character.gwent={ character:{ gw_huoge:['male','qun',3,['quanzhang']], gw_aisinie:['female','wu',3,['huihun']], // gw_gaier:['male','shu',3,['hunmo']], gw_enxier:['male','wei',4,['gwbaquan']], // gw_kuite:['male','qun',3,[]], // gw_dagong:['male','qun',3,[]], // gw_airuiting:['male','qun',3,[]], // gw_fuertaisite:['male','qun',3,[]], // gw_falanxisika:['female','wu',3,[]], // gw_haluo:['male','qun',3,[]], // gw_hengsaite:['male','qun',3,[]], // gw_kaerweite:['male','qun',3,[]], // gw_bulanwang:['male','qun',3,[]], // gw_fulisi:['male','qun',3,[]], // gw_laduoweide:['male','qun',3,[]], gw_jieluote:['male','qun',6,['fayin']], gw_yenaifa:['female','qun',3,['xuezhou']], gw_telisi:['female','wei',3,['huandie']], gw_xili:['female','qun',3,['fengjian']], gw_luoqi:['male','wei',4,['gwzhanjiang']], gw_yioufeisi:['male','wu',4,['gwchuanxin']], }, characterIntro:{ gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!', gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。', gw_gaier:'画作应该要传达情绪,而不是字句。', gw_enxier:'我可没什么耐心,最好小心点,否则脑袋不保', gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。', gw_telisi:'我可以照顾我自己,相信我。', gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。', gw_xili:'我想去哪,就去哪。', gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。', gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个是一个', }, skill:{ gwzhanjiang:{ trigger:{global:'phaseBegin'}, direct:true, filter:function(event,player){ return !player.hasSkill('gwzhanjiang2')&&event.player!=player; }, content:function(){ 'step 0' var bool=(ai.get.effect(trigger.player,{name:'sha'},player,player)>0&&game.hasPlayer(function(current){ return ai.get.attitude(current,player)>0&¤t.hasSha(); })); var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he'); next.ai=function(card){ if(bool) return 7-ai.get.value(card); return 0; }; next.logSkill=['gwzhanjiang',trigger.player]; 'step 1' if(result.bool){ player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'}); event.targets=game.filterPlayer(function(current){ return current!=trigger.player; }); event.targets.sortBySeat(trigger.player); event.list=[]; } else{ event.finish(); } 'step 2' if(event.targets.length){ event.current=event.targets.shift(); if(event.current.hasSha()){ event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1); } else{ event.redo(); } } else{ event.goto(4); } 'step 3' if(result.bool){ event.list.push(event.current); } event.goto(2); 'step 4' if(event.list.length){ game.asyncDrawAuto(event.list); } }, ai:{ expose:0.2 } }, gwzhanjiang2:{}, gwchuanxin:{ trigger:{player:'shaAfter'}, filter:function(event,player){ return event.target.isAlive(); }, check:function(event,player){ return ai.get.effect(event.target,{name:'sha'},player,player)>0 }, logTarget:'target', content:function(){ 'step 0' player.judge(function(card){ return get.color(card)=='black'?1:-1; }); 'step 1' if(result.color=='black'){ player.useCard({name:'sha'},trigger.target,false); } } }, fengjian:{ trigger:{player:'useCard'}, direct:true, filter:function(event,player){ var type=get.type(event.card,'trick'); return (type=='trick'||type=='equip')&&game.hasPlayer(function(current){ return player.canUse('sha',current,false)&&!event.targets.contains(current); }); }, usable:2, content:function(){ "step 0" player.chooseTarget(get.prompt('fengjian'),function(card,player,target){ return player.canUse('sha',target,false)&&!trigger.targets.contains(target); }).ai=function(target){ return ai.get.effect(target,{name:'sha',nature:'thunder'},player,player); } "step 1" if(result.bool){ player.logSkill('fengjian'); player.useCard({name:'sha',nature:'thunder'},result.targets,false); } }, ai:{ expose:0.2, threaten:1.5 }, group:'fengjian_hide', subSkill:{ hide:{ trigger:{source:'damageEnd'}, forced:true, popup:false, filter:function(event,player){ return event.getParent(3).name=='fengjian'; }, content:function(){ player.addTempSkill('qianxing',{player:'phaseBegin'}); } } } }, huandie:{ trigger:{player:'phaseBegin'}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){ return target!=player; }).ai=function(target){ return ai.get.attitude(player,target); } 'step 1' if(result.bool){ result.targets.sortBySeat(); result.targets.unshift(player); player.logSkill('huandie',result.targets); game.asyncDrawAuto(result.targets,function(current){ return current==player?1:2; }); player.addTempSkill('huandie_discard','phaseAfter'); } }, ai:{ threaten:1.5 }, subSkill:{ discard:{ trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ return game.hasPlayer(function(current){ return current.num('h')>current.hp; }); }, logTarget:function(){ return game.filterPlayer(function(current){ return current.num('h')>current.hp; }).sortBySeat(); }, content:function(){ 'step 0' var list=game.filterPlayer(function(current){ return current.num('h')>current.hp; }).sortBySeat(); event.list=list; 'step 1' if(event.list.length){ event.list.shift().chooseToDiscard('h',true,2); event.redo(); } } } } }, xuezhou:{ trigger:{player:'phaseBegin'}, direct:true, unique:true, forceunique:true, intro:{ content:function(storage,player){ var name=get.translation(player); if(storage==1){ return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力'; } else if(storage==2){ return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力'; } else{ return '未发动'; } } }, content:function(){ 'step 0' var next=player.chooseControl('选项一','选项二','cancel2',function(){ if(Math.random()<0.65) return 0; return 1; }); next.prompt=get.prompt('xuezhou'); next.choiceList=[ '每当一名其他角色受到一次伤害,该角色失去一点体力,你回复一点体力', '每当一名其他角色造成一次伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力' ]; 'step 1' if(result.control=='cancel2'){ player.unmarkSkill('xuezhou'); delete _status.xuezhou; } else{ player.logSkill('xuezhou'); player.storage.xuezhou=result.index+1; player.syncStorage('xuezhou'); player.markSkill('xuezhou'); _status.xuezhou=player; } }, ai:{ threaten:2.5 }, global:'xuezhou_hp' }, xuezhou_hp:{ trigger:{source:'damageEnd',player:'damageEnd'}, filter:function(event,player){ if(!_status.xuezhou) return false; if(player==_status.xuezhou) return false; if(!player.isIn()||!_status.xuezhou.isIn()) return false; switch(_status.xuezhou.storage.xuezhou){ case 1:return player==event.player; case 2:return player==event.source; default:return false; } }, forced:true, popup:false, silent:true, content:function(){ 'step 0' game.delayx(); 'step 1' _status.xuezhou.logSkill('xuezhou',player); player.loseHp(); if(_status.xuezhou!=trigger.player){ _status.xuezhou.recover(); } } }, fayin:{ trigger:{player:'shaBegin'}, direct:true, filter:function(event,player){ return player.num('he')>0; }, content:function(){ 'step 0' var target=trigger.target; var bool=ai.get.attitude(player,target)<0; var next=player.chooseToDiscard('he',get.prompt('fayin',target)); next.ai=function(card){ if(bool) return 7-ai.get.value(card); return 0; }; next.logSkill=['fayin',target]; 'step 1' if(result.bool){ var target=trigger.target; var num=5; if(target.isMad()){ num=4; } switch(Math.floor(Math.random()*num)){ case 0:target.randomDiscard(2);break; case 1:target.damage('fire');break; case 2:player.changeHujia();break; case 3:target.turnOver();target.draw();break; case 4:target.goMad({player:'phaseBegin'});break; } } } }, gwbaquan:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target!=player&&target.num('h')>0; }, content:function(){ 'step 0' var hs=target.get('h'); player.gain(hs,target); target.$giveAuto(hs,player); event.hs=hs; 'step 1' var damage=(target.hp>=player.hp&&ai.get.damageEffect(target,player,player)>0); var hs=event.hs; if(damage&&target.hp>1){ for(var i=0;i=8){ damage=false;break; } } } player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){ if(damage){ return hs.contains(card)?1:0; } else{ return -ai.get.value(card,player,'raw'); } } if(!event.isMine()) game.delay(); 'step 2' target.gain(result.cards,player); player.$giveAuto(result.cards,target); event.hs2=result.cards; if(player.hp>target.hp){ event.finish(); } 'step 3' for(var i=0;i0){ target.draw(dh,false); target.$draw(dh); game.delay(0.5); } else if(dh<0){ target.chooseToDiscard(-dh,true); if(player!=target) player.useCard({name:'sha'},target,false); } }, ai:{ order:11, result:{ target:function(player,target){ var att=get.sgn(ai.get.attitude(player,target)); var dh=Math.max(3,player.hp)-target.num('h'); if(dh<0){ return att*dh+get.sgn(ai.get.effect(target,{name:'sha'},player,player)); } return att*dh; } } } }, huihun:{ trigger:{player:'phaseEnd'}, filter:function(event,player){ if(!player.storage.huihun) return false; for(var i=0;i=2) break; } } player.gain(list,'gain2','log'); }, ai:{ threaten:1.8, }, group:['huihun_count','huihun_count2'], subSkill:{ count:{ trigger:{player:'useCard'}, forced:true, popup:false, silent:true, filter:function(event,player){ return _status.currentPhase==player; }, content:function(){ if(!player.storage.huihun){ player.storage.huihun=[]; } for(var i=0;i