noname/character/refresh.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'refresh',
characterSort:{
refresh:{
refresh_standard:["re_caocao","re_simayi","re_guojia","re_lidian","re_zhangliao","re_xuzhu","re_xiahoudun","re_zhangfei","re_zhaoyun","re_guanyu","re_machao","re_xushu","re_zhouyu","re_lvmeng","re_ganning","re_luxun","re_daqiao","re_huanggai","re_lvbu","re_huatuo","re_liubei","re_diaochan","re_huangyueying","re_sunquan","re_sunshangxiang","re_zhenji","re_zhugeliang","re_huaxiong",'re_gongsunzan'],
refresh_feng:['caoren','ol_xiahouyuan','re_huangzhong','ol_weiyan','ol_xiaoqiao','zhoutai','re_zhangjiao','xin_yuji'],
refresh_huo:["ol_sp_zhugeliang","re_xunyu","re_dianwei","re_yanwen","ol_pangtong","ol_yuanshao","ol_pangde","re_taishici"],
refresh_lin:['re_menghuo','ol_sunjian','re_caopi','re_xuhuang','ol_dongzhuo','ol_zhurong'],
refresh_shan:['ol_jiangwei','re_caiwenji','ol_liushan','re_zhangzhang','re_zuoci','re_sunce','ol_dengai'],
refresh_yijiang1:['re_wuguotai','re_gaoshun','re_caozhi','yujin_yujin','re_masu','xin_xusheng','re_fazheng','xin_lingtong','re_zhangchunhua'],
refresh_yijiang2:['old_madai','wangyi','guanzhang','xin_handang','re_zhonghui','re_liaohua','re_chengpu','re_caozhang','re_bulianshi','xin_liubiao'],
refresh_yijiang3:['re_jianyong','re_guohuai','re_zhuran','re_panzhangmazhong','re_yufan','re_liru','re_manchong','re_fuhuanghou','re_guanping'],
refresh_yijiang4:['re_sunluban','re_wuyi','re_hanhaoshihuan','re_caozhen','re_zhoucang','re_chenqun'],
refresh_yijiang5:['re_zhangyi','re_quancong','re_caoxiu','re_sunxiu','re_gongsunyuan','re_guotufengji'],
},
},
connect:true,
character:{
re_guanping:['male','shu',4,['relongyin','jiezhong']],
re_guotufengji:['male','qun',3,['rejigong','shifei']],
re_chenqun:['male','wei',3,['redingpin','refaen']],
re_zhoucang:['male','shu',4,['rezhongyong']],
ol_zhurong:['female','shu',4,['juxiang','lieren','changbiao']],
re_zhangchunhua:['female','wei',3,['rejueqing','reshangshi']],
re_gongsunyuan:['male','qun',4,['rehuaiyi']],
re_caozhen:['male','wei',4,['residi']],
re_fuhuanghou:['female','qun',3,['rezhuikong','reqiuyuan']],
re_fazheng:['male','shu',3,['reenyuan','rexuanhuo']],
xin_lingtong:['male','wu',4,['decadexuanfeng','yongjin']],
xin_liubiao:['male','qun',3,['decadezishou','decadezongshi']],
re_caoxiu:['male','wei',4,['qianju','reqingxi']],
re_sunxiu:['male','wu',3,['reyanzhu','rexingxue','zhaofu'],['zhu']],
ol_dengai:['male','wei',4,['oltuntian','olzaoxian']],
re_gongsunzan:['male','qun',4,['reqiaomeng','reyicong']],
re_manchong:['male','wei',3,['rejunxing','yuce']],
re_liru:['male','qun',3,['rejuece','remieji','xinfencheng']],
re_yufan:['male','wu',3,['zhiyan','rezongxuan']],
re_bulianshi:['female','wu',3,['reanxu','zhuiyi']],
re_hanhaoshihuan:['male','wei',4,['reshenduan','reyonglve']],
re_panzhangmazhong:['male','wu',4,['reduodao','reanjian']],
wangyi:['female','wei',3,['zhenlie','miji']],
old_madai:['male','shu',4,['mashu','qianxi']],
guanzhang:['male','shu',4,['fuhun']],
xin_xusheng:['male','wu',4,['decadepojun']],
re_taishici:['male','wu',4,['tianyi','hanzhan']],
re_masu:['male','shu',3,['resanyao','rezhiman']],
re_sunluban:['female','wu',3,['rechanhui','rejiaojin']],
re_zhonghui:['male','wei',4,['requanji','zili']],
xin_handang:['male','wu',4,['xingongji','xinjiefan']],
yujin_yujin:['male','wei',4,['decadezhenjun']],
re_caozhang:['male','wei',4,['xinjiangchi']],
re_chengpu:['male','wu',4,['ollihuo','rechunlao']],
re_quancong:['male','wu',4,['xinyaoming']],
re_liaohua:['male','shu',4,['xindangxian','xinfuli']],
re_guohuai:['male','wei',4,['decadejingce']],
re_wuyi:['male','shu',4,['xinbenxi']],
re_zhuran:['male','wu',4,['xindanshou']],
re_caozhi:['male','wei',3,['reluoying','rejiushi','chengzhang']],
ol_pangtong:['male','shu',3,['ollianhuan','olniepan'],[]],
re_zhangyi:['male','shu',5,['rewurong','reshizhi']],
re_wuguotai:['female','wu',3,['reganlu','buyi']],
re_gaoshun:['male','qun',4,['rexianzhen','rejinjiu']],
re_caocao:['male','wei',4,['new_rejianxiong','hujia'],['zhu']],
re_simayi:['male','wei',3,['refankui','reguicai']],
re_guojia:['male','wei',3,['tiandu','new_reyiji']],
re_lidian:['male','wei',3,['xunxun','wangxi']],
re_zhangliao:['male','wei',4,['new_retuxi']],
re_xuzhu:['male','wei',4,['new_reluoyi']],
re_xiahoudun:['male','wei',4,['reganglie','new_qingjian']],
re_zhangfei:['male','shu',4,['olpaoxiao','oltishen']],
re_zhaoyun:['male','shu',4,['ollongdan','olyajiao']],
re_guanyu:['male','shu',4,['new_rewusheng','new_yijue']],
re_machao:['male','shu',4,['mashu','retieji']],
re_xushu:['male','shu',4,['zhuhai','qianxin']],
re_zhouyu:['male','wu',3,['reyingzi','refanjian']],
re_lvmeng:['male','wu',4,['keji','qinxue','botu']],
re_ganning:['male','wu',4,['qixi','fenwei']],
re_luxun:['male','wu',3,['reqianxun','relianying']],
re_daqiao:['female','wu',3,['reguose','liuli']],
re_huanggai:['male','wu',4,['rekurou','zhaxiang']],
re_lvbu:['male','qun',5,['wushuang','new_liyu']],
re_huatuo:['male','qun',3,['jijiu','new_reqingnang']],
re_liubei:['male','shu',4,['rerende','jijiang'],['zhu']],
re_diaochan:['female','qun',3,['lijian','rebiyue']],
re_huangyueying:['female','shu',3,['rejizhi','reqicai']],
re_sunquan:['male','wu',4,['rezhiheng','rejiuyuan'],['zhu']],
re_sunshangxiang:['female','wu',3,['xiaoji','rejieyin']],
re_zhenji:['female','wei',3,['reluoshen','reqingguo']],
re_zhugeliang:['male','shu',3,['reguanxing','kongcheng']],
re_huaxiong:["male","qun",6,["reyaowu"]],
re_zhangjiao:['male','qun',3,['xinleiji','xinguidao','huangtian'],['zhu']],
xin_yuji:['male','qun',3,['reguhuo']],
re_zuoci:['male','qun',3,['rehuashen','rexinsheng']],
ol_xiahouyuan:['male','wei',4,['xinshensu','shebian']],
caoren:['male','wei',4,['xinjushou','xinjiewei']],
re_huangzhong:['male','shu',4,['xinliegong']],
ol_weiyan:['male','shu',4,['xinkuanggu','reqimou']],
ol_xiaoqiao:['female','wu',3,['oltianxiang','olhongyan','piaoling']],
zhoutai:['male','wu',4,['buqu','fenji']],
ol_pangde:['male','qun',4,['mashu','rejianchu']],
re_xuhuang:['male','wei',4,['duanliang','jiezi']],
ol_sp_zhugeliang:["male","shu",3,["bazhen","rehuoji","rekanpo","cangzhuo"],[]],
re_xunyu:["male","wei",3,["quhu","rejieming"],[]],
re_dianwei:["male","wei",4,["reqiangxi"],[]],
re_yanwen:["male","qun",4,["reshuangxiong"],[]],
ol_yuanshao:['male','qun',4,['olluanji','olxueyi'],['zhu']],
re_menghuo:['male','shu',4,['huoshou','rezaiqi']],
ol_dongzhuo:['male','qun',8,['oljiuchi','roulin','benghuai','olbaonue'],['zhu']],
ol_sunjian:['male','wu','4/5',['gzyinghun','wulie']],
re_caopi:['male','wei',3,['rexingshang','refangzhu','songwei'],['zhu']],
ol_jiangwei:['male','shu',4,['oltiaoxin','olzhiji']],
re_caiwenji:['female','qun',3,['rebeige','duanchang']],
ol_liushan:['male','shu',3,['xiangle','olfangquan','olruoyu'],['zhu']],
re_zhangzhang:['male','wu',3,['rezhijian','guzheng']],
re_sunce:['male','wu',4,['jiang','olhunzi','olzhiba'],['zhu']],
re_jianyong:['male','shu',3,['reqiaoshui','jyzongshi']],
},
characterIntro:{
re_gongsunzan:'群雄之一。出身贵族,因母地位卑贱,只当了郡中小吏。他貌美,声音洪亮,机智善辩。后随卢植于缑氏山中读书,粗通经传。',
re_lidian:'字曼成,曹操麾下将领。李典深明大义,不与人争功,崇尚学习与高贵儒雅,尊重博学之士,在军中被称为长者。李典有长者之风,官至破虏将军,三十六岁去世。魏文帝曹丕继位后追谥号为愍侯。',
sunben:' ',
},
characterFilter:{
re_zuoci:function(mode){
return mode!='guozhan';
}
},
perfectPair:{
sunben:['zhouyu','taishici','daqiao'],
re_xushu:['zhaoyun','sp_zhugeliang'],
},
skill:{
//界关平
relongyin:{
audio:2,
shaRelated:true,
trigger:{global:'useCard'},
direct:true,
filter:function(event,player){
return event.card.name=='sha'&&player.countCards('he')>0&&event.player.isPhaseUsing();
},
content:function(){
'step 0'
var go=false;
if(get.attitude(player,trigger.player)>0){
if(get.color(trigger.card)=='red'){
go=true;
}
else if(trigger.addCount===false||!trigger.player.isPhaseUsing()) go=false;
else if(!trigger.player.hasSkill('paoxiao')&&
!trigger.player.hasSkill('tanlin3')&&
!trigger.player.hasSkill('zhaxiang2')&&
!trigger.player.hasSkill('fengnu')&&
!trigger.player.getEquip('zhuge')){
var nh=trigger.player.countCards('h');
if(player==trigger.player){
go=(player.countCards('h','sha')>0);
}
else if(nh>=4){
go=true;
}
else if(player.countCards('h','sha')){
if(nh==3){
go=Math.random()<0.8;
}
else if(nh==2){
go=Math.random()<0.5;
}
}
else if(nh>=3){
if(nh==3){
go=Math.random()<0.5;
}
else if(nh==2){
go=Math.random()<0.2;
}
}
}
}
var next=player.chooseToDiscard(get.prompt('longyin'),'弃置一张牌'+(get.color(trigger.card)=='red'?'并摸一张牌':'')+',令'+get.translation(trigger.player)+'本次使用的【杀】不计入使用次数','he');
next.logSkill=['relongyin',trigger.player];
next.set('ai',function(card){
if(_status.event.go){
return 6-get.value(card);
}
return 0;
});
next.set('go',go);
'step 1'
if(result.bool){
if(trigger.addCount!==false){
trigger.addCount=false;
trigger.player.getStat().card.sha--;
}
if(get.color(trigger.card)=='red'){
player.draw();
}
if(get.number(result.cards[0])==get.number(trigger.card)) player.restoreSkill('jiezhong');
}
},
ai:{
expose:0.2
}
},
jiezhong:{
audio:2,
trigger:{player:'phaseUseBegin'},
limited:true,
skillAnimation:true,
animationColor:'orange',
filter:function(event,player){
return player.countCards('h')<player.maxHp;
},
content:function(){
player.awakenSkill('jiezhong');
player.draw(Math.min(5,player.maxHp-player.countCards('h')));
},
},
//新郭淮
decadejingce:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
frequent:true,
filter:function(event,player){
return player.getHistory('useCard').length>=player.hp;
},
content:function(){
'step 0'
var list=[],history=player.getHistory('useCard');
for(var i of history){
list.add(get.suit(i.card));
if(list.length>=player.hp) break;
}
if(list.length>=player.hp) event.goon=true;
else player.chooseControl('摸牌阶段','出牌阶段').set('prompt','精策:选择要执行的额外阶段');
'step 1'
if(event.goon||result.index==0){
var next=player.phaseDraw();
event.next.remove(next);
trigger.getParent().next.push(next);
}
if(event.goon||result.index==1){
var next=player.phaseUse();
event.next.remove(next);
trigger.getParent().next.push(next);
}
},
},
//新于禁
decadezhenjun:{
audio:2,
trigger:{
player:['phaseZhunbeiBegin','phaseJieshuBegin']
},
filter:function (event,player){
return game.hasPlayer(function(current){
return current.countCards('he')>0;
});
},
direct:true,
content:function (){
'step 0'
player.chooseTarget(get.prompt2('decadezhenjun')).ai=function(target){
return -get.attitude(_status.event.player,target)*(target.countCards('e')+1);
};
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
var num=Math.max(target.countCards('h')-target.hp,1);
player.logSkill('decadezhenjun',target);
player.discardPlayerCard(num,target,true);
}
'step 2'
if(result.cards&&result.cards.length){
for(var i=0;i<result.cards.length;i++){
if(get.type(result.cards[i])=='equip'){
event.finish();
return;
}
}
event.num=result.cards.length;
if(event.num>0){
var prompt='弃置一张牌,或令'+get.translation(event.target)+'摸'+get.cnNumber(event.num)+'张牌';
player.chooseToDiscard(prompt,'he').ai=function(card){
return 7-get.value(card);
}
}
else event.finish();
}
else event.finish();
'step 3'
if(!result.bool){
event.target.draw(event.num);
}
},
},
//界姜维
oltiaoxin:{
audio:'tiaoxin',
audioname:['sp_jiangwei','xiahouba','re_jiangwei','gz_jiangwei','ol_jiangwei'],
enable:'phaseUse',
usable:2,
filter:function(event,player){
if(player.getStat('skill').oltiaoxin) return !player.hasSkill('oltiaoxin2');
return true;
},
filterTarget:function(card,player,target){
return target!=player&&target.inRange(player)&&target.countCards('he')>0;
},
content:function(){
"step 0"
target.chooseToUse(function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},'挑衅:对'+get.translation(player)+'使用一张杀,或令其弃置你的一张牌').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.filterTarget.apply(this,arguments);
}).set('sourcex',player);
"step 1"
if(result.bool&&player.getHistory('damage',function(evt){
return evt.getParent().type=='card'&&evt.getParent(4)==event;
}).length>0) player.addTempSkill('oltiaoxin2','phaseUseEnd');
else if(target.countDiscardableCards(player,'he')>0) player.discardPlayerCard(target,'he',true).boolline=true;
},
ai:{
order:4,
expose:0.2,
result:{
target:-1,
player:function(player,target){
if(target.countCards('h')==0) return 0;
if(target.countCards('h')==1) return -0.1;
if(player.hp<=2) return -2;
if(player.countCards('h','shan')==0) return -1;
return -0.5;
}
},
threaten:1.1
}
},
oltiaoxin2:{},
olzhiji:{
skillAnimation:true,
animationColor:'fire',
audio:2,
unique:true,
juexingji:true,
//priority:-10,
derivation:'reguanxing',
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
forced:true,
filter:function(event,player){
if(player.storage.zhiji) return false;
return player.countCards('h')==0;
},
content:function(){
"step 0"
player.awakenSkill('olzhiji');
player.chooseDrawRecover(2,true);
"step 1"
player.loseMaxHp();
player.storage.olzhiji=true;
player.addSkill('reguanxing');
}
},
//界郭图张嶷
rejigong:{
audio:2,
direct:true,
trigger:{player:'phaseUseBegin'},
content:function(){
'step 0'
player.chooseControl('一张','两张','三张','cancel2').set('prompt',get.prompt2('rejigong')).set('ai',()=>'三张');
'step 1'
if(result.control!='cancel2'){
player.logSkill('rejigong');
player.addTempSkill('rejigong2');
player.draw(1+result.index);
}
},
},
rejigong2:{
audio:'rejigong',
mod:{
maxHandcardBase:function(player){
if(game.online) return (player.getStat('damage')||0);
var num=0;
player.getHistory('sourceDamage',function(evt){
num+=evt.num;
});
return num;
},
},
trigger:{player:'phaseDiscardBegin'},
forced:true,
charlotte:true,
filter:function(event,player){
if(player.isHealthy()) return false;
var num=0;
player.getHistory('sourceDamage',function(evt){
num+=evt.num;
});
if(!num) return false;
var num2=0;
player.getHistory('gain',function(evt){
var evtx=evt.getParent(2);
if(evtx.name=='rejigong'&&evtx.player==player) num2+=evt.cards.length;
});
return num>=num2;
},
content:function(){
player.recover();
},
},
reshizhi:{
mod:{
cardname:function(card,player){
if(card.name=='shan'&&player.hp==1) return 'sha';
},
},
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.hp==1&&
event.cards&&event.cards.length==1&&event.cards[0].name=='shan';
},
content:function(){
player.recover();
},
},
//界陈群
redingpin:{
audio:2,
enable:'phaseUse',
onChooseToUse:function(event){
if(event.type!='phase'||game.online) return;
var list=[],player=event.player;
player.getHistory('useCard',function(evt){
list.add(get.type2(evt.card));
});
player.getHistory('lose',function(evt){
if(evt.type!='discard'||evt.getParent(2).redingpin_ignore) return;
for(var i of evt.cards2){
list.add(get.type2(i,evt.hs.contains(i)?player:false));
}
})
event.set('redingpin_types',list);
},
filter:function(event,player){
var list=event.redingpin_types||[];
return player.countCards('he',function(card){
return !list.contains(get.type2(card));
})>0;
},
filterCard:function(card){
var list=_status.event.redingpin_types||[];
return !list.contains(get.type2(card));
},
position:'he',
filterTarget:function(card,player,target){
return !target.hasSkill('redingpin2');
},
content:function(){
'step 0'
target.judge(function(card){
var evt=_status.event.getParent('redingpin'),suit=get.suit(card);
switch(suit){
case 'club': case 'spade':return evt.target.hp;
case 'diamond':return get.sgn(get.attitude(evt.target,evt.player))*-3;
}
return 0;
});
'step 1'
switch(result.suit){
case 'spade': case 'club':
if(target.hp>0) target.draw(Math.min(3,target.hp));
target.addTempSkill('redingpin2');
break;
case 'heart':
event.getParent().redingpin_ignore=true;
break;
case 'diamond':
player.turnOver();
break;
}
},
ai:{
order:9,
result:{
target:function(player,target){
if(player.isTurnedOver()) return target.hp;
var card=ui.cardPile.firstChild;
if(!card) return;
if(get.color(card)=='black') return target.hp;
return 0;
},
},
},
},
redingpin2:{charlotte:true},
refaen:{
audio:2,
trigger:{global:['turnOverAfter','linkAfter']},
logTarget:'player',
check:function(event,player){
return get.attitude(player,event.player)>0;
},
content:function(){
trigger.player.draw();
},
},
//界曹彰
xinjiangchi:{
trigger:{player:'phaseUseBegin'},
direct:true,
content:function(){
'step 0'
var list=[
'摸一张牌',
'摸两张牌,本回合内不能使用或打出【杀】',
];
if(player.countCards('he',function(card){
return lib.filter.cardDiscardable(card,player,'xinjiangchi')>0;
})>0) list.push('弃置一张牌,本回合可以多使用一张【杀】且无距离限制');
player.chooseControl('cancel2').set('prompt',get.prompt('xinjiangchi')).set('choiceList',list).set('ai',function(){
var player=_status.event.player;
if(!player.countCards('hs',function(card){
return get.name(card)=='sha'&&player.hasValueTarget(card,false);
})) return 1;
return 0;
});
'step 1'
if(result.control!='cancel2'){
player.logSkill('xinjiangchi');
switch(result.index){
case 0:{
player.draw();
break;
}
case 1:{
player.draw(2);
player.addTempSkill('xinjiangchi_less');
break;
}
case 2:{
player.chooseToDiscard('he',true);
player.addTempSkill('xinjiangchi_more');
break;
}
}
}
},
subSkill:{
less:{
mod:{
cardEnabled:function(card){
if(card.name=='sha') return false;
},
cardRespondable:function(card){
if(card.name=='sha') return false;
},
},
charlotte:true,
},
more:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
},
targetInRange:function(card){
if(card.name=='sha') return true;
},
},
charlotte:true,
},
},
},
//界周仓和程普
ollihuo:{
mod:{
aiOrder:function(player,card,num){
if(card.name=='sha'&&!player.getHistory('useCard').length) return num+7;
},
},
trigger:{player:'useCard1'},
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
return false;
},
audio:'lihuo',
prompt2:function(event){
return '将'+get.translation(event.card)+'改为火属性';
},
audioname:['re_chengpu'],
check:function(event,player){
return (event.baseDamage>1||player.getHistory('useCard').indexOf(event)==0)&&(player.hp>1||player.getStorage('rechunlao').length)&&game.hasPlayer(function(current){
return !event.targets.contains(current)&&player.canUse(event.card,current)
&&get.attitude(player,current)<0&&!current.hasShan()
&&get.effect(current,{name:'sha',nature:'fire'},player,player)>0;
});
},
content:function(){
trigger.card.nature='fire';
trigger.lihuo_changed=true;
},
group:['ollihuo2','ollihuo3','ollihuo4'],
ai:{
fireAttack:true,
},
},
ollihuo2:{
trigger:{player:'useCard2'},
filter:function(event,player){
if(event.card.name!='sha'||event.card.nature!='fire') return false;
return game.hasPlayer(function(current){
return !event.targets.contains(current)&&player.canUse(event.card,current);
});
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('ollihuo'),'为'+get.translation(trigger.card)+'增加一个目标',function(card,player,target){
return !_status.event.sourcex.contains(target)&&player.canUse(_status.event.card,target);
}).set('sourcex',trigger.targets).set('card',trigger.card).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,_status.event.card,player,player);
});
'step 1'
if(result.bool){
if(!event.isMine()&&!_status.connectMode) game.delayx();
event.target=result.targets[0];
}
else{
event.finish();
}
'step 2'
player.logSkill('ollihuo',event.target);
trigger.targets.push(event.target);
},
},
ollihuo3:{
trigger:{player:'useCardEnd'},
filter:function(event,player){
return event.lihuo_changed==true&&player.getHistory('sourceDamage',function(evt){
return evt.card==event.card;
}).length>0;
},
forced:true,
audio:'lihuo',
audioname:['re_chengpu'],
content:function(){
player.loseHp();
}
},
ollihuo4:{
trigger:{player:'useCardAfter'},
frequent:true,
audio:'lihuo',
audioname:['re_chengpu'],
filter:function(event,player){
return event.card.name=='sha'&&player.getHistory('useCard').indexOf(event)==0&&event.cards.filterInD().length>0;
},
content:function(){
var cards=trigger.cards.filterInD();
player.markAuto('rechunlao',cards);
player.$gain2(cards,false);
game.log(player,'将',cards,'放在了武将牌上');
game.cardsGotoSpecial(cards);
game.delay();
},
},
rezhongyong:{
trigger:{player:'useCardAfter'},
audio:2,
direct:true,
filter:function(event,player){
return event.card.name=='sha';
},
content:function(){
"step 0"
event.cards=trigger.cards.filterInD();
game.countPlayer2(function(current){
current.getHistory('useCard',function(evt){
if(evt.card.name=='shan'&&evt.getParent(3)==trigger) event.cards.addArray(evt.cards.filterInD('od'));
});
});
if(!event.cards.length) event.finish();
player.chooseTarget(get.prompt2('rezhongyong'),'令一名其他角色获得'+get.translation(event.cards),function(card,player,target){
return !_status.event.source.contains(target)&&target!=player;
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
}).set('source',trigger.targets);
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('rezhongyong',target);
target.gain(cards,'gain2');
var red=false,black=false;
for(var i of cards){
var color=get.color(i,false);
if(color=='red') red=true;
if(color=='black') black=true;
if(red&&black) break;
}
if(red) target.chooseToUse('是否使用一张杀?',{name:'sha'}).set('filterTarget',function(card,player,target){
return target!=_status.event.sourcex&&_status.event.sourcex.inRange(target)&&lib.filter.targetEnabled.apply(this,arguments);
}).set('sourcex',player).set('addCount',false);
if(black) target.draw();
}
}
},
//长标
changbiao:{
audio:2,
mod:{
targetInRange:function(card,player,target){
if(card.changbiao) return true;
},
},
enable:'phaseUse',
usable:1,
position:'hs',
viewAs:{
name:'sha',
changbiao:true,
},
locked:false,
filter:function(event,player){
return player.countCards('hs')>0;
},
filterCard:true,
selectCard:[1,Infinity],
position:'hs',
check:function(card){
var player=_status.event.player;
if(ui.selected.cards.length){
var list=game.filterPlayer(function(current){
return current!=player&&player.canUse('sha',current,false)&&get.effect(current,{name:'sha'},player,player)>0;
}).sort(function(a,b){
return get.effect(b,{name:'sha'},player,player)-get.effect(a,{name:'sha'},player,player);
});
if(!list.length) return 0;
var target=list[0];
if(target.mayHaveShan()&&!player.hasSkillTag('directHit_ai',true,{
target:target,
card:card,
},true)) return 0;
return 6.5-get.value(card);
}
return 6.3-get.value(card);
},
onuse:function(result,player){
player.addTempSkill('changbiao_draw');
},
subSkill:{
draw:{
trigger:{player:'phaseUseEnd'},
forced:true,
charlotte:true,
filter:function(event,player){
return player.getHistory('sourceDamage',function(evxt){
var evt=evxt.getParent();
return evt&&evt.name=='sha'&&evt.skill=='changbiao'&&evt.getParent('phaseUse')==event;
}).length>0;
},
content:function(){
var num=0;
player.getHistory('sourceDamage',function(evxt){
var evt=evxt.getParent();
if(evt&&evt.name=='sha'&&evt.skill=='changbiao'&&evt.getParent('phaseUse')==trigger) num+=evt.cards.length;
});
player.draw(num);
},
},
},
ai:{
order:function(item,player){
return get.order({name:'sha'},player)+0.3*(Math.min(player.getCardUsable('sha'),player.countCards('hs','sha')+player.hasCard(function(card){
return card.name!='sha'&&get.value(card,player)<6.3;
},'hs')?1:0)>1?-1:1);
},
},
},
//国钟会
gzquanji:{
audio:'quanji',
trigger:{
player:'damageEnd',
source:'damageSource',
},
frequent:true,
filter:function(event,player,name){
if(name=='damageEnd') return true;
if(!event.card) return false;
var evt=event.getParent();
return evt&&evt.card==event.card&&evt.type=='card'&&evt.targets&&evt.targets.length==1;
},
content:function(){
'step 0'
player.draw();
'step 1'
var hs=player.getCards('he');
if(hs.length>0){
if(hs.length==1) event._result={bool:true,cards:hs};
else player.chooseCard('he',true,'选择一张牌作为“权”');
}
else event.finish();
'step 2'
if(result.bool){
var cs=result.cards;
player.lose(cs,ui.special,'toStorage');
player.markAuto('gzquanji',cs);
game.log(player,'将',cs,'放在了武将牌上');
}
},
intro:{
content:'cards',
onunmark:'throw',
},
locked:false,
mod:{
maxHandcard:function(player,num){
return num+player.getStorage('gzquanji').length;
},
},
},
gzpaiyi:{
audio:'paiyi',
enable:'phaseUse',
filter:function(event,player){
return player.getStorage('gzquanji').length>0&&!player.hasSkill('gzquanji2');
},
chooseButton:{
dialog:function(event,player){
return ui.create.dialog('排异',player.storage.gzquanji,'hidden')
},
backup:function(links,player){
return {
audio:'paiyi',
filterTarget:true,
filterCard:function(){return false},
selectCard:-1,
card:links[0],
delay:false,
content:lib.skill.gzpaiyi.contentx,
ai:{
order:10,
result:{
target:function(player,target){
var num=player.getStorage('gzquanji').length-1;
if(num==0){
if(target.countCards('h')>player.countCards('h')) return get.damageEffect(target,player,target);
return 0;
}
if(target!=player) return 0;
if(player.needsToDiscard()&&!player.getEquip('zhuge')&&!player.hasSkill('new_paoxiao')) return 0;
return 1;
}
},
},
}
},
prompt:function(){return '请选择【排异】的目标'},
},
contentx:function(){
"step 0"
var card=lib.skill.gzpaiyi_backup.card;
game.cardsDiscard(card);
player.$throw(card);
player.storage.gzquanji.remove(card);
game.log(card,'进入了弃牌堆');
if(!player.storage.gzquanji.length){
player.unmarkSkill('gzquanji');
}
else{
player.markSkill('gzquanji');
}
player.syncStorage('gzquanji');
game.delayx();
"step 1"
var num=player.getStorage('gzquanji').length;
if(num) target.draw(num);
"step 2"
if(target.countCards('h')>player.countCards('h')){
target.damage();
player.addTempSkill('gzquanji2');
}
},
ai:{
order:function(item,player){
var num=player.getStorage('gzquanji').length;
if(num==1) return 8;
return 1;
},
result:{
player:1,
},
},
},
gzquanji2:{charlotte:true},
xingongji:{
enable:'phaseUse',
usable:1,
audio:2,
position:'he',
filterCard:true,
filter:function(event,player){
return player.countCards('h')>0;
},
check:function(card){
var base=0,player=_status.event.player,suit=get.suit(card,player),added=false,added2=false,added3;
if(get.type(card)=='equip'&&game.hasPlayer(function(target){
var att=get.attitude(player,target);
if(att>=0) return 0;
if(target.countCards('he',function(card){
return get.value(card)>5;
})) return -att;
})) base+=6;
var hs=player.getCards('h');
var muniu=player.getEquip('muniu');
if(muniu&&card!=muniu&&muniu.cards) hs=hs.concat(muniu.cards);
for(var i of hs){
if(i!=card&&get.name(i)=='sha'){
if(get.suit(i,player)==suit){
if(player.hasValueTarget(i,false)){
added3=true;
base+=5.5;
}
}
else{
if(player.hasValueTarget(i,false)) added2=true;
if(!added&&!player.hasValueTarget(i,null,true)&&player.hasValueTarget(i,false,true)){
base+=4;
added=true;
}
}
}
}
if(added3&&!added2) base-=4.5;
return base-get.value(card);
},
content:function(){
"step 0"
if(!player.storage.xingongji2) player.storage.xingongji2=[];
player.storage.xingongji2.add(get.suit(cards[0],player));
player.addTempSkill('xingongji2');
"step 1"
if(get.type(cards[0],null,cards[0].original=='h'?player:false)=='equip'){
player.chooseTarget('是否弃置一名角色的一张牌?',function(card,player,target){
return player!=target&&target.countCards('he')>0;
}).set('ai',function(target){
var att=get.attitude(player,target);
if(att>=0) return 0;
if(target.countCards('he',function(card){
return get.value(card)>5;
})) return -att;
return -att*0.8;
});
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.line(result.targets,'green');
player.discardPlayerCard(result.targets[0],'he',true);
}
},
ai:{
order:4.5,
result:{
player:1
}
}
},
xingongji2:{
charlotte:true,
onremove:true,
mod:{
attackFrom:function(){
return -Infinity;
},
cardUsable:function(card,player){
if(card.name=='sha'&&player.storage.xingongji2.contains(get.suit(card))) return Infinity;
},
aiOrder:function(player,card,num){
if(get.name(card)=='sha'&&!player.storage.xingongji2.contains(get.suit(card))) return num+1;
},
},
mark:true,
intro:{
content:'使用$花色的杀无次数限制',
},
},
xinjiefan:{
skillAnimation:true,
animationColor:'wood',
audio:2,
unique:true,
limited:true,
enable:'phaseUse',
filterTarget:true,
content:function(){
"step 0"
player.awakenSkill('xinjiefan');
event.players=game.filterPlayer(function(current){
return current!=target&&current.inRange(target);
});
event.players.sortBySeat();
"step 1"
if(event.players.length){
event.current=event.players.shift();
event.current.animate('target');
player.line(event.current,'green');
if(event.current.countCards('he')&&target.isAlive()){
event.current.chooseToDiscard({subtype:'equip1'},'he','弃置一张武器牌或让'+
get.translation(target)+'摸一张牌').set('ai',function(card){
if(get.attitude(_status.event.player,_status.event.target)<0) return 7-get.value(card);
return -1;
}).set('target',target);
event.tempbool=false;
}
else{
event.tempbool=true;
}
}
else{
if(game.roundNumber<=1) player.addTempSkill('xinjiefan2');
event.finish();
}
"step 2"
if(event.tempbool||result.bool==false){
target.draw();
}
event.goto(1);
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hp>2&&game.roundNumber>1){
if(game.phaseNumber<game.players.length*2) return 0;
}
var num=0,players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i]!=target&&players[i].inRange(target)){
num++;
}
}
return num;
}
}
}
},
xinjiefan2:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
content:function(){
player.restoreSkill('xinjiefan');
},
},
residi:{
trigger:{player:'phaseJieshuBegin'},
direct:true,
audio:2,
filter:function(event,player){
return player.countCards('he',function(card){
if(_status.connectMode) return true;
return get.type(card)!='basic';
})>0;
},
content:function(){
'step 0'
player.chooseCard('he',get.prompt('residi'),'将一张非基本牌置于武将牌上作为“司”',function(card,player){
return get.type(card)!='basic';
}).set('ai',function(card){
if(get.position(card)=='e') return 5+player.hp-get.value(card);
return 7-get.value(card);
});
'step 1'
if(result.bool){
player.logSkill('residi');
var cards=result.cards;
player.markAuto('residi',cards);
game.log(player,'将',cards[0],'放在了武将牌上');
player.lose(cards,ui.special,'toStorage');
}
},
intro:{
content:'cards',
onunmark:true,
},
group:'residi_push',
ai:{notemp:true},
},
residi_push:{
trigger:{global:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return event.player!=player&&player.getStorage('residi').length>0;
},
content:function(){
'step 0'
player.chooseButton([get.prompt('residi',trigger.player),player.getStorage('residi')]).set('ai',function(button){
var player=_status.event.player;
var target=_status.event.getTrigger().player;
if(get.attitude(player,target)>-1) return 0;
var card=button.link;
var color=get.color(button.link,false);
var eff=target.countCards('h',function(card){
return get.color(card,target)==color&&target.hasValueTarget(card);
});
if(!target.countCards('h',function(card){
return get.color(card,target)==color&&get.name(card,target)=='sha'&&target.hasValueTarget(card);
})) eff+=1.5;
if(!target.countCards('h',function(card){
return get.color(card,target)==color&&get.type2(card,target)=='trick'&&target.hasValueTarget(card);
})) eff+=1.5;
return eff-1;
});
'step 1'
if(result.bool){
if(!trigger.residi) trigger.residi=[];
trigger.residi.push(player);
var card=result.links[0];
var target=trigger.player;
player.logSkill('residi',target);
player.unmarkAuto('residi',result.links);
player.$throw(card,1000);
game.log(player,'将',card,'置入了弃牌堆');
game.cardsDiscard(card);
var color=get.color(card,false);
if(!target.storage.residi2) target.storage.residi2=[];
target.storage.residi2.add(color);
target.addTempSkill('residi2','phaseUseAfter');
target.markSkill('residi2');
player.addTempSkill('residi3','phaseUseAfter');
}
},
},
residi2:{
onremove:true,
mod:{
cardEnabled2:function(card,player){
if(player.getStorage('residi2').contains(get.color(card,player))) return false;
},
},
intro:{
content:'不能使用$的牌',
},
marktext:'敌',
},
residi3:{
audio:'residi',
trigger:{global:'phaseUseEnd'},
forced:true,
filter:function(event,player){
if(!event.residi||!event.residi.contains(player)) return false;
var sha=(player.canUse('sha',event.player,false)),trick=true;
event.player.getHistory('useCard',function(evt){
if(evt.getParent('phaseUse')!=event) return false;
if(sha&&evt.card.name=='sha') sha=false;
if(trick&&get.type2(evt.card,false)=='trick') trick=false;
});
return sha||trick;
},
content:function(){
var sha=(player.canUse('sha',trigger.player,false)),trick=true;
trigger.player.getHistory('useCard',function(evt){
if(evt.getParent('phaseUse')!=trigger) return false;
if(sha&&evt.card.name=='sha') sha=false;
if(trick&&get.type2(evt.card,false)=='trick') trick=false;
});
if(sha) player.useCard({name:'sha',isCard:true},trigger.player);
if(trick) player.draw(2);
},
},
rehuaiyi:{
audio:2,
enable:'phaseUse',
usable:2,
delay:false,
filter:function(event,player){
return player.countCards('h')>0&&(!player.getStat('skill').rehuaiyi||player.hasSkill('rehuaiyi2'));
},
content:function(){
'step 0'
player.showHandcards();
if(get.color(player.getCards('h'))!='none'){
player.draw();
player.addTempSkill('rehuaiyi2','phaseUseEnd');
event.finish();
}
'step 1'
player.chooseControl('红色','黑色').set('ai',function(){
var player=_status.event.player;
if(player.countCards('h',{color:'red'})==1&&
player.countCards('h',{color:'black'})>1) return '红色';
return '黑色';
});
'step 2'
event.control=result.control;
var cards;
if(event.control=='红色'){
cards=player.getCards('h',{color:'red'});
}
else{
cards=player.getCards('h',{color:'black'});
}
player.discard(cards);
event.num=cards.length;
'step 3'
player.chooseTarget('请选择至多'+get.cnNumber(event.num)+'名有牌的其他角色,获得这些角色的各一张牌。',[1,event.num],function(card,player,target){
return target!=player&&target.countCards('he')>0;
}).set('ai',function(target){
return -get.attitude(_status.event.player,target)+0.5;
});
'step 4'
if(result.bool&&result.targets){
player.line(result.targets,'green');
event.targets=result.targets;
event.targets.sort(lib.sort.seat);
event.gained=0;
}
else{
event.finish();
}
'step 5'
if(player.isAlive()&&event.targets.length){
player.gainPlayerCard(event.targets.shift(),'he',true);
}
else event.finish();
'step 6'
if(result.bool){
event.gained+=result.cards.length;
}
if(event.targets.length) event.goto(5);
'step 7'
if(event.gained>1) player.loseHp();
},
ai:{
order:function(item,player){
if(player.countCards('h',{color:'red'})==0) return 10;
if(player.countCards('h',{color:'black'})==0) return 10;
return 1;
},
result:{
player:1
}
}
},
rehuaiyi2:{},
rezhuikong:{
audio:2,
trigger:{global:'phaseZhunbeiBegin'},
check:function(event,player){
if(get.attitude(player,event.player)<-2){
var cards=player.getCards('h');
if(cards.length>player.hp) return true;
for(var i=0;i<cards.length;i++){
var useful=get.useful(cards[i]);
if(useful<5) return true;
if(cards[i].number>7&&useful<7) return true;
}
}
return false;
},
logTarget:'player',
filter:function(event,player){
return player.hp<player.maxHp&&player.canCompare(event.player);
},
content:function(){
"step 0"
player.chooseToCompare(trigger.player).set('small',(player.hp>1&&get.effect(player,{name:'sha'},trigger.player,player)>0&&Math.random()<0.9));
"step 1"
if(result.bool){
trigger.player.addTempSkill('zishou2');
event.finish();
}
else if(result.target&&get.position(result.target)=='d') player.gain(result.target,'gain2','log');
"step 2"
var card={name:'sha',isCard:true};
if(trigger.player.canUse(card,player,false)) trigger.player.useCard(card,player,false);
},
},
reqiuyuan:{
audio:2,
trigger:{target:'useCardToTarget'},
direct:true,
filter:function(event,player){
return event.card.name=='sha';
},
content:function(){
"step 0"
player.chooseTarget(get.prompt2('reqiuyuan'),function(card,player,target){
return target!=player&&!_status.event.targets.contains(target)&&_status.event.playerx.canUse('sha',target,false);
}).set('ai',function(target){
var trigger=_status.event.getTrigger();
var player=_status.event.player;
return get.effect(target,trigger.card,trigger.player,player)+0.1;
}).set('targets',trigger.targets).set('playerx',trigger.player);
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('reqiuyuan',target);
event.target=target;
target.chooseCard(function(card,player){
var name=get.name(card,player);
return name!='sha'&&get.type(name)=='basic';
},'h','交给'+get.translation(player)+
'一张不为【杀】的基本牌,或成为此杀的额外目标且不可响应此【杀】').set('ai',function(card){
return get.attitude(target,_status.event.sourcex)>=0?1:-1;
}).set('sourcex',player);
game.delay();
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.gain(result.cards,event.target,'give');
game.delay();
}
else{
trigger.getParent().targets.push(event.target);
trigger.getParent().triggeredTargets2.push(event.target);
trigger.directHit.push(event.target);
game.log(event.target,'成为了',trigger.card,'的额外目标');
}
},
ai:{
expose:0.2,
effect:{
target:function(card,player,target){
if(card.name!='sha') return;
var players=game.filterPlayer();
if(get.attitude(player,target)<=0){
for(var i=0;i<players.length;i++){
var target2=players[i];
if(player!=target2&&target!=target2&&player.canUse(card,target2,false)&&
get.effect(target2,{name:'shacopy',nature:card.nature,suit:card.suit},player,target)>0&&
get.effect(target2,{name:'shacopy',nature:card.nature,suit:card.suit},player,player)<0){
if(target.hp==target.maxHp) return 0.3;
return 0.6;
}
}
}
else{
for(var i=0;i<players.length;i++){
var target2=players[i];
if(player!=target2&&target!=target2&&player.canUse(card,target2,false)&&
get.effect(target2,{name:'shacopy',nature:card.nature,suit:card.suit},player,player)>0){
if(player.canUse(card,target2)) return;
if(target.hp==target.maxHp) return [0,1];
return [0,0];
}
}
}
}
}
}
},
reenyuan:{
audio:2,
group:['reenyuan1','reenyuan2'],
},
reenyuan1:{
audio:'reenyuan',
trigger:{player:'gainEnd'},
filter:function(event,player){
if(!event.source||event.source==player||!event.source.isIn()) return false;
var evt=event.getl(event.source);
return evt&&evt.cards2&&evt.cards2.length>1;
},
check:function(event,player){
return get.attitude(player,event.source)>0;
},
logTarget:'source',
prompt2:'令该角色摸一张牌',
content:function(){
trigger.source.draw();
},
},
reenyuan2:{
audio:'reenyuan',
trigger:{player:'damageEnd'},
logTarget:'source',
filter:function(event,player){
return event.source&&event.source!=player&&event.source.isAlive();
},
check:function(event,player){
var att=get.attitude(player,event.source);
var num=event.source.countCards('h');
if(att<=0) return true;
if(num>2) return true;
if(num) return att<4;
return false;
},
prompt2:'令该角色选择一项①失去1点体力。②交给你一张手牌。若此牌不为♥则你摸一张牌。',
content:function(){
'step 0'
event.count=trigger.num;
'step 1'
var target=trigger.source;
event.count--;
if(!target.countCards('h')) event._result={bool:false};
else target.chooseCard('h','恩怨:将一张手牌交给'+get.translation(player)+'或失去1点体力').set('ai',function(card){
if(get.attitude(_status.event.player,_status.event.getParent().player)>0){
if(get.suit(card)!='heart') return 15-get.value(card);
return 11-get.value(card);
}
else{
var num=12-_status.event.player.hp*2;
if(get.suit(card)!='heart') num-=2;
return num-get.value(card);
}
});
'step 2'
var target=trigger.source;
if(result.bool){
var card=result.cards[0];
event.card=card;
player.gain(card,target,'giveAuto');
}
else{
target.loseHp();
event.goto(4);
}
'step 3'
if(get.suit(card)!='heart') player.draw();
'step 4'
var target=trigger.source;
if(target.isAlive()&&event.count>0) player.chooseBool(get.prompt('reenyuan',target),'令该角色选择一项①失去1点体力。②交给你一张手牌。若此牌不为♥则你摸一张牌。').set('ai',function(){
var evt=_status.event.getTrigger();
return lib.skill.reenyuan2.check(evt,evt.player);
});
else event.finish();
'step 5'
if(result.bool){
player.logSkill('reenyuan2',trigger.source);
event.goto(1);
}
},
},
rexuanhuo:{
audio:2,
trigger:{player:'phaseDrawEnd'},
direct:true,
filter:function(event,player){
return player.countCards('h')>1&&game.countPlayer()>2;
},
content:function(){
'step 0'
var ai2=function(target){
var player=_status.event.player;
if(get.attitude(player,target)<=0) return 0;
var list=[null,'fire','thunder','ice','juedou'];
if(target.hasSkill('ayato_zenshen')) list.push('kami');
var num=Math.max.apply(Math,list.map(function(i){
if(i=='juedou') return target.getUseValue({name:'juedou',isCard:true},false);
var card={name:'sha',nature:i,isCard:true};
return target.getUseValue(card,false);
}));
if(target.hasSkillTag('nogain')) num/=4;
return num;
};
player.chooseCardTarget({
prompt:get.prompt2('rexuanhuo'),
filterCard:true,
selectCard:2,
position:'h',
filterTarget:lib.filter.notMe,
goon:game.hasPlayer(function(current){
return current!=player&&ai2(player,current)>0;
}),
ai1:function(card){
if(!_status.event.goon) return 0;
return 7-get.value(card);
},
ai2:ai2,
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('rexuanhuo',target);
target.gain(result.cards,player,'giveAuto');
}
else event.finish();
'step 2'
if(game.hasPlayer(function(current){
return current!=player&&current!=target;
})) player.chooseTarget(function(card,player,target){
return target!=player&&target!=_status.event.target;
},'选择'+get.translation(target)+'使用【杀】或【决斗】的目标',true).set('target',target).set('ai',function(target){
var evt=_status.event;
var list=[null,'fire','thunder','ice','juedou'];
if(evt.target.hasSkill('ayato_zenshen')) list.push('kami')
return Math.max.apply(Math,list.map(function(i){
var card={name:'sha',isCard:true};
if(i=='juedou') card.name='juedou';
else if(i) card.nature=i;
if(!evt.target.canUse(card,target,false)) return 0;
return get.effect(target,card,evt.target,evt.player);
}));
});
else event.finish();
'step 3'
var target2=result.targets[0];
event.target2=target2;
player.line(target2);
game.log(player,'选择了',target2);
var list=[null,'fire','thunder','ice'];
var vcards=[];
if(target.hasSkill('ayato_zenshen')) list.push('kami');
for(var i of list){
if(target.canUse({name:'sha',isCard:true,nature:i},target2,false)) vcards.push(['基本','','sha',i]);
}
if(target.canUse({name:'juedou',isCard:true},target2,false)) vcards.push(['基本','','juedou']);
if(!vcards.length){
if(!target.countCards('h')) event.finish();
else event._result={index:1};
}
else if(!target.countCards('h')){
event._result={index:0};
}
else{
event.vcards=vcards;
target.chooseControl().set('choiceList',[
'视为对'+get.translation(target2)+'使用任意一种【杀】或【决斗】',
'将所有手牌交给'+get.translation(player),
]);
}
'step 4'
if(result.index==0){
if(event.vcards.length==1) event._result={links:event.vcards,bool:true};
else target.chooseButton(['请选择要对'+get.translation(event.target2)+'使用的牌',[event.vcards,'vcard']],true).set('ai',function(button){
var player=_status.event.player;
return get.effect(_status.event.getParent().target2,{name:button.link[2],isCard:true,nature:button.link[3]},player,player);
});
}
else{
player.gain(target.getCards('h'),target,'giveAuto');
event.finish();
}
'step 5'
if(result.bool) target.useCard({name:result.links[0][2],isCard:true,nature:result.links[0][3]},false,event.target2);
},
ai:{
expose:0.17,
fireAttack:true,
skillTagFilter:function(player){
return player.hasFriend();
},
},
},
decadezongshi:{
audio:2,
mod:{
maxHandcard:function(player,num){
return num+game.countGroup();
},
},
trigger:{target:'useCardToTargeted'},
forced:true,
filter:function(event,player){
return player!=_status.currentPhase&&player.countCards('h')>=player.getHandcardLimit()&&
(get.type(event.card)=='delay'||get.color(event.card)=='nocolor');
},
content:function(){
trigger.excluded.add(player);
},
ai:{
effect:{
target:function(card,player,target){
if(target!=_status.currentPhase&&target.countCards('h')>=target.getHandcardLimit()&&
(get.type(card)=='delay'||get.color(card)=='nocolor')) return 'zerotarget';
},
},
},
},
decadezishou:{
audio:2,
inherit:'rezishou',
group:'decadezishou_zhiheng',
ai:{
threaten:1.8,
},
},
decadezishou_zhiheng:{
trigger:{player:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0&&!player.getHistory('useCard',function(evt){
return evt.targets.filter(function(target){
return target!=player;
}).length>0;
}).length;
},
content:function(){
'step 0'
var list=[];
var hs=player.getCards('h');
for(var i of hs){
list.add(get.suit(i,player));
}
player.chooseToDiscard('h',get.prompt('decadezishou'),'弃置任意张花色不同的手牌并摸等量的牌',[1,list.length],function(card,player){
if(ui.selected.cards.length){
var suit=get.suit(card,player);
for(var i of ui.selected.cards){
if(get.suit(i,player)==suit) return false;
}
}
return true;
}).set('ai',lib.skill.zhiheng.check).set('complexCard',true).logSkill='decadezishou';
'step 1'
if(result.bool){
player.draw(result.cards.length);
}
},
},
yongjin:{
audio:2,
audioname:['xin_lingtong'],
unique:true,
limited:true,
skillAnimation:true,
animationColor:'wood',
enable:'phaseUse',
filter:function(event,player,cards){
return game.hasPlayer(function(current){
var es=current.getCards('e',function(card){
return !cards||!cards.contains(card);
});
for(var i=0;i<es.length;i++){
if(game.hasPlayer(function(current2){
return current!=current2&&!current2.isMin()&&current2.isEmpty(get.subtype(es[i]));
})){
return true;
}
}
});
},
content:function(){
'step 0'
player.awakenSkill('yongjin');
event.count=3;
event.cards=[];
'step 1'
event.count--;
if(!lib.skill.yongjin.filter(null,player,cards)){
event.finish();
return;
};
var next=player.chooseTarget(2,function(card,player,target){
if(ui.selected.targets.length){
var from=ui.selected.targets[0];
if(target.isMin()) return false;
var es=from.getCards('e',function(card){
return !_status.event.cards.contains(card);
});
for(var i=0;i<es.length;i++){
if(target.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
else{
return target.countCards('e',function(card){
return !_status.event.cards.contains(card);
})>0;
}
});
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
var sgnatt=get.sgn(att);
if(ui.selected.targets.length==0){
if(att>0){
if(target.countCards('e',function(card){
return get.value(card,target)<0&&!_status.event.cards.contains(card)&&game.hasPlayer(function(current){
return current!=target&&get.attitude(player,current)<0&&current.isEmpty(get.subtype(card))
});
})>0) return 9;
}
else if(att<0){
if(game.hasPlayer(function(current){
if(current!=target&&get.attitude(player,current)>0){
var es=target.getCards('e',function(card){
return !_status.event.cards.contains(card);
});
for(var i=0;i<es.length;i++){
if(get.value(es[i],target)>0&&current.isEmpty(get.subtype(es[i]))&&get.effect(current,es[i],player,current)>0) return true;
}
}
})){
return -att;
}
}
return 0;
}
var es=ui.selected.targets[0].getCards('e',function(card){
return !_status.event.cards.contains(card);
});
var i;
var att2=get.sgn(get.attitude(player,ui.selected.targets[0]));
for(i=0;i<es.length;i++){
if(sgnatt!=0&&att2!=0&&sgnatt!=att2&&
get.sgn(get.value(es[i],ui.selected.targets[0]))==-att2&&
get.sgn(get.effect(target,es[i],player,target))==sgnatt&&
target.isEmpty(get.subtype(es[i]))){
return Math.abs(att);
}
}
if(i==es.length){
return 0;
}
return -att*get.attitude(player,ui.selected.targets[0]);
});
next.set('multitarget',true);
next.set('cards',cards);
next.set('targetprompt',['被移走','移动目标']);
next.set('prompt','移动场上的一张装备牌');
'step 2'
if(result.bool){
player.line2(result.targets,'green');
event.targets=result.targets;
}
else{
event.finish();
}
'step 3'
game.delay();
'step 4'
if(targets.length==2){
player.choosePlayerCard('e',true,function(button){
var player=_status.event.player;
var targets0=_status.event.targets0;
var targets1=_status.event.targets1;
if(get.attitude(player,targets0)>0&&get.attitude(player,targets1)<0){
if(get.value(button.link,targets0)<0&&get.effect(targets1,button.link,player,targets1)>0) return 10;
return 0;
}
else{
return get.value(button.link)*get.effect(targets1,button.link,player,player);
}
},targets[0]).set('nojudge',event.nojudge||false).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
if(_status.event.cards.contains(button.link)) return false;
var targets1=_status.event.targets1;
return targets1.isEmpty(get.subtype(button.link));
}).set('cards',cards);
}
else{
event.finish();
}
'step 5'
if(result.bool&&result.links.length){
var link=result.links[0];
cards.add(link);
event.targets[1].equip(link);
event.targets[0].$give(link,event.targets[1])
game.delay();
}
else event.finish();
'step 6'
if(event.count>0) event.goto(1);
},
ai:{
order:7,
result:{
player:function(player){
var num=0;
var friends=game.filterPlayer(function(current){
return get.attitude(player,current)>=4;
});
var vacancies={
equip1:0,
equip2:0,
equip3:0,
equip4:0,
equip5:0
};
for(var i=0;i<friends.length;i++){
for(var j=1;j<=5;j++){
if(friends[i].isEmpty(j)){
vacancies['equip'+j]++;
}
}
}
var sources=game.filterPlayer(function(current){
return get.attitude(player,current)<0&&current.countCards('e');
});
for(var i=0;i<sources.length;i++){
var es=sources[i].getCards('e');
for(var j=0;j<es.length;j++){
var type=get.subtype(es[j]);
if(vacancies[type]&&get.value(es[j])>0){
num++;
if(num>=3){
return 1;
}
vacancies[type]--;
}
}
}
if(num&&player.hp==1){
return 0.5;
}
return 0;
}
}
}
},
decadexuanfeng:{
audio:'xuanfeng',
audioname:['boss_lvbu3','re_heqi','xin_lingtong'],
trigger:{
player:['loseAfter','phaseDiscardEnd'],
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter'],
},
direct:true,
filter:function(event,player){
if(_status.dying.length) return false;
if(event.name=='phaseDiscard'){
var cards=[];
player.getHistory('lose',function(evt){
if(evt&&evt.type=='discard'&&evt.getParent('phaseDiscard')==event&&evt.hs) cards.addArray(evt.hs);
});
return cards.length>1;
}
else{
var evt=event.getl(player);
return evt&&evt.es&&evt.es.length>0;
}
},
content:function(){
"step 0"
event.count=2;
event.targets=[];
event.logged=false;
"step 1"
event.count--;
player.chooseTarget(get.prompt('decadexuanfeng'),'弃置一名其他角色的一张牌',function(card,player,target){
if(player==target) return false;
return target.countDiscardableCards(player,'he');
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
});
"step 2"
if(result.bool){
if(!event.logged){
player.logSkill('decadexuanfeng',result.targets);
event.logged=true;
}
else player.line(result.targets[0],'green');
targets.add(result.targets[0]);
player.discardPlayerCard(result.targets[0],'he',true);
}
else if(!targets.length) event.finish();
"step 3"
if(event.count) event.goto(1);
else if(player==_status.currentPhase){
player.chooseTarget('是否对一名目标角色造成1点伤害',function(card,player,target){
return _status.event.targets.contains(target);
}).set('targets',targets).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player);
});
}
else event.finish();
"step 4"
if(result.bool){
player.line(result.targets[0],'thunder');
result.targets[0].damage();
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3];
}
},
reverseEquip:true,
noe:true,
expose:0.2,
}
},
oltuntian:{
inherit:'tuntian',
filter:function(event,player){
if(player==_status.currentPhase){
return event.name=='lose'&&event.type=='discard'&&event.cards2.filter(function(card){
return get.name(card,event.hs.contains(card)?player:false)=='sha';
}).length>0;
};
if(event.name=='gain'&&event.player==player) return false;
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.length>0;
},
},
olzaoxian:{
inherit:'zaoxian',
content:function(){
player.loseMaxHp();
player.addSkill('jixi');
player.storage.olzaoxian=true;
player.awakenSkill('olzaoxian');
player.insertPhase();
}
},
rejunxing:{
enable:'phaseUse',
audio:2,
usable:1,
filterCard:true,
selectCard:[1,Infinity],
filter:function(event,player){
return player.countCards('h')>0;
},
check:function(card){
if(ui.selected.cards.length) return -1;
return 6-get.value(card);
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
"step 0"
target.chooseToDiscard(cards.length,'弃置'+get.cnNumber(cards.length)+'张手牌并失去1点体力或点取消将武将牌翻面并摸'+get.cnNumber(cards.length)+'张牌').set('ai',function(card){
var player=_status.event.player;
if(player.isTurnedOver()) return -1;
return (player.hp*player.hp)-get.value(card);
});
"step 1"
if(!result.bool){
target.turnOver();
target.draw(cards.length);
}
else target.loseHp();
},
ai:{
order:2,
expose:0.3,
threaten:1.8,
result:{
target:function(player,target){
if(target.hasSkillTag('noturn')) return 0;
if(target.isTurnedOver()) return 2;
return -1/(target.countCards('h')+1);
}
}
}
},
rejuece:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&&current.getHistory('lose',function(evt){
return evt.cards2&&evt.cards2.length>0;
}).length>0;
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('rejuece'),'对一名本回合失去过牌的其他角色造成1点伤害',function(card,player,target){
return _status.event.targets.contains(target);
}).set('targets',game.filterPlayer(function(current){
return current!=player&&current.getHistory('lose',function(evt){
return evt.cards2&&evt.cards2.length>0;
}).length>0;
})).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('rejuece',target);
target.damage();
}
},
},
remieji:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h',{type:['trick','delay'],color:'black'});
},
filterCard:function(card){
return get.color(card)=='black'&&get.type(card,'trick')=='trick';
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he')>0;
},
discard:false,
delay:false,
loseTo:'cardPile',
insert:true,
visible:true,
check:function(card){
return 8-get.value(card);
},
content:function(){
'step 0'
player.showCards(cards);
'step 1'
if(!target.countCards('he',function(card){
if(get.type2(card)=='trick') return true;
return lib.filter.cardDiscardable(card,target,'remieji');
})) event.finish();
else target.chooseCard('he',true,function(card,player){
if(get.type2(card)=='trick') return true;
return lib.filter.cardDiscardable(card,player,'remieji');
}).set('prompt','选择交给'+get.translation(player)+'一张锦囊牌,或依次弃置两张非锦囊牌。');
'step 2'
if(result.cards&&result.cards.length){
if(get.type2(result.cards[0])=='trick'){
player.gain(result.cards,target,'giveAuto');
event.finish();
}
else target.discard(result.cards);
}
else event.finish();
'step 3'
if(target.countCards('he',function(card){
return get.type2(card)!='trick';
})) target.chooseToDiscard('he',true,function(card){
return get.type2(card)!='trick';
});
},
ai:{
order:9,
result:{
target:-1
}
}
},
rezongxuan:{
inherit:'zongxuan',
group:'rezongxuan_place',
},
rezongxuan_place:{
audio:'rezongxuan',
enable:'phaseUse',
usable:1,
content:function(){
'step 0'
player.draw();
'step 1'
player.chooseCard('he',true,'将一张牌置于牌堆顶');
'step 2'
if(result&&result.cards){
event.card=result.cards[0];
player.lose(result.cards,ui.cardPile,'insert');
game.log(player,'将',(get.position(event.card)=='h'?'一张牌':event.card),'置于牌堆顶');
game.broadcastAll(function(player){
var cardx=ui.create.card();
cardx.classList.add('infohidden');
cardx.classList.add('infoflip');
player.$throw(cardx,1000,'nobroadcast');
},player);
}
else event.finish();
},
ai:{
order:1,
result:{player:1},
},
},
decadelihuo:{
trigger:{player:'useCard1'},
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
return false;
},
audio:'lihuo',
prompt2:function(event){
return '将'+get.translation(event.card)+'改为火属性';
},
audioname:['re_chengpu'],
check:function(event,player){
return event.baseDamage>1&&game.hasPlayer(function(current){
return !event.targets.contains(current)&&player.canUse(event.card,current)
&&get.attitude(player,current)<0&&!current.hasShan()
&&get.effect(current,{name:'sha',nature:'fire'},player,player)>0;
});
},
content:function(){
trigger.card.nature='fire';
},
group:['decadelihuo2','decadelihuo3'],
ai:{
fireAttack:true,
},
},
decadelihuo2:{
trigger:{player:'useCard2'},
filter:function(event,player){
if(event.card.name!='sha'||event.card.nature!='fire') return false;
return game.hasPlayer(function(current){
return !event.targets.contains(current)&&player.canUse(event.card,current);
});
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('decadelihuo'),'为'+get.translation(trigger.card)+'增加一个目标',function(card,player,target){
return !_status.event.sourcex.contains(target)&&player.canUse(_status.event.card,target);
}).set('sourcex',trigger.targets).set('card',trigger.card).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,_status.event.card,player,player);
});
'step 1'
if(result.bool){
if(!event.isMine()&&!_status.connectMode) game.delayx();
event.target=result.targets[0];
}
else{
event.finish();
}
'step 2'
player.logSkill('decadelihuo',event.target);
trigger.targets.push(event.target);
},
},
decadelihuo3:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return event.card.name=='sha'&&event.card.nature=='fire'&&event.targets.length>1&&player.getHistory('sourceDamage',function(evt){
return evt.card==event.card;
}).length>0;
},
forced:true,
audio:'lihuo',
audioname:['re_chengpu'],
content:function(){
player.loseHp();
}
},
decadechunlao:{
audio:'chunlao',
audioname:['re_chengpu'],
enable:'chooseToUse',
viewAs:{name:'jiu',isCard:true},
viewAsFilter:function(player){
return !player.isLinked();
},
filter:function(event,player){
return !player.isLinked();
},
filterCard:function(){return false},
selectCard:-1,
precontent:function(){
player.logSkill('decadechunlao');
player.link();
delete event.result.skill;
},
group:['decadechunlao2','decadechunlaox'],
ai:{
jiuOther:true,
},
},
decadechunlaox:{
trigger:{player:'damageBegin2'},
silent:true,
lastDo:true,
filter:function(event,player){
return !player.isLinked();
},
content:function(){
trigger.decadechunlaox=true;
},
},
decadechunlao2:{
trigger:{
source:'damageSource',
player:'damageEnd',
},
prompt:'是否发动【醇醪】将武将牌重置?',
filter:function(event,player){
return player.isLinked()&&event.num>1&&!event.decadechunlaox;
},
content:function(){
player.link();
},
},
oltianxiang:{
audio:'tianxiang',
audioname:['daxiaoqiao','re_xiaoqiao','ol_xiaoqiao'],
trigger:{player:'damageBegin4'},
direct:true,
filter:function(event,player){
return player.countCards('he',function(card){
if(_status.connectMode&&get.position(card)=='h') return true;
return get.suit(card,player)=='heart';
})>0&&event.num>0;
},
content:function(){
"step 0"
player.chooseCardTarget({
filterCard:function(card,player){
return get.suit(card)=='heart'&&lib.filter.cardDiscardable(card,player);
},
filterTarget:function(card,player,target){
return player!=target;
},
position:'he',
ai1:function(card){
return 10-get.value(card);
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
var trigger=_status.event.getTrigger();
var da=0;
if(_status.event.player.hp==1){
da=10;
}
var eff=get.damageEffect(target,trigger.source,target);
if(att==0) return 0.1+da;
if(eff>=0&&att>0){
return att+da;
}
if(att>0&&target.hp>1){
if(target.maxHp-target.hp>=3) return att*1.1+da;
if(target.maxHp-target.hp>=2) return att*0.9+da;
}
return -att+da;
},
prompt:get.prompt('oltianxiang'),
prompt2:lib.translate.oltianxiang_info
});
"step 1"
if(result.bool){
player.discard(result.cards);
var target=result.targets[0];
player.chooseControlList(true,function(event,player){
var target=_status.event.target;
var att=get.attitude(player,target);
if(target.hasSkillTag('maihp')) att=-att;
if(att>0){
return 0;
}
else{
return 1;
}
},
['令'+get.translation(target)+'受到伤害来源对其造成的1点伤害然后摸X张牌X为其已损失体力值且至多为5',
'令'+get.translation(target)+'失去1点体力然后获得'+get.translation(result.cards)]).set('target',target);
player.logSkill(event.name,target);
trigger.cancel();
event.target=target;
event.card=result.cards[0];
}
else{
event.finish();
}
"step 2"
if(typeof result.index=='number'){
event.index=result.index;
if(result.index){
event.related=event.target.loseHp();
}
else{
event.related=event.target.damage(trigger.source||'nosource','nocard');
}
}
else event.finish();
"step 3"
if(event.related.cancelled||target.isDead()) return;
if(event.index&&card.isInPile()) target.gain(card,'gain2');
else if(target.getDamagedHp()) target.draw(Math.min(5,target.getDamagedHp()));
},
ai:{
maixie_defend:true,
effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return;
if(get.tag(card,'damage')&&target.countCards('he')>1) return 0.7;
}
},
}
},
olhongyan:{
audio:'rehongyan',
mod:{
suit:function(card,suit){
if(suit=='spade') return 'heart';
},
maxHandcardBase:function(player,num){
if(player.countCards('e',function(card){
return get.suit(card,player)=='heart';
})) return player.maxHp;
},
},
},
piaoling:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
frequent:true,
content:function(){
'step 0'
player.judge(function(card){
return get.suit(card)=='heart'?2:0;
});
'step 1'
event.card=result.card;
if(result.bool&&get.position(event.card,true)=='d'){
player.chooseTarget('令一名角色获得'+get.translation(event.card)+',或点【取消】将其置于牌堆顶').set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(player==target) att/=2;
return att;
});
}
else event.finish();
'step 2'
if(result.targets&&result.targets.length){
var target=result.targets[0];
player.line(target,'green');
target.gain(card,'gain2','log');
if(player==target) player.chooseToDiscard('he',true);
}
else{
card.fix();
ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
game.updateRoundNumber();
}
},
},
xinyicong:{
mod:{
globalFrom:function(from,to,current){
return current-Math.max(0,from.hp-1);
},
globalTo:function(from,to,current){
return current+Math.max(0,to.getDamagedHp()-1);
},
},
ai:{
threaten:0.8
}
},
reanxu:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.countPlayer()>2&&game.hasPlayer(function(current){
return current!=player&&current.countCards('he');
});
},
selectTarget:2,
filterTarget:function(card,player,target){
if(target==player) return false;
if(!ui.selected.targets.length) return target.countCards('he')>0;
return target!=ui.selected.targets[0]&&ui.selected.targets[0].countGainableCards(target,'he')>0;
},
multitarget:true,
targetprompt:['被拿牌','得到牌'],
content:function(){
'step 0'
targets[1].gainPlayerCard(targets[0],'he',true);
'step 1'
if(targets[0].getHistory('lose',function(evt){
return evt.getParent(3)==event&&!evt.es.length;
}).length) player.draw();
'step 2'
if(targets[0].isIn()&&targets[1].isIn()&&
targets[0].countCards('h')!=targets[1].countCards('h')){
event.target=targets[targets[0].countCards('h')>targets[1].countCards('h')?1:0];
player.chooseBool('是否令'+get.translation(event.target)+'摸一张牌?').set('ai',function(){
var evt=_status.event.getParent();
return get.attitude(evt.player,evt.target)>0;
})
}
else event.finish();
'step 3'
if(result.bool) target.draw();
},
ai:{
expose:0.2,
threaten:2,
order:9,
result:{
player:function(player,target){
if(ui.selected.targets.length) return 0.01;
return target.countCards('e')?0:0.5;
},
target:function(player,target){
if(ui.selected.targets.length){
player=target;
target=ui.selected.targets[0];
if(get.attitude(player,target)>1){
return 0;
}
return target.countCards('h')-player.countCards('h')>(target.countCards('e')?2:1)?2:1;
}
else{
if(get.attitude(player,target)<=0) return (target.countCards('he',function(card){
return card.name=='tengjia'||get.value(card)>0;
})>0)?-1.5:1.5;
return (target.countCards('he',function(card){
return card.name!='tengjia'&&get.value(card)<=0;
})>0)?1.5:-1.5
}
},
},
},
},
rezongshi:{
audio:2,
mod:{
maxHandcard:function(player,num){
return num+game.countGroup();
},
},
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
return player.countCards('h')>player.hp;
},
content:function(){
player.addTempSkill('rezongshi_paoxiao');
},
},
rezongshi_paoxiao:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return Infinity;
},
},
},
olbaonue:{
audio:2,
unique:true,
zhuSkill:true,
trigger:{global:'damageSource'},
filter:function(event,player){
if(player==event.source||!event.source||event.source.group!='qun') return false;
return player.hasZhuSkill('olbaonue',event.source);
},
direct:true,
content:function(){
'step 0'
event.count=trigger.num;
'step 1'
event.count--;
trigger.source.chooseBool('是否对'+get.translation(player)+'发动【暴虐】?').set('choice',get.attitude(trigger.source,player)>0);
'step 2'
if(result.bool){
player.logSkill('olbaonue');
trigger.source.line(player,'green')
player.judge(function(card){
if(get.suit(card)=='spade') return 4;
return 0;
});
}
else{
event.finish();
}
'step 3'
if(result.suit=='spade'){
player.recover();
if(get.position(result.card)=='d') player.gain(result.card,'gain2','log')
}
if(event.count) event.goto(1);
}
},
rezishou:{
audio:'zishou',
audioname:['re_liubiao'],
trigger:{player:'phaseDrawBegin2'},
check:function(event,player){
return player.countCards('h')<=(player.hasSkill('zongshi')?player.maxHp:(player.hp-2))||player.skipList.contains('phaseUse')||!player.countCards('h',function(card){
return get.tag(card,'damage')&&player.hasUseTarget(card);
});
},
filter:function(event,player){
return !event.numFixed;
},
content:function(){
trigger.num+=game.countGroup();
player.addTempSkill('rezishou2');
},
ai:{
threaten:1.5
}
},
rezishou2:{
audio:'rezishou',
trigger:{
source:'damageBegin2',
//player:'phaseJieshuBegin',
},
forced:true,
filter:function(event,player){
if(event.name=='damage') return event.player!=player;
if(player.getHistory('skipped').contains('phaseUse')) return false;
return player.getHistory('useCard',function(evt){
if(evt.targets&&evt.targets.length&&evt.isPhaseUsing()){
var targets=evt.targets.slice(0);
while(targets.contains(player)) targets.remove(player);
return targets.length>0;
}
return false;
}).length==0;
},
popup:false,
content:function(){
'step 0'
if(trigger.name=='damage'){
player.logSkill('rezishou',trigger.player);
trigger.cancel();
event.finish();
return;
}
else{
var filterTarget=function(card,player,target){
return target!=player&&target.countCards('e',function(card){
return player.isEmpty(get.subtype(card));
});
}
if(game.hasPlayer(function(current){
return filterTarget(null,player,current)
})) player.chooseTarget(filterTarget,'是否将一名其他角色装备区内的一张牌移动到自己的装备区?').set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(att>0&&!target.hasSkillTag('noe')) return 0;
var num=0;
target.countCards('e',function(card){
if(player.isEmpty(get.subtype(card))){
var eff=get.effect(player,card,player,player);
if(eff>num) num=eff;
}
});
if(num<=0) return 0;
if(att<0) return num*-att;
return 1/num;
});
else event.finish();
}
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('rezishou',target);
player.choosePlayerCard(target,'e','将一张装备牌移至你的装备区').set('filterButton',function(button){
return _status.event.player.isEmpty(get.subtype(button.link));
});
}
else event.finish();
"step 2"
if(result&&result.links&&result.links.length){
game.delay(2);
target.$give(result.links[0],player,false);
player.equip(result.links[0]);
player.addExpose(0.2);
}
},
ai:{
effect:{
player:function(card,player,target){
if(get.tag(card,'damage')) return 'zeroplayertarget';
},
},
},
},
decadepojun:{
shaRelated:true,
audio:2,
trigger:{player:'useCardToPlayered'},
direct:true,
filter:function(event,player){
return event.card.name=='sha'&&event.target.hp>0&&event.target.countCards('he')>0;
},
content:function(){
'step 0'
var next=player.choosePlayerCard(trigger.target,'he',[1,Math.min(trigger.target.hp,trigger.target.countCards('he'))],get.prompt('decadepojun',trigger.target));
next.set('ai',function(button){
if(!_status.event.goon) return 0;
var val=get.value(button.link);
if(button.link==_status.event.target.getEquip(2)) return 2*(val+3);
return val;
});
next.set('goon',get.attitude(player,trigger.target)<=0);
next.set('forceAuto',true);
'step 1'
if(result.bool){
event.cards=result.cards;
var target=trigger.target;
player.logSkill('decadepojun',trigger.target);
target.addSkill('decadepojun2');
target.markAuto('decadepojun2',result.cards);
target.lose(result.cards,ui.special,'toStorage');
game.log(target,'失去了'+get.cnNumber(result.cards.length)+'张牌');;
}
else event.finish();
'step 2'
var discard=false,draw=false;
for(var i of cards){
var type=get.type2(i);
if(type=='equip') discard=true;
if(type=='trick') draw=true;
}
if(discard){
event.equip=true;
player.chooseButton(['选择一张牌置入弃牌堆',cards.filter(function(card){
return get.type(card)=='equip';
})],true).set('ai',function(button){
return get.value(button.link,_status.event.getTrigger().target);
});
}
if(draw) event.draw=true;
'step 3'
if(event.equip&&result.links&&result.links.length){
trigger.target.unmarkAuto('decadepojun2',result.links);
trigger.target.$throw(result.links,1000);
game.log(player,'将',result.links,'置入了弃牌堆');
game.cardsDiscard(result.links);
if(!event.draw) game.delayx();
}
if(event.draw) player.draw();
},
ai:{
unequip_ai:true,
directHit_ai:true,
skillTagFilter:function(player,tag,arg){
if(get.attitude(player,arg.target)>0) return false;
if(tag=='directHit_ai') return arg.target.hp>=Math.max(1,arg.target.countCards('h')-1);
if(arg&&arg.name=='sha'&&arg.target.getEquip(2)) return true;
return false;
}
},
},
decadepojun2:{
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
trigger:{global:'phaseEnd'},
forced:true,
popup:false,
charlotte:true,
filter:function(event,player){
return player.storage.decadepojun2&&player.storage.decadepojun2.length>0;
},
content:function(){
game.log(player,'收回了'+get.cnNumber(player.gain(player.storage.decadepojun2,'draw','fromStorage').cards.length)+'张〖破军〗牌');
player.storage.decadepojun2.length=0;
player.removeSkill('decadepojun2');
},
intro:{
onunmark:'throw',
content:'cardCount',
},
},
hanzhan:{
audio:2,
trigger:{
global:'chooseToCompareBegin',
},
filter:function(event,player){
if(player==event.player) return true;
if(event.targets) return event.targets.contains(player);
return player==event.target;
},
logTarget:function(event,player){
if(player!=event.player) return event.player;
return event.targets||event.target;
},
prompt2:function(event,player){
return '令其改为使用随机的手牌进行拼点'
},
check:function(trigger,player){
var num=0;
var targets=player==trigger.player?(trigger.targets?trigger.targets.slice(0):[trigger.target]):[trigger.player];
while(targets.length){
var target=targets.shift();
if(target.getCards('h').length>1) num-=get.attitude(player,target);
}
return num>0;
},
content:function(){
var targets=player==trigger.player?(trigger.targets?trigger.targets.slice(0):[trigger.target]):[trigger.player];
if(!trigger.fixedResult) trigger.fixedResult={};
while(targets.length){
var target=targets.shift();
var hs=target.getCards('h');
if(hs.length) trigger.fixedResult[target.playerid]=hs.randomGet();
}
},
group:'hanzhan_gain',
subfrequent:['gain'],
},
hanzhan_gain:{
trigger:{
player:['chooseToCompareAfter','compareMultipleAfter'],
target:['chooseToCompareAfter','compareMultipleAfter']
},
audio:'hanzhan',
filter:function(event,player){
if(event.preserve) return false;
return [event.card1,event.card2].filter(function(card){
return card.name=='sha'&&get.position(card,true)=='o';
}).length>0;
},
frequent:true,
prompt2:function(trigger,player){
var cards=[trigger.card1,trigger.card2].filter(function(card){
return card.name=='sha'&&get.position(card,true)=='o';
});
cards.sort(function(a,b){
return b.number-a.number;
});
if(cards.length>1&&cards[0].number>cards[1].number) cards.splice(1);
return '获得'+get.translation(cards);
},
content:function(){
var cards=[trigger.card1,trigger.card2].filter(function(card){
return card.name=='sha'&&get.position(card,true)=='o';
});
cards.sort(function(a,b){
return b.number-a.number;
});
if(cards.length>1&&cards[0].number>cards[1].number) cards.splice(1);
player.gain(cards,'gain2');
},
},
rejianchu:{
shaRelated:true,
audio:2,
audioname:['re_pangde'],
trigger:{player:'useCardToPlayered'},
filter:function(event,player){
return event.card.name=='sha'&&event.target.countDiscardableCards(player,'he')>0;
},
direct:true,
content:function(){
'step 0'
player.discardPlayerCard(trigger.target,get.prompt('rejianchu',trigger.target)).set('ai',function(button){
if(!_status.event.att) return 0;
if(get.position(button.link)=='e'){
if(get.subtype(button.link)=='equip2') return 2*get.value(button.link);
return get.value(button.link);
}
return 1;
}).set('logSkill',['rejianchu',trigger.target]).set('att',get.attitude(player,trigger.target)<=0);
'step 1'
if(result.bool&&result.links&&result.links.length){
if(get.type(result.links[0],null,result.links[0].original=='h'?player:false)!='basic'){
trigger.getParent().directHit.add(trigger.target);
player.addTempSkill('rejianchu2');
player.addMark('rejianchu2',1,false);
}
else if(trigger.cards){
var list=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i],true)=='o') list.push(trigger.cards[i]);
}
if(list.length) trigger.target.gain(list,'gain2','log');
}
}
},
ai:{
unequip_ai:true,
directHit_ai:true,
skillTagFilter:function(player,tag,arg){
if(tag=='directHit_ai') return arg.card.name=='sha'&&arg.target.countCards('e',function(card){
return get.value(card)>1;
})>0;
if(arg&&arg.name=='sha'&&arg.target.getEquip(2)) return true;
return false;
}
},
},
rejianchu2:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+player.countMark('rejianchu2');
},
},
onremove:true,
},
wulie:{
trigger:{player:'phaseJieshuBegin'},
audio:2,
direct:true,
limited:true,
skillAnimation:true,
animationColor:'wood',
unique:true,
filter:function(event,player){
return player.hp>0;
},
content:function(){
'step 0'
player.chooseTarget([1,player.hp],get.prompt2('wulie'),lib.filter.notMe).set('ai',function(){return 0});
'step 1'
if(result.bool){
var targets=result.targets.sortBySeat();
player.logSkill('wulie',targets);
player.awakenSkill('wulie');
player.loseHp(targets.length);
while(targets.length){
targets[0].addSkill('wulie2');
targets.shift().addMark('wulie2');
}
}
},
},
wulie2:{
marktext:'烈',
intro:{name2:'烈',content:'mark'},
trigger:{player:'damageBegin3'},
forced:true,
content:function(){
trigger.cancel();
player.removeMark('wulie2',1);
if(!player.storage.wulie2) player.removeSkill('wulie2');
},
},
regongji:{
mod:{
attackFrom:function(player){
if(player.getEquip(3)||player.getEquip(4)||player.getEquip(6)) return -Infinity
},
},
enable:'phaseUse',
usable:1,
position:'he',
filter:function(event,player){
return player.countCards('he',function(card){
return lib.skill.regongji.filterCard(card,player);
})>0;
},
filterCard:function(card,player){
return get.type(card,player)!='basic';
},
filterTarget:function(card,player,target){
return target!=player&&target.countDiscardableCards(player,'he')>0;
},
check:function(card){
return 4.5-get.value(card);
},
content:function(){
if(target.countDiscardableCards(player,'he')>0) player.discardPlayerCard(target,'he',true);
},
ai:{
order:5,
result:{
target:function(player,target){
var att=get.attitude(player,target);
var nh=target.countCards('h');
if(att>0){
if(target.getEquip('baiyin')&&target.isDamaged()&&
get.recoverEffect(target,player,player)>0){
if(target.hp==1&&!target.hujia) return 1.6;
if(target.hp==2) return 0.01;
return 0;
}
}
var es=target.getCards('e');
var noe=(es.length==0||target.hasSkillTag('noe'));
var noe2=(es.length==1&&es[0].name!='tengjia'&&get.value(es[0])<=0);
var noh=(nh==0||target.hasSkillTag('noh'));
if(noh&&(noe||noe2)) return 0;
if(att<=0&&!target.countCards('he')) return 1.5;
return -1.5;
},
},
tag:{
loseCard:1,
discard:1
},
},
},
requanji:{
audio:2,
trigger:{player:['damageEnd','phaseUseEnd']},
frequent:true,
locked:false,
notemp:true,
init:function(player){
if(!player.storage.quanji) player.storage.quanji=[];
},
filter:function(event,player){
if(event.name=='phaseUse') return player.countCards('h')>player.hp;
return event.num>0;
},
content:function(){
"step 0"
event.count=trigger.num||1;
"step 1"
event.count--;
player.draw();
"step 2"
if(player.countCards('h')){
player.chooseCard('将一张手牌置于武将牌上作为“权”',true);
}
else{
event.goto(4);
}
"step 3"
if(result.cards&&result.cards.length){
player.lose(result.cards,ui.special,'toStorage');
player.storage.quanji=player.storage.quanji.concat(result.cards);
player.syncStorage('quanji');
player.markSkill('quanji');
game.log(player,'将',result.cards,'置于武将牌上作为“权”');
}
"step 4"
if(event.count>0){
player.chooseBool(get.prompt2('requanji')).set('frequentSkill','requanji');
}
else event.finish();
"step 5"
if(result.bool){
player.logSkill('requanji');
event.goto(1);
}
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.quanji.length;
}
},
ai:{
maixie:true,
maixie_hp:true,
threaten:0.8,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
if(target.hp>=4) return [0.5,get.tag(card,'damage')*2];
if(!target.hasSkill('paiyi')&&target.hp>1) return [0.5,get.tag(card,'damage')*1.5];
if(target.hp==3) return [0.5,get.tag(card,'damage')*1.5];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
ollongdan:{
audio:'longdan_sha',
audioname:['re_zhaoyun'],
hiddenCard:function(player,name){
if(name=='tao') return player.countCards('hs','jiu')>0;
if(name=='jiu') return player.countCards('hs','tao')>0;
return false;
},
enable:['chooseToUse','chooseToRespond'],
position:'hs',
prompt:'将杀当做闪,或将闪当做杀,或将桃当做酒,或将酒当做桃使用或打出',
viewAs:function(cards,player){
var name=false;
switch(get.name(cards[0],player)){
case 'sha':name='shan';break;
case 'shan':name='sha';break;
case 'tao':name='jiu';break;
case 'jiu':name='tao';break;
}
if(name) return {name:name};
return null;
},
check:function(card){
var player=_status.event.player;
if(_status.event.type=='phase'){
var max=0;
var name2;
var list=['sha','tao','jiu'];
var map={sha:'shan',tao:'jiu',jiu:'tao'}
for(var i=0;i<list.length;i++){
var name=list[i];
if(player.countCards('hs',map[name])>(name=='jiu'?1:0)&&player.getUseValue({name:name})>0){
var temp=get.order({name:name});
if(temp>max){
max=temp;
name2=map[name];
}
}
}
if(name2==get.name(card,player)) return 1;
return 0;
}
return 1;
},
filterCard:function(card,player,event){
event=event||_status.event;
var filter=event._backup.filterCard;
var name=get.name(card,player);
if(name=='sha'&&filter({name:'shan',cards:[card]},player,event)) return true;
if(name=='shan'&&filter({name:'sha',cards:[card]},player,event)) return true;
if(name=='tao'&&filter({name:'jiu',cards:[card]},player,event)) return true;
if(name=='jiu'&&filter({name:'tao',cards:[card]},player,event)) return true;
return false;
},
filter:function(event,player){
var filter=event.filterCard;
if(filter({name:'sha'},player,event)&&player.countCards('hs','shan')) return true;
if(filter({name:'shan'},player,event)&&player.countCards('hs','sha')) return true;
if(filter({name:'tao'},player,event)&&player.countCards('hs','jiu')) return true;
if(filter({name:'jiu'},player,event)&&player.countCards('hs','tao')) return true;
return false;
},
ai:{
respondSha:true,
respondShan:true,
skillTagFilter:function(player,tag){
var name;
switch(tag){
case 'respondSha':name='shan';break;
case 'respondShan':name='sha';break;
}
if(!player.countCards('hs',name)) return false;
},
order:function(item,player){
if(player&&_status.event.type=='phase'){
var max=0;
var list=['sha','tao','jiu'];
var map={sha:'shan',tao:'jiu',jiu:'tao'}
for(var i=0;i<list.length;i++){
var name=list[i];
if(player.countCards('hs',map[name])>(name=='jiu'?1:0)&&player.getUseValue({name:name})>0){
var temp=get.order({name:name});
if(temp>max) max=temp;
}
}
if(max>0) max+=0.3;
return max;
}
return 4;
},
},
},
olyajiao:{
audio:'reyajiao',
trigger:{player:'loseAfter'},
frequent:true,
filter:function(event,player){
return player!=_status.currentPhase&&event.hs&&event.hs.length>0&&['useCard','respond'].contains(event.getParent().name);
},
content:function(){
"step 0"
event.card=get.cards()[0];
game.cardsGotoOrdering(event.card);
event.videoId=lib.status.videoId++;
var judgestr=get.translation(player)+'发动了【涯角】';
game.addVideo('judge1',player,[get.cardInfo(event.card),judgestr,event.videoId]);
game.broadcastAll(function(player,card,str,id,cardid){
var event;
if(game.online){
event={};
}
else{
event=_status.event;
}
if(game.chess){
event.node=card.copy('thrown','center',ui.arena).animate('start');
}
else{
event.node=player.$throwordered(card.copy(),true);
}
if(lib.cardOL) lib.cardOL[cardid]=event.node;
event.node.cardid=cardid;
event.node.classList.add('thrownhighlight');
ui.arena.classList.add('thrownhighlight');
event.dialog=ui.create.dialog(str);
event.dialog.classList.add('center');
event.dialog.videoId=id;
},player,event.card,judgestr,event.videoId,get.id());
game.log(player,'展示了',event.card);
game.delay(2);
if(get.type(event.card,'trick')==get.type(trigger.getParent().card,'trick')){
player.chooseTarget('选择获得此牌的角色').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0;
return -att;
}
if(att>0){
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du');
}
else{
event.disbool=true;
player.chooseTarget('是否弃置攻击范围内包含你的一名角色区域内的一张牌?',function(card,player,target){
return target.inRange(player)&&target.countDiscardableCards(player,'hej')>0;
}).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'guohe'},player,player);
});
}
"step 1"
if(event.disbool){
if(result.bool){
player.line(result.targets[0],'green');
player.discardPlayerCard(result.targets[0],'hej',true);
}
event.dialog.close();
game.addVideo('judge2',null,event.videoId);
game.addVideo('deletenode',player,[get.cardInfo(event.node)]);
event.node.delete();
game.broadcast(function(id,card){
var dialog=get.idDialog(id);
if(dialog){
dialog.close();
}
if(card.clone){
card.clone.delete();
}
ui.arena.classList.remove('thrownhighlight');
},event.videoId,event.card);
ui.arena.classList.remove('thrownhighlight');
}
else if(result.targets){
event.dialog.close();
game.addVideo('judge2',null,event.videoId);
player.line(result.targets,'green');
result.targets[0].gain(event.card,'log');
event.node.moveDelete(result.targets[0]);
game.addVideo('gain2',result.targets[0],[get.cardInfo(event.node)]);
ui.arena.classList.remove('thrownhighlight');
game.broadcast(function(card,target,id){
var dialog=get.idDialog(id);
if(dialog){
dialog.close();
}
ui.arena.classList.remove('thrownhighlight');
if(card.clone){
card.clone.moveDelete(target);
}
},event.card,result.targets[0],event.videoId);
}
else{
game.addVideo('deletenode',player,[get.cardInfo(event.node)]);
event.node.delete();
game.broadcast(function(id){
var dialog=get.idDialog(id);
if(dialog){
dialog.close();
}
if(card.clone){
card.clone.delete();
}
ui.arena.classList.remove('thrownhighlight');
},event.videoId,event.card);
event.dialog.close();
game.addVideo('judge2',null,event.videoId);
ui.arena.classList.remove('thrownhighlight');
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'respond')&&target.countCards('h')>1) return [1,0.2];
}
}
}
},
olpaoxiao:{
audio:"paoxiao",
audioname:['re_zhangfei','guanzhang','xiahouba'],
trigger:{player:'shaMiss'},
forced:true,
content:function(){
player.addTempSkill('olpaoxiao2');
player.addMark('olpaoxiao2',1,false);
},
mod:{
cardUsable:function (card,player,num){
if(card.name=='sha') return Infinity;
},
},
},
olpaoxiao2:{
trigger:{source:'damageBegin1'},
forced:true,
audio:'paoxiao',
audioname:['re_zhangfei','guanzhang','xiahouba'],
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.countMark('olpaoxiao2')>0;
},
onremove:true,
content:function(){
trigger.num+=player.countMark('olpaoxiao2');
player.removeSkill('olpaoxiao2');
},
intro:{content:'本回合内下一次使用【杀】造成伤害时令伤害值+#'},
},
oltishen:{
audio:'retishen',
unique:true,
mark:true,
skillAnimation:true,
animationColor:'soil',
limited:true,
trigger:{player:'phaseZhunbeiBegin'},
filter:function(event,player){
if(player.storage.oltishen) return false;
return player.isDamaged();
},
check:function(event,player){
if(player.hp<=2||player.getDamagedHp()>2) return true;
if(player.getDamagedHp()<=1) return false;
return player.getDamagedHp()<game.roundNumber;
},
content:function(){
player.awakenSkill('oltishen');
player.recover(player.maxHp-player.hp);
player.draw(player.maxHp-player.hp);
},
intro:{
content:'limited'
},
},
rexuanfeng:{
audio:'xuanfeng',
audioname:['boss_lvbu3','re_heqi','re_lingtong'],
trigger:{
player:['loseAfter','phaseDiscardEnd'],
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter'],
},
direct:true,
filter:function(event,player){
if(!game.hasPlayer(function(current){
return current!=player&&current.countCards('he')>0;
})) return false;
if(event.name=='phaseDiscard'){
var cards=[];
player.getHistory('lose',function(evt){
if(evt&&evt.type=='discard'&&evt.getParent('phaseDiscard')==event&&evt.hs) cards.addArray(evt.hs);
});
return cards.length>1;
}
var evt=event.getl(player);
return evt&&evt.es&&evt.es.length>0;
},
content:function(){
'step 0'
var list=['弃置至多两名其他角色的合计两张牌'];
if(lib.skill.rexuanfeng.canMoveCard(player)) list.push('将一名其他角色装备区内的一张牌移动到另一名角色的装备区内');
player.chooseControl('cancel2').set('choiceList',list).set('prompt',get.prompt('rexuanfeng')).set('ai',function(){
if(lib.skill.rexuanfeng.canMoveCard(player,true)) return 1;
return 0;
});
'step 1'
if(result.control!='cancel2'){
player.logSkill('rexuanfeng');
if(result.index==1) event.goto(5);
else event.count=2;
}
else event.finish();
'step 2'
player.chooseTarget('弃置一名其他角色的一张牌',function(card,player,target){
if(player==target) return false;
return target.countDiscardableCards(player,'he');
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
});
'step 3'
if(result.bool){
player.line(result.targets[0],'green');
player.discardPlayerCard(result.targets[0],'he',true);
event.count--;
}
else event.finish();
'step 4'
if(event.count) event.goto(2);
else event.finish();
'step 5'
var next=player.chooseTarget(2,function(card,player,target){
if(player==target) return false;
if(ui.selected.targets.length){
var from=ui.selected.targets[0];
if(target.isMin()) return false;
var es=from.getCards('e');
for(var i=0;i<es.length;i++){
if(target.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
else{
return target.countCards('e')>0;
}
});
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
var sgnatt=get.sgn(att);
if(ui.selected.targets.length==0){
if(att>0){
if(target.countCards('e',function(card){
return get.value(card,target)<0&&game.hasPlayer(function(current){
return current!=player&&current!=target&&get.attitude(player,current)<0&&current.isEmpty(get.subtype(card))&&get.effect(current,card,player,player)>0;
});
})>0) return 9;
}
else if(att<0){
if(game.hasPlayer(function(current){
if(current!=target&&current!=player&&get.attitude(player,current)>0){
var es=target.getCards('e');
for(var i=0;i<es.length;i++){
if(get.value(es[i],target)>0&&current.isEmpty(get.subtype(es[i]))&&get.effect(current,es[i],player,player)>0) return true;
}
}
})){
return -att;
}
}
return 0;
}
var es=ui.selected.targets[0].getCards('e');
var i;
var att2=get.sgn(get.attitude(player,ui.selected.targets[0]));
for(i=0;i<es.length;i++){
if(sgnatt!=0&&att2!=0&&sgnatt!=att2&&
get.sgn(get.value(es[i],ui.selected.targets[0]))==-att2&&
get.sgn(get.value(es[i],target))==sgnatt&&
target.isEmpty(get.subtype(es[i]))){
return Math.abs(att);
}
}
if(i==es.length){
return 0;
}
return -att*get.attitude(player,ui.selected.targets[0]);
});
next.set('multitarget',true);
next.set('targetprompt',['被移走','移动目标']);
next.set('prompt',event.prompt||'移动场上的一张装备牌');
next.set('forced',true);
'step 6'
if(result.bool){
player.line2(result.targets,'green');
event.targets=result.targets;
}
else{
event.finish();
}
'step 7'
game.delay();
'step 8'
if(targets.length==2){
player.choosePlayerCard('e',true,function(button){
var player=_status.event.player;
var targets0=_status.event.targets0;
var targets1=_status.event.targets1;
if(get.attitude(player,targets0)>get.attitude(player,targets1)){
if(get.value(button.link,targets0)<0) return get.effect(targets1,button.link,player,player);
return 0;
}
else{
return get.value(button.link,targets0)*get.effect(targets1,button.link,player,player);
}
},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
var targets1=_status.event.targets1;
return targets1.isEmpty(get.subtype(button.link));
});
}
else{
event.finish();
}
'step 9'
if(result.bool&&result.links.length){
var link=result.links[0];
event.targets[1].equip(link);
event.targets[0].$give(link,event.targets[1])
game.delay();
event.result={bool:true};
}
},
canMoveCard:function(player,withatt){
return game.hasPlayer(function(current){
if(player==current) return false;
var att=get.sgn(get.attitude(player,current));
if(!withatt||att!=0){
var es=current.getCards('e');
for(var i=0;i<es.length;i++){
if(game.hasPlayer(function(current2){
if(player==current2) return false;
if(withatt){
if(get.sgn(get.value(es[i],current))!=-att) return false;
var att2=get.sgn(get.attitude(player,current2));
if(att==att2||att2!=get.sgn(get.value(es[i],current2))) return false;
}
return current!=current2&&!current2.isMin()&&current2.isEmpty(get.subtype(es[i]));
})){
return true;
}
}
}
});
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3];
}
},
reverseEquip:true,
noe:true
}
},
rechunlao:{
trigger:{player:'phaseUseEnd'},
direct:true,
audio:2,
filter:function(event,player){
return player.countCards('h')>0&&(_status.connectMode||player.countCards('h','sha')>0)&&!player.getStorage('rechunlao').length;
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
},
},
content:function(){
'step 0'
player.chooseCard([1,Math.max(1,player.countCards('h','sha'))],get.prompt('rechunlao'),'将任意张【杀】置于武将牌上作为“醇”',{name:'sha'}).set('ai',function(){
return 1;
});
'step 1'
if(result.bool){
player.logSkill('rechunlao');
player.markAuto('rechunlao',result.cards);
player.lose(result.cards,ui.special,'toStorage');
player.$give(result.cards,player,false);
}
},
ai:{
threaten:1.4
},
group:'rechunlao2'
},
rechunlao2:{
enable:'chooseToUse',
filter:function(event,player){
return event.type=='dying'&&event.dying&&event.dying.hp<=0&&player.getStorage('rechunlao').length>0;
},
filterTarget:function(card,player,target){
return target==_status.event.dying;
},
direct:true,
delay:false,
selectTarget:-1,
content:function(){
"step 0"
player.chooseCardButton(get.translation('rechunlao'),player.storage.rechunlao,true);
"step 1"
if(result.bool){
player.logSkill('rechunlao');
player.$throw(result.links);
player.storage.rechunlao.remove(result.links[0]);
game.cardsDiscard(result.links[0]);
player.syncStorage('rechunlao')
event.type='dying';
target.useCard({name:'jiu',isCard:true},target);
if(!player.storage.rechunlao.length){
player.unmarkSkill('rechunlao');
}
else{
player.markSkill('rechunlao');
}
var nature=get.nature(result.links[0]);
if(nature=='fire') player.recover();
if(nature=='thunder') player.draw(2);
}
},
ai:{
order:6,
skillTagFilter:function(player){
return player.getStorage('rechunlao').length>0;
},
save:true,
result:{
target:3
},
threaten:1.6
},
},
reluoying:{
audio:2,
group:['reluoying_discard','reluoying_judge'],
subfrequent:['judge'],
subSkill:{
discard:{
audio:'reluoying',
trigger:{global:'loseAfter'},
filter:function(event,player){
if(event.type!='discard') return false;
if(event.player==player) return false;
for(var i=0;i<event.cards2.length;i++){
if(get.suit(event.cards2[i],event.player)=='club'&&get.position(event.cards2[i],true)=='d'){
return true;
}
}
return false;
},
direct:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards2.length;i++){
if(get.suit(trigger.cards2[i],trigger.player)=='club'&&get.position(trigger.cards2[i],true)=='d'){
cards.push(trigger.cards2[i]);
}
}
if(cards.length){
player.chooseButton(['落英:选择要获得的牌',cards],[1,cards.length]).set('ai',function(button){
return get.value(button.link,_status.event.player,'raw');
});
}
"step 2"
if(result.bool){
player.logSkill(event.name);
player.gain(result.links,'gain2','log');
}
},
},
judge:{
audio:'reluoying',
trigger:{global:'cardsDiscardAfter'},
direct:true,
filter:function(event,player){
var evt=event.getParent().relatedEvent;
if(!evt||evt.name!='judge') return;
if(evt.player==player) return false;
if(get.position(event.cards[0],true)!='d') return false;
return (get.suit(event.cards[0])=='club');
},
content:function(){
"step 0"
player.chooseButton(['落英:选择要获得的牌',trigger.cards],[1,trigger.cards.length]).set('ai',function(button){
return get.value(button.link,_status.event.player,'raw');
});
"step 1"
if(result.bool){
player.logSkill(event.name);
player.gain(result.links,'gain2','log');
}
}
}
}
},
chengzhang:{
trigger:{player:'phaseZhunbeiBegin'},
derivation:'rejiushi_mark',
forced:true,
unique:true,
juexingji:true,
skillAnimation:true,
animationColor:'water',
filter:function(event,player){
var num=0;
player.getAllHistory('sourceDamage',function(evt){
num+=evt.num;
});
if(num>=7) return true;
player.getAllHistory('damage',function(evt){
num+=evt.num;
});
return num>7;
},
content:function(){
player.markSkill('rejiushi_mark');
player.awakenSkill('chengzhang');
player.storage.chengzhang=true;
player.recover();
player.draw();
},
},
rejiushi:{
audio:2,
group:['rejiushi1','rejiushi2','rejiushi3','rejiushi_gain'],
subfrequent:['gain'],
subSkill:{
gain:{
audio:'rejiushi',
trigger:{player:'turnOverAfter'},
frequent:true,
filter:function(event,player){
return player.storage.chengzhang==true;
},
prompt:'是否发动【酒诗】,获得牌堆中的一张锦囊牌?',
content:function(){
var card=get.cardPile2(function(card){
return get.type2(card)=='trick';
});
if(card) player.gain(card,'gain2','log');
},
},
},
},
rejiushi1:{
hiddenCard:function(player,name){
if(name=='jiu') return !player.isTurnedOver();
return false;
},
audio:'rejiushi',
enable:'chooseToUse',
filter:function(event,player){
if(player.classList.contains('turnedover')) return false;
return event.filterCard({name:'jiu',isCard:true},player,event);
},
content:function(){
if(_status.event.getParent(2).type=='dying'){
event.dying=player;
event.type='dying';
}
player.turnOver();
player.useCard({name:'jiu',isCard:true},player);
},
ai:{
order:5,
result:{
player:function(player){
if(_status.event.parent.name=='phaseUse'){
if(player.countCards('h','jiu')>0) return 0;
if(player.getEquip('zhuge')&&player.countCards('h','sha')>1) return 0;
if(!player.countCards('h','sha')) return 0;
var targets=[];
var target;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(player,players[i])<0){
if(player.canUse('sha',players[i],true,true)){
targets.push(players[i]);
}
}
}
if(targets.length){
target=targets[0];
}
else{
return 0;
}
var num=get.effect(target,{name:'sha'},player,player);
for(var i=1;i<targets.length;i++){
var num2=get.effect(targets[i],{name:'sha'},player,player);
if(num2>num){
target=targets[i];
num=num2;
}
}
if(num<=0) return 0;
var e2=target.getEquip(2);
if(e2){
if(e2.name=='tengjia'){
if(!player.countCards('h',{name:'sha',nature:'fire'})&&!player.getEquip('zhuque')) return 0;
}
if(e2.name=='renwang'){
if(!player.countCards('h',{name:'sha',color:'red'})) return 0;
}
if(e2.name=='baiyin') return 0;
}
if(player.getEquip('guanshi')&&player.countCards('he')>2) return 1;
return target.countCards('h')>3?0:1;
}
if(player==_status.event.dying||player.isTurnedOver()) return 3;
}
},
effect:{
target:function(card,player,target){
if(card.name=='guiyoujie') return [0,0.5];
if(target.isTurnedOver()){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(target.hp==1) return;
return [1,target.countCards('h')/2];
}
}
}
}
},
},
rejiushi2:{
trigger:{player:'damageBegin3'},
silent:true,
firstDo:true,
filter:function(event,player){
return player.classList.contains('turnedover');
},
content:function(){
trigger.rejiushi=true;
}
},
rejiushi3:{
audio:'rejiushi',
trigger:{player:'damageEnd'},
check:function(event,player){
return player.isTurnedOver();
},
filter:function(event,player){
if(event.rejiushi){
return true;
}
return false;
},
prompt:function(event,player){
var str='是否发动【酒诗】,将武将牌翻面';
if(!player.storage.chengzhang) str+=',并获得牌堆中的一张锦囊牌';
str+=''
return str;
},
content:function(){
delete trigger.rejiushi;
player.turnOver();
if(!player.storage.chengzhang){
var card=get.cardPile2(function(card){
return get.type2(card)=='trick';
});
if(card) player.gain(card,'gain2','log');
}
}
},
rejiushi_mark:{
mark:true,
marktext:'改',
intro:{
content:'当你需要使用【酒】时,若你的武将牌正面向上,你可以翻面,视为使用一张【酒】。当你受到伤害后,若你的武将牌背面向上,你可以翻面。当你翻面时,你获得牌堆中的一张随机锦囊。',
},
},
rehongyan:{
audio:2,
mod:{
suit:function(card,suit){
if(suit=='spade') return 'heart';
}
},
trigger:{player:'loseEnd'},
filter:function(event,player){
if(player==_status.currentPhase||!event.visible||player.hp<=player.countCards('h')) return false;
for(var i=0;i<event.cards2.length;i++){
if(get.suit(event.cards2[i],player)=='heart') return true;
}
return false;
},
frequent:true,
content:function(){
player.draw();
},
},
reqimou:{
unique:true,
limited:true,
audio:2,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.reqimou;
},
init:function(player){
player.storage.reqimou=false;
},
mark:true,
intro:{
content:'limited'
},
skillAnimation:true,
animationColor:'orange',
content:function(){
'step 0'
var num=player.hp-1;
if(player.countCards('hs',{name:['tao','jiu']})){
num=player.hp;
}
var map={};
var list=[];
for(var i=1;i<=player.hp;i++){
var cn=get.cnNumber(i,true);
map[cn]=i;
list.push(cn);
}
event.map=map;
player.awakenSkill('reqimou');
player.storage.reqimou=true;
player.chooseControl(list,function(){
return get.cnNumber(_status.event.goon,true);
}).set('prompt','失去任意点体力').set('goon',num);
'step 1'
var num=event.map[result.control]||1;
player.storage.reqimou2=num;
player.loseHp(num);
player.draw(num);
player.addTempSkill('reqimou2');
},
ai:{
order:14,
result:{
player:function(player){
if(player.hp<3) return false;
var mindist=player.hp;
if(player.countCards('hs',{name:['tao','jiu']})) mindist++;
if(game.hasPlayer(function(current){
return (get.distance(player,current)<=mindist&&
player.canUse('sha',current,false)&&
get.effect(current,{name:'sha'},player,player)>0);
})){
return 1;
}
return 0;
}
}
}
},
reqimou2:{
onremove:true,
mod:{
cardUsable:function(card,player,num){
if(typeof player.storage.reqimou2=='number'&&card.name=='sha'){
return num+player.storage.reqimou2;
}
},
globalFrom:function(from,to,distance){
if(typeof from.storage.reqimou2=='number'){
return distance-from.storage.reqimou2;
}
}
}
},
olniepan:{
audio:2,
unique:true,
enable:'chooseToUse',
mark:true,
skillAnimation:true,
animationStr:'涅盘',
limited:true,
animationColor:'orange',
init:function(player){
player.storage.olniepan=false;
},
filter:function(event,player){
if(player.storage.olniepan) return false;
if(event.type=='dying'){
if(player!=event.dying) return false;
return true;
}
return false;
},
content:function(){
'step 0'
player.awakenSkill('olniepan');
player.storage.olniepan=true;
player.discard(player.getCards('hej'));
'step 1'
player.link(false);
'step 2'
player.turnOver(false);
'step 3'
player.draw(3);
'step 4'
if(player.hp<3){
player.recover(3-player.hp);
}
'step 5'
player.chooseControl('bazhen','rehuoji','rekanpo').set('prompt','选择获得一个技能').ai=function(){
return ['rehuoji','bazhen'].randomGet();
};
'step 6'
player.addSkillLog(result.control);
},
ai:{
order:1,
skillTagFilter:function(player,tag,target){
if(player!=target||player.storage.olniepan) return false;
},
save:true,
result:{
player:function(player){
if(player.hp<=0) return 10;
if(player.hp<=2&&player.countCards('he')<=1) return 10;
return 0;
}
},
threaten:function(player,target){
if(!target.storage.olniepan) return 0.6;
}
},
intro:{
content:'limited'
}
},
rewurong:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
},
content:function(){
"step 0"
if(target.countCards('h')==0||player.countCards('h')==0){
event.finish();
return;
}
"step 1"
var sendback=function(){
if(_status.event!=event){
return function(){
event.resultOL=_status.event.resultOL;
};
}
};
if(player.isOnline()){
player.wait(sendback);
event.ol=true;
player.send(function(){
game.me.chooseCard(true).set('glow_result',true).ai=function(){
return Math.random();
};
game.resume();
});
}
else{
event.localPlayer=true;
var hasShan=!target.countCards('h','shan');
player.chooseCard(true).set('glow_result',true).ai=function(card){
if(hasShan&&get.name(card)=='sha') return 1;
return Math.random();
}
}
if(target.isOnline()){
target.wait(sendback);
event.ol=true;
target.send(function(){
var rand=Math.random()<0.4;
game.me.chooseCard(true).set('glow_result',true).ai=function(card){
if(rand) return card.name=='shan'?1:0;
return card.name=='shan'?0:1;
};
game.resume();
});
}
else{
event.localTarget=true;
}
"step 2"
if(event.localPlayer){
event.card1=result.cards[0];
}
if(event.localTarget){
var rand=Math.random()<0.4;
target.chooseCard(true).set('glow_result',true).ai=function(card){
if(rand) return card.name=='shan'?1:0;
return card.name=='shan'?0:1;
};
}
"step 3"
if(event.localTarget){
event.card2=result.cards[0];
}
if(!event.resultOL&&event.ol){
game.pause();
}
"step 4"
try{
if(!event.card1) event.card1=event.resultOL[player.playerid].cards[0];
if(!event.card2) event.card2=event.resultOL[target.playerid].cards[0];
if(!event.card1||!event.card2){
throw('err');
}
}
catch(e){
console.log(e);
event.finish();
return;
}
if(event.card2.number>=10||event.card2.number<=4){
if(target.countCards('h')>2){
event.addToAI=true;
}
}
game.broadcastAll(function(card1,card2){
card1.classList.remove('glow');
card2.classList.remove('glow');
},event.card1,event.card2);
"step 5"
game.broadcastAll(function(){
ui.arena.classList.add('thrownhighlight');
});
game.addVideo('thrownhighlight1');
player.$compare(event.card1,target,event.card2);
game.delay(4);
"step 6"
game.log(player,'展示了',event.card1);
game.log(target,'展示了',event.card2);
var name1=get.name(event.card1);
var name2=get.name(event.card2);
if(name1=='sha'&&name2!='shan'){
//player.discard(event.card1).set('animate',false);
target.$gain2(event.card2);
var clone=event.card1.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([clone]));
}
game.broadcast(function(card){
var clone=card.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
}
},event.card1);
target.damage('nocard');
}
else if(name1!='sha'&&name2=='shan'){
//player.discard(event.card1).set('animate',false);
target.$gain2(event.card2);
var clone=event.card1.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([clone]));
}
game.broadcast(function(card){
var clone=card.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
}
},event.card1);
player.gainPlayerCard(target,true,'he');
}
else{
player.$gain2(event.card1);
target.$gain2(event.card2);
}
game.broadcastAll(function(){
ui.arena.classList.remove('thrownhighlight');
});
game.addVideo('thrownhighlight2');
},
ai:{
order:6,
result:{
target:-1,
}
}
},
cangzhuo:{
trigger:{player:'phaseDiscardBegin'},
frequent:true,
audio:2,
filter:function(event,player){
return player.getHistory('useCard',function(card){
return get.type(card.card,'trick')=='trick';
}).length==0;
},
content:function(){
player.addTempSkill('cangzhuo2');
},
},
cangzhuo2:{
mod:{
ignoredHandcard:function(card,player){
if(get.type(card,'trick')=='trick'){
return true;
}
},
cardDiscardable:function(card,player,name){
if(name=='phaseDiscard'&&get.type(card,'trick')=='trick') return false;
}
},
},
shebian:{
trigger:{player:'turnOverEnd'},
check:function(event,player){
return player.canMoveCard(true,true);
},
filter:function(event,player){
return player.canMoveCard(null,true);
},
content:function(){
player.moveCard().nojudge=true;
},
},
rexianzhen:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player.canCompare(target);
},
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.player&&get.name(result.player,player)=='sha') player.addTempSkill('rexianzhen4');
if(result.bool){
player.storage[event.name]=target;
player.addTempSkill(event.name+2);
}
else{
player.addTempSkill(event.name+3);
}
},
ai:{
order:function(name,player){
var cards=player.getCards('h');
if(player.countCards('h','sha')==0){
return 1;
}
for(var i=0;i<cards.length;i++){
if(cards[i].name!='sha'&&cards[i].number>11&&get.value(cards[i])<7){
return 9;
}
}
return get.order({name:'sha'})-1;
},
result:{
player:function(player){
if(player.countCards('h','sha')>0) return 0;
var num=player.countCards('h');
if(num>player.hp) return 0;
if(num==1) return -2;
if(num==2) return -1;
return -0.7;
},
target:function(player,target){
var num=target.countCards('h');
if(num==1) return -1;
if(num==2) return -0.7;
return -0.5
},
},
threaten:1.3
}
},
rexianzhen2:{
charlotte:true,
mod:{
targetInRange:function(card,player,target){
if(target==player.storage.rexianzhen) return true;
},
cardUsableTarget:function(card,player,target){
if(target==player.storage.rexianzhen) return true;
}
},
ai:{
unequip:true,
skillTagFilter:function(player,tag,arg){
if(arg.target!=player.storage.rexianzhen) return false;
},
}
},
rexianzhen3:{
charlotte:true,
mod:{
cardEnabled:function(card){if(card.name=='sha') return false}
}
},
rexianzhen4:{
mod:{
ignoredHandcard:function(card,player){
if(get.name(card)=='sha'){
return true;
}
},
cardDiscardable:function(card,player,name){
if(name=='phaseDiscard'&&get.name(card)=='sha'){
return false;
}
},
},
},
rejinjiu:{
mod:{
cardname:function(card,player){
if(card.name=='jiu') return 'sha';
},
},
ai:{
skillTagFilter:function(player){
if(!player.countCards('h','jiu')) return false;
},
respondSha:true,
},
audio:2,
trigger:{player:['useCard1','respond']},
firstDo:true,
forced:true,
filter:function(event,player){
return event.card.name=='sha'&&!event.skill&&
event.cards.length==1&&event.cards[0].name=='jiu';
},
content:function(){},
group:'rejinjiu2',
global:'rejinjiu3',
},
rejinjiu3:{
mod:{
cardEnabled:function(card,player){
if(card.name=='jiu'&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.hasSkill('rejinjiu')) return false;
},
cardSavable:function(card,player){
if(card.name=='jiu'&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.hasSkill('rejinjiu')) return false;
},
},
},
rejinjiu2:{
audio:'rejinjiu',
forced:true,
trigger:{player:'damageBegin3'},
filter:function(event,player){
return event.getParent(2).jiu==true;
},
content:function(){
trigger.num-=trigger.getParent(2).jiu_add;
},
ai:{
filterDamage:true,
skillTagFilter:function(player,tag,arg){
return arg&&arg.jiu==true;
},
},
},
repojun:{
shaRelated:true,
audio:2,
trigger:{player:'useCardToPlayered'},
direct:true,
filter:function(event,player){
return event.card.name=='sha'&&event.target.hp>0&&event.target.countCards('he')>0;
},
content:function(){
'step 0'
var next=player.choosePlayerCard(trigger.target,'he',[1,Math.min(trigger.target.hp,trigger.target.countCards('he'))],get.prompt('repojun',trigger.target));
next.set('ai',function(button){
if(!_status.event.goon) return 0;
var val=get.value(button.link);
if(button.link==_status.event.target.getEquip(2)) return 2*(val+3);
return val;
});
next.set('goon',get.attitude(player,trigger.target)<=0);
next.set('forceAuto',true);
'step 1'
if(result.bool){
var target=trigger.target;
player.logSkill('repojun',trigger.target);
target.addSkill('repojun2');
target.storage.repojun2.addArray(result.cards);
target.lose(result.cards,ui.special,'toStorage');
game.log(target,'失去了'+get.cnNumber(result.cards.length)+'张牌');
target.markSkill('repojun2');
}
},
ai:{
unequip_ai:true,
directHit_ai:true,
skillTagFilter:function(player,tag,arg){
if(get.attitude(player,arg.target)>0) return false;
if(tag=='directHit_ai') return arg.target.hp>=Math.max(1,arg.target.countCards('h')-1);
if(arg&&arg.name=='sha'&&arg.target.getEquip(2)) return true;
return false;
}
},
group:'repojun3',
},
repojun3:{
audio:'repojun',
trigger:{source:'damageBegin1'},
forced:true,
locked:false,
logTarget:'player',
filter:function(event,player){
var target=event.player;
return event.getParent().name=='sha'&&player.countCards('h')>=target.countCards('h')&&player.countCards('e')>=target.countCards('e');
},
content:function(){
trigger.num++;
},
},
repojun2:{
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
trigger:{global:'phaseEnd'},
forced:true,
popup:false,
charlotte:true,
filter:function(event,player){
return player.storage.repojun2&&player.storage.repojun2.length>0;
},
content:function(){
game.log(player,'收回了'+get.cnNumber(player.gain(player.storage.repojun2,'draw','fromStorage').cards.length)+'张〖破军〗牌');
player.storage.repojun2.length=0;
player.removeSkill('repojun2');
},
intro:{
onunmark:'throw',
content:'cardCount',
},
},
reganlu:{
enable:'phaseUse',
usable:1,
audio:2,
selectTarget:2,
delay:0,
filterTarget:function(card,player,target){
if(target.isMin()) return false;
if(ui.selected.targets.length==0) return true;
if(ui.selected.targets[0].countCards('e')==0&&target.countCards('e')==0) return false;
return target==player||ui.selected.targets[0]==player||Math.abs(ui.selected.targets[0].countCards('e')-target.countCards('e'))<=player.maxHp-player.hp;
},
multitarget:true,
multiline:true,
content:function(){
targets[0].swapEquip(targets[1]);
},
ai:{
order:10,
threaten:function(player,target){
return 0.8*Math.max(1+target.maxHp-target.hp);
},
result:{
target:function(player,target){
var list1=[];
var list2=[];
var num=player.maxHp-player.hp;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(player,players[i])>0) list1.push(players[i]);
else if(get.attitude(player,players[i])<0) list2.push(players[i]);
}
list1.sort(function(a,b){
return a.countCards('e')-b.countCards('e');
});
list2.sort(function(a,b){
return b.countCards('e')-a.countCards('e');
});
var delta;
for(var i=0;i<list1.length;i++){
for(var j=0;j<list2.length;j++){
delta=list2[j].countCards('e')-list1[i].countCards('e');
if(delta<=0) continue;
if(delta<=num||list1[i]==player||list2[j]==player){
if(target==list1[i]||target==list2[j]){
return get.attitude(player,target);
}
return 0;
}
}
}
return 0;
}
},
}
},
sishu:{
audio:2,
trigger:{player:'phaseUseBegin'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('sishu')).ai=function(target){
var att=get.attitude(_status.event.player,target);
if(target.countMark('sishu2')%2==1) return -att;
return att;
}
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('sishu',target)
target.addSkill('sishu2');
target.addMark('sishu2',1,false);
}
},
},
sishu2:{
charlotte:true,
marktext:'思',
intro:{
name:'思蜀',
content:'本局游戏内计算【乐不思蜀】的效果时反转#次',
},
mod:{
judge:function(player,result){
if(_status.event.cardname=='lebu'&&player.countMark('sishu2')%2==1){
if(result.bool==false){
result.bool=true;
}
else{
result.bool=false;
}
}
}
},
},
olruoyu:{
skillAnimation:true,
animationColor:'fire',
audio:2,
unique:true,
juexingji:true,
zhuSkill:true,
keepSkill:true,
derivation:['jijiang','sishu'],
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
if(!player.hasZhuSkill('olruoyu')) return false;
if(player.storage.olruoyu) return false;
return player.isMinHp();
},
content:function(){
'step 0'
player.storage.olruoyu=true;
player.gainMaxHp();
'step 1'
player.recover();
game.log(player,'获得了技能','#g【思蜀】','和','#g【激将】');
player.addSkill('sishu');
if(player.hasSkill('olruoyu')){
player.addSkill('jijiang');
}
else{
player.addAdditionalSkill('olruoyu','jijiang');
}
if(!player.isZhu){
player.storage.zhuSkill_olruoyu=['jijiang'];
}
else{
event.trigger('zhuUpdate');
}
player.awakenSkill('olruoyu');
}
},
olfangquan:{
audio:2,
audioname:['shen_caopi'],
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.countCards('h')>0&&!player.hasSkill('olfangquan3');
},
direct:true,
content:function(){
"step 0"
var fang=player.countMark('olfangquan2')==0&&player.hp>=2&&player.countCards('h')<=player.hp+1;
player.chooseBool(get.prompt2('olfangquan')).set('ai',function(){
if(!_status.event.fang) return false;
return game.hasPlayer(function(target){
if(target.hasJudge('lebu')||target==player) return false;
if(get.attitude(player,target)>4){
return (get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1)>0);
}
return false;
});
}).set('fang',fang);
"step 1"
if(result.bool){
player.logSkill('olfangquan');
trigger.cancel();
player.addTempSkill('olfangquan2');
player.addMark('olfangquan2',1,false);
}
}
},
olfangquan2:{
trigger:{player:'phaseDiscardBegin'},
forced:true,
popup:false,
audio:false,
onremove:true,
content:function(){
"step 0"
event.count=player.countMark(event.name);
player.removeMark(event.name,event.count,false);
"step 1"
event.count--;
player.chooseToDiscard('是否弃置一张牌并令一名其他角色进行一个额外回合?').set('logSkill','olfangquan').ai=function(card){
return 20-get.value(card);
};
"step 2"
if(result.bool){
player.chooseTarget(true,'请选择进行额外回合的目标角色',lib.filter.notMe).ai=function(target){
if(target.hasJudge('lebu')) return -1;
if(get.attitude(player,target)>4){
return get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1);
}
return -1;
};
}
else event.finish();
"step 3"
var target=result.targets[0];
player.line(target,'fire');
target.markSkillCharacter('olfangquan',player,'放权','进行一个额外回合');
target.insertPhase();
target.addSkill('olfangquan3');
if(event.count>0) event.goto(1);
}
},
olfangquan3:{
trigger:{player:['phaseAfter','phaseCancelled']},
forced:true,
popup:false,
audio:false,
content:function(){
player.unmarkSkill('olfangquan');
player.removeSkill('olfangquan3');
}
},
olluanji:{
inherit:'luanji',
audioname:['shen_caopi'],
audio:2,
line:false,
group:'olluanji_remove',
check:function(card){
return 7-get.value(card);
},
},
olluanji_remove:{
trigger:{player:'useCard2'},
direct:true,
filter:function(event,player){
return event.card.name=='wanjian'&&event.targets.length>0;
},
line:false,
content:function(){
'step 0'
player.chooseTarget(get.prompt('olluanji'),'为'+get.translation(trigger.card)+'减少一个目标',function(card,player,target){
return _status.event.targets.contains(target)
}).set('targets',trigger.targets).set('ai',function(target){
var player=_status.event.player;
return -get.effect(target,_status.event.getTrigger().card,player,player)
});
'step 1'
if(result.bool){
player.logSkill('olluanji',result.targets);
trigger.targets.remove(result.targets[0]);
}
},
},
olxueyi:{
audio:2,
trigger:{global:'phaseBefore'},
forced:true,
zhuSkill:true,
unique:true,
filter:function(event,player){
return !player.storage.olxueyi_inited&&player.hasZhuSkill('olxueyi');
},
content:function(){
player.storage.olxueyi_inited=true;
var num=game.countPlayer(function(current){
return current.group=='qun';
})
if(num) player.addMark('olxueyi',num)
},
marktext:'裔',
intro:{
name2:'裔',
content:'mark',
},
mod:{
maxHandcard:function(player,num){
if(player.hasZhuSkill('olxueyi')) return num+2*player.countMark('olxueyi');
},
},
group:'olxueyi_draw',
},
olxueyi_draw:{
audio:'olxueyi',
trigger:{player:'phaseBegin'},
prompt2:'弃置一枚「裔」标记,然后摸一张牌',
check:function(event,player){
return !player.hasJudge('lebu')&&player.getUseValue('wanjian')>0;
},
filter:function(event,player){
return player.hasZhuSkill('olxueyi')&&player.hasMark('olxueyi');
},
content:function(){
player.removeMark('olxueyi',1);
player.draw();
},
},
olhunzi:{
audio:2,
inherit:'hunzi',
content:function(){
player.loseMaxHp();
player.recover();
player.addSkill('reyingzi');
player.addSkill('gzyinghun');
game.log(player,'获得了技能','#g【英姿】','和','#g【英魂】');
player.awakenSkill(event.name);
player.storage[event.name]=true;
}
},
olzhiba:{
audio:2,
unique:true,
zhuSkill:true,
global:'olzhiba2',
},
olzhiba2:{
ai:{
order:1,
result:{
target:function(player,target){
if(player.hasZhuSkill('olzhiba')&&!player.hasSkill('olzhiba3')&&target.group=='wu'){
if(player.countCards('h',function(card){
var val=get.value(card);
if(val<0) return true;
if(val<=5){
return card.number>=12;
}
if(val<=6){
return card.number>=13;
}
return false;
})>0) return -1;
return 0;
}
else{
if(player.countCards('h','du')&&get.attitude(player,target)<0) return -1;
if(player.countCards('h')<=player.hp) return 0;
var maxnum=0;
var cards2=target.getCards('h');
for(var i=0;i<cards2.length;i++){
if(cards2[i].number>maxnum){
maxnum=cards2[i].number;
}
}
if(maxnum>10) maxnum=10;
if(maxnum<5&&cards2.length>1) maxnum=5;
var cards=player.getCards('h');
for(var i=0;i<cards.length;i++){
if(cards[i].number<maxnum) return 1;
}
return 0;
}
},
},
},
enable:'phaseUse',
//usable:1,
prompt:'请选择〖制霸〗的目标',
filter:function(event,player){
if(player.hasZhuSkill('olzhiba')&&!player.hasSkill('olzhiba3')&&game.hasPlayer(function(current){
return current!=player&&current.group=='wu'&&player.canCompare(current);
})) return true;
return (player.group=='wu'&&game.hasPlayer(function(current){
return current!=player&&current.hasZhuSkill('olzhiba',player)&&!current.hasSkill('olzhiba3')&&player.canCompare(current);
}));
},
filterTarget:function(card,player,target){
if(player.hasZhuSkill('olzhiba')&&!player.hasSkill('olzhiba3')&&target.group=='wu'&&player.canCompare(target)) return true;
return player.group=='wu'&&target.hasZhuSkill('olzhiba',player)&&!target.hasSkill('olzhiba3')&&player.canCompare(target);
},
prepare:function(cards,player,targets){
if(player.hasZhuSkill('olzhiba')) player.logSkill('olzhiba')
if(targets[0].hasZhuSkill('olzhiba',player)) targets[0].logSkill('olzhiba');
},
direct:true,
clearTime:true,
contentBefore:function(){
'step 0'
var list=[];
if(player.hasZhuSkill('olzhiba')&&targets[0].group=='wu'&&!player.hasSkill('olzhiba3')) list.push(player);
if(player.group=='wu'&&targets[0].hasZhuSkill('olzhiba')&&!targets[0].hasSkill('olzhiba3')) list.push(targets[0]);
if(list.length==1){
event.target=list[0];
event.goto(2);
}
else player.chooseTarget(true,'请选择获得所有拼点牌的角色',function(card,player,target){
return _status.event.list.contains(target);
}).set('list',list);
'step 1'
event.target=result.targets[0];
'step 2'
target.addTempSkill('olzhiba3','phaseUseEnd')
if(target==targets[0]){
target.chooseBool('是否接受来自'+get.translation(player)+'的拼点请求?').set('choice',(get.attitude(target,player)>0||target.countCards('h',function(card){
var val=get.value(card);
if(val<0) return true;
if(val<=5){
return card.number>=12;
}
if(val<=6){
return card.number>=13;
}
return false;
})>0)).set('ai',function(){return _status.event.choice});
}
else event._result={bool:true};
'step 3'
if(result.bool) event.getParent().zhiba_target=target;
else{
game.log(target,'拒绝了',player,'的拼点请求');
target.chat('拒绝');
}
},
content:function(){
'step 0'
event.source=event.getParent().zhiba_target;
if(!event.source){
event.finish();
}
'step 1'
player.chooseToCompare(target).set('small',target==source&&get.attitude(player,target)>0).clear=false;
'step 2'
if(player==source&&result.bool||target==source&&!result.bool){
event.cards=[result.player,result.target].filterInD('d');
if(!event.cards.length) event.finish();
else source.chooseControl('ok','cancel2').set('dialog',['是否获得拼点牌?',event.cards]).set('ai',function(){
if(get.value(event.cards,source,'raw')<=0) return false;
return true;
});
}
else event.finish();
'step 3'
if(result.control!='cancel2') source.gain(event.cards,'gain2','log');
else ui.clear();
},
},
olzhiba3:{},
rehuashen:{
//mode:['identity','single','doudizhu'],
audio:2,
unique:true,
direct:true,
content:function(){
"step 0"
_status.noclearcountdown=true;
event.videoId=lib.status.videoId++;
var cards=player.storage.rehuashen.character.slice(0);
var skills=[];
var sto=player.storage.rehuashen;
for(var i in player.storage.rehuashen.map){
skills.addArray(player.storage.rehuashen.map[i]);
}
var cond='out';
if(event.triggername=='phaseBegin'){
cond='in';
}
skills.randomSort();
skills.sort(function(a,b){
return get.skillRank(b,cond)-get.skillRank(a,cond);
});
event.aiChoice=skills[0];
var choice='更换技能';
if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='弃置化身';
if(player.isOnline2()){
player.send(function(cards,id){
var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
dialog.videoId=id;
},cards,event.videoId);
}
event.dialog=ui.create.dialog(get.prompt('rehuashen'),[cards,'character']);
event.dialog.videoId=event.videoId;
if(!event.isMine()){
event.dialog.style.display='none';
}
if(event.triggername=='rehuashen') event._result={control:'更换技能'};
else player.chooseControl('弃置化身','更换技能','cancel2').set('ai',function(){
return _status.event.choice;
}).set('choice',choice);
"step 1"
event.control=result.control;
if(event.control=='cancel2'){
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
delete _status.noclearcountdown;
if(!_status.noclearcountdown){
game.stopCountChoose();
}
event.dialog.close();
event.finish();return;
}
if(!event.logged){player.logSkill('rehuashen');event.logged=true}
var next=player.chooseButton(true).set('dialog',event.videoId);
if(event.control=='弃置化身'){
next.set('selectButton',[1,2]);
next.set('filterButton',function(button){
return button.link!=_status.event.current;
});
next.set('current',player.storage.rehuashen.current);
}
else{
next.set('ai',function(button){
return player.storage.rehuashen.map[button.link].contains(_status.event.choice)?2.5:1+Math.random();
});
next.set('choice',event.aiChoice);
}
var prompt=event.control=='弃置化身'?'选择弃置至多两张化身':'选择要切换的化身';
var func=function(id,prompt){
var dialog=get.idDialog(id);
if(dialog){
dialog.content.childNodes[0].innerHTML=prompt;
}
}
if(player.isOnline2()){
player.send(func,event.videoId,prompt);
}
else if(event.isMine()){
func(event.videoId,prompt);
}
"step 2"
if(result.bool&&event.control!='弃置化身'){
event.card=result.links[0];
var func=function(card,id){
var dialog=get.idDialog(id);
if(dialog){
for(var i=0;i<dialog.buttons.length;i++){
if(dialog.buttons[i].link==card){
dialog.buttons[i].classList.add('selectedx');
}
else{
dialog.buttons[i].classList.add('unselectable');
}
}
}
}
if(player.isOnline2()){
player.send(func,event.card,event.videoId);
}
else if(event.isMine()){
func(event.card,event.videoId);
}
var list=player.storage.rehuashen.map[event.card].slice(0);
list.push('返回');
player.chooseControl(list).set('choice',event.aiChoice).set('ai',function(){
return _status.event.choice;
});
}
else{
lib.skill.rehuashen.removeHuashen(player,result.links.slice(0));
lib.skill.rehuashen.addHuashens(player,result.links.length);
}
"step 3"
if(result.control=='返回'){
var func=function(id){
var dialog=get.idDialog(id);
if(dialog){
for(var i=0;i<dialog.buttons.length;i++){
dialog.buttons[i].classList.remove('selectedx');
dialog.buttons[i].classList.remove('unselectable');
}
}
}
if(player.isOnline2()){
player.send(func,event.videoId);
}
else if(event.isMine()){
func(event.videoId);
}
event._result={control:'更换化身'};
event.goto(1);
return;
}
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
delete _status.noclearcountdown;
if(!_status.noclearcountdown){
game.stopCountChoose();
}
if(event.control=='弃置化身') return;
if(player.storage.rehuashen.current!=event.card){
player.storage.rehuashen.current=event.card;
game.broadcastAll(function(character,player){
player.sex=lib.character[character][0];
player.group=lib.character[character][1];
player.node.name.dataset.nature=get.groupnature(player.group);
},event.card,player);
}
var link=result.control;
player.storage.rehuashen.current2=link;
if(!player.additionalSkills.rehuashen||!player.additionalSkills.rehuashen.contains(link)){
player.addAdditionalSkill('rehuashen',link);
player.flashAvatar('rehuashen',event.card);
game.log(player,'获得技能','#g【'+get.translation(link)+'】');
player.popup(link);
player.syncStorage('rehuashen');
player.updateMarks('rehuashen');
}
},
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]={
character:[],
map:{},
}
},
group:'rehuashen_init',
trigger:{
player:['phaseBegin','phaseEnd','rehuashen'],
},
filter:function(event,player,name){
//if(name=='phaseBegin'&&game.phaseNumber==1) return false;
return player.storage.rehuashen&&player.storage.rehuashen.character.length>0;
},
banned:['lisu','sp_xiahoudun','xushao','zhoutai','old_zhoutai'],
addHuashen:function(player){
if(!player.storage.rehuashen) return;
if(!_status.characterlist){
if(_status.connectMode) var list=get.charactersOL();
else{
var list=[];
for(var i in lib.character){
if(lib.filter.characterDisabled2(i)||lib.filter.characterDisabled(i)) continue;
list.push(i);
}
}
game.countPlayer2(function(current){
list.remove(current.name);
list.remove(current.name1);
list.remove(current.name2);
if(current.storage.rehuashen&&current.storage.rehuashen.character) list.removeArray(current.storage.rehuashen.character)
});
_status.characterlist=list;
}
_status.characterlist.randomSort();
var bool=false;
for(var i=0;i<_status.characterlist.length;i++){
var name=_status.characterlist[i];
if(name.indexOf('zuoci')!=-1||name.indexOf('key')==0||lib.skill.rehuashen.banned.contains(name)||player.storage.rehuashen.character.contains(name)) continue;
var skills=lib.character[name][3];
for(var j=0;j<skills.length;j++){
var info=lib.skill[skills[j]];
if(info.charlotte||(info.unique&&!info.gainable)||info.juexingji||info.limited||info.zhuSkill||info.hiddenSkill) skills.splice(j--,1);
}
if(skills.length){
player.storage.rehuashen.character.push(name);
player.storage.rehuashen.map[name]=skills;
_status.characterlist.remove(name);
return name;
}
}
},
addHuashens:function(player,num){
var list=[];
for(var i=0;i<num;i++){
var name=lib.skill.rehuashen.addHuashen(player);
if(name) list.push(name);
}
if(list.length){
game.log(player,'获得了',get.cnNumber(list.length)+'张','#g化身')
lib.skill.rehuashen.drawCharacter(player,list);
}
},
removeHuashen:function(player,links){
player.storage.rehuashen.character.removeArray(links);
_status.characterlist.addArray(links);
game.log(player,'移去了',get.cnNumber(links.length)+'张','#g化身')
},
drawCharacter:function(player,list){
game.broadcastAll(function(player,list){
if(player.isUnderControl(true)){
var cards=[];
for(var i=0;i<list.length;i++){
var cardname='huashen_card_'+list[i];
lib.card[cardname]={
fullimage:true,
image:'character:'+list[i]
}
lib.translate[cardname]=get.rawName2(list[i]);
cards.push(game.createCard(cardname,'',''));
}
player.$draw(cards,'nobroadcast');
}
},player,list);
},
intro:{
onunmark:function(storage,player){
_status.characterlist.addArray(storage.character);
storage.character=[];
},
mark:function(dialog,storage,player){
if(storage&&storage.current) dialog.addSmall([[storage.current],'character']);
if(storage&&storage.current2) dialog.add('<div><div class="skill">【'+get.translation(lib.translate[storage.current2+'_ab']||get.translation(storage.current2).slice(0,2))+'】</div><div>'+get.skillInfoTranslation(storage.current2,player)+'</div></div>');
if(storage&&storage.character.length){
if(player.isUnderControl(true)){
dialog.addSmall([storage.character,'character']);
}
else{
dialog.addText('共有'+get.cnNumber(storage.character.length)+'张“化身”');
}
}
else{
return '没有化身';
}
},
content:function(storage,player){
return '共有'+get.cnNumber(storage.character.length)+'张“化身”'
},
markcount:function(storage,player){
if(storage&&storage.character) return storage.character.length;
return 0;
},
},
},
rehuashen_init:{
trigger:{
global:'gameDrawAfter',
player:'enterGame',
},
forced:true,
popup:false,
content:function(){
lib.skill.rehuashen.addHuashens(player,3);
player.syncStorage('rehuashen');
player.markSkill('rehuashen');
var next=game.createEvent('rehuashen');
next.player=player;
next._trigger=trigger;
next.triggername='rehuashen';
next.setContent(lib.skill.rehuashen.content);
},
},
rexingsheng:{audio:2},
rexinsheng:{
//mode:['identity','single','doudizhu'],
unique:true,
audio:'rexingsheng',
trigger:{player:'damageEnd'},
frequent:true,
content:function(){
lib.skill.rehuashen.addHuashens(player,trigger.num);
player.syncStorage('rehuashen');
player.updateMarks('rehuashen');
},
},
reguhuo:{
audio:2,
derivation:'rechanyuan',
enable:['chooseToUse','chooseToRespond'],
hiddenCard:function(player,name){
return (lib.inpile.contains(name)&&player.countCards('h')>0&&!player.hasSkill('reguhuo_phase'));
},
filter:function(event,player){
if(!player.countCards('hs')||player.hasSkill('reguhuo_phase')) return false;
for(var i of lib.inpile){
if(i=='shan'||i=='wuxie') continue;
var type=get.type(i);
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) return true;
if(i=='sha'&&(event.filterCard({name:i,nature:'ice'},player,event)||event.filterCard({name:i,nature:'fire'},player,event)||event.filterCard({name:i,nature:'thunder'},player,event))) return true;
}
return false;
},
chooseButton:{
dialog:function(){
var list=[];
for(var i of lib.inpile){
if(i=='shan'||i=='wuxie') continue;
var type=get.type(i);
if(type=='basic'||type=='trick') list.push([type,'',i]);
if(i=='sha'){
list.push([type,'',i,'fire']);
list.push([type,'',i,'thunder']);
list.push([type,'',i,'ice']);
}
}
return ui.create.dialog('蛊惑',[list,'vcard']);
},
filter:function(button,player){
var evt=_status.event.getParent();
return evt.filterCard({name:button.link[2],nature:button.link[3]},player,evt);
},
check:function(button){
var player=_status.event.player;
var hasEnemy=game.hasPlayer(function(current){
return current!=player&&!current.hasSkill('rechanyuan')&&(get.realAttitude||get.attitude)(current,player)<0;
});
var card={name:button.link[2],nature:button.link[3]};
var val=_status.event.getParent().type=='phase'?player.getUseValue(card):1;
if(val<=0) return 0;
if(hasEnemy){
if(!player.countCards('h',function(cardx){
if(card.name==cardx.name){
if(card.name!='sha') return true;
return get.nature(card)==get.nature(cardx);
}
return false;
})) return 0;
return 3*val;
}
return val;
},
backup:function(links,player){
return {
viewAs:{
name:links[0][2],
nature:links[0][3],
suit:'none',
number:null,
},
position:'hs',
ai1:function(card){
var player=_status.event.player;
var hasEnemy=game.hasPlayer(function(current){
return current!=player&&!current.hasSkill('rechanyuan')&&(get.realAttitude||get.attitude)(current,player)<0;
});
var cardx=lib.skill.reguhuo_backup.viewAs;
if(hasEnemy){
if(card.name==cardx.name&&(card.name!='sha'||card.nature==cardx.nature)) return 10;
return 0;
}
return 6-get.value(card);
},
filterCard:true,
}
},
prompt:function(links){
return '将一张手牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
fireAttack:true,
respondShan:true,
respondSha:true,
skillTagFilter:function(player){
if(!player.countCards('hs')||player.hasSkill('reguhuo_phase')) return false;
},
order:10,
result:{
player:1,
},
threaten:1.3,
},
group:['reguhuo_shan','reguhuo_wuxie','reguhuo_guess'],
},
reguhuo_shan:{
enable:['chooseToUse','chooseToRespond'],
viewAs:{
name:'shan',
suit:'none',
number:null,
},
viewAsFilter:function(player){
return player.countCards('hs')&&!player.hasSkill('reguhuo_phase');
},
check:function(card){
var player=_status.event.player;
var hasEnemy=game.hasPlayer(function(current){
return current!=player&&!current.hasSkill('rechanyuan')&&(get.realAttitude||get.attitude)(current,player)<0;
});
var cardx='shan';
if(hasEnemy){
if(card.name==cardx) return 10;
return 0;
}
return 6-get.value(card);
},
prompt:'将一张牌当做【闪】使用或打出',
filterCard:true,
position:'hs',
ai:{
order:4,
},
},
reguhuo_wuxie:{
enable:'chooseToUse',
viewAs:{
name:'wuxie',
suit:'none',
number:null,
},
check:function(card){
var player=_status.event.player;
var hasEnemy=game.hasPlayer(function(current){
return current!=player&&!current.hasSkill('rechanyuan')&&(get.realAttitude||get.attitude)(current,player)<0;
});
var cardx='wuxie';
if(hasEnemy){
if(card.name==cardx) return 10;
return 0;
}
return 6-get.value(card);
},
viewAsFilter:function(player){
return player.countCards('hs')&&!player.hasSkill('reguhuo_phase');
},
filterCard:true,
prompt:'将一张牌当做【无懈可击】使用',
position:'hs',
ai:{
order:4,
},
},
reguhuo_guess:{
trigger:{
player:['useCardBefore','respondBefore'],
},
forced:true,
silent:true,
popup:false,
firstDo:true,
filter:function(event,player){
return event.skill&&event.skill.indexOf('reguhuo_')==0;
},
content:function(){
'step 0'
player.addTempSkill('reguhuo_phase');
event.fake=false;
var card=trigger.cards[0];
if(card.name!=trigger.card.name||(card.name=='sha'&&(trigger.card.nature||card.nature)&&trigger.card.nature!=card.nature)) event.fake=true;
player.logSkill('reguhuo');
player.line(trigger.targets,get.nature(trigger.card));
event.cardTranslate=get.translation(trigger.card.name);
trigger.card.number=get.number(card);
trigger.card.suit=get.suit(card);
//trigger.line=false;
trigger.skill='reguhuo_backup';
if(trigger.card.name=='sha'&&trigger.card.nature) event.cardTranslate=get.translation(trigger.card.nature)+event.cardTranslate;
player.popup(event.cardTranslate,trigger.name=='useCard'?'metal':'wood');
event.prompt='是否质疑'+get.translation(player)+'声明的'+event.cardTranslate+'';
game.log(player,'声明了','#y'+event.cardTranslate);
event.targets=game.filterPlayer(function(current){
return current!=player&&!current.hasSkill('rechanyuan');
}).sortBySeat();
event.targets2=event.targets.slice(0);
player.lose(card,ui.ordering).relatedEvent=trigger;
if(!event.targets.length) event.goto(5);
else if(_status.connectMode) event.goto(3);
event.betrays=[];
'step 1'
event.target=targets.shift();
event.target.chooseButton([event.prompt,[['reguhuo_ally','reguhuo_betray'],'vcard']],true,function(button){
var player=_status.event.player;
var evt=_status.event.getParent('reguhuo_guess');
if(!evt) return Math.random();
var ally=button.link[2]=='reguhuo_ally';
if(ally&&(player.hp<=1||get.attitude(player,evt.player)>=0)) return 1.1;
return Math.random();
});
'step 2'
if(result.links[0][2]=='reguhuo_betray'){
event.betrays.push(target);
target.addExpose(0.2);
}
event.goto(targets.length?1:5);
'step 3'
var list=event.targets.map(function(target){
return [target,[event.prompt,[['reguhuo_ally','reguhuo_betray'],'vcard']],true];
});
player.chooseButtonOL(list).set('switchToAuto',function(){
_status.event.result='ai';
}).set('processAI',function(){
var choice=Math.random()>0.5?'reguhuo_ally':'reguhuo_betray';
var player=_status.event.player;
var evt=_status.event.getParent('reguhuo_guess');
if(player.hp<=1||evt&&(get.realAttitude||get.attitude)(player,evt.player)>=0) choice='reguhuo_ally';
return {
bool:true,
links:[['','',choice]],
}
});
'step 4'
for(var i in result){
if(result[i].links[0][2]=='reguhuo_betray'){
event.betrays.push(lib.playerOL[i]);
lib.playerOL[i].addExpose(0.2);
}
}
'step 5'
for(var i of event.targets2){
var b=event.betrays.contains(i);
i.popup(b?'质疑':'不质疑',b?'fire':'wood');
game.log(i,b?'#y质疑':'#g不质疑');
}
game.delay();
'step 6'
player.showCards(trigger.cards);
if(event.betrays.length){
event.betrays.sortBySeat();
if(event.fake){
game.asyncDraw(event.betrays);
trigger.cancel();
trigger.getParent().goto(0);
game.log(player,'声明的','#y'+event.cardTranslate,'作废了')
}
else{
var next=game.createEvent('reguhuo_final',false);
event.next.remove(next);
trigger.after.push(next);
next.targets=event.betrays;
next.setContent(lib.skill.reguhuo_guess.contentx);
event.finish();
}
}
else event.finish();
'step 7'
game.delayx();
},
contentx:function(){
'step 0'
event.target=targets.shift();
event.target.chooseToDiscard('弃置一张牌或失去1点体力').set('ai',function(card){
return 9-get.value(card);
});
'step 1'
if(!result.bool) target.loseHp();
'step 2'
target.addSkill('rechanyuan');
if(targets.length) event.goto(0);
},
},
reguhuo_backup:{},
reguhuo_phase:{},
rechanyuan:{
//charlotte:true,
firstDo:true,
trigger:{
player:["phaseBefore","changeHp"],
},
priority:99,
firstDo:true,
forced:true,
popup:false,
unique:true,
content:function (){
if(player.hp<=1){
var skills=player.getSkills(true,false);
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]);
if(skills[i]=='chanyuan'||skills[i]=='rechanyuan'||info.charlotte){
skills.splice(i--,1);
}
}
player.disableSkill('rechanyuan',skills);
}
else player.enableSkill('rechanyuan');
},
mark:true,
intro:{
content:function (storage,player,skill){
var str='<li>锁定技你不能质疑于吉只要你的体力值不大于1你的其他技能便全部失效。';
var list=[];
for(var i in player.disabledSkills){
if(player.disabledSkills[i].contains(skill)){
list.push(i)
}
}
if(list.length){
str+='<br><li>失效技能:';
for(var i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']){
str+=get.translation(list[i])+'、';
}
}
return str.slice(0,str.length-1);
}else return str;
},
},
init:function (player,skill){
if(player.hp<=1){
var skills=player.getSkills(true,false);
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]);
if(skills[i]=='chanyuan'||skills[i]=='rechanyuan'||info.charlotte){
skills.splice(i--,1);
}
}
player.disableSkill(skill,skills);
}
},
onremove:function (player,skill){
player.enableSkill(skill);
},
locked:true,
},
botu:{
audio:2,
trigger:{player:'phaseAfter'},
frequent:true,
filter:function(event,player){
var history=player.getHistory('useCard',function(evt){
return evt.isPhaseUsing();
});
var suits=[];
for(var i=0;i<history.length;i++){
var suit=get.suit(history[i].card);
if(suit) suits.add(suit);
}
return suits.length==4;
},
content:function(){
player.insertPhase();
},
},
xinleiji:{
group:'xinleiji_misa',
audio:2,
derivation:'xinleiji_faq',
audioname:['boss_qinglong'],
trigger:{player:['useCard','respond']},
filter:function(event,player){
return event.card.name=='shan'||event.name=='useCard'&&event.card.name=='shandian';
},
judgeCheck:function(card,bool){
var suit=get.suit(card);
if(suit=='spade'){
if(bool&&card.number>1&&card.number<10) return 5;
return 4;
}
if(suit=='club') return 2;
return 0;
},
content:function(){
player.judge(lib.skill.xinleiji.judgeCheck);
},
ai:{
useShan:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&!player.hasSkillTag('directHit_ai',true,{
target:target,
card:card,
},true)){
var hastarget=game.hasPlayer(function(current){
return get.attitude(target,current)<0;
});
var be=target.countCards('e',{color:'black'});
if(target.countCards('h','shan')&&be){
if(!target.hasSkill('xinguidao')) return 0;
return [0,hastarget?target.countCards('he')/2:0];
}
if(target.countCards('h','shan')&&target.countCards('h')>2){
if(!target.hasSkill('xinguidao')) return 0;
return [0,hastarget?target.countCards('h')/4:0];
}
if(target.countCards('h')>3||(be&&target.countCards('h')>=2)){
return [0,0];
}
if(target.countCards('h')==0){
return [1.5,0];
}
if(target.countCards('h')==1&&!be){
return [1.2,0];
}
if(!target.hasSkill('xinguidao')) return [1,0.05];
return [1,Math.min(0.5,(target.countCards('h')+be)/4)];
}
}
}
}
},
xinleiji_misa:{
audio:'xinleiji',
trigger:{player:'judgeAfter'},
direct:true,
disableReason:['暴虐','助祭','弘仪','孤影'],
filter:function(event,player){
return !lib.skill.xinleiji_misa.disableReason.contains(event.judgestr)&&['spade','club'].contains(event.result.suit);
},
content:function(){
'step 0'
event.num=1+['club','spade'].indexOf(trigger.result.suit);
event.logged=false;
if(event.num==1&&player.isDamaged()){
event.logged=true;
player.logSkill('xinleiji');
player.recover();
}
player.chooseTarget('雷击:是否对一名角色造成'+event.num+'点雷电伤害?',lib.filter.notMe).ai=function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player,'thunder');
};
'step 1'
if(result.bool&&result.targets&&result.targets.length){
if(!event.logged) player.logSkill('xinleiji',result.targets);
else player.line(result.targets,'thunder');
result.targets[0].damage(event.num,'thunder');
}
},
},
xinguidao:{
audio:2,
trigger:{global:'judge'},
filter:function(event,player){
return player.countCards('hes',{color:'black'})>0;
},
direct:true,
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('xinguidao'),'hes',function(card){
if(get.color(card)!='black') return false;
var player=_status.event.player;
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod2!='unchanged') return mod2;
var mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
if(mod!='unchanged') return mod;
return true;
}).set('ai',function(card){
var trigger=_status.event.getTrigger();
var player=_status.event.player;
var judging=_status.event.judging;
var result=trigger.judge(card)-trigger.judge(judging);
var attitude=get.attitude(player,trigger.player);
if(attitude==0||result==0){
if(trigger.player!=player) return 0;
if(game.hasPlayer(function(current){
return get.attitude(player,current)<0;
})){
var checkx=lib.skill.xinleiji.judgeCheck(card,true)-lib.skill.xinleiji.judgeCheck(judging);
if(checkx>0) return checkx;
}
return 0;
};
if(attitude>0){
return result;
}
else{
return -result;
}
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'highlight','xinguidao','noOrdering');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.$gain2(trigger.player.judging[0]);
player.gain(trigger.player.judging[0]);
var card=result.cards[0];
if(get.suit(card)=='spade'&&card.number>1&&card.number<10) player.draw('nodelay');
trigger.player.judging[0]=result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
}
"step 3"
game.delay(2);
},
ai:{
rejudge:true,
tag:{
rejudge:1
}
}
},
xinleiji_faq:{},
reqingguo:{
audio:2,
enable:['chooseToRespond','chooseToUse'],
filterCard:function(card){
return get.color(card)=='black';
},
position:'hes',
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.countCards('hes',{color:'black'})) return false;
},
prompt:'将一张黑色牌当闪打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.countCards('hes',{color:'black'})) return false;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.6
}
}
}
},
reqiangxi:{
subSkill:{
off:{
sub:true,
},
},
audio:2,
enable:"phaseUse",
filterCard:function (card){
return get.subtype(card)=='equip1';
},
selectCard:function (){
return [0,1];
},
filterTarget:function (card,player,target){
if(player==target) return false;
if(target.hasSkill('reqiangxi_off')) return false;
return player.inRange(target);
},
content:function (){
"step 0"
if(cards.length==0){
player.loseHp();
}
"step 1"
target.addTempSkill('reqiangxi_off');
target.damage('nocard');
},
check:function (card){
return 10-get.value(card);
},
position:"he",
ai:{
order:8.5,
result:{
target:function (player,target){
if(!ui.selected.cards.length){
if(player.hp<2) return 0;
if(target.hp>=player.hp) return 0;
}
return get.damageEffect(target,player);
},
},
},
threaten:1.5,
},
rehuoji:{
position:"hes",
audio:2,
audioname:['ol_sp_zhugeliang','ol_pangtong'],
enable:"chooseToUse",
filterCard:function (card){
return get.color(card)=='red';
},
viewAs:{
name:"huogong",
nature:"fire",
},
viewAsFilter:function (player){
if(!player.countCards('hes',{color:'red'})) return false;
},
prompt:"将一张红色牌当火攻使用",
check:function (card){
var player=_status.currentPhase;
if(player.countCards('h')>player.hp){
return 6-get.value(card);
}
return 4-get.value(card)
},
ai:{
fireAttack:true,
},
},
rekanpo:{
audio:2,
audioname:['ol_sp_zhugeliang','ol_pangtong'],
position:"hes",
enable:"chooseToUse",
filterCard:function (card){
return get.color(card)=='black';
},
viewAsFilter:function (player){
return player.countCards('hes',{color:'black'})>0;
},
viewAs:{
name:"wuxie",
},
prompt:"将一张黑色牌当无懈可击使用",
check:function (card){return 8-get.value(card)},
},
rejieming:{
audio:2,
trigger:{
player:"damageEnd",
},
direct:true,
content:function (){
"step 0"
event.count=trigger.num;
"step 1"
player.chooseTarget(get.prompt('rejieming'),'令一名角色摸两张牌。然后若其手牌数少于体力上限,你摸一张牌').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att>2){
if((target.maxHp-target.countCards('h'))>2) return 2*att;
return att;
}
return att/3;
});
"step 2"
if(result.bool){
event.current=result.targets[0];
player.logSkill('rejieming',event.current);
player.line(event.current,'thunder');
event.current.draw(2);
event.count--;
}
else event.finish();
"step 3"
if(event.current.countCards('h')<event.current.maxHp){
player.draw();
}
if(event.count>0) event.goto(1);
},
ai:{
maixie:true,
"maixie_hp":true,
effect:{
target:function (card,player,target,current){
if(get.tag(card,'damage')&&target.hp>1){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
var max=0;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])>0){
max=Math.max(Math.min(5,players[i].hp)-players[i].countCards('h'),max);
}
}
switch(max){
case 0:return 2;
case 1:return 1.5;
case 2:return [1,2];
default:return [0,max];
}
}
if((card.name=='tao'||card.name=='caoyao')&&
target.hp>1&&target.countCards('h')<=target.hp) return [0,0];
},
},
},
},
reshuangxiong:{
trigger:{
player:"phaseDrawBegin1",
},
group:"reshuangxiong2",
audio:"shuangxiong",
audioname:['re_yanwen'],
check:function (event,player){
if(player.countCards('h')>player.hp) return true;
if(player.countCards('h')>3) return true;
return false;
},
filter:function(event,player){
return !event.numFixed;
},
content:function (){
"step 0"
trigger.changeToZero();
event.cards=get.cards(2);
event.videoId=lib.status.videoId++;
game.broadcastAll(function(player,id,cards){
var str;
if(player==game.me&&!_status.auto){
str='【双雄】选择获得其中一张牌';
}
else{
str='双雄';
}
var dialog=ui.create.dialog(str,cards);
dialog.videoId=id;
},player,event.videoId,event.cards);
event.time=get.utc();
game.addVideo('showCards',player,['双雄',get.cardsInfo(event.cards)]);
game.addVideo('delay',null,2);
"step 1"
var next=player.chooseButton([1,1],true);
next.set('dialog',event.videoId);
next.set('ai',function(button){
var player=_status.event.player;
var color=get.color(button.link);
var value=get.value(button.link,player);
if(player.countCards('h',{color:color})>player.countCards('h',['red','black'].remove(color)[0])) value+=5;
return value;
});
"step 2"
if(result.bool&&result.links){
var cards2=[];
for(var i=0;i<result.links.length;i++){
cards2.push(result.links[i]);
cards.remove(result.links[i]);
}
game.cardsDiscard(cards);
event.card2=cards2[0];
}
var time=1000-(get.utc()-event.time);
if(time>0){
game.delay(0,time);
}
"step 3"
game.broadcastAll('closeDialog',event.videoId);
var card2=event.card2;
player.gain(card2,'gain2');
player.addTempSkill('shuangxiong2');
player.storage.shuangxiong=get.color(card2);
},
},
"reshuangxiong2":{
trigger:{
player:"damageEnd",
},
direct:true,
filter:function (event,player){
var evt=event.getParent();
return (evt&&evt.name=='juedou'&&evt[player==evt.player?'targetCards':'playerCards'].length)>0;
},
content:function (){
"step 0"
var evt=trigger.getParent();
var cards=evt[player==evt.player?'targetCards':'playerCards'].slice(0);
for(var i=0;i<cards.length;i++){
if(get.position(cards[i])!='d') cards.remove(cards[i--]);
}
if(!cards.length) event.finish();
else{
event.cards=cards;
player.chooseBool('是否发动【双雄】,获得'+get.translation(event.cards)+'?').ai=function(){
return true;
};
}
"step 1"
if(result.bool){
player.logSkill('reshuangxiong');
player.gain(cards,'gain2');
}
},
},
"new_yajiao":{
audio:"reyajiao",
trigger:{
player:"loseEnd",
},
frequent:true,
filter:function (event,player){
return player!=_status.currentPhase&&event.hs&&event.hs.length>0&&['useCard','respond'].contains(event.getParent().name);
},
content:function (){
"step 0"
event.card=get.cards();
player.showCards(event.card);
event.same=false;
if(get.type(event.card[0],'trick')==get.type(trigger.getParent().card,'trick')) event.same=true;
player.chooseTarget('选择获得此牌的角色',true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0;
return -att;
}
if(!_status.event.same) att+=target==_status.event.player?1:0;
if(att>0){
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du').set('same',event.same);
"step 1"
if(result.targets){
player.line(result.targets,'green');
result.targets[0].gain(event.card,'gain2');
if(!event.same) player.chooseToDiscard(true,'he');
}
},
ai:{
effect:{
target:function (card,player,target){
if(get.tag(card,'respond')&&target.countCards('h')>1) return [1,0.2];
},
},
},
},
"new_liyu":{
audio:"liyu",
trigger:{
source:"damageSource",
},
filter:function (event,player){
if(event._notrigger.contains(event.player)) return false;
return event.card&&event.card.name=='sha'&&event.player!=player&&event.player.isAlive()&&event.player.countGainableCards(player,'hej')>0;
},
direct:true,
content:function (){
'step 0'
player.gainPlayerCard(get.prompt('new_liyu',trigger.player),trigger.player,'hej','visibleMove').set('ai',function(card){
var player=_status.event.player;
var evt=_status.event.target;
if(get.attitude(player,evt)>0&&get.position(card)=='j') return 4+get.value(card);
if(get.type(card)=='equip'){
if(get.attitude(player,evt)>0&&game.hasPlayer(function(current){
return (player.canUse({name:'juedou'},current)&&current!=evt.target&&get.effect(current,{name:'juedou'},player,player)>2);
})){
return 5;
}
else if(game.hasPlayer(function(current){
return (player.canUse({name:'juedou'},current)&&current!=evt&&current!=player&&get.effect(current,{name:'juedou'},player,player)<0);
})){
return 1;
}
else return 4;
};
return 3;
}).set('logSkill',['new_liyu',trigger.player]);
'step 1'
if(result.bool){
if(get.type(result.cards[0])!='equip'){
trigger.player.draw();
event.finish();
}
else{
if(!game.hasPlayer(function(current){
return current!=player&&current!=trigger.player&&player.canUse('juedou',current);
})){
event.finish();
return;
}
trigger.player.chooseTarget(true,function(card,player,target){
var evt=_status.event.getParent();
return evt.player.canUse({name:'juedou'},target)&&target!=_status.event.player;
},'请选择一名角色,视为'+get.translation(player)+'对其使用【决斗】').set('ai',function(target){
var evt=_status.event.getParent();
return get.effect(target,{name:'juedou'},evt.player,_status.event.player)-2;
});
}
}
else event.finish();
'step 2'
if(result.targets){
player.useCard({name:'juedou',isCard:true},result.targets[0],'noai');
}
},
ai:{
halfneg:true,
},
},
"new_retuxi":{
audio:"retuxi",
trigger:{
player:"phaseDrawBegin2",
},
direct:true,
filter:function(event,player){
return event.num>0&&!event.numFixed&&game.hasPlayer(function(target){
return target.countCards('h')>0&&player!=target;
});
},
content:function (){
"step 0"
var num=get.copy(trigger.num);
if(get.mode()=='guozhan'&&num>2) num=2;
player.chooseTarget(get.prompt('new_retuxi'),'获得至多'+get.translation(num)+'名角色的各一张手牌,然后少摸等量的牌',[1,num],function(card,player,target){
return target.countCards('h')>0&&player!=target;
},function(target){
var att=get.attitude(_status.event.player,target);
if(target.hasSkill('tuntian')) return att/10;
return 1-att;
});
"step 1"
if(result.bool){
result.targets.sortBySeat();
player.logSkill('new_retuxi',result.targets);
player.gainMultiple(result.targets);
trigger.num-=result.targets.length;
}
else{
event.finish();
}
"step 2"
if(trigger.num<=0) game.delay();
},
ai:{
threaten:1.6,
expose:0.2,
},
},
"new_reyiji":{
audio:"reyiji",
trigger:{
player:"damageEnd",
},
frequent:true,
filter:function (event){
return (event.num>0)
},
content:function (){
"step 0"
event.count=1;
"step 1"
player.draw(2);
event.given=0;
"step 2"
player.chooseCardTarget({
filterCard:true,
selectCard:[1,2-event.given],
filterTarget:function(card,player,target){
return player!=target&&target!=event.temp;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
if(card.name=='du') return 20;
return (_status.event.player.countCards('h')-_status.event.player.hp);
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return 1-att;
}
return att-4;
},
prompt:'请选择要送人的卡牌'
});
"step 3"
if(result.bool){
player.line(result.targets,'green');
result.targets[0].gain(result.cards,player,'giveAuto');
event.given+=result.cards.length;
if(event.given<2){
event.temp=result.targets[0];
event.goto(2);
}
else if(event.count<trigger.num){
delete event.temp;
event.count++;
player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
}
else event.finish();
}
else if(event.count<trigger.num){
delete event.temp;
event.count++;
player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
}
else event.finish();
"step 4"
if(result.bool){
player.logSkill(event.name);
event.goto(1);
}
},
ai:{
maixie:true,
"maixie_hp":true,
result:{
effect:function (card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
var num=1;
if(get.attitude(player,target)>0){
if(player.needsToDiscard()){
num=0.7;
}
else{
num=0.5;
}
}
if(player.hp>=4) return [1,num*2];
if(target.hp==3) return [1,num*1.5];
if(target.hp==2) return [1,num*0.5];
}
},
},
threaten:0.6,
},
},
"new_rejianxiong":{
audio:"rejianxiong",
audioname:['shen_caopi'],
trigger:{
player:"damageEnd",
},
content:function (){
"step 0"
if(get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0],true)=='o'){
player.gain(trigger.cards,"gain2");
}
player.draw('nodelay');
},
ai:{
maixie:true,
"maixie_hp":true,
effect:{
target:function (card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
if(get.tag(card,'damage')&&player!=target) return [1,0.6];
},
},
},
},
"new_reluoyi":{
audio:"reluoyi",
trigger:{
player:"phaseDrawBegin1",
},
forced:true,
locked:false,
filter:function(event,player){
return !event.numFixed;
},
content:function (){
"step 0"
var cards=get.cards(3);
game.cardsGotoOrdering(cards);
player.showCards(cards,'裸衣');
var cardsx=[];
for(var i=0;i<cards.length;i++){
if(get.type(cards[i])=='basic'||cards[i].name=='juedou'||
(get.type(cards[i])=='equip'&&get.subtype(cards[i])=='equip1')){
cardsx.push(cards[i]);
}
}
event.cards=cardsx;
player.chooseBool("是否放弃摸牌"+(cardsx.length?(",改为获得"+get.translation(cardsx)):"")+"").ai=function(){
var num=3;
return cardsx.length>=trigger.num;
};
"step 1"
if(result.bool){
if(cards.length) player.gain(cards,'gain2');
//game.cardsDiscard(cards2);
player.addTempSkill('reluoyi2',{player:'phaseBefore'});
trigger.changeToZero();
}
//else game.cardsDiscard(cards);
},
},
"new_rewusheng":{
mod:{
targetInRange:function (card){
if(get.suit(card)=='diamond'&&card.name=='sha') return true;
},
},
audio:"wusheng",
audioname:['re_guanyu','guanzhang','jsp_guanyu','guansuo'],
enable:["chooseToRespond","chooseToUse"],
filterCard:function(card,player){
if(get.zhu(player,'shouyue')) return true;
return get.color(card)=='red';
},
position:"hes",
viewAs:{
name:"sha",
},
viewAsFilter:function(player){
if(get.zhu(player,'shouyue')){
if(!player.countCards('hes')) return false;
}
else{
if(!player.countCards('hes',{color:'red'})) return false;
}
},
prompt:"将一张红色牌当杀使用或打出",
check:function(card){return 4-get.value(card)},
ai:{
respondSha:true,
skillTagFilter:function(player){
if(get.zhu(player,'shouyue')){
if(!player.countCards('hes')) return false;
}
else{
if(!player.countCards('hes',{color:'red'})) return false;
}
},
},
},
"new_yijue":{
audio:"yijue",
enable:"phaseUse",
usable:1,
position:"he",
filterTarget:function (card,player,target){
return player!=target&&target.countCards('h');
},
filterCard:true,
check:function (card){
return 8-get.value(card);
},
content:function (){
"step 0"
target.chooseCard(true).ai=function(card){
var player=_status.event.player;
if((player.hasShan()||player.hp<3)&&get.color(card)=='black') return 0.5;
return Math.max(1,20-get.value(card));
};
"step 1"
target.showCards(result.cards);
event.card2=result.cards[0];
if(get.color(event.card2)=='black'){
if(!target.hasSkill('fengyin')){
target.addTempSkill('fengyin');
}
target.addTempSkill('new_yijue2');
event.finish();
}
else{
player.gain(event.card2,target,'give','bySelf');
if(target.hp<target.maxHp){
player.chooseBool('是否让目标回复一点体力?').ai=function(event,player){
return get.recoverEffect(target,player,player)>0;
};
}
}
"step 2"
if(result.bool){
target.recover();
}
},
ai:{
result:{
target:function(player,target){
var hs=player.getCards('h');
if(hs.length<3) return 0;
if(target.countCards('h')>target.hp+1&&get.recoverEffect(target)>0){
return 1;
}
if(player.canUse('sha',target)&&(player.countCards('h','sha')||player.countCards('he',{color:'red'}))){
return -2;
}
return -0.5;
},
},
order:9,
directHit_ai:true,
skillTagFilter:function(player,tag,arg){
if(!arg.target.hasSkillTag('new_yijue2')) return false;
},
},
},
"new_yijue2":{
trigger:{
player:"damageBegin1",
},
filter:function(event){
return event.source&&event.source.hasSkill('new_yijue')&&event.card&&event.card.name=='sha'&&get.suit(event.card)=='heart'&&event.notLink();
},
silent:true,
popup:false,
forced:true,
content:function(){
trigger.num++;
},
mark:true,
mod:{
cardEnabled2:function(card){
if(get.position(card)=='h') return false;
},
},
intro:{
content:"不能使用或打出手牌",
},
},
paoxiao_re_zhangfei:{audio:2},
"new_repaoxiao":{
audio:"paoxiao",
firstDo:true,
audioname2:{
old_guanzhang:'old_fuhun',
xin_zhangfei:'paoxiao_re_zhangfei',
},
audioname:['re_zhangfei','guanzhang','xiahouba'],
trigger:{player:'useCard1'},
forced:true,
filter:function(event,player){
return (!event.audioed||!player.hasSkill('new_repaoxiao2'))&&event.card.name=='sha';
},
content:function(){
trigger.audioed=true;
player.addTempSkill('new_repaoxiao2');
},
mod:{
cardUsable:function (card,player,num){
if(card.name=='sha') return Infinity;
},
},
ai:{
unequip:true,
skillTagFilter:function (player,tag,arg){
if(!get.zhu(player,'shouyue')) return false;
if(arg&&arg.name=='sha') return true;
return false;
},
},
},
new_repaoxiao2:{
charlotte:true,
mod:{
targetInRange:function (card,player){
if(card.name=='sha') return true;
},
},
},
"new_tishen":{
trigger:{
player:"phaseUseEnd",
},
check:function (event,player){
var num=0;
var he=player.getCards('he');
for(var i=0;i<he.length;i++){
if(get.type(he[i],'trick')=='trick'){
num++;
}
if(get.type(he[i])=='equip'){
var subtype=get.subtype(he[i]);
if(subtype=='equip3'||subtype=='equip4'){
num++;
}
}
}
return num==0||num<=player.countCards('h')-player.getHandcardLimit();
},
content:function (){
var list=[];
var he=player.getCards('he');
for(var i=0;i<he.length;i++){
if(get.type(he[i],'trick')=='trick'){
list.push(he[i]);
}
if(get.type(he[i])=='equip'){
var subtype=get.subtype(he[i]);
if(subtype=='equip3'||subtype=='equip4'){
list.push(he[i]);
}
}
}
if(list.length) player.discard(list);
player.addTempSkill('new_tishen2',{player:'phaseBefore'});
},
audio:"retishen",
},
"new_tishen2":{
trigger:{
target:"shaUnhirt",
},
filter:function (event,player){
if(get.itemtype(event.cards)!='cards') return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].isInPile()){
return true;
}
}
return false;
},
forced:true,
nopop:true,
content:function (){
player.logSkill('new_tishen');
var list=[];
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].isInPile()){
list.push(trigger.cards[i]);
}
}
player.gain(list,'gain2');
},
},
"new_qingjian":{
audio:"qingjian",
//unique:true,
trigger:{
player:"gainAfter",
},
direct:true,
usable:1,
filter:function (event,player){
if(event.parent.parent.name=='phaseDraw') return false;
return event.cards&&event.cards.length>0
},
content:function (){
"step 0"
player.chooseCardTarget({
position:'he',
filterCard:true,
selectCard:[1,Infinity],
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(get.attitude(_status.event.player,_status.currentPhase)<0&&_status.currentPhase.needsToDiscard()&&card.name!='du') return -1;
for(var i=0;i<ui.selected.cards.length;i++){
if(get.type(ui.selected.cards[i])==get.type(card)||(ui.selected.cards[i].name=='du'&&card.name!='du')) return -1;
};
if(card.name=='du') return 20;
return (_status.event.player.countCards('h')-_status.event.player.hp);
},
ai2:function(target){
if(get.attitude(_status.event.player,_status.currentPhase)<0) return -1;
var att=get.attitude(_status.event.player,target);
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return 1-att;
}
if(target.countCards('h')>_status.event.player.countCards('h')) return 0;
return att-4;
},
prompt:get.prompt2('new_qingjian'),
});
"step 1"
if(result.bool){
var target=result.targets[0];
var cards=result.cards;
var type=[];
for(var i=0;i<cards.length;i++){
type.add(get.type(cards[i],'trick',cards[i].original=='h'?player:false));
}
player.storage.new_qingjian++;
player.logSkill('new_qingjian',target);
target.gain(cards,player,'give');
_status.currentPhase.addTempSkill('qingjian_add');
_status.currentPhase.storage.qingjian_add=type.length;
}
else{
player.storage.counttrigger.new_qingjian--;
}
},
ai:{
expose:0.3,
},
},
"qingjian_add":{
mark:true,
intro:{
content:function (storage,player){
return '手牌上限+'+player.storage.qingjian_add;
},
},
mod:{
maxHandcard:function (player,num){
return num+player.storage.qingjian_add;
},
},
onremove:function (player){
delete player.storage.qingjian_add;
},
},
"new_reqingnang":{
subSkill:{
off:{
sub:true,
},
"off2":{
sub:true,
},
},
audio:"qingnang",
enable:"phaseUse",
filterCard:true,
check:function (card){
var player=_status.event.player;
if(game.countPlayer(function(current){
return (get.recoverEffect(current,player,player)>0&&get.attitude(player,current)>2);
})>1&&get.color(card)=='black'&&player.countCards('h',{color:'red'})>0) return 3-get.value(card);
return 9-get.value(card);
},
filter:function (event,player){
return !player.hasSkill('new_reqingnang_off2');
},
filterTarget:function (card,player,target){
if(target.hp>=target.maxHp||target.hasSkill('new_reqingnang_off')) return false;
return true;
},
content:function (){
target.addTempSkill('new_reqingnang_off');
if(get.color(cards[0])=='black') player.addTempSkill('new_reqingnang_off2');
target.recover();
},
ai:{
order:9,
result:{
target:function (player,target){
if(target.hp==1) return 5;
if(player==target&&player.countCards('h')>player.hp) return 5;
return 2;
},
},
threaten:2,
},
},
reyaowu:{
trigger:{player:'damageBegin3'},
audio:'new_reyaowu',
forced:true,
filter:function(event){
return event.card&&(get.color(event.card)!='red'||event.source&&event.source.isAlive());
},
content:function(){
trigger[get.color(trigger.card)!='red'?'player':'source'].draw();
},
},
"new_reyaowu":{
trigger:{
player:"damageBegin3",
},
//priority:1,
audio:2,
filter:function (event){
return event.card&&event.card.name=='sha'&&(get.color(event.card)!='red'||event.source&&event.source.isAlive());
},
forced:true,
check:function (event){
if(event.card&&(event.card.name=='sha')){
return get.color(event.card)=='black';
}
},
content:function (){
if(get.color(trigger.card)!='red') player.draw();
else trigger.source.chooseDrawRecover(true);
},
ai:{
effect:{
target:function (card,player,target,current){
if(card.name=='sha'&&(get.color(card)=='red')&&get.attitude(player,target)<=0){
return [1,0.8,1,0];
}
if(card.name=='sha'&&(get.color(card)=='black')){
return [1,0.4];
}
},
},
},
},
reguanxing:{
audio:'guanxing',
audioname:['jiangwei','re_jiangwei','re_zhugeliang','gexuan','ol_jiangwei'],
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
frequent:true,
filter:function(event,player,name){
if(name=='phaseJieshuBegin'){
return player.hasSkill('reguanxing_on');
}
return true;
},
content:function(){
"step 0"
if(player.isUnderControl()){
game.swapPlayerAuto(player);
}
var num=game.countPlayer()<4?3:5;
var cards=get.cards(num);
event.cards=cards;
var switchToAuto=function(){
_status.imchoosing=false;
if(event.dialog) event.dialog.close();
if(event.control) event.control.close();
var top=[];
var judges=player.getCards('j');
var stopped=false;
if(!player.hasWuxie()){
for(var i=0;i<judges.length;i++){
var judge=get.judge(judges[i]);
cards.sort(function(a,b){
return judge(b)-judge(a);
});
if(judge(cards[0])<0){
stopped=true;break;
}
else{
top.unshift(cards.shift());
}
}
}
var bottom;
if(!stopped){
cards.sort(function(a,b){
return get.value(b,player)-get.value(a,player);
});
while(cards.length){
if(get.value(cards[0],player)<=5) break;
top.unshift(cards.shift());
}
}
bottom=cards;
for(var i=0;i<top.length;i++){
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
}
for(i=0;i<bottom.length;i++){
ui.cardPile.appendChild(bottom[i]);
}
if(event.triggername=='phaseZhunbeiBegin'&&top.length==0){
player.addTempSkill('reguanxing_on');
}
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(bottom.length)+'下');
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
game.delay(2);
};
var chooseButton=function(online,player,cards){
var event=_status.event;
player=player||event.player;
cards=cards||event.cards;
event.top=[];
event.bottom=[];
event.status=true;
event.dialog=ui.create.dialog('按顺序选择置于牌堆顶的牌(先选择的在上)',cards);
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.add('pointerdiv');
}
event.switchToAuto=function(){
event._result='ai';
event.dialog.close();
event.control.close();
_status.imchoosing=false;
},
event.control=ui.create.control('ok','pileTop','pileBottom',function(link){
var event=_status.event;
if(link=='ok'){
if(online){
event._result={
top:[],
bottom:[]
}
for(var i=0;i<event.top.length;i++){
event._result.top.push(event.top[i].link);
}
for(var i=0;i<event.bottom.length;i++){
event._result.bottom.push(event.bottom[i].link);
}
}
else{
var i;
for(i=0;i<event.top.length;i++){
ui.cardPile.insertBefore(event.top[i].link,ui.cardPile.firstChild);
}
for(i=0;i<event.bottom.length;i++){
ui.cardPile.appendChild(event.bottom[i].link);
}
for(i=0;i<event.dialog.buttons.length;i++){
if(event.dialog.buttons[i].classList.contains('glow')==false&&
event.dialog.buttons[i].classList.contains('target')==false)
ui.cardPile.appendChild(event.dialog.buttons[i].link);
}
if(event.triggername=='phaseZhunbeiBegin'&&event.top.length==0){
player.addTempSkill('reguanxing_on');
}
player.popup(get.cnNumber(event.top.length)+'上'+get.cnNumber(event.cards.length-event.top.length)+'下');
game.log(player,'将'+get.cnNumber(event.top.length)+'张牌置于牌堆顶');
}
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing=false;
}
else if(link=='pileTop'){
event.status=true;
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆顶的牌';
}
else{
event.status=false;
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆底的牌';
}
})
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.add('selectable');
}
event.custom.replace.button=function(link){
var event=_status.event;
if(link.classList.contains('target')){
link.classList.remove('target');
event.top.remove(link);
}
else if(link.classList.contains('glow')){
link.classList.remove('glow');
event.bottom.remove(link);
}
else if(event.status){
link.classList.add('target');
event.top.unshift(link);
}
else{
link.classList.add('glow');
event.bottom.push(link);
}
}
event.custom.replace.window=function(){
for(var i=0;i<_status.event.dialog.buttons.length;i++){
_status.event.dialog.buttons[i].classList.remove('target');
_status.event.dialog.buttons[i].classList.remove('glow');
_status.event.top.length=0;
_status.event.bottom.length=0;
}
}
game.pause();
game.countChoose();
};
event.switchToAuto=switchToAuto;
if(event.isMine()){
chooseButton();
event.finish();
}
else if(event.isOnline()){
event.player.send(chooseButton,true,event.player,event.cards);
event.player.wait();
game.pause();
}
else{
event.switchToAuto();
event.finish();
}
"step 1"
if(event.result=='ai'||!event.result){
event.switchToAuto();
}
else{
var top=event.result.top||[];
var bottom=event.result.bottom||[];
for(var i=0;i<top.length;i++){
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
}
for(i=0;i<bottom.length;i++){
ui.cardPile.appendChild(bottom[i]);
}
for(i=0;i<event.cards.length;i++){
if(!top.contains(event.cards[i])&&!bottom.contains(event.cards[i])){
ui.cardPile.appendChild(event.cards[i]);
}
}
if(event.triggername=='phaseZhunbeiBegin'&&top.length==0){
player.addTempSkill('reguanxing_on');
}
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(event.cards.length-top.length)+'下');
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
game.updateRoundNumber();
game.delay(2);
}
},
subSkill:{
on:{}
}
},
reluoshen:{
audio:2,
locked:false,
trigger:{player:'phaseZhunbeiBegin'},
frequent:true,
content:function(){
"step 0"
player.addTempSkill('reluoshen_add');
event.cards=[];
"step 1"
var next=player.judge(function(card){
if(get.color(card)=='black') return 1.5;
return -1.5;
});
if(get.mode()!='guozhan'&&!player.hasSkillTag('rejudge')) next.set('callback',function(){
if(event.judgeResult.color=='black'&&get.position(card,true)=='o'){
player.gain(card,'gain2').gaintag.add('reluoshen');
}
});
else next.set('callback',function(){
if(event.judgeResult.color=='black') event.getParent().orderingCards.remove(card);
});
"step 2"
if(result.bool){
event.cards.push(result.card);
player.chooseBool('是否再次发动【洛神】?').set('frequentSkill','reluoshen');
}
else{
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i],true)!='o'){
event.cards.splice(i,1);
i--;
}
}
if(event.cards.length){
player.gain(event.cards,'gain2').gaintag.add('reluoshen');
}
event.finish();
}
"step 3"
if(result.bool){
event.goto(1);
}
else{
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i],true)!='o'){
event.cards.splice(i,1);i--;
}
}
if(event.cards.length){
player.gain(event.cards,'gain2').gaintag.add('reluoshen');
}
}
},
subSkill:{
add:{
mod:{
ignoredHandcard:function(card,player){
if(card.hasGaintag('reluoshen')){
return true;
}
},
cardDiscardable:function(card,player,name){
if(name=='phaseDiscard'&&card.hasGaintag('reluoshen')){
return false;
}
},
},
onremove:function(player){
player.removeGaintag('reluoshen');
},
}
}
},
rejieyin:{
audio:2,
enable:'phaseUse',
filterCard:true,
usable:1,
position:'he',
filter:function(event,player){
return player.countCards('he')>0;
},
check:function(card){
var player=_status.event.player;
if(get.position(card)=='e'){
var subtype=get.subtype(card);
if(!game.hasPlayer(function(current){
return current!=player&&current.hp!=player.hp&&get.attitude(player,current)>0&&!current.countCards('e',{subtype:subtype});
})){
return 0;
}
if(player.countCards('h',{subtype:subtype})) return 20-get.value(card);
return 10-get.value(card);
}
else{
if(player.countCards('e')) return 0;
if(player.countCards('h',{type:'equip'})) return 0;
return 8-get.value(card);
}
},
filterTarget:function(card,player,target){
if(target.sex!='male') return false;
var card=ui.selected.cards[0];
if(!card) return false;
if(get.position(card)=='e'&&!target.isEmpty(get.subtype(card))) return false;
return true;
},
discard:false,
delay:false,
lose:false,
content:function(){
'step 0'
if(get.position(cards[0])=='e') event._result={index:0};
else if(get.type(cards[0])!='equip'||!target.isEmpty(get.subtype(cards[0]))) event._result={index:1};
else player.chooseControl().set('choiceList',[
'将'+get.translation(cards[0])+'置入'+get.translation(target)+'的装备区',
'弃置'+get.translation(cards[0]),
]).ai=function(){return 1};
'step 1'
if(result.index==0){
player.$give(cards,target,false);
target.equip(cards[0]);
}
else{
player.discard(cards);
}
'step 2'
if(player.hp>target.hp){
player.draw();
if(target.isDamaged()) target.recover();
}
else if(player.hp<target.hp){
target.draw();
if(player.isDamaged()) player.recover();
}
},
ai:{
order:function(){
var player=_status.event.player;
var es=player.getCards('e');
for(var i=0;i<es.length;i++){
if(player.countCards('h',{subtype:get.subtype(es[i])})) return 10;
}
return 2;
},
result:{
target:function(player,target){
var goon=function(){
var es=player.getCards('e');
for(var i=0;i<es.length;i++){
if(player.countCards('h',{subtype:get.subtype(es[i])})) return true;
}
return false;
}
if(player.hp<target.hp){
if(player.isHealthy()){
if(!player.needsToDiscard(1)||goon()) return 0.1;
return 0;
}
return 1.5;
}
if(player.hp>target.hp){
if(target.isHealthy()){
if(!player.needsToDiscard(1)||goon()) return 0.1;
return 0;
}
return 1;
}
return 0;
}
}
}
},
rejiuyuan:{
global:'rejiuyuan2',
audio:2,
zhuSkill:true,
},
rejiuyuan2:{
audio:'jiuyuan',
forceaudio:true,
trigger:{player:'useCardToPlayer'},
filter:function(event,player){
if(event.card.name!='tao') return false;
if(player.group!='wu') return false;
if(event.target!=player) return false;
return game.hasPlayer(function(target){
return player!=target&&!event.targets.contains(target)&&target.isDamaged()&&target.hp<player.hp&&target.hasZhuSkill('rejiuyuan',player);
});
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('rejiuyuan'),function(card,player,target){
return player!=target&&!_status.event.targets.contains(target)&&target.isDamaged()&&target.hp<player.hp&&target.hasZhuSkill('rejiuyuan',player);
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
}).set('targets',trigger.targets);
'step 1'
if(result.bool){
var target=result.targets[0];
target.logSkill('rejiuyuan');
player.line('rejiuyuan2',target,'green');
trigger.getParent().targets.remove(player);
trigger.getParent().targets.push(target);
player.draw();
}
}
},
rezhiheng:{
audio:2,
audioname:['shen_caopi'],
enable:'phaseUse',
usable:1,
position:'he',
filterCard:lib.filter.cardDiscardable,
discard:false,
lose:false,
delay:false,
selectCard:[1,Infinity],
check:function(card){
var player=_status.event.player;
if(get.position(card)=='h'&&!player.countCards('h','du')&&(player.hp>2||!player.countCards('h',function(card){
return get.value(card)>=8;
}))){
return 1;
}
return 6-get.value(card)
},
content:function(){
'step 0'
player.discard(cards);
event.num=1;
var hs=player.getCards('h');
if(!hs.length) event.num=0;
for(var i=0;i<hs.length;i++){
if(!cards.contains(hs[i])){
event.num=0;break;
}
}
'step 1'
player.draw(event.num+cards.length);
},
//group:'rezhiheng_draw',
subSkill:{
draw:{
trigger:{player:'loseEnd'},
silent:true,
filter:function(event,player){
if(event.getParent(2).skill!='rezhiheng'&&event.getParent(2).skill!='jilue_zhiheng') return false;
if(player.countCards('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
player.addTempSkill('rezhiheng_delay',trigger.getParent(2).skill+'After');
}
},
delay:{}
},
ai:{
order:1,
result:{
player:1
},
threaten:1.55
},
},
reqicai:{
mod:{
targetInRange:function(card,player,target,now){
var type=get.type(card);
if(type=='trick'||type=='delay') return true;
},
canBeDiscarded:function(card){
if(get.position(card)=='e'&&['equip2','equip5'].contains(get.subtype(card))) return false;
},
},
},
rejizhi:{
audio:2,
audioname:['lukang'],
locked:false,
trigger:{player:'useCard'},
frequent:true,
filter:function(event){
return (get.type(event.card,'trick')=='trick'&&event.card.isCard);
},
init:function(player){
player.storage.rejizhi=0;
},
content:function(){
'step 0'
player.draw();
'step 1'
event.card=result[0];
if(get.type(event.card)=='basic'){
player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1').set('ai',function(evt,player){
return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6;
}).set('value',get.value(event.card,player));
}
'step 2'
if(result.bool){
player.discard(event.card);
player.storage.rejizhi++;
if(_status.currentPhase==player){
player.markSkill('rejizhi');
}
}
},
ai:{
threaten:1.4,
noautowuxie:true,
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.rejizhi;
}
},
intro:{
content:'本回合手牌上限+#'
},
group:'rejizhi_clear',
subSkill:{
clear:{
trigger:{global:'phaseAfter'},
silent:true,
content:function(){
player.storage.rejizhi=0;
player.unmarkSkill('rejizhi');
}
}
}
},
rebiyue:{
audio:2,
trigger:{player:'phaseJieshuBegin'},
frequent:true,
content:function(){
var num=1;
if(!player.countCards('h')){
num=2;
}
player.draw(num);
},
},
rerende:{
audio:2,
audioname:['gz_jun_liubei','shen_caopi'],
enable:'phaseUse',
filterCard:true,
selectCard:[1,Infinity],
discard:false,
lose:false,
delay:false,
filterTarget:function(card,player,target){
if(player.storage.rerende2&&player.storage.rerende2.contains(target)) return false;
return player!=target;
},
onremove:['rerende','rerende2'],
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(2,player.countCards('h')-player.hp)) return 0;
if(player.hp==player.maxHp||player.storage.rerende<0||player.countCards('h')<=1){
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hasSkill('haoshi')&&
!players[i].isTurnedOver()&&
!players[i].hasJudge('lebu')&&
get.attitude(player,players[i])>=3&&
get.attitude(players[i],player)>=3){
return 11-get.value(card);
}
}
if(player.countCards('h')>player.hp) return 10-get.value(card);
if(player.countCards('h')>2) return 6-get.value(card);
return -1;
}
return 10-get.value(card);
},
content:function(){
'step 0'
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'&&!evt.rerende){
var next=game.createEvent('rerende_clear');
_status.event.next.remove(next);
evt.after.push(next);
evt.rerende=true;
next.player=player;
next.setContent(lib.skill.rerende1.content);
}
if(!Array.isArray(player.storage.rerende2)){
player.storage.rerende2=[];
}
player.storage.rerende2.push(target);
target.gain(cards,player,'giveAuto');
if(typeof player.storage.rerende!='number'){
player.storage.rerende=0;
}
if(player.storage.rerende>=0){
player.storage.rerende+=cards.length;
if(player.storage.rerende>=2){
var list=[];
if(lib.filter.cardUsable({name:'sha'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){
return player.canUse('sha',current);
})){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
list.push(['基本','','sha','ice']);
}
if(lib.filter.cardUsable({name:'tao'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){
return player.canUse('tao',current);
})){
list.push(['基本','','tao']);
}
if(lib.filter.cardUsable({name:'jiu'},player,event.getParent('chooseToUse'))&&game.hasPlayer(function(current){
return player.canUse('jiu',current);
})){
list.push(['基本','','jiu']);
}
if(list.length){
player.chooseButton(['是否视为使用一张基本牌?',[list,'vcard']]).set('ai',function(button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(card.name=='tao'){
if(player.hp==1||(player.hp==2&&!player.hasShan())||player.needsToDiscard()){
return 5;
}
return 1;
}
if(card.name=='sha'){
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0
})){
if(card.nature=='fire') return 2.95;
if(card.nature=='thunder'||card.nature=='ice') return 2.92;
return 2.9;
}
return 0;
}
if(card.name=='jiu'){
return 0.5;
}
return 0;
});
}
else{
event.finish();
}
player.storage.rerende=-1;
}
else{
event.finish();
}
}
else{
event.finish();
}
'step 1'
if(result&&result.bool&&result.links[0]){
var card={name:result.links[0][2],nature:result.links[0][3]};
player.chooseUseTarget(card,true);
}
},
ai:{
fireAttack:true,
order:function(skill,player){
if(player.hp<player.maxHp&&player.storage.rerende<2&&player.countCards('h')>1){
return 10;
}
return 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);
}
},
effect:{
target:function(card,player,target){
if(player==target&&get.type(card)=='equip'){
if(player.countCards('e',{subtype:get.subtype(card)})){
if(game.hasPlayer(function(current){
return current!=player&&get.attitude(player,current)>0;
})){
return 0;
}
}
}
}
},
threaten:0.8
}
},
rerende1:{
trigger:{player:'phaseUseBegin'},
silent:true,
content:function(){
player.storage.rerende=0;
player.storage.rerende2=[];
}
},
liyu:{
audio:2,
trigger:{source:'damageSource'},
forced:true,
filter:function(event,player){
if(event._notrigger.contains(event.player)) return false;
return event.card&&event.card.name=='sha'&&event.player.isAlive()&&event.player.countGainableCards(player,'he')>0;
},
check:function(){
return false;
},
content:function(){
'step 0'
trigger.player.chooseTarget(function(card,player,target){
var evt=_status.event.getParent();
return evt.player.canUse({name:'juedou'},target)&&target!=_status.event.player;
},get.prompt('liyu')).set('ai',function(target){
var evt=_status.event.getParent();
return get.effect(target,{name:'juedou'},evt.player,_status.event.player)-2;
});
'step 1'
if(result.bool){
player.gainPlayerCard(trigger.player,'he',true);
event.target=result.targets[0];
trigger.player.line(player,'green');
}
else{
event.finish();
}
'step 2'
if(event.target){
player.useCard({name:'juedou',isCard:true},event.target,'noai');
}
},
ai:{
halfneg:true
}
},
/*reqicai:{
trigger:{player:'equipEnd'},
frequent:true,
content:function(){
player.draw();
},
mod:{
targetInRange:function(card,player,target,now){
var type=get.type(card);
if(type=='trick'||type=='delay') return true;
}
},
},*/
retuxi:{
audio:2,
trigger:{player:'phaseDrawBegin2'},
direct:true,
filter:function(event){
return event.num>0;
},
content:function(){
"step 0"
player.chooseTarget(get.prompt('retuxi'),[1,trigger.num],function(card,player,target){
return target.countCards('h')>0&&player!=target&&target.countCards('h')>=player.countCards('h');
},function(target){
var att=get.attitude(_status.event.player,target);
if(target.hasSkill('tuntian')) return att/10;
return 1-att;
});
"step 1"
if(result.bool){
player.logSkill('retuxi',result.targets);
player.gainMultiple(result.targets);
trigger.num-=result.targets.length;
}
else{
event.finish();
}
"step 2"
if(trigger.num<=0) game.delay();
},
ai:{
threaten:1.6,
expose:0.2
}
},
reguicai:{
audio:2,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.countCards('hes')>0;
},
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('reguicai'),'hes',function(card){
var player=_status.event.player;
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod2!='unchanged') return mod2;
var mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
if(mod!='unchanged') return mod;
return true;
}).set('ai',function(card){
var trigger=_status.event.getTrigger();
var player=_status.event.player;
var judging=_status.event.judging;
var result=trigger.judge(card)-trigger.judge(judging);
var attitude=get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result-get.value(card)/2;
}
else{
return -result-get.value(card)/2;
}
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'reguicai','highlight','noOrdering');
}
else{
event.finish();
}
"step 2"
if(result.bool){
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
},trigger.player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
game.delay(2);
}
},
ai:{
rejudge:true,
tag:{
rejudge:1,
}
}
},
refankui:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return (event.source&&event.source.countGainableCards(player,'he')&&event.num>0&&event.source!=player);
},
content:function(){
"step 0"
event.count=trigger.num;
"step 1"
event.count--;
player.gainPlayerCard(get.prompt('refankui',trigger.source),trigger.source,get.buttonValue,'he').set('logSkill',['refankui',trigger.source]);
"step 2"
if(result.bool&&event.count>0&&trigger.source.countGainableCards(player,'he')>0) event.goto(1);
},
ai:{
maixie_defend:true,
effect:{
target:function(card,player,target){
if(player.countCards('he')>1&&get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5];
if(get.attitude(target,player)<0) return [1,1];
}
}
}
}
},
reluoyi:{
audio:2,
trigger:{player:'phaseDrawBegin1'},
check:function(event,player){
if(player.countCards('h','sha')) return true;
return Math.random()<0.5;
},
content:function(){
"step 0"
player.addTempSkill('reluoyi2',{player:'phaseBefore'});
trigger.cancel(null,null,'notrigger');
"step 1"
event.cards=get.cards(3);
player.showCards(event.cards,'裸衣');
"step 2"
for(var i=0;i<cards.length;i++){
if(get.type(cards[i])!='basic'&&cards[i].name!='juedou'&&
(get.type(cards[i])!='equip'||get.subtype(cards[i])!='equip1')){
cards[i].discard();
cards.splice(i--,1);
}
}
player.gain(cards,'gain2');
}
},
reluoyi2:{
trigger:{source:'damageBegin1'},
filter:function(event){
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&event.notLink();
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
damageBonus:true
}
},
reganglie:{
audio:2,
trigger:{player:'damageEnd'},
filter:function(event,player){
return (event.source!=undefined&&event.num>0);
},
check:function(event,player){
return (get.attitude(player,event.source)<=0);
},
logTarget:'source',
content:function(){
"step 0"
event.num=trigger.num;
"step 1"
player.judge(function(card){
if(get.color(card)=='red') return 1;
return 0;
});
"step 2"
if(result.color=='black'){
if(trigger.source.countCards('he')){
player.discardPlayerCard(trigger.source,'he',true);
}
}
else if(trigger.source.isIn()){
trigger.source.damage();
}
event.num--;
if(event.num>0){
player.chooseBool(get.prompt2('reganglie'));
}
else{
event.finish();
}
"step 3"
if(result.bool){
player.logSkill('reganglie',trigger.source);
event.goto(1);
}
},
ai:{
maixie_defend:true,
expose:0.4
}
},
qinxue:{
skillAnimation:true,
animationColor:'wood',
audio:2,
unique:true,
juexingji:true,
derivation:'gongxin',
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
if(player.storage.qinxue) return false;
if(player.countCards('h')>=player.hp+3) return true;
if(player.countCards('h')>=player.hp+2&&game.players.length+game.dead.length>=7) return true;
return false;
},
content:function(){
player.storage.qinxue=true;
player.loseMaxHp();
player.addSkill('gongxin');
player.awakenSkill('qinxue');
}
},
qingjian:{
audio:2,
unique:true,
trigger:{player:'gainAfter'},
direct:true,
usable:4,
filter:function(event,player){
if(event.parent.parent.name=='phaseDraw') return false;
return event.cards&&event.cards.length>0
},
content:function(){
"step 0"
event.cards=trigger.cards.slice(0);
"step 1"
player.chooseCardTarget({
filterCard:function(card){
return _status.event.getParent().cards.contains(card);
},
selectCard:[1,event.cards.length],
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
if(card.name=='du') return 20;
return (_status.event.player.countCards('h')-_status.event.player.hp);
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return 1-att;
}
if(target.countCards('h')>_status.event.player.countCards('h')) return 0;
return att-4;
},
prompt:'请选择要送人的卡牌'
});
"step 2"
if(result.bool){
player.storage.qingjian++;
player.logSkill('qingjian',result.targets);
result.targets[0].gain(result.cards,player,'give');
for(var i=0;i<result.cards.length;i++){
event.cards.remove(result.cards[i]);
}
if(event.cards.length) event.goto(1);
}
else{
player.storage.counttrigger.qingjian--;
}
},
ai:{
expose:0.3
},
},
reyingzi:{
audio:2,
audioname:['heqi','sunce','gexuan','re_sunben','re_sunce','re_heqi'],
trigger:{player:'phaseDrawBegin2'},
forced:true,
filter:function(event,player){
return !event.numFixed;
},
content:function(){
trigger.num++;
},
ai:{
threaten:1.5
},
mod:{
maxHandcardBase:function(player,num){
return player.maxHp;
}
}
},
refanjian:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:function(card,player,target){
return player!=target;
},
filterCard:true,
check:function(card){
return 8-get.value(card);
},
discard:false,
lose:false,
delay:false,
content:function(){
"step 0"
target.storage.refanjian=cards[0];
target.gain(cards[0],player,'give');
"step 1"
target.chooseControl('refanjian_card','refanjian_hp').ai=function(event,player){
var cards=player.getCards('he',{suit:get.suit(player.storage.refanjian)});
if(cards.length==1) return 0;
if(cards.length>=2){
for(var i=0;i<cards.length;i++){
if(get.tag(cards[i],'save')) return 1;
}
}
if(player.hp==1) return 0;
for(var i=0;i<cards.length;i++){
if(get.value(cards[i])>=8) return 1;
}
if(cards.length>2&&player.hp>2) return 1;
if(cards.length>3) return 1;
return 0;
}
"step 2"
if(result.control=='refanjian_card'){
target.showHandcards();
}
else{
target.loseHp();
event.finish();
}
"step 3"
target.discard(target.getCards('he',{suit:get.suit(target.storage.refanjian)}))
delete target.storage.refanjian;
},
ai:{
order:9,
result:{
target:function(player,target){
return -target.countCards('he')-(player.countCards('h','du')?1:0);
}
},
threaten:2,
}
},
reqianxun:{
init:function(player){
if(!player.storage.reqianxun2) player.storage.reqianxun2=[];
},
audio:2,
trigger:{target:'useCardToBegin',player:'judgeBefore'},
filter:function(event,player){
if(player.countCards('h')==0) return false;
if(event.parent.name=='phaseJudge'){
if(lib.skill.reqianxun.trigger.player=='judgeBefore'){
return true;
}
return event.result&&event.result.judge!=0;
}
if(event.name=='judge') return false;
if(event.targets&&event.targets.length>1) return false;
if(event.card&&get.type(event.card)=='trick'&&event.player!=player) return true;
},
content:function(){
player.storage.reqianxun2=player.storage.reqianxun2.concat(player.getCards('h'));
game.addVideo('storage',player,['reqianxun2',get.cardsInfo(player.storage.reqianxun2),'cards']);
player.lose(player.getCards('h'),ui.special,'toStorage');
player.addSkill('reqianxun2');
},
ai:{
effect:function(card,player,target){
if(!target.hasFriend()) return;
if(player==target) return;
var type=get.type(card);
var nh=target.countCards();
if(type=='trick'){
if(!get.tag(card,'multitarget')||get.info(card).singleCard){
if(get.tag(card,'damage')){
if(nh<3||target.hp<=2) return 0.8;
}
return [1,nh];
}
}
else if(type=='delay'){
return [0.5,0.5];
}
},
}
},
reqianxun2:{
trigger:{global:'phaseEnd'},
forced:true,
audio:false,
content:function(){
player.gain(player.storage.reqianxun2,'fromStorage','draw');
player.storage.reqianxun2.length=0;
player.removeSkill('reqianxun2');
game.addVideo('storage',player,['reqianxun2',get.cardsInfo(player.storage.reqianxun2),'cards']);
},
mark:true,
intro:{
content:'cardCount',
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
player.storage.reqianxun2.length=0;
}
},
}
},
relianying:{
audio:2,
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter'],
},
direct:true,
filter:function(event,player){
if(player.countCards('h')) return false;
var evt=event.getl(player);
return evt&&evt.hs&&evt.hs.length;
},
content:function(){
"step 0"
var num=trigger.getl(player).hs.length;
player.chooseTarget(get.prompt('relianying'),'令至多'+get.cnNumber(num)+'名角色各摸一张牌',[1,num]).ai=function(target){
var player=_status.event.player;
if(player==target) return get.attitude(player,target)+10;
return get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('relianying',result.targets);
game.asyncDraw(result.targets);
}
else event.finish();
"step 2"
game.delay();
},
ai:{
threaten:0.8,
effect:{
target:function(card){
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
}
},
noh:true,
}
},
retishen:{
audio:2,
unique:true,
mark:true,
skillAnimation:true,
animationColor:'soil',
limited:true,
trigger:{player:'phaseZhunbeiBegin'},
init:function(player){
player.storage.retishen=false;
},
filter:function(event,player){
if(player.storage.retishen) return false;
if(typeof player.storage.retishen2=='number'){
return player.hp<player.storage.retishen2;
}
return false;
},
check:function(event,player){
if(player.hp<=1) return true;
return player.hp<player.storage.retishen2-1;
},
content:function(){
player.awakenSkill('retishen');
player.recover(player.storage.retishen2-player.hp);
player.draw(player.storage.retishen2-player.hp);
player.storage.retishen=true;
},
intro:{
mark:function(dialog,content,player){
if(player.storage.retishen) return;
if(typeof player.storage.retishen2!='number'){
return '上回合体力:无';
}
return '上回合体力:'+player.storage.retishen2;
},
content:'limited'
},
group:['retishen2']
},
retishen2:{
trigger:{player:'phaseJieshuBegin'},
priority:-10,
silent:true,
content:function(){
player.storage.retishen2=player.hp;
game.broadcast(function(player){
player.storage.retishen2=player.hp;
},player);
game.addVideo('storage',player,['retishen2',player.storage.retishen2]);
},
intro:{
content:function(storage,player){
if(player.storage.retishen) return;
return '上回合体力:'+storage;
}
}
},
reyajiao:{
audio:2,
trigger:{player:['respond','useCard']},
frequent:true,
filter:function(event,player){
return player!=_status.currentPhase&&get.itemtype(event.cards)=='cards';
},
content:function(){
"step 0"
event.card=get.cards()[0];
game.broadcast(function(card){
ui.arena.classList.add('thrownhighlight');
card.copy('thrown','center','thrownhighlight',ui.arena).animate('start');
},event.card);
event.node=event.card.copy('thrown','center','thrownhighlight',ui.arena).animate('start');
ui.arena.classList.add('thrownhighlight');
game.addVideo('thrownhighlight1');
game.addVideo('centernode',null,get.cardInfo(event.card));
if(get.type(event.card,'trick')==get.type(trigger.card,'trick')){
player.chooseTarget('选择获得此牌的角色').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du){
if(target.hasSkillTag('nodu')) return 0;
return -att;
}
if(att>0){
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du');
}
else{
player.chooseBool('是否弃置'+get.translation(event.card)+'');
event.disbool=true;
}
game.delay(2);
"step 1"
if(event.disbool){
if(!result.bool){
game.log(player,'展示了',event.card);
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
}
else{
game.log(player,'展示并弃掉了',event.card);
event.card.discard();
}
game.addVideo('deletenode',player,[get.cardInfo(event.node)]);
event.node.delete();
game.broadcast(function(card){
ui.arena.classList.remove('thrownhighlight');
if(card.clone){
card.clone.delete();
}
},event.card);
}
else if(result.targets){
player.line(result.targets,'green');
result.targets[0].gain(event.card,'log');
event.node.moveDelete(result.targets[0]);
game.addVideo('gain2',result.targets[0],[get.cardInfo(event.node)]);
game.broadcast(function(card,target){
ui.arena.classList.remove('thrownhighlight');
if(card.clone){
card.clone.moveDelete(target);
}
},event.card,result.targets[0]);
}
else{
game.log(player,'展示并弃掉了',event.card);
event.card.discard();
game.addVideo('deletenode',player,[get.cardInfo(event.node)]);
event.node.delete();
game.broadcast(function(card){
ui.arena.classList.remove('thrownhighlight');
if(card.clone){
card.clone.delete();
}
},event.card);
}
game.addVideo('thrownhighlight2');
ui.arena.classList.remove('thrownhighlight');
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'respond')&&target.countCards('h')>1) return [1,0.2];
}
}
}
},
rejianxiong:{
audio:2,
audioname:['shen_caopi'],
trigger:{player:'damageEnd'},
filter:function(event,player){
return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0],true)=='o';
},
content:function(){
player.gain(trigger.cards);
player.$gain2(trigger.cards);
player.draw();
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
if(get.tag(card,'damage')) return [1,0.55];
}
}
}
},
rejianxiong_old:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
content:function(){
"step 0"
if(get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0],true)=='o'){
player.chooseControl('rejianxiong_mopai','rejianxiong_napai','cancel2').set('prompt',get.prompt('rejianxiong')).ai=function(){
var trigger=_status.event.getTrigger();
if(trigger.cards.length==1&&trigger.cards[0].name=='sha') return 0;
return 1;
};
}
else{
player.chooseControl('rejianxiong_mopai','cancel2').set('prompt',get.prompt('rejianxiong'));
}
"step 1"
if(result.control=='rejianxiong_napai'){
player.logSkill('rejianxiong');
player.gain(trigger.cards);
player.$gain2(trigger.cards);
}
else if(result.control=='rejianxiong_mopai'){
player.logSkill('rejianxiong');
player.draw();
}
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
if(get.tag(card,'damage')&&player!=target) return [1,0.6];
}
}
}
},
reyiji:{
audio:2,
trigger:{player:'damageEnd'},
frequent:true,
filter:function(event){
return (event.num>0)
},
content:function(){
"step 0"
event.num=1;
event.count=1;
"step 1"
player.gain(get.cards(2));
player.$draw(2);
"step 2"
player.chooseCardTarget({
filterCard:true,
selectCard:[1,2],
filterTarget:function(card,player,target){
return player!=target&&target!=event.temp;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
if(card.name=='du') return 20;
return (_status.event.player.countCards('h')-_status.event.player.hp);
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return 1-att;
}
return att-4;
},
prompt:'请选择要送人的卡牌'
});
"step 3"
if(result.bool){
player.lose(result.cards,ui.special,'toStorage');
if(result.targets[0].hasSkill('reyiji2')){
result.targets[0].storage.reyiji2=result.targets[0].storage.reyiji2.concat(result.cards);
}
else{
result.targets[0].addSkill('reyiji2');
result.targets[0].storage.reyiji2=result.cards;
}
player.$give(result.cards.length,result.targets[0],false);
player.line(result.targets,'green');
game.addVideo('storage',result.targets[0],['reyiji2',get.cardsInfo(result.targets[0].storage.reyiji2),'cards']);
if(num==1){
event.temp=result.targets[0];
event.num++;
event.goto(2);
}
else if(event.count<trigger.num){
delete event.temp;
event.num=1;
event.count++;
event.goto(1);
}
}
else if(event.count<trigger.num){
delete event.temp;
event.num=1;
event.count++;
event.goto(1);
}
},
ai:{
maixie:true,
maixie_hp:true,
result:{
effect:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
var num=1;
if(get.attitude(player,target)>0){
if(player.needsToDiscard()){
num=0.7;
}
else{
num=0.5;
}
}
if(player.hp>=4) return [1,num*2];
if(target.hp==3) return [1,num*1.5];
if(target.hp==2) return [1,num*0.5];
}
}
},
threaten:0.6
}
},
reyiji2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
mark:true,
popup:'遗计拿牌',
audio:false,
content:function(){
player.$draw(player.storage.reyiji2.length);
player.gain(player.storage.reyiji2,'fromStorage');
delete player.storage.reyiji2;
player.removeSkill('reyiji2');
game.delay();
},
intro:{
content:'cardCount'
}
},
yijue:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.countCards('h');
},
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target).set('small',true);
"step 1"
if(result.bool){
if(!target.hasSkill('fengyin')){
target.addTempSkill('fengyin');
}
target.addTempSkill('yijue2');
event.finish();
}
else if(target.hp<target.maxHp){
player.chooseBool('是否让目标回复一点体力?').ai=function(event,player){
return get.recoverEffect(target,player,player)>0;
};
}
else{
event.finish();
}
"step 2"
if(result.bool){
target.recover();
}
},
ai:{
result:{
target:function(player,target){
var hs=player.getCards('h');
if(hs.length<3) return 0;
var bool=false;
for(var i=0;i<hs.length;i++){
if(hs[i].number>=9&&get.value(hs[i])<7){
bool=true;
break;
}
}
if(!bool) return 0;
if(target.countCards('h')>target.hp+1&&get.recoverEffect(target)>0){
return 1;
}
if(player.canUse('sha',target)&&(player.countCards('h','sha')||player.countCards('he',{color:'red'}))){
return -2;
}
return -0.5;
}
},
order:9,
}
},
yijue2:{
mark:true,
mod:{
cardEnabled:function(){
return false;
},
cardRespondable:function(){
return false;
},
cardSavable:function(){
return false;
}
},
intro:{
content:'不能使用或打出卡牌'
}
},
retieji:{
shaRelated:true,
audio:2,
audioname:['boss_lvbu3'],
trigger:{player:'useCardToPlayered'},
check:function(event,player){
return get.attitude(player,event.target)<=0;
},
filter:function(event,player){
return event.card.name=='sha';
},
logTarget:'target',
content:function(){
"step 0"
player.judge(function(){return 0});
if(!trigger.target.hasSkill('fengyin')){
trigger.target.addTempSkill('fengyin');
}
"step 1"
var suit=result.suit;
var target=trigger.target;
var num=target.countCards('h','shan');
target.chooseToDiscard('请弃置一张'+get.translation(suit)+'牌,否则不能使用闪抵消此杀','he',function(card){
return get.suit(card)==_status.event.suit;
}).set('ai',function(card){
var num=_status.event.num;
if(num==0) return 0;
if(card.name=='shan') return num>1?2:0;
return 8-get.value(card);
}).set('num',num).set('suit',suit);
"step 2"
if(!result.bool){
trigger.getParent().directHit.add(trigger.target);
}
},
ai:{
ignoreSkill:true,
skillTagFilter:function(player,tag,arg){
if(tag=='directHit_ai'){
return get.attitude(player,arg.target)<=0;
}
if(!arg||arg.isLink||!arg.card||arg.card.name!='sha') return false;
if(!arg.target||get.attitude(player,arg.target)>=0) return false;
if(!arg.skill||!lib.skill[arg.skill]||lib.skill[arg.skill].charlotte||get.is.locked(arg.skill)||!arg.target.getSkills(true,false).contains(arg.skill)) return false;
},
directHit_ai:true,
}
},
reyicong:{
trigger:{
player:["changeHp"],
},
audio:2,
audioname:{gongsunzan:'yicong'},
forced:true,
filter:function(event,player){
return get.sgn(player.hp-2.5)!=get.sgn(player.hp-2.5-event.num);
},
content:function (){},
mod:{
globalFrom:function(from,to,current){
return current-1;
},
globalTo:function(from,to,current){
if(to.hp<=2) return current+1;
},
},
ai:{
threaten:0.8
}
},
reqiaomeng:{
audio:'qiaomeng',
trigger:{source:'damageSource'},
direct:true,
filter:function(event,player){
if(event._notrigger.contains(event.player)) return false;
return event.card&&event.card.name=='sha'&&event.player.countDiscardableCards(player,'hej');
},
content:function(){
"step 0"
player.discardPlayerCard(get.prompt('reqiaomeng',trigger.player),'hej',trigger.player).set('logSkill',['reqiaomeng',trigger.player]);
"step 1"
if(result.bool){
var card=result.cards[0];
if(get.position(card)=='d'){
if(get.subtype(card)=='equip3'||get.subtype(card)=='equip4'){
player.gain(card,player,'gain2');
}
}
}
}
},
qiaomeng:{
audio:2,
trigger:{source:'damageSource'},
direct:true,
filter:function(event,player){
if(event._notrigger.contains(event.player)) return false;
return event.card&&event.card.name=='sha'&&event.cards&&
get.color(event.cards)=='black'&&event.player.countDiscardableCards(player,'hej');
},
content:function(){
"step 0"
player.discardPlayerCard(get.prompt('qiaomeng',trigger.player),'e',trigger.player).set('logSkill',['qiaomeng',trigger.player]);
"step 1"
if(result.bool){
var card=result.cards[0];
if(get.position(card)=='d'){
if(get.subtype(card)=='equip3'||get.subtype(card)=='equip4'){
player.gain(card,player,'gain2');
}
}
}
}
},
rekurou:{
audio:2,
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
return 8-get.value(card);
},
position:'he',
content:function(){
player.loseHp();
},
ai:{
order:8,
result:{
player:function(player){
if(player.hp<=2) return player.countCards('h')==0?1:0;
if(player.countCards('h',{name:'sha',color:'red'})) return 1;
return player.countCards('h')<=player.hp?1:0;
}
},
effect:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,1];
return 1.2;
}
if(get.tag(card,'loseHp')){
if(player.hp<=1) return;
return [0,0];
}
}
}
},
zhaxiang:{
trigger:{player:'loseHpEnd'},
forced:true,
audio:2,
content:function(){
var num=trigger.num;
player.draw(3*num);
if(_status.currentPhase==player){
if(!player.storage.zhaxiang2) player.storage.zhaxiang2=0;
player.storage.zhaxiang2+=num;
player.addTempSkill('zhaxiang2',{player:'phaseAfter'});
}
else{
game.trySkillAudio('zhaxiang',player);
}
},
ai:{
maihp:true
}
},
zhaxiang2:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha'&&get.color(card)=='red') return true;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+player.storage.zhaxiang2;
}
},
onremove:true,
trigger:{player:'useCard'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&get.color(event.card)=='red';
},
content:function(){
trigger.directHit.addArray(game.players);
},
ai:{
directHit_ai:true,
skillTagFilter:function(player,tag,arg){
return arg.card.name=='sha'&&get.color(arg.card)=='red';
},
},
},
zhuhai:{
audio:2,
audioname:['gz_re_xushu'],
trigger:{global:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
return event.player.isAlive()&&event.player.getStat('damage')&&
lib.filter.targetEnabled({name:'sha'},player,event.player)&&(player.hasSha()||_status.connectMode&&player.countCards('h')>0);
},
content:function(){
player.chooseToUse(function(card,player,event){
if(get.name(card)!='sha') return false;
return lib.filter.filterCard.apply(this,arguments);
},'诛害:是否对'+get.translation(trigger.player)+'使用一张杀?').set('logSkill','zhuhai').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.player);
}
},
qianxin:{
skillAnimation:true,
animationColor:'orange',
audio:2,
unique:true,
juexingji:true,
trigger:{source:'damageSource'},
forced:true,
derivation:'jianyan',
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.awakenSkill('qianxin');
player.addSkill('jianyan');
player.loseMaxHp();
}
},
jianyan:{
audio:2,
enable:'phaseUse',
usable:1,
delay:false,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.sex=='male';
});
},
content:function(){
"step 0"
player.chooseControl(['red','black','basic','trick','equip']).set('ai',function(){
var player=_status.event.player;
if(!player.hasShan()) return 'basic';
if(player.countCards('e')<=1) return 'equip';
if(player.countCards('h')>2) return 'trick';
return 'red';
});
"step 1"
event.card=get.cardPile(function(card){
if(get.color(card)==result.control) return true;
if(get.type(card,'trick')==result.control) return true;
return false;
},'cardPile');
if(!event.card){
event.finish();
return;
}
player.showCards([event.card]);
"step 2"
player.chooseTarget(true,'选择一名男性角色送出'+get.translation(event.card),function(card,player,target){
return target.sex=='male';
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.neg) return -att;
return att;
}).set('neg',get.value(event.card,player,'raw')<0);
"step 3"
player.line(result.targets,'green');
result.targets[0].gain(event.card,'gain2');
},
ai:{
order:9,
result:{
player:function(player){
if(game.hasPlayer(function(current){
return current.sex=='male'&&get.attitude(player,current)>0;
})) return 2;
return 0;
},
},
threaten:1.2
}
},
reguose:{
audio:2,
enable:'phaseUse',
usable:1,
discard:false,
lose:false,
delay:false,
filter:function(event,player){
return player.countCards('hes',{suit:'diamond'})>0;
},
position:'hes',
filterCard:{suit:'diamond'},
filterTarget:function(card,player,target){
if(get.position(ui.selected.cards[0])!='s'&&lib.filter.cardDiscardable(ui.selected.cards[0],player,'reguose')&&target.hasJudge('lebu')) return true;
if(player==target) return false;
if(!game.checkMod(ui.selected.cards[0],player,'unchanged','cardEnabled2',player)) return false;
return player.canUse({name:'lebu',cards:ui.selected.cards},target);
},
check:function(card){
return 7-get.value(card);
},
content:function(){
if(target.hasJudge('lebu')){
player.discard(cards);
target.discard(target.getJudge('lebu'));
}
else{
player.useCard({name:'lebu'},target,cards).audio=false;
}
player.draw();
},
ai:{
result:{
target:function(player,target){
if(target.hasJudge('lebu')) return -get.effect(target,{name:'lebu'},player,target);
return get.effect(target,{name:'lebu'},player,target);
}
},
order:9,
}
},
fenwei:{
skillAnimation:true,
animationColor:'wood',
audio:2,
audioname:['heqi'],
unique:true,
mark:true,
limited:true,
trigger:{global:'useCardToPlayered'},
//priority:5,
filter:function(event,player){
if(event.getParent().triggeredTargets3.length>1) return false;
if(get.type(event.card)!='trick') return false;
if(get.info(event.card).multitarget) return false;
if(event.targets.length<2) return false;
if(player.storage.fenwei) return false;
return true;
},
init:function(player){
player.storage.fenwei=false;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('fenwei'),
[1,trigger.targets.length],function(card,player,target){
return _status.event.targets.contains(target);
}).set('ai',function(target){
var trigger=_status.event.getTrigger();
if(game.phaseNumber>game.players.length*2&&trigger.targets.length>=game.players.length-1&&!trigger.excluded.contains(target)){
return -get.effect(target,trigger.card,trigger.player,_status.event.player);
}
return -1;
}).set('targets',trigger.targets);
"step 1"
if(result.bool){
player.awakenSkill('fenwei');
player.logSkill('fenwei',result.targets);
player.storage.fenwei=true;
trigger.getParent().excluded.addArray(result.targets);
game.delay();
}
},
intro:{
content:'limited'
}
},
chulao:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
if(player==target) return false;
if(target.group=='unknown') return false;
for(var i=0;i<ui.selected.targets.length;i++){
if(ui.selected.targets[i].group==target.group) return false;
}
return target.countCards('he')>0;
},
filter:function(event,player){
return player.countCards('he')>0;
},
filterCard:true,
position:'he',
selectTarget:[1,Infinity],
check:function(card){
if(get.suit(card)=='spade') return 8-get.value(card);
return 5-get.value(card);
},
content:function(){
"step 0"
if(num==0&&get.suit(cards[0])=='spade') player.draw();
player.choosePlayerCard(targets[num],'he',true);
"step 1"
if(result.bool){
if(result.links.length) targets[num].discard(result.links[0]);
if(get.suit(result.links[0])=='spade') targets[num].draw();
}
},
ai:{
result:{
target:-1
},
threaten:1.2,
order:3
}
},
xunxun:{
audio:2,
trigger:{player:'phaseDrawBegin1'},
//check:function(event,player){
// return !player.hasSkill('reyiji2');
//},
content:function(){
"step 0"
event.cards=get.cards(4);
player.chooseCardButton(event.cards,2,'选择两张牌置于牌堆顶',true).set('ai',ai.get.buttonValue);
"step 1"
if(result.bool){
var choice=[];
for(var i=0;i<result.links.length;i++){
choice.push(result.links[i]);
cards.remove(result.links[i]);
}
for(var i=0;i<cards.length;i++){
ui.cardPile.appendChild(cards[i]);
}
while(choice.length){
ui.cardPile.insertBefore(choice.pop(),ui.cardPile.firstChild);
}
}
},
},
wangxi:{
audio:2,
trigger:{player:'damageEnd',source:'damageSource'},
filter:function(event){
if(event._notrigger.contains(event.player)) return false;
return event.num&&event.source&&event.player&&
event.player.isAlive()&&event.source.isAlive()&&event.source!=event.player;
},
check:function(event,player){
if(player.isPhaseUsing()) return true;
if(event.player==player) return get.attitude(player,event.source)>-3;
return get.attitude(player,event.player)>-3;
},
logTarget:function(event,player){
if(event.player==player) return event.source;
return event.player;
},
content:function(){
"step 0"
event.count=trigger.num;
"step 1"
game.asyncDraw([trigger.player,trigger.source]);
event.count--;
"step 2"
game.delay();
"step 3"
if(event.count){
player.chooseBool(get.prompt2('wangxi',lib.skill.wangxi.logTarget(trigger,player)))
}
else event.finish();
"step 4"
if(result.bool){
player.logSkill('wangxi',lib.skill.wangxi.logTarget(trigger,player));
event.goto(1);
}
},
ai:{
maixie:true,
maixie_hp:true
}
},
refangquan:{
audio:2,
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.countCards('h')>0&&!player.hasSkill('fangquan3');
},
direct:true,
content:function(){
"step 0"
var fang=player.countMark('fangquan2')==0&&player.hp>=2&&player.countCards('h')<=player.hp+1;
player.chooseBool(get.prompt2('refangquan')).set('ai',function(){
if(!_status.event.fang) return false;
return game.hasPlayer(function(target){
if(target.hasJudge('lebu')||target==player) return false;
if(get.attitude(player,target)>4){
return (get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1)>0);
}
return false;
});
}).set('fang',fang);
"step 1"
if(result.bool){
player.logSkill('refangquan');
trigger.cancel();
player.addTempSkill('fangquan2','phaseAfter');
player.addMark('fangquan2',1,false);
player.addTempSkill('refangquan2');
//player.storage.fangquan=result.targets[0];
}
}
},
refangquan2:{
mod:{
maxHandcardBase:function(player,num){
return player.maxHp;
},
},
},
rehunzi:{
inherit:'hunzi',
filter:function(event,player){
return player.hp<=2&&!player.storage.rehunzi;
},
ai:{
threaten:function(player,target){
if(target.hp<=2) return 2;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')==1&&target.hp==3&&!target.isTurnedOver()&&
_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
}
}
}
},
rezhijian:{
inherit:'zhijian',
group:['rezhijian_use'],
subfrequent:['use'],
subSkill:{
use:{
audio:'rezhijian',
trigger:{player:'useCard'},
frequent:true,
filter:function(event,player){
return get.type(event.card)=='equip';
},
prompt:'是否发动【直谏】摸一张牌?',
content:function(){
player.draw('nodelay');
},
},
},
},
retuntian:{
audio:2,
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter'],
},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(event.name=='gain'&&event.player==player) return false;
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.length>0;
},
content:function(){
player.judge(function(card){
return 1;
}).callback=lib.skill.retuntian.callback;
},
callback:function(){
'step 0'
if(event.judgeResult.suit=='heart'){
player.gain(card,'gain2');
event.finish();
}
else if(get.mode()=='guozhan'){
player.chooseBool('是否将'+get.translation(card)+'作为【田】置于武将牌上?').set('frequentSkill','retuntian').ai=function(){
return true;
};
}
else event.directbool=true;
'step 1'
if(!result.bool&&!event.directbool){
//game.cardsDiscard(card);
return;
};
event.node=event.judgeResult.node;
//event.trigger("addCardToStorage");
//event.card.fix();
player.storage.tuntian.push(event.card);
//event.card.goto(ui.special);
game.cardsGotoSpecial(card);
event.node.moveDelete(player);
game.broadcast(function(cardid,player){
var node=lib.cardOL[cardid];
if(node){
node.moveDelete(player);
}
},event.node.cardid,player);
game.addVideo('gain2',player,get.cardsInfo([event.node]));
player.markSkill('tuntian');
game.addVideo('storage',player,['tuntian',get.cardsInfo(player.storage.tuntian),'cards']);
},
init:function(player){
if(!player.storage.tuntian) player.storage.tuntian=[];
},
group:'tuntian_dist',
locked:false,
ai:{
effect:{
target:function(){
return lib.skill.tuntian.ai.effect.target.apply(this,arguments);
}
},
threaten:function(player,target){
if(target.countCards('h')==0) return 2;
return 0.5;
},
nodiscard:true,
nolose:true
}
},
rebeige:{
audio:'beige',
audioname:['re_caiwenji'],
trigger:{global:'damageEnd'},
filter:function(event,player){
return (event.card&&event.card.name=='sha'&&event.source&&
event.player.classList.contains('dead')==false&&player.countCards('he'));
},
direct:true,
checkx:function(event,player){
var att1=get.attitude(player,event.player);
var att2=get.attitude(player,event.source);
return att1>0&&att2<=0;
},
content:function(){
"step 0"
var next=player.chooseToDiscard('he',get.prompt2('rebeige',trigger.player));
var check=lib.skill.beige.checkx(trigger,player);
next.set('ai',function(card){
if(_status.event.goon) return 8-get.value(card);
return 0;
});
next.set('logSkill','rebeige');
next.set('goon',check);
"step 1"
if(result.bool){
trigger.player.judge();
}
else{
event.finish();
}
"step 2"
switch(result.suit){
case 'heart':trigger.player.recover(trigger.num);break;
case 'diamond':trigger.player.draw(3);break;
case 'club':trigger.source.chooseToDiscard('he',2,true);break;
case 'spade':trigger.source.turnOver();break;
}
},
ai:{
expose:0.3
}
},
rexingshang:{
audio:2,
trigger:{global:'die'},
filter:function(event,player){
return player.isDamaged()||event.player.countCards('he')>0;
},
direct:true,
content:function(){
"step 0"
var choice=[];
if(player.isDamaged()) choice.push('回复体力');
if(trigger.player.countCards('he')) choice.push('获得牌');
choice.push('cancel2');
player.chooseControl(choice).set('prompt',get.prompt2('rexingshang')).set('ai',function(){
if(choice.length==2) return 0;
if(get.value(trigger.player.getCards('he'))>8) return 1;
return 0;
});
"step 1"
if(result.control!='cancel2'){
player.logSkill(event.name,trigger.player);
if(result.control=='获得牌'){
event.togain=trigger.player.getCards('he');
player.gain(event.togain,trigger.player,'giveAuto');
}
else player.recover();
}
},
},
refangzhu:{
audio:2,
trigger:{
player:"damageEnd",
},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt2('refangzhu'),function(card,player,target){
return player!=target
}).ai=function(target){
if(target.hasSkillTag('noturn')) return 0;
var player=_status.event.player;
if(get.attitude(_status.event.player,target)==0) return 0;
if(get.attitude(_status.event.player,target)>0){
if(target.classList.contains('turnedover')) return 1000-target.countCards('h');
if(player.getDamagedHp()<3) return -1;
return 100-target.countCards('h');
}
else{
if(target.classList.contains('turnedover')) return -1;
if(player.getDamagedHp()>=3) return -1;
return 1+target.countCards('h');
}
}
"step 1"
if(result.bool){
player.logSkill('refangzhu',result.targets);
event.target=result.targets[0];
if(player.isHealthy()) event._result={bool:false};
else event.target.chooseToDiscard('he',player.getDamagedHp()).set('ai',function(card){
var player=_status.event.player;
if(player.isTurnedOver()||_status.event.getTrigger().player.getDamagedHp()>2) return -1;
return (player.hp*player.hp)-get.value(card);
}).set('prompt','弃置'+get.cnNumber(player.getDamagedHp())+'张牌并失去一点体力;或选择不弃置,将武将牌翻面并摸'+get.cnNumber(player.getDamagedHp())+'张牌。');
}
else event.finish();
"step 2"
if(result.bool){
event.target.loseHp();
}
else{
if(player.isDamaged()) event.target.draw(player.getDamagedHp());
event.target.turnOver();
}
},
ai:{
maixie:true,
"maixie_hp":true,
effect:{
target:function (card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5];
if(target.hp<=1) return;
if(!target.hasFriend()) return;
var hastarget=false;
var turnfriend=false;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])<0&&!players[i].isTurnedOver()){
hastarget=true;
}
if(get.attitude(target,players[i])>0&&players[i].isTurnedOver()){
hastarget=true;
turnfriend=true;
}
}
if(get.attitude(player,target)>0&&!hastarget) return;
if(turnfriend||target.hp==target.maxHp) return [0.5,1];
if(target.hp>1) return [1,0.5];
}
},
},
},
},
repolu:{
audio:1,
trigger:{
source:'dieAfter',
player:'die',
},
forceDie:true,
filter:function(event,player,name){
return name=='die'||player.isAlive();
},
direct:true,
content:function(){
'step 0'
if(!player.storage.repolu) player.storage.repolu=0;
event.num=player.storage.repolu+1;
player.chooseTarget([1,Infinity],get.prompt('repolu'),'令任意名角色摸'+get.cnNumber(event.num)+'张牌').set('forceDie',true).ai=function(target){
return get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
player.storage.repolu++;
result.targets.sortBySeat();
player.logSkill('repolu',result.targets);
game.asyncDraw(result.targets,num);
}
else event.finish();
'step 2'
game.delay();
},
},
oljiuchi:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='jiu') return Infinity;
},
},
audio:2,
enable:'chooseToUse',
filterCard:function(card){
return get.suit(card)=='spade';
},
viewAs:{name:'jiu'},
position:'hs',
viewAsFilter:function(player){
if(!player.countCards('hs',{suit:'spade'})) return false;
return true;
},
prompt:'将一张黑桃手牌当酒使用',
check:function(cardx,player){
if(player&&player==cardx.player) return true;
if(_status.event.type=='dying') return 1;
var player=_status.event.player;
var shas=player.getCards('hs',function(card){
return card!=cardx&&get.name(card,player)=='sha';
});
if(!shas.length) return -1;
if(shas.length>1&&(player.getCardUsable('sha')>1||player.countCards('hs','zhuge'))){
return 0;
}
shas.sort(function(a,b){
return get.order(b)-get.order(a);
});
var card=false;
if(shas.length){
for(var i=0;i<shas.length;i++){
if(shas[i]!=cardx&&lib.filter.filterCard(shas[i],player)){
card=shas[i];break;
}
}
}
if(card){
if(game.hasPlayer(function(current){
return (get.attitude(player,current)<0&&
!current.hasShan()
&&current.hp+current.countCards('h',{name:['tao','jiu']})>1+(player.storage.jiu||0)
&&player.canUse(card,current,true,true)&&
!current.hasSkillTag('filterDamage',null,{
player:player,
card:card,
jiu:true,
})&&
get.effect(current,card,player)>0);
})){
return 4-get.value(cardx);
}
}
return -1;
},
ai:{
threaten:1.5,
},
trigger:{source:'damageEnd'},
locked:true,
direct:true,
filter:function(event,player){
if(event.name=='chooseToUse') return player.countCards('h',{suit:'spade'})>0;
return event.card&&event.card.name=='sha'&&event.getParent(2).jiu==true&&!player.hasSkill('oljiuchi_air');
},
content:function(){
player.logSkill('oljiuchi');
player.addTempSkill('oljiuchi_air');
},
subSkill:{
air:{},
},
},
rezaiqi:{
count:function(){
var num=0;
game.countPlayer2(function(current){
current.getHistory('lose',function(evt){
if(evt.position==ui.discardPile){
for(var i=0;i<evt.cards.length;i++){
if(get.color(evt.cards[i])=='red') num++;
}
}
})
});
game.getGlobalHistory('cardMove',function(evt){
if(evt.name=='cardsDiscard'){
for(var i=0;i<evt.cards.length;i++){
if(get.color(evt.cards[i])=='red') num++;
}
}
})
return num;
},
audio:2,
direct:true,
filter:function(event,player){
return lib.skill.rezaiqi.count()>0;
},
trigger:{
player:'phaseDiscardEnd'
},
content:function(){
'step 0'
player.chooseTarget([1,lib.skill.rezaiqi.count()],get.prompt2('rezaiqi')).ai=function(target){
return get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
var targets=result.targets;
targets.sortBySeat();
player.line(targets,'fire');
player.logSkill('rezaiqi',targets);
event.targets=targets;
}
else event.finish();
'step 2'
event.current=targets.shift();
if(player.isHealthy()) event._result={index:0};
else event.current.chooseControl().set('choiceList',[
'摸一张牌',
'令'+get.translation(player)+'回复一点体力',
]).set('ai',function(){
if(get.attitude(event.current,player)>0) return 1;
return 0;
});
'step 3'
if(result.index==1){
event.current.line(player);
player.recover();
}
else event.current.draw();
game.delay();
if(targets.length) event.goto(2);
},
group:'rezaiqi_count',
},
rezaiqi_count:{
trigger:{
global:["loseEnd","cardsDiscardEnd"],
player:'phaseAfter',
},
silent:true,
forced:true,
popup:false,
filter:function (event,player,name){
if(name=='phaseAfter') return true;
if(_status.currentPhase!=player) return false;
var evt=event.getParent();
if(evt&&evt.name=='useCard'&&evt.card&&['equip','delay'].contains(get.type(evt.card))) return false;
var cards=event.cards;
for(var i=0;i<cards.length;i++){
if(get.color(cards[i])=='red'&&get.position(cards[i],true)=='d') return true;
}
return false;
},
content:function(){
if(event.triggername=='phaseAfter') player.storage.rezaiqi=0;
else{
var cards=trigger.cards;
for(var i=0;i<cards.length;i++){
if(get.color(cards[i])=='red'&&get.position(cards[i],true)=='d') player.storage.rezaiqi++;
}
}
},
},
},
dynamicTranslate:{
rejiushi:function(player){
if(player.storage.chengzhang) return '当你需要使用【酒】时,若你的武将牌正面向上,你可以翻面,视为使用一张【酒】。当你受到伤害后,若你的武将牌背面向上,你可以翻面。当你翻面时,你获得牌堆中的一张随机锦囊。';
return '当你需要使用【酒】时,若你的武将牌正面向上,你可以翻面,视为使用一张【酒】。当你受到伤害后,若你的武将牌背面向上,你可以翻面并获得牌堆中的一张随机锦囊。';
},
},
translate:{
re_zhangliao:'界张辽',
re_huangyueying:'新黄月英',
re_simayi:'界司马懿',
re_xuzhu:'界许褚',
re_xiahoudun:'界夏侯惇',
re_lvmeng:'界吕蒙',
re_zhouyu:'界周瑜',
re_luxun:'界陆逊',
re_zhaoyun:'界赵云',
re_guanyu:'界关羽',
re_zhangfei:'界张飞',
re_machao:'界马超',
re_caocao:'界曹操',
re_guojia:'界郭嘉',
re_lvbu:'界吕布',
re_xushu:'界徐庶',
re_huanggai:'界黄盖',
re_daqiao:'界大乔',
re_ganning:'界甘宁',
re_huatuo:'界华佗',
re_lidian:'李典',
re_liubei:'界刘备',
re_diaochan:'界貂蝉',
re_huangyueying:'界黄月英',
re_sunquan:'界孙权',
re_sunshangxiang:'界孙尚香',
re_zhugeliang:'界诸葛亮',
re_zhenji:'界甄姬',
re_huaxiong:"界华雄",
"ol_sp_zhugeliang":"界卧龙",
"re_xunyu":"界荀彧",
"re_dianwei":"界典韦",
"re_yanwen":"界颜良文丑",
xin_yuanshao:"手杀袁绍",
re_zhangjiao:'界张角',
re_sunce:'界孙策',
ol_yuanshao:'界袁绍',
ol_liushan:'界刘禅',
olfangquan:'放权',
olfangquan_info:'出牌阶段开始前,你可以跳过此阶段。若如此做,弃牌阶段开始时,你可以弃置一张手牌,令一名其他角色进行一个额外回合。',
olruoyu:'若愚',
olruoyu_info:'主公技觉醒技准备阶段若你的体力值为全场最少则你加1点体力上限并回复1点体力然后获得技能〖思蜀〗和〖激将〗。',
sishu:'思蜀',
sishu_info:'出牌阶段开始时,你可以选择一名角色。该角色本局游戏内【乐不思蜀】的判定效果反转。',
olluanji:'乱击',
olluanji_info:'你可以将两张花色相同的手牌当做【万箭齐发】使用。当你使用【万箭齐发】选择目标后,你可以为此牌减少一个目标。',
olluanji_remove:'乱击',
olxueyi:'血裔',
olxueyi_info:'主公技锁定技游戏开始时你获得X个“裔”标记。回合开始时你可以移去一个“裔”标记然后摸一张牌。你每有一个“裔”标记手牌上限便+2。X为场上群势力角色的数目',
olxueyi_draw:'血裔',
olhunzi:'魂姿',
olhunzi_info:'觉醒技准备阶段若你的体力值为1你减1点体力上限并回复1点体力然后获得技能〖英姿〗和〖英魂〗。',
olzhiba:'制霸',
olzhiba_info:'主公技,其他吴势力的角色的出牌阶段限一次,其可以与你拼点(你可拒绝此拼点)。若其没赢,你可以获得两张拼点牌。你的出牌阶段限一次,你可以和一名吴势力角色拼点,若你赢,你获得两张拼点牌。',
olzhiba2:'制霸',
xinleiji:'雷击',
xinleiji_misa:'雷击',
xinguidao:'鬼道',
xinleiji_info:'①当你使用或打出【闪】或【闪电】时你可以进行判定。②当你的判定的判定牌生效后若结果为黑桃你可对一名其他角色造成2点雷电伤害梅花你回复1点体力并可对一名其他其他角色造成1点雷电伤害。',
xinleiji_append:'<span style="font-family: yuanli">不能触发〖雷击〗的判定:〖暴虐〗、〖助祭〗、<br>〖弘仪〗、〖孤影〗。</span>',
xinleiji_faq:'不能触发〖雷击〗的判定',
xinleiji_faq_info:'<br>董卓/界董卓〖暴虐〗<br>黄巾雷使〖助祭〗<br>羊徽瑜〖弘仪〗<br>鸣濑白羽〖孤影〗',
xinguidao_info:'一名角色的判定牌生效前你可以打出一张黑色牌作为判定牌并获得原判定牌。若你以此法打出的牌为黑桃2-9则你摸一张牌。',
reqiangxi:"强袭",
"reqiangxi_info":"出牌阶段对每名其他角色限一次你可以选择一项1. 失去一点体力并对你攻击范围内的一名其他角色造成一点伤害2. 弃置一张武器牌并对你攻击范围内的一名其他角色造成一点伤害。",
rehuoji:"火计",
"rehuoji_info":"出牌阶段,你可一张红色牌当作【火攻】使用。",
rekanpo:"看破",
"rekanpo_info":"你可以将一张黑色牌当作【无懈可击】使用。",
rejieming:"节命",
"rejieming_info":"当你受到1点伤害后你可以令一名角色摸两张牌。然后若其手牌数小于体力上限则你摸一张牌。",
reshuangxiong:"双雄",
"reshuangxiong_info":"摸牌阶段,你可以放弃摸牌。若如此做,你展示牌堆顶的两张牌并选择获得其中的一张。然后,你本回合内可以将与此牌颜色不同的一张手牌当做【决斗】使用。当你受到【决斗】造成的伤害时,你可以获得对方于此决斗中打出的所有【杀】",
"reshuangxiong2":"双雄",
"reshuangxiong2_info":"",
reguanxing:'观星',
reguanxing_info:'准备阶段你可以观看牌堆顶的5张牌存活角色小于4时改为3张并将其以任意顺序置于牌堆项或牌堆底若你将〖观星〗的牌都放在了牌堆底则你可以在结束阶段再次发动〖观星〗。',
reluoshen:'洛神',
reluoshen_info:'准备阶段,你可以进行判定,若结果为黑色则获得此判定牌,且可重复此流程直到出现红色的判定结果。你通过〖洛神〗获得的牌,不计入当前回合的手牌上限',
reluoshen_info_guozhan:'准备阶段,你可以进行判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌。你通过〖洛神〗获得的牌,不计入当前回合的手牌上限。(结果为黑色的判定牌于此过程中不会进入弃牌堆)',
rejieyin:'结姻',
rejieyin_info:'出牌阶段限一次你可以选择一名男性角色并弃置一张手牌或将装备区内的一张装备牌置于其装备区你与其体力较高的角色摸一张牌体力值较低的角色回复1点体力。',
rebiyue:'闭月',
rebiyue_info:'结束阶段,你可以摸一张牌,若你没有手牌,则改为摸两张牌。',
rejizhi:'集智',
rejizhi_info:'当你使用锦囊牌时,你可以摸一张牌。若此牌为基本牌,则你可以弃置之,然后令本回合手牌上限+1。',
reqicai:'奇才',
reqicai_info:'锁定技,你使用锦囊牌无距离限制,你装备区内的防具牌和宝物牌不能被其他角色弃置。',
rezhiheng:'制衡',
rezhiheng_info:'出牌阶段限一次,你可以弃置任意张牌并摸等量的牌,若你在发动〖制衡〗时弃置了所有手牌,则你多摸一张牌。',
rejiuyuan:'救援',
rejiuyuan_info:'主公技其他吴势力角色对自己使用【桃】时若其体力值大于你则其可以选择令你回复1点体力然后其摸1张牌。',
"new_yajiao":"涯角",
"new_yajiao_info":"每当你于回合外使用或打出牌时,你可以亮出牌堆顶的一张牌,并将其交给一名角色。若此牌与你此次使用或打出的牌类别不同,则你弃置一张牌。",
"new_liyu":"利驭",
"new_liyu_info":"当你使用【杀】对一名其他角色造成伤害后,你可以获得其一张牌。若此牌不为装备牌,则其摸一张牌。若此牌为装备牌,则视为你对其选择的另一名角色使用一张【决斗】。",
"new_retuxi":"突袭",
"new_retuxi_info":"摸牌阶段摸牌时,你可以少摸任意张牌,然后获得等量的角色的各一张手牌。",
"new_retuxi_info_guozhan":"摸牌阶段摸牌时,你可以少摸至多两张牌,然后获得等量的角色的各一张手牌。",
"new_reyiji":"遗计",
"new_reyiji_info":"当你受到1点伤害后你可以摸两张牌然后可以将至多两张手牌交给其他角色。",
"new_rejianxiong":"奸雄",
"new_rejianxiong_info":"当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
"new_reluoyi":"裸衣",
"new_reluoyi_info":"摸牌阶段开始时,你展示牌堆顶的三张牌。然后,你可以放弃摸牌。若如此做,你获得其中的基本牌、武器牌和【决斗】,且直到你的下回合开始,你使用的【杀】或【决斗】造成伤害时,此伤害+1。否则你将这些牌置入弃牌堆。",
"new_rewusheng":"武圣",
"new_rewusheng_info":"你可以将一张红色牌当做【杀】使用或打出。你使用的方片杀没有距离限制。",
"new_yijue":"义绝",
"new_yijue_info":"出牌阶段限一次,你可以弃置一张牌并令一名有手牌的其他角色展示一张手牌。若此牌为黑色,则该角色不能使用或打出牌,非锁定技失效且受到来自你的红桃【杀】的伤害+1直到回合结束。若此牌为红色则你可以获得此牌并可以令其回复一点体力。",
"new_yijue2":"义绝",
"new_yijue2_info":"",
"new_repaoxiao":"咆哮",
"new_repaoxiao_info":"锁定技,出牌阶段,你使用【杀】没有数量限制。若你于此出牌阶段内使用过【杀】,则你本回合内使用【杀】没有距离限制。",
"new_tishen":"替身",
"new_tishen_info":"出牌阶段结束时,你可以弃置你所有的锦囊牌与坐骑牌。若如此做,直到你的下个回合开始,你获得所有以你为目标且未对你造成伤害的【杀】。",
"new_tishen2":"替身",
"new_tishen2_info":"",
"new_qingjian":"清俭",
"new_qingjian_info":"当你于摸牌阶段外获得牌时,你可以展示任意张牌并交给一名其他角色。然后,当前回合角色本回合的手牌上限+XX为你给出的牌中包含的类别数。每回合限一次。",
"qingjian_add":"清俭",
"qingjian_add_info":"",
"new_reqingnang":"青囊",
"new_reqingnang_info":"出牌阶段,你可以弃置一张手牌,令一名本回合内未成为过〖青囊〗的目标的角色回复一点体力。若你弃置的是黑色牌,则你本回合内不能再发动〖青囊〗。",
"new_reyaowu":"耀武",
"new_reyaowu_info":"锁定技当一名角色使用【杀】对你造成伤害时若此杀为红色该角色回复1点体力或摸一张牌。否则则你摸一张牌。",
reyaowu:'耀武',
reyaowu_info:'锁定技,当你受到牌造成的伤害时,若此牌为红色,则伤害来源摸一张牌;否则你摸一张牌。',
reqingguo:'倾国',
reqingguo_info:'你可以将一张黑色牌当做【闪】使用或打出。',
qinxue:'勤学',
retuxi:'突袭',
reluoyi:'裸衣',
reluoyi2:'裸衣',
reganglie:'刚烈',
qingjian:'清俭',
reyingzi:'英姿',
refanjian:'反间',
refanjian_card:'弃牌',
refanjian_hp:'流失体力',
reqianxun:'谦逊',
reqianxun2:'谦逊',
relianying:'连营',
retishen:'替身',
retishen2:'替身',
reyajiao:'涯角',
rejianxiong:'奸雄',
rejianxiong_mopai:'摸牌',
rejianxiong_napai:'拿牌',
reyiji:'遗计',
reyiji2:'遗计',
yijue:'义绝',
yijue2:'义绝',
retieji:'铁骑',
refankui:'反馈',
reyicong:'义从',
qiaomeng:'趫猛',
rekurou:'苦肉',
zhaxiang:'诈降',
zhaxiang2:'诈降',
zhuhai:'诛害',
qianxin:'潜心',
jianyan:'荐言',
reguicai:'鬼才',
xunxun:'恂恂',
wangxi:'忘隙',
reguose:'国色',
fenwei:'奋威',
chulao:'除疠',
liyu:'利驭',
rerende:'仁德',
rerende_info:'出牌阶段,你可以将至少一张手牌交给其他角色,然后你于此阶段内不能再以此法交给该角色牌;若你于此阶段内给出的牌首次达到两张,你可以视为使用一张基本牌',
liyu_info:'当你使用【杀】对一名其他角色造成伤害后,该角色可令你获得其一张牌,若如此做,则视为你对其选择的另一名角色使用一张【决斗】',
xunxun_info:'摸牌阶段,你可以观看牌堆顶的四张牌,然后将其中的两张牌置于牌堆顶,并将其余的牌以任意顺序置于牌堆底。',
wangxi_info:'每当你对其他角色造成1点伤害后或受到其他角色造成的1点伤害后你可与该角色各摸一张牌。',
reguose_info:'出牌阶段限一次,你可以选择一项:将一张方片花色牌当做【乐不思蜀】使用;或弃置一张方片花色牌并弃置场上的一张【乐不思蜀】。选择完成后,你摸一张牌。',
fenwei_info:'限定技,当一名角色使用的锦囊牌指定了至少两名角色为目标时,你可以令此牌对其中任意名角色无效。',
chulao_info:'出牌阶段限一次,若你有牌,你可以选择任意名势力各不相同的其他角色,你弃置你和这些角色的各一张牌。然后以此法弃置黑桃牌的角色各摸一张牌。',
reguicai_info:'在任意角色的判定牌生效前,你可以打出一张牌代替之',
zhuhai_info:'一名其他角色的结束阶段开始时,若该角色本回合造成过伤害,你可以对其使用一张【杀】。',
qianxin_info:'觉醒技当你造成一次伤害后若你已受伤你须减1点体力上限并获得技能“荐言”。',
jianyan_info:'出牌阶段限一次,你可以声明一种牌的类别或颜色,并亮出牌库中第一张符合你声明的牌,然后你令一名男性角色获得此牌',
rekurou_info:'出牌阶段限一次你可以弃置一张牌然后失去1点体力。',
zhaxiang_info:'锁定技 每当你失去1点体力后你摸三张牌。然后若此时是你的出牌阶段则直到回合结束你使用红色【杀】无距离限制且不能被【闪】响应你可以额外使用一张【杀】。',
qiaomeng_info:'当你使用黑色【杀】对一名角色造成伤害后,你可以弃置该角色装备区里的一张牌,若此牌是坐骑牌,你于此牌置入弃牌堆时获得之。',
reyicong_info:'锁定技,你计算与其他角色的距离时-1。若你的体力值不大于2则其他角色计算与你的距离时+1。',
refankui_info:'每当你受到1点伤害后你可以获得伤害来源的一张牌。',
retieji_info:'当你使用【杀】指定一名角色为目标后,你可以进行一次判定并令该角色的非锁定技失效直到回合结束,除非该角色弃置一张与判定结果花色相同的牌,否则不能使用【闪】抵消此【杀】。',
yijue_info:'出牌阶段限一次,你可以与一名其他角色拼点,若你赢,则直到回合结束,该角色不能使用或打出手牌且其非锁定技失效,若你没赢,你可令该角色回复一点体力。',
reyiji_info:'每当你受到1点伤害后你可以摸两张牌。然后你可以在至多两名角色的武将牌旁边分别扣置至多两张手牌这些角色的下个摸牌阶段开始时该角色获得其武将牌旁的这些牌。',
rejianxiong_info:'每当你受到伤害后,你可以获得对你造成伤害的牌,然后摸一张牌。',
reyajiao_info:'每当你于回合外使用或打出一张手牌时,你可以亮出牌堆顶的一张牌,若此牌与你此次使用或打出的牌类别相同,你可以将之交给任意一名角色;若不同则你可以将之置入弃牌堆。',
retishen_info:'限定技准备阶段开始时你可以将体力回复至等同于你上回合结束时的体力值然后你每以此法回复1点体力便摸一张牌。',
reqianxun_info:'每当一张延时类锦囊牌或其他角色使用的普通锦囊牌生效时,若你是此牌的唯一目标,你可以将所有手牌置于你的武将牌上,若如此做,此回合结束时,你获得你武将牌上的所有牌。',
relianying_info:'当你失去最后的手牌时你可以令至多X名角色各摸一张牌X为你此次失去的手牌数。',
reyingzi_info:'锁定技,摸牌阶段摸牌时,你额外摸一张牌;你的手牌上限为你的体力上限。',
refanjian_info:'出牌阶段限一次,你可以展示一张手牌并将此牌交给一名其他角色。然后该角色选择一项:展示其手牌并弃置所有与此牌花色相同的牌,或失去一点体力。',
qingjian_info:'每当你于摸牌阶段外获得牌时,你可以将其中任意牌以任意顺序交给其他角色,每回合最多发动四次',
qinxue_info:'觉醒技准备阶段开始时若你的手牌数比体力值多3人数不少于7时改为2或更多你须减一点体力上限并获得技能【攻心】',
retuxi_info:'摸牌阶段摸牌时,你可以少摸任意张牌,然后选择等量的手牌数大于或等于你的其他角色,获得这些角色的各一张手牌。',
reluoyi_info:'你可以跳过摸牌阶段,然后展示牌堆顶的三张牌,获得其中的基本牌、武器牌和【决斗】,若如此做,直到你的下回合开始,你为伤害来源的【杀】或【决斗】造成的伤害+1。',
reganglie_info:'每当你受到1点伤害后可进行一次判定若结果为红色你对伤害来源造成1点伤害若结果为黑色你弃置其一张牌。',
botu:'博图',
botu_info:'回合结束时,若你本回合出牌阶段内使用的牌包含四种花色,则你可以进行一个额外回合。',
xin_yuji:'界于吉',
re_zuoci:'界左慈',
reguhuo:"蛊惑",
reguhuo_info:"每名角色的回合限一次你可以扣置一张手牌当作一张基本牌或普通锦囊牌使用或打出。其他角色同时选择是否质疑。然后你展示此牌。若有质疑的角色若此牌为假则此牌作废且所有质疑者各摸一张牌为真则所有质疑角色于此牌结算完成后依次弃置一张牌或失去1点体力并获得技能〖缠怨〗。",
reguhuo_guess:"蛊惑",
reguhuo_guess_info:"",
rechanyuan:"缠怨",
rechanyuan_info:"锁定技你不能质疑于吉只要你的体力值不大于1你失去你的武将技能。",
reguhuo_sha:"蛊惑",
reguhuo_shan:"蛊惑",
reguhuo_wuxie:"蛊惑",
reguhuo_ally:'信任',
reguhuo_betray:'质疑',
reguhuo_ally_bg:'真',
reguhuo_betray_bg:'假',
rehuashen:'化身',
rehuashen_info:'游戏开始后,你随机获得三张未加入游戏的武将牌,选一张置于你面前并声明该武将牌的一项技能,你拥有该技能且同时将性别和势力属性变成与该武将相同直到该化身被替换。你的每个准备阶段和结束后,你可以选择一项:①弃置至多两张未展示的化身牌并重新获得等量化身牌;②更换所展示的化身牌或技能。(你不可声明限定技、觉醒技、隐匿技、主公技等特殊技能)。',
rexinsheng:'新生',
rexinsheng_info:'当你受到1点伤害后你可以获得一张新的化身牌。',
re_menghuo:'界孟获',
re_sunjian:'手杀孙坚',
re_caopi:'界曹丕',
oljiuchi:'酒池',
oljiuchi_info:'你可以将一张黑桃手牌当做【酒】使用。锁定技,你使用【酒】无次数限制,且当你于回合内使用带有【酒】效果的【杀】造成伤害后,你令你的【崩坏】失效直到回合结束。',
repolu:'破虏',
repolu_info:'当你杀死一名角色/死亡时你可以令任意名角色摸X+1张牌。X为你此前发动过【破虏】的次数',
rexingshang:'行殇',
rexingshang_info:'当其他角色死亡后你可以选择一项回复1点体力或获得其所有牌。',
refangzhu:'放逐',
refangzhu_info:'当你受到伤害后你可以令一名其他角色选择一项摸X张牌并将武将牌翻面或弃置X张牌并失去1点体力。X为你已损失的体力值',
rezaiqi:'再起',
rezaiqi_info:'弃牌阶段结束时你可以令至多X名角色选择一项1.摸一张牌2.令你回复1点体力X为本回合进入弃牌堆的红色牌数',
ol_jiangwei:'界姜维',
re_caiwenji:'界蔡文姬',
re_baosanniang:'手杀鲍三娘',
retuntian:'屯田',
rebeige:'悲歌',
retuntian_info:'当你于回合外失去牌时,你可以进行一次判定。若判定结果为♥,你获得此判定牌。否则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-XX为你武将牌上【田】的数目',
rebeige_info:'当有角色受到【杀】造成的伤害后你可以弃一张牌并令其进行一次判定若判定结果为♥该角色回复X点体力(X为伤害点数);♦︎该角色摸三张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
re_liushan:'手杀刘禅',
re_sunben:'界孙笨',
re_zhangzhang:'界张昭张纮',
rehunzi:'魂姿',
rehunzi_info:'觉醒技准备阶段若你的体力值不大于2你减1点体力上限并获得技能〖英姿〗和〖英魂〗。',
rezhijian_info:'出牌阶段,你可以将手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。当你使用装备牌时,你可以摸一张牌。',
refangquan:'放权',
refangquan_info:'你可跳过你的出牌阶段,若如此做,你本回合的手牌上限为你的体力上限,且回合结束时,你可以弃置一张手牌并令一名其他角色进行一个额外的回合。',
re_wuguotai:'界吴国太',
re_gaoshun:'界高顺',
reganlu:'甘露',
reganlu_info:'出牌阶段限一次你可以选择装备区牌数之差的绝对值不大于X的两名角色或包含你在内的两名角色然后交换这两名角色装备区内的牌。X为你已损失的体力值',
repojun:'破军',
repojun2:'破军',
repojun3:'破军',
repojun_info:'当你使用【杀】指定目标后你可以将其的至多X张牌置于其武将牌上X为其体力值然后其于当前回合结束时获得这些牌。当你因执行【杀】的效果而对一名角色造成伤害时若该角色的手牌数和装备区内的牌数均不大于你则此伤害+1。',
rexianzhen:'陷阵',
rexianzhen_info:'出牌阶段限一次,你可以和一名其他角色拼点。若你赢,你本回合内对其使用牌没有次数和距离限制且无视其防具。若你没赢,你本回合内不能使用【杀】。若你以此法失去的拼点牌为【杀】,则你的【杀】不计入本回合的手牌上限。',
rejinjiu:'禁酒',
rejinjiu_info:'锁定技,你的【酒】均视为【杀】。其他角色不能于你的回合内使用【酒】。当你受到酒【杀】的伤害时,你令此伤害-XX为影响过此【杀】的伤害值的【酒】的数量',
rejinjiu2:'禁酒',
rejinjiu3:'禁酒',
ol_xiahouyuan:'界夏侯渊',
shebian:'设变',
shebian_info:'当你的武将牌翻面后,你可以移动场上的一张装备牌。',
cangzhuo:'藏拙',
cangzhuo_info:'弃牌阶段开始时,若你本回合内没有使用过锦囊牌,则你的锦囊牌不计入手牌上限。',
re_zhangyi:'界张嶷',
rewurong:'怃戎',
rewurong_info:'出牌阶段限一次你可以令一名其他角色与你同时展示一张手牌若你展示的是【杀】且该角色展示的不是【闪】则你对其造成1点伤害若你展示的不是【杀】且该角色展示的是【闪】则你获得其一张牌',
ol_pangtong:'界庞统',
olniepan:'涅槃',
olniepan_info:'限定技当你处于濒死状态时你可以弃置你区域内的所有牌并复原你的武将牌然后摸三张牌并将体力回复至3点。然后你选择获得以下技能中的一个〖八阵〗/〖火计〗/〖看破〗',
ol_weiyan:'界魏延',
reqimou:'奇谋',
reqimou_info:'限定技,出牌阶段,你可以失去任意点体力并摸等量的牌,然后直到回合结束,你计算与其他角色的距离时-X且你可以多使用X张【杀】X为你失去的体力值',
ol_xiaoqiao:'界小乔',
rehongyan:'红颜',
rehongyan_info:'锁定技,你区域内的黑桃牌和黑桃判定牌均视为红桃。当你于回合外正面朝上失去红桃牌后,若你的手牌数小于体力值,你摸一张牌。',
re_caozhi:'界曹植',
reluoying:'落英',
reluoying_discard:'落英',
reluoying_judge:'落英',
reluoying_info:'当其他角色的梅花牌因弃置或判定而进入弃牌堆时,你可以获得之。',
rejiushi:'酒诗',
rejiushi_info:'当你需要使用【酒】时,若你的武将牌正面向上,你可以翻面,视为使用一张【酒】。当你受到伤害后,若你的武将牌背面向上,你可以翻面并获得牌堆中的一张随机锦囊。',
rejiushi1:'酒诗',
rejiushi3:'酒诗',
rejiushi_mark:'酒诗·改',
rejiushi_mark_info:'当你需要使用【酒】时,若你的武将牌正面向上,你可以翻面,视为使用一张【酒】。当你受到伤害后,若你的武将牌背面向上,你可以翻面。当你翻面时,你获得牌堆中的一张随机锦囊。',
chengzhang:'成章',
chengzhang_info:'觉醒技准备阶段开始时若你造成伤害与受到伤害值之和累计7点或以上则你回复1点体力并摸1张牌然后改写〖酒诗〗。',
re_wuyi:'界吴懿',
re_zhuran:'界朱然',
re_quancong:'界全琮',
re_liaohua:'界廖化',
re_guohuai:'界郭淮',
re_chengpu:'界程普',
rechunlao:'醇醪',
rechunlao2:'醇醪',
rechunlao_info:'出牌阶段结束时若你没有“醇”你可以将至少一张【杀】置于你的武将牌上称为“醇”。当一名角色处于濒死状态时你可以移去一张“醇”视为该角色使用一张【酒】然后若此“醇”的属性为你回复1点体力、雷你摸两张牌。',
re_caozhang:'界曹彰',
yujin_yujin:'界于禁',
rexuanfeng:'旋风',
rexuanfeng_info:'当你失去装备区内的牌时,或于弃牌阶段弃置了两张或更多的手牌后,你可以依次弃置一至两名其他角色的共计两张牌,或将一名其他角色装备区内的一张牌移动到另一名其他角色的装备区内。',
olpaoxiao:'咆哮',
olpaoxiao2:'咆哮',
olpaoxiao_info:'①锁定技,你使用【杀】无次数限制。②锁定技,当你使用的【杀】被【闪】抵消时,你获得一枚“咆”(→)当你因【杀】造成伤害时,你弃置所有“咆”并令伤害值+XX为“咆”数。回合结束后你弃置所有“咆”。',
oltishen:'替身',
oltishen_info:'限定技准备阶段你可以将体力回复至上限然后摸X张牌X为你回复的体力值。',
ollongdan:'龙胆',
ollongdan_info:'你可以将一张【杀】当做【闪】、【闪】当做【杀】、【酒】当做【桃】、【桃】当做【酒】使用或打出。',
olyajiao:'涯角',
olyajiao_info:'当你于回合外因使用或打出而失去手牌后,你可以展示牌堆顶的一张牌。若这两张牌的类别相同,你可以将展示的牌交给一名角色;若类别不同,你可弃置攻击范围内包含你的角色区域里的一张牌。',
re_zhonghui:'界钟会',
requanji:'权计',
requanji_info:'出牌阶段结束时若你的手牌数大于体力值或当你受到1点伤害后你可以摸一张牌然后将一张手牌置于武将牌上称为“权”你的手牌上限+XX为“权”的数量。',
regongji:'弓骑',
regongji_info:'出牌阶段限一次,你可以弃置一张非基本牌,然后弃置一名其他角色的一张牌。锁定技,当你的装备区内有坐骑牌时,你的攻击范围无限。',
ol_sunjian:'界孙坚',
wulie:'武烈',
wulie2:'武烈',
wulie_info:'限定技,结束阶段,你可以失去任意点体力并指定等量的其他角色。这些角色各获得一枚「烈」。有「烈」的角色受到伤害时,其移去一枚「烈」,然后防止此伤害。',
re_sunluban:'界孙鲁班',
re_masu:'界马谡',
ol_pangde:'界庞德',
rejianchu:'鞬出',
rejianchu_info:'当你使用【杀】指定一名角色为目标后,你可以弃置其一张牌,若以此法弃置的牌不为基本牌,此【杀】不可被【闪】响应且你本回合使用【杀】的次数上限+1为基本牌该角色获得此【杀】',
re_taishici:'界太史慈',
hanzhan:'酣战',
hanzhan_gain:'酣战',
hanzhan_info:'当你发起拼点时,或成为拼点的目标时,你可以令对方选择拼点牌的方式改为随机选择一张手牌。当你拼点结束后,你可以获得双方拼点牌中点数最大的【杀】。',
re_jianyong:'界简雍',
xin_xusheng:'界徐盛',
decadepojun:'破军',
decadepojun2:'破军',
decadepojun_info:'当你使用【杀】指定目标后你可以将其的至多X张牌置于其武将牌上X为其体力值。若这些牌中有装备牌你将这些装备牌中的一张置于弃牌堆有锦囊牌你摸一张牌。其于回合结束时获得其武将牌上的这些牌。',
old_madai:'界马岱',
wangyi:'界王异',
guanzhang:'界关兴张苞',
rezishou:'自守',
rezishou2:'自守',
rezishou_info:'摸牌阶段你可以多摸X张牌。若如此做本回合你对其他角色造成伤害时防止此伤害。',
rezongshi:'宗室',
rezongshi_info:'锁定技,你的手牌上限+XX为势力数。准备阶段若你的手牌数大于体力值则你本回合内使用【杀】无次数限制。',
ol_dongzhuo:'界董卓',
olbaonue:'暴虐',
olbaonue_info:'主公技其他群雄角色造成1点伤害后其可进行判定若为♠你回复1点体力并获得判定牌。',
re_panzhangmazhong:'界潘璋马忠',
re_hanhaoshihuan:'界韩浩史涣',
re_bulianshi:'界步练师',
reanxu:'安恤',
reanxu_info:'出牌阶段限一次,你可以选择两名其他角色,令其中一名角色获得另一名角色的一张牌。若以此法移动的牌不来自装备区,则你摸一张牌。然后你可以令二者中手牌数较少的一名角色摸一张牌。',
xinyicong:'义从',
xinyicong_info:'锁定技,你计算与其他角色的距离时-X其他角色计算与你的距离时+Y。X为你的体力值-1Y为你的已损失体力值-1',
oltianxiang:'天香',
oltianxiang_info:'当你受到伤害时你可以弃置一张红桃牌防止此伤害并选择一名其他角色然后你选择一项1.令其受到伤害来源对其造成的1点伤害然后摸X张牌X为其已损失体力值且至多为52.令其失去1点体力然后获得你弃置的牌。',
olhongyan:'红颜',
olhongyan_info:'锁定技,你的黑桃牌的花色视为红桃。若你的装备区内有红桃牌,则你的手牌上限基数视为体力上限。',
piaoling:'飘零',
piaoling_info:'结束阶段你可以进行判定。若判定结果为红桃则你选择一项1.将此牌交给一名角色。若你交给了自己则你弃置一张牌。2.将此牌置于牌堆顶。',
decadelihuo:'疠火',
decadelihuo2:'疠火',
decadelihuo3:'疠火',
decadelihuo_info:'当你声明使用普【杀】时你可以将此【杀】改为火【杀】。当你使用火【杀】选择目标时可以选择一个额外目标。你使用的火【杀】结算完成后若此【杀】的目标数大于1且你因此【杀】造成过伤害则你失去1点体力。',
decadechunlao:'醇醪',
decadechunlao2:'醇醪',
decadechunlao_info:'你可以对其他角色使用【酒使用方法②】。当你需要使用【酒】时若你的武将牌未横置则你可以将武将牌横置然后视为使用【酒】。当你受到或造成伤害后若伤害值大于1且你的武将牌横置则你可以重置武将牌。',
re_yufan:'界虞翻',
rezongxuan:'纵玄',
rezongxuan_place:'纵玄',
rezongxuan_info:'当你的牌因弃置而进入弃牌堆后,你可以将其以任意顺序置于牌堆顶。出牌阶段限一次,你可以摸一张牌,然后将一张牌置于牌堆顶。',
re_liru:'界李儒',
rejuece:'绝策',
rejuece_info:'结束阶段你可以对一名本回合内失去过牌的角色造成1点伤害。',
remieji:'灭计',
remieji_info:'出牌阶段限一次,你可以将一张黑色锦囊牌置于牌堆顶,然后令一名有牌的其他角色选择一项:交给你一张锦囊牌,或依次弃置两张非锦囊牌。',
re_manchong:'界满宠',
rejunxing:'峻刑',
rejunxing_info:'出牌阶段限一次你可以弃置任意张手牌并选择一名其他角色。该角色选择一项1.弃置X张牌并失去1点体力。2.翻面并摸X张牌。X为你弃置的牌数',
re_gongsunzan:'界公孙瓒',
reqiaomeng:'趫猛',
reqiaomeng_info:'当你使用【杀】对一名角色造成伤害后,你可以弃置该角色区域内的一张牌。若此牌是坐骑牌,你于此牌置入弃牌堆时获得之。',
ol_dengai:'界邓艾',
oltuntian:'屯田',
olzaoxian:'凿险',
oltuntian_info:'当你于回合外失去牌后,或于回合内因弃置而失去【杀】后,你可以进行判定。若判定结果不为♥,则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-XX为你武将牌上【田】的数目',
olzaoxian_info:'觉醒技准备阶段若你武将牌上【田】的数量达到3张或更多则你减1点体力上限并获得技能〖急袭〗。你于当前回合结束后进行一个额外的回合。',
re_sunxiu:'界孙休',
re_caoxiu:'界曹休',
xin_lingtong:'界凌统',
decadexuanfeng:'旋风',
decadexuanfeng_info:'当你于弃牌阶段弃置过至少两张牌或当你失去装备区里的牌后若场上没有处于濒死状态的角色则你可以弃置至多两名其他角色的共计两张牌。若此时处于你的回合内你可以对其中一名目标角色造成1点伤害。',
yongjin:'勇进',
yongjin_info:'限定技,出牌阶段,你可以依次移动场上的至多三张不同的装备牌。',
xin_liubiao:'界刘表',
decadezishou:'自守',
decadezishou_zhiheng:'自守',
decadezishou_info:'摸牌阶段你可以多摸X张牌,然后本回合你对其他角色造成伤害时,防止此伤害。结束阶段,若你本回合没有使用牌指定其他角色为目标,你可以弃置任意张花色不同的手牌,然后摸等量的牌。',
decadezongshi:'宗室',
decadezongshi_info:'锁定技,你的手牌上限+XX为现存势力数。你的回合外若你的手牌数大于等于手牌上限则当你成为延时类锦囊牌或无颜色的牌的目标后你令此牌对你无效。',
re_fazheng:'界法正',
reenyuan:'恩怨',
reenyuan1:'恩怨',
reenyuan2:'恩怨',
reenyuan_info:'当你获得一名其他角色的至少两张牌后你可以令其摸一张牌。当你受到1点伤害后你可令伤害来源选择一项①失去1点体力。②交给你一张手牌。若此牌不为♥则你摸一张牌。',
rexuanhuo:'眩惑',
rexuanhuo_info:'摸牌阶段结束时你可以交给一名其他角色两张手牌然后该角色选择一项1. 视为对你选择的另一名角色使用任意一种【杀】或【决斗】2. 交给你所有手牌。',
re_fuhuanghou:'界伏皇后',
reqiuyuan:'求援',
reqiuyuan_info:'当你成为【杀】的目标时,你可选择另一名其他角色。除非该角色交给你一张除【杀】以外的基本牌,否则其也成为此【杀】的目标且该角色不能响应此【杀】。',
rezhuikong:'惴恐',
rezhuikong_info:'其他角色的回合开始时,若你已受伤,你可与其拼点:若你赢,本回合该角色只能对自己使用牌;若你没赢,你获得其拼点的牌,然后其视为对你使用一张【杀】。',
re_gongsunyuan:'界公孙渊',
rehuaiyi:'怀异',
rehuaiyi_info:'出牌阶段限一次你可以展示所有手牌若这些牌的颜色全部相同你摸一张牌并将此技能于本阶段内改为“限两次”然后终止此技能的结算流程不全部相同则你选择一种颜色并弃置该颜色的所有手牌然后你可以获得至多X名角色的各一张牌X为你以此法弃置的手牌数。若你以此法获得的牌不少于两张则你失去1点体力。',
re_caozhen:'界曹真',
residi:'司敌',
residi_push:'司敌',
residi2:'司敌',
residi3:'司敌',
residi_info:'结束阶段,你可以将一张非基本牌置于武将牌上,称为“司”。其他角色的出牌阶段开始时,你可以移去一张“司”。若如此做,其本阶段内不能使用或打出与“司”颜色相同的牌。此阶段结束时,若其于此阶段内未使用过:【杀】,你视为对其使用一张【杀】。锦囊牌,你摸两张牌。',
gz_re_xushu:'徐庶',
re_zhangchunhua:'界张春华',
xin_handang:'界韩当',
xingongji:'弓骑',
xingongji2:'弓骑',
xingongji_info:'出牌阶段限一次,你可以弃置一张牌,然后你的攻击范围视为无限且使用与此牌花色相同的【杀】无次数限制直到回合结束。若你以此法弃置的牌为装备牌,则你可以弃置一名其他角色的一张牌。',
xinjiefan:'解烦',
xinjiefan_info:'限定技出牌阶段你可以选择一名角色令攻击范围内含有该角色的所有角色依次选择一项1.弃置一张武器牌2.令其摸一张牌。然后若游戏轮数为1则你于此回合结束时恢复此技能。',
gzquanji:'权计',
gzquanji_info:'当你受到伤害后或当你使用牌指定唯一目标并对其造成伤害后,你可以摸一张牌,然后你将一张牌置于武将牌上,称为“权”;你的手牌上限+XX为“权”的数量。',
gzpaiyi:'排异',
gzpaiyi_backup:'排异',
gzpaiyi_info:'出牌阶段你可以将移去一张“权”然后选择一名角色并令其摸X张牌X为“权”的数量若其手牌数不小于你则你对其造成1点伤害且本技能于此回合内失效。',
ol_zhurong:'界祝融',
changbiao:'长标',
changbiao_info:'出牌阶段限一次你可以将任意张手牌当做【杀】使用无距离限制。若你因此【杀】对目标角色造成过伤害则你于出牌阶段结束时摸X张牌X为此【杀】对应的实体牌数量。',
re_zhoucang:'界周仓',
rezhongyong:'忠勇',
rezhongyong_info:'当你使用【杀】后,你可以将此【杀】以及目标角色使用的【闪】交给一名其他角色,若其获得的牌中有红色,则其可以对你攻击范围内的角色使用一张【杀】。若其获得的牌中有黑色,其摸一张牌。',
ollihuo:'疠火',
ollihuo2:'疠火',
ollihuo3:'疠火',
ollihuo4:'疠火',
ollihuo_info:'你使用普通的【杀】可以改为火【杀】若此【杀】造成过伤害你失去1点体力你使用火【杀】可以多选择一个目标。你每回合使用的第一张牌如果是【杀】则此【杀】结算完毕后可置于你的武将牌上。',
xinjiangchi:'将驰',
xinjiangchi_info:'出牌阶段开始时,你可选择:①摸一张牌。②摸两张牌,然后本回合内不能使用或打出【杀】。③弃置一张牌,然后本回合内可以多使用一张【杀】,且使用【杀】无距离限制。',
re_chenqun:'界陈群',
redingpin:'定品',
redingpin_info:'出牌阶段,你可以弃置一张本回合未使用过/弃置过的类型的牌并选择一名角色。其进行判定若结果为黑色其摸X张牌X为其体力值且至多为3且本回合内不能再成为〖定品〗的目标红桃你令此次弃置的牌不计入〖定品〗弃置牌合法性的检测方片你将武将牌翻面。',
refaen:'法恩',
refaen_info:'一名角色翻面或横置后,你可令其摸一张牌。',
reshizhi:'矢志',
reshizhi_info:'锁定技若你的体力值为1则你的【闪】视为【杀】且当你使用对应的实体牌为一张【闪】的非转化普通杀造成伤害后你回复1点体力。',
re_guotufengji:'界郭图逢纪',
rejigong:'急攻',
rejigong2:'急攻',
rejigong_info:'出牌阶段开始时你可以摸至多三张牌。若如此做你本回合的手牌上限基数改为X且弃牌阶段结束时若X不小于Y则你回复1点体力。X为你本回合内造成的伤害值之和Y为你本回合内因〖急攻〗摸牌而获得的牌的数量总和',
ol_jiangwei:'界姜维',
oltiaoxin:'挑衅',
oltiaoxin_info:'出牌阶段限一次,你可以选择一名攻击范围内包含你的角色。然后除非该角色对你使用一张【杀】且此【杀】对你造成伤害,否则你弃置其一张牌,然后将此技能于此出牌阶段内修改为出牌阶段限两次。 ',
olzhiji:'志继',
olzhiji_info:'觉醒技准备阶段或结束阶段若你没有手牌你回复1点体力或摸两张牌然后减1点体力上限获得〖观星〗。',
decadezhenjun:'镇军',
decadezhenjun_info:'准备阶段或结束阶段你可以弃置一名角色X张牌X为其手牌数减体力值且至少为1若其中没有装备牌你选择一项1.你弃一张牌2.该角色摸等量的牌。',
decadejingce:'精策',
decadejingce_info:'结束阶段,若你本回合使用过的牌数不小于你的体力值,则你可执行一个摸牌阶段或出牌阶段;若这些牌包含的花色数也不小于你的体力值,则你将“或”改为“并”。',
re_guanping:'界关平',
relongyin:'龙吟',
relongyin_info:'当一名角色于其出牌阶段使用【杀】时,你可弃置一张牌令此【杀】不计入出牌阶段使用次数。若此【杀】为红色,则你摸一张牌;若你以此法弃置的牌与此【杀】点数相同,则你重置“竭忠”。',
jiezhong:'竭忠',
jiezhong_info:'限定技,出牌阶段开始时,你可以将手牌补至手牌上限(至多摸五张)。',
refresh_standard:'界限突破·标',
refresh_feng:'界限突破·风',
refresh_huo:'界限突破·火',
refresh_lin:'界限突破·林',
refresh_shan:'界限突破·山',
refresh_yijiang1:'界限突破·将1',
refresh_yijiang2:'界限突破·将2',
refresh_yijiang3:'界限突破·将3',
refresh_yijiang4:'界限突破·将4',
refresh_yijiang5:'界限突破·将5',
},
};
});