'use strict'; game.import('character',function(lib,game,ui,get,ai,_status){ return { name:'xianjian', character:{ pal_lixiaoyao:['male','qun',4,['tianjian','yufeng']], pal_zhaoliner:['female','wei',3,['huimeng','tianshe']], pal_linyueru:['female','wei',3,['guiyuan','qijian']], pal_wangxiaohu:['male','qun',4,['husha']], pal_sumei:['female','shu',3,['sheying','dujiang','huahu']], pal_shenqishuang:['female','wei',3,['qixia','jianzhen','binxin']], pal_jingtian:['male','wu',3,['sajin','jubao']], pal_xuejian:['female','shu',3,['xshuangren','shenmu','duci']], pal_longkui:['female','qun',3,['fenxing','diewu','lingyu']], pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian']], pal_changqing:['male','wei',4,['luanjian','ctianfu']], pal_nangonghuang:['male','wei',3,['zhaoyao','sheling','zhangmu']], pal_wenhui:['female','shu',4,['huxi','longxiang']], pal_wangpengxu:['female','shu',3,['duxinshu','feixu']], pal_xingxuan:['male','wei',3,['feizhua','leiyu','lingxue']], pal_leiyuange:['male','shu',4,['feng','ya','song']], pal_yuntianhe:['male','wu',4,['longxi','zhuyue','guanri']], pal_hanlingsha:['female','shu',3,['tannang','tuoqiao']], pal_liumengli:['female','wei',3,['tianxian','runxin','zhimeng']], pal_murongziying:['male','wei',4,['xuanning','poyun','qianfang']], pal_xuanxiao:['male','wei',4,['xuanyan','ningbin','xfenxin']], // pal_jiangyunfan:['male','wei',4,[]], // pal_tangyurou:['male','wei',4,[]], // pal_longyou:['male','wei',4,[]], // pal_xiaoman:['male','wei',4,[]], pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']], pal_muchanglan:['female','wu',3,['feixia','lueying']], pal_xia:['female','shu',3,['zongyu','fanling']], pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']], }, characterIntro:{ pal_lixiaoyao:'一个天资聪颖的乡下客栈店小二,因一壶酒被酒剑仙传授了蜀山仙剑派剑术,在仙灵岛与赵灵儿相遇,自此经历重重磨难成长为一代旷世奇侠。灵儿牺牲以后他悲痛欲绝。后出任蜀山掌门,取道号一贫,从此御剑行遍天下,行侠仗义、斩妖除魔。多年后因魔教之乱,故引咎卸职,成为蜀山七圣之一。而后虽心力交瘁,但仍竭力保护天下苍生。', pal_zhaoliner:'林青儿与巫王之女,亦是女娲族人。自幼与世隔绝,跟随姥姥隐居仙灵岛修炼,躲避仇人的追杀。难以告人的神秘身世,让她逃不过命运的捉弄,注定在滚滚红尘中历尽千灾万劫。在最终,赵灵儿为了消灭拜月水魔兽,与其同归于尽。但在王小虎、李忆如决战大魔头千叶禅师的结尾,出现了她的声音。', pal_linyueru:'天资灵秀,聪敏慧黠,情深义重。身为江南武林魁首林家堡之武门千金,与李逍遥不打不相识,并在此后的寻人旅途中相知相恋。在经历过重重艰辛和生离死别后,遥月二人终于携手而共结连理,与高堂娇儿共享天伦。', pal_wangxiaohu:'李逍遥的同乡,自小仰慕李逍遥,想要拜在他门下,得知拜师无望之后,遂跟随李大婶学习排云掌法。之后前往杭州拜“三大神捕”之一的”神眼魔刀”盛尊武为师,并习得魔刀刀法。热血少年,敢作敢当,嫉恶如仇,相信人定胜天。他最后发现千叶禅师的阴谋,与众人合力击败千叶禅师。', pal_sumei:'蛇妖和狐精之女,其父母当年被李逍遥和林月如所杀,因此她一直想要报仇,可以说是为报仇而活着。爱上王小虎,认识李忆如之后,苏媚学会了宽恕,最后甚至为了朋友和爱人牺牲自己。', pal_shenqishuang:'乳名沈七七,峨嵋山仙霞派掌门清柔师太座下弟子,与四位师姊妹合称“仙霞五奇”,排行第四,个性拘谨温婉,对小虎心怀爱意却不敢开口表达。', pal_jingtian:'永安当的小伙计,司“管饰”一职,专门保管当铺收押的首饰珠宝类贵重物品。景天不但有鉴别古董珠宝的天赋,而且对买卖、帐目能很精通,对保管的当品更有过目不忘的本事。每日幻想有朝一日能富甲天下或成为人人景仰的蜀山剑仙。', pal_xuejian:'出身唐门,虽为大小姐,却备受家族内部排挤欺凌。后离开唐家堡,与景天等人一同浪迹江湖并探寻自己的身世秘密。经历各种事件后,与景天结为连理,并育有一子名为景小楼。', pal_longkui:'古时的姜国公主,景天前世龙阳的妹妹。因国破家亡而跳入铸剑炉,成为魔剑剑灵。龙葵拥有两种性格形态:蓝色龙葵温柔娴淑,红色龙葵火辣张扬。', pal_zixuan:'女娲族后裔,饱受情爱煎熬三生三世之苦。在面对为了天下苍生而牺牲生命的女娲族宿命时,她坦然接受,把自己用水灵珠修炼的内丹渡给徐长卿使他成为上仙,最后献出自己的生命封印锁妖塔。', pal_changqing:'蜀山仙剑派俗家弟子。自幼被蜀山掌门清微收为入室弟子,武学天赋极高。与紫萱相恋三世,最终紫萱为修复锁妖塔而牺牲了自己并把自己用水灵珠修炼的内丹渡给徐长卿,使徐长卿迅速成仙并继任蜀山派第二十三代掌门,最后辞去了掌门职务归隐。', pal_nangonghuang:'出生不久后父母被为了追寻记忆而来燎日所误杀,后来被常纪带到蜀山抚养长大,视同己出。从小希望得到尊敬。后来奉蜀山掌门徐长卿之命开启地脉入口,疏通五灵,从而使蜀山"否极泰来"、回复混沌状态。', pal_wenhui:'爽朗大方,性情如同男子,极富正义感;内心却是天真少女般剔透明净。因为不愿嫁去室韦而逃出家里,后与南宫煌相遇,并随其完成地脉任务。', pal_wangpengxu:'原形是一只娇小可爱的五毒兽。擅长读心术,可以看透人的心思。多次被南宫煌无意中救下,后跟随其恢复地脉。', pal_xingxuan:'南宫煌之兄,幼时被燎日带走并由其抚养长大。身体其实是一具尸体(尸体是其父赤炎的),不仅残缺而且带有剧毒。初,灵肉分离,身体毫无感觉,后经重楼相助灵肉合一。为使尸身不坏,使用剧毒保存,故无法进入人界,绝大多数时间身在里蜀山。有领导才能,凭借自身上位者的气质和才干,在里蜀山妖界占据了一定势力。', pal_leiyuange:'是个来历成谜的木讷男子,擅长使用弩、单手斧,有三只名为风雅颂的怪鸟时常出现在他的头顶代替其言语。生前为室韦族族长,死后尸体被鬼差附身。在胜洲与南宫煌与温慧等人结识,并成为好友。', pal_yuntianhe:'自幼孤身一人在黄山青鸾峰长大,从未下过山,对外界事物一无所知。一次偶然的机会与闯入父亲的墓室寻找宝藏的少女韩菱纱相遇。为了更多地了解父亲的过去、也为了成为剑仙,云天河与韩菱纱和柳梦璃一同拜入昆仑琼华派成为门下弟子。下山后云天河虽经历种种,但从未改变过“我命由我不由天”的想法。', pal_hanlingsha:'背负着家族命运而四处奔走的少女,自称是独行千里的陵墓大盗。年纪不大,却对辨识墓穴位置、破解奇诡机关、地脉风水之学颇有研究。', pal_liumengli:'妖界婵幽之女,因19年前妖界大战而失散,被云天青行侠救下后送至寿阳城县家抚养。', pal_murongziying:'昆仑琼华派弟子。很小就被家人送至琼华派修行,天赋极高,在同辈弟子中修为较深,已臻“以气御剑”的境界。性格外冷内热,稳重内敛;看似不易相处,实则是一个恩怨分明、极重情义的热血男儿。', pal_xuanxiao:'天赋异禀,资质极佳,是万中无一的修仙奇才,和夙玉用双剑束缚幻瞑界吸取灵力并引发琼华派与妖界之战。因夙玉离开昆仑,修炼双剑中断,他被邪火入侵而走火入魔,打伤数名师兄弟,被夙瑶联合青阳、重光与宗炼长老冰封19年,因此逢缘与云天河结拜。', // pal_jiangyunfan:'', // pal_tangyurou:'', // pal_longyou:'', // pal_xiaoman:'', pal_xiahoujinxuan:'夏侯世家的少主。因不喜舞枪弄剑,专爱趣闻逸史,让父亲深感恨铁不成钢;好在他对于仙术符法也有所涉略,没沦落到手无缚鸡之力的境地。', pal_muchanglan:'行走江湖买卖消息的佣兵,冷艳霸气,洞察力强。受人雇佣而加入夏侯瑾轩等一行人,虽然目的不纯,但通过相处,渐渐地被改变;同时通过夏侯瑾轩等人的帮助,完成了救治暮蔼村村民的心愿。', pal_xia:'走江湖卖艺为生的孤女,性格倔强,自尊心强,不喜欢被人小看,更不爱占别人的便宜。卖艺的艰辛让她深知人间冷暖,却仍保持善良天性。', pal_jiangcheng:'折剑山庄庄主欧阳英的得意门生,但因其蚩尤后人魔族的身份,令他无法被容于人界;再加上人界半魔同族饱受人类迫害,故最终成为净天教教主魔君“姜世离”,毅然肩负起保护同族的重任。', }, skill:{ zongyu:{ enable:'phaseUse', usable:1, filterCard:{color:'black'}, position:'he', filter:function(event,player){ return lib.card.feibiao&&player.countCards('he',{color:'black'}); }, check:function(card){ return 8-ai.get.value(card); }, content:function(){ var list=player.getEnemies(); if(list.length){ player.useCard({name:'feibiao'},list.randomGets(2)); } }, ai:{ threaten:1.5, order:6, result:{ player:1 } } }, fanling:{ trigger:{global:'loseHpAfter'}, forced:true, usable:1, filter:function(event,player){ return event.player!=player&&player.isDamaged(); }, content:function(){ player.recover(); }, ai:{ threaten:1.3 } }, dujiang:{ enable:'phaseUse', usable:1, position:'he', filterCard:{color:'black'}, check:function(card){ return 6-get.value(card) }, content:function(){ var list=player.getEnemies(); if(list.length){ var target=list.randomGet(); player.line(target,'green'); target.gain(game.createCard('du'),'gain2'); } }, ai:{ order:1, result:{ player:1 }, threaten:1.5 }, }, sheying:{ trigger:{source:'damageAfter'}, filter:function(event,player){ return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0])=='d'; }, usable:1, prompt2:function(event){ return '进行一次判定,若结果为黑色,你获得'+get.translation(event.cards); }, content:function(){ 'step 0' player.judge(function(card){ return get.color(card)=='black'?1:-1; }); 'step 1' if(result.color=='black'){ player.gain(trigger.cards); player.$gain2(trigger.cards); } }, }, huahu:{ enable:'phaseUse', unique:true, mark:true, skillAnimation:true, animationColor:'metal', init:function(player){ player.storage.huahu=false; }, filter:function(event,player){ if(player.storage.huahu) return false; return true; }, filterTarget:function(card,player,target){ return target!=player; }, selectTarget:[1,Infinity], contentBefore:function(){ player.awakenSkill('huahu'); player.storage.huahu=true; player.loseMaxHp(true); player.clearSkills(); }, content:function(){ target.recover(); target.changeHujia(); target.draw(false); target.$draw(); }, ai:{ order:1, result:{ target:function(player,target){ if(player.hasUnknown()) return 0; var num=0; var players=game.filterPlayer(); for(var i=0;i2&& ai.get.recoverEffect(players[i],player,player)>0){ if(players[i].hp==1){ if(player.hp=3) return 1; return 0; } }, }, intro:{ content:'limited' } }, binxin:{ trigger:{global:'phaseEnd'}, check:function(event,player){ return get.attitude(player,event.player)>0; }, filter:function(event,player){ return event.player.hp==1; }, logTarget:'player', content:function(){ trigger.player.changeHujia(); }, ai:{ expose:0.1 } }, qixia:{ trigger:{player:['useCardAfter','respondAfter']}, forced:true, popup:false, silent:true, init:function(player){ player.storage.qixia=[]; }, mark:true, intro:{ content:function(storage){ if(!storage.length){ return '未使用或打出过有花色的牌'; } else{ var str='已使用过'+get.translation(storage[0]+'2'); for(var i=1;i=4; }, content:function(){ player.insertPhase(); player.storage.qixia.length=0; player.syncStorage('qixia'); player.updateMarks(); } } } }, qixia_old:{ trigger:{global:'damageAfter'}, direct:true, filter:function(event,player){ return !player.hasSkill('qixia2')&&event.source!=player&&event.player.isIn()&&player.countCards('he',{color:'red'}); }, content:function(){ 'step 0' player.chooseToDiscard('he',get.prompt('qixia',trigger.player),{color:'red'}).set('logSkill',['qixia',trigger.player]).ai=function(card){ if(get.attitude(player,trigger.player)>0){ if(trigger.player.hp==1){ return 10-ai.get.value(card); } return 8-ai.get.value(card); } } 'step 1' if(result.bool){ player.addTempSkill('qixia2','phaseAfter'); trigger.player.draw(2); if(trigger.player.hp==1&&!trigger.player.hujia){ trigger.player.changeHujia(); } } }, ai:{ threaten:1.8 } }, qixia2:{}, jianzhen:{ trigger:{player:'shaAfter'}, forced:true, filter:function(event,player){ return event.target.isIn()&&game.hasPlayer(function(current){ return current.canUse('sha',event.target,false)&¤t!=player; }); }, content:function(){ 'step 0' event.targets=game.filterPlayer(function(current){ return current.canUse('sha',trigger.target,false)&¤t!=player; }); event.targets.sortBySeat(trigger.player); 'step 1' if(event.targets.length){ event.current=event.targets.shift(); if(event.current.hasSha()){ event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.target)+'使用一张杀?',trigger.target,-1); } event.redo(); } }, ai:{ expose:0.2, threaten:1.4 }, }, husha:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ if(player.storage.husha==1){ return game.hasPlayer(function(current){ return player.canUse('sha',current,false); }) } else{ return player.storage.husha>0; } }, content:function(){ 'step 0' var list=[]; if(game.hasPlayer(function(current){ return player.canUse('sha',current,false); })){ list.push('移去1枚虎煞标记,视为使用一张杀'); } if(player.storage.husha>1){ list.push('移去2枚虎煞标记,视为使用一张南蛮入侵'); if(player.storage.husha>2){ list.push('移去3枚虎煞标记,视为对除你之外的角色使用一张元素毁灭'); } } player.chooseControl('cancel2',function(){ if(player.storage.husha>2){ var num1=game.countPlayer(function(current){ if(current!=player&&player.canUse('yuansuhuimie',current)){ return get.sgn(ai.get.effect(current,{name:'yuansuhuimie'},player,player)); } }); var num2=game.countPlayer(function(current){ if(current!=player&&player.canUse('yuansuhuimie',current)){ return ai.get.effect(current,{name:'yuansuhuimie'},player,player); } }); console.log(num1,num2); if(num1>0&&num2>0) return 3; } if(player.storage.husha>1){ var num=game.countPlayer(function(current){ if(current!=player&&player.canUse('nanman',current)){ return get.sgn(ai.get.effect(current,{name:'nanman'},player,player)); } }); if(num>0) return 2; } if(game.hasPlayer(function(current){ return player.canUse('sha',current,false)&&ai.get.effect(current,{name:'sha'},player,player)>0; })){ return 1; } }).set('prompt',get.prompt('husha')).set('choiceList',list); 'step 1' if(result.control!='cancel2'){ player.logSkill('husha'); if(result.control=='选项一'){ event.sha=true; player.storage.husha--; player.chooseTarget('选择出杀的目标',true,function(card,player,target){ return player.canUse('sha',target,false); }).ai=function(target){ return ai.get.effect(target,{name:'sha'},player,player); } } else if(result.control=='选项二'){ var list=game.filterPlayer(function(current){ return player.canUse('nanman',current); }); player.storage.husha-=2; list.sortBySeat(); player.useCard({name:'nanman'},list); } else{ var list=game.filterPlayer(function(current){ return player.canUse('yuansuhuimie',current); }); player.storage.husha-=3; list.remove(player); list.sortBySeat(); player.useCard({name:'yuansuhuimie'},list); } if(!player.storage.husha){ player.unmarkSkill('husha'); } else{ player.syncStorage('husha'); player.updateMarks(); } } 'step 2' if(event.sha&&result.targets&&result.targets.length){ player.useCard({name:'sha'},result.targets[0]); } }, init:function(player){ player.storage.husha=0; }, intro:{ content:'mark' }, group:'husha_count', subSkill:{ count:{ trigger:{source:'damageEnd'}, forced:true, filter:function(event,player){ if(player.storage.husha<3){ var evt=event.getParent('phaseUse'); return evt&&evt.player==player; } return false; }, content:function(){ player.storage.husha+=trigger.num; if(player.storage.husha>3){ player.storage.husha=3; } player.markSkill('husha'); player.syncStorage('husha'); player.updateMarks(); } } } }, fenshi:{ unique:true, skillAnimation:true, animationColor:'fire', trigger:{player:'dyingAfter'}, forced:true, mark:true, derivation:'longhuo', intro:{ content:'limited' }, content:function(){ player.awakenSkill('fenshi'); player.changeHujia(2); player.draw(2); player.addSkill('longhuo'); }, }, longhuo:{ unique:true, trigger:{player:'phaseEnd'}, check:function(event,player){ if(player.hp==1&&player.hujia==0) return false; var num=game.countPlayer(function(current){ var eff=get.sgn(get.damageEffect(current,player,player,'fire')); if(current.hp==1&¤t.hujia==0) eff*=1.5; return eff; }); return num>0; }, content:function(){ 'step 0' event.targets=get.players(lib.sort.seat); 'step 1' if(event.targets.length){ var current=event.targets.shift(); if(current.isIn()){ player.line(current,'fire'); current.damage('fire'); event.redo(); } } } }, yanzhan:{ enable:'phaseUse', viewAs:{name:'sha',nature:'fire'}, usable:1, position:'he', viewAsFilter:function(player){ if(!player.countCards('he',{color:'red'})) return false; }, filterCard:{color:'red'}, check:function(card){ if(get.suit(card)=='heart') return 7-get.value(card); return 5-get.value(card); }, onuse:function(result){ if(result.targets){ for(var i=0;i2||nh==0)){ return false; } } } }, feixia:{ enable:'phaseUse', usable:1, filterCard:{color:'red'}, position:'he', filter:function(event,player){ return player.countCards('he',{color:'red'})>0; }, check:function(card){ return 7-get.value(card); }, content:function(){ var targets=player.getEnemies(); if(targets.length){ var target=targets.randomGet(); target.addExpose(0.2); player.useCard({name:'sha'},target,false); } }, ai:{ order:2.9, result:{ player:1 } } }, lueying:{ trigger:{player:'shaBegin'}, filter:function(event,player){ if(event.target.countCards('he')>0){ return game.hasPlayer(function(current){ return current!=player&¤t!=event.target&¤t.countCards('he'); }); } return false; }, logTarget:'target', usable:1, content:function(){ 'step 0' var card=trigger.target.getCards('he').randomGet(); player.gain(card,trigger.target); if(get.position(card)=='e'){ trigger.target.$give(card,player); } else{ trigger.target.$giveAuto(card,player); } 'step 1' if(game.hasPlayer(function(current){ return current!=player&¤t!=trigger.target&¤t.countCards('he'); })){ trigger.target.chooseTarget(function(card,player,target){ return target!=player&&target!=_status.event.parent.player&&target.countCards('he')>0; },'选择一名角色并令'+get.translation(player)+'弃置其一张牌').ai=function(target){ return -get.attitude(_status.event.player,target); }; } else{ event.finish(); } 'step 2' if(result.bool){ trigger.target.line(result.targets[0],'green'); player.discardPlayerCard(result.targets[0],true,'he'); } }, ai:{ threaten:1.5, expose:0.2, } }, tianjian:{ enable:'phaseUse', viewAs:{name:'wanjian'}, filterCard:{name:'sha'}, filter:function(event,player){ return player.countCards('h','sha')>0; }, alter:true, usable:1, group:'tianjian_discard', subSkill:{ discard:{ trigger:{source:'damageEnd'}, forced:true, filter:function(event){ if(get.is.altered('tianjian')) return false; return event.parent.skill=='tianjian'&&event.player.countCards('he'); }, popup:false, content:function(){ trigger.player.discard(trigger.player.getCards('he').randomGet()); } } } }, feng:{ unique:true, init:function(player){ player.storage.feng=0; }, mark:true, intro:{ content:'已累计摸#次牌' }, trigger:{player:'drawBegin'}, forced:true, popup:false, content:function(){ if(player.storage.feng<2){ player.storage.feng++; } else{ trigger.num++; player.storage.feng=0; player.logSkill('feng'); } player.updateMarks(); } }, ya:{ unique:true, init:function(player){ player.storage.ya=0; }, mark:true, intro:{ content:'已累计受到#次伤害' }, trigger:{player:'damageBegin'}, filter:function(event,player){ if(player.storage.ya==2) return event.num>0; return true; }, forced:true, popup:false, content:function(){ if(player.storage.ya<2){ player.storage.ya++; } else if(trigger.num>0){ trigger.num--; player.storage.ya=0; player.logSkill('ya'); } player.updateMarks(); } }, song:{ unique:true, init:function(player){ player.storage.song=0; }, mark:true, intro:{ content:'已累计造成#次伤害' }, trigger:{source:'damageBegin'}, forced:true, popup:false, content:function(){ if(player.storage.song<2){ player.storage.song++; } else{ trigger.num++; player.storage.song=0; player.logSkill('song'); } player.updateMarks(); } }, longxiang:{ trigger:{player:'shaBegin'}, filter:function(event,player){ return event.target.countCards('h')>player.countCards('h'); }, check:function(event,player){ return get.attitude(player,event.target)<0; }, logTarget:'target', content:function(){ var hs=trigger.target.getCards('h'); trigger.target.discard(hs.randomGets(hs.length-player.countCards('h'))); } }, huxi:{ enable:'chooseToUse', viewAs:{name:'sha'}, precontent:function(){ 'step 0' player.loseHp(); 'step 1' player.changeHujia(); }, filterCard:function(){return false}, selectCard:-1, prompt:'失去一点体力并获得一点护甲,视为使用一张杀', ai:{ order:function(){ var player=_status.event.player; if(player.hp<=2) return 0; return 2; }, skillTagFilter:function(player,tag,arg){ if(arg!='use') return false; }, respondSha:true, } }, xuanmo:{ enable:'phaseUse', usable:1, filterCard:function(card){ var type=get.type(card,'trick'); return type=='basic'||type=='equip'||type=='trick'; }, check:function(card){ return 8-get.value(card); }, filter:function(event,player){ return player.countCards('h')>0; }, discard:false, prepare:'throw', content:function(){ game.log(player,'将',cards,'置于牌堆顶'); ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild); var list=get.inpile(get.type(cards[0],'trick'),'trick').randomGets(2); for(var i=0;i0){ return att+1/Math.sqrt(1+target.countCards('h')); } return 0; }; 'step 2' if(result.bool){ player.line(result.targets[0],'green'); result.targets[0].draw(); event.targets.push(result.targets[0]); if(event.targets.length==game.players.length){ event.finish(); } else{ player.chooseTarget('令一名角色获得一点护甲',function(card,player,target){ return !event.targets.contains(target); }).ai=function(target){ var att=get.attitude(player,target); if(att>0){ return att+1/Math.sqrt(1+target.hp); } return 0; }; } } else{ event.finish(); } 'step 3' if(result.bool){ player.line(result.targets[0],'green'); result.targets[0].changeHujia(); game.delay(); event.targets.push(result.targets[0]); if(event.targets.length==game.players.length){ event.finish(); } else{ player.chooseTarget('令一名角色装备一件随机装备',function(card,player,target){ return !event.targets.contains(target); }).ai=function(target){ var att=get.attitude(player,target); if(att>0&&!target.getEquip(5)){ return att; } return 0; }; } } else{ event.finish(); } 'step 4' if(result.bool){ player.line(result.targets[0],'green'); game.delay(); var list=[]; for(var i=0;i0){ return att+1/Math.sqrt(1+target.hp); } return 0; }; } } else{ event.finish(); } 'step 5' if(result.bool){ player.line(result.targets[0],'green'); game.delay(); result.targets[0].addTempSkill('qianxing',{player:'phaseBegin'}); } } }, sheling:{ trigger:{global:['useCardAfter','respondAfter','discardAfter']}, filter:function(event,player){ if(player!=_status.currentPhase||player==event.player) return false; if(event.cards){ for(var i=0;i0&&player.countCards('h')>0; }, check:function(event,player){ if(player.isUnseen()) return false; if(get.attitude(player,event.player)>=0) return false; var hs=player.getCards('h'); if(hs.length=10&&val<=6) return true; if(hs[i].number>=8&&val<=3) return true; } return false; }, logTarget:'player', content:function(){ 'step 0' player.chooseToCompare(trigger.player); 'step 1' if(result.bool){ player.draw(2); } else{ event.finish(); } 'step 2' player.chooseCard('将两张牌置于牌堆顶(先选择的在上)',2,'he',true); 'step 3' if(result.bool){ player.lose(result.cards,ui.special); event.cards=result.cards; } else{ event.finish(); } 'step 4' game.delay(); var nodes=[]; for(var i=0;i=0;i--){ ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild); } }, ai:{ mingzhi:false, expose:0.2 } }, zhangmu:{ trigger:{player:'chooseToRespondBegin'}, filter:function(event,player){ if(event.responded) return false; if(!event.filterCard({name:'shan'})) return false; return player.countCards('h','shan')>0; }, direct:true, usable:1, content:function(){ "step 0" var goon=(get.damageEffect(player,trigger.player,player)<=0); player.chooseCard(get.prompt('zhangmu'),{name:'shan'}).ai=function(){ return goon?1:0; } "step 1" if(result.bool){ player.logSkill('zhangmu'); player.showCards(result.cards); trigger.untrigger(); trigger.responded=true; trigger.result={bool:true,card:{name:'shan'}} player.addSkill('zhangmu_ai'); } else{ player.storage.counttrigger.zhangmu--; } }, ai:{ effect:{ target:function(card,player,target,effect){ if(get.tag(card,'respondShan')&&effect<0){ if(target.hasSkill('zhangmu_ai')) return 0; if(target.countCards('h')>=2) return 0.5; } } } } }, zhangmu_ai:{ trigger:{player:'loseAfter'}, forced:true, popup:false, silent:true, filter:function(event,player){ return player.countCards('h','shan')==0; }, content:function(){ player.removeSkill('zhangmu_ai'); } }, leiyu:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ if(!player.countCards('h',{color:'black'})) return false; if(player.storage.leiyu){ for(var i=0;i0){ num2++; } else if(eff<0){ num2--; } } var next=player.chooseToDiscard(get.prompt('leiyu',player.storage.leiyu),{color:'black'}); next.ai=function(card){ if(num>0&&num2>=2){ return 7-get.value(card); } return 0; }; next.logSkill=['leiyu',player.storage.leiyu]; 'step 1' if(result.bool){ player.storage.leiyu.sort(lib.sort.seat); player.useCard({name:'jingleishan',nature:'thunder'},player.storage.leiyu).animate=false; } }, group:['leiyu2','leiyu4'], ai:{ threaten:1.3 } }, leiyu2:{ trigger:{player:'phaseUseBegin'}, forced:true, popup:false, silent:true, content:function(){ player.storage.leiyu=[]; } }, leiyu3:{ trigger:{source:'dieAfter'}, forced:true, popup:false, filter:function(event,player){ return player.storage.leiyu2?true:false; }, content:function(){ player.recover(); delete player.storage.leiyu2; } }, leiyu4:{ trigger:{player:'useCardToBegin'}, forced:true, popup:false, silent:true, filter:function(event,player){ return _status.currentPhase==player&&Array.isArray(player.storage.leiyu)&&event.target&&event.target!=player; }, content:function(){ player.storage.leiyu.add(trigger.target); } }, feizhua:{ trigger:{player:'useCard'}, filter:function(event,player){ if(event.card.name!='sha') return false; if(event.targets.length!=1) return false; var target=event.targets[0]; var players=game.filterPlayer(function(current){ return get.distance(target,current,'pure')==1; }); for(var i=0;i0; }, content:function(){ "step 0" var target=trigger.targets[0]; var players=game.filterPlayer(function(current){ return get.distance(target,current,'pure')==1; }); for(var i=0;i0; }, filterCard:{name:'sha'}, filterTarget:function(card,player,target){ return target!=player; }, prepare:'give', discard:false, content:function(){ target.gain(cards,player); if(!player.hasSkill('diewu2')){ player.draw(); player.addTempSkill('diewu2','phaseAfter'); } }, ai:{ order:2, expose:0.2, result:{ target:function(player,target){ if(!player.hasSkill('diewu2')) return 1; return 0; } } } }, diewu2:{}, lingyu:{ trigger:{player:'phaseEnd'}, direct:true, filter:function(event,player){ return game.hasPlayer(function(current){ return current!=player&¤t.isDamaged(); }); }, content:function(){ 'step 0' player.chooseTarget('灵愈:令一名其他角色回复一点体力',function(card,player,target){ return target!=player&&target.hp0; }, logTarget:'player', content:function(){ trigger.player.draw(); }, ai:{ mingzhi:false, threaten:2, expose:0.2, } }, xuanyan:{ // trigger:{source:'damageBefore'}, // forced:true, // priority:5, // check:function(event,player){ // return player.hp>3; // }, // filter:function(event){ // return event.card&&get.color(event.card)=='red'; // }, // content:function(){ // trigger.nature='fire'; // }, group:['xuanyan2','xuanyan3'] }, xuanyan2:{ trigger:{source:'damageBegin'}, forced:true, filter:function(event){ return event.nature=='fire'&&event.notLink(); }, content:function(){ trigger.num++; } }, xuanyan3:{ trigger:{source:'damageEnd'}, forced:true, popup:false, filter:function(event){ return event.nature=='fire'; }, content:function(){ player.loseHp(); } }, ningbin:{ trigger:{player:'damageEnd'}, forced:true, filter:function(event){ return event.nature=='thunder'; }, content:function(){ player.recover(); }, ai:{ effect:{ target:function(card,player,target){ if(get.tag(card,'thunderDamage')){ if(target.hp<=1||!target.hasSkill('xfenxin')) return [0,0]; return [0,1.5]; } } } }, }, xfenxin:{ trigger:{player:'changeHp'}, forced:true, filter:function(event){ return event.num!=0; }, alter:true, content:function(){ if(get.is.altered('xfenxin')){ player.draw(); } else{ player.draw(Math.abs(trigger.num)); } }, ai:{ effect:{ target:function(card){ if(get.tag(card,'thunderDamage')) return; if(get.tag(card,'damage')||get.tag(card,'recover')){ return [1,0.2]; } } } }, group:'xfenxin2' }, xfenxin2:{ trigger:{source:'dieAfter'}, forced:true, filter:function(){ return !get.is.altered('xfenxin'); }, content:function(){ player.gainMaxHp(); player.recover(); } }, luanjian:{ enable:'phaseUse', filterCard:{name:'sha'}, selectCard:2, check:function(card){ var num=0; var player=_status.event.player; var players=game.filterPlayer(); for(var i=0;i0){ num++; if(num>1) return 8-get.value(card); } } return 0; }, viewAs:{name:'sha'}, selectTarget:[1,Infinity], filterTarget:function(card,player,target){ return lib.filter.targetEnabled({name:'sha'},player,target); }, ai:{ order:function(){ return get.order({name:'sha'})+0.1; }, effect:{ player:function(card,player){ if(_status.currentPhase!=player) return; if(card.name=='sha'&&player.countCards('h','sha')<2&&!player.needsToDiscard()){ var num=0; var player=_status.event.player; var players=game.filterPlayer(); for(var i=0;i1) return [0,0,0,0]; } } } } }, }, group:'luanjian2' }, luanjian2:{ trigger:{source:'damageBegin'}, forced:true, popup:false, filter:function(event,player){ return event.card&&event.card.name=='sha'&&event.parent.skill=='luanjian'; }, content:function(){ if(Math.random()<0.5) trigger.num++; } }, ctianfu:{ enable:'phaseUse', filter:function(event,player){ return player.countCards('h','shan')>0; }, usable:1, filterCard:{name:'shan'}, discard:false, prepare:'give', filterTarget:function(card,player,target){ return target!=player&&!target.hasSkill('ctianfu2'); }, check:function(card){ if(_status.event.player.hp>=3) return 8-get.value(card); return 7-get.value(card); }, content:function(){ target.storage.ctianfu2=cards[0]; target.storage.ctianfu3=player; game.addVideo('storage',target,['ctianfu2',get.cardInfo(cards[0]),'card']); target.addSkill('ctianfu2'); }, ai:{ order:2, result:{ target:function(player,target){ var att=get.attitude(player,target); if(att>=0) return 0; return get.damageEffect(target,player,target,'thunder'); } }, expose:0.2 } }, ctianfu2:{ trigger:{source:'damageAfter'}, forced:true, mark:'card', filter:function(event,player){ return player.storage.ctianfu2&&player.storage.ctianfu3; }, content:function(){ "step 0" if(player.storage.ctianfu3&&player.storage.ctianfu3.isAlive()){ player.damage(player.storage.ctianfu3); player.storage.ctianfu3.line(player,'thunder'); } else{ player.damage('nosource'); } "step 1" var he=player.getCards('he'); if(he.length){ player.discard(he.randomGet()); } "step 2" player.$throw(player.storage.ctianfu2); ui.discardPile.appendChild(player.storage.ctianfu2); delete player.storage.ctianfu2; delete player.storage.ctianfu3; player.removeSkill('ctianfu2'); }, group:'ctianfu3', intro:{ content:'card' } }, ctianfu3:{ trigger:{player:'dieBegin'}, forced:true, popup:false, content:function(){ ui.discardPile.appendChild(player.storage.ctianfu2); delete player.storage.ctianfu2; delete player.storage.ctianfu3; player.removeSkill('ctianfu2'); } }, shuiyun:{ trigger:{player:'phaseEnd'}, direct:true, init:function(player){ player.storage.shuiyun=[]; }, alter:true, filter:function(event,player){ if(player.storage.shuiyun.length>=3) return false; if(player.storage.shuiyun.length>=2&&get.is.altered('shuiyun')) return false; var types=[]; for(var i=0;i2?1:0; } "step 1" if(result.bool){ player.storage.shuiyun.remove(result.links[0]); if(!player.storage.shuiyun.length){ player.unmarkSkill('shuiyun'); } player.$throw(result.links); ui.discardPile.appendChild(result.links[0]); trigger.player.recover(); // if(trigger.player!=player){ // trigger.player.draw(); // } player.logSkill('shuiyun5',trigger.player,'thunder'); game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']); } else{ event.finish(); } "step 2" if(trigger.player!=player){ game.delay(); } }, ai:{ expose:0.3 } }, wangyou:{ trigger:{global:'phaseEnd'}, unique:true, gainable:true, direct:true, filter:function(event,player){ if(!player.countCards('he')) return false; if(player==event.player) return false; return game.hasPlayer(function(current){ return current.hasSkill('wangyou3'); }); }, content:function(){ "step 0" var targets=[]; var num=0; var players=game.filterPlayer(); for(var i=0;i0) num++; else if(att<0) num--; targets.push(players[i]); } } event.targets=targets; var next=player.chooseToDiscard(get.prompt('wangyou',targets),'he'); next.logSkill=['wangyou',event.targets]; next.ai=function(card){ if(num<=0) return 0; switch(num){ case 1:return 5-get.value(card); case 2:return 7-get.value(card); default:return 8-get.value(card); } } "step 1" if(result.bool){ event.targets.sort(lib.sort.seat); game.asyncDraw(event.targets); } else{ event.finish(); } }, ai:{ expose:0.1, threaten:1.2 }, group:'wangyou2' }, wangyou2:{ trigger:{global:'damageEnd'}, forced:true, popup:false, silent:true, filter:function(event){ return event.player.isAlive(); }, content:function(){ trigger.player.addTempSkill('wangyou3','phaseAfter'); } }, wangyou3:{}, changnian:{ forbid:['boss'], trigger:{player:'dieBegin'}, direct:true, unique:true, derivation:'changnian2', content:function(){ "step 0" player.chooseTarget(get.prompt('changnian'),function(card,player,target){ return player!=target; }).ai=function(target){ return get.attitude(player,target); }; "step 1" if(result.bool){ var cards=player.getCards('hej'); var target=result.targets[0]; // if(player.storage.shuiyun&&player.storage.shuiyun.length){ // target.gainMaxHp(); // target.recover(player.storage.shuiyun.length); // cards=cards.concat(player.storage.shuiyun); // player.storage.shuiyun.length=0; // } player.$give(cards,target); target.gain(cards); target.addSkill('changnian2'); player.logSkill('changnian',target); target.marks.changnian=target.markCharacter(player,{ name:'长念', content:'@
【追思】
锁定技,结束阶段,你摸一张牌
' }); game.addVideo('markCharacter',target,{ name:'长念', content:'@
【追思】
锁定技,结束阶段,你摸一张牌
', id:'changnian', target:player.dataset.position }); } }, ai:{ threaten:0.8 } }, changnian2:{ trigger:{player:'phaseEnd'}, forced:true, nopop:true, content:function(){ player.draw(); }, }, sajin:{ enable:'phaseUse', filterTarget:function(card,player,target){ return target.hpplayer.hp){ return 7-get.value(card); } return 4-get.value(card); }, content:function(){ "step 0" var color=get.color(cards[0]); target.judge(function(card){ return get.color(card)==color?1:0; }); "step 1" if(result.bool){ target.recover(); } }, ai:{ order:3, result:{ target:function(player,target){ return get.recoverEffect(target); } }, threaten:1.5 } }, jubao:{ trigger:{global:'discardAfter'}, filter:function(event,player){ if(player.hasSkill('jubao2')) return false; if(event.player==player) return false; if(_status.currentPhase==player) return false; for(var i=0;i0){ return [1,3]; } } } } } } }, xshuangren:{ trigger:{player:['loseEnd']}, filter:function(event,player){ if(!player.equiping) return false; for(var i=0;i0; }, content:function(){ "step 0" player.chooseTarget([1,trigger.cards.length],get.prompt('qijian'),function(card,player,target){ return player.canUse({name:'sha'},target,false); }).ai=function(target){ return get.effect(target,{name:'sha'},player); }; "step 1" if(result.bool){ player.logSkill('qijian'); player.useCard({name:'sha'},result.targets); } }, }, shenmu:{ trigger:{global:'dying'}, priority:6, filter:function(event,player){ return event.player.hp<=0&&player.countCards('h',{color:'red'}); }, check:function(event,player){ if(get.attitude(player,event.player)<=0) return false; var cards=player.getCards('h',{color:'red'}); for(var i=0;i7&&cards.length>2) return false; } }, content:function(){ "step 0" player.showHandcards(); "step 1" var cards=player.getCards('h',{color:'red'}); event.num=cards.length; player.discard(cards); "step 2" trigger.player.recover(); trigger.player.draw(event.num); }, ai:{ threaten:1.6, expose:0.2 } }, qianfang:{ trigger:{player:'phaseBegin'}, direct:true, filter:function(event,player){ return player.storage.xuanning&&player.countCards('he')+player.storage.xuanning>=3; }, alter:true, content:function(){ "step 0" var ainum=0; var num=3-player.storage.xuanning; var players=game.filterPlayer(); event.targets=[]; for(var i=0;i=0){ switch(num){ case 1:return 8-get.value(card); case 2:return 6-get.value(card); case 3:return 4-get.value(card); } } return -1; } next.logSkill='qianfang'; event.logged=true; } else{ player.chooseBool(get.prompt('qianfang')).ai=function(){ return ainum>=0; } } "step 1" if(result.bool){ player.storage.xuanning=0; player.unmarkSkill('xuanning'); if(!get.is.altered('qianfang')){ player.addTempSkill('qianfang2','phaseAfter'); } if(!event.logged) player.logSkill('qianfang'); player.useCard({name:'wanjian'},event.targets); } else{ event.finish(); } }, ai:{ expose:0.1, threaten:1.5 } }, qianfang2:{ trigger:{player:'phaseDrawBegin'}, forced:true, popup:false, content:function(){ trigger.num++; } }, poyun:{ trigger:{source:'damageEnd'}, alter:true, filter:function(event,player){ return player.storage.xuanning>0&&event.player.countCards('he')>0; }, direct:true, content:function(){ "step 0" player.discardPlayerCard(trigger.player,'he',get.prompt('poyun',trigger.player),[1,get.is.altered('poyun')?1:2]).logSkill=['poyun',trigger.player]; "step 1" if(result.bool){ player.storage.xuanning--; if(!player.storage.xuanning){ player.unmarkSkill('xuanning'); } player.syncStorage('xuanning'); } }, ai:{ threaten:1.3 } }, poyun2:{ trigger:{source:'damageEnd'}, forced:true, popup:false, filter:function(event,player){ return player.storage.poyun?true:false; }, content:function(){ player.draw(); player.storage.poyun=false; player.removeSkill('poyun2'); } }, poyun3:{}, zhuyue:{ enable:'phaseUse', alter:true, filter:function(event,player){ if(get.is.altered('zhuyue')){ return player.hasCard(function(card){ return get.color(card)=='black'&&get.type(card)!='basic'; }); } return player.countCards('h',{type:'basic'})0; }, usable:1, locked:false, check:function(card){ return 7-get.value(card); }, multitarget:true, multiline:true, content:function(){ 'step 0' targets.sort(lib.sort.seat); var target=targets[0]; var cs=target.getCards('he'); if(cs.length){ target.discard(cs.randomGet()); } player.storage.zhuyue.add(target); if(targets.length<2){ event.finish(); } 'step 1' var target=targets[1]; var cs=target.getCards('he'); if(cs.length){ target.discard(cs.randomGet()); } player.storage.zhuyue.add(target); }, ai:{ result:{ target:function(player,target){ if(!target.countCards('he')) return -0.2; return -1; } }, order:10, threaten:1.2, exoise:0.2 }, mod:{ targetInRange:function(card,player,target){ if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.contains(target)){ return true; } }, selectTarget:function(card,player,range){ if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length){ range[1]=-1; range[0]=-1; } }, playerEnabled:function(card,player,target){ if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length&&!player.storage.zhuyue.contains(target)){ return false; } } }, intro:{ content:'players' }, group:'zhuyue2' }, zhuyue2:{ trigger:{player:'phaseUseEnd'}, forced:true, popup:false, silent:true, content:function(){ player.storage.zhuyue.length=0; } }, longxi:{ trigger:{player:['chooseToRespondBegin','chooseToUseBegin']}, forced:true, popup:false, max:2, filter:function(event,player){ return _status.currentPhase!=player; }, priority:101, content:function(){ var cards=[]; var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max); for(var i=0;i=2; }, check:function(card){ return 8-get.value(card); }, filterCard:function(card){ return get.color(card)=='red'; }, selectCard:2, filterTarget:function(card,player,target){ return player!=target&&target.hp>=player.hp; }, intro:{ content:'limited' }, line:'fire', content:function(){ "step 0" player.storage.guanri=true; player.loseHp(); "step 1" target.damage(2,'fire'); "step 2" if(target.isAlive()){ target.discard(target.getCards('e')); } }, ai:{ order:1, result:{ target:function(player,target){ var eff=get.damageEffect(target,player,target,'fire'); if(player.hp>2) return eff; if(player.hp==2&&target.hp==2) return eff; return 0; } }, expose:0.5 } }, tianxian:{ mod:{ targetInRange:function(card,player,target,now){ if(card.name=='sha') return true; }, selectTarget:function(card,player,range){ if(card.name=='sha'&&range[1]!=-1) range[1]=Infinity; } }, priority:5.5, trigger:{player:'useCardToBefore'}, filter:function(event){ return event.card.name=='sha'; }, forced:true, check:function(){ return false; }, content:function(){ "step 0" trigger.target.judge(function(card){ return get.color(card)=='black'?1:0; }); "step 1" if(result.bool){ trigger.untrigger(); trigger.finish(); } } }, runxin:{ trigger:{player:['useCard','respondEnd']}, direct:true, filter:function(event){ if(get.suit(event.card)=='heart'){ return game.hasPlayer(function(current){ return current.isDamaged(); }); } return false; }, content:function(){ "step 0" var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1); player.chooseTarget(get.prompt('runxin'),function(card,player,target){ return target.hp0){ if(noneed&&player==target){ num=0.5; } else if(target.hp==1){ num+=3; } else if(target.hp==2){ num+=1; } } return num; } "step 1" if(result.bool){ player.logSkill('runxin',result.targets); result.targets[0].recover(); } }, ai:{ expose:0.3, threaten:1.5 } }, zhimeng:{ trigger:{player:'phaseEnd'}, direct:true, locked:true, unique:true, gainable:true, alter:true, group:'zhimeng3', content:function(){ "step 0" player.chooseTarget(get.prompt('zhimeng'),function(card,player,target){ return player!=target; }).ai=function(target){ var num=get.attitude(player,target); if(num>0){ if(player==target){ num++; } if(target.hp==1){ num+=3; } if(target.hp==2){ num+=1; } } return num; } "step 1" if(result.bool){ var target=result.targets[0]; if(get.is.altered('zhimeng')){ target.draw(); } else{ var card=get.cards()[0]; target.$draw(card); target.storage.zhimeng2=card; game.addVideo('storage',target,['zhimeng2',get.cardInfo(card),'card']); target.addSkill('zhimeng2'); } player.logSkill('zhimeng',target); } }, ai:{ expose:0.2 } }, zhimeng2:{ intro:{ content:'card', onunmark:function(storage,player){ delete player.storage.zhimeng2; } }, mark:'card', trigger:{target:'useCardToBegin'}, frequent:true, filter:function(event,player){ return player.storage.zhimeng2&&get.type(event.card,'trick')==get.type(player.storage.zhimeng2,'trick'); }, content:function(){ player.draw(); }, ai:{ effect:{ target:function(card,player,target){ if(target.storage.zhimeng2&&get.type(card,'trick')==get.type(target.storage.zhimeng2,'trick')){ return [1,0.5]; } } } } }, zhimeng3:{ trigger:{player:['phaseBegin','dieBegin']}, forced:true, popup:false, silent:true, content:function(){ "step 0" event.players=game.filterPlayer(); event.num=0; "step 1" if(event.num1){ return 11-get.equipValue(card); } if(player.countCards('h')0; }, ai:{ shihuifen:true, skillTagFilter:function(player){ return player.countCards('he',{color:'black'})>0; } } }, tuoqiao_old:{ filter:function(event,player){ return game.players.length>3&&(event.player==player.next||event.player==player.previous); }, check:function(event,player){ return get.effect(player,event.card,event.player,player)<0 }, changeSeat:true, trigger:{target:'useCardToBefore'}, content:function(){ if(trigger.player==player.next){ game.swapSeat(player,player.previous); } else if(trigger.player==player.previous){ game.swapSeat(player,player.next); } else{ return; } trigger.untrigger(); trigger.finish(); // player.popup('xiaoyao'); }, ai:{ effect:{ target:function(card,player,target,current){ if(target==player.next||target==player.previous) return 0.1; } } } }, tianjian_old:{ enable:'phaseUse', usable:1, changeSeat:true, filterTarget:function(card,player,target){ return player!=target&&player.next!=target; }, filterCard:true, check:function(card){ return 4-get.value(card); }, content:function(){ while(player.next!=target){ game.swapSeat(player,player.next); } }, ai:{ order:5, result:{ player:function(player,target){ var att=get.attitude(player,target); if(target==player.previous&&att>0) return 1; if(target==player.next.next&&get.attitude(player,player.next)<0) return 1; return 0; } } } }, huimeng:{ trigger:{player:'recoverAfter'}, frequent:true, content:function(){ player.draw(2); }, ai:{ threaten:0.8 } }, tianshe:{ group:['tianshe2'], trigger:{player:'damageBefore'}, filter:function(event){ if(event.nature) return true; }, forced:true, content:function(){ trigger.untrigger(); trigger.finish(); }, ai:{ nofire:true, nothunder:true, effect:{ target:function(card,player,target,current){ if(card.name=='tiesuo') return 0; if(get.tag(card,'fireDamage')) return 0; if(get.tag(card,'thunderDamage')) return 0; } } } }, tianshe2:{ trigger:{source:'damageAfter'}, filter:function(event,player){ if(event.nature&&player.hp