noname/character/extra.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'extra',
connect:true,
characterSort:{
extra:{
extra_feng:['shen_guanyu','shen_lvmeng'],
extra_huo:['shen_zhugeliang','shen_zhouyu'],
extra_lin:['shen_caocao','shen_lvbu'],
extra_shan:['shen_zhaoyun','shen_simayi'],
extra_yin:['shen_liubei','shen_luxun'],
extra_lei:['shen_ganning','shen_zhangliao'],
extra_key:['key_kagari','key_shiki'],
extra_ol:['ol_zhangliao','shen_caopi','shen_zhenji'],
},
},
character:{
key_kagari:['female','shen',3,['kagari_zongsi'],['key']],
key_shiki:['female','shen','3/5',['shiki_omusubi'],['key']],
shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']],
shen_zhaoyun:['male','shen',2,['xinjuejing','relonghun'],['shu']],
shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']],
shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']],
shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']],
"shen_liubei":["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]],
"shen_luxun":["male","shen",4,["nzry_junlve","nzry_cuike","nzry_dinghuo"],["wu"]],
"shen_zhangliao":["male","shen",4,["drlt_duorui","drlt_zhiti"],["wei"]],
"shen_ganning":["male","shen","3/6",["drlt_poxi","drlt_jieying"],["wu"]],
ol_zhangliao:['male','shen',4,['olduorui','olzhiti'],['wei']],
shen_caopi:['male','shen',5,['chuyuan','dengji'],['wei']],
shen_zhenji:['female','shen',4,['shenfu','qixian'],['wei']],
},
characterIntro:{
shen_guanyu:'关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。',
shen_lvmeng:'吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。',
shen_zhouyu:'字公瑾庐江舒县人。东汉末年名将。有姿貌、精音律江东有“曲有误周郎顾”之语。周瑜少与孙策交好后孙策遇刺身亡孙权继任。周瑜将兵赴丧以中护军的身份与长史张昭共掌众事建安十三年208年周瑜率东吴军与刘备军联合在赤壁击败曹操。此战也奠定了三分天下的基础。',
shen_zhugeliang:'字孔明、号卧龙汉族琅琊阳都人三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯死后追谥忠武侯后来东晋政权推崇诸葛亮军事才能特追封他为武兴王。诸葛亮为匡扶蜀汉政权呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等并改造连弩可一弩十矢俱发。于234年在宝鸡五丈原逝世。',
},
characterTitle:{
//shen_ganning:"体力上限6",
},
skill:{
shiki_omusubi:{
trigger:{global:'roundStart'},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt2('shiki_omusubi'),lib.filter.notMe).set('ai',function(target){
var player=_status.event.player;
if(player.isHealthy()) return 0;
if(player.hp<3&&player.getDamagedHp()<2) return 0;
var list=[];
if(lib.character[target.name]) list.addArray(lib.character[target.name][3]);
if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
list=list.filter(function(i){
return !player.hasSkill(i);
});
if(!list.length) return 0;
return 1+Math.random();
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('shiki_omusubi',target);
player.loseMaxHp();
var list=[];
if(lib.character[target.name]) list.addArray(lib.character[target.name][3]);
if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
player.addSkill(list);
game.broadcastAll(function(list){
lib.character.key_shiki[3].addArray(list);
game.expandSkills(list);
for(var i of list){
var info=lib.skill[i];
if(!info) continue;
if(!info.audioname2) info.audioname2={};
info.audioname2.key_shiki='shiki_omusubi';
}
},list);
}
},
},
kagari_zongsi:{
enable:'phaseUse',
usable:1,
content:function(){
'step 0'
var controls=[];
if(ui.cardPile.hasChildNodes()) controls.push('选择牌堆中的一张牌');
if(ui.discardPile.hasChildNodes()) controls.push('选择弃牌堆中的一张牌');
if(game.hasPlayer(function(current){
return current.countCards('hej')>0;
})) controls.push('选择一名角色区域内的一张牌');
if(!controls.length){event.finish();return;}
event.controls=controls;
var next=player.chooseControl();
next.set('choiceList',controls)
next.set('prompt','请选择要移动的卡牌的来源');
next.ai=function(){return 0};
'step 1'
result.control=event.controls[result.index];
var list=['弃牌堆','牌堆','角色'];
for(var i=0;i<list.length;i++){
if(result.control.indexOf(list[i])!=-1){event.index=i;break;}
}
if(event.index==2){
player.chooseTarget('请选择要移动的卡牌的来源',true,function(card,kagari,target){
return target.countCards('hej')>0;
});
}
else{
var source=ui[event.index==0?'discardPile':'cardPile'].childNodes;
var list=[];
for(var i=0;i<source.length;i++) list.push(source[i]);
player.chooseButton(['请选择要移动的卡牌',list],true).ai=get.buttonValue;
}
'step 2'
if(event.index==2){
player.line(result.targets[0]);
event.target1=result.targets[0];
player.choosePlayerCard(result.targets[0],true,'hej').set('visible',true);
}
else{
event.card=result.links[0];
}
'step 3'
if(event.index==2) event.card=result.cards[0];
var controls=[
'将这张牌移动到牌堆的顶部或者底部',
'将这张牌移动到弃牌堆的顶部或者底部',
'将这张牌移动到一名角色对应的区域里',
];
event.controls=controls;
var next=player.chooseControl();
next.set('prompt','要对'+get.translation(event.card)+'做什么呢?');
next.set('choiceList',controls);
next.ai=function(){return 2};
'step 4'
result.control=event.controls[result.index];
var list=['弃牌堆','牌堆','角色'];
for(var i=0;i<list.length;i++){
if(result.control.indexOf(list[i])!=-1){event.index2=i;break;}
}
if(event.index2==2){
player.chooseTarget('要将'+get.translation(card)+'移动到哪一名角色的对应区域呢',true).ai=function(target){
return target==_status.event.player?1:0;
};
}
else{
player.chooseControl('顶部','底部').set('prompt','把'+get.translation(card)+'移动到'+(event.index2==0?'弃':'')+'牌堆的...');
}
'step 5'
if(event.index2!=2){
if(event.target1) event.target1.lose(card,ui.special);
else card.goto(ui.special);
event.way=result.control;
}
else{
event.target2=result.targets[0];
var list=['手牌区'];
if(lib.card[card.name].type=='equip'&&event.target2.isEmpty(lib.card[card.name].subtype)) list.push('装备区');
if(lib.card[card.name].type=='delay'&&!event.target2.storage._disableJudge&&!event.target2.hasJudge(card.name)) list.push('判定区');
if(list.length==1) event._result={control:list[0]};
else{
player.chooseControl(list).set('prompt','把'+get.translation(card)+'移动到'+get.translation(event.target2)+'的...').ai=function(){return 0};
}
}
'step 6'
if(event.index2!=2){
card.fix();
var node=ui[event.index==0?'discardPile':'cardPile'];
if(event.way=='底部') node.appendChild(card);
else node.insertBefore(card,node.firstChild);
game.updateRoundNumber();
event.finish();
}
else{
if(result.control=='手牌区'){
var next=event.target2.gain(card);
if(event.target1){
next.source=event.target1;
next.animate='giveAuto';
}
else next.animate='draw';
}
else if(result.control=='装备区'){
if(event.target1) event.target1.$give(card,event.target2);
event.target2.equip(card);
}
else{
if(event.target1) event.target1.$give(card,event.target2);
event.target2.addJudge(card);
}
}
'step 7'
game.updateRoundNumber();
},
ai:{
order:10,
result:{player:1},
},
},
caopi_xingdong:{
audio:'olfangquan',
audioname:['shen_caopi'],
subSkill:{
mark:{
mark:true,
marktext:'令',
intro:{
content:'跳过下个回合的判定阶段和摸牌阶段',
},
},
},
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h',lib.skill.caopi_xingdong.filterCard);
},
filterCard:function(card){
return card.name=='sha'||get.type(card)=='trick';
},
check:function(card){return 1},
filterTarget:lib.filter.notMe,
discard:false,
lose:false,
delay:0,
content:function(){
'step 0'
target.gain(cards,player,'give');
'step 1'
target.chooseUseTarget(cards[0],game.filterPlayer(function(current){
return current!=player;
}),'请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段');
'step 2'
if(result.bool) game.asyncDraw([player,target]);
else{
target.addTempSkill('caopi_xingdong_mark','phaseJudgeSkipped');
target.skip('phaseJudge');
target.skip('phaseDraw');
event.finish();
}
'step 3'
game.delay();
},
ai:{
order:12,
result:{
target:function(player,target){
var card=ui.selected.cards[0];
if(target.hasSkill('pingkou')) return 1;
if(!card) return 0;
var info=get.info(card);
if(info.selectTarget==-1){
var eff=0;
game.countPlayer(function(current){
if(current!=player&&target.canUse(card,current)) eff+=get.effect(current,card,target,target)>0
});
if(eff>0||get.value(card)<3) return eff;
return 0;
}
else if(game.hasPlayer(function(current){
return current!=player&&target.canUse(card,current)&&get.effect(current,card,target,target)>0
})) return 1.5;
else if(get.value(card)<3) return -1;
return 0;
},
},
},
},
shenfu:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
event.logged=false;
event.targets=[];
event.goto(player.countCards('h')%2==1?1:4);
'step 1'
player.chooseTarget(get.prompt('shenfu'),'对一名其他角色造成1点雷属性伤害',lib.filter.notMe).set('ai',function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player,'thunder')*(target.hp==1?2:1);
});
'step 2'
if(result.bool){
var target=result.targets[0];
event.target=target;
if(!event.logged){
event.logged=true;
player.logSkill('shenfu',target,'thunder');
}
else player.line(target,'thunder');
target.damage('thunder');
}
else event.finish();
'step 3'
if(target.isDead()) event.goto(1);
else event.finish();
'step 4'
player.chooseTarget(get.prompt('shenfu'),'令一名角色摸一张牌或弃置其一张手牌',function(card,player,target){
return !_status.event.getParent().targets.contains(target);
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
var delta=target.hp-target.countCards('h');
if(Math.abs(delta)==1&&get.sgn(delta)==get.sgn(att)) return 3*Math.abs(att);
if(att>0||target.countCards('h')>0) return Math.abs(att);
return 0;
});
'step 5'
if(result.bool){
var target=result.targets[0];
event.target=target;
if(!event.logged){
event.logged=true;
player.logSkill('shenfu',target);
}
else player.line(target,'green');
targets.push(target);
if(!target.countCards('h')) event._result={bool:false};
else player.discardPlayerCard(target,'h','弃置'+get.translation(target)+'一张手牌,或点【取消】令其摸一张牌。');
}
else event.finish();
'step 6'
if(!result.bool) target.draw();
'step 7'
if(target.hp==target.countCards('h')) event.goto(4);
},
ai:{expose:0.25},
},
qixian:{
mod:{
maxHandcardBase:function(player,num){
return 7;
},
},
},
chuyuan:{
audio:2,
trigger:{global:'damageEnd'},
filter:function(event,player){
return event.player.isAlive()&&player.getStorage('chuyuan').length<player.maxHp;
},
logTarget:'player',
locked:false,
content:function(){
'step 0'
trigger.player.draw();
'step 1'
if(!trigger.player.countCards('h')) event.finish();
else trigger.player.chooseCard('h',true,'选择一张牌置于'+get.translation(player)+'的武将牌上作为「储」');
'step 2'
trigger.player.lose(result.cards,ui.special,'visible','toStorage');
trigger.player.$give(result.cards,player,false);
game.log(trigger.player,'选择了',result.cards);
player.markAuto('chuyuan',result.cards);
},
//mod:{
// maxHandcard:function(player,num){
// return num+player.getStorage('chuyuan').length;
// },
//},
intro:{
content:'cards',
onunmark:'throw',
},
},
dengji:{
audio:2,
derivation:['tianxing','new_rejianxiong','rerende','rezhiheng','olluanji','caopi_xingdong'],
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
unique:true,
juexingji:true,
skillAnimation:true,
animationColor:'water',
filter:function(event,player){
return player.getStorage('chuyuan').length>=3;
},
content:function(){
player.awakenSkill(event.name);
player.addSkill('tianxing');
player.addSkill('new_rejianxiong');
player.loseMaxHp();
player.gain(player.storage.chuyuan,'gain2','fromStorage');
player.unmarkAuto('chuyuan',player.storage.chuyuan);
},
},
tianxing:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
unique:true,
juexingji:true,
skillAnimation:true,
animationColor:'thunder',
filter:function(event,player){
return player.getStorage('chuyuan').length>=3;
},
content:function(){
'step 0'
player.awakenSkill(event.name);
player.loseMaxHp();
player.gain(player.storage.chuyuan,'gain2','fromStorage');
player.unmarkAuto('chuyuan',player.storage.chuyuan);
player.removeSkill('chuyuan');
player.chooseControl('rerende','rezhiheng','olluanji','caopi_xingdong').set('prompt','选择获得一个技能').set('ai',function(){
var player=_status.event.player;
if(!player.hasSkill('luanji')&&!player.hasSkill('olluanji')&&player.getUseValue({name:'wanjian'})>4) return 'olluanji';
if(!player.hasSkill('rezhiheng')) return 'rezhiheng';
if(!player.hasSkill('caopi_xingdong')) return 'caopi_xingdong';
return 'rerende';
});
'step 1'
player.addSkillLog(result.control);
},
},
olzhiti:{
audio:'drlt_zhiti',
global:'olzhiti2',
mod:{
maxHandcard:function(player,num){
if(game.hasPlayer(function(current){
return current.isDamaged();
})) return num+1;
},
},
trigger:{player:['phaseDrawBegin2','phaseEnd']},
forced:true,
filter:function(event,player){
var num=event.name=='phase'?5:3;
if(num==3?event.numFixed:!game.hasPlayer(function(current){
return current.countDisabled()<5;
})) return false;
return game.countPlayer(function(current){
return current.isDamaged();
})>=num;
},
direct:true,
content:function(){
'step 0'
if(trigger.name=='phaseDraw'){
player.logSkill('olzhiti');
trigger.num++;
event.finish();
}
else{
player.chooseTarget(get.prompt('olzhiti'),'废除一名角色的一个随机装备栏',function(card,player,target){
return target.countDisabled()<5;
}).set('ai',function(target){
return -get.attitude(_status.event.player,target)*(target.countCards('e')+1)
});
}
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('olzhiti',target);
var list=[];
for(var i=1;i<6;i++){
if(!target.isDisabled(i)) list.add((i==3||i==4)?6:i);
}
var num=list.randomGet();
if(num!=6) target.disableEquip(num);
else{
target.disableEquip(3);
target.disableEquip(4);
}
}
},
},
olzhiti2:{
mod:{
maxHandcard:function(player,num){
if(player.isDamaged()) return num-game.countPlayer(function(current){
return current.hasSkill('olzhiti')&&current.inRange(player);
})
},
},
},
olduorui:{
audio:'drlt_duorui',
trigger:{
source:'damageSource'
},
filter:function(event,player){
if(!player.isPhaseUsing()||event.player.isDead()) return false;
for(var i in event.player.disabledSkills){
if(event.player.disabledSkills[i].contains('olduorui2')) return false;
}
var list=[];
var listm=[];
var listv=[];
if(event.player.name1!=undefined) listm=lib.character[event.player.name1][3];
else listm=lib.character[event.player.name][3];
if(event.player.name2!=undefined) listv=lib.character[event.player.name2][3];
listm=listm.concat(listv);
var func=function(skill){
var info=get.info(skill);
if(!info||info.charlotte) return false;
return true;
};
for(var i=0;i<listm.length;i++){
if(func(listm[i])) list.add(listm[i]);
}
return list.length>0;
},
check:function(event,player){
if(get.attitude(player,event.player)>=0) return false;
if(event.getParent('phaseUse').skipped) return true;
var nd=player.needsToDiscard();
return player.countCards('h',function(card){
return player.getUseValue(card,null,true)>0&&(nd?true:get.tag(card,'damage')>0);
})==0;
},
logTarget:'player',
content:function(){
'step 0'
var list=[];
var listm=[];
var listv=[];
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
else listm=lib.character[trigger.player.name][3];
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
listm=listm.concat(listv);
var func=function(skill){
var info=get.info(skill);
if(!info||info.charlotte) return false;
return true;
};
for(var i=0;i<listm.length;i++){
if(func(listm[i])) list.add(listm[i]);
}
event.skills=list;
player.chooseControl(list).set('prompt','选择'+get.translation(trigger.player)+'武将牌上的一个技能并令其失效');
'step 1'
trigger.player.disableSkill('olduorui2',result.control);
trigger.player.addTempSkill('olduorui2',{player:'phaseAfter'});
game.log(player,'选择了',trigger.player,'的技能','#g【'+get.translation(result.control)+'】');
event.getParent('phaseUse').skipped=true;
},
},
olduorui2:{
onremove:function(player,skill){
player.enableSkill(skill);
},
locked:true,
mark:true,
charlotte:true,
intro:{
content:function(storage,player,skill){
var list=[];
for(var i in player.disabledSkills){
if(player.disabledSkills[i].contains(skill)) list.push(i);
};
if(list.length){
var str='失效技能:';
for(var i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
};
return str.slice(0,str.length-1);
};
},
},
},
wuhun21:{audio:true},
wuhun22:{
audio:true,
skillAnimation:true,
animationColor:'soil',
},
wuhun23:{
audio:true,
skillAnimation:true,
animationColor:'soil',
},
"new_wuhun":{
audio:"wuhun21",
group:["new_wuhun_mark","new_wuhun_die","wuhun22","wuhun23"],
trigger:{
player:"damageEnd",
},
forced:true,
filter:function (event,player){
return event.source!=undefined;
},
content:function (){
trigger.source.addMark('new_wuhun_mark',trigger.num);
},
subSkill:{
die:{
//audio:"wuhun2",
skillAnimation:true,
animationColor:'soil',
trigger:{
player:"die",
},
forced:true,
forceDie:true,
direct:true,
filter:function (event,player){
return game.hasPlayer(function(current){
return current!=player&&current.hasMark('new_wuhun_mark');
});
},
content:function (){
"step 0"
var num=0;
for(var i=0;i<game.players.length;i++){
var current=game.players[i];
if(current!=player&&current.countMark('new_wuhun_mark')>num){
num=current.countMark('new_wuhun_mark');
}
}
player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){
return target!=player&&target.countMark('new_wuhun_mark')==_status.event.num;
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
}).set('forceDie',true).set('num',num);
"step 1"
if(result.bool&&result.targets&&result.targets.length){
var target=result.targets[0];
event.target=target;
player.logSkill(Math.random()<0.5?'wuhun22':'wuhun23',target);
player.line(target,{color:[255, 255, 0]});
game.delay(2);
}
"step 2"
target.judge(function(card){
if(['tao','taoyuan'].contains(card.name)) return 10;
return -10;
});
"step 3"
if(!result.bool){
lib.element.player.die.apply(target,[]);
}
},
sub:true,
},
mark:{
marktext:"魇",
intro:{
name:"梦魇",
content:"mark",
},
sub:true,
},
},
ai:{
threaten:0.01,
},
},
"new_guixin":{
audio:"guixin",
trigger:{
player:"damageEnd",
},
check:function (event,player){
if(player.isTurnedOver()||event.num>1) return true;
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
return num>=2;
},
content:function (){
"step 0"
var targets=game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.count=trigger.num;
"step 1"
event.num=0;
player.line(targets,'green');
player.chooseControl('手牌区','装备区','判定区').set('ai',function(){
if(game.hasPlayer(function(current){
return current.countCards('j')&&current!=player&&get.attitude(player,current)>0;
})) return 2;
return Math.floor(Math.random()*3);
}).set('prompt','请选择优先获得的区域');
"step 2"
event.range={
手牌区:['h','e','j'],
装备区:['e','h','j'],
判定区:['j','h','e'],
}[result.control||'手牌区'];
"step 3"
if(num<event.targets.length){
var target=event.targets[num];
var range=event.range;
for(var i=0;i<range.length;i++){
var cards=target.getCards(range[i]);
if(cards.length){
var card=cards.randomGet();
player.gain(card,target,'giveAuto','bySelf');
break;
}
}
event.num++;
}
"step 4"
if(num<event.targets.length) event.goto(3);
"step 5"
player.turnOver();
"step 6"
event.count--;
if(event.count){
player.chooseBool(get.prompt2('new_guixin')).ai=function(){
return lib.skill.new_guixin.check({num:event.count},player);
};
}
else{
event.finish();
}
"step 7"
if(event.count&&result.bool){
player.logSkill('new_guixin');
event.goto(1);
}
},
ai:{
maixie:true,
"maixie_hp":true,
threaten:function (player,target){
if(target.hp==1) return 2.5;
return 1;
},
effect:{
target:function (card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(target.hp==1) return 0.8;
if(target.isTurnedOver()) return [0,3];
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
if(num>2) return [0,1];
if(num==2) return [0.5,1];
}
},
},
},
},
ol_shenfen:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.countMark('baonu')>=6;
},
usable:1,
skillAnimation:true,
animationColor:'metal',
content:function(){
"step 0"
event.delay=false;
player.removeMark('baonu',6);
event.targets=game.filterPlayer();
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
player.line(event.targets,'green');
event.targets2=event.targets.slice(0);
event.targets3=event.targets.slice(0);
"step 1"
if(event.targets2.length){
event.targets2.shift().damage('nocard');
event.redo();
}
"step 2"
if(event.targets.length){
event.current=event.targets.shift()
event.current.discard(event.current.getCards('e')).delay=false;
}
"step 3"
game.delay(0.5);
if(event.targets.length) event.goto(2);
"step 4"
if(event.targets3.length){
event.targets3.shift().chooseToDiscard(4,'h',true).delay=false;
}
"step 5"
game.delay(0.5);
if(event.targets3.length) event.goto(4);
"step 6"
player.turnOver();
},
ai:{
combo:'baonu',
order:10,
result:{
player:function(player){
return game.countPlayer(function(current){
if(current!=player){
return get.sgn(get.damageEffect(current,player,player));
}
});
}
}
}
},
ol_wuqian:{
audio:2,
enable:'phaseUse',
derivation:'wushuang',
filter:function(event,player){
return player.countMark('baonu')>=2;
},
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('ol_wuqian_targeted');
},
content:function(){
player.removeMark('baonu',2);
player.addTempSkill('wushuang');
player.storage.ol_wuqian_target=target;
player.addTempSkill('ol_wuqian_target');
target.addTempSkill('ol_wuqian_targeted');
},
subSkill:{
equip:{
ai:{
unequip:true,
skillTagFilter:function(player,tag,arg){
if(arg&&arg.target&&arg.target.hasSkill('ol_wuqian_targeted')) return true;
return false;
}
}
},
targeted:{ai:{unequip2:true}},
target:{
mark:'character',
onremove:true,
intro:{
content:'获得无双且$防具失效直到回合结束'
},
}
}
},
wumou:{
audio:2,
trigger:{player:'useCard'},
forced:true,
filter:function(event){
return get.type(event.card)=='trick';
},
content:function(){
'step 0'
if(player.hasMark('baonu')){
player.chooseControlList([
'移去一枚【暴怒】标记',
'失去一点体力'
],true).set('ai',function(event,player){
if(player.storage.baonu>6) return 0;
if(player.hp+player.num('h','tao')>3) return 1;
return 0;
});
}
else{
player.loseHp();
event.finish();
}
'step 1'
if(result.index==0){
player.removeMark('baonu',1);
}
else{
player.loseHp();
}
},
ai:{
effect:{
player:function(card,player){
if (get.type(card)=='trick'&&get.value(card)<6){
return [0,-2];
}
}
}
}
},
qinyin:{
audio:2,
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
var cards=[];
player.getHistory('lose',function(evt){
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards2);
});
return cards.length>1;
},
content:function(){
"step 0"
event.forceDie=true;
if(typeof event.count!='number'){
// event.count=trigger.cards.length-1;
event.count=1;
}
var recover=0,lose=0,players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hp<players[i].maxHp){
if(get.attitude(player,players[i])>0){
if(players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(get.attitude(player,players[i])<0){
if(players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(get.attitude(player,players[i])>0){
lose--;
}
else if(get.attitude(player,players[i])<0){
lose++;
}
}
}
var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)';
player.chooseControl('失去体力','回复体力','cancel2',
ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){
if(lose>recover&&lose>0) return 0;
if(lose<recover&&recover>0) return 1;
return 2;
}
"step 1"
if(result.control=='cancel2'){
event.finish();
}
else{
player.logSkill('qinyin');
event.bool=(result.control=='回复体力');
event.num=0;
event.players=game.filterPlayer();
}
"step 2"
if(event.num<event.players.length){
var target=event.players[event.num];
if(event.bool){
target.recover();
}
else{
target.loseHp();
}
event.num++;
event.redo();
}
"step 3"
if(event.count>1){
event.count--;
event.goto(0);
}
},
ai:{
expose:0.1,
threaten:2
}
},
lianpo:{
audio:true,
trigger:{global:'phaseAfter'},
frequent:true,
filter:function(event,player){
return player.getStat('kill')>0;
},
content:function(){
player.insertPhase();
}
},
baonu:{
audio:2,
marktext:'暴',
unique:true,
trigger:{
source:'damageSource',
player:['damageEnd','enterGame'],
global:'gameDrawAfter',
},
forced:true,
filter:function(event){
return event.name!='damage'||event.num>0;
},
content:function(){
player.addMark('baonu',trigger.name=='damage'?trigger.num:2);
},
intro:{
name:'暴怒',
content:'mark'
},
ai:{
combo:'ol_shenfen',
maixie:true,
maixie_hp:true
}
},
shenfen:{
audio:2,
unique:true,
enable:'phaseUse',
filter:function(event,player){
return player.storage.baonu>=6;
},
skillAnimation:true,
animationColor:'metal',
limited:true,
content:function(){
"step 0"
player.awakenSkill('shenfen');
player.storage.baonu-=6;
player.markSkill('baonu');
player.syncStorage('baonu');
event.targets=game.filterPlayer();
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
event.targets2=event.targets.slice(0);
player.line(event.targets,'green');
"step 1"
if(event.targets.length){
event.targets.shift().damage();
event.redo();
}
"step 2"
if(event.targets2.length){
var cur=event.targets2.shift();
if(cur&&cur.countCards('he')){
cur.chooseToDiscard('he',true,4);
}
event.redo();
}
},
ai:{
order:10,
result:{
player:function(player){
return game.countPlayer(function(current){
if(current!=player){
return get.sgn(get.damageEffect(current,player,player));
}
});
}
}
}
},
wuqian:{
audio:2,
enable:'phaseUse',
derivation:'wushuang',
filter:function(event,player){
return player.storage.baonu>=2&&!player.hasSkill('wushuang');
},
content:function(){
player.storage.baonu-=2;
player.addTempSkill('wushuang');
},
ai:{
order:5,
result:{
player:function(player){
if(!player.storage.shenfen) return 0;
var cards=player.getCards('h','sha');
if(cards.length){
if(game.hasPlayer(function(current){
return (player.canUse('sha',current)&&
get.effect(current,cards[0],player,player)>0&&current.hasShan());
})){
return 1;
}
}
return 0;
}
}
}
},
renjie:{
audio:true,
trigger:{player:'damageEnd'},
forced:true,
unique:true,
group:'renjie2',
notemp:true,
//mark:true,
filter:function(event){
return event.num>0;
},
content:function(){
player.addMark('renjie',trigger.num);
},
intro:{
name2:'忍',
content:'mark'
},
ai:{
maixie:true,
maixie_hp:true,
/*effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(get.tag(card,'damage')){
if(target.hp==target.maxHp){
if(!target.hasSkill('jilue')){
return [0,1];
}
return [0.7,1];
}
return 0.7;
}
},
player:function(card,player){
if(_status.currentPhase!=player) return;
if(_status.event.name!='chooseToUse'||_status.event.player!=player) return;
if(get.type(card)=='basic') return;
if(get.tag(card,'gain')) return;
if(get.value(card,player,'raw')>=7) return;
if(player.hp<=2) return;
if(!player.hasSkill('jilue')||player.storage.renjie==0){
return 'zeroplayertarget';
}
}
}*/
}
},
renjie2:{
audio:true,
trigger:{player:'loseAfter'},
forced:true,
filter:function(event,player){
if(event.type!='discard'||!event.cards2) return false;
var evt=event.getParent('phaseDiscard');
return evt&&evt.name=='phaseDiscard'&&evt.player==player;
},
content:function(){
player.addMark('renjie',trigger.cards2.length);
}
},
sbaiyin:{
skillAnimation:'epic',
animationColor:'thunder',
juexingji:true,
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
unique:true,
audio:true,
filter:function(event,player){
return player.countMark('renjie')>=4;
},
content:function(){
player.loseMaxHp();
player.addSkill('jilue');
player.awakenSkill('sbaiyin');
}
},
jilue:{
unique:true,
group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi','jilue_jizhi_clear']
},
jilue_guicai:{
audio:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.countCards('he')>0&&player.hasMark('renjie');
},
content:function(){
"step 0"
player.chooseCard('是否弃置一枚“忍”,并发动〖鬼才〗?','he',function(card){
var player=_status.event.player;
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
if(mod2!='unchanged') return mod2;
var mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
if(mod!='unchanged') return mod;
return true;
}).ai=function(card){
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
var attitude=get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result-get.value(card)/2;
}
else{
return -result-get.value(card)/2;
}
};
"step 1"
if(result.bool){
player.respond(result.cards,'highlight','jilue_guicai','noOrdering');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.removeMark('renjie',1);
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
game.delay(2);
}
},
ai:{
rejudge:true,
tag:{
rejudge:1,
}
}
},
jilue_fangzhu:{
audio:true,
trigger:{player:'damageEnd'},
direct:true,
//priority:-1,
filter:function(event,player){
return player.hasMark('renjie');
},
content:function(){
"step 0"
player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){
return player!=target
}).ai=function(target){
if(target.hasSkillTag('noturn')) return 0;
if(target.isTurnedOver()){
return get.attitude(player,target)-1;
}
else{
if(player.maxHp-player.hp==1){
return -get.attitude(player,target)-1;
}
}
return 0;
}
"step 1"
if(result.bool){
player.removeMark('renjie',1);
player.logSkill('jilue_fangzhu',result.targets);
result.targets[0].draw(player.maxHp-player.hp);
result.targets[0].turnOver();
}
},
},
jilue_wansha:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hasMark('renjie');
},
content:function(){
player.removeMark('renjie',1);
player.addTempSkill('wansha');
}
},
jilue_zhiheng:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hasMark('renjie');
},
position:'he',
filterCard:lib.filter.cardDiscardable,
discard:false,
lose:false,
delay:false,
selectCard:[1,Infinity],
prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。',
check:function(card){
var player=_status.event.player;
if(get.position(card)=='h'&&!player.countCards('h',function(card){
return get.value(card)>=8;
})){
return 8-get.value(card);
}
return 6-get.value(card)
},
content:function(){
'step 0'
player.removeMark('renjie',1);
player.discard(cards);
event.num=1;
var hs=player.getCards('h');
if(!hs.length) event.num=0;
for(var i=0;i<hs.length;i++){
if(!cards.contains(hs[i])){
event.num=0;break;
}
}
'step 1'
player.draw(event.num+cards.length);
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
var cards=player.getCards('he');
for(var i=0;i<cards.length;i++){
if(get.value(cards[i])<6){
num++;
}
}
if(cards.length>2) return 1;
if(cards.length==2&&player.storage.jilue>1);
return 0;
}
},
threaten:1.5
},
},
jilue_jizhi:{
audio:true,
trigger:{player:'useCard'},
filter:function(event,player){
return (get.type(event.card,'trick')=='trick'&&event.card.isCard&&player.hasMark('renjie'));
},
init:function(player){
player.storage.jilue_jizhi=0;
},
content:function(){
'step 0'
player.removeMark('renjie',1);
player.draw();
'step 1'
event.card=result[0];
if(get.type(event.card)=='basic'){
player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1').set('ai',function(evt,player){
return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6;
}).set('value',get.value(event.card,player));
}
'step 2'
if(result.bool){
player.discard(event.card);
player.storage.jilue_jizhi++;
if(_status.currentPhase==player){
player.markSkill('jilue_jizhi');
}
}
},
ai:{
threaten:1.4
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.jilue_jizhi;
}
},
intro:{
content:'本回合手牌上限+#',
},
subSkill:{
clear:{
trigger:{global:'phaseAfter'},
silent:true,
content:function(){
player.storage.jilue_jizhi=0;
player.unmarkSkill('jilue_jizhi');
}
}
}
},
wushen:{
mod:{
cardname:function(card,player,name){
if(get.suit(card)=='heart') return 'sha';
},
cardnature:function(card,player){
if(get.suit(card)=='heart') return false;
},
targetInRange:function(card){
if(get.suit(card)=='heart') return true;
}
},
audio:2,
trigger:{player:['useCard1','respond']},
firstDo:true,
forced:true,
filter:function(event,player){
return event.card.name=='sha'&&!event.skill&&
event.cards.length==1&&get.suit(event.cards[0])=='heart';
},
content:function(){},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
wuhun:{
trigger:{
player:"damageEnd",
},
//alter:true,
filter:function (event,player){
if(event.source==undefined) return false;
if(!get.is.altered('wuhun')) return false
return true;
},
forced:true,
content:function (){
if(!trigger.source.storage.wuhun_mark){
trigger.source.storage.wuhun_mark=0;
}
trigger.source.storage.wuhun_mark+=trigger.num;
trigger.source.syncStorage('wuhun_mark');
trigger.source.markSkill('wuhun_mark');
},
global:["wuhun_mark"],
subSkill:{
mark:{
marktext:"魇",
intro:{
content:"mark",
},
sub:true,
},
},
group:["wuhun2","wuhun4","wuhun5"],
},
wuhun2:{
trigger:{
player:'dieBegin',
},
forced:true,
popup:false,
filter:function (event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.wuhun_mark) return true;
}
return false;
},
content:function (){
"step 0"
player.chooseTarget(true,get.prompt('wuhun2'),function(card,player,target){
if(player==target) return false;
if(!target.storage.wuhun_mark) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.wuhun_mark>target.storage.wuhun_mark){
return false;
}
}
return true;
}).set('ai',function(target){
return -ai.get.attitude(_status.event.player,target);
});
"step 1"
player.line(result.targets[0],'fire');
result.targets[0].addSkill('wuhun3')
},
ai:{
threaten:0.5,
effect:{
target:function (card,player,target,current){
if(get.tag(card,'damage')){
if(player.hasSkill('jueqing')) return [1,-5];
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(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
return [1,0,0,-player.hp];
}
},
},
},
},
wuhun3:{
audio:3,
trigger:{
global:'dieAfter',
},
forced:true,
content:function (){
"step 0"
player.judge(function(card){
if(card.name=='tao'||card.name=='taoyuan') return 2;
return -2;
})
"step 1"
if(result.judge==-2){
player.die();
}
player.removeSkill('wuhun3');
},
},
wuhun4:{
trigger:{
player:'dieAfter',
},
forced:true,
popup:false,
content:function (){
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.wuhun_mark){
game.players[i].storage.wuhun_mark=0;
game.players[i].unmarkSkill('wuhun_mark');
}
}
},
},
wuhun5:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
filter:function(event){
if(event.source!=player&&event.source!=undefined&&!get.is.altered('wuhun')) return true
return false;
},
content:function(){
trigger.source.addSkill('wuhun6');
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.5;
},
effect:{
target:function(card,player,target,current){
if(target.hp<=1&&get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-5];
if(!target.hasFriend()) return;
if(player.hp>2&&get.attitude(player,target)<=0) return [0,2];
return [1,0,0,-player.hp];
}
}
}
}
},
wuhun6:{
audio:3,
trigger:{global:'dieAfter'},
forced:true,
content:function(){
if(player.hp<Infinity){
player.loseHp(player.hp);
}
player.removeSkill('wuhun6');
}
},
guixin:{
audio:2,
// alter:true,
trigger:{player:'damageEnd'},
check:function(event,player){
if(player.isTurnedOver()||event.num>1) return true;
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
return num>=2;
},
content:function(){
"step 0"
var targets=game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.count=trigger.num;
"step 1"
event.num=0;
player.line(targets,'green');
"step 2"
if(num<event.targets.length){
if(!get.is.altered('guixin')){
if(event.targets[num].countGainableCards(player,'hej')){
player.gainPlayerCard(event.targets[num],true,'hej');
}
}
else{
var hej=event.targets[num].getCards('hej')
if(hej.length){
var card=hej.randomGet();
player.gain(card,event.targets[num]);
if(get.position(card)=='h'){
event.targets[num].$giveAuto(card,player);
}
else{
event.targets[num].$give(card,player);
}
}
}
event.num++;
event.redo();
}
"step 3"
player.turnOver();
"step 4"
event.count--;
if(event.count){
player.chooseBool(get.prompt2('guixin'));
}
else{
event.finish();
}
"step 5"
if(event.count&&result.bool){
event.goto(1);
}
},
ai:{
maixie:true,
maixie_hp:true,
threaten:function(player,target){
if(target.hp==1) return 2.5;
return 1;
},
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(target.hp==1) return 0.8;
if(target.isTurnedOver()) return [0,3];
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
if(num>2) return [0,1];
if(num==2) return [0.5,1];
}
}
}
}
},
qixing:{
audio:2,
unique:true,
trigger:{global:'gameDrawAfter',player:'phaseZhunbeiBegin'},
forced:true,
check:function(event,player){
return player.hp<=1;
},
filter:function(event,player){
return !player.storage.qixing;
},
content:function(){
"step 0"
player.storage.qixing=game.cardsGotoSpecial(get.cards(7)).cards;
player.markSkill('qixing');
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
"step 1"
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){
var val=get.value(card);
if(val<0) return 10;
if(player.skipList.contains('phaseUse')){
return val;
}
return -val;
};
"step 2"
if(result.bool){
player.logSkill('qixing');
player.lose(result.cards,ui.special,'toStorage');
player.storage.qixing=player.storage.qixing.concat(result.cards);
player.syncStorage('qixing');
event.num=result.cards.length;
}
else{
event.finish();
}
"step 3"
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
var val=get.value(button.link);
if(val<0) return -10;
if(player.skipList.contains('phaseUse')){
return -val;
}
return val;
}
if(player==game.me&&!event.isMine()){
game.delay(0.5);
}
"step 4"
player.gain(result.links,'fromStorage');
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
player.syncStorage('qixing');
if(player==game.me&&_status.auto){
game.delay(0.5);
}
},
mark:true,
intro:{
onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
},
mark:function(dialog,content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
dialog.addAuto(content);
}
else{
return '共有'+get.cnNumber(content.length)+'张星';
}
}
},
content:function(content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
return get.translation(content);
}
return '共有'+get.cnNumber(content.length)+'张星';
}
}
},
group:['qixing2'],
},
qixing2:{
trigger:{player:'phaseDrawAfter'},
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
content:function(){
"step 0"
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){
var val=get.value(card);
if(val<0) return 10;
if(player.skipList.contains('phaseUse')){
return val;
}
return -val;
};
"step 1"
if(result.bool){
player.logSkill('qixing');
player.lose(result.cards,ui.special,'toStorage');
player.storage.qixing=player.storage.qixing.concat(result.cards);
player.syncStorage('qixing');
event.num=result.cards.length;
}
else{
event.finish();
}
"step 2"
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
var val=get.value(button.link);
if(val<0) return -10;
if(player.skipList.contains('phaseUse')){
return -val;
}
return val;
}
if(player==game.me&&!event.isMine()){
game.delay(0.5);
}
"step 3"
player.gain(result.links,'fromStorage');
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
player.syncStorage('qixing');
if(player==game.me&&_status.auto){
game.delay(0.5);
}
}
},
dawu:{
unique:true,
trigger:{player:'phaseJieshuBegin'},
//priority:1,
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
audio:2,
content:function(){
"step 0"
player.chooseTarget('选择角色获得大雾标记',
[1,Math.min(game.countPlayer(),player.storage.qixing.length)]).ai=function(target){
if(target.isMin()) return 0;
if(target.hasSkill('biantian2')) return 0;
var att=get.attitude(player,target);
if(att>=4){
if(target.hp==1&&target.maxHp>2) return att;
if(target.hp==2&&target.maxHp>3&&target.countCards('he')==0) return att*0.7;
return 0;
}
return -1;
}
"step 1"
if(result.bool){
var length=result.targets.length;
for(var i=0;i<length;i++){
result.targets[i].addSkill('dawu2');
}
player.logSkill('dawu',result.targets,'thunder');
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
}
else{
event.finish();
}
"step 2"
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
game.cardsDiscard(result.links);
},
group:'dawu3'
},
dawu2:{
trigger:{player:'damageBegin4'},
filter:function(event){
if(event.nature!='thunder') return true;
return false;
},
mark:true,
forced:true,
charlotte:true,
content:function(){
trigger.cancel();
},
ai:{
nofire:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
}
},
},
intro:{
content:'已获得大雾标记'
}
},
dawu3:{
trigger:{player:['phaseZhunbeiBegin','dieBegin']},
silent:true,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('dawu2')){
game.players[i].removeSkill('dawu2');
//game.players[i].popup('dawu2');
}
if(game.players[i].hasSkill('kuangfeng2')){
game.players[i].removeSkill('kuangfeng2');
//game.players[i].popup('kuangfeng2');
}
}
}
},
kuangfeng:{
unique:true,
audio:2,
trigger:{player:'phaseJieshuBegin'},
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
content:function(){
"step 0"
player.chooseTarget('选择一名角色获得狂风标记').ai=function(target){
return -1;
}
"step 1"
if(result.bool){
var length=result.targets.length;
for(var i=0;i<length;i++){
result.targets[i].addSkill('kuangfeng2');
}
player.logSkill('kuangfeng',result.targets,'fire');
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
}
else{
event.finish();
}
"step 2"
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
game.cardsDiscard(result.links);
game.log(player,'将',result.links,'置入了弃牌堆')
},
},
kuangfeng2:{
trigger:{player:'damageBegin3'},
filter:function(event){
if(event.nature=='fire') return true;
return false;
},
mark:true,
intro:{
content:'已获得狂风标记'
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 1.5;
}
}
}
},
yeyan:{
unique:true,
forceDie:true,
enable:'phaseUse',
audio:3,
animationColor:'metal',
skillAnimation:'legend',
filterTarget:function(card,player,target){
var length=ui.selected.cards.length;
return (length==0||length==4);
},
filterCard:function(card){
var suit=get.suit(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.suit(ui.selected.cards[i])==suit) return false;
}
return true;
},
complexCard:true,
limited:true,
selectCard:[0,4],
line:'fire',
check:function (){return -1},
selectTarget:function (){
if(ui.selected.cards.length==4) return [1,2];
if(ui.selected.cards.length==0) return [1,3];
game.uncheck('target');
return [1,3];
},
multitarget:true,
multiline:true,
content:function (){
"step 0"
player.awakenSkill('yeyan');
event.num=0;
"step 1"
if(cards.length==4) event.goto(2);
else {
if(event.num<targets.length){
targets[event.num].damage('fire',1,'nocard');
event.num++;
}
if(event.num==targets.length) event.finish();
else event.redo();
}
"step 2"
player.loseHp(3);
if(targets.length==1) event.goto(4);
else{
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
return _status.event.targets.contains(target)
}).set('ai',function(target){
return 1;
}).set('forceDie',true).set('targets',targets);
}
"step 3"
if(event.num<targets.length){
var dnum=1;
if(result.bool&&result.targets&&targets[event.num]==result.targets[0]) dnum=2;
targets[event.num].damage('fire',dnum,'nocard');
event.num++;
}
if(event.num==targets.length) event.finish();
else event.redo();
"step 4"
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
return "3点";
}).set('forceDie',true);
"step 5"
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
},
ai:{
order:1,
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')) return 0;
if(lib.config.mode=='versus') return -1;
if(player.hasUnknown()) return 0;
return get.damageEffect(target,player);
}
}
}
},
longhun:{
audio:4,
group:['longhun1','longhun2','longhun3','longhun4'],
ai:{
skillTagFilter:function(player,tag){
switch(tag){
case 'respondSha':{
if(player.countCards('he',{suit:'diamond'})<Math.max(1,player.hp)) return false;
break;
}
case 'respondShan':{
if(player.countCards('he',{suit:'club'})<Math.max(1,player.hp)) return false;
break;
}
case 'save':{
if(player.countCards('he',{suit:'heart'})<Math.max(1,player.hp)) return false;
break;
}
}
},
maixie:true,
save:true,
respondSha:true,
respondShan:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&target.hp>=1) return [0,0];
if(!target.hasFriend()) return;
if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1];
}
},
threaten:function(player,target){
if(target.hp==1) return 2;
return 0.5;
},
}
},
longhun1:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张红桃牌当作桃使用';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'tao'},
filter:function(event,player){
return player.countCards('he',{suit:'heart'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='heart';
}
},
longhun2:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张方片当作火杀使用或打出';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'sha',nature:'fire'},
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='diamond';
}
},
longhun3:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张黑桃牌当作无懈可击使用';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 7-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'wuxie'},
viewAsFilter:function(player){
return player.countCards('he',{suit:'spade'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='spade';
}
},
longhun4:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张梅花牌当作闪使用或打出';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'shan'},
filterCard:function(card){
return get.suit(card)=='club';
}
},
juejing:{
mod:{
maxHandcard:function(player,num){
return 2+num;
}
},
audio:true,
trigger:{player:'phaseDrawBegin2'},
//priority:-5,
filter:function(event,player){
return !event.numFixed&&player.hp<player.maxHp;
},
forced:true,
content:function(){
trigger.num+=(player.getDamagedHp());
}
},
relonghun:{
audio:'longhun',
//技能发动时机
enable:['chooseToUse','chooseToRespond'],
//发动时提示的技能描述
prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出',
//动态的viewAs
viewAs:function(cards,player){
var name=false;
var nature=null;
//根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃
switch(get.suit(cards[0],player)){
case 'club':name='shan';break;
case 'diamond':name='sha';nature='fire';break;
case 'spade':name='wuxie';break;
case 'heart':name='tao';break;
}
//返回判断结果
if(name) return {name:name,nature:nature};
return null;
},
//AI选牌思路
check:function(card){
if(ui.selected.cards.length) return 0;
var player=_status.event.player;
if(_status.event.type=='phase'){
var max=0;
var name2;
var list=['sha','tao'];
var map={sha:'diamond',tao:'heart'}
for(var i=0;i<list.length;i++){
var name=list[i];
if(player.countCards('he',function(card){
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
if(temp>max){
max=temp;
name2=map[name];
}
}
}
if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card));
return 0;
}
return 1;
},
//选牌数量
selectCard:[1,2],
//确保选择第一张牌后 重新检测第二张牌的合法性 避免选择两张花色不同的牌
complexCard:true,
//选牌范围:手牌区和装备区
position:'he',
//选牌合法性判断
filterCard:function(card,player,event){
//如果已经选了一张牌 那么第二张牌和第一张花色相同即可
if(ui.selected.cards.length) return get.suit(card,player)==get.suit(ui.selected.cards[0],player);
event=event||_status.event;
//获取当前时机的卡牌选择限制
var filter=event._backup.filterCard;
//获取卡牌花色
var name=get.suit(card,player);
//如果这张牌是梅花并且当前时机能够使用/打出闪 那么这张牌可以选择
if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true;
//如果这张牌是方片并且当前时机能够使用/打出火杀 那么这张牌可以选择
if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true;
//如果这张牌是黑桃并且当前时机能够使用/打出无懈 那么这张牌可以选择
if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true;
//如果这张牌是红桃并且当前时机能够使用/打出桃 那么这张牌可以选择
if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true;
//上述条件都不满足 那么就不能选择这张牌
return false;
},
//判断当前时机能否发动技能
filter:function(event,player){
//获取当前时机的卡牌选择限制
var filter=event.filterCard;
//如果当前时机能够使用/打出火杀并且角色有方片 那么可以发动技能
if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('he',{suit:'diamond'})) return true;
//如果当前时机能够使用/打出闪并且角色有梅花 那么可以发动技能
if(filter({name:'shan'},player,event)&&player.countCards('he',{suit:'club'})) return true;
//如果当前时机能够使用/打出桃并且角色有红桃 那么可以发动技能
if(filter({name:'tao'},player,event)&&player.countCards('he',{suit:'heart'})) return true;
//如果当前时机能够使用/打出无懈可击并且角色有黑桃 那么可以发动技能
if(filter({name:'wuxie'},player,event)&&player.countCards('he',{suit:'spade'})) return true;
return false;
},
ai:{
respondSha:true,
respondShan:true,
save:true,
//让系统知道角色“有杀”“有闪”“有桃”
skillTagFilter:function(player,tag){
var name;
switch(tag){
case 'respondSha':name='diamond';break;
case 'respondShan':name='club';break;
case 'save':name='heart';break;
}
if(!player.countCards('he',{suit:name})) return false;
},
//AI牌序
order:function(item,player){
if(player&&_status.event.type=='phase'){
var max=0;
var list=['sha','tao'];
var map={sha:'diamond',tao:'heart'}
for(var i=0;i<list.length;i++){
var name=list[i];
if(player.countCards('he',function(card){
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
if(temp>max) max=temp;
}
}
max/=1.1;
return max;
}
return 2;
},
},
//让系统知道玩家“有无懈”
hiddenCard:function(player,name){
return name=='wuxie'&&player.countCards('he',{suit:'spade'})>0;
},
group:['xinlonghun_num','xinlonghun_discard'],
},
xinlonghun:{
group:['xinlonghun1','xinlonghun2','xinlonghun3','xinlonghun4','xinlonghun_num','xinlonghun_discard'],
ai:{
skillTagFilter:function(player,tag){
switch(tag){
case 'respondSha':{
if(player.countCards('he',{suit:'diamond'})==0) return false;
break;
}
case 'respondShan':{
if(player.countCards('he',{suit:'club'})==0) return false;
break;
}
case 'save':{
if(player.countCards('he',{suit:'heart'})==0) return false;
break;
}
}
},
save:true,
respondSha:true,
respondShan:true,
threaten:1.8
},
subSkill:{
num:{
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event){
var evt=event;
return (evt.skill=='xinlonghun1'||evt.skill=='xinlonghun2'||(['sha','tao'].contains(evt.card.name)&&evt.skill=='relonghun'))&&evt.cards&&evt.cards.length==2;
},
content:function(){
trigger.baseDamage++;
}
},
discard:{
trigger:{player:['useCardAfter','respondAfter']},
forced:true,
popup:false,
logTarget:function(){
return _status.currentPhase;
},
autodelay:function(event){
return event.name=='respond'?0.5:false;
},
filter:function(evt,player){
return (evt.skill=='xinlonghun3'||evt.skill=='xinlonghun4'||(['shan','wuxie'].contains(evt.card.name)&&evt.skill=='relonghun'))&&
evt.cards&&evt.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
},
content:function(){
player.line(_status.currentPhase,'green');
player.discardPlayerCard(_status.currentPhase,'he',true);
}
}
}
},
xinlonghun1:{
audio:'longhun1',
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张红桃牌当作桃使用';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 10-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'tao'},
filter:function(event,player){
return player.countCards('he',{suit:'heart'})>0;
},
filterCard:function(card){
return get.suit(card)=='heart';
}
},
xinlonghun2:{
audio:'longhun2',
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张方片牌当作火杀使用或打出';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 10-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'sha',nature:'fire'},
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>0;
},
filterCard:function(card){
return get.suit(card)=='diamond';
}
},
xinlonghun3:{
audio:'longhun3',
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张黑桃牌当作无懈可击使用';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 7-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'wuxie'},
viewAsFilter:function(player){
return player.countCards('he',{suit:'spade'})>0;
},
filterCard:function(card){
return get.suit(card)=='spade';
}
},
xinlonghun4:{
audio:'longhun4',
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将至多两张梅花牌当作闪使用或打出';
},
position:'he',
check:function(card,event){
if(ui.selected.cards.length) return 0;
return 10-get.value(card);
},
selectCard:[1,2],
viewAs:{name:'shan'},
filter:function(event,player){
return player.countCards('he',{suit:'club'})>0;
},
filterCard:function(card){
return get.suit(card)=='club';
}
},
xinjuejing:{
mod:{
maxHandcard:function(player,num){
return 2+num;
}
},
audio:'juejing',
trigger:{player:['dying','dyingAfter']},
forced:true,
content:function(){
player.draw();
}
},
shelie:{
audio:2,
trigger:{player:'phaseDrawBegin1'},
filter:function(event,player){
return !event.numFixed;
},
content:function(){
"step 0"
trigger.changeToZero();
event.cards=get.cards(5);
game.cardsGotoOrdering(event.cards);
event.videoId=lib.status.videoId++;
game.broadcastAll(function(player,id,cards){
var str;
if(player==game.me&&!_status.auto){
str='涉猎:获取花色各不相同的牌';
}
else{
str='涉猎';
}
var dialog=ui.create.dialog(str,cards);
dialog.videoId=id;
},player,event.videoId,event.cards);
event.time=get.utc();
game.addVideo('showCards',player,['涉猎',get.cardsInfo(event.cards)]);
game.addVideo('delay',null,2);
"step 1"
var next=player.chooseButton([0,5],true);
next.set('dialog',event.videoId);
next.set('filterButton',function(button){
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.suit(ui.selected.buttons[i].link)==get.suit(button.link)) return false;
}
return true;
});
next.set('ai',function(button){
return get.value(button.link,_status.event.player);
});
"step 2"
if(result.bool&&result.links){
event.cards2=result.links;
}
else{
event.finish();
}
var time=1000-(get.utc()-event.time);
if(time>0){
game.delay(0,time);
}
"step 3"
game.broadcastAll('closeDialog',event.videoId);
var cards2=event.cards2;
player.gain(cards2,'log','gain2');
},
ai:{
threaten:1.2
}
},
gongxin:{
audio:2,
audioname:['re_lvmeng','gexuan'],
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h');
},
content:function(){
"step 0"
event.videoId=lib.status.videoId++;
var cards=target.getCards('h');
if(player.isOnline2()){
player.send(function(cards,id){
ui.create.dialog('攻心',cards).videoId=id;
},cards,event.videoId);
}
event.dialog=ui.create.dialog('攻心',cards);
event.dialog.videoId=event.videoId;
if(!event.isMine()){
event.dialog.style.display='none';
}
player.chooseButton().set('filterButton',function(button){
return get.suit(button.link)=='heart';
}).set('dialog',event.videoId);
"step 1"
if(result.bool){
event.card=result.links[0];
var func=function(card,id){
var dialog=get.idDialog(id);
if(dialog){
for(var i=0;i<dialog.buttons.length;i++){
if(dialog.buttons[i].link==card){
dialog.buttons[i].classList.add('selectedx');
}
else{
dialog.buttons[i].classList.add('unselectable');
}
}
}
}
if(player.isOnline2()){
player.send(func,event.card,event.videoId);
}
else if(event.isMine()){
func(event.card,event.videoId);
}
player.chooseControl('gongxin_discard','gongxin_top');
}
else{
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
event.finish();
}
"step 2"
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
var card=event.card;
if(result.control=='gongxin_top'){
target.lose(card,ui.special);
player.showCards(card,'置于牌堆顶');
}
else{
target.discard(card);
event.finish();
}
"step 3"
event.card.fix();
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
game.log(player,'将',event.card,'置于牌堆顶');
},
ai:{
threaten:1.5,
result:{
target:function(player,target){
return -target.countCards('h');
}
},
order:10,
expose:0.4,
}
},
"nzry_longnu":{
mark:true,
locked:true,
marktext:'龙',
intro:{
content:function(storage,player,skill){
if(player.storage.nzry_longnu==true) return '锁定技出牌阶段开始时你减1点体力上限并摸一张牌然后本回合你的锦囊牌均视为雷杀且无使用次数限制';
return '锁定技,出牌阶段开始时,你流失一点体力并摸一张牌,然后本回合你的红色手牌均视为火杀且无距离限制';
},
},
audio:2,
trigger:{
player:'phaseUseBegin'
},
forced:true,
content:function(){
if(player.storage.nzry_longnu==true){
player.storage.nzry_longnu=false;
player.loseMaxHp();
player.draw();
player.addTempSkill('nzry_longnu_2',{player:'phaseAfter'});
}else{
player.storage.nzry_longnu=true;
player.loseHp();
player.draw();
player.addTempSkill('nzry_longnu_1',{player:'phaseAfter'});
};
},
subSkill:{
'1':{
mod:{
cardname:function(card,player){
if(get.color(card)=='red') return 'sha';
},
cardnature:function(card,player){
if(get.color(card)=='red') return 'fire';
},
targetInRange:function(card){
if(get.color(card)=='red') return true;
},
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
},
},
'2':{
prompt:'本回合你的锦囊牌均视为雷杀且无使用次数限制',
mod:{
cardname:function(card,player){
if(['trick','delay'].contains(lib.card[card.name].type)) return 'sha';
},
cardnature:function(card,player){
if(['trick','delay'].contains(lib.card[card.name].type)) return 'thunder';
},
cardUsable:function(card,player){
if(card.name=='sha'&&card.nature=='thunder') return Infinity;
},
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
},
},
},
},
"nzry_jieying":{
audio:2,
locked:true,
global:"g_nzry_jieying",
ai:{
effect:{
target:function(card){
if(card.name=='tiesuo') return 'zeroplayertarget';
},
},
},
group:["nzry_jieying_1","nzry_jieying_2"],
subSkill:{
'1':{
audio:2,
trigger:{
player:'linkAfter',
global:'gameDrawAfter',
},
forced:true,
filter:function (event,player){
return !player.isLinked();
},
content:function(){
player.link(true);
},
},
'2':{
audio:2,
trigger:{
player:'phaseJieshuBegin',
},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&&!current.isLinked();
});
},
content:function(){
"step 0"
player.chooseTarget(true,'请选择【结营】的目标',function(card,player,target){
return target!=player&&!target.isLinked();
}).ai=function(target){
return 1+Math.random();
};
"step 1"
if(result.bool){
player.line(result.targets);
player.logSkill('nzry_jieying');
result.targets[0].link(true);
}else{
event.finish();
};
},
},
},
},
"g_nzry_jieying":{
mod:{
maxHandcard:function (player,num){
if(game.countPlayer(function(current){return current.hasSkill('nzry_jieying')})>0&&player.isLinked()) return num+2;
},
},
},
"nzry_junlve":{
audio:2,
//marktext:"军",
intro:{
content:'当前有#个标记',
},
//mark:true,
trigger:{
player:"damageAfter",
source:"damageSource",
},
forced:true,
content:function(){
player.addMark('nzry_junlve',trigger.num);
},
},
"nzry_cuike":{
audio:2,
trigger:{
player:"phaseUseBegin",
},
direct:true,
content:function(){
'step 0'
if(player.countMark('nzry_junlve')%2==1){
player.chooseTarget('是否发动【摧克】,对一名角色造成一点伤害?').ai=function(target){
return -get.attitude(player,target);
};
}
else{
player.chooseTarget('是否发动【摧克】,横置一名角色并弃置其区域内的一张牌?').ai=function(target){
return -get.attitude(player,target);
};
}
'step 1'
if(result.bool){
player.logSkill('nzry_cuike',result.targets);
if(player.countMark('nzry_junlve')%2==1){
result.targets[0].damage();
}
else{
result.targets[0].link(true);
player.discardPlayerCard(result.targets[0],1,'hej',true);
};
};
'step 2'
if(player.countMark('nzry_junlve')>7){
player.chooseBool().set('ai',function(){
return true;
}).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?');
}else{
event.finish();
};
'step 3'
if(result.bool){
var players=game.players.slice(0).sortBySeat();
player.line(players);
player.removeMark('nzry_junlve',player.countMark('nzry_junlve'));
for(var i=0;i<players.length;i++){
if(players[i]!=player) players[i].damage();
};
};
},
},
"nzry_dinghuo":{
audio:2,
limited:true,
init:function (player){
player.storage.nzry_dinghuo=false;
},
intro:{
content:"limited",
},
unique:true,
mark:true,
skillAnimation:true,
animationColor:'metal',
enable:'phaseUse',
filter:function (event,player){
return !player.storage.nzry_dinghuo&&player.countMark('nzry_junlve')>0;
},
check:function (event,player){
var num=game.countPlayer(function(current){return get.attitude(player,current)<0&&current.isLinked()});
return player.storage.nzry_junlve>=num&&num==game.countPlayer(function(current){return get.attitude(player,current)<0});
},
filterTarget:function(card,player,target){
return target.isLinked();
},
selectTarget:function(){
return [1,_status.event.player.countMark('nzry_junlve')];
},
multiline:true,
multitarget:true,
content:function (){
'step 0'
player.awakenSkill('nzry_dinghuo');
player.storage.nzry_dinghuo=true;
'step 1'
player.removeMark('nzry_junlve',player.countMark('nzry_junlve'));
for(var i=0;i<targets.length;i++){
targets[i].discard(targets[i].getCards('e'));
}
player.chooseTarget(true,'对一名目标角色造成1点火焰伤害',function(card,player,target){
return _status.event.targets.contains(target);
}).set('targets',targets).ai=function(){return 1};
'step 2'
if(result.bool){
result.targets[0].damage('fire','nocard');
}
},
ai:{
order:1,
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')) return 0;
if(lib.config.mode=='versus') return -1;
if(player.hasUnknown()) return 0;
return get.damageEffect(target,player)-target.countCards('e');
}
}
}
},
"drlt_duorui":{
audio:2,
init:function(player,skill){
if(!player.storage.drlt_duorui) player.storage.drlt_duorui=[];
},
trigger:{
source:'damageSource'
},
filter:function(event,player){
if(player.storage.drlt_duorui.length) return false;
return player!=event.player&&event.player.isAlive()&&_status.currentPhase==player;
},
check:function(event,player){
if(player.countDisabled()<5&&player.isDisabled(5)) return false;
return true;
},
bannedList:[
'bifa','buqu','gzbuqu','songci','funan','xinfu_guhuo','reguhuo','huashen','rehuashen','old_guhuo','shouxi','xinpojun','taoluan','xintaoluan','yinbing','xinfu_yingshi','zhenwei','zhengnan','xinzhengnan','zhoufu',
],
content:function(){
'step 0'
var list=[];
var listm=[];
var listv=[];
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
else listm=lib.character[trigger.player.name][3];
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
listm=listm.concat(listv);
var func=function(skill){
var info=get.info(skill);
if(!info||info.charlotte||info.zhuSkill||info.juexingji||info.limited||(info.unique&&!info.gainable)||lib.skill.drlt_duorui.bannedList.contains(skill)) return false;
return true;
};
for(var i=0;i<listm.length;i++){
if(func(listm[i])) list.add(listm[i]);
}
event.skills=list;
if(player.countDisabled()<5){
player.chooseToDisable().ai=function(event,player,list){
if(list.contains('equip5')) return 'equip5';
return list.randomGet();
};
}
'step 1'
if(event.skills.length>0){
player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()});
}
else event.finish();
'step 2'
player.addTempSkill(result.control,{player:'dieAfter'});
player.popup(result.control,'thunder');
player.storage.drlt_duorui=[result.control];
player.storage.drlt_duorui_player=trigger.player;
trigger.player.storage.drlt_duorui=[result.control];
trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
},
group:['duorui_clear'],
},
"duorui_clear":{
trigger:{global:['phaseAfter','dieAfter'],},
filter:function(event,player){
if(!player.storage.drlt_duorui_player||!player.storage.drlt_duorui) return false;
return player.storage.drlt_duorui_player==event.player&&player.storage.drlt_duorui.length;
},
silent:true,
forced:true,
popup:false,
content:function(){
player.removeSkill(player.storage.drlt_duorui[0]);
delete player.storage.drlt_duorui_player;
player.storage.drlt_duorui=[];
},
},
"drlt_duorui1":{
init:function(player,skill){
player.disableSkill(skill,player.storage.drlt_duorui);
},
onremove:function(player,skill){
player.enableSkill(skill);
},
locked:true,
mark:true,
charlotte:true,
intro:{
content:function(storage,player,skill){
var list=[];
for(var i in player.disabledSkills){
if(player.disabledSkills[i].contains(skill)) list.push(i);
};
if(list.length){
var str='失效技能:';
for(var i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
};
return str.slice(0,str.length-1);
};
},
},
},
"drlt_zhiti":{
audio:2,
locked:true,
group:["drlt_zhiti_1","drlt_zhiti_2","drlt_zhiti_3","drlt_zhiti_4","drlt_zhiti_5"],
subSkill:{
'1':{
audio:"drlt_zhiti",
trigger:{
global:'juedouAfter'
},
forced:true,
filter:function(event,player){
return event.targets&&event.targets.contains(player)&&event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
},
content:function(){
player.chooseToEnable();
},
},
'2':{
audio:"drlt_zhiti",
trigger:{
player:'juedouAfter',
},
forced:true,
filter:function(event,player){
return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
},
content:function(){
player.chooseToEnable();
},
},
'3':{
audio:"drlt_zhiti",
trigger:{
player:'chooseToCompareAfter'
},
forced:true,
filter:function(event,player){
return event.result.bool==true&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
},
content:function(){
'step 0'
player.chooseToEnable();
},
},
'4':{
audio:"drlt_zhiti",
trigger:{
global:'chooseToCompareAfter'
},
forced:true,
filter:function(event,player){
return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
},
content:function(){
player.chooseToEnable();
},
},
'5':{
audio:"drlt_zhiti",
trigger:{
player:['damageEnd']
},
forced:true,
filter:function(event,player){
return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
},
content:function(){
player.chooseToEnable();
},
},
},
},
"_drlt_zhiti":{
mod:{
maxHandcard:function (player,num){
if(player.maxHp>player.hp&&game.countPlayer(function(current){
return current!=player&&current.hasSkill('drlt_zhiti')&&current.inRange(player);
})) return num-1;
},
},
},
'drlt_poxi':{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
//return target!=player;
},
content:function(){
'step 0'
event.list1=[];
event.list2=[];
if(player.countCards('h')>0){
var chooseButton=player.chooseButton(4,['你的手牌',player.getCards('h'),get.translation(target.name)+'的手牌',target.getCards('h')]);
}
else{
var chooseButton=player.chooseButton(4,[get.translation(target.name)+'的手牌',target.getCards('h')]);
}
chooseButton.set('target',target);
chooseButton.set('ai',function(button){
var player=_status.event.player;
var target=_status.event.target;
var ps=[];
var ts=[];
for(var i=0;i<ui.selected.buttons.length;i++){
var card=ui.selected.buttons[i].link;
if(target.getCards('h').contains(card)) ts.push(card);
else ps.push(card);
}
var card=button.link;
var owner=get.owner(card);
var val=get.value(card)||1;
if(owner==target){
if(ts.length>1) return 0;
if(ts.length==0||player.hp>3) return val;
return 2*val;
}
return 7-val;
});
chooseButton.set('filterButton',function(button){
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
};
return true;
});
'step 1'
if(result.bool){
var list=result.links;
for(var i=0;i<list.length;i++){
if(get.owner(list[i])==player){
event.list1.push(list[i]);
}else{
event.list2.push(list[i]);
};
};
if(event.list1.length&&event.list2.length){
target.discard(event.list2).delay=false;
player.discard(event.list1);
}
else if(event.list2.length){
target.discard(event.list2);
}
else player.discard(event.list1);
};
'step 2'
if(event.list1.length+event.list2.length==4){
if(event.list1.length==0) player.loseMaxHp();
if(event.list1.length==1){
var evt=_status.event;
for(var i=0;i<10;i++){
if(evt&&evt.getParent)evt=evt.getParent();
if(evt.name=='phaseUse'){
evt.skipped=true;
break;
};
};
player.addTempSkill('drlt_poxi1',{player:'phaseAfter'});
};
if(event.list1.length==3) player.recover();
if(event.list1.length==4) player.draw(4);
};
},
ai:{
order:13,
result:{
target:function(target,player){
return -1;
},
},
},
},
'drlt_poxi1':{
mod:{
maxHandcard:function (player,num){
return num-1;
},
},
},
drlt_jieying_mark:{
marktext:"营",
intro:{
name:'营',
content:'mark',
},
mod:{
cardUsable:function (card,player,num){
if(player.hasMark('drlt_jieying_mark')&&card.name=='sha') return num+game.countPlayer(function(current){
return current.hasSkill('drlt_jieying');
});
},
maxHandcard:function (player,num){
if(player.hasMark('drlt_jieying_mark')) return num+game.countPlayer(function(current){
return current.hasSkill('drlt_jieying');
});
},
},
audio:'drlt_jieying',
trigger:{
player:'phaseDrawBegin2'
},
forced:true,
filter:function(event,player){
return !event.numFixed&&player.hasMark('drlt_jieying_mark')&&game.hasPlayer(function(current){
return current.hasSkill('drlt_jieying');
});
},
content:function(){
trigger.num+=game.countPlayer(function(current){
return current.hasSkill('drlt_jieying');
});
},
ai:{
nokeep:true,
skillTagFilter:function(player){
if(!player.hasMark('drlt_jieying_mark')) return false;
},
},
},
'drlt_jieying':{
audio:2,
locked:false,
global:'drlt_jieying_mark',
group:["drlt_jieying_1","drlt_jieying_2","drlt_jieying_3"],
subSkill:{
'1':{
audio:'drlt_jieying',
trigger:{
player:'phaseZhunbeiBegin'
},
forced:true,
filter:function(event,player){
return !game.hasPlayer(function(current){
return current.hasMark('drlt_jieying_mark');
});
},
content:function(){
player.addMark('drlt_jieying_mark',1);
},
},
'2':{
audio:'drlt_jieying',
trigger:{
player:"phaseJieshuBegin",
},
direct:true,
filter:function(event,player){
return player.hasMark('drlt_jieying_mark');
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('drlt_jieying'),"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后其移去“营”标记然后你获得其所有手牌。",function(card,player,target){
return target!=player;
}).ai=function(target){
if(get.attitude(player,target)>0)
return 0.1;
if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1))
return 0.2;
if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0)
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2;
if(get.attitude(player,target)<1&&target.countCards('h')>0)
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7;
return 1;
};
'step 1'
if(result.bool){
var target=result.targets[0];
player.line(target);
player.logSkill('drlt_jieying',target);
var mark=player.countMark('drlt_jieying_mark');
player.removeMark('drlt_jieying_mark',mark);
target.addMark('drlt_jieying_mark',mark);
};
},
},
'3':{
audio:'drlt_jieying',
trigger:{
global:'phaseEnd',
},
forced:true,
filter:function(event,player){
return player!=event.player&&event.player.hasMark('drlt_jieying_mark')&&event.player.isAlive();
},
logTarget:'player',
content:function(){
if(trigger.player.countCards('h')>0){
trigger.player.give(trigger.player.getCards('h'),player);
}
trigger.player.removeMark('drlt_jieying_mark',trigger.player.countMark('drlt_jieying_mark'));
},
},
},
},
},
translate:{
"shen_luxun":"神陆逊",
"nzry_junlve":"军略",
"nzry_junlve_info":"锁定技当你受到或造成伤害后你获得X个“军略”标记(X为伤害点数)",
"nzry_cuike":"摧克",
"nzry_cuike_info":"出牌阶段开始时若“军略”标记的数量为奇数你可以对一名角色造成一点伤害若“军略”标记的数量为偶数你可以横置一名角色并弃置其区域内的一张牌。然后若“军略”标记的数量超过7个你可以移去全部“军略”标记并对所有其他角色造成一点伤害",
"nzry_dinghuo":"绽火",
"nzry_dinghuo_info":"限定技出牌阶段你可以移去全部“军略”标记令至多等量的已横置角色弃置所有装备区内的牌。然后你对其中一名角色造成1点火焰伤害。",
"shen_liubei":"神刘备",
"nzry_longnu":"龙怒",
"nzry_longnu_info":"转换技锁定技①出牌阶段开始时你失去1点体力并摸一张牌然后本回合内你的红色手牌均视为火【杀】且无距离限制。②出牌阶段开始时你减1点体力上限并摸一张牌然后本回合你的锦囊牌均视为雷【杀】且无使用次数限制。",
"nzry_jieying":"结营",
"nzry_jieying_info":"锁定技,游戏开始时或当你的武将牌重置时,你横置;所有已横置的角色手牌上限+2结束阶段你横置一名其他角色。",
"shen_ganning":"神甘宁",
"shen_zhangliao":"神张辽",
"drlt_poxi":"魄袭",
"drlt_poxi_info":"出牌阶段限一次,你可以观看一名其他角色的手牌,然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做,根据此次弃置你的牌的数量执行以下效果:零张,扣减一点体力上限;一张,你结束出牌阶段且本回合手牌上限-1三张你回复一点体力四张你摸四张牌",
"drlt_jieying":"劫营",
"drlt_jieying_info":"回合开始时若场上没有拥有“营”标记的角色你获得1个“营”标记结束阶段你可以将你的一个“营”标记交给一名角色有“营”标记的角色摸牌阶段多摸一张牌出牌阶段使用【杀】的次数上限+1手牌上限+1。有“营”的其他角色回合结束时其移去“营”标记然后你获得其所有手牌。",
drlt_jieying_mark:"劫营",
"drlt_duorui1":"失效技能",
"drlt_duorui1_bg":"锐",
"drlt_duorui":"夺锐",
"drlt_duorui_info":"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得该角色的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去以此法获得的技能。",
"drlt_zhiti":"止啼",
"drlt_zhiti_info":"锁定技,你攻击范围内已受伤的其他角色手牌上限-1当你拼点或【决斗】胜利或受到伤害后你恢复一个装备栏",
shen_zhaoyun:'神赵云',
shen_guanyu:'神关羽',
shen_lvmeng:'神吕蒙',
shen_simayi:'神司马懿',
shen_caocao:'神曹操',
shen_zhugeliang:'神诸葛亮',
shen_zhouyu:'神周瑜',
shen_lvbu:'神吕布',
xinjuejing:'绝境',
xinjuejing_info:'锁定技,你的手牌上限+2当你进入或脱离濒死状态时你摸一张牌。',
relonghun:'龙魂',
relonghun_info:'你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌则你弃置当前回合角色一张牌。',
xinlonghun:'龙魂',
xinlonghun1:'龙魂♥︎',
xinlonghun2:'龙魂♦︎',
xinlonghun3:'龙魂♠︎',
xinlonghun4:'龙魂♣︎',
xinlonghun_info:'你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌则你弃置当前回合角色一张牌。',
longhun:'龙魂',
longhun1:'龙魂♥︎',
longhun2:'龙魂♦︎',
longhun3:'龙魂♠︎',
longhun4:'龙魂♣︎',
juejing:'绝境',
longhun_info:'你可以将同花色的X张牌按下列规则使用或打出红桃当【桃】方块当具火焰伤害的【杀】梅花当【闪】黑桃当【无懈可击】X为你当前的体力值且至少为1',
juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2你的手牌上限+2。',
wushen:'武神',
wushen_info:'锁定技,你的红桃手牌和判定牌均视为【杀】;锁定技,你使用红桃【杀】无距离限制。',
wuhun:'武魂',
wuhun21:'武魂',
wuhun22:'武魂',
wuhun23:'武魂',
wuhun2:'武魂',
wuhun3:'武魂',
wuhun_info_alter:'锁定技当你受到1点伤害后你令伤害来源获得1枚“梦魇”标记当你死亡时你令拥有最多“梦魇”标记的一名其他角色判定若结果不为【桃】或【桃园结义】则该角色死亡。',
wuhun_info:'锁定技,杀死你的角色立即进入濒死状态',
shelie:'涉猎',
gongxin:'攻心',
gongxin_discard:'弃置',
gongxin_top:'牌堆顶',
renjie:'忍戒',
renjie2:'忍戒',
renjie_info:'锁定技当你受到1点伤害后你获得一枚“忍”标记锁定技当你于弃牌阶段内弃置牌后你获得等同于失去的牌数量的“忍”标记。',
sbaiyin:'拜印',
sbaiyin_info:'觉醒技准备阶段开始时若你的“忍”标记数不小于4你减1点体力上限然后获得〖极略〗',
jilue:'极略',
jilue_info:'当一名角色的判定牌生效前你可以弃1枚“忍”标记并发动〖鬼才〗每当你受到伤害后你可以弃1枚“忍”标记并发动〖放逐〗当你使用锦囊牌时你可以弃1枚“忍”标记并发动〖集智〗出牌阶段限一次你可以弃1枚“忍”标记并发动〖制衡〗出牌阶段你可以弃1枚“忍”标记并获得〖完杀〗直到回合结束。',
jilue_guicai:'鬼才',
jilue_fangzhu:'放逐',
jilue_wansha:'完杀',
jilue_zhiheng:'制衡',
jilue_jizhi:'集智',
lianpo:'连破',
lianpo_info:'一名角色的回合结束时,若你本回合内杀死过角色,则你可以进行一个额外的回合。',
guixin:'归心',
qinyin:'琴音',
yeyan:'业炎',
shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,然后选择获得不同花色的牌各一张。',
gongxin_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶。',
guixin_info:'当你受到1点伤害后你可以获得每名其他角色区域里的一张牌然后你翻面',
guixin_info_alter:'当你受到1点伤害后你可以随机获得每名其他角色区域里的一张牌然后你翻面',
qinyin_info:'弃牌阶段结束时若你于此阶段内弃置过两张或更多的牌则你可以选择一项1. 令所有角色各回复1点体力2. 令所有角色各失去1点体力。',
// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时X至少为2你可以选择一项1.令所有角色各回复1点体力2.令所有角色各失去1点体力。每阶段限一次。',
yeyan_info:'限定技出牌阶段你可以对一至三名角色造成至多共3点火焰伤害你可以任意分配每名目标角色受到的伤害点数若你将对一名角色分配2点或更多的火焰伤害你须先弃置四张不同花色的手牌再失去3点体力。',
qixing:'七星',
qixing_bg:'星',
qixing2:'七星',
qixing3:'七星',
qixing_info:'游戏开始时,你将牌堆顶的七张牌置于你的武将牌上,称之为“星”。然后/摸牌阶段结束后,你可用任意数量的手牌等量交换这些“星”。',
dawu:'大雾',
dawu2_bg:'雾',
dawu2:'大雾',
dawu3:'大雾',
// dawu2_info:'已获得大雾标记',
dawu_info:'结束阶段你可以弃置X张“星”并指定等量的角色直到你的下回合开始当这些角色受到非雷电伤害时防止此伤害。',
kuangfeng:'狂风',
kuangfeng2:'狂风',
kuangfeng2_bg:'风',
// kuangfeng2_info:'已获得狂风标记',
kuangfeng3:'狂风',
kuangfeng_info:'结束阶段你可以弃置1张“星”并指定一名角色直到你的下回合开始该角色受到火焰伤害时此伤害+1。',
baonu:'狂暴',
baonu_bg:'暴',
baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记;锁定技,当你造成/受到1点伤害后你获得1枚“暴怒”标记。',
shenfen:'神愤',
shenfen_info:'限定技出牌阶段你可以弃置6枚暴怒标记对场上所有其他角色造成一点伤害然后令其弃置4张牌',
wuqian:'无前',
wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束',
wumou:'无谋',
wumou_info:'锁定技当你使用普通锦囊牌时你选择一项1.弃置1枚“暴怒”标记2.失去1点体力。',
ol_wuqian:'无前',
ol_wuqian_info:'出牌阶段你可以弃置2枚“暴怒”标记并选择一名本回合内未选择过的其他角色你获得技能〖无双〗并令其防具无效直到回合结束。',
ol_shenfen:'神愤',
ol_shenfen_info:'出牌阶段限一次你可以弃置6枚“暴怒”标记并选择所有其他角色对这些角色各造成1点伤害。然后这些角色先各弃置其装备区里的牌再各弃置四张手牌。最后你将你的武将牌翻面。',
"new_wuhun":"武魂",
"new_wuhun_info":"锁定技当你受到伤害后伤害来源获得X个“梦魇”标记X为伤害点数。锁定技当你死亡时你选择一名“梦魇”标记数量最多的其他角色。该角色进行判定若判定结果不为【桃】或【桃园结义】则该角色死亡。",
"new_guixin":"归心",
"new_guixin_info":"当你受到1点伤害后你可以按照你选择的区域优先度随机获得每名其他角色区域里的一张牌然后你翻面。",
ol_zhangliao:'OL神张辽',
olduorui:'夺锐',
olduorui2:'夺锐',
olduorui_info:'当你于出牌阶段内对一名角色造成伤害后,你可以选择该角色武将牌上的一个技能。若如此做,你结束出牌阶段,且你令此技能于其下个回合结束之前无效。',
olzhiti:'止啼',
olzhiti_info:'锁定技,你攻击范围内已受伤角色的手牌上限-1。若场上已受伤的角色数不小于1你的手牌上限+1不小于3你于摸牌阶段开始时令额定摸牌数+1不小于5回合结束时你废除一名角色的一个随机装备栏。',
shen_caopi:'神曹丕',
chuyuan:'储元',
chuyuan_info:'一名角色受到伤害后,若你武将牌上「储」的数量小于体力上限,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。',
//chuyuan_info:'一名角色受到伤害后,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。你的手牌上限+XX为你武将牌上的「储」数。',
dengji:'登极',
dengji_info:'觉醒技准备阶段若你武将牌上的「储」数不小于3则你减1点体力上限并获得所有「储」然后获得技能〖天行〗和〖奸雄〗',
tianxing:'天行',
tianxing_info:'觉醒技准备阶段若你武将牌上的「储」数不小于3则你减1点体力上限并获得所有「储」然后失去技能〖储元〗选择获得以下技能中的一个〖仁德〗/〖制衡〗/〖乱击〗/〖行动〗',
shen_zhenji:'神甄姬',
shenfu:'神赋',
shenfu_info:'回合结束时若你的手牌数为奇数你可对一名其他角色造成1点伤害。若其死亡你可重复此流程。偶数你可选择一名本回合内未选择过的角色你令其摸一张牌或弃置其一张手牌。若其手牌数等于体力值你可重复此流程。',
qixian:'七弦',
qixian_info:'锁定技你的手牌上限视为7。',
caopi_xingdong:'行动',
caopi_xingdong_info:'出牌阶段限一次,你可以将一张【杀】或普通锦囊牌交给一名其他角色,然后该角色选择一项:对除你以外的角色使用此牌并在此牌结算完成后和你各摸一张牌;或跳过下回合的判定阶段和摸牌阶段。',
key_kagari:'篝',
kagari_zongsi:'纵丝',
kagari_zongsi_info:'出牌阶段限一次,你可以选择一张不在游戏外的牌,然后将其置于牌堆/弃牌堆的顶部/底部或一名角色的对应区域内。',
key_shiki:'神山识',
shiki_omusubi:'御结',
shiki_omusubi_info:'一轮游戏开始时你可以减1点体力上限然后将一名其他角色武将牌上的技能加入到你的武将牌上。',
extra_feng:'神话再临·风',
extra_huo:'神话再临·火',
extra_lin:'神话再临·林',
extra_shan:'神话再临·山',
extra_yin:'神话再临·阴',
extra_lei:'神话再临·雷',
extra_key:'神话再临·论外',
extra_ol:'神话再临OL',
},
};
});