noname/character/yxs.js

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JavaScript
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'use strict';
character.yxs={
character:{
yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi'],['fullskin']],
yxs_caocao:['male','wei',4,['zhulu','xieling'],['fullskin']],
yxs_mozi:['male','qun',3,['jieyong','feigong','jianai'],['fullskin']],
yxs_bole:['male','wu',3,['bolehuiyan','xiangma'],['fullskin']],
yxs_aijiyanhou:['female','qun',3,['seyou','sheshi'],['fullskin']],
yxs_diaochan:['female','qun',3,['fengyi','wange'],['fullskin']],
yxs_yangyuhuan:['female','wu',3,['fengyan','nichang'],['fullskin']],
},
skill:{
nichang:{
trigger:{player:'phaseDrawBefore'},
check:function(event,player){
var suits=['spade','heart','diamond','club'];
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
suits.remove(get.suit(cards[i]));
}
return suits.length>=2;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.addSkill('nichang2');
}
},
nichang2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
"step 0"
if(player.num('h')){
player.showHandcards();
}
player.removeSkill('nichang2');
"step 1"
var suits=['spade','heart','diamond','club'];
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
suits.remove(get.suit(cards[i]));
}
player.draw(suits.length);
}
},
fengyan:{
trigger:{global:'judgeAfter'},
frequent:true,
filter:function(event,player){
if(event.player==player) return false;
if(event.player.sex!='male') return false;
if(event.result.card.parentNode.id!='discardPile') return false;
return (get.color(event.result.card)=='red');
},
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
fengyi:{
enable:'phaseUse',
usable:1,
filterCard:true,
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
return 8-ai.get.value(card);
},
content:function(){
target.draw(2);
},
ai:{
result:{
target:2
},
order:1,
threaten:1.5
}
},
wange:{
trigger:{player:'phaseDrawBegin'},
check:function(event,player){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0) return true;
}
},
content:function(){
trigger.num--;
player.addSkill('wange2');
},
ai:{
threaten:1.8
}
},
wange2:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
var num=Math.max(1,player.maxHp-player.hp);
player.chooseTarget('婉歌:获得至多'+get.cnNumber(num)+'名角色的一张手牌',[1,num],function(card,player,target){
return target.num('h')&&target!=player;
}).ai=function(target){
return -ai.get.attitude(player,target);
};
player.removeSkill('wange2');
"step 1"
if(result.bool){
event.targets=result.targets;
player.logSkill('wange',result.targets);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
player.gain(target.get('h').randomGet(),'give');
target.$give(1,player);
event.redo();
}
}
},
kuixin:{
trigger:{player:'judgeEnd'},
forced:true,
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
seyou:{
unique:true,
mark:true,
init:function(player){
player.storage.seyou=false;
},
enable:'phaseUse',
filter:function(event,player){
return !player.storage.seyou
},
intro:{
content:'limited'
},
filterTarget:true,
content:function(){
"step 0"
player.unmarkSkill('seyou');
player.storage.seyou=true;
event.targets=game.players.slice(0);
event.targets.remove(player);
event.targets.remove(target);
for(var i=0;i<event.targets.length;i++){
if(event.targets[i].sex!='male'){
event.targets.splice(i--,1);
}
}
"step 1"
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.num('he')&&target.isAlive()){
event.current.chooseToUse({name:'sha'},target,-1);
}
}
else{
event.finish();
}
"step 2"
if(result.bool==false){
player.gainPlayerCard(event.current,true,'he');
}
event.goto(1);
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hp>1){
if(game.phaseNumber<game.players.length) return 0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].ai.shown==0) return 0;
if(game.players[i].sex=='unknown') return 0;
}
}
var effect=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].sex=='male'&&game.players[i]!=target&&game.players[i]!=player&&game.players[i].num('he'))
effect+=ai.get.effect(target,{name:'sha'},game.players[i],target);
}
return effect;
}
}
}
},
sheshi:{
trigger:{player:'damageEnd'},
direct:true,
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('是否发动【蛇噬】?');
}
if(ui.cardPile.childNodes.length<4){
var discardcards=get.cards(4);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
}
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
if(Math.random()<0.5) return 'club2';
if(Math.random()<0.5) return 'spade2';
if(Math.random<2/3) return 'diamond2';
return 'heart2';
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
player.logSkill('sheshi');
game.log(get.translation(player)+'指定的花色为'+get.translation(result.control));
var suit=result.control.slice(0,result.control.length-1);
var cards=[];
for(var i=0;i<ui.cardPile.childNodes.length;i++){
var card=ui.cardPile.childNodes[i];
cards.push(card);
if(get.suit(card)==suit||i>=3){
break;
}
}
event.cards=cards;
event.suit=suit;
player.showCards(cards);
}
else{
event.finish();
}
"step 2"
if(event.cards&&event.cards.length){
if(get.suit(event.cards[event.cards.length-1])==event.suit){
ui.discardPile.appendChild(event.cards.pop());
}
if(event.cards.length){
player.gain(event.cards,'draw2');
}
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(target.hp>=4) return [1,2];
if(target.hp==3) return [1,1.5];
if(target.hp==2) return [1,0.5];
}
}
}
}
},
bolehuiyan:{
trigger:{global:'shaBegin'},
direct:true,
priority:11,
filter:function(event,player){
if(player.skills.contains('bolehuiyan4')) return false;
if(lib.config.mode=='versus'&&lib.storage.single_control&&event.target.side==player.side) return false;
return event.player!=player&&event.target!=player&&event.target.num('h')>0;
},
group:['bolehuiyan2','bolehuiyan3'],
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'对'+get.translation(trigger.target)+'的杀能否命中');
}
player.chooseControl('能命中','不能命中','cancel').ai=function(event){
if(trigger.player.skills.contains('wushuang')) return 0;
if(trigger.player.skills.contains('liegong')) return 0;
if(trigger.player.skills.contains('tieji')) return 0;
if(trigger.player.skills.contains('retieji')) return 0;
if(trigger.player.skills.contains('roulin')&&trigger.target.sex=='female') return 0;
if(trigger.player.skills.contains('nvquan')&&trigger.target.sex=='male') return 0;
if(trigger.target.skills.contains('yijue2')) return 0;
if(trigger.target.skills.contains('shejie2')) return 0;
var equip=trigger.target.get('e','2');
if(equip&&equip.name=='bagua') return 1;
return trigger.target.num('h')<2?0:1;
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
player.addTempSkill('bolehuiyan4','phaseAfter');
game.log(get.translation(player)+'预言'+result.control);
player.storage.bolehuiyan=result.control;
player.popup(result.control);
game.delay();
}
}
},
bolehuiyan2:{
trigger:{global:'shaEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.bolehuiyan?true:false;
},
content:function(){
if(player.storage.bolehuiyan=='不能命中'){
player.popup('预言成功');
player.draw();
}
delete player.storage.bolehuiyan;
}
},
bolehuiyan3:{
trigger:{global:'shaDamage'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.bolehuiyan?true:false;
},
content:function(){
if(player.storage.bolehuiyan=='能命中'){
player.popup('预言成功');
player.draw();
}
delete player.storage.bolehuiyan;
}
},
bolehuiyan4:{},
oldbolehuiyan:{
trigger:{global:'judgeBegin'},
direct:true,
priority:11,
filter:function(event,player){
return event.player!=player;
},
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定');
}
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
switch(Math.floor(Math.random()*4)){
case 0:return 'heart2';
case 1:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
game.log(get.translation(player)+'预言判定结果为'+get.translation(result.control));
player.storage.bolehuiyan=result.control.slice(0,result.control.length-1);
player.popup(result.control);
game.delay();
}
},
group:'bolehuiyan2'
},
oldbolehuiyan2:{
trigger:{global:'judgeEnd'},
forced:true,
popup:false,
content:function(){
if(player.storage.bolehuiyan==trigger.result.suit){
game.log(get.translation(player)+'预言成功');
player.popup('洗具');
player.draw(2);
}
else if(get.color({suit:player.storage.bolehuiyan})==trigger.result.color){
player.popup('洗具');
player.draw();
}
delete player.storage.bolehuiyan;
}
},
xiangma:{
// group:['mashu','feiying']
inherit:'yicong'
},
weiyi:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return (event.source&&event.source.num('he'));
},
check:function(event,player){
return ai.get.attitude(player,event.source)<0;
},
content:function(){
trigger.source.chooseToDiscard(2,'he',true);
},
ai:{
result:{
target:function(card,player,target){
if(player.num('he')>1&&get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1];
if(ai.get.attitude(target,player)<0) return [1,0,0,-1.5];
}
}
}
}
},
qiandu:{
enable:'phaseUse',
usable:1,
changeSeat:true,
filterTarget:function(card,player,target){
return player!=target&&player.next!=target;
},
filterCard:{color:'black'},
check:function(card){
return 4-ai.get.value(card);
},
content:function(){
game.swapSeat(player,target);
},
ai:{
order:5,
result:{
player:function(player,target){
var att=ai.get.attitude(player,target);
if(target==player.previous&&att>0) return att;
if(target==player.next&&att<0) return -att;
var att2=ai.get.attitude(player,player.next);
if(target==player.next.next&&att<0&&att2<0) return -att-att2;
return 0;
}
}
}
},
nvquan:{
group:['nvquan1','nvquan2','nvquan3'],
},
nvquan1:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event){
return event.target.sex=='male';
},
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.ai=function(card){
if(trigger.target.num('h','shan')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
}
},
nvquan2:{
trigger:{player:'juedou',target:'juedou'},
forced:true,
filter:function(event,player){
return event.turn!=player&&event.turn.sex=='male';
},
content:function(){
"step 0"
var next=trigger.turn.chooseToRespond({name:'sha'});
next.autochoose=lib.filter.autoRespondSha;
next.ai=function(card){
if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.num('h','sha')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.directHit=true;
}
},
ai:{
result:{
target:function(card,player,target){
if(card.name=='juedou'&&target.num('h')>0) return [1,0,0,-1];
}
}
}
},
nvquan3:{
// trigger:{target:'useCardToBegin'},
// filter:function(event){
// return event.player.sex=='male'&&(event.card.name=='sha'||event.card.name=='juedou');
// },
// check:function(event,player){
// return ai.get.attitude(player,event.player)<=0;
// },
// direct:true,
// content:function(){
// "step 0"
// var bool=(ai.get.attitude(player,trigger.player)<=0);
// player.choosePlayerCard(trigger.player,'是否发动【女权】?','he').ai=function(button){
// if(bool){
// return ai.get.buttonValue(button);
// }
// else{
// return 0;
// }
// }
// "step 1"
// if(result.bool){
// trigger.player.discard(result.links);
// }
// }
mod:{
targetEnabled:function(card,player,target){
if(card.name=='juedou'&&player.sex=='male'){
return false;
}
}
}
},
feigong:{
trigger:{global:'useCard'},
priority:15,
filter:function(event,player){
return event.card.name=='sha'&&event.player!=player&&
player.num('h','sha')>0&&event.targets.contains(player)==false;
},
direct:true,
content:function(){
"step 0"
var effect=0;
for(var i=0;i<trigger.targets.length;i++){
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
}
var str='是否弃置一张杀令'+get.translation(trigger.player);
if(trigger.targets&&trigger.targets.length){
str+='对'+get.translation(trigger.targets);
}
str+='的'+get.translation(trigger.card)+'失效?';
if(event.isMine()||effect<0){
game.delay(0.5);
}
player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
if(effect<0){
return 9-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
player.logSkill('feigong',trigger.targets);
}
},
ai:{
threaten:1.2,
expose:0.1
}
},
feiming:{
trigger:{player:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.source)<=0;
},
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
"step 0"
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
return get.suit(card)=='heart';
}).ai=function(card){
return 6-ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
else{
trigger.source.loseHp();
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')) return [1,0,0,-1];
}
}
}
},
jianai:{
trigger:{player:'recoverEnd'},
check:function(event,player){
if(event.parent.name=='taoyuan'&&event.parent.player==player){
console.log(1);return false;
}
var num=0;
var ef;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
ef=0;
if(game.players[i].hp<game.players[i].maxHp){
ef++;
}
if(game.players[i].hp==1&&game.players[i].maxHp>2){
ef+=0.5;
}
}
if(ai.get.attitude(player,game.players[i])>0){
num+=ef;
}
else if(ai.get.attitude(player,game.players[i])<0){
num-=ef;
}
}
return num>0;
},
content:function(){
"step 0"
event.targets=game.players.slice(0);
event.targets.remove(player);
"step 1"
if(event.targets.length){
event.targets.shift().recover();
event.redo();
}
},
ai:{
expose:0.1
}
},
jieyong:{
trigger:{player:'useCardAfter'},
direct:true,
filter:function(event,player){
if(get.position(event.card)!='d') return false;
if(player.skills.contains('jieyong2')) return false;
return player.num('he',{color:'black'})>0;
},
content:function(){
"step 0"
player.chooseToDiscard('he','是否弃置一张黑色牌并收回'+get.translation(trigger.card)+'',{color:'black'}).ai=function(card){
return ai.get.value(trigger.card)-ai.get.value(card);
}
"step 1"
if(result.bool){
player.logSkill('jieyong');
player.gain(trigger.card,'gain2');
player.addTempSkill('jieyong2',['phaseAfter','phaseBegin']);
}
},
ai:{
threaten:1.3
}
},
jieyong_old:{
enable:'phaseUse',
usable:1,
group:['jieyong3'],
direct:true,
filter:function(event,player){
return player.num('h',{suit:'heart'})>0;
},
content:function(){
"step 0"
var list=[];
player.getStat('skill').jieyong--;
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='trick'||lib.card[i].type=='basic'){
if(lib.filter.filterCard({name:i,suit:'heart'}),player){
var select=get.select(lib.card[i].selectTarget);
if(select[0]==1&&select[1]==1){
list.push(['','',i]);
}
}
}
}
var dialog=ui.create.dialog([list,'vcard']);
player.chooseButton(dialog,function(button){
// if(player.skills.contains('jieyong4')==false){
// for(var i=0;i<game.players.length;i++){
// if(ai.get.attitude(player,game.players[i])<-3&&
// game.players[i].hp==1&&game.players[i].num('h')<=1){
// return (button.link[2]=='juedou')?1:-1
// }
// }
// }
var recover=0,lose=1;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
if(player.hp<player.num('h')) return (button.link[2]=='wuzhong')?1:-1;
return (button.link[2]=='wuzhong')?1:-1;
});
"step 1"
if(result.bool){
lib.skill.jieyong2.viewAs={name:result.buttons[0].link[2]};
// player.popup(result.buttons[0].link[2]);
event.parent.parent.backup('jieyong2');
event.parent.parent.step=0;
if(event.isMine()){
event.parent.parent.skillDialog='将一张红桃牌当'+get.translation(result.buttons[0].link[2])+'使用';
}
player.addTempSkill('jieyong6','phaseAfter');
}
else{
if(player.skills.contains('jieyong4')){
player.addTempSkill('jieyong5','phaseAfter')
}
else{
player.addTempSkill('jieyong4','phaseAfter')
}
event.finish();
}
},
ai:{
order:9,
result:{
player:function(player){
if(player.skills.contains('jieyong5')||player.skills.contains('jieyong6')) return 0;
return 1;
}
},
threaten:1.6,
}
},
jieyong2:{
filterCard:{suit:'heart'},
},
jieyong3:{
trigger:{player:'useCardBefore'},
forced:true,
popup:false,
filter:function(event,player){
return event.skill=='jieyong2';
},
content:function(){
player.popup(trigger.card.name);
player.getStat('skill').jieyong++;
}
},
jieyong4:{},
jieyong5:{},
jieyong6:{},
zhulu:{
trigger:{global:'useCardAfter'},
direct:true,
filter:function(event,player){
return _status.currentPhase!=player&&get.type(event.card)=='trick'&&
get.position(event.card)=='d'&&!player.skills.contains('zhulu2')&&
get.itemtype(event.card)=='card'&&player.num('he',{suit:get.suit(event.card)})>0;
},
content:function(){
"step 0"
var val=ai.get.value(trigger.card);
var suit=get.suit(trigger.card);
player.chooseToDiscard('he','逐鹿:是否发动弃置一张'+get.translation(suit)+
'牌并获得'+get.translation(trigger.card)+'',{suit:suit}).ai=function(card){
return val-ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(trigger.card,'gain2');
player.addTempSkill('zhulu2','phaseAfter');
player.logSkill('zhulu');
}
},
ai:{
threaten:1.2
}
},
zhulu2:{},
xieling:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
check:function(card){
return 7-ai.get.value(card);
},
multitarget:true,
targetprompt:['被移走','移动目标'],
filterTarget:function(card,player,target){
if(ui.selected.targets.length){
var from=ui.selected.targets[0];
var judges=from.get('j');
for(var i=0;i<judges.length;i++){
if(judges[i].viewAs){
if(target.num('j',{name:judges[i].viewAs})==0&&
target.num('j',{viewAs:judges[i].viewAs})==0) return true;
}
else if(target.num('j',{name:judges[i].name})==0) return true;
}
if((from.get('e','1')&&!target.get('e','1'))||
(from.get('e','2')&&!target.get('e','2'))||
(from.get('e','3')&&!target.get('e','3'))||
(from.get('e','4')&&!target.get('e','4'))||
(from.get('e','5')&&!target.get('e','5'))) return true;
return false;
}
else{
return target.num('ej')>0;
}
},
selectTarget:2,
content:function(){
"step 0"
if(targets.length==2){
player.choosePlayerCard('ej',function(button){
if(ai.get.attitude(player,targets[0])>ai.get.attitude(player,targets[1])){
return get.position(button.link)=='j'?10:0;
}
else{
if(get.position(button.link)=='j') return -10;
return ai.get.equipValue(button.link);
}
},targets[0]);
}
else{
event.finish();
}
"step 1"
if(result.bool){
if(get.position(result.buttons[0].link)=='e'){
event.targets[1].equip(result.buttons[0].link);
}
else if(result.buttons[0].link.viewAs){
event.targets[1].addJudge({name:result.buttons[0].link.viewAs},[result.buttons[0].link]);
}
else{
event.targets[1].addJudge(result.buttons[0].link);
}
event.targets[0].$give(result.buttons[0].link,event.targets[1])
game.delay();
}
},
ai:{
order:10,
result:{
target:function(player,target){
if(ui.selected.targets.length==0){
if(target.num('j')&&ai.get.attitude(player,target)>0) return 1;
if(ai.get.attitude(player,target)<0){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
if((target.get('e','1')&&!game.players[i].get('e','1'))||
(target.get('e','2')&&!game.players[i].get('e','2'))||
(target.get('e','3')&&!game.players[i].get('e','3'))||
(target.get('e','4')&&!game.players[i].get('e','4'))||
(target.get('e','5')&&!game.players[i].get('e','5')))
return -1;
}
}
}
return 0;
}
else{
return ai.get.attitude(player,ui.selected.targets[0])>0?-1:1;
}
},
},
expose:0.2,
threaten:1.5
}
}
},
translate:{
yxs_guanyu:'关羽',
yxs_wuzetian:'武则天',
yxs_caocao:'曹操',
yxs_mozi:'墨子',
yxs_bole:'伯乐',
yxs_aijiyanhou:'埃及艳后',
yxs_diaochan:'貂蝉',
yxs_yangyuhuan:'杨玉环',
kuixin:'窥心',
kuixin_info:'锁定技,你立即获得你的判定牌',
weiyi:'威仪',
weiyi_info:'每当你受到一次伤害,可以令伤害来源弃置两张牌',
xieling:'挟令',
xieling_info:'出牌阶段,弃掉两张手牌,将任意一名角色装备区或判定区的牌移动到另一名角色对应的区域',
baye:'霸业',
baye_info:'出牌阶段,你可以将一张牌当做本回合内前一张使用的牌来使用。每回合限用一次。',
nvquan:'女权',
nvquan1:'女权',
nvquan2:'女权',
nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【杀】当做一张【杀】;你不能成为男性角色的决斗目标',
qiandu:'迁都',
qiandu_info:'出牌阶段,你可以弃一张黑色手牌,和一名存活的玩家与其交换位置。每回合限一次。',
budao:'补刀',
budao_info:'你的回合外,你的攻击范围的一名角色受到【杀】的伤害时,你可以对其使用一张【杀】,只要你的【杀】对目标角色造成了伤害,你就可以继续对其使用【杀】。',
feigong:'非攻',
feigong_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
jianai:'兼爱',
jianai_info:'每当你回复一点体力,可以令所有其他角色回复一点体力',
bolehuiyan:'慧眼',
bolehuiyan_info:'当一名有手牌的其他角色成为来源不为你的杀的目标时,你可以预言此杀能否命中,若预言正确,你摸一张牌,每回合限发动一次',
xiangma:'相马',
xiangma_info:'锁定技,计算你与其他角色的距离时始终-1计算其他角色与你的距离时始终+1',
seyou:'色诱',
seyou_info:'限定技出牌阶段你可以指定任意1名角色其他所有男性角色需选择1项执行1对你指定的角色出【杀】2令你获得其一张牌。',
sheshi:'蛇噬',
sheshi_info:'每受到1次伤害可以指定1种花色依次展示牌堆顶的牌直到出现指定花色的牌为止你获得与指定花色不同花色的所有牌最多展示4张牌。',
sanbanfu:'三板斧',
sanbanfu_info:'出牌阶段你使用对目标角色使用【杀】时若目标角色不出闪则目标受到2点伤害你弃掉1张手牌若目标角色出1张闪则目标角色受到1点伤害你自减1点血量若目标角色出2张闪则目标角色不掉血你自减1点血量。每回合限一次。',
fengyi:'凤仪',
fengyi_info:'出牌阶段,你可以弃一张手牌,指定任意目标摸两张牌。(每回合限用一次)',
wange:'婉歌',
wange_info:'摸牌时你可以少摸一张牌则回合结束时你可以抽取一名其他角色的手牌至少1张至多X张X为你当前的掉血量。',
nichang:'霓裳',
nichang2:'霓裳',
nichang_info:'摸牌时,你可以选择不摸牌,回合结束时展示手牌,每少一种花色摸一张牌',
fengyan:'丰艳',
fengyan_info:'你可以获得其他男性角色的红色判定牌',
chujia:'出嫁',
chujia_info:'出牌阶段可以弃掉两张相同颜色的手牌指定任意角色摸X张牌。X为该角色已损失的血量',
zhulu:'逐鹿',
zhulu_info:'回合外,当有非延时锦囊结算完毕后,你可以立即弃掉一张相同花色手牌或装备区的牌,获得这张锦囊牌。',
jieyong:'节用',
jieyong2:'节用',
jieyong_info:'你使用的卡牌进入弃牌堆后,你可以弃置一张黑色牌并重新获得之(每回合限一次)',
shangtong:'尚同',
shangtong_info:'每当你令其他角色恢复1点血量或掉1点血量时你可以摸1张牌摸牌上限为4',
feiming:'非命',
feiming_info:'其他角色对你造成伤害时你可以令该角色须选择1项执行1将1张红桃花色手牌交给你2流失1点血量',
yxsrenwang:'人望',
yxsrenwang_info:'出牌阶段你可以弃掉2张牌并指定一名手牌数大于你的角色你摸牌至与该角色手牌数相等每阶段限一次。',
shiwei:'施威',
shiwei_info:'当其他角色失去最后一张手牌时,你可以将牌堆顶的一张牌背面朝上置于该角色面前,该角色回合,跳过出牌阶段并弃掉这张牌。',
yxswushuang:'无双',
yxswushuang_info:'出牌阶段你使用【杀】时可同时打出两张【杀】则该【杀】具有以下效果之一1伤害+12额外指定两个目标',
xiaoyong:'骁勇',
xiaoyong_info:'你可以将黑色手牌当作【杀】来使用',
qinzheng:'亲征',
qinzheng_info:'出牌阶段,你对其他角色造成伤害时,可以令场上任意角色摸一张牌。',
juma:'拒马',
juma_info:'你与其他角色的距离始终视为1。',
},
};