noname/card/swd.js

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card.swd={
card:{
xingjunyan:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['xingjunyan'],
ai:{
basic:{
equipValue:4
},
},
},
qinglonglingzhu:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['qinglonglingzhu'],
ai:{
basic:{
equipValue:5
},
},
},
baihupifeng:{
fullskin:true,
type:"equip",
subtype:"equip2",
skills:['baihupifeng'],
ai:{
basic:{
equipValue:function(card,player){
if(player.hp<=2) return 8;
return 6;
}
},
},
},
fengxueren:{
fullskin:true,
type:"equip",
subtype:"equip1",
distance:{attackFrom:-1},
skills:['fengxueren'],
ai:{
basic:{
equipValue:5
},
},
},
chilongya:{
fullskin:true,
type:"equip",
subtype:"equip1",
distance:{attackFrom:-1},
skills:['chilongya'],
ai:{
basic:{
equipValue:4
},
},
},
daihuofenglun:{
type:'equip',
subtype:'equip4',
distance:{globalFrom:-2,globalTo:-1},
ai:{
basic:{
equipValue:4
},
},
},
xiayuncailing:{
type:'equip',
subtype:'equip3',
distance:{globalFrom:1,globalTo:2},
},
shentoumianju:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['shentou'],
ai:{
basic:{
equipValue:7,
}
}
},
pusafazhou:{
type:'equip',
subtype:'equip5',
skills:['pusafazhou'],
ai:{
basic:{
equipValue:function(card,player){
if(player.hp==2) return 7;
if(player.hp==1) return 9;
return 5;
}
}
}
},
yuhuanghua:{
type:'basic',
enable:true,
selectTarget:-1,
// filterTarget:function(card,player,target){
// return target.hp<target.maxHp;
// },
filterTarget:true,
content:function(){
"step 0"
target.recover();
"step 1"
target.draw();
},
ai:{
basic:{
order:7,
useful:3,
value:3,
},
result:{
target:function(player,target){
target.hp<target.maxHp?2:1;
},
},
}
},
xiangyuye:{
type:'basic',
enable:true,
fullskin:true,
filterTarget:function(card,player,target){
return get.distance(player,target,'attack')>1;
},
content:function(){
"step 0"
if(!target.num('h',{color:'black'})){
target.loseHp();
event.finish();
}
else{
target.chooseToDiscard({color:'black'},'弃置一张黑色手牌或受流失一点体力').ai=function(card){
return 8-ai.get.value(card);
};
}
"step 1"
if(!result.bool){
target.loseHp();
}
},
ai:{
basic:{
order:9,
value:3,
useful:1,
},
result:{
target:-2
},
tag:{
discard:1,
loseHp:1
}
}
},
caoyao:{
fullskin:true,
type:'basic',
range:{global:1},
enable:true,
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
content:function(){
target.recover();
},
ai:{
basic:{
useful:[7,2],
value:[7,2],
},
order:7,
result:{
target:2
},
tag:{
recover:1,
}
}
},
huanpodan:{
type:'basic',
enable:function(){return game.dead.length>0},
notarget:true,
content:function(){
"step 0"
var list=[];
for(var i=0;i<game.dead.length;i++){
list.push(game.dead[i].name);
}
player.chooseButton(ui.create.dialog([list,'character']),function(button){
for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
return ai.get.attitude(_status.event.player,game.dead[i]);
},true);
"step 1"
if(result.bool){
for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
var dead=game.dead[i];
dead.revive(1);
player.logSkill('huanpodan',dead);
player.loseHp();
}
},
ai:{
basic:{
useful:[4,2],
value:[9,2],
},
order:function(card,player){
if(player.hp<=2) return -1;
for(var i=0;i<game.dead.length;i++){
if(ai.get.attitude(player,game.dead[i])>3) return 7;
}
return -10;
},
result:{
player:function(player){
if(player.hp<=2) return -1;
for(var i=0;i<game.dead.length;i++){
if(ai.get.attitude(player,game.dead[i])>3) return 2;
}
return -10;
}
},
}
},
pantao:{
type:'basic',
enable:function(card,player){
return player.hp<player.maxHp;
},
savable:true,
selectTarget:-1,
filterTarget:function(card,player,target){
return target==player;
},
content:function(){
target.recover(2);
},
ai:{
order:7,
basic:{
useful:[10,6],
value:[10,6],
},
result:{
target:function(player,target){
if(target.get('h').length<=target.hp) return 0;
return 2;
},
},
tag:{
recover:2,
save:2
}
}
},
tianxianjiu:{
fullskin:true,
type:'basic',
enable:true,
savable:function(card,player){
return _status.event.dying==player;
},
usable:1,
selectTarget:-1,
modTarget:true,
filterTarget:function(card,player,target){
return target==player;
},
content:function(){
"step 0"
if(target==_status.dying) target.recover();
else{
target.addTempSkill('tianxianjiu',['phaseAfter','shaAfter']);
if(target==targets[0]&&card.clone&&(card.clone.parentNode==player.parentNode||card.clone.parentNode==ui.arena)){
card.clone.moveDelete(target);
game.addVideo('gain2',target,get.cardsInfo([card]));
}
}
},
ai:{
basic:{
useful:function(card,i){
if(_status.event.player.hp>1){
if(i==0) return 5;
return 1;
}
if(i==0) return 7.3;
return 3;
},
value:function(card,player){
if(player.hp>1){
if(i==0) return 5;
return 1;
}
if(i==0) return 7.3;
return 3;
},
},
order:function(){
return lib.card.sha.ai.order+0.2;
},
result:{
target:function(player,target){
if(target&&target==_status.dying) return 2;
if(lib.config.mode=='stone'&&!player.isMin()){
if(player.getActCount()+1>=player.actcount) return false;
}
var shas=target.get('h','sha');
var ok=false;
if(shas.length){
for(var i=0;i<shas.length;i++){
if(lib.filter.filterCard(shas[i],target)){
ok=true;break;
}
}
}
if(ok){
var card=target.get('h','sha',0);
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(target,game.players[i])<0&&
target.canUse(card,game.players[i],true,true)){
if(ai.get.effect(game.players[i],card,target)>0) return 1;
}
}
}
return 0;
},
},
}
},
langeguaiyi:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['longfan'],
ai:{
basic:{
equipValue:7,
}
}
},
guiyoujie:{
fullskin:true,
type:'delay',
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
},
judge:function(card){
if(get.color(card)=='black') return -3;
return 0;
},
effect:function(){
if(result.bool==false){
player.turnOver();
player.draw();
}
},
ai:{
basic:{
order:1,
useful:1,
value:6,
},
result:{
target:-3
},
}
},
yufulu:{
fullskin:true,
type:'equip',
chongzhu:true,
enable:function(card,player){
return player.sex=='female';
},
subtype:'equip5',
skills:['touzhi'],
ai:{
basic:{
equipValue:function(card,player){
if(player.sex=='female') return 5;
return 0;
},
}
}
},
xixueguizhihuan:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['xixue'],
ai:{
basic:{
equipValue:5
}
}
},
zhufangshenshi:{
fullskin:true,
chongzhu:true,
type:'trick',
enable:function(){
return game.players.length>2;
},
filterTarget:function(card,player,target){
return player.next==target||player.previous==target;
},
content:function(){
game.swapSeat(player,target);
},
ai:{
basic:{
order:7,
},
result:{
target:function(player,target){
if(player.next==target) return -1;
if(player.previous==target) return 1;
}
}
},
mode:['identity','guozhan'],
},
jingleishan:{
fullskin:true,
type:'trick',
enable:true,
selectTarget:-1,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
"step 0"
var next=target.chooseToRespond({name:'sha'});
next.ai=function(card){
if(ai.get.damageEffect(target,player,target,'thunder')>=0) return 0;
if(player.get('s').contains('xinwuyan')) return 0;
if(target.get('s').contains('xinwuyan')) return 0;
return 1;
};
next.autochoose=lib.filter.autoRespondSha;
"step 1"
if(result.bool==false){
target.damage('thunder');
}
},
ai:{
wuxie:function(target,card,player,viewer){
if(ai.get.attitude(viewer,target)>0&&target.num('h','sha')){
if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0;
}
},
basic:{
order:9,
useful:[5,1]
},
result:{
target:function(player,target){
if(target.hasSkillTag('nothunder')) return 0;
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].ai.shown==0) num++;
}
if(num>1) return 0;
var nh=target.num('h');
if(lib.config.mode=='identity'){
if(target.isZhu&&nh<=2&&target.hp<=1) return -100;
}
if(nh==0) return -2;
if(nh==1) return -1.7
return -1.5;
},
},
tag:{
respond:1,
respondSha:1,
damage:1,
natureDamage:1,
thunderDamage:1,
multitarget:1,
multineg:1,
}
}
},
chiyuxi:{
fullskin:true,
type:'trick',
enable:true,
selectTarget:-1,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
"step 0"
var next=target.chooseToRespond({name:'shan'});
next.ai=function(card){
if(ai.get.damageEffect(target,player,target,'fire')>=0) return 0;
if(player.get('s').contains('xinwuyan')) return 0;
if(target.get('s').contains('xinwuyan')) return 0;
return 1;
};
next.autochoose=lib.filter.autoRespondShan;
"step 1"
if(result.bool==false){
target.damage('fire');
}
},
ai:{
wuxie:function(target,card,player,viewer){
if(ai.get.attitude(viewer,target)>0&&target.num('h','shan')){
if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0;
}
},
basic:{
order:9,
useful:1
},
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')) return 0;
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].ai.shown==0) num++;
}
if(num>1) return 0;
var nh=target.num('h');
if(lib.config.mode=='identity'){
if(target.isZhu&&nh<=2&&target.hp<=1) return -100;
}
if(nh==0) return -2;
if(nh==1) return -1.7
return -1.5;
},
},
tag:{
respond:1,
respondShan:1,
damage:1,
natureDamage:1,
fireDamage:1,
multitarget:1,
multineg:1,
}
}
},
guangshatianyi:{
fullskin:true,
type:'equip',
enable:function(card,player){
return player.sex=='female';
},
subtype:'equip2',
skills:['guangshatianyi'],
ai:{
basic:{
equipValue:function(card,player){
if(player.sex=='female') return 6;
return 0;
},
}
}
},
guilingzhitao:{
type:'equip',
subtype:'equip5',
skills:['nigong'],
ai:{
basic:{
equipValue:function(card,player){
if(!player.storage.nigong) return 5;
return 5+player.storage.nigong;
}
}
},
onLose:function(){
player.storage.nigong=0;
},
onEquip:function(){
player.storage.nigong=0;
}
},
qipoguyu:{
type:'equip',
subtype:'equip5',
skills:['xujin'],
onLose:function(){
player.storage.xujin=0;
},
onEquip:function(){
player.storage.xujin=0;
}
},
sadengjinhuan:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['sadengjinhuan'],
ai:{
basic:{
equipValue:5.5
}
},
},
ximohu:{
type:'equip',
subtype:'equip5',
skills:['ximohu'],
ai:{
basic:{
equipValue:6
}
},
},
guiyanfadao:{
type:'equip',
subtype:'equip1',
distance:{attackFrom:-1},
ai:{
basic:{
equipValue:3
}
},
skills:['guiyanfadao']
},
},
skill:{
qinglonglingzhu:{
trigger:{source:'damageEnd'},
direct:true,
filter:function(event,player){
return event.nature&&event.player&&event.player.isAlive();
},
content:function(){
player.gainPlayerCard('是否对'+get.translation(trigger.player)+'发动【青龙灵珠】?',trigger.player,function(button){
if(ai.get.attitude(player,trigger.player)<=0){
return ai.get.buttonValue(button);
}
return 0;
},'he').logSkill=['qinglonglingzhu',trigger.player];
},
},
xingjunyan:{
trigger:{source:'damageBegin',player:'damageBegin'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
content:function(){
trigger.num++;
}
},
baihupifeng:{
trigger:{player:'phaseEnd'},
frequent:true,
filter:function(event,player){
if(player.hp==player.maxHp) return false;
for(var i=0;i<game.players.length;i++){
if(player.hp>game.players[i].hp) return false;
}
return true;
},
content:function(){
player.recover();
},
},
fengxueren:{
trigger:{player:'shaHit'},
check:function(event,player){
var att=ai.get.attitude(player,event.target);
if(player.skills.contains('jiu')) return att>0;
if(event.target.hp==1) return att>0;
if(event.target.hasSkillTag('maixie')){
return att<=0;
}
if(player.skills.contains('tianxianjiu')) return false;
return att<=0;
},
filter:function(event,player){
return !event.target.isTurnedOver();
},
content:function(){
trigger.unhurt=true;
trigger.target.draw();
trigger.target.turnOver();
}
},
fengxueren2:{},
chilongya:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return event.nature=='fire'&&event.notLink();
},
content:function(){
trigger.num++;
}
},
chilongya2:{
trigger:{source:'damageBegin'},
filter:function(event,player){
return (event.card&&event.card.name=='sha');
},
popup:false,
forced:true,
content:function(){
if(Math.random()<0.5){
trigger.num++;
trigger.player.addSkill('chilongfengxue');
}
}
},
chilongfengxue:{
trigger:{global:'shaAfter'},
forced:true,
popup:false,
content:function(){
player.draw();
player.removeSkill('chilongfengxue');
}
},
shentou:{
enable:'phaseUse',
usable:1,
filterCard:true,
filter:function(event,player){
var nh=player.num('h');
if(nh==0) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('h')>nh) return true;
}
return false;
},
check:function(card){
return 8-ai.get.value(card);
},
filterTarget:function(card,player,target){
if(target.get('h').length==0) return false;
if(target==player) return false;
if(target.num('h')<=player.num('h')) return false;
return true;
},
content:function(){
"step 0"
player.judge(function(card){
if(get.suit(card)=='club') return -1;
return 1;
});
"step 1"
if(result.bool){
player.gain(target.get('h').randomGet());
target.$give(1,player);
}
},
ai:{
basic:{
order:5
},
result:{
player:0.3,
target:-1,
}
}
},
pusafazhou:{
trigger:{player:'dieBefore'},
forced:true,
filter:function(event,player){
return player.maxHp>0;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.hp=1;
player.draw();
player.discard(player.get('e',{subtype:'equip5'}));
game.delay();
}
},
old_longfan:{
enable:'phaseUse',
usable:1,
prompt:'',
filterTarget:true,
content:function(){
"step 0"
if(event.isMine()){
event.longfan=ui.create.control('','','','',function(){
event.longfan.status--;
});
event.longfan.status=4;
for(var i=0;i<event.longfan.childNodes.length;i++){
event.longfan.childNodes[i].num=0;
}
event.timer=setInterval(function(){
if(event.longfan.status<=0){
clearInterval(event.timer);
game.resume();
event.longfan.close();
return;
}
event.count(0);
if(event.longfan.status>1) event.count(1);
if(event.longfan.status>2) event.count(2);
if(event.longfan.status>3) event.count(3);
},200);
event.count=function(num){
event.longfan.childNodes[num].num=(event.longfan.childNodes[num].num+1)%10;
if(event.longfan.childNodes[num].num==2) event.longfan.childNodes[num].innerHTML='二';
else event.longfan.childNodes[num].innerHTML=get.cnNumber(event.longfan.childNodes[num].num);
}
game.pause();
}
else{
event.finish();
var x=Math.random();
if(x<0.1) target.draw();
else if(x<0.2) target.chooseToDiscard(true);
else if(x<0.3) target.loseHp();
else if(x<0.4) target.recover();
else if(x<0.6){
if(ai.get.attitude(player,target)>0) target.draw();
else target.chooseToDiscard(true);
}
else if(x<0.8){
if(ai.get.attitude(player,target)>0) target.recover();
else target.loseHp();
}
}
"step 1"
var str='';
for(var i=0;i<event.longfan.childNodes.length;i++){
str+=event.longfan.childNodes[i].num;
}
target.popup(str);
game.delay();
switch(str){
case '0000':target.turnOver();break;
case '1111':target.chooseToDiscard(2,true);break;
case '2222':target.chooseToDiscard('e',true);break;
case '3333':target.damage();break;
case '4444':target.loseHp();break;
case '5555':target.link();break;
case '6666':target.draw();break;
case '7777':target.recover();break;
case '8888':target.discard(target.get('j'));break;
case '9999':target.draw(2);target.chooseToDiscard(2,true);break;
default:
for(var i=1;i<4;i++){
if(str[i]==str[0]) return;
}
player.chooseToDiscard(true);return;
}
player.draw();
},
ai:{
basic:{
order:10
},
result:{
target:function(){
return Math.random()-0.5;
},
}
}
},
longfan:{
enable:'phaseUse',
usable:1,
content:function(){
"step 0"
player.judge(function(card){
switch(get.suit(card)){
case 'heart':return player.maxHp>player.hp?2:0;
case 'diamond':return 1;
case 'club':return 1;
case 'spade':return 0;
}
});
"step 1"
switch(result.suit){
case 'heart':player.recover();break;
case 'diamond':player.draw();break;
case 'club':{
player.chooseTarget('弃置一名角色的一张牌',function(card,player,target){
return player!=target&&target.num('he')>0;
}).ai=function(target){
return -ai.get.attitude(player,target);
};
break;
}
}
if(result.suit!='club'){
event.finish();
}
"step 2"
if(result.bool&&result.targets&&result.targets.length){
player.line(result.targets[0],'green');
player.discardPlayerCard(result.targets[0],'he',true);
}
},
ai:{
order:10,
result:{
player:1
}
}
},
touzhi:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
return get.subtype(card)=='equip1';
},
filter:function(event,player){
return player.num('he',{subtype:'equip1'})>0;
},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
},
filterTarget:function(card,player,target){
if(player==target) return false;
return true;
},
content:function(){
target.damage();
target.gain(cards);
game.delay();
},
check:function(card){
return 10-ai.get.value(card);
},
position:'he',
ai:{
basic:{
order:8
},
result:{
target:-1
}
}
},
xixue:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.hp<player.maxHp;
},
content:function(){
player.recover(trigger.num);
}
},
guangshatianyi:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
if(event.source&&event.source.num('s','unequip')) return;
if(Math.random()>1/3) return false;
if(event.parent.player.num('s','unequip')) return false;
return true;
},
content:function(){
trigger.num--;
}
},
nigong:{
trigger:{player:'damageAfter'},
group:['nigong2'],
forced:true,
content:function(){
player.storage.nigong+=trigger.num;
if(player.storage.nigong>4){
player.storage.nigong=4;
}
},
ai:{
threaten:0.6,
effect:function(card,player,target){
if(get.tag(card,'damage')) return [1,0.5];
}
},
intro:{
content:function(storage){
return '已积攒'+storage+'点伤害';
}
}
},
nigong2:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.nigong>1;
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
target.damage(Math.floor(player.storage.nigong/2));
player.storage.nigong=0;
},
ai:{
order:10,
result:{
target:function(player,target){
return -Math.floor(player.storage.nigong/2);
}
}
}
},
xujin:{
trigger:{player:'phaseBefore'},
check:function(){return false;},
filter:function(event,player){
return player.storage.xujin<player.hp;
},
content:function(){
player.storage.xujin++;
trigger.untrigger();
trigger.finish();
},
intro:{
content:function(storage){
return '已积攒'+storage+'点力量';
}
},
group:['xujin2']
},
xujin2:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event,player){
return player.storage.xujin>0;
},
content:function(){
trigger.num+=player.storage.xujin;
player.storage.xujin--;
}
},
sadengjinhuan:{
trigger:{player:'shaMiss'},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
})
"step 1"
if(result.bool){
trigger.target.chooseToRespond({name:'shan'}).autochoose=lib.filter.autoRespondShan;
}
else{
event.finish();
}
"step 2"
if(!result.bool){
trigger.untrigger();
trigger.trigger('shaHit');
trigger._result.bool=false;
}
}
},
ximohu:{
trigger:{player:'damageBefore'},
forced:true,
filter:function(event){
return event.nature=='thunder';
},
content:function(){
trigger.untrigger();
trigger.finish();
player.recover(trigger.num);
},
ai:{
effect:function(card){
if(get.tag(card,'thunderDamage')) return [0,2];
}
}
},
guiyanfadao:{
trigger:{player:'useCardToBefore'},
priority:5,
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
},
content:function(){
trigger.card.nature='poison';
player.addSkill('guiyanfadao2');
player.storage.zhuque_skill=trigger.card;
}
},
guiyanfadao2:{
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
content:function(){
delete player.storage.zhuque_skill.nature;
}
},
tianxianjiu:{
trigger:{source:'damageEnd'},
filter:function(event){
return (event.card&&(event.card.name=='sha'));
},
forced:true,
content:function(){
player.draw(2);
player.removeSkill('tianxianjiu');
}
},
},
translate:{
qinglonglingzhu:'青龙灵珠',
qinglonglingzhu_info:'每当你造成一次属性伤害,你可以获得对方的一张牌',
xingjunyan:'星君眼',
xingjunyan_info:'你的杀造成的伤害+1杀对你造成的伤害+1',
guiyanfadao:'鬼眼法刀',
guiyanfadao_bg:'眼',
// guiyanfadao_info:'你可以将一张普通杀当毒杀使用',
tianxianjiu:'天仙酒',
tianxianjiu_bg:'仙',
tianxianjiu_info:'出牌阶段对自己使用,你使用的下一张杀造成伤害后可以摸两张牌',
xiangyuye:'翔羽叶',
xiangyuye_info:'出牌阶段,对一名攻击范围外的角色使用,令其弃置一张黑色手牌或流失一点体力',
huanpodan:'还魄丹',
huanpodan_bg:'魄',
// huanpodan_info:'出牌阶段对一名已死亡角色使用,令其复活并回复一点体力,然后你流失一点体力',
ximohu:'吸魔壶',
ximohu_bg:'魔',
// ximohu_info:'锁定技,你将即将受到的雷属性伤害转化为你的体力值',
sadengjinhuan:'萨登荆环',
sadengjinhuan_info:'当你的杀被闪避后,可以进行一次判定,若结果为红色目标需再打出一张闪',
// sadengjinhuan_info:'锁定技每当你使用一张杀被闪避后若此杀在弃牌堆你有50%的机率对目标再使用一次此杀',
sadengjinhuan_bg:'荆',
qipoguyu:'奇魄古玉',
xujin:'蓄劲',
xujin2:'蓄劲',
// qipoguyu_info:'装备后获得蓄劲技能',
xujin_info:'回合开始前,若你的蓄劲标记数小于当前的体力值,你可以跳过此回合,并获得一枚蓄劲标记。锁定技,每当你即将造成伤害,你令此伤害+X然后弃置一枚蓄劲标记X为你拥有的蓄劲标记数',
guilingzhitao:'归灵指套',
nigong:'逆攻',
nigong2:'逆攻',
nigong3:'逆攻',
nigong4:'逆攻',
// guilingzhitao_info:'装备后获得逆攻技能',
nigong_info:'每当你受到一点伤害你获得一个逆攻标记标记数不能超4。出牌阶段你可以弃置所有逆攻标记并令任意一名其他角色X/2点伤害X为逆攻标记的数量且向下取整',
baihupifeng:'白狐披风',
baihupifeng_bg:'狐',
baihupifeng_info:'回合结束阶段,若你的体力值是全场最小的之一,你可以回复一点体力',
fengxueren:'封雪刃',
fengxueren_bg:'雪',
fengxueren_info:'你使用杀击中目标后,若目标武将牌正面朝上,你可以防止伤害,然后令目标摸一张牌并翻面',
chilongya:'赤龙牙',
chilongya_info:'锁定技,你的火属性伤害+1',
daihuofenglun:'带火风轮',
daihuofenglun_bg:'轮',
// daihuofenglun_info:'你与其他角色的距离-2其他角色与你的距离-1',
xiayuncailing:'霞云彩绫',
xiayuncailing_bg:'云',
// xiayuncailing_info:'你与其他角色的距离+1其他角色与你的距离+2',
shentoumianju:'神偷面具',
shentoumianju_bg:'偷',
shentoumianju_info:'出牌阶段,你可以指定一名手牌比你多的角色进行一次判定,若结果不为梅花,你获得其一张手牌',
shentou:'神偷',
shentou_info:'出牌阶段,你可以进行一次判定,若结果不为梅花,你获得任意一名角色的一张手牌',
pusafazhou:'菩萨发咒',
pusafazhou_bg:'发',
// pusafazhou_info:'令你抵挡一次死亡将体力回复至1并摸一张牌',
yuhuanghua:'雨皇花',
yuhuanghua_bg:'皇',
// yuhuanghua_info:'令所有角色回复一点体力并摸一张牌',
caoyao:'草药',
caoyao_info:'出牌阶段对距离为1以内的角色使用回复一点体力。',
pantao:'蟠桃',
// pantao_info:'出牌阶段,对自己使用,回复两点体力。',
langeguaiyi:'蓝格怪衣',
langeguaiyi_bg:'格',
langeguaiyi_info:'出牌阶段限一次,你可以进行一次判定,然后按花色执行以下效果。红桃:你回复一点体力;方片:你摸一张牌;梅花:你弃置一名其他角色的一张牌;黑桃:无事发生',
longfan:'龙帆',
longfan_info:'出牌阶段限一次,你可以进行一次判定,然后按花色执行以下效果。红桃:你回复一点体力;方片:你摸一张牌;梅花:你弃置一名其他角色的一张牌;黑桃:无事发生',
// longfan_info:'0000翻面1111弃手牌2222弃装备牌3333受伤害4444流失体力5555连环6666摸牌7777回复体力8888弃置判定牌9999置衡',
guiyoujie:'鬼幽结',
guiyoujie_info:'出牌阶段,对一名其他角色使用。若判定结果为黑色,则将其翻面。',
yufulu:'御夫录',
yufulu_info:'仅女性角色可以使用,出牌阶段,可弃置一张武器牌令一名角色受到一点伤害,然后该角色获得此武器牌',
touzhi:'投掷',
touzhi_info:'出牌阶段,可弃置一张武器牌令一名角色受到一点伤害,然后该角色获得此武器牌',
xixueguizhihuan:'吸血鬼指环',
xixueguizhihuan_info:'锁定技,每当你使用杀造成一点伤害,你回复一点体力',
xixue:'吸血',
xixue_info:'锁定技,每当你使用杀造成一点伤害,你回复一点体力',
zhufangshenshi:'祠符',
zhufangshenshi_info:'出牌阶段,对一名相邻角色使用,与其交换位置',
jingleishan:'惊雷闪',
jingleishan_info:'出牌阶段对所有其他角色使用。每名目标角色需打出一张【杀】否则受到1点雷电伤害。',
chiyuxi:'炽羽袭',
chiyuxi_info:'出牌阶段对所有其他角色使用。每名目标角色需打出一张【闪】否则受到1点火焰伤害。',
guangshatianyi:'光纱天衣',
guangshatianyi_bg:'纱',
// guangshatianyi_info:'仅女性可装备,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一',
},
list:[
['spade',1,'baihupifeng'],
['club',1,'fengxueren'],
['diamond',1,'langeguaiyi'],
// ['heart',1,'daihuofenglun','fire'],
// ['diamond',2,'xiayuncailing'],
// ['spade',2,'pusafazhou'],
// ['heart',2,'pantao'],
//['club',2,'huanpodan'],
['club',3,'caoyao'],
['diamond',3,'chilongya','fire'],
['spade',3,'guiyoujie'],
//['heart',3,'xiangyuye','poison'],
['club',4,'caoyao'],
['spade',4,'zhufangshenshi'],
//['spade',4,'huanpodan'],
// ['diamond',4,'xiangyuye','poison'],
['club',5,'caoyao'],
['spade',5,'xixueguizhihuan'],
//['diamond',5,'huanpodan'],
['club',6,'shentoumianju'],
['spade',6,'yufulu'],
// ['heart',6,'xiangyuye','poison'],
//['diamond',6,'xiangyuye','poison'],
['diamond',7,'chiyuxi','fire'],
['club',7,'jingleishan','thunder'],
// ['spade',7,'guilingzhitao'],
// ['heart',7,'xiangyuye','poison'],
['spade',8,'zhufangshenshi'],
['club',8,'xiangyuye'],
//['heart',8,'huanpodan'],
// ['spade',9,'ximohu','brown'],
['club',9,'guiyoujie'],
['diamond',9,'xiangyuye'],
// ['diamond',9,'tianxianjiu'],
['heart',9,'tianxianjiu'],
['spade',5,'jiu'],
['diamond',2,'tianxianjiu'],
['spade',2,'qinglonglingzhu'],
['spade',7,'xingjunyan'],
//['spade',10,'qipoguyu'],
//['diamond',10,'xiangyuye','poison'],
['spade',11,'xiangyuye'],
// ['club',11,'xiangyuye','poison'],
// ['diamond',12,'xiangyuye','poison'],
//['spade',12,'guiyanfadao','poison'],
// ['heart',13,'yuhuanghua'],
// ['diamond',13,'guangshatianyi'],
['club',13,'sadengjinhuan'],
//['spade',6,'xiangyuye','poison'],
],
}