v1.9.95.7

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Spmario233 2019-11-26 13:15:06 +08:00 committed by GitHub
parent 7b5817e464
commit b013ba3dc5
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 111 additions and 87 deletions

View File

@ -840,7 +840,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 2'
if(result.bool){
player.chooseUseTarget(cards[0],event.hidden?'选择此牌的目标':null);
player.chooseUseTarget(true,cards[0],event.hidden?'选择此牌的目标':null);
}
else{
var evt=_status.event.getParent('phaseUse');

View File

@ -1393,10 +1393,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(targets.length==1) event.goto(4);
else{
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
return targets.contains(target)
return _status.event.targets.contains(target)
}).set('ai',function(target){
return 1;
}).set('forceDie',true);
}).set('forceDie',true).set('targets',targets);
}
"step 3"
if(event.num<targets.length){

View File

@ -100,7 +100,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return _status.event.player.hasUseTarget(button.link[2]);
});
'step 1'
player.chooseUseTarget(result.links[0][2]);
player.chooseUseTarget(true,result.links[0][2]);
},
ai:{
order:5,
@ -137,7 +137,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return _status.event.player.hasUseTarget(button.link[2]);
});
'step 1'
player.chooseUseTarget(result.links[0][2]);
player.chooseUseTarget(true,result.links[0][2]);
},
ai:{
order:5,
@ -163,7 +163,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return _status.event.player.hasUseTarget(button.link[2]);
});
'step 1'
player.chooseUseTarget(result.links[0][2]);
player.chooseUseTarget(true,result.links[0][2]);
},
ai:{
order:5,
@ -198,7 +198,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return _status.event.player.hasUseTarget(button.link[2]);
});
'step 1'
player.chooseUseTarget(result.links[0][2]);
player.chooseUseTarget(true,result.links[0][2]);
},
ai:{
order:5,
@ -1333,7 +1333,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 2'
if(result.bool){
player.chooseUseTarget(result.links[0][2]);
player.chooseUseTarget(true,result.links[0][2]);
}
},
ai:{

View File

@ -273,7 +273,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.delayx(1.5);
'step 2'
if(event.touse.length){
player.chooseUseTarget(event.touse.shift(),null,false);
player.chooseUseTarget(true,event.touse.shift(),null,false);
event.redo();
}
'step 3'
@ -378,12 +378,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
player.logSkill('gwhuanshuang');
event.cardname=result.links[0][2];
player.chooseUseTarget(event.cardname);
player.chooseUseTarget(true,event.cardname);
player.addTempSkill('gwhuanshuang_disable');
}
'step 2'
if(event.cardname&&player.hasUseTarget(event.cardname)){
player.chooseUseTarget(event.cardname);
player.chooseUseTarget(true,event.cardname);
}
},
ai:{
@ -4389,7 +4389,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
'step 2'
if(event.list.length){
player.chooseUseTarget(event.list.shift());
player.chooseUseTarget(true,event.list.shift());
event.redo();
}
},

View File

@ -110,6 +110,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return current.sex=='male';
}));
},
ai:{
order:10,
result:{
player:function(player){
if(player.hp!=game.countPlayer(function(current){
return current.sex=='male';
})) return 0;
return game.hasPlayer(function(current){
return get.attitude(player,current)>4&&current.countCards('h','tao')
})?1:0;
},
},
},
},
rexushen2:{
charlotte:true,
@ -1134,7 +1147,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
retuntian_info:'当你于回合外失去牌时,你可以进行一次判定。若判定结果为♥,你获得此判定牌。否则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-XX为你武将牌上【田】的数目',
retiaoxin_info:'出牌阶段限一次,你可以指定一名有牌的其他角色,该角色需对你使用一张【杀】,否则你弃置其一张牌。',
rebeige_info:'当有角色受到【杀】造成的伤害后你可以弃一张牌并令其进行一次判定若判定结果为♥该角色回复X点体力(X为伤害点数);♦︎该角色摸三张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
meiyong:'勇',
meiyong:'勇',
meiyong_info:'当你使用或打出【杀】时,你可以获得一名其他角色的一张牌,然后其摸一张牌。',
rexushen:'许身',
rexushen_info:'限定技出牌阶段你可以失去X点体力X为场上男性角色的数量。若你以此法进入了濒死状态则当你因一名角色而脱离此濒死状态后你可以令其获得技能〖武圣〗和〖当先〗。',

View File

@ -205,7 +205,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(result.bool){
trigger.cancel();
player.chooseUseTarget(trigger.card);
player.chooseUseTarget(true,trigger.card);
}
}
},

View File

@ -2198,7 +2198,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
reqianxun2:{
trigger:{global:'phaseAfter'},
trigger:{global:'phaseEnd'},
forced:true,
audio:false,
content:function(){

View File

@ -299,7 +299,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"drlt_zhenggu2":{
audio:2,
trigger:{
player:"phaseAfter",
player:"phaseEnd",
},
forced:true,
popup:false,
@ -1434,7 +1434,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 1'
if(!result.bool) event.finish();
else{
player.addTempSkill('nzry_lijun2');
player.addTempSkill('nzry_lijun2','phaseUseEnd');
var zhu=result.targets[0];
player.logSkill('nzry_lijun1',zhu);
var list=[];
@ -2599,7 +2599,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
fangquan2:{
trigger:{player:'phaseAfter'},
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
audio:false,
@ -3506,7 +3506,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{global:'gameStart',player:['enterGame','damageBefore']},
forced:true,
popup:false,
priority:10,
//priority:10,
filter:function(event,player){
return !player.storage.huasheninited;
},
@ -3516,9 +3516,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
huashen2:{
audio:2,
trigger:{player:['phaseBeginStart','phaseAfter','huashenStart']},
trigger:{player:['phaseBegin','phaseEnd','huashenStart']},
filter:function(event,player,name){
if(name=='phaseBeginStart'&&game.phaseNumber==1) return false;
if(name=='phaseBegin'&&game.phaseNumber==1) return false;
return true;
},
//priority:50,
@ -4638,6 +4638,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
bazhen:{
audio:2,
equipSkill:true,
inherit:'bagua_skill',
filter:function(event,player){
if(!lib.skill.bagua_skill.filter(event,player)) return false;

View File

@ -3113,7 +3113,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
discard2:{
trigger:{global:'phaseAfter'},
trigger:{global:'phaseEnd'},
audio:"zishu",
forced:true,
filter:function(event,player){
@ -7466,7 +7466,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
intro:{
content:'cards'
},
trigger:{global:'phaseAfter'},
trigger:{global:'phaseEnd'},
forced:true,
content:function(){
player.gain(player.storage.zhenwei2,'gain2');
@ -9586,7 +9586,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
unique:true,
juexingji:true,
audio:2,
derivation:'tiaoxin',
derivation:'retiaoxin',
trigger:{player:'dying'},
//priority:10,
forced:true,
@ -9601,7 +9601,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.recover(2-player.hp);
}
"step 2"
player.addSkill('tiaoxin');
player.addSkill('retiaoxin');
player.storage.kunfen=true;
player.awakenSkill('fengliang');
},
@ -10145,7 +10145,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
zhoufu3:{
trigger:{global:'phaseJieshuBegin'},
trigger:{global:'phaseEnd'},
silent:true,
content:function(){
if(player.storage.zhoufu3.isIn()){
@ -10742,7 +10742,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
qiluan2:{
audio:2,
trigger:{global:'phaseAfter'},
trigger:{global:'phaseEnd'},
frequent:true,
filter:function(event,player){
return player.storage.qiluan?true:false;
@ -12050,12 +12050,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
"step 0"
if(player.storage.bifa[1].isAlive()&&player.countCards('h')){
player.chooseCard(get.translation(player.storage.bifa[1])+
'的笔伐牌为'+get.translation(player.storage.bifa[0]),function(card){
player.chooseCard(get.translation(player.storage.bifa[1])+'的笔伐牌为:',function(card){
return get.type(card,'trick')==_status.event.type;
}).set('ai',function(card){
return 8-get.value(card);
}).set('type',get.type(player.storage.bifa[0],'trick'));
}).set('type',get.type(player.storage.bifa[0],'trick')).set('promptx',[[player.storage.bifa[0]],'请交给其一张与此牌类别相同的手牌否则失去1点体力' ]);
}
else{
event.directfalse=true;
@ -12063,8 +12062,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 1"
if(result.bool&&!event.directfalse){
player.storage.bifa[1].gain(result.cards,player);
player.$give(result.cards,player.storage.bifa[1]);
player.gain(player.storage.bifa[0],'draw2','log','fromStorage');
player.$giveAuto(result.cards,player.storage.bifa[1]);
player.gain(player.storage.bifa[0],'draw','log','fromStorage');
}
else{
game.cardsDiscard(player.storage.bifa[0]);
@ -12115,10 +12114,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
result:{
target:function(player,target){
if(target.countCards('h')<target.hp){
if(target.countCards('h')<=2) return 1;
return 1;
}
else if(target.countCards('h')>target.hp){
if(target.countCards('h')<=3) return -1;
return -1;
}
}
}
@ -12130,13 +12129,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true,
popup:false,
unique:true,
derivation:['tiaoxin','new_repaoxiao','xinshensu'],
derivation:['retiaoxin','new_repaoxiao','xinshensu'],
content:function(){
player.removeAdditionalSkill('baobian');
var list=[];
if(player.hp<=3){
if(trigger.num!=undefined&&trigger.num<0) player.logSkill('baobian');
list.push('tiaoxin');
if(trigger.num!=undefined&&trigger.num<0&&player.hp-trigger.num>1) player.logSkill('baobian');
list.push('retiaoxin');
}
if(player.hp<=2){
list.push('new_repaoxiao');

View File

@ -258,7 +258,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
"step 2"
if(result.bool){
player.chooseUseTarget(game.createCard(result.links[0][2]));
player.chooseUseTarget(true,game.createCard(result.links[0][2]));
}
event.num--;
if(event.num>0){

View File

@ -952,8 +952,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
target.chooseToUse({
prompt:'是否使用'+get.translation(card)+'',
filterCard:function(cardx,player,target){
return cardx==card;
return cardx==_status.event.cardx;
},
cardx:card,
});
}
},
@ -1019,8 +1020,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.card=result[0];
if(event.card&&get.owner(event.card)==player&&(event.ablers.length>1||event.ablers[0]!=player)){
player.chooseTarget('是否将'+get.translation(event.card)+'交给其他角色?',function(card,player,target){
return event.ablers.contains(target)&&target!=player;
}).ai=function(){
return _status.event.ablers.contains(target)&&target!=player;
}).set('ablers',event.ablers).ai=function(){
return false;
};
}
@ -1049,10 +1050,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xinfu_lingren'),function(card,player,target){
return trigger.targets.contains(target);
return _status.event.targets.contains(target);
}).set('ai',function(target){
return 2-get.attitude(_status.event.player,target);
});
}).set('targets',trigger.targets);
'step 1'
if(result.bool){
player.logSkill('xinfu_lingren',result.targets);
@ -1174,18 +1175,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
"lingren_xingshang":{
audio:1,
unique:true,
gainable:true,
trigger:{global:'die'},
//priority:5,
filter:function(event){
return event.player.countCards('he')>0;
},
content:function(){
"step 0"
event.togain=trigger.player.getCards('he');
player.gain(event.togain,trigger.player,'giveAuto');
},
inherit:'rexingshang',
},
"xinfu_fujian":{
audio:2,
@ -1762,10 +1752,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(targets.length==1) event.goto(4);
else{
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
return targets.contains(target)
return _status.event.targets.contains(target)
}).set('ai',function(target){
return 1;
});
}).set('targets',targets).set('forceDie',true);
}
"step 3"
if(event.num<targets.length){
@ -1779,7 +1769,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 4"
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
return "3点";
});
}).set('forceDie',true);
"step 5"
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
},
@ -2717,7 +2707,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.storage.xinfu_qiai=true;
event.current=player.next;
"step 1"
event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
if(!event.current.countCards('he')) event.goto(3);
else event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
var evt=_status.event.getParent();
if(get.attitude(_status.event.player,evt.player)>2){
if(card.name=='jiu') return 120;
@ -2729,6 +2720,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool&&result.cards&&result.cards.length){
player.gain(result.cards,event.current,'giveAuto');
}
"step 3"
event.current=event.current.next;
if(event.current!=player) event.goto(1);
},
@ -3815,7 +3807,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(player.hasJudge('lebu')) return false;
return player.countCards('he',{suit:'diamond'})>0;
},
prepare:"throw",
viewAs:{name:'lebu'},
//prepare:"throw",
position:"he",
filterCard:{
suit:"diamond",
@ -3842,11 +3835,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(card.name=='tao') return 10;
return 9-get.value(card);
},
content:function (){
var next=player.useCard({name:'lebu'},target,cards);
next.animate=false;
next.audio=false;
player.recover();
onuse:function (links,player){
var next=game.createEvent('limu_recover',false,_status.event.getParent());
next.player=player;
next.setContent(function(){player.recover()});
},
ai:{
result:{
@ -4280,7 +4272,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
prompt+='移动到另一名角色的装备区中';
var next=player.chooseTarget(2,function(card,player,target){
if(ui.selected.targets.length){
if(!event.ingame){
if(!_status.event.ingame){
return target.isEmpty(2)?true:false;
}
var from=ui.selected.targets[0];
@ -4301,6 +4293,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return target.countCards('e')>0;
}
});
next.set('ingame',event.ingame)
next.set('ai',function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
@ -4912,12 +4905,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
enable:"phaseUse",
usable:1,
audio:2,
filter:function(){
return ui.cardPile.hasChildNodes();
},
//filter:function(){
//return ui.cardPile.hasChildNodes();
//},
content:function (){
'step 0'
event.card=ui.cardPile.lastChild;
//event.card=ui.cardPile.lastChild;
event.card=get.bottomCards()[0];
var content=['牌堆底的一张牌',[event.card]];
game.log(player,'观看了牌堆底的一张牌');
player.chooseControl('ok').set('dialog',content);
@ -4939,8 +4933,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.target=result.targets[0];
player.line(event.target,'green');
player.give(event.card,event.target);
game.updateRoundNumber();
}
else ui.cardPile.appendChild(event.card);
game.updateRoundNumber();
},
ai:{
order:7.2,
@ -4987,8 +4982,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
suits.add(get.suit(cards[i]));
}
trigger.source.chooseCard('he','交给'+get.translation(player)+'一张满足条件的牌,否则防止此伤害。',function(card){
return !suits.contains(get.suit(card));
}).ai=function(card){
return !_status.event.suits.contains(get.suit(card));
}).set('suits',suits).ai=function(card){
var player=_status.event.player;
var target=_status.event.getParent('xinfu_daigong').player;
if(get.damageEffect(target,player,player)>0) return 6.5-get.value(card);
@ -5618,7 +5613,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"xinfu_lianpian_info":"出牌阶段限三次。当你对一名角色连续使用牌时,你可以摸一张牌,然后可以将一张牌交给该角色。",
"xinfu_lingren":"凌人",
"xinfu_lingren_info":"每回合限一次。当你于出牌阶段使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后你可以猜测其中的一个目标的手牌中是否有基本牌锦囊牌或装备牌。若你猜中的项目数≥1此牌对该角色的伤害+1≥2你摸两张牌≥3你获得技能〖奸雄〗(新界)和〖行殇〗直到下回合开始。",
"xinfu_lingren_info":"每回合限一次。当你于出牌阶段使用带有“伤害”这一标签的基本牌或普通锦囊牌指定目标后你可以猜测其中的一个目标的手牌中是否有基本牌锦囊牌或装备牌。若你猜中的项目数≥1此牌对该角色的伤害+1≥2你摸两张牌≥3你获得技能〖奸雄〗和〖行殇〗直到下回合开始。",
"lingren_adddamage":"凌人",
"lingren_adddamage_info":"",
"lingren_jianxiong":"奸雄",

View File

@ -658,7 +658,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
xindangxian:{
trigger:{player:'phaseZhunbeiBegin'},
trigger:{player:'phaseBegin'},
forced:true,
audio:'dangxian',
audioname:['guansuo'],
@ -1499,6 +1499,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
fenli:{
audio:2,
group:['fenli_draw','fenli_use','fenli_discard'],
subfrequent:['discard'],
subSkill:{
draw:{
audio:'fenli',
@ -1539,6 +1540,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:'fenli',
trigger:{player:'phaseDiscardBefore'},
prompt:'是否发动【奋励】跳过弃牌阶段?',
frequent:true,
filter:function(event,player){
return player.isMaxEquip()&&player.countCards('e');
},
@ -1556,7 +1558,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
group:['pingkou_init','pingkou_count'],
subSkill:{
init:{
trigger:{player:'phaseZhunbeiBegin'},
trigger:{player:'phaseBefore'},
silent:true,
content:function(){
player.storage.pingkou=0;
@ -1564,10 +1566,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
count:{
trigger:{player:[
'phaseZhunbeiCancelled','phaseZhunbeiSkipped',
'phaseJudgeCancelled','phaseJudgeSkipped',
'phaseDrawCancelled','phaseDrawSkipped',
'phaseUseCancelled','phaseUseSkipped',
'phaseDiscardCancelled','phaseDiscardSkipped'
'phaseDiscardCancelled','phaseDiscardSkipped',
'phaseJieshuCancelled','phaseJieshuCancelled'
]},
silent:true,
content:function(){
@ -1576,7 +1580,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}
},
trigger:{player:'phaseJieshuBegin'},
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.storage.pingkou>0;
@ -4502,6 +4506,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else{
target.addSkill('duliang2');
target.storage.duliang2++;
event.finish();
}
'step 3'
@ -4519,15 +4524,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
duliang2:{
trigger:{player:'phaseDrawBegin'},
trigger:{player:'phaseDrawBefore'},
forced:true,
mark:true,
audio:false,
onremove:true,
charlotte:true,
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=0;
},
intro:{
content:'下个摸牌阶段额外摸一张牌'
content:'下个摸牌阶段额外摸#张牌'
},
content:function(){
trigger.num++;
trigger.num+=player.storage.duliang2;
player.removeSkill('duliang2');
}
},
@ -5551,7 +5561,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
dangxian:{
trigger:{player:'phaseZhunbeiBegin'},
trigger:{player:'phaseBegin'},
forced:true,
audio:2,
audioname:['guansuo'],
@ -6846,6 +6856,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.$give(cards.length,target);
target.gain(cards,player);
target.addTempSkill('mingjian2',{player:'phaseAfter'});
target.storage.mingjian2++;
},
ai:{
order:1,
@ -6862,16 +6873,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
mingjian2:{
charlotte:true,
mark:true,
intro:{
content:'手牌上限+1出杀次数+1'
content:'手牌上限+#,出杀次数+#'
},
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=0;
},
onremove:true,
mod:{
maxHandcard:function(player,num){
return num+1;
return num+player.storage.mingjian2;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
if(card.name=='sha') return num+player.storage.mingjian2;
}
},
},
@ -7047,7 +7063,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
xinpojun2:{
trigger:{global:'phaseJieshuBegin'},
trigger:{global:'phaseEnd'},
forced:true,
audio:false,
mark:true,
@ -8279,7 +8295,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
global:'qieting2',
globalSilent:true,
trigger:{global:'phaseJieshuBegin'},
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&!event.player.tempSkills.qieting3&&event.player.isAlive();
},