noname/card/guozhan.js

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'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
return {
name:'guozhan',
connect:true,
card:{
zhaoshu:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['zhaoshu_skill'],
content:function(){
cards=cards.filterInD();
if(cards.length&&target.isAlive()){
target.addToExpansion(cards,'gain2').gaintag.add('zhaoshu_skill');
target.addSkill('zhaoshu_skill');
game.addGlobalSkill('zhaoshu_global');
}
},
onEquip:function(){
if(player.isAlive()){
player.addToExpansion(card,'giveAuto').gaintag.add('zhaoshu_skill');
player.markAuto('zhaoshu_skill',[card]);
player.addSkill('zhaoshu_skill');
game.addGlobalSkill('zhaoshu_global');
}
},
ai:{
order:12,
value:3,
useful:1,
result:{
keepAI:true,
target:1,
},
}
},
gz_haolingtianxia:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return target!=player&&!target.isMinHp();
},
content:function(){
'step 0'
event.list=game.filterPlayer(function(current){
return current!=target;
}).sortBySeat();
'step 1'
if(!target.isIn()){
event.finish();
return;
}
var current=event.list.shift();
if(!current||!current.isIn()||current.hasSkill('diaohulishan')){
if(event.list.length) event.redo();
else event.finish();
return;
}
event.current=current;
if(current.identity!='wei'){
current.chooseToDiscard('he','弃置一张牌,并视为对'+get.translation(target)+'使用一张【杀】,或点击「取消」弃置其一张牌').set('ai',function(card){
if(!_status.event.goon) return 0;
return 5-get.value(card);
}).set('goon',(get.effect(target,{name:'guohe'},current)<get.effect(target,{name:'sha'},current)));
}
else{
current.chooseBool('是否视为对'+get.translation(target)+'使用一张【杀】?','若点击「取消」则改为获得其一张牌').set('ai',function(){
var player=_status.event.player,target=_status.event.getParent().target;
return (get.effect(target,{name:'shunshou'},player)<=get.effect(target,{name:'sha'},player))
});
}
'step 2'
if(!target.isIn()){
event.finish();
return;
}
var current=event.current;
if(result.bool){
if(current.isIn()&&current.canUse({name:'sha',isCard:true},target,false)) current.useCard({name:'sha',isCard:true},target,false);
}
else{
current[current.identity=='wei'?'gainPlayerCard':'discardPlayerCard'](target,true,'he').set('boolline',true);
}
if(event.list.length) event.goto(1);
},
ai:{
order:6,
value:9,
useful:6,
tag:{
damage:1,
discard:1,
loseCard:1,
},
result:{
target:function(player,target){
return -1.5*(game.countPlayer()-1);
},
},
},
},
gz_kefuzhongyuan:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'trick',
enable:true,
filterTarget:true,
selectTarget:[1,Infinity],
content:function(){
'step 0'
var p1='请选择【杀】的目标',p2='或点击「取消」摸一张牌';
if(target.identity=='shu'){
p1+='(伤害+1';
p2='或点击「取消」摸两张牌';
}
var next=target.chooseUseTarget('sha',p1,p2,false);
if(target.identity=='shu') next.set('oncard',function(){
_status.event.baseDamage++;
});
'step 1'
if(!result.bool){
target.draw(target.identity=='shu'?2:1);
}
},
ai:{
order:3,
value:9,
useful:6,
tag:{
gain:1,
},
result:{target:1.5},
},
},
gz_guguoanbang:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'trick',
enable:true,
selectTarget:-1,
toself:true,
filterTarget:function(card,player,target){
return target==player;
},
modTarget:true,
content:function(){
'step 0'
target.draw(8);
'step 1'
target.chooseToDiscard('请弃置至少六张手牌',[6,target.countCards('h')],true,'h');
if(target.identity!='wu') event.finish();
'step 2'
if(!result.cards||!result.cards.length) event.finish();
event.give_cards=result.cards;
event.given_list=[];
'step 3'
event.give_cards=event.give_cards.filterInD('d');
if(!event.give_cards.length||!game.hasPlayer(function(current){
return current!=target&&current.identity=='wu'&&!event.given_list.contains(current);
})) event.finish();
else{
target.chooseButton(['是否将弃置的牌交给其他吴势力角色?',event.give_cards],[1,2]);
}
'step 4'
if(result.bool){
event.cards2=result.links;
target.chooseTarget(true,'选择获得'+get.translation(event.cards2)+'的角色',function(card,player,target){
return target!=player&&target.identity=='wu'&&!_status.event.targets.contains(target);
}).set('targets',event.given_list);
}
else event.finish();
'step 5'
if(result.bool&&result.targets&&result.targets.length){
var current=result.targets[0];
target.line(current,'green');
current.gain(event.cards2,'gain2').giver=player;
event.given_list.push(current);
event.goto(3);
}
},
ai:{
order:6,
value:9,
useful:6,
tag:{
draw:8,
loseCard:6,
discard:6,
},
result:{
target:function(player,target){
if(target.identity!='wu') return 3;
return Math.max(3,Math.min(8,2*game.countPlayer(function(current){
return current.identity=='wu';
})));
},
},
},
},
gz_wenheluanwu:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'trick',
enable:true,
filterTarget:true,
selectTarget:-1,
ignoreTarget:function(card,player,target){
return target.countCards('h')==0;
},
content:function(){
'step 0'
if(!target.countCards('h')||!player.isIn()) event.finish();
else target.showHandcards();
'step 1'
var str=get.translation(target);
player.chooseControl().set('prompt','文和乱武:请选择一项').set('choiceList',[
'令'+str+'弃置两张类型不同的手牌',
'弃置'+str+'的一张手牌',
]);
'step 2'
if(result.index==0){
var list=[],hs=target.getCards('h');
for(var i of hs){
if(lib.filter.cardDiscardable(i,target,'gz_wenheluanwu')) list.add(get.type2(i,target));
if(list.length>1) break;
}
if(list.length>1) target.chooseToDiscard('h',true,'请弃置两张类型不同的手牌',2,function(card,player){
if(!ui.selected.cards.length) return true;
return get.type2(card,target)!=get.type2(ui.selected.cards[0],target);
}).set('complexCard',true);
else if(list.length==1) target.chooseToDiscard('h',true);
else event.finish();
}
else{
player.discardPlayerCard(target,'h',true,'visible');
}
'step 3'
if(target.identity!='qun'||!result.bool||!result.cards||!result.cards.length||target.countCards('h')>0||target.hp<1) event.finish();
else target.draw(Math.min(5,target.hp));
},
ai:{
order:6,
value:10,
useful:6,
tag:{
discard:1.5,
loseCard:1.5,
},
result:{target:-1.5},
},
},
liulongcanjia:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip6',
subtypes:['equip3','equip4'],
nomod:true,
nopower:true,
//unique:true,
distance:{
globalFrom:-1,
globalTo:+1,
},
skills:['liulongcanjia'],
ai:{
equipValue:function(card,player){
if(player.countCards('e',{subtype:['equip3','equip4']})>1) return 1;
if(player.hasSkill('gzzongyu')) return 9;
if(game.hasPlayer(function(current){
return current.hasSkill('gzzongyu')&&get.attitude(player,current)<=0;
})) return 1;
return 7.2;
},
basic:{
equipValue:7.2
}
},
},
minguangkai:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip2',
skills:['minguangkai_cancel','minguangkai_link'],
ai:{
basic:{
equipValue:6
}
}
},
dinglanyemingzhu:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
nopower:true,
unique:true,
global:'g_dinglanyemingzhu_ai',
skills:['dinglanyemingzhu_skill'],
ai:{
equipValue:function(card,player){
if(player.hasSkill('jubao')) return 8;
if(player.hasSkill('gzzhiheng')) return 6;
if(game.hasPlayer(function(current){
return current.hasSkill('jubao')&&get.attitude(player,current)<=0;
})){
return 0;
}
return 7;
},
basic:{
equipValue:6.5
}
}
},
feilongduofeng:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip1',
nomod:true,
nopower:true,
unique:true,
global:'g_feilongduofeng_ai',
distance:{attackFrom:-1},
skills:['feilongduofeng','feilongduofeng3'],
ai:{
equipValue:function(card,player){
if(player.hasSkill('zhangwu')) return 9;
if(game.hasPlayer(function(current){
return current.hasSkill('zhangwu')&&get.attitude(player,current)<=0;
})){
return 1;
}
return 8;
},
basic:{
equipValue:7
}
}
},
taipingyaoshu:{
audio:true,
fullskin:true,
type:'equip',
subtype:'equip2',
nomod:true,
nopower:true,
unique:true,
global:['g_taipingyaoshu_ai'],
skills:['taipingyaoshu'],
ai:{
equipValue:function(card,player){
if(player.hasSkill('wendao')) return 9;
if(game.hasPlayer(function(current){
return current.hasSkill('wendao')&&get.attitude(player,current)<=0;
})){
return 1;
}
return 6;
},
basic:{
equipValue:6
}
},
filterLose:function(card,player){
if(player.hasSkillTag('unequip2')) return false;
return true;
},
loseDelay:false,
onLose:function(){
var next=game.createEvent('taipingyaoshu');
event.next.remove(next);
var evt=event.getParent();
if(evt.getlx===false) evt=evt.getParent();
evt.after.push(next);
next.player=player;
next.setContent(lib.card.taipingyaoshu.onLosex);
},
onLosex:function(){
'step 0'
player.logSkill('taipingyaoshu');
player.draw(2);
'step 1'
if(player.hp>1||get.mode()=='guozhan') player.loseHp();
}
},
yuxi:{
audio:true,
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['yuxi_skill'],
ai:{
equipValue:9
}
},
xietianzi:{
audio:true,
fullskin:true,
type:'trick',
enable:function(card,player,event){
if(get.mode()=='guozhan'&&!player.isMajor()) return false;
if(player.hasSkill('xietianzi')) return false;
if(_status.currentPhase!=player) return false;
var evt=event||_status.event;
if(evt.name!='chooseToUse') evt=evt.getParent('chooseToUse');
return evt.type=='phase';
},
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
content:function(){
var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
target.addTempSkill('xietianzi');
},
ai:{
order:0.5,
value:4,
useful:2,
result:{
target:function(player,target){
if(target.countCards('h')>=2) return 1;
return 0;
}
}
}
},
shuiyanqijunx:{
audio:'shuiyanqijun',
fullskin:true,
type:'trick',
filterTarget:function(card,player,target){
return target!=player&&(get.mode()!='guozhan'||_status.mode=='yingbian'||_status.mode=='free'||target.countCards('e')>0);
},
enable:true,
defaultYingbianEffect:'add',
content:function(){
'step 0'
if(event.card.yingbian_all){
target.discard(target.getCards('e',function(card){
return lib.filter.cardDiscardable(card,target,'shuiyanqijunx');
}));
target.damage('thunder');
event.finish();
}
else if(!target.countCards('e',function(card){
return lib.filter.cardDiscardable(card,target,'shuiyanqijunx');
})){
var next=target.damage();
if(!get.is.single()) game.setNature(next,'thunder',true);
event.finish();
return;
}
else target.chooseControl('discard_card','take_damage',function(event,player){
if(get.damageEffect(player,event.player,player,'thunder')>=0){
return 'take_damage';
}
if(player.hp>=3&&player.countCards('e')>=2){
return 'take_damage';
}
return 'discard_card';
}).set('prompt','水淹七军').set('prompt2','请选择一项:⒈弃置装备区里的所有牌;⒉受到'+get.translation(player)+'造成的1点雷电伤害。');
'step 1'
if(result.control=='discard_card'){
target.discard(target.getCards('e',function(card){
return lib.filter.cardDiscardable(card,target,'shuiyanqijunx');
}));
}
else{
var next=target.damage();
if(!get.is.single()) game.setNature(next,'thunder',true);
}
event.finish();
},
ai:{
canLink:function(player,target,card){
if(!target.isLinked()||player.hasSkill('jueqing')||target.hasSkill('gangzhi')||player.hasSkill('gangzhi')) return false;
var es=target.countCards('e');
if(!es) return true;
if(target.hp>=3&&es>=2){
return true;
}
return false;
},
order:6,
value:4,
useful:2,
tag:{
damage:1,
thunderDamage:1,
natureDamage:1,
loseCard:1,
},
yingbian:function(card,player,targets,viewer){
if(get.attitude(viewer,player)<=0) return 0;
var base=0;
if(get.cardtag(card,'yingbian_all')){
if(targets.filter(function(current){
return get.damageEffect(current,player,player,'thunder')>0&&current.countCards('e',function(card){
return get.value(card,current)<=0;
})<2&&current.countCards('e',function(card){
return get.value(card,current)>0;
})>0;
}).length) base+=6;
}
if(get.cardtag(card,'yingbian_add')){
if(game.hasPlayer(function(current){
return !targets.contains(current)&&lib.filter.targetEnabled2(card,player,current)&&get.effect(current,card,player,player)>0;
})) base+=6;
}
return 0;
},
result:{
target:function(player,target,card,isLink){
if(isLink) return -1.5;
var es=target.getCards('e');
if(!es.length) return -1.5;
var val=0;
for(var i of es) val+=get.value(i,target);
return -Math.min(1.5,val/5);
}
}
}
},
lulitongxin:{
fullskin:true,
audio:true,
type:'trick',
enable:function(card,player){
if(get.mode()=='versus') return true;
return game.hasPlayer(function(current){
return current.isMajor();
});
},
mode:['guozhan','versus'],
filterTarget:true,
recastable:true,
changeTarget:function(player,targets){
var target=targets[0];
game.filterPlayer(function(current){
if(get.mode()=='versus') return current.isFriendOf(target);
return current.isMajor()==target.isMajor()&&current!=target&&!current.hasSkill('diaohulishan');
},targets);
},
content:function(){
if(get.mode()=='versus'){
if(target.isEnemyOf(player)) target.link(true);
else if(target.isLinked()) target.draw();
}
else if(target.isLinked()){
target.draw();
}
else{
target.link();
}
},
ai:{
order:7.5,
value:4,
useful:2,
wuxie:function(){
return 0;
},
result:{
target:function(player,target){
if(get.mode()=='versus'){
if(target.isFriendOf(player)) return target.isLinked()?1:0;
return target.isLinked()?0:-1;
}
return target.isLinked()?1:-1;
}
}
}
},
lianjunshengyan:{
fullskin:true,
audio:true,
type:'trick',
enable:function(card,player){
if(get.mode()=='guozhan') return !player.isUnseen();
return true;
},
mode:['guozhan','boss'],
filterTarget:function(card,player,target){
if(get.mode()=='guozhan') return target!=player&&target.identity!='unknown'&&!target.isFriendOf(player);
return true;
},
selectTarget:function(){
return get.mode()=='guozhan'?1:-1;
},
changeTarget:function(player,targets){
if(get.mode()=='guozhan'){
var target=targets[0];
targets.push(player);
if(target.identity!='ye'){
game.filterPlayer(function(current){
return target!=current&&target.isFriendOf(current)&&!current.hasSkill('diaohulishan');
},targets);
}
}
},/*
contentBefore:function(){
if(get.mode()=='guozhan'){
var evt=event.getParent();
if(evt&&evt.targets&&evt.targets.contains(player)){
evt.fixedSeat=true;
evt.targets.sortBySeat();
evt.targets.remove(player);
evt.targets.push(player);
}
}
},*/
content:function(){
'step 0'
if(get.mode()!='guozhan'){
if(player==target) target.draw(game.filterPlayer().length);
else target.chooseDrawRecover(true);
event.finish();
}
else{
if(target==player){
var num=targets.length-1;
event.num=num;
var damaged=target.maxHp-target.hp;
if(damaged==0){
target.draw(num);
event.finish();
}
else{
var list=[];
for(var i=Math.min(num,damaged);i>=0;i--){
list.push('摸'+(num-i)+'回'+i);
}
target.chooseControl(list).set('prompt','请分配自己的摸牌数和回复量').ai=function(){
if(player.hasSkill('diaohulishan')) return 0;
if(_status._aozhan) return list.length-1;
return list.randomGet();
};
}
}
else{
target.draw();
}
}
'step 1'
if(target!=player) target.link(false);
else if(typeof result.control=='string'){
var index=result.control.indexOf('回');
var draw=parseInt(result.control.slice(1,index));
var recover=parseInt(result.control.slice(index+1));
if(draw) target.draw(draw);
if(recover) target.recover(recover);
}
},
ai:{
order:3,
value:4,
useful:2,
result:{
target:function(player,target){
if(player==target) return 2;
return 1;
},
},
},
},
chiling:{
fullskin:true,
audio:true,
type:'trick',
enable:function(){
return game.hasPlayer(function(current){
return current.isUnseen();
});
},
mode:['guozhan'],
//global:['g_chiling1','g_chiling2','g_chiling3'],
filterTarget:function(card,player,target){
return target.isUnseen();
},
selectTarget:-1,
chooseai:function(event,player){
if(player.hasSkillTag('mingzhi_yes')) return '选项一';
if(_status.event.controls.contains('选项三')){
if(player.hasSkillTag('mingzhi_no')) return '选项三';
return Math.random()<0.5?'选项一':'选项三';
}
else{
if(_status.event.getParent().nomingzhi){
if(_status.event.controls.contains('选项二')) return '选项二';
return '选项一';
}
if(player.hasSkillTag('maixie_hp')||player.hp<=2) return '选项一';
return Math.random()<0.5?'选项一':'选项二';
}
},
content:function(){
'step 0'
var choiceList=['明置一张武将牌,然后摸一张牌','失去1点体力'];
event.nomingzhi=target.hasSkillTag('nomingzhi',false,null,true);
if(event.nomingzhi){
choiceList.shift();
}
if(target.countCards('he',{type:'equip'})){
choiceList.push('弃置一张装备牌');
}
target.chooseControl(lib.card.chiling.chooseai).set('prompt','敕令').set('choiceList',choiceList);
'step 1'
var index=result.index;
if(event.nomingzhi){
index++;
}
if(index==0){
target.chooseControl('主将','副将',function(){
return Math.floor(Math.random()*2);
}).set('prompt','选择要明置的武将牌');
}
else if(index==1){
target.loseHp();
event.finish();
}
else{
target.chooseToDiscard('he',{type:'equip'},true);
event.finish();
}
'step 2'
if(result.index==0){
target.showCharacter(0);
}
else{
target.showCharacter(1);
}
target.draw();
},
destroy:function(card,targetPosition,player,event){
if(event.name!='lose'||event.name!='cardsDiscard'||targetPosition!='discardPile') return false;
var evt=event.getParent().relatedEvent;
if(evt&&evt.name=='useCard') return false;
return true;
},
onDestroy:function(){
var currentPhase=_status.currentPhase;
if(currentPhase){
_status.chiling=true;
currentPhase.addTempSkill('g_chiling3');
}
if(!lib.inpile.contains('zhaoshu')){
lib.inpile.push('zhaoshu');
var card=game.createCard2('zhaoshu','club',3);
game.log(card,'被置于了牌堆底');
ui.cardPile.appendChild(card);
game.updateRoundNumber();
}
},
ai:{
order:6,
result:{
target:-1
},
tag:{
multitarget:1,
multineg:1,
}
}
},
diaohulishan:{
fullskin:true,
audio:true,
type:'trick',
enable:true,
global:'g_diaohulishan',
filterTarget:function(card,player,target){
return target!=player;
},
selectTarget:[1,2],
content:function(){
target.addTempSkill('diaohulishan');
},
ai:{
order:10,
value:4,
useful:[2,1],
wuxie:function(){
return 0;
},
result:{
player:function(player,target){
var att=get.attitude(player,target);
if(target.hp==1&&att<0) return 0;
if(game.hasPlayer(function(current){
return get.attitude(player,current)<att;
})){
var num=1;
if(target==player.next||target==player.previous){
num+=0.5;
}
return num;
}
return 0;
}
}
}
},
huxinjing:{
fullskin:true,
type:"equip",
subtype:"equip2",
skills:['huxinjing'],
filterTarget:function(card,player,target){
if(get.mode()=='guozhan'&&player!=target) return false;
return target.canEquip(card,true);
},
selectTarget:function(){
return get.mode()=='guozhan'?-1:1;
},
toself:false,
ai:{
basic:{
equipValue:6
},
},
},
huoshaolianying:{
fullskin:true,
audio:true,
type:'trick',
filterTarget:function(card,player,target){
if(get.mode()=='guozhan'){
var next=player.getNext();
if(!next) return false;
return target==next||target.inline(next);
}
if(player==target) return false;
if(game.hasPlayer(function(current){
return current.isLinked()&&current!=player;
})){
if(!target.isLinked()) return false;
var distance=get.distance(player,target,'absolute');
return !game.hasPlayer(function(current){
if(target!=current&&current!=player&&current.isLinked()){
var dist=get.distance(player,current,'absolute');
if(dist<distance){
return true;
}
if(dist==distance&&parseInt(current.dataset.position)<parseInt(target.dataset.position)){
return true;
}
}
});
}
else{
var dist=get.distance(player,target);
return !game.hasPlayer(function(current){
return current!=player&&get.distance(player,current)<dist
});
}
},
enable:true,
selectTarget:-1,
modTarget:true,
content:function(){
target.damage('fire');
},
ai:{
order:5,
value:6,
tag:{
damage:1,
natureDamage:1,
fireDamage:1,
},
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')||target.hasSkillTag('nodamage')) return 0;
if(target.hasSkill('xuying')&&target.countCards('h')==0) return 0;
if(!target.isLinked()){
return get.damageEffect(target,player,target,'fire');
}
return game.countPlayer(function(current){
if(current.isLinked()){
return get.sgn(get.damageEffect(current,player,target,'fire'));
}
});
}
}
}
},
yuanjiao:{
audio:true,
fullskin:true,
type:'trick',
enable:function(card,player){
if(get.mode()=='guozhan'&&player.isUnseen()) return false;
return true;
},
filterTarget:function(card,player,target){
if(get.mode()!='guozhan') return target.group!=player.group;
if(target.identity=='unknown'||player.identity=='unknown') return false;
return player.isEnemyOf(target);
},
content:function(){
target.draw(1,'nodelay');
player.draw(3);
},
ai:{
basic:{
useful:4,
value:8,
order:9
},
result:{
target:1,
player:3,
},
},
},
zhibi:{
audio:true,
fullskin:true,
type:'trick',
enable:true,
recastable:true,
filterTarget:function(card,player,target){
if(player==target) return false;
return (target.countCards('h')||target.isUnseen(2));
},
content:function(){
"step 0"
if(!player.storage.zhibi){
player.storage.zhibi=[];
}
player.storage.zhibi.add(target);
var controls=[];
if(target.countCards('h')) controls.push('手牌');
if(target.isUnseen(0)) controls.push('主将');
if(target.isUnseen(1)) controls.push('副将');
if(controls.length>1){
player.chooseControl(controls).set('ai',function(){return 1});
}
if(controls.length==0) event.finish();
"step 1"
var content;
var str=get.translation(target)+'的';
if(result.control){
if(result.control=='手牌'){
content=[str+'手牌',target.getCards('h')];
game.log(player,'观看了',target,'的手牌');
}
else if(result.control=='主将'){
content=[str+'主将',[[target.name1],'character']];
game.log(player,'观看了',target,'的主将');
}
else{
content=[str+'副将',[[target.name2],'character']];
game.log(player,'观看了',target,'的副将');
}
}
else if(target.countCards('h')){
content=[str+'手牌',target.getCards('h')];
game.log(player,'观看了',target,'的手牌');
}
else if(target.isUnseen(0)){
content=[str+'主将',[[target.name1],'character']];
game.log(player,'观看了',target,'的主将');
}
else{
content=[str+'副将',[[target.name2],'character']];
game.log(player,'观看了',target,'的副将');
}
player.chooseControl('ok').set('dialog',content);
},
mode:['guozhan'],
ai:{
order:9.5,
wuxie:function(){
return 0;
},
result:{
player:function(player,target){
if(player.countCards('h')<=player.hp) return 0;
if(player.storage.zhibi&&player.storage.zhibi.contains(target)) return 0;
return target.isUnseen()?1:0;
}
}
}
},
yiyi:{
audio:true,
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
if(get.mode()=='guozhan'){
return target.isFriendOf(player);
}
else if(get.is.versus()){
return player.side==target.side;
}
else{
return true;
}
},
selectTarget:function(){
if(get.mode()=='guozhan') return -1;
return [1,3];
},
content:function(){
target.draw(2);
target.chooseToDiscard(2,'he',true).ai=get.disvalue;
},
ai:{
wuxie:function(){
return 0;
},
basic:{
useful:3,
value:3,
order:5
},
result:{
target:function(player,target){
var hs=target.getCards('h');
if(hs.length<=1){
if(target==player&&(hs.length==0||hs[0].name=='yiyi')){
return 0;
}
return 0.3;
}
return Math.sqrt(target.countCards('he'));
},
},
tag:{
loseCard:1,
discard:1,
norepeat:1
}
},
},
wuliu:{
fullskin:true,
type:'equip',
subtype:'equip1',
global:'g_wuliu_skill',
distance:{attackFrom:-1},
ai:{
equipValue:function(card,player){
if(player.identity=='unknown'||player.identity=='ye') return 2;
return 2+game.countPlayer(function(current){
return current.isFriendOf(player);
})/2;
},
basic:{
equipValue:3
}
},
skills:['wuliu_skill'],
mode:['guozhan'],
},
sanjian:{
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4
}
},
skills:['sanjian_skill']
},
jingfanma:{
fullskin:true,
type:'equip',
subtype:'equip4',
distance:{globalFrom:-1},
},
},
skill:{
zhaoshu_skill:{
equipSkill:true,
charlotte:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
var cards=player.getExpansions('zhaoshu_cards');
if(cards.length<4) return false;
var list=[];
for(var i of cards){
list.add(get.suit(i,false));
if(list.length>=4) return true;
}
return false;
},
delay:false,
content:function(){
'step 0'
var cards=player.getExpansions('zhaoshu_cards');
player.loseToDiscardpile(cards);
game.delayx();
'step 1'
var list=[
['spade',12,'gz_haolingtianxia'],
['diamond',1,'gz_kefuzhongyuan'],
['heart',1,'gz_guguoanbang'],
['club',12,'gz_wenheluanwu'],
];
for(var i=0;i<list.length;i++){
if(lib.inpile.contains(list[i][2])) list.splice(i--,1);
}
if(list.length){
var card=list.randomGet();
lib.inpile.add(card[2]);
player.gain(game.createCard2(card[2],card[0],card[1]),'gain2');
}
},
ai:{
order:10,
result:{player:1},
},
mark:true,
marktext:'诏',
intro:{
name:'诏书',
mark:function(dialog,content,player){
var content=player.getExpansions('zhaoshu_skill');
dialog.add(content);
dialog.addText('<br><li>与你势力相同的角色的出牌阶段限一次,其可以将一张手牌(小势力角色改为至多两张)置于【诏书】上,称为“应”。<br><li>出牌阶段限一次,若你的“应”中包含至少四种花色,则你可以发动“锦囊召唤”,将所有“应”置入弃牌堆,然后随机获得一张未加入游戏的势力锦囊牌。',false);
var cards=player.getExpansions('zhaoshu_cards');
if(cards.length){
dialog.addAuto(cards)
}
},
content:'expansion',
markcount:function(content,player){
return player.getExpansions('zhaoshu_cards').length;
},
},
onremove:function(player,skill){
var cards=player.getExpansions(skill).concat(player.getExpansions('zhaoshu_cards'));
if(cards.length) player.loseToDiscardpile(cards);
},
},
zhaoshu_global:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(!player.countCards('h')) return false;
return game.hasPlayer(function(current){
return current.hasSkill('zhaoshu_skill')&&current.isFriendOf(player);
});
},
filterCard:true,
selectCard:function(){
if(_status.event.player.isNotMajor()) return [1,2];
return [1,1];
},
position:'h',
discard:false,
lose:false,
delay:false,
check:function(card){
var player=_status.event.player,cards=ui.selected.cards.concat(game.findPlayer(function(current){
return current.hasSkill('zhaoshu_skill')&&current.isFriendOf(player);
}).getExpansions('zhaoshu_cards')),suit=get.suit(card,false);
for(var i of cards){
if(get.suit(i)==suit) return 0;
}
return 5+player.needsToDiscard()*1.5-get.value(card);
},
filterTarget:function(card,player,target){
return target.hasSkill('zhaoshu_skill')&&target.isFriendOf(player);
},
selectTarget:function(){
if(game.countPlayer(function(current){
return current.hasSkill('zhaoshu_skill')&&current.isFriendOf(_status.event.player);
})==1) return -1;
return 1;
},
prompt:function(){
var player=_status.event.player;
return '将'+(player.isNotMajor()?'至多两':'一')+'张手牌置于'+get.translation(game.filterPlayer(function(current){
return current.hasSkill('zhaoshu_skill')&&current.isFriendOf(player);
}))+'的【诏书】上';
},
content:function(){
'step 0'
target.addToExpansion(cards,player,'give').gaintag.add('zhaoshu_cards');
'step 1'
target.markSkill('zhaoshu_skill');
},
ai:{
order:1,
result:{
player:1,
},
},
},
liulongcanjia:{
equipSkill:true,
mod:{
canBeReplaced:function(card,player){
if(player.getEquips('liulongcanjia').contains(card)) return false;
},
},
},
minguangkai_cancel:{
equipSkill:true,
trigger:{target:'useCardToTarget'},
forced:true,
check:function(event,player){
return get.effect(event.target,event.card,event.player,player)<0;
},
filter:function(event,player){
if(['huoshaolianying','huogong'].contains(event.card.name)) return true;
if(event.card.name=='sha') return game.hasNature(event.card,'fire');
return false;
},
content:function(){
trigger.getParent().targets.remove(player);
},
ai:{
effect:{
target:function(card,player,target,current){
if(['huoshaolianying','huogong'].contains(card.name)||(card.name=='sha'&&game.hasNature(card,'fire'))){
return 'zeroplayertarget';
}
},
}
}
},
minguangkai_link:{
equipSkill:true,
trigger:{player:'linkBefore'},
forced:true,
filter:function(event,player){
return player.isNotMajor()&&!player.isLinked();
},
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.isMinor()&&['tiesuo','lulitongxin'].contains(card.name)){
return 'zeroplayertarget';
}
},
}
}
},
dinglanyemingzhu_skill:{
equipSkill:true,
inherit:'zhiheng',
filter:function(event,player){
return !player.hasSkill('gzzhiheng',true);
},
selectCard:function(){
var player=_status.event.player;
return [1,player.maxHp];
},
filterCard:function(card,player){
var cards=player.getEquips('dinglanyemingzhu');
if(cards.length) return cards.some(card2=>card2!=card&&!ui.selected.cards.contains(card2))
return true;
},
prompt:'出牌阶段限一次你可以弃置至多X张牌X为你的体力上限然后摸等量的牌'
},
g_dinglanyemingzhu_ai:{
ai:{
effect:{
player:function(card,player){
if(player.hasSkill('jubao')) return;
if(card.name=='dinglanyemingzhu'&&game.hasPlayer(function(current){
return current.hasSkill('jubao')&&get.attitude(player,current)<=0;
})){
return [0,0,0,0];
}
}
}
}
},
g_feilongduofeng_ai:{
ai:{
effect:{
player:function(card,player){
if(player.hasSkill('zhangwu')) return;
if(card.name=='feilongduofeng'&&game.hasPlayer(function(current){
return current.hasSkill('zhangwu')&&get.attitude(player,current)<=0;
})){
return [0,0,0,0];
}
}
}
}
},
g_taipingyaoshu_ai:{
ai:{
effect:{
player:function(card,player){
if(player.hasSkill('wendao')) return;
if(card.name=='taipingyaoshu'&&game.hasPlayer(function(current){
return current.hasSkill('wendao')&&get.attitude(player,current)<=0;
})){
return [0,0,0,0];
}
}
}
}
},
feilongduofeng:{
equipSkill:true,
trigger:{player:'useCardToPlayered'},
logTarget:'target',
check:function(event,player){
return get.attitude(player,event.target)<=0;
},
filter:function(event,player){
return event.card.name=='sha'&&event.target.countCards('he');
},
content:function(){
trigger.target.chooseToDiscard('he',true);
},
},
feilongduofeng2:{
equipSkill:true,
trigger:{source:'dieAfter'},
filter:function(event,player){
if(event.reason&&event.reason.card&&event.reason.card.name=='sha'){
return event.player.isDead()&&lib.group.contains(player.identity)&&player.isMinor();
}
return false;
},
logTarget:'player',
content:function(){
'step 0'
var list=[];
for(var i=0;i<_status.characterlist.length;i++){
var info=lib.character[_status.characterlist[i]];
if(info[4]&&info[4].contains('jun')) continue;
if(info[1]==player.identity){
list.push(_status.characterlist[i]);
}
}
event.identity=event.player.identity;
if(trigger.player==game.me&&!_status.auto){
event.dialog=ui.create.dialog('是否选择一名角色重新加入游戏?',[list,'character']);
event.filterButton=function(){return true};
event.player=game.me;
event.custom.replace.confirm=function(){
if(!ui.selected.buttons.length){
event.directresult='refuse';
}
else{
event.directresult=ui.selected.buttons[0].link;
}
event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
game.resume();
}
event.switchToAuto=function(){
event.directresult=list.randomGet();
event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
};
game.check();
game.pause();
}
else if(trigger.player.isOnline()){
trigger.player.send(function(player,list){
if(_status.auto){
_status.event._result=list.randomGet();
}
else{
var next=game.createEvent('replacePlayer');
next.source=player;
next.list=list;
next.setContent(function(){
event.dialog=ui.create.dialog('是否选择一名角色重新加入游戏?',[event.list,'character']);
event.filterButton=function(){return true};
event.player=event.source;
event.custom.replace.confirm=function(){
if(!ui.selected.buttons.length){
event.result='refuse';
}
else{
event.result=ui.selected.buttons[0].link;
}
event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
game.resume();
game.uncheck();
}
event.switchToAuto=function(){
event.result=list.randomGet();
event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
game.uncheck();
};
game.check();
game.pause();
});
}
game.resume();
},trigger.player,list);
trigger.player.wait();
game.pause();
}
else{
event.directresult=list.randomGet();
}
event.list=list;
'step 1'
game.uncheck();
if(!event.directresult){
if(event.resultOL){
event.directresult=event.resultOL[trigger.player.playerid];
}
if(!event.directresult||event.directresult=='ai'){
event.directresult=event.list.randomGet();
}
}
if(event.directresult=='refuse'){
game.log(trigger.player,'拒绝重新加入游戏');
return;
}
game.log(trigger.player,'重新加入游戏');
var name=event.directresult;
game.log(trigger.player,'将主将替换为','#b'+name);
_status.characterlist.remove(name);
game.broadcastAll(function(source,name,identity){
source.revive(2,false);
source.identity=identity;
source._group=identity;
source.setIdentity();
if(source==game.me){
ui.arena.classList.remove('selecting');
}
},trigger.player,name,event.identity);
trigger.player.draw();
trigger.player.reinit(trigger.player.name1,name,false);
trigger.player.removeCharacter(1);
trigger.getParent('damage').untrigger(false,trigger.player);
game.addVideo('setIdentity',trigger.player,event.identity);
}
},
feilongduofeng3:{
equipSkill:true,
trigger:{source:'dying'},
filter:function(event,player){
var evt=event.getParent('damage');
return evt&&evt.card&&evt.card.name=='sha'&&event.player.countGainableCards(player,'h')>0;
},
//priority:7,
logTarget:'player',
prompt2:'获得该角色的一张手牌',
check:function(event,player){
return get.attitude(player,event.player)<0;
},
content:function(){
player.gainPlayerCard(trigger.player,'h',true);
},
},
taipingyaoshu:{
equipSkill:true,
mod:{
maxHandcard:function(player,num){
if(get.mode()=='guozhan'){
if(player.hasSkill('huangjintianbingfu')){
num+=player.getExpansions('huangjintianbingfu').length;
}
return num+game.countPlayer(function(current){
return current.isFriendOf(player);
});
}
return num+game.countGroup()-1;
}
},
trigger:{player:'damageBegin4'},
filter:function(event,player){
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;
if(event.nature) return true;
},
forced:true,
content:function(){
trigger.cancel();
},
ai:{
nofire:true,
nothunder:true,
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(get.tag(card,'natureDamage')) return 'zeroplayertarget';
if(card.name=='tiesuo'){
return [0,0];
}
}
}
}
},
g_taipingyaoshu:{},
yuxi_skill:{
equipSkill:true,
trigger:{player:'phaseDrawBegin2'},
forced:true,
filter:function(event,player){
return !player.isUnseen()&&!event.numFixed;
},
content:function(){
trigger.num++;
},
ai:{
threaten:1.3,
forceMajor:true,
},
group:'yuxi_skill2'
},
yuxi_skill2:{
equipSkill:true,
trigger:{player:'phaseUseBegin'},
forced:true,
filter:function(event,player){
if(player.isUnseen()) return false;
return game.hasPlayer(function(current){
return player.canUse('zhibi',current);
});
},
content:function(){
player.chooseUseTarget('玉玺:选择知己知彼的目标',{name:'zhibi'});
}
},
xietianzi:{
forced:true,
popup:false,
filter:function(event,player){
return player.countCards('h')>0;
},
trigger:{
player:'phaseDiscardAfter',
},
content:function(){
"step 0"
player.removeSkill('xietianzi');
player.chooseToDiscard('h','是否弃置一张手牌并获得一个额外回合?').set('ai',function(card){
return 10-get.value(card);
});
"step 1"
if(result.bool){
player.insertPhase();
}
},
},
g_chiling3:{
mode:['guozhan'],
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
filter:function(){
return _status.chiling==true;
},
content:function(){
'step 0'
_status.chiling=false;
var targets=game.filterPlayer(function(target){
return target.isUnseen();
});
targets.sort(lib.sort.seat);
event.targets=targets;
'step 1'
if(event.targets.length){
var target=event.targets.shift();
event.current=target;
var choiceList=['明置一张武将牌,然后摸一张牌','失去1点体力'];
if(target.countCards('he',{type:'equip'})){
choiceList.push('弃置一张装备牌');
}
target.chooseControl(lib.card.chiling.chooseai).set('prompt','敕令').set('choiceList',choiceList);
}
else{
event.finish();
}
'step 2'
var target=event.current;
if(result.control=='选项一'){
target.chooseControl('主将','副将',function(){
return Math.floor(Math.random()*2);
}).set('prompt','选择要明置的武将牌');
}
else if(result.control=='选项二'){
target.loseHp();
event.goto(1);
}
else{
target.chooseToDiscard('he',{type:'equip'},true);
event.goto(1);
}
'step 3'
var target=event.current;
if(result.index==0){
target.showCharacter(0);
}
else{
target.showCharacter(1);
}
target.draw();
event.goto(1);
}
},
g_diaohulishan:{},
diaohulishan:{
charlotte:true,
group:'undist',
init:function(player){
if(player.isIn()){
game.broadcastAll(function(player){
player.classList.add('out');
},player);
game.log(player,'移出了游戏');
}
},
onremove:function(player){
if(player.isOut()){
game.broadcastAll(function(player){
player.classList.remove('out');
},player);
game.log(player,'移回了游戏');
}
},
},
huxinjing:{
equipSkill:true,
trigger:{player:'damageBegin4'},
// forced:true,
filter:function(event,player){
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;
var cards=player.getEquips('huxinjing');
if(!cards.length) return false;
if(get.mode()!='guozhan'&&event.num>1) return true;
return event.num>=player.hp;
},
content:function(){
trigger.cancel();
var e2=player.getEquips('huxinjing');
if(e2.length){
player.discard(e2);
}
player.removeSkill('huxinjing');
}
},
wuliu_skill:{
equipSkill:true,
},
g_wuliu_skill:{
equipSkill:true,
mod:{
attackRange:function(player,distance){
return distance+game.countPlayer(function(current){
if(current==player||!current.isFriendOf(player)) return false;
if(current.hasSkill('wuliu_skill')) return true;
});
}
}
},
sanjian_skill:{
equipSkill:true,
audio:true,
trigger:{source:'damageSource'},
direct:true,
filter:function(event,player){
if(event.player.isDead()) return false;
if(player.countCards('h')==0) return false;
if(!event.card) return false;
if(event.card.name!='sha') return false;
if(!event.notLink()) return false;
return game.hasPlayer(function(current){
return current!=event.player&&get.distance(event.player,current)<=1;
});
},
content:function(){
"step 0"
var damaged=trigger.player;
player.chooseCardTarget({
filterCard:lib.filter.cardDiscardable,
filterTarget:function(card,player,target){
var damaged=_status.event.damaged;
return get.distance(damaged,target)<=1&&target!=damaged;
},
ai1:function(card){
return 9-get.value(card);
},
ai2:function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player);
},
prompt:get.prompt('sanjian')
}).set('damaged',damaged);
"step 1"
if(result.bool){
player.logSkill('sanjian_skill',result.targets);
player.discard(result.cards);
result.targets[0].damage();
}
}
},
},
translate:{
liulongcanjia:'六龙骖驾',
liulongcanjia_info:'锁定技。此牌占用1个进攻坐骑和1个防御坐骑槽位且不可被替换。你计算与其他角色的距离-1其他角色计算与你的距离+1。',
minguangkai:'明光铠',
minguangkai_cancel:'明光铠',
minguangkai_link:'明光铠',
minguangkai_info:'锁定技。①当你成为【火烧连营】、【火攻】或火【杀】的目标时,取消之。②当你即将横置前,若你是小势力角色,取消之。',
dinglanyemingzhu:'定澜夜明珠',
dinglanyemingzhu_bg:'珠',
dinglanyemingzhu_info:'锁定技。若你拥有〖制衡〗,则你取消〖制衡〗的弃置牌数限制,否则你视为拥有〖制衡〗。',
dinglanyemingzhu_skill:'制衡',
dinglanyemingzhu_skill_info:'出牌阶段限一次。你可以弃置至多X张牌X为你的体力上限然后摸等量的牌。',
feilongduofeng:'飞龙夺凤',
feilongduofeng2:'飞龙夺凤',
feilongduofeng3:'飞龙夺凤',
feilongduofeng_info:'①当你使用【杀】指定目标后,你可令目标角色弃置一张牌。②当你因使用【杀】而令其他角色进入濒死状态时,你可以获得其一张手牌。',
taipingyaoshu:'太平要术',
taipingyaoshu_info:'锁定技。①当你即将受到属性伤害时,取消之。②你的手牌上限+XX为场上势力数-1。③当你失去装备区里的【太平要术】时你摸两张牌然后若你的体力值大于1你失去1点体力。',
taipingyaoshu_info_guozhan:'锁定技。①当你即将受到属性伤害时,取消之。②你的手牌上限+XX为与你势力相同的角色数。③当你失去装备区里的【太平要术】时你摸两张牌然后你失去1点体力。',
yuxi_skill:'玉玺',
yuxi_skill2:'玉玺',
yuxi:'玉玺',
yuxi_info:'锁定技。若你有明置的武将牌,则:①你的势力视为唯一的大势力。②摸牌阶段开始时,你令额定摸牌数+1。③出牌阶段开始时你视为使用【知己知彼】。',
xietianzi:'挟令',
xietianzi_info:'出牌阶段,对自己使用。你结束出牌阶段。本回合的弃牌阶段结束时,你可以弃置一张手牌,获得一个额外的回合。',
xietianzi_info_guozhan:'出牌阶段,对身为大势力角色的自己使用。你结束出牌阶段。本回合的弃牌阶段结束时,你可以弃置一张手牌,获得一个额外的回合。',
shuiyanqijunx:'水淹七军',
shuiyanqijunx_info:'出牌阶段对一名其他角色使用。目标角色选择一项⒈弃置装备区里的所有牌至少一张。⒉受到你造成的1点雷电伤害。',
shuiyanqijunx_info_guozhan:'出牌阶段对一名装备区里有牌的其他角色使用。目标角色选择一项⒈弃置装备区里的所有牌。⒉受到你造成的1点雷电伤害。',
lulitongxin:'勠力同心',
lulitongxin_info:'出牌阶段,对所有大势力角色或所有小势力角色使用。若目标角色:未横置,则其横置;已横置,则其摸一张牌。',
lulitongxin_info_versus:'出牌阶段,对所有己方角色或所有敌方角色使用。若目标角色:未横置,则其横置;已横置,则其摸一张牌。',
lianjunshengyan:'联军盛宴',
lianjunshengyan_info:'出牌阶段对你和你选择的除你的势力外的一个势力的所有角色使用。若目标角色为你你选择摸Y张牌并回复X-Y点体力X为该势力的角色数Y∈[0,X]);不为你,其摸一张牌,然后重置。',
lianjunshengyan_info_boss:'出牌阶段对场上所有角色使用。你摸X张牌X为存活角色数其他角色依次选择回复1点体力或摸一张牌。',
chiling:'敕令',
chiling_info:'①出牌阶段对所有没有势力的角色使用。目标角色选择一项1、明置一张武将牌然后摸一张牌2、弃置一张装备牌3、失去1点体力。②当【敕令】因判定或弃置而置入弃牌堆时系统将之移出游戏并将【诏书】置于牌堆底然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】。',
diaohulishan:'调虎离山',
diaohulishan_info:'出牌阶段,对至多两名其他角色使用。目标角色于此回合视为移出游戏。',
huoshaolianying:'火烧连营',
huoshaolianying_bg:'烧',
huoshaolianying_info_guozhan:'出牌阶段对你的下家及其队列中的所有角色使用。你对目标角色造成1点火属性伤害。',
huoshaolianying_info:'出牌阶段对距离最小的一名横置角色使用若无横置角色则改为对距离最小的所有角色使用你对目标造成1点火属性伤害。',
yuanjiao:'远交近攻',
yuanjiao_info:'出牌阶段,对一名与你势力不同的其他角色使用。其摸一张牌,然后你摸三张牌。',
yuanjiao_info_guozhan:'出牌阶段,对一名与你势力不同且已确定势力的其他角色使用。其摸一张牌,然后你摸三张牌。',
yuanjiao_bg:'交',
zhibi:'知己知彼',
zhibi_info:'出牌阶段,对一名有手牌或有暗置武将牌的其他角色使用。你选择一项:⒈观看其手牌。⒉观看其的一张暗置武将牌。',
yiyi:'以逸待劳',
yiyi_info_guozhan:'出牌阶段,对所有己方角色使用。目标角色摸两张牌,然后弃置两张牌。',
yiyi_info_combat:'出牌阶段,对所有己方角色使用。目标角色摸两张牌,然后弃置两张牌。',
yiyi_info:'出牌阶段,对至多三名角色使用。目标角色摸两张牌,然后弃置两张牌。',
yiyi_bg:'逸',
wuliu:'吴六剑',
wuliu_info:'锁定技。与你势力相同的所有其他角色的攻击范围+1。',
sanjian:'三尖两刃刀',
sanjian_info:'当你因执行【杀】而对A造成伤害后你可以弃置一张牌并选择一名其他角色BA至B的距离需为1。你对B造成1点伤害。',
wuliu_skill:'吴六剑',
sanjian_skill:'三尖两刃刀',
jingfanma_bg:'-马',
jingfanma:'惊帆',
jingfanma_info:'锁定技,你计算与其他角色的距离-1。',
huxinjing_bg:'镜',
huxinjing:'护心镜',
huxinjing_info:'此牌可对其他角色使用。当你受到伤害时若伤害值大于1或大于等于你的体力值则你可以将所有【护心镜】置入弃牌堆然后防止此伤害。',
huxinjing_info_guozhan:'当你受到伤害时,若伤害值大于等于你的体力值,则你可以将所有【护心镜】置入弃牌堆,然后防止此伤害。',
gz_haolingtianxia:'号令天下',
gz_haolingtianxia_info:'出牌阶段,对一名体力值不为全场最少的角色使用。所有其他角色依次选择一项:①弃置一张牌(魏势力角色无需弃牌),视为对目标角色使用一张【杀】;②弃置目标角色的一张牌(魏势力角色改为获得其一张牌)。',
gz_kefuzhongyuan:'克复中原',
gz_kefuzhongyuan_info:'出牌阶段,对任意名角色使用。目标角色选择一项:①视为使用一张【杀】(蜀势力角色以此法使用【杀】的伤害值基数+1②摸一张牌蜀势力角色改为摸两张牌。',
gz_guguoanbang:'固国安邦',
gz_guguoanbang_info:'出牌阶段,对你自己使用。你摸八张牌,然后弃置至少六张手牌。然后若你的势力为吴,则你可以将你以此法弃置的牌交给其他吴势力角色(每名角色至多获得两张牌)。',
gz_wenheluanwu:'文和乱武',
gz_wenheluanwu_info:'出牌阶段对所有角色使用。目标角色展示所有手牌然后你选择一项①令其弃置两张类型不同的手牌②你弃置其一张手牌。然后若其为群势力角色且其没有手牌则其将手牌摸至当前体力值至多为5。',
zhaoshu:'诏书',
zhaoshu_skill:'锦囊召唤',
zhaoshu_global:'诏书',
zhaoshu_info:'<li>出牌阶段,对你自己使用。你将此牌置于目标的武将牌上。<br><li>与你势力相同的角色的出牌阶段限一次,其可以将一张手牌(小势力角色改为至多两张)置于【诏书】上,称为“应”。<br><li>出牌阶段限一次,若你的“应”中包含至少四种花色,则你可以发动“锦囊召唤”:将所有“应”置入弃牌堆,然后随机获得一张未加入游戏的势力锦囊牌。',
},
list:[
['heart',9,'yuanjiao'],
['club',3,'zhibi'],
['club',4,'zhibi'],
['diamond',4,'yiyi'],
['heart',11,'yiyi'],
['diamond',6,'wuliu'],
['diamond',12,'sanjian'],
['heart',3,'jingfanma'],
["spade",4,'shunshou'],
["spade",12,'guohe'],
["spade",11,'wuxie'],
['spade',3,'huoshaolianying','fire'],
['club',11,'huoshaolianying','fire'],
['heart',12,'huoshaolianying','fire'],
['club',2,'huxinjing'],
['heart',2,'diaohulishan'],
['diamond',10,'diaohulishan'],
['heart',1,'lianjunshengyan'],
['club',3,'chiling'],
['spade',12,'lulitongxin'],
['club',10,'lulitongxin'],
['club',12,'shuiyanqijunx'],
['heart',13,'shuiyanqijunx'],
['spade',1,'xietianzi'],
['diamond',1,'xietianzi'],
['diamond',4,'xietianzi'],
['club',1,'yuxi'],
],
}
});