noname/card/extra.js

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'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
return {
name:'extra',
connect:true,
card:{
muniu:{
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
onEquip:function(){
if(card&&card.cards&&card.cards.length){
player.directgains(card.cards,null,'muniu');
}
player.markSkill('muniu_skill');
},
forceDie:true,
onLose:function(){
delete player.getStat('skill').muniu_skill;
player.unmarkSkill('muniu_skill');
if(!card||!card.cards||!card.cards.length) return;
if((!event.getParent(2)||event.getParent(2).name!='swapEquip')&&(event.getParent().type!='equip'||event.getParent().swapEquip)){
player.lose(card.cards,ui.discardPile);
player.$throw(card.cards,1000);
player.popup('muniu');
game.log(card,'掉落了',card.cards);
card.cards.length=0;
}
else{
player.lose(card.cards,ui.special);
}
},
clearLose:true,
equipDelay:false,
loseDelay:false,
skills:['muniu_skill','muniu_skill7'],
ai:{
equipValue:function(card){
if(card.card) return 7+card.card.length;
return 7;
},
basic:{
equipValue:7
}
}
},
jiu:{
audio:true,
fullskin:true,
type:"basic",
toself:true,
enable:function(event,player){
//return !player.hasSkill('jiu');
return true;
},
lianheng:true,
logv:false,
savable:function(card,player,dying){
return dying==player||player.hasSkillTag('jiuOther',null,dying,true);
},
usable:1,
selectTarget:-1,
modTarget:true,
filterTarget:function(card,player,target){
return target==player;
},
content:function(){
if(typeof event.baseDamage!='number') event.baseDamage=1;
if(target.isDying()||event.getParent(2).type=='dying'){
target.recover(event.baseDamage);
if(_status.currentPhase==target){
target.getStat().card.jiu--;
}
}
else{
game.addVideo('jiuNode',target,true);
if(cards&&cards.length){
card=cards[0];
}
if(!target.storage.jiu) target.storage.jiu=0;
target.storage.jiu+=event.baseDamage;
game.broadcastAll(function(target,card,gain2){
target.addSkill('jiu');
if(!target.node.jiu&&lib.config.jiu_effect){
target.node.jiu=ui.create.div('.playerjiu',target.node.avatar);
target.node.jiu2=ui.create.div('.playerjiu',target.node.avatar2);
}
if(gain2&&card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
card.clone.moveDelete(target);
}
},target,card,target==targets[0]&&cards.length==1);
if(target==targets[0]&&cards.length==1){
if(card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
game.addVideo('gain2',target,get.cardsInfo([card]));
}
}
}
},
ai:{
basic:{
useful:function(card,i){
if(_status.event.player.hp>1){
if(i==0) return 4;
return 1;
}
if(i==0) return 7.3;
return 3;
},
value:function(card,player,i){
if(player.hp>1){
if(i==0) return 5;
return 1;
}
if(i==0) return 7.3;
return 3;
},
},
order:function(){
return get.order({name:'sha'})+0.2;
},
result:{
target:function(player,target){
if(target&&target.isDying()) return 2;
if(target&&!target.isPhaseUsing()) return 0;
if(lib.config.mode=='stone'&&!player.isMin()){
if(player.getActCount()+1>=player.actcount) return 0;
}
var shas=player.getCards('h','sha');
if(shas.length>1&&(player.getCardUsable('sha')>1||player.countCards('h','zhuge'))){
return 0;
}
shas.sort(function(a,b){
return get.order(b)-get.order(a);
})
var card;
if(shas.length){
for(var i=0;i<shas.length;i++){
if(lib.filter.filterCard(shas[i],target)){
card=shas[i];break;
}
}
}
else if(player.hasSha()&&player.needsToDiscard()){
if(player.countCards('h','hufu')!=1){
card={name:'sha'};
}
}
if(card){
if(game.hasPlayer(function(current){
return (get.attitude(target,current)<0&&
target.canUse(card,current,null,true)&&
!current.hasSkillTag('filterDamage',null,{
player:player,
card:card,
jiu:true,
})&&
get.effect(current,card,target)>0);
})){
return 1;
}
}
return 0;
},
},
tag:{
save:1,
recover:0.1,
}
}
},
huogong:{
audio:true,
fullskin:true,
type:'trick',
enable:true,
//cardnature:'fire',
filterTarget:function(card,player,target){
if(player!=game.me&&player.countCards('h')<2) return false;
return target.countCards('h')>0;
},
content:function(){
"step 0"
if(target.countCards('h')==0){
event.finish();
return;
}
target.chooseCard(true).ai=function(card){
if(_status.event.getRand()<0.5) return Math.random();
return get.value(card);
};
"step 1"
target.showCards(result.cards).setContent(function(){});
event.dialog=ui.create.dialog(get.translation(target)+'展示的手牌',result.cards);
event.videoId=lib.status.videoId++;
game.broadcast('createDialog',event.videoId,get.translation(target)+'展示的手牌',result.cards);
game.addVideo('cardDialog',null,[get.translation(target)+'展示的手牌',get.cardsInfo(result.cards),event.videoId]);
event.card2=result.cards[0];
game.log(target,'展示了',event.card2);
event._result={};
player.chooseToDiscard({suit:get.suit(event.card2)},function(card){
var evt=_status.event.getParent();
if(get.damageEffect(evt.target,evt.player,evt.player,'fire')>0){
return 7-get.value(card,evt.player);
}
return -1;
}).set('prompt',false);
game.delay(2);
"step 2"
if(result.bool){
target.damage('fire',event.baseDamage||1);
}
else{
target.addTempSkill('huogong2');
}
event.dialog.close();
game.addVideo('cardDialog',null,event.videoId);
game.broadcast('closeDialog',event.videoId);
},
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'},player,_status.event)){
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'},player,_status.event)){
return -1.15;
}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
if(viewAs=='huogong') return -1.15;
if(viewAs&&viewAs.name=='huogong') return -1.15;
}
return 0;
}
return -1.15;
}
},
tag:{
damage:1,
fireDamage:1,
natureDamage:1,
norepeat:1
}
}
},
tiesuo:{
audio:true,
fullskin:true,
type:'trick',
enable:true,
filterTarget:true,
selectTarget:[1,2],
complexTarget:true,
content:function(){
target.link();
},
chongzhu:true,
ai:{
wuxie:function(target,card,player,viewer){
if(_status.event.getRand()<0.5) return 0;
if(player==game.me&&get.attitude(viewer,player)>0){
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
}
}
},
bingliang:{
audio:true,
fullskin:true,
type:'delay',
range:{global:1},
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
},
judge:function(card){
if(get.suit(card)=='club') return 1;
return -2;
},
judge2:function(result){
if(result.bool==false) return true;
return false;
},
effect:function(){
if(result.bool==false){
if(get.is.changban()) player.addTempSkill('bingliang_changban');
else player.skip('phaseDraw');
}
},
ai:{
basic:{
order:1,
useful:1,
value:4,
},
result:{
target:function(player,target){
if(target.hasJudge('caomu')) return 0;
return -1.5/Math.sqrt(target.countCards('h')+1);
}
},
tag:{
skip:'phaseDraw'
}
}
},
hualiu:{
fullskin:true,
type:'equip',
subtype:'equip3',
distance:{globalTo:1},
},
zhuque:{
fullskin:true,
type:'equip',
subtype:'equip1',
//cardnature:'fire',
distance:{attackFrom:-3},
ai:{
basic:{
equipValue:2
}
},
skills:['zhuque_skill']
},
guding:{
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-1},
ai:{
basic:{
equipValue:2
}
},
skills:['guding_skill']
},
tengjia:{
fullskin:true,
type:'equip',
subtype:'equip2',
//cardnature:'fire',
ai:{
value:function(card,player,index,method){
if(player.isDisabled(2)) return 0.01;
if(card==player.getEquip(2)){
if(player.hasSkillTag('noDirectDamage')) return 10;
if(game.hasPlayer(function(current){
return current!=player&&get.attitude(current,player)<0&&current.hasSkillTag('fireAttack',null,null,true);
})) return 0;
return 6;
}
var value=0;
var info=get.info(card);
var current=player.getEquip(info.subtype);
if(current&&card!=current){
value=get.value(current,player);
}
var equipValue=info.ai.equipValue;
if(equipValue==undefined){
equipValue=info.ai.basic.equipValue;
}
if(typeof equipValue=='function'){
if(method=='raw') return equipValue(card,player);
if(method=='raw2') return equipValue(card,player)-value;
return Math.max(0.1,equipValue(card,player)-value);
}
if(typeof equipValue!='number') equipValue=0;
if(method=='raw') return equipValue;
if(method=='raw2') return equipValue-value;
return Math.max(0.1,equipValue-value);
},
equipValue:function(card,player){
if(player.hasSkillTag('maixie')&&player.hp>1) return 0;
if(player.hasSkillTag('noDirectDamage')) return 10;
if(get.damageEffect(player,player,player,'fire')>=0) return 10;
var num=4-game.countPlayer(function(current){
if(get.attitude(current,player)<0){
if(current.hasSkillTag('fireAttack',null,null,true)) return 3;
return 1;
}
return false;
});
if(player.hp==1) num+=3;
if(player.hp==2) num+=1;
return num;
},
basic:{
equipValue:3
},
},
skills:['tengjia1','tengjia2','tengjia3']
},
baiyin:{
fullskin:true,
type:'equip',
subtype:'equip2',
loseDelay:false,
onLose:function(){
var next=game.createEvent('baiyin_recover');
event.next.remove(next);
var evt=event.getParent();
if(evt.getlx===false) evt=evt.getParent();
evt.after.push(next);
next.player=player;
next.setContent(function(){
if(player.isDamaged()) player.logSkill('baiyin_skill');
player.recover();
});
},
filterLose:function(card,player){
if(player.hasSkillTag('unequip2')) return false;
return true;
},
skills:['baiyin_skill'],
tag:{
recover:1,
},
ai:{
order:9.5,
equipValue:function(card,player){
if(player.hp==player.maxHp) return 5;
if(player.countCards('h','baiyin')) return 6;
return 0;
},
basic:{
equipValue:5
}
}
},
},
skill:{
bingliang_changban:{
cardSkill:true,
unique:true,
trigger:{player:'phaseDrawBegin'},
silent:true,
content:function(){
trigger.num--;
},
group:'bingliang_changban2'
},
bingliang_changban2:{
cardSkill:true,
trigger:{player:'phaseDrawAfter'},
silent:true,
content:function(){
if(player.enemy) player.enemy.draw();
}
},
muniu_skill:{
equipSkill:true,
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
if(card.name=='du') return 20;
var player=_status.event.player;
var nh=player.countCards('h');
if(!player.needsToDiscard()){
if(nh<3) return 0;
if(nh==3) return 5-get.value(card);
return 7-get.value(card);
}
return 10-get.useful(card);
},
discard:false,
lose:false,
delay:false,
sync:function(muniu){
if(game.online){
return;
}
if(!muniu.cards){
muniu.cards=[];
}
for(var i=0;i<muniu.cards.length;i++){
if(get.position(muniu.cards[i])!='s'){
muniu.cards.splice(i--,1);
}
}
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
},
filter:function(event,player){
return player.countCards('h')>0;
},
prepare:function(cards,player){
player.$give(1,player,false);
},
content:function(){
"step 0"
player.loseToSpecial(cards,'muniu');
"step 1"
for(var i=0;i<cards.length;i++){
if(cards[i].destroyed||!cards[i].hasGaintag('muniu')||get.position(cards[i])!='s'){
cards[i].remove();
cards.splice(i--,1);
}
}
var muniu=player.getEquip(5);
if(!muniu||!cards.length){
for(var i=0;i<cards.length;i++){
cards[i].discard();
}
event.finish();
return;
}
if(muniu.cards==undefined) muniu.cards=[];
muniu.cards.push(cards[0]);
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
game.delayx();
"step 2"
var players=game.filterPlayer(function(current){
if(!current.getEquip(5)&&current!=player&&!current.isTurnedOver()&&
get.attitude(player,current)>=3&&get.attitude(current,player)>=3){
return true;
}
});
players.sort(lib.sort.seat);
var choice=players[0];
var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
return !target.isMin()&&player!=target&&target.isEmpty(5);
});
next.set('ai',function(target){
return target==_status.event.choice?1:-1;
});
next.set('choice',choice);
"step 3"
if(result.bool){
var card=player.getEquip(5);
result.targets[0].equip(card);
player.$give(card,result.targets[0]);
player.line(result.targets,'green');
game.delay();
}
else{
player.updateMarks();
}
},
ai:{
order:1,
expose:0.1,
result:{
player:1
}
},
mod:{
cardEnabled2:function(card,player){
if(!ui.selected.cards.length) return;
var muniu=player.getEquip('muniu');
if(!muniu||!muniu.cards||!muniu.cards.length) return;
for(var i of ui.selected.cards){
if(i==muniu&&muniu.cards.contains(card)) return false;
if(muniu.cards.contains(i)&&card==muniu) return false;
}
},
},
mark:true,
intro:{
content:function(storage,player){
var muniu=player.getEquip(5);
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
if(player.isUnderControl(true)){
return get.translation(muniu.cards);
}
else{
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
}
},
mark:function(dialog,storage,player){
var muniu=player.getEquip(5);
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
if(player.isUnderControl(true)){
dialog.addAuto(muniu.cards);
}
else{
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
}
},
markcount:function(storage,player){
var muniu=player.getEquip(5);
if(muniu&&muniu.cards) return muniu.cards.length;
return 0;
}
}
},
muniu_skill7:{
trigger:{player:'loseEnd'},
firstDo:true,
forced:true,
//silent:true,
filter:function(event,player){
if(!event.ss||!event.ss.length||event.parent.name=='lose_muniu') return false;
var muniu=player.getEquip('muniu');
if(!muniu||!muniu.cards) return false;
return event.ss.filter(function(card){
return muniu.cards.contains(card);
}).length>0;
},
content:function(){
var muniu=player.getEquip(5);
if(muniu&&muniu.cards){
muniu.cards.removeArray(trigger.ss);
lib.skill.muniu_skill.sync(muniu);
}
player.updateMarks();
},
},
huogong2:{charlotte:true},
jiu:{
trigger:{player:'useCard1'},
filter:function(event){
return event.card&&event.card.name=='sha';
},
forced:true,
charlotte:true,
firstDo:true,
content:function(){
if(!trigger.baseDamage) trigger.baseDamage=1;
trigger.baseDamage+=player.storage.jiu;
trigger.jiu=true;
trigger.jiu_add=player.storage.jiu;
game.addVideo('jiuNode',player,false);
game.broadcastAll(function(player){
player.removeSkill('jiu');
},player);
},
temp:true,
vanish:true,
silent:true,
popup:false,
nopop:true,
onremove:function(player){
if(player.node.jiu){
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
delete player.storage.jiu;
},
ai:{
damageBonus:true
},
group:'jiu2'
},
jiu2:{
trigger:{player:'useCardAfter',global:'phaseAfter'},
priority:2,
firstDo:true,
charlotte:true,
filter:function(event){
if(event.name=='useCard') return (event.card&&(event.card.name=='sha'));
return true;
},
forced:true,
popup:false,
audio:false,
content:function(){
game.broadcastAll(function(player){
player.removeSkill('jiu');
},player);
game.addVideo('jiuNode',player,false);
},
},
guding_skill:{
equipSkill:true,
audio:true,
trigger:{source:'damageBegin1'},
filter:function(event){
if(event.parent.name=='_lianhuan'||event.parent.name=='_lianhuan2') return false;
if(event.card&&event.card.name=='sha'){
if(event.player.countCards('h')==0) return true;
}
return false;
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
effect:{
player:function(card,player,target,current,isLink){
if(card.name=='sha'&&!isLink&&target.countCards('h')==0&&!target.hasSkillTag('filterDamage',null,{
player:player,
card:card,
})) return [1,0,1,-3];
}
}
}
},
tengjia1:{
equipSkill:true,
trigger:{target:['useCardToBefore']},
forced:true,
priority:6,
audio:true,
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;
if(event.card.name=='nanman') return true;
if(event.card.name=='wanjian') return true;
//if(event.card.name=='chuqibuyi') return true;
return false;
},
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.hasSkillTag('unequip2')) return;
if(player.hasSkillTag('unequip',false,{
name:card?card.name:null,
target:target,
card:card
})||player.hasSkillTag('unequip_ai',false,{
name:card?card.name:null,
target:target,
card:card
})) return;
//if(card.name=='nanman'||card.name=='wanjian'||card.name=='chuqibuyi') return 'zerotarget';
if(card.name=='nanman'||card.name=='wanjian') return 'zerotarget';
if(card.name=='sha'){
var equip1=player.getEquip(1);
if(equip1&&equip1.name=='zhuque') return 1.9;
if(!card.nature) return 'zerotarget';
}
}
}
}
},
tengjia2:{
equipSkill:true,
trigger:{player:'damageBegin3'},
filter:function(event,player){
if(event.nature!='fire') return false;
if(player.hasSkillTag('unequip2')) return false;
if(event.source&&event.source.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
return true;
},
audio:true,
forced:true,
content:function(){
trigger.num++;
},
ai:{
fireAttack:true,
effect:{
target:function(card,player,target,current){
if(card.name=='sha'){
if(card.nature=='fire') return 2;
if(player.hasSkill('zhuque_skill')) return 1.9;
}
if(get.tag(card,'fireDamage')&&current<0) return 2;
}
}
}
},
tengjia3:{
equipSkill:true,
audio:'tengjia1',
trigger:{target:'shaBefore'},
forced:true,
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;
if(event.card.name=='sha'&&!event.card.nature) return true;
return false;
},
content:function(){
trigger.cancel();
},
},
baiyin_skill:{
equipSkill:true,
trigger:{player:'damageBegin4'},
forced:true,
audio:true,
filter:function(event,player){
if(event.num<=1) return false;
if(player.hasSkillTag('unequip2')) return false;
if(event.source&&event.source.hasSkillTag('unequip',false,{
name:event.card?event.card.name:null,
target:player,
card:event.card
})) return false;
return true;
},
//priority:-10,
content:function(){
trigger.num=1;
},
ai:{
filterDamage:true,
skillTagFilter:function(player,tag,arg){
if(player.hasSkillTag('unequip2')) return false;
if(arg&&arg.player){
if(arg.player.hasSkillTag('unequip',false,{
name:arg.card?arg.card.name:null,
target:player,
card:arg.card,
})) return false;
if(arg.player.hasSkillTag('unequip_ai',false,{
name:arg.card?arg.card.name:null,
target:player,
card:arg.card,
})) return false;
if(arg.player.hasSkillTag('jueqing',false,player)) return false;
}
},
},
},
zhuque_skill:{
equipSkill:true,
trigger:{player:'useCard1'},
//priority:7,
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
},
audio:true,
check:function(event,player){
var eff=0;
for(var i=0;i<event.targets.length;i++){
var target=event.targets[i];
var eff1=get.damageEffect(target,player,player);
var eff2=get.damageEffect(target,player,player,'fire');
eff+=eff2;
eff-=eff1;
}
return eff>=0;
},
prompt2:function(event,player){
return '将'+get.translation(event.card)+'改为火属性';
},
content:function(){
trigger.card.nature='fire';
if(get.itemtype(trigger.card)=='card'){
var next=game.createEvent('zhuque_clear');
next.card=trigger.card;
event.next.remove(next);
trigger.after.push(next);
next.setContent(function(){
delete card.nature;
});
}
}
},
zhuque_skill2:{
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
content:function(){
delete player.storage.zhuque_skill.nature;
}
},
huogon2:{},
},
translate:{
jiu:'酒',
jiu_info:'①每回合限一次。出牌阶段,对你自己使用。目标角色使用的下一张【杀】的伤害值基数+1。②当你处于濒死状态时对你自己使用。目标角色回复1点体力。',
huogong:'火攻',
tiesuo:'铁索连环',
tiesuo_info:'此牌可被重铸。出牌阶段,对至多两名角色使用。目标角色横置。',
huogong_bg:'攻',
huogong_info:'出牌阶段对一名有手牌的角色使用。目标角色展示一张手牌A然后你可以弃置一张与A花色相同的手牌对目标造成1点火属性伤害。',
tiesuo_bg:'索',
bingliang:'兵粮寸断',
hualiu:'骅骝',
zhuque:'朱雀羽扇',
bingliang_bg:'粮',
bingliang_info:'出牌阶段对一名距离为1的其他角色使用。目标角色于其判定阶段进行判定若判定结果不为梅花则其跳过下一个摸牌阶段。',
hualiu_bg:'+马',
hualiu_info:'你的防御距离+1',
zhuque_bg:'扇',
zhuque_skill:'朱雀羽扇',
zhuque_info:'当你声明使用普【杀】后,你可以为此【杀】赋予火属性。',
guding:'古锭刀',
guding_info:'锁定技,当你因执行【杀】的效果而对目标角色造成伤害时,若其没有手牌,则此伤害+1。',
guding_skill:'古锭刀',
tengjia:'藤甲',
//tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】、【出其不意】和普通【杀】对你无效。当你受到火焰伤害时,该伤害+1。',
tengjia_info:'锁定技。①【南蛮入侵】、【万箭齐发】和普【杀】对你无效。②当你受到火属性伤害时,此伤害+1。',
tengjia1:'藤甲',
tengjia2:'藤甲',
tengjia3:'藤甲',
baiyin:'白银狮子',
baiyin_info:'锁定技。①当你受到伤害时若此伤害大于1则你将伤害值扣减至1点。②当你失去装备区内的【白银狮子】后你回复1点体力。',
baiyin_skill:'白银狮子',
muniu:'木牛流马',
muniu_bg:'牛',
muniu_skill:'木牛',
muniu_skill7:'木牛流马',
muniu_skill_bg:'辎',
muniu_info:'①出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,然后你可以将【木牛流马】移动到一名其他角色的装备区里。②你可以将【木牛流马】下的牌如手牌般使用或打出。③当你失去装备区的【木牛流马】后,你刷新〖木牛流马①〗的使用次数限制。若此牌不是因置入其他角色的装备区而失去的,则你将【木牛流马】下的所有牌置入弃牌堆。',
muniu_skill_info:'将一张手牌扣置于你装备区里的【木牛流马】下,然后可以将此装备移动到一名其他角色的装备区里。',
},
list:[
["heart",4,"sha","fire"],
["heart",7,"sha","fire"],
["heart",10,"sha","fire"],
["diamond",4,"sha","fire"],
["diamond",5,"sha","fire"],
["spade",4,"sha","thunder"],
["spade",5,"sha","thunder"],
["spade",6,"sha","thunder"],
["spade",7,"sha","thunder"],
["spade",8,"sha","thunder"],
["club",5,"sha","thunder"],
["club",6,"sha","thunder"],
["club",7,"sha","thunder"],
["club",8,"sha","thunder"],
["heart",8,"shan"],
["heart",9,"shan"],
["heart",11,"shan"],
["heart",12,"shan"],
["diamond",6,"shan"],
["diamond",7,"shan"],
["diamond",8,"shan"],
["diamond",10,"shan"],
["diamond",11,"shan"],
["heart",5,"tao"],
["heart",6,"tao"],
["diamond",2,"tao"],
["diamond",3,"tao"],
["diamond",9,"jiu"],
["spade",3,"jiu"],
["spade",9,"jiu"],
["club",3,"jiu"],
["club",9,"jiu"],
["diamond",13,"hualiu"],
["club",1,"baiyin"],
["spade",2,"tengjia"],
["club",2,"tengjia"],
["spade",1,"guding"],
["diamond",1,"zhuque"],
["heart",2,"huogong"],
["heart",3,"huogong"],
["diamond",12,"huogong"],
["spade",11,"tiesuo"],
["spade",12,"tiesuo"],
["club",10,"tiesuo"],
["club",11,"tiesuo"],
["club",12,"tiesuo"],
["club",13,"tiesuo"],
["heart",1,"wuxie"],
["heart",13,"wuxie"],
["spade",13,"wuxie"],
["spade",10,"bingliang"],
["club",4,"bingliang"],
['diamond',5,'muniu'],
],
}
});