noname/character/standard.js

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'use strict';
character.standard={
connect:true,
character:{
caocao:['male','wei',4,['hujia','jianxiong'],['zhu']],
simayi:['male','wei',3,['fankui','guicai']],
xiahoudun:['male','wei',4,['ganglie']],
zhangliao:['male','wei',4,['tuxi']],
xuzhu:['male','wei',4,['luoyi']],
guojia:['male','wei',3,['tiandu','yiji']],
zhenji:['female','wei',3,['luoshen','qingguo']],
liubei:['male','shu',4,['rende','jijiang'],['zhu']],
guanyu:['male','shu',4,['wusheng']],
zhangfei:['male','shu',4,['paoxiao']],
zhugeliang:['male','shu',3,['guanxing','kongcheng']],
zhaoyun:['male','shu',4,['longdan']],
machao:['male','shu',4,['mashu','tieji']],
huangyueying:['female','shu',3,['jizhi','qicai']],
sunquan:['male','wu',4,['zhiheng','jiuyuan'],['zhu']],
ganning:['male','wu',4,['qixi']],
lvmeng:['male','wu',4,['keji']],
huanggai:['male','wu',4,['kurou']],
zhouyu:['male','wu',3,['yingzi','fanjian']],
daqiao:['female','wu',3,['guose','liuli']],
luxun:['male','wu',3,['qianxun','lianying']],
sunshangxiang:['female','wu',3,['xiaoji','jieyin']],
huatuo:['male','qun',3,['qingnang','jijiu']],
lvbu:['male','qun',4,['wushuang']],
diaochan:['female','qun',3,['lijian','biyue']],
},
characterIntro:{
liubei:'先主姓刘,讳备,字玄德,涿郡涿县人,汉景帝子中山靖王胜之后也。以仁德治天下。',
guanyu:'字云长,本字长生,并州河东解州人。五虎上将之首,爵至汉寿亭侯,谥曰“壮缪侯”。被奉为“关圣帝君”,崇为“武圣”。',
zhangfei:'字翼德,涿郡人,燕颔虎须,豹头环眼。有诗云:“长坂坡头杀气生,横枪立马眼圆睁。一声好似轰雷震,独退曹家百万兵”。',
zhugeliang:'字孔明,号卧龙,琅琊阳都人,蜀汉丞相。在世时被封为武乡侯,谥曰忠武侯。著有《出师表》、《诫子书》等。怀不世之才,以空城戏司马,能观星象而通鬼神。',
zhaoyun:'字子龙,常山真定人。身长八尺,姿颜雄伟。长坂坡单骑救阿斗,先主云:“子龙一身都是胆也。”',
machao:'字孟起,扶风茂陵人。面如冠玉,目如流星,虎体猿臂,彪腹狼腰,声雄力猛。因衣着讲究,举止非凡,故人称“锦马超”。麾铁骑,捻金枪。',
huangyueying:'荆州沔南白水人,沔阳名士黄承彦之女,诸葛亮之妻,诸葛瞻之母。容貌甚丑,而有奇才:上通天文,下察地理,韬略近于诸书无所不晓,诸葛亮在南阳闻其贤而迎娶。',
sunquan:'吴大帝,字仲谋,吴郡富春县人。统领吴与蜀魏三足鼎立,制衡天下。',
ganning:'字兴霸,巴郡临江人,祖籍荆州南阳郡。为人勇猛刚强,忠心耿耿,勇往无前。曾带兵百人于二更奇袭曹营,大挫其锐气。',
lvmeng:'字子明,汝南富陂人。陈寿评曰:“吕蒙勇而有谋断,识军计,谲郝普,擒关羽,最其妙者。初虽轻果妄杀,终于克己,有国士之量,岂徒武将而已乎!”',
huanggai:'字公覆,零陵郡泉陵县人。官至偏将军、武陵太守。以苦肉计骗曹孟德,亲往诈降,火烧战船,重创敌军。',
zhouyu:'字公瑾,庐江舒县人,任东吴三军大都督,雄姿英发,人称“美周郎”。赤壁之战前,巧用反间计杀了精通水战的叛将蔡瑁、张允。',
daqiao:'庐江皖县人,为乔公长女,孙策之妻,小乔之姊。与小乔并称为“江东二乔”,容貌国色流离。',
luxun:'本名陆议,字伯言,吴郡吴县人。历任东吴大都督、丞相。吴大帝孙权兄孙策之婿,世代为江东大族。以谦逊之书麻痹关羽,夺取荆州,又有火烧连营大破蜀军。',
sunshangxiang:'孙夫人,乃孙权之妹。刘备定荆州,孙权进妹与其结姻,重固盟好。孙夫人才捷刚猛,有诸兄之风。后人为其立庙,号曰“枭姬庙”。',
caocao:'魏武帝曹操,字孟德,小名阿瞒、吉利,沛国谯人。精兵法,善诗歌,乃治世之能臣,乱世之奸雄也。',
simayi:'晋宣帝,字仲达,河内温人。曾任职过曹魏的大都督,太尉,太傅。少有奇节,聪明多大略,博学洽闻,伏膺儒教,世之鬼才也。',
xiahoudun:'字元让,沛国谯人。有拔矢啖睛之勇,性格勇猛刚烈。',
zhangliao:'字文远魏雁门马邑人。官至前将军、征东将军、晋阳侯。武功高强又谋略过人多次建立奇功以800人突袭孙权十万大军皆望风披靡。',
xuzhu:'字仲康,谯国谯县人。和典韦一同统率着曹操的亲卫队“虎卫军”。因为他十分勇猛,所以有“虎痴”的绰号。曾有裸衣斗马超之举。',
guojia:'字奉孝,颍川阳翟人,官至军师祭酒。惜天妒英才,英年早逝。有诗云:“良计环环不遗策,每临制变满座惊”。',
zhenji:'中山无极人,别称甄洛或甄宓,庙号文昭甄皇后。魏文帝曹丕的正室。懂诗文,有倾国倾城之貌,《洛神赋》即是曹植为她所作。',
huatuo:'字元化,一名旉,沛国谯人,“建安三神医”之一。集平生之所得著《青囊经》,现已失传。',
lvbu:'字奉先,五原郡九原县人。三国第一猛将,曾独力战刘关张三人,其武力世之无双。时人语曰:“人中有吕布,马中有赤兔。”',
diaochan:'中国古代四大美女之一,有闭月羞花之貌。司徒王允之义女,由王允授意施行连环计,离间董卓、吕布,借布手除卓。后貂蝉成为吕布的妾。',
},
perfectPair:{
xiahoudun:['xiahouyuan'],
zhenji:['caopi'],
caocao:['xuzhu','dianwei'],
huangzhong:['weiyan'],
zhugeliang:['huangyueying'],
liubei:['guanyu','zhangfei','ganfuren'],
zhaoyun:['liushan'],
daqiao:['xiaoqiao'],
zhouyu:['huanggai','xiaoqiao'],
sunquan:['zhoutai'],
lvbu:['diaochan'],
machao:['madai','mayunlu'],
zhangliao:['zangba']
},
skill:{
hujia:{
audio:2,
unique:true,
zhuSkill:true,
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(player.storage.hujiaing) return false;
if(!player.hasZhuSkill('hujia')) return false;
if(event.filterCard({name:'shan'})==false) return false;
return game.hasPlayer(function(current){
return current!=player&&current.group=='wei';
});
},
check:function(event,player){
if(ai.get.damageEffect(player,event.player,player)>=0) return false;
return true;
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
event.finish();
}
else if(event.current.group=='wei'){
if((event.current==game.me&&!_status.auto)||(
ai.get.attitude(event.current,player)>2)||
event.current.isOnline()){
player.storage.hujiaing=true;
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'});
next.set('ai',function(){
var event=_status.event;
return (ai.get.attitude(event.player,event.source)-2);
});
next.autochoose=lib.filter.autoRespondShan;
next.set('source',player);
}
}
"step 1"
player.storage.hujiaing=false;
if(result.bool){
event.finish();
trigger.result=result;
trigger.responded=true;
trigger.animate=false;
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
},
},
jianxiong:{
audio:2,
trigger:{player:'damageEnd'},
filter:function(event,player){
return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0])=='d';
},
content:function(){
player.gain(trigger.cards);
player.$gain2(trigger.cards);
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player){
if(player.hasSkillTag('jueqing')) return [1,-1];
if(get.tag(card,'damage')) return [1,0.5];
}
}
}
},
fankui:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return (event.source&&event.source.countCards('he')&&event.source!=player);
},
content:function(){
player.gainPlayerCard(get.prompt('fankui',trigger.source),trigger.source,ai.get.buttonValue,'he').set('logSkill',['fankui',trigger.source]);
},
ai:{
effect:{
target:function(card,player,target){
if(player.countCards('he')>1&&get.tag(card,'damage')){
if(player.hasSkillTag('jueqing')) return [1,-1.5];
if(ai.get.attitude(target,player)<0) return [1,1];
}
}
}
}
},
guicai:{
audio:2,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+''+get.prompt('guicai')).set('ai',function(card){
var trigger=_status.event.getTrigger();
var player=_status.event.player;
var judging=_status.event.judging;
var result=trigger.judge(card)-trigger.judge(judging);
var attitude=ai.get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result-ai.get.value(card)/2;
}
else{
return -result-ai.get.value(card)/2;
}
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('guicai');
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
if(card.clone){
card.clone.classList.remove('thrownhighlight');
}
},trigger.player.judging[0]);
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
ui.discardPile.appendChild(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
if(!get.owner(result.cards[0],'judge')){
trigger.position.appendChild(result.cards[0]);
}
game.log(trigger.player,'的判定牌改为',result.cards[0]);
game.delay(2);
}
},
ai:{
tag:{
rejudge:1,
}
}
},
ganglie:{
audio:2,
trigger:{player:'damageEnd'},
filter:function(event,player){
return (event.source!=undefined);
},
check:function(event,player){
return (ai.get.attitude(player,event.source)<=0);
},
content:function(){
"step 0"
player.judge(function(card){
if(get.suit(card)=='heart') return -2;
return 2;
})
"step 1"
if(result.judge<2){
event.finish();return;
}
trigger.source.chooseToDiscard(2).set('ai',function(card){
if(card.name=='tao') return -10;
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
return ai.get.unuseful(card)+2.5*(5-get.owner(card).hp);
});
"step 2"
if(result.bool==false){
trigger.source.damage();
}
},
ai:{
result:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing')) return [1,-1];
if(get.tag(card,'damage')&&ai.get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
}
}
}
},
tuxi:{
audio:2,
trigger:{player:'phaseDrawBefore'},
direct:true,
content:function(){
"step 0"
var check;
var i,num=game.countPlayer(function(current){
return current!=player&&current.countCards('h')&&ai.get.attitude(player,current)<=0;
});
check=(num>=2);
player.chooseTarget(get.prompt('tuxi'),[1,2],function(card,player,target){
return target.countCards('h')>0&&player!=target;
},function(target){
if(!_status.event.aicheck) return 0;
var att=ai.get.attitude(_status.event.player,target);
if(target.hasSkill('tuntian')) return att/10;
return 1-att;
}).set('aicheck',check);
"step 1"
if(result.bool){
player.logSkill('tuxi',result.targets);
player.gainMultiple(result.targets);
trigger.finish();
trigger.untrigger();
}
else{
event.finish();
}
"step 2"
game.delay();
},
ai:{
threaten:2,
expose:0.3
}
},
luoyi:{
audio:2,
trigger:{player:'phaseDrawBegin'},
check:function(event,player){
if(player.countCards('h')<3) return false;
if(!player.hasSha()) return false;
return game.hasPlayer(function(current){
return ai.get.attitude(player,current)<0&&player.canUse('sha',current);
});
},
content:function(){
player.addTempSkill('luoyi2','phaseEnd');
trigger.num--;
}
},
luoyi2:{
trigger:{source:'damageBegin'},
filter:function(event){
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&event.notLink();
},
forced:true,
content:function(){
trigger.num++;
}
},
tiandu:{
audio:2,
trigger:{player:'judgeEnd'},
frequent:'check',
check:function(event){
if(event.result.card.name=='du') return false;
return true;
},
filter:function(event,player){
if(get.owner(event.result.card)){
return false;
}
if(event.nogain&&event.nogain(event.result.card)){
return false;
}
return true;
},
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
yiji:{
audio:2,
trigger:{player:'damageEnd'},
frequent:true,
filter:function(event){
return (event.num>0)
},
content:function(){
"step 0"
player.draw(2*trigger.num);
"step 1"
event.cards=result;
"step 2"
player.chooseCardTarget({
filterCard:function(card){
return _status.event.getParent().cards.contains(card);
},
selectCard:[1,event.cards.length],
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
if(card.name=='du') return 20;
return (_status.event.player.countCards('h')-_status.event.player.hp);
},
ai2:function(target){
var att=ai.get.attitude(_status.event.player,target);
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return 1-att;
}
return att-4;
},
prompt:'请选择要送人的卡牌'
});
"step 3"
if(result.bool){
player.line(result.targets,'green');
result.targets[0].gain(result.cards,player);
player.$give(result.cards.length,result.targets[0]);
for(var i=0;i<result.cards.length;i++){
event.cards.remove(result.cards[i]);
}
if(event.cards.length) event.goto(2);
}
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing')) return [1,-2];
if(!target.hasFriend()) return;
if(target.hp>=4) return [1,get.tag(card,'damage')*2];
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
luoshen:{
audio:2,
trigger:{player:'phaseBegin'},
frequent:true,
content:function(){
"step 0"
if(event.cards==undefined) event.cards=[];
player.judge(function(card){
if(get.color(card)=='black') return 1.5;
return -1.5;
},ui.special);
"step 1"
if(result.judge>0){
event.cards.push(result.card);
if(lib.config.autoskilllist.contains('luoshen')){
player.chooseBool('是否再次发动?');
}
else{
event._result={bool:true};
}
}
else{
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])!='s'){
event.cards.splice(i,1);i--;
}
}
player.gain(event.cards);
if(event.cards.length){
player.$draw(event.cards);
}
event.finish();
}
"step 2"
if(result.bool){
event.goto(0);
}
else{
player.gain(event.cards);
if(event.cards.length){
player.$draw(event.cards);
}
}
}
},
qingguo:{
audio:2,
enable:['chooseToRespond'],
filterCard:function(card){
return get.color(card)=='black';
},
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.countCards('h',{color:'black'})) return false;
},
prompt:'将一张黑色手牌当闪打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.countCards('h',{color:'black'})) return false;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.6
}
}
}
},
rende:{
audio:2,
group:['rende1'],
enable:'phaseUse',
filterCard:true,
selectCard:[1,Infinity],
discard:false,
prepare:'give',
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
if(ui.selected.cards.length>1) return 0;
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
if(!ui.selected.cards.length&&card.name=='du') return 20;
var player=get.owner(card);
if(player.hp==player.maxHp||player.storage.rende<0||player.countCards('h')<=1){
if(ui.selected.cards.length){
return -1;
}
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].get('s').contains('haoshi')&&
!players[i].isTurnedOver()&&
!players[i].hasJudge('lebu')&&
ai.get.attitude(player,players[i])>=3&&
ai.get.attitude(players[i],player)>=3){
return 11-ai.get.value(card);
}
}
if(player.countCards('h')>player.hp) return 10-ai.get.value(card);
if(player.countCards('h')>2) return 6-ai.get.value(card);
return -1;
}
return 10-ai.get.value(card);
},
content:function(){
target.gain(cards,player);
if(typeof player.storage.rende!='number'){
player.storage.rende=0;
}
if(player.storage.rende>=0){
player.storage.rende+=cards.length;
if(player.storage.rende>=2){
player.recover();
player.storage.rende=-1;
}
}
},
ai:{
order:function(skill,player){
if(player.hp<player.maxHp&&player.storage.rende<2&&player.countCards('h')>1){
return 10;
}
return 1;
},
result:{
target:function(player,target){
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
if(target.hasSkillTag('nodu')) return 0;
return -10;
}
if(target.hasJudge('lebu')) return 0;
var nh=target.countCards('h');
var np=player.countCards('h');
if(player.hp==player.maxHp||player.storage.rende<0||player.countCards('h')<=1){
if(nh>=np-1&&np<=player.hp&&!target.get('s').contains('haoshi')) return 0;
}
return Math.max(1,5-nh);
}
},
effect:{
target:function(card,player,target){
if(player==target&&get.type(card)=='equip'){
if(player.countCards('e',{subtype:get.subtype(card)})){
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i]!=player&&ai.get.attitude(player,players[i])>0){
return 0;
}
}
}
}
}
},
threaten:0.8
}
},
rende1:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.rende=0;
}
},
jijiang:{
unique:true,
group:['jijiang1','jijiang2'],
zhuSkill:true,
},
jijiang1:{
audio:2,
audioname:['liushan'],
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(player.storage.jijianging) return false;
if(!player.hasZhuSkill('jijiang')) return false;
if(event.filterCard({name:'sha'},player,event)==false) return false;
return game.hasPlayer(function(current){
return current!=player&&current.group=='shu';
});
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
event.finish();
}
else if(event.current.group=='shu'){
player.storage.jijianging=true;
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
next.set('ai',function(){
var event=_status.event;
return (ai.get.attitude(event.player,event.source)-2);
});
next.set('source',player);
next.autochoose=lib.filter.autoRespondSha;
}
else{
event.current=event.current.next;
event.redo();
}
"step 1"
player.storage.jijianging=false;
if(result.bool){
event.finish();
trigger.result=result;
trigger.responded=true;
trigger.animate=false;
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
}
},
jijiang2:{
audio:2,
audioname:['liushan'],
enable:'chooseToUse',
filter:function(event,player){
if(event.filterCard&&!event.filterCard({name:'sha'},player,event)) return false;
if(!player.hasZhuSkill('jijiang')) return false;
if(player.hasSkill('jijiang3')) return false;
if(!lib.filter.cardUsable({name:'sha'},player)) return false;
return game.hasPlayer(function(current){
return current!=player&&current.group=='shu';
});
},
filterTarget:function(card,player,target){
if(_status.event._backup&&
typeof _status.event._backup.filterTarget=='function'&&
!_status.event._backup.filterTarget({name:'sha'},player,target)){
return false;
}
return player.canUse({name:'sha'},target);
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
player.addSkill('jijiang3');
event.getParent(2).step=0;
event.finish();
}
else if(event.current.group=='shu'){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'对'+get.translation(target)+'使用一张杀',
function(card,player,event){
event=event||_status.event;
return card.name=='sha'&&event.source.canUse(card,event.target);
});
next.set('ai',function(card){
var event=_status.event;
return ai.get.effect(event.target,card,event.source,event.player);
});
next.set('source',player);
next.set('target',target);
next.autochoose=lib.filter.autoRespondSha;
}
else{
event.current=event.current.next;
event.redo();
}
"step 1"
if(result.bool){
event.finish();
if(result.cards&&result.cards.length==1&&result.cards[0].name=='sha'){
player.useCard(result.cards[0],target).animate=false;
}
else{
player.useCard({name:'sha'},target).animate=false;
}
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
},
ai:{
result:{
target:function(player,target){
if(player.hasSkill('jijiang3')) return 0;
return ai.get.effect(target,{name:'sha'},player,target);
}
},
order:function(){
return ai.get.order({name:'sha'})-0.1;
},
}
},
jijiang3:{
trigger:{global:['useCardAfter','useSkillAfter','phaseAfter']},
forced:true,
popup:false,
silent:true,
filter:function(event){
return event.skill!='jijiang2'&&event.skill!='qinwang2';
},
content:function(){
player.removeSkill('jijiang3');
}
},
wusheng:{
audio:3,
enable:['chooseToRespond','chooseToUse'],
filterCard:function(card,player){
if(get.zhu(player,'shouyue')) return true;
return get.color(card)=='red';
},
position:'he',
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(get.zhu(player,'shouyue')){
if(!player.countCards('he')) return false;
}
else{
if(!player.countCards('he',{color:'red'})) return false;
}
},
prompt:'将一张红色牌当杀使用或打出',
check:function(card){return 4-ai.get.value(card)},
ai:{
skillTagFilter:function(player){
if(get.zhu(player,'shouyue')){
if(!player.countCards('he')) return false;
}
else{
if(!player.countCards('he',{color:'red'})) return false;
}
},
respondSha:true,
}
},
paoxiao:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return Infinity;
}
},
ai:{
unequip:true,
skillTagFilter:function(player,tag,arg){
if(!get.zhu(player,'shouyue')) return false;
if(arg&&arg.name=='sha') return true;
return false;
}
}
},
guanxing:{
audio:2,
audioname:['jiangwei'],
trigger:{player:'phaseBegin'},
frequent:true,
content:function(){
"step 0"
if(player.isUnderControl()){
game.modeSwapPlayer(player);
}
var num=Math.min(5,game.countPlayer());
if(player.hasSkill('yizhi')&&player.hasSkill('guanxing')){
num=5;
}
var cards=get.cards(num);
event.cards=cards;
var switchToAuto=function(){
_status.imchoosing=false;
if(event.dialog) event.dialog.close();
if(event.control) event.control.close();
var top=[];
var judges=player.node.judges.childNodes;
var stopped=false;
if(!player.countCards('h','wuxie')){
for(var i=0;i<judges.length;i++){
var judge=get.judge(judges[i]);
cards.sort(function(a,b){
return judge(b)-judge(a);
});
if(judge(cards[0])<0){
stopped=true;break;
}
else{
top.unshift(cards.shift());
}
}
}
var bottom;
if(!stopped){
cards.sort(function(a,b){
return ai.get.value(b,player)-ai.get.value(a,player);
});
while(cards.length){
if(ai.get.value(cards[0],player)<=5) break;
top.unshift(cards.shift());
}
}
bottom=cards;
for(var i=0;i<top.length;i++){
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
}
for(i=0;i<bottom.length;i++){
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(bottom.length)+'下');
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
game.delay(2);
};
var chooseButton=function(online,player,cards){
var event=_status.event;
player=player||event.player;
cards=cards||event.cards;
event.top=[];
event.bottom=[];
event.status=true;
event.dialog=ui.create.dialog('按顺序选择置于牌堆顶的牌(先选择的在上)',cards);
event.switchToAuto=function(){
event._result='ai';
event.dialog.close();
event.control.close();
_status.imchoosing=false;
},
event.control=ui.create.control('ok','pileTop','pileBottom',function(link){
var event=_status.event;
if(link=='ok'){
if(online){
event._result={
top:[],
bottom:[]
}
for(var i=0;i<event.top.length;i++){
event._result.top.push(event.top[i].link);
}
for(var i=0;i<event.bottom.length;i++){
event._result.bottom.push(event.bottom[i].link);
}
}
else{
var i;
for(i=0;i<event.top.length;i++){
ui.cardPile.insertBefore(event.top[i].link,ui.cardPile.firstChild);
}
for(i=0;i<event.bottom.length;i++){
ui.cardPile.appendChild(event.bottom[i].link);
}
for(i=0;i<event.dialog.buttons.length;i++){
if(event.dialog.buttons[i].classList.contains('glow')==false&&
event.dialog.buttons[i].classList.contains('target')==false)
ui.cardPile.appendChild(event.dialog.buttons[i].link);
}
player.popup(get.cnNumber(event.top.length)+'上'+get.cnNumber(event.cards.length-event.top.length)+'下');
game.log(player,'将'+get.cnNumber(event.top.length)+'张牌置于牌堆顶');
}
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing=false;
}
else if(link=='pileTop'){
event.status=true;
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆顶的牌';
}
else{
event.status=false;
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆底的牌';
}
})
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.add('selectable');
}
event.custom.replace.button=function(link){
var event=_status.event;
if(link.classList.contains('target')){
link.classList.remove('target');
event.top.remove(link);
}
else if(link.classList.contains('glow')){
link.classList.remove('glow');
event.bottom.remove(link);
}
else if(event.status){
link.classList.add('target');
event.top.unshift(link);
}
else{
link.classList.add('glow');
event.bottom.push(link);
}
}
event.custom.replace.window=function(){
for(var i=0;i<_status.event.dialog.buttons.length;i++){
_status.event.dialog.buttons[i].classList.remove('target');
_status.event.dialog.buttons[i].classList.remove('glow');
_status.event.top.length=0;
_status.event.bottom.length=0;
}
}
game.pause();
game.countChoose();
};
event.switchToAuto=switchToAuto;
if(event.isMine()){
chooseButton();
event.finish();
}
else if(event.isOnline()){
event.player.send(chooseButton,true,event.player,event.cards);
event.player.wait();
game.pause();
}
else{
event.switchToAuto();
event.finish();
}
"step 1"
if(event.result=='ai'||!event.result){
event.switchToAuto();
}
else{
var top=event.result.top||[];
var bottom=event.result.bottom||[];
for(var i=0;i<top.length;i++){
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
}
for(i=0;i<bottom.length;i++){
ui.cardPile.appendChild(bottom[i]);
}
for(i=0;i<event.cards.length;i++){
if(!top.contains(event.cards[i])&&!bottom.contains(event.cards[i])){
ui.cardPile.appendChild(event.cards[i]);
}
}
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(event.cards.length-top.length)+'下');
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
game.delay(2);
}
},
ai:{
threaten:1.2
}
},
kongcheng:{
mod:{
targetEnabled:function(card,player,target,now){
if(target.countCards('h')==0){
if(card.name=='sha'||card.name=='juedou') return false;
}
}
},
group:'kongcheng1',
ai:{
noh:true,
skillTagFilter:function(player,tag){
if(tag=='noh'){
if(player.countCards('h')!=1) return false;
}
}
}
},
kongcheng1:{
audio:2,
trigger:{player:'loseEnd'},
forced:true,
filter:function(event,player){
if(player.countCards('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){}
},
longdan:{
group:['longdan_sha','longdan_shan','longdan_draw'],
subSkill:{
draw:{
trigger:{player:['useCard','respond']},
forced:true,
popup:false,
filter:function(event,player){
if(!get.zhu(player,'shouyue')) return false;
return event.skill=='longdan_sha'||event.skill=='longdan_shan';
},
content:function(){
player.draw();
player.storage.fanghun2++;
}
},
sha:{
audio:2,
enable:['chooseToUse','chooseToRespond'],
filterCard:{name:'shan'},
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.countCards('h','shan')) return false;
},
prompt:'将一张闪当杀使用或打出',
check:function(){return 1},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
skillTagFilter:function(player){
if(!player.countCards('h','shan')) return false;
},
order:function(){
return ai.get.order({name:'sha'})+0.1;
},
useful:-1,
value:-1
}
},
shan:{
audio:2,
enable:['chooseToRespond'],
filterCard:{name:'sha'},
viewAs:{name:'shan'},
prompt:'将一张杀当闪打出',
check:function(){return 1},
viewAsFilter:function(player){
if(!player.countCards('h','sha')) return false;
},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.countCards('h','sha')) return false;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.6
}
},
order:4,
useful:-1,
value:-1
}
}
}
},
mashu:{
mod:{
globalFrom:function(from,to,distance){
return distance-1;
}
}
},
feiying:{
mod:{
globalTo:function(from,to,distance){
return distance+1;
}
}
},
tieji:{
audio:2,
trigger:{player:'shaBegin'},
check:function(event,player){
return ai.get.attitude(player,event.target)<=0;
},
logTarget:'target',
content:function(){
"step 0"
player.judge(function(card){
if(get.zhu(_status.event.player,'shouyue')){
if(get.suit(card)!='spade') return 2;
}
else{
if(get.color(card)=='red') return 2;
}
return -0.5;
});
"step 1"
if(result.bool){
trigger.directHit=true;
}
}
},
jizhi:{
audio:2,
audioname:['jianyong'],
trigger:{player:'useCard'},
frequent:true,
filter:function(event){
return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card);
},
content:function(){
player.draw();
},
ai:{
threaten:1.4
}
},
qicai:{
mod:{
targetInRange:function(card,player,target,now){
var type=get.type(card);
if(type=='trick'||type=='delay') return true;
}
},
},
zhiheng:{
audio:2,
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:[1,Infinity],
prompt:'弃置任意张牌并摸等量的牌',
check:function(card){
return 6-ai.get.value(card)
},
content:function(){
player.draw(cards.length);
},
ai:{
order:1,
result:{
player:1
},
threaten:1.5
},
},
jiuyuan:{
audio:2,
unique:true,
trigger:{target:'taoBegin'},
zhuSkill:true,
forced:true,
filter:function(event,player){
if(event.player==player) return false;
if(!player.hasZhuSkill('jiuyuan')) return false;
if(player.hp>0) return false;
if(event.player.group!='wu') return false;
return true;
},
content:function(){
player.recover();
}
},
qixi:{
audio:4,
enable:'chooseToUse',
filterCard:function(card){
return get.color(card)=='black';
},
position:'he',
viewAs:{name:'guohe'},
viewAsFilter:function(player){
if(!player.countCards('he',{color:'black'})) return false;
},
prompt:'将一张黑色牌当过河拆桥使用',
check:function(card){return 4-ai.get.value(card)}
},
keji:{
audio:4,
trigger:{player:'phaseDiscardBefore'},
filter:function(event,player){
return (get.cardCount({name:'sha'},player)==0);
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
kurou:{
audio:4,
enable:'phaseUse',
prompt:'失去一点体力并摸两张牌',
content:function(){
"step 0"
player.loseHp(1);
"step 1"
player.draw(2);
},
ai:{
basic:{
order:1
},
result:{
player:function(player){
if(player.countCards('h')>=player.hp-1) return -1;
if(player.hp<3) return -1;
return 1;
}
}
}
},
yingzi:{
audio:2,
trigger:{player:'phaseDrawBegin'},
frequent:true,
content:function(){
trigger.num++;
},
ai:{
threaten:1.3
}
},
fanjian:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
"step 0"
target.chooseControl('heart2','diamond2','club2','spade2').set('ai',function(event){
switch(Math.floor(Math.random()*6)){
case 0:return 'heart2';
case 1:case 4:case 5:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
});
"step 1"
game.log(target,'选择了'+get.translation(result.control));
event.choice=result.control;
target.popup(event.choice);
event.card=player.getCards('h').randomGet();
target.gain(event.card,player);
player.$give(event.card,target);
game.delay();
"step 2"
if(get.suit(event.card)+'2'!=event.choice) target.damage('nocard');
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.get.damageEffect(target,player);
if(eff>=0) return 1+eff;
var value=0,i;
var cards=player.getCards('h');
for(i=0;i<cards.length;i++){
value+=ai.get.value(cards[i]);
}
value/=player.countCards('h');
if(target.hp==1) return Math.min(0,value-7);
return Math.min(0,value-5);
}
}
}
},
guose:{
audio:1,
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>0;
},
enable:'chooseToUse',
filterCard:function(card){
return get.suit(card)=='diamond';
},
position:'he',
viewAs:{name:'lebu'},
prompt:'将一张方片牌当乐不思蜀使用',
check:function(card){return 6-ai.get.value(card)},
ai:{
threaten:1.5
}
},
liuli:{
audio:2,
trigger:{target:'shaBefore'},
direct:true,
priority:5,
filter:function(event,player){
if(player.countCards('he')==0) return false;
return game.hasPlayer(function(current){
return get.distance(player,current,'attack')<=1&&current!=event.player&&
current!=player&&lib.filter.targetEnabled(event.card,event.player,current);
});
},
content:function(){
"step 0"
var next=player.chooseCardTarget({
position:'he',
filterCard:lib.filter.cardDiscardable,
filterTarget:function(card,player,target){
var trigger=_status.event.getTrigger();
if(get.distance(player,target,'attack')<=1&&
target!=trigger.player&&target!=player){
if(player.canUse(trigger.card,target)) return true;
}
return false;
},
ai1:function(card){
return ai.get.unuseful(card)+9;
},
ai2:function(target){
if(_status.event.player.countCards('h','shan')){
return -ai.get.attitude(_status.event.player,target);
}
if(ai.get.attitude(_status.event.player,target)<5){
return 6-ai.get.attitude(_status.event.player,target);
}
if(_status.event.player.hp==1&&player.countCards('h','shan')==0){
return 10-ai.get.attitude(_status.event.player,target);
}
if(_status.event.player.hp==2&&player.countCards('h','shan')==0){
return 8-ai.get.attitude(_status.event.player,target);
}
return -1;
},
prompt:get.prompt('liuli')
});
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill(event.name,result.targets);
trigger.target=result.targets[0];
trigger.targets.remove(player);
trigger.targets.push(result.targets[0]);
}
else{
event.finish();
}
"step 2"
trigger.untrigger();
trigger.trigger('useCardToBefore');
trigger.trigger('shaBefore');
game.delay();
},
ai:{
effect:{
target:function(card,player,target){
if(target.countCards('he')==0) return;
if(card.name!='sha') return;
var min=1;
var friend=ai.get.attitude(player,target)>0;
var vcard={name:'shacopy',nature:card.nature,suit:card.suit};
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(player!=players[i]&&
ai.get.attitude(target,players[i])<0&&
target.canUse(card,players[i])){
if(!friend) return 0;
if(ai.get.effect(players[i],vcard,player,player)>0){
if(!player.canUse(card,players[0])){
return [0,0.1];
}
min=0;
}
}
}
return min;
}
}
}
},
qianxun:{
mod:{
targetEnabled:function(card,player,target,now){
if(card.name=='shunshou'||card.name=='lebu') return false;
}
},
},
lianying:{
audio:2,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player.countCards('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
player.draw();
},
ai:{
threaten:0.8,
effect:{
target:function(card){
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
}
},
noh:true,
skillTagFilter:function(player,tag){
if(tag=='noh'){
if(player.countCards('h')!=1) return false;
}
}
}
},
xiaoji:{
audio:4,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='e') num+=2;
}
player.draw(num);
},
ai:{
noe:true,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
}
}
},
jieyin:{
audio:2,
enable:'phaseUse',
filterCard:true,
usable:1,
selectCard:2,
check:function(card){
var player=get.owner(card);
if(player.countCards('h')>player.hp)
return 8-ai.get.value(card)
if(player.hp<player.maxHp)
return 6-ai.get.value(card)
return 4-ai.get.value(card)
},
filterTarget:function(card,player,target){
if(target.sex!='male') return false;
if(target.hp>=target.maxHp) return false;
if(target==player) return false;
return true;
},
content:function(){
player.recover();
target.recover();
},
ai:{
order:5.5,
result:{
player:function(player){
if(player.hp<player.maxHp) return 4;
if(player.countCards('h')>player.hp) return 0
return -1;
},
target:4
},
threaten:2,
}
},
qingnang:{
audio:2,
enable:'phaseUse',
filterCard:true,
usable:1,
check:function(card){
return 9-ai.get.value(card)
},
filterTarget:function(card,player,target){
if(target.hp>=target.maxHp) return false;
return true;
},
content:function(){
target.recover();
},
ai:{
order:9,
result:{
target:function(player,target){
if(target.hp==1) return 5;
if(player==target&&player.countCards('h')>player.hp) return 5;
return 2;
}
},
threaten:2
}
},
jijiu:{
audio:2,
enable:'chooseToUse',
filter:function(event,player){
return _status.currentPhase!=player;
},
filterCard:function(card){
return get.color(card)=='red';
},
position:'he',
viewAs:{name:'tao'},
prompt:'将一张红色牌当桃使用',
check:function(card){return 15-ai.get.value(card)},
ai:{
skillTagFilter:function(player){
return player.countCards('he',{color:'red'})>0&&_status.currentPhase!=player;
},
threaten:1.5,
save:true,
}
},
wushuang:{
forced:true,
group:['wushuang1','wushuang2']
},
wushuang1:{
audio:2,
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return !event.directHit;
},
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.set('ai',function(card){
if(_status.event.player.countCards('h','shan')>1){
return ai.get.unuseful2(card);
}
return -1;
});
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
}
},
wushuang2:{
audio:2,
trigger:{player:'juedou',target:'juedou'},
forced:true,
filter:function(event,player){
return event.turn!=player;
},
content:function(){
"step 0"
var next=trigger.turn.chooseToRespond({name:'sha'});
next.autochoose=lib.filter.autoRespondSha;
next.ai=function(card){
if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.countCards('h','sha')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.directHit=true;
}
},
ai:{
result:{
target:function(card,player,target){
if(card.name=='juedou'&&target.countCards('h')>0) return [1,0,0,-1];
}
}
}
},
lijian:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.countPlayer(function(current){
return current!=player&&current.sex=='male';
})>1;
},
check:function(card){return 10-ai.get.value(card)},
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
if(player==target) return false;
if(target.sex!='male') return false;
if(ui.selected.targets.length==1){
return target.canUse({name:'juedou'},ui.selected.targets[0]);
}
return true;
},
targetprompt:['先出杀','后出杀'],
selectTarget:2,
multitarget:true,
content:function(){
targets[1].useCard({name:'juedou'},targets[0],'noai').animate=false;
game.delay(0.5);
},
ai:{
order:8,
result:{
target:function(player,target){
if(ui.selected.targets.length==0){
return -3;
}
else{
return ai.get.effect(target,{name:'juedou'},ui.selected.targets[0],target);
}
}
},
expose:0.4,
threaten:3,
}
},
biyue:{
audio:2,
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
player.draw();
},
},
},
translate:{
caocao:'曹操',
simayi:'司马懿',
xiahoudun:'夏侯惇',
zhangliao:'张辽',
xuzhu:'许褚',
guojia:'郭嘉',
zhenji:'甄姬',
liubei:'刘备',
guanyu:'关羽',
zhangfei:'张飞',
zhugeliang:'诸葛亮',
zhaoyun:'赵云',
machao:'马超',
huangyueying:'黄月英',
sunquan:'孙权',
ganning:'甘宁',
lvmeng:'吕蒙',
huanggai:'黄盖',
zhouyu:'周瑜',
daqiao:'大乔',
luxun:'陆逊',
sunshangxiang:'孙尚香',
huatuo:'华佗',
lvbu:'吕布',
diaochan:'貂蝉',
hujia:'护驾',
jianxiong:'奸雄',
fankui:'反馈',
guicai:'鬼才',
ganglie:'刚烈',
tuxi:'突袭',
luoyi:'裸衣',
luoyi2:'裸衣',
tiandu:'天妒',
yiji:'遗计',
luoshen:'洛神',
qingguo:'倾国',
rende:'仁德',
jijiang:'激将',
jijiang1:'激将',
jijiang2:'激将',
wusheng:'武圣',
paoxiao:'咆哮',
guanxing:'观星',
kongcheng:'空城',
kongcheng1:'空城',
longdan:'龙胆',
longdan1:'龙胆',
longdan2:'龙胆',
mashu:'马术',
feiying:'飞影',
tieji:'铁骑',
jizhi:'集智',
qicai:'奇才',
zhiheng:'制衡',
jiuyuan:'救援',
qixi:'奇袭',
keji:'克己',
kurou:'苦肉',
yingzi:'英姿',
fanjian:'反间',
guose:'国色',
liuli:'流离',
qianxun:'谦逊',
lianying:'连营',
xiaoji:'枭姬',
jieyin:'结姻',
qingnang:'青囊',
jijiu:'急救',
wushuang:'无双',
wushuang1:'无双',
wushuang2:'无双',
lijian:'离间',
biyue:'闭月',
pileTop:'牌堆顶',
pileBottom:'牌堆底',
hujia_info:'主公技,魏势力角色可以替你打出[闪]',
jianxiong_info:'你可以立即获得对你造成伤害的牌',
fankui_info:'当你受到伤害时,可以获得伤害来源的一张牌',
guicai_info:'在任意角色的判定牌生效前,你可以打出一张手牌代替之',
ganglie_info:'每当你受到一次伤害,可进行一次判定,若结果不为红桃,则伤害来源须弃置两张手牌或受到来自你的一点伤害',
tuxi_info:'摸牌阶段你可以改为从1~2名其他角色各抽取一张手牌',
luoyi_info:'摸牌阶段,你可以少摸一张牌,若如此做,你本回合内[杀]或[决斗]造成的伤害+1',
tiandu_info:'你可以立即获得你的判定牌',
yiji_info:'每当你受到一点伤害可以观看牌堆顶的两张牌并将其交给任意1~2名角色',
luoshen_info:'准备阶段,你可以进行一定判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌',
qingguo_info:'你可以将一张黑色手牌当[闪]使用或打出',
rende_info:'出牌阶段,你可以将任意手牌送给其他角色,若送出的手牌不少于两张,你回复一点体力',
jijiang_info:'主公技,蜀势力角色可以帮你使用或打出[杀]',
wusheng_info:'你可以将一张红色牌当[杀]使用',
paoxiao_info:'出牌阶段,你使用[杀]无数量限制',
guanxing_info:'准备阶段你可以观看牌堆顶的x张牌并将其以任意顺序置于牌堆项或牌堆底x为存活角色个数且不超过5',
kongcheng_info:'锁定技,当你没有手牌时,不能成为[杀]或[决斗]的目标',
longdan_info:'你可以将[杀]当[闪],或[闪]当[杀]使用或打出',
mashu_info:'锁定技,你的进攻距离+1',
feiying_info:'锁定技,你的防御距离+1',
tieji_info:'当你使用一张[杀]时,可进行一次判定,若为红色则此[杀]不可闪避',
jizhi_info:'每当你使用一张非转化的普通锦囊牌,可以摸一张牌',
qicai_info:'锁定技,你使用的锦囊牌无距离限制',
zhiheng_info:'出牌阶段你可以弃置任意张牌并摸等量的牌每阶段限1次',
jiuyuan_info:'主公技,锁定技,濒死阶段,吴势力角色对你使用的[桃]额外回复一点体力',
qixi_info:'你可以将一张黑色牌当[过河拆桥]使用',
keji_info:'若你在出牌阶段没有使用[杀],则可跳过弃牌阶段',
kurou_info:'出牌阶段,你可以流失一点体力并摸两张牌',
yingzi_info:'摸牌阶段,你可以额外摸一张牌',
fanjian_info:'出牌阶段你可以令一名角色选择一种花色并展示你的一张手牌若选择的花色与展示的不同该角色受到来自你的一点伤害。结算结束后该角色获得展示的牌。每阶段限1次',
guose_info:'你可以将一张方片花色的手牌当[乐不思蜀]使用',
liuli_info:'当你成为[杀]的目标时,可以弃置一张牌将其转移给攻击范围内的一名其他角色,此角色不能是[杀]的使用者',
qianxun_info:'锁定技,你不能成为[顺手牵羊]和[乐不思蜀]的目标',
lianying_info:'每当你失去最后一张手牌,可摸一张牌',
xiaoji_info:'每当你失去一张装备牌,可以摸两张牌',
jieyin_info:'出牌阶段你可以弃置两张牌并选择1名已经受伤的男性角色你与其各回复一点体力每阶段限一次',
qingnang_info:'出牌阶段,你可以弃置一张手牌令一名角色回复一点体力,每阶段限一次',
jijiu_info:'回合外,你可以将一张红色牌当[桃]使用',
wushuang_info:'锁定技,你使用的[杀]或[决斗]需要两张[闪]或[杀]响应',
lijian_info:'出牌阶段,你可以弃一张牌,视为一名男性角色对另一名男性角色使用一张[决斗],每阶段限一次',
biyue_info:'结束阶段,你可以摸一张牌',
},
}