noname/character/xinghuoliaoyuan.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'xinghuoliaoyuan',
connect:true,
character:{
wangcan:["male","qun",3,["xinfu_sanwen","xinfu_qiai","xinfu_denglou"],[]],
sp_taishici:["male","qun",4,["xinfu_jixu"],[]],
re_jsp_pangtong:["male","wu",3,["xinfu_guolun","xinfu_songsang"],[]],
lvdai:["male","wu",4,["xinfu_qinguo"],[]],
re_zhangliang:["male","qun",4,["xinfu_jijun","xinfu_fangtong"],[]],
lvqian:["male","wei",4,["xinfu_weilu","xinfu_zengdao"],[]],
panjun:["male","wu",3,["xinfu_guanwei","xinfu_gongqing"],[]],
duji:["male","wei",3,["xinfu_andong","xinfu_yingshi"],[]],
zhoufang:["male","wu",3,["xinfu_duanfa","xinfu_youdi"],[]],
yanjun:["male","wu",3,["xinfu_guanchao","xinfu_xunxian"],[]],
liuyao:["male","qun",4,["xinfu_kannan"],[]],
liuyan:["male","qun",3,["xinfu_tushe","xinfu_limu"],[]],
},
characterIntro:{
wangcan:"王粲177年217年2月17日字仲宣。山阳郡高平县今山东微山两城镇人。东汉末年文学家“建安七子”之一太尉王龚曾孙、司空王畅之孙。",
re_jsp_pangtong:"庞统,字士元,襄阳(治今湖北襄阳)人。三国时刘备帐下谋士,官拜军师中郎将。才智与诸葛亮齐名,人称“凤雏”。在进围雒县时,统率众攻城,不幸被流矢击中去世,时年三十六岁。追赐统为关内侯,谥曰靖侯。庞统死后,葬于落凤庞统墓坡。",
lvdai:"吕岱161年256年字定公广陵海陵今江苏如皋人。三国时期吴国重臣、将领。吕岱一生戮力奉公为孙吴开疆拓土功勋赫赫。太平元年256年吕岱去世年九十六。",
lvqian:"吕虔(生卒年不详),字子恪。任城国(今山东济宁东南)人。汉末至三国曹魏时期将领。 吕虔有勇有谋,曹操在兖州时,任命他为从事,率领家丁驻守湖陆。后升任泰山太守,与夏侯渊共同镇压济南等地的黄巾军。被推举为秀才,加任骑都尉,仍管辖泰山郡。 曹丕继任魏王后,加吕虔为裨将军,封益寿亭侯。再升任徐州刺史,加任威虏将军。任用王祥为别驾,将民政事务都委托于他,为世人所称赞。曹叡继位后,改封万年亭侯。吕虔死后,其子吕翻世袭万年亭侯。",
panjun:"潘濬一作潘浚239年字承明。武陵郡汉寿县今湖南汉寿人。三国时期吴国重臣蜀汉大司马蒋琬的表弟。 潘濬为人聪察对问有机理拜大儒宋忠为师得到“建安七子”之一的王粲赏识。不到三十即被荆州牧刘表任命为江夏从事因按杀贪污的沙羡长而闻名。建安十六年211年被刘备任命为荆州治中从事与守臣关羽不睦。建安二十四年219年孙权得荆州拜潘濬为辅军中郎将。又迁奋威将军封常迁亭侯。孙权称帝后拜少府进封刘阳侯又改太常。黄龙三年231年授假节与吕岱率军五万平五溪蛮夷叛乱经三年而斩获数万使得一方宁静。潘濬为人刚正不阿在吕壹弄权时屡请孙权将其诛杀。甚至想亲手击杀吕壹使吕壹对他非常畏惧。 赤乌二年239年潘濬去世。",
duji:"杜畿 163年—224年字伯侯京兆杜陵今陕西西安东南人。东汉末及三国时曹魏官吏及将领。西汉御史大夫杜延年的后代。历官郡功曹、守郑县令善于断案。荀彧将他举荐给曹操曹操任命他为司空司直调任护羌校尉使持节领西平太守。 曹丕受禅登基后,封杜畿为丰乐亭侯。官至尚书仆射。后在陶河试航时遇上大风沉没,杜畿淹死,死时六十二岁,曹丕为之涕泣,追赠其为太仆,谥戴侯。",
zhoufang:"周鲂(生卒年不详),字子鱼。吴郡阳羡县(今江苏宜兴)人。三国时期吴国将领。周鲂年少时好学,被举为孝廉。历任宁国县长、怀安县长、钱塘侯相,一月之内,便斩杀作乱的彭式及其党羽,因而升任丹阳西部都尉。彭绮率数万人反叛时,周鲂被任命为鄱阳太守,与胡综共同将其生擒,因功加职昭义校尉。后诈降曹休,诱其率军接应,使曹休在石亭之战中一败涂地,战后因功被加职为裨将军,封关内侯。贼帅董嗣凭险骚扰豫章等郡,周鲂派间谍将其诱杀,不费兵卒即安定数郡。周鲂在鄱阳赏罚分明、恩威并施,于任职十三年后去世。",
yanjun:"严畯生卒年不详字曼才彭城治今江苏徐州三国时期孙吴官员、学者。性情忠厚待人以诚。少好学精通《诗》、《书》、《三礼》又好《说文》。避乱江东与诸葛瑾、步骘是好朋友被张昭推荐给孙权作骑都尉、从事中郎。建安二十二年217年横江将军鲁肃去世孙权打算让严畯接替其位。严畯很有自知之明知道自己没有能力对抗在荆州的关羽和北面的曹魏便坚决不接受此任命。后来担任尚书令。严畯享年七十八岁。著有《孝经传》、《潮水论》。",
liuyao:"刘繇yáo一读yóu156年197年字正礼。东莱牟平今山东牟平人。东汉末年宗室、大臣汉末群雄之一齐悼惠王刘肥之后太尉刘宠之侄。<br>刘繇最初被推举为孝廉授郎中。任下邑县长时因拒郡守请托而弃官。后被征辟为司空掾属除授侍御史因战乱而不到任避居淮浦。兴平元年194年被任命为扬州刺史。他先后与袁术、孙策交战一度被朝廷加授为扬州牧、振武将军但最终还是败归丹徒。此后刘繇又击破反叛的笮融旋即病逝年四十二。",
liuyan:"刘焉194年字君郎《华阳国志》又作君朗。江夏郡竟陵县今湖北省天门市人。东汉末年宗室、军阀汉末群雄之一西汉鲁恭王刘余之后。<br>刘焉初以汉朝宗室身份拜为中郎历任雒阳令、冀州刺史、南阳太守、宗正、太常等官。因益州刺史郄俭在益州大肆聚敛贪婪成风加上当时天下大乱。刘焉欲取得一安身立命之所割据一方于是向朝廷求为益州牧封阳城侯前往益州整饬吏治。郄俭为黄巾军所杀刘焉进入益州派张鲁盘踞汉中张鲁截断交通斩杀汉使从此益州与中央道路不通。刘焉进一步对内打击地方豪强巩固自身势力益州因而处于半独立的状态。兴平元年194年刘焉因背疮迸发而逝世其子刘璋继领益州牧。",
},
characterTitle:{},
perfectPair:{
lijue:['guosi','jiaxu'],
zhangji:['zhangxiu','drlt_zhangxiu','zoushi'],
xf_sufei:['ganning'],
//baosanniang:['guansuo'],
simahui:['pangdegong'],
zhangqiying:['zhanglu'],
pangtong:['zhugejin'],
taishici:['liuyao','kongrong'],
//zhaotongzhaoguang:['zhaoyun','mayunlu'],
simazhao:['wangyuanji'],
},
skill:{
"xinfu_langxi":{
audio:2,
trigger:{
player:"phaseZhunbeiBegin",
},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt('xinfu_langxi'),'对一名其他角色造成0-2点随机伤害',function(card,player,target){
return target.hp<=player.hp&&target!=player;
}).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player);
});
"step 1"
if(result.bool&&result.targets&&result.targets.length){
player.logSkill('xinfu_langxi',result.targets);
var num=[1,2,0].randomGet();
if(get.isLuckyStar()) num=2;
player.line(result.targets[0],'green');
result.targets[0].damage(num);
}
},
},
"xinfu_yisuan":{
usable:1,
audio:2,
trigger:{
player:"useCardEnd",
},
check:function (event,player){
return 18-get.value(event.card)-player.maxHp*2;
},
filter:function (event,player){
if(!player.isPhaseUsing()) return false;
if(event.cards){
if(get.type(event.card)!='trick') return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].isInPile()) return true;
}
}
return false;
},
content:function (){
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');
player.loseMaxHp();
},
},
"xinfu_xingluan":{
usable:1,
audio:2,
trigger:{
player:"useCardAfter",
},
filter:function (event,player){
if(!player.isPhaseUsing()) return false;
if(get.type(event.card)==undefined) return false;
return (event.targets&&event.targets.length==1);
},
content:function (){
var card=get.cardPile2(function(card){
return card.number==6;
});
if(!card){
player.chat('无牌可得了吗');
game.log('但是牌堆里面已经没有点数为6的牌了');
event.finish();
return;
}
player.gain(card,'gain2');
},
},
"xinfu_lveming":{
init:function (player){
player.storage.xinfu_lveming=0;
},
mark:true,
intro:{
content:"已发动过#次",
},
audio:2,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return player!=target&&target.countCards('e')<player.countCards('e')&&target.countCards('hej');
},
content:function (){
"step 0"
var list=[1,2,3,4,5,6,7,8,9,10,11,12,13]
target.chooseControl(list).set('ai',function(){
return list.randomGet();
});
"step 1"
if(result.control){
target.popup(result.control);
player.storage.xinfu_lveming++;
event.num=result.control;
}
else{
target.popup('13');
player.storage.xinfu_lveming++;
event.num=13;
};
player.judge(function(card){
if(card.number==event.num) return 4;
return -1;
});
"step 2"
if(result.bool==true){
target.damage(2);
}
else{
var card=target.getCards('hej').randomGet();
player.gain(card,target,'giveAuto','bySelf');
}
},
ai:{
order:9,
result:{
target:function (player,target){
var numj=target.countCards('j');
var numhe=target.countCards('he');
if(numhe==0) return 6;
return -6+(numj+1)/numhe;
},
},
threaten:1.1,
},
},
"xinfu_tunjun":{
skillAnimation:true,
animationColor:'metal',
limited:true,
unique:true,
enable:"phaseUse",
audio:2,
filter:function (event,player){
if(player.storage.xinfu_tunjun) return false;
return player.storage.xinfu_lveming&&player.storage.xinfu_lveming>0;
},
filterTarget:true,
selectTarget:1,
content:function (){
"step 0"
player.awakenSkill('xinfu_tunjun');
event.num=player.storage.xinfu_lveming;
event.toequip=[];
"step 1"
var equip=get.cardPile(function(card){
var bool1=true;
for(var i=0;i<event.toequip.length;i++){
if(get.type(card)=='equip'&&get.subtype(card)==get.subtype(event.toequip[i])) bool1=false;
}
return (get.type(card)=='equip'&&!event.toequip.contains(card)&&!target.isDisabled(get.subtype(card))&&bool1);
});
if(equip) event.toequip.push(equip);
else event.num=0;
event.num--;
"step 2"
if(event.num>0) event.goto(1);
"step 3"
for (var i=0;i<event.toequip.length;i++){
target.chooseUseTarget(event.toequip[i],true).set('animate',false).set('nopopup',true);
}
},
ai:{
order:1,
result:{
target:0,
},
},
mark:true,
intro:{
content:"limited",
},
init:function (player){
player.storage.xinfu_tunjun=false;
},
},
"xinfu_tanbei":{
locked:false,
mod:{
targetInRange:function (card,player,target){
if(target.hasSkill('tanbei_effect1')){
return true;
}
},
cardUsable:function (card,player,num){
if(typeof num=='number'&&game.hasPlayer(function(current){
return current.hasSkill('tanbei_effect1');
})) return num+100;
},
playerEnabled:function (card,player,target){
if(target.hasSkill('tanbei_effect2')) return false;
if(game.hasPlayer(function(current){
return current.hasSkill('tanbei_effect1');
})&&!target.hasSkill('tanbei_effect1')){
var num=player.getCardUsable(card)-100;
if(num<=0) return false;
}
},
},
audio:2,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return player!=target;
},
content:function (){
"step 0"
if(!target.countCards('hej')){
event._result={index:1};
}
else{
target.chooseControl().set('choiceList',[
'令'+get.translation(player)+'随机获得你区域内的一张牌,然后其本回合内不能再对你使用牌。',
'令'+get.translation(player)+'本回合内对你使用牌没有次数与距离限制。',
]).set('ai',function(){
var list=[0,1];
return list.randomGet();
});
}
"step 1"
if(result.index==0){
var card=target.getCards('hej').randomGet();
player.gain(card,target,'giveAuto','bySelf');
target.addTempSkill('tanbei_effect2','phaseAfter');
}
else{
target.addTempSkill('tanbei_effect1','phaseAfter');
}
},
ai:{
order:function (){
return [2,4,6,8,10].randomGet();
},
result:{
target:function (player,target){
return -2-target.countCards('h');
},
},
threaten:1.1,
},
},
"xinfu_sidao":{
audio:2,
trigger:{
player:'useCardAfter',
},
filter:function(event,player){
if(player.hasSkill('xinfu_sidaoy')||!player.countCards('h')) return false;
if(!event.targets||!event.targets.length||!event.isPhaseUsing(player)) return false;
var evt=player.getLastUsed(1);
if(!evt||!evt.targets||!evt.targets.length||!evt.isPhaseUsing(player)) return false;
for(var i=0;i<event.targets.length;i++){
if(evt.targets.contains(event.targets[i])&&lib.filter.filterTarget({name:'shunshou'},player,event.targets[i])) return true;
}
return false;
},
direct:true,
content:function(){
var targets=player.getLastUsed(1).targets;
var next=player.chooseToUse();
next.set('targets',game.filterPlayer(function(current){
return targets.contains(current)&&trigger.targets.contains(current);
}));
next.set('openskilldialog',get.prompt2('xinfu_sidao'));
next.set('norestore',true);
next.set('_backupevent','xinfu_sidaox');
next.backup('xinfu_sidaox');
},
},
xinfu_sidaox:{
audio:'xinfu_sidao',
filterCard:function(card){
return get.itemtype(card)=='card';
},
position:"h",
viewAs:{
name:"shunshou",
},
filterTarget:function (card,player,target){
return lib.filter.filterTarget.apply(this,arguments);
},
prompt:"将一张手牌当顺手牵羊使用",
check:function (card){return 7-get.value(card)},
onuse:function(links,player){player.addTempSkill('xinfu_sidaoy')},
},
xinfu_sidaoy:{},
"tanbei_effect1":{
},
"tanbei_effect2":{
},
"xinfu_tunan":{
audio:2,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return target!=player;
},
content:function (){
'step 0'
event.cards=get.cards(1);
player.showCards(get.translation(player)+'对'+get.translation(target)+'发动了【图南】',event.cards);
'step 1'
var card=cards[0];
var bool1=game.hasPlayer(function(current){
return target.canUse(card,current,false);
});
var bool2=game.hasPlayer(function(current){
return target.canUse({name:'sha'},current);
});
if(bool1&&bool2){
target.chooseControl(function(){
return 0;
}).set('choiceList',[
'使用'+get.translation(cards)+'。(没有距离限制)',
'将'+get.translation(cards)+'当做【杀】使用。',
]).set('ai',function(){
var list=[0,1];
return list.randomGet();
});
}
else if(bool1){
event.directindex=0;
}
else if(bool2){
event.directindex=1;
}
else{
ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
event.finish();
}
'step 2'
var card=cards[0];
if(result&&typeof event.directindex!='number'){
event.directindex=result.index;
}
if(event.directindex==1){
target.chooseUseTarget({name:'sha'},cards,true,false)
}
else{
target.chooseUseTarget(card,true,false,'nodistance');
}
},
ai:{
order:7,
result:{
target:1,
},
},
},
"xinfu_bijing":{
audio:2,
group:["xinfu_bijing_lose","xinfu_bijing_discard"],
subSkill:{
lose:{
trigger:{
player:"loseEnd",
},
filter:function (event,player){
if(!player.storage.xinfu_bijing) return false;
if(_status.currentPhase==player) return false;
return event.cards.contains(player.storage.xinfu_bijing);
},
forced:true,
silent:true,
popup:false,
content:function (){
_status.currentPhase.storage.bijing=player;
_status.currentPhase.addTempSkill('xinfu_bijing_effect');
},
sub:true,
},
discard:{
trigger:{
player:"phaseZhunbeiBegin",
},
forced:true,
filter:function (event,player){
if(!player.storage.xinfu_bijing)return false;
return get.owner(player.storage.xinfu_bijing)==player;
},
content:function (){
player.discard(player.storage.xinfu_bijing);
delete player.storage.xinfu_bijing;
},
sub:true,
},
effect:{
trigger:{
player:"phaseDiscardBegin",
},
forced:true,
silent:true,
popup:false,
content:function (){
player.storage.bijing.logSkill('xinfu_bijing');
player.storage.bijing.line(player,'green');
player.chooseToDiscard(2,'he',true);
},
sub:true,
},
},
trigger:{
player:"phaseJieshuBegin",
},
direct:true,
filter:function (player,event){
return event.countCards('h')>0;
},
content:function (){
'step 0'
player.chooseCard(get.prompt2('xinfu_bijing'),'h').set('ai',function(card){
if(card.name=='shan') return 6;
return 6-get.value(card);
});
'step 1'
if(result.bool){
player.logSkill('xinfu_bijing');
player.showCards(result.cards);
player.storage.xinfu_bijing=result.cards[0];
}
},
},
"xinfu_zhenxing":{
audio:2,
trigger:{
player:["damageEnd","phaseJieshuBegin"],
},
direct:true,
content:function (){
'step 0'
player.chooseControl('一张','两张','三张','cancel2').set('prompt',get.prompt2('xinfu_zhenxing')).set('',function(){return 0});
'step 1'
if(result.control=='cancel2') event.finish();
else{
player.logSkill('xinfu_zhenxing');
event.num={一张:1,两张:2,三张:3}[result.control];
};
'step 2'
event.cards=get.cards(num);
player.chooseButton(['【镇行】:请选择要获得的牌',event.cards]).set('filterButton',function(button){
for(var i=0;i<event.cards.length;i++){
if(button.link!=event.cards[i]&&get.suit(event.cards[i])==get.suit(button.link)) return false;
}
return true;
}).set('ai',function(button){
return get.value(button.link);
});
'step 3'
var tothrow=[];
for(var i=event.cards.length-1;i>=0;i--){
if(result.bool&&result.links.contains(event.cards[i])){
player.gain(event.cards[i],'gain2');
}
else{
event.cards[i].fix();
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.childNodes[0]);
}
}
game.updateRoundNumber();
},
},
"xinfu_qianxin":{
audio:2,
group:["qianxin_effect"],
enable:"phaseUse",
usable:1,
onChooseToUse:function(event){
if(!game.online){
var num1=game.players.length-1;
var player=event.player;
var num2=ui.cardPile.childElementCount;
var num3=num2;
if(num1>num2) num3=0;
else if(!player.storage.xinfu_qianxin){}
else{
for(var i=0;i<num2;i++){
if(player.storage.xinfu_qianxin.contains(ui.cardPile.childNodes[i])){
num3=0;break;
}
}
}
event.set('qianxinNum',num3);
}
},
filter:function (event,player){
return event.qianxinNum&&event.qianxinNum>0;
},
filterTarget:function (card,player,target){
return target!=player;
},
filterCard:true,
selectCard:function (){
var num1=game.players.length-1;
var num2=_status.event.qianxinNum;
return [1,Math.floor(num2/num1)];
},
discard:false,
check:function (){
return -1;
},
delay:0,
content:function (){
'step 0'
player.$throw(cards.length);
player.storage.xinfu_qianxin=cards;
player.storage.xinfu_qianxin_target=target;
var num1=game.players.length;
var num2=ui.cardPile.childElementCount;
for(var i=0;i<event.cards.length;i++){
event.cards[i].fix();
var num3=num1*(i+1)-1;
if(num3<num2){
ui.cardPile.insertBefore(cards[i],ui.cardPile.childNodes[num3]);
}
else{
ui.cardPile.appendChild(cards[i]);
}
}
game.updateRoundNumber();
game.log(player,'把',get.cnNumber(cards.length),'张牌放在了牌堆里');
},
ai:{
order:1,
result:{
target:-1,
},
},
},
"qianxin_effect":{
trigger:{
global:"gainAfter",
},
silent:true,
forced:true,
popup:false,
filter:function (event,player){
if(!player.storage.xinfu_qianxin||!player.storage.xinfu_qianxin_target) return false;
if(event.player==player) return false;
if(_status.currentPhase!=event.player) return false;
if(player.storage.xinfu_qianxin_target!=event.player) return false;
for(var i=0;i<event.cards.length;i++){
if(player.storage.xinfu_qianxin.contains(event.cards[i])) return true;
}
return false;
},
content:function (){
trigger.player.storage.xinfu_qianxin_source=player;
trigger.player.addTempSkill('xinfu_qianxin2');
},
},
"xinfu_qianxin2":{
subSkill:{
dis:{
mod:{
maxHandcard:function (player,num){
return num-2;
},
},
sub:true,
},
},
forced:true,
silent:true,
popup:false,
trigger:{
player:"phaseDiscardBefore",
},
filter:function (event,player){
return true;
},
content:function (){
'step 0'
event.source=player.storage.xinfu_qianxin_source;
event.source.logSkill('xinfu_qianxin',player);
event.source.line(player,'thunder');
delete event.source.storage.xinfu_qianxin_target;
delete player.storage.xinfu_qianxin_source;
if(event.source.countCards('h')>=4){
event._result={index:1};
}
else{
player.chooseControl().set('choiceList',[
'令'+get.translation(event.source)+'将手牌摸至四张',
'令自己本回合的手牌上限-2'
]).set('ai',function(){
var player=_status.event.player;
var source=_status.event.getParent().player;
if(get.attitude(player,source)>0) return 0;
if(player.hp-player.countCards('h')>1) return 1;
return [0,1].randomGet();
})
}
'step 1'
if(result.index==0){
event.source.draw(4-event.source.countCards('h'));
}
else{
player.addTempSkill('xinfu_qianxin2_dis');
}
},
},
"xinfu_fuhai":{
subSkill:{
next:{},
previous:{},
},
audio:2,
group:["fuhai_clear"],
intro:{
content:"已指定过#个目标",
},
enable:"phaseUse",
filter:function (event,player){
if(player.hasSkill('xinfu_fuhai_next')&&player.hasSkill('xinfu_fuhai_previous')) return false;
return player.countCards('h')>0;
},
filterTarget:function (card,player,target){
if(![player.next,player.previous].contains(target)||target.countCards('h')==0) return false;
if(player.hasSkill('xinfu_fuhai_next')) return target==player.previous;
if(player.hasSkill('xinfu_fuhai_previous')) return target==player.next;
return true;
},
line:false,
content:function (){
'step 0'
event.side=target==player.next?'next':'previous';
event.current=target;
if(!player.storage.xinfu_fuhai) player.storage.xinfu_fuhai=1;
player.addTempSkill('xinfu_fuhai_'+event.side,'phaseUseAfter');
'step 1'
if(player.countCards('h')==0||event.current.countCards('h')==0||event.current==player){
event.finish();
return;
}
player.markSkill('xinfu_fuhai');
player.line(event.current,'green');
player.chooseCard('请选择要展示的牌',true).set('ai',function(){
return 1+Math.random();
});
'step 2'
event.mes=result.cards[0];
player.showCards(event.mes);
'step 3'
event.current.chooseCard('请选择要展示的牌',true).set('ai',function(){
return 1+Math.random();
});
'step 4'
event.tes=result.cards[0];
event.current.showCards(event.tes);
'step 5'
var num1=get.number(event.mes);
var num2=get.number(event.tes);
if(num1<num2){
event.current.discard(event.tes);
game.asyncDraw([player,event.current],player.storage.xinfu_fuhai);
player.addTempSkill('xinfu_fuhai_next','phaseUseAfter');
player.addTempSkill('xinfu_fuhai_previous','phaseUseAfter');
player.unmarkSkill('xinfu_fuhai');
}
else{
player.discard(event.mes);
player.storage.xinfu_fuhai++;
event.current=event.current[event.side];
if(player.countCards('h')>0&&event.current.countCards('h')>0&&event.current!=player) event.goto(1);
}
},
ai:{
order:1,
result:{
player:1,
},
},
},
"fuhai_clear":{
trigger:{
player:"phaseAfter",
},
forced:true,
silent:true,
popup:false,
filter:function (event,player){
return player.storage.xinfu_fuhai!=undefined;
},
content:function (){
player.unmarkSkill('xinfu_fuhai');
delete player.storage.xinfu_fuhai;
},
},
"xz_xunxun":{
filter:function (event,player){
var num=game.countPlayer(function(current){
return current.isDamaged();
});
return num>=1&&!player.hasSkill('xunxun');
},
audio:2,
trigger:{
player:"phaseDrawBegin1",
},
//priority:10,
content:function (){
"step 0"
event.cards=get.cards(4);
player.chooseCardButton(true,event.cards,2,'选择两张牌置于牌堆顶').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);
}
}
},
},
"xinfu_xingzhao":{
audio:true,
group:["xz_xunxun","xinfu_xingzhao2"],
mark:true,
intro:{
content:function (storage,player){
var num=game.countPlayer(function(current){
return current.isDamaged();
})
var str='暂无任何效果';
if(num>=1){
str='<li>视为拥有技能“恂恂”';
}
if(num>=2){
str+=';使用装备牌时摸一张牌';
}
if(num>=3){
str+=';始终跳过弃牌阶段';
}
return str;
},
},
trigger:{
player:"useCard",
},
forced:true,
filter:function (event,player){
if(get.type(event.card)!='equip') return false;
var num=game.countPlayer(function(current){
return current.isDamaged();
});
return num>=2;
},
content:function (){
player.draw();
},
},
"xinfu_xingzhao2":{
audio:true,
trigger:{
player:"phaseDiscardBefore",
},
forced:true,
filter:function (event,player){
var num=game.countPlayer(function(current){
return current.isDamaged();
});
return num>=3;
},
content:function (){
trigger.cancel();
game.log(player,'跳过了弃牌阶段');
},
},
"xinfu_dianhu":{
audio:2,
trigger:{
global:"gameDrawAfter",
},
forced:true,
filter:function (){
return game.players.length>1;
},
content:function (){
'step 0'
player.chooseTarget('选择【点虎】的目标',lib.translate.xinfu_dianhu_info,true,function(card,player,target){
return target!=player&&!target.hasSkill('xinfu_dianhu2');
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att<0) return -att+3;
return Math.random();
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.line(target,'green');
game.log(target,'成为了','【点虎】','的目标');
target.storage.xinfu_dianhu2=player;
target.addSkill('xinfu_dianhu2');
}
},
},
"xinfu_dianhu2":{
mark:"character",
intro:{
content:"当你受到来自$的伤害或回复体力后,$摸一张牌",
},
nopop:true,
trigger:{
player:["damageAfter","recoverAfter"],
},
forced:true,
popup:false,
filter:function (event,player){
if(player.storage.xinfu_dianhu2&&player.storage.xinfu_dianhu2.isIn()){
if(event.name=='damage') return event.source==player.storage.xinfu_dianhu2;
return true;
};
},
content:function (){
'step 0'
var target=player.storage.xinfu_dianhu2;
target.logSkill('xinfu_dianhu');
target.draw();
},
onremove:true,
},
"xinfu_jianji":{
audio:2,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return target!=player;
},
content:function (){
'step 0'
target.draw();
'step 1'
var card=result[0];
if(card&&game.hasPlayer(function(current){
return target.canUse(card,current);
})&&get.owner(card)==target){
target.chooseToUse({
prompt:'是否使用'+get.translation(card)+'',
filterCard:function(cardx,player,target){
return cardx==_status.event.cardx;
},
cardx:card,
});
}
},
ai:{
order:7.5,
result:{
target:1,
},
},
},
"xinfu_lianpian":{
audio:2,
usable:3,
trigger:{
player:"useCardToPlayered",
},
frequent:true,
filter:function (event,player){
if(!event.targets||!event.targets.length||
event.getParent().triggeredTargets3.length>1||!event.isPhaseUsing()) return false;
var evt=player.getLastUsed(1);
if(!evt||!evt.targets||!evt.targets.length||!evt.isPhaseUsing()) return false;
for(var i=0;i<event.targets.length;i++){
if(evt.targets.contains(event.targets[i])) return true;
}
return false;
},
content:function (){
'step 0'
player.draw();
'step 1'
event.card=result[0];
var ablers=player.getLastUsed(1).targets.slice(0);
for(var i=0;i<ablers.length;i++){
if(ablers[i]==player||!trigger.targets.contains(ablers[i])) ablers.splice(i--,1);
}
if(event.card&&get.owner(event.card)==player&&ablers.length){
player.chooseTarget('是否将'+get.translation(event.card)+'交给其他角色?',function(card,player,target){
return _status.event.ablers.contains(target)&&target!=player;
}).set('ablers',ablers).ai=function(){
return false;
};
}
else event.finish();
'step 2'
if(result.bool){
player.give(event.card,result.targets[0],true);
}
},
},
"xinfu_lingren":{
usable:1,
audio:2,
trigger:{
player:"useCardToPlayered",
},
direct:true,
filter:function (event,player){
if(event.getParent().triggeredTargets3.length>1) return false;
if(!player.isPhaseUsing()) return false;
if(!['basic','trick'].contains(get.type(event.card))) return false;
if(get.tag(event.card,'damage')) return true;
return false;
},
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xinfu_lingren'),function(card,player,target){
return _status.event.targets.contains(target);
}).set('ai',function(target){
return 2-get.attitude(_status.event.player,target);
}).set('targets',trigger.targets);
'step 1'
if(result.bool){
player.logSkill('xinfu_lingren',result.targets);
var target=result.targets[0];
event.target=target;
player.line('water',target);
event.choice={
basic:false,
trick:false,
equip:false,
}
player.chooseBool('是否押基本牌?').ai=function(event,player){
var rand=0.95;
if(!target.countCards('h',{type:['basic']})) rand=0;
return Math.random()<rand?true:false;
};
}
else{
player.storage.counttrigger.xinfu_lingren--;
event.finish();
}
'step 2'
if(result.bool){
event.choice.basic=true;
}
player.chooseBool('是否押锦囊牌?').ai=function(event,player){
var rand=0.95;
if(!target.countCards('h',{type:['trick','delay']})) rand=0;
return Math.random()<rand?true:false;
};
'step 3'
if(result.bool){
event.choice.trick=true;
}
player.chooseBool('是否押装备牌?').ai=function(event,player){
var rand=0.95;
if(!target.countCards('h',{type:['equip']})) rand=0;
return Math.random()<rand?true:false;
};
'step 4'
if(result.bool){
event.choice.equip=true;
}
game.delay();
var reality={
basic:false,
trick:false,
equip:false,
}
var he=target.getCards('h');
for(var i=0;i<he.length;i++){
reality[get.type(he[i],'trick')]=true;
}
event.num=0;
var tl=['basic','trick','equip'];
for(var i=0;i<tl.length;i++){
if(event.choice[tl[i]]==reality[tl[i]]) event.num++;
}
'step 5'
player.popup('猜对'+get.cnNumber(event.num)+'项');
game.log(player,'猜对了'+get.cnNumber(event.num)+'项');
if(event.num>0){
target.addTempSkill('lingren_adddamage');
target.storage.lingren={
card:trigger.card,
//player:event.targett,
}
}
if(event.num>1) player.draw(2);
if(event.num>2){
player.addTempSkill('lingren_jianxiong',{player:'phaseBegin'});
player.addTempSkill('lingren_xingshang',{player:'phaseBegin'});
}
},
ai:{
threaten:2.4,
},
},
"lingren_adddamage":{
onremove:function (player){
delete player.storage.lingren;
},
trigger:{
player:"damageBegin3",
},
filter:function (event,player){
var info=player.storage.lingren;
return event.card&&event.card==info.card;
},
silent:true,
popup:false,
forced:true,
content:function (){
trigger.num++;
},
},
"lingren_jianxiong":{
audio:1,
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];
},
},
},
},
"lingren_xingshang":{
audio:1,
inherit:'rexingshang',
},
"xinfu_fujian":{
audio:2,
trigger:{
player:"phaseJieshuBegin",
},
filter:function (event,player){
return !game.hasPlayer(function(current){
return current.countCards('h')==0;
});
},
forced:true,
content:function (){
event.num=0;
var list=game.filterPlayer(function(target){
if(target.isMinHandcard()) event.num=target.countCards('h');
return player!=target;
});
if(event.num<1){
event.finish();
}
else{
var target=list.randomGet();
var cards=target.getCards('h').randomGets(event.num);
player.line(target);
var content=[get.translation(target)+'的部分手牌',cards];
game.log(player,'观看了',target,'的部分手牌');
player.chooseControl('ok').set('dialog',content);
}
},
},
"xinfu_xionghuo":{
group:["xinfu_xionghuo_damage","xinfu_xionghuo_begin","xinfu_xionghuo_init"],
subSkill:{
begin:{
silent:true,
popup:false,
sub:true,
forced:true,
trigger:{
global:"phaseUseBegin",
},
filter:function (event,player){
return event.player.hasSkill('xionghuo')&&event.player!=player;
},
content:function (){
'step 0'
player.logSkill("xinfu_xionghuo");
if(trigger.player.storage.xionghuo>1) trigger.player.storage.xionghuo--;
else{
delete trigger.player.storage.xionghuo;
trigger.player.removeSkill('xionghuo');
}
var list=[1,2,3];
var num=list.randomGet();
event.goto(num);
'step 1'
player.line(trigger.player,'fire');
trigger.player.damage('fire');
trigger.player.addTempSkill('xionghuo_disable','phaseAfter');
event.goto(4);
'step 2'
player.line(trigger.player,'water');
trigger.player.loseHp();
trigger.player.addTempSkill('xionghuo_low','phaseAfter');
event.goto(4);
'step 3'
player.line(trigger.player,'green');
var card1=trigger.player.getCards('h').randomGet();
var card2=trigger.player.getCards('e').randomGet();
var list=[];
if(card1) list.push(card1);
if(card2) list.push(card2);
if(list.length>0){
player.gain(list,trigger.player,'giveAuto','bySelf');
}
'step 4'
game.delay();
},
},
damage:{
audio:"xinfu_xionghuo",
sub:true,
forced:true,
trigger:{
source:"damageBegin1",
},
filter:function (event,player){
return event.player.hasSkill('xionghuo');
},
content:function (){
trigger.num++;
},
},
init:{
trigger:{
global:"gameDrawAfter",
player:"enterGame",
},
forced:true,
locked:false,
content:function(){
player.storage.xinfu_xionghuo+=3;
player.markSkill("xinfu_xionghuo");
},
},
},
audio:2,
enable:"phaseUse",
usable:null,
init:function (player){
if(player.storage.xinfu_xionghuo==undefined) player.storage.xinfu_xionghuo=0;
},
//mark:true,
marktext:"戾",
intro:{
content:"mark",
},
filter:function(event,player){
return player.storage.xinfu_xionghuo>0;
},
filterTarget:function (card,player,target){
if(target.storage.xionghuo!=undefined&&target.storage.xionghuo>0) return false;
return player!=target&&player.storage.xinfu_xionghuo>0;
},
content:function (){
if(target.storage.xionghuo==undefined||target.storage.xionghuo==0){
target.addSkill('xionghuo');
target.storage.xionghuo=0;
}
target.storage.xionghuo++;
player.storage.xinfu_xionghuo--;
target.syncStorage('xionghuo');
player.syncStorage('xinfu_xionghuo');
if(player.storage.xinfu_xionghuo==0) player.unmarkSkill('xinfu_xionghuo');
},
ai:{
order:11,
result:{
target:function (player,target){
return Math.min(-(1+player.storage.xinfu_xionghuo-target.hp),0);
},
},
threaten:1.1,
},
},
xionghuo:{
marktext:"戾",
mark:true,
intro:{
content:"mark",
},
locked:true,
},
"xionghuo_disable":{
mod:{
playerEnabled:function (card,player,target){
if(target.hasSkill('xinfu_xionghuo')&&card.name=='sha') return false;
},
},
mark:true,
marktext:"禁",
intro:{
content:"本回合内不能对“徐荣”使用“杀”。",
},
},
"xionghuo_low":{
mod:{
maxHandcard:function (player,num){
return num-1;
},
},
marktext:"减",
mark:true,
intro:{
content:"本回合内手牌上限-1。",
},
},
"xinfu_shajue":{
audio:2,
trigger:{
global:"dying",
},
filter:function (event,player){
return event.player.hp<0&&event.player!=player;
},
forced:true,
//priority:7,
content:function (){
if(trigger.parent.name=='damage'&&get.itemtype(trigger.parent.cards)=='cards'&&get.position(trigger.parent.cards[0],true)=='o'){
player.gain(trigger.parent.cards,"gain2");
}
if(!player.storage.xinfu_xionghuo) player.storage.xinfu_xionghuo=0;
player.storage.xinfu_xionghuo++;
player.markSkill('xinfu_xionghuo');
player.syncStorage('xinfu_xionghuo');
},
},
"xinfu_jianjie":{
derivation:["jianjie_faq"],
group:["xinfu_jianjie1","xinfu_jianjie2"],
subSkill:{
phase:{
charlotte:true,
sub:true,
},
off:{
charlotte:true,
sub:true,
},
},
audio:3,
trigger:{
player:"phaseZhunbeiBegin",
},
forced:true,
direct:true,
filter:function (event,player){
if(player.hasSkill('xinfu_jianjie_off')) return false;
return !game.hasPlayer(function(current){
return current.hasSkill('smh_huoji')||current.hasSkill('smh_lianhuan');
});
},
content:function (){
"step 0"
player.addTempSkill('xinfu_jianjie_phase');
player.addSkill('xinfu_jianjie_off');
player.chooseTarget('请将「龙印」交给一名角色',true,function(card,player,target){
return target!=player;
}).set('ai',function(target){
var player=_status.event.player;
return 10+get.attitude(player,target);
});
"step 1"
if(result.bool&&result.targets&&result.targets.length){
var target=result.targets[0];
player.logSkill('xinfu_jianjie',target);
player.line(target,'fire');
target.addSkill('smh_huoji');
game.delay();
}
if(game.hasPlayer(function(current){
return !current.hasSkill('smh_huoji')&&current!=player
})){
player.chooseTarget('请将「凤印」交给一名角色',true,function(card,player,target){
return target!=player&&!target.hasSkill('smh_huoji');
}).set('ai',function(target){
var player=_status.event.player;
return 10+get.attitude(player,target);
});
}else event.finish();
"step 2"
if(result.bool&&result.targets&&result.targets.length){
var target=result.targets[0];
player.logSkill('xinfu_jianjie',target);
player.line(target,'green');
target.addSkill('smh_lianhuan');
game.delay();
}
},
},
"xinfu_jianjie1":{
audio:3,
prompt:"你的第一个准备阶段,你令两名不同的角色分别获得龙印与凤印;出牌阶段限一次(你的第一个回合除外),或当拥有龙印、凤印的角色死亡时,你可以转移龙印、凤印。",
enable:"phaseUse",
usable:1,
filter:function (event,player){
if(!game.hasPlayer(function(current){
return current.hasSkill('smh_huoji')||current.hasSkill('smh_lianhuan');
})) return false;
return !player.hasSkill('xinfu_jianjie_phase');
},
filterTarget:function (card,player,target){
if(ui.selected.targets.length==1){
return true;
}else{
return target.hasSkill('smh_huoji')||target.hasSkill('smh_lianhuan');
}
},
targetprompt:["移走印","得到印"],
selectTarget:2,
multitarget:true,
content:function (){
'step 0'
if(targets[0].hasSkill('smh_huoji')&&targets[0].hasSkill('smh_lianhuan')){
player.chooseControl('龙印','凤印').set('prompt','请选择要移动的印');
}
else{
if(targets[0].hasSkill('smh_huoji')) event._result={control:'龙印'};
else event._result={control:'凤印'};
}
'step 1'
if(result.control=='龙印'){
targets[0].removeSkill('smh_huoji');
targets[1].addSkill('smh_huoji');
}
else{
targets[0].removeSkill('smh_lianhuan');
targets[1].addSkill('smh_lianhuan');
}
},
ai:{
order:8,
result:{
target:function (player,target){
if(ui.selected.targets.length==0){
return get.attitude(player,target)<0?-999:-3;
}
else{
return target.countCards('h')+1;
}
},
},
expose:0.4,
threaten:3,
},
},
"smh_huoji":{
charlotte:true,
group:["smh_yeyan"],
mark:true,
marktext:"龙",
intro:{
name:"龙印",
content:"<li>出牌阶段限三次,你可以将你的任意一张♥或♦手牌当【火攻】使用。<br><li>若你同时拥有「凤印」,则你视为拥有技能〖业炎〗。(发动〖业炎〗后,弃置龙印和凤印)",
},
usable:3,
audio:2,
enable:"chooseToUse",
filterCard:function (card){
return get.color(card)=='red';
},
viewAs:{
name:"huogong",
nature:"fire",
},
viewAsFilter:function (player){
if(player.hasSkill('huoji')) return false;
if(!player.countCards('h',{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:{
basic:{
order:4,
value:[3,1],
useful:1,
},
wuxie:function (target,card,player,current,state){
if(get.attitude(current,player)>=0&&state>0) return false;
},
result:{
player:function (player){
var nh=player.countCards('h');
if(nh<=player.hp&&nh<=4&&_status.event.name=='chooseToUse'){
if(typeof _status.event.filterCard=='function'&&
_status.event.filterCard({name:'huogong'})){
return -10;
}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
if(viewAs=='huogong') return -10;
if(viewAs&&viewAs.name=='huogong') return -10;
}
}
return 0;
},
target:function (player,target){
if(target.hasSkill('huogong2')||target.countCards('h')==0) return 0;
if(player.countCards('h')<=1) return 0;
if(target==player){
if(typeof _status.event.filterCard=='function'&&
_status.event.filterCard({name:'huogong'})){
return -1.5;
}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
if(viewAs=='huogong') return -1.5;
if(viewAs&&viewAs.name=='huogong') return -1.5;
}
return 0;
}
return -1.5;
},
},
tag:{
damage:1,
fireDamage:1,
natureDamage:1,
norepeat:1,
},
},
},
"smh_lianhuan":{
audio:2,
charlotte:true,
enable:"phaseUse",
filter:function (event,player){
if(player.hasSkill('lianhuan')||player.hasSkill('xinlianhuan')) return false;
if((player.getStat().skill.smh_lianhuan||0)+(player.getStat().skill.smh_lianhuan1||0)>=3) return false;
return player.countCards('h',{suit:'club'})>0;
},
filterCard:function (card){
return get.suit(card)=='club';
},
viewAs:{
name:"tiesuo",
},
prompt:"将一张梅花牌当铁锁连环使用",
check:function (card){return 6-get.value(card)},
mark:true,
marktext:"凤",
intro:{
name:"凤印",
content:"<li>出牌阶段限三次,你可以将你的任意一张梅花手牌当作【铁索连环】使用或重铸。",
},
group:["smh_lianhuan1"],
ai:{
wuxie:function (){
if(Math.random()<0.5) return 0;
},
basic:{
useful:4,
value:4,
order:7,
},
result:{
target:function (player,target){
if(target.isLinked()){
if(target.hasSkillTag('link')) return 0;
var f=target.hasSkillTag('nofire');
var t=target.hasSkillTag('nothunder');
if(f&&t) return 0;
if(f||t) return 0.5;
return 2;
}
if(get.attitude(player,target)>=0) return -0.9;
if(ui.selected.targets.length) return -0.9;
if(game.hasPlayer(function(current){
return get.attitude(player,current)<=-1&&current!=target&&!current.isLinked();
})){
return -0.9;
}
return 0;
},
},
tag:{
multitarget:1,
multineg:1,
norepeat:1,
},
},
},
"xinfu_jianjie2":{
trigger:{
global:"dieAfter",
},
forced:true,
direct:true,
silent:true,
popup:false,
filter:function (event,player){
return event.player.hasSkill('smh_huoji')||event.player.hasSkill('smh_lianhuan');
},
content:function (){
"step 0"
player.logSkill('xinfu_jianjie');
"step 1"
if(trigger.player.hasSkill('smh_huoji')){
player.chooseTarget('请将'+get.translation(trigger.player)+'的「龙印」交给一名角色',true).set('ai',function(target){
var player=_status.event.player;
return 10+get.attitude(player,target);
});
}else event.goto(2);
"step 2"
if(result.bool&&result.targets&&result.targets.length){
var target=result.targets[0];
player.line(target,'fire');
target.addSkill('smh_huoji');
game.delay();
}
"step 3"
if(trigger.player.hasSkill('smh_lianhuan')){
player.chooseTarget('请将'+get.translation(trigger.player)+'的「凤印」交给一名角色',true).set('ai',function(target){
var player=_status.event.player;
return 10+get.attitude(player,target);
});
}else event.finish();
"step 4"
if(result.bool&&result.targets&&result.targets.length){
var target=result.targets[0];
player.line(target,'green');
target.addSkill('smh_lianhuan');
game.delay();
}
},
},
"smh_lianhuan1":{
enable:"phaseUse",
filter:function (event,player){
if(player.hasSkill('lianhuan')||player.hasSkill('xinlianhuan')) return false;
if((player.getStat().skill.smh_lianhuan||0)+(player.getStat().skill.smh_lianhuan1||0)>=3) return false;
return player.countCards('h',{suit:'club'})>0;
},
filterCard:function (card){
return get.suit(card)=='club';
},
check:function (card){
return -1;
},
content:function (){
player.draw();
},
discard:false,
prompt:"将一张梅花牌置入弃牌堆并摸一张牌",
delay:0.5,
prepare:function (cards,player){
player.$throw(cards,1000);
},
ai:{
basic:{
order:1,
},
result:{
player:1,
},
},
forced:true,
},
"smh_yeyan":{
unique:true,
enable:"phaseUse",
audio:3,
skillAnimation:true,
animationColor:'gray',
prompt:"限定技出牌阶段你可以对一至三名角色造成至多共3点火焰伤害你可以任意分配每名目标角色受到的伤害点数若你将对一名角色分配2点或更多的火焰伤害你须先弃置四张不同花色的手牌再失去3点体力。",
filter:function (event,player){
return player.hasSkill('smh_lianhuan');
},
filterTarget:function (card,player,target){
var length=ui.selected.cards.length;
return (length==0||length==4);
},
filterCard:function (card){
var suit=get.suit(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.suit(ui.selected.cards[i])==suit) return false;
}
return true;
},
complexCard:true,
selectCard:[0,4],
line:"fire",
check:function (){return -1},
selectTarget:function (){
if(ui.selected.cards.length==4) return [1,2];
if(ui.selected.cards.length==0) return [1,3];
game.uncheck('target');
return [1,3];
},
multitarget:true,
multiline:true,
content:function (){
"step 0"
player.removeSkill('smh_huoji');
player.removeSkill('smh_lianhuan');
targets.sort(lib.sort.seat);
event.num=0
"step 1"
if(cards.length==4) event.goto(2);
else {
if(event.num<targets.length){
targets[event.num].damage('fire',1,'nocard');
event.num++;
}
if(event.num==targets.length) event.finish();
else event.redo();
}
"step 2"
player.loseHp(3);
if(targets.length==1) event.goto(4);
else{
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
return _status.event.targets.contains(target)
}).set('ai',function(target){
return 1;
}).set('targets',targets).set('forceDie',true);
}
"step 3"
if(event.num<targets.length){
var dnum=1;
if(result.bool&&result.targets&&targets[event.num]==result.targets[0]) dnum=2;
targets[event.num].damage('fire',dnum,'nocard');
event.num++;
}
if(event.num==targets.length) event.finish();
else event.redo();
"step 4"
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
return "3点";
}).set('forceDie',true);
"step 5"
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
},
ai:{
order:1,
result:{
target:0,
/*target:function (player,target){
if(target.hasSkillTag('nofire')) return 0;
if(lib.config.mode=='versus') return -1;
if(player.hasUnknown()) return 0;
return get.damageEffect(target,player);
},*/
},
},
},
"xinfu_yinshi":{
audio:2,
trigger:{
player:"damageBegin4",
},
forced:true,
//priority:15,
filter:function (event,player){
if(player.hasSkill('smh_huoji')||player.hasSkill('smh_lianhuan')) return false;
if(!player.isEmpty(2)) return false;
if(event.nature) return true;
return get.type(event.card,'trick')=='trick';
},
content:function (){
trigger.cancel();
},
ai:{
notrick:true,
nofire:true,
nothunder:true,
effect:{
target:function (card,player,target,current){
if(target.hasSkill('smh_huoji')||target.hasSkill('smh_lianhuan')) return;
if(player==target&&get.subtype(card)=='equip2'){
if(get.equipValue(card)<=8) return 0;
}
if(!target.isEmpty(2)) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
},
},
},
"xinfu_chenghao":{
audio:2,
trigger:{
global:"damageEnd",
},
filter:function (event,player){
return event.lianhuanable==true&&event.player.isAlive();
},
frequent:true,
content:function (){
"step 0"
event.cards=get.cards(game.countPlayer(function(current){
return current.isLinked();
})+1);
"step 1"
if(event.cards.length>1){
player.chooseCardButton('【称好】:请选择要分配的牌',true,event.cards,[1,event.cards.length]).set('ai',function(button){
if(ui.selected.buttons.length==0) return 1;
return 0;
});
}
else if(event.cards.length==1){
event._result={links:event.cards.slice(0),bool:true};
}
else{
event.finish();
}
"step 2"
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.cards.remove(result.links[i]);
}
event.togive=result.links.slice(0);
player.chooseTarget('将'+get.translation(result.links)+'交给一名角色',true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
}
else if(att>0){
return att/(1+target.countCards('h'));
}
else{
return att/100;
}
}).set('enemy',get.value(event.togive[0])<0);
}
"step 3"
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
player.line(result.targets[0],'green');
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张牌');
event.goto(1);
}
},
},
"jianjie_faq":{},
"xinfu_wuniang":{
trigger:{
player:["useCard","respond"],
},
audio:2,
direct:true,
filter:function (event,player){
return event.card.name=='sha';
},
content:function (){
'step 0'
player.chooseTarget(get.prompt('xinfu_wuniang'),'获得一名其他角色的一张牌,然后其和场上所有的“关索”摸一张牌。',function(card,player,target){
if(player==target) return false;
return target.countGainableCards(player,'he')>0;
}).set('ai',function(target){
return 10-get.attitude(_status.event.player,target);
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('xinfu_wuniang',target);
player.line(target,'fire');
event.draws=game.filterPlayer(function(current){
if(current==target) return true;
return current.name=='guansuo'||current.name2=='guansuo';
});
player.gainPlayerCard(target,'he',true);
}
else event.finish();
'step 2'
game.asyncDraw(event.draws,1);
game.delay();
},
},
"xinfu_xushen":{
derivation:["xinfu_zhennan"],
audio:2,
subSkill:{
count:{
trigger:{
player:"recoverBegin",
},
forced:true,
silent:true,
popup:false,
filter:function (event,player){
if(!event.card||event.card.name!='tao') return false;
if(!event.source||event.source.sex!='male') return false;
if(!player.isDying()) return false;
if(game.hasPlayer(function(current){
return current.name=='guansuo'||current.name2=='guansuo';
})) return false;
return true;
},
content:function (){
trigger.xinfu_xushen=true;
},
sub:true,
},
},
group:["xinfu_xushen_count"],
trigger:{
player:"recoverAfter",
},
limited:true,
init:function (player){
player.storage.xinfu_xushen=false;
},
filter:function (event,player){
if(player.storage.xinfu_xushen) return false;
if(player.isDying()) return false;
return event.xinfu_xushen==true;
},
direct:true,
skillAnimation:true,
animationColor:'fire',
content:function (){
"step 0"
trigger.source.chooseBool('【许身】:是否将自己的一张武将牌替换为“关索”?').set('ai',function(){
return false;
});
"step 1"
if(result.bool){
player.awakenSkill('xinfu_xushen');
player.logSkill('xinfu_xushen',trigger.source);
if(trigger.source.name2!=undefined){
trigger.source.chooseControl(trigger.source.name,trigger.source.name2).set('prompt','请选择要更换的武将牌');
}else event._result={control:trigger.source.name};
}
else event.finish();
"step 2"
trigger.source.reinit(result.control,'guansuo');
if(_status.characterlist){
_status.characterlist.add(result.control);
_status.characterlist.remove('guansuo');
}
player.recover();
player.addSkill('xinfu_zhennan');
},
mark:true,
intro:{
content:"limited",
},
},
"xinfu_falu":{
init:function (player,skill){
if(player.storage[skill]==undefined) player.storage[skill]=0;
if(player.storage[skill+'_map']==undefined) player.storage[skill+'_map']={
spade:false,heart:false,diamond:false,club:false,
};
},
//mark:true,
intro:{
content:function (content,player){
var storage=player.storage.xinfu_falu_map;
var str='紫薇:';
str+=storage.spade?1:0;
str+='、玉清:';
str+=storage.heart?1:0;
str+='、后土:';
str+=storage.club?1:0;
str+='、勾陈:';
str+=storage.diamond?1:0;
str+='、合计:';
str+=content;
return str;
},
},
forced:true,
audio:2,
trigger:{
player:["discardAfter","enterGame"],
global:"gameDrawAfter",
},
filter:function (event,player){
if(event.name!='discard') return true;
for(var i=0;i<event.cards.length;i++){
if(!player.storage.xinfu_falu_map[get.suit(event.cards[i])]) return true;
}
return false;
},
content:function (){
if(trigger.name!='discard'){
player.storage[event.name]=4;
player.storage[event.name+'_map']={
spade:true,heart:true,diamond:true,club:true,
};
player.markSkill('xinfu_falu');
return;
}
for(var i=0;i<trigger.cards.length;i++){
player.storage.xinfu_falu_map[get.suit(trigger.cards[i])]=true;
}
var num=0;
for(var i in player.storage.xinfu_falu_map){
if(player.storage.xinfu_falu_map[i]==true) num++;
}
player.storage.xinfu_falu=num;
player.markSkill('xinfu_falu');
},
},
"xinfu_dianhua":{
trigger:{
player:["phaseZhunbeiBegin","phaseJieshuBegin"],
},
frequent:true,
audio:2,
filter:function (event,player){
return player.storage.xinfu_falu&&player.storage.xinfu_falu>0;
},
content:function (){
'step 0'
var num=player.storage.xinfu_falu;
player.chooseCardButton(num,true,get.cards(num),'【点化】:按顺将卡牌置于牌堆顶(先选择的在上)').set('ai',function(button){
return get.value(button.link);
});
'step 1'
if(result.bool){
var list=result.links.slice(0);
while(list.length){
ui.cardPile.insertBefore(list.pop(),ui.cardPile.firstChild);
}
}
},
},
"xinfu_zhenyi":{
group:["zhenyi_spade","zhenyi_club","zhenyi_heart"],
trigger:{
player:"damageEnd",
},
audio:2,
filter:function (event,player){
if(!event.nature) return false;
return player.storage.xinfu_falu_map.diamond;
},
prompt2:'弃置“勾陈”标记,从牌堆中获得每种类型的牌各一张。',
content:function (){
'step 0'
player.storage.xinfu_falu_map.diamond=false;
var num=0;
for(var i in player.storage.xinfu_falu_map){
if(player.storage.xinfu_falu_map[i]==true) num++;
}
player.storage.xinfu_falu=num;
player[num?'markSkill':'unmarkSkill']('xinfu_falu');
event.num=0;
event.togain=[];
'step 1'
var card=get.cardPile(function(card){
for(var i=0;i<event.togain.length;i++){
if(get.type(card,'trick')==get.type(event.togain[i],'trick')) return false;
}
return true;
});
if(card){
event.togain.push(card);
event.num++;
if(event.num<3) event.redo();
}
'step 2'
if(event.togain.length){
player.gain(event.togain,'gain2');
}
},
},
"zhenyi_spade":{
subSkill:{
red:{
mod:{
suit:function (card,suit){
return 'heart';
},
},
sub:true,
},
black:{
mod:{
suit:function (card,suit){
return 'spade';
},
},
sub:true,
},
},
trigger:{
global:"judge",
},
direct:true,
filter:function (event,player){
return player.storage.xinfu_falu_map.spade==true;
},
content:function (){
"step 0"
var str=get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+',是否发动【真仪】,弃置“紫薇”标记并修改判定结果?';
player.chooseControl('黑桃5','红桃5','取消').set('prompt',str).set('ai',function(){
//return '取消';
var judging=_status.event.judging;
var cards={name:judging.name,suit:"spade",number:5};
var cardh={name:judging.name,suit:"heart",number:5};
var results=trigger.judge(cards)-trigger.judge(judging);
var resulth=trigger.judge(cardh)-trigger.judge(judging);
var attitude=get.attitude(player,trigger.player);
if(attitude==0||(resulth==0&&results==0)) return '取消';
if(attitude>0){
if(results>0){
if(resulth>results) return '红桃5';
return '黑桃5';
}
else if(resulth>0) return '红桃5';
return '取消';
}
else{
if(results<0){
if(resulth<results) return '红桃5';
return '黑桃5';
}
else if(resulth<0) return '红桃5';
return '取消';
}
}).set('judging',trigger.player.judging[0]);
"step 1"
if(['黑桃5','红桃5'].contains(result.control)){
player.storage.xinfu_falu_map.spade=false;
var num=0;
for(var i in player.storage.xinfu_falu_map){
if(player.storage.xinfu_falu_map[i]==true) num++;
}
player.storage.xinfu_falu=num;
player[num?'markSkill':'unmarkSkill']('xinfu_falu');
player.logSkill('xinfu_zhenyi',trigger.player);
player.line(trigger.player);
player.popup(result.control);
game.log(player,'将判定结果改为了','#y'+result.control);
trigger.fixedResult={
suit:result.control=='黑桃5'?'spade':'heart',
color:result.control=='黑桃5'?'black':'red',
number:5,
};
}
else{
event.finish();
}
},
ai:{
rejudge:true,
tag:{
rejudge:1,
},
},
},
"zhenyi_club":{
log:false,
enable:"chooseToUse",
filter:function (event,player){
if(!player.isDying()) return false;
return player.storage.xinfu_falu_map.club;
},
filterCard:true,
position:"h",
viewAs:{
name:"tao",
},
prompt:"弃置“后土”标记将一张手牌当桃使用",
check:function (card){return 15-get.value(card)},
precontent:function (){
player.logSkill('xinfu_zhenyi');
player.storage.xinfu_falu_map.club=false;
var num=0;
for(var i in player.storage.xinfu_falu_map){
if(player.storage.xinfu_falu_map[i]==true) num++;
}
player.storage.xinfu_falu=num;
player[num?'markSkill':'unmarkSkill']('xinfu_falu');
},
ai:{
skillTagFilter:function (player){
if(!player.isDying()) return false;
return player.storage.xinfu_falu_map.club;
},
save:true,
respondTao:true,
},
},
"zhenyi_heart":{
trigger:{
source:"damageBegin1",
},
filter:function (event,player){
return event.source&&player.storage.xinfu_falu_map.heart;
},
check:function (event,player){
return false;
},
prompt2:function(event){
return '弃置“玉清”标记,然后进行判定。若结果为黑色,则对'+get.translation(event.player)+'即将造成的伤害+1。';
},
logTarget:"player",
content:function (){
"step 0"
player.storage.xinfu_falu_map.heart=false;
var num=0;
for(var i in player.storage.xinfu_falu_map){
if(player.storage.xinfu_falu_map[i]==true) num++;
}
player.storage.xinfu_falu=num;
player[num?'markSkill':'unmarkSkill']('xinfu_falu');
player.judge(function(card){
if(get.color(card)=='black') return 4;
return -1;
});
"step 1"
if(result.bool==true){
trigger.num++;
}
},
},
"xinfu_zhennan":{
audio:2,
trigger:{
target:"useCardToTargeted",
},
filter:function (event,player){
return event.card.name=='nanman';
},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt('xinfu_zhennan'),'对一名其他角色造成1-3点随机伤害',function(card,player,target){
return target!=player;
}).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player);
});
"step 1"
if(result.bool&&result.targets&&result.targets.length){
game.delay();
player.logSkill('xinfu_zhennan',result.targets);
var num=[1,2,3,1,1,2].randomGet();
if(get.isLuckyStar()) num=3;
player.line(result.targets[0],'fire');
result.targets[0].damage(num);
}
},
},
"xinfu_yanyu":{
trigger:{
global:"phaseUseBegin",
},
direct:true,
filter:function (event,player){
return player.countCards('he')>0;
},
content:function (){
'step 0'
player.chooseToDiscard(get.prompt('xinfu_yanyu'),get.translation('xinfu_yanyu_info'),'he').set('ai',function(card){
return 5-get.value(card);
}).set('logSkill','xinfu_yanyu');
'step 1'
if(result.bool){
player.storage.xinfu_yanyu=get.type(result.cards[0],'trick');
player.addTempSkill('xinfu_yanyu2','phaseUseAfter');
}
},
},
"xinfu_yanyu2":{
init:function (player,skill){
player.storage[skill]=0;
},
onremove:function (player,skill){
delete player.storage.xinfu_yanyu;
delete player.storage.xinfu_yanyu2;
},
trigger:{
global:["loseEnd","cardsDiscardEnd"],
},
direct:true,
filter:function (event,player){
if(player.storage.xinfu_yanyu2>=3) return false;
var evt=event.getParent();
if(evt&&(evt.name=='useCard'||evt.name=='respond')) return false;
var type=player.storage.xinfu_yanyu;
var cards=event.cards;
for(var i=0;i<cards.length;i++){
if(get.type(cards[i],'trick')==type&&get.position(cards[i],true)=='d') return true;
}
return false;
},
content:function (){
'step 0'
event.logged=false;
event.cards=[];
var type=player.storage.xinfu_yanyu;
var cards=trigger.cards;
for(var i=0;i<cards.length;i++){
if(get.type(cards[i],'trick')==type&&get.position(cards[i],true)=='d') event.cards.push(cards[i]);
}
'step 1'
if(player.storage.xinfu_yanyu2>=3) event.finish();
else player.chooseCardButton(event.cards,'【燕语】:是否将其中的一张牌交给一名角色?').ai=function(card){
if(card.name=='du') return 10;
return get.value(card);
};
'step 2'
if(result.bool){
player.storage.xinfu_yanyu2++;
if(!event.logged){
player.logSkill('xinfu_yanyu');
event.logged=true;
}
event.togain=result.links[0];
event.cards.remove(event.togain);
player.chooseTarget(true,'请选择要获得'+get.translation(event.togain)+'的角色').set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.du) return -att;
return att;
}).set('du',event.togain.name=='du');
}
else event.finish();
'step 3'
var target=result.targets[0];
player.line(target,'green');
target.gain(event.togain,'gain2');
if(event.cards.length) event.goto(1);
},
},
"xinfu_xiaode":{
subSkill:{
remove:{
unique:true,
charlotte:true,
trigger:{
player:"phaseAfter",
},
forced:true,
popup:false,
content:function (){
player.removeAdditionalSkill('xinfu_xiaode');
player.removeSkill('xinfu_xiaode_remove');
},
},
},
trigger:{
global:"dieAfter",
},
direct:true,
filter:function (skill,event){
return !event.hasSkill('xinfu_xiaode_remove');
},
content:function (){
'step 0'
var list=[];
var listm=[];
var listv=[];
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
else listm=lib.character[trigger.player.name][3];
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
listm=listm.concat(listv);
var func=function(skill){
var info=get.info(skill);
if(info.charlotte||info.zhuSkill||(info.unique&&!info.limited)) return false;
return true;
};
for(var i=0;i<listm.length;i++){
if(func(listm[i])) list.add(listm[i]);
}
if(list.length){
player.chooseControl(list,'cancel2').set('prompt',get.prompt('xinfu_xiaode')).set('prompt2',get.translation('xinfu_xiaode_info')).set('ai',function(){
return list.randomGet();
});
}
else event.finish();
'step 1'
if(result.control&&result.control!='cancel2'){
player.logSkill('xinfu_xiaode');
player.popup(result.control,'thunder');
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】');
player.addAdditionalSkill('xinfu_xiaode',[result.control]);
player.addSkill('xinfu_xiaode_remove');
}
},
},
"xinfu_guolun":{
audio:2,
enable:"phaseUse",
usable:1,
filter:function (event,player){
return player.countCards('h')>0;
},
filterTarget:function (card,player,target){
return target!=player&&target.countCards('h');
},
content:function (){
'step 0'
event.cardt=target.getCards('h').randomGet();
target.showCards(event.cardt);
player.chooseCard('he').ai=function(card){
var numt=event.cardt.number;
var att=get.attitude(player,target);
var value=get.value(event.cardt);
if(card.number<numt||att>2) return value+6-get.value(card);
else if(card.number==numt) return value-get.value(card);
return -1;
};
'step 1'
if(!result.bool) event.finish();
else{
player.showCards(result.cards);
event.cardp=result.cards;
}
'step 2'
player.give(event.cardp,target);
target.give(event.cardt,player);
'step 3'
var nump=event.cardp[0].number;
var numt=event.cardt.number;
if(nump<numt){
player.draw();
}
else if(nump>numt){
target.draw();
}
},
ai:{
order:8,
result:{
player:function (player,target){
if(get.attitude(player,target)>0) return 1.5;
return 0.5;
},
},
},
},
"xinfu_zhanji":{
audio:2,
trigger:{
player:"gainAfter",
},
forced:true,
filter:function (event,player){
if(!player.isPhaseUsing()) return false;
return event.getParent().name=='draw'&&event.getParent(2).name!='xinfu_zhanji';
},
content:function (){
player.draw('nodelay');
},
},
"xinfu_songsang":{
limited:true,
unique:true,
init:function (player){
player.storage.xinfu_songsang=false;
},
skillAnimation:true,
animationColor:'wood',
audio:2,
derivation:"xinfu_zhanji",
trigger:{
global:"dieAfter",
},
filter:function (event,player){
if(player.storage.xinfu_songsang==true) return false;
return true;
},
content:function (){
player.awakenSkill('xinfu_songsang');
if(player.isDamaged()){
player.recover();
}
else player.gainMaxHp();
player.addSkill('xinfu_zhanji');
player.storage.xinfu_songsang=true;
},
mark:true,
intro:{
content:"limited",
},
},
"xinfu_jixu":{
audio:2,
enable:"phaseUse",
usable:1,
filter:function (event,player){
return player.countCards('h')>0;
},
filterTarget:function (card,player,target){
if(player==target) return false;
if(ui.selected.targets.length){
return target.hp==ui.selected.targets[0].hp;
}
return true;
},
selectTarget:[1,Infinity],
multitarget:true,
multiline:true,
content:function (){
"step 0"
targets.sort(lib.sort.seat);
"step 1"
if(!event.num) event.num=0;
if(!event.caicuolist) event.caicuolist=[];
targets[event.num].chooseBool("是否押杀?").ai=function(event,player){
var evt=_status.event.getParent();
if(get.attitude(targets[event.num],evt.player)>0) return evt.player.countCards('h','sha')?false:true;
return Math.random()<0.5;
};
"step 2"
if(result.bool){
targets[event.num].chat('有杀');
game.log(targets[event.num],'认为',player,'#g有杀');
if(!player.countCards('h','sha')) event.caicuolist.add(targets[event.num]);
}else{
targets[event.num].chat('没杀');
game.log(targets[event.num],'认为',player,'#y没有杀');
if(player.countCards('h','sha')) event.caicuolist.add(targets[event.num]);
}
event.num++;
game.delay();
if(event.num<targets.length) event.goto(1);
"step 3"
player.popup(player.countCards('h','sha')?"有杀":"没杀");
game.log(player,player.countCards('h','sha')?"有杀":"没杀");
if(event.caicuolist.length==0){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
event.finish();
}
}
else{
player.draw(event.caicuolist.length)
if(player.countCards('h','sha')){
player.addTempSkill('jixu_sha');
player.storage.jixu_sha=event.caicuolist;
event.finish();
}
else event.num=0;
}
"step 4"
if(event.num<event.caicuolist.length){
var target=event.caicuolist[event.num];
player.discardPlayerCard(true,'he',target);
event.num++;
event.redo();
}
},
ai:{
order:function (){
return get.order({name:'sha'})+0.1;
},
result:{
target:function (player,target){
var raweffect=function(player,target){
if(player.countCards('h','sha')){
return get.effect(target,{name:'sha'},player,target);
}else{
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=='baiyin'&&target.isDamaged());
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;
}
}
var num=game.countPlayer(function(current){
return current!=player&&current.hp==target.hp&&(raweffect(player,current)*get.attitude(player,current))>0
});
return raweffect(player,target)*Math.max(0,num-1);
},
},
expose:0.4,
threaten:3,
},
},
"jixu_sha":{
audio:"xinfu_jixu",
trigger:{
player:"useCard",
},
onremove:function (player){
delete player.storage.jixu_sha;
},
filter:function (event,player){
if(event.card.name=='sha'){
return game.hasPlayer(function(current){
return current!=player&&player.storage.jixu_sha.contains(current)&&!event.targets.contains(current);
});
}
return false;
},
forced:true,
silent:true,
popup:false,
content:function (){
player.logSkill("xinfu_jixu");
for(var i=0;i<player.storage.jixu_sha.length;i++){
if(!trigger.targets.contains(player.storage.jixu_sha[i])&&player.canUse('sha',player.storage.jixu_sha[i],false)){
player.line(player.storage.jixu_sha[i],trigger.card.nature);
trigger.targets.push(player.storage.jixu_sha[i]);
}
}
},
},
"xinfu_sanwen":{
audio:2,
usable:1,
trigger:{
player:"gainAfter",
},
filter:function (event,player){
var namelist=[];
var namedlist=[];
for(var i=0;i<event.cards.length;i++){
namelist.add(get.name(event.cards[i]));
}
var hs=player.getCards('h');
for(var j=0;j<hs.length;j++){
if(namelist.contains(get.name(hs[j]))&&!event.cards.contains(hs[j])) return true;
}
return false;
},
content:function (){
'step 0'
var namelist=[];
var namedlist=[];
var nameddlist=[];
var namedddlist=[];
for(var i=0;i<trigger.cards.length;i++){
namelist.add(get.name(trigger.cards[i]));
}
var hs=player.getCards('h');
for(var j=0;j<hs.length;j++){
if(namelist.contains(get.name(hs[j]))&&!trigger.cards.contains(hs[j])){
namedlist.push(hs[j]);
namedddlist.add(get.name(hs[j]));
}
}
for(var k=0;k<trigger.cards.length;k++){
if(namedddlist.contains(get.name(trigger.cards[k]))) nameddlist.push(trigger.cards[k]);
}
var showlist=namedlist.concat(nameddlist);
player.showCards(showlist);
player.discard(nameddlist);
player.draw(2*nameddlist.length);
},
},
"xinfu_qiai":{
unique:true,
init:function (player){
player.storage.xinfu_qiai=false;
},
filter:function (event,player){
return player.storage.xinfu_qiai==false;
},
skillAnimation:true,
animationColor:'gray',
trigger:{
player:"dying",
},
limited:true,
marktext:"哀",
mark:true,
intro:{
content:"limited",
},
//priority:6,
audio:2,
content:function (){
"step 0"
player.awakenSkill('xinfu_qiai');
player.storage.xinfu_qiai=true;
event.current=player.next;
"step 1"
if(!event.current.countCards('he')) event.goto(3);
else event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
var evt=_status.event.getParent();
if(get.attitude(_status.event.player,evt.player)>2){
if(card.name=='jiu') return 120;
if(card.name=='tao') return 110;
}
return 100-get.value(card);
});
"step 2"
if(result.bool&&result.cards&&result.cards.length){
player.gain(result.cards,event.current,'giveAuto');
}
"step 3"
event.current=event.current.next;
if(event.current!=player) event.goto(1);
},
ai:{
threaten:1.4,
},
},
"xinfu_denglou":{
unique:true,
audio:2,
trigger:{
player:"phaseJieshuBegin",
},
limited:true,
init:function (player){
player.storage.xinfu_denglou=false;
},
filter:function (event,player){
if(player.countCards('h')) return false;
return player.storage.xinfu_denglou==false;
},
skillAnimation:true,
animationColor:'gray',
marktext:"登",
mark:true,
intro:{
content:"limited",
},
content:function (){
"step 0"
player.awakenSkill('xinfu_denglou');
player.storage.xinfu_denglou=true;
event.cards=get.cards(4);
event.gains=[]
event.discards=[]
var content=['牌堆顶的四张牌',event.cards];
game.log(player,'观看了','#y牌堆顶的四张牌');
player.chooseControl('ok').set('dialog',content);
"step 1"
if(get.type(event.cards[0])!="basic"){
event.gains.push(event.cards[0]);
event.cards.remove(event.cards[0]);
}
else{
var bool=game.hasPlayer(function(current){
return player.canUse(event.cards[0],current);
});
if(bool){
player.chooseUseTarget(event.cards[0],true,false);
}
else event.discards.push(event.cards[0]);
event.cards.remove(event.cards[0]);
}
"step 2"
if(event.cards.length) event.goto(1);
else{
if(event.gains.length) player.gain(event.gains,'gain2');
if(event.discards.length){
player.$throw(event.discards);
game.cardsDiscard(event.discards);
}
}
},
},
"qinguo_use":{
audio:2,
trigger:{
player:"equipEnd",
},
filter:function (event,player){
if(!event.swapped&&player.countCards('e')==player.hp&&player.isDamaged()){
return true;
};
return false;
},
frequent:true,
content:function (){
player.recover();
},
ai:{
reverseEquip:true,
effect:{
target:function (card,player,target,current){
if(get.type(card)=='equip'&&player==target&&player==_status.currentPhase) return [1,3];
},
},
},
},
"xinfu_qinguo":{
group:["qinguo_use","qinguo_lose"],
audio:2,
trigger:{
player:"useCardEnd",
},
filter:function (event,player){
return get.type(event.card)=='equip';
},
direct:true,
content:function (){
player.chooseUseTarget({name:'sha'},get.prompt('xinfu_qinguo'),'视为使用一张【杀】',false).logSkill='qinguo_use';
},
},
"qinguo_lose":{
audio:2,
trigger:{
player:"loseEnd",
},
filter:function (event,player){
if(event.getParent().name=='equip') return false;
if(player.hp!=player.countCards('e')||!player.isDamaged()) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
frequent:true,
content:function (){
player.recover();
},
},
"xinfu_jijun":{
ai:{
reverseEquip:true,
effect:{
target:function (card,player,target,current){
if(get.type(card)=='equip'&&player==target&&player==_status.currentPhase&&get.subtype(card)=='equip1') return [1,3];
},
},
},
audio:2,
trigger:{
player:"useCardToPlayered",
},
frequent:true,
filter:function (event,player){
if(player!=_status.currentPhase) return false;
if(event.getParent().triggeredTargets3.length>1) return false;
if(get.type(event.card)=='equip'&&get.subtype(event.card)!='equip1') return false;
if(event.targets.contains(player)) return true;
return false;
},
callback:function(){
game.cardsGotoSpecial(card);
player.storage.xinfu_jijun.push(card);
var node=event.judgeResult.node;
node.moveDelete(player);
game.broadcast(function(cardid,player){
var node=lib.cardOL[cardid];
if(node){
node.moveDelete(player);
}
},node.cardid,player);
game.addVideo('gain2',player,get.cardsInfo([node]));
player.markSkill('xinfu_jijun');
game.addVideo('storage',player,['xinfu_jijun',get.cardsInfo(player.storage.xinfu_jijun),'cards']);
//event.trigger("addCardToStorage");
},
content:function (){
player.judge(function(card){
return 1;
}).callback=lib.skill.xinfu_jijun.callback;
},
init:function (player){
player.storage.xinfu_jijun=[];
},
intro:{
content:'cards',
mark:function (dialog,content,player){
if(content&&content.length){
dialog.addAuto(content);
if(player==game.me||player.isUnderControl()){
var list=lib.skill.xinfu_fangtong.getAuto(player);
if(list.length>0){
dialog.addText('<li>推荐方案:'+get.translation(list));
}
}
}
},
},
marktext:"方",
},
"xinfu_fangtong":{
getAuto:function (player){
var hs=player.getCards('he');
var ss=player.storage.xinfu_jijun;
var bool=false;
for(var i=0;i<hs.length;i++){
var num=36-hs[i].number;
for(var j=0;j<ss.length;j++){
if(ss[j]==num){var k=-1;bool=true;break}
for(var k=j+1;k<ss.length;k++){
if(ss[j].number+ss[k].number==num){var l=-1;bool=true;break}
for(var l=k+1;l<ss.length;l++){
if(ss[j].number+ss[k].number+ss[l].number==num){var m=-1;bool=true;break}
for(var m=l+1;m<ss.length;m++){
if(ss[j].number+ss[k].number+ss[l].number+ss[m].number==num){var n=-1;bool=true;break}
for(var n=m+1;n<ss.length;n++){
if(ss[j].number+ss[k].number+ss[l].number+ss[m].number+ss[n].number==num){var o=-1;bool=true;break}
for(var o=n+1;o<ss.length;o++){
if(ss[j].number+ss[k].number+ss[l].number+ss[m].number+ss[n].number+ss[o].number==num){var p=-1;bool=true;break}
for(var p=o+1;p<ss.length;p++){
if(ss[j].number+ss[k].number+ss[l].number+ss[m].number+ss[n].number+ss[o].number+ss[p].number==num){bool=true;break}
}
if(bool) break;
}
if(bool) break;
}
if(bool) break;
}
if(bool) break;
}
if(bool) break;
}
if(bool) break;
}
if(bool) break;
}
if(!bool) return [];
var list=[i,j,k,l,m,n,o,p];
for(var q=0;q<list.length;q++){
if(list[q]==-1){
list=list.slice(0,q);
break;
}
else if(q==0){
list[q]=hs[i];
}
else list[q]=ss[list[q]];
}
return list;
},
audio:2,
trigger:{
player:"phaseJieshuBegin",
},
filter:function (event,player){
return player.countCards('he')&&player.storage.xinfu_jijun.length;
},
direct:true,
skillAnimation:true,
animationColor:'metal',
content:function (){
'step 0'
var info=['是否发动【方统】?'];
if(player.storage.xinfu_jijun){
info.push('<div class="text center">'+get.translation(player)+'的“方”</div>');
info.push(player.storage.xinfu_jijun);
}
if(player.countCards('h')){
info.push('<div class="text center">'+get.translation(player)+'的手牌区</div>');
info.push(player.getCards('h'));
}
if(player.countCards('e')){
info.push('<div class="text center">'+get.translation(player)+'的装备区</div>');
info.push(player.getCards('e'));
}
var next=player.chooseButton();
next.set('createDialog',info);
next.set('selectButton',function (){
var num=0;
for(var i=0;i<ui.selected.buttons.length;i++){
num+=get.number(ui.selected.buttons[i]);
}
if(num==36) return ui.selected.buttons.length;
return ui.selected.buttons.length+2;
});
next.set('filterButton',function(button){
var player=_status.event.player;
if(ui.selected.buttons.length){
if(!player.storage.xinfu_jijun.contains(button.link)) return false;
}
else if(player.storage.xinfu_jijun.contains(button.link)) return false;
var num=0;
for(var i=0;i<ui.selected.buttons.length;i++){
num+=get.number(ui.selected.buttons[i]);
}
return get.number(button.link)+num<=36;
});
next.set('autolist',lib.skill.xinfu_fangtong.getAuto(player));
next.set('processAI',function(){
if(_status.event.autolist&&_status.event.autolist.length>0){
return {
bool:true,
links:_status.event.autolist,
}
}
});
'step 1'
if(result.bool){
player.logSkill('xinfu_fangtong');
var tothrow=[];
var cards=result.links.slice(0);
for(var i=0;i<cards.length;i++){
if(player.storage.xinfu_jijun.contains(cards[i])){
player.storage.xinfu_jijun.remove(cards[i]);
tothrow.push(cards[i]);
}else{
player.discard(cards[i]);
}
}
player.$throw(tothrow);
player.chooseTarget('选择一个目标并对其造成3点雷电伤害',true,function(card,player,target){
return target!=player;
}).set('ai',function(target){
return get.damageEffect(target,_status.event.player,_status.event.player,'thunder');
});
}
else{
event.finish();
}
'step 2'
var target=result.targets[0];
player.line(target,'thunder');
target.damage(3,'thunder');
},
},
"xinfu_weilu":{
audio:2,
trigger:{
player:"damageEnd",
},
filter:function (event,player){
return (event.source!=undefined&&!event.source.hasSkill('weilu_effect'));
},
check:function (event,player){
return (get.attitude(player,event.source)<=0);
},
forced:true,
logTarget:"source",
content:function (){
trigger.source.storage.weilu_effect=player;
trigger.source.addTempSkill('weilu_effect',{player:"dieAfter",});
trigger.source.addTempSkill('weilu_effect_phase');
},
ai:{
"maixie_defend":true,
effect:{
target:function (card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
},
},
},
},
"weilu_effect":{
group:["weilu_effect_clear"],
subSkill:{
clear:{
sub:true,
trigger:{
global:"phaseAfter",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player.hasSkill('xinfu_weilu');
},
silent:true,
forced:true,
popup:false,
content:function (){
player.removeSkill('weilu_effect');
},
},
phase:{
sub:true,
},
},
mark:"character",
onremove:true,
intro:{
content:"$的下个回合的出牌阶段开始时失去体力至1点。",
},
trigger:{
global:"phaseUseBegin",
},
filter:function (event,player){
if(player.hasSkill('weilu_effect_phase')) return false;
return event.player==player.storage.weilu_effect;
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.hp>1){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
var num=player.hp-1;
player.storage.weilu_hp=num;
player.loseHp(num);
player.addSkill('weilu_effect2');
}
player.removeSkill('weilu_effect');
},
},
"weilu_effect2":{
trigger:{
global:"phaseUseEnd",
},
silent:true,
forced:true,
popup:false,
content:function (){
if(player.storage.weilu_hp){
trigger.player.logSkill('xinfu_weilu');
trigger.player.line(player);
player.recover(player.storage.weilu_hp);
}
player.removeSkill('weilu_effect2');
},
},
"xinfu_zengdao":{
audio:2,
init:function (player){
player.storage.xinfu_zengdao=false;
},
limited:true,
unique:true,
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
return player!=target;
},
filter:function (event,player){
if(player.storage.xinfu_zengdao==true) return false;
return player.countCards('e')>0;
},
skillAnimation:true,
animationColor:'thunder',
position:"e",
filterCard:true,
selectCard:[1,Infinity],
discard:false,
lose:true,
content:function (){
player.awakenSkill('xinfu_zengdao');
player.$give(cards,target);
target.storage.xinfu_zengdao2=cards;
target.addSkill('xinfu_zengdao2');
},
ai:{
order:1,
result:{
target:0,
},
},
mark:true,
intro:{
content:"limited",
},
},
"xinfu_zengdao2":{
trigger:{
source:"damageBegin1",
},
audio:"xinfu_zengdao",
forced:true,
content:function (){
'step 0'
player.chooseCardButton('将一张“刀”置入弃牌堆',player.storage.xinfu_zengdao2,true);
'step 1'
if(result.bool){
player.$throw(result.links);
var card=result.links[0];
game.cardsDiscard(card);
player.storage.xinfu_zengdao2.remove(card);
player.syncStorage('xinfu_zengdao2');
player.updateMarks('xinfu_zengdao2');
}
if(player.storage.xinfu_zengdao2.length==0){
player.removeSkill('xinfu_zengdao2');
}
trigger.num++;
},
mark:true,
marktext:"刀",
intro:{
content:"cards",
},
},
"xinfu_guanwei":{
audio:2,
usable:1,
trigger:{
global:"phaseUseEnd",
},
filter:function (event,player){
var history=event.player.getHistory('useCard',function(evt){
return evt.getParent('phaseUse')==event;
});
var num=0;
var suit=false;
for(var i=0;i<history.length;i++){
var suit2=get.suit(history[i].card);
if(!suit2) continue;
if(suit&&suit!=suit2) return false;
suit=suit2;
num++;
}
return num>1;
},
direct:true,
content:function (){
'step 0'
player.chooseToDiscard('he',get.prompt('xinfu_guanwei',trigger.player),'弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。').set('ai',function(card){
if(get.attitude(_status.event.player,_status.currentPhase)<1) return 0;
return 9-get.value(card);
}).set('logSkill','xinfu_guanwei');
'step 1'
if(result.bool){
player.line(trigger.player,'green');
trigger.player.draw(2);
}else{
event.finish();
}
'step 2'
var stat=trigger.player.getStat();
stat.card={};
for(var i in stat.skill){
var bool=false;
var info=lib.skill[i];
if(info.enable!=undefined){
if(typeof info.enable=='string'&&info.enable=='phaseUse') bool=true;
else if(typeof info.enable=='object'&&info.enable.contains('phaseUse')) bool=true;
}
if(bool) stat.skill[i]=0;
}
'step 3'
trigger.player.phaseUse();
},
},
"xinfu_gongqing":{
audio:true,
trigger:{
player:"damageBegin4",
},
forced:true,
filter:function (event,player){
if(!event.source) return false;
var range=event.source.getAttackRange();
if(range==3) return false;
if(range<3&&event.num<=1) return false;
return true;
},
//priority:-9.5,
content:function (){
trigger.num=trigger.source.getAttackRange()<3?1:trigger.num+1;
},
},
"xinfu_andong":{
subSkill:{
add:{
sub:true,
mod:{
ignoredHandcard:function (card,player){
if(get.suit(card)=='heart'){
return true;
}
},
cardDiscardable:function (card,player,name){
if(name=='phaseDiscard'&&get.suit(card)=='heart') return false;
},
},
},
},
audio:2,
trigger:{
player:"damageBegin4",
},
filter:function (event,player){
return (event.source&&event.source.countCards('h'));
},
logTarget:"source",
content:function (){
"step 0"
trigger.source.chooseControlList(
['令'+get.translation(player)+'观看你的手牌,并获得其中所有的红桃牌。',
'防止即将对'+get.translation(player)+'造成的伤害,并使自己本回合内的红桃手牌不计入手牌上限。'],
true).set('ai',function(event,player){
var target=_status.event.getParent().player;
var player=_status.event.player;
if(get.attitude(player,target)>0) return 1;
return 0;
});
"step 1"
if(result.index==1){
trigger.cancel();
trigger.source.addTempSkill('xinfu_andong_add');
event.finish();
}else{
player.viewHandcards(trigger.source);
}
"step 2"
var cards=trigger.source.getCards('h');
var togain=[]
for(var i=0;i<cards.length;i++){
if(get.suit(cards[i])=='heart') togain.push(cards[i]);
}
if(togain.length) trigger.source.give(togain,player);
},
},
"xinfu_yingshi":{
audio:2,
group:["yingshi_die"],
trigger:{
player:"phaseUseBegin",
},
direct:true,
filter:function (event,player){
return player.countCards('he',{suit:'heart'})>0&&!game.hasPlayer(function(current){
return current.hasSkill('yingshi_heart');
});
},
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xinfu_yingshi'),function(card,player,target){
return target!=player;
}).set('ai',function(){
return -1;
});
'step 1'
if(result.bool){
var cards=player.getCards('he');
var togain=[]
for(var i=0;i<cards.length;i++){
if(get.suit(cards[i])=='heart') togain.push(cards[i]);
}
player.logSkill('xinfu_yingshi',result.targets);
player.lose(togain,ui.special,'toStorage');
player.$give(togain,result.targets[0]);
result.targets[0].storage.yingshi_heart=togain;
result.targets[0].addSkill('yingshi_heart');
}
else{
event.finish();
}
},
},
"yingshi_heart":{
marktext:"酬",
trigger:{
player:"damageEnd",
},
filter:function (event,player){
return event.source!=undefined&&event.card&&event.card.name=='sha';
},
forced:true,
content:function (){
'step 0'
trigger.source.chooseCardButton('选择要获得的牌',player.storage.yingshi_heart,true);
'step 1'
if(result.bool){
player.$give(result.links,trigger.source);
trigger.source.gain(result.links,'fromStorage');
player.storage.yingshi_heart.remove(result.links[0]);
player.syncStorage('yingshi_heart');
player.updateMarks('yingshi_heart');
}
if(player.storage.yingshi_heart.length==0){
delete player.storage.yingshi_heart;
player.removeSkill('yingshi_heart');
}
},
mark:true,
intro:{
content:"cards",
},
},
"yingshi_die":{
forced:true,
silent:true,
popup:false,
trigger:{
global:"dieBegin",
},
filter:function (event,player){
return event.player.storage.yingshi_heart&&event.player.storage.yingshi_heart.length;
},
content:function (){
player.logSkill('xinfu_yingshi');
trigger.player.$give(trigger.player.storage.yingshi_heart,player);
player.gain(trigger.player.storage.yingshi_heart);
trigger.player.removeSkill('yingshi_heart');
delete trigger.player.storage.yingshi_heart;
},
},
"xinfu_duanfa":{
init:function (player){
player.storage.xinfu_duanfa=0;
},
audio:2,
enable:"phaseUse",
position:"he",
filter:function (card,player){
return player.storage.xinfu_duanfa<player.maxHp;
},
filterCard:function (card){
return get.color(card)=='black';
},
selectCard:function (){
var player=_status.event.player;
return [1,player.maxHp-player.storage.xinfu_duanfa];
},
check:function (card){
return 6-get.value(card)
},
delay:0,
content:function (){
player.draw(cards.length);
player.storage.xinfu_duanfa+=cards.length;
},
group:"xinfu_duanfa_clear",
subSkill:{
clear:{
trigger:{
player:"phaseBefore",
},
forced:true,
silent:true,
popup:false,
content:function (){
player.storage.xinfu_duanfa=0;
},
sub:true,
},
},
ai:{
order:1,
result:{
player:1,
},
},
},
"xinfu_youdi":{
audio:2,
trigger:{
player:"phaseJieshuBegin",
},
direct:true,
filter:function (event,player){
return player.countCards('h')>0;
},
content:function (){
"step 0"
player.chooseTarget(get.prompt2('xinfu_youdi'),function(card,player,target){
return player!=target;
}).set('ai',function(target){
var player=_status.event.player;
if(player.countCards('h','sha')>player.countCards('h')/3&&player.countCards('h',{color:'red'})>player.countCards('h')/2) return 0;
if(target.countCards('he')==0) return 0.1;
return -get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
game.delay();
player.logSkill('xinfu_youdi',result.targets);
event.target=result.targets[0];
event.target.discardPlayerCard(player,'h',true);
}
else{
event.finish();
}
"step 2"
if(get.color(result.links[0])!='black') player.draw('nodelay');
if(result.links[0].name!='sha'&&event.target.countCards('he')){
player.gainPlayerCard('he',event.target,true);
}
},
ai:{
expose:0.2,
threaten:1.4,
},
},
"xinfu_guanchao":{
subSkill:{
dizeng:{
mark:true,
marktext:"增",
intro:{
content:"单调递增",
},
trigger:{
player:"useCard",
},
audio:"xinfu_guanchao",
forced:true,
filter:function (event,player){
var history=player.getHistory('useCard',function(evt){
return evt.isPhaseUsing();
});
if(history.length<2) return false;
var num=get.number(history[0].card);
if(!num) return false;
for(var i=1;i<history.length;i++){
var num2=get.number(history[i].card);
if(!num2||num2<=num) return false;
num=num2;
}
return true;
},
content:function (){
player.draw();
},
sub:true,
},
dijian:{
mark:true,
marktext:"减",
intro:{
content:"单调递减",
},
init:function (player){
player.storage.guanchao=0;
},
onremove:function (player){
delete player.storage.guanchao;
},
trigger:{
player:"useCard",
},
audio:"xinfu_guanchao",
forced:true,
filter:function (event,player){
var history=player.getHistory('useCard',function(evt){
return evt.isPhaseUsing();
});
if(history.length<2) return false;
var num=get.number(history[0].card);
if(!num) return false;
for(var i=1;i<history.length;i++){
var num2=get.number(history[i].card);
if(!num2||num2>=num) return false;
num=num2;
}
return true;
},
content:function (){
player.draw();
},
sub:true,
},
},
audio:2,
trigger:{
player:"phaseUseBegin",
},
direct:true,
content:function (){
'step 0'
var list=['递增','递减','取消'];
player.chooseControl(list).set('prompt',get.prompt2('xinfu_guanchao')).set('ai',function(){
return [0,1].randomGet();
});
'step 1'
switch(result.control){
case '递增':{
player.logSkill('xinfu_guanchao');
player.addTempSkill('xinfu_guanchao_dizeng','phaseUseEnd');
break;
}
case '递减':{
player.logSkill('xinfu_guanchao');
player.addTempSkill('xinfu_guanchao_dijian','phaseUseEnd');
break;
}
case '取消':{
break;
}
}
},
},
"xinfu_xunxian":{
usable:1,
audio:2,
trigger:{
player:["useCardAfter","respond"],
},
filter:function (event,player){
if(get.itemtype(event.cards)!='cards'||player==_status.currentPhase) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].isInPile()){
return true;
}
}
return false;
},
direct:true,
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xinfu_xunxian'),function(card,player,target){
return target!=player&&target.countCards('h')>player.countCards('h');
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att<3) return 0;
if(target.hasJudge('lebu')){
att/=5;
}
if(target.hasSha()&&_status.event.sha){
att/=5;
}
if(_status.event.wuxie&&target.needsToDiscard(1)){
att/=5;
}
return att/(1+get.distance(player,target,'absolute'));
}).set('sha',trigger.cards[0].name=='sha').set('wuxie',trigger.cards[0].name=='wuxie');
'step 1'
if(result.bool){
var list=[];
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].isInPile()){
list.push(trigger.cards[i]);
}
}
player.logSkill('xinfu_xunxian',result.targets[0]);
result.targets[0].gain(list,'gain2');
}
},
},
"xinfu_kannan":{
audio:true,
subSkill:{
phase:{
sub:true,
},
},
enable:"phaseUse",
filter:function (event,player){
if(player.hasSkill('xinfu_kannan_phase')) return false;
if(player.getStat().skill.xinfu_kannan>=player.hp) return false;
return player.countCards('h')>0;
},
filterTarget:function (card,player,target){
if(target.hasSkill('xinfu_kannan_phase')) return false;
return player.canCompare(target);
},
ai:{
order:function (){
return get.order({name:'sha'})+0.4;
},
result:{
target:function (card,player,target){
if(player.hasCard(function(card){
if(get.position(card)!="h") return false;
var val=get.value(card);
if(val<0) return true;
if(val<=5){
return card.number>=12;
}
if(val<=6){
return card.number>=13;
}
return false;
})) return -1;
return 0;
},
},
},
content:function (){
'step 0'
player.chooseToCompare(target);
'step 1'
if(result.bool){
player.addTempSkill('xinfu_kannan_phase');
if(!player.hasSkill('kannan_eff')){
player.addSkill('kannan_eff');
}else{
if(!player.storage.kannan_eff) player.storage.kannan_eff=0;
}
player.storage.kannan_eff++;
player.markSkill('kannan_eff');
}
else{
target.addTempSkill('xinfu_kannan_phase');
if(!target.hasSkill('kannan_eff')){
target.addSkill('kannan_eff');
}else{
if(!target.storage.kannan_eff) player.storage.kannan_eff=0;
target.storage.kannan_eff++;
target.markSkill('kannan_eff');
}
target.storage.kannan_eff++;
target.markSkill('kannan_eff');
}
},
},
"kannan_eff":{
mark:true,
intro:{
content:"下一张杀的伤害基数+#",
},
trigger:{
player:"useCard",
},
filter:function (event){
return event.card&&event.card.name=='sha';
},
forced:true,
content:function (){
"step 0"
if(!trigger.baseDamage) trigger.baseDamage=1;
trigger.baseDamage+=player.storage.kannan_eff;
"step 1"
player.removeSkill('kannan_eff');
},
init:function (player){
player.storage.kannan_eff=0;
},
onremove:function (player){
delete player.storage.kannan_eff;
},
ai:{
damageBonus:true,
},
},
"xinfu_tushe":{
audio:2,
trigger:{
player:"useCardToPlayered",
},
frequent:true,
filter:function (event,player){
if(get.type(event.card)=='equip') return false;
if(event.getParent().triggeredTargets3.length>1) return false;
return event.targets.length>0&&!player.countCards('h',{type:'basic',});
},
content:function (){
player.draw(trigger.targets.length);
},
ai:{
presha:true,
pretao:true,
threaten:1.8,
},
},
"xinfu_limu":{
mod:{
targetInRange:function (card,player,target){
if(player.countCards('j')&&get.distance(player,target,'attack')<=1){
return true;
}
},
cardUsable:function (card,player,num){
if(typeof num=='number'&&player.countCards('j')&&card.name!='jiu'){
return Infinity;
}
},
},
locked:false,
audio:2,
enable:"phaseUse",
discard:false,
filter:function (event,player){
if(player.hasJudge('lebu')) return false;
return player.countCards('he',{suit:'diamond'})>0;
},
viewAs:{name:'lebu'},
//prepare:"throw",
position:"he",
filterCard:{
suit:"diamond",
},
selectTarget:-1,
filterTarget:function (card,player,target){
return player==target;
},
check:function (card){
var player=_status.event.player;
if(player.countCards('h','sha')<2){
if(player.countCards('h',function(cardx){
return cardx.name=='shan'&&get.suit(cardx)=='heart';
})>0) return 0;
if(player.countCards('h',function(cardx){
return cardx.name=='shan'&&get.suit(cardx)=='diamond';
})>0) return 0;
var damaged=player.maxHp-player.hp-1;
if(player.countCards('h',function(cardx){
return cardx.name=='tao'&&get.suit(cardx)=='diamond';
})>damaged) return 0;
}
if(card.name=='shan') return 15;
if(card.name=='tao') return 10;
return 9-get.value(card);
},
onuse:function (links,player){
var next=game.createEvent('limu_recover',false,_status.event.getParent());
next.player=player;
next.setContent(function(){player.recover()});
},
ai:{
result:{
target:1,
},
order:9,
},
},
"xinfu_guhuo":{
derivation:["chanyuan"],
group:["guhuo_guess","guhuo_respond","guhuo_wuxie"],
enable:"chooseToUse",
filter:function (event,player){
if(player.hasSkill('guhuo_phase'))return false;
if(!player.countCards('h')) return false;
var list=['sha','shan','tao','jiu','taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman'];
if(get.mode()=='guozhan'){
list=list.concat(['xietianzi','shuiyanqijunx','lulitongxin','lianjunshengyan','chiling','diaohulishan','yuanjiao','huoshaolianying']);
}
for(var i=0;i<list.length;i++){
if(event.filterCard({name:list[i]},player)) return true;
}
return false;
},
chooseButton:{
dialog:function (){
var list=[];
for(var i=0;i<lib.inpile.length;i++){
var name=lib.inpile[i];
if(name=='wuxie') continue;
if(name=='sha'){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
else if(get.type(name)=='trick') list.push(['锦囊','',name]);
else if(get.type(name)=='basic') list.push(['基本','',name]);
}
return ui.create.dialog('蛊惑',[list,'vcard']);
},
filter:function (button,player){
var evt=_status.event.getParent();
if(evt&&evt.filterCard){
return evt.filterCard({name:button.link[2]},player,evt);
}
return true;
},
backup:function (links,player){
return {
filterCard:true,
selectCard:1,
viewAs:{name:links[0][2],nature:links[0][3]},
}
},
prompt:function (links,player){
return '将一张手牌做当'+get.translation(links[0][2])+'使用';
},
},
ai:{
save:true,
respondShan:true,
skillTagFilter:function(player){
if(player.hasSkill('guhuo_phase')) return false;
},
},
},
"guhuo_guess":{
audio:2,
trigger:{
player:"useCardBefore",
},
filter:function (event,player){
return event.skill=="xinfu_guhuo_backup"||event.skill=="guhuo_wuxie";
},
forced:true,
direct:true,
priority:15,
content:function (){
'step 0'
player.logSkill('guhuo_guess');
player.addTempSkill('guhuo_phase');
player.popup(trigger.card.name,'metal');
player.lose(trigger.cards,ui.special);
player.line(trigger.targets,trigger.card.nature);
trigger.line=false;
trigger.animate=false;
event.prompt=get.translation(player)+'声明了'+get.translation(trigger.card.name)+',是否质疑?';
event.guessers=game.filterPlayer(function(current){
return current!=player&&!current.hasSkill('chanyuan');
});
event.guessers.sort(lib.sort.seat);
game.broadcastAll(function(card){
_status.guhuoNode=card.copy('thrown');
if(lib.config.cardback_style!='default'){
_status.guhuoNode.style.transitionProperty='none';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.classList.add('infohidden');
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transitionProperty='';
}
else{
_status.guhuoNode.classList.add('infohidden');
}
_status.guhuoNode.style.transform='perspective(600px) rotateY(180deg) translateX(0)';
player.$throwordered2(_status.guhuoNode);
},trigger.cards[0]);
event.onEnd01=function(){
_status.guhuoNode.removeEventListener('webkitTransitionEnd',event.onEnd01);
_status.guhuoNode.style.transition='all ease-in 0.3s';
_status.guhuoNode.style.transform='perspective(600px) rotateY(270deg) translateX(52px)';
var onEnd=function(){
_status.guhuoNode.classList.remove('infohidden');
_status.guhuoNode.style.transition='all 0s';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transform='perspective(600px) rotateY(-90deg) translateX(52px)';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transition='';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transform='';
_status.guhuoNode.removeEventListener('webkitTransitionEnd',onEnd);
}
_status.guhuoNode.listenTransition(onEnd);
};
'step 1'
if(event.guessers.length==0) event.goto(3);
else{
event.guessers[0].chooseControl('质疑','不质疑').set('prompt',event.prompt).set('ai',function(){
if(get.attitude(event.guessers[0],player)>0) return '不质疑';
return Math.random()<0.5?'不质疑':'质疑';
});
}
'step 2'
if(!result.control) result.control='不质疑';
event.guessers[0].chat(result.control);
game.delay(1);
if(result.control=='不质疑'){
game.log(event.guessers[0],'#g不质疑');
event.guessers.remove(event.guessers[0]);
event.goto(1);
}else{
game.log(event.guessers[0],'#y质疑');
}
'step 3'
game.broadcastAll(function(onEnd){
_status.guhuoNode.listenTransition(onEnd);
},event.onEnd01);
'step 4'
game.delay(3.2);
'step 5'
if(!event.guessers.length) event.finish();
'step 6'
if(trigger.card.name==trigger.cards[0].name){
event.guessers[0].popup('质疑错误','fire');
event.guessers[0].addSkill('chanyuan');
game.log(event.guessers[0],'获得了技能','#g【缠怨】');
}
else{
event.guessers[0].popup('质疑正确','wood');
game.log(player,'使用的',trigger.card,'作废了');
game.cardsDiscard(trigger.cards);
game.broadcastAll(ui.clear);
trigger.cancel();
if(trigger.name=='useCard'&&trigger.parent) trigger.parent.goto(0);
}
game.delay();
},
},
chanyuan:{
//charlotte:true,
firstDo:true,
trigger:{
player:["phaseBefore","changeHp"],
},
priority:99,
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('chanyuan',skills);
}
else player.enableSkill('chanyuan');
},
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为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,
},
"guhuo_respond":{
trigger:{
player:"chooseToRespondBegin",
},
filter:function (event,player){
if(player.hasSkill('guhuo_phase'))return false;
if(event.responded) return false;
if(!event.filterCard({name:'shan'})&&!event.filterCard({name:'sha'})) return false;
if(!lib.filter.cardRespondable({name:'shan'},player,event)&&!lib.filter.cardRespondable({name:'sha'},player,event)) return false;
if(!player.countCards('h')) return false;
return true;
},
direct:true,
content:function (){
"step 0"
if(trigger.filterCard({name:'shan'})&&lib.filter.cardRespondable({name:'shan'},player,trigger)) event.name='shan';
else event.name='sha';
player.chooseCard('是否发动【蛊惑】,将一张手牌当做'+get.translation(event.name)+'打出?');
"step 1"
if(result.bool){
player.addTempSkill('guhuo_phase');
player.logSkill('guhuo_guess');
player.popup(event.name,'metal');
event.card=result.cards[0];
player.lose(event.card,ui.special);
event.prompt=get.translation(player)+'声明了'+get.translation(event.name)+',是否质疑?';
event.guessers=game.filterPlayer(function(current){
return current!=player&&!current.hasSkill('chanyuan');
});
event.guessers.sort(lib.sort.seat);
game.broadcastAll(function(card){
_status.guhuoNode=card.copy('thrown');
if(lib.config.cardback_style!='default'){
_status.guhuoNode.style.transitionProperty='none';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.classList.add('infohidden');
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transitionProperty='';
}
else{
_status.guhuoNode.classList.add('infohidden');
}
_status.guhuoNode.style.transform='perspective(600px) rotateY(180deg) translateX(0)';
player.$throwordered2(_status.guhuoNode);
},result.cards[0]);
event.onEnd01=function(){
_status.guhuoNode.removeEventListener('webkitTransitionEnd',event.onEnd01);
_status.guhuoNode.style.transition='all ease-in 0.3s';
_status.guhuoNode.style.transform='perspective(600px) rotateY(270deg) translateX(52px)';
var onEnd=function(){
_status.guhuoNode.classList.remove('infohidden');
_status.guhuoNode.style.transition='all 0s';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transform='perspective(600px) rotateY(-90deg) translateX(52px)';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transition='';
ui.refresh(_status.guhuoNode);
_status.guhuoNode.style.transform='';
_status.guhuoNode.removeEventListener('webkitTransitionEnd',onEnd);
}
_status.guhuoNode.listenTransition(onEnd);
};
}else event.finish();
"step 2"
if(event.guessers.length==0) event.goto(4);
else{
event.guessers[0].chooseControl('质疑','不质疑').set('prompt',event.prompt).set('ai',function(){
if(get.attitude(event.guessers[0],player)>0) return '不质疑';
return Math.random()<0.5?'不质疑':'质疑';
});
}
"step 3"
if(!result.control) result.control='不质疑';
event.guessers[0].chat(result.control);
game.delay();
if(result.control=='不质疑'){
game.log(event.guessers[0],'#g不质疑');
event.guessers.remove(event.guessers[0]);
event.goto(2);
}else{
game.log(event.guessers[0],'#y质疑');
}
"step 4"
game.broadcastAll(function(onEnd){
_status.guhuoNode.listenTransition(onEnd);
},event.onEnd01);
"step 5"
game.delay(3.2);
if(!event.guessers.length) event.goto(7);
"step 6"
if(event.name==event.card.name){
event.guessers[0].popup('质疑错误','fire');
event.guessers[0].addSkill('chanyuan');
game.log(event.guessers[0],'获得了技能','#g【缠怨】');
}
else{
event.guessers[0].popup('质疑正确','wood');
game.log(player,'打出的','#y'+get.translation(event.name),'作废了');
game.cardsDiscard(event.card);
event.finish();
}
"step 7"
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:event.name},cards:[event.card],noanimate:true};
},
ai:{
order:4,
useful:-1,
value:-1,
},
},
"guhuo_wuxie":{
log:false,
silent:true,
popup:false,
enable:"chooseToUse",
filterCard:true,
viewAsFilter:function (player){
if(player.hasSkill('guhuo_phase'))return false;
return player.countCards('h')>0;
},
viewAs:{
name:"wuxie",
},
check:function(card){
if(card.name=='wuxie') return 1000;
return 0;
},
prompt:"将一张手牌当无懈可击使用",
threaten:1.2,
},
"guhuo_phase":{},
"xinfu_pingcai":{
"wolong_card":function (){
'step 0'
var ingame=game.hasPlayer(function(current){
return current.name=='sp_zhugeliang'||current.name2=='sp_zhugeliang';
})?true:false;
var prompt='请选择';
prompt+=ingame?'至多两名':'一名';
prompt+='角色对其造成1点火焰伤害';
var range=ingame?[1,2]:[1,1]
player.chooseTarget(prompt,range).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player,'fire');
});
'step 1'
if(result.bool&&result.targets.length){
player.line(result.targets,'fire');
for(var i=0;i<result.targets.length;i++){
result.targets[i].damage('fire');
}
}
},
"fengchu_card":function (){
'step 0'
var ingame=game.hasPlayer(function(current){
return current.name=='pangtong'||current.name2=='pangtong';
})?true:false;
var prompt='请选择';
prompt+=ingame?'至多四名':'至多三名';
prompt+='要横置的角色';
var range=ingame?[1,4]:[1,3]
player.chooseTarget(prompt,range).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'tiesuo'},player,player)
});
'step 1'
if(result.bool&&result.targets.length){
player.line(result.targets,'green');
for(var i=0;i<result.targets.length;i++){
result.targets[i].link();
}
}
},
"xuanjian_card":function (){
'step 0'
event.ingame=game.hasPlayer(function(current){
return current.name=='xin_xushu'||current.name2=='xin_xushu'||current.name=='re_xushu'||current.name2=='re_xushu';
})?true:false;
var prompt='请选择一名角色,令其回复一点体力并摸一张牌';
prompt+=event.ingame?',然后你摸一张牌。':'。';
player.chooseTarget(prompt).set('ai',function(target){
var player=_status.event.player;
return get.attitude(player,target)*(target.isDamaged()?2:1);
});
'step 1'
if(result.bool&&result.targets.length){
var target=result.targets[0];
player.line(target,'thunder');
target.draw();
target.recover();
if(event.ingame) player.draw();
}
},
"shuijing_card":function (){
'step 0'
event.ingame=game.hasPlayer(function(current){
return current.name=='simahui'||current.name2=='simahui';
})?true:false;
var prompt='将一名角色装备区中的';
prompt+=event.ingame?'一张牌':'防具牌';
prompt+='移动到另一名角色的装备区中';
var next=player.chooseTarget(2,function(card,player,target){
if(ui.selected.targets.length){
if(!_status.event.ingame){
return target.isEmpty(2)?true:false;
}
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(['equip3','equip4'].contains(get.subtype(es[i]))&&target.getEquip('liulongcanjia')) continue;
if(es[i].name=='liulongcanjia'&&target.countCards('e',{subtype:['equip3','equip4']})>1) continue;
if(target.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
else{
if(!event.ingame){
if(target.getEquip(2)) return true;
return false;
}
return target.countCards('e')>0;
}
});
next.set('ingame',event.ingame)
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(ui.selected.targets.length==0){
if(att<0){
if(game.hasPlayer(function(current){
if(get.attitude(player,current)>0){
var es=target.getCards('e');
for(var i=0;i<es.length;i++){
if(['equip3','equip4'].contains(get.subtype(es[i]))&&current.getEquip('liulongcanjia')) continue;
else if(es[i].name=='liulongcanjia'&&target.countCards('e',{subtype:['equip3','equip4']})>1) continue;
else if(current.isEmpty(get.subtype(es[i]))) return true;
}
return false;
}
})) return -att;
}
return 0;
}
if(att>0){
var es=ui.selected.targets[0].getCards('e');
var i;
for(i=0;i<es.length;i++){
if(['equip3','equip4'].contains(get.subtype(es[i]))&&target.getEquip('liulongcanjia')) continue;
if(es[i].name=='liulongcanjia'&&target.countCards('e',{subtype:['equip3','equip4']})>1) continue;
if(target.isEmpty(get.subtype(es[i]))) break;
}
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',prompt);
'step 1'
if(result.bool){
player.line2(result.targets,'green');
event.targets=result.targets;
}
else event.finish();
'step 2'
game.delay();
'step 3'
if(targets.length==2){
if(!event.ingame){
event._result={
bool:true,
links:[targets[0].getEquip(2)],
};
}
else{
player.choosePlayerCard('e',true,function(button){
return get.equipValue(button.link);
},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
var targets1=_status.event.targets1;
if(['equip3','equip4'].contains(get.subtype(button.link))&&targets1.getEquip('liulongcanjia')) return false;
if(button.link.name=='liulongcanjia'&&targets1.countCards('e',{subtype:['equip3','equip4']})>1) return false;
return !targets1.countCards('e',{subtype:get.subtype(button.link)});
});
}
}
else event.finish();
'step 4'
if(result.bool&&result.links.length){
var link=result.links[0];
if(get.position(link)=='e') event.targets[1].equip(link);
else if(link.viewAs) event.targets[1].addJudge({name:link.viewAs},[link]);
else event.targets[1].addJudge(link);
event.targets[0].$give(link,event.targets[1])
game.delay();
}
},
audio:true,
enable:"phaseUse",
usable:1,
content:function (){
"step 0"
var list=["wolong","fengchu","xuanjian","shuijing"];
var list2=[];
for(var i=0;i<list.length;i++){
list2.push(game.createCard(list[i]+'_card','',''))
}
list2.randomSort();
player.chooseButton(['请选择要擦拭的宝物',list2],true).set('ai',function(button){
var player=_status.event.player;
if(button.link.name=='xuanjian_card'){
if(game.hasPlayer(function(current){
return current.isDamaged()&&current.hp<3&&get.attitude(player,current)>1;
})) return 1+Math.random();
else return 1;
}
else if(button.link.name=='wolong_card'){
if(game.hasPlayer(function(current){
return get.damageEffect(current,player,player,'fire')>0;
})) return 1.2+Math.random();
else return 0.5;
}
else return 0.6;
});
"step 1"
event.dialog=ui.create.dialog(get.translation(player)+'正在擦拭宝物...');
event.videoId=lib.status.videoId++;
game.broadcast('createDialog',event.videoId,get.translation(player)+'正在擦拭宝物...');
game.delay(14);
event.card=result.links[0];
"step 2"
event.dialog.close();
game.addVideo('cardDialog',null,event.videoId);
game.broadcast('closeDialog',event.videoId);
player.logSkill('pcaudio_'+event.card.name);
player.$throw(event.card);
event.insert(lib.skill.xinfu_pingcai[event.card.name],{
player:player,
});
},
ai:{
order:7,
result:{
player:1,
},
},
},
"xinfu_pdgyingshi":{
mod:{
targetEnabled:function (card,player,target){
if(get.type(card)=='delay'){
return false;
}
},
},
trigger:{
player:['phaseZhunbeiBefore','phaseJieshuBefore'],
},
forced:true,
audio:2,
group:'xinfu_pdgyingshi2',
priority:15,
content:function(){
trigger.cancel();
game.log(player,'跳过了',event.triggername=='phaseZhunbeiBefore'?'准备阶段':'结束阶段');
},
},
xinfu_pdgyingshi2:{
popup:false,
trigger:{
player:"phaseJudgeBefore",
},
forced:true,
priority:15,
content:function (){
trigger.cancel();
game.log(player,'跳过了判定阶段');
},
},
"pcaudio_wolong_card":{
audio:true,
},
"pcaudio_fengchu_card":{
audio:true,
},
"pcaudio_shuijing_card":{
audio:true,
},
"pcaudio_xuanjian_card":{
audio:true,
},
"yizan_respond_sha":{
audio:2,
enable:["chooseToRespond"],
filterCard:function (card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
selectCard:function (){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
position:"he",
viewAs:{
name:"sha",
},
complexCard:true,
viewAsFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('h')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
prompt:function (){
var player=_status.event.player;
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做杀打出';
},
check:function (card){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
return 5-get.value(card);
},
ai:{
skillTagFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
respondSha:true,
basic:{
useful:[5,1],
value:[5,1],
},
order:function (){
if(_status.event.player.hasSkillTag('presha',true,null,true)) return 10.1;
return 3.1;
},
result:{
target:function (player,target){
if(player.hasSkill('jiu')&&!target.getEquip('baiyin')){
if(get.attitude(player,target)>0){
return -6;
}
else{
return -3;
}
}
return -1.5;
},
},
tag:{
respond:1,
respondShan:1,
damage:function (card){
if(card.nature=='poison') return;
return 1;
},
natureDamage:function (card){
if(card.nature) return 1;
},
fireDamage:function (card,nature){
if(card.nature=='fire') return 1;
},
thunderDamage:function (card,nature){
if(card.nature=='thunder') return 1;
},
poisonDamage:function (card,nature){
if(card.nature=='poison') return 1;
},
},
},
},
"yizan_use":{
init:function (player){
if(!player.storage.yizan_use) player.storage.yizan_use=0;
if(!player.storage.yizan) player.storage.yizan=false;
},
mark:true,
intro:{
content:"已发动过#次",
},
group:["yizan_respond_sha","yizan_respond_shan","yizan_count"],
enable:"chooseToUse",
filter:function (event,player){
if(!player.storage.yizan&&player.countCards('he')<2) return false;
if(event.filterCard({name:'sha'},player,event)||
event.filterCard({name:'jiu'},player,event)||
event.filterCard({name:'tao'},player,event)){
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
}
return false;
},
chooseButton:{
dialog:function (event,player){
var list=[];
if(event.filterCard({name:'sha'},player,event)){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
if(event.filterCard({name:'tao'},player,event)){
list.push(['基本','','tao']);
}
if(event.filterCard({name:'jiu'},player,event)){
list.push(['基本','','jiu']);
}
return ui.create.dialog('翊赞',[list,'vcard'],'hidden');
},
check:function (button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
})){
switch(button.link[2]){
case 'tao':return 5;
case 'jiu':{
if(player.storage.yizan&&player.countCards('h',{type:'basic'})>2) return 3;
};
case 'sha':
if(button.link[3]=='fire') return 2.95;
else if(button.link[3]=='thunder') return 2.92;
else return 2.9;
}
}
return 0;
},
backup:function (links,player){
return {
filterCard:function(card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
complexCard:true,
selectCard:function(){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
check:function(card,player,target){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
else return 6-get.value(card);
},
viewAs:{name:links[0][2],nature:links[0][3]},
position:'he',
popname:true,
precontent:function(){
player.logSkill('yizan_respond_shan');
},
}
},
prompt:function (links,player){
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
order:function (){
var player=_status.event.player;
var event=_status.event;
if(event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0&&player.storage.yizan&&player.countCards('h',{type:'basic'})>2){
return 3.3;
}
return 3.1;
},
save:true,
respondSha:true,
skillTagFilter:function (player,tag,arg){
if(!player.storage.yizan&&player.countCards('he')<2) return false;
if(player.hasCard(function(card){
return get.type(card)=='basic';
},'he')){
if(tag=='respondSha'){
if(arg!='use') return false;
}
}
else{
return false;
}
},
result:{
player:1,
},
},
},
"yizan_respond_shan":{
complexCard:true,
audio:2,
enable:["chooseToUse","chooseToRespond"],
filterCard:function (card,player,target){
if(player.storage.yizan) return get.type(card)=='basic';
else if(ui.selected.cards.length){
if(get.type(ui.selected.cards[0])=='basic') return true;
return get.type(card)=='basic';
}
return true;
},
selectCard:function (){
var player=_status.event.player;
if(player.storage.yizan) return 1;
return 2;
},
position:"he",
viewAs:{
name:"shan",
},
viewAsFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
prompt:function (){
var player=_status.event.player;
var str=!player.storage.yizan?'两张牌(其中至少应有一张基本牌)':'一张基本牌';
return '将'+str+'当做闪使用或打出';
},
check:function (card){
if(!ui.selected.cards.length&&get.type(card)=='basic') return 6;
return 5-get.value(card);
},
ai:{
respondShan:true,
skillTagFilter:function (player){
if(!player.storage.yizan){
if(player.countCards('he')<2) return false;
}
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
},
effect:{
target:function (card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.6
},
},
basic:{
useful:[7,2],
value:[7,2],
},
},
},
"xinfu_longyuan":{
audio:2,
forced:true,
unique:true,
juexingji:true,
trigger:{
player:["useCardAfter","respondAfter"],
},
init:function (player){
player.storage.xinfu_longyuan=false;
},
delay:1.2,
skillAnimation:true,
animationColor:'orange',
filter:function (event,player){
if(player.storage.xinfu_longyuan) return false;
return player.storage.yizan_use>2;
},
content:function (){
player.awakenSkill('xinfu_longyuan');
player.storage.yizan=true;
game.delay(1);
},
},
"yizan_count":{
forced:true,
silent:true,
popup:false,
trigger:{
player:["respond","useCard1"],
},
filter:function (event,player){
if(event.skill!='yizan_respond_sha'&&event.skill!='yizan_respond_shan'&&event.skill!='yizan_use_backup') return false;
return player.storage.yizan_use!=undefined;
},
content:function (){
player.storage.yizan_use++;
player.markSkill('yizan_use');
},
},
xinfu_jingxie:{audio:2},
"xinfu_jingxie1":{
group:["xinfu_jingxie2"],
position:"he",
audio:'xinfu_jingxie',
enable:"phaseUse",
filter:function(event,player){
var he=player.getCards('he');
for(var i=0;i<he.length;i++){
if(["bagua","baiyin","lanyinjia","renwang","tengjia","zhuge"].contains(he[i].name)) return true;
}
return false;
},
filterCard:function (card){
return ["bagua","baiyin","lanyinjia","renwang","tengjia","zhuge"].contains(card.name);
},
discard:false,
check:function(){
return 1;
},
content:function (){
"step 0"
player.showCards(cards);
"step 1"
var card=cards[0];
player.gain(game.createCard('rewrite_'+card.name,get.suit(card),card.number),'gain2');
},
ai:{
basic:{
order:10,
},
result:{
player:1,
},
},
},
"xinfu_jingxie2":{
prompt:"出牌阶段,你可以展示一张未强化过的【诸葛连弩】或标准包/军争包/SP包中的防具牌然后对其进行强化。当你处于濒死状态时你可以重铸一张防具牌将体力回复至1点。",
audio:'xinfu_jingxie',
enable:"chooseToUse",
filterCard:function (card){
return get.subtype(card)=='equip2';
},
filter:function (event,player){
if(event.type=='dying'){
if(player!=event.dying) return false;
return true;
}
return false;
},
check:function(){
return 1;
},
position:"he",
content:function (){
'step 0'
player.draw();
player.recover(1-player.hp);
},
ai:{
order:0.5,
skillTagFilter:function (player){
if(player.hp>0) return false;
},
save:true,
result:{
player:function (player){
return 10;
},
},
},
},
"xinfu_qiaosi":{
enable:"phaseUse",
usable:1,
content:function (){
'step 0'
if(get.isLuckyStar()){
event.num=6;
player.throwDice(6);
}
else player.throwDice();
'step 1'
event.cards=get.cards(event.num);
player.showCards(event.cards);
'step 2'
player.gain(event.cards,'gain2');
player.chooseControl().set('choiceList',[
'将'+get.cnNumber(event.num)+'张牌交给一名其他角色',
'弃置'+get.cnNumber(event.num)+'张牌',
]).set('ai',function(){
if(game.hasPlayer(function(current){
return current!=player&&get.attitude(player,current)>2;
})) return 0;
return 1;
});
'step 3'
if(result.index==0){
player.chooseCardTarget({
position:'he',
filterCard:true,
selectCard:event.num,
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
return 1;
},
ai2:function(target){
var att=get.attitude(_status.event.player,target);
return att;
},
prompt:'请选择要送人的卡牌',
forced:true,
});
}
else{
player.chooseToDiscard(event.num,true);
event.finish();
}
'step 4'
if(result.bool){
var target=result.targets[0];
player.give(result.cards,target);
}
},
ai:{
order:7.5,
result:{
player:1,
},
},
},
"xinfu_jijie":{
enable:"phaseUse",
usable:1,
audio:2,
//filter:function(){
//return ui.cardPile.hasChildNodes();
//},
content:function (){
'step 0'
//event.card=ui.cardPile.lastChild;
event.card=get.bottomCards()[0];
var content=['牌堆底的一张牌',[event.card]];
game.log(player,'观看了牌堆底的一张牌');
player.chooseControl('ok').set('dialog',content);
'step 1'
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 0.5;
return -att;
}
if(att>0){
if(_status.event.player!=target) att+=2;
return att+Math.max(0,5-target.countCards('h'));
}
return att;
}).set('du',event.card.name=='du').set('same',event.same);
'step 2'
if(result.bool){
event.target=result.targets[0];
player.line(event.target,'green');
player.give(event.card,event.target);
}
else ui.cardPile.appendChild(event.card);
game.updateRoundNumber();
},
ai:{
order:7.2,
result:{
player:1,
},
},
},
"xinfu_jiyuan":{
trigger:{
global:"dying",
source:"gainEnd",
},
//priority:6,
audio:2,
filter:function (event,player){
if(event.name=='dying') return true;
return event.player!=player&&event.bySelf!=true;
},
check:function (event,player){
return get.attitude(player,event.player)>0;
},
logTarget:"player",
content:function (){
trigger.player.draw();
},
},
"xinfu_daigong":{
usable:1,
audio:2,
trigger:{
player:"damageBegin4",
},
filter:function (event,player){
return event.source!=undefined&&player.countCards('h')>0;
},
content:function (){
'step 0'
player.showHandcards();
'step 1'
var cards=player.getCards('h');
var suits=[];
for(var i=0;i<cards.length;i++){
suits.add(get.suit(cards[i]));
}
trigger.source.chooseCard('he','交给'+get.translation(player)+'一张满足条件的牌,否则防止此伤害。',function(card){
return !_status.event.suits.contains(get.suit(card));
}).set('suits',suits).ai=function(card){
var player=_status.event.player;
var target=_status.event.getParent('xinfu_daigong').player;
if(get.damageEffect(target,player,player)>0) return 6.5-get.value(card);
return 0;
};
'step 2'
if(result.bool){
trigger.source.give(result.cards,player,true);
}
else trigger.cancel();
},
},
"xinfu_zhaoxin":{
group:["zhaoxin_give"],
intro:{
content:"cards",
},
enable:"phaseUse",
usable:1,
audio:2,
init:function (player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
filter:function (event,player){
return player.storage.xinfu_zhaoxin.length<3&&player.countCards('h')>0;
},
filterCard:true,
selectCard:function (){
var player=_status.event.player;
return [1,3-player.storage.xinfu_zhaoxin.length];
},
discard:false,
lose:false,
delay:0,
content:function (){
'step 0'
player.lose(cards,ui.special,'toStorage')
player.$give(cards,player);
player.storage.xinfu_zhaoxin=player.storage.xinfu_zhaoxin.concat(cards);
player.markSkill('xinfu_zhaoxin');
'step 1'
player.draw(cards.length);
},
check:function (card){
return 6-get.value(card);
},
ai:{
order:1,
result:{
player:1,
},
},
},
"zhaoxin_give":{
trigger:{
global:"phaseDrawAfter",
},
filter:function (event,player){
if(!player.storage.xinfu_zhaoxin.length) return false;
return get.distance(player,event.player,'attack')<=1
},
direct:true,
content:function (){
'step 0'
player.chooseCardButton(get.prompt('xinfu_zhaoxin',trigger.player),player.storage.xinfu_zhaoxin,function(button){
return true;
}).set('ai',function(button){
var player=_status.event.player;
if(get.attitude(player,_status.currentPhase)>0) return get.value(button.link);
return 6-get.value(button.link);
});
'step 1'
if(result.bool){
event.card=result.links[0];
player.logSkill('xinfu_zhaoxin',target);
player.line(trigger.player,'thunder');
player.showCards(event.card);
}
else event.finish();
'step 2'
trigger.player.chooseBool('是否获得'+get.translation(event.card)+'?').ai=function(){
return get.attitude(trigger.player,player)>0;
};
'step 3'
if(result.bool){
player.storage.xinfu_zhaoxin.remove(event.card);
player.$give(event.card,trigger.player);
trigger.player.gain(event.card,'fromStorage');
if(player.storage.xinfu_zhaoxin.length) player.markSkill('xinfu_zhaoxin');
else player.unmarkSkill('xinfu_zhaoxin');
player.chooseBool('是否对'+get.translation(trigger.player)+'造成一点伤害?').ai=function(){
return get.damageEffect(trigger.player,player,player)>0
};
}
else{
trigger.player.chat('拒绝');
event.finish();
}
'step 4'
if(result.bool){
trigger.player.damage('nocard');
}
},
},
"xinfu_qianchong":{
audio:3,
mod:{
targetInRange:function (card,player,target){
if(player.storage.xinfu_qianchong.contains(get.type(card,'trick'))){
return true;
}
},
cardUsable:function (card,player,num){
if(player.storage.xinfu_qianchong.contains(get.type(card,'trick'))) return Infinity;
},
},
group:["xinfu_qianchong_clear","qc_weimu","qc_mingzhe"],
subSkill:{
clear:{
sub:true,
forced:true,
silent:true,
popup:false,
trigger:{
player:"phaseAfter",
},
content:function (){
player.storage.xinfu_qianchong=[];
},
},
},
init:function (event,player){
event.storage[player]=[];
},
trigger:{
player:"phaseUseBegin",
},
locked:false,
direct:true,
filter:function (event,player){
var es=player.getCards('e');
if(!es.length) return true;
var col=get.color(es[0]);
for(var i=0;i<es.length;i++){
if(get.color(es[i])!=col) return true;
}
return false;
},
content:function (){
'step 0'
var list=['basic','trick','equip','cancel2'];
for(var i=0;i<player.storage.xinfu_qianchong.length;i++){
list.remove(player.storage.xinfu_qianchong[i]);
}
if(list.length>1){
player.chooseControl(list).set('ai',function(){
return list[0];
}
).set('prompt',get.prompt('xinfu_qianchong')).set('prompt2',get.translation('xinfu_qianchong_info'));
}
else event.finish();
'step 1'
if(result.control&&result.control!='cancel2'){
player.logSkill('xinfu_qianchong');
player.storage.xinfu_qianchong.add(result.control);
var str=get.translation(result.control)+'牌';
game.log(player,'声明了','#y'+str);
player.popup(str,'thunder');
}
},
},
"qc_weimu":{
audio:"xinfu_qianchong",
mod:{
targetEnabled:function (card,player,target){
var bool=true;
var es=target.getCards('e');
if(!es.length) bool=false;
for(var i=0;i<es.length;i++){
if(get.color(es[i])!='black') bool=false;
}
if(bool&&(get.type(card)=='trick'||get.type(card)=='delay')&&
get.color(card)=='black') return false;
},
},
},
"qc_mingzhe":{
audio:"xinfu_qianchong",
trigger:{
player:["useCardAfter","respondAfter","discardAfter"],
},
frequent:true,
filter:function (event,player){
if(player.hasSkill('mingzhe')) return false;
if(player==_status.currentPhase) return false;
var es=player.getCards('e');
if(!es.length) return false;
for(var i=0;i<es.length;i++){
if(get.color(es[i])!='red') 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 (){
"step 0"
event.count=1;
if(trigger.name=='discard'){
event.count=0;
for(var i=0;i<trigger.cards.length;i++){
if(get.color(trigger.cards[i])=='red'&&trigger.cards[i].original!='j') event.count++;
}
}
"step 1"
player.draw();
event.count--;
"step 2"
if(event.count){
if(lib.config.autoskilllist.contains('mingzhe')) player.chooseBool(get.prompt2('mingzhe'));
else event._result={bool:true};
}
else event.finish();
"step 3"
if(result.bool){
player.logSkill('qc_mingzhe');
event.goto(1);
}
},
ai:{
threaten:0.7,
},
},
"xinfu_shangjian":{
trigger:{
global:"phaseJieshuBegin",
},
audio:2,
filter:function (event,player){
var num=0;
player.getHistory('lose',function(evt){
if(evt.cards2) num+=evt.cards2.length;
});
return num>0&&num<=player.hp
},
frequent:true,
content:function (){
'step 0'
var num=0;
player.getHistory('lose',function(evt){
if(evt.cards2) num+=evt.cards2.length;
});
if(num>0){
player.draw(num);
}
},
},
"rw_bagua_skill":{
inherit:"bagua_skill",
audio:"bagua_skill",
content:function (){
"step 0"
player.judge('rewrite_bagua',function(card){return (get.suit(card)!='spade')?1.5:-0.5});
"step 1"
if(result.judge>0){
trigger.untrigger();
trigger.set('responded',true);
trigger.result={bool:true,card:{name:'shan'}}
}
},
},
"rw_baiyin_skill":{
inherit:"baiyin_skill",
audio:"baiyin_skill",
},
"rw_lanyinjia":{
inherit:"lanyinjia",
audio:"lanyinjia",
},
"rw_minguangkai_cancel":{
inherit:"minguangkai_cancel",
},
"rw_minguangkai_link":{
inherit:"minguangkai_link",
trigger:{
player:"linkBefore",
},
forced:true,
priority:20,
filter:function (event,player){
return !player.isLinked();
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(['tiesuo','lulitongxin'].contains(card.name)){
return 'zerotarget';
}
},
},
},
},
"rw_renwang_skill":{
inherit:"renwang_skill",
audio:"renwang_skill",
filter:function (event,player){
if(player.hasSkillTag('unequip2')) return false;
if(event.player.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
return (event.card.name=='sha'&&['spade','club','heart'].contains(get.suit(event.card)))
},
ai:{
effect:{
target:function (card,player,target){
if(player.getEquip('qinggang')&&card.name=='sha'||target.hasSkillTag('unequip2')) return;
if(player.hasSkillTag('unequip',false,{
name:card?card.name:null,
target:player,
card:card
})) return;
if(card.name=='sha'&&['spade','club','heart'].contains(get.suit(card))) return 'zerotarget';
},
},
},
},
"rw_tengjia1":{
inherit:"tengjia1",
audio:"tengjia1",
},
"rw_tengjia2":{
inherit:"tengjia2",
audio:"tengjia1",
},
"rw_tengjia3":{
audio:"tengjia1",
inherit:"rw_minguangkai_link",
ai:{
effect:{
target:function (card,player,target,current){
if(['tiesuo','lulitongxin'].contains(card.name)){
return 'zeroplayertarget';
}
},
},
},
},
"rw_tengjia4":{
inherit:"tengjia3",
audio:"tengjia1",
},
},
translate:{
xinghuoliaoyuan:'星火燎原',
"xinfu_langxi":"狼袭",
"xinfu_langxi_info":"准备阶段你可以对一名体力小于或等于你的其他角色造成02点随机伤害。",
"xinfu_yisuan":"亦算",
"xinfu_yisuan_info":"每回合限一次。当你于出牌阶段使用的锦囊牌进入弃牌堆时你可以减1点体力上限从弃牌堆中获得之。",
"xinfu_xingluan":"兴乱",
"xinfu_xingluan_info":"每回合限一次。当你于出牌阶段使用的仅指定一个目标的牌结算完成后你可以从牌堆中随机获得一张点数为6的牌。",
"xinfu_lveming":"掠命",
"xinfu_lveming_info":"出牌阶段限一次,你可以选择一名装备区装备比你少的角色,令其选择一个点数,然后你进行判定:<br>若点数相同你对其造成2点伤害<br>若点数不同,则你随机获得其区域内的一张牌。",
"xinfu_tunjun":"屯军",
"xinfu_tunjun_info":"限定技出牌阶段你可以选择一名角色令其随机使用牌堆中的X张装备牌。(X为你发动过“掠命”的次数)",
"xinfu_tanbei":"贪狈",
"xinfu_tanbei_info":"出牌阶段限一次,你可以令一名其他角色选择一项:<br>1.令你随机获得其区域内的一张牌,本回合内你不能对其使用牌。<br>2.令你此回合内对其使用牌没有次数与距离限制。",
"xinfu_sidao":"伺盗",
xinfu_sidaox:'伺盗',
"xinfu_sidao_info":"出牌阶段限一次,当你对一名其他角色连续使用两张牌后,你可以将一张手牌当做【顺手牵羊】对其使用。",
"tanbei_effect1":"贪狈",
"tanbei_effect1_info":"",
"tanbei_effect2":"贪狈",
"tanbei_effect2_info":"",
"xinfu_tunan":"图南",
"xinfu_tunan_info":"出牌阶段限一次,你可以展示牌堆顶的一张牌并选择一名其他角色,然后该角色选择一项:使用此牌(无距离限制);或将此牌当普通【杀】使用。",
"xinfu_bijing":"闭境",
"xinfu_bijing_info":"结束阶段,你可以展示一张手牌并标记为“闭境”。若你于回合外失去“闭境”牌,则当前回合角色的弃牌阶段开始时其需弃置两张牌。你的准备阶段,弃置手牌中的“闭境”牌。",
"xinfu_zhenxing":"镇行",
"xinfu_zhenxing_info":"结束阶段开始时或当你受到伤害后,你可以观看牌堆顶的至多三张牌,然后你获得其中与其余牌花色均不相同的一张牌。",
"xinfu_qianxin":"遣信",
"xinfu_qianxin_info":"出牌阶段限一次若牌堆中没有“信”你可以选择一名角色并将任意张手牌放置于牌堆中X倍数的位置X为存活人数称为“信”。该角色的弃牌阶段开始时若其本回合内获得过“信”其选择一项令你将手牌摸至四张本回合手牌上限-2。",
"qianxin_effect":"遣信",
"qianxin_effect_info":"",
"xinfu_qianxin2":"遣信",
"xinfu_qianxin2_info":"",
"xinfu_fuhai":"浮海",
"xinfu_fuhai_info":"出牌阶段对每名角色限一次你可以展示一张手牌并选择上家或下家。该角色展示一张手牌若你的牌点数大于等于他的牌点数你弃置你展示的牌然后继续对其上家或下家重复此流程你的牌点数小于该角色牌的点数则该角色弃置其展示的牌然后你与其各摸X张牌X为你此回合内发动此技能选择的角色数且你此阶段内不能再发动“浮海”。",
"fuhai_clear":"浮海",
"fuhai_clear_info":"",
"xz_xunxun":"恂恂",
"xz_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。",
"xinfu_xingzhao":"兴棹",
"xinfu_xingzhao_info":"锁定技若场上的已受伤角色合计为1个以上你视为拥有技能〖恂恂〗2个以上当你使用装备牌时摸一张牌3个以上你跳过弃牌阶段。",
"xinfu_xingzhao2":"兴棹",
"xinfu_xingzhao2_info":"",
"xinfu_dianhu":"点虎",
"xinfu_dianhu_info":"锁定技,游戏开始时,你选择一名其他角色。当其受到来自你的伤害后或回复体力后,你摸一张牌。",
"xinfu_dianhu2":"点虎",
"xinfu_dianhu2_info":"",
"xinfu_jianji":"谏计",
"xinfu_jianji_info":"出牌阶段限一次,你可以令一名其他角色摸一张牌。然后,该角色可以使用此牌。",
"xinfu_lianpian":"联翩",
"xinfu_lianpian_info":"出牌阶段限三次。当你对一名角色连续使用牌时,你可以摸一张牌,然后可以将一张牌交给该角色。",
"xinfu_lingren":"凌人",
"xinfu_lingren_info":"每回合限一次。当你于出牌阶段使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后你可以猜测其中的一个目标的手牌中是否有基本牌锦囊牌或装备牌。若你猜中的项目数≥1此牌对该角色的伤害+1≥2你摸两张牌≥3你获得技能〖奸雄〗和〖行殇〗直到下回合开始。",
"lingren_adddamage":"凌人",
"lingren_adddamage_info":"",
"lingren_jianxiong":"奸雄",
"lingren_jianxiong_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。",
"lingren_xingshang":"行殇",
"lingren_xingshang_info":"当有角色死亡后你可以选择一项1.回复一点体力。2.获得该角色的所有牌。",
"xinfu_fujian":"伏间",
"xinfu_fujian_info":"锁定技结束阶段你观看一名随机的其他角色的随机X张手牌。(X为场上手牌最少的角色的手牌数)",
"xinfu_xionghuo":"凶镬",
"xinfu_xionghuo_info":"游戏开始时你获得3个“暴戾”标记。出牌阶段你可以交给一名其他角色一个“暴戾”标记你对有此标记的角色造成的伤害+1且其出牌阶段开始时移去“暴戾”并随机执行一项1.受到1点火焰伤害且本回合不能对你使用【杀】2.流失1点体力且本回合手牌上限-13.你随机获得其一张手牌和一张装备区里的牌。",
xionghuo:"凶镬",
"xionghuo_info":"",
"xionghuo_disable":"凶镬",
"xionghuo_disable_info":"",
"xionghuo_low":"凶镬",
"xionghuo_low_info":"",
"xinfu_shajue":"杀绝",
"xinfu_shajue_info":"锁定技,其他角色进入濒死状态时,若其需要超过一张【桃】或【酒】救回,则你获得一个“暴戾”标记,并获得使其进入濒死状态的牌。",
"xinfu_jianjie":"荐杰",
"xinfu_jianjie_info":"你的第一个准备阶段,你令两名其他角色分别获得龙印与凤印;出牌阶段限一次(你的第一个回合除外),或当拥有龙印、凤印的角色死亡时,你可以转移龙印、凤印。",
"xinfu_jianjie1":"荐杰",
"xinfu_jianjie1_info":"",
"smh_huoji":"火计",
"smh_huoji_info":"",
"smh_lianhuan":"连环",
"smh_lianhuan_info":"",
"xinfu_jianjie2":"荐杰",
"xinfu_jianjie2_info":"",
"smh_lianhuan1":"连铸",
"smh_lianhuan1_info":"",
"smh_yeyan":"业炎",
"smh_yeyan_info":"",
"xinfu_yinshi":"隐士",
"xinfu_yinshi_info":"锁定技,若你没有龙印、凤印且没装备防具,防止你受到的属性伤害和锦囊牌造成的伤害。",
"xinfu_chenghao":"称好",
"xinfu_chenghao_info":"当一名角色受到属性伤害后若其存活且处于“连环状态”且是伤害传导的起点你可以观看牌堆顶的X张牌并分配给任意角色X为横置的角色数量且包含该角色。",
"jianjie_faq":"关于龙凤印",
"jianjie_faq_info":"龙印效果:获得“火计”。凤印效果:获得“连环”。(均一回合限使用三次) 龙凤印齐全:获得“业炎”,“业炎”发动后移除龙凤印。",
"xinfu_wuniang":"武娘",
"xinfu_wuniang_info":"当你使用或打出〖杀〗时,你可以获得一名其他角色的一张牌。若如此做,该角色和场上所有的“关索”各摸一张牌。",
"xinfu_xushen":"许身",
"xinfu_xushen_info":"限定技,当一名男性角色使用【桃】令你脱离濒死状态时,若场上没有“关索”,则其可以将自己的一张武将牌变更为“关索”。然后你回复一点体力,并获得技能〖镇南〗。",
"xinfu_zhennan":"镇南",
"xinfu_zhennan_info":"当你成为【南蛮入侵】的目标时你可以对一名其他角色造成1-3点随机伤害。",
"xinfu_falu":"法箓",
"xinfu_falu_info":"锁定技游戏开始时你获得“紫薇”“后土”“玉清”“勾陈”标记各一个。当你的牌因弃置而进入弃牌堆后根据这些牌的花色你获得对应的标记黑桃你获得1枚“紫薇”梅花你获得1枚“后土”红桃你获得1枚“玉清”方块你获得1枚“勾陈”。每种标记限拥有1个",
"xinfu_dianhua":"点化",
"xinfu_dianhua_info":"准备阶段或结束阶段你可以观看牌堆顶的X张牌X为你的标记数。若如此做你将这些牌以任意顺序放回牌堆顶。",
"xinfu_zhenyi":"真仪",
"xinfu_zhenyi_info":"你可以在以下时机弃置相应的标记来发动以下效果当一张判定牌生效前你可以弃置“紫微”然后将判定结果改为黑桃5或红桃5当你处于濒死状态时你可以弃置“后土”然后将你的一张手牌当【桃】使用当你造成伤害时你可以弃置“玉清”然后你进行一次判定。若结果为黑色此伤害+1当你受到属性伤害后你可以弃置“勾陈”然后你从牌堆中随机获得三种类型的牌各一张。",
"zhenyi_spade":"真仪",
"zhenyi_spade_info":"",
"zhenyi_club":"真仪",
"zhenyi_club_info":"",
"zhenyi_heart":"真仪",
"zhenyi_heart_info":"",
"xinfu_yanyu":"燕语",
"xinfu_yanyu_info":"任意一名角色的出牌阶段开始时,你可以弃置一张牌。若如此做,则该出牌阶段内,每当与你弃置的牌类别相同的其他牌进入弃牌堆时,你可令任意一名角色获得此牌。每阶段以此法获得的牌不能超过三张。",
"xinfu_yanyu2":"燕语",
"xinfu_yanyu2_info":"",
"xinfu_xiaode":"孝德",
"xinfu_xiaode_info":"每当有其他角色阵亡后,你可以声明该武将牌的一项技能。若如此做,你获得此技能且不能再发动〖孝德〗直到你的回合结束。(你不能声明觉醒技或主公技)",
"sp_taishici":"太史慈",
wangcan:"王粲",
"re_jsp_pangtong":"庞统",
lvdai:"吕岱",
"re_zhangliang":"张梁",
lvqian:"吕虔",
panjun:"潘濬",
duji:"杜畿",
zhoufang:"周鲂",
yanjun:"严畯",
liuyao:"刘繇",
liuyan:"刘焉",
"xinfu_guolun":"过论",
"xinfu_guolun_info":"出牌阶段限一次,你可以展示一名其他角色的手牌,然后展示你的一张牌。你与其交换这两张牌,然后展示的牌点数更小的角色摸一张牌。",
"xinfu_zhanji":"展骥",
"xinfu_zhanji_info":"锁定技,你的出牌阶段内,当你因摸牌且不是因为此技能效果获得牌时,你额外摸一张牌。",
"xinfu_songsang":"送丧",
"xinfu_songsang_info":"限定技,当场上有角色死亡时,你可以回复一点体力(若你未受伤,则改为加一点体力上限);然后获得技能〖展骥〗。",
"xinfu_jixu":"击虚",
"xinfu_jixu_info":"出牌阶段限一次若你有手牌你可以令任意数量的体力值相等的其他角色猜测你的手牌中是否有【杀】。然后你摸X张牌X为猜错的角色数。若你有【杀】则你本回合内使用【杀】时所有这些角色均成为【杀】的目标若你没有【杀】则你弃置所有这些角色的各一张牌。若X为零你结束出牌阶段。",
"jixu_sha":"击虚",
"jixu_sha_info":"",
"xinfu_sanwen":"散文",
"xinfu_sanwen_info":"每回合限一次。当你获得牌后,若你的原手牌中有与这些牌名称相同的牌,则你可以展示这些牌,弃置新得到的同名牌并摸两倍的牌。",
"xinfu_qiai":"七哀",
"xinfu_qiai_info":"限定技,当你进入濒死状态时,你可以令所有其他角色依次交给你一张牌。",
"xinfu_denglou":"登楼",
"xinfu_denglou_info":"限定技,结束阶段,若你没有手牌,则你可以观看牌堆顶的四张牌,依次使用其中的所有基本牌(不能使用则弃置),然后获得其余的牌。",
"qinguo_use":"勤国",
"qinguo_use_info":"",
"xinfu_qinguo":"勤国",
"xinfu_qinguo_info":"当你使用的装备牌结算完成后你可以视为使用了一张【杀】当你因使用或失去装备牌导致装备区内牌的数量发生变化后若你装备区内牌的数量等于你的体力值则你回复1点体力。",
"qinguo_lose":"勤国",
"qinguo_lose_info":"",
"xinfu_jijun":"集军",
"xinfu_jijun_info":"当你于回合内使用非装备牌或武器牌指定了自己为目标时,你可以进行一次判定。然后,你将判定牌置于自己的武将牌上,称之为「方」。",
"xinfu_fangtong":"方统",
"xinfu_fangtong_info":"结束阶段你可以弃置总点数之和为36的一张牌与任意张「方」并对一名其他角色造成3点雷电伤害。",
"xinfu_weilu":"威虏",
"xinfu_weilu_info":"锁定技当你受到伤害后伤害来源获得一枚「虏」。你的下个出牌阶段开始时所有有「虏」的角色将体力失去至1点。此阶段结束后这些角色回复以此法失去的体力。",
"weilu_effect":"威虏",
"weilu_effect_info":"",
"weilu_effect2":"威虏",
"weilu_effect2_info":"",
"xinfu_zengdao":"赠刀",
"xinfu_zengdao_info":"限定技,出牌阶段,你可以将装备牌内的任意张牌置于一名其他角色的武将牌旁,称之为「刀」。该角色造成伤害时,其须移去一张「刀」,使此伤害+1。",
"xinfu_zengdao2":"赠刀",
"xinfu_zengdao2_info":"",
"xinfu_guanwei":"观微",
"xinfu_guanwei_info":"每回合限一次。一名角色的出牌阶段结束时,若其于出牌阶段内使用过的牌的数目>1且花色皆相同则你可以弃置一张牌令其摸两张牌并进行一个额外的出牌阶段。",
"xinfu_gongqing":"公清",
"xinfu_gongqing_info":"锁定技。当你受到伤害时,若伤害来源的攻击范围:<3则你令此伤害的数值减为1。>3你令此伤害+1。",
"xinfu_andong":"安东",
"xinfu_andong_info":"当你受到伤害时若伤害来源有手牌则你可以令伤害来源选择一项1.令你观看其的手牌并获得其中的所有红桃牌2.防止此伤害,然后其本回合内的红桃手牌不计入手牌上限。",
"xinfu_yingshi":"应势",
"xinfu_yingshi_info":"出牌阶段开始时,若场上的所有角色均没有「酬」,则你可以将所有的红桃牌置于一名其他角色的武将牌旁,称之为「酬」。有「酬」的角色受到「杀」的伤害/死亡时,伤害来源/你获得其中的一张/所有的「酬」。",
"yingshi_heart":"应势",
"yingshi_heart_info":"",
"yingshi_die":"应势",
"yingshi_die_info":"",
"xinfu_duanfa":"断发",
"xinfu_duanfa_info":"出牌阶段,你可以弃置任意张黑色牌,然后摸等量的牌。(每回合内限X张X为你的体力上限。)",
"xinfu_youdi":"诱敌",
"xinfu_youdi_info":"结束阶段开始时,你可以令一名其他角色弃置你的一张手牌,若此牌:不为黑色,你摸一张牌。不为【杀】,你获得该角色的一张牌。",
"xinfu_guanchao":"观潮",
"xinfu_guanchao_info":"出牌阶段开始时你可以选择一项直到回合结束1.当你使用牌时若你此阶段使用过的所有牌的点数为递增你摸一张牌2.当你使用牌时,若你此阶段使用过的所有牌的点数为递减,你摸一张牌。",
"xinfu_xunxian":"逊贤",
"xinfu_xunxian_info":"每名其他角色的回合限一次,当你使用或打出的牌结算完成,即将置入弃牌堆时,你可以将之交给一名手牌比你多的角色。",
"xinfu_kannan":"戡难",
"xinfu_kannan_info":"出牌阶段限X次你可以与一名本回合内未成为过〖戡难〗目标的角色拼点。若你赢你使用的下一张【杀】的伤害值基数+1且你本回合内不能再发动〖戡难〗。若你没赢其使用的下一张【杀】的伤害值基数+1。X为你的体力值。",
"kannan_eff":"戡难",
"kannan_eff_info":"",
"xinfu_tushe":"图射",
"xinfu_tushe_info":"当你使用非装备牌指定目标时若你没有基本牌则你可以摸X张牌。X为此牌指定的目标数",
"xinfu_limu":"立牧",
"xinfu_limu_info":"出牌阶段限一次将一张方片花色牌当做【乐不思蜀】对自己使用然后回复1点体力。只要你的判定区内有牌你对攻击范围内的其他角色使用牌便没有次数和距离限制。",
"xinfu_guhuo":"蛊惑",
"xinfu_guhuo_info":"每名角色的回合限一次,你可以扣置一张手牌当一张基本牌或普通锦囊牌使用或打出。其他角色依次选择是否质疑。一旦有其他角色质疑则翻开此牌:若为假则此牌作废,若为真,则质疑角色获得技能〖缠怨〗。",
"guhuo_guess":"蛊惑",
"guhuo_guess_info":"",
chanyuan:"缠怨",
"chanyuan_info":"锁定技你不能质疑于吉只要你的体力值为1你失去你的武将技能。",
"guhuo_respond":"蛊惑",
"guhuo_respond_info":"",
"guhuo_wuxie":"蛊惑",
"guhuo_wuxie_info":"",
"guhuo_phase":"蛊惑",
"guhuo_phase_info":"",
"xinfu_pingcai":"评才",
"xinfu_pingcai_info":"出牌阶段限一次,你可以挑选一个宝物并擦拭掉其上面的灰尘。然后,你可以根据宝物类型执行对应的效果。<br>【卧龙】对1名角色造成1点火焰伤害。若场上有存活的诸葛亮(火)则改为对至多2名角色各造成1点火焰伤害。<br>【凤雏】横置至多3名角色。若场上有存活的庞统(火)则改为横置至多4名角色。<br>【水镜】将1名角色装备区内的防具移动到另1角色对应区域。若场上有存活的司马徽则改为将1名角色装备区内的1件装备移动到另1角色对应区域。<br>【玄剑】令1名角色摸一张牌并回复1点体力。若场上有存活的徐庶(将/界)则改为令1名角色摸一张牌并回复1点体力然后你摸一张牌。",
"xinfu_pdgyingshi":"隐世",
"xinfu_pdgyingshi_info":"锁定技,你始终跳过准备阶段,判定阶段,结束阶段。你不能被选择为延时锦囊牌的目标。",
"pcaudio_wolong_card":"卧龙",
"pcaudio_wolong_card_info":"",
"pcaudio_fengchu_card":"凤雏",
"pcaudio_fengchu_card_info":"",
"pcaudio_shuijing_card":"水镜",
"pcaudio_shuijing_card_info":"",
"pcaudio_xuanjian_card":"玄剑",
"pcaudio_xuanjian_card_info":"",
"yizan_respond_sha":"翊赞",
"yizan_respond_sha_info":"",
"yizan_use":"翊赞",
"yizan_use_info":"你可以将两张牌(其中至少应有一张基本牌)当做任意基本牌使用或打出。",
"yizan_respond_shan":"翊赞",
"yizan_respond_shan_info":"",
"xinfu_longyuan":"龙渊",
"xinfu_longyuan_info":"觉醒技当你使用或打出的基本牌结算完成后若你本局游戏内发动过〖翊赞〗的次数大于等于3则你将〖翊赞〗描述中的“两张牌”改为“一张牌”。",
"yizan_count":"翊赞",
"yizan_count_info":"",
"xinfu_jingxie1":"精械",
"xinfu_jingxie1_info":"出牌阶段,你可以展示一张未强化过的【诸葛连弩】或标准包/军争包/SP包中的防具牌然后对其进行强化。当你处于濒死状态时你可以重铸一张防具牌将体力回复至1点。",
"xinfu_jingxie2":"精械",
"xinfu_jingxie2_info":"",
"xinfu_qiaosi":"巧思",
"xinfu_qiaosi_info":"出牌阶段限一次你可以投掷一枚六面骰子展示牌堆顶的X张牌并获得之。然后你选择一项1.交给一名其他角色X张牌。2.弃置X张牌。(X为骰子的点数)",
"xinfu_jijie":"机捷",
"xinfu_jijie_info":"出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。",
"xinfu_jiyuan":"急援",
"xinfu_jiyuan_info":"当一名角色进入濒死状态时,或者你交给一名其他角色牌时,你可以令其摸一张牌。",
"xinfu_daigong":"怠攻",
"xinfu_daigong_info":"每回合限一次。当你受到伤害时,你可以展示所有手牌,然后令伤害来源选择一项:交给你一张与你所有手牌花色均不相同的一张牌,或防止此伤害。",
"xinfu_zhaoxin":"昭心",
"xinfu_zhaoxin_info":"出牌阶段限一次你可以将任意张手牌置于武将牌上并摸等量的牌称之为「望」你至多拥有三张「望」。你攻击范围内的一名其他角色的摸牌阶段结束后其可以获得一张由你选择的「望」然后你可以对其造成1点伤害。",
"zhaoxin_give":"昭心",
"zhaoxin_give_info":"",
"xinfu_qianchong":"谦冲",
"xinfu_qianchong_info":"锁定技,若你的装备区内有牌且:均为红色,则你视为拥有技能〖明哲〗。均为黑色,则你视为拥有技能〖帷幕〗。若均不满足,则出牌阶段开始时,你可以选择一种类别的牌,然后你本回合内使用该类别的牌时没有次数和距离限制。",
"qc_weimu":"帷幕",
"qc_weimu_info":"",
"qc_mingzhe":"明哲",
"qc_mingzhe_info":"",
"xinfu_shangjian":"尚俭",
"xinfu_shangjian_info":"一名角色的结束阶段开始时若你于此回合内失去了x张或更少的牌则你可以摸等量的牌。x为你的体力值。",
"rw_bagua_skill":"先天八卦阵",
"rw_bagua_skill_info":"每当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果不为黑桃,视为你使用或打出了一张【闪】。",
"rw_baiyin_skill":"玉照狮子盔",
"rw_baiyin_skill_info":"锁定技你每次受到伤害时最多承受1点伤害防止多余的伤害当你失去装备区里的【玉照狮子盔】时你回复1点体力并摸两张牌。",
"rw_lanyinjia":"精银甲",
"rw_lanyinjia_info":"你可以将一张手牌当做【闪】使用或打出。锁定技,【精银甲】不会无效。",
"rw_minguangkai_cancel":"耀光铠",
"rw_minguangkai_cancel_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rw_minguangkai_link":"耀光铠",
"rw_minguangkai_link_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rw_renwang_skill":"仁王金刚盾",
"rw_renwang_skill_info":"有花色且不为方片的杀对你无效。",
"rw_tengjia1":"桐油百炼甲",
"rw_tengjia1_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rw_tengjia2":"桐油百炼甲",
"rw_tengjia2_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rw_tengjia3":"桐油百炼甲",
"rw_tengjia3_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rw_tengjia4":"桐油百炼甲",
"rewrite_bagua":"先天八卦阵",
"rewrite_bagua_info":"每当你需要使用或打出一张【闪】时,你可以进行一次判定,若判定结果不为黑桃,视为你使用或打出了一张【闪】。",
"rewrite_baiyin":"玉照狮子盔",
"rewrite_baiyin_info":"锁定技你每次受到伤害时最多承受1点伤害防止多余的伤害当你失去装备区里的【玉照狮子盔】时你回复1点体力并摸两张牌。",
"rewrite_lanyinjia":"精银甲",
"rewrite_lanyinjia_info":"你可以将一张手牌当做【闪】使用或打出。锁定技,【精银甲】不会无效。",
"rewrite_minguangkai":"耀光铠",
"rewrite_minguangkai_info":"锁定技,当你成为【火烧连营】、【火攻】或火【杀】的目标时,或即将被横置时,取消之。",
"rewrite_renwang":"仁王金刚盾",
"rewrite_renwang_info":"有花色且不为方片的杀对你无效。",
"rewrite_tengjia":"桐油百炼甲",
"rewrite_tengjia_info":"锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。你不会被横置。",
"rewrite_zhuge":"元戎精械弩",
"rewrite_zhuge_info":"你于出牌阶段内使用【杀】无次数限制。",
takaramono:"宝物",
"wolong_card":"卧龙",
"wolong_card_info":"对1名角色造成1点火焰伤害。若场上有存活的诸葛亮(火)则改为对至多2名角色各造成1点火焰伤害。",
"fengchu_card":"凤雏",
"fengchu_card_info":"横置至多3名角色。若场上有存活的庞统(火)则改为横置至多4名角色。",
"xuanjian_card":"玄剑",
"xuanjian_card_info":"令1名角色摸一张牌并回复1点体力。若场上有存活的徐庶(将/界)则改为令1名角色摸一张牌并回复1点体力然后你摸一张牌。",
"shuijing_card":"水镜",
"shuijing_card_info":"将1名角色装备区内的防具移动到另1角色对应区域。若场上有存活的司马徽则改为将1名角色装备区内的1件装备移动到另1角色对应区域。",
},
};
});