noname/character/mountain.js

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30 KiB
JavaScript
Executable File
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'use strict';
character.mountain={
character:{
jiangwei:['male','shu',4,['tiaoxin','zhiji'],['fullskin']],
liushan:['male','shu',3,['xiangle','fangquan','ruoyu'],['zhu','fullskin']],
zhanghe:['male','wei',4,['qiaobian'],['fullskin']],
dengai:['male','wei',4,['tuntian','zaoxian'],['fullskin']],
sunce:['male','wu',4,['jiang','hunzi','zhiba'],['zhu','fullskin']],
zhangzhang:['male','wu',3,['zhijian','guzheng'],['fullskin']],
caiwenji:['female','qun',3,['beige','duanchang'],['fullskin']],
zuoci:['male','qun',3,['huashen','xinsheng'],['fullskin']],
},
skill:{
tiaoxin:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.canUse({name:'sha'},player)&&target.num('he');
},
content:function(){
"step 0"
target.chooseToUse({name:'sha'},player);
"step 1"
if(result.bool==false&&target.num('he')>0){
player.discardPlayerCard(target,'he',true);
}
else{
event.finish();
}
},
ai:{
order:4,
expose:0.2,
result:{
target:-1,
player:function(player,target){
if(target.num('h')==0) return 0;
if(target.num('h')==1) return -0.1;
if(player.hp<=2) return -2;
if(player.num('h','shan')==0) return -1;
return -0.5;
}
},
threaten:1.1
}
},
zhiji:{
audio:2,
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(player.storage.zhiji) return false;
return player.num('h')==0;
},
content:function(){
"step 0"
player.chooseControl('zhiji_recover','zhiji_draw',function(event,player){
if(player.hp>=2) return 'zhiji_draw';
return 'zhiji_recover';
});
"step 1"
if(result.control=='zhiji_draw'){
player.draw(2);
}
else{
player.recover();
}
"step 2"
player.loseMaxHp();
player.storage.zhiji=true;
if(player.hp>player.maxHp) player.hp=player.maxHp;
player.update();
player.addSkill('guanxing')
}
},
xiangle:{
audio:2,
trigger:{target:'useCardToBefore'},
forced:true,
filter:function(event,player){
return event.card.name=='sha';
},
content:function(){
"step 0"
trigger.player.chooseToDiscard(function(card){
return get.type(card)=='basic';
}).ai=function(card){
return 10-ai.get.value(card);
};
"step 1"
if(result.bool==false){
trigger.finish();
trigger.untrigger();
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='sha'){
if(player.num('h',{type:'basic'})<2) return 0;
return [1,0,1,-0.5];
}
}
}
}
},
fangquan:{
audio:2,
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.num('h')>0;
},
direct:true,
content:function(){
"step 0"
var fang=player.hp>=2&&player.num('h')<=player.hp+1;
player.chooseTarget('是否发动放权?',function(card,player,target){
return target!=player;
}).ai=function(target){
if(!fang) return -1;
return ai.get.attitude(player,target)-4;
};
"step 1"
if(result.bool){
player.logSkill('fangquan',result.targets);
trigger.untrigger();
trigger.finish();
player.addSkill('fangquan2');
player.storage.fangquan=result.targets[0];
}
}
},
fangquan2:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
content:function(){
"step 0"
player.chooseToDiscard(true);
"step 1"
var target=player.storage.fangquan;
target.marks.fangquan=target.markCharacter(player,{
name:'放权',
content:'进行一个额外的回合'
});
target.phase();
target.addSkill('fangquan3');
player.removeSkill('fangquan2');
delete player.storage.fangquan;
}
},
fangquan3:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
content:function(){
if(player.marks.fangquan){
player.marks.fangquan.delete();
delete player.marks.fangquan;
}
player.removeSkill('fangquan3');
}
},
ruoyu:{
audio:2,
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(player!=game.zhu)return false;
if(player.storage.ruoyu) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<player.hp) return false;
}
return true;
},
content:function(){
player.storage.ruoyu=true;
player.maxHp++;
player.update();
player.recover();
player.addSkill('jijiang');
}
},
qiaobian:{
audio:2,
group:['qiaobian1','qiaobian2','qiaobian3','qiaobian4'],
ai:{
threaten:3
}
},
qiaobian1:{
audio:2,
trigger:{player:'phaseJudgeBefore'},
filter:function(event,player){
return player.num('h')>0;
},
direct:true,
frequent:true,
content:function(){
"step 0"
if(player.num('j')==0&&(!event.isMine()||!lib.config.autoskilllist.contains('qiaobian1'))){
event.finish();
}
else{
player.chooseToDiscard('是否发动巧变路过判定阶段?').ai=ai.get.unuseful2;
}
"step 1"
if(result.bool){
player.logSkill('qiaobian');
trigger.untrigger();
trigger.finish();
}
}
},
qiaobian2:{
audio:2,
trigger:{player:'phaseDrawBefore'},
filter:function(event,player){
return player.num('h')>0;
},
direct:true,
content:function(){
"step 0"
var check,i,num=0,num2=0;
for(i=0;i<game.players.length;i++){
if(player!=game.players[i]&&game.players[i].num('h')){
var att=ai.get.attitude(player,game.players[i]);
if(att<=0){
num++;
}
if(att<0){
num2++;
}
}
}
check=(num>=2&&num2>0);
player.chooseCardTarget({
ai1:function(card){
if(!check) return 0;
return 6-ai.get.useful(card);
},
ai2:function(target){
if(!check) return 0;
return 1-ai.get.attitude(player,target);
},
filterTarget:function(card,player,target){
return target.num('h')>0;
},
selectTarget:[0,2],
filterCard:true,
prompt:'是否发动巧变路过摸牌阶段?'
});
"step 1"
if(result.bool){
player.logSkill('qiaobian',result.targets);
player.discard(result.cards);
}
"step 2"
game.delay();
"step 3"
if(result.bool){
for(var i=0;i<result.targets.length;i++){
player.gain(result.targets[i].get('h').randomGet());
result.targets[i].$give(1,player);
}
trigger.finish();
trigger.untrigger();
game.delay();
}
"step 4"
if(result.bool) game.delay();
},
ai:{
expose:0.2
}
},
qiaobian3:{
audio:2,
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.num('h')>0;
},
direct:true,
check:function(event,player){
},
content:function(){
"step 0"
var check;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0&&game.players[i].num('j')){
check=true;break;
}
}
if(!check){
if(player.num('h')>player.hp+1){
check=false;
}
else if(player.num('h',{name:['wuzhong']})){
check=false;
}
else{
check=true;
}
}
player.chooseCardTarget({
ai1:function(card){
if(!check) return 0;
return 7-ai.get.useful(card);
},
ai2:function(target){
if(!check) return 0;
if(ui.selected.targets.length==0){
if(target.num('j')&&ai.get.attitude(player,target)>0) return 10;
if(ai.get.attitude(player,target)<0){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
if((target.get('e','1')&&!game.players[i].get('e','1'))||
(target.get('e','2')&&!game.players[i].get('e','2'))||
(target.get('e','3')&&!game.players[i].get('e','3'))||
(target.get('e','4')&&!game.players[i].get('e','4'))||
(target.get('e','5')&&!game.players[i].get('e','5'))) return -ai.get.attitude(player,target);
}
}
}
return 0;
}
return -ai.get.attitude(player,target)*ai.get.attitude(player,ui.selected.targets[0]);
},
multitarget:true,
filterTarget:function(card,player,target){
if(ui.selected.targets.length){
var from=ui.selected.targets[0];
var judges=from.get('j');
for(var i=0;i<judges.length;i++){
if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
}
if(target.isMin()) return false;
if((from.get('e','1')&&!target.get('e','1'))||
(from.get('e','2')&&!target.get('e','2'))||
(from.get('e','3')&&!target.get('e','3'))||
(from.get('e','4')&&!target.get('e','4'))||
(from.get('e','5')&&!target.get('e','5'))) return true;
return false;
}
else{
return target.num('ej')>0;
}
},
selectTarget:2,
filterCard:true,
prompt:'是否发动巧变路过出牌阶段?',
targetprompt:['被移走','移动目标']
});
"step 1"
if(result.bool==false){
event.finish();
return;
}
trigger.untrigger();
trigger.finish();
player.discard(result.cards);
player.logSkill('qiaobian',result.targets,false);
player.line2(result.targets);
event.targets=result.targets;
"step 2"
game.delay();
"step 3"
if(targets.length==2){
player.choosePlayerCard('ej',function(button){
if(ai.get.attitude(player,targets[0])>ai.get.attitude(player,targets[1])){
return get.position(button.link)=='j'?10:0;
}
else{
if(get.position(button.link)=='j') return -10;
return ai.get.equipValue(button.link);
}
},targets[0]);
}
else{
event.finish();
}
"step 4"
if(result.bool){
if(get.position(result.buttons[0].link)=='e'){
event.targets[1].equip(result.buttons[0].link);
}
else if(result.buttons[0].link.viewAs){
event.targets[1].addJudge({name:result.buttons[0].link.viewAs},[result.buttons[0].link]);
}
else{
event.targets[1].addJudge(result.buttons[0].link);
}
event.targets[0].$give(result.buttons[0].link,event.targets[1])
game.delay();
}
},
ai:{
expose:0.2
}
},
qiaobian4:{
audio:2,
trigger:{player:'phaseDiscardBefore'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
var discard=player.num('h')>player.hp;
player.chooseToDiscard('是否发动巧变路过弃牌阶段?').ai=function(card){
if(discard){
return 100-ai.get.useful(card);
}
else{
return -1;
}
};
"step 1"
if(result.bool){
player.logSkill('qiaobian');
trigger.untrigger();
trigger.finish();
}
}
},
tuntian:{
audio:2,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original!='j') return true;
}
return false;
},
content:function(){
"step 0"
player.judge(function(card){
if(get.suit(card)=='heart') return -1;
return 1;
},ui.special);
"step 1"
if(result.bool){
result.card.goto(ui.special);
player.storage.tuntian.push(result.card);
result.node.moveTo(player).delete();
player.markSkill('tuntian');
}
},
init:function(player){
player.storage.tuntian=[];
},
intro:{
content:'cards'
},
mod:{
globalFrom:function(from,to,distance){
if(from.storage.tuntian) return distance-from.storage.tuntian.length;
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'loseCard')&&_status.currentPhase!=target&&target.num('he')){
return [0.5,Math.max(2,target.num('h'))];
}
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
if(target.num('h')==0) return 2;
return [0.5,target.num('h','sha')+target.num('h','shan')];
}
}
},
threaten:function(player,target){
if(target.num('h')==0) return 2;
return 0.5;
}
}
},
zaoxian:{
audio:2,
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(player.storage.tuntian) return player.storage.tuntian.length>=3&&!player.storage.zaoxian;
},
content:function(){
player.loseMaxHp();
player.addSkill('jixi');
player.storage.zaoxian=true;
}
},
jixi:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.storage.tuntian.length>0;
},
content:function(){
"step 0"
player.chooseCardButton('急袭',player.storage.tuntian);
"step 1"
if(result.bool){
var card=result.buttons[0].link;
event.card=card;
player.storage.tuntian.remove(card);
if(!player.storage.tuntian.length){
player.unmarkSkill('tuntian');
}
player.chooseTarget(function(noname,player,target){
var temp=card.name;
card.name='shunshou';
var result=player.canUse(card,target);
card.name=temp;
return result;
},true).ai=function(target){
return -ai.get.attitude(player,target);
};
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.useCard({name:'shunshou'},[event.card],result.targets[0])
}
},
ai:{
order:10,
result:{
player:function(player){
return player.storage.tuntian.length-1;
}
}
}
},
jiang:{
audio:2,
trigger:{player:['shaBefore','juedouBefore'],target:['shaBefore','juedouBefore']},
filter:function(event,player){
if(event.card.name=='juedou') return true;
return get.color(event.card)=='red';
},
frequent:true,
content:function(){
player.draw();
},
ai:{
effect:{
target:function(card,player,target){
if(card.name=='sha'&&get.color(card)=='red') return [1,0.6];
},
player:function(card,player,target){
if(card.name=='sha'&&get.color(card)=='red') return [1,1];
}
}
}
},
hunzi:{
audio:2,
unique:true,
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.hp==1;
},
forced:true,
priority:3,
group:'hunzi2',
content:function(){
player.loseMaxHp();
if(player.hp>player.maxHp) player.loseHp();
player.addSkill('reyingzi');
delete player.tempSkills.yinghun;
player.removeSkill('hunzi');
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'damage')==1&&target.hp==2&&_status.currentPhase!=target) return [0.5,1];
}
}
}
},
hunzi2:{
unique:true,
trigger:{player:'phaseBefore'},
filter:function(event,player){
return player.hp==1;
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('yinghun','phaseAfter');
},
},
zhiba:{
unique:true,
global:'zhiba2',
},
zhiba2:{
audio:2,
forceaudio:true,
enable:'phaseUse',
filter:function(event,player){
if(!game.zhu) return false;
return (player!=game.zhu&&game.zhu.skills.contains('zhiba')&&
player.group=='wu'&&player.num('h')>0&&game.zhu.num('h')>0);
},
filterTarget:function(card,player,target){
return target==game.zhu;
},
usable:1,
content:function(){
"step 0"
player.chooseToCompare(target,function(card){
var player=get.owner(card);
if(player!=game.zhu&&ai.get.attitude(player,game.zhu)>0){
return -get.number(card);
}
return get.number(card);
});
"step 1"
if(result.bool==false){
target.gain([result.player,result.target]);
target.$gain2([result.player,result.target]);
}
},
ai:{
basic:{
order:1
},
expose:0.2,
result:{
target:function(player){
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(cards[i].number<=9) return 1;
}
return 0;
}
}
}
},
zhijian:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.num('h',{type:'equip'})>0;
},
filterCard:function(card){
return get.type(card)=='equip';
},
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
return 6-ai.get.value(card);
},
filterTarget:function(card,player,target){
if(target.isMin()) return false;
return player!=target&&!target.get('e',get.subtype(card)[5]);
},
content:function(){
target.equip(cards[0]);
player.draw();
},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards,targets[0],false);
},
ai:{
basic:{
order:10
},
result:{
target:3,
},
threaten:1.3
}
},
guzheng:{
audio:2,
unique:true,
gainable:true,
trigger:{global:'phaseDiscardEnd'},
filter:function(event,player){
if(event.player!=player&&event.player.classList.contains('dead')==false&&
event.cards&&event.cards.length){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
}
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>0) return true;
var num=0;
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
num++;
}
}
return num>2;
},
direct:true,
content:function(){
"step 0"
game.delay();
"step 1"
event.cards=trigger.cards.slice(0);
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])!='d'){
event.cards.splice(i,1);i--;
}
}
if(event.cards.length==0){
event.finish();
return;
}
player.chooseCardButton(event.cards,'固政:选择令'+get.translation(trigger.player)+'收回的牌');
"step 2"
if(result.bool){
player.logSkill('guzheng',trigger.player);
trigger.player.gain(result.buttons[0].link);
trigger.player.$gain2(result.buttons[0].link);
game.log(get.translation(trigger.player)+'收回了'+get.translation(result.buttons[0].link));
event.cards.remove(result.buttons[0].link);
if(event.cards.length){
player.gain(event.cards);
player.$gain2(event.cards);
game.log(get.translation(player)+'收回了'+get.translation(event.cards));
}
game.delay();
}
},
ai:{
threaten:1.3,
expose:0.2
}
},
beige:{
audio:2,
trigger:{global:'damageEnd'},
filter:function(event,player){
return (event.card&&event.card.name=='sha'&&event.source&&
event.player.classList.contains('dead')==false&&player.num('he'));
},
direct:true,
check:function(event,player){
var att1=ai.get.attitude(player,event.player);
var att2=ai.get.attitude(player,event.source);
return att1>att2&&att1>=0;
},
content:function(){
"step 0"
player.chooseToDiscard('he','是否发动悲歌?').ai=ai.get.unuseful2;
"step 1"
if(result.bool){
player.logSkill('beige');
trigger.player.judge();
}
else{
event.finish();
}
"step 2"
switch(get.suit(result.card)){
case 'heart':trigger.player.recover();break;
case 'diamond':trigger.player.draw(2);break;
case 'club':trigger.source.chooseToDiscard('he',2,true);break;
case 'spade':trigger.source.turnOver();break;
}
},
ai:{
expose:0.3
}
},
duanchang:{
audio:2,
trigger:{player:'dieBegin'},
forced:true,
filter:function(event){
return event.source!=undefined;
},
content:function(){
trigger.source.clearSkills();
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.2;
return 1.5;
},
effect:{
target:function(card,player,target,current){
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(target.hp<=1&&get.tag(card,'damage')) return [1,0,0,-2];
}
}
}
},
huashen:{
unique:true,
forbid:['guozhan'],
init:function(player){
player.storage.huashen={
list:[],
owned:{},
player:player,
get:function(num){
if(typeof num!='number') num=1;
var player=this.player;
while(num--){
var name=player.storage.huashen.unowned.shift();
var skills=lib.character[name][3].slice(0);
for(var i=0;i<skills.length;i++){
var info=lib.skill[skills[i]];
if(info.unique&&!info.gainable){
skills.splice(i--,1);
}
}
player.storage.huashen.owned[name]=skills;
player.popup(name);
game.log(get.translation(player)+'获得了一个化身');
}
}
}
},
group:['huashen1','huashen2'],
intro:{
content:function(storage){
var str='';
var slist=storage.owned;
var list=[];
for(var i in slist){
list.push(i);
}
if(list.length){
str+=get.translation(list[0]);
for(var i=1;i<list.length;i++){
str+='、'+get.translation(list[i]);
}
}
return str;
}
},
mark:true
},
huashen1:{
trigger:{global:'gameStart'},
forced:true,
popup:false,
priority:10,
content:function(){
for(var i in lib.character){
var add=false;
for(var j=0;j<lib.character[i][3].length;j++){
var info=lib.skill[lib.character[i][3][j]];
if(info.gainable||!info.unique){
add=true;break;
}
}
if(add){
player.storage.huashen.list.push(i);
}
}
for(var i=0;i<game.players.length;i++){
delete player.storage.huashen.list[game.players[i].name];
delete player.storage.huashen.list[game.players[i].name1];
delete player.storage.huashen.list[game.players[i].name2];
}
player.storage.huashen.unowned=player.storage.huashen.list.slice(0);
player.storage.huashen.unowned.sort(lib.sort.random);
player.storage.huashen.get(2);
}
},
huashen2:{
audio:2,
trigger:{player:['phaseBegin','phaseEnd'],global:'gameStart'},
filter:function(event,player,name){
if(name=='phaseBegin'&&game.phaseNumber==1) return false;
return true;
},
priority:-9,
forced:true,
popup:false,
content:function(){
var slist=player.storage.huashen.owned;
var list=[];
for(var i in slist){
list.push(i);
}
if(event.isMine()){
event.dialog=ui.create.dialog('选择获得一项技能',[list,'character']);
event.control=ui.create.control(['cancel']);
event.clickControl=function(link){
if(link!='cancel'){
if(player.storage.huashen.current){
player.removeSkill(player.storage.huashen.current);
delete player.storage.huashen.current;
}
if(!player.skills.contains(link)){
player.storage.huashen.current=link;
}
player.addSkill(link);
player.logSkill('huashen2');
game.log(get.translation(player)+'获得技能'+get.translation(link));
player.popup(link);
for(var i=0;i<event.dialog.buttons.length;i++){
if(event.dialog.buttons[i].classList.contains('selected')){
var name=event.dialog.buttons[i].link;
player.sex=lib.character[name][0];
player.group=lib.character[name][1];
// player.node.identity.style.backgroundColor=get.translation(player.group+'Color');
break;
}
}
}
ui.auto.show();
event.dialog.close();
event.control.close();
game.resume();
};
event.control.custom=event.clickControl;
ui.auto.hide();
game.pause();
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.add('selectable');
}
event.custom.replace.button=function(button){
if(button.classList.contains('selected')){
button.classList.remove('selected');
event.control.replace(['cancel']);
}
else{
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.remove('selected');
}
button.classList.add('selected');
event.control.replace(slist[button.link]);
}
event.control.custom=event.clickControl;
}
event.custom.replace.window=function(){
for(var i=0;i<event.dialog.buttons.length;i++){
if(event.dialog.buttons[i].classList.contains('selected')){
event.dialog.buttons[i].classList.remove('selected');
event.control.replace(['cancel']);
event.control.custom=event.clickControl;
return;
}
}
}
}
else{
event.finish();
}
}
},
xinsheng:{
audio:2,
unique:true,
forbid:['guozhan'],
trigger:{player:'damageEnd'},
frequent:true,
filter:function(event,player){
return player.storage.huashen&&player.storage.huashen.unowned;
},
content:function(){
for(var i=0;i<trigger.num;i++){
player.storage.huashen.get();
}
}
},
},
translate:{
tiaoxin:'挑衅',
zhiji:'志继',
zhiji_draw:'摸牌',
zhiji_recover:'回血',
xiangle:'享乐',
fangquan:'放权',
ruoyu:'若愚',
qiaobian:'巧变',
qiaobian1:'巧变-判定',
qiaobian2:'巧变-摸牌',
qiaobian3:'巧变-出牌',
qiaobian4:'巧变-弃牌',
tuntian:'屯田',
tuntian_bg:'田',
zaoxian:'凿险',
jixi:'急袭',
jiang:'激昂',
hunzi:'魂姿',
zhiba:'制霸',
zhiba2:'制霸',
zhijian:'直谏',
guzheng:'固政',
beige:'悲歌',
duanchang:'断肠',
// fushen:'附身',
huashen:'化身',
huashen1:'化身',
huashen2:'化身',
xinsheng:'新生',
tiaoxin_info:'出牌阶段,你可以指定一名使用【杀】能攻击到你的角色,该角色需对你使用一张【杀】,若该角色不如此做,你弃掉他的一张牌,每回合限一次。',
zhiji_info:'觉醒技回合开始阶段若你没有手牌你须回复1点体力或摸两张牌然后剪1点体力上限并永久获得技能“观星”。',
xiangle_info:'锁定技,当其他玩家使用【杀】指定你为目标时,需额外弃掉一张基本牌,否则该【杀】对你无效。',
fangquan_info:'你可跳过你的出牌阶段,若如此做,在回合结束时可弃一张手牌令一名其他角色进行一个额外的回合。',
ruoyu_info:'主公技,觉醒技,回合开始阶段,若你的体力是全场最少的(或之一)你须增加1点体力上限回复1点体力并永久获得技能“激将”。',
qiaobian_info:'你可以弃一张手牌来跳过自己的一个阶段(回合开始和回合结束阶段除外);若以此法跳过摸牌阶段,你可以从其他至多两名角色手里各抽取一张牌;若以此法跳过出牌阶段,你可以将场上的一张牌移动到另一个合理的位置。',
tuntian_info:'每次当你于回合外失去牌时,可以进行一次判定,将非♥结果的判定牌置于你的武将牌上,称为“田”,每有一张田,你计算与其他角色的距离便-1.',
zaoxian_info:'觉醒技回合开始阶段若田的数量达到3张或更多你须减1点体力上限并永久获得技能“急袭”出牌阶段你可以把任意一张田当【顺手牵羊】使用。',
jiang_info:'每当你使用(指定目标后)或被使用(成为目标后)一张【决斗】或红色的【杀】时,你可以摸一张牌。',
hunzi_info:'觉醒技回合开始阶段若你的体力为1你须减1点体力上限并永久获得技能“英姿”和“英魂”。',
zhiba_info:'主公技,其他吴势力角色的出牌阶段,可与你进行一次拼点,若该角色没赢,你可以获得双方拼点的牌;你的觉醒技发动后,你可以拒绝此拼点。每回合限一次。',
zhijian_info:'出牌阶段,你可以将你手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。',
guzheng_info:'其他角色的弃牌阶段结束时,你可将此阶段中弃掉的一张牌从弃牌堆返回该角色手牌;若如此做,你可以获得弃牌堆里其余于此阶段中弃掉的牌。',
beige_info:'一名角色每受到【杀】造成的一次伤害你可以弃一张牌并令其进行一次判定判定结果为♥该角色回复1点体力该角色摸两张牌♣伤害来源弃两张牌♠伤害来源将其武将牌翻面',
duanchang_info:'锁定技,杀死你的角色失去当前的所有技能直到游戏结束。',
// fushen_info:'回合开始前,你可以选择与任意一名角色交换控制权,该角色可选择在下一个回合开始前与你换回',
huashen_info:'所有人都展示武将牌后,你随机获得两张未加入游戏的武将牌,选一张置于你面前并声明该武将的一项技能,你拥有该技能且同时将性别和势力属性变成与该武将相同知道该化身被替换。在你的每个回合开始时和结束后,你可以替换化身牌,你须为新的化身重新声明一项技能(你不可声明锁定技、觉醒技或主公技)。',
xinsheng_info:'你每受到1点伤害可获得一张新化身牌。',
jiangwei:'姜维',
liushan:'刘禅',
zhanghe:'张颌',
dengai:'邓艾',
sunce:'孙策',
zhangzhang:'张昭张紘',
caiwenji:'蔡文姬',
zuoci:'左慈',
},
}