noname/character/xianjian.js

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'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
name:'xianjian',
character:{
pal_lixiaoyao:['male','qun',4,['tianjian','yufeng']],
pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
pal_linyueru:['female','wei',3,['guiyuan','qijian']],
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pal_anu:['female','wu',3,['lingdi','anwugu']],
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pal_wangxiaohu:['male','qun',4,['husha']],
pal_sumei:['female','shu',3,['sheying','dujiang','huahu']],
pal_shenqishuang:['female','wei',3,['qixia','jianzhen','binxin']],
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pal_jingtian:['male','wu',3,['sajin','jtjubao']],
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pal_xuejian:['female','shu',3,['xshuangren','shenmu','duci']],
pal_longkui:['female','qun',3,['fenxing','diewu','lingyu']],
pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian']],
pal_changqing:['male','wei',4,['luanjian','ctianfu']],
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pal_nangonghuang:['male','wei',3,['zhaoyao','sheling','zhangmu']],
pal_wenhui:['female','shu',4,['huxi','longxiang']],
pal_wangpengxu:['female','shu',3,['duxinshu','feixu']],
pal_xingxuan:['male','wei',3,['feizhua','leiyu','lingxue']],
pal_leiyuange:['male','shu',4,['feng','ya','song']],
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pal_yuntianhe:['male','wu',4,['longxi','zhuyue','guanri']],
pal_hanlingsha:['female','shu',3,['tannang','tuoqiao']],
pal_liumengli:['female','wei',3,['tianxian','runxin','zhimeng']],
pal_murongziying:['male','wei',4,['xuanning','poyun','qianfang']],
pal_xuanxiao:['male','wei',4,['xuanyan','ningbin','xfenxin']],
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pal_jiangyunfan:['male','wei',4,['xunying','liefeng']],
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pal_tangyurou:['female','shu',3,['txianqu','qiongguang']],
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pal_longyou:['male','wei',4,['yuexing','minsha']],
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pal_xiaoman:['female','shu',3,['anwugu','lingquan','shenwu']],
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pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']],
pal_muchanglan:['female','wu',3,['feixia','lueying']],
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pal_xia:['female','shu',3,['zongyu','fanling']],
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pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']],
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pal_yuejinzhao:['male','wei',4,['ywuhun','yingfeng']],
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pal_yueqi:['female','wei',3,['tianwu','liguang','shiying']],
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pal_mingxiu:['female','shu',3,['linghuo','guijin','chengxin']],
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pal_xianqing:['male','qun',4,['xtanxi','xiaoyue']],
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pal_luozhaoyan:['female','shu',4,['fenglue','tanhua']],
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pal_jushifang:['male','shu',3,['yujia','xiepan','yanshi']],
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},
characterIntro:{
pal_lixiaoyao:'一个天资聪颖的乡下客栈店小二,因一壶酒被酒剑仙传授了蜀山仙剑派剑术,在仙灵岛与赵灵儿相遇,自此经历重重磨难成长为一代旷世奇侠。灵儿牺牲以后他悲痛欲绝。后出任蜀山掌门,取道号一贫,从此御剑行遍天下,行侠仗义、斩妖除魔。多年后因魔教之乱,故引咎卸职,成为蜀山七圣之一。而后虽心力交瘁,但仍竭力保护天下苍生。',
pal_zhaoliner:'林青儿与巫王之女,亦是女娲族人。自幼与世隔绝,跟随姥姥隐居仙灵岛修炼,躲避仇人的追杀。难以告人的神秘身世,让她逃不过命运的捉弄,注定在滚滚红尘中历尽千灾万劫。在最终,赵灵儿为了消灭拜月水魔兽,与其同归于尽。但在王小虎、李忆如决战大魔头千叶禅师的结尾,出现了她的声音。',
pal_linyueru:'天资灵秀,聪敏慧黠,情深义重。身为江南武林魁首林家堡之武门千金,与李逍遥不打不相识,并在此后的寻人旅途中相知相恋。在经历过重重艰辛和生离死别后,遥月二人终于携手而共结连理,与高堂娇儿共享天伦。',
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pal_wangxiaohu:'李逍遥的同乡,自小仰慕李逍遥,想要拜在他门下,得知拜师无望之后,遂跟随李大婶学习排云掌法。之后前往杭州拜“三大神捕”之一的”神眼魔刀”盛尊武为师,并习得魔刀刀法。热血少年,敢作敢当,嫉恶如仇,相信人定胜天。他最后发现千叶禅师的阴谋,与众人合力击败千叶禅师。',
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pal_sumei:'蛇妖和狐精之女,其父母当年被李逍遥和林月如所杀,因此她一直想要报仇,可以说是为报仇而活着。爱上王小虎,认识李忆如之后,苏媚学会了宽恕,最后甚至为了朋友和爱人牺牲自己。',
pal_shenqishuang:'乳名沈七七,峨嵋山仙霞派掌门清柔师太座下弟子,与四位师姊妹合称“仙霞五奇”,排行第四,个性拘谨温婉,对小虎心怀爱意却不敢开口表达。',
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pal_jingtian:'永安当的小伙计,司“管饰”一职,专门保管当铺收押的首饰珠宝类贵重物品。景天不但有鉴别古董珠宝的天赋,而且对买卖、帐目能很精通,对保管的当品更有过目不忘的本事。每日幻想有朝一日能富甲天下或成为人人景仰的蜀山剑仙。',
pal_xuejian:'出身唐门,虽为大小姐,却备受家族内部排挤欺凌。后离开唐家堡,与景天等人一同浪迹江湖并探寻自己的身世秘密。经历各种事件后,与景天结为连理,并育有一子名为景小楼。',
pal_longkui:'古时的姜国公主,景天前世龙阳的妹妹。因国破家亡而跳入铸剑炉,成为魔剑剑灵。龙葵拥有两种性格形态:蓝色龙葵温柔娴淑,红色龙葵火辣张扬。',
pal_zixuan:'女娲族后裔,饱受情爱煎熬三生三世之苦。在面对为了天下苍生而牺牲生命的女娲族宿命时,她坦然接受,把自己用水灵珠修炼的内丹渡给徐长卿使他成为上仙,最后献出自己的生命封印锁妖塔。',
pal_changqing:'蜀山仙剑派俗家弟子。自幼被蜀山掌门清微收为入室弟子,武学天赋极高。与紫萱相恋三世,最终紫萱为修复锁妖塔而牺牲了自己并把自己用水灵珠修炼的内丹渡给徐长卿,使徐长卿迅速成仙并继任蜀山派第二十三代掌门,最后辞去了掌门职务归隐。',
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pal_nangonghuang:'出生不久后父母被为了追寻记忆而来燎日所误杀,后来被常纪带到蜀山抚养长大,视同己出。从小希望得到尊敬。后来奉蜀山掌门徐长卿之命开启地脉入口,疏通五灵,从而使蜀山"否极泰来"、回复混沌状态。',
pal_wenhui:'爽朗大方,性情如同男子,极富正义感;内心却是天真少女般剔透明净。因为不愿嫁去室韦而逃出家里,后与南宫煌相遇,并随其完成地脉任务。',
pal_wangpengxu:'原形是一只娇小可爱的五毒兽。擅长读心术,可以看透人的心思。多次被南宫煌无意中救下,后跟随其恢复地脉。',
pal_xingxuan:'南宫煌之兄,幼时被燎日带走并由其抚养长大。身体其实是一具尸体(尸体是其父赤炎的),不仅残缺而且带有剧毒。初,灵肉分离,身体毫无感觉,后经重楼相助灵肉合一。为使尸身不坏,使用剧毒保存,故无法进入人界,绝大多数时间身在里蜀山。有领导才能,凭借自身上位者的气质和才干,在里蜀山妖界占据了一定势力。',
pal_leiyuange:'是个来历成谜的木讷男子,擅长使用弩、单手斧,有三只名为风雅颂的怪鸟时常出现在他的头顶代替其言语。生前为室韦族族长,死后尸体被鬼差附身。在胜洲与南宫煌与温慧等人结识,并成为好友。',
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pal_yuntianhe:'自幼孤身一人在黄山青鸾峰长大,从未下过山,对外界事物一无所知。一次偶然的机会与闯入父亲的墓室寻找宝藏的少女韩菱纱相遇。为了更多地了解父亲的过去、也为了成为剑仙,云天河与韩菱纱和柳梦璃一同拜入昆仑琼华派成为门下弟子。下山后云天河虽经历种种,但从未改变过“我命由我不由天”的想法。',
pal_hanlingsha:'背负着家族命运而四处奔走的少女,自称是独行千里的陵墓大盗。年纪不大,却对辨识墓穴位置、破解奇诡机关、地脉风水之学颇有研究。',
pal_liumengli:'妖界婵幽之女因19年前妖界大战而失散被云天青行侠救下后送至寿阳城县家抚养。',
pal_murongziying:'昆仑琼华派弟子。很小就被家人送至琼华派修行,天赋极高,在同辈弟子中修为较深,已臻“以气御剑”的境界。性格外冷内热,稳重内敛;看似不易相处,实则是一个恩怨分明、极重情义的热血男儿。',
pal_xuanxiao:'天赋异禀资质极佳是万中无一的修仙奇才和夙玉用双剑束缚幻瞑界吸取灵力并引发琼华派与妖界之战。因夙玉离开昆仑修炼双剑中断他被邪火入侵而走火入魔打伤数名师兄弟被夙瑶联合青阳、重光与宗炼长老冰封19年因此逢缘与云天河结拜。',
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// pal_jiangyunfan:'',
// pal_tangyurou:'',
// pal_longyou:'',
// pal_xiaoman:'',
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pal_xiahoujinxuan:'夏侯世家的少主。因不喜舞枪弄剑,专爱趣闻逸史,让父亲深感恨铁不成钢;好在他对于仙术符法也有所涉略,没沦落到手无缚鸡之力的境地。',
pal_muchanglan:'行走江湖买卖消息的佣兵,冷艳霸气,洞察力强。受人雇佣而加入夏侯瑾轩等一行人,虽然目的不纯,但通过相处,渐渐地被改变;同时通过夏侯瑾轩等人的帮助,完成了救治暮蔼村村民的心愿。',
pal_xia:'走江湖卖艺为生的孤女,性格倔强,自尊心强,不喜欢被人小看,更不爱占别人的便宜。卖艺的艰辛让她深知人间冷暖,却仍保持善良天性。',
pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。',
},
skill:{
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lingquan:{
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trigger:{player:'phaseEnd'},
forced:true,
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skillAnimation:true,
animationColor:'water',
unique:true,
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filter:function(event,player){
return game.roundNumber>=3&&player.countUsed()>player.hp;
},
content:function(){
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'step 0'
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player.awakenSkill('lingquan');
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player.draw(3);
player.addSkill('shuiyun');
'step 1'
game.createTrigger('phaseEnd','shuiyun',player,trigger);
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},
},
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shenwu:{
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trigger:{global:'phaseEnd'},
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forced:true,
skillAnimation:true,
animationColor:'water',
unique:true,
filter:function(event,player){
return player.storage.shuiyun_count>=3;
},
content:function(){
player.awakenSkill('shenwu');
player.gainMaxHp();
player.recover();
player.addSkill('huimeng');
}
},
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qiongguang:{
trigger:{player:'phaseDiscardEnd'},
filter:function(event,player){
return event.cards&&event.cards.length>1
},
content:function(){
'step 0'
event.targets=player.getEnemies().sortBySeat();
'step 1'
if(event.targets.length){
player.line(event.targets.shift().getDebuff(false).addExpose(0.1),'green');
event.redo();
}
'step 2'
game.delay();
},
ai:{
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threaten:2,
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expose:0.2,
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(_status.event.name!='chooseToUse'||_status.event.player!=player) return;
var num=player.needsToDiscard();
if(num>2||num==1) return;
if(get.type(card)=='basic'&&num!=2) 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';
}
}
}
}
},
txianqu:{
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trigger:{source:'damageBefore'},
logTarget:'player',
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filter:function(event,player){
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if(player.hasSkill('txianqu2')) return false;
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var evt=event.getParent('phaseUse');
if(evt&&evt.player==player) return true;
return false;
},
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check:function(event,player){
var target=event.player;
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if(get.attitude(player,target)>=0||get.damageEffect(target,player,player)<=0) return true;
if(target.hp>player.hp&&player.isDamaged()) return true;
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return false;
},
content:function(){
trigger.cancel();
player.draw(2);
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player.recover();
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player.addTempSkill('txianqu2');
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},
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ai:{
jueqing:true,
skillTagFilter:function(player,tag,arg){
if(!arg) return false;
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if(player.hasSkill('txianqu2')) return false;
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if(get.attitude(player,arg)>0) return false;
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var evt=_status.event.getParent('phaseUse');
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if(evt&&evt.player==player) return true;
return false;
},
effect:{
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player:function(card,player,target){
if(get.tag(card,'damage')&&get.attitude(player,target)>0){
if(player.hp==player.maxHp||get.recoverEffect(player,player,player)<=0) return 'zeroplayertarget';
return [0,0,0,0.5];
}
}
}
}
},
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txianqu2:{},
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xunying:{
trigger:{player:'shaAfter'},
direct:true,
filter:function(event,player){
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return player.canUse('sha',event.target)&&player.hasSha()&&event.target.isIn();
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},
content:function(){
"step 0"
if(player.hasSkill('jiu')){
player.removeSkill('jiu');
event.jiu=true;
}
player.chooseToUse(get.prompt('xunying'),{name:'sha'},trigger.target,-1).logSkill='xunying';
"step 1"
if(result.bool);
else if(event.jiu){
player.addSkill('jiu');
}
}
},
liefeng:{
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event,player){
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return _status.currentPhase==player&&[2,3,4].contains(player.countUsed());
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},
content:function(){
var skill;
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switch(player.countUsed()){
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case 2:skill='yanzhan';break;
case 3:skill='tianjian';break;
case 4:skill='yufeng';break;
}
if(skill&&!player.hasSkill(skill)){
player.addTempSkill(skill);
player.popup(skill);
game.log(player,'获得了','【'+get.translation(skill)+'】');
if(skill=='yufeng'){
var nh=player.countCards('h');
if(nh<2){
player.draw(2-nh);
player.addSkill('counttrigger');
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if(!player.storage.counttrigger){
player.storage.counttrigger={};
}
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player.storage.counttrigger.yufeng=1;
}
}
}
},
ai:{
effect:{
player:function(card,player){
if(_status.currentPhase!=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.needsToDiscard()) return;
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if(player.countUsed()>=2) return;
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return 'zeroplayertarget';
}
}
}
},
yuexing:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
player.storage.yuexing2=target;
player.addTempSkill('yuexing2');
target.storage.yuexing2=player;
target.addTempSkill('yuexing2');
},
ai:{
order:function(){
var player=_status.event.player;
if(player.hasSkill('minsha')) return 6.5;
return 2;
},
result:{
target:function(player,target){
if(player.hasSkill('minsha')&&player.countCards('he')>=3&&
target.hp>1&&get.damageEffect(target,player,player,'thunder')>0){
var num1=game.countPlayer(function(current){
if(get.distance(target,current)<=1&&current!=player&&current!=target){
return -get.sgn(get.attitude(player,current));
}
});
var num2=game.countPlayer(function(current){
if(get.distance(player,current)<=1&&current!=player&&current!=target){
return -get.sgn(get.attitude(player,current));
}
});
if(num2>=num1) return 0;
return 2*(num2-num1);
}
return -_status.event.getRand();
}
}
}
},
yuexing2:{
mark:'character',
intro:{
content:'到其他角色的距离基数与$交换'
},
onremove:true,
mod:{
globalFrom:function(from,to,distance){
if(from.storage.yuexing2){
var dist1=get.distance(from,to,'pure');
var dist2=get.distance(from.storage.yuexing2,to,'pure');
return distance-dist1+dist2;
}
}
}
},
minsha:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
position:'he',
filter:function(event,player){
return player.countCards('he')>=2;
},
filterTarget:function(card,player,target){
return target!=player&&target.hp>1;
},
line:'thunder',
check:function(card){
return 8-get.value(card);
},
content:function(){
'step 0'
target.damage('thunder');
'step 1'
event.targets=game.filterPlayer(function(current){
return get.distance(target,current)<=1&&current!=target&&current!=player;
}).sortBySeat(target);
'step 2'
if(event.targets.length){
event.targets.shift().randomDiscard(false);
event.redo();
}
},
ai:{
order:6,
result:{
player:function(player,target){
if(get.damageEffect(target,player,player,'thunder')>0){
if(target==player.storage.yuexing2){
return 10;
}
var num=1+game.countPlayer(function(current){
if(get.distance(target,current)<=1&&current!=player&&current!=target){
return -get.sgn(get.attitude(player,current));
}
});
if(target.hp==1){
num+=2;
}
if(target.hp<player.hp){
num+=0.5;
}
if(player.needsToDiscard()) num+=0.1;
return num;
}
}
}
}
},
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lingdi:{
enable:'phaseUse',
filter:function(event,player){
var num=1+(player.getStat().skill.lingdi||0);
if(game.hasPlayer(function(current){
return current!=player&&Math.max(1,get.distance(player,current))==num;
})){
var hs=player.getCards('h');
var suits=player.storage.lingdi||[];
for(var i=0;i<hs.length;i++){
if(!suits.contains(get.suit(hs[i]))){
return true;
}
}
}
return false;
},
filterTarget:function(card,player,target){
return target!=player&&Math.max(1,get.distance(player,target))==1+(player.getStat().skill.lingdi||0);
},
filterCard:function(card,player){
return !(player.storage.lingdi||[]).contains(get.suit(card));
},
2017-05-19 10:34:34 +00:00
check:function(card){
2017-05-19 09:35:11 +00:00
return 8-get.value(card);
2017-05-19 08:52:48 +00:00
},
content:function(){
game.asyncDraw([player,target]);
if(!player.storage.lingdi){
player.storage.lingdi=[];
}
player.storage.lingdi.add(get.suit(cards[0]));
},
ai:{
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threaten:1.2,
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order:7,
result:{
target:1
}
},
group:'lingdi_clear',
subSkill:{
clear:{
trigger:{player:'phaseAfter'},
silent:true,
content:function(){
delete player.storage.lingdi;
}
}
}
},
2017-05-19 05:56:04 +00:00
xiaoyue:{
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trigger:{global:'roundStart'},
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forced:true,
filter:function(event,player){
return player.countCards('h','sha');
},
content:function(){
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var card=player.getCards('h','sha').randomGet();
2017-05-19 05:56:04 +00:00
var target=player.getEnemies().randomGet();
if(card&&target){
target.addExpose(0.1);
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player.useCard(card,target,false);
player.changeHujia();
2017-05-19 05:56:04 +00:00
}
},
ai:{
effect:{
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player:function(card,player,target){
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if(_status.currentPhase!=player) return;
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if(card.name=='sha'&&get.itemtype(card)=='card'&&
!player.needsToDiscard()&&target.hp>1&&player.countCards('h','sha')==1){
2017-05-19 05:56:04 +00:00
return 'zeroplayertarget';
}
}
},
}
},
xiaoyue2:{
mod:{
cardRespondable:function(card,player){
if(_status.event.getParent(4).name=='xiaoyue'&&get.suit(card)!='heart') return false;
}
}
},
huanlei:{
trigger:{player:'damageEnd'},
2018-04-17 07:32:43 +00:00
check:function(event,player){
return get.damageEffect(event.source,player,player,'thunder')>0;
},
filter:function(event,player){
return event.source&&event.source.isIn()&&event.source.hp>player.hp;
},
logTarget:'source',
content:function(){
2017-05-19 05:56:04 +00:00
'step 0'
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trigger.source.damage('thunder');
2017-05-19 05:56:04 +00:00
'step 1'
trigger.source.draw();
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}
2017-05-19 05:56:04 +00:00
},
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anwugu:{
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trigger:{source:'damageEnd'},
check:function(event,player){
2017-05-19 05:56:04 +00:00
return get.attitude(player,event.player)<0;
2017-05-19 00:01:10 +00:00
},
filter:function(event,player){
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if(event._notrigger.contains(event.player)) return false;
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return event.player!=player&&event.player.isIn()&&!event.player.hasSkill('anwugu2');
2017-05-19 00:01:10 +00:00
},
logTarget:'player',
content:function(){
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trigger.player.addSkill('anwugu2');
2017-05-19 00:01:10 +00:00
}
},
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anwugu2:{
2017-05-19 00:01:10 +00:00
mod:{
2018-04-17 07:32:43 +00:00
cardEnabled:function(card,player){
if(_status.currentPhase!=player) return;
if(player.countUsed()>=player.storage.anwugu2) return false;
},
2017-05-19 00:01:10 +00:00
maxHandcard:function(player,num){
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return num-1;
}
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},
2017-05-19 00:01:10 +00:00
mark:true,
intro:{
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content:'手牌上限-1每回合最多使用$张牌(剩余$回合)'
2017-05-19 00:01:10 +00:00
},
init:function(player){
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player.storage.anwugu2=3;
2017-05-19 00:01:10 +00:00
},
trigger:{player:'phaseAfter'},
silent:true,
onremove:true,
content:function(){
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player.storage.anwugu2--;
if(player.storage.anwugu2<=0){
// player.loseHp();
player.removeSkill('anwugu2');
2017-05-19 00:01:10 +00:00
}
else{
player.updateMarks();
}
}
},
xtanxi:{
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
var enemies=_status.event.player.getEnemies();
var num1=0,num2=0;
for(var i=0;i<enemies.length;i++){
if(enemies[i].countCards('h','sha')) num1++;
if(enemies[i].countCards('h','shan')) num2++;
if(enemies[i].countCards('h')>=3) {num1+=0.5;num2+=0.5;}
}
var rand=_status.event.getRand();
if(num1>=1&&num2>=1){
if(card.name=='shan') return rand+=0.4;
if(card.name=='sha') return rand;
}
else if(num1>=1){
if(card.name=='sha') return rand;
}
else if(num2>=1){
if(card.name=='shan') return rand;
}
return 0;
},
content:function(){
2017-05-19 05:56:04 +00:00
player.addExpose(0.1);
var targets=player.getEnemies();
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for(var i=0;i<targets.length;i++){
2017-05-19 05:56:04 +00:00
if(!targets[i].countCards('h',cards[0].name)){
targets.splice(i--,1);
}
}
if(targets.length){
var target=targets.randomGet();
player.line(target,'green');
target.addExpose(0.1);
player.gainPlayerCard(target,'h','visible');
2017-05-19 00:01:10 +00:00
}
},
ai:{
order:4,
result:{
player:1
}
}
},
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linghuo:{
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round:2,
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trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player.getStat('damage')&&event.player!=player;
},
check:function(event,player){
return get.damageEffect(event.player,player,player,'fire')>0;
},
logTarget:'player',
line:'fire',
ai:{
expose:0.2,
threaten:1.3,
},
content:function(){
trigger.player.damage('fire');
},
},
guijin:{
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round:3,
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enable:'phaseUse',
delay:0,
content:function(){
'step 0'
event.cards=get.cards(4);
'step 1'
if(event.cards.length){
2017-05-07 08:21:36 +00:00
var more=false,remain=false,nomore=false;
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if(event.cards.length>=3){
for(var i=0;i<event.cards.length;i++){
var value=get.value(event.cards[i],player,'raw');
if(value>=8){
more=true;
}
2017-05-07 08:21:36 +00:00
if(event.cards.length>=4&&value<6){
if(remain===false){
remain=value;
}
else{
remain=Math.min(remain,value);
}
2017-05-07 07:22:55 +00:00
}
}
}
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if(remain===false){
remain=0;
}
2017-05-07 07:22:55 +00:00
if(!more&&!game.hasPlayer(function(current){
return get.attitude(player,current)<0&&!current.skipList.contains('phaseDraw');
})){
var num=0;
for(var i=0;i<event.cards.length;i++){
num+=Math.max(0,get.value(event.cards[i],player,'raw'));
}
if(num>=12){
more=true;
}
else{
nomore=true;
}
}
player.chooseCardButton('归烬',event.cards,[1,event.cards.length]).ai=function(button){
if(nomore) return 0;
if(more){
return get.value(button.link,player,'raw')-remain;
}
else{
if(ui.selected.buttons.length) return 0;
return 8-get.value(button.link,player,'raw');
}
}
}
else{
event.goto(4);
}
'step 2'
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.cards.remove(result.links[i]);
}
event.togive=result.links.slice(0);
player.chooseTarget('将'+get.translation(result.links)+'交给一名角色',true).ai=function(target){
var att=get.attitude(player,target)/Math.sqrt(target.countCards('h')+1);
if(result.links.length>1){
if(target==player&&target.needsToDiscard(result.links.length)>1){
return att/5;
}
return att;
}
else{
if(target.skipList.contains('phaseDraw')) return att/5;
return -att;
}
}
}
else{
event.goto(4);
}
'step 3'
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
result.targets[0].skip('phaseDraw');
result.targets[0].addTempSkill('guijin2',{player:'phaseBegin'});
2017-11-05 15:22:35 +00:00
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张','#g“归烬”牌');
2017-05-07 07:22:55 +00:00
player.line(result.targets[0],'green');
event.goto(1);
}
'step 4'
while(event.cards.length){
ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild);
}
},
ai:{
order:1,
result:{
player:function(player){
if(game.roundNumber==1&&player.hasUnknown()) return 0;
return 1;
}
}
}
},
guijin2:{
mark:true,
intro:{
content:'跳过下一个摸牌阶段'
},
ai:{
effect:{
target:function(card,player,target){
if(card.name=='bingliang'||card.name=='caomu') return 0;
}
}
}
},
chengxin:{
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round:4,
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enable:'chooseToUse',
2018-04-17 07:32:43 +00:00
filter:function(event,player){
return event.type=='dying';
},
filterTarget:function(card,player,target){
return target==_status.event.dying;
},
selectTarget:-1,
content:function(){
target.recover(1-target.hp);
2017-05-07 07:22:55 +00:00
target.addTempSkill('chengxin2',{player:'phaseAfter'});
2018-04-17 07:32:43 +00:00
},
ai:{
order:6,
2017-05-07 07:22:55 +00:00
threaten:1.4,
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skillTagFilter:function(player){
2019-06-07 03:46:13 +00:00
if(4-(game.roundNumber-player.storage.chengxin_roundcount)>0) return false;
2018-04-17 07:32:43 +00:00
if(!_status.event.dying) return false;
},
save:true,
result:{
target:3
},
}
2017-05-07 07:22:55 +00:00
},
chengxin2:{
trigger:{player:'damageBefore'},
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mark:true,
forced:true,
content:function(){
trigger.cancel();
},
ai:{
nofire:true,
nothunder:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')) return [0,0];
}
},
},
intro:{
content:'防止一切伤害'
}
2017-05-07 07:22:55 +00:00
},
2017-05-07 04:14:32 +00:00
tianwu:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
2017-07-23 16:07:59 +00:00
if(get.is.altered('tianwu')&&player.hasSkill('tianwu2')) return false;
2017-05-07 04:14:32 +00:00
return event.targets&&event.targets.length==1&&player.getEnemies().contains(event.target);
},
2019-06-07 03:46:13 +00:00
// alter:true,
2017-05-07 04:14:32 +00:00
frequent:true,
content:function(){
2017-05-21 14:29:14 +00:00
trigger.target.getDebuff();
2017-07-23 16:07:59 +00:00
player.addTempSkill('tianwu2');
2017-05-07 04:14:32 +00:00
}
},
2017-07-23 16:07:59 +00:00
tianwu2:{},
2017-05-07 04:14:32 +00:00
shiying:{
2018-04-17 07:32:43 +00:00
trigger:{global:'dieBefore'},
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skillAnimation:'epic',
2018-04-17 07:32:43 +00:00
animationColor:'water',
unique:true,
init:function(player){
player.storage.shiying=false;
},
mark:true,
2017-05-07 04:14:32 +00:00
intro:{
content:'limited'
},
check:function(event,player){
return get.attitude(player,event.player)>=3;
},
2018-04-17 07:32:43 +00:00
filter:function(event,player){
2017-05-07 04:14:32 +00:00
return !player.storage.shiying&&event.player!=player;
2018-04-17 07:32:43 +00:00
},
2017-05-07 04:14:32 +00:00
logTarget:'player',
2018-04-17 07:32:43 +00:00
content:function(){
2017-05-07 04:14:32 +00:00
'step 0'
2017-09-15 08:07:52 +00:00
trigger.cancel();
2017-05-07 04:14:32 +00:00
player.awakenSkill('shiying');
player.storage.shiying=true;
player.maxHp=3;
player.hp=3;
trigger.player.maxHp=3;
trigger.player.hp=3;
player.clearSkills();
trigger.player.clearSkills();
'step 1'
2017-05-16 16:52:28 +00:00
var hs=player.getCards('hej');
2017-05-07 04:14:32 +00:00
player.$throw(hs);
2017-05-16 16:52:28 +00:00
player.lose(player.getCards('hej'))._triggered=null;
2017-05-07 04:14:32 +00:00
'step 2'
2017-05-16 16:52:28 +00:00
var hs=trigger.player.getCards('hej');
2017-05-07 04:14:32 +00:00
trigger.player.$throw(hs);
2017-05-16 16:52:28 +00:00
trigger.player.lose(trigger.player.getCards('hej'))._triggered=null;
2017-05-07 04:14:32 +00:00
'step 3'
game.asyncDraw([player,trigger.player],3);
2018-04-17 07:32:43 +00:00
},
2017-05-07 04:14:32 +00:00
ai:{
threaten:1.5
}
2018-04-17 07:32:43 +00:00
},
2017-05-07 04:14:32 +00:00
liguang:{
trigger:{player:'phaseEnd'},
2018-04-17 07:32:43 +00:00
filter:function(event,player){
2017-07-20 00:52:37 +00:00
if(!player.canMoveCard()) return false;
2017-05-07 04:14:32 +00:00
if(!game.hasPlayer(function(current){
return current.countCards('ej');
})){
return false;
}
2018-04-17 07:32:43 +00:00
return player.countCards('h')>0;
},
direct:true,
content:function(){
2017-07-20 00:52:37 +00:00
"step 0"
player.chooseToDiscard(get.prompt('liguang'),'弃置一张手牌并移动场上的一张牌',lib.filter.cardDiscardable).set('ai',function(card){
if(!_status.event.check) return 0;
return 7-get.useful(card);
}).set('check',player.canMoveCard(true)).set('logSkill','liguang');
"step 1"
if(result.bool){
player.moveCard(true);
}
else{
event.finish();
}
2018-04-17 07:32:43 +00:00
},
ai:{
expose:0.2,
2017-05-07 04:14:32 +00:00
threaten:1.3
2018-04-17 07:32:43 +00:00
}
2017-05-07 04:14:32 +00:00
},
2017-05-06 17:25:44 +00:00
xiepan:{
2017-05-06 12:18:51 +00:00
trigger:{player:'loseEnd'},
2017-05-07 08:21:36 +00:00
direct:true,
2017-05-06 12:18:51 +00:00
filter:function(event,player){
2017-05-06 17:25:44 +00:00
if(player.countCards('h',{type:'basic'})) return false;
if(!player.countCards('h')) return false;
2017-05-06 12:18:51 +00:00
for(var i=0;i<event.cards.length;i++){
2017-05-06 17:25:44 +00:00
if(event.cards[i].original=='h'&&get.type(event.cards[i])=='basic') return true;
2017-05-06 12:18:51 +00:00
}
return false;
},
2017-05-06 17:25:44 +00:00
content:function(){
'step 0'
2017-05-07 08:21:36 +00:00
player.chooseToDiscard('h',get.prompt('xiepan')).set('prompt2','弃置一张手牌并获一件随机装备').set('logSkill','xiepan').ai=function(card){
2017-05-07 16:19:05 +00:00
return 8-get.value(card);
2017-05-07 08:21:36 +00:00
};
2017-05-06 17:25:44 +00:00
'step 1'
2017-05-07 08:21:36 +00:00
if(result.bool){
player.gain(game.createCard(get.inpile('equip').randomGet()),'draw');
}
2017-05-06 17:25:44 +00:00
},
},
yujia:{
trigger:{player:'useCardAfter'},
2018-04-17 07:32:43 +00:00
frequent:true,
filter:function(event){
return get.type(event.card)=='equip'&&lib.inpile.contains(event.card.name);
},
2017-05-06 12:18:51 +00:00
init:function(player){
2017-05-06 17:25:44 +00:00
player.storage.yujia=0;
2017-05-06 12:18:51 +00:00
},
content:function(){
'step 0'
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if(!player.storage.yujia){
player.storage.yujia=[];
2017-05-06 12:18:51 +00:00
}
var list=[];
for(var i in lib.card){
if(lib.card[i].type=='jiguan'){
2017-05-06 17:25:44 +00:00
list.push(i);
2017-05-06 12:18:51 +00:00
}
}
if(list.length){
2017-05-06 17:25:44 +00:00
if(player.storage.yujia>1){
list=list.randomGets(player.storage.yujia);
2017-05-06 12:18:51 +00:00
for(var i=0;i<list.length;i++){
list[i]=['机关','',list[i]];
}
2017-05-06 17:25:44 +00:00
player.chooseButton(true,['御甲:选择一张机关牌获得之',[list,'vcard']]).ai=function(button){
if(player.hasSkill('jiguanyaoshu_skill')&&button.link[2]=='jiguanyaoshu') return 0;
2017-05-07 04:14:32 +00:00
return get.value({name:button.link[2]});
2017-05-06 12:18:51 +00:00
};
}
else{
var name=list.randomGet();
player.gain(game.createCard(name),'draw');
event.finish();
}
}
'step 1'
if(result.bool&&result.links&&result.links.length){
var list=[];
for(var i=0;i<result.links.length;i++){
list.push(game.createCard(result.links[i][2]));
}
player.gain(list,'draw');
}
},
2017-05-06 17:25:44 +00:00
group:'yujia_count',
2017-05-06 12:18:51 +00:00
subSkill:{
2017-05-06 17:25:44 +00:00
count:{
2017-05-06 12:18:51 +00:00
trigger:{player:'useCardAfter'},
filter:function(event,player){
2017-05-06 17:25:44 +00:00
return get.type(event.card)=='jiguan';
2017-05-06 12:18:51 +00:00
},
2017-05-06 17:25:44 +00:00
silent:true,
2017-05-06 12:18:51 +00:00
content:function(){
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player.storage.yujia++;
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}
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},
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},
ai:{
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reverseEquip:true,
threaten:1.5,
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effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
}
}
},
yanshi:{
trigger:{player:'phaseAfter'},
forced:true,
skillAnimation:true,
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init:function(player){
player.storage.yanshi=0;
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},
filter:function(event,player){
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return player.storage.yanshi==4;
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},
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intro:{
content:'累计#个回合使用过机关牌'
},
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content:function(){
'step 0'
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player.awakenSkill('yanshi');
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player.gainMaxHp();
'step 1'
player.recover();
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var list=[];
for(var i=1;i<=5;i++){
if(!player.getEquip(i)){
var name=get.inpile('equip'+i).randomGet();
if(name){
var card=game.createCard(name);
list.push(card);
player.equip(card);
}
}
}
if(list.length){
player.$draw(list);
}
},
group:'yanshi_count',
subSkill:{
count:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return get.type(event.card)=='jiguan'&&!player.hasSkill('yanshi2');
},
silent:true,
content:function(){
player.storage.yanshi++;
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if(player.hasSkill('yanshi')){
player.markSkill('yanshi');
player.updateMarks();
}
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player.addTempSkill('yanshi2');
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}
}
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}
},
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yanshi2:{},
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tanhua:{
trigger:{player:'recoverBefore'},
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forced:true,
filter:function(event,player){
return player.hp>0&&event.num>0;
},
content:function(){
trigger.cancel();
player.draw(2*trigger.num);
},
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group:'tanhua_remove',
subSkill:{
remove:{
trigger:{player:'dying'},
priority:10,
forced:true,
content:function(){
player.recover();
player.removeSkill('tanhua');
}
}
}
},
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yingfeng:{
trigger:{player:'useCardAfter'},
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filter:function(event,player){
if(event.card.name!='sha') return false;
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if(event.parent.name=='yingfeng') return false;
var enemies=player.getEnemies();
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return game.hasPlayer(function(current){
return enemies.contains(current)&&!event.targets.contains(current)&&player.canUse('sha',current,false);
});
},
forced:true,
content:function(){
var enemies=player.getEnemies();
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enemies.remove(trigger.targets);
if(enemies.length){
player.useCard({name:'sha'},enemies.randomGet().addExpose(0.2));
}
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},
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},
ywuhun:{
trigger:{player:'phaseBefore'},
forced:true,
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// alter:true,
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filter:function(event){
return event.parent.name!='ywuhun';
},
intro:{
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content:'回合结束后,场上及牌堆中的牌将恢复到回合前的状态'
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},
video:function(player,data){
for(var i in data){
var current=game.playerMap[i];
current.node.handcards1.innerHTML='';
current.node.handcards2.innerHTML='';
current.node.equips.innerHTML='';
current.node.judges.innerHTML='';
current.directgain(get.infoCards(data[i].h));
var es=get.infoCards(data[i].e);
for(var j=0;j<es.length;j++){
current.$equip(es[j]);
}
var js=get.infoCards(data[i].j);
for(var j=0;j<js.length;j++){
current.node.judges.appendChild(js[j]);
}
}
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},
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content:function(){
'step 0'
var handcards1,handcards2,judges,equips,viewAs,i,j;
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event.data=[];
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event.cardPile=[];
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for(i=0;i<game.players.length;i++){
viewAs=[];
handcards1=[];
handcards2=[];
judges=[];
equips=[];
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2018-04-17 07:32:43 +00:00
for(j=0;j<game.players[i].node.handcards1.childNodes.length;j++)
handcards1.push(game.players[i].node.handcards1.childNodes[j]);
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for(j=0;j<game.players[i].node.handcards2.childNodes.length;j++)
handcards2.push(game.players[i].node.handcards2.childNodes[j]);
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for(j=0;j<game.players[i].node.judges.childNodes.length;j++){
viewAs.push(game.players[i].node.judges.childNodes[j].viewAs);
judges.push(game.players[i].node.judges.childNodes[j]);
}
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2018-04-17 07:32:43 +00:00
for(j=0;j<game.players[i].node.equips.childNodes.length;j++)
equips.push(game.players[i].node.equips.childNodes[j]);
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event.data.push({
player:game.players[i],
handcards1:handcards1,
handcards2:handcards2,
judges:judges,
equips:equips,
viewAs:viewAs,
value:handcards1.length+handcards2.length+equips.length-judges.length
});
}
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for(var i=0;i<ui.cardPile.childElementCount;i++){
event.cardPile.push(ui.cardPile.childNodes[i]);
}
'step 1'
player.markSkill('ywuhun');
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player.addSkill('ywuhun_end');
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player.phase('ywuhun');
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'step 2'
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player.removeSkill('ywuhun_end');
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game.delay(0.5);
'step 3'
game.animate.window(1);
'step 4'
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player.unmarkSkill('ywuhun');
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var storage=event.data;
for(var i=0;i<storage.length;i++){
var current=storage[i].player;
if(current.isAlive()){
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current.removeEquipTrigger();
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var cards=current.getCards('hej');
for(var j=0;j<cards.length;j++){
cards[j].discard();
}
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}
}
'step 5'
var storage=event.data;
var current;
var i,j;
for(i=0;i<storage.length;i++){
current=storage[i].player;
if(current.isAlive()){
for(j=0;j<storage[i].handcards1.length;j++){
if(storage[i].handcards1[j].parentNode==ui.discardPile||
storage[i].handcards1[j].parentNode==ui.cardPile){
current.node.handcards1.appendChild(storage[i].handcards1[j]);
}
else{
current.node.handcards1.appendChild(game.createCard(storage[i].handcards1[j]));
}
}
for(j=0;j<storage[i].handcards2.length;j++){
if(storage[i].handcards2[j].parentNode==ui.discardPile||
storage[i].handcards2[j].parentNode==ui.cardPile){
current.node.handcards2.appendChild(storage[i].handcards2[j]);
}
else{
current.node.handcards2.appendChild(game.createCard(storage[i].handcards2[j]));
}
}
for(j=0;j<storage[i].equips.length;j++){
if(storage[i].equips[j].parentNode==ui.discardPile||
storage[i].equips[j].parentNode==ui.cardPile){
storage[i].equips[j].style.transform='';
current.$equip(storage[i].equips[j]);
}
else{
current.$equip(game.createCard(storage[i].equips[j]));
}
}
for(j=0;j<storage[i].judges.length;j++){
if(storage[i].judges[j].parentNode==ui.discardPile||
storage[i].judges[j].parentNode==ui.cardPile){
storage[i].judges[j].style.transform='';
storage[i].judges[j].viewAs=storage[i].viewAs[j];
if(storage[i].judges[j].viewAs&&storage[i].judges[j].viewAs!=storage[i].judges[j].name&&storage[i].judges[j].classList.contains('fullskin')){
storage[i].judges[j].classList.add('fakejudge');
storage[i].judges[j].node.background.innerHTML=lib.translate[storage[i].judges[j].viewAs+'_bg']||get.translation(storage[i].judges[j].viewAs)[0]
}
current.node.judges.appendChild(storage[i].judges[j]);
}
}
current.update();
}
}
var data={};
for(var i=0;i<game.players.length;i++){
data[game.players[i].dataset.position]={
h:get.cardsInfo(game.players[i].getCards('h')),
e:get.cardsInfo(game.players[i].getCards('e')),
j:get.cardsInfo(game.players[i].getCards('j'))
}
}
game.addVideo('skill',event.player,['ywuhun',data]);
game.animate.window(2);
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while(ui.cardPile.childElementCount){
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ui.cardPile.firstChild.discard();
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}
for(var i=0;i<event.cardPile.length;i++){
if(event.cardPile[i].parentNode==ui.discardPile){
ui.cardPile.appendChild(event.cardPile[i]);
}
else{
ui.cardPile.appendChild(game.createCard(event.cardPile[i]));
}
}
ui.updatehl();
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},
subSkill:{
end:{
trigger:{source:'damageEnd'},
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priority:9,
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silent:true,
content:function(){
var evt=_status.event.getParent('ywuhun');
if(evt){
_status.event=evt;
game.resetSkills();
}
},
ai:{
jueqing:true
}
}
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}
},
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fenglue:{
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trigger:{player:'phaseUseBefore'},
direct:true,
filter:function(event,player){
var hs=player.getCards('h');
return game.hasPlayer(function(current){
if(current!=player){
for(var i=0;i<hs.length;i++){
if(get.info(hs[i]).multitarget) continue;
if(lib.filter.targetEnabled2(hs[i],player,current)){
return true;
}
}
}
});
},
content:function(){
'step 0'
var hs=player.getCards('h');
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player.chooseTarget(get.prompt('fenglue'),function(card,player,target){
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if(player==target) return false;
for(var i=0;i<hs.length;i++){
if(get.info(hs[i]).multitarget) continue;
if(lib.filter.targetEnabled2(hs[i],player,target)){
return true;
}
}
return false;
}).ai=function(target){
var num=0,eff=0,damaged=false;
for(var i=0;i<hs.length;i++){
if(get.info(hs[i]).multitarget) continue;
var hef;
if(get.tag(hs[i],'damage')&&damaged){
hef=-1;
}
else{
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hef=get.effect(target,hs[i],player,player);
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}
if(lib.filter.targetEnabled2(hs[i],player,target)&&hef>0){
num++;
if(get.attitude(player,target)>0){
hef/=1.5;
if(get.tag(hs[i],'damage')){
damaged=true;
}
}
eff+=hef;
}
}
if(!player.needsToDiscard(-num)){
return eff;
}
return 0;
};
'step 1'
if(result.bool){
event.target=result.targets[0];
var num=0;
player.chooseCard([1,Infinity],'按顺序选择对'+get.translation(result.targets)+'使用的牌',function(card){
return lib.filter.targetEnabled2(card,player,event.target);
}).ai=function(card){
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if(get.effect(event.target,card,player,player)>0){
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if(get.attitude(player,event.target)>0&&get.tag(card,'damage')){
for(var i=0;i<ui.selected.cards.length;i++){
2017-11-10 08:59:59 +00:00
if(get.tag(ui.selected.cards[i],'damage')){
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return 0;
}
}
}
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return get.order(card);
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}
return 0;
}
}
else{
event.finish();
}
'step 2'
if(result.bool){
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player.logSkill('fenglue',event.target);
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player.addSkill('fenglue_draw');
player.storage.fenglue_draw_num=0;
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player.storage.fenglue_draw=event.target;
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trigger.cancel();
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event.cards=result.cards.slice(0);
player.lose(event.cards,ui.special);
}
else{
event.finish();
}
'step 3'
if(event.cards.length){
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if(event.target.isIn()){
player.useCard(event.cards.shift(),event.target);
}
else{
event.cards.shift().discard();
}
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event.redo();
}
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'step 4'
if(player.storage.fenglue_draw_num){
player.draw(player.storage.fenglue_draw_num);
}
player.removeSkill('fenglue_draw');
delete player.storage.fenglue_draw;
delete player.storage.fenglue_draw_num;
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},
subSkill:{
draw:{
trigger:{global:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
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return event.player==player.storage.fenglue_draw;
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},
content:function(){
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player.storage.fenglue_draw_num++;
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}
}
},
ai:{
threaten:1.3
}
},
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zongyu:{
enable:'phaseUse',
usable:1,
filterCard:{color:'black'},
filter:function(event,player){
return lib.card.feibiao&&player.countCards('he',{color:'black'});
},
check:function(card){
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return 8-get.value(card);
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},
content:function(){
var list=player.getEnemies();
if(list.length){
player.useCard({name:'feibiao'},list.randomGets(2));
}
},
ai:{
threaten:1.5,
order:6,
result:{
player:1
}
}
},
fanling:{
trigger:{global:'loseHpAfter'},
forced:true,
usable:1,
filter:function(event,player){
return event.player!=player&&player.isDamaged();
},
content:function(){
player.recover();
},
ai:{
2017-05-07 16:37:23 +00:00
threaten:1.5
2017-05-05 09:45:46 +00:00
}
},
dujiang:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:{color:'black'},
check:function(card){
return 6-get.value(card)
},
content:function(){
var list=player.getEnemies();
if(list.length){
var target=list.randomGet();
player.line(target,'green');
target.gain(game.createCard('du'),'gain2');
}
},
ai:{
order:1,
result:{
player:1
},
threaten:1.5
},
},
sheying:{
trigger:{source:'damageAfter'},
filter:function(event,player){
return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0])=='d';
},
usable:1,
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prompt2:function(event){
return '进行一次判定,若结果为黑色,你获得'+get.translation(event.cards);
},
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content:function(){
'step 0'
player.judge(function(card){
return get.color(card)=='black'?1:-1;
});
'step 1'
if(result.color=='black'){
player.gain(trigger.cards);
player.$gain2(trigger.cards);
}
},
},
huahu:{
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enable:'phaseUse',
unique:true,
mark:true,
skillAnimation:true,
animationColor:'metal',
init:function(player){
player.storage.huahu=false;
},
filter:function(event,player){
if(player.storage.huahu) return false;
return true;
},
filterTarget:function(card,player,target){
2017-05-05 09:45:46 +00:00
return target!=player;
},
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selectTarget:[1,Infinity],
contentBefore:function(){
player.awakenSkill('huahu');
player.storage.huahu=true;
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player.loseMaxHp(true);
player.clearSkills();
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},
content:function(){
target.recover();
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target.changeHujia();
target.draw(false);
target.$draw();
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},
ai:{
order:1,
result:{
target:function(player,target){
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if(player.hasUnknown()) return 0;
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var num=0;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(player,players[i])>2&&
2017-05-07 04:14:32 +00:00
get.recoverEffect(players[i],player,player)>0){
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if(players[i].hp==1){
2017-05-05 09:45:46 +00:00
if(player.hp<player.maxHp){
return 1;
}
else{
num+=2;
}
}
else if(players[i].hp<=2){
num++;
}
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}
}
if(num>=3) return 1;
return 0;
}
},
},
intro:{
content:'limited'
}
},
2017-05-05 09:45:46 +00:00
binxin:{
trigger:{global:'phaseEnd'},
check:function(event,player){
return get.attitude(player,event.player)>0;
},
filter:function(event,player){
return event.player.hp==1;
},
logTarget:'player',
content:function(){
trigger.player.changeHujia();
},
ai:{
expose:0.1
}
},
qixia:{
trigger:{player:['useCardAfter','respondAfter']},
silent:true,
init:function(player){
player.storage.qixia=[];
},
2017-11-05 15:22:35 +00:00
// mark:true,
2017-05-05 09:45:46 +00:00
intro:{
content:function(storage){
if(!storage.length){
return '未使用或打出过有花色的牌';
}
else{
var str='已使用过'+get.translation(storage[0]+'2');
for(var i=1;i<storage.length;i++){
str+='、'+get.translation(storage[i]+'2');
}
str+='牌';
return str;
}
}
},
content:function(){
var suit=get.suit(trigger.card);
if(suit){
player.storage.qixia.add(suit);
player.syncStorage('qixia');
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player.markSkill('qixia');
2017-05-05 09:45:46 +00:00
}
},
group:'qixia_phase',
subSkill:{
phase:{
trigger:{global:'phaseAfter'},
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priority:-50,
2017-08-24 15:50:36 +00:00
forced:true,
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filter:function(event,player){
return player.storage.qixia.length>=4;
},
2018-04-17 07:32:43 +00:00
content:function(){
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player.insertPhase();
player.storage.qixia.length=0;
player.syncStorage('qixia');
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player.unmarkSkill('qixia');
2018-04-17 07:32:43 +00:00
}
2017-05-05 09:45:46 +00:00
}
}
},
qixia_old:{
trigger:{global:'damageAfter'},
direct:true,
filter:function(event,player){
return !player.hasSkill('qixia2')&&event.source!=player&&event.player.isIn()&&player.countCards('he',{color:'red'});
},
content:function(){
'step 0'
player.chooseToDiscard('he',get.prompt('qixia',trigger.player),{color:'red'}).set('logSkill',['qixia',trigger.player]).ai=function(card){
if(get.attitude(player,trigger.player)>0){
if(trigger.player.hp==1){
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return 10-get.value(card);
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}
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return 8-get.value(card);
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}
}
'step 1'
if(result.bool){
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player.addTempSkill('qixia2');
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trigger.player.draw(2);
if(trigger.player.hp==1&&!trigger.player.hujia){
trigger.player.changeHujia();
}
}
},
ai:{
threaten:1.8
}
},
qixia2:{},
jianzhen:{
trigger:{player:'shaAfter'},
forced:true,
filter:function(event,player){
return event.target.isIn()&&game.hasPlayer(function(current){
return current.canUse('sha',event.target,false)&&current!=player;
});
},
content:function(){
'step 0'
event.targets=game.filterPlayer(function(current){
return current.canUse('sha',trigger.target,false)&&current!=player;
});
event.targets.sortBySeat(trigger.player);
'step 1'
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.hasSha()){
event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.target)+'使用一张杀?',trigger.target,-1);
}
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else{
event.redo();
}
}
else{
event.finish();
}
'step 2'
if (!result.bool){
event.goto(1);
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}
},
ai:{
expose:0.2,
threaten:1.4
},
},
husha:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
if(player.storage.husha==1){
return game.hasPlayer(function(current){
return player.canUse('sha',current,false);
})
}
else{
return player.storage.husha>0;
}
},
content:function(){
'step 0'
var list=[];
if(game.hasPlayer(function(current){
return player.canUse('sha',current,false);
})){
list.push('移去1枚虎煞标记视为使用一张杀');
}
if(player.storage.husha>1){
list.push('移去2枚虎煞标记视为使用一张南蛮入侵');
if(player.storage.husha>2){
list.push('移去3枚虎煞标记视为对除你之外的角色使用一张元素毁灭');
}
}
player.chooseControl('cancel2',function(){
if(player.storage.husha>2){
var num1=game.countPlayer(function(current){
if(current!=player&&player.canUse('yuansuhuimie',current)){
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return get.sgn(get.effect(current,{name:'yuansuhuimie'},player,player));
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}
});
var num2=game.countPlayer(function(current){
if(current!=player&&player.canUse('yuansuhuimie',current)){
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return get.effect(current,{name:'yuansuhuimie'},player,player);
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}
});
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if(num1>0&&num2>0) return '选项三';
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}
if(player.storage.husha>1){
var num=game.countPlayer(function(current){
if(current!=player&&player.canUse('nanman',current)){
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return get.sgn(get.effect(current,{name:'nanman'},player,player));
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}
});
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if(num>0) return '选项二';
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}
if(game.hasPlayer(function(current){
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return player.canUse('sha',current,false)&&get.effect(current,{name:'sha'},player,player)>0;
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})){
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return '选项一';
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}
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return 'cancel2';
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}).set('prompt',get.prompt('husha')).set('choiceList',list);
'step 1'
if(result.control!='cancel2'){
player.logSkill('husha');
if(result.control=='选项一'){
event.sha=true;
player.storage.husha--;
player.chooseTarget('选择出杀的目标',true,function(card,player,target){
return player.canUse('sha',target,false);
}).ai=function(target){
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return get.effect(target,{name:'sha'},player,player);
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}
}
else if(result.control=='选项二'){
var list=game.filterPlayer(function(current){
return player.canUse('nanman',current);
});
player.storage.husha-=2;
list.sortBySeat();
player.useCard({name:'nanman'},list);
}
else{
var list=game.filterPlayer(function(current){
return player.canUse('yuansuhuimie',current);
});
player.storage.husha-=3;
list.remove(player);
list.sortBySeat();
player.useCard({name:'yuansuhuimie'},list);
}
if(!player.storage.husha){
player.unmarkSkill('husha');
}
else{
player.syncStorage('husha');
player.updateMarks();
}
}
'step 2'
if(event.sha&&result.targets&&result.targets.length){
player.useCard({name:'sha'},result.targets[0]);
}
},
init:function(player){
player.storage.husha=0;
},
intro:{
content:'mark'
},
group:'husha_count',
subSkill:{
count:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
if(player.storage.husha<3){
var evt=event.getParent('phaseUse');
return evt&&evt.player==player;
}
return false;
},
content:function(){
player.storage.husha+=trigger.num;
if(player.storage.husha>3){
player.storage.husha=3;
}
player.markSkill('husha');
player.syncStorage('husha');
player.updateMarks();
}
}
}
},
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fenshi:{
unique:true,
skillAnimation:true,
animationColor:'fire',
trigger:{player:'dyingAfter'},
forced:true,
mark:true,
derivation:'longhuo',
intro:{
content:'limited'
},
content:function(){
player.awakenSkill('fenshi');
player.changeHujia(2);
player.draw(2);
player.addSkill('longhuo');
},
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},
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longhuo:{
unique:true,
trigger:{player:'phaseEnd'},
check:function(event,player){
if(player.hp==1&&player.hujia==0) return false;
var num=game.countPlayer(function(current){
var eff=get.sgn(get.damageEffect(current,player,player,'fire'));
if(current.hp==1&&current.hujia==0) eff*=1.5;
return eff;
});
return num>0;
},
content:function(){
'step 0'
event.targets=get.players(lib.sort.seat);
'step 1'
if(event.targets.length){
var current=event.targets.shift();
if(current.isIn()){
player.line(current,'fire');
current.damage('fire');
event.redo();
}
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}
}
},
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yanzhan:{
enable:'phaseUse',
viewAs:{name:'sha',nature:'fire'},
usable:1,
position:'he',
viewAsFilter:function(player){
if(!player.countCards('he',{color:'red'})) return false;
},
filterCard:{color:'red'},
check:function(card){
if(get.suit(card)=='heart') return 7-get.value(card);
return 5-get.value(card);
},
onuse:function(result){
if(result.targets){
for(var i=0;i<result.targets.length;i++){
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result.targets[i].addTempSkill('yanzhan3');
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}
}
},
group:'yanzhan2',
ai:{
order:function(){
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return get.order({name:'sha'})+0.15;
},
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},
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},
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yanzhan2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event){
return event.parent.skill=='yanzhan';
},
content:function(){
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player.addTempSkill('yanzhan4');
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}
},
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yanzhan3:{
mod:{
cardRespondable:function(card,player){
if(_status.event.parent.skill=='yanzhan'&&
get.suit(card)!=get.suit(_status.event.parent.cards[0])) return false;
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}
}
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},
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yanzhan4:{
mod:{
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cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
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},
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yufeng:{
trigger:{player:'loseEnd'},
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forced:true,
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usable:2,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return player.countCards('h')<2;
}
return false;
},
content:function(){
player.draw(2-player.countCards('h'));
},
ai:{
noh:true,
skillTagFilter:function(player,tag){
var nh=player.countCards('h');
if(tag=='noh'&&(nh>2||nh==0)){
return false;
}
}
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}
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},
feixia:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
position:'he',
filter:function(event,player){
return player.countCards('he',{color:'red'})>0;
},
check:function(card){
return 7-get.value(card);
},
content:function(){
var targets=player.getEnemies();
if(targets.length){
var target=targets.randomGet();
target.addExpose(0.2);
player.useCard({name:'sha'},target,false);
}
},
ai:{
order:2.9,
result:{
player:1
}
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}
},
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lueying:{
trigger:{player:'shaBegin'},
filter:function(event,player){
if(event.target.countCards('he')>0){
return game.hasPlayer(function(current){
return current!=player&&current!=event.target&&current.countCards('he');
});
}
return false;
},
logTarget:'target',
usable:1,
content:function(){
'step 0'
var card=trigger.target.getCards('he').randomGet();
player.gain(card,trigger.target);
if(get.position(card)=='e'){
trigger.target.$give(card,player);
}
else{
trigger.target.$giveAuto(card,player);
}
'step 1'
if(game.hasPlayer(function(current){
return current!=player&&current!=trigger.target&&current.countCards('he');
})){
trigger.target.chooseTarget(function(card,player,target){
return target!=player&&target!=_status.event.parent.player&&target.countCards('he')>0;
},'选择一名角色并令'+get.translation(player)+'弃置其一张牌').ai=function(target){
return -get.attitude(_status.event.player,target);
};
}
else{
event.finish();
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}
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'step 2'
if(result.bool){
trigger.target.line(result.targets[0],'green');
player.discardPlayerCard(result.targets[0],true,'he');
}
},
ai:{
threaten:1.5,
expose:0.2,
2017-02-12 13:50:32 +00:00
}
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},
tianjian:{
enable:'phaseUse',
viewAs:{name:'wanjian'},
filterCard:{name:'sha'},
filter:function(event,player){
return player.countCards('h','sha')>0;
},
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// alter:true,
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usable:1,
group:'tianjian_discard',
subSkill:{
discard:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event){
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if(event._notrigger.contains(event.player)) return false;
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if(get.is.altered('tianjian')) return false;
return event.parent.skill=='tianjian'&&event.player.countCards('he');
},
popup:false,
content:function(){
trigger.player.discard(trigger.player.getCards('he').randomGet());
}
}
2017-01-22 06:56:55 +00:00
}
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},
feng:{
unique:true,
init:function(player){
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player.storage.feng=0;
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},
mark:true,
intro:{
content:'已累计摸#次牌'
},
trigger:{player:'drawBegin'},
forced:true,
popup:false,
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priority:5,
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content:function(){
if(player.storage.feng<2){
player.storage.feng++;
}
else{
trigger.num++;
player.storage.feng=0;
player.logSkill('feng');
}
player.updateMarks();
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}
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},
ya:{
unique:true,
init:function(player){
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player.storage.ya=0;
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},
mark:true,
intro:{
content:'已累计受到#次伤害'
},
trigger:{player:'damageBegin'},
filter:function(event,player){
if(player.storage.ya==2) return event.num>0;
return true;
},
forced:true,
popup:false,
content:function(){
if(player.storage.ya<2){
player.storage.ya++;
}
else if(trigger.num>0){
trigger.num--;
player.storage.ya=0;
player.logSkill('ya');
}
player.updateMarks();
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}
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},
song:{
unique:true,
init:function(player){
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player.storage.song=0;
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},
mark:true,
intro:{
content:'已累计造成#次伤害'
},
trigger:{source:'damageBegin'},
forced:true,
popup:false,
content:function(){
if(player.storage.song<2){
player.storage.song++;
}
else{
trigger.num++;
player.storage.song=0;
player.logSkill('song');
}
player.updateMarks();
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}
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},
longxiang:{
trigger:{player:'shaBegin'},
filter:function(event,player){
return event.target.countCards('h')>player.countCards('h');
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},
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check:function(event,player){
return get.attitude(player,event.target)<0;
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},
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logTarget:'target',
content:function(){
var hs=trigger.target.getCards('h');
trigger.target.discard(hs.randomGets(hs.length-player.countCards('h')));
}
},
huxi:{
enable:'chooseToUse',
viewAs:{name:'sha'},
precontent:function(){
'step 0'
player.loseHp();
'step 1'
player.changeHujia();
},
filterCard:function(){return false},
selectCard:-1,
prompt:'失去一点体力并获得一点护甲,视为使用一张杀',
ai:{
order:function(){
var player=_status.event.player;
if(player.hp<=2) return 0;
return 2;
},
skillTagFilter:function(player,tag,arg){
if(arg!='use') return false;
},
respondSha:true,
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}
},
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xuanmo:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
var type=get.type(card,'trick');
return type=='basic'||type=='equip'||type=='trick';
},
check:function(card){
return 8-get.value(card);
},
filter:function(event,player){
return player.countCards('h')>0;
},
discard:false,
prepare:'throw',
content:function(){
game.log(player,'将',cards,'置于牌堆顶');
ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
var list=get.inpile(get.type(cards[0],'trick'),'trick').randomGets(2);
for(var i=0;i<list.length;i++){
list[i]=game.createCard(list[i]);
}
player.gain(list,'draw');
},
ai:{
threaten:1.5,
order:5,
result:{
player:1
}
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}
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},
danqing:{
trigger:{player:'phaseEnd'},
init:function(player){
player.storage.danqing=[];
},
mark:true,
direct:true,
intro:{
content:function(storage){
if(!storage.length){
return '未使用或打出过有花色的牌';
}
else{
var str='已使用过'+get.translation(storage[0]+'2');
for(var i=1;i<storage.length;i++){
str+='、'+get.translation(storage[i]+'2');
}
str+='牌';
return str;
}
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}
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},
filter:function(event,player){
return player.storage.danqing.length==4;
},
ai:{
threaten:1.2,
},
2019-06-07 03:46:13 +00:00
// alter:true,
2017-04-15 00:25:50 +00:00
content:function(){
'step 0'
player.storage.danqing.length=0;
player.updateMarks();
player.chooseTarget(get.prompt('danqing'),[1,get.is.altered('danqing')?2:4]).ai=function(target){
return get.attitude(player,target);
}
'step 1'
if(result.bool){
player.logSkill('danqing',result.targets);
for(var i=0;i<result.targets.length;i++){
2017-05-21 02:07:10 +00:00
result.targets[i].getBuff(false);
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}
}
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else{
event.finish();
}
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'step 2'
game.delay();
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},
group:'danqing_count'
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},
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danqing_count:{
trigger:{player:'useCard'},
silent:true,
content:function(){
var suit=get.suit(trigger.card);
if(suit){
player.storage.danqing.add(suit);
player.updateMarks();
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}
}
},
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danqing_old:{
content:function(){
'step 0'
player.storage.danqing.length=0;
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player.updateMarks();
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event.targets=[];
'step 1'
player.chooseTarget('令一名角色摸一张牌',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=get.attitude(player,target);
if(att>0){
return att+1/Math.sqrt(1+target.countCards('h'));
}
return 0;
};
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
result.targets[0].draw();
event.targets.push(result.targets[0]);
if(event.targets.length==game.players.length){
event.finish();
}
else{
player.chooseTarget('令一名角色获得一点护甲',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=get.attitude(player,target);
if(att>0){
return att+1/Math.sqrt(1+target.hp);
}
return 0;
};
}
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}
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else{
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event.finish();
}
2017-04-15 00:25:50 +00:00
'step 3'
if(result.bool){
player.line(result.targets[0],'green');
result.targets[0].changeHujia();
game.delay();
event.targets.push(result.targets[0]);
if(event.targets.length==game.players.length){
event.finish();
}
else{
player.chooseTarget('令一名角色装备一件随机装备',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=get.attitude(player,target);
if(att>0&&!target.getEquip(5)){
return att;
}
return 0;
};
}
}
2017-01-19 13:00:41 +00:00
else{
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event.finish();
}
'step 4'
if(result.bool){
player.line(result.targets[0],'green');
game.delay();
var list=[];
for(var i=0;i<lib.inpile.length;i++){
if(lib.card[lib.inpile[i]].type=='equip'){
list.push(lib.inpile[i]);
2017-01-19 13:00:41 +00:00
}
2017-04-15 00:25:50 +00:00
}
var card=game.createCard(list.randomGet());
result.targets[0].equip(card);
result.targets[0].$draw(card);
event.targets.push(result.targets[0]);
if(event.targets.length==game.players.length){
event.finish();
}
else{
player.chooseTarget('令一名角色获得潜行',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=get.attitude(player,target);
if(att>0){
return att+1/Math.sqrt(1+target.hp);
}
return 0;
};
}
2017-01-19 13:00:41 +00:00
}
2017-04-15 00:25:50 +00:00
else{
2017-01-19 13:00:41 +00:00
event.finish();
}
2017-04-15 00:25:50 +00:00
'step 5'
if(result.bool){
player.line(result.targets[0],'green');
game.delay();
2019-06-07 03:46:13 +00:00
result.targets[0].tempHide();
2017-01-19 13:00:41 +00:00
}
}
2017-04-15 00:25:50 +00:00
},
sheling:{
trigger:{global:['useCardAfter','respondAfter','discardAfter']},
filter:function(event,player){
if(player!=_status.currentPhase||player==event.player) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d') return true;
2017-01-19 13:00:41 +00:00
}
}
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return false;
},
frequent:'check',
check:function(event){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'&&event.cards[i].name=='du') return false;
}
return true;
},
usable:3,
content:function(){
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
player.gain(cards,'gain2');
}
},
zhaoyao:{
trigger:{global:'phaseDrawBegin'},
filter:function(event,player){
return event.player!=player&&event.player.countCards('h')>0&&player.countCards('h')>0;
},
check:function(event,player){
if(player.isUnseen()) return false;
if(get.attitude(player,event.player)>=0) return false;
var hs=player.getCards('h');
if(hs.length<event.player.countCards('h')) return false;
for(var i=0;i<hs.length;i++){
var val=get.value(hs[0]);
if(hs[i].number>=10&&val<=6) return true;
if(hs[i].number>=8&&val<=3) return true;
}
return false;
},
logTarget:'player',
content:function(){
'step 0'
player.chooseToCompare(trigger.player);
'step 1'
if(result.bool){
player.draw(2);
}
else{
2017-01-19 13:00:41 +00:00
event.finish();
}
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'step 2'
player.chooseCard('将两张牌置于牌堆顶(先选择的在上)',2,'he',true);
'step 3'
if(result.bool){
player.lose(result.cards,ui.special);
event.cards=result.cards;
}
2017-01-19 13:00:41 +00:00
else{
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event.finish();
2017-01-19 13:00:41 +00:00
}
2017-04-15 00:25:50 +00:00
'step 4'
2017-01-19 13:00:41 +00:00
game.delay();
2017-04-15 00:25:50 +00:00
var nodes=[];
2016-08-08 16:04:13 +00:00
for(var i=0;i<event.cards.length;i++){
2017-04-15 00:25:50 +00:00
var cardx=ui.create.card();
cardx.classList.add('infohidden');
cardx.classList.add('infoflip');
nodes.push(cardx);
2016-08-08 16:04:13 +00:00
}
2017-04-15 00:25:50 +00:00
player.$throw(nodes,700,'nobroadcast');
game.log(player,'将'+get.cnNumber(event.cards.length)+'张牌置于牌堆顶');
'step 5'
for(var i=event.cards.length-1;i>=0;i--){
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
2016-08-08 16:04:13 +00:00
}
2017-04-15 00:25:50 +00:00
},
ai:{
mingzhi:false,
expose:0.2
2016-08-08 16:04:13 +00:00
}
},
2017-04-15 00:25:50 +00:00
zhangmu:{
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})) return false;
return player.countCards('h','shan')>0;
},
direct:true,
usable:1,
content:function(){
"step 0"
var goon=(get.damageEffect(player,trigger.player,player)<=0);
player.chooseCard(get.prompt('zhangmu'),{name:'shan'}).ai=function(){
return goon?1:0;
}
"step 1"
if(result.bool){
player.logSkill('zhangmu');
player.showCards(result.cards);
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'shan'}}
player.addSkill('zhangmu_ai');
}
else{
player.storage.counttrigger.zhangmu--;
}
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')&&effect<0){
if(target.hasSkill('zhangmu_ai')) return 0;
if(target.countCards('h')>=2) return 0.5;
}
}
}
2017-02-23 05:21:37 +00:00
}
2016-08-08 16:04:13 +00:00
},
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zhangmu_ai:{
trigger:{player:'loseAfter'},
silent:true,
filter:function(event,player){
return player.countCards('h','shan')==0;
},
content:function(){
player.removeSkill('zhangmu_ai');
}
},
2018-04-17 07:32:43 +00:00
leiyu:{
trigger:{player:'phaseEnd'},
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direct:true,
2018-04-17 07:32:43 +00:00
filter:function(event,player){
2017-04-15 00:25:50 +00:00
if(!player.countCards('h',{color:'black'})) return false;
if(player.storage.leiyu){
for(var i=0;i<player.storage.leiyu.length;i++){
if(player.storage.leiyu[i].isAlive()) return true;
2016-08-08 16:04:13 +00:00
}
}
2018-04-17 07:32:43 +00:00
return false;
},
content:function(){
'step 0'
2016-08-18 10:51:06 +00:00
for(var i=0;i<player.storage.leiyu.length;i++){
2017-04-15 00:25:50 +00:00
if(player.storage.leiyu[i].isDead()){
player.storage.leiyu.splice(i--,1);
}
2016-08-18 10:51:06 +00:00
}
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var num=0;
2018-04-17 07:32:43 +00:00
var num2=0;
for(var i=0;i<player.storage.leiyu.length;i++){
2017-04-15 00:25:50 +00:00
if(!player.storage.leiyu[i].isIn()) continue;
2018-04-17 07:32:43 +00:00
var eff=get.effect(player.storage.leiyu[i],{name:'jingleishan',nature:'thunder'},player,player);
num+=eff;
if(eff>0){
num2++;
}
else if(eff<0){
num2--;
}
}
var next=player.chooseToDiscard(get.prompt('leiyu',player.storage.leiyu),{color:'black'});
2017-04-15 00:25:50 +00:00
next.ai=function(card){
if(num>0&&num2>=2){
return 7-get.value(card);
}
return 0;
};
next.logSkill=['leiyu',player.storage.leiyu];
2018-04-17 07:32:43 +00:00
'step 1'
2017-04-15 00:25:50 +00:00
if(result.bool){
player.storage.leiyu.sort(lib.sort.seat);
2018-04-17 07:32:43 +00:00
player.useCard({name:'jingleishan',nature:'thunder'},player.storage.leiyu).animate=false;
}
},
group:['leiyu2','leiyu4'],
ai:{
threaten:1.3
}
},
leiyu2:{
trigger:{player:'phaseUseBegin'},
silent:true,
content:function(){
player.storage.leiyu=[];
}
},
leiyu3:{
trigger:{source:'dieAfter'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.leiyu2?true:false;
},
content:function(){
player.recover();
delete player.storage.leiyu2;
}
},
leiyu4:{
trigger:{player:'useCardToBegin'},
silent:true,
filter:function(event,player){
return _status.currentPhase==player&&Array.isArray(player.storage.leiyu)&&event.target&&event.target!=player;
},
content:function(){
player.storage.leiyu.add(trigger.target);
}
},
2017-04-15 00:25:50 +00:00
feizhua:{
2018-04-17 07:32:43 +00:00
trigger:{player:'useCard'},
2017-04-15 00:25:50 +00:00
filter:function(event,player){
if(event.card.name!='sha') return false;
if(event.targets.length!=1) return false;
var target=event.targets[0];
var players=game.filterPlayer(function(current){
return get.distance(target,current,'pure')==1;
});
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
return true;
}
2016-08-18 10:51:06 +00:00
}
2017-04-15 00:25:50 +00:00
return false;
},
prompt:function(event,player){
2018-04-17 07:32:43 +00:00
var targets=[];
var target=event.targets[0];
2017-04-15 00:25:50 +00:00
var players=game.filterPlayer(function(current){
return get.distance(target,current,'pure')==1;
});
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
targets.push(players[i]);
}
2017-01-19 13:00:41 +00:00
}
2017-04-15 00:25:50 +00:00
return get.prompt('feizhua',targets);
},
2018-04-17 07:32:43 +00:00
check:function(event,player){
var target=event.targets[0];
var num=0;
2017-04-15 00:25:50 +00:00
var players=game.filterPlayer(function(current){
return get.distance(target,current,'pure')==1;
});
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
num+=get.effect(players[i],{name:'sha'},player,player);
}
2016-08-08 09:23:13 +00:00
}
2018-04-17 07:32:43 +00:00
return num>0;
},
2017-04-15 00:25:50 +00:00
content:function(){
"step 0"
2018-04-17 07:32:43 +00:00
var target=trigger.targets[0];
2017-04-15 00:25:50 +00:00
var players=game.filterPlayer(function(current){
return get.distance(target,current,'pure')==1;
});
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
trigger.targets.push(players[i]);
2018-04-17 07:32:43 +00:00
player.line(players[i],'green');
2017-04-15 00:25:50 +00:00
}
2017-01-12 14:50:54 +00:00
}
}
2017-04-15 00:25:50 +00:00
},
lingxue:{
trigger:{player:'recoverEnd'},
forced:true,
content:function(){
player.changeHujia();
2016-08-08 09:23:13 +00:00
}
2017-04-15 00:25:50 +00:00
},
diesha:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event){
2018-04-17 07:32:43 +00:00
if(event._notrigger.contains(event.player)) return false;
2017-04-15 00:25:50 +00:00
return event.player.isAlive()&&event.card&&event.card.name=='sha';
},
content:function(){
trigger.player.loseHp();
player.recover();
},
ai:{
threaten:1.5
2016-08-08 09:23:13 +00:00
}
2017-04-15 00:25:50 +00:00
},
guijiang:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('guijiang2');
},
filterCard:{color:'black'},
filter:function(event,player){
return player.countCards('h',{color:'black'});
},
check:function(card){
return 5-get.value(card);
},
content:function(){
target.addSkill('guijiang2');
target.storage.guijiang2=player;
},
ai:{
order:4,
threaten:1.2,
expose:0.2,
result:{
target:function(player,target){
if(target.hp==1) return -1;
if(target.hp==2) return -0.5;
return 0;
}
2016-08-07 18:30:02 +00:00
}
}
},
2017-04-15 00:25:50 +00:00
guijiang2:{
mark:true,
intro:{
content:'不能成为回复牌的目标'
2016-08-07 18:30:02 +00:00
},
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trigger:{global:['dieBegin','phaseBegin']},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.guijiang2;
},
content:function(){
player.removeSkill('guijiang2');
},
mod:{
targetEnabled:function(card){
if(get.tag(card,'recover')) return false;
},
},
global:'guijiang3'
2016-08-11 14:59:43 +00:00
},
2017-04-15 00:25:50 +00:00
guijiang3:{
mod:{
cardSavable:function(card,player){
if(_status.event.dying&&_status.event.dying.hasSkill('guijiang2')) return false;
}
2016-08-07 18:30:02 +00:00
}
},
2017-04-15 00:25:50 +00:00
fenxing:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
forceunique:true,
filter:function(){
return Math.random()<0.5;
},
derivation:['diesha','guijiang'],
content:function(){
if(player.storage.fenxing){
player.storage.fenxing=false;
player.removeSkill('guijiang');
player.removeSkill('diesha');
player.addSkill('diewu');
player.addSkill('lingyu');
player.setAvatar('pal_longkui','pal_longkui');
2016-08-07 18:30:02 +00:00
}
2017-04-15 00:25:50 +00:00
else{
player.storage.fenxing=true;
player.removeSkill('diewu');
player.removeSkill('lingyu');
player.addSkill('guijiang');
player.addSkill('diesha');
player.setAvatar('pal_longkui','pal_longkuigui');
}
},
2016-08-07 18:30:02 +00:00
},
2017-04-15 00:25:50 +00:00
diewu:{
enable:'phaseUse',
filter:function(event,player){
return player.countCards('h','sha')>0;
},
filterCard:{name:'sha'},
filterTarget:function(card,player,target){
return target!=player;
},
prepare:'give',
discard:false,
content:function(){
target.gain(cards,player);
if(!player.hasSkill('diewu2')){
player.draw();
2017-05-18 22:15:32 +00:00
player.addTempSkill('diewu2');
2017-04-15 00:25:50 +00:00
}
},
ai:{
order:2,
expose:0.2,
result:{
target:function(player,target){
if(!player.hasSkill('diewu2')) return 1;
return 0;
}
2016-08-07 18:30:02 +00:00
}
}
},
2017-04-15 00:25:50 +00:00
diewu2:{},
lingyu:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&&current.isDamaged();
});
},
content:function(){
'step 0'
player.chooseTarget('灵愈:令一名其他角色回复一点体力',function(card,player,target){
return target!=player&&target.hp<target.maxHp;
}).ai=function(target){
return get.recoverEffect(target,player,player);
};
'step 1'
if(result.bool){
player.logSkill('lingyu',result.targets[0]);
result.targets[0].recover();
2016-08-07 18:30:02 +00:00
}
},
2017-04-15 00:25:50 +00:00
ai:{
threaten:1.5,
expose:0.2,
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
duxinshu:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h');
},
content:function(){
'step 0'
if(player.countCards('h')){
player.chooseCardButton('读心',target.getCards('h')).ai=function(button){
return get.value(button.link)-5;
2015-04-29 03:25:17 +00:00
}
}
2017-04-15 00:25:50 +00:00
else{
2017-07-05 05:36:50 +00:00
player.viewHandcards(target);
2017-04-15 00:25:50 +00:00
event.finish();
}
'step 1'
if(result.bool){
event.card=result.links[[0]];
player.chooseCard('h',true,'用一张手牌替换'+get.translation(event.card)).ai=function(card){
return -get.value(card);
};
}
else{
event.finish();
}
'step 2'
if(result.bool){
player.gain(event.card,target);
target.gain(result.cards,player);
player.$giveAuto(result.cards,target);
target.$giveAuto(event.card,player);
game.log(player,'与',target,'交换了一张手牌');
}
},
ai:{
threaten:1.3,
result:{
target:function(player,target){
return -target.countCards('h');
}
},
order:10,
expose:0.2,
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
feixu:{
trigger:{global:'respond'},
filter:function(event,player){
return event.card&&event.card.name=='shan';
},
check:function(event,player){
return get.attitude(player,event.player)>0;
},
logTarget:'player',
content:function(){
trigger.player.draw();
},
ai:{
mingzhi:false,
threaten:2,
expose:0.2,
}
},
xuanyan:{
// trigger:{source:'damageBefore'},
// forced:true,
// priority:5,
// check:function(event,player){
// return player.hp>3;
// },
// filter:function(event){
// return event.card&&get.color(event.card)=='red';
// },
// content:function(){
// trigger.nature='fire';
// },
group:['xuanyan2','xuanyan3']
},
xuanyan2:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return event.nature=='fire'&&event.notLink();
},
content:function(){
trigger.num++;
2017-02-23 07:33:18 +00:00
}
2017-04-15 00:25:50 +00:00
},
xuanyan3:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event){
return event.nature=='fire';
},
content:function(){
player.loseHp();
2017-02-23 07:33:18 +00:00
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
ningbin:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event){
return event.nature=='thunder';
},
content:function(){
player.recover();
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'thunderDamage')){
if(target.hp<=1||!target.hasSkill('xfenxin')) return [0,0];
return [0,1.5];
}
2015-04-29 03:25:17 +00:00
}
}
2017-04-15 00:25:50 +00:00
},
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
xfenxin:{
trigger:{player:'changeHp'},
forced:true,
filter:function(event){
return event.num!=0;
},
2019-06-07 03:46:13 +00:00
// alter:true,
2017-04-15 00:25:50 +00:00
content:function(){
if(get.is.altered('xfenxin')){
player.draw();
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
else{
player.draw(Math.abs(trigger.num));
}
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'thunderDamage')) return;
if(get.tag(card,'damage')||get.tag(card,'recover')){
return [1,0.2];
2015-04-29 03:25:17 +00:00
}
}
}
},
2017-04-15 00:25:50 +00:00
group:'xfenxin2'
2017-02-13 08:19:44 +00:00
},
2017-04-15 00:25:50 +00:00
xfenxin2:{
trigger:{source:'dieAfter'},
forced:true,
filter:function(){
return !get.is.altered('xfenxin');
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
content:function(){
player.gainMaxHp();
player.recover();
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
luanjian:{
enable:'phaseUse',
filterCard:{name:'sha'},
selectCard:2,
check:function(card){
var num=0;
var player=_status.event.player;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,players[i])&&
get.effect(players[i],{name:'sha'},player)>0){
num++;
if(num>1) return 8-get.value(card);
}
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
return 0;
},
viewAs:{name:'sha'},
selectTarget:[1,Infinity],
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
ai:{
order:function(){
return get.order({name:'sha'})+0.1;
},
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&player.countCards('h','sha')<2&&!player.needsToDiscard()){
var num=0;
var player=_status.event.player;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,players[i])&&
get.attitude(player,players[i])<0){
num++;
2017-05-19 05:56:04 +00:00
if(num>1) return 'zeroplayertarget';
2017-04-15 00:25:50 +00:00
}
}
}
}
},
},
group:'luanjian2'
},
luanjian2:{
trigger:{source:'damageBegin'},
forced:true,
popup:false,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.parent.skill=='luanjian';
},
content:function(){
if(Math.random()<0.5) trigger.num++;
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
ctianfu:{
enable:'phaseUse',
filter:function(event,player){
return player.countCards('h','shan')>0;
},
usable:1,
filterCard:{name:'shan'},
discard:false,
prepare:'give',
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('ctianfu2');
},
check:function(card){
if(_status.event.player.hp>=3) return 8-get.value(card);
return 7-get.value(card);
},
content:function(){
target.storage.ctianfu2=cards[0];
target.storage.ctianfu3=player;
game.addVideo('storage',target,['ctianfu2',get.cardInfo(cards[0]),'card']);
target.addSkill('ctianfu2');
},
ai:{
order:2,
result:{
target:function(player,target){
var att=get.attitude(player,target);
if(att>=0) return 0;
return get.damageEffect(target,player,target,'thunder');
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
expose:0.2
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
ctianfu2:{
trigger:{source:'damageAfter'},
forced:true,
mark:'card',
filter:function(event,player){
return player.storage.ctianfu2&&player.storage.ctianfu3;
},
content:function(){
"step 0"
if(player.storage.ctianfu3&&player.storage.ctianfu3.isAlive()){
player.damage(player.storage.ctianfu3);
player.storage.ctianfu3.line(player,'thunder');
}
else{
player.damage('nosource');
}
"step 1"
var he=player.getCards('he');
if(he.length){
player.discard(he.randomGet());
}
"step 2"
player.$throw(player.storage.ctianfu2);
2017-11-23 09:25:15 +00:00
player.storage.ctianfu2.discard();
2017-04-15 00:25:50 +00:00
delete player.storage.ctianfu2;
delete player.storage.ctianfu3;
player.removeSkill('ctianfu2');
},
group:'ctianfu3',
intro:{
content:'card'
}
},
ctianfu3:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
content:function(){
2017-11-23 09:25:15 +00:00
player.storage.ctianfu2.discard();
2017-04-15 00:25:50 +00:00
delete player.storage.ctianfu2;
delete player.storage.ctianfu3;
player.removeSkill('ctianfu2');
}
},
shuiyun:{
trigger:{player:'phaseEnd'},
direct:true,
init:function(player){
player.storage.shuiyun=[];
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player.storage.shuiyun_count=0;
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},
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// alter:true,
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filter:function(event,player){
if(player.storage.shuiyun.length>=3) return false;
if(player.storage.shuiyun.length>=2&&get.is.altered('shuiyun')) return false;
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
var cards=player.getCards('h');
for(var i=0;i<cards.length;i++){
if(!types.contains(get.type(cards[i],'trick'))){
return true;
}
}
return false;
},
content:function(){
"step 0"
var types=[];
var num=player.countCards('h');
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
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player.chooseCard(get.prompt2('shuiyun'),function(card){
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return !types.contains(get.type(card,'trick'));
}).ai=function(card){
return 11-get.value(card);
};
"step 1"
if(result.bool){
player.$throw(result.cards);
var clone=result.cards[0].clone;
setTimeout(function(){
clone.moveDelete(player);
game.addVideo('gain2',player,get.cardsInfo([clone]));
},500);
player.logSkill('shuiyun');
player.storage.shuiyun.push(result.cards[0]);
player.lose(result.cards,ui.special);
player.markSkill('shuiyun');
game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
}
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
for(var i=0;i<storage.length;i++){
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storage[i].discard();
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}
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player.$throw(storage);
delete player.storage.shuiyun;
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}
}
},
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ai:{
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(get.is.altered('shuiyun')) return;
if(card.name=='wuzhong'||card.name=='yiyi'||
card.name=='yuanjiao'||card.name=='shunshou') return;
if(!player.needsToDiscard()){
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
if(!types.contains(get.type(card,'trick'))){
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return 'zeroplayertarget';
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}
}
}
},
threaten:2.2
},
group:['shuiyun5']
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},
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shuiyun5:{
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enable:'chooseToUse',
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filter:function(event,player){
return event.type=='dying'&&event.dying&&event.dying.hp<=0&&player.storage.shuiyun.length>0;
},
filterTarget:function(card,player,target){
return target==_status.event.dying;
},
delay:0,
selectTarget:-1,
content:function(){
"step 0"
player.chooseCardButton(get.translation('shuiyun'),player.storage.shuiyun,true);
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"step 1"
if(result.bool){
player.storage.shuiyun.remove(result.links[0]);
if(!player.storage.shuiyun.length){
player.unmarkSkill('shuiyun');
}
player.$throw(result.links);
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result.links[0].discard();
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target.recover();
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if(typeof player.storage.shuiyun_count=='number'){
player.storage.shuiyun_count++;
}
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player.syncStorage('shuiyun');
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}
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else{
event.finish();
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}
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},
ai:{
order:6,
skillTagFilter:function(player){
return player.storage.shuiyun.length>0;
},
save:true,
result:{
target:3
},
threaten:1.6
}
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},
wangyou:{
trigger:{global:'phaseEnd'},
unique:true,
gainable:true,
direct:true,
filter:function(event,player){
if(!player.countCards('he')) return false;
if(player==event.player) return false;
return game.hasPlayer(function(current){
return current.hasSkill('wangyou3');
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});
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},
content:function(){
"step 0"
var targets=[];
var num=0;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hasSkill('wangyou3')){
var att=get.attitude(player,players[i]);
if(att>0) num++;
else if(att<0) num--;
targets.push(players[i]);
}
}
event.targets=targets;
var next=player.chooseToDiscard(get.prompt('wangyou',targets),'he');
next.logSkill=['wangyou',event.targets];
next.ai=function(card){
if(num<=0) return 0;
switch(num){
case 1:return 5-get.value(card);
case 2:return 7-get.value(card);
default:return 8-get.value(card);
}
}
"step 1"
if(result.bool){
event.targets.sort(lib.sort.seat);
game.asyncDraw(event.targets);
}
else{
event.finish();
}
},
ai:{
expose:0.1,
threaten:1.2
},
group:'wangyou2'
},
wangyou2:{
trigger:{global:'damageEnd'},
silent:true,
filter:function(event){
return event.player.isAlive();
},
content:function(){
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trigger.player.addTempSkill('wangyou3');
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}
},
wangyou3:{},
changnian:{
forbid:['boss'],
trigger:{player:'dieBegin'},
direct:true,
unique:true,
derivation:'changnian2',
content:function(){
"step 0"
player.chooseTarget(get.prompt('changnian'),function(card,player,target){
return player!=target;
}).ai=function(target){
return get.attitude(player,target);
};
"step 1"
if(result.bool){
var cards=player.getCards('hej');
var target=result.targets[0];
// if(player.storage.shuiyun&&player.storage.shuiyun.length){
// target.gainMaxHp();
// target.recover(player.storage.shuiyun.length);
// cards=cards.concat(player.storage.shuiyun);
// player.storage.shuiyun.length=0;
// }
player.$give(cards,target);
target.gain(cards);
target.addSkill('changnian2');
player.logSkill('changnian',target);
target.marks.changnian=target.markCharacter(player,{
name:'长念',
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content:'<div class="skill">【追思】</div><div>锁定技,结束阶段,你摸一张牌</div>'
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});
game.addVideo('markCharacter',target,{
name:'长念',
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content:'<div class="skill">【追思】</div><div>锁定技,结束阶段,你摸一张牌</div>',
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id:'changnian',
target:player.dataset.position
});
}
},
ai:{
threaten:0.8
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}
},
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changnian2:{
trigger:{player:'phaseEnd'},
forced:true,
nopop:true,
content:function(){
player.draw();
},
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},
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sajin:{
enable:'phaseUse',
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
selectTarget:[1,Infinity],
filterCard:true,
usable:1,
check:function(card){
var player=_status.currentPhase;
if(player.countCards('h')>player.hp){
return 7-get.value(card);
}
return 4-get.value(card);
},
content:function(){
"step 0"
var color=get.color(cards[0]);
target.judge(function(card){
return get.color(card)==color?1:0;
});
"step 1"
if(result.bool){
target.recover();
}
},
ai:{
order:3,
result:{
target:function(player,target){
return get.recoverEffect(target);
}
},
threaten:1.5
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}
},
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jtjubao:{
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trigger:{global:'discardAfter'},
filter:function(event,player){
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if(player.hasSkill('jtjubao2')) return false;
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if(event.player==player) return false;
if(_status.currentPhase==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])!='basic'&&get.position(event.cards[i])=='d'){
return true;
}
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}
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return false;
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},
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frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.type(trigger.cards[i])!='basic'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
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}
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if(cards.length){
var card=cards.randomGet();
player.gain(card,'log');
player.$gain2(card);
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player.addTempSkill('jtjubao2');
2015-04-29 03:25:17 +00:00
}
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},
ai:{
threaten:1.5
2015-04-29 03:25:17 +00:00
}
},
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jtjubao2:{},
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duci:{
trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget(get.prompt('duci'),function(card,player,target){
return player!=target&&get.distance(player,target)<=1;
}).ai=function(target){
return get.damageEffect(target,player,player);
};
"step 1"
if(result.bool){
player.logSkill('duci',result.targets);
result.targets[0].damage();
}
},
ai:{
expose:0.2,
threaten:1.5,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip'){
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(player!=players[i]&&get.distance(player,players[i])<=1&&
2018-04-17 07:32:43 +00:00
get.damageEffect(players[i],player,player)>0){
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return [1,3];
}
2015-04-29 03:25:17 +00:00
}
}
}
}
}
},
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xshuangren:{
trigger:{player:['loseEnd']},
filter:function(event,player){
if(!player.equiping) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e'&&get.subtype(event.cards[i])=='equip1') return true;
2015-04-29 03:25:17 +00:00
}
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return false;
},
content:function(){
var card;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='e'&&get.subtype(trigger.cards[i])=='equip1'){
card=trigger.cards[i];
}
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}
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if(card){
if(player.storage.xshuangren){
player.unmark(player.storage.xshuangren,'xshuangren');
player.discard(player.storage.xshuangren);
game.addVideo('unmarkId',player,[get.cardInfo(player.storage.xshuangren),'xshuangren']);
}
if(card.clone){
card.clone.moveDelete(player);
game.addVideo('gain2',player,get.cardsInfo([card.clone]));
player.mark(card,'xshuangren');
game.addVideo('markId',player,[get.cardInfo(card),'xshuangren']);
}
ui.special.appendChild(card);
player.storage.xshuangren=card;
var info=get.info(card);
if(info.skills){
player.addAdditionalSkill('xshuangren',info.skills);
}
else{
player.removeAdditionalSkill('xshuangren');
}
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}
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},
ai:{
effect:{
target:function(card,player,target,current){
if(get.subtype(card)=='equip1') return [1,3];
}
}
},
intro:{
content:'card'
},
group:'xshuangren2'
},
xshuangren2:{
trigger:{player:'dieBegin'},
silent:true,
filter:function(event,player){
return player.storage.xshuangren?true:false;
},
content:function(){
if(player.storage.xshuangren){
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player.storage.xshuangren.discard();
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player.$throw(player.storage.xshuangren);
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}
}
},
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guiyuan:{
enable:'phaseUse',
usable:1,
filterCard:{name:'sha'},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
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player.draw();
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},
ai:{
order:5,
result:{
player:1
}
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}
},
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qijian:{
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>0;
},
content:function(){
"step 0"
player.chooseTarget([1,trigger.cards.length],get.prompt('qijian'),function(card,player,target){
return player.canUse({name:'sha'},target,false);
}).ai=function(target){
return get.effect(target,{name:'sha'},player);
};
"step 1"
if(result.bool){
player.logSkill('qijian');
player.useCard({name:'sha'},result.targets);
}
},
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},
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shenmu:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.countCards('h',{color:'red'});
},
check:function(event,player){
if(get.attitude(player,event.player)<=0) return false;
var cards=player.getCards('h',{color:'red'});
for(var i=0;i<cards.length;i++){
if(cards[i].name=='tao') return false;
if(get.value(cards[i])>7&&cards.length>2) return false;
2015-04-29 03:25:17 +00:00
}
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},
content:function(){
"step 0"
player.showHandcards();
"step 1"
var cards=player.getCards('h',{color:'red'});
event.num=cards.length;
player.discard(cards);
"step 2"
trigger.player.recover();
trigger.player.draw(event.num);
},
ai:{
threaten:1.6,
expose:0.2
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
qianfang:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.storage.xuanning&&player.countCards('he')+player.storage.xuanning>=3;
},
2019-06-07 03:46:13 +00:00
// alter:true,
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content:function(){
"step 0"
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// trigger.cancel();
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var ainum=0;
var num=3-player.storage.xuanning;
var players=game.filterPlayer();
event.targets=[];
for(var i=0;i<players.length;i++){
if(players[i]!=player&&!players[i].isOut()&&
lib.filter.targetEnabled({name:'wanjian'},player,players[i])){
ainum+=get.effect(players[i],{name:'wanjian'});
event.targets.push(players[i]);
}
}
if(num){
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var next=player.chooseToDiscard(num,get.prompt2('qianfang'),'he');
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next.ai=function(card){
if(ainum>=0){
switch(num){
case 1:return 8-get.value(card);
case 2:return 6-get.value(card);
case 3:return 4-get.value(card);
}
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}
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return -1;
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
next.logSkill='qianfang';
event.logged=true;
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}
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else{
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player.chooseBool(get.prompt2('qianfang')).ai=function(){
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return ainum>=0;
}
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
"step 1"
if(result.bool){
player.storage.xuanning=0;
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player.unmarkSkill('xuanning');
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if(!event.logged){
player.logSkill('qianfang');
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}
2019-06-07 03:46:13 +00:00
player.useCard({name:'wanjian'},'qianfang',event.targets);
2017-04-15 00:25:50 +00:00
}
else{
event.finish();
2015-04-29 03:25:17 +00:00
}
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},
ai:{
expose:0.1,
threaten:1.5
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},
group:'qianfang_draw',
subSkill:{
draw:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
if(event._notrigger.contains(event.player)) return false;
if(!event.player.isEnemiesOf(player)) return false;
return event.parent.skill=='qianfang';
},
popup:false,
content:function(){
player.draw();
}
}
2015-04-29 03:25:17 +00:00
}
},
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qianfang2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
content:function(){
trigger.num++;
2017-02-23 06:39:19 +00:00
}
2015-04-29 03:25:17 +00:00
},
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poyun:{
trigger:{source:'damageEnd'},
2019-06-07 03:46:13 +00:00
// alter:true,
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filter:function(event,player){
2018-04-17 07:32:43 +00:00
if(event._notrigger.contains(event.player)) return false;
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return player.storage.xuanning>0&&event.player.countCards('he')>0;
},
direct:true,
content:function(){
"step 0"
player.discardPlayerCard(trigger.player,'he',get.prompt('poyun',trigger.player),[1,get.is.altered('poyun')?1:2]).logSkill=['poyun',trigger.player];
"step 1"
if(result.bool){
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
player.syncStorage('xuanning');
}
},
ai:{
threaten:1.3
2017-02-23 06:39:19 +00:00
}
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
poyun2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.poyun?true:false;
},
content:function(){
player.draw();
player.storage.poyun=false;
player.removeSkill('poyun2');
2015-04-29 03:25:17 +00:00
}
},
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poyun3:{},
zhuyue:{
enable:'phaseUse',
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// alter:true,
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filter:function(event,player){
if(get.is.altered('zhuyue')){
return player.hasCard(function(card){
return get.color(card)=='black'&&get.type(card)!='basic';
});
2015-04-29 03:25:17 +00:00
}
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return player.countCards('h',{type:'basic'})<player.countCards('he');
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
init:function(player){
player.storage.zhuyue=[];
},
filterCard:function(card){
if(get.is.altered('zhuyue')){
return get.type(card)!='basic'&&get.color(card)=='black';
}
else{
return get.type(card)!='basic';
}
},
selectTarget:[1,2],
filterTarget:function(card,player,target){
return player!=target&&target.countCards('he')>0;
},
usable:1,
locked:false,
check:function(card){
return 7-get.value(card);
},
multitarget:true,
multiline:true,
content:function(){
'step 0'
targets.sort(lib.sort.seat);
var target=targets[0];
var cs=target.getCards('he');
if(cs.length){
target.discard(cs.randomGet());
}
player.storage.zhuyue.add(target);
if(targets.length<2){
event.finish();
}
'step 1'
var target=targets[1];
var cs=target.getCards('he');
if(cs.length){
target.discard(cs.randomGet());
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
player.storage.zhuyue.add(target);
},
ai:{
result:{
target:function(player,target){
if(!target.countCards('he')) return -0.2;
return -1;
}
},
order:10,
threaten:1.2,
exoise:0.2
2015-04-29 03:25:17 +00:00
},
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mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.contains(target)){
return true;
}
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length){
range[1]=-1;
range[0]=-1;
}
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length&&!player.storage.zhuyue.contains(target)){
return false;
}
2015-04-29 03:25:17 +00:00
}
},
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intro:{
content:'players'
},
group:'zhuyue2'
},
zhuyue2:{
trigger:{player:'phaseUseEnd'},
silent:true,
content:function(){
player.storage.zhuyue.length=0;
}
},
longxi:{
trigger:{player:['chooseToRespondBegin','chooseToUseBegin']},
forced:true,
popup:false,
max:2,
filter:function(event,player){
return _status.currentPhase!=player;
},
priority:101,
content:function(){
var cards=[];
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
for(var i=0;i<max;i++){
var card=ui.cardPile.childNodes[i];
if(trigger.filterCard(card,player)){
cards.push(card);
}
2015-04-29 03:25:17 +00:00
}
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if(cards.length){
player.gain(cards,'draw');
player.logSkill('longxi');
game.log(player,'获得了'+get.cnNumber(cards.length)+'张牌');
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
hiddenCard:function(player,name){
if(_status.currentPhase==player) return false;
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
for(var i=0;i<max;i++){
var card=ui.cardPile.childNodes[i];
if(card.name==name) return true;
}
return false;
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
guanri:{
unique:true,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.guanri&&player.countCards('h',{color:'red'})>=2;
},
check:function(card){
return 8-get.value(card);
},
filterCard:function(card){
return get.color(card)=='red';
},
selectCard:2,
filterTarget:function(card,player,target){
return player!=target&&target.hp>=player.hp;
},
intro:{
content:'limited'
},
line:'fire',
content:function(){
"step 0"
player.storage.guanri=true;
player.loseHp();
"step 1"
target.damage(2,'fire');
"step 2"
if(target.isAlive()){
target.discard(target.getCards('e'));
}
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=get.damageEffect(target,player,target,'fire');
if(player.hp>2) return eff;
if(player.hp==2&&target.hp==2) return eff;
return 0;
}
},
expose:0.5
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
tianxian:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]=Infinity;
2015-04-29 03:25:17 +00:00
}
},
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priority:5.5,
trigger:{player:'useCardToBefore'},
filter:function(event){
return event.card.name=='sha';
2015-04-29 03:25:17 +00:00
},
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forced:true,
check:function(){
return false;
},
content:function(){
"step 0"
trigger.target.judge(function(card){
return get.color(card)=='black'?1:0;
2017-02-12 09:31:40 +00:00
});
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"step 1"
if(result.bool){
2017-09-15 08:07:52 +00:00
trigger.cancel();
2017-04-15 00:25:50 +00:00
}
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
runxin:{
trigger:{player:['useCard','respondEnd']},
direct:true,
filter:function(event){
if(get.suit(event.card)=='heart'){
return game.hasPlayer(function(current){
return current.isDamaged();
});
}
return false;
},
content:function(){
"step 0"
var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1);
player.chooseTarget(get.prompt('runxin'),function(card,player,target){
return target.hp<target.maxHp
2017-11-30 04:17:31 +00:00
}).set('autodelay',true).ai=function(target){
2017-04-15 00:25:50 +00:00
var num=get.attitude(player,target);
if(num>0){
if(noneed&&player==target){
num=0.5;
}
else if(target.hp==1){
num+=3;
}
else if(target.hp==2){
num+=1;
}
}
return num;
}
"step 1"
if(result.bool){
player.logSkill('runxin',result.targets);
result.targets[0].recover();
}
},
ai:{
expose:0.3,
threaten:1.5
}
},
zhimeng:{
trigger:{player:'phaseEnd'},
direct:true,
locked:true,
unique:true,
gainable:true,
2019-06-07 03:46:13 +00:00
// alter:true,
2017-04-15 00:25:50 +00:00
group:'zhimeng3',
content:function(){
"step 0"
player.chooseTarget(get.prompt('zhimeng'),function(card,player,target){
return player!=target;
}).ai=function(target){
var num=get.attitude(player,target);
if(num>0){
if(player==target){
num++;
}
if(target.hp==1){
num+=3;
}
if(target.hp==2){
num+=1;
}
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
return num;
}
"step 1"
if(result.bool){
var target=result.targets[0];
if(get.is.altered('zhimeng')){
target.draw();
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
else{
var card=get.cards()[0];
target.$draw(card);
target.storage.zhimeng2=card;
game.addVideo('storage',target,['zhimeng2',get.cardInfo(card),'card']);
target.addSkill('zhimeng2');
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
player.logSkill('zhimeng',target);
2015-04-29 03:25:17 +00:00
}
2017-04-15 00:25:50 +00:00
},
ai:{
expose:0.2
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
zhimeng2:{
intro:{
content:'card',
onunmark:function(storage,player){
delete player.storage.zhimeng2;
}
},
mark:'card',
trigger:{target:'useCardToBegin'},
frequent:true,
filter:function(event,player){
return player.storage.zhimeng2&&get.type(event.card,'trick')==get.type(player.storage.zhimeng2,'trick');
},
content:function(){
player.draw();
},
ai:{
effect:{
target:function(card,player,target){
if(target.storage.zhimeng2&&get.type(card,'trick')==get.type(target.storage.zhimeng2,'trick')){
return [1,0.5];
}
2015-04-29 03:25:17 +00:00
}
}
}
2017-04-15 00:25:50 +00:00
},
zhimeng3:{
trigger:{player:['phaseBegin','dieBegin']},
silent:true,
content:function(){
"step 0"
event.players=game.filterPlayer();
event.num=0;
"step 1"
if(event.num<event.players.length){
var player=event.players[event.num];
if(player.storage.zhimeng2){
if(trigger.name=='die'&&player==trigger.player){
2017-11-23 09:25:15 +00:00
player.storage.zhimeng2.discard();
2017-04-15 00:25:50 +00:00
}
else{
game.log(player,'发动织梦,获得了',player.storage.zhimeng2);
player.gain(player.storage.zhimeng2,'gain2');
player.popup('zhimeng');
}
player.removeSkill('zhimeng2');
}
event.num++;
event.redo();
2017-02-23 06:39:19 +00:00
}
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},
},
tannang:{
enable:'chooseToUse',
usable:1,
2019-06-07 03:46:13 +00:00
locked:false,
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filterCard:function(card){
return get.suit(card)=='club';
},
filter:function(event,player){
return player.countCards('h',{suit:'club'});
},
viewAs:{name:'shunshou'},
viewAsFilter:function(player){
if(!player.countCards('h',{suit:'club'})) return false;
},
prompt:'将一张装备牌当顺手牵羊使用',
check:function(card){
var player=_status.currentPhase;
if(player.countCards('h',{subtype:get.subtype(card)})>1){
return 11-get.equipValue(card);
}
if(player.countCards('h')<player.hp){
return 6-get.value(card);
2017-02-23 06:39:19 +00:00
}
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return 2-get.equipValue(card);
},
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='shunshou') return true;
},
},
ai:{
order:9.5,
threaten:1.5
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
tuoqiao:{
enable:'chooseToUse',
filterCard:{color:'black'},
position:'he',
viewAs:{name:'shihuifen'},
viewAsFilter:function(player){
return player.countCards('he',{color:'black'})>0;
},
ai:{
shihuifen:true,
skillTagFilter:function(player){
return player.countCards('he',{color:'black'})>0;
}
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
tuoqiao_old:{
filter:function(event,player){
return game.players.length>3&&(event.player==player.next||event.player==player.previous);
},
check:function(event,player){
return get.effect(player,event.card,event.player,player)<0
},
changeSeat:true,
trigger:{target:'useCardToBefore'},
content:function(){
if(trigger.player==player.next){
game.swapSeat(player,player.previous);
2015-04-29 03:25:17 +00:00
}
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else if(trigger.player==player.previous){
game.swapSeat(player,player.next);
}
else{
return;
}
2017-09-15 08:07:52 +00:00
trigger.cancel();
2017-04-15 00:25:50 +00:00
// player.popup('xiaoyao');
},
ai:{
effect:{
target:function(card,player,target,current){
if(target==player.next||target==player.previous) return 0.1;
2015-04-29 03:25:17 +00:00
}
}
}
},
2017-04-15 00:25:50 +00:00
tianjian_old:{
enable:'phaseUse',
usable:1,
changeSeat:true,
filterTarget:function(card,player,target){
return player!=target&&player.next!=target;
},
filterCard:true,
check:function(card){
return 4-get.value(card);
},
content:function(){
while(player.next!=target){
game.swapSeat(player,player.next);
}
},
ai:{
order:5,
result:{
player:function(player,target){
var att=get.attitude(player,target);
if(target==player.previous&&att>0) return 1;
if(target==player.next.next&&get.attitude(player,player.next)<0) return 1;
return 0;
}
}
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
huimeng:{
trigger:{player:'recoverAfter'},
frequent:true,
content:function(){
player.draw(2);
2015-04-29 03:25:17 +00:00
},
2017-04-15 00:25:50 +00:00
ai:{
threaten:0.8
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
tianshe:{
group:['tianshe2'],
trigger:{player:'damageBefore'},
filter:function(event){
if(event.nature) return true;
2017-11-05 17:21:51 +00:00
return false;
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},
forced:true,
content:function(){
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trigger.cancel();
2017-04-15 00:25:50 +00:00
},
ai:{
nofire:true,
nothunder:true,
effect:{
target:function(card,player,target,current){
if(card.name=='tiesuo') return 0;
if(get.tag(card,'fireDamage')) return 0;
if(get.tag(card,'thunderDamage')) return 0;
}
2015-04-29 03:25:17 +00:00
}
}
},
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tianshe2:{
trigger:{source:'damageAfter'},
filter:function(event,player){
if(event.nature&&player.hp<player.maxHp) return true;
},
forced:true,
content:function(){
player.recover();
},
2015-04-29 03:25:17 +00:00
}
},
2017-04-15 00:25:50 +00:00
translate:{
pal_xiahoujinxuan:'夏侯瑾轩',
pal_muchanglan:'暮菖兰',
pal_xia:'瑕',
pal_jiangcheng:'姜承',
2016-09-26 06:42:05 +00:00
2017-04-15 00:25:50 +00:00
pal_jiangyunfan:'姜云凡',
pal_tangyurou:'唐雨柔',
pal_longyou:'龙幽',
pal_xiaoman:'小蛮',
2016-09-26 06:42:05 +00:00
2017-04-15 00:25:50 +00:00
pal_wangxiaohu:'王小虎',
pal_sumei:'苏媚',
pal_shenqishuang:'沈欺霜',
pal_longkui:'龙葵',
pal_nangonghuang:'南宫煌',
pal_wenhui:'温慧',
pal_wangpengxu:'王蓬絮',
pal_xingxuan:'星璇',
pal_leiyuange:'雷元戈',
2016-08-07 18:30:02 +00:00
2017-04-15 00:25:50 +00:00
pal_zhaoliner:'赵灵儿',
pal_linyueru:'林月如',
2017-05-05 16:23:16 +00:00
pal_lixiaoyao:'李逍遥',
2017-04-15 00:25:50 +00:00
pal_xuejian:'雪见',
pal_jingtian:'景天',
pal_zixuan:'紫萱',
2017-05-19 08:52:48 +00:00
pal_anu:'阿奴',
2017-05-05 16:23:16 +00:00
2017-04-15 00:25:50 +00:00
pal_yuntianhe:'云天河',
pal_hanlingsha:'韩菱纱',
pal_liumengli:'柳梦璃',
pal_murongziying:'慕容紫英',
pal_changqing:'长卿',
pal_xuanxiao:'玄霄',
2015-04-29 03:25:17 +00:00
2017-05-05 16:23:16 +00:00
pal_yuejinzhao:'越今朝',
pal_yueqi:'越祈',
pal_luozhaoyan:'洛昭言',
pal_xianqing:'闲卿',
pal_mingxiu:'明绣',
pal_jushifang:'居十方',
2017-05-21 12:30:52 +00:00
xyufeng:'御蜂',
xyufeng_info:'出牌阶段限一次,可以将一张黑桃牌当作机关蜂使用',
2017-05-21 13:37:58 +00:00
lingquan:'灵泉',
lingquan_info:'觉醒技结束阶段若游戏轮数不小于3且你本回合使用的牌数大于你的体力值你摸三张牌然后获得技能【水蕴】',
2017-05-21 12:30:52 +00:00
shenwu:'神舞',
2017-05-21 13:37:58 +00:00
shenwu_info:'觉醒技在一名角色的结束阶段若你本局至少发动过3次【水蕴】你增加一点体力和体力上限并获得两点护甲然后获得技能【回梦】',
2017-05-21 09:30:49 +00:00
txianqu:'仙音',
2017-05-21 04:07:54 +00:00
txianqu_info:'出牌阶段限一次,当你即将造成伤害时,你可以防止之,然后摸两张牌并回复一点体力',
2017-05-21 03:13:18 +00:00
qiongguang:'穹光',
qiongguang_info:'弃牌阶段结束时,若你弃置了至少两张牌,你可以对所有敌方角色施加一个随机的负面效果',
2017-05-20 15:10:30 +00:00
xunying:'迅影',
xunying_info:'每当你使用杀对一名目标结算完毕后,你可以继续对目标使用杀',
liefeng:'冽风',
liefeng_info:'锁定技,当你在回合内使用第二张牌时,你本回合获得【炎斩】;当你在回合内使用第三张牌时,你本回合获得【天剑】;当你在回合内使用第四张牌时,你本回合获得【御风】',
yuexing:'越行',
2017-05-31 15:56:06 +00:00
yuexing2:'越行',
2017-05-20 15:10:30 +00:00
yuexing_info:'出牌阶段限一次,你可以指定一名角色,本阶段内将你与该角色到其他角色的距离基数互换',
2017-05-19 08:52:48 +00:00
lingdi:'灵笛',
lingdi_info:'出牌阶段你可以弃置一张本回合与此法弃置的牌花色均不同的手牌然后选择一名与你距离为X的角色与其各摸一张牌X为本回合发动灵笛的次数含此次',
2017-05-19 05:56:04 +00:00
xiaoyue:'啸月',
2017-11-08 02:40:40 +00:00
xiaoyue_info:'锁定技,每轮开始时,若你手牌中有杀,你将手牌中的一张随机杀对一名随机敌方角色使用,然后获得一点护甲',
2017-05-20 15:10:30 +00:00
minsha:'冥煞',
minsha_info:'出牌阶段限一次你可以弃置两张牌对一名体力值大于1的其他角色造成一点雷属性伤害然后距离目标1以内的所有其他角色随机弃置一张牌',
2017-05-19 05:56:04 +00:00
xhuanlei:'唤雷',
xhuanlei_info:'每当你受到一次伤害,若伤害来源体力值大于你,你可以对其造成一点雷属性伤害,然后其摸一张牌',
2017-05-19 08:52:48 +00:00
anwugu:'巫蛊',
anwugu2:'蛊',
anwugu_info:'每当你对其他角色造成一次伤害,你可以令目标获得三枚蛊标记;拥有蛊标记的角色手牌上限-1每回合最多使用X张牌X为蛊标记数每个结束阶段失去一枚蛊标记',
2017-05-19 00:01:10 +00:00
xtanxi:'探息',
2017-05-19 05:56:04 +00:00
xtanxi_info:'出牌阶段限一次,你可以弃置一张手牌,然后随机选择一名手牌中有与之同名的牌的敌方角色,观看其手牌并获得任意一张',
2017-05-07 07:22:55 +00:00
linghuo:'灵火',
linghuo_info:'每两轮限一次,在一名其他角色的结束阶段,若其本回合内造成过伤害,你可以对其造成一点火属性伤害',
guijin:'归烬',
guijin2:'归烬',
guijin2_bg:'烬',
guijin_info:'每三轮限一次出牌阶段你可以观看牌堆顶的4张牌然后可以将其中任意张牌分配给任意角色被分到牌的角色跳过下一摸牌阶段然后将剩余牌以原顺序放回牌堆顶',
chengxin:'澄心',
chengxin2:'澄心',
chengxin2_bg:'心',
2017-05-07 16:30:17 +00:00
chengxin_info:'每四轮限一次当一名角色进入濒死状态时你可以令其将体力值回复至1然后该角色防止一切伤害直到下一回合结束',
2017-05-07 04:14:32 +00:00
tianwu:'天舞',
tianwu_info:'每当你使用卡牌指定一名敌方角色为惟一目标,你可以对其施加一个随机的负面效果',
2017-07-23 16:07:59 +00:00
tianwu_info_alter:'每当你使用卡牌指定一名敌方角色为惟一目标,你可以对其施加一个随机的负面效果,每回合限发动一次',
2017-05-07 04:14:32 +00:00
liguang:'离光',
liguang_info:'结束阶段,你可以弃置一张手牌并将场上的一张牌移动到另一个合理的位置',
shiying:'逝影',
shiying_info:'限定技在一名其他角色死亡前你可以防止其死亡然后你与该角色失去全部技能、将体力和体力上限变为3、移去所有牌并摸3张牌',
2017-05-06 17:25:44 +00:00
yujia:'御甲',
yujia_info:'每当你使用一张未强化的装备牌你可以随机观看X张机关牌并选择一张获得之X为你本局使用过的机关牌数且至少为1',
xiepan:'械磐',
2017-05-07 08:21:36 +00:00
xiepan_info:'每当你失去最后一张基本牌,你可以弃置一张手牌,然后获得一张随机装备牌',
2017-05-06 12:18:51 +00:00
yanshi:'偃师',
2017-05-06 17:25:44 +00:00
yanshi_info:'觉醒技结束阶段若你累计有4个回合使用过机关牌你增加一点体力和体力上限然后用随机装备填满你的装备区',
2017-05-06 07:44:42 +00:00
ywuhun:'雾魂',
2017-05-19 07:38:20 +00:00
ywuhun_bg:'魂',
2019-06-07 03:46:13 +00:00
ywuhun_info:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后复原场上及牌堆中的所有牌;当你在此回合中造成伤害后,终止所有结算并结束此回合',
// ywuhun_info_alter:'锁定技,回合开始前,你获得一个额外的回合,并在此回合结束后复原场上及牌堆中的所有牌;当你在此回合中造成伤害后,终止所有结算并结束此回合',
2017-05-06 07:44:42 +00:00
feichen:'飞尘',
feichen_info:'',
2017-05-06 12:18:51 +00:00
tanhua:'昙华',
tanhua_info:'锁定技,你回复体力的效果改为摸两张牌;当你进入濒死状态时,你回复一点体力并失去此技能',
2017-05-06 07:44:42 +00:00
yingfeng:'影锋',
yingfeng_info:'锁定技,每当你使用一张杀结算完毕后,你随机对一名不是此杀目标的敌方角色使用一张杀',
2017-05-06 12:18:51 +00:00
fenglue:'风掠',
2017-05-06 17:25:44 +00:00
fenglue_info:'你可以放弃出牌阶段,改为指定一名其他角色并选择任意张手牌,依次对该角色使用,若如此做,此阶段内该角色每受到一点伤害,你在结算后摸一张牌',
2017-05-05 09:45:46 +00:00
zongyu:'纵雨',
2017-05-07 16:37:23 +00:00
zongyu_info:'出牌阶段限一次,你可以弃置一张黑色手牌,视为使用一张飞镖,随机指定两名敌方角色为目标',
2017-05-05 09:45:46 +00:00
fanling:'返灵',
fanling_info:'锁定技,每当一名角色失去体力,你回复一点体力,每回合只能发动一次',
huahu:'化狐',
huahu_bg:'狐',
huahu_info:'限定技,你可以失去所有技能和一点体力上限,然后令任意名其他角色回复一点体力、获得一点护甲并摸一张牌',
sheying:'蛇影',
sheying_info:'每回合限一次,当你使用卡牌造成一次伤害后,你可以进行一次判定,若结果为黑色,你收回此牌',
dujiang:'毒降',
dujiang_info:'出牌阶段限一次,你可以弃置一张黑色牌令一名随机敌人获得一张毒',
binxin:'冰心',
binxin_info:'在一名角色的结束阶段若其体力值为1你可以令其获得一点护甲',
qixia:'绮霞',
2017-08-24 15:50:36 +00:00
qixia_info:'锁定技当你累计使用或打出了4种不同花色的牌后你于本回合结束后获得一个额外回合',
2017-05-05 09:45:46 +00:00
jianzhen:'剑阵',
2019-06-07 03:46:13 +00:00
jianzhen_info:'锁定技,当你使用杀对目标结算完毕后,其他角色可以对该目标使用一张杀,当有人选择出杀后终止此结算',
2017-05-05 09:45:46 +00:00
husha:'虎煞',
husha_bg:'煞',
husha_info:'每当你于出牌阶段造成一点伤害你获得一枚虎煞标记标记数不超过3结束阶段你可以选择一项1. 移去一枚虎煞标记视为对任意角色使用一张杀2. 移去两枚虎煞标记视为使用一张南蛮入侵3. 移去三枚虎煞标记,视为对除你之外的角色使用一张元素毁灭',
2017-04-15 00:25:50 +00:00
longhuo:'龙火',
longhuo_info:'结束阶段,你可以对所有角色各造成一点火焰伤害',
fenshi:'焚世',
fenshi_info:'觉醒技,当你解除濒死状态时,你获得两点护甲,摸两张牌,然后获得技能龙火',
yanzhan:'炎斩',
2017-05-20 15:10:30 +00:00
yanzhan_info:'出牌阶段限一次,你可以将一张红色牌当作火杀使用,此杀只能用与之花色相同的闪响应;若此杀造成了伤害,你本回合可以额外使用一张杀',
2017-04-15 00:25:50 +00:00
feixia:'飞霞',
feixia_info:'出牌阶段限一次,你可以弃置一张红色牌视为对一名随机敌人使用一张不计入出杀次数的杀',
lueying:'掠影',
lueying_info:'每当你使用一张杀,你可以随机获得目标的一张牌,然后目标可以指定一名其他角色,你弃置该角色一张牌(每回合限发动一次,没有弃牌目标时无法发动)',
feng:'风',
feng_info:'锁定技当你累计摸2次牌后你下一次摸牌时摸牌数+1',
ya:'雅',
ya_info:'锁定技当你累计受到2次伤害后你下一次受到的伤害-1',
song:'颂',
song_info:'锁定技当你累计造成2次伤害后你下一次造成的伤害+1',
longxiang:'龙翔',
longxiang_info:'当你使用杀指定目标后,你可以弃置目标若干张手牌直到其手牌数与你相同',
huxi:'虎袭',
huxi_info:'你可以失去一点体力并获得一点护甲,视为使用一张杀',
xuanmo:'玄墨',
xuanmo_info:'出牌阶段限一次,你可以将一张手牌置于牌堆顶并随机获得两张与之类别相同的牌',
danqing:'丹青',
2017-05-21 02:07:10 +00:00
danqing_info:'结束阶段若你累计使用了4张花色不同的牌你可以选择至多4名角色随机获得一个正面效果',
danqing_info_alter:'结束阶段若你累计使用了4张花色不同的牌你可以选择至多2名角色随机获得一个正面效果',
2017-04-15 00:25:50 +00:00
zhangmu:'障目',
zhangmu_info:'每回合限一次,当你需要使用或打出一张闪时,你可以展示一张闪,视为使用或打出了此闪',
feizhua:'飞爪',
feizhua_info:'当你使用一张杀时,你可以将与目标相邻的角色追加为额外目标',
leiyu:'雷狱',
leiyu_info:'结束阶段,你可以弃置一张黑色手牌,视为对本回合内所有成为过你的卡牌目标的角色使用一张惊雷闪',
lingxue:'灵血',
lingxue_info:'锁定技,每当你回复一点体力,你获得一点护甲',
zhaoyao:'招摇',
zhaoyao_info:'其他角色的摸牌阶段开始时,你可以与其拼点,若你赢,你摸两张牌,然后将两张牌置于牌堆顶',
sheling:'摄灵',
sheling_info:'其他角色于你的回合内因使用、打出或弃置而失去牌时,你可以获得之(每回合最多发动三次)',
fenxing:'分形',
fenxing_info:'锁定技准备阶段你有50%概率变身为另一形态',
guijiang:'鬼降',
guijiang2:'鬼降',
guijiang_info:'出牌阶段限一次,你可以弃置一张黑色牌,令一名其他角色无法成为回复牌的目标直到你下一回合开始',
diesha:'叠杀',
diesha_info:'锁定技,每当你使用杀造成伤害,受伤害角色失去一点体力,你回复一点体力',
lingyu:'灵愈',
lingyu_info:'结束阶段,你可以令一名其他角色回复一点体力',
diewu:'蝶舞',
diewu_info:'出牌阶段,你可以将一张【杀】交给一名角色,若你于此阶段内首次如此做,你摸一张牌',
duxinshu:'读心',
duxinshu_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后可以用一张手牌替换其中的一张',
feixu:'飞絮',
feixu_info:'每当一名角色使用或打出一张闪,你可以令其摸一张牌',
xuanyan:'玄炎',
xuanyan2:'玄炎',
xuanyan_info:'锁定技,你的火属性伤害+1你造成火属性伤害后流失1点体力',
ningbin:'凝冰',
ningbin_info:'锁定技每当你受到1次雷属性伤害你回复1点体力',
xfenxin:'焚心',
xfenxin2:'焚心',
xfenxin_info:'锁定技,每当你的体力值发生改变,你摸等量的牌;每当你杀死一名角色,你增加一点体力上限并回复一点体力',
xfenxin_info_alter:'锁定技,每当你的体力值发生改变,你摸一张牌',
luanjian:'乱剑',
luanjian_info:'出牌阶段你可以将两张杀当杀使用此杀无视距离可以指定任意名目标且有50%的机率伤害+1',
ctianfu:'天符',
ctianfu2:'天符',
ctianfu3:'天符',
ctianfu_info:'出牌阶段,你可以将一张闪置于一名其他角色的武将牌上,该角色在下一次造成伤害时受到来自你的一点雷属性伤害并随机弃置一张牌,然后移去此牌',
shuiyun:'水蕴',
shuiyun_bg:'蕴',
shuiyun2:'水蕴',
shuiyun5:'水蕴',
shuiyun3:'水蕴',
2017-11-10 08:59:59 +00:00
shuiyun_info:'结束阶段你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”任意一名角色处于濒死状态时你可以弃置一张“蕴”令其回复1点体力',
shuiyun_info_alter:'结束阶段你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”不能超过2张任意一名角色处于濒死状态时你可以弃置一张“蕴”令其回复1点体力',
2017-04-15 00:25:50 +00:00
wangyou:'忘忧',
wangyou_info:'其他角色的结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
changnian:'长念',
changnian2:'追思',
changnian2_info:'锁定技,结束阶段,你摸一张牌',
changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】',
sajin:'洒金',
sajin_info:'出牌阶段限一次,你可以弃置一张手牌并指定任意名角色进行判定,若判定颜色与你弃置的牌相同,该角色回复一点体力',
2018-08-11 16:48:38 +00:00
jtjubao:'聚宝',
jtjubao_info:'当其他角色于你的回合外首次弃置非基本牌时,你可以获得其中的随机一张',
2017-04-15 00:25:50 +00:00
guiyuan:'归元',
2017-05-19 08:52:48 +00:00
guiyuan_info:'出牌阶段限一次,你可以弃置一张杀,然后回复一点体力并摸一张牌',
2017-04-15 00:25:50 +00:00
xshuangren:'双刃',
xshuangren_info:'当你的武器牌被替换时,你可以将其置于你的武将牌上,并获得此装备的武器效果(不含距离)',
duci:'毒刺',
duci_info:'每当你失去一次装备牌可以对距离1以内的一名其他角色造成一点伤害',
shenmu:'神木',
shenmu_info:'任意一名角色濒死时你可以展示你的手牌并弃置其中的所有红色牌至少一张若如此做该角色回复一点体力然后摸X张牌X为你弃置的手牌数',
qijian:'气剑',
qijian_info:'弃牌阶段结束时你可以指定至多X名目标视为使用一张杀X为你于此阶段弃置的卡牌数',
poyun:'破云',
poyun_info:'每当你造成一次伤害,你可以弃置一枚玄凝标记,然后弃置对方两张牌',
poyun_info_alter:'每当你造成一次伤害,你可以弃置一枚玄凝标记,然后弃置对方一张牌',
qianfang:'千方',
2019-06-07 03:46:13 +00:00
qianfang_info:'准备阶段若你有玄凝标记你可以弃置3-X张牌和所有玄凝标记视为使用了一张【万箭齐发】每当一名敌方角色因此牌受到伤害你摸一张牌。X为你的玄凝标记数',
2017-04-15 00:25:50 +00:00
qianfang_info_alter:'准备阶段若你有玄凝标记可以弃置3-X张牌和所有玄凝标记视为使用了一张【万箭齐发】X为你的玄凝标记数',
longxi:'龙息',
longxi2:'龙息',
longxi_info:'锁定技,在回合外每当你需要使用或打出一张卡牌时,若牌堆顶的前两张中有可使用或打出的牌,你立即获得之',
zhuyue:'逐月',
zhuyue_info:'出牌阶段限一次,你可以弃置一张非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标',
zhuyue_info_alter:'出牌阶段限一次,你可以弃置一张黑色非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标',
guanri:'贯日',
guanri_info:'限制技,你可以弃置两张红色手牌并流失一点体力,然后对一名体力值不少于你的其他角色造成两点火焰伤害并弃置其所有装备牌',
tianxian:'天弦',
tianxian_info:'锁定技,你的杀无视距离且可指定任意多个目标,目标须进行一次判定,若结果为黑色则取消之',
zhimeng:'织梦',
zhimeng2:'织梦',
zhimeng3:'织梦',
zhimeng_info:'结束阶段,你可以选择一名其他角色将牌堆顶的一张牌置于该角色的武将牌上,直到你的下个准备阶段将其收入手牌。当一名角色武将牌上有织梦牌时,每当其成为与此牌类型相同的卡牌的目标,可以摸一张牌',
zhimeng_info_alter:'结束阶段,你可以令一名其他角色摸一张牌',
runxin:'润心',
runxin_info:'每当你使用或打出一张红桃牌,你可以令一名角色回复一点体力',
tannang:'探囊',
tannang_info:'出牌阶段限一次,你可以将一张梅花手牌当顺手牵羊使用;你的顺手牵羊无距离限制',
tuoqiao:'烟瘴',
tuoqiao_info:'你可以将一张黑色牌当作石灰粉使用',
xiaoyao:'逍遥',
xiaoyao_info:'每当你成为其他角色的卡牌目标,你可以弃置一张与之花色相同的手牌取消之',
tianjian:'天剑',
tianjian_info:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用,受到伤害的角色随机弃置一张牌',
tianjian_info_alter:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用',
yufeng:'御风',
2017-05-21 04:07:54 +00:00
yufeng_info:'锁定技当你失去手牌后若手牌数少于2你将手牌数补至2每回合最多发动两次',
2017-04-15 00:25:50 +00:00
huimeng:'回梦',
huimeng_info:'每当你回复一点体力,可以摸两张牌',
tianshe:'天蛇',
tianshe2:'天蛇',
tianshe_info:'锁定技,你防止即将受到的属性伤害,每当你造成一次属性伤害,你回复一点体力',
},
};
2017-04-14 23:35:56 +00:00
});