'use strict'; character.wind={ character:{ xiahouyuan:['male','wei',4,['shensu']], caoren:['male','wei',4,['jushou']], huangzhong:['male','shu',4,['liegong']], weiyan:['male','shu',4,['kuanggu']], xiaoqiao:['female','wu',3,['tianxiang','hongyan']], zhoutai:['male','wu',4,['buqu','fenji']], zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']], sp_zhangjiao:['male','qun',3,['diyleiji','guidao','huangtian'],['zhu']], // spzhangjiao:['male','qun',3,['spleiji','guidao','huangtian'],['zhu']], // yuji:['male','qun',3,['guhuo']], }, skill:{ diyleiji:{ audio:2, trigger:{player:'respond'}, filter:function(event,player){ return event.card.name=='shan'; }, direct:true, content:function(){ "step 0"; player.chooseTarget('是否发动新雷击?').ai=function(target){ return ai.get.damageEffect(target,player,player,'thunder'); }; "step 1" if(result.bool){ player.logSkill('diyleiji',result.targets,'thunder'); event.target=result.targets[0]; event.target.judge(function(card){ var suit=get.suit(card); if(suit=='spade') return -4; if(suit=='club') return -2; return 0; }); } else{ event.finish(); } "step 2" if(result.suit=='club'){ event.target.damage('thunder'); player.recover(); } else if(result.suit=='spade'){ event.target.damage(2,'thunder'); } }, ai:{ effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')){ var hastarget=false; for(var i=0;i2){ if(!target.skills.contains('guidao')) return 0; return [0,hastarget?target.num('h')/4:0]; } if(target.num('h')>3||(be&&target.num('h')>=2)){ return [0,0]; } if(target.num('h')==0){ return [1.5,0]; } if(target.num('h')==1&&!be){ return [1.2,0]; } if(!target.skills.contains('guidao')) return [1,0.05]; return [1,Math.min(0.5,(target.num('h')+be)/4)]; } } } } }, shensu:{ group:['shensu1','shensu2'] }, shensu1:{ audio:2, trigger:{player:'phaseBegin'}, direct:true, content:function(){ "step 0" player.addSkill('shensu3'); var check= player.num('h')>2; player.chooseTarget('是否发动【神速】?',function(card,player,target){ if(player==target) return false; return player.canUse({name:'sha'},target); }).ai=function(target){ if(!check) return 0; return ai.get.effect(target,{name:'sha'},_status.event.player); } "step 1" if(result.bool){ player.logSkill('shensu1',result.targets); player.useCard({name:'sha'},result.targets[0],false); player.skip('phaseJudge'); player.skip('phaseDraw'); } player.removeSkill('shensu3'); } }, shensu2:{ audio:2, trigger:{player:'phaseUseBefore'}, direct:true, filter:function(event,player){ return player.num('he',{type:'equip'})>0; }, content:function(){ "step 0" player.addSkill('shensu3'); var check=player.num('h')<=player.hp; player.chooseCardTarget({ prompt:'是否发动【神速】?', filterCard:function(card){ return get.type(card)=='equip' }, position:'he', filterTarget:function(card,player,target){ if(player==target) return false; return player.canUse({name:'sha'},target); }, ai1:function(card){ if(!check) return 0; return 6-ai.get.value(card); }, ai2:function(target){ if(!check) return 0; return ai.get.effect(target,{name:'sha'},_status.event.player); } }); "step 1" if(result.bool){ player.logSkill('shensu2',result.targets); player.discard(result.cards[0]); player.useCard({name:'sha'},result.targets[0]); trigger.untrigger(); trigger.finish(); } player.removeSkill('shensu3'); } }, shensu3:{ mod:{ targetInRange:function(card,player,target,now){ return true; } }, }, jushou:{ audio:true, trigger:{player:'phaseEnd'}, content:function(){ player.turnOver(); player.draw(3); } }, liegong:{ audio:2, trigger:{player:'shaBegin'}, filter:function(event,player){ var length=event.target.num('h'); return (length>=player.hp||length<=get.attackRange(player)); }, content:function(){ trigger.directHit=true; } }, kuanggu:{ audio:2, trigger:{source:'damageEnd'}, forced:true, filter:function(event,player){ return get.distance(player,event.player)<=1; }, content:function(){ player.recover(trigger.num); } }, tianxiang:{ audio:2, trigger:{player:'damageBefore'}, direct:true, filter:function(event,player){ return player.num('h',{suit:'heart'})>0&&event.num>0; }, content:function(){ "step 0" player.chooseCardTarget({ filterCard:function(card){ return get.suit(card)=='heart'; }, filterTarget:function(card,player,target){ return player!=target; }, ai1:function(card){ return 10-ai.get.value(card); }, ai2:function(target){ var att=ai.get.attitude(player,target); if(trigger.num>1){ if(target.maxHp>5&&target.hp>1) return -att/10; return -att; } var eff=ai.get.damageEffect(target,trigger.source,target,trigger.nature); if(att==0) return 0.1; if(eff>=0&&trigger.num==1){ return att; } if(target.hp==target.maxHp) return -att; if(target.hp==1){ if(target.maxHp<=4&&!target.hasSkillTag('maixie')){ if(target.maxHp<=3){ return -att; } return -att/2; } return 0; } if(target.hp==target.maxHp-1){ if(target.hp>2||target.hasSkillTag('maixie')) return att/5; if(att>0) return 0.02; return 0.05; } return att/2; }, prompt:'天香:弃置一张红桃牌转移伤害' }); "step 1" if(result.bool){ player.logSkill('tianxiang',result.targets); trigger.untrigger(); trigger.player=result.targets[0]; trigger.player.addSkill('tianxiang2'); player.discard(result.cards[0]); } else{ event.finish(); } "step 2" trigger.trigger('damageBefore'); }, ai:{ effect:{ target:function(card,player,target){ if(player.skills.contains('jueqing')) return; if(get.tag(card,'damage')&&target.num('h')>1) return 0.7; } }, threaten:function(player,target){ if(target.num('h')==0) return 2; } } }, tianxiang2:{ trigger:{player:['damageAfter','damageCancelled']}, forced:true, popup:false, audio:false, content:function(){ if(player.hp0}, content:function(){ "step 0" event.card=get.cards()[0]; if(player.storage.buqu==undefined) player.storage.buqu=[]; player.storage.buqu.push(event.card); game.addVideo('storage',player,['buqu',get.cardsInfo(player.storage.buqu),'cards']); player.showCards(player.storage.buqu,'不屈') game.log(player,'的不屈牌为',player.storage.buqu); player.markSkill('buqu'); "step 1" for(var i=0;i2; }, content:function(){ "step 0" player.loseHp(); "step 1" trigger.player.draw(2); }, }, leiji:{ audio:2, trigger:{player:'respond'}, filter:function(event,player){ return event.card.name=='shan'; }, direct:true, content:function(){ "step 0"; player.chooseTarget('是否发动雷击?').ai=function(target){ return ai.get.damageEffect(target,player,player); }; "step 1" if(result.bool){ player.logSkill('leiji',result.targets,'thunder'); event.target=result.targets[0]; event.target.judge(function(card){ if(get.suit(card)=='spade') return -4; return 0; }); } else{ event.finish(); } "step 2" if(result.bool==false){ event.target.damage(2,'thunder'); } }, ai:{ mingzhi:false, effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')){ var hastarget=false; for(var i=0;i0; }, direct:true, content:function(){ "step 0" player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+ get.translation(trigger.player.judging[0])+',是否发动【鬼道】?','he',function(card){ return get.color(card)=='black'; }).ai=function(card){ var trigger=_status.event.parent._trigger; var player=_status.event.player; var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]); var attitude=ai.get.attitude(player,trigger.player); if(attitude==0||result==0) return 0; if(attitude>0){ return result; } else{ return -result; } }; "step 1" if(result.bool){ player.respond(result.cards,'highlight'); } else{ event.finish(); } "step 2" if(result.bool){ player.logSkill('guidao'); player.$gain2(trigger.player.judging[0]); player.gain(trigger.player.judging[0]); trigger.player.judging[0]=result.cards[0]; trigger.position.appendChild(result.cards[0]); game.log(trigger.player,'的判定牌改为',result.cards[0]); } "step 3" game.delay(2); }, ai:{ tag:{ rejudge:1 } } }, guhuo:{ trigger:{player:'phaseBegin'}, forced:true, content:function(){ player.draw(); player.chooseToDiscard('hej',true).ai=ai.get.disvalue; }, ai:{ effect:{ target:function(card){ if(get.type(card)=='delay') return [0,1]; } } } }, huangtian:{ unique:true, global:'huangtian2' }, huangtian2:{ audio:2, enable:'phaseUse', discard:false, line:true, prepare:function(cards,player,targets){ player.$give(cards,targets[0]); }, filter:function(event,player){ if(!game.zhu) return false; if(!game.zhu.isZhu) return false; return (player!=game.zhu&&game.zhu.skills.contains('huangtian')&&player.group=='qun') }, filterCard:function(card){ return (card.name=='shan'||card.name=='shandian') }, filterTarget:function(card,player,target){ return target==game.zhu; }, usable:1, forceaudio:true, content:function(){ target.gain(cards); }, ai:{ expose:0.3, order:10, result:{ target:5 } } } }, translate:{ xiahouyuan:'夏侯渊', caoren:'曹仁', huangzhong:'黄忠', sp_zhangjiao:'张角', weiyan:'魏延', xiaoqiao:'小乔', zhoutai:'周泰', zhangjiao:'张角', spzhangjiao:'张角', yuji:'于吉', shensu:'神速', shensu1:'神速', shensu2:'神速', jushou:'据守', liegong:'烈弓', kuanggu:'狂骨', tianxiang:'天香', hongyan:'红颜', buqu:'不屈', leiji:'雷击', spleiji:'新雷击', guidao:'鬼道', huangtian:'黄天', huangtian2:'黄天', guhuo:'蛊惑', fenji:'奋激', diyleiji:'雷击', diyleiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为梅花,其受到一点雷电伤害,然后你回复一点体力;若结果为黑桃,其受到两点雷电伤害', tiangong:'天公', tiangong2:'天公', tiangong_info:'锁定技,你防止即将受到的雷电伤害,每当你造成一次雷电伤害,你摸一张牌', shensu_info: '你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,'+ '若如此则视为对任意一名使用一张【杀】', jushou_info: '回合结束阶段,你可以将武将牌翻页并摸3张牌', liegong_info: '当你使用【杀】时,若目标的手牌数大于等于你的体力值,或小于等于你的攻击范围,你可令此【杀】不能闪避', kuanggu_info: '锁定技,每当你造成一点伤害,若受伤害角色与你的距离不大于1,你回复一点体力', tianxiang_info: '当你即将受到伤害时,你可以弃置一张红桃牌将伤害转移给任意一名其他角色,然后该角色摸x张牌,x为其已损失体力值', hongyan_info: '锁定技,你的黑桃牌均视为红桃', buqu_info: '锁定技,每当你扣减1点体力后,若你当前的体力值为0,你可以将牌堆顶的一张牌置于你的武将牌上,'+ '称为“创”,若所有“创”的点数均不同,你不会死亡。你的手牌上限为“创”的个数', leiji_info: '每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑桃,其受到两点雷电伤害', spleiji_info: '每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你回复一点体力', guidao_info: '任意一名角色的判定生效前,你可以打出一张黑色牌替换之', huangtian_info: '主公技,群雄角色可在他们各自的回合里给你一张【闪】或【闪电】。', guhuo_info: '锁定技,回合开始阶段,你摸一张牌并弃置区域内的一张牌', fenji_info: '每当一名角色的手牌于回合外被弃置时,你可以失去1点体力,然后该角色摸两张牌。' }, }