2:'贞特',
|
||
zhente_info:'每回合限一次,当你成为其他角色使用基本牌或普通锦囊牌的目标后,你可令使用者选择一项:1.本回合不能再使用与此牌颜色相同的牌;2.此牌对你无效。 ',
|
||
zhente_info_guozhan:'每回合限一次,当你成为其他角色使用黑色基本牌或黑色普通锦囊牌的目标后,你可令使用者选择一项:1.本回合不能再使用黑色牌;2.此牌对你无效。 ',
|
||
zhiwei:'至微',
|
||
zhiwei2:'至微',
|
||
zhiwei_info:'游戏开始时/你的回合开始时,若场上没有因此法被选择过的角色存活,则你选择一名其他角色。该角色造成伤害后,你摸一张牌,该角色受到伤害后,你随机弃置一张手牌。你弃牌阶段弃置的牌均被该角色获得。',
|
||
zhiwei_info_guozhan:'你明置此武将牌时,选择一名其他角色。该角色造成伤害后,你摸一张牌,该角色受到伤害后,你随机弃置一张手牌。你弃牌阶段弃置的牌均被该角色获得。该角色死亡时,若你的两个武将牌均明置,你暗置此武将牌。 ',
|
||
zhanghu:'张虎',
|
||
cuijian:'摧坚',
|
||
cuijian_info:'出牌阶段限一次,你可以选择一名有手牌的其他角色。若其手牌中有【闪】,则其将所有【闪】和防具牌交给你,然后你交给其等量的牌。',
|
||
zhtongyuan:'同援',
|
||
zhtongyuan_info:'锁定技。①当你使用红色锦囊牌后,你于〖摧坚〗后增加“若其手牌中没有【闪】,则你摸两张牌”;②当你使用或打出红色基本牌后,你删除〖摧坚〗中的“,然后你交给其等量的牌”。③当你使用红色的普通锦囊牌/基本牌时,若你已发动过〖摧坚①〗和〖摧坚②〗,则此牌不可被响应/可额外增加一个目标。',
|
||
lvlingqi:'吕玲绮',
|
||
guowu:'帼舞',
|
||
guowu_info:'出牌阶段开始时,你可以展示全部手牌,根据你展示的类型数,你获得对应效果:至少一类,从弃牌堆获得一张【杀】;至少两类,此阶段使用牌无距离限制;至少三类,此阶段使用【杀】或普通锦囊牌可以多指定两个目标。',
|
||
guowu_info_guozhan:'出牌阶段开始时,你可以展示全部手牌,根据你展示的类型数,你获得对应效果:至少一类,从弃牌堆获得一张【杀】;至少两类,此阶段使用牌无距离限制;至少三类,此阶段使用【杀】可以多指定两个目标。',
|
||
zhuangrong:'妆戎',
|
||
zhuangrong_info:'觉醒技,一名角色的回合结束时,若你的体力值或手牌数为1,你减1点体力上限并回复体力至上限,将手牌摸至体力上限,然后获得〖神威〗和〖无双〗。',
|
||
llqshenwei:'神威',
|
||
llqshenwei_info:'锁定技,摸牌阶段开始时,你令额定摸牌数+2;你的手牌上限+2。',
|
||
re_kanze:'阚泽',
|
||
rekuanshi:'宽释',
|
||
rekuanshi_info:'结束阶段,你可以选择一名角色。你获得如下效果直到你下回合开始:每回合限一次,当其于一回合内受到第2点伤害后,其回复1点体力。',
|
||
liuyong:'刘永',
|
||
zhuning:'诛佞',
|
||
zhuning_info:'出牌阶段限一次。你可将任意张牌交给一名其他角色(称为“隙”),然后可视为使用一张具有伤害标签的基本牌/锦囊牌(不计入次数限制)。若你以此法使用的牌未造成伤害,则你将〖诛佞〗于本回合内改为“限两次”。',
|
||
fengxiang:'封乡',
|
||
fengxiang_info:'锁定技。①当你受到伤害后,若场上:存在“隙”唯一最多的角色,则其回复1点体力;不存在,则你摸一张牌。②当有角色的手牌移动后,若场上“隙”最多的角色因此发生变化,则你摸一张牌。',
|
||
fengxiang_tag:'隙',
|
||
re_xunchen:'荀谌',
|
||
refenglve:'锋略',
|
||
refenglve_info:'出牌阶段限一次,你可以和一名其他角色进行拼点。若你赢,其将区域内的两张牌交给你;若平局,则你令此技能于本阶段内的发动次数上限+1;若你输,其获得你的拼点牌。',
|
||
anyong:'暗涌',
|
||
anyong_info:'当一名角色于其回合内第一次对其他角色造成伤害后,若伤害值为1,则你可弃置一张牌,并对受伤角色造成1点伤害。',
|
||
wanniangongzhu:'万年公主',
|
||
zhenge:'枕戈',
|
||
zhenge_info:'准备阶段,你可以选择一名角色。该角色本局游戏的攻击范围+1(至多+5)。然后若所有其他角色都在该角色的攻击范围内,则你可以令其视为对另一名角色使用一张【杀】。',
|
||
xinghan:'兴汉',
|
||
xinghan_info:'锁定技,每回合的第一张【杀】造成伤害后,若此【杀】的使用者成为过〖枕戈〗的目标,则你摸一张牌。若你的手牌数不是全场唯一最多的,则改为摸X张牌(X为该角色的攻击范围且最多为5)。',
|
||
re_chendeng:'陈登',
|
||
refuyuan:'扶援',
|
||
refuyuan_info:'一名角色成为【杀】的目标后,若其本回合内没有成为过其他红色牌的目标,则你可以令其摸一张牌。',
|
||
reyingshui:'营说',
|
||
reyingshui_info:'出牌阶段限一次,你可将一张牌交给攻击范围内的一名其他角色,然后其选择一项:①交给你至少两张装备牌。②受到1点伤害。',
|
||
rewangzu:'望族',
|
||
rewangzu_info:'每回合限一次。当你受到其他角色造成的伤害时,你可随机弃置一张手牌,令此伤害-1。若你所在阵营的存活角色数是全场最多的,则你可以自行选择弃置的牌。',
|
||
re_miheng:'祢衡',
|
||
rekuangcai:'狂才',
|
||
rekuangcai_info:'锁定技。①你于回合内使用牌无距离和次数限制。②弃牌阶段开始时,若你本回合内:未使用过牌,则你本局游戏的手牌上限+1;使用过牌但未造成过伤害,则你本局游戏的手牌上限-1。③结束阶段开始时,你摸X张牌(X为你本回合内造成的伤害且至多为5)。',
|
||
reshejian:'舌箭',
|
||
reshejian_info:'当你成为其他角色使用牌的唯一目标后,你可以弃置至少两张手牌。若如此做,你选择一项:⒈弃置其等量的牌。⒉对其造成1点伤害。',
|
||
fengxi:'冯熙',
|
||
yusui:'玉碎',
|
||
yusui_info:'当你成为其他角色使用黑色牌的目标后,你可以失去1点体力,然后选择一项:⒈令其将手牌数弃置至与你相同;⒉令其失去Y点体力(Y为其的体力值减去你的体力值,不为正时不可选择)',
|
||
boyan:'驳言',
|
||
boyan_info:'出牌阶段限一次,你可选择一名其他角色。其将手牌摸至体力上限(至多摸至五张),然后其本回合不能使用或打出手牌。',
|
||
re_dengzhi:'邓芝',
|
||
jianliang:'简亮',
|
||
jianliang_info:'摸牌阶段开始时,若你的手牌数不为全场最多,则你可以令至多两名角色各摸一张牌。',
|
||
weimeng:'危盟',
|
||
weimeng_info:'出牌阶段限一次,你可以获得一名其他角色的至多X张手牌,然后交给其等量的牌(X为你的体力值)。若你给出的牌点数之和:大于获得的牌,则你摸一张牌;小于获得的牌,弃置该角色区域内的一张牌。',
|
||
mamidi:'马日磾',
|
||
bingjie:'秉节',
|
||
bingjie_info:'出牌阶段开始时,你可减1点体力上限,然后当你于本阶段内使用【杀】或普通锦囊牌指定其他角色为目标后,其弃置一张牌。若其弃置的牌与你使用的牌颜色相同,其无法响应此牌。',
|
||
zhengding:'正订',
|
||
zhengding_info:'锁定技。当你于回合外使用或打出牌响应其他角色使用的牌时,若这两张牌颜色相同,则你加1点体力上限并回复1点体力。',
|
||
dc_jiben:'吉本',
|
||
xunli:'寻疠',
|
||
xunli_info:'锁定技。①当有黑色牌因弃置而进入弃牌堆后,若X大于0,则你将其中的X张牌置于武将牌上作为“疠”(X=min(这些牌的数量,9-Y),Y=你的“疠”数)。②出牌阶段开始时,你可以用任意张黑色手牌交换等量的“疠”。',
|
||
zhishi:'指誓',
|
||
zhishi_info:'结束阶段,你可选择一名角色。当该角色于你的下回合开始前{成为【杀】的目标后或进入濒死状态时},你可移去任意张“疠”,然后其摸等量的牌。',
|
||
lieyi:'烈医',
|
||
lieyi_info:'出牌阶段限一次。你可以展示所有“疠”并选择一名其他角色,对其使用其中的一张可对其使用的牌(无距离和次数限制)并重复此流程,并将其余的牌置于弃牌堆。然后若其存活且未于此流程中因受到伤害而进入过濒死状态,则你失去1点体力。',
|
||
guanning:'管宁',
|
||
dunshi:'遁世',
|
||
dunshi_info:'每回合限一次。你可以视为使用或打出一张【杀】/【闪】/【桃】/【酒】,然后当前回合角色于本回合内下一次造成伤害时,你选择两项:⒈防止此伤害。系统从技能名中包含“仁/义/礼/智/信”字样的技能中随机选择三个其未拥有的技能,然后你令当前回合角色获得其中一个技能。⒉从〖遁世〗中删除你本次使用或打出的牌并获得一个“席”。⒊减1点体力上限并摸X张牌(X为你的“席”数)。',
|
||
dc_gaolan:'高览',
|
||
xizhen:'袭阵',
|
||
xizhen_info:'出牌阶段开始时,你可选择一名其他角色,视为对其使用【杀】或【决斗】。然后当有角色于本阶段内使用或打出牌响应你时,该角色回复1点体力,你摸一张牌(若其满体力,改为两张)。',
|
||
dc_huangchengyan:'黄承彦',
|
||
dcjiezhen:'解阵',
|
||
dcjiezhen_info:'出牌阶段限一次,你可选择一名其他角色。该角色获得〖八阵〗,且其所有不为{锁定技、限定技、觉醒技、主公技、带有Charlotte标签}的技能失效。你的下回合开始时,或其因〖八卦阵〗发起的判定结算结束后,你令其恢复其以此法失效的所有技能并失去以此法获得的〖八阵〗,然后获得其区域内的一张牌。',
|
||
dczecai:'择才',
|
||
dczecai_info:'限定技。一轮游戏开始时,若游戏轮数大于1,则你可令一名其他角色获得〖集智〗直到下一轮游戏开始;若其是上一轮内使用过锦囊牌数量唯一最多的角色,则其获得一个额外的回合。',
|
||
dcyinshi:'隐世',
|
||
dcyinshi_info:'锁定技。①每回合限一次,当你受到伤害时,若此伤害的渠道不为有颜色的牌,则你防止此伤害。②当有因〖八卦阵〗发起的判定的判定牌生效时,你获得此判定牌。',
|
||
tenggongzhu:'滕公主',
|
||
xingchong:'幸宠',
|
||
xingchong_info:'一轮游戏开始时,你可声明两个自然数X和Y,且(X+Y)≤min(5, 你的体力上限)。你摸X张牌并展示Y张手牌。若如此做,当你于本轮内失去一张以此法展示的牌后,你摸两张牌。',
|
||
liunian:'流年',
|
||
liunian_info:'锁定技。牌堆第一次洗牌后,你于回合结束时加1点体力上限;牌堆第二次洗牌后,你于本回合结束时回复1点体力,且本局游戏内的手牌上限+10。',
|
||
caimaozhangyun:'蔡瑁张允',
|
||
lianzhou:'连舟',
|
||
lianzhou_info:'锁定技。准备阶段,你横置你的武将牌。然后你可横置任意名体力值等于你的角色。',
|
||
jinglan:'惊澜',
|
||
jinglan_info:'锁定技。当你造成伤害后,若你的手牌数:大于体力值,你弃置四张手牌;等于体力值,你弃置一张手牌并回复1点体力;小于体力值,你受到1点无来源火焰伤害并摸五张牌。',
|
||
dc_yanghu:'羊祜',
|
||
dcdeshao:'德劭',
|
||
dcdeshao_info:'每回合限两次。当你成为其他角色使用的黑色牌的目标后,你可以摸一张牌,然后若其手牌数不小于你,则你弃置其一张牌。',
|
||
dcmingfa:'明伐',
|
||
dcmingfa_info:'①出牌阶段限一次。当你使用【杀】或普通锦囊牌结算结束后,若你的武将牌上没有“明伐”牌,则你可以将此牌作为“明伐”牌置于武将牌上并选择一名其他角色,记录该角色和此牌的名称。②一名角色的回合结束时,若其是你〖明伐①〗记录的角色,则你视为对其依次使用X张〖明伐①〗记录的牌,然后移去“明伐”牌(X为其手牌数且至少为1,至多为5)。③一名角色死亡时,若其是你〖明伐①〗记录的角色,则你移去“明伐”牌。',
|
||
dc_jiling:'纪灵',
|
||
dcshuangren:'双刃',
|
||
dcshuangren_info:'出牌阶段开始时,你可以和一名其他角色A进行拼点。若你赢,你选择一名角色B,或选择包含A在内的两名角色A和B(B的势力需与A相同),然后视为对被选择的角色使用一张【杀】(不计入次数限制);若你没赢,则你本阶段内不能使用【杀】。',
|
||
zhangxun:'张勋',
|
||
suizheng:'随征',
|
||
suizheng_info:'结束阶段,你可以选择一名角色A,获得如下效果直到其下回合结束:①A于下回合出牌阶段内使用【杀】的次数上限+1且无距离限制;②A下回合的出牌阶段结束时,你可以选择一名此阶段内受到过A造成的伤害的角色B,视为对B使用一张【杀】。',
|
||
dc_liuba:'刘巴',
|
||
dczhubi:'铸币',
|
||
dczhubi_info:'当有♦牌因弃置而进入弃牌堆后,你可以令系统从牌堆/弃牌堆中检索一张【无中生有】,并将此牌置于牌堆顶。',
|
||
dcliuzhuan:'流转',
|
||
dcliuzhuan_tag:'转',
|
||
dcliuzhuan_info:'锁定技。①其他角色于其回合内不于摸牌阶段而获得的牌称为“转”。②你不能成为实体牌中包含“转”的牌的目标。③当有“转”直接进入弃牌堆或经由处理区进入弃牌堆后,你获得之。',
|
||
huzhao:'胡昭',
|
||
midu:'弥笃',
|
||
midu_info:'出牌阶段限一次。你可以选择一项:⒈废除任意个装备栏或判定区,并令一名角色摸等量的牌。⒉恢复一个已经被废除的装备栏或判定区,然后你获得〖活墨〗直到下回合开始。',
|
||
xianwang:'贤望',
|
||
xianwang_info:'锁定技。若你有被废除的装备栏,则其他角色至你的距离+1,你至其他角色的距离-1;若废除的装备栏数大于2,则改为距离+2/-2。',
|
||
guanhai:'管亥',
|
||
suoliang:'索粮',
|
||
suoliang_info:'每回合限一次。当你对其他角色造成伤害后,你可以选择并展示其的至多X张牌(X为其体力上限且至多为5)。若这些牌中有♥或♣牌,则你获得这些牌;否则你弃置这些牌。',
|
||
qinbao:'侵暴',
|
||
qinbao_info:'锁定技。当你使用【杀】或普通锦囊牌时,你令所有手牌数不小于你的角色不能响应此牌。',
|
||
dc_lvkuanglvxiang:'吕旷吕翔',
|
||
dcshuhe:'数合',
|
||
dcshuhe_info:'出牌阶段限一次,你可以展示一张手牌。若场上有与此牌点数相同的牌,则你获得这些牌;否则你将此牌交给一名其他角色并获得一枚“爵”。',
|
||
dcliehou:'列侯',
|
||
dcliehou_info:'锁定技。摸牌阶段开始时,你令额定摸牌数+X;然后此摸牌阶段结束时,你选择一项:⒈弃置X张牌。⒉失去1点体力(X为你的“爵”数+1且至多为5)。',
|
||
yinfuren:'尹夫人',
|
||
dcyingyu:'媵予',
|
||
dcyingyu_info:'准备阶段开始时,你可以展示两名角色的各一张手牌。若这两张牌的花色不同,则你可以令一名角色获得另一名角色的展示牌。',
|
||
dcyongbi:'拥嬖',
|
||
dcyongbi_info:'限定技。出牌阶段,你可以将所有手牌交给一名其他男性角色。你将〖媵予〗的发动时机改为“准备阶段和结束阶段开始时”。然后若这些牌中包含的花色数:大于1,则你与其本局游戏的手牌上限+2;大于2,则当你或其于本局游戏内受到大于1的伤害时,此伤害-1。',
|
||
dc_huangquan:'黄权',
|
||
dcquanjian:'劝谏',
|
||
dcquanjian_info:'出牌阶段每项各限一次。你可以选择一项流程并选择一名其他角色A:⒈令A对其攻击范围内的另一名角色B造成1点伤害。⒉令A将手牌数调整至体力上限(至多摸至五张),且其本回合内不能使用或打出手牌。然后A选择一项:⒈执行此流程。⒉本回合下次受到的伤害+1。',
|
||
dctujue:'途绝',
|
||
dctujue_info:'限定技。当你进入濒死状态时,你可以将所有牌交给一名其他角色。然后你回复等量的体力并摸等量的牌。',
|
||
chengui:'陈珪',
|
||
dcyingtu:'营图',
|
||
dcyingtu_info:'每回合限一次。当你的上家/下家于摸牌阶段外获得牌后,你可以获得其一张牌,然后将一张牌交给你的下家/上家。若你给出的牌为装备牌,则其使用之。',
|
||
dccongshi:'从势',
|
||
dccongshi_info:'一名角色使用的装备牌结算结束后,若其装备区内的牌数为全场最多,则你摸一张牌。',
|
||
wanglie:'王烈',
|
||
dcchongwang:'崇望',
|
||
dcchongwang_info:'其他角色使用基本牌或普通锦囊牌时,若你是本局游戏内上一张被使用的牌的使用者,则你可以选择一项:⒈令其于此牌结算结束后收回此牌对应的所有实体牌;⒉取消此牌的所有目标。',
|
||
dchuagui:'化归',
|
||
dchuagui_info:'出牌阶段开始时,你可以选择至多X名有牌的其他角色(X为场上每个阵营中最大阵营的人数,且你的选择结果不展示)。这些角色同时选择一项:⒈交给你一张牌,⒉展示一张牌。若这些角色均选择选项二,则你获得所有展示牌。',
|
||
gongsundu:'公孙度',
|
||
dczhenze:'震泽',
|
||
dczhenze_info:'弃牌阶段开始时,你可以选择一项:1.令所有手牌数与体力值大小关系与你不同的角色失去1点体力;2.令所有手牌数和体力值关系与你相同的角色回复1点体力。',
|
||
dcanliao:'安辽',
|
||
dcanliao_info:'出牌阶段限X次(X为群势力角色数)。你可以重铸一名角色的一张牌。',
|
||
dc_yuejiu:'乐就',
|
||
dccuijin:'催进',
|
||
dccuijin_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,令此【杀】的伤害基数+1。然后当此杀被目标角色抵消或无效或防止伤害后,你摸一张牌,对使用者造成1点伤害。',
|
||
panghui:'庞会',
|
||
dcyiyong:'异勇',
|
||
dcyiyong_info:'当你对其他角色造成伤害时,若你有牌,你可以与其同时弃置至少一张牌。若你以此法弃置的牌的点数之和:不大于其,你摸X张牌;不小于其,此伤害+1(X为其以此法弃置的牌数)。',
|
||
chenjiao:'陈矫',
|
||
dcxieshoux:'协守/清严',
|
||
dcxieshou:'协守',
|
||
dcxieshou_info:'每回合限一次。当一名角色受到伤害后,若你至其的距离不大于2,你可以令你的手牌上限-1,然后其选择一项:1.回复1点体力;2.复原,摸两张牌。',
|
||
dcqingyan:'清严',
|
||
dcqingyan_info:'每回合限两次。当你成为其他角色使用黑色牌的目标后,若你的手牌数:小于体力值,你可以将手牌补至体力上限;不小于体力值,你可以弃置一张牌令你的手牌上限+1。',
|
||
dcqizi:'弃子',
|
||
dcqizi_info:'锁定技。你不能对至其的距离大于2且正在进行濒死流程的角色使用【桃】。',
|
||
leibo:'雷薄',
|
||
dcsilve:'私掠',
|
||
dcsilve_info:'游戏开始时,你选择一名其他角色(对其他角色不可见),称为“私掠”角色。然后你获得以下效果:①当“私掠”角色造成伤害后,若你本回合未因此效果得到过受伤角色的牌,你可以获得受伤角色一张牌;②当“私掠”角色受到其他角色造成的伤害后,若伤害来源存活,你须对伤害来源使用一张【杀】(无距离限制),否则你弃置一张手牌。',
|
||
dcshuaijie:'衰劫',
|
||
dcshuaijie_info:'限定技。出牌阶段,若你的体力值与装备区里的牌数均大于“私掠”角色,或没有角色有“私掠”,你可以减1点体力上限,然后选择一项:1.获得“私掠”角色至多三张牌;2.从牌堆随机获得三张类型各不同的牌。最后将你的“私掠”角色改为你。',
|
||
dc_sp_jiaxu:'魏贾诩',
|
||
dcjianshu:'间书',
|
||
dcjianshu_info:'出牌阶段限一次。你可以将一张黑色手牌交给一名其他角色,并选择另一名其他角色,你令前者与后者拼点。赢的角色随机弃置一张牌,没赢的角色失去1点体力。若有角色因此死亡,你令你〖间书〗于此阶段发动的次数上限+1。',
|
||
dcyongdi:'拥嫡',
|
||
dcyongdi_info:'限定技。出牌阶段,你可以选择一名男性角色,若其:体力上限最少,其加1点体力上限;体力值最少,其回复1点体力;手牌数最少,其摸X张牌(X为其体力上限且至多为5)。',
|
||
liupi:'刘辟',
|
||
dcjuying:'踞营',
|
||
dcjuying_info:'出牌阶段结束时,若你于此阶段内使用【杀】的次数未达到上限,你可以选择任意项:1.下回合使用【杀】的次数上限+1;2.本回合手牌上限+2;3.摸三张牌。若你选择的项数超过了你的体力值,你弃置X张牌(X为你选择的项数减你的体力值)。',
|
||
dc_huanghao:'新杀黄皓',
|
||
dc_huanghao_ab:'黄皓',
|
||
dcqinqing:'寝情',
|
||
dcqinqing_info:'结束阶段,你可以弃置一名攻击范围内包含一号位的其他角色一张牌。然后若其手牌数大于一号位,你摸一张牌。',
|
||
dccunwei:'存畏',
|
||
dccunwei_info:'锁定技。当你成为其他角色使用锦囊牌的目标后,若你是唯一目标,你摸一张牌;否则你弃置一张牌。',
|
||
dc_zhaotongzhaoguang:'赵统赵广',
|
||
dcqingren:'青刃',
|
||
dcqingren_info:'结束阶段,你可以摸X张牌(X为你本回合发动〖翊赞〗的次数)。',
|
||
dclongyuan:'龙渊',
|
||
dclongyuan_info:'锁定技。一名角色的回合结束时,若你本局游戏已发动过至少三次〖翊赞〗,你摸两张牌并回复1点体力,修改〖翊赞〗。',
|
||
zhenghun:'郑浑',
|
||
dcqiangzhi:'强峙',
|
||
dcqiangzhi_info:'出牌阶段限一次。你可以弃置你和一名其他角色的共计三张牌。然后若你与其之中有角色因此失去了三张牌,该角色对另一名角色造成1点伤害。',
|
||
dcpitian:'辟田',
|
||
dcpitian_info:'①当你的牌被弃置后,或当你受到伤害后,你的手牌上限+1。②结束阶段,若你的手牌数小于手牌上限,你可以摸至手牌上限(至多摸五张),然后重置因〖辟田①〗增加的手牌上限。',
|
||
furongfuqian:'傅肜傅佥',
|
||
dcxuewei:'血卫',
|
||
dcxuewei_info:'结束阶段,你可以选择一名体力值不大于你的角色,然后你获得如下效果直到你的下回合开始时:当其受到伤害时,防止此伤害,然后你失去1点体力,你与其各摸一张牌(若该角色为你,则改为你摸一张牌)。',
|
||
dcyuguan:'御关',
|
||
dcyuguan_info:'一名角色的回合结束时,若你已损失的体力值为全场最多,你可以减1点体力上限,然后令X名角色将手牌摸至体力上限(X为你已损失的体力值)。',
|
||
qinlang:'秦朗',
|
||
dchaochong:'昊宠',
|
||
dchaochong_info:'当你使用牌后,你可以将手牌摸至或弃置至你的手牌上限数(至多摸五张)。然后若你以此法:获得牌,你的手牌上限-1;失去牌,你的手牌上限+1。',
|
||
dcjinjin:'矜谨',
|
||
dcjinjin_info:'每回合限一次。当你造成或受到伤害后,你可以重置因〖昊宠〗增加或减少的手牌上限,令伤害来源弃置至多X张牌,然后你摸Y张牌(X为你以此法变化的手牌上限且至少为1,Y为X减其以此法弃置的牌数)。',
|
||
xianglang:'向朗',
|
||
dckanji:'勘集',
|
||
dckanji_info:'出牌阶段限两次。你可以展示所有手牌,若花色均不同,你摸两张牌。然后若你的手牌因此包含了四种花色,你跳过下一个弃牌阶段。',
|
||
dcqianzheng:'愆正',
|
||
dcqianzheng_info:'每回合限两次。当你成为其他角色使用【杀】或普通锦囊牌的目标后,你可以重铸两张牌。若你以此法重铸的牌中没有与指定你为目标的牌类别相同的牌,你于此牌对应的实体牌进入弃牌堆后获得此牌对应的所有实体牌。',
|
||
qiaorui:'桥蕤',
|
||
dcaishou:'隘守',
|
||
dcaishou_tag:'隘',
|
||
dcaishou_info:'①结束阶段,你可以摸X张牌,称为“隘”(X为你的体力上限)。②准备阶段,你弃置所有“隘”,若你以此法弃置的牌数大于体力值且你的体力上限小于9,你加1点体力上限。③当你于回合外失去最后一张“隘”后,你减1点体力上限。',
|
||
dcsaowei:'扫围',
|
||
dcsaowei_info:'当一名其他角色使用【杀】结算结束后,若此牌的目标角色不包含你且均在你的攻击范围内,你可以将一张“隘”当做【杀】对所有目标角色使用。',
|
||
yuantanyuanxiyuanshang:'袁谭袁尚袁熙',
|
||
dcneifa:'内伐',
|
||
dcneifa_info:'出牌阶段开始时,你可以摸三张牌,然后弃置一张牌。若你弃置的牌类型为:基本牌,本阶段你不能使用锦囊牌,且【杀】的使用次数上限+X且可以额外指定一名目标;锦囊牌,本阶段你不能使用基本牌,且使用普通锦囊牌选择目标时可以增加或减少一个目标(X为你发动〖内伐〗弃牌后手牌中因〖内伐〗而不能使用的牌的数量且最多为5。你以此法选择的额外目标均无距离限制)。',
|
||
dc_sunziliufang:'新杀孙资刘放',
|
||
dcqinshen:'勤慎',
|
||
dcqinshen_info:'弃牌阶段结束时,你可以摸X张牌(X为本回合未进入过弃牌堆的花色数)。',
|
||
dcweidang:'伪谠',
|
||
dcweidang_info:'其他角色的结束阶段,你可以将一张字数为X的牌置于牌堆底,然后获得牌堆里一张字数为X的牌(X为本回合未进入过弃牌堆的花色数)。若你能使用此牌,你使用之。',
|
||
mengjie:'孟节',
|
||
dcyinlu:'引路',
|
||
dcyinlu_info:'①游戏开始时,你令三名角色依次分别获得“乐泉”、“藿溪”、“瘴气”标记(若场上角色数为2则改为令一名其他角色获得其中2枚,你获得剩余标记),然后你获得“芸香”标记并获得1点“芸香”值。②准备阶段/有〖引路〗标记的角色死亡时,你可以移动一名角色的1枚/其的所有〖引路〗标记。',
|
||
dcyinlu_lequan:'乐泉',
|
||
dcyinlu_lequan_info:'结束阶段,你可以弃置一张♦牌并回复1点体力。',
|
||
dcyinlu_huoxi:'藿溪',
|
||
dcyinlu_huoxi_info:'结束阶段,你可以弃置一张♥牌并摸两张牌。',
|
||
dcyinlu_zhangqi:'瘴气',
|
||
dcyinlu_zhangqi_info:'锁定技。结束阶段,你须弃置一张♠牌,否则失去1点体力。',
|
||
dcyinlu_yunxiang:'芸香',
|
||
dcyinlu_yunxiang_info:'①结束阶段,你可以弃置一张♣牌,获得1点“芸香”值。②当你受到伤害时,你可以扣减所有“芸香”值,减少等量的伤害。',
|
||
dcyouqi:'幽栖',
|
||
dcyouqi_info:'锁定技。当其他角色因〖引路〗标记弃置牌后,你有一定概率获得此牌。',
|
||
dcyouqi_faq:'〖幽栖〗概率<br>',
|
||
dcyouqi_faq_info:'当满足〖幽栖〗条件时,系统生成一个随机数X∈[0,1)。若X小于(1.25-0.25Y),你获得此牌(Y为你至该角色的距离)。',
|
||
dc_sunhanhua:'孙寒华',
|
||
dchuiling:'汇灵',
|
||
dchuiling_info:'锁定技。当你使用牌时,若此牌颜色为弃牌堆中数量较少的颜色,你获得1枚“灵”标记。若弃牌堆中:红色牌数大于黑色牌数,你回复1点体力;黑色牌数大于红色牌数,你可以弃置一名其他角色的一张牌。',
|
||
dcchongxu:'冲虚',
|
||
dcchongxu_info:'限定技。出牌阶段,若“灵”数不小于4,你可以失去〖汇灵〗,增加等同于“灵”数的体力上限(至多增加场上人数的体力上限),然后获得〖踏寂〗和〖清荒〗。',
|
||
dctaji:'踏寂',
|
||
dctaji_info:'当你失去手牌后,根据你失去牌的原因执行以下效果:1.使用:你弃置其他角色一张牌;2.打出:你摸一张牌;3.弃置:你回复1点体力;4.其他:你下一次对其他角色造成伤害时,此伤害+1。',
|
||
dcqinghuang:'清荒',
|
||
dcqinghuang_info:'出牌阶段开始时,你可以减1点体力上限,然后你于本回合发动〖踏寂〗时额外随机执行一种效果。',
|
||
dc_huojun:'霍峻',
|
||
dcgue:'孤扼',
|
||
dcgue_info:'每回合限一次。当你需要使用或打出【杀】或【闪】时,若你有手牌,你可以展示之。若其中【杀】和【闪】的数量之和不超过1,你视为使用或打出此牌。',
|
||
dcsigong:'伺攻',
|
||
dcsigong_info:'其他角色的回合结束时,若其于本回合内使用牌被响应过,你可以将手牌摸至或弃置至1,视为对其使用一张需使用X张【闪】抵消的【杀】,且此【杀】的伤害基数+1(X为你以此法弃置的牌数且至少为1)。当你以此法造成伤害后,该技能于本轮失效。',
|
||
peiyuanshao:'裴元绍',
|
||
dcmoyu:'没欲',
|
||
dcmoyu_info:'出牌阶段每名角色限一次。你可以获得一名其他角色区域里的一张牌,然后其可以对你使用一张无距离限制的【杀】,且此【杀】伤害基数为X(X为你于本回合发动此技能的次数)。若此【杀】对你造成了伤害,你令此技能于本回合失效。',
|
||
zhangchu:'张楚',
|
||
dcjizhong:'集众',
|
||
dcjizhong_info:'出牌阶段限一次。你可以令一名其他角色摸两张牌,然后其选择一项:1.若其没有“信众”标记,其获得“信众”标记;2.弃置三张手牌。',
|
||
dcrihui:'日彗',
|
||
dcrihui_info:'每回合限一次。当你使用普通锦囊牌或黑色基本牌结算结束后,若此牌的目标数为1且目标不为你,且其:没有“信众”,则所有有“信众”的角色依次视为对其使用一张与此牌牌名和属性相同的牌;有“信众”,则你可以获得其区域里的一张牌。',
|
||
dcguangshi:'光噬',
|
||
dcguangshi_info:'锁定技。准备阶段,若所有其他角色均有“信众”,你失去1点体力并摸两张牌。',
|
||
dongwan:'董绾',
|
||
dcshengdu:'生妒',
|
||
dcshengdu_info:'回合开始时,你可以选择一名其他角色。当其于其的下个摸牌阶段获得牌后,你摸等量的牌。',
|
||
dcjieling:'介绫',
|
||
dcjieling_info:'出牌阶段限一次。你可以将两张颜色不同的手牌当无距离限制且无任何次数限制的【杀】使用。然后若此【杀】:造成了伤害,所有目标角色失去1点体力;未造成伤害,你对所有目标角色依次发动一次〖生妒〗。',
|
||
yuanyin:'袁胤',
|
||
dcmoshou:'墨守',
|
||
dcmoshou_info:'当你成为其他角色使用的黑色牌的目标后,你可以摸X张牌(X为你本局游戏此前发动过此技能的次数÷3的余数+1)。',
|
||
dcyunjiu:'运柩',
|
||
dcyunjiu_info:'一名角色死亡后,你可以弃置等同于其因死亡事件的规则而弃置的牌数,将其此次弃置的牌交给一名其他角色。然后你加1点体力上限并回复1点体力。',
|
||
gaoxiang:'高翔',
|
||
dcchiying:'驰应',
|
||
dcchiying_info:'出牌阶段限一次。你可以选择一名体力不大于你的角色,令其攻击范围内的其他角色依次弃置一张牌。然后若你选择的角色不为你,其获得以此法弃置的牌中所有的基本牌。',
|
||
zhangkai:'张闿',
|
||
dcxiangshu:'相鼠',
|
||
dcxiangshu_info:'其他角色的出牌阶段开始时,若其手牌数不小于其体力值,你可以选择一个不大于5的非负整数,然后你弃置一张牌或声明此数字。若如此做,此阶段结束时,若其手牌数与你选择的数字:差值不大于1,你获得其一张牌;相等,你对其造成1点伤害。',
|
||
mengyou:'孟优',
|
||
dcmanzhi:'蛮智',
|
||
dcmanzhi_info:'①准备阶段,你可以选择一名其他角色并选择一项:1.令其交给你两张牌,然后其视为使用一张无距离限制的【杀】;2.获得其区域内至多两张牌,然后交给其等量的牌并摸一张牌。②结束阶段,若你的体力值与本回合准备阶段时的体力值相等,你可以执行你未于本回合执行过的〖蛮智①〗的分支。',
|
||
dc_sunchen:'孙綝',
|
||
dczigu:'自固',
|
||
dczigu_info:'出牌阶段限一次。你可以弃置一张牌,然后获得场上的一张装备牌。若你没有因此获得其他角色的牌,你摸一张牌。',
|
||
dczuowei:'作威',
|
||
dczuowei_info:'当你于回合内使用牌时,你可以根据你的手牌数执行对应效果:大于X,令此牌不可被响应;等于X,对一名其他角色造成1点伤害;小于X,摸两张牌并令此技能于本回合失效(X为你装备区里牌的数量且至少为1)。',
|
||
liuchongluojun:'刘宠骆俊',
|
||
dcminze:'悯泽',
|
||
dcminze_info:'①出牌阶段每名角色限一次。你可以将至多两张牌名不同的牌交给一名手牌数小于你的角色,若其因此手牌数大于你,〖悯泽①〗于此阶段失效。②结束阶段,你将手牌摸至X张(X为你本回合因〖悯泽①〗失去过的牌的牌名数且至多为5)',
|
||
dcjini:'击逆',
|
||
dcjini_info:'当你受到伤害后,你可以重铸至多Y张手牌(Y为你的体力上限减本回合你以此法重铸过的牌数)。若你以此法获得了【杀】,你可以对伤害来源使用一张无视距离且不可被响应的【杀】。',
|
||
yuechen:'乐綝',
|
||
dcporui:'破锐',
|
||
dcporui_info:'每轮限一次。其他角色的结束阶段,你可以弃置一张牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】,然后你交给其X张手牌(X为其本回合失去的牌数且至多为5)。',
|
||
dcgonghu:'共护',
|
||
dcgonghu_info:'锁定技。①当你于回合外失去基本牌后,若你本回合内失去基本牌的数量大于1,你将〖破锐〗改为每轮限两次。②当你造成或受到伤害后,若你本回合内造成或受到的总伤害大于1,你删除〖破锐〗中的“,然后你交给其X张手牌”。③当你使用红色基本牌/红色普通锦囊牌时,若你已发动过〖共护①〗和〖共护②〗,则此牌不可被响应/可额外增加一个目标。',
|
||
yue_caiwenji:'乐蔡琰',
|
||
dcshuangjia:'霜笳',
|
||
dcshuangjia_tag:'胡笳',
|
||
dcshuangjia_info:'锁定技。①游戏开始,你将你的手牌标记为“胡笳”。②你的“胡笳”牌不计入手牌上限。③其他角色至你的距离+X(X为你的“胡笳”数且至多为5)。',
|
||
dcbeifen:'悲愤',
|
||
dcbeifen_info:'锁定技。①当你失去牌后,若这些牌中有“胡笳”牌,你获得与你手牌中“胡笳”牌花色均不同的每种花色的牌各一张。②若你手牌中“胡笳”牌数小于不为“胡笳”牌的牌数,你使用牌无距离和次数限制。',
|
||
dc_wuban:'吴班',
|
||
dcyouzhan:'诱战',
|
||
dcyouzhan_info:'锁定技。当其他角色于你的回合内失去牌后,你摸一张牌,且其获得如下效果:1.其于此回合下一次受到的伤害+1;2.结束阶段,若其于此回合未受到过伤害,其摸X张牌(X为其此回合失去过牌的次数)。',
|
||
|
||
sp_baigei:'无双上将',
|
||
sp_caizijiaren:'才子佳人',
|
||
sp_zhilan:'芝兰玉树',
|
||
sp_zongheng:'纵横捭阖',
|
||
sp_guixin:'天下归心',
|
||
sp_jianghu:'江湖之远',
|
||
sp_daihan:'代汉涂高',
|
||
sp_taiping:'太平甲子',
|
||
sp_yanhan:'匡鼎炎汉',
|
||
sp_jishi:'悬壶济世',
|
||
sp_raoting:'绕庭之鸦',
|
||
sp_yijun:'异军突起',
|
||
sp_zhengyin:'正音雅乐',
|
||
},
|
||
};
|
||
});
|