character.zhuogui={ character:{ nianshou:['male','shu',4,['nianrui','qixiang']], mamian:['male','qun',4,['lianyu','guiji']], niutou:['male','shu',4,['manjia','xiaoshou'],['fullskin']], baiwuchang:['male','qun',3,['qiangzheng','zuijiu']], heiwuchang:['male','qun',3,['suoling','xixing']], }, skill:{ qixiang:{ group:['qixiang1','qixiang2'], ai:{ effect:{ target:function(card,player,target,current){ if(card.name=='lebu'&&card.name=='bingliang') return 0.8; } } } }, qixiang1:{ trigger:{player:'judge'}, forced:true, filter:function(event,player){ if(event.card){ if(event.card.viewAs){ return event.card.viewAs=='lebu'; } else{ return event.card.name=='lebu'; } } }, content:function(){ player.addTempSkill('qixiang3','phaseJudgeAfter'); } }, qixiang2:{ trigger:{player:'judge'}, forced:true, filter:function(event,player){ if(event.card){ if(event.card.viewAs){ return event.card.viewAs=='bingliang'; } else{ return event.card.name=='bingliang'; } } }, content:function(){ player.addTempSkill('qixiang4','phaseJudgeAfter'); } }, qixiang3:{ mod:{ suit:function(card,suit){ if(suit=='diamond') return 'heart'; } } }, qixiang4:{ mod:{ suit:function(card,suit){ if(suit=='spade') return 'club'; } } }, nianrui:{ trigger:{player:['phaseBegin','phaseEnd']}, content:function(){ "step 0" player.judge(function(card){ return get.color(card)=='red'?1:0; }); "step 1" if(result.bool){ player.draw(); } } }, lianyu:{ enable:'phaseUse', usable:1, filterCard:{color:'red'}, check:function(card){return 6-ai.get.value(card)}, filterTarget:true, selectTarget:-1, line:'fire', content:function(){ target.damage('fire'); }, ai:{ result:{ player:function(card,player,target){ var eff=0; for(var i=0;iplayers[1].hp&&players[0]!=player; }, check:function(event,player){ var players=game.players.slice(0); players.sort(function(a,b){ return b.hp-a.hp; }); return ai.get.damageEffect(players[0],player,player,'fire')>0; }, prompt:function(){ var players=game.players.slice(0); players.sort(function(a,b){ return b.hp-a.hp; }); return '枭首:是否对'+get.translation(players[0])+'造成一点火焰伤害?'; }, content:function(){ var players=game.players.slice(0); players.sort(function(a,b){ return b.hp-a.hp; }); if(players[0].hp>players[1].hp&&players[0]!=player){ players[0].damage('fire'); player.line(players[0],'fire'); } }, ai:{ expose:0.2 } }, guiji:{ trigger:{player:'phaseJudgeBegin'}, forced:true, content:function(){ player.discard(player.get('j').randomGet()); }, filter:function(event ,player){ return player.num('j')>0; }, ai:{ effect:{ target:function(card,player,target,current){ if(get.type(card)=='delay'&&target.num('j')==0) return 0.1; } } } }, qiangzheng:{ trigger:{player:'phaseEnd'}, direct:true, forced:true, filter:function(event,player){ for(var i=0;i0; }).ai=function(target){ return -ai.get.attitude(player,target); }; "step 1" if(result.targets&&result.targets.length){ player.logSkill('qiangzheng',result.targets); player.gain(result.targets[0].get('h').randomGet()); result.targets[0].$give(1,player); game.delay(); } } }, zuijiu:{ trigger:{source:'damageBegin'}, filter:function(event){ return event.card&&event.card.name=='sha'&&get.color(event.card)=='black'; }, forced:true, content:function(){ trigger.num++; player.addSkill('zuijiu2'); } }, zuijiu2:{ trigger:{source:'damageEnd'}, forced:true, popup:false, content:function(){ player.removeSkill('zuijiu2'); player.chooseToDiscard(true); } }, suoling:{ trigger:{player:'phaseEnd'}, forced:true, filter:function(event,player){ if(player.isLinked()) return true; for(var i=0;i