noname/character/gujian.js

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character.gujian={
character:{
gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']],
gjqt_fengqingxue:['female','wu',3,['qinglan','yuehua','swd_wuxie']],
gjqt_xiangling:['female','wu',3,['qianhuan','meihu','xidie']],
gjqt_fanglansheng:['male','wu',3,['fanyin','mingkong','fumo']],
gjqt_yinqianshang:['male','qun',4,['zhongji','zuizhan']],
gjqt_hongyu:['female','shu',4,['jianwu','meiying']],
gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua']],
gjqt_wenrenyu:['female','shu',4,['jizhan','qianjun']],
gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']],
gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
},
skill:{
meiying:{
global:'meiying2',
globalSilent:true,
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&!event.player.tempSkills.meiying3&&event.player.isAlive()&&player.num('he',{color:'red'})>0;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard('魅影:是否弃置一张红色牌视为对'+get.translation(trigger.player)+'使用一张杀?');
next.logSkill=['meiying',trigger.player];
var eff=ai.get.effect(trigger.player,{name:'sha'},player,player);
next.ai=function(card){
if(eff>0){
return 7-ai.get.value(card);
}
return 0;
}
"step 1"
if(result.bool){
player.useCard({name:'sha'},trigger.player).animate=false;
}
},
ai:{
expose:0.1
}
},
meiying2:{
trigger:{player:'useCard'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('meiying3','phaseAfter');
}
},
meiying3:{},
jianwu:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return get.distance(event.target,player,'attack')>1;
},
content:function(){
trigger.directHit=true;
}
},
zuizhan:{
trigger:{player:'useCard'},
popup:false,
filter:function(event,player){
if(event.card.name!='sha') return false;
for(var i=0;i<game.players.length;i++){
if(event.targets.contains(game.players[i])==false&&
game.players[i]!=player&&
lib.filter.targetEnabled(event.card,player,game.players[i])){
return true;
}
}
return false;
},
content:function(){
var list=[];
for(var i=0;i<game.players.length;i++){
if(trigger.targets.contains(game.players[i])==false&&
game.players[i]!=player&&
lib.filter.targetEnabled(trigger.card,player,game.players[i])){
list.push(game.players[i]);
}
}
if(list.length){
event.target=list.randomGet();
event.target.popup('zuizhan');
game.log(event.target,'被追加为额外目标');
trigger.targets.push(event.target);
player.draw();
}
}
},
zhongji:{
trigger:{source:'damageBegin'},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard('是否弃置一张黑色牌使伤害+1',{color:'black'});
next.logSkill='zhongji';
next.ai=function(card){
if(ai.get.attitude(player,trigger.player)<0){
return 7-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.num++;
}
},
ai:{
threaten:1.3
}
},
meiying_old:{
trigger:{global:'phaseBefore'},
filter:function(event,player){
return event.player!=player&&!player.isTurnedOver()&&!player.storage.meiying;
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&
((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【魅影】?'
},
content:function(){
"step 0"
player.line(trigger.player,'green');
player.phase();
player.storage.meiying=trigger.player;
"step 1"
if(!player.isTurnedOver()){
player.turnOver();
}
delete player.storage.meiying;
},
mod:{
targetInRange:function(card,player,target,now){
if(target==player.storage.meiying) return true;
},
},
ai:{
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,0];
}
}
}
},
xidie:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.num('h')>player.hp;
},
content:function(){
"step 0"
var next=player.chooseToDiscard('是否发动【戏蝶】?',[1,Math.min(3,player.num('h')-player.hp)]);
next.ai=function(card){
return 6-ai.get.value(card);
}
next.logSkill='xidie';
"step 1"
if(result.bool){
player.storage.xidie=result.cards.length;
}
},
group:'xidie2'
},
xidie2:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.storage.xidie>0;
},
content:function(){
player.draw(player.storage.xidie);
player.storage.xidie=0;
}
},
meihu:{
trigger:{player:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.source)<4;
},
filter:function(event,player){
return event.source&&event.source!=player&&event.source.num('h')>0;
},
content:function(){
"step 0"
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌',true).ai=function(card){
return -ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1.5];
return [1,0,0,-0.5];
}
}
}
}
},
qianhuan:{
trigger:{player:'phaseAfter'},
check:function(event,player){
return player.hp==1||player.isTurnedOver();
},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
player.recover();
"step 1"
player.turnOver();
},
mod:{
targetEnabled:function(card,player,target){
if(target.isTurnedOver()) return false;
},
cardEnabled:function(card,player){
if(player.isTurnedOver()) return false;
}
}
},
fumo:{
trigger:{player:'damageAfter'},
check:function(event,player){
return event.source&&ai.get.attitude(player,event.source)<0;
},
filter:function(event,player){
return player.num('h',{color:'red'})>1||player.num('h',{color:'black'})>1;
},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('是否发动伏魔?',2,function(card){
if(ui.selected.cards.length){
return get.color(card)==get.color(ui.selected.cards[0]);
}
return player.num('h',{color:get.color(card)})>1;
}).ai=function(card){
if(ai.get.damageEffect(trigger.source,player,player,'thunder')>0){
return 8-ai.get.value(card);
}
return 0;
};
"step 1"
if(result.bool){
player.logSkill('fumo',trigger.source,'thunder');
// player.line(trigger.source,'thunder');
trigger.source.damage('thunder');
}
},
ai:{
threaten:0.8
}
},
fanyin:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【梵音】?',function(card,player,target){
if(player==target) return false;
if(target.isLinked()) return true;
if(target.isTurnedOver()) return true;
if(target.num('j')) return true;
if(target.hp==target.maxHp) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<target.hp){
return false;
}
}
return true;
}).ai=function(target){
var num=0;
var att=ai.get.attitude(player,target);
if(att>0){
var min=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<target.hp){
min=false;break;
}
}
if(min){
num+=5;
}
if(target.isTurnedOver()){
num+=5;
}
if(target.num('j')){
num+=2;
}
if(target.isLinked()){
num++;
}
if(num>0){
return num+att;
}
}
return num;
}
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('fanyin',event.target);
}
else{
event.finish();
}
"step 2"
if(event.target.isLinked()){
event.target.link();
}
"step 3"
if(event.target.isTurnedOver()){
event.target.turnOver();
}
"step 4"
var cards=event.target.get('j');
if(cards.length){
event.target.discard(cards);
}
"step 5"
var min=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<event.target.hp){
min=false;break;
}
}
if(min){
event.target.recover();
}
},
ai:{
expose:0.2,
threaten:1.3
}
},
mingkong:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
return player.num('h')==0&&event.num>=1;
},
content:function(){
if(trigger.num>=1){
trigger.num--;
}
if(trigger.source){
trigger.source.storage.mingkong=true;
trigger.source.addTempSkill('mingkong2','phaseBefore');
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')&&target.num('h')==0){
if(player.skills.contains('jueqing')) return;
return 0.1;
}
}
}
},
},
mingkong2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
audio:false,
filter:function(event,player){
return player.storage.mingkong?true:false;
},
content:function(){
player.draw();
player.storage.mingkong=false;
player.removeSkill('mingkong2');
}
},
yuehua:{
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='red'&&
event.cards[i].original!='j') return true;
}
}
return false;
},
content:function(){
player.draw();
},
ai:{
threaten:0.7
}
},
qinglan:{
trigger:{global:'damageBefore'},
filter:function(event,player){
return event.nature&&player.num('he')>0;
},
direct:true,
priority:-5,
content:function(){
"step 0"
var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【晴岚】?','he');
next.logSkill='qinglan';
next.ai=function(card){
if(trigger.num>1||!trigger.source){
if(ai.get.attitude(player,trigger.player)>0){
return 9-ai.get.value(card);
}
return -1;
}
else if(ai.get.attitude(player,trigger.player)>0){
if(trigger.player.hp==1){
return 8-ai.get.value(card);
}
if(trigger.source.hp==trigger.source.maxHp){
return 6-ai.get.value(card);
}
}
else if(ai.get.attitude(player,trigger.source)>0&&
trigger.source.hp<trigger.source.maxHp&&trigger.num<=1&&trigger.player.hp>1){
if(get.color(card)=='red') return 5-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
if(trigger.source){
trigger.source.recover();
}
}
else{
event.finish();
}
"step 2"
if(trigger.source){
trigger.source.draw();
}
},
ai:{
expose:0.1
}
},
fanshi:{
trigger:{player:'phaseDiscardAfter'},
forced:true,
filter:function(event,player){
return player.getStat('damage')>0;
},
check:function(event,player){
return player.hp==player.maxHp;
},
content:function(){
"step 0"
player.loseHp();
"step 1"
player.draw();
}
},
xuelu:{
unique:true,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.maxHp>player.hp;
},
content:function(){
"step 0"
player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return player!=target;
},
filterCard:function(card){
return get.color(card)=='red';
},
ai1:function(card){
return 9-ai.get.value(card);
},
ai2:function(target){
return ai.get.damageEffect(target,player,player,'fire');
},
prompt:'是否发动【血戮】?'
});
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('xuelu',event.target,'fire');
event.num=Math.ceil((player.maxHp-player.hp)/2);
if(event.num>2) event.num=2;
player.discard(result.cards);
}
else{
event.finish();
}
"step 2"
if(event.target){
event.target.damage(event.num,'fire');
}
},
ai:{
maixie:true,
expose:0.2,
threaten:function(player,target){
if(target.hp==1) return 3;
if(target.hp==2) return 1.5;
return 0.5;
},
effect:{
target:function(card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
xiuhua:{
changeSeat:true,
trigger:{player:'shaHit'},
filter:function(event,player){
return event.target!=player.previous;
},
content:function(){
game.swapSeat(trigger.target,player,true,true);
}
},
shahun:{
enable:'chooseToUse',
skillAnimation:true,
animationColor:'fire',
filter:function(event,player){
return !player.storage.shahun&&player.hp<=0;
},
content:function(){
"step 0"
var cards=player.get('hej');
player.discard(cards);
event.num=Math.max(3,cards.length);
"step 1"
if(player.isLinked()) player.link();
"step 2"
if(player.isTurnedOver()) player.turnOver();
"step 3"
player.draw(3);
"step 4"
player.recover(1-player.hp);
player.removeSkill('fanshi');
player.addSkill('juejing');
player.storage.shahun=3;
player.markSkill('shahun');
game.addVideo('storage',player,['shahun',player.storage.shahun]);
},
group:'shahun2',
intro:{
content:'turn'
},
ai:{
save:true,
skillTagFilter:function(player){
if(player.storage.shahun) return false;
if(player.hp>0) return false;
},
result:{
player:3
}
}
},
shahun2:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
return player.storage.shahun?true:false;
},
content:function(){
if(player.storage.shahun>1){
player.storage.shahun--;
game.addVideo('storage',player,['shahun',player.storage.shahun]);
}
else{
player.die();
}
}
},
yanjia:{
enable:'chooseToUse',
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
viewAs:{name:'wuzhong'},
prompt:'将一张装备牌当无中生有使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
ai:{
order:9,
threaten:1.1
}
},
jizhan:{
enable:'phaseUse',
usable:1,
changeSeat:true,
filterTarget:function(card,player,target){
return player!=target&&player.next!=target&&player.canUse('sha',target,false);
},
filter:function(event,player){
var min=Math.max(1,player.maxHp-player.hp);
return lib.filter.filterCard({name:'sha'},player);
},
content:function(){
game.swapSeat(player,target,true,true);
player.useCard({name:'sha'},target,false);
},
ai:{
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha'},player,target);
},
},
order:4,
}
},
qianjun:{
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
if(event.card.name!='sha') return false;
if(event.targets.length!=1) return false;
if(!player.num('he')) return false;
var target=event.targets[0];
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&target!=game.players[i]&&get.distance(target,game.players[i])<=1){
return true;
}
}
return false;
},
content:function(){
"step 0"
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&trigger.targets[0]!=game.players[i]&&get.distance(trigger.targets[0],game.players[i])<=1){
event.targets.push(game.players[i]);
}
}
var num=0;
for(var i=0;i<event.targets.length;i++){
num+=ai.get.effect(event.targets[i],{name:'sha'},player,player);
}
var next=player.chooseToDiscard('是否对'+get.translation(event.targets)+'发动千军?','he');
next.logSkill=['qianjun',event.targets];
next.ai=function(card){
if(num<=0) return -1;
return 7-ai.get.value(card);
}
"step 1"
if(result.bool){
for(var i=0;i<targets.length;i++){
trigger.targets.add(targets[i]);
// targets[i].classList.add('selected');
}
}
}
},
xuanning:{
group:['xuanning1','xuanning2'],
intro:{
content:'mark'
},
ai:{
threaten:0.9
}
},
xuanning1:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h',{type:'basic'})>0&&player.storage.xuanning!=3;
},
filterCard:function(card){
return get.type(card)=='basic';
},
check:function(card){
return 7-ai.get.useful(card);
},
content:function(){
player.storage.xuanning=3;
player.markSkill('xuanning');
game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
},
ai:{
result:{
player:function(player){
var num=player.num('h');
if(num>player.hp+1) return 1;
if(player.storage.xuanning>=2) return 0;
if(num>player.hp) return 1
if(player.storage.xuanning>=1) return 0;
return 1;
},
},
order:5
}
},
xuanning2:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
if(player.storage.xuanning){
return (event.source&&event.source.num('he')>0);
}
return false;
},
content:function(){
player.discardPlayerCard(trigger.source,ai.get.buttonValue,'he',true);
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
}
},
liuguang:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
if(player.storage.xuanning) return true;
return false;
},
content:function(){
"step 0"
player.chooseTarget(function(card,player,target){
return player!=target;
},'是否发动【流光】?',[1,3]).ai=function(target){
return ai.get.damageEffect(target,player,player);
}
"step 1"
if(result.bool){
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
event.targets=result.targets.slice(0);
event.targets.sort(lib.sort.seat);
player.logSkill('liuguang',result.targets);
game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
var next=target.chooseToDiscard('流光:弃置一张牌或受到一点伤害','he');
next.ai=function(card){
if(ai.get.damageEffect(_status.event.player,player,_status.event.player)>=0) return -1;
if(_status.event.player.hp==1) return 9-ai.get.value(card);
return 8-ai.get.value(card);
};
next.autochoose=function(){
return this.player.num('he')==0;
};
event.current=target;
}
else{
event.finish();
}
"step 3"
if(result.bool&&result.cards&&result.cards.length){
event.goto(2);
}
else{
event.current.damage();
}
},
ai:{
expose:0.2,
threaten:1.3
}
},
yangming:{
enable:'phaseUse',
filter:function(event,player){
if(player.storage.yangming2>0) return false;
return player.num('h',{color:'red'})>0;
},
filterCard:function(card){
return get.color(card)=='red';
},
content:function(){
player.storage.yangming2=2;
player.addSkill('yangming2');
game.addVideo('storage',player,['yangming2',player.storage.yangming2]);
},
check:function(card){
return 6-ai.get.value(card);
},
ai:{
result:{
player:function(player){
if(player.num('h')<=player.hp&&player.hp==player.maxHp){
return 0;
}
return 1;
}
},
order:6,
threaten:1.3
}
},
yangming2:{
trigger:{player:'phaseUseEnd'},
direct:true,
mark:true,
content:function(){
"step 0"
player.storage.yangming2--;
game.addVideo('storage',player,['yangming2',player.storage.yangming2]);
if(player.storage.yangming2>0){
event.finish();
}
else{
player.removeSkill('yangming2');
var num=0
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])<=1&&game.players[i].hp<game.players[i].maxHp){
num++;
}
}
if(num==0){
event.finish();
}
else{
player.chooseTarget(function(card,player,target){
return get.distance(player,target)<=1&&target.hp<target.maxHp;
},'请选择目标回复体力',[1,num]);
}
}
"step 1"
if(result.bool){
player.logSkill('yangming');
for(var i=0;i<result.targets.length;i++){
result.targets[i].recover();
}
}
},
intro:{
content:'turn'
},
},
zhaolu:{
unique:true,
mark:true,
check:function(){
return false;
},
forbid:['infinity'],
init:function(player){
player.storage.zhaolu=Math.min(5,game.players.length);
game.addVideo('storage',player,['zhaolu',player.storage.zhaolu]);
},
trigger:{player:['phaseEnd','damageEnd'],global:'dieAfter'},
forced:true,
content:function(){
var num=2;
if(typeof trigger.num=='number') num=2*trigger.num;
if(trigger.name=='phase') num=1;
if(trigger.name=='die') num=2;
player.storage.zhaolu-=num;
if(player.storage.zhaolu<=0){
player.loseMaxHp(true);
player.storage.zhaolu=Math.min(5,game.players.length);
}
game.addVideo('storage',player,['zhaolu',player.storage.zhaolu]);
},
intro:{
content:'turn'
},
ai:{
mingzhi:false,
threaten:0.8
},
},
jiehuo:{
unique:true,
forbid:['infinity'],
skillAnimation:true,
animationColor:'fire',
init:function(player){
player.storage.jiehuo=false;
},
enable:'phaseUse',
filter:function(event,player){
//if(player.maxHp<=1) return false;
return !player.storage.jiehuo
},
intro:{
content:'limited'
},
// mark:true,
line:'fire',
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:-1,
content:function(){
if(!player.storage.jiehuo2){
player.storage.jiehuo2=player.maxHp;
player.addSkill('jiehuo2');
}
player.storage.jiehuo=true;
target.damage(Math.min(target.hp,player.storage.jiehuo2),'fire');
}
},
jiehuo2:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
content:function(){
player.die();
}
},
yuling:{
unique:true,
locked:true,
group:['yuling1','yuling2','yuling3','yuling4','yuling5','yuling6'],
intro:{
content:'time'
},
ai:{
noh:true,
threaten:0.8,
effect:{
target:function(card,player,target){
if(card.name=='bingliang') return 0;
if(card.name=='lebu') return 1.5;
if(card.name=='guohe'){
if(!target.num('e')) return 0;
return 0.5;
}
if(card.name=='liuxinghuoyu') return 0;
}
}
}
},
yuling1:{
trigger:{player:['phaseDrawBefore','phaseDiscardBefore']},
priority:10,
forced:true,
popup:false,
check:function(){
return false;
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
yuling2:{
trigger:{player:['loseEnd','drawEnd'],global:'gameDrawAfter'},
check:function(event,player){
return player.num('h')<2;
},
priority:10,
forced:true,
filter:function(event,player){
return player.num('h')<5;
},
content:function(){
player.draw(5-player.num('h'));
}
},
yuling3:{
trigger:{player:'gainEnd'},
priority:10,
forced:true,
filter:function(event,player){
return player.num('h')>5;
},
check:function(event,player){
return player.num('h')<2;
},
content:function(){
player.chooseToDiscard(true,player.num('h')-5);
}
},
yuling4:{
mod:{
cardEnabled:function(card,player){
if(_status.currentPhase!=player) return;
if(get.cardCount(true,player)>=player.maxHp+2) return false;
}
}
},
yuling5:{
trigger:{player:['useCardAfter','phaseBegin']},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.yuling=player.maxHp+2-get.cardCount(true,player);
}
},
yuling6:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.yuling;
}
},
},
translate:{
gjqt_bailitusu:'百里屠苏',
gjqt_fengqingxue:'风晴雪',
gjqt_fanglansheng:'方兰生',
gjqt_xiangling:'襄铃',
gjqt_yinqianshang:'尹千觞',
gjqt_hongyu:'红玉',
gjqt_yuewuyi:'乐无异',
gjqt_wenrenyu:'闻人羽',
gjqt_xiayize:'夏夷则',
gjqt_aruan:'阿阮',
xidie:'戏蝶',
xidie2:'戏蝶',
xidie_info:'回合开始阶段若你的手牌数大于体力值可以弃置至多X张牌并于回合结束阶段摸等量的牌X为你的体力值与手牌数之差且不超过3',
meihu:'魅狐',
meihu2:'魅狐',
meihu_info:'当你受到伤害后,可令伤害来源交给你一张手牌',
jianwu:'剑舞',
jianwu_info:'锁定技,攻击范围不含你的角色无法闪避你的杀',
meiying:'魅影',
meiying_info:'一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以弃置一张红色牌视为对其使用一张杀',
zhongji:'重击',
zhongji_info:'每当你即将造成伤害,可弃置一张黑色手牌令伤害+1',
zuizhan:'醉斩',
zuizhan_info:'每当你使用一张杀,可以摸一张牌,然后此杀随机增加一个额外目标',
qianhuan:'千幻',
qianhuan_info:'回合结束后,若你已受伤,你可以回复一点体力并将武将牌翻面。若你的武将牌背面朝上,你不能使用卡牌,也不能成为卡牌的目标',
fumo:'伏魔',
fumo_info:'每当你受到一次伤害,可以弃置两张颜色相同的手牌并对伤害来源造成一点雷电伤害',
fanyin:'梵音',
fanyin_info:'回合结束阶段,你可以令一名角色重置武将牌。若其体力值是全场最少的之一,其回复一点体力。',
mingkong:'明空',
mingkong_info:'锁定技,若你没有手牌,你受到的伤害-1然后伤害来源摸一张牌',
qinglan:'晴岚',
qinglan_info:'每当有一名角色即将受到属性伤害,你可以弃置一张牌令其防止此伤害,然后伤害来源摸一张牌并回复一点体力',
yuehua:'月华',
yuehua_info:'每当你于回合外使用、打出或弃置红色牌,你可以摸一张牌',
xuelu:'血戮',
xuelu_info:'回合结束阶段你可以弃置一张红色牌并对一名其他角色造成X点火焰伤害X为你已损失体力值的一半向上取整且不超过2',
fanshi:'反噬',
fanshi_info:'锁定技,若你于回合内造成过伤害,你于弃牌阶段结束时流失一点体力并摸一张牌',
shahun:'煞魂',
shahun2:'煞魂',
shahun_info:'限定技濒死阶段你可以重置武将牌弃置所有牌并摸三张牌然后将体力回复至1若如此做你失去技能【反噬】获得技能【绝境】并于三回合后立即死亡',
xiuhua:'袖花',
xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边',
liuying:'流影',
liuying_info:'你可以将一张装备牌当顺手牵羊使用',
yanjia:'偃甲',
yanjia_info:'你可以将一张装备牌当无中生有使用',
boyun:'拨云',
boyun1:'拨云',
boyun2:'拨云',
boyun_info:'在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成一点伤害,否则你摸一张牌',
jizhan:'疾战',
jizhan_info:'出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张不计入出杀次数的杀',
qianjun:'千军',
qianjun_info:'每当你使用一张杀你可以弃置一张牌令距离目标1以内的所有角色成为额外目标',
xuanning:'玄凝',
xuanning1:'玄凝',
xuanning2:'玄凝',
liuguang:'流光',
yangming:'养命',
yangming2:'养命',
xuanning_info:'出牌阶段你可以弃置一基本牌获得至多3个玄凝标记。当你受到伤害时若你有玄凝标记你须弃置一个玄凝标记并弃置伤害来源一张牌',
liuguang_info:'回合开始阶段,若你有玄凝标记,你可以弃置一枚玄凝标记,选择至多三名角色依次令其弃置一张牌或受到一点伤害,若有角色受到伤害则终止结算',
yangming_info:'出牌阶段你可以弃置一张红色牌并在下个出牌阶段结束时令距离1以内的任意名角色回复一点体力在此之前不可再次发动',
zhaolu:'朝露',
jiehuo:'劫火',
yuling:'御灵',
yuling1:'御灵',
yuling2:'御灵',
yuling3:'御灵',
yuling4:'御灵',
zhaolu_info:'锁定技每隔X回合你流失一点体力上限每当你受到一点伤害或有人死亡视为减少两个回合X为现存角色数且至多为5',
jiehuo_info:'限定技出牌阶段你可以令所有其他角色受到X点火焰伤害并在此阶段结束后死亡X为你的体力上限且不超过该角色的当前体力值',
yuling_info:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+2张牌X为你的体力上限',
},
}