'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'gwent', character:{ gw_huoge:['male','qun',3,['gwjinli']], gw_aisinie:['female','wu',3,['huihun']], gw_enxier:['male','wei',4,['gwbaquan']], gw_kaerweite:['male','shu',4,['gwjiquan']], gw_falanxisika:['female','wu',3,['shewu']], gw_haluo:['male','qun',4,['nuhou']], gw_airuiting:['male','wei',4,['kuanglie']], gw_laduoweide:['male','wei',4,['gwxiaoshou']], gw_dagong:['male','qun',4,['gwtianbian']], gw_bulanwang:['male','qun',4,['bolang']], gw_kuite:['male','qun',4,['gwxuezhan']], gw_fuertaisite:['male','wei',3,['zhengjun']], gw_hengsaite:['male','wei',3,['jielue']], gw_fulisi:['male','qun',3,['lanquan']], gw_gaier:['male','shu',3,['hunmo']], gw_jieluote:['male','qun',6,['fayin']], gw_yenaifa:['female','qun',3,['xuezhou']], gw_telisi:['female','wei',3,['huandie']], gw_xili:['female','wu',3,['fengjian']], gw_luoqi:['male','wei',4,['gwzhanjiang']], // gw_yioufeisi:['male','wu',4,['gwchuanxin']], gw_aigeleisi:['female','wu',3,['gwshenyu']], gw_aokeweisite:['male','qun',4,['yunhuo']], gw_kaxier:['male','shu',4,['gwfengchi']], gw_luobo:['male','qun',3,['junchi']], gw_mieren:['male','shu',3,['lingji']], gw_sanhanya:['male','shu',3,['gwjinyan']], gw_shanhu:['female','qun',3,['shuijian']], gw_zhangyujushou:['male','wu',4,['gwjushi']], gw_zhuoertan:['male','wu',3,['hupeng']], gw_meizi:['female','wei',3,['gwjieyin']], gw_aimin:['female','wu',3,['huanshu']], gw_puxila:['female','qun',3,['gwqinwu']], gw_xigedelifa:['female','qun',3,['gwfusheng']], gw_laomaotou:['male','qun',4,['gwchenshui']], gw_qigaiwang:['male','qun',4,['julian']], gw_bierna:['female','qun',3,['gwfengshi']], gw_haizhiyezhu:['male','qun',4,['yangfan']], gw_nitelila:['male','wei',4,['shuangxi']], gw_linjing:['male','wu',4,['gwyewu']], gw_kanbi:['male','qun',1,['gwfutian']], gw_nvyemo:['female','shu',3,['gwgouhun']], gw_kairuisi:['female','qun',3,['gwweitu']], gw_oudimu:['male','shu',3,['gwjingshi']], gw_shasixiwusi:['male','qun',4,['gwjingtian']], gw_yioufeisisp:['male','wu',3,['gwminxiang']], gw_lanbote:['male','qun',4,['gwlangshi']], gw_fenghuang:['male','shu',4,['gwliaotian']], gw_diandian:['male','wu',3,['gwhuanbi']], gw_yisilinni:['female','wu',3,['gwhuanshuang']], gw_feilafanruide:['male','wei',3,['yinzhang']], gw_saqiya:['female','shu',4,['sqlongwu']] }, 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,人类少一个算一个', }, skill:{ sqlongyin:{ trigger:{player:'phaseBeginStart'}, forced:true, check:function(){ return false; }, init:function(player){ player.storage.sqlongyin='sqlongwu'; }, content:function(){ var list=['sqlongnu','sqlonghuo','sqlongwu']; var map={ sqlongwu:'gw_saqiya', sqlongnu:'gw_saqiya1', sqlonghuo:'gw_saqiya2' } list.remove(player.storage.sqlongyin); if(list.length==2){ var name=list.randomGet(); player.removeSkill(player.storage.sqlongyin); player.addSkill(name); player.storage.sqlongyin=name; player.setAvatar('gw_saqiya',map[name]); } } }, sqlongnu:{ group:'sqlongyin', trigger:{player:'phaseBegin'}, frequent:true, content:function(){ 'step 0' player.discoverCard(ui.cardPile.childNodes,function(button){ var card=button.link; var player=_status.event.player; var value=get.value(card,player); if(player.countCards('h',card.name)){ value=Math.max(value,9); } return value; },'nogain'); 'step 1' if(player.countCards('h',function(card){ return card!=result.card&&card.name==result.card.name; })){ event.current=result.card; player.chooseTarget('是否改为对一名角色造成一点火属性伤害?').set('ai',function(target){ return get.damageEffect(target,null,player,player,'fire'); }); } else{ player.gain(result.card,'draw'); event.finish(); } 'step 2' if(result.bool){ var target=result.targets[0]; player.line(target,'fire'); target.damage('fire','nocard'); // player.discoverCard(ui.cardPile.childNodes); } else{ player.gain(event.current,'draw'); } }, }, sqlonghuo:{ group:'sqlongyin', enable:'phaseUse', usable:1, filter:function(event,player){ return player.countCards('h'); }, delay:false, content:function(){ 'step 0' var hs=player.getCards('h'); player.discard(hs).set('delay',false); event.hs=hs; 'step 1' player.draw(event.hs.length); 'step 2' var enemies=player.getEnemies(); for(var i=0;imax){ max=map[name]; } } } player.draw(max); 'step 1' player.chooseToUse(); } }, jielue:{ trigger:{player:'phaseUseBegin'}, filter:function(event,player){ var list=player.getFriends(); for(var i=0;i0; }); var aozu2=game.hasPlayer(function(current){ return player.canUse('gw_aozuzhilei',current)&¤t.hp<=2&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0; }); var aozu3=game.hasPlayer(function(current){ return player.canUse('gw_aozuzhilei',current)&&get.effect(current,{name:'gw_aozuzhilei'},player,player)>0; }); var baoxue=game.hasPlayer(function(current){ return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2,3].contains(current.countCards('h'))&&!current.hasSkillTag('noh'); }); var baoxue2=game.hasPlayer(function(current){ return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&&[2].contains(current.countCards('h'))&&!current.hasSkillTag('noh'); }); var baoxue3=game.hasPlayer(function(current){ return player.canUse('gw_baoxueyaoshui',current)&&get.attitude(player,current)<0&¤t.countCards('h')>=2&&!current.hasSkillTag('noh'); }); var nongwu=game.hasPlayer(function(current){ return get.attitude(player,current)<0&&(get.attitude(player,current.getNext())<0||get.attitude(player,current.getPrevious())<0); }); var nongwu2=game.hasPlayer(function(current){ return get.attitude(player,current)<0&&get.attitude(player,current.getNext())<0&&get.attitude(player,current.getPrevious())<0; }); var yanzi=game.hasPlayer(function(current){ return get.attitude(player,current)>0&¤t.isMinHandcard(); }); player.chooseVCardButton(get.prompt('gwhuanshuang'),list.randomGets(3),'notype').ai=function(button){ var name=button.link[2]; switch(name){ case 'gw_ciguhanshuang': if(nongwu2) return 3; if(nongwu) return 1; return 0; case 'gw_baoxueyaoshui': if(baoxue2) return 2; if(baoxue) return 1.5; if(baoxue3) return 0.5; return 0; case 'gw_aozuzhilei': if(aozu2) return 2.5; if(aozu) return 1.2; if(aozu3) return 0.2; return 0; case 'gw_yanziyaoshui': if(yanzi) return 2; return 0.6; } if(game.hasPlayer(function(current){ return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0; })){ return Math.random(); } return 0; }; 'step 1' if(result.bool){ player.logSkill('gwhuanshuang'); event.cardname=result.links[0][2]; player.chooseUseTarget(true,event.cardname); player.addTempSkill('gwhuanshuang_disable'); } 'step 2' if(event.cardname&&player.hasUseTarget(event.cardname)){ player.chooseUseTarget(true,event.cardname); } }, ai:{ threaten:1.6 }, subSkill:{ disable:{} } }, gw_xianzumaijiu:{ trigger:{source:'damageEnd'}, filter:function(event){ return (event.card&&(event.card.name=='sha')); }, forced:true, temp:true, vanish:true, onremove:function(player){ if(player.node.jiu){ player.node.jiu.delete(); player.node.jiu2.delete(); delete player.node.jiu; delete player.node.jiu2; } }, content:function(){ var list=player.getFriends(); list.add(player); game.asyncDraw(list); player.removeSkill('gw_xianzumaijiu'); }, ai:{ damageBonus:true } }, gwjinli:{ enable:'phaseUse', usable:1, filterCard:true, filterTarget:function(card,player,target){ return !target.hasSkill('gwjinli_jiu'); }, check:function(card){ return 8-get.value(card); }, content:function(){ target.addSkill('gwjinli_jiu'); }, subSkill:{ jiu:{ init:function(player){ player.storage.gwjinli_jiu=2; }, onremove:true, mark:'image', intro:{ content:'结束阶段,随机获得一个正面效果;&个回合后将先祖麦酒收入手牌' }, trigger:{player:'phaseEnd'}, forced:true, content:function(){ 'step 0' player.getBuff(); 'step 1' player.storage.gwjinli_jiu--; if(player.storage.gwjinli_jiu<=0){ player.removeSkill('gwjinli_jiu'); player.gain(game.createCard('gw_xianzumaijiu'),'gain2'); } else{ player.updateMark('gwjinli_jiu',true); } } } }, ai:{ threaten:1.5, order:2, result:{ target:function(player,target){ return 1/(1+target.hp)/Math.sqrt(1+target.countCards('h')); } } } }, gwliaotian:{ enable:'phaseUse', delay:0, usable:2, filter:function(event,player){ var hs=player.getCards('h'); if(hs.length<2) return false; var color=get.color(hs[0]); for(var i=1;i0){ return 11-get.value(card); } return 7-get.value(card); }).set('promptx',[event.card]); } else{ event.finish(); } 'step 3' if(result.bool){ event.target.line(player,'green'); event.target.give(result.cards,player); event.target.gain(game.createCard(event.card),'gain2'); } }, ai:{ order:8, result:{ player:1 } } }, gwmaoxian_old:{ trigger:{global:'gameStart',player:['enterGame','phaseBefore']}, forced:true, filter:function(event,player){ return !player.storage.gwmaoxian; }, content:function(){ player.storage.gwmaoxian=10; player.storage.gwmaoxian_skill=[]; event.insert(lib.skill.gwmaoxian.learn,{player:player}); }, learn:function(){ var list={ draw:{ bronze:[1,'准备阶段,你获得一张随机铜卡法术'], basic:[1,'准备阶段,你从牌堆中获得一张杀'], silver:[2,'结束阶段,你获得一张随机银卡法术'], trick:[3,'结束阶段,你发现一张普通锦囊牌'], gold:[3,'出牌阶段开始时,你获得一张随机金卡法术'], equip:[3,'出牌阶段开始时,你在装备区内的空余位置装备一件随机装备'], }, attack:{ sha:[1,'你可以将一张手牌当作杀使用'], huogong:[1,'你可以将一张手牌当作火攻使用'], aoe:[2,'出牌阶段限一次,你可以弃置两张牌,视为使用一张南蛮入侵'], shas:[2,'每当你使用一张杀,你可以追加一名无视距离的目标'], }, defend:{ }, assist:{ }, control:{ } } } }, gwminxiang_old:{ group:['gwminxiang_count','gwminxiang_clear','gwminxiang_use'], subSkill:{ count:{ trigger:{player:'phaseBegin'}, silent:true, content:function(){ player.storage.gwminxiang=[]; } }, clear:{ trigger:{player:'phaseAfter'}, silent:true, content:function(){ delete player.storage.gwminxiang; } }, use:{ trigger:{player:'useCardAfter'}, silent:true, filter:function(event,player){ if(_status.currentPhase!=player) return false; var type=get.type(event.card); if(type!='trick'&&type!='basic') return false; if(get.info(event.card).multitarget) return false; if(!player.storage.gwminxiang) return false; return true; }, content:function(){ player.storage.gwminxiang.add(trigger.card); } } }, trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ if(player.storage.gwminxiang){ for(var i=0;i1){ return true; } } } return false; }, content:function(){ 'step 0' var list=[]; for(var i=0;i1){ list.push(card); } } var skip=['shunshou','huogong','shandianjian','jiu']; player.chooseCardButton(get.prompt('gwminxiang'),list).set('ai',function(button){ if(skip.contains(button.link.name)) return 0; var val=get.value(button.link); if(get.tag(button.link,'damage')){ val+=3; } return val; }); 'step 1' if(result.bool){ var card=result.links[0]; event.card=card; player.chooseTarget('选择两个目标互相使用'+get.translation(event.card),2,function(cardx,player,target){ return target!=player&&lib.filter.targetEnabled3(card,player,target); }).set('ai',function(target){ if(ui.selected.targets.length){ return get.effect(target,card,ui.selected.targets[0],player); } return get.effect(target,card,target,player); }).set('targetprompt',['先出牌','后出牌']); } else{ event.finish(); } 'step 2' if(result.bool){ player.$throw(event.card); player.logSkill('gwminxiang',result.targets); event.target1=result.targets[0]; event.target2=result.targets[1]; game.delay(); } else{ event.finish(); } 'step 3' event.target1.useCard(event.card,event.target2,'noai'); 'step 4' if(event.target1.isIn()&&event.target2.isIn()){ event.target2.useCard(event.card,event.target1,'noai'); } }, ai:{ expose:0.4, threaten:1.6 } }, gwminxiang:{ enable:'phaseUse', usable:1, filter:function(event,player){ var hs=player.getCards('h'); var names=[]; for(var i=0;i1){ return true; } } return false; }, check:function(card){ if(['shunshou','huogong','shandianjian','jiu','tianxianjiu'].contains(card.name)) return 0; if(get.tag(card,'damage')){ return get.value(card)+2; } return get.value(card); }, filterCard:function(card,player){ if(!['basic','trick'].contains(get.type(card))) return false; return game.countPlayer(function(current){ return current!=player&&lib.filter.targetEnabled3({name:card.name},player,current); })>1; }, filterTarget:function(card,player,target){ if(player==target||!ui.selected.cards.length) return false; return lib.filter.targetEnabled3({name:ui.selected.cards[0].name},player,target); }, targetprompt:['先出牌','后出牌'], selectTarget:2, multitarget:true, delay:0, content:function(){ 'step 0' player.draw(); 'step 1' targets[0].useCard({name:cards[0].name},targets[1],'noai'); 'step 2' if(targets[0].isIn()&&targets[1].isIn()){ targets[1].useCard({name:cards[0].name},targets[0],'noai'); } }, // group:'gwminxiang_draw', multiline:true, // subSkill:{ // draw:{ // trigger:{global:'damageAfter'}, // silent:true, // filter:function(event,player){ // var evt=event.getParent(3); // return evt.name=='gwminxiang'&&evt.player==player; // }, // content:function(){ // trigger.getParent(3).draw+=trigger.num; // } // } // }, ai:{ order:8, result:{ target:function(player,target){ if(!ui.selected.cards.length) return 0; return get.effect(target,{name:ui.selected.cards[0].name},target,target); } }, expose:0.4, threaten:1.6, } }, gwlangshi:{ trigger:{source:'damageEnd'}, direct:true, filter:function(event,player){ if(event.parent.name=='gwlangshi') return false; return game.hasPlayer(function(current){ return current!=event.player&¤t!=player&¤t.hp>=event.player.hp; }); }, content:function(){ 'step 0' player.chooseTarget(get.prompt2('gwlangshi'),function(card,player,target){ return target!=trigger.player&&target!=player&&target.hp>=trigger.player.hp; }).set('ai',function(target){ return get.damageEffect(target,player,player); }); 'step 1' if(result.bool){ player.logSkill('gwlangshi',result.targets); result.targets[0].damage(player); } }, ai:{ threaten:1.5 } }, gwjingtian:{ clickable:function(player){ player.addTempSkill('gwjingtian2'); player.directgain(get.cards()); player.$draw(); player.storage.gwjingtian--; player.updateMark('gwjingtian',true); player.logSkill('gwjingtian'); if(_status.imchoosing){ delete _status.event._cardChoice; delete _status.event._targetChoice; game.check(); } }, clickableFilter:function(player){ return player.storage.gwjingtian>0&&!player.hasSkill('gwjingtian2'); }, init:function(player){ player.storage.gwjingtian=0; }, trigger:{player:'phaseDrawBefore'}, forced:true, content:function(){ trigger.cancel(); player.storage.gwjingtian+=3; player.updateMark('gwjingtian',true); }, group:'gwjingtian_ai', mark:true, intro:{ mark:function(dialog,content,player){ if(player.isUnderControl(true)){ if(_status.gameStarted&&player.storage.gwjingtian>0&&!player.hasSkill('gwjingtian2')){ dialog.add(ui.create.div('.menubutton.pointerdiv','点击发动',function(){ if(!this.disabled){ this.disabled=true; this.classList.add('disabled'); this.style.opacity=0.5; lib.skill.gwjingtian.clickable(player); } })); } var list=[]; var num=Math.min(9,ui.cardPile.childElementCount); for(var i=0;i0&&!player.hasSkill('gwjingtian2'); }, popup:false, check:function(event,player){ var value=0,card=ui.cardPile.firstChild; if(card){ value=get.value(card); } if(value>=6) return true; if(value>=5&&get.type(card)!='equip'&&player.storage.gwjingtian>=3) return true; if(player.storage.gwjingtian>3&&value>3) return true; return false; }, content:function(){ lib.skill.gwjingtian.clickable(player); } } } }, gwjingtian2:{}, gwjingshi:{ enable:'phaseUse', usable:1, direct:true, delay:0, filter:function(event,player){ return game.hasPlayer(function(current){ return current.countCards('h'); }) }, content:function(){ 'step 0' var targets=game.filterPlayer(function(current){ return current.countCards('h'); }); var num=targets.length; for(var i=0;i0) return -1; return get.value(button.link); }); } else{ player.popup('失败'); game.log(player,'发动','【镜师】','失败'); event.finish(); } 'step 2' if(result.bool&&result.links&&result.links.length){ var owner=get.owner(result.links[0]); if(owner){ owner.give(result.links,player); player.line(owner); } else{ player.gain(result.links,'gain2'); } } }, ai:{ order:10, result:{ player:10 } } }, gwweitu:{ trigger:{player:'discardAfter'}, forced:true, filter:function(event,player){ return player.hujia<3; }, content:function(){ player.changeHujia(); // var num=Math.min(trigger.cards.length,3-player.hujia); // if(num>0){ // player.changeHujia(); // } }, init:function(player){ player.storage.gwweitu=0; }, intro:{ content:'护甲自上次计算起已抵挡#点伤害' }, group:'gwweitu_gain', subSkill:{ gain:{ trigger:{player:'damageZero'}, filter:function(event){ return event.hujia; }, forced:true, content:function(){ player.storage.gwweitu++; if(player.storage.gwweitu>=3){ player.storage.gwweitu-=3; player.unmarkSkill('gwweitu'); var list=get.typeCard('spell_silver'); if(list.length){ player.gain(game.createCard(list.randomGet()),'draw'); } } else{ player.markSkill('gwweitu',true); } } } }, ai:{ threaten:0.7, effect:{ target:function(card,player,target,current){ if(get.tag(card,'discard')&&target.hujia<3&& target.countCards('he')&¤t<0){ return 0; } }, player:function(card,player){ if(player.hujia>=3) return; if(_status.event.name!='chooseToUse'||_status.event.player!=player) return; if(get.type(card)=='basic') return; if(get.tag(card,'gain')) return; if(get.value(card,player,'raw')>=7) return; if(player.needsToDiscard()>1) return; return 'zeroplayertarget'; } } } }, gwgouhun:{ enable:'phaseUse', usable:1, filterCard:true, discard:false, prepare:'give', filterTarget:function(card,player,target){ return target!=player&&target.countCards('h'); }, check:function(card){ return 7-get.value(card); }, content:function(){ 'step 0' target.gain(cards,player); event.card=cards[0]; event.suit=get.suit(cards[0]); 'step 1' var hs=target.getCards('h'); var num1=0; var num2=0; for(var i=0;i2&&num2>3){ return 2; } if(num1>num2/2){ return 1; } else if(num12) return 1; return 0; }); } else if(num2){ list.splice(0,1); target.chooseControlList(list,true,function(){ if(num2>3) return 1; return 0; }); } else{ target.goMad({player:'phaseAfter'}); event.finish(); } 'step 2' var index=result.index; var cards1=target.getCards('h',function(card){ return get.suit(card)==event.suit; }); var cards2=target.getCards('h',function(card){ return get.suit(card)!=event.suit; }); if(typeof index=='number'){ if(event.num1&&event.num2){ if(index==0){ target.give(cards1,player); } else if(index==1){ target.discard(cards2); } else{ target.goMad({player:'phaseAfter'}); } } else{ if(index==1){ target.goMad({player:'phaseAfter'}); } else if(event.num1){ target.give(cards1,player); } else{ target.discard(cards2); } } } }, ai:{ threaten:1.5, order:9, result:{ target:function(player,target){ return -Math.sqrt(target.countCards('h')); } } } }, gwfutian:{ trigger:{player:'damageBefore'}, 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]; } }, }, init:function(player){ player.storage.gwfutian=0; }, intro:{ content:'弃置的牌总点数:#' }, unique:true, onremove:true, group:'gwfutian_discard', subSkill:{ discard:{ trigger:{player:'phaseBegin'}, forced:true, filter:function(event,player){ return game.hasPlayer(function(current){ return current!=player&¤t.countCards('h'); }); }, content:function(){ 'step 0' player.chooseTarget('覆天:弃置一名角色的一张手牌',function(card,player,target){ return target!=player&&target.countCards('h'); }).set('ai',function(target){ if(target.hasSkillTag('noh')) return 0; return -get.attitude(player,target)/Math.sqrt(target.countCards('h')); }); 'step 1' if(result.bool){ var target=result.targets[0]; player.discardPlayerCard(target,'h',true); player.line(target,'green'); } else{ event.finish(); } 'step 2' if(result.bool&&result.cards&&result.cards.length){ player.storage.gwfutian+=get.number(result.cards[0]); player.markSkill('gwfutian',true); } 'step 3' if(player.storage.gwfutian>=24){ player.$skill('覆天','legend','metal'); player.removeSkill('gwfutian'); player.addSkill('gwzhongmo'); player.setAvatar('gw_kanbi','gw_hanmuduoer'); player.maxHp+=4; player.hp=player.maxHp; player.update(); } } } } }, gwzhongmo:{ trigger:{player:'phaseDrawBefore'}, forced:true, content:function(){ trigger.cancel(); var list=['bronze','silver','gold']; list.randomRemove(); var cards=[]; for(var i=0;i0; }, content:function(){ 'step 0' var cards=player.getCards('h',{suit:get.suit(trigger.card)}); if(!cards.length){ cards=player.getCards('h',{color:get.color(trigger.card)}); } if(!cards.length){ event.finish(); return; } event.chosen=cards.randomGet(); game.delay(0.5) 'step 1' var card=event.chosen; player.lose(card,ui.discardPile); player.$throw(card,1000); game.delay(0.5); game.log(player,'重铸了',card); 'step 2' player.draw().log=false; }, ai:{ pretao:true } }, gwfengshi:{ trigger:{player:'phaseEnd'}, direct:true, content:function(){ 'step 0' player.chooseControlList(get.prompt('gwfengshi'),['为自己施加一个随机负面效果,并对两名随机敌人施加一个随机负面效果','为自己施加两个随机正面效果,并对一名随机敌人施加一个随机正面效果'],function(){ if(player.getEnemies().length<2) return 1; if(player.hp<=1) return 1; if(player.hp==2&&Math.random()<0.5) return 1; return 0; }); 'step 1' if(result.index!=2){ player.logSkill('gwfengshi'); if(result.index==0){ event.debuff=[player].addArray(player.getEnemies().randomGets(2)); } else{ event.buff=[player,player,player.getEnemies().randomGet()]; } } else{ event.finish(); } 'step 2' if(event.debuff&&event.debuff.length){ player.line(event.debuff.shift().getDebuff(false).addExpose(0.1),'green'); event.redo(); } 'step 3' if(event.buff&&event.buff.length){ player.line(event.buff.shift().getBuff(false).addExpose(0.1),'green'); event.redo(); } 'step 4' game.delay(); } }, gwchenshui:{ trigger:{player:'damageBefore',source:'damageBefore'}, forced:true, init:function(player){ player.storage.gwchenshui=0; }, mark:true, intro:{ content:function(storage){ if(!storage){ return '未发动过沉睡效果'; } else{ return '累计发动过'+storage+'次沉睡效果'; } } }, logTarget:function(event,player){ if(player==event.source) return event.player; return event.source; }, content:function(){ trigger.cancel(); player.storage.gwchenshui++; player.updateMarks(); if(trigger.source!=trigger.player&&trigger.source.isIn()&&trigger.player.isIn()){ var cards=trigger.player.getCards('he'); if(cards.length){ trigger.player.give(cards.randomGet(),trigger.source); } } }, onremove:true, group:'gwchenshui_juexing', subSkill:{ juexing:{ trigger:{player:'phaseEnd'}, filter:function(event,player){ return player.storage.gwchenshui>=3; }, skillAnimation:true, animationStr:'觉醒', forced:true, content:function(){ 'step 0' player.removeSkill('gwchenshui'); player.setAvatar('gw_laomaotou','gw_laomaotou2'); event.list=player.getEnemies().sortBySeat(); 'step 1' if(event.list.length){ var target=event.list.shift(); player.line(target,'green'); target.damage(); event.redo(); } 'step 2' player.addSkill('gwliedi'); } } }, ai:{ threaten:0.6, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(player.hasSkillTag('jueqing',false,target)) return; if(!target.countCards('he')) return 'zeroplayertarget'; } } } } }, gwliedi:{ trigger:{source:'damageBegin'}, forced:true, filter:function(event,player){ return event.player!=player&&player.distanceTo(event.player)>=2; }, content:function(){ trigger.num+=Math.floor(Math.max(1,player.distanceTo(trigger.player))/2); }, group:['gwliedi_sleep','gwliedi_damage'], onremove:true, subSkill:{ damage:{ trigger:{source:'damageEnd'}, silent:true, filter:function(event,player){ return event.player!=player; }, content:function(){ player.storage.gwliedi=-1; }, }, sleep:{ trigger:{player:'phaseEnd'}, silent:true, content:function(){ if(player.storage.gwliedi!=1){ if(player.storage.gwliedi==-1){ player.storage.gwliedi=0; } else{ player.storage.gwliedi=1; } } else{ player.logSkill('gwliedi'); player.addSkill('gwchenshui'); player.removeSkill('gwliedi'); player.setAvatar('gw_laomaotou','gw_laomaotou'); } } } } }, julian:{ trigger:{player:'phaseUseBegin'}, frequent:true, filter:function(event,player){ return !player.isMaxHandcard(); }, content:function(){ var num=0; for(var i=0;i0){ player.draw(dh); } } }, gwfusheng:{ enable:'chooseToUse', filter:function(event,player){ return event.type=='dying'&&event.dying&&!event.dying.isTurnedOver(); }, filterTarget:function(card,player,target){ return target==_status.event.dying; }, selectTarget:-1, content:function(){ target.turnOver(); target.recover(); if(player!=target){ game.asyncDraw([player,target]); } else{ player.draw(2); } }, ai:{ order:0.1, skillTagFilter:function(player){ if(!_status.event.dying||_status.event.dying.isTurnedOver()) return false; }, save:true, result:{ target:3 }, threaten:1.6 }, }, gwqinwu:{ trigger:{player:'useCard'}, usable:1, filter:function(event,player){ return get.type(event.card)=='basic'; }, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt2('gwqinwu')).ai=function(target){ var att=get.attitude(player,target); if(att<=0) return 0; if(att<3) return att; att=10-get.distance(player,target,'absolute')/game.players.length; if(target.hasSkill('gwqinwu')){ att/=1.5; } if(target.hasJudge('lebu')||target.skipList.contains('phaseUse')){ att/=2; } return att; } 'step 1' if(result.bool){ var target=result.targets[0]; player.logSkill('gwqinwu',target); target.draw(); if(!target.hasSkill('gwqinwu')){ target.addTempSkill('gwqinwu',{player:'phaseAfter'}); target.addTempSkill('gwqinwu2',{player:'phaseAfter'}); } } }, ai:{ threaten:1.5 } }, gwqinwu2:{ mark:true, intro:{ content:'获得【琴舞】直到下一回合结束' } }, huanshu:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return player.countCards('h')>0&&!player.hasSkill('huangshu2'); }, content:function(){ "step 0" player.chooseCard(get.prompt2('huanshu')).ai=function(card){ return 6-get.value(card); }; "step 1" if(result.bool){ player.$give(result.cards,player); player.logSkill('huanshu'); player.storage.huanshu2=result.cards[0]; player.lose(result.cards,ui.special); player.addSkill('huanshu2'); } }, ai:{ threaten:1.4 }, }, huanshu2:{ intro:{ content:function(storage,player){ if(player.isUnderControl(true)){ return '当一名敌方角色使用'+get.translation(get.color(storage))+'锦囊牌时,移去'+get.translation(storage)+',取消锦囊的效果,并摸两张牌'; } else{ return '当一名敌方角色使用与“幻术”牌颜色相同的锦囊牌时,移去“幻术”牌,取消锦囊的效果,并摸两张牌'; } }, onunmark:function(storage,player){ if(storage){ storage.discard(); delete player.storage.huanshu2; } } }, trigger:{global:'useCard'}, forced:true, filter:function(event,player){ return player.getEnemies().contains(event.player)&& get.type(event.card,'trick')=='trick'&&get.color(event.card)==get.color(player.storage.huanshu2); }, mark:true, content:function(){ 'step 0' game.delayx(); player.addExpose(0.1); trigger.player.addExpose(0.1); 'step 1' player.showCards(player.storage.huanshu2,get.translation(player)+'发动了【幻术】'); 'step 2' player.removeSkill('huanshu2'); trigger.cancel(); player.draw(2); }, group:'huanshu3' }, huanshu3:{ trigger:{player:'phaseBegin'}, forced:true, content:function(){ player.$throw(player.storage.huanshu2); game.log(player,'弃置了',player.storage.huanshu2); player.removeSkill('huanshu2'); } }, gwjieyin:{ group:'gwjieyin_reset', init:function(player){ player.storage.gwjieyin=[]; }, enable:'phaseUse', filter:function(event,player){ return player.storage.gwjieyin.length<3; }, chooseButton:{ dialog:function(event,player){ return ui.create.dialog('结印',[[['','','gw_wenyi'],['','','gw_yanziyaoshui'],['','','gw_kunenfayin']],'vcard'],'hidden'); }, filter:function(button,player){ if(player.storage.gwjieyin.contains(button.link[2])){ return false; } return true; }, check:function(button){ var player=_status.event.player; if(button.link[2]=='gw_yanziyaoshui'){ if(game.hasPlayer(function(current){ return get.attitude(player,current)>1&¤t.isMinHandcard(); })){ return 3; } else if((game.roundNumber-player.storage.gwjieyin_round)%2==0){ return 0; } else{ return 0.5; } } else if(button.link[2]=='gw_wenyi'){ if(game.countPlayer(function(current){ if(current.isMinHp()){ if(!current.countCards('h')){ return -2*get.sgn(get.attitude(player,current)); } else{ return -get.sgn(get.attitude(player,current)); } } })>0){ return 2; } else{ return 0; } } else{ return 1; } }, backup:function(links,player){ return { filterCard:function(){return false}, selectCard:-1, viewAs:{name:links[0][2]}, popname:true, onuse:function(result,player){ player.logSkill('gwjieyin'); player.storage.gwjieyin.add(result.card.name); } } }, prompt:function(links,player){ return '选择'+get.translation(links[0][2])+'的目标'; } }, subSkill:{ reset:{ trigger:{player:'phaseBegin'}, silent:true, content:function(){ if(typeof player.storage.gwjieyin_round=='number'){ var num=game.roundNumber-player.storage.gwjieyin_round; if(num&&num%2==0){ player.storage.gwjieyin.length=0; player.storage.gwjieyin_round=game.roundNumber; } } else{ player.storage.gwjieyin_round=game.roundNumber; } } } }, ai:{ order:6, result:{ player:1 } } }, zhengjun:{ init:function(player){ player.storage.zhengjun=[]; player.storage.zhengjun_one=[]; }, trigger:{player:'zhengjun'}, forced:true, intro:{ content:'已经使用或打出过至少两张同名牌的牌有:$' }, content:function(){ 'step 0' player.markSkill('zhengjun'); player.gainMaxHp(); 'step 1' player.recover(); }, group:['zhengjun_one','zhengjun_draw'], subSkill:{ one:{ trigger:{player:['useCard','respondAfter']}, silent:true, content:function(){ if(player.storage.zhengjun_one.contains(trigger.card.name)){ if(!player.storage.zhengjun.contains(trigger.card.name)){ player.storage.zhengjun.add(trigger.card.name); event.trigger('zhengjun'); } } else{ player.storage.zhengjun_one.add(trigger.card.name); } } }, draw:{ trigger:{player:'phaseEnd'}, frequent:true, filter:function(event,player){ return player.storage.zhengjun.length>=1; }, content:function(){ 'step 0' if(player.storage.zhengjun.length==1){ player.draw(); event.finish(); return; } event.cards=get.cards(player.storage.zhengjun.length); player.chooseCardButton('整军:获得其中一张牌',true,event.cards).set('ai',function(button){ return get.useful(button.link); }); 'step 1' if(result.bool){ var card=result.links[0]; card.fix(); player.gain(card,'draw'); event.cards.remove(card); } 'step 2' while(event.cards.length){ ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild); } } } } }, gwxuezhan:{ trigger:{player:'phaseBegin'}, filter:function(event,player){ return player.isMinHandcard(); }, frequent:true, content:function(){ player.gain(game.createCard('gw_shizizhaohuan'),'gain2'); } }, jielue_old:{ trigger:{player:'useCard'}, frequent:true, oncancel:function(event,player){ player.addTempSkill('jielue2'); }, usable:1, filter:function(event,player){ if(event.card.isCard){ return !player.hasSkill('jielue2')&&get.type(event.card)=='basic'&&!event.card.storage.jielue; } return false; }, check:function(event,player){ return get.value(event.card)>3; }, content:function(){ var card1=game.createCard(trigger.card); var card2=game.createCard(trigger.card); card1.storage.jielue=true; card2.storage.jielue=true; player.gain([card1,card2],'gain2'); }, ai:{ pretao:true } }, jielue2:{}, bolang:{ trigger:{player:'phaseBegin'}, frequent:true, init:function(player){ player.storage.bolang=[]; }, content:function(){ 'step 0' var cards=[]; for(var i=0;i
【'+ translation+'】
'+lib.translate[list[i]+'_info']+'
'); item.firstChild.addEventListener('click',clickItem); item.firstChild.link=list[i]; } } dialog.add(ui.create.div('.placeholder')); event.switchToAuto=function(){ event._result=event.skillai(); dialog.close(); game.resume(); }; _status.imchoosing=true; game.pause(); } else{ event._result=event.skillai(); } 'step 1' _status.imchoosing=false; var link=result; player.addTempSkill(link,'phaseUseAfter'); player.popup(link); player.flashAvatar('gwfengchi',link); game.log(player,'获得了技能','【'+get.translation(link)+'】'); game.delay(); } }, lingji:{ enable:'phaseUse', usable:1, content:function(){ 'step 0' player.draw(2); 'step 1' player.chooseToDiscard('he',2,true).ai=function(card){ var val=-get.value(card); if(ui.selected.cards.length){ if(get.suit(card)==get.suit(ui.selected.cards[0])) val++; if(get.number(card)==get.number(ui.selected.cards[0])) val+=3; } return val; } 'step 2' if(result.cards.length==2){ var list=[]; if(get.suit(result.cards[0])==get.suit(result.cards[1])){ var list1=get.typeCard('spell_bronze'); if(list1.length){ list.push(game.createCard(list1.randomGet())); } } if(get.number(result.cards[0])==get.number(result.cards[1])){ var list2=get.typeCard('spell_silver'); if(list2.length){ list.push(game.createCard(list2.randomGet())); } } if(list.length){ player.gain(list,'gain2'); } } }, ai:{ order:8, result:{ player:1 } } }, gwjinyan:{ trigger:{player:['damageBefore']}, forced:true, mark:true, filter:function(event,player){ return game.roundNumber%3!=0; }, content:function(){ trigger.cancel(); }, group:['gwjinyan_gain'], subSkill:{ gain:{ trigger:{player:'phaseBegin'}, frequent:true, filter:function(){ return game.roundNumber%3==0; }, content:function(){ var list=get.typeCard('spell_gold'); if(list.length){ player.gain(game.createCard(list.randomGet()),'gain2'); } } } }, ai:{ threaten:function(){ if(game.roundNumber%3==0) return 1.6; return 0.8; }, nofire:true, nothunder:true, nodamage:true, skillTagFilter:function(){ if(game.roundNumber%3==0) return false; }, effect:{ target:function(card,player,target){ if(game.roundNumber%3!=0&&get.tag(card,'damage')){ return [0,0]; } } } } }, gwshenyu:{ trigger:{player:'phaseBegin'}, direct:true, filter:function(event,player){ if(game.hasPlayer(function(current){ return current.isDamaged(); })){ return true; } for(var i=0;i=3&&!player.needsToDiscard()) return 1; if(player.hp==2&&player.hasShan()&&player.countCards('h')<=1) return 1; return 0; }).set('choiceList',[ '回复一点体力','从弃牌堆中获得一张非金法术' ]); } } else{ event.finish(); } 'step 2' if(!event.directbool&&result.index==0){ event.target.recover(); event.finish(); } 'step 3' var list=event.list; if(list.length){ event.target.chooseCardButton('选择一张法术牌',list,true).ai=function(button){ return get.value(button.link); }; } else{ event.finish(); } 'step 4' if(result.bool){ result.links[0].vanishtag.add('_gwshenyu'); event.target.gain(result.links,'gain2','log'); } }, ai:{ threaten:2, expose:0.2 } }, junchi:{ trigger:{global:'shaAfter'}, direct:true, usable:1, filter:function(event,player){ return event.player!=player&&event.target!=player&&event.target.isIn()&&player.hasCard(function(card){ return player.canUse(card,event.target,false)&&!get.info(card).multitarget; }); }, content:function(){ var next=player.chooseToUse(get.prompt('junchi'),trigger.target,-1).set('targetRequired',true); next.prompt2='对'+get.translation(trigger.target)+'使用一张牌,并摸一张牌'; next.filterCard=function(card){ return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget; }; next.oncard=function(){ player.draw(); }; next.logSkill='junchi'; }, subSkill:{ gold:{ trigger:{global:'useCardAfter'}, frequent:true, filter:function(event,player){ return event.player!=player&get.subtype(event.card)=='spell_gold'; }, content:function(){ player.insertPhase(); } } }, // group:'junchi_gold' }, junchi_old:{ trigger:{global:'shaAfter'}, forced:true, popup:false, filter:function(event,player){ return event.player!=player&&event.target!=player&&event.player.isIn()&&event.player.countCards('he'); }, content:function(){ 'step 0' var att=get.attitude(trigger.player,player); trigger.player.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').ai=function(card){ if(att>1){ if(trigger.target.isIn()){ return 9-get.value(card); } return 4-get.value(card); } return 0; } 'step 1' if(result.bool){ player.logSkill('junchi'); player.gain(result.cards,trigger.player); if(get.position(result.cards[0])=='h'){ trigger.player.$giveAuto(result.cards,player); } else{ trigger.player.$give(result.cards,player); } trigger.player.addExpose(0.2); trigger.player.line(player,'green'); } else{ event.finish(); } 'step 2' if(trigger.target.isIn()){ var next=player.chooseToUse('是否对'+get.translation(trigger.target)+'使用一张牌?',trigger.target,-1).set('targetRequired',true); next.filterCard=function(card){ return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget; }; next.oncard=function(){ player.recover(); trigger.player.draw(); } } } }, hupeng:{ enable:'phaseUse', usable:1, filter:function(event,player){ return player.countCards('he')>0; }, filterCard:true, check:function(card){ return 7-get.value(card); }, filterTarget:true, content:function(){ 'step 0' var att=get.attitude(player,target); player.chooseVCardButton('选择令'+get.translation(target)+'获得的牌',['gw_dudayuanshuai1','gw_dudayuanshuai2'],true).ai=function(button){ if(att>0){ return button.link[2]=='gw_dudayuanshuai1'?1:-1; } else{ return button.link[2]=='gw_dudayuanshuai2'?1:-1; } } 'step 1' if(result.bool){ target.gain(game.createCard(result.links[0][2]),'gain2'); } }, ai:{ threaten:1.5, order:6, result:{ target:function(player,target){ var nh=target.countCards('h'); if(get.attitude(player,target)>0){ if(!nh) return 3; if(!target.needsToDiscard(1)){ if(nh==1) return 2.5; return 2; } if(!target.needsToDiscard()) return 1; return 0.1; } else{ if(!nh) return -0.05; if(target.hp==1) return -1; if(target.hp==2) return -2.5; if(target.hp==3) return -2; return -0.5; } } } }, global:['hupeng2','hupeng3','hupeng4'] }, hupeng2:{ mod:{ cardDiscardable:function(card,player){ if(card.name=='gw_dudayuanshuai2') return false; }, cardEnabled:function(card,player){ if(card.name=='gw_dudayuanshuai2') return false; }, cardUsable:function(card,player){ if(card.name=='gw_dudayuanshuai2') return false; }, cardRespondable:function(card,player){ if(card.name=='gw_dudayuanshuai2') return false; }, cardSavable:function(card,player){ if(card.name=='gw_dudayuanshuai2') return false; }, }, ai:{ effect:{ target:function(card,player,target){ if(target.countCards('h','gw_dudayuanshuai1')&&get.attitude(player,target)<0){ return 0.4; } } } } }, hupeng3:{ trigger:{player:'phaseEnd'}, silent:true, filter:function(event,player){ return player.countCards('h','gw_dudayuanshuai2'); }, content:function(){ var hs=player.getCards('h'); var hs2=player.getCards('h','gw_dudayuanshuai2'); hs.remove(hs2); if(hs.length){ hs2.addArray(hs.randomGets(hs2.length)); } player.discard(hs2); } }, hupeng4:{ trigger:{target:'useCardToBefore'}, forced:true, popup:false, filter:function(event,player){ if(event.player==player) return false; var num=player.countCards('h','gw_dudayuanshuai1'); return num>0; }, content:function(){ 'step 0' player.chooseToUse({name:'gw_dudayuanshuai1'},'是否对'+get.translation(trigger.card)+'使用【杜达元帅】?').set('ai1',function(card){ return _status.event.bool; }).set('bool',-get.effect(player,trigger.card,trigger.player,player)); trigger.gw_dudayuanshuai1=true; 'step 1' delete trigger.gw_dudayuanshuai1; } }, hunmo:{ enable:'phaseUse', filter:function(event,player){ return game.hasPlayer(function(current){ return lib.skill.hunmo.filterTarget(null,player,current); }); }, filterTarget:function(card,player,target){ if(target==player) return false; if(target.hasSkill('hunmo2')) return false; var nh=player.countCards('h'); var nh2=target.countCards('h'); if(nh<2) return nh2<2; return nh2>=2&&target.countDiscardableCards(player,'h'); }, prompt:function(event){ var nh=event.player.countCards('h'); if(nh<2) return '选择一名手牌数小于2的其他角色,观看牌堆顶的两张牌,你获得一张并交给其另一张'; return '选择一名手牌数大于2的其他角色,你弃置一张手牌,然后观看并弃置其一张手牌'; }, content:function(){ 'step 0' target.addTempSkill('hunmo2'); var nh=player.countCards('h'); if(nh<2){ event.cards=get.cards(2); player.chooseCardButton(event.cards,'获得一张牌并交给'+get.translation(target)+'另一张牌',true); } else{ player.chooseToDiscard('h',true).delay=false; event.discard=true; } 'step 1' if(event.discard){ player.discardPlayerCard(target,'h',true,'visible'); } else{ if(result.links&&result.links.length){ player.gain(result.links,false); event.cards.remove(result.links[0]); target.gain(event.cards,false); player.$drawAuto(result.links); target.$drawAuto(event.cards); } } 'step 2' game.delay(); }, ai:{ order:function(){ var player=_status.event.player; if(player.countCards('h')<2) return 11; return 6; }, threaten:1.2, result:{ target:function(player,target){ if(player.countCards('h')<2) return 1; if(player.hasCard(function(card){ return get.value(card)<=5 })){ return -1; } } } }, // group:'hunmo_draw', subSkill:{ draw:{ trigger:{player:'phaseEnd'}, filter:function(event,player){ return player.getStat('skill').hunmo>=3; }, frequent:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('魂墨:造成一点伤害')).ai=function(target){ return get.damageEffect(target,player,player); } 'step 1' if(result.bool){ player.logSkill('hunmo_draw',result.targets); result.targets[0].damage(); } } }, } }, hunmo2:{}, hunmo3:{}, shuijian:{ trigger:{player:'phaseBegin'}, direct:true, filter:function(event,player){ return player.countCards('h')>0; }, content:function(){ 'step 0' var targets=player.getEnemies(); var num=0; for(var i=0;i=3) return 10-get.value(card); if(num>=2) return 9-get.value(card); if(num>=1) return 7-get.value(card); return 0; }).logSkill='shuijian'; 'step 1' if(result.bool){ for(var i=0;i0){ num1++; } else if(att<0){ num2++; } }); choice=(num1>num2)?'选项一':'选项二'; } player.chooseControl('选项一','选项二','cancel2',function(){ return choice; }).set('prompt',get.prompt('gwtianbian')).set('choiceList',['随机使用一张对全场有正面效果的牌','随机使用一张对全场有负面效果的牌']); 'step 1' if(result.control!='cancel2'){ player.logSkill('gwtianbian'); var list=[]; for(var i in lib.card){ if(lib.inpile.contains(i)&& lib.card[i].selectTarget==-1&& lib.card[i].type!='equip'&& lib.card[i].ai&&lib.card[i].ai.tag&& lib.card[i].ai.tag.multitarget){ if(lib.card[i].ai.tag.multineg){ if(result.control=='选项二'){ list.push(i); } } else{ if(result.control=='选项一'){ list.push(i); } } } } var name=null; while(list.length){ name=list.randomRemove(); if(game.hasPlayer(function(current){ return player.canUse(name,current) })){ break; } else{ name=null; } } if(name){ var targets=game.filterPlayer(function(current){ return player.canUse(name,current); }); targets.sortBySeat(); player.useCard({name:name},targets); } } } }, gwxiaoshou:{ enable:'phaseUse', usable:2, filterTarget:function(card,player,target){ return target.isMaxHp(); }, check:function(card){return 7-get.value(card);}, position:'he', filterCard:true, content:function(){ target.damage(); }, ai:{ result:{ target:function(player,target){ return get.damageEffect(target,player); }, }, order:7 } }, kuanglie:{ trigger:{player:'useCardToBegin'}, filter:function(event,player){ return event.target&&event.target!=player&&event.target.countCards('he')&&get.color(event.card)=='black'; }, init:function(player){ player.storage.kuanglie=0; }, forced:true, content:function(){ trigger.target.randomDiscard(); player.storage.kuanglie++; if(player.storage.kuanglie%2==0){ player.draw(); } } }, kuanglie2:{}, gwjiquan:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return target!=player&&target.countCards('he'); }, selectTarget:[1,Infinity], content:function(){ 'step 0' player.gainPlayerCard(target,'he',true); 'step 1' target.useCard({name:'sha'},player); }, ai:{ threaten:1.4, order:7, result:{ target:function(player,target){ if(player.getEquip('tengjia')||player.getEquip('bagua')) return -1; if(get.effect(player,{name:'sha'},target,player)>=0) return -1; if(!player.hasShan()){ if(ui.selected.targets.length) return 0; if(player.hp>=4) return -1; if(player.hp>=3&&target.hp==1) return -1; return 0; } var num=player.countCards('h','shan'); if(num<1){ num=1; } if(ui.selected.targets.length>=num){ return 0; } return -1; } } } }, nuhou_old:{ enable:'phaseUse', usable:1, position:'he', filterCard:true, check:function(card){ return 7-get.value(card) }, content:function(){ 'step 0' var list=player.getEnemies(); list.sortBySeat(); event.list=list; 'step 1' if(event.list.length){ var current=event.list.shift(); var he=current.getCards('he'); player.line(current,'green'); if(he.length){ current.discard(he.randomGet()); current.addExpose(0.2); } event.redo(); } }, ai:{ order:8.5, result:{ player:1 }, }, }, nuhou:{ trigger:{player:'damageEnd'}, direct:true, filter:function(event,player){ return player.countCards('he')>0; }, content:function(){ 'step 0' player.chooseToDiscard(get.prompt2('nuhou'),'he').set('ai',function(card){ return 8-get.useful(card); }).set('logSkill','nuhou'); 'step 1' if(result.bool){ var targets=player.getEnemies(); if(targets.length){ var target=targets.randomGet(); player.line(target,'green'); target.damage(); target.randomDiscard(); } } }, ai:{ threaten:0.8, maixie:true, maixie_hp:true, maixie_defend:true, effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ var nh=target.countCards('he'); if(player.hasSkillTag('jueqing',false,target)||nh==0) return [1,-2]; if(!target.hasFriend()||nh<=1) return; if(target.hp>=2) return [1,get.tag(card,'damage')*0.5]; } } } } }, shewu:{ enable:'phaseUse', usable:1, position:'he', filterCard:true, selectCard:[1,3], check:function(card){ if(!ui.selected.cards.length){ return 8-get.value(card) } var player=_status.event.player; if(player.isDamaged()){ var hs=player.getCards('h'); var num=0; for(var i=0;i=3){ return 6-get.value(card); } } return 0; }, content:function(){ player.draw(3); if(cards.length>=2){ player.addTempSkill('shewu_dist'); } if(cards.length==3){ player.recover(); } }, ai:{ order:4, result:{ player:1 }, threaten:1.6 }, subSkill:{ dist:{ mod:{ targetInRange:function(){ return true; } } } } }, gwzhanjiang:{ trigger:{global:'phaseBegin'}, direct:true, filter:function(event,player){ return !player.hasSkill('gwzhanjiang2')&&event.player!=player; }, content:function(){ 'step 0' var bool=(get.effect(trigger.player,{name:'sha'},player,player)>0&& Math.abs(get.attitude(player,trigger.player))>1&& game.hasPlayer(function(current){ return 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-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.num=0; } 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).oncard=function(card,player){ player.draw(); }; } else{ event.redo(); } } else{ event.finish(); } 'step 3' if(result.bool){ event.num++; if(event.num>=2){ return; } } event.goto(2); }, ai:{ expose:0.2, threaten:1.4 }, }, gwzhanjiang2:{}, gwzhanjiang3:{ trigger:{player:'useCard'}, filter:function(event){ return event.card.name=='sha'&&event.getParent(2).name=='gwzhanjiang'; }, forced:true, popup:false, content:function(){ player.draw(); } }, gwchuanxin_old:{ trigger:{player:'shaAfter'}, filter:function(event,player){ if(player.storage.gwchuanxin&&player.storage.gwchuanxin.length>=4) return false; return event.target.isAlive(); }, check:function(event,player){ return get.effect(event.target,{name:'sha'},player,player)>0 }, logTarget:'target', logLine:false, content:function(){ 'step 0' event.card=get.cards()[0]; player.showCards(event.card,get.translation(player)+'对'+get.translation(trigger.player)+'发动了【穿心】'); 'step 1' if(player.storage.gwchuanxin&&!player.storage.gwchuanxin.contains(get.suit(event.card))){ player.useCard({name:'sha'},[event.card],trigger.target,false); } }, group:['gwchuanxin_count1','gwchuanxin_count2'], subSkill:{ count1:{ trigger:{global:'phaseBegin'}, silent:true, content:function(){ player.storage.gwchuanxin=[]; } }, count2:{ trigger:{player:'useCard'}, silent:true, // filter:function(event){ // return event.card&&event.card.name=='sha'; // }, content:function(){ for(var i=0;i0 }, logTarget:'target', // logLine:false, content:function(){ 'step 0' var cards=get.cards(); player.showCards(cards,get.translation(player)+'发动了【穿心】'); event.bool=(get.color(cards[0])=='black'); 'step 1' if(event.bool){ player.useCard({name:'sha'},trigger.target,false).animate=false; } }, mod:{ attackFrom:function(from,to,distance){ return distance-from.hp+1; } } }, fengjian:{ trigger:{player:'useCard'}, direct:true, filter:function(event,player){ var type=get.type(event.card,'trick'); return type=='trick'&&game.hasPlayer(function(current){ return player.canUse('sha',current,false)&&!event.targets.contains(current); }); }, 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 get.effect(target,{name:'sha',nature:'thunder'},player,player); } "step 1" if(result.bool){ player.logSkill('fengjian'); if(!event.isMine()){ game.delay(); } player.useCard({name:'sha',nature:'thunder'},result.targets,false); player.tempHide(); } }, ai:{ expose:0.2, threaten:1.5, noautowuxie:true, }, // 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.tempHide(); // } // } // } }, 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 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'); } }, ai:{ threaten:1.5 }, subSkill:{ discard:{ trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ return game.hasPlayer(function(current){ return current.countCards('h')>current.hp; }); }, logTarget:function(){ return game.filterPlayer(function(current){ return current.countCards('h')>current.hp; }).sortBySeat(); }, content:function(){ 'step 0' var list=game.filterPlayer(function(current){ return current.countCards('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=[ '每当一名其他角色在一个回合中首次受到伤害,该角色失去一点体力,你回复一点体力', '每当一名其他角色在一个回合中首次造成伤害,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; if(_status.currentPhase.hasSkill('xuezhou_hp2')) return false; switch(_status.xuezhou.storage.xuezhou){ case 1:return player==event.player; case 2:return player==event.source; default:return false; } }, silent:true, content:function(){ 'step 0' game.delayx(); _status.currentPhase.addTempSkill('xuezhou_hp2'); 'step 1' _status.xuezhou.logSkill('xuezhou',player); player.loseHp(); if(_status.xuezhou!=trigger.player){ _status.xuezhou.recover(); } } }, xuezhou_hp2:{}, fayin:{ trigger:{player:'shaBegin'}, direct:true, filter:function(event,player){ return player.countCards('he')>0; }, content:function(){ 'step 0' var target=trigger.target; var bool=get.attitude(player,target)<0; var next=player.chooseToDiscard('he',get.prompt('fayin',target)); next.ai=function(card){ if(bool) return 7-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.countCards('h')>0; }, content:function(){ 'step 0' var hs=target.getCards('h'); player.gain(hs,target); target.$giveAuto(hs,player); event.hs=hs; 'step 1' var damage=(target.hp>=player.hp&&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 -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 dh=Math.min(3,player.hp)-target.countCards('h'); if(dh<0){ dh+=get.sgn(get.effect(target,{name:'sha'},player,target)); } return dh; } } } }, hunmo_old2:{ trigger:{player:['phaseBegin','phaseEnd']}, direct:true, content:function(){ 'step 0' player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){ return target.countCards('h')!=Math.min(3,target.hp); }).ai=function(target){ return get.attitude(player,target)*(Math.min(3,target.hp)-target.countCards('h')); } 'step 1' if(result.bool){ player.logSkill('hunmo',result.targets); event.targets=result.targets.slice(0); event.targets.sortBySeat(); } else{ event.finish(); } 'step 2' if(event.targets.length){ var target=event.targets.shift(); var dh=Math.min(3,target.hp)-target.countCards('h'); if(dh>0){ target.draw(dh,false); target.$draw(dh); } else if(dh<0){ target.chooseToDiscard(-dh,true).delay=false; } game.delay(0.5); event.redo(); } } }, 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'}, silent:true, filter:function(event,player){ return _status.currentPhase==player; }, content:function(){ if(!player.storage.huihun){ player.storage.huihun=[]; } for(var i=0;i1){ if(i==0) return 5; return 1; } if(i==0) return 7.3; return 4; }, value:function(card,player,i){ if(player.hp>1){ if(i==0) return 5; return 1; } if(i==0) return 7.3; return 4; }, }, order:function(){ return get.order({name:'sha'})+0.2; }, result:{ target:function(player,target){ if(target&&target.isDying()) return 2; if(lib.config.mode=='stone'&&!player.isMin()){ if(player.getActCount()+1>=player.actcount) return false; } var shas=player.getCards('h','sha'); if(shas.length>1&&player.getCardUsable('sha')>1){ return 0; } var card; if(shas.length){ for(var i=0;i0); })){ return 1; } } return 0; }, }, } }, gwmaoxian_yioufeisi:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_yioufeisisp', enable:function(){ return game.countPlayer()>2; }, filterTarget:function(card,player,target){ return target!=player; }, selectTarget:2, multitarget:true, multiline:true, content:function(){ 'step 0' targets[0].useCard({name:'sha'},targets[1],'noai'); 'step 1' if(targets[0].isIn()&&targets[1].isIn()){ targets[1].useCard({name:'sha'},targets[0],'noai'); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ target:function(player,target){ return get.effect(target,{name:'sha'},target,target); } } } }, gwmaoxian_luoqi:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_luoqi', enable:true, filterTarget:function(card,player,target){ return player.canUse('sha',target,false); }, content:function(){ 'step 0' player.useCard({name:'sha'},target,false).animate=false; 'step 1' event.targets=game.filterPlayer(function(current){ return current.canUse('sha',target,false)&¤t!=player; }); event.targets.sortBySeat(); 'step 2' if(event.targets.length&&target.isIn()){ event.current=event.targets.shift(); if(event.current.hasSha()){ event.current.chooseToUse({name:'sha'},'是否对'+get.translation(target)+'使用一张杀?',target,-1); } event.redo(); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ target:function(player,target){ return get.effect(target,{name:'sha'},player,target); } } } }, gwmaoxian_jieluote:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_jieluote', enable:true, filterTarget:true, content:function(){ if(target.isMaxHp()&&target.hp>2){ target.damage(2); } else{ target.damage(); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, tag:{ damage:1 }, result:{ player:function(player,target){ var eff=get.damageEffect(target,player,player); if(eff>0){ eff=Math.sqrt(eff); if(target.isMaxHp()&&target.hp>2){ if(get.attitude(player,target)>0) return 0; switch(target.hp){ case 3:return eff*2; case 4:return eff*1.5; default:return eff*1.1; } } else{ switch(target.hp){ case 1:return eff*1.6; case 2:return eff*1.1; default:return eff; } } } return 0; } } } }, gwmaoxian_yenaifa:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_yenaifa', enable:true, notarget:true, content:function(){ 'step 0' event.targets=player.getEnemies().randomGets(3).sortBySeat(); 'step 1' if(event.targets.length){ player.line(event.targets.shift().getDebuff(false).addExpose(0.1)); event.redo(); } 'step 2' game.delay(); }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ player:1 } } }, gwmaoxian_telisi:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_telisi', enable:true, notarget:true, content:function(){ 'step 0' event.targets=player.getFriends().randomGets(3); event.targets.add(player); event.targets.sortBySeat(); 'step 1' if(event.targets.length){ player.line(event.targets.shift().getBuff(false).addExpose(0.1)); event.redo(); } 'step 2' game.delay(); }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ player:1 } } }, gwmaoxian_hengsaite:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_hengsaite', enable:true, notarget:true, content:function(){ var targets=game.filterPlayer(function(current){ return player.canUse('wanjian',current); }).sortBySeat(); if(targets.length){ player.addTempSkill('gwmaoxian_hengsaite_sha'); player.useCard({name:'wanjian'},targets); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ player:function(player,target){ var targets=game.filterPlayer(function(current){ return player.canUse('wanjian',current); }); var eff=0; for(var i=0;i0) return -1; if(dh==0&&player.needsToDiscard()) return -0.5; return 0; } } } }, gwmaoxian_fulisi:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_fulisi', enable:true, filterTarget:function(card,player,target){ return target!=player&&target.countCards('h'); }, selectTarget:[1,3], multitarget:true, multiline:true, content:function(){ 'step 0' var dialog=ui.create.dialog('弃置至多2张手牌','hidden'); for(var i=0;i=player.countCards('h')&&player.canUse('juedou',target); }, content:function(){ 'step 0' player.useCard({name:'juedou'},target).animate=false; 'step 1' if(player.isIn()&&target.isIn()){ player.useCard({name:'juedou'},target); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ target:function(player,target){ return get.effect(target,{name:'juedou'},player,target); } } } }, gwmaoxian_haluo:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_haluo', enable:true, filterTarget:function(card,player,target){ return target.isMinHp(); }, selectTarget:-1, content:function(){ target.damage(); }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ target:-1.5 }, tag:{ damage:1 } } }, gwmaoxian_dagong:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_dagong', enable:true, content:function(){ target.addSkill('gw_ciguhanshuang'); target.addSkill('gw_birinongwu'); target.addSkill('gw_qinpendayu'); }, filterTarget:function(card,player,target){ return !target.hasSkill('gw_ciguhanshuang')|| !target.hasSkill('gw_qinpendayu')|| !target.hasSkill('gw_birinongwu'); }, changeTarget:function(player,targets){ game.filterPlayer(function(current){ return get.distance(targets[0],current,'pure')==1; },targets); }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ target:function(player,target){ return get.effect(target,{name:'gw_ciguhanshuang'},player,target); } } } }, gwmaoxian_gaier:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_gaier', enable:true, filterTarget:true, content:function(){ 'step 0' var str1='令'+get.translation(target); var str2='一点体力和体力上限' player.chooseControlList([str1+'增加'+str2,str1+'减少'+str2],function(){ if(get.attitude(player,target)>0) return 0; return 1; }); 'step 1' if(result.index==0){ target.gainMaxHp(true); target.recover(); } else{ target.loseHp(); target.loseMaxHp(true); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ player:function(player,target){ var num=1; if(target.hasSkillTag('maixie_hp')){ num=1.5; } return num/Math.sqrt(target.hp+1); } } } }, gwmaoxian_airuiting:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_airuiting', enable:true, filterTarget:function(card,player,target){ return target!=player; }, selectTarget:-1, content:function(){ 'step 0' target.chooseToUse({name:'sha'},'使用一张杀,或失去一点体力'); 'step 1' if(!result.bool){ target.loseHp(); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ target:function(player,target){ if(target.hasSha()){ if(Math.random()<0.5) return 1; return 0; } if(target.countCards('h')>=2){ return 0; } else{ return -1; } } } } }, gwmaoxian_aisinie:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_aisinie', enable:true, notarget:true, content:function(){ 'step 0' player.recover(); 'step 1' var list=get.typeCard('spell_silver'); if(list.length){ player.chooseVCardButton('获得一张银卡法术',list,true); } else{ event.finish(); } 'step 2' if(result.bool){ player.gain(game.createCard(result.links[0][2]),'gain2'); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ player:1 } } }, gwmaoxian_falanxisika:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_falanxisika', enable:true, notarget:true, content:function(){ 'step 0' var list=get.typeCard('spell_gold'); list.remove('gw_huangjiashenpan'); if(list.length){ player.chooseVCardButton('使用一张金卡法术',list.randomGets(3),true).ai=function(button){ var info=get.info(button.link[2]); if(info&&info.ai&&info.ai.result&&info.ai.result.player){ return info.ai.result.player(player,player); } return 0; }; } else{ event.finish(); } 'step 1' if(result.bool){ player.useCard(game.createCard(result.links[0][2])); } }, contentAfter:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } }, ai:{ value:10, order:1, result:{ player:1 } } }, gwmaoxian_huoge:{ type:'gwmaoxian', fullborder:'gold', vanish:true, derivation:'gw_diandian', image:'character:gw_huoge', enable:true, notarget:true, content:function(){ 'step 0' event.cards=get.cards(6); player.chooseCardButton(event.cards,[1,2],'选择至多两牌依次使用之').set('filterButton',function(button){ return game.hasPlayer(function(current){ return player.canUse(button.link,current); }); }).set('ai',function(button){ return get.value(button.link); }); 'step 1' if(result.bool){ event.list=result.links.slice(0); for(var i=0;i