card.swd={ card:{ baihupifeng:{ fullskin:true, type:"equip", subtype:"equip2", skills:['baihupifeng'], ai:{ basic:{ equipValue:function(card,player){ if(player.hp<=2) return 8; return 6; } }, }, }, fengxueren:{ type:"equip", subtype:"equip1", distance:{attackFrom:-1}, skills:['fengxueren'], ai:{ basic:{ equipValue:6 }, }, }, chilongya:{ type:"equip", subtype:"equip1", distance:{attackFrom:-1}, skills:['chilongya'], ai:{ basic:{ equipValue:4 }, }, }, daihuofenglun:{ type:'equip', subtype:'equip4', distance:{globalFrom:-2,globalTo:-1}, ai:{ basic:{ equipValue:4 }, }, }, xiayuncailing:{ type:'equip', subtype:'equip3', distance:{globalFrom:1,globalTo:2}, }, shentoumianju:{ fullskin:true, type:'equip', subtype:'equip5', skills:['shentou'], ai:{ basic:{ equipValue:7, } } }, pusafazhou:{ type:'equip', subtype:'equip5', skills:['pusafazhou'], ai:{ basic:{ equipValue:function(card,player){ if(player.hp==2) return 7; if(player.hp==1) return 9; return 5; } } } }, yuhuanghua:{ type:'basic', enable:true, selectTarget:-1, // filterTarget:function(card,player,target){ // return target.hp1; }, content:function(){ "step 0" if(!target.num('h',{color:'black'})){ target.loseHp(); event.finish(); } else{ target.chooseToDiscard({color:'black'},'弃置一张黑色手牌或受流失一点体力').ai=function(card){ return 8-ai.get.value(card); }; } "step 1" if(!result.bool){ target.loseHp(); } }, ai:{ basic:{ order:9, value:3, useful:1, }, result:{ target:-2 }, tag:{ discard:1, loseHp:1 } } }, caoyao:{ fullskin:true, type:'basic', range:{global:1}, enable:true, filterTarget:function(card,player,target){ return target.hp0}, notarget:true, content:function(){ "step 0" var list=[]; for(var i=0;i3) return 7; } return -10; }, result:{ player:function(player){ if(player.hp<=2) return -1; for(var i=0;i3) return 2; } return -10; } }, } }, pantao:{ type:'basic', enable:function(card,player){ return player.hp0) return 1; } } } return 0; }, }, } }, langeguaiyi:{ fullskin:true, type:'equip', subtype:'equip5', skills:['longfan'], ai:{ basic:{ equipValue:7, } } }, guiyoujie:{ fullskin:true, type:'delay', filterTarget:function(card,player,target){ return (lib.filter.judge(card,player,target)&&player!=target); }, judge:function(card){ if(get.color(card)=='black') return -3; return 0; }, effect:function(){ if(result.bool==false){ player.turnOver(); player.draw(); } }, ai:{ basic:{ order:1, useful:1, value:6, }, result:{ target:-3 }, } }, yufulu:{ fullskin:true, type:'equip', chongzhu:true, enable:function(card,player){ return player.sex=='female'; }, subtype:'equip5', skills:['touzhi'], ai:{ basic:{ equipValue:function(card,player){ if(player.sex=='female') return 5; return 0; }, } } }, xixueguizhihuan:{ fullskin:true, type:'equip', subtype:'equip5', skills:['xixue'], ai:{ basic:{ equipValue:5 } } }, zhufangshenshi:{ fullskin:true, chongzhu:true, type:'trick', enable:function(){ return game.players.length>2; }, filterTarget:function(card,player,target){ return player.next==target||player.previous==target; }, content:function(){ game.swapSeat(player,target); }, ai:{ basic:{ order:7, }, result:{ target:function(player,target){ if(player.next==target) return -1; if(player.previous==target) return 1; } } }, mode:['identity','guozhan'], }, jingleishan:{ fullskin:true, type:'trick', enable:true, selectTarget:-1, filterTarget:function(card,player,target){ return target!=player; }, content:function(){ "step 0" var next=target.chooseToRespond({name:'sha'}); next.ai=function(card){ if(ai.get.damageEffect(target,player,target,'thunder')>=0) return 0; return 1; }; next.autochoose=lib.filter.autoRespondSha; "step 1" if(result.bool==false){ target.damage('thunder'); } }, ai:{ wuxie:function(target,card,player,viewer){ if(ai.get.attitude(viewer,target)>0&&target.num('h','sha')){ if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0; } }, basic:{ order:9, useful:[5,1] }, result:{ target:function(player,target){ if(target.hasSkillTag('nothunder')) return 0; var num=0; for(var i=0;i1) return 0; return -1.5; }, }, tag:{ respond:1, respondSha:1, damage:1, natureDamage:1, thunderDamage:1, multitarget:1, multineg:1, } } }, chiyuxi:{ fullskin:true, type:'trick', enable:true, selectTarget:-1, filterTarget:function(card,player,target){ return target!=player; }, content:function(){ "step 0" var next=target.chooseToRespond({name:'shan'}); next.ai=function(card){ if(ai.get.damageEffect(target,player,target,'fire')>=0) return 0; return 1; }; next.autochoose=lib.filter.autoRespondShan; "step 1" if(result.bool==false){ target.damage('fire'); } }, ai:{ wuxie:function(target,card,player,viewer){ if(ai.get.attitude(viewer,target)>0&&target.num('h','shan')){ if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0; } }, basic:{ order:9, useful:1 }, result:{ target:function(player,target){ if(target.hasSkillTag('nofire')) return 0; var num=0; for(var i=0;i1) return 0; return -1.5; }, }, tag:{ respond:1, respondShan:1, damage:1, natureDamage:1, fireDamage:1, multitarget:1, multineg:1, } } }, guangshatianyi:{ fullskin:true, type:'equip', enable:function(card,player){ return player.sex=='female'; }, subtype:'equip2', skills:['guangshatianyi'], ai:{ basic:{ equipValue:function(card,player){ if(player.sex=='female') return 6; return 0; }, } } }, guilingzhitao:{ type:'equip', subtype:'equip5', skills:['nigong'], ai:{ basic:{ equipValue:function(card,player){ if(!player.storage.nigong) return 5; return 5+player.storage.nigong; } } }, onLose:function(){ player.storage.nigong=0; }, onEquip:function(){ player.storage.nigong=0; } }, qipoguyu:{ type:'equip', subtype:'equip5', skills:['xujin'], onLose:function(){ player.storage.xujin=0; }, onEquip:function(){ player.storage.xujin=0; } }, sadengjinhuan:{ fullskin:true, type:'equip', subtype:'equip5', skills:['sadengjinhuan'], ai:{ basic:{ equipValue:5.5 } }, }, ximohu:{ type:'equip', subtype:'equip5', skills:['ximohu'], ai:{ basic:{ equipValue:6 } }, }, guiyanfadao:{ type:'equip', subtype:'equip1', distance:{attackFrom:-1}, ai:{ basic:{ equipValue:3 } }, skills:['guiyanfadao'] }, }, skill:{ baihupifeng:{ trigger:{player:'phaseEnd'}, frequent:true, filter:function(event,player){ if(player.hp==player.maxHp) return false; for(var i=0;igame.players[i].hp) return false; } return true; }, content:function(){ player.recover(); }, }, // fengxueren:{ // trigger:{source:'damageEnd'}, // filter:function(event){ // return event.card&&event.card.name=='sha'; // }, // forced:true, // content:function(){ // "step 0" // trigger.player.turnOver(); // trigger.player.popup('fengxueren'); // "step 1" // trigger.player.draw(); // "step 2" // if(player.num('he')){ // player.chooseToDiscard(true); // } // } // }, fengxueren:{ trigger:{player:'shaHit'}, check:function(event,player){ var att=ai.get.attitude(player,event.target); if(player.skills.contains('jiu')) return att>0; if(event.target.hasSkillTag('maixie')){ return att<=0; } if(event.target.hp==1) return att>0; if(player.skills.contains('tianxianjiu')) return false; return att<=0; }, filter:function(event,player){ return !event.target.isTurnedOver()&&!player.skills.contains('fengxueren2'); }, content:function(){ trigger.unhurt=true; trigger.target.turnOver(); player.addTempSkill('fengxueren2','phaseAfter') } }, fengxueren2:{}, chilongya:{ trigger:{source:'damageBefore'}, forced:true, priority:5, content:function(){ trigger.nature='fire'; } }, chilongya2:{ trigger:{source:'damageBegin'}, filter:function(event,player){ return (event.card&&event.card.name=='sha'); }, popup:false, forced:true, content:function(){ if(Math.random()<0.5){ trigger.num++; trigger.player.addSkill('chilongfengxue'); } } }, chilongfengxue:{ trigger:{global:'shaAfter'}, forced:true, popup:false, content:function(){ player.draw(); player.removeSkill('chilongfengxue'); } }, shentou:{ enable:'phaseUse', usable:1, filterCard:true, filter:function(event,player){ var nh=player.num('h'); if(nh==0) return false; for(var i=0;inh) return true; } return false; }, check:function(card){ return 8-ai.get.value(card); }, filterTarget:function(card,player,target){ if(target.get('h').length==0) return false; if(target==player) return false; if(target.num('h')<=player.num('h')) return false; return true; }, content:function(){ "step 0" player.judge(function(card){ if(get.suit(card)=='club') return -1; return 1; }); "step 1" if(result.bool){ player.gain(target.get('h').randomGet()); target.$give(1,player); } }, ai:{ basic:{ order:5 }, result:{ player:0.3, target:-1, } } }, pusafazhou:{ trigger:{player:'dieBefore'}, forced:true, filter:function(event,player){ return player.maxHp>0; }, content:function(){ trigger.untrigger(); trigger.finish(); player.hp=1; player.draw(); player.discard(player.get('e',{subtype:'equip5'})); game.delay(); } }, old_longfan:{ enable:'phaseUse', usable:1, prompt:'?', filterTarget:true, content:function(){ "step 0" if(event.isMine()){ event.longfan=ui.create.control('〇','〇','〇','〇',function(){ event.longfan.status--; }); event.longfan.status=4; for(var i=0;i1) event.count(1); if(event.longfan.status>2) event.count(2); if(event.longfan.status>3) event.count(3); },200); event.count=function(num){ event.longfan.childNodes[num].num=(event.longfan.childNodes[num].num+1)%10; if(event.longfan.childNodes[num].num==2) event.longfan.childNodes[num].innerHTML='二'; else event.longfan.childNodes[num].innerHTML=get.cnNumber(event.longfan.childNodes[num].num); } game.pause(); } else{ event.finish(); var x=Math.random(); if(x<0.1) target.draw(); else if(x<0.2) target.chooseToDiscard(true); else if(x<0.3) target.loseHp(); else if(x<0.4) target.recover(); else if(x<0.6){ if(ai.get.attitude(player,target)>0) target.draw(); else target.chooseToDiscard(true); } else if(x<0.8){ if(ai.get.attitude(player,target)>0) target.recover(); else target.loseHp(); } } "step 1" var str=''; for(var i=0;iplayer.hp?2:0;break; case 'diamond':return 1;break; case 'club':return 1;break; case 'spade':return 0;break; } }); "step 1" switch(result.suit){ case 'heart':player.recover();break; case 'diamond':player.draw();break; case 'club':{ player.chooseTarget('弃置一名角色的一张牌',function(card,player,target){ return player!=target&&target.num('he')>0; }).ai=function(target){ return -ai.get.attitude(player,target); }; break; } } if(result.suit!='club'){ event.finish(); } "step 2" if(result.bool&&result.targets&&result.targets.length){ player.discardPlayerCard(result.targets[0],'he',true); } }, ai:{ order:10, result:{ player:1 } } }, touzhi:{ enable:'phaseUse', usable:1, filterCard:function(card){ return get.subtype(card)=='equip1'; }, filter:function(event,player){ return player.num('he',{subtype:'equip1'})>0; }, discard:false, prepare:function(cards,player,targets){ player.$give(cards,targets[0]); }, filterTarget:function(card,player,target){ if(player==target) return false; return true; }, content:function(){ target.damage(); target.gain(cards); game.delay(); }, check:function(card){ return 10-ai.get.value(card); }, position:'he', ai:{ basic:{ order:8 }, result:{ target:-1 } } }, xixue:{ trigger:{source:'damageEnd'}, forced:true, filter:function(event,player){ return event.card&&event.card.name=='sha' }, content:function(){ player.recover(trigger.num); } }, guangshatianyi:{ trigger:{player:'damageBegin'}, forced:true, filter:function(event,player){ if(event.source&&event.source.num('s','unequip')) return; if(Math.random()>1/3) return false; if(event.parent.player.num('s','unequip')) return false; return true; }, content:function(){ trigger.num--; } }, nigong:{ trigger:{player:'damageAfter'}, group:['nigong2'], forced:true, content:function(){ player.storage.nigong+=trigger.num; if(player.storage.nigong>4){ player.storage.nigong=4; } }, ai:{ threaten:0.6, effect:function(card,player,target){ if(get.tag(card,'damage')) return [1,0.5]; } }, intro:{ content:function(storage){ return '已积攒'+storage+'点伤害'; } } }, nigong2:{ enable:'phaseUse', usable:1, filter:function(event,player){ return player.storage.nigong>1; }, filterTarget:function(card,player,target){ return player!=target; }, content:function(){ target.damage(Math.floor(player.storage.nigong/2)); player.storage.nigong=0; }, ai:{ order:10, result:{ target:function(player,target){ return -Math.floor(player.storage.nigong/2); } } } }, xujin:{ trigger:{player:'phaseBefore'}, check:function(){return false;}, filter:function(event,player){ return player.storage.xujin0; }, content:function(){ trigger.num+=player.storage.xujin; player.storage.xujin--; } }, sadengjinhuan:{ trigger:{player:'shaMiss'}, check:function(event,player){ return ai.get.attitude(player,event.target)<0; }, content:function(){ "step 0" player.judge(function(card){ return get.color(card)=='red'?1:0; }) "step 1" if(result.bool){ trigger.target.chooseToRespond({name:'shan'}).autochoose=lib.filter.autoRespondShan; } else{ event.finish(); } "step 2" if(!result.bool){ trigger.untrigger(); trigger.trigger('shaHit'); trigger._result.bool=false; } } }, ximohu:{ trigger:{player:'damageBefore'}, forced:true, filter:function(event){ return event.nature=='thunder'; }, content:function(){ trigger.untrigger(); trigger.finish(); player.recover(trigger.num); }, ai:{ effect:function(card){ if(get.tag(card,'thunderDamage')) return [0,2]; } } }, guiyanfadao:{ trigger:{player:'useCardToBefore'}, priority:5, filter:function(event,player){ if(event.card.name=='sha'&&!event.card.nature) return true; }, content:function(){ trigger.card.nature='poison'; player.addSkill('guiyanfadao2'); player.storage.zhuque_skill=trigger.card; } }, guiyanfadao2:{ trigger:{player:'useCardAfter'}, forced:true, popup:false, content:function(){ delete player.storage.zhuque_skill.nature; } }, tianxianjiu:{ trigger:{source:'damageEnd'}, filter:function(event){ return (event.card&&(event.card.name=='sha')); }, forced:true, content:function(){ player.draw(2); player.removeSkill('tianxianjiu'); } }, }, translate:{ guiyanfadao:'鬼眼法刀', guiyanfadao_bg:'眼', // guiyanfadao_info:'你可以将一张普通杀当毒杀使用', tianxianjiu:'天仙酒', tianxianjiu_bg:'仙', tianxianjiu_info:'出牌阶段对自己使用,你使用的下一张杀造成伤害后可以摸两张牌', xiangyuye:'翔羽叶', xiangyuye_info:'出牌阶段,对一名攻击范围外的角色使用,令其弃置一张黑色手牌或流失一点体力', huanpodan:'还魄丹', huanpodan_bg:'魄', // huanpodan_info:'出牌阶段对一名已死亡角色使用,令其复活并回复一点体力,然后你流失一点体力', ximohu:'吸魔壶', ximohu_bg:'魔', // ximohu_info:'锁定技,你将即将受到的雷属性伤害转化为你的体力值', sadengjinhuan:'萨登荆环', sadengjinhuan_info:'当你的杀被闪避后,可以进行一次判定,若结果为红色目标需再打出一张闪', // sadengjinhuan_info:'锁定技,每当你使用一张杀被闪避后,若此杀在弃牌堆,你有50%的机率对目标再使用一次此杀', sadengjinhuan_bg:'荆', qipoguyu:'奇魄古玉', xujin:'蓄劲', xujin2:'蓄劲', // qipoguyu_info:'装备后获得蓄劲技能', xujin_info:'回合开始前,若你的蓄劲标记数小于当前的体力值,你可以跳过此回合,并获得一枚蓄劲标记。锁定技,每当你即将造成伤害,你令此伤害+X,然后弃置一枚蓄劲标记,X为你拥有的蓄劲标记数', guilingzhitao:'归灵指套', nigong:'逆攻', nigong2:'逆攻', nigong3:'逆攻', nigong4:'逆攻', // guilingzhitao_info:'装备后获得逆攻技能', nigong_info:'每当你受到一点伤害,你获得一个逆攻标记,标记数不能超4。出牌阶段,你可以弃置所有逆攻标记并令任意一名其他角色X/2点伤害,X为逆攻标记的数量且向下取整', baihupifeng:'白狐披风', baihupifeng_bg:'狐', baihupifeng_info:'回合结束阶段,若你的体力值是全场最小的之一,你可以回复一点体力', fengxueren:'封雪刃', fengxueren_bg:'雪', // fengxueren_info:'你使用杀击中目标后,可以防止伤害并令目标翻面,每回合限发动一次', chilongya:'赤龙牙', // chilongya_info:'锁定技,你即将造成的伤害均视为火焰伤害', daihuofenglun:'带火风轮', daihuofenglun_bg:'轮', // daihuofenglun_info:'你与其他角色的距离-2,其他角色与你的距离-1', xiayuncailing:'霞云彩绫', xiayuncailing_bg:'云', // xiayuncailing_info:'你与其他角色的距离+1,其他角色与你的距离+2', shentoumianju:'神偷面具', shentoumianju_bg:'偷', shentoumianju_info:'出牌阶段,你可以指定一名手牌比你多的角色进行一次判定,若结果不为梅花,你获得其一张手牌', shentou:'神偷', shentou_info:'出牌阶段,你可以进行一次判定,若结果不为梅花,你获得任意一名角色的一张手牌', pusafazhou:'菩萨发咒', pusafazhou_bg:'发', // pusafazhou_info:'令你抵挡一次死亡,将体力回复至1,并摸一张牌', yuhuanghua:'雨皇花', yuhuanghua_bg:'皇', // yuhuanghua_info:'令所有角色回复一点体力并摸一张牌', caoyao:'草药', caoyao_info:'出牌阶段,对距离为1以内的角色使用,回复一点体力。', pantao:'蟠桃', // pantao_info:'出牌阶段,对自己使用,回复两点体力。', langeguaiyi:'蓝格怪衣', langeguaiyi_bg:'格', langeguaiyi_info:'?', longfan:'龙帆', longfan_info:'出牌阶段限一次,你可以进行一次判定,然后按花色执行以下效果。红桃:你回复一点体力;方片:你摸一张牌;梅花:你弃置一名其他角色的一张牌;黑桃:无事发生', // longfan_info:'0000:翻面;1111:弃手牌;2222:弃装备牌;3333:受伤害;4444:流失体力;5555:连环;6666:摸牌;7777:回复体力;8888:弃置判定牌;9999:置衡', guiyoujie:'鬼幽结', guiyoujie_info:'出牌阶段,对一名其他角色使用。若判定结果为黑色,则将其翻面。', yufulu:'御夫录', yufulu_info:'仅女性角色可以使用,出牌阶段,可弃置一张武器牌令一名角色受到一点伤害,然后该角色获得此武器牌', touzhi:'投掷', touzhi_info:'出牌阶段,可弃置一张武器牌令一名角色受到一点伤害,然后该角色获得此武器牌', xixueguizhihuan:'吸血鬼指环', xixueguizhihuan_info:'锁定技,每当你使用杀造成一点伤害,你回复一点体力', xixue:'吸血', xixue_info:'锁定技,每当你使用杀造成一点伤害,你回复一点体力', zhufangshenshi:'土地神符', zhufangshenshi_info:'出牌阶段,对一名相邻角色使用,与其交换位置', jingleishan:'惊雷闪', jingleishan_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【杀】,否则受到1点雷电伤害。', chiyuxi:'炽羽袭', chiyuxi_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【闪】,否则受到1点火焰伤害。', guangshatianyi:'光纱天衣', guangshatianyi_bg:'纱', // guangshatianyi_info:'仅女性可装备,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一', }, list:[ ['spade',1,'baihupifeng'], // ['club',1,'fengxueren'], ['diamond',1,'langeguaiyi'], // ['heart',1,'daihuofenglun','fire'], // ['diamond',2,'xiayuncailing'], // ['spade',2,'pusafazhou'], // ['heart',2,'pantao'], //['club',2,'huanpodan'], ['club',3,'caoyao'], // ['diamond',3,'chilongya','fire'], ['spade',3,'guiyoujie'], //['heart',3,'xiangyuye','poison'], ['club',4,'caoyao'], //['heart',4,'zhufangshenshi'], //['spade',4,'huanpodan'], // ['diamond',4,'xiangyuye','poison'], ['club',5,'caoyao'], ['spade',5,'xixueguizhihuan'], //['diamond',5,'huanpodan'], ['club',6,'shentoumianju'], ['spade',6,'yufulu'], // ['heart',6,'xiangyuye','poison'], //['diamond',6,'xiangyuye','poison'], ['diamond',7,'chiyuxi','fire'], ['club',7,'jingleishan','thunder'], // ['spade',7,'guilingzhitao'], // ['heart',7,'xiangyuye','poison'], ['spade',8,'zhufangshenshi'], ['club',8,'xiangyuye'], //['heart',8,'huanpodan'], // ['spade',9,'ximohu','brown'], ['club',9,'guiyoujie'], ['diamond',9,'xiangyuye'], // ['diamond',9,'tianxianjiu'], ['heart',9,'tianxianjiu'], ['spade',5,'jiu'], ['diamond',2,'tianxianjiu'], //['spade',10,'qipoguyu'], //['diamond',10,'xiangyuye','poison'], ['spade',11,'xiangyuye'], // ['club',11,'xiangyuye','poison'], // ['diamond',12,'xiangyuye','poison'], //['spade',12,'guiyanfadao','poison'], // ['heart',13,'yuhuanghua'], // ['diamond',13,'guangshatianyi'], ['club',13,'sadengjinhuan'], //['spade',6,'xiangyuye','poison'], ], }