noname/character/xianjian.js

2546 lines
68 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

'use strict';
character.xianjian={
character:{
pal_lixiaoyao:['male','qun',4,['xiaoyao','yujian']],
pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
pal_linyueru:['female','wei',3,['guiyuan','qijian']],
// pal_wangxiaohu:['male','qun',4,[]],
// pal_sumei:['female','shu',3,[]],
// pal_shenqishuang:['female','wei',3,[]],
pal_jingtian:['male','wu',3,['sajin','jubao']],
pal_xuejian:['female','shu',3,['shuangren','shenmu','duci']],
pal_longkui:['female','qun',3,['fenxing','diewu','lingyu']],
pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian']],
pal_changqing:['male','wei',4,['luanjian','tianfu']],
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:['male','wei',4,[]],
// pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']],
},
skill:{
yanzhan:{
enable:'phaseUse',
viewAs:{name:'sha',nature:'fire'},
usable:1,
viewAsFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
filterCard:{color:'red'},
ai:{
order:3.15
},
group:'yanzhan2'
},
yanzhan2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event){
return event.parent.skill=='yanzhan';
},
content:function(){
player.getStat().card.sha--;
}
},
fenshi:{
},
feixia:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
position:'he',
filter:function(event,player){
return player.num('he',{color:'red'})>0;
},
check:function(card){
return 7-ai.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.num('he')>0){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i]!=event.target&&
game.players[i].num('he')){
return true;
}
}
}
return false;
},
logTarget:'target',
usable:1,
content:function(){
'step 0'
var card=trigger.target.get('he').randomGet();
player.gain(card,trigger.target);
if(get.position(card)=='e'){
trigger.target.$give(card,player);
}
else{
trigger.target.$give(1,player);
}
'step 1'
if(game.players.length>2){
trigger.target.chooseTarget(function(card,player,target){
return target!=player&&target!=_status.event.parent.player&&target.num('he')>0;
},'选择一名角色并令'+get.translation(player)+'弃置其一张牌').ai=function(target){
return -ai.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,
}
},
yujian:{
enable:'phaseUse',
viewAs:{name:'wanjian'},
filterCard:{name:'sha'},
filter:function(event,player){
return player.num('h','sha')>0;
},
usable:1
},
feng:{
unique:true,
init:function(player){
player.storage.feng=0;
},
mark:true,
intro:{
content:function(storage){
return '已累计摸'+storage+'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:function(storage){
return '已累计受到'+storage+'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:function(storage){
return '已累计造成'+storage+'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.num('h')>player.num('h');
},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
logTarget:'target',
content:function(){
var hs=trigger.target.get('h');
trigger.target.discard(hs.randomGets(hs.length-player.num('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-ai.get.value(card);
},
filter:function(event,player){
return player.num('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;i<list.length;i++){
list[i]=game.createCard(list[i]);
}
player.gain(list,'draw');
},
ai:{
threaten:1.5,
order:5,
result:{
player:1
}
}
},
danqing:{
trigger:{player:'useCardAfter'},
init:function(player){
player.storage.danqing=[];
},
mark:true,
direct: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<storage.length;i++){
str+='、'+get.translation(storage[i]+'2');
}
str+='牌';
return str;
}
}
},
filter:function(event,player){
return player.storage.danqing.length==4;
},
ai:{
threaten:1.2,
},
skillAnimation:true,
animationColor:'wood',
content:function(){
'step 0'
player.storage.danqing.length=0;
player.updateMarks();
player.chooseTarget(get.prompt('danqing'),[1,4]).ai=function(target){
return ai.get.attitude(player,target);
}
'step 1'
if(result.bool){
player.logSkill('danqing',result.targets);
var effs=['draw','hujia','equip','stealth'];
for(var i=0;i<result.targets.length;i++){
var eff=effs.randomRemove();
var current=result.targets[i];
switch(eff){
case 'draw':current.draw();break;
case 'hujia':current.changeHujia();break;
case 'equip':
var card=game.createCard(get.inpile('equip').randomGet());
current.equip(card);
current.$draw(card);
break;
case 'stealth':
current.addTempSkill('qianxing',{player:'phaseBegin'});
break;
}
}
if(effs.contains('draw')){
game.delay();
}
}
else{
event.finish();
}
},
group:'danqing_count'
},
danqing_count:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
content:function(){
var suit=get.suit(trigger.card);
if(suit){
player.storage.danqing.add(suit);
player.updateMarks();
}
}
},
danqing_old:{
content:function(){
'step 0'
player.storage.danqing.length=0;
player.updateMarks();
event.targets=[];
'step 1'
player.chooseTarget('令一名角色摸一张牌',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
return att+1/Math.sqrt(1+target.num('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=ai.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=ai.get.attitude(player,target);
if(att>0&&!target.get('e','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;i<lib.inpile.length;i++){
if(lib.card[lib.inpile[i]].type=='equip'){
list.push(lib.inpile[i]);
}
}
var card=game.createCard(list.randomGet());
result.targets[0].equip(card);
result.targets[0].$draw(card);
event.targets.push(result.targets[0]);
if(event.targets.length==game.players.length){
event.finish();
}
else{
player.chooseTarget('令一名角色获得潜行',function(card,player,target){
return !event.targets.contains(target);
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
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'});
}
}
},
lingyan:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
if(player.num('e')==5) return false;
return lib.skill.lingyan.filterx(event.card,player)&&event.target==player;
},
direct:true,
filterx:function(card,player){
if(!lib.inpile.contains(card.name)) return false;
var info=get.info(card);
if(info.type!='equip') return false;
if(info.nomod) return false;
if(!info.subtype) return false;
if(!player.get('e',info.subtype[5])) return false;
return true;
},
content:function(){
'step 0'
var list=['equip1','equip2','equip3','equip4','equip5'];
for(var i=0;i<list.length;i++){
if(player.get('e',list[i][5])){
list.splice(i--,1);
}
}
list.push('cancel2');
player.chooseControl(list,function(){
return list.randomGet();
}).prompt='灵砚:是否改变'+get.translation(trigger.card.name)+'的装备类型?';
'step 1'
if(result.control&&result.control!='cancel2'){
player.logSkill('lingyan');
var name=trigger.card.name+'_lingyan_'+result.control;
if(!lib.card[name]){
lib.card[name]=get.copy(get.info(trigger.card));
lib.card[name].subtype=result.control;
lib.card[name].epic=true;
lib.card[name].cardimage=trigger.card.name;
lib.translate[name]=lib.translate[trigger.card.name];
lib.translate[name+'_info']=lib.translate[trigger.card.name+'_info'];
}
trigger.card.init([trigger.card.suit,trigger.card.number,name,trigger.card.nature]);
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(target==player&&lib.skill.lingyan.filterx(card,target)&&target.num('e')<5){
return [1,3];
}
}
}
}
},
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;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d') return true;
}
}
return false;
},
frequent:'check',
check:function(event){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'&&event.cards[i].name=='du') return false;
}
return true;
},
usable:3,
content:function(){
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
player.gain(cards,'gain2');
}
},
zhaoyao:{
trigger:{global:'phaseDrawBegin'},
filter:function(event,player){
return event.player!=player&&event.player.num('h')>0&&player.num('h')>0;
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>=0) return false;
var hs=player.get('h');
if(hs.length<event.player.num('h')) return false;
for(var i=0;i<hs.length;i++){
var val=ai.get.value(hs[0]);
if(hs[i].number>=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<event.cards.length;i++){
var cardx=ui.create.card();
cardx.classList.add('infohidden');
cardx.classList.add('infoflip');
nodes.push(cardx);
}
player.$throw(nodes,700,'nobroadcast');
game.log(player,'将'+get.cnNumber(event.cards.length)+'张牌置于牌堆顶');
'step 5'
for(var i=event.cards.length-1;i>=0;i--){
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
}
},
ai:{
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.num('h','shan')>0;
},
direct:true,
check:function(event,player){
if(ai.get.damageEffect(player,event.player,player)>=0) return false;
return true;
},
usable:1,
content:function(){
"step 0"
var goon=(ai.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');
}
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')&&effect<0){
if(target.hasSkill('zhangmu_ai')) return 0;
if(target.num('h')>=2) return 0.5;
}
}
}
}
},
zhangmu_ai:{
trigger:{player:'loseAfter'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return player.num('h','shan')==0;
},
content:function(){
player.removeSkill('zhangmu_ai');
}
},
leiyu:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
if(player.storage.leiyu){
for(var i=0;i<player.storage.leiyu.length;i++){
if(player.storage.leiyu[i].isAlive()) return true;
}
}
return false;
},
content:function(){
'step 0'
for(var i=0;i<player.storage.leiyu.length;i++){
if(player.storage.leiyu[i].isDead()){
player.storage.leiyu.splice(i--,1);
}
}
var num=0;
var num2=0;
for(var i=0;i<player.storage.leiyu.length;i++){
if(player.storage.leiyu[i].isDead()) continue;
var eff=ai.get.effect(player.storage.leiyu[i],{name:'jingleishan',nature:'thunder'},player,player);
num+=eff;
if(eff>0){
num2++;
}
else if(eff<0){
num2--;
}
}
var next=player.chooseToDiscard(get.prompt('leiyu',player.storage.leiyu),{color:'black'});
next.ai=function(){
if(num>0&&num2>=2){
return 7-ai.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;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
return true;
}
}
return false;
},
prompt:function(event,player){
var targets=[];
var target=event.targets[0];
var players;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
targets.push(players[i]);
}
}
return get.prompt('feizhua',targets);
},
check:function(event,player){
var target=event.targets[0];
var num=0;
var players;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
num+=ai.get.effect(players[i],{name:'sha'},player,player);
}
}
return num>0;
},
content:function(){
"step 0"
var target=trigger.targets[0];
var players;
if(get.mode()=='chess'){
players=target.getNeighbours();
}
else{
players=[target.next,target.previous];
}
for(var i=0;i<players.length;i++){
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
trigger.targets.push(players[i]);
player.line(players[i],'green');
}
}
}
},
lingxue:{
trigger:{player:'recoverEnd'},
forced:true,
content:function(){
player.changeHujia();
}
},
diesha:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event){
return event.player.isAlive()&&event.card&&event.card.name=='sha';
},
content:function(){
trigger.player.loseHp();
player.recover();
},
ai:{
threaten:1.5
}
},
guijiang:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('guijiang2');
},
filterCard:{color:'black'},
filter:function(event,player){
return player.num('h',{color:'black'});
},
check:function(card){
return 5-ai.get.value(card);
},
content:function(){
target.addSkill('guijiang2');
target.storage.guijiang2=player;
},
ai:{
order:4,
threaten:1.2,
expose:0.2,
result:{
target:function(player,target){
if(target.hp==1) return -1;
if(target.hp==2) return -0.5;
return 0;
}
}
}
},
guijiang2:{
mark:true,
intro:{
content:'不能成为回复牌的目标'
},
trigger:{global:['dieBegin','phaseBegin']},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.guijiang2;
},
content:function(){
player.removeSkill('guijiang2');
},
mod:{
targetEnabled:function(card){
if(get.tag(card,'recover')) return false;
},
},
global:'guijiang3'
},
guijiang3:{
mod:{
cardSavable:function(card,player){
if(_status.event.dying&&_status.event.dying.hasSkill('guijiang2')) return false;
}
}
},
fenxing:{
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
forceunique:true,
filter:function(){
return Math.random()<0.5;
},
content:function(){
if(player.storage.fenxing){
player.storage.fenxing=false;
player.removeSkill('guijiang');
player.removeSkill('diesha');
player.addSkill('diewu');
player.addSkill('lingyu');
player.setAvatar('pal_longkui','pal_longkui');
}
else{
player.storage.fenxing=true;
player.removeSkill('diewu');
player.removeSkill('lingyu');
player.addSkill('guijiang');
player.addSkill('diesha');
player.setAvatar('pal_longkui','pal_longkuigui');
}
},
},
diewu:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>0;
},
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){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].hp<game.players[i].maxHp){
return true;
}
}
return false;
},
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.hp<target.maxHp;
}).ai=function(target){
return ai.get.recoverEffect(target,player,player);
};
'step 1'
if(result.bool){
player.logSkill('lingyu',result.targets[0]);
result.targets[0].recover();
}
},
ai:{
threaten:1.5,
expose:0.2,
}
},
duxinshu:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('h');
},
content:function(){
'step 0'
if(player.num('h')){
player.chooseCardButton('读心',target.get('h')).ai=function(button){
return ai.get.value(button.link)-5;
}
}
else{
player.viewCards('读心',target.get('h'));
event.finish();
}
'step 1'
if(result.bool){
event.card=result.links[[0]];
player.chooseCard('h',true,'用一张手牌替换'+get.translation(event.card)).ai=function(card){
return -ai.get.value(card);
};
}
else{
event.finish();
}
'step 2'
if(result.bool){
player.gain(event.card,target);
target.gain(result.cards,player);
player.$give(1,target);
target.$give(1,player);
game.log(player,'与',target,'交换了一张手牌');
}
},
ai:{
threaten:1.3,
result:{
target:function(player,target){
return -target.num('h');
}
},
order:10,
expose:0.2,
}
},
feixu:{
trigger:{global:'respond'},
filter:function(event,player){
return event.card&&event.card.name=='shan';
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
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;
},
content:function(){
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,
content:function(){
player.gainMaxHp();
player.recover();
}
},
luanjian:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>1&&lib.filter.filterCard({name:'sha'},player);
},
filterCard:{name:'sha'},
selectCard:2,
check:function(card){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},player)>0){
num++;
if(num>1) return 8-ai.get.value(card);
}
}
return 0;
},
selectTarget:[1,Infinity],
discard:false,
line:false,
multiline:true,
prepare:'throw',
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
content:function(){
"step 0"
if(!player.hasSkill('unequip')){
event.added=true;
player.skills.push('unequip');
}
targets.sort(lib.sort.seat);
player.useCard({name:'sha'},cards,targets,'luanjian').animate=false;
"step 1"
if(event.added){
player.skills.remove('unequip');
}
},
multitarget:true,
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
},
result:{
target:function(player,target){
var added=false;
if(!player.hasSkill('unequip')){
added=true;
player.skills.push('unequip');
}
var eff=ai.get.effect(target,{name:'sha'},player,target);
if(added){
player.skills.remove('unequip');
}
return eff;
}
},
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&player.num('h','sha')<2&&player.num('h')<=player.hp){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.attitude(player,game.players[i])<0){
num++;
if(num>1) return [0,0,0,0];
}
}
}
}
},
}
},
tianfu:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','shan')>0;
},
usable:1,
filterCard:{name:'shan'},
discard:false,
prepare:'give',
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('tianfu2');
},
check:function(card){
if(_status.event.player.hp>=3) return 8-ai.get.value(card);
return 7-ai.get.value(card);
},
content:function(){
target.storage.tianfu2=cards[0];
target.storage.tianfu3=player;
game.addVideo('storage',target,['tianfu2',get.cardInfo(cards[0]),'card']);
target.addSkill('tianfu2');
},
ai:{
order:2,
result:{
target:function(player,target){
var att=ai.get.attitude(player,target);
if(att>=0) return 0;
return ai.get.damageEffect(target,player,target,'thunder');
}
},
expose:0.2
}
},
tianfu2:{
trigger:{source:'damageAfter'},
forced:true,
mark:'card',
filter:function(event,player){
return player.storage.tianfu2&&player.storage.tianfu3;
},
content:function(){
"step 0"
if(player.storage.tianfu3&&player.storage.tianfu3.isAlive()){
player.damage(player.storage.tianfu3);
player.storage.tianfu3.line(player,'thunder');
}
else{
player.damage('nosource');
}
"step 1"
var he=player.get('he');
if(he.length){
player.discard(he.randomGet());
}
"step 2"
player.$throw(player.storage.tianfu2);
ui.discardPile.appendChild(player.storage.tianfu2);
delete player.storage.tianfu2;
delete player.storage.tianfu3;
player.removeSkill('tianfu2');
},
group:'tianfu3',
intro:{
content:'card'
}
},
tianfu3:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
content:function(){
ui.discardPile.appendChild(player.storage.tianfu2);
delete player.storage.tianfu2;
delete player.storage.tianfu3;
player.removeSkill('tianfu2');
}
},
shuiyun:{
trigger:{player:'phaseEnd'},
direct:true,
init:function(player){
player.storage.shuiyun=[];
},
filter:function(event,player){
if(player.storage.shuiyun.length>=3) return false;
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(!types.contains(get.type(cards[i],'trick'))){
return true;
}
}
return false;
},
content:function(){
"step 0"
var types=[];
var num=player.num('h');
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
player.chooseCard(get.prompt('shuiyun'),function(card){
return !types.contains(get.type(card,'trick'));
}).ai=function(card){
return 11-ai.get.value(card);
};
"step 1"
if(result.bool){
player.$throw(result.cards);
var clone=result.cards[0].clone;
setTimeout(function(){
clone.moveDelete(player);
game.addVideo('gain2',player,get.cardsInfo([clone]));
},500);
player.logSkill('shuiyun');
player.storage.shuiyun.push(result.cards[0]);
player.lose(result.cards,ui.special);
player.markSkill('shuiyun');
game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
}
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
for(var i=0;i<storage.length;i++){
ui.discardPile.appendChild(storage[i]);
}
player.$throw(storage);
delete player.storage.shuiyun;
}
}
},
ai:{
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='wuzhong'||card.name=='yiyi'||
card.name=='yuanjiao'||card.name=='shunshou') return;
if(player.num('h')<=player.hp){
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
if(!types.contains(get.type(card,'trick'))){
return [0,0,0,0];
}
}
}
},
threaten:2.2
},
group:['shuiyun5']
},
shuiyun5:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.storage.shuiyun&&player.storage.shuiyun.length;
},
direct:true,
content:function(){
"step 0"
player.chooseCardButton(player.storage.shuiyun,get.prompt('shuiyun',trigger.player)).ai=function(button){
return ai.get.attitude(player,trigger.player)>2?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.num('he')) return false;
if(player==event.player) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('wangyou3')) return true;
}
return false;
},
content:function(){
"step 0"
var targets=[];
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('wangyou3')){
var att=ai.get.attitude(player,game.players[i]);
if(att>0) num++;
else if(att<0) num--;
targets.push(game.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-ai.get.value(card);
case 2:return 7-ai.get.value(card);
default:return 8-ai.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,
content:function(){
"step 0"
player.chooseTarget(get.prompt('changnian'),function(card,player,target){
return player!=target;
}).ai=function(target){
return ai.get.attitude(player,target);
};
"step 1"
if(result.bool){
var cards=player.get('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:'$<div><div class="skill">【追思】</div><div>锁定技,回合结束阶段,你摸一张牌</div></div>'
});
game.addVideo('markCharacter',target,{
name:'长念',
content:'$<div><div class="skill">【追思】</div><div>锁定技,回合结束阶段,你摸一张牌</div></div>',
id:'changnian',
target:player.dataset.position
});
}
},
ai:{
threaten:0.8
}
},
changnian2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.draw();
},
},
sajin:{
enable:'phaseUse',
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
selectTarget:[1,Infinity],
filterCard:true,
usable:1,
check:function(card){
var player=_status.currentPhase;
if(player.num('h')>player.hp){
return 7-ai.get.value(card);
}
return 4-ai.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 ai.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;i<event.cards.length;i++){
if(get.type(event.cards[i])!='basic'&&get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.type(trigger.cards[i])!='basic'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
var card=cards.randomGet();
player.gain(card,'log');
player.$gain2(card);
player.addTempSkill('jubao2','phaseAfter');
}
},
ai:{
threaten:1.5
}
},
jubao2:{},
duci:{
trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget(get.prompt('duci'),function(card,player,target){
return player!=target&&get.distance(player,target)<=1;
}).ai=function(target){
return ai.get.damageEffect(target,player,player);
};
"step 1"
if(result.bool){
player.logSkill('duci',result.targets);
result.targets[0].damage();
}
},
ai:{
expose:0.2,
threaten:1.5,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip'){
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&get.distance(player,game.players[i])<=1&&
ai.get.damageEffect(game.players[i],player,player)>0){
return [1,3];
}
}
}
}
}
}
},
shuangren:{
trigger:{player:['loseEnd']},
filter:function(event,player){
if(!player.equiping) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e'&&get.subtype(event.cards[i])=='equip1') return true;
}
return false;
},
content:function(){
var card;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='e'&&get.subtype(trigger.cards[i])=='equip1'){
card=trigger.cards[i];
}
}
if(card){
if(player.storage.shuangren){
player.unmark(player.storage.shuangren,'shuangren');
player.discard(player.storage.shuangren);
game.addVideo('unmarkId',player,[get.cardInfo(player.storage.shuangren),'shuangren']);
}
if(card.clone){
card.clone.moveDelete(player);
game.addVideo('gain2',player,get.cardsInfo([card.clone]));
player.mark(card,'shuangren');
game.addVideo('markId',player,[get.cardInfo(card),'shuangren']);
}
ui.special.appendChild(card);
player.storage.shuangren=card;
var info=get.info(card);
if(info.skills){
player.addAdditionalSkill('shuangren',info.skills);
}
else{
player.removeAdditionalSkill('shuangren');
}
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.subtype(card)=='equip1') return [1,3];
}
}
},
intro:{
content:'card'
},
group:'shuangren2'
},
shuangren2:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return player.storage.shuangren?true:false;
},
content:function(){
if(player.storage.shuangren){
ui.discardPile.appendChild(player.storage.shuangren);
player.$throw(player.storage.shuangren);
}
}
},
guiyuan:{
enable:'phaseUse',
usable:1,
filterCard:{name:'sha'},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
},
ai:{
order:5,
result:{
player:1
}
}
},
qijian:{
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>0;
},
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 ai.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.num('h',{color:'red'});
},
check:function(event,player){
if(ai.get.attitude(player,event.player)<=0) return false;
var cards=player.get('h',{color:'red'});
for(var i=0;i<cards.length;i++){
if(cards[i].name=='tao') return false;
if(ai.get.value(cards[i])>7&&cards.length>2) return false;
}
},
content:function(){
"step 0"
player.showHandcards();
"step 1"
var cards=player.get('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.num('he')+player.storage.xuanning>=3;
},
content:function(){
"step 0"
var ainum=0;
var num=3-player.storage.xuanning;
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&!game.players[i].isOut()&&
lib.filter.targetEnabled({name:'wanjian'},player,game.players[i])){
ainum+=ai.get.effect(game.players[i],{name:'wanjian'});
event.targets.push(game.players[i]);
}
}
if(num){
var next=player.chooseToDiscard(num,get.prompt('qianfang'),'he');
next.ai=function(card){
if(ainum>=0){
switch(num){
case 1:return 8-ai.get.value(card);
case 2:return 6-ai.get.value(card);
case 3:return 4-ai.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');
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'},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&event.player.num('he')>1;
},
filter:function(event,player){
return player.storage.xuanning>0&&event.player.num('he')>0;
},
direct:true,
content:function(){
"step 0"
player.discardPlayerCard(trigger.player,'he',get.prompt('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',
filter:function(event,player){
return player.num('he',{type:'basic'})<player.num('he');
},
// position:'he',
init:function(player){
player.storage.zhuyue=[];
},
filterCard:function(card){
return get.type(card)!='basic';
},
selectTarget:[1,2],
filterTarget:function(card,player,target){
return player!=target&&target.num('he')>0;
},
usable:1,
locked:false,
check:function(card){
return 7-ai.get.value(card);
},
multitarget:true,
multiline:true,
content:function(){
'step 0'
targets.sort(lib.sort.seat);
var target=targets[0];
var cs=target.get('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.get('he');
if(cs.length){
target.discard(cs.randomGet());
}
player.storage.zhuyue.add(target);
},
ai:{
result:{
target:function(player,target){
if(!target.num('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<max;i++){
var card=ui.cardPile.childNodes[i];
if(trigger.filterCard(card,player)){
cards.push(card);
}
}
if(cards.length){
player.gain(cards,'draw');
player.logSkill('longxi');
game.log(player,'获得了'+get.cnNumber(cards.length)+'张牌');
}
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
}
},
hiddenCard:function(player,name){
if(_status.currentPhase==player) return false;
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
for(var i=0;i<max;i++){
var card=ui.cardPile.childNodes[i];
if(card.name==name) return true;
}
return false;
}
},
guanri:{
unique:true,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.guanri&&player.num('h',{color:'red'})>=2;
},
check:function(card){
return 8-ai.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.get('e'));
}
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.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'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp){
return true;
}
}
}
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.hp<target.maxHp
}).ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
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,
group:'zhimeng3',
content:function(){
"step 0"
player.chooseTarget(get.prompt('zhimeng'),function(card,player,target){
return player!=target;
}).ai=function(target){
var num=ai.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];
var card=get.cards()[0];
target.$draw(card);
target.storage.zhimeng2=card;
game.addVideo('storage',target,['zhimeng2',get.cardInfo(card),'card']);
target.addSkill('zhimeng2');
event.finish();
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.players.slice(0);
event.num=0;
"step 1"
if(event.num<event.players.length){
var player=event.players[event.num];
if(player.storage.zhimeng2){
if(trigger.name=='die'&&player==trigger.player){
ui.discardPile.appendChild(player.storage.zhimeng2);
}
else{
game.log(player,'发动织梦,获得了',player.storage.zhimeng2);
player.gain(player.storage.zhimeng2,'gain2');
player.popup('zhimeng');
}
player.removeSkill('zhimeng2');
}
event.num++;
event.redo();
}
},
},
tannang:{
enable:'chooseToUse',
usable:1,
filterCard:function(card){
return get.suit(card)=='club';
},
filter:function(event,player){
return player.num('h',{suit:'club'});
},
viewAs:{name:'shunshou'},
viewAsFilter:function(player){
if(!player.num('h',{suit:'club'})) return false;
},
prompt:'将一张装备牌当顺手牵羊使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('h',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='shunshou') return true;
},
},
ai:{
order:9.5,
threaten:1.5
}
},
xiaoyao:{
direct:true,
filter:function(event,player){
if(event.player==player) return false;
if(event.cards&&event.cards.length==1){
return player.num('h',{suit:get.suit(event.cards[0])})>0;
}
return false;
},
trigger:{target:'useCardToBefore'},
content:function(){
"step 0"
var next=player.chooseToDiscard('逍遥:是否弃置一张牌使'+get.translation(trigger.card)+'失效?',{suit:get.suit(trigger.cards[0])});
next.logSkill='xiaoyao';
next.ai=function(card){
if(ai.get.effect(player,trigger.card,trigger.player,player)<0){
return 7-ai.get.value(card);
}
return 0;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
tuoqiao:{
filter:function(event,player){
return game.players.length>3&&(event.player==player.next||event.player==player.previous);
},
check:function(event,player){
return ai.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;
}
}
}
},
yujian_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-ai.get.value(card);
},
content:function(){
while(player.next!=target){
game.swapSeat(player,player.next);
}
},
ai:{
order:5,
result:{
player:function(player,target){
var att=ai.get.attitude(player,target);
if(target==player.previous&&att>0) return 1;
if(target==player.next.next&&ai.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<player.maxHp) return true;
},
forced:true,
content:function(){
player.recover();
},
}
},
translate:{
pal_xiahoujinxuan:'夏侯瑾轩',
pal_muchanglan:'暮菖兰',
pal_xia:'瑕',
pal_jiangcheng:'姜承',
pal_jiangyunfan:'姜云凡',
pal_tangyurou:'唐雨柔',
pal_longyou:'龙幽',
pal_xiaoman:'小蛮',
pal_wangxiaohu:'王小虎',
pal_sumei:'苏媚',
pal_shenqishuang:'沈欺霜',
pal_longkui:'龙葵',
pal_nangonghuang:'南宫煌',
pal_wenhui:'温慧',
pal_wangpengxu:'王蓬絮',
pal_xingxuan:'星璇',
pal_leiyuange:'雷元戈',
pal_zhaoliner:'赵灵儿',
pal_linyueru:'林月如',
pal_xuejian:'雪见',
pal_jingtian:'景天',
pal_zixuan:'紫萱',
pal_lixiaoyao:'李逍遥',
pal_yuntianhe:'云天河',
pal_hanlingsha:'韩菱纱',
pal_liumengli:'柳梦璃',
pal_murongziying:'慕容紫英',
pal_changqing:'长卿',
pal_xuanxiao:'玄霄',
longhuo:'龙火',
longhuo_info:'回合结束阶段,你可以对所有角色各造成一点火焰伤害',
fenshi:'焚世',
fenshi_info:'觉醒技,回合开始阶段,若你没有牌,你回复一点体力并摸三张牌,并获得技能龙火',
yanzhan:'炎斩',
yanzhan_info:'出牌阶段限一次,你可以将一张红色手牌当作火杀使用,若造成了伤害,此杀不计入出牌次数',
feixia:'飞霞',
feixia_info:'出牌阶段限一次,你可以弃置一张红色牌视为对一名随机敌人使用一张不计入出杀次数的杀',
lueying:'掠影',
lueying_info:'每当你使用一张杀,你可以随机获得目标的一张牌,然后目标可以指定一名其他角色,你弃置该角色一张牌(每回合限发动一次,没有弃牌目标时无法发动)',
feng:'风',
feng_info:'锁定技当你累计摸2次牌后你下一次摸牌时摸牌数+1',
ya:'雅',
ya_info:'锁定技当你累计受到2次伤害后你下一次受到的伤害-1',
song:'颂',
song_info:'锁定技当你累计造成2次伤害后你下一次造成的伤害+1',
longxiang:'龙翔',
longxiang_info:'当你使用杀指定目标后,你可以弃置目标若干张手牌直到其手牌数与你相同',
huxi:'虎袭',
huxi_info:'你可以失去一点体力并获得一点护甲,视为使用一张杀',
xuanmo:'玄墨',
xuanmo_info:'出牌阶段限一次,你可以将一张手牌置于牌堆顶并随机获得两张与之类别相同的牌',
lingyan:'灵砚',
lingyan_info:'每当你即将替换一件装备时,你可以永久改变新装备的装备类型,使其装备在装备区的空余位置',
danqing:'丹青',
danqing_info:'当你累计使用了4张花色不同的牌后你可以选择至多4名角色分别获得以下4种效果中的随机一个1、摸一张牌2、获得一点护甲3、装备一件随机装备4、获得潜行直到下一回合开始',
zhangmu:'障目',
zhangmu_info:'每回合限一次,当你需要使用或打出一张闪时,你可以展示一张闪,视为使用或打出了此闪',
feizhua:'飞爪',
feizhua_info:'当你使用一张杀时,你可以将目标两侧的角色追加为额外目标',
leiyu:'雷狱',
leiyu_info:'回合结束阶段,你可以弃置一张黑色牌,视为对本回合内所有成为过你的卡牌目标的角色使用一张惊雷闪',
lingxue:'灵血',
lingxue_info:'锁定技,每当你回复一点体力,你获得一点护甲',
zhaoyao:'招摇',
zhaoyao_info:'其他角色的摸牌阶段开始时,你可以与其拼点,若你赢,你摸两张牌,然后将两张牌置于牌堆顶',
sheling:'摄灵',
sheling_info:'其他角色于你的回合内因使用、打出或弃置而失去牌时,你可以获得之(每回合最多发动三次)',
fenxing:'分形',
fenxing_info:'锁定技回合开始阶段你有50%概率变身为另一形态',
guijiang:'鬼降',
guijiang2:'鬼降',
guijiang_info:'出牌阶段限一次,你可以弃置一张黑色牌,令一名其他角色无法成为回复牌的目标直到你下一回合开始',
diesha:'叠杀',
diesha_info:'锁定技,每当你使用杀造成伤害,受伤害角色失去一点体力,你回复一点体力',
lingyu:'灵愈',
lingyu_info:'回合结束阶段,你可以令一名其他角色回复一点体力',
diewu:'蝶舞',
diewu_info:'出牌阶段,你可以将一张【杀】交给一名角色,若你于此阶段内首次如此做,你摸一张牌',
duxinshu:'读心',
duxinshu_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后可以用一张手牌替换其中的一张',
feixu:'飞絮',
feixu_info:'每当一名角色使用或打出一张闪,你可以令其摸一张牌',
xuanyan:'玄炎',
xuanyan2:'玄炎',
xuanyan_info:'锁定技,你的火属性伤害+1你造成火属性伤害后流失1点体力',
ningbin:'凝冰',
ningbin_info:'锁定技每当你受到1次雷属性伤害你回复1点体力',
xfenxin:'焚心',
xfenxin2:'焚心',
xfenxin_info:'锁定技,每当你的体力值发生改变,你摸等量的牌;每当你杀死一名角色,你增加一点体力上限并回复一点体力',
luanjian:'乱剑',
luanjian_info:'你可以将两张杀当杀使用,此杀无视距离和防具,且可以指定任意名目标',
tianfu:'天符',
tianfu2:'天符',
tianfu3:'天符',
tianfu_info:'出牌阶段,你可以将一张闪置于一名其他角色的武将牌上,该角色在下一次造成伤害时受到来自你的一点雷属性伤害并随机弃置一张牌,然后将此牌置入弃牌堆',
shuiyun:'水蕴',
shuiyun_bg:'蕴',
shuiyun2:'水蕴',
shuiyun5:'水蕴',
shuiyun3:'水蕴',
shuiyun_info:'回合结束阶段你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”任意一名角色进入濒死状态时你可以弃置一张“蕴”令其回复1点体力',
wangyou:'忘忧',
wangyou_info:'其他角色的回合结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
changnian:'长念',
changnian2:'追思',
changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】',
sajin:'洒金',
sajin_info:'出牌阶段限一次,你可以弃置一张手牌并指定任意名角色进行判定,若判定颜色与你弃置的牌相同,该角色回复一点体力',
jubao:'聚宝',
jubao_info:'当其他角色于你的回合外首次弃置非基本牌时,你可以获得其中的随机一张',
guiyuan:'归元',
guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
shuangren:'双刃',
shuangren_info:'当你的武器牌被替换时,你可以将其置于你的武将牌上,并获得此装备的武器效果(不含距离)',
duci:'毒刺',
duci_info:'每当你失去一次装备牌可以对距离1以内的一名其他角色造成一点伤害',
shenmu:'神木',
shenmu_info:'任意一名角色濒死时你可以展示你的手牌并弃置其中的所有红色牌至少一张若如此做该角色回复一点体力然后摸X张牌X为你弃置的手牌数',
qijian:'气剑',
qijian_info:'弃牌阶段结束时你可以指定至多X名目标视为使用一张杀X为你于此阶段弃置的卡牌数',
poyun:'破云',
poyun_info:'每当你造成一次伤害,你可以弃置一枚玄凝标记,然后弃置对方两张牌',
qianfang:'千方',
qianfang_info:'回合开始阶段若你有玄凝标记可以弃置3-X张牌和所有玄凝标记视为使用了一张【万箭齐发】若如此做你本回合的摸牌阶段摸牌数+1。X为你的玄凝标记数',
longxi:'龙息',
longxi2:'龙息',
longxi_info:'锁定技,在回合外每当你需要使用或打出一张卡牌时,若牌堆顶的前两张中有可使用或打出的牌,你立即获得之',
zhuyue:'逐月',
zhuyue_info:'出牌阶段限一次,你可以弃置一张非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标',
guanri:'贯日',
guanri_info:'限制技,你可以弃置两张红色手牌并流失一点体力,然后对一名体力值不少于你的其他角色造成两点火焰伤害并弃置其所有装备牌',
tianxian:'天弦',
tianxian_info:'锁定技,你的杀无视距离且可指定任意多个目标,目标须进行一次判定,若结果为黑色则取消之',
zhimeng:'织梦',
zhimeng2:'织梦',
zhimeng3:'织梦',
zhimeng_info:'回合结束阶段,你可以选择一名其他角色将牌堆顶的一张牌置于该角色的武将牌上,直到你的下个回合开始将其收入手牌。当一名角色武将牌上有牌时,每当其成为与此牌类型相同的卡牌的目标,可以摸一张牌',
runxin:'润心',
runxin_info:'每当你使用或打出一张红桃牌,你可以令一名角色回复一点体力',
tannang:'探囊',
tannang_info:'出牌阶段限一次,你可以将一张梅花手牌当顺手牵羊使用;你的顺手牵羊无距离限制',
tuoqiao:'脱壳',
tuoqiao_info:'每当你成为身边角色的卡牌的目标,你可以将座位后移一位,然后取消之',
xiaoyao:'逍遥',
xiaoyao_info:'每当你成为其他角色的卡牌目标,你可以弃置一张与之花色相同的手牌取消之',
yujian:'御剑',
yujian_info:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用',
huimeng:'回梦',
huimeng_info:'每当你回复一点体力,可以摸两张牌',
tianshe:'天蛇',
tianshe2:'天蛇',
tianshe_info:'锁定技,你防止即将受到的属性伤害,每当你造成一次属性伤害,你回复一点体力',
},
}