character.gujian={ character:{ gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']], gjqt_fengqingxue:['female','wu',3,['qinglan','yuehua','swd_wuxie']], gjqt_xiangling:['female','wu',3,['qianhuan','meihu','xidie']], gjqt_fanglansheng:['male','wu',3,['fanyin','mingkong','fumo']], gjqt_yinqianshang:['male','qun',4,['zuiji','zuizhan']], gjqt_hongyu:['female','shu',4,['jianwu','meiying']], gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua','liuying']], gjqt_wenrenyu:['female','shu',4,['chizhen','dangping']], gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']], gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']], gjqt_xunfang:['female','shu',3,['manwu','xfanghua']], gjqt_ouyangshaogong:['male','shu',3,['yunyin','shishui','duhun']], }, characterIntro:{ gjqt_bailitusu:'原名韩云溪,太子长琴半身。幼时经历灭族之灾,本来已死去,但因体内被封进了太子长琴一半魂魄而得以死而复生。身怀凶剑焚寂的煞气,在某次煞气发作中被紫胤真人所救,后拜入昆仑山天墉城,以“屠绝鬼气,苏醒人魂”之意更名为“百里屠苏”。', gjqt_fengqingxue:'来自幽暗无边的地界,大哥为幽都娲皇神殿“十巫”之一的巫咸——风广陌。奉命寻兄而来到人间,邂逅百里屠苏,陷入了焚寂的宿命纠葛。后与百里屠苏相知相爱。终局,百里屠苏化为永世无法轮回的荒魂,她为寻找重生之法,放弃自己的轮回,换取下长久的寿命,在人间执着不悔地寻觅了九百年。最后,与重生后的屠苏回到桃花谷相守。', gjqt_xiangling:'青丘之国国主九尾天狐与人界女子所生,半人半妖。由南疆紫榕林榕爷爷抚养,在山林间无拘无束长大,娇俏可爱。后来下江南寻找生母,却被抓进翻云寨,偶然被百里屠苏相救,为报答救命之恩,便一直跟随百里屠苏。在漫漫征途中成长起来,变得成熟懂事。得知方兰生对自己的感情,十分矛盾,后来终于错过。最后结局,启程前往青丘之国。', gjqt_fanglansheng:'家住琴川的一介书生,家境殷实,母亲在家常住庵堂,吃斋念佛,父亲虽是琴川附近某间寺庙的住持,但却比商人还会敛财。跟随父亲学过降妖除鬼的佛家法术,并以此自傲。梦想能找一个娇小可爱,温柔美丽的女子共渡此生。对襄铃一见钟情。', gjqt_yinqianshang:'原名风广陌,是幽都“十巫”之一的巫咸。奉女娲之命前往乌蒙灵谷增强焚寂封印。但因为欧阳少恭与雷严的争夺关系,他受到焚寂之力力量冲击,失去记忆,后为欧阳少恭所救。尹千觞为了报恩,跟随在百里屠苏等人身边监视。在这个过程中,他慢慢恢复过往的记忆。后为阻止欧阳少恭,随众人前往蓬莱决战。最后,对曾给予他一次重生的欧阳少恭以死相陪,一起归于火海。', gjqt_hongyu:'上古庆枫族族人,紫胤真人的剑灵,宿体为古剑·红玉。在百里屠苏离开昆仑山天墉城后,奉命随行保护。终局之后,她依然回到了天墉城,陪伴在紫胤真人身边。', gjqt_yuewuyi:'成长于长安富商家庭。其养父曾是战功显赫的将军,退隐后从商,很快就富甲一方;其养母是精擅偃术的南疆天玄教偃女族传人,待无异一如己出般疼爱有加;无异的生父是捐毒大将兀火罗,亡母是一名中原女子,因此他具有一半胡人的血统。', gjqt_wenrenyu:'出身于百草谷“天罡”部队。从小在军中生活的她见惯生死,拥有超越其年龄的沉着果敢,头脑冷静严谨,洞察力敏锐,性格大方爽快。', gjqt_xiayize:'本为当朝圣元帝三子李焱,天资聪颖,勤奋好学,于道术一途颇具天赋。幼时体弱,因身世原因被太华山的诀微长老清和真人带走,从此过上了道家清修的生活。', gjqt_aruan:'千年前,昭明崩裂损毁,剑心为神农所得,其将剑心植入用辟邪之骨所造之人,是为巫山神女。神女爱慕司幽,却始终得不到司幽回应,心绪起伏加速灵力散逸,不久后死去,司幽自责不已,失去踪迹。神女死后,剑心碎片落地生根,吸纳灵气变为露草,露草渐渐化为人形,形貌与巫山神女一样,而且保留了她零散的记忆,阿阮正是这些露草中的一个。当阿阮灵气耗尽就会重新变为露草,并失去人时的记忆,直到重新吸纳足够的灵力才能恢复人形。', gjqt_xunfang:'蓬莱国公主,美丽善良,为欧阳少恭前世妻子,太子长琴转世后,巽芳为寻找丈夫来到中原。蓬莱人寿命虽长却终有极限,终究躲不过容颜老去。当巽芳找到分离多年后的少恭时,自惭形秽,不愿相认,她希望少恭心中的自己永远都是青春貌美,于是化名“寂桐”守护在其身旁。', gjqt_ouyangshaogong:'前身为太子长琴,今生只有一半仙灵,另一半仙灵被铸进焚寂之中,成为焚寂剑灵。他在漫长时光中经历太多悲欢离合,渐渐迷失自我。后与蓬莱国公主巽芳相爱,度过一段美好时光。之后蓬莱毁于天灾,他误以为巽芳已死,便不再压抑内心的疯狂与憎恨,为逆天改命不惜一切。', }, skill:{ zuiji:{ enable:'phaseUse', filterCard:true, position:'he', viewAs:{name:'jiu'}, viewAsFilter:function(player){ if(!player.num('he')) return false; }, prompt:'将一张手牌或装备牌当酒使用', check:function(card){ return 5-ai.get.value(card); }, ai:{ threaten:1.2 } }, manwu:{ trigger:{global:'phaseEnd'}, check:function(event,player){ return ai.get.attitude(player,event.player)>0; }, filter:function(event,player){ return event.player.isFewestHandcard(); }, logTarget:'player', content:function(){ trigger.player.draw(); }, ai:{ expose:0.1 } }, xfanghua:{ trigger:{target:'useCardToBegin'}, priority:-1, filter:function(event,player){ return get.color(event.card)=='red'&&player.isDamaged(); }, frequent:true, content:function(){ player.recover(); }, ai:{ effect:{ target:function(card,player,target,current){ if(get.color(card)=='red'&&target.isDamaged()) return [1,1]; } } } }, duhun:{ enable:'chooseToUse', filter:function(event,player){ if(event.type!='dying') return false; if(player!=event.dying) return false; if(player.maxHp<=1) return false; if(player.num('h')==0) return false; return true; }, alter:true, filterTarget:function(card,player,target){ return target!=player&&target.num('h')>0&&target.hp>0&&target.hp<=player.maxHp; }, content:function(){ 'step 0' player.chooseToCompare(target); 'step 1' if(!result.bool){ player.die(); event.finish(); } else{ event.num=target.hp-player.hp; player.loseMaxHp(); } 'step 2' player.changeHp(event.num); if(get.is.altered('duhun')){ event.finish(); } 'step 3' event.target.changeHp(-event.num); 'step 4' if(event.target.hp<=0){ event.target.dying({source:player}); } }, ai:{ order:1, skillTagFilter:function(player){ if(player.maxHp<=1) return false; if(player.hp>0) return false; if(player.num('h')==0) return false; }, save:true, result:{ target:-1, player:1 }, threaten:2 }, }, yunyin:{ trigger:{player:'phaseEnd'}, direct:true, subSkill:{ count:{ trigger:{player:'useCard'}, forced:true, popup:false, silent:true, filter:function(event,player){ return _status.currentPhase==player; }, content:function(){ if(!player.storage.yunyin){ player.storage.yunyin=[]; } var suit=get.suit(trigger.card); if(suit){ player.storage.yunyin.add(suit); } } }, set:{ trigger:{player:'phaseAfter'}, forced:true, popup:false, silent:true, content:function(){ delete player.storage.yunyin; } } }, filter:function(event,player){ if(!player.storage.yunyin) return true; var hs=player.get('h'); for(var i=0;i0){ taoyuan++; } else if(eff1<0){ taoyuan--; } if(eff2>0){ nanman++; } else if(eff2<0){ nanman--; } } if(Math.max(taoyuan,nanman)>1){ if(taoyuan>nanman) return name=='taoyuan'?1:0; return name=='nanman'?1:0; } if(player.num('h')=2){ return name=='wuzhong'?1:0; } if(player.hp=2) return true; } } }, filterCard:function(card){ var info=get.info(card); return info.type=='equip'&&!info.nomod&&!info.unique&&lib.inpile.contains(card.name); }, selectCard:2, position:'he', check:function(card){ return ai.get.value(card); }, content:function(){ var name=cards[0].name+'_'+cards[1].name; var info1=get.info(cards[0]),info2=get.info(cards[1]); if(!lib.card[name]){ var info={ enable:true, type:'equip', subtype:get.subtype(cards[0]), vanish:true, cardimage:info1.cardimage||cards[0].name, filterTarget:function(card,player,target){ return target==player; }, selectTarget:-1, modTarget:true, content:lib.element.content.equipCard, legend:true, source:[cards[0].name,cards[1].name], onEquip:[], onLose:[], skills:[], distance:{}, ai:{ order:8.9, equipValue:10, useful:2.5, value:function(card,player){ var value=0; var info=get.info(card); if(player.get('e',info.subtype[5])&&card!=player.get('e',info.subtype[5])){ value=ai.get.value(player.get('e',info.subtype[5]),player); } var equipValue=info.ai.equipValue||info.ai.basic.equipValue; if(typeof equipValue=='function') return equipValue(card,player)-value; return equipValue-value; }, result:{ target:function(player,target){ return ai.get.equipResult(player,target,name); } } } } for(var i in info1.distance){ info.distance[i]=info1.distance[i]; } for(var i in info2.distance){ if(typeof info.distance[i]=='number'){ info.distance[i]+=info2.distance[i]; } else{ info.distance[i]=info2.distance[i]; } } if(info1.skills){ info.skills=info.skills.concat(info1.skills); } if(info2.skills){ info.skills=info.skills.concat(info2.skills); } if(info1.onEquip){ if(Array.isArray(info1.onEquip)){ info.onEquip=info.onEquip.concat(info1.onEquip); } else{ info.onEquip.push(info1.onEquip); } } if(info2.onEquip){ if(Array.isArray(info2.onEquip)){ info.onEquip=info.onEquip.concat(info2.onEquip); } else{ info.onEquip.push(info2.onEquip); } } if(info1.onLose){ if(Array.isArray(info1.onLose)){ info.onLose=info.onLose.concat(info1.onLose); } else{ info.onLose.push(info1.onLose); } } if(info2.onLose){ if(Array.isArray(info2.onLose)){ info.onLose=info.onLose.concat(info2.onLose); } else{ info.onLose.push(info2.onLose); } } if(info.onEquip.length==0) delete info.onEquip; if(info.onLose.length==0) delete info.onLose; lib.card[name]=info; lib.translate[name]=get.translation(cards[0].name,'skill')+get.translation(cards[1].name,'skill'); var str=lib.translate[cards[0].name+'_info']; if(str[str.length-1]=='.'||str[str.length-1]=='。'){ str=str.slice(0,str.length-1); } lib.translate[name+'_info']=str+';'+lib.translate[cards[1].name+'_info']; try{ game.addVideo('newcard',null,{ name:name, translate:lib.translate[name], info:lib.translate[name+'_info'], card:cards[0].name, legend:true, }); } catch(e){ console.log(e); } } player.gain(game.createCard({name:name,suit:cards[0].suit,number:cards[0].number}),'gain2'); }, ai:{ order:9.5, result:{ player:1 } } }, meiying:{ global:'meiying2', globalSilent:true, trigger:{global:'phaseEnd'}, filter:function(event,player){ return event.player!=player&&!event.player.tempSkills.meiying3&&event.player.isAlive()&&player.num('he',{color:'red'})>0; }, direct:true, content:function(){ "step 0" var next=player.chooseToDiscard('he','魅影:是否弃置一张红色牌视为对'+get.translation(trigger.player)+'使用一张杀?'); next.logSkill=['meiying',trigger.player]; var eff=ai.get.effect(trigger.player,{name:'sha'},player,player); next.ai=function(card){ if(eff>0){ return 7-ai.get.value(card); } return 0; } "step 1" if(result.bool){ player.useCard({name:'sha'},trigger.player).animate=false; } }, ai:{ expose:0.1 } }, meiying2:{ trigger:{player:'useCard'}, filter:function(event,player){ return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player); }, forced:true, popup:false, content:function(){ player.addTempSkill('meiying3','phaseAfter'); } }, meiying3:{}, jianwu:{ trigger:{player:'shaBegin'}, forced:true, filter:function(event,player){ return get.distance(event.target,player,'attack')>1; }, content:function(){ trigger.directHit=true; } }, zuizhan:{ trigger:{player:'useCard'}, popup:false, filter:function(event,player){ if(event.card.name!='sha') return false; return game.hasPlayer(function(current){ return (event.targets.contains(current)==false&¤t!=player&& lib.filter.targetEnabled(event.card,player,current)) }); }, content:function(){ var list=game.filterPlayer(function(current){ return (trigger.targets.contains(current)==false&¤t!=player&& lib.filter.targetEnabled(trigger.card,player,current)) }); if(list.length){ event.target=list.randomGet(); player.line(event.target,'green'); game.log(event.target,'被追加为额外目标'); trigger.targets.push(event.target); player.draw(); } } }, meiying_old:{ trigger:{global:'phaseBefore'}, filter:function(event,player){ return event.player!=player&&!player.isTurnedOver()&&!player.storage.meiying; }, check:function(event,player){ return ai.get.attitude(player,event.player)<0&& ((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1); }, logTarget:'player', content:function(){ "step 0" player.line(trigger.player,'green'); player.phase(); player.storage.meiying=trigger.player; "step 1" if(!player.isTurnedOver()){ player.turnOver(); } delete player.storage.meiying; }, mod:{ targetInRange:function(card,player,target,now){ if(target==player.storage.meiying) return true; }, }, ai:{ effect:{ target:function(card){ if(card.name=='guiyoujie') return [0,0]; } } } }, xidie:{ trigger:{player:'phaseBegin'}, direct:true, filter:function(event,player){ return player.num('h')>player.hp; }, content:function(){ "step 0" var next=player.chooseToDiscard(get.prompt('xidie'),[1,Math.min(3,player.num('h')-player.hp)]); next.ai=function(card){ return 6-ai.get.value(card); } next.logSkill='xidie'; "step 1" if(result.bool){ player.storage.xidie=result.cards.length; } }, group:'xidie2' }, xidie2:{ trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ return player.storage.xidie>0; }, content:function(){ player.draw(player.storage.xidie); player.storage.xidie=0; } }, meihu:{ trigger:{player:'damageEnd'}, check:function(event,player){ return ai.get.attitude(player,event.source)<4; }, filter:function(event,player){ return event.source&&event.source!=player&&event.source.num('h')>0; }, logTarget:'source', content:function(){ "step 0" trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌',true).ai=function(card){ return -ai.get.value(card); }; "step 1" if(result.bool){ player.gain(result.cards[0],trigger.source); trigger.source.$give(1,player); } }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(player.hasSkillTag('jueqing')) return [1,-1.5]; return [1,0,0,-0.5]; } } } } }, qianhuan:{ trigger:{player:'phaseAfter'}, check:function(event,player){ return player.hp==1||player.isTurnedOver(); }, filter:function(event,player){ return player.hp1||player.num('h',{color:'black'})>1; }, direct:true, content:function(){ "step 0" var next=player.chooseToDiscard(get.prompt('fumo',trigger.source),2,function(card){ if(ui.selected.cards.length){ return get.color(card)==get.color(ui.selected.cards[0]); } return player.num('h',{color:get.color(card)})>1; }).set('complexCard',true); next.ai=function(card){ if(ai.get.damageEffect(trigger.source,player,player,'thunder')>0){ return 8-ai.get.value(card); } return 0; }; next.logSkill=['fumo',trigger.source,'thunder']; "step 1" if(result.bool){ trigger.source.damage('thunder'); } }, ai:{ threaten:0.8 } }, fanyin:{ trigger:{player:'phaseEnd'}, direct:true, content:function(){ "step 0" player.chooseTarget(get.prompt('fanyin'),function(card,player,target){ if(player==target) return false; if(target.isLinked()) return true; if(target.isTurnedOver()) return true; if(target.num('j')) return true; if(target.hp==target.maxHp) return false; return target.isLowestHp(); }).ai=function(target){ var num=0; var att=ai.get.attitude(player,target); if(att>0){ if(target.isLowestHp()){ num+=5; } if(target.isTurnedOver()){ num+=5; } if(target.num('j')){ num+=2; } if(target.isLinked()){ num++; } if(num>0){ return num+att; } } return num; } "step 1" if(result.bool){ event.target=result.targets[0]; player.logSkill('fanyin',event.target); } else{ event.finish(); } "step 2" if(event.target.isLinked()){ event.target.link(); } "step 3" if(event.target.isTurnedOver()){ event.target.turnOver(); } "step 4" var cards=event.target.get('j'); if(cards.length){ event.target.discard(cards); } "step 5" if(event.target.isLowestHp()){ event.target.recover(); } }, ai:{ expose:0.2, threaten:1.3 } }, mingkong:{ trigger:{player:'damageBegin'}, forced:true, filter:function(event,player){ return player.num('h')==0&&event.num>=1; }, content:function(){ if(trigger.num>=1){ trigger.num--; } if(trigger.source){ trigger.source.storage.mingkong=true; trigger.source.addTempSkill('mingkong2','phaseBefore'); } }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'damage')&&target.num('h')==0){ if(player.hasSkillTag('jueqing')) return; return 0.1; } } } }, }, mingkong2:{ trigger:{source:['damageEnd','damageZero']}, forced:true, popup:false, audio:false, filter:function(event,player){ return player.storage.mingkong?true:false; }, content:function(){ player.draw(); player.storage.mingkong=false; player.removeSkill('mingkong2'); } }, yuehua:{ trigger:{player:['useCardAfter','respondAfter','discardAfter']}, frequent:true, filter:function(event,player){ if(player==_status.currentPhase) return false; if(event.cards){ for(var i=0;i0; }, direct:true, priority:-5, content:function(){ "step 0" var next=player.chooseToDiscard(get.prompt('qinglan',trigger.player),'he'); next.logSkill=['qinglan',trigger.player]; next.ai=function(card){ if(trigger.num>1||!trigger.source){ if(ai.get.attitude(player,trigger.player)>0){ return 9-ai.get.value(card); } return -1; } else if(ai.get.attitude(player,trigger.player)>0){ if(trigger.player.hp==1){ return 8-ai.get.value(card); } if(trigger.source.hp==trigger.source.maxHp){ return 6-ai.get.value(card); } } else if(ai.get.attitude(player,trigger.source)>0&& trigger.source.hp1){ if(get.color(card)=='red') return 5-ai.get.value(card); } return -1; } "step 1" if(result.bool){ trigger.untrigger(); trigger.finish(); if(trigger.source){ trigger.source.recover(); } } else{ event.finish(); } "step 2" if(trigger.source){ trigger.source.draw(); } }, ai:{ expose:0.1 } }, fanshi:{ trigger:{player:'phaseDiscardAfter'}, forced:true, filter:function(event,player){ return player.getStat('damage')>0; }, check:function(event,player){ return player.hp==player.maxHp; }, content:function(){ "step 0" player.loseHp(); "step 1" player.draw(); } }, xuelu:{ unique:true, trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return player.maxHp>player.hp&&player.num('he',{color:'red'})>0; }, alter:true, content:function(){ "step 0" player.chooseCardTarget({ position:'he', filterTarget:function(card,player,target){ return player!=target; }, filterCard:function(card,player){ return get.color(card)=='red'&&lib.filter.cardDiscardable(card,player); }, ai1:function(card){ return 9-ai.get.value(card); }, ai2:function(target){ return ai.get.damageEffect(target,player,player,'fire'); }, prompt:get.prompt('xuelu') }); "step 1" if(result.bool){ event.target=result.targets[0]; player.logSkill('xuelu',event.target,'fire'); if(get.is.altered('xuelu')){ event.num=1; } else{ event.num=Math.min(2,Math.ceil((player.maxHp-player.hp)/2)); } player.discard(result.cards); } else{ event.finish(); } "step 2" if(event.target){ event.target.damage(event.num,'fire'); } }, ai:{ maixie:true, expose:0.2, threaten:function(player,target){ if(target.hp==1) return 3; if(target.hp==2) return 1.5; return 0.5; }, effect:{ target:function(card,player,target){ if(!target.hasFriend()) return; if(get.tag(card,'damage')){ if(target.hp==target.maxHp) return [0,1]; } if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0]; } } } }, xiuhua_old:{ changeSeat:true, trigger:{player:'shaHit'}, filter:function(event,player){ return event.target!=player.previous; }, content:function(){ game.swapSeat(trigger.target,player,true,true); } }, shahun:{ enable:'chooseToUse', skillAnimation:true, animationColor:'fire', derivation:'juejing', alter:true, filter:function(event,player){ return !player.storage.shahun&&player.hp<=0; }, content:function(){ "step 0" var cards=player.get('hej'); player.discard(cards); "step 1" if(player.isLinked()) player.link(); "step 2" if(player.isTurnedOver()) player.turnOver(); "step 3" player.draw(3); "step 4" player.recover(1-player.hp); player.removeSkill('fanshi'); player.addSkill('juejing'); if(get.is.altered('shahun')){ player.storage.shahun=2; } else{ player.storage.shahun=3; } player.markSkill('shahun'); game.addVideo('storage',player,['shahun',player.storage.shahun]); }, group:'shahun2', intro:{ content:'turn' }, ai:{ save:true, skillTagFilter:function(player){ if(player.storage.shahun) return false; if(player.hp>0) return false; }, result:{ player:3 } } }, shahun2:{ trigger:{player:'phaseAfter'}, forced:true, filter:function(event,player){ return player.storage.shahun?true:false; }, content:function(){ if(player.storage.shahun>1){ player.storage.shahun--; game.addVideo('storage',player,['shahun',player.storage.shahun]); } else{ player.die(); } } }, yanjia_old:{ enable:'chooseToUse', filter:function(event,player){ return player.num('he',{type:'equip'})>0; }, filterCard:function(card){ return get.type(card)=='equip'; }, position:'he', viewAs:{name:'wuzhong'}, prompt:'将一张装备牌当无中生有使用', check:function(card){ var player=_status.currentPhase; if(player.num('he',{subtype:get.subtype(card)})>1){ return 11-ai.get.equipValue(card); } if(player.num('h')0&&player.storage.xuanning!=3; }, filterCard:function(card){ return get.type(card)=='basic'; }, check:function(card){ return 7-ai.get.useful(card); }, content:function(){ player.storage.xuanning=3; player.markSkill('xuanning'); game.addVideo('storage',player,['xuanning',player.storage.xuanning]); }, ai:{ result:{ player:function(player){ var num=player.num('h'); if(num>player.hp+1) return 1; if(player.storage.xuanning>=2) return 0; if(num>player.hp) return 1 if(player.storage.xuanning>=1) return 0; return 1; }, }, order:5 } }, xuanning2:{ trigger:{player:'damageEnd'}, forced:true, filter:function(event,player){ if(player.storage.xuanning){ return (event.source&&event.source.num('he')>0); } return false; }, logTarget:'source', content:function(){ var he=trigger.source.get('he'); if(he.length){ trigger.source.discard(he.randomGet()); } player.storage.xuanning--; if(!player.storage.xuanning){ player.unmarkSkill('xuanning'); } game.addVideo('storage',player,['xuanning',player.storage.xuanning]); } }, liuguang:{ trigger:{player:'phaseBegin'}, direct:true, filter:function(event,player){ if(player.storage.xuanning) return true; return false; }, content:function(){ "step 0" player.chooseTarget(function(card,player,target){ return player!=target; },get.prompt('liuguang'),[1,3]).ai=function(target){ return ai.get.damageEffect(target,player,player); } "step 1" if(result.bool){ player.storage.xuanning--; if(!player.storage.xuanning){ player.unmarkSkill('xuanning'); } event.targets=result.targets.slice(0); event.targets.sort(lib.sort.seat); player.logSkill('liuguang',result.targets); game.addVideo('storage',player,['xuanning',player.storage.xuanning]); } else{ event.finish(); } "step 2" if(event.targets.length){ var target=event.targets.shift(); var next=target.chooseToDiscard('流光:弃置一张牌或受到一点伤害','he'); next.ai=function(card){ if(ai.get.damageEffect(_status.event.player,player,_status.event.player)>=0) return -1; if(_status.event.player.hp==1) return 9-ai.get.value(card); return 8-ai.get.value(card); }; next.autochoose=function(){ return this.player.num('he')==0; }; event.current=target; } else{ event.finish(); } "step 3" if(result.bool&&result.cards&&result.cards.length){ event.goto(2); } else{ event.current.damage(); } }, ai:{ expose:0.2, threaten:1.3 } }, yangming:{ enable:'phaseUse', filter:function(event,player){ if(player.storage.yangming2>0) return false; return player.num('h',{color:'red'})>0; }, filterCard:function(card){ return get.color(card)=='red'; }, content:function(){ player.storage.yangming2=2; player.addSkill('yangming2'); game.addVideo('storage',player,['yangming2',player.storage.yangming2]); }, check:function(card){ return 6-ai.get.value(card); }, ai:{ result:{ player:function(player){ if(player.num('h')<=player.hp&&player.hp==player.maxHp){ return 0; } return 1; } }, order:6, threaten:1.3 } }, yangming2:{ trigger:{player:'phaseUseEnd'}, direct:true, mark:true, content:function(){ "step 0" player.storage.yangming2--; game.addVideo('storage',player,['yangming2',player.storage.yangming2]); if(player.storage.yangming2>0){ event.finish(); } else{ player.removeSkill('yangming2'); var num=game.countPlayer(function(current){ return get.distance(player,current)<=1&¤t.isDamaged(); }); if(num==0){ event.finish(); } else{ player.chooseTarget(function(card,player,target){ return get.distance(player,target)<=1&&target.hp1) return false; if(target.hp>2) return false; if(ai.get.attitude(player,target)>=0) return false; return ai.get.damageEffect(target,player,player,'fire'); } } } }, jiehuo_old:{ unique:true, forbid:['infinity'], skillAnimation:true, animationColor:'fire', init:function(player){ player.storage.jiehuo=false; }, enable:'phaseUse', filter:function(event,player){ //if(player.maxHp<=1) return false; return !player.storage.jiehuo }, intro:{ content:'limited' }, // mark:true, line:'fire', filterTarget:function(card,player,target){ return player!=target; }, selectTarget:-1, content:function(){ if(!player.storage.jiehuo2){ player.storage.jiehuo2=player.maxHp; player.addSkill('jiehuo2'); } player.storage.jiehuo=true; target.damage(Math.min(target.hp,player.storage.jiehuo2),'fire'); } }, jiehuo2:{ trigger:{player:'phaseUseEnd'}, forced:true, popup:false, content:function(){ player.die(); } }, yuling:{ unique:true, locked:true, group:['yuling1','yuling2','yuling3','yuling4','yuling5','yuling6'], intro:{ content:'time' }, alter:true, ai:{ noh:true, threaten:0.8, effect:{ target:function(card,player,target){ if(card.name=='bingliang') return 0; if(card.name=='lebu') return 1.5; if(card.name=='guohe'){ if(!target.num('e')) return 0; return 0.5; } if(card.name=='liuxinghuoyu') return 0; } } } }, yuling1:{ trigger:{player:['phaseDrawBefore','phaseDiscardBefore']}, priority:10, forced:true, popup:false, check:function(){ return false; }, content:function(){ trigger.untrigger(); trigger.finish(); } }, yuling2:{ trigger:{player:['loseEnd','drawEnd'],global:'gameDrawAfter'}, check:function(event,player){ return player.num('h')<2; }, priority:10, forced:true, filter:function(event,player){ return player.num('h')<5; }, content:function(){ player.draw(5-player.num('h')); } }, yuling3:{ trigger:{player:'gainEnd'}, priority:10, forced:true, filter:function(event,player){ return player.num('h')>5; }, check:function(event,player){ return player.num('h')<2; }, content:function(){ player.chooseToDiscard(true,player.num('h')-5); } }, yuling4:{ mod:{ cardEnabled:function(card,player){ if(_status.currentPhase!=player) return; var num=2; if(get.is.altered('yuling')) num=1; if(get.cardCount(true,player)>=player.maxHp+num) return false; } } }, yuling5:{ trigger:{player:['useCardAfter','phaseBegin']}, forced:true, popup:false, silent:true, content:function(){ player.storage.yuling=player.maxHp+2-get.cardCount(true,player); } }, yuling6:{ trigger:{player:'phaseAfter'}, forced:true, popup:false, silent:true, content:function(){ delete player.storage.yuling; } }, }, translate:{ gjqt_bailitusu:'百里屠苏', gjqt_fengqingxue:'风晴雪', gjqt_fanglansheng:'方兰生', gjqt_xiangling:'襄铃', gjqt_yinqianshang:'尹千觞', gjqt_hongyu:'红玉', gjqt_ouyangshaogong:'欧阳少恭', gjqt_xunfang:'巽芳', gjqt_yuewuyi:'乐无异', gjqt_wenrenyu:'闻人羽', gjqt_xiayize:'夏夷则', gjqt_aruan:'阿阮', zuiji:'醉饮', zuiji_info:'出牌阶段,你可以将一张手牌或装备牌当作酒使用', manwu:'曼舞', manwu_info:'在一名角色的结束阶段,若其手牌数为全场最少或之一,你可以令其摸一张牌', xfanghua:'芳华', xfanghua_info:'在你成为红色牌的目标后,你可以回复一点体力', yunyin:'云音', yunyin_info:'结束阶段,你可以弃置一张与本回合使用过的卡牌花色均不相同的手牌,视为使用一张基本牌或普通锦囊牌', shishui:'逝水', shishui_info:'锁定技,每当你使用一张红色牌,你令目标流失一点体力', duhun:'渡魂', duhun_info:'濒死阶段,你可以与一名体力值不超过你的体力上限的角色拼点,若你赢,你失去一点体力上限并与该角色交换体力值;若你没赢,你立即死亡', duhun_info_alter:'濒死阶段,你可以与一名体力值不超过你的体力上限的角色拼点,若你赢,你失去一点体力上限并将体力值回复至与该角色相同;若你没赢,你立即死亡', chizhen:'驰阵', chizhen_info:'出牌阶段开始时,你可以摸X张牌并弃置X张牌,若你弃置了杀,可以视为使用一张决斗(X为你已损失的体力值且至少为1)', xidie:'戏蝶', xidie2:'戏蝶', xidie_info:'准备阶段,若你的手牌数大于体力值,可以弃置至多X张牌,并于结束阶段摸等量的牌,X为你的体力值与手牌数之差且不超过3', meihu:'魅狐', meihu2:'魅狐', meihu_info:'当你受到伤害后,可令伤害来源交给你一张手牌', jianwu:'剑舞', jianwu_info:'锁定技,攻击范围不含你的角色无法闪避你的杀', meiying:'魅影', meiying_info:'一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以弃置一张红色牌视为对其使用一张杀', zuizhan:'乱斩', zuizhan_info:'每当你使用一张杀,可以摸一张牌,然后此杀随机增加一个额外目标', qianhuan:'千幻', qianhuan_info:'回合结束后,若你已受伤,你可以回复一点体力并将武将牌翻面。若你的武将牌背面朝上,你不能使用卡牌,也不能成为卡牌的目标', fumo:'伏魔', fumo_info:'每当你受到一次伤害,可以弃置两张颜色相同的手牌并对伤害来源造成一点雷电伤害', fanyin:'梵音', fanyin_info:'结束阶段,你可以令其他一名角色复原武将牌。若其体力值是全场最少的之一,其回复一点体力。', mingkong:'明空', mingkong_info:'锁定技,若你没有手牌,你受到的伤害-1,然后伤害来源摸一张牌', qinglan:'晴岚', qinglan_info:'每当有一名角色即将受到属性伤害,你可以弃置一张牌令其防止此伤害,然后伤害来源摸一张牌并回复一点体力', yuehua:'月华', yuehua_info:'每当你于回合外使用、打出或弃置红色牌,你可以摸一张牌', xuelu:'血戮', xuelu_info:'结束阶段,若你已受伤,你可以弃置一张红色牌并对一名其他角色造成一点火焰伤害;若你已损失体力值不少于3,改为造成两点火焰伤害', xuelu_info_alter:'结束阶段,若你已受伤,你可以弃置一张红色牌并对一名其他角色造成一点火焰伤害', fanshi:'反噬', fanshi_info:'锁定技,弃牌阶段结束时,若你本回合内造成过伤害,你流失一点体力并摸一张牌', shahun:'煞魂', shahun2:'煞魂', shahun_info:'限定技,濒死阶段,你可以复原武将牌,弃置所有牌并摸三张牌,然后将体力回复至1;若如此做,你失去技能【反噬】,获得技能【绝境】,并于三回合后立即死亡', shahun_info_alter:'限定技,濒死阶段,你可以复原武将牌,弃置所有牌并摸三张牌,然后将体力回复至1;若如此做,你失去技能【反噬】,获得技能【绝境】,并于两回合后立即死亡', yanjia:'偃甲', yanjia_info:'出牌阶段,你可以将两张非特殊装备牌合成为一张强化装备', xiuhua:'袖花', xiuhua_info:'每当一件其他角色的装备因被替换或弃置进入弃牌堆,你可以获得之', liuying:'流影', liuying_info:'每当你使用一张杀,你可以指定一名不是此杀目标的角色并进行一次判定,若结果是黑色,将其追加为杀的额外目标并可以再次判定', boyun:'拨云', boyun1:'拨云', boyun2:'拨云', boyun_info:'在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成一点伤害,否则你摸一张牌', jizhan:'疾战', jizhan_info:'出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张不计入出杀次数的杀', qianjun:'千军', qianjun_info:'每当你使用一张杀,你可以弃置一张牌,令距离目标1以内的所有角色成为额外目标', xuanning:'玄凝', xuanning1:'玄凝', xuanning2:'玄凝', liuguang:'流光', yangming:'养命', yangming2:'养命', xuanning_info:'出牌阶段,你可以弃置一基本牌,获得至多3个玄凝标记。当你受到伤害时,你失去一枚玄凝标记,伤害来源随机弃置一张牌', liuguang_info:'准备阶段,若你有玄凝标记,你可以弃置一枚玄凝标记,选择至多三名角色依次令其选择一项:弃置一张牌,或受到一点伤害,并终止流光结算', yangming_info:'出牌阶段,你可以弃置一张红色牌,并在下个出牌阶段结束时令距离1以内的任意名角色回复一点体力,在此之前不可再次发动', zhaolu:'朝露', jiehuo:'劫火', yuling:'御灵', yuling1:'御灵', yuling2:'御灵', yuling3:'御灵', yuling4:'御灵', zhaolu_info:'锁定技,每隔X回合,你流失一点体力上限,每当你受到一点伤害或有人死亡,视为减少两个回合,X为现存角色数且至多为5', jiehuo_info:'限定技,出牌阶段,你可以对一名其他角色造成两点火焰伤害,然后死亡', yuling_info:'锁定技,你没有摸牌和弃牌阶段,你的手牌数始终为5,你在一个出牌阶段最多使用X+2张牌,X为你的体力上限', yuling_info_alter:'锁定技,你没有摸牌和弃牌阶段,你的手牌数始终为5,你在一个出牌阶段最多使用X+1张牌,X为你的体力上限', }, }