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,['zhongji','zuizhan']], gjqt_hongyu:['female','shu',4,['jianwu','meiying']], gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua']], gjqt_wenrenyu:['female','shu',4,['jizhan','qianjun']], gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']], gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']], }, skill:{ 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('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; for(var i=0;iplayer.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1); }, prompt:function(event,player){ return '是否对'+get.translation(event.player)+'发动【魅影】?' }, 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('是否发动【戏蝶】?',[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; }, 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.$give(1,player); } }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'damage')){ if(player.skills.contains('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" player.chooseToDiscard('是否发动伏魔?',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; }).ai=function(card){ if(ai.get.damageEffect(trigger.source,player,player,'thunder')>0){ return 8-ai.get.value(card); } return 0; }; "step 1" if(result.bool){ player.logSkill('fumo',trigger.source,'thunder'); // player.line(trigger.source,'thunder'); trigger.source.damage('thunder'); } }, ai:{ threaten:0.8 } }, fanyin:{ trigger:{player:'phaseEnd'}, direct:true, content:function(){ "step 0" player.chooseTarget('是否发动【梵音】?',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; for(var i=0;i0){ var min=true; for(var i=0;i0){ 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" var min=true; for(var i=0;i=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.skills.contains('jueqing')) return; return 0.1; } } } }, }, mingkong2:{ trigger:{source:'damageEnd'}, 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('是否对'+get.translation(trigger.player)+'发动【晴岚】?','he'); next.logSkill='qinglan'; 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; }, content:function(){ "step 0" player.chooseCardTarget({ position:'he', filterTarget:function(card,player,target){ return player!=target; }, filterCard:function(card){ return get.color(card)=='red'; }, ai1:function(card){ return 9-ai.get.value(card); }, ai2:function(target){ return ai.get.damageEffect(target,player,player,'fire'); }, prompt:'是否发动【血戮】?' }); "step 1" if(result.bool){ event.target=result.targets[0]; player.logSkill('xuelu',event.target,'fire'); event.num=Math.ceil((player.maxHp-player.hp)/2); if(event.num>2) event.num=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:{ 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', filter:function(event,player){ return !player.storage.shahun&&player.hp<=0; }, content:function(){ "step 0" var cards=player.get('hej'); player.discard(cards); event.num=Math.max(3,cards.length); "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'); 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:{ 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; }, content:function(){ player.discardPlayerCard(trigger.source,ai.get.buttonValue,'he',true); 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; },'是否发动【流光】?',[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=0 for(var i=0;i5; }, 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; if(get.cardCount(true,player)>=player.maxHp+2) 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_yuewuyi:'乐无异', gjqt_wenrenyu:'闻人羽', gjqt_xiayize:'夏夷则', gjqt_aruan:'阿阮', xidie:'戏蝶', xidie2:'戏蝶', xidie_info:'回合开始阶段,若你的手牌数大于体力值,可以弃置至多X张牌,并于回合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', zhongji:'重击', zhongji_info:'每当你即将造成伤害,可弃置一张黑色手牌令伤害+1', zuizhan:'醉斩', 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:'回合结束阶段,你可以令一名角色重置武将牌。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:'回合结束阶段,你可以弃置一张红色牌并对一名其他角色造成X点火焰伤害,X为你已损失体力值的一半,向上取整且不超过2', fanshi:'反噬', fanshi_info:'锁定技,若你于回合内造成过伤害,你于弃牌阶段结束时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,你可以重置武将牌,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', xiuhua:'袖花', xiuhua_info:'每当你使用杀击中目标,你可以将其拉至你的旁边', liuying:'流影', liuying_info:'你可以将一张装备牌当顺手牵羊使用', yanjia:'偃甲', yanjia_info:'你可以将一张装备牌当无中生有使用', 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,若你有玄凝标记,你须弃置一个玄凝标记并弃置伤害来源一张牌', liuguang_info:'回合开始阶段,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弃置一张牌或受到一点伤害,若有角色受到伤害则终止结算', 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,你可以令所有其他角色受到X点火焰伤害,并在此阶段结束后死亡,X为你的体力上限且不超过该角色的当前体力值', 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', }, }