noname/character/swd.js

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'use strict';
character.swd={
character:{
swd_huzhongxian:['male','wu',3,['daofa','xielv','xiangu'],['fullskin']],
swd_anka:['male','qun',3,['songci','anlianying'],['fullskin']],
swd_septem:['male','qun',4,['jiying','liaoyuan','yishan'],['fullskin']],
swd_kama:['female','qun',3,['yueren','shangshi'],['fullskin']],
// swd_miles:['male','qun',4,['aojian','miles_xueyi','mohua2']],
swd_nicole:['female','wu',3,['minjing','lingwu','huanjian'],['fullskin']],
swd_wangsiyue:['female','wei',3,['duishi','biyue'],['fullskin']],
swd_weida:['female','qun',3,['yueren','zhenlie']],
swd_xuanyuanjianxian:['male','qun',4,['pozhou','huajian'],['fullskin']],
swd_chenjingchou:['male','wu',3,['youyin','yihua'],['fullskin']],
swd_duguningke:['female','qun',3,['lianji','touxi'],['fullskin']],
swd_guyue:['male','wei',3,['tiandao','qinyin','wangchen'],['fullskin']],
swd_tuobayuer:['female','shu',4,['liuhong','poyue','niepan'],['fullskin']],
swd_yuwentuo:['male','qun',4,['wushuang','xielei','kunlunjing'],['fullskin']],
swd_yuxiaoxue:['female','wei',3,['huanhun','daixing','yinyue'],['fullskin']],
swd_jiliang:['male','wu',3,['yunchou','gongxin','qimou'],['fullskin']],
swd_shuijing:['female','qun',4,['mojian','duanyue'],['fullskin']],
swd_cheyun:['female','wu',3,['shengong','xianjiang3','qiaoxie'],['fullskin']],
swd_huanyuanzhi:['male','qun',3,['lanzhi','mufeng','tianshu'],['fullskin']],
swd_murongshi:['female','shu',4,['duanyi','guxing'],['fullskin']],
swd_jipeng:['male','wu',3,['reyingzi','guozao'],['fullskin']],
swd_qi:['male','qun',3,['yaotong','heihuo','pojian'],['fullskin']],
swd_luchengxuan:['male','wu',4,['ljifeng','lxianglong'],['fullskin']],
swd_xiarou:['female','shu',3,['xianghui','huiqi'],['fullskin']],
swd_moye:['female','wu',3,['rexue','liuli'],['fullskin']],
swd_zhaoyun:['male','shu',4,['longdan','pozhen','tanlin'],['fullskin']],
swd_hengai:['female','shu',3,['funiao','ningxian','lingbo'],['fullskin']],
swd_duanmeng:['female','shu',4,['jizhan','lieren'],['fullskin']],
swd_jiangwu:['male','shu',4,['yijue','dangping'],['fullskin']],
swd_tuwei:['male','shu',3,['zhanlu','susheng'],['fullskin']],
swd_yeyaxi:['female','shu',3,['rexue','huopu'],['fullskin']],
swd_muyun:['male','wei',4,['zhuhai','polang','jikong'],['fullskin']],
swd_lanyin:['female','wei',3,['xingdian','yulin','luomei'],['fullskin']],
swd_zhiyin:['female','wei',3,['xuehuang','ningshuang','zhuyu'],['fullskin']],
swd_qiner:['female','wei',3,['huanyin','tianhuo','xuanzhou'],['fullskin']],
swd_jiuyou:['male','wei',3,['lexue'],['fullskin']],
swd_duopeng:['male','wu',3,['luanji','reyingzi'],['fullskin']],
swd_fengtianling:['male','shu',4,['guiyan','jiang'],['fullskin']],
swd_huyue:['female','wu',3,['yunshen','fengming'],['fullskin']],
swd_jialanduo:['male','qun',4,['xianyin','mailun'],['fullskin']],
swd_rongshuang:['female','wu',3,['suiyan','duanxing'],['fullskin']],
swd_zhuoshanzhu:['male','wu',4,['suiyan','wanjun'],['fullskin']],
swd_jiting:['female','wei',4,['guanhu','chuanyang'],['fullskin']],
swd_sikongyu:['male','wu',4,['sliufeng','linyun','hutian'],['fullskin']],
swd_muyue:['female','wei',3,['xingzhui','lingxian','shouyin'],['fullskin']],
swd_ziqiao:['female','shu',3,['guaili','fuyan'],['fullskin']],
swd_fengyu:['male','shu',4,['zhenwei','shangxi'],['fullskin']],
},
perfectPair:{
swd_fengtianling:['swd_huyue','swd_jiting'],
swd_rongshuang:['swd_zhuoshanzhu'],
swd_jialanduo:['swd_zhuoshanzhu'],
swd_sikongyu:['swd_muyue'],
swd_fengyu:['swd_ziqiao'],
swd_zhaoyun:['swd_hengai','swd_yeyaxi','zhaoyun'],
swd_hengai:['zhugeliang','zhugeliangwolong'],
swd_duanmeng:['swd_shangzhang'],
swd_shangzhang:['swd_situqiang'],
swd_tuwei:['swd_hengai'],
swd_jiangwu:['swd_zhaoyun'],
swd_muyun:['swd_lanyin','swd_zhiyin','swd_zhanggao','xushu'],
swd_lanyin:['swd_zhiyin'],
swd_yuli:['swd_chunyuheng'],
swd_jiuyou:['swd_zhiyin'],
swd_qiner:['swd_hengai'],
swd_huzhongxian:['swd_jiliang','swd_jipeng'],
swd_anka:['swd_kama'],
swd_septem:['swd_nicole','swd_kama','swd_weida','swd_wangsiyue'],
swd_nicole:['swd_lilian'],
swd_xuanyuanjianxian:['swd_xuanyuanjiantong'],
swd_chenjingchou:['swd_yuxiaoxue','swd_tuobayuer'],
swd_yuxiaoxue:['swd_yuwentuo'],
swd_zhanglie:['swd_tuobayuer'],
swd_duguningke:['swd_yuwentuo','swd_shanxiaoxiao','swd_yuchiyanhong'],
swd_jiliang:['swd_shuijing','swd_jipeng'],
swd_jipeng:['swd_duopeng'],
swd_cheyun:['swd_huanyuanzhi','swd_murongshi'],
swd_murongshi:['swd_huanyuanzhi','swd_shuijing'],
swd_huanyuanzhi:['swd_jipeng'],
swd_qi:['swd_huzhongxian'],
swd_luchengxuan:['swd_xiarou'],
},
skill:{
kongmo:{
trigger:{player:'useCardAfter'},
forced:true,
filter:function(event,player){
if(event.parent.name=='kongmo') return false;
if(!event.targets||!event.card) return false;
var type=get.type(event.card);
if(type!='basic'&&type!='trick') return false;
var card=game.createCard(event.card.name,event.card.suit,event.card.number);
for(var i=0;i<event.targets.length;i++){
if(!event.targets[i].isAlive()) return false;
if(!player.canUse({name:event.card.name},event.targets[i],false,false)){
return false;
}
}
return true;
},
content:function(){
var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number);
player.useCard(card,trigger.targets);
},
ai:{
threaten:2
}
},
miaobi:{
enable:'phaseUse',
viewAs:{name:'wugu'},
filterCard:{suit:'heart'},
filter:function(event,player){
return !player.getStat('skill').miaobi&&player.num('h',{suit:'heart'})>0;
},
check:function(card){
return 5-ai.get.value(card);
}
},
huajing:{
trigger:{source:'damageEnd'},
filter:function(event,player){
return event.card&&get.type(event.card,'trick')=='trick';
},
frequent:true,
content:function(){
player.recover();
player.draw();
}
},
pingxu:{
mod:{
globalFrom:function(from,to,current){
if(!from.get('e','1')) return current-1;
},
globalTo:function(from,to,current){
if(!to.get('e','2')) return current+1;
},
}
},
jufu:{
trigger:{source:'damageBegin'},
filter:function(event,player){
if(event.card&&event.card.name=='sha'&&player.get('e','1')) return true;
return false;
},
forced:true,
content:function(){
trigger.num++;
}
},
bingfeng:{
unique:true,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.bingfeng;
},
init:function(player){
player.storage.bingfeng=false;
},
filterTarget:function(card,player,target){
return player!=target&&!target.isTurnedOver();
},
mark:true,
multitarget:true,
multiline:true,
selectTarget:[1,3],
content:function(){
"step 0"
player.unmarkSkill('bingfeng');
player.removeSkill('xuanzhou');
player.loseMaxHp();
player.storage.bingfeng=true;
event.num=0;
player.turnOver();
player.addSkill('bingfeng2');
"step 1"
if(num<targets.length){
var target=targets[num];
if(!target.isTurnedOver()){
target.turnOver();
}
target.addSkill('bingfeng2');
event.num++;
event.redo();
}
},
intro:{
content:'limited'
},
ai:{
order:1,
result:{
target:function(player,target){
if(game.phaseNumber<game.players.length) return 0;
if(game.phaseNumber<game.players.length*2&&player.hp==player.maxHp) return 0;
switch(lib.config.mode){
case 'identity':{
for(var i=0;i<game.players.length;i++){
if(game.players[i].ai.shown==0) return 0;
}
switch(player.identity){
case 'zhu':{
if(ai.get.situation()>=0) return 0;
if(get.population('fan')<3) return 0;
return -1;
}
case 'zhong':{
if(get.population('fan')<3) return 0;
return -1;
}
case 'nei':return 0;
case 'fan':{
if(get.population('fan')==0) return 0;
if(get.population('zhong')<2) return 0;
return -1;
}
}
break;
}
case 'guozhan':{
if(player.identity=='unknown') return 0;
return get.population(player.identity)>=3?-1:0;
}
default:{
return -1;
}
}
},
}
}
},
bingfeng2:{
mod:{
cardEnabled:function(){
return false;
},
cardUsable:function(){
return false;
},
cardRespondable:function(){
return false;
},
cardSavable:function(){
return false;
}
},
trigger:{player:'turnOverAfter'},
forced:true,
filter:function(event,player){
return !player.isTurnedOver();
},
content:function(){
player.removeSkill('bingfeng2');
}
},
yudun:{
mod:{
cardEnabled:function(card,player){
if(get.type(card,'trick')=='trick') return false;
},
cardRespondable:function(card,player){
if(get.type(card,'trick')=='trick') return false;
},
cardSavable:function(card,player){
if(get.type(card,'trick')=='trick') return false;
},
},
enable:['chooseToUse','chooseToRespond'],
filterCard:function(card){
return get.type(card,'trick')=='trick';
},
selectCard:2,
viewAs:{name:'sha'},
check:function(){return 1},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
guozao:{
trigger:{global:'damageEnd'},
forced:true,
check:function(event,player){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>2&&game.players[i].num('h')==1){
return true;
}
}
return false;
},
filter:function(event,player){
if(event.source==player) return false;
if(get.distance(player,event.player)>1) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')) return true;
}
return false;
},
content:function(){
"step 0"
var cards=[];
if(ui.cardPile.childNodes.length<3){
var discardcards=get.cards(3);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
}
for(var i=0;i<3;i++){
cards.push(ui.cardPile.childNodes[i]);
}
event.cards=cards;
var dialog=ui.create.dialog('聒噪:选择一个目标将手牌替换',cards,'hidden');
dialog.classList.add('noselect');
var next=player.chooseTarget(true,dialog,function(card,player,target){
return target.num('h')>0;
}).ai=function(target){
var att=ai.get.attitude(player,target);
var hs=target.get('h');
var num=hs.length;
if(num<=1) return att*2;
if(num==2){
for(var i=0;i<cards.length;i++){
if(ai.get.value(cards[i])>6,target,'raw') return att;
}
if(target==player){
for(var i=0;i<2;i++){
if(ai.get.value(cards[i])>6,target,'raw') return -1;
}
}
return att/2;
}
if(num==3){
if(target==player){
var num2=0;
for(var i=0;i<3;i++){
num2+=ai.get.value(cards[i],player,'raw');
num2-=ai.get.value(hs[i],player,'raw');
}
if(num2>0) return 0.5;
if(num2<0) return -0.5;
}
return 0;
}
return -att/2;
};
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('guozao',target);
var cards=target.get('h');
target.lose(cards)._triggered=null;
game.log(get.translation(target)+'弃置了'+get.translation(cards)+',并获得三张牌');
// target.$draw(3);
target.$throw(cards);
target.gain(event.cards,'draw')._triggered=null;
}
else{
event.finish();
}
},
ai:{
expose:0.1
}
},
heihuo:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h')>0&&player.num('he',{type:'equip'})>0&&!player.skills.contains('heihuo2');
},
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
check:function(card){
var player=_status.currentPhase;
var nh=player.num('h');
var pos=get.position(card);
if(nh<2) return 0;
if(nh>4) return 0;
if(nh==4&&pos=='e') return 0;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card)+(pos=='e'?0.4:0);
}
return 5.5-ai.get.value(card)+(pos=='e'?0.4:0);
},
content:function(){
"step 0"
player.draw(player.num('h'));
"step 1"
if(player.num('h')>=8){
player.damage(3,'fire');
player.addTempSkill('heihuo2','phaseAfter');
}
},
ai:{
order:10,
threaten:1.4,
result:{
player:1
}
}
},
heihuo2:{},
yaotong:{
group:['yaotong1','yaotong2','yaotong3'],
ai:{
respondSha:true,
respondShan:true,
skillTagFilter:function(player){
if(player.num('h')%2==0) return false;
},
},
threaten:1.3
},
yaotong1:{
enable:['chooseToRespond','chooseToUse'],
filterCard:true,
viewAs:{name:'sha'},
filter:function(event,player){
var num=player.num('h');
if(num==0) return false;
return num%2==1;
},
prompt:'将一张手牌当作杀打出',
check:function(card){return 6-ai.get.value(card)}
},
yaotong2:{
enable:['chooseToRespond','chooseToUse'],
filterCard:true,
viewAs:{name:'shan'},
filter:function(event,player){
var num=player.num('h');
if(num==0) return false;
return num%2==1;
},
prompt:'将一张手牌当作闪打出',
check:function(card){return 6-ai.get.value(card)}
},
yaotong3:{
enable:'chooseToUse',
filterCard:true,
viewAs:{name:'wuxie'},
filter:function(event,player){
var num=player.num('h');
if(num==0) return false;
return num%2==0;
},
viewAsFilter:function(player){
var num=player.num('h');
if(num==0) return false;
return num%2==0;
},
prompt:'将一张手牌当作无懈可击使用',
check:function(card){return 7-ai.get.value(card)},
},
yaotong4:{
enable:'chooseToUse',
filterCard:true,
viewAs:{name:'tao'},
filter:function(event,player){
var num=player.num('h');
if(num==0) return false;
return num%2==0;
},
viewAsFilter:function(player){
var num=player.num('h');
if(num==0) return false;
return num%2==0;
},
prompt:'将一张手牌当作桃使用',
check:function(card){return 9-ai.get.value(card)},
},
pojian:{
trigger:{player:'loseEnd'},
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(get.type(ui.cardPile.childNodes[i])=='equip'){
player.equip(ui.cardPile.childNodes[i]);
player.$gain2(ui.cardPile.childNodes[i]);
game.delay();
event.finish();
return;
}
}
for(var i=0;i<ui.discardPile.childNodes.length;i++){
if(get.type(ui.discardPile.childNodes[i])=='equip'){
player.equip(ui.discardPile.childNodes[i]);
player.$gain2(ui.discardPile.childNodes[i]);
game.delay();
event.finish();
return;
}
}
},
},
kuangfu:{
trigger:{source:'damageEnd'},
direct:true,
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.num('e');
},
content:function(){
"step 0"
var neg=ai.get.attitude(player,trigger.player)<=0;
player.choosePlayerCard('e',trigger.player).ai=function(button){
if(neg){
return ai.get.buttonValue(button);
}
return 0;
};
"step 1"
if(result.bool){
player.logSkill('kuangfu');
trigger.player.$give(result.links,player);
game.delay(2);
player.equip(result.links[0]);
}
}
},
huajin:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('he')>0;
},
filterCard:true,
position:'he',
content:function(){
player.addSkill('huajin2');
},
check:function(card){
return 5-ai.get.value(card);
},
ai:{
order:10,
result:{
player:function(player){
if(player.num('h','juedou')) return 1;
if(player.num('h','sha')==0) return 0;
for(var i=0;i<game.players.length;i++){
if(player.canUse('sha',game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},player,player)>0){
return 1;
}
}
return 0;
}
}
}
},
huajin2:{
trigger:{source:'damageBegin'},
forced:true,
content:function(){
trigger.num++;
},
group:'huajin3'
},
huajin3:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
player.removeSkill('huajin2');
}
},
yuchen:{
trigger:{player:['useCard','respondAfter']},
direct:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='black') return true;
}
}
return false;
},
content:function(){
"step 0"
game.delay(0.5);
player.chooseTarget('是否发动【浴尘】?',function(card,player,target){
return player!=target&&target.num('he')>0;
}).ai=function(target){
return -ai.get.attitude(player,target);
};
"step 1"
if(result.bool){
player.logSkill('yuchen',result.targets);
player.discardPlayerCard(result.targets[0],true);
}
},
ai:{
threaten:0.7
}
},
bingjian:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('he',{color:'black',name:'sha'})>0;
},
filterCard:function(card){
return card.name=='sha'&&get.color(card)=='black';
},
filterTarget:function(card,player,target){
return player!=target&&target.num('h')>0;
},
line:'thunder',
content:function(){
"step 0"
target.showHandcards();
"step 1"
var cards=target.get('h','shan');
if(cards.length){
target.discard(cards);
}
else{
target.damage('thunder');
}
},
ai:{
order:5,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target,'thunder');
}
},
expose:0.2
}
},
rumeng:{
trigger:{global:'phaseUseBefore'},
direct:true,
filter:function(event,player){
return event.player!=player&&player.num('he',{type:'basic'})<player.num('he');
},
content:function(){
"step 0"
var yep=ai.get.attitude(player,trigger.player)<0&&
trigger.player.num('h')>2;
player.chooseToDiscard(function(card){
return get.type(card)!='basic';
},'是否对'+get.translation(trigger.player)+'发动【入梦】?','he').ai=function(card){
if(yep){
return 6-ai.get.value(card);
}
return 0;
}
"step 1"
if(result.bool){
player.logSkill('rumeng',trigger.player);
trigger.player.chooseToDiscard({type:'basic'},'入梦:弃置一张基本牌或路过出牌及弃牌阶段').ai=function(card){
return 5-ai.get.value(card);
}
}
else{
event.finish();
}
"step 2"
if(!result.bool){
trigger.untrigger();
trigger.finish();
trigger.player.skip('phaseDiscard');
}
},
ai:{
expose:0.1
}
},
lianda:{
trigger:{player:'shaAfter'},
direct:true,
filter:function(event,player){
return event.target.isAlive()&&player.num('he')>0&&!player.skills.contains('lianda2');
},
content:function(){
"step 0"
player.chooseToDiscard('he','是否发动【连打】?').ai=function(card){
if(ai.get.effect(trigger.target,{name:'sha'},player,player)>0){
return 7-ai.get.value(card);
}
return 0;
}
"step 1"
if(result.bool){
player.logSkill('lianda');
player.addTempSkill('lianda2','phaseAfter');
player.useCard({name:'sha'},trigger.target);
}
}
},
lianda2:{},
huiqi:{
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【回气】?').ai=function(target){
var att=ai.get.attitude(player,target);
if(player.hp<=0){
if(player==target){
return 1;
}
if(att>3){
return att+Math.max(0,5-target.num('h'));
}
return att/4;
}
if(att>3){
return att+Math.max(0,5-target.num('h'));
}
return att;
}
"step 1"
if(result.bool){
player.logSkill('huiqi',result.targets);
result.targets[0].draw(player.maxHp-player.hp);
}
},
ai:{
expose:0.2,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
return [1,0.5];
}
}
}
}
},
xianghui:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
filter:function(){
var min=game.players[0].hp;
for(var i=0;i<game.players.length;i++){
min=Math.min(min,game.players[i].hp);
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp==min&&game.players[i].hp<game.players[i].maxHp) return true;
}
return false;
},
prompt:function(){
var targets=[];
var min=game.players[0].hp;
for(var i=0;i<game.players.length;i++){
min=Math.min(min,game.players[i].hp);
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp==min&&game.players[i].hp<game.players[i].maxHp){
targets.push(game.players[i]);
}
}
return '令'+get.translation(targets)+'回复一点体力';
},
check:function(card){
return 8-ai.get.value(card);
},
filterTarget:function(card,player,target){
if(target.hp==target.maxHp) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<target.hp) return false;
}
return true;
},
selectTarget:-1,
content:function(){
target.recover();
},
ai:{
expose:0.1,
order:9,
threaten:1.4,
result:{
player:function(player,target){
var num=0;
var min=game.players[0].hp;
for(var i=0;i<game.players.length;i++){
min=Math.min(min,game.players[i].hp);
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp==min&&game.players[i].hp<game.players[i].maxHp){
num+=ai.get.recoverEffect(game.players[i],player,player);
}
}
return num;
}
}
}
},
hzhenwei:{
trigger:{global:'shaBefore'},
direct:true,
priority:5,
filter:function(event,player){
if(player==event.target||player==event.player) return false;
if(!player.num('he')) return false;
return get.distance(event.player,player,'attack')<=1;
},
content:function(){
"step 0"
var save=false;
if(ai.get.attitude(player,trigger.target)>2){
if(player.num('h','shan')||player.num('e','2')||
trigger.target.hp==1||player.hp>trigger.target.hp+1){
if(!trigger.target.num('h','shan')||trigger.target.num('h')<player.num('h')){
save=true;
}
}
}
player.chooseToDiscard('he','是否发动【镇卫】?').ai=function(card){
if(save){
return 7-ai.get.value(card);
}
return 0;
}
"step 1"
if(result.bool){
player.logSkill('hzhenwei',trigger.target);
trigger.target=player;
trigger.untrigger();
trigger.trigger('useCardToBefore');
trigger.trigger('shaBefore');
player.addSkill('hzhenwei2');
game.delay();
}
},
ai:{
effect:{
target:function(card){
if(card.name=='sha') return 1.3;
}
}
}
},
hzhenwei2:{
trigger:{target:'shaAfter'},
forced:true,
popup:false,
content:function(){
player.draw();
player.removeSkill('hzhenwei2');
}
},
zhenwei:{
trigger:{global:'respondEnd'},
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(event.player==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;
},
direct:true,
content:function(){
"step 0"
var cards=trigger.cards.slice(0);
for(var i=0;i<cards.length;i++){
if(get.position(cards[i])!='d'){
cards.splice(i--,1);
}
}
event.cards=cards;
game.delay(0.5);
player.chooseTarget('是否发动【镇威】?',function(card,player,target){
return target!=trigger.player;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att<=0) return 0;
if(att>3){
return 100-target.num('h');
}
return att;
}
"step 1"
if(result.bool){
player.logSkill('zhenwei');
game.log(get.translation(result.targets[0])+'获得了'+get.translation(event.cards));
result.targets[0].gain(event.cards,'gain2');
}
},
ai:{
expose:0.1,
threaten:1.6
}
},
shangxi:{
trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
if(player.num('he')==0) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&
get.distance(player,game.players[i],'attack')<=1&&
player.hp<=game.players[i].hp){
return true;
}
}
return false;
},
content:function(){
"step 0"
var next=player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return get.distance(player,target,'attack')<=1&&
player!=target&&player.hp<=target.hp;
},
filterCard:true,
ai1:function(card){
return 9-ai.get.value(card);
},
ai2:function(target){
return ai.get.damageEffect(target,player,player);
},
prompt:'是否发动【伤袭】?'
});
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill('shangxi',result.targets);
result.targets[0].damage();
}
},
ai:{
expose:0.3
}
},
fuyan:{
trigger:{player:'damageEnd'},
direct:true,
filter:function(event){
return event.num>0;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【覆岩】?',function(card,player,target){
return !target.hujia;
}).ai=function(target){
if(ai.get.attitude(player,target)<=0) return 0;
var eff=-ai.get.damageEffect(target,target,player)+(player==target?2:0);
return Math.min(1,eff);
};
"step 1"
if(result.bool){
player.logSkill('fuyan',result.targets);
var target=result.targets[0];
target.changeHujia();
}
},
ai:{
effect:{
target:function(card,player){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
return 0.7;
}
}
},
expose:0.2
}
},
fuyan2:{
trigger:{player:'damageBegin'},
filter:function(event,player){
return event.num>0;
},
forced:true,
mark:'card',
content:function(){
trigger.num--;
player.removeSkill('fuyan2');
ui.discardPile.appendChild(player.storage.fuyan2);
delete player.storage.fuyan2;
},
intro:{
content:'card'
}
},
pingshen:{
trigger:{source:'damageBegin'},
forced:true,
popup:false,
unique:true,
silent:true,
content:function(){
trigger.player.addSkill('pingshen2');
trigger.player.storage.pingshen=player;
}
},
pingshen2:{
enable:'phaseUse',
unique:true,
mark:true,
init:function(player){
player.storage.pingshen2=false;
},
filter:function(event,player){
return !player.storage.pingshen2&&player.storage.pingshen.isAlive();
},
filterCard:true,
filterTarget:function(card,player,target){
return target==player.storage.pingshen;
},
selectTarget:-1,
position:'he',
content:function(){
player.storage.pingshen2=true;
player.unmarkSkill('pingshen2');
player.gain(target.get('h'));
target.$give(target.num('h'),player);
player.turnOver();
player.addSkill('pingshen3');
},
check:function(card){return 8-ai.get.value(card);},
intro:{
content:'limited'
},
ai:{
order:10,
result:{
player:function(player){
if(player.classList.contains('turnedover')) return 10;
if(ai.get.attitude(player,player.storage.pingshen)>=0){
return 0;
}
if(player.storage.pingshen.num('h')>player.storage.pingshen.hp) return 1;
return 0;
}
},
effect:{
target:function(card,player,target){
if(!target.storage.pingshen2){
if(card.name=='guiyoujie') return [0,1];
}
}
}
},
},
pingshen3:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
content:function(){
"step 0"
player.removeSkill('pingshen3');
if(player.storage.pingshen.classList.contains('dead')){
event.finish();
}
else{
player.chooseCard('he',true,player.storage.pingshen.hp);
}
"step 1"
player.storage.pingshen.gain(result.cards);
player.$give(result.cards.length,player.storage.pingshen);
}
},
guaili:{
trigger:{source:'damageBegin'},
filter:function(event){
return event.card&&event.card.name=='sha'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
forced:true,
content:function(){
trigger.num++;
player.addSkill('guaili2');
}
},
guaili2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
content:function(){
player.removeSkill('guaili2');
player.chooseToDiscard(true);
}
},
xingzhui:{
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
return player!=target&&target.num('he')>0;
},
check:function(card){
if(get.type(card)=='equip'){
var distance=get.info(card).distance;
if(distance){
if(distance.attackFrom<0||distance.globalFrom<0) return 10;
}
}
return 7-ai.get.value(card);
},
content:function(){
"step 0"
event.type=get.type(cards[0],'trick');
var dme=ai.get.damageEffect(target,player,target);
target.chooseToDiscard('he',function(card){
return get.type(card,'trick')==event.type;
},'弃置一张牌'+get.translation(event.type)+'牌或受到1点伤害').ai=function(card){
if(dme<0){
return 8-ai.get.value(card);
}
return 0;
}
"step 1"
if(!result.bool){
target.damage();
}
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player);
}
},
threaten:2,
expose:0.2
}
},
lingxian:{
trigger:{player:['respond','useCard']},
direct:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(get.itemtype(event.cards)!='cards') return false;
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i],'attack')>1&&player!=game.players[i]){
return true;
}
}
return false;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【凌仙】?',function(card,player,target){
return get.distance(player,target,'attack')>1&&player!=target;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att<=-0.5) return 0;
if(att<=3) return att+0.5;
return att+Math.min(0.5,5-target.num('h'));
}
"step 1"
if(result.bool){
game.asyncDraw([player,result.targets[0]]);
player.logSkill('lingxian',result.targets);
}
},
ai:{
mingzhi:false,
effect:{
target:function(card,player,target){
if(get.type(card)=='equip'&&player==target){
var distance=get.info(card).distance;
if(distance){
if(distance.attackFrom<0||distance.globalFrom<0) return 0;
}
}
else{
var hs=target.num('h');
if(get.tag(card,'respondShan')){
var shans=target.num('h','shan');
if(shans>1) return [0,1];
if(shans&&hs>2) return [0,1];
if(shans) return [0,0];
if(hs>2) return [0,0];
if(hs>1) return [1,0.5];
return [1.5,0];
}
if(get.tag(card,'respondSha')){
var shas=target.num('h','sha');
if(shas>1) return [0,1];
if(shas&&hs>2) return [0,1];
if(shas) return [0,0];
if(hs>2) return [0,0];
if(hs>1) return [1,0.5];
return [1.5,0];
}
}
}
},
threaten:0.8,
expose:0.1
}
},
shouyin:{
unique:true,
enable:'chooseToUse',
init:function(player){
player.storage.shouyin=false;
},
mark:true,
filter:function(event,player){
if(event.type!='dying') return false;
if(player.storage.shouyin) return false;
if(player.isTurnedOver()) return false;
return true;
},
content:function(){
"step 0"
player.unmarkSkill('shouyin');
player.storage.shouyin=true;
player.turnOver();
"step 1"
event.targets=game.players.slice(0);
event.targets.sort(lib.sort.seat);
"step 2"
if(event.targets.length){
var target=event.targets.shift();
if(target.hp<target.maxHp){
target.recover(target.maxHp-target.hp);
}
event.redo();
}
},
ai:{
skillTagFilter:function(player){
if(player.storage.shouyin) return false;
},
expose:0.3,
save:true,
result:{
player:function(player){
if(_status.dying!=player&&ai.get.attitude(player,_status.dying)<=0){
return 0;
}
var num=0;
for(var i=0;i<game.players.length;i++){
var att=ai.get.attitude(player,game.players[i]);
var del=game.players[i].maxHp-game.players[i].hp;
if(att>0){
num+=del;
}
else if(att<0){
num-=del;
}
}
return num;
}
}
},
intro:{
content:'limited'
}
},
sliufeng:{
mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'&&player.hp>=target.hp){
return true;
}
}
},
},
linyun:{
enable:'chooseToUse',
filterCard:true,
selectCard:2,
position:'he',
viewAs:{name:'sha'},
prompt:'将两张牌当杀使用',
check:function(card){
if(_status.event.player.num('h')<4) return 6-ai.get.useful(card);
return 7-ai.get.useful(card);
},
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
}
},
group:['linyun2']
},
linyun2:{
trigger:{player:'shaBegin'},
filter:function(event){
return event.skill=='linyun'
},
forced:true,
popup:false,
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.ai=function(card){
if(trigger.target.num('h','shan')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
},
ai:{
threaten:1.3
}
},
linyun3:{
trigger:{source:'damageAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.parent.skill=='linyun'&&!player.skills.contains('linyun4');
},
content:function(){
player.draw();
player.addTempSkill('linyun4','shaAfter')
}
},
linyun4:[],
bofeng:{
mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'&&player.hp>=target.hp){
return true;
}
}
},
trigger:{player:'shaBegin'},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
content:function(){
"step 0"
trigger.target.chooseToRespond({name:'shan'});
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
player.addTempSkill('bofeng2','shaEnd');
}
},
ai:{
threaten:1.3
}
},
bofeng2:{
trigger:{source:'damageBegin'},
filter:function(event){
return (event.card&&(event.card.name=='sha')&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2');
},
forced:true,
popup:false,
content:function(){
trigger.num++;
},
},
hutian:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.num('h')>0&&!player.storage.hutian;
},
content:function(){
"step 0"
var next=player.chooseCardTarget({
filterTarget:function(card,player,target){
return target.maxHp>=ui.selected.cards.length;
},
filterCard:true,
selectCard:[1,Infinity],
ai1:function(card){
if(ui.selected.cards.length==0&&player.hp==1) return 11-ai.get.value(card);
if(ui.selected.cards.length>1) return 0;
return 7-ai.get.useful(card);
},
ai2:function(target){
if(target.hp>ui.selected.cards.length){
return 0;
}
return ai.get.attitude(player,target);
},
prompt:'是否发动【护天】?'
});
"step 1"
if(result.bool){
var target=result.targets[0];
event.target=target;
player.$give(result.cards,target);
player.lose(result.cards,ui.special);
player.storage.hutian=target;
player.logSkill('hutian',result.targets);
player.addTempSkill('hutian4','phaseAfter');
target.addSkill('hutian2');
target.storage.hutian2=result.cards;
game.addVideo('storage',target,['hutian2',get.cardsInfo(result.cards),'cards']);
}
else{
event.finish();
}
"step 2"
var target=event.target;
if(target.storage.hutian2&&target.hp<target.storage.hutian2.length){
target.recover(target.storage.hutian2.length-target.hp);
}
},
ai:{
expose:0.2,
threaten:1.5
},
group:'hutian3'
},
hutian2:{
trigger:{player:['damageBegin','loseHpBegin']},
forced:true,
priority:-55,
mark:true,
filter:function(event,player){
return player.hp-event.num<player.storage.hutian2.length;
},
content:function(){
trigger.num=player.hp-player.storage.hutian2.length;
},
intro:{
content:'cards'
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
if(target.hp<=target.storage.hutian2.length) return 0;
}
}
}
}
},
hutian3:{
trigger:{player:['phaseEnd','dieBegin']},
forced:true,
filter:function(event,player){
if(player.skills.contains('hutian4')) return false;
return player.storage.hutian?true:false;
},
priority:-1,
content:function(){
var target=player.storage.hutian;
target.gain(target.storage.hutian2,'gain2');
delete target.storage.hutian2;
delete player.storage.hutian;
target.removeSkill('hutian2');
}
},
hutian4:{},
chengjian:{
trigger:{global:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.source)>0;
},
filter:function(event,player){
return event.source&&event.card&&event.card.name=='sha'&&event.source!=player;
},
content:function(){
trigger.source.draw();
},
ai:{
expose:0.1,
threaten:1.2
}
},
huanxing:{
trigger:{player:'phaseBegin'},
group:'huanxing2',
direct:true,
content:function(){
"step 0"
player.unmark(player.storage.huanxing+'_charactermark');
delete player.storage.huanxing;
delete player.additionalSkills.huanxing;
player.checkMarks();
if(player.num('he')){
player.chooseCardTarget({
prompt:'是否发动【幻形】?',
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
if(target==player) return false;
if(target.sex!='male') return false;
var name=target.name.indexOf('unknown')==0?target.name2:target.name;
var info=lib.character[name];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&!player.skills.contains(skills[j])){
return true;
}
}
}
return false;
},
ai1:function(card){
return 7-ai.get.value(card);
},
ai2:function(target){
if(target.isMin()) return 0;
return 6-target.maxHp;
}
});
}
else{
event.finish();
}
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill('huanxing',result.targets);
var name=result.targets[0].name;
if(name.indexOf('unknown')==0){
name=result.targets[0].name2;
}
var list=[];
var skills=lib.character[name][3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&!player.skills.contains(skills[j])){
list.push(skills[j]);
}
}
for(var i=0;i<list.length;i++){
player.addSkill(list[i]);
player.skills.remove(list[i]);
}
player.additionalSkills.huanxing=list;
player.markCharacter(name,null,true,true);
game.addVideo('markCharacter',player,{
name:'幻形',
content:'',
id:'huanxing',
target:name
});
player.storage.huanxing=name;
}
},
ai:{
threaten:1.5
}
},
huanxing2:{
trigger:{player:'damageAfter'},
priority:-15,
forced:true,
filter:function(event,player){
return player.additionalSkills.huanxing?true:false;
},
content:function(){
player.unmark(player.storage.huanxing+'_charactermark');
delete player.storage.huanxing;
delete player.additionalSkills.huanxing;
player.checkMarks();
}
},
guiying:{
enable:'chooseToUse',
filterCard:{color:'black'},
position:'he',
viewAs:{name:'toulianghuanzhu'},
prompt:'将一张黑色牌当作偷梁换柱使用',
check:function(card){
if(_status.event.player.num('h')>_status.event.player.hp){
return 5-ai.get.value(card)
}
return 0;
},
},
suiyan:{
trigger:{source:'damageEnd'},
// group:'unequip',
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
direct:true,
filter:function(event,player){
return event.player.num('e');
},
content:function(){
"step 0"
var att=ai.get.attitude(player,trigger.player);
player.chooseToDiscard('he','是否发动【碎岩】?').ai=function(card){
if(att<0) return 7-ai.get.value(card);
return -1;
}
"step 1"
if(result.bool){
player.logSkill('suiyan',trigger.player);
trigger.player.discard(trigger.player.get('e'));
}
},
ai:{
expose:0.3
},
},
ningxian:{
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return player.num('he',{color:'black'})>0;
},
content:function(){
"step 0"
var enemy=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.damageEffect(game.players[i],player,player)>0){
enemy++;
}
}
var next=player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return player!=target;
},
selectCard:[1,player.num('he',{color:'black'})],
selectTarget:function(){
if(ui.selected.targets.length>ui.selected.cards.length){
game.uncheck('target');
}
return ui.selected.cards.length;
},
filterCard:{color:'black'},
ai1:function(card){
if(ui.selected.cards.length>=enemy) return 0;
return 9-ai.get.value(card);
},
ai2:function(target){
return ai.get.damageEffect(target,player,player);
},
prompt:'是否发动【凝霰】?'
});
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill('ningxian',result.targets);
event.targets=result.targets;
event.targets.sort(lib.sort.seat);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
event.targets.shift().damage();
event.redo();
}
},
ai:{
maixie:true,
effect:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-0.5];
if(!target.hasFriend()){
if(lib.config.mode=='guozhan'){
if(!player.hasFriend()) return;
}
else{
return;
}
}
if(target.num('h')>2||target.num('e',{color:'black'})){
return [1,0,0,-1];
}
return [1,-0.5];
}
},
}
},
xuanyuan:{},
jilve:{
enable:'phaseUse',
group:'jilve6',
direct:true,
usable:3,
delay:0,
content:function(){
"step 0"
player.getStat('skill').jilve--;
var cards=[];
var max=Math.min(2,ui.cardPile.childNodes.length);
for(var i=0;i<max;i++){
cards.push(ui.cardPile.childNodes[i]);
}
for(var i=max;i<2;i++){
cards.push(ui.discardPile.childNodes[i]);
}
var dialog=ui.create.dialog('极略:选择一张基本牌或锦囊牌牌使用',cards);
var trigger=event.parent.parent;
player.chooseButton(dialog,function(){return 1}).filterButton=function(button){
var type=get.type(button.link,'trick');
return (type=='trick'||type=='basic')&&trigger.filterCard(button.link,player,trigger);
};
player.addTempSkill('jilve3',['useCardAfter','phaseAfter']);
"step 1"
if(result.bool){
// player.getStat('skill').jilve++;
lib.skill.jilve2.viewAs=result.buttons[0].link;
event.parent.parent.backup('jilve2');
event.parent.parent.step=0;
if(event.isMine()){
event.parent.parent.openskilldialog='选择'+get.translation(result.buttons[0].link)+'的目标';
}
}
},
ai:{
order:12,
result:{
player:function(player){
if(player.tempSkills.jilve3) return 0;
if(_status.dying) return ai.get.attitude(player,_status.dying);
return 1;
}
},
threaten:1.7
}
},
jilve6:{
trigger:{player:'useCardBefore'},
forced:true,
popup:false,
filter:function(event,player){
return event.skill=='jilve2';
},
content:function(){
player.getStat('skill').jilve++;
}
},
jilve2:{
filterCard:function(){return false},
selectCard:-1
},
jilve3:{},
jilve4:{
trigger:{player:'useCard'},
forced:true,
popup:false,
filter:function(event){
return event.skill=='jilve2';
},
content:function(){
player.storage.jilve++;
}
},
jilve5:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
content:function(){
player.storage.jilve=0;
}
},
pozhou:{
unique:true,
trigger:{player:'damageEnd'},
forced:true,
init:function(player){
player.storage.pozhou=0;
},
content:function(){
player.storage.pozhou+=trigger.num;
if(player.storage.pozhou){
player.markSkill('pozhou');
}
game.addVideo('storage',player,['pozhou',player.storage.pozhou]);
},
intro:{
content:'mark'
},
group:'pozhou2',
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1.5];
if(player.hp>=4) return [1,1.5];
if(target.hp==3) return [1,1];
if(target.hp==2) return [1,0.5];
}
}
}
}
},
pozhou2:{
trigger:{global:'phaseBegin'},
priority:-5,
check:function(event,player){
return ai.get.attitude(player,event.player)<-3;
},
filter:function(event,player){
return player.storage.pozhou>0&&player!=event.player;
},
prompt:function(event,player){
return '是否弃置一枚破咒标记令'+get.translation(event.player)+
'的非锁定技失效?(剩余'+player.storage.pozhou+'枚)';
},
content:function(){
player.storage.pozhou--;
if(!player.storage.pozhou){
player.unmarkSkill('pozhou');
}
var target=trigger.player;
target.disabledSkills.pozhou=[];
for(var i=0;i<target.skills.length;i++){
if(!get.skillLocked(target.skills[i])){
target.disabledSkills.pozhou.push(target.skills[i]);
}
}
target.addSkill('pozhou3');
}
},
pozhou3:{
trigger:{player:'phaseBegin'},
forced:true,
mark:true,
content:function(){
delete player.disabledSkills.pozhou;
player.removeSkill('pozhou3');
},
intro:{
content:function(st,player){
var storage=player.disabledSkills.pozhou;
if(storage&&storage.length){
var str='失效技能:';
for(var i=0;i<storage.length;i++){
if(lib.translate[storage[i]+'_info']){
str+=get.translation(storage[i])+'、';
}
}
return str.slice(0,str.length-1);
}
}
}
},
fengmo:{
enable:'phaseUse',
usable:1,
filter:function(){
var num=0
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','1')){
num++;
}
}
return num>=1;
},
filterTarget:function(card,player,target){
return player!=target&&!target.isTurnedOver();
},
content:function(){
"step 0"
event.targets=[];
event.num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','1')){
event.targets.push(game.players[i]);
}
}
event.targets.sort(lib.sort.seat);
"step 1"
if(num<event.targets.length){
var targetn=event.targets[num];
var card=targetn.get('e','1');
if(card){
targetn.discard(card);
}
event.num++;
event.redo();
}
"step 2"
target.draw(event.targets.length);
"step 3"
target.turnOver();
},
ai:{
result:{
target:function(player,target){
var num=0
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','1')){
num++;
}
}
if(target.hp==1&&num<3){
return (num-3)/1.5;
}
return num-3;
}
},
order:10,
expose:0.1
}
},
duanyue:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:{type:'equip'},
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 12-ai.get.equipValue(card);
}
return 8-ai.get.equipValue(card);
},
filter:function(event,player){
return player.num('he',{type:'equip'});
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
"step 0"
target.damage();
"step 1"
if(target.isAlive()){
var cards=target.get('h');
event.num=cards.length;
target.discard(cards);
}
else{
event.finish();
}
"step 2"
if(event.num>=2){
player.loseHp();
}
},
ai:{
order:9,
expose:0.2,
result:{
target:function(player,target){
if(ai.get.damageEffect(target,player)<0){
return -target.num('h')-(target.hp==1?1:0);
}
}
}
}
},
mojian:{
trigger:{player:'shaBegin'},
check:function(event,player){
if(ai.get.attitude(player,event.target)>0) return true;
return player.hp<player.maxHp;
},
// filter:function(event){
// return event.player.isAlive();
// },
content:function(){
"step 0"
trigger.target.draw();
"step 1"
player.recover();
}
},
liuhong:{
trigger:{player:['useCard']},
frequent:true,
filter:function(event){
return event.card&&event.card.name=='sha';
},
content:function(){
player.draw();
}
},
poyue:{
mod:{
targetInRange:function(card,player){
if(card.name=='sha'&&get.color(card)=='black') return true;
},
cardUsable:function(card){
if(card.name=='sha'&&get.color(card)=='red') return Infinity;
}
},
trigger:{player:'useCard'},
filter:function(event,player){
return event.card.name=='sha'&&get.color(event.card)=='red';
},
forced:true,
content:function(){
if(player.stat[player.stat.length-1].card.sha>0){
player.stat[player.stat.length-1].card.sha--;
}
},
group:'poyue2'
},
poyue2:{
trigger:{player:'shaBegin'},
forced:true,
popup:false,
filter:function(event,player){
return event.card&&get.color(event.card)=='red';
},
content:function(){
trigger.directHit=true;
}
},
jianji:{
enable:'phaseUse',
filter:function(event,player){
return player.num('he',{type:'equip'})>0&&lib.filter.cardEnabled({name:'sha'},player);
},
usable:1,
filterCard:{type:'equip'},
position:'he',
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
return 6-ai.get.equipValue(card);
},
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
delay:false,
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
content:function(){
"step 0"
if(!player.skills.contains('unequip')){
event.added=true
player.skills.push('unequip');
}
player.draw();
player.useCard({name:'sha'},cards,targets,'jianji',false).animate=false;
player.line(targets,'fire');
"step 1"
if(event.added){
player.skills.remove('unequip');
}
},
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
},
result:{
target:function(player,target){
var added=false;
if(!player.skills.contains('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(get.type(card)=='equip'&&
player.num('e',{subtype:get.subtype(card)})&&
lib.filter.filterCard({name:'sha'},player)){
return 0;
}
}
},
threaten:1.3
}
},
huangyu:{
enable:'phaseUse',
filter:function(event,player){
return !player.getStat('skill').huangyu&&player.num('he',{color:'red'})>1;
},
filterCard:{color:'red'},
selectCard:2,
position:'he',
viewAs:{name:'chiyuxi',nature:'fire'},
check:function(card){
var player=_status.event.player;
if(player.skills.contains('jianji')&&get.type(card)=='equip'&&
lib.filter.filterCard({name:'sha'},player)){
return 0;
}
return 6-ai.get.value(card)
},
ai:{
order:8,
expose:0.2,
threaten:1.2
}
},
gongshen:{
trigger:{global:'useCard'},
priority:15,
filter:function(event,player){
var type=get.type(event.card,'trick');
if(type!='basic'&&type!='trick') return false;
return event.player!=player&&player.num('he',{type:'equip'})>0&&
event.targets&&event.targets.length>0;
},
direct:true,
content:function(){
"step 0"
var effect=0;
for(var i=0;i<trigger.targets.length;i++){
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
}
var str='是否弃置一张装备牌令'+get.translation(trigger.player);
if(trigger.targets&&trigger.targets.length){
str+='对'+get.translation(trigger.targets);
}
str+='的'+get.translation(trigger.card)+'失效?'
player.chooseToDiscard('he',{type:'equip'},str).ai=function(card){
if(effect<0){
var val=9-ai.get.value(card);
var nme=trigger.card.name;
if(nme=='tao') return val;
if(nme=='shunshou'&&player==trigger.targets[0]) return val;
if(nme=='liuxinghuoyu') return val;
if(nme=='nanman') return val;
if(nme=='wanjian') return val;
if(nme=='jingleishan') return val;
if(nme=='chiyuxi') return val;
if((nme=='juedou')&&(player==trigger.targets[0]||trigger.targets[0].hp==1)) return val;
if(nme=='chenhuodajie') return val;
if(nme=='lebu'&&trigger.targets[0].num('h')>trigger.targets[0].hp) return val;
if(nme=='sha'&&trigger.targets[0].hp==1&&!trigger.targets[0].num('h','shan')) return val;
if(nme=='jiedao'&&trigger.targets[0]==player) return val;
if(nme=='yihuajiemu'&&trigger.targets[0]==player) return val;
if(nme=='shuiyanqijun'&&trigger.targets.contains(player)) return val;
return 0;
}
return -1;
}
"step 1"
if(result.bool){
game.delay();
trigger.untrigger();
trigger.finish();
player.logSkill('gongshen');
}
},
ai:{
effect:{
player:function(card,player,target){
if(player!=target) return;
if(get.type(card)=='equip'&&player.num('h')<=player.hp){
return [0,0,0,0];
}
}
},
threaten:2,
expose:0.3
}
},
xiaozhan:{
trigger:{global:'useCard'},
priority:15,
filter:function(event,player){
return event.card.name=='sha'&&event.player!=player&&
player.num('h','sha')>0&&event.targets.contains(player)==false;
},
direct:true,
content:function(){
"step 0"
var effect=0;
for(var i=0;i<trigger.targets.length;i++){
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
}
var str='是否弃置一张杀令'+get.translation(trigger.player);
if(trigger.targets&&trigger.targets.length){
str+='对'+get.translation(trigger.targets);
}
str+='的'+get.translation(trigger.card)+'失效?'
player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
if(effect<0){
return 9-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
player.logSkill('xiaozhan');
}
},
ai:{
threaten:1.2,
expose:0.1
}
},
chuanyue:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0;
},
selectCard:2,
filterCard:true,
discard:false,
prepare:function(cards,player,targets){
player.$throw(cards);
},
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'juedou'},player,target);
},
check:function(card){
return Math.max(7-ai.get.value(card),7-ai.get.useful(card));
},
content:function(){
player.useCard({name:'juedou'},targets,cards).animate=false;
},
ai:{
result:{
target:function(player,target){
return ai.get.effect(target,{name:'juedou'},player,target);
}
},
order:8,
}
},
yiesheng:{
enable:'phaseUse',
filterCard:{color:'black'},
filter:function(event,player){
return player.num('h',{color:'black'})>0;
},
selectCard:[1,Infinity],
prompt:'弃置任意张黑色手牌并摸等量的牌',
check:function(card){return 5-ai.get.value(card)},
content:function(){
player.draw(cards.length);
},
ai:{
order:1,
result:{
player:1
},
},
},
dangping:{
trigger:{source:'damageAfter'},
direct:true,
filter:function(event,player){
return event.parent.name!='dangping'&&!player.skills.contains('dangping2');
},
content:function(){
"step 0"
var next=player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return player!=target&&trigger.player!=target&&get.distance(trigger.player,target)<=1;
},
filterCard:true,
ai1:function(card){
return ai.get.unuseful(card)+9;
},
ai2:function(target){
return ai.get.damageEffect(target,player,player);
},
prompt:'是否发动【荡平】?'
});
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill('dangping',result.targets);
player.addTempSkill('dangping2','phaseAfter');
}
"step 2"
if(result.bool){
result.targets[0].damage();
}
}
},
dangping2:{},
duishi:{
enable:'phaseUse',
usable:2,
filter:function(event,player){
return player.num('h')>0&&!player.skills.contains('duishi3');
},
filterTarget:function(card,player,target){
return player!=target&&target.num('h')&&!target.skills.contains('duishi2');
},
filterCard:true,
check:function(card){return 8-ai.get.value(card)},
content:function(){
"step 0"
var suit=get.suit(cards[0]);
target.chooseToDiscard({suit:suit},'h','弃置一张'+get.translation(suit)+
'牌,或令'+get.translation(player)+'获得你的一张牌').ai=function(card){
if(ai.get.attitude(target,player)>0){
return -1;
}
return 11-ai.get.value(card);
}
"step 1"
if(!result.bool){
player.addTempSkill('duishi3','phaseAfter');
if(target.num('he')){
player.gainPlayerCard(target,'he',true,ai.get.buttonValue);
}
}
else{
target.addTempSkill('duishi2','phaseAfter');
}
},
ai:{
order:9,
threaten:1.5,
result:{
target:-2,
player:0.5
},
expose:0.2
}
},
duishi2:{},
duishi3:{},
guisi:{
trigger:{target:'shaBefore'},
popup:false,
direct:true,
filter:function(event,player){
return player.num('h');
},
content:function(){
"step 0"
player.chooseCard('是否交给'+get.translation(trigger.player)+'一张牌并取消此杀?').ai=function(card){
if(ai.get.attitude(player,trigger.player)>0){
return 9-ai.get.value(card);
}
if(player.num('h',{name:'shan'})) return -1;
return 7-ai.get.value(card);
}
"step 1"
if(result.bool){
player.logSkill('guisi');
trigger.player.gain(result.cards);
player.$give(result.cards,trigger.player);
trigger.untrigger();
trigger.finish();
}
},
},
lianwu:{
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]++;
},
},
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return event.card&&get.color(event.card)=='red';
},
content:function(){
trigger.directHit=true;
}
},
mingfu:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('he',{suit:'club'})>0;
},
position:'he',
filterCard:{suit:'club'},
discard:false,
prepare:function(cards,player,targets){
player.$throw(cards);
},
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'guiyoujie'},player,target);
},
check:function(card){
return Math.max(7-ai.get.value(card),7-ai.get.useful(card));
},
content:function(){
target.addJudge('guiyoujie',cards);
},
ai:{
result:{
target:function(player,target){
return ai.get.effect(target,{name:'guiyoujie'},player,target);
}
},
order:8,
}
},
mufeng:{
priority:9,
filter:function(event,player){
return event.player!=player&&get.type(event.card)=='trick'&&event.targets&&event.targets.length>1;
},
check:function(event,player){
return get.tag(event.card,'multineg')||ai.get.effect(player,event.card,event.player,player)<=0;
},
trigger:{target:'useCardToBefore'},
content:function(){
trigger.untrigger();
trigger.finish();
player.draw();
},
ai:{
effect:{
target:function(card){
if(get.type(card)!='trick') return;
if(card.name=='tiesuo') return [0,0];
if(card.name=='yihuajiemu') return [0,1];
if(get.tag(card,'multineg')) return [0,2];
}
}
}
},
jiying:{
// trigger:{player:'respond'},
// filter:function(event,player){
// return event.card.name=='shan'&&
// player.num('h','sha')>0&&_status.currentPhase!=player;
// },
// direct:true,
// content:function(){
// player.chooseToUse('是否发动【疾鹰】?',{name:'sha'});
// },
mod:{
targetInRange:function(card){
if(card.name=='sha') return true;
}
},
// ai:{
// effect:{
// target:function(card,player,target,current){
// if(get.tag(card,'respondShan')&&target.num('h')) return 0.8;
// }
// }
// }
},
minjing:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
if(player.get('e','2')) return false;
if(event.source&&event.source.num('s','unequip')) return;
if(Math.random()>1/3) return false;
return true;
},
content:function(){
trigger.num--;
},
ai:{
threaten:0.8
}
},
touxi:{
trigger:{global:'phaseEnd'},
check:function(event,player){
return ai.get.damageEffect(event.player,player,player,'thunder')>0;
},
filter:function(event,player){
return event.player!=player&&!player.skills.contains('touxi2')&&event.player.isAlive();
},
content:function(){
"step 0"
player.line(trigger.player,'thunder');
player.judge(function(card){
if(get.color(card)=='black') return 1;
return -1;
});
"step 1"
if(result.bool){
trigger.player.damage('thunder');
player.draw();
player.addSkill('touxi2');
event.finish();
}
else{
if(player.num('he')){
trigger.player.discardPlayerCard(player,'he',true,ai.get.buttonValue);
}
}
},
ai:{
expose:0.3,
threaten:1.2
}
},
touxi2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
player.removeSkill('touxi2');
}
},
lianji:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
if(player==target) return false;
return target.num('h')>0;
},
selectTarget:2,
multitarget:true,
multiline:true,
filter:function(event,player){
return player.num('h')>0;
},
prepare:function(cards,player,targets){
player.$throw(cards);
player.line(targets);
},
discard:false,
filterCard:true,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
"step 0"
if(!player.storage.lianji){
player.storage.lianji=[];
}
if(targets[0].num('h')&&targets[1].num('h')){
targets[0].chooseToCompare(targets[1]);
player.storage.lianji.add(targets[0]);
player.storage.lianji.add(targets[1]);
}
else{
event.finish();
}
"step 1"
if(result.bool){
targets[0].gain(cards);
targets[0].$gain2(cards);
targets[1].damage(targets[0]);
}
else{
targets[1].gain(cards);
targets[1].$gain2(cards);
targets[0].damage(targets[1]);
}
if(!player.skills.contains('yinmo')){
event.finish();
}
"step 2"
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&!player.storage.lianji.contains(game.players[i])){
event.finish();
return;
}
}
"step 3"
player.logSkill('yinmo');
player.gainMaxHp();
"step 4"
lib.character.swd_duguningke2=['','qun',4,['benlei','juece'],['temp']];
if(player.name=='swd_duguningke') player.name='swd_duguningke2';
if(player.name1=='swd_duguningke') player.name1='swd_duguningke2';
if(player.name2=='swd_duguningke'){
player.name2='swd_duguningke2';
player.node.avatar2.setBackground('swd_duguningke2','character');
}
else{
player.node.avatar.setBackground('swd_duguningke2','character');
}
player.removeSkill('yinmo');
player.removeSkill('lianji');
player.removeSkill('touxi');
player.addSkill('benlei');
player.addSkill('juece');
event.players=game.players.slice(0);
event.players.remove(player);
event.players.sort(lib.sort.seat);
"step 5"
if(event.players.length){
event.players.shift().damage('thunder');
event.redo();
}
},
ai:{
expose:0.3,
threaten:2,
order:9,
result:{
target:-1
}
},
},
lianji2:{
group:['lianji3','lianji4']
},
lianji3:{
trigger:{player:'shaHit'},
forced:true,
popup:false,
content:function(){
player.storage.lianji2=true;
}
},
lianji4:{
trigger:{player:'shaAfter'},
forced:true,
popup:false,
content:function(){
if(!player.storage.lianji2){
player.damage('thunder',player.storage.lianji);
}
delete player.storage.lianji;
delete player.storage.lianji2;
player.removeSkill('lianji2');
}
},
yinmo:{},
miedao:{
group:['miedao1','miedao2'],
ai:{
threaten:1.4
}
},
miedao1:{
trigger:{player:'phaseDrawBegin'},
forced:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
trigger.num+=player.maxHp-player.hp;
}
},
miedao2:{
trigger:{player:'phaseDiscardBegin'},
forced:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.chooseToDiscard(player.maxHp-player.hp,'he',true);
}
},
milesxiehun:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
"step 0"
event.num=0;
event.targets=game.players.slice(0);
event.targets.remove(player);
for(var i=0;i<event.targets.length;i++){
event.targets.sort(lib.sort.random);
}
event.targets.splice(Math.max(1,player.maxHp-player.hp));
//event.targets.unshift(player);
"step 1"
if(event.num<event.targets.length){
var target=event.targets[event.num];
target.discard(target.get('he').randomGet());
event.num++;
event.redo();
}
},
},
liaochen:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
"step 0"
event.num=0;
event.targets=game.players.slice(0);
"step 1"
if(event.num<event.targets.length){
if(event.targets[event.num].num('he')){
event.targets[event.num].chooseToDiscard(true,'he');
}
event.num++;
event.redo();
}
}
},
aojian:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hp<player.maxHp;
},
filterTarget:function(card,player,target){
return player!=target&&get.distance(player,target,'attack')<=1;
},
selectTarget:function(){
return ui.selected.cards.length;
},
selectCard:function(){
var player=_status.currentPhase;
return [1,Math.min(game.players.length-1,player.maxHp-player.hp)];
},
filterCard:true,
check:function(card){
if(ui.selected.cards.length==0){
return 8-ai.get.value(card);
}
return 5-ai.get.value(card);
},
content:function(){
"step 0"
target.damage();
"step 1"
// target.draw();
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target);
}
},
threaten:function(player,target){
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
moyan:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hp<player.maxHp&&player.num('h',{color:'red'})>0;
},
filterTarget:function(card,player,target){
return player!=target;//&&get.distance(player,target,'attack')<=1;
},
selectTarget:function(){
return ui.selected.cards.length;
},
selectCard:function(){
var player=_status.currentPhase;
return [1,Math.min(game.players.length-1,player.maxHp-player.hp)];
},
filterCard:function(card){
return get.color(card)=='red';
},
check:function(card){
if(ui.selected.cards.length==0){
return 8-ai.get.value(card);
}
return 6-ai.get.value(card);
},
line:'fire',
content:function(){
"step 0"
target.damage('fire');
"step 1"
// target.draw();
},
ai:{
order:9,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target,'fire');
}
},
threaten:function(player,target){
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
shejie:{
trigger:{player:'damageEnd'},
priority:9,
check:function(event,player){
return ai.get.attitude(player,event.source)<0;
},
filter:function(event){
return event&&event.source;
},
content:function(){
trigger.source.addSkill('shejie2');
},
ai:{
threaten:0.4
}
},
shejie2:{
unique:true,
trigger:{player:'phaseBegin'},
forced:true,
priority:10,
mod:{
cardEnabled:function(){
return false;
},
cardUsable:function(){
return false;
},
cardRespondable:function(){
return false;
},
cardSavable:function(){
return false;
}
},
content:function(){
player.removeSkill('shejie2')
},
},
guiyin:{
trigger:{player:'phaseDiscardEnd'},
frequent:true,
filter:function(event,player){
return event.cards&&event.cards.length>1
},
content:function(){
player.draw(2);
},
},
qinyin:{
audio:2,
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>1
},
content:function(){
"step 0"
if(typeof event.count!='number'){
// event.count=trigger.cards.length-1;
event.count=1;
}
var recover=0,lose=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
var prompt='是否发动【琴音】(剩余'+get.cnNumber(event.count)+'次)';
player.chooseControl('失去体力','回复体力','cancel',
ui.create.dialog('是否发动【琴音】?','hidden')).ai=function(){
// console.log(lose,recover);
if(lose>recover&&lose>0) return 0;
if(lose<recover&&recover>0) return 1;
return 2;
}
"step 1"
if(result.bool==false||result.control=='cancel'){
event.finish();
}
else{
player.logSkill('qinyin');
event.bool=(result.control=='回复体力');
event.num=0;
event.players=game.players.slice(0);
}
"step 2"
if(event.num<event.players.length){
var target=event.players[event.num];
if(event.bool){
target.recover();
}
else{
target.loseHp();
}
event.num++;
event.redo();
}
"step 3"
if(event.count>1){
event.count--;
event.goto(0);
}
},
ai:{
expose:0.1,
threaten:2
}
},
wangchen:{
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])=='basic') return true;
}
}
return false;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【忘尘】?').ai=function(target){
return ai.get.attitude(player,target)*(target.isTurnedOver()?1:-1);
}
"step 1"
if(result.bool){
var target=result.targets[0]
player.logSkill('wangchen',target);
target.turnOver();
}
},
ai:{
expose:0.5,
threaten:2,
}
},
wangchen2:{
trigger:{player:'phaseBefore'},
forced:true,
popup:false,
filter:function(event,player){
var prev=player.previous;
if(prev.storage.wangchen==prev){
return true;
}
},
content:function(){
player.previous.out();
}
},
wangchen3:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.wangchen&&player.storage.wangchen.isOut();
},
content:function(){
player.storage.wangchen.out();
}
},
tiandao:{
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging)+',是否发动【天道】?','he').ai=function(card){
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
var attitude=ai.get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result;
}
else{
return -result;
}
};
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('tiandao');
player.$gain2(trigger.player.judging);
player.gain(trigger.player.judging);
trigger.player.judging=result.cards[0];
trigger.position.appendChild(result.cards[0]);
game.log(get.translation(trigger.player)+'的判定牌改为'+get.translation(result.cards[0]));
}
"step 3"
game.delay(2);
},
ai:{
tag:{
rejudge:1
},
threaten:1.5
}
},
yihua:{
trigger:{target:'useCardToBefore'},
popup:false,
direct:true,
filter:function(event,player){
// return event.card&&get.color(event.card)=='red'&&event.player!=player;
return event.targets.length==1&&event.player!=player&&player.num('h')>=2;
},
content:function(){
"step 0"
player.chooseToDiscard('是否弃置两张手牌将'+get.translation(trigger.card)+'反弹?',2).ai=function(card){
if(ai.get.effect(player,trigger.card)<0) return 4-ai.get.value(card);
return 0;
}
"step 1"
if(result.bool){
// player.discard(result.cards);
player.logSkill('yihua');
trigger.target=trigger.player;
trigger.player=player;
trigger.untrigger();
trigger.trigger('useCardToBefore');
}
// "step 2"
// if(result.bool){
// trigger.target=result.targets[0];
// trigger.untrigger;
// trigger.trigger('shaBefore');
// game.delay();
// }
},
ai:{
threaten:function(player,target){
if(target.num('h')<=2){
return 2;
}
return 2/(target.num('h')-1);
}
}
},
youyin:{
trigger:{global:'discardAfter'},
filter:function(event,player){
if(event.player==player) return false;
if(player.num('h')>=5) return false;
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])!='basic'){
return true;
}
}
return false;
},
frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
player.draw();
},
},
fushen:{
trigger:{player:'phaseBefore'},
check:function(){
return false;
},
direct:true,
filter:function(event,player){
return !player.phaseSkipped;
},
content:function(){
"step 0"
player.chooseTarget(function(card,player,target){
if(player==target) return false;
return true;
},'是否发动附身?').ai=function(){
return -1;//1+Math.random();
}
"step 1"
if(result.bool){
var target=result.targets[0];
event.target=target;
target.storage.fushen=player;
game.swapPlayer(target);
// player.out();
// player.lockOut=true;
// trigger.untrigger();
// trigger.finish();
// target.phase();
// target.addSkill('fushen2');
trigger.untrigger();
trigger.finish();
}
else{
event.finish();
}
"step 2"
player.out();
player.lockOut=true;
if(player.ai.shown<0.5){
player.ai.shown=0.5;
}
// trigger.untrigger();
// trigger.finish();
// target.phase();
event.target.addSkill('fushen2');
event.target.storage.fushen2=event.target.ai.shown;
event.target.phase();
},
ai:{
threaten:1.5,
}
},
fushen2:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
content:function(){
var source=player.storage.fushen;
player.ai.shown=player.storage.fushen2;
delete player.storage.fushen;
delete player.storage.fushen2;
if(source){
source.lockOut=false;
source.out();
game.swapPlayer(source);
source.loseHp();
player.removeSkill('fushen2');}
// source.skip('phase');
}
},
anlianying:{
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
player.draw(2);
},
ai:{
effect:{
target:function(card){
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
}
}
}
},
miejing:{
forbid:['infinity'],
init:function(player){
player.storage.miejing=false;
},
enable:'phaseUse',
filter:function(event,player){
//if(player.maxHp<=1) return false;
return !player.storage.miejing
},
intro:{
content:'limited'
},
content:function(){
"step 0"
var cards=player.get('hej');
for(var i=0;i<cards.length;i++){
if(get.color(cards[i])!='black'){
cards.splice(i,1);i--;
}
}
cards.sort(lib.sort.random);
player.discard(cards);
event.num=0;
event.players=game.players.slice(0);
player.storage.miejing=true;
"step 1"
var i=event.num;
if(event.num<event.players.length){
if(event.players[event.num]!=player){
event.players[i].damage('thunder','nosource');
}
event.num++;
event.redo();
}
//player.maxHp=1;
//player.update();
}
},
// zhanlu:{
// enable:'phaseUse',
// filterCard:function(card){
// return get.suit(card)=='heart';
// },
// position:'he',
// viewAs:{name:'taoyuan'},
// prompt:'将一张红桃牌当作桃园结义使用',
// check:function(card){return 6-ai.get.value(card)},
// ai:{
// threaten:1.2
// }
// },
zhanlu:{
enable:'phaseUse',
filterCard:function(card){var suit=get.suit(card); return suit=='spade';},
position:'he',
usable:1,
filter:function(event,player){
return player.num('he',{suit:'spade'})>0;
},
check:function(card){
return 10-ai.get.value(card)
},
filterTarget:function(card,player,target){
if(target.hp>=target.maxHp) return false;
return true;
},
selectTarget:[1,3],
content:function(){
target.recover();
},
ai:{
order:10,
result:{
target:function(player,target){
if(player==target&&player.num('h')>player.hp) return 20;
return ai.get.recoverEffect(target,player,target);
}
},
threaten:2
}
},
huopu:{
enable:'phaseUse',
filterCard:function(card){
return get.suit(card)=='heart';
},
viewAs:{name:'liuxinghuoyu'},
viewAsFilter:function(player){
if(!player.num('he',{suit:'heart'})) return false;
},
prompt:'将一张红桃手牌当作流星火羽使用',
check:function(card){return 6-ai.get.value(card)},
ai:{
threaten:1.4
}
},
rexue:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return lib.filter.targetEnabled({name:'sha'},player,event.player)&&!lib.filter.autoRespondSha.call({player:player});
},
content:function(){
"step 0"
player.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀',trigger.player);
"step 1"
if(result.bool){
player.logSkill('rexue');
player.draw();
}
}
},
shengshou:{
enable:'phaseUse',
filterCard:function(card){
return get.color(card)=='black';
},
viewAs:{name:'caoyao'},
prompt:'将一张黑色手牌当作草药使用',
check:function(card){return 6-ai.get.value(card)},
ai:{
threaten:1.6
}
},
huanjian:{
enable:'phaseUse',
filterCard:function(card){
return get.color(card)=='black';
},
viewAs:{name:'dujian'},
viewAsFilter:function(player){
if(!player.num('h',{color:'black'})) return false;
},
prompt:'将一张黑色手牌当作毒箭使用',
check:function(card){return 5-ai.get.value(card)},
ai:{
threaten:1.6
}
},
benlei:{
enable:'phaseUse',
viewAs:{name:'jingleishan',nature:'thunder'},
filterCard:function(card,player){
return true;
},
selectCard:3,
position:'he',
prompt:'将三张牌当作惊雷闪使用',
check:function(card){
return 4-ai.get.value(card);
},
group:'benlei2',
ai:{
basic:{
order:10
}
}
},
benlei2:{
trigger:{source:'damageAfter'},
filter:function(event,player){
return event.nature=='thunder'&&player.hp<player.maxHp;
},
forced:true,
content:function(){
player.recover();
},
},
moyu:{
trigger:{source:'dieAfter'},
filter:function(event,player){
return player.hp<player.maxHp;
},
frequent:true,
content:function(){
player.recover(player.maxHp-player.hp);
},
threaten:1.2
},
susheng:{
trigger:{global:'dieBefore'},
direct:true,
check:function(event,player){
return player.attitudeTo(event.player)>3;
},
filter:function(event,player){
return player.num('h')>0&&!player.skills.contains('susheng2');
},
content:function(){
"step 0"
var att=ai.get.attitude(player,trigger.player);
var nh=player.num('h');
player.chooseToDiscard('是否发动苏生?').ai=function(card){
if(att>3||(att>1&&nh>2)){
return ai.get.unuseful2(card);
}
return 0;
};
"step 1"
if(result.bool){
// player.chooseToDiscard('h',true);
trigger.untrigger();
trigger.finish();
trigger.player.hp=1;
if(trigger.player.maxHp<1) trigger.player.maxHp=1;
trigger.player.update();
player.logSkill('susheng');
player.addTempSkill('susheng2','phaseAfter');
}
},
ai:{
threaten:2
}
},
susheng2:{},
kunlunjing:{
unique:true,
group:['kunlunjing1','kunlunjing2'],
video:function(player,data){
if(data){
for(var i in data){
var current=game.playerMap[i];
current.node.handcards1.innerHTML='';
current.node.handcards2.innerHTML='';
current.node.equips.innerHTML='';
current.node.judges.innerHTML='';
current.directgain(get.infoCards(data[i].h));
var es=get.infoCards(data[i].e);
for(var j=0;j<es.length;j++){
current.$equip(es[j]);
}
var js=get.infoCards(data[i].j);
for(var j=0;j<js.length;j++){
player.node.judges.appendChild(js[j]);
}
}
ui.window.classList.remove('zoomout3');
ui.window.classList.add('zoomin3');
document.body.appendChild(ui.window);
setTimeout(function(){
ui.window.show();
ui.window.classList.remove('zoomin3');
setTimeout(function(){
ui.window.style.transition='';
},500);
},100);
}
else{
ui.window.style.transition='all 0.5s';
ui.window.classList.add('zoomout3');
ui.window.delete();
ui.window.hide();
}
},
intro:{
content:function(storage,player){
if(true){
return player.storage.kunlunjing3;
}
var table,str,st,tr,td;
for(var i=0;i<storage.length;i++){
if(game.players.contains(storage[i].player)){
st=storage[i];
tr=document.createElement('tr');
table.appendChild(tr);
td=document.createElement('td');
td.innerHTML=get.translation(st.player);
tr.appendChild(td);
td=document.createElement('td');
td.innerHTML=(st.handcards1.length+st.handcards2.length);
td.style.textAlign='center';
tr.appendChild(td);
td=document.createElement('td');
td.style.width='30px';
tr.appendChild(td);
str='';
if(st.equips.length+st.judges.length){
if(st.equips.length){
str+=get.translation(st.equips)
}
str=get.translation(st.equips.concat(st.judges));
}
else{
str='无';
}
td=document.createElement('td');
td.innerHTML=str;
tr.appendChild(td);
}
}
player.storage.kunlunjing3=table.outerHTML;
return table.outerHTML;
}
}
},
kunlunjing1:{
trigger:{player:['phaseBefore']},
filter:function(event,player){
if(player.storage.kunlunjing2) return false;
if(player.storage.kunlunjing) return true;
return false;
},
check:function(event,player){
// if(event.name=='phase'&&player.hp<3) return false;
var storage=event.player.storage.kunlunjing;
var num=0;
for(var i=0;i<storage.length;i++){
if(game.players.contains(storage[i].player)){
var att=ai.get.attitude(player,storage[i].player);
var num2=storage[i].value-storage[i].player.num('he')+storage[i].player.num('j');
// console.log(storage[i].player.name,storage[i].value,storage[i].player.num('he')-storage[i].player.num('j'))
if(att>0){
num+=num2;
}
else if(att<0){
num-=num2;
}
}
}
// return num>2;
if(player.hp==2) return num>4;
return num>Math.min(3,game.players.length);
},
content:function(){
"step 0"
game.delay(0.5);
"step 1"
event.player.storage.kunlunjing2=true;
ui.window.style.transition='all 0.5s';
ui.window.classList.add('zoomout3');
ui.window.delete();
ui.window.hide();
game.delay(0,500);
game.addVideo('skill',event.player,'kunlunjing');
"step 2"
var storage=event.player.storage.kunlunjing;
var player,frag;
var i,j;
for(i=0;i<storage.length;i++){
if(game.players.contains(storage[i].player)){
player=storage[i].player;
while(player.node.handcards1.childNodes.length)
ui.discardPile.appendChild(player.node.handcards1.firstChild);
while(player.node.handcards2.childNodes.length)
ui.discardPile.appendChild(player.node.handcards2.firstChild);
while(player.node.judges.childNodes.length)
ui.discardPile.appendChild(player.node.judges.firstChild);
while(player.node.equips.childNodes.length)
ui.discardPile.appendChild(player.node.equips.firstChild);
}
}
for(i=0;i<storage.length;i++){
if(game.players.contains(storage[i].player)){
player=storage[i].player;
for(j=0;j<storage[i].handcards1.length;j++){
if(storage[i].handcards1[j].parentNode==ui.discardPile||
storage[i].handcards1[j].parentNode==ui.cardPile)
player.node.handcards1.appendChild(storage[i].handcards1[j]);
}
for(j=0;j<storage[i].handcards2.length;j++){
if(storage[i].handcards2[j].parentNode==ui.discardPile||
storage[i].handcards2[j].parentNode==ui.cardPile)
player.node.handcards2.appendChild(storage[i].handcards2[j]);
}
for(j=0;j<storage[i].equips.length;j++){
if(storage[i].equips[j].parentNode==ui.discardPile||
storage[i].equips[j].parentNode==ui.cardPile)
player.node.equips.appendChild(storage[i].equips[j]);
}
for(j=0;j<storage[i].judges.length;j++){
if(storage[i].judges[j].parentNode==ui.discardPile||
storage[i].judges[j].parentNode==ui.cardPile){
storage[i].judges[j].viewAs=storage[i].viewAs[j];
player.node.judges.appendChild(storage[i].judges[j]);
}
}
player.update();
}
}
game.delay(0,100);
ui.window.classList.remove('zoomout3');
ui.window.classList.add('zoomin3');
document.body.appendChild(ui.window);
var data={};
for(var i=0;i<game.players.length;i++){
data[game.players[i].dataset.position]={
h:get.cardsInfo(game.players[i].get('h')),
e:get.cardsInfo(game.players[i].get('e')),
j:get.cardsInfo(game.players[i].get('j'))
}
}
game.addVideo('skill',event.player,['kunlunjing',data]);
"step 3"
ui.window.show();
ui.window.classList.remove('zoomin3');
setTimeout(function(){
ui.window.style.transition='';
game.resume();
},500);
event.player.storage.kunlunjing3='已发动';
game.pause();
'step 4'
if(trigger.name=='phase'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<event.player.hp){
event.player.loseHp();
return;
}
}
}
}
},
kunlunjing2:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
var handcards1,handcards2,judges,equips,viewAs,i,j;
player.storage.kunlunjing=[];
player.storage.kunlunjing2=false;
var table=document.createElement('table');
var tr,td,str,st;
for(i=0;i<game.players.length;i++){
viewAs=[];
handcards1=[];
handcards2=[];
judges=[];
equips=[];
for(j=0;j<game.players[i].node.handcards1.childNodes.length;j++)
handcards1.push(game.players[i].node.handcards1.childNodes[j]);
for(j=0;j<game.players[i].node.handcards2.childNodes.length;j++)
handcards2.push(game.players[i].node.handcards2.childNodes[j]);
for(j=0;j<game.players[i].node.judges.childNodes.length;j++){
viewAs.push(game.players[i].node.judges.childNodes[j].viewAs);
judges.push(game.players[i].node.judges.childNodes[j]);
}
for(j=0;j<game.players[i].node.equips.childNodes.length;j++)
equips.push(game.players[i].node.equips.childNodes[j]);
tr=document.createElement('tr');
tr.style.verticalAlign='top';
table.appendChild(tr);
td=document.createElement('td');
td.innerHTML=get.translation(game.players[i]);
tr.appendChild(td);
td=document.createElement('td');
td.innerHTML=(handcards1.length+handcards2.length);
tr.appendChild(td);
str='';
if(equips.length+judges.length){
if(equips.length){
str+=get.translation(equips);
if(judges.length){
str+='、';
}
}
if(judges.length){
str+=get.translation(judges,'viewAs');
}
}
else{
str='';
}
td=document.createElement('td');
td.innerHTML=str;
tr.appendChild(td);
player.storage.kunlunjing.push({
player:game.players[i],
handcards1:handcards1,
handcards2:handcards2,
judges:judges,
equips:equips,
viewAs:viewAs,
value:handcards1.length+handcards2.length+equips.length-judges.length
});
}
table.firstChild.firstChild.style.width='85px';
table.firstChild.childNodes[1].style.width='48px';
player.storage.kunlunjing3=table.outerHTML;
}
},
oldliaoyuan:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0
},
filterTarget:function(card,player,target){
return player!=target
},
filterCard:function(card,player){
if(ui.selected.cards.length){
return get.suit(card)==get.suit(ui.selected.cards[0]);
}
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(card!=cards[i]){
if(get.suit(card)==get.suit(cards[i])) return true;
}
}
return false;
},
prepare:function(cards,player,targets){
player.$throw(cards);
},
// selectTarget:[1,2],
selectCard:[2,2],
check:function(card){return 6-ai.get.useful(card)},
prompt:'弃置两张相同花色的手牌,选择一名角色弃置其一张牌,并视为对其使用一张火杀',
content:function(){
"step 0"
if(target.num('he')){
player.discardPlayerCard(target,'he');
}
"step 1"
player.useCard({name:'sha',nature:'fire'},target,false,'oldliaoyuan').animate=false;
},
ai:{
order:3,
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha',nature:'fire'},player,target)-1;
}
},
expose:0.2
}
},
oldliaoyuan2:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0
},
filterTarget:function(card,player,target){
return player!=target
},
filterCard:function(card,player){
if(ui.selected.cards.length){
return get.suit(card)==get.suit(ui.selected.cards[0]);
}
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(card!=cards[i]){
if(get.suit(card)==get.suit(cards[i])) return true;
}
}
return false;
},
delay:false,
discard:false,
selectCard:[2,2],
check:function(card){return 7-ai.get.value(card)},
content:function(){
"step 0"
player.useCard({name:'sha'},[cards[0]],target,false,'liaoyuan');
"step 1"
player.useCard({name:'sha'},[cards[1]],target,false,'liaoyuan');
},
ai:{
order:6,
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha'},player,target)*2;
}
},
expose:0.2
}
},
shehun:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return player!=target&&target.num('he')>0;
},
filterCard:function(card){
var suit=get.suit(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.suit(ui.selected.cards[i])==suit) return false;
}
return true;
},
selectCard:[1,4],
check:function(card){
return 7-ai.get.value(card)
},
content:function(){
"step 0"
var suits=[];
event.suits=suits;
for(var i=0;i<cards.length;i++){
suits.push(get.suit(cards[i]));
}
var hs=target.get('he');
var hss={
club:[],
diamond:[],
spade:[],
heart:[]
}
var choice=[];
for(var i=0;i<hs.length;i++){
var suity=get.suit(hs[i]);
if(hss[suity]){
hss[suity].push(hs[i]);
}
}
for(var i in hss){
if(!suits.contains(i)){
choice=choice.concat(hss[i]);
delete hss[i];
}
}
if(choice.length<cards.length){
choice.length=0;
}
target.chooseToDiscard(cards.length,true,'he').ai=function(card){
var num=choice.contains(card)?20:0;
return num-ai.get.value(card);
}
"step 1"
var damage=false;
for(var i=0;i<result.cards.length;i++){
if(event.suits.contains(get.suit(result.cards[i]))){
damage=true;break;
}
}
if(damage){
target.damage();
}
},
ai:{
order:6,
result:{
target:function(player,target){
var eff=ai.get.damageEffect(target,player);
var num=target.num('he');
var length=ui.selected.cards.length;
if(num==length) return -2+eff;
if(num>length) return -1.5+eff;
return -1+eff;
}
},
expose:0.2
}
},
liaoyuan:{
trigger:{player:'shaBegin'},
direct:true,
filter:function(event,player){
if(get.itemtype(event.cards)!='cards') return false;
return player.num('he',{suit:get.suit(event.cards)})>0;
},
content:function(){
"step 0"
player.storage.liaoyuan=0;
event.num=0;
event.cards=[];
"step 1"
var suit=get.suit(trigger.cards);
event.suit=suit;
player.chooseCard('he','是否发动【燎原】?',{suit:suit}).ai=function(card){
if(ai.get.attitude(player,trigger.target)>=0) return 0;
if(ai.get.effect(trigger.target,{name:'sha'},player,player)>0){
return 7-ai.get.value(card);
}
return 0;
}
"step 2"
if(result.bool){
if(event.num==0){
player.logSkill('liaoyuan');
}
player.discard(result.cards);
event.num++;
if(player.num('he',{suit:event.suit})>1){
event.goto(1);
}
}
"step 3"
if(event.num){
trigger.target.chooseToRespond({name:'shan'}).ai=ai.get.unuseful2;
}
else{
event.finish();
}
"step 4"
if(result.bool){
event.num--;
event.goto(3);
}
else{
trigger.untrigger();
trigger.directHit=true;
player.storage.liaoyuan=event.num;
}
},
group:['liaoyuan2','liaoyuan3']
},
liaoyuan2:{
trigger:{source:'damageBegin'},
forced:true,
popup:false,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.storage.liaoyuan>0&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
trigger.num+=player.storage.liaoyuan;
player.storage.liaoyuan=0;
}
},
liaoyuan3:{
trigger:{player:'shaEnd'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.liaoyuan=0;
}
},
dunxing:{
inherit:'tuoqiao'
},
qiaoxie:{
group:['xiaoji2','xuanfeng2'],
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
}
}
},
xiaoji2:{
trigger:{player:'equipEnd'},
frequent: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(){
//var num=0;
//for(var i=0;i<trigger.cards.length;i++){
// if(trigger.cards[i].original=='e') num++;
//}
player.draw();
},
//effect:{
// target:function(card,player,target,current){
// if(get.type(card)=='equip') return [1,1];
// }
//}
},
duanxing:{
trigger:{player:'equipEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【锻星】?',function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},player);
}
"step 1"
if(result.bool){
player.logSkill('duanxing');
player.useCard({name:'sha'},result.targets,false);
}
},
ai:{
expose:0.2
}
},
xuanfeng2:{
trigger:{player:['loseEnd']},
direct:true,
filter:function(event,player){
if(player.equiping) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
"step 0"
game.delay(0.5);
player.chooseTarget([1,1],'请选择巧械的目标',function(card,player,target){
if(player==target) return false;
return target.num('he')>0;
}).ai=function(target){
return -ai.get.attitude(player,target);
};
"step 1"
if(result.bool){
player.logSkill('xuanfeng2',result.targets);
player.discardPlayerCard(result.targets[0],'he',true);
}
},
},
meihuo:{
trigger:{player:['loseEnd']},
direct:true,
filter:function(event,player){
if(player.equiping) return false;
if(player.num('e')) return false;
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([1,1],'是否发动【魅惑】',function(card,player,target){
if(player==target) return false;
return target.num('he')>0;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att<=0){
return 1-att+(target.num('e')?2:0);
}
return 0;
};
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('meihuo',event.target);
player.choosePlayerCard(event.target,'he',true).ai=function(button){
var card=button.link;
if(get.position(card)=='e') return ai.get.equipValue(card);
return 5;
};
}
"step 2"
if(result.bool){
if(get.position(result.buttons[0].link)=='e'){
player.equip(result.buttons[0].link);
}
else{
player.gain(result.buttons[0].link);
}
event.target.$give(1,player);
game.delay();
}
},
},
yuhuo:{
enable:'chooseToUse',
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.yuhuo) return false;
},
content:function(){
player.maxHp--;
player.hp=player.maxHp;
player.discard(player.get('hej'));
if(player.classList.contains('linked')) player.link();
if(player.classList.contains('turnedover')) player.turnOver();
player.storage.yuhuo=true;
// player.addSkill('guanhong');
// player.addSkill('yishan2');
player.update();
},
ai:{
result:{
player:10
},
threaten:function(player,target){
if(!target.storage.yuhuo) return 0.8;
}
},
init:function(player){
player.storage.yuhuo=false;
},
intro:{
content:'limited'
}
},
yishan:{
group:'yishan2',
trigger:{player:'damageEnd'},
filter:function(event,player){
var content=player.storage.yishan;
for(var i=0;i<content.length;i++){
if(get.owner(content[i])!=player&&get.position(content[i])!='s'){
return true;
}
}
return false;
},
init:function(player){
player.storage.yishan=[];
game.addVideo('storage',player,['yishan',get.cardsInfo(player.storage.yishan),'cards']);
},
mark:true,
content:function(){
for(var i=0;i<player.storage.yishan.length;i++){
if(get.owner(player.storage.yishan[i])==player||get.position(player.storage.yishan[i])=='s'){
player.storage.yishan.splice(i,1);
i--;
}
}
var cards=player.storage.yishan.splice(0,2);
player.gain(cards);
player.$gain2(cards);
game.log(get.translation(player)+'获得了'+get.translation(cards));
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(target.storage.yishan.length==0) return 1.5;
if(target.storage.yishan[0]=='tao'||target.storage.yishan[1]=='tao'){
return [0,2];
}
return [1,1];
}
}
}
},
intro:{
onunmark:function(content,player){
player.storage.yishan.length=0;
},
mark:function(dialog,content,player){
dialog.add('<div class="text center">最近失去的牌</div>');
var cards=[];
for(var i=0;i<content.length;i++){
if(get.owner(content[i])!=player&&get.position(content[i])!='s'){
cards.push(content[i]);
if(cards.length>=4) break;
}
}
if(cards.length){
dialog.add(cards);
}
else{
dialog.add('(无)');
}
},
content:function(content,player){
var str='最近失去的牌:';
var cards=[];
for(var i=0;i<content.length;i++){
if(get.owner(content[i])!=player&&get.position(content[i])!='s'){
cards.push(content[i]);
if(cards.length>=4) break;
}
}
if(cards.length){
str+=get.translation(cards);
}
else{
str+='无';
}
return str;
}
}
},
yishan2:{
trigger:{player:'loseEnd'},
forced:true,
popup:false,
silent:true,
content:function(){
for(var i=0;i<trigger.cards.length;i++){
player.storage.yishan.unshift(trigger.cards[i]);
}
game.addVideo('storage',player,['yishan',get.cardsInfo(player.storage.yishan),'cards']);
}
},
guanhu:{
trigger:{source:'damageEnd'},
direct:true,
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.num('he');
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
content:function(){
"step 0"
player.discardPlayerCard(trigger.player);
"step 1"
if(result.bool){
player.logSkill('guanhu',trigger.player);
}
},
ai:{
expose:0.2
}
},
chuanyang:{
trigger:{player:'shaBegin'},
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
filter:function(event,player){
// if(event.card&&get.color(event.card)=='red') return true;
// return false;
return get.distance(event.target,player,'attack')>1;
},
content:function(){
trigger.directHit=true;
}
},
poxing:{
trigger:{source:'damageBegin'},
filter:function(trigger,player){
return trigger.player.hp>player.hp;
},
forced:true,
content:function(){
trigger.num++;
}
},
luomu:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return event.player.num('hej');
},
content:function(){
trigger.player.discard(trigger.player.get('hej').randomGet());
}
},
huanhun:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.num('he')>0;
},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('he','是否发动【唤魂】?',function(card){
return get.color(card)=='red';
}).ai=function(card){
if(ai.get.attitude(player,trigger.player)>0){
return 8-ai.get.value(card);
}
return 0;
};
"step 1"
if(result.bool){
player.logSkill('huanhun',trigger.player);
trigger.player.judge(function(card){
return get.color(card)=='red'?1:-1;
});
}
else{
event.finish();
}
"step 2"
if(result.bool){
trigger.player.recover();
}
},
ai:{
threaten:1.6,
expose:0.2
}
},
huanhun_old:{
enable:'phaseUse',
forbid:['versus'],
filter:function(){
return game.dead.length>0
},
usable:1,
filterCard:function(card){
return get.suit(card)=='heart';
},
check:function(card){
return 10-ai.get.value(card);
},
direct:true,
content:function(){
"step 0"
var list=[];
for(var i=0;i<game.dead.length;i++){
list.push(game.dead[i].name);
}
player.chooseButton(ui.create.dialog([list,'character']),function(button){
for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
return ai.get.attitude(_status.event.player,game.dead[i])-2;
},true);
"step 1"
if(result.bool){
for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
var dead=game.dead[i];
dead.hp=1;
dead.revive();
event.dead=dead;
player.logSkill('huanhun',dead);
}
else{
event.finish();
}
"step 2"
if(event.dead) event.dead.draw(2);
},
ai:{
order:10,
result:{
player:function(player){
for(var i=0;i<game.dead.length;i++){
if(ai.get.attitude(player,game.dead[i])>2) return 3;
}
return 0;
}
},
threaten:2,
}
},
yinyue:{
trigger:{global:'recoverAfter'},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
prompt:function(event){
return '是否对'+get.translation(event.player)+'发动【引月】?'
},
content:function(){
"step 0"
if(trigger.player!=player&&trigger.player.num('h')>=player.num('h')){
game.asyncDraw([trigger.player,player]);
}
else{
trigger.player.draw();
event.finish();
}
"step 1"
game.delay();
},
ai:{
expose:0.2
}
},
daofa:{
trigger:{global:'damageAfter'},
check:function(event,player){
return event.source&&ai.get.attitude(player,event.source)<0;
},
filter:function(event,player){
return event.source&&event.source!=player&&event.source.num('he');
},
content:function(){
trigger.source.chooseToDiscard('he',true);
},
ai:{
expose:0.2,
threaten:1.5
}
},
daixing:{
group:'daixing2',
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('请选择发动代形的卡牌','he',[1,player.num('he')]).ai=function(card){
if(ui.selected.cards.length>=2) return 0;
if(ui.selected.cards.length==1){
if(player.num('h')>player.hp){
return 3-ai.get.value(card);
}
return 0;
}
return 6-ai.get.value(card);
};
"step 1"
if(result.bool){
player.changeHujia(result.cards.length);
player.storage.daixing=result.cards.length;
player.logSkill('daixing');
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return;
if(target.storage.daixing>1) return 0.1;
if(target.storage.daixing==1) return 0.5;
}
return 1.5;
}
}
},
intro:{
content:'mark'
}
},
daixing2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
if(player.storage.daixing){
player.changeHujia(-player.storage.daixing);
player.storage.daixing=0;
}
}
},
swd_wuxie:{
mod:{
targetEnabled:function(card,player,target){
if(get.type(card)=='delay'&&player!=target){
return false;
}
}
}
},
qingcheng:{
trigger:{player:'phaseBegin'},
frequent:true,
content:function(){
"step 0"
if(event.cards==undefined) event.cards=[];
player.judge(function(card){
if(get.color(card)=='red') return 1.5;
return -1.5;
},ui.special);
"step 1"
if(result.judge>0){
event.cards.push(result.card);
// if(event.cards.length==2){
// player.gain(event.cards);
// event.finish();
// }
// else
if(lib.config.auto_skill==false){
player.chooseBool('是否再次发动?');
}
else{
event._result={bool:true};
}
}
else{
player.gain(event.cards);
event.finish();
}
"step 2"
if(result.bool){
event.goto(0);
}
else{
player.gain(event.cards);
}
},
ai:{
threaten:1.4
}
},
lingxin:{
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
"step 0"
event.cards=get.cards(3);
player.showCards(event.cards);
"step 1"
for(var i=0;i<cards.length;i++){
if(get.suit(event.cards[i])!='heart'){
ui.discardPile.appendChild(cards[i]);
event.cards.splice(i--,1);
}
}
if(event.cards.length==0){
event.finish();
}
else{
game.delay(0,1000);
player.$gain(event.cards);
}
"step 2"
player.gain(event.cards);
},
ai:{
result:{
target:2
}
}
},
lingwu:{
unique:true,
trigger:{player:'phaseAfter'},
frequent:true,
filter:function(event,player){
return get.cardCount(true,player)>=3;
},
content:function(){
player.phase();
},
ai:{
order:-10,
result:{
target:2
}
}
},
xianjiang:{
enable:'phaseUse',
position:'he',
usable:1,
filterCard:function(card,player){
if(player.storage.xianjiang&&player.storage.xianjiang.contains(card)) return false;
return get.type(card)=='equip';
},
init:function(player){
player.storage.xianjiang=[];
},
check:function(card){
return 10-ai.get.value(card);
},
prompt:'将一张装备牌永久转化为任意一张装备牌',
content:function(){
"step 0"
var list=[];
var suit=get.suit(cards[0]);
var number=get.number(cards[0]);
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='equip'&&cards[0].name!=i){
if(ai.get.equipValue({name:i})<10) list.push([suit,number,i]);
}
}
var dialog=ui.create.dialog([list,'vcard']);
player.chooseButton(dialog,true,function(button){
return ai.get.value({name:button.link[2]},player);
});
"step 1"
cards[0].init(result.buttons[0].link);
player.gain(cards[0]);
player.$gain(cards[0]);
game.delay();
player.storage.xianjiang.add(cards[0]);
},
ai:{
order:9,
result:{
player:1
},
threaten:2,
}
},
xianjiang2:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
filter:function(event,player){
return player.skills.contains('xianjiang');
},
content:function(){
player.storage.xianjiang=[];
}
},
xianjiang3:{
enable:'phaseUse',
filterCard:function(card){
return get.type(card,'trick')=='trick';
},
usable:1,
filter:function(event,player){
if(player.num('e')) return false;
if(player.num('h',{type:'trick'})) return true;
if(player.num('h',{type:'delay'})) return true;
return false;
},
selectCard:1,
check:function(card){
return 8-ai.get.value(card);
},
content:function(){
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(get.type(ui.cardPile.childNodes[i])=='equip'){
player.gain(ui.cardPile.childNodes[i]);
player.$gain(ui.cardPile.childNodes[i]);
game.delay();
event.finish();
return;
}
}
for(var i=0;i<ui.discardPile.childNodes.length;i++){
if(get.type(ui.discardPile.childNodes[i])=='equip'){
player.gain(ui.discardPile.childNodes[i]);
player.$gain(ui.discardPile.childNodes[i]);
game.delay();
event.finish();
return;
}
}
player.draw();
},
ai:{
result:{
player:1
},
order:9
}
},
shengong:{
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!player.num('he')) return false;
if(event.filterCard({name:'shan'})){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].get('e','2')) return true;
}
}
if(event.filterCard({name:'sha'})){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].get('e','1')) return true;
}
}
return false;
},
direct:true,
content:function(){
"step 0"
var list=[];
if(trigger.filterCard({name:'shan'})){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].get('e','2')) list.push(game.players[i].get('e','2'));
}
}
if(trigger.filterCard({name:'sha'})){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].get('e','1')) list.push(game.players[i].get('e','1'));
}
}
var dialog=ui.create.dialog('神工',list);
for(var i=0;i<dialog.buttons.length;i++){
dialog.buttons[i].querySelector('.info').innerHTML=get.translation(get.owner(dialog.buttons[i].link));
}
player.chooseButton(dialog,function(button){
var player=get.owner(button.link);
if(get.subtype(button.link)=='equip2'&&player.num('shan')==0){
return 11-ai.get.attitude(_status.event.player,player);
}
if(get.subtype(button.link)=='equip1'&&player.num('sha')==0){
return 11-ai.get.attitude(_status.event.player,player);
}
return 5-ai.get.attitude(_status.event.player,player);
});
"step 1"
if(result.bool){
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{}};
if(get.subtype(result.buttons[0].link)=='equip1') trigger.result.card.name='sha';
else trigger.result.card.name='shan';
var target=get.owner(result.buttons[0].link);
target.discard(result.buttons[0].link);
target.draw();
if(player.num('he')) player.chooseToDiscard(true,'he');
player.logSkill('shengong');
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.num('he')<=1) return;
if(get.tag(card,'respondShan')){
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','2')){
if(ai.get.attitude(player,game.players[i])>0) return 0.6/player.num('he');
return;
}
}
}
if(get.tag(card,'respondSha')){
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('e','1')){
if(ai.get.attitude(player,game.players[i])>0) return 0.6/player.num('he');
return;
}
}
}
}
}
},
},
huajian:{
trigger:{player:'phaseUseEnd'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
"step 0"
var next=player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
filterCard:true,
ai1:function(card){
return ai.get.unuseful(card)+9;
},
ai2:function(target){
return ai.get.effect(target,{name:'sha'},player);
},
prompt:'是否发动【化剑】?'
});
"step 1"
if(result.bool){
player.logSkill('huajian');
player.useCard({name:'sha'},result.cards,result.targets,false);
}
},
ai:{
expose:0.2,
}
},
polang:{
trigger:{source:'damageEnd'},
// group:'unequip',
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
filter:function(event,player){
return event.player.num('e');
},
content:function(){
trigger.player.discard(trigger.player.get('e'));
},
ai:{
expose:0.3
},
// mod:{
// targetInRange:function(){
// return true;
// }
// }
// group:'polang2'
},
jikong:{
trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【亟空】?').ai=function(target){
var eff=ai.get.damageEffect(target,player,target,'thunder');
return ai.get.attitude(player,target)*(eff-target.num('e'));
}
"step 1"
if(result.bool){
player.logSkill('jikong',result.targets);
event.target=result.targets[0];
event.target.damage('thunder');
}
else{
event.finish();
}
// "step 2"
// player.recover();
},
group:'jikong2',
ai:{
threaten:function(player,target){
if(target.num('h')) return 0.8;
return 2;
}
}
},
// jikong2:{
// trigger:{player:'damageEnd'},
// frequent:true,
// filter:function(event,player){
// return event.source&&event.source.num('h')>player.num('h');
// },
// content:function(){
// player.draw(trigger.source.num('h')-player.num('h'));
// },
// ai:{
// effect:{
// target:function(card,player,target){
// if(get.tag(card,'damage')){
// var num=player.num('h')-target.num('h');
// if(num>0){
// if(player.hp>=4) return [1,num];
// if(target.hp==3) return [1,num*0.5];
// if(target.hp==2) return [1,num*0.2];
// }
// }
// }
// }
// }
// },
jikong2:{
trigger:{player:'phaseBegin'},
direct:true,
// filter:function(event,player){
// return player.num('he')>0;
// },
content:function(){
"step 0"
player.chooseTarget('是否发动【亟空】?',function(card,player,target){
return lib.filter.targetEnabled({name:'sha',nature:'thunder'},player,target);
}).ai=function(target){
return ai.get.effect(target,{name:'sha',nature:'thunder'},player);
}
"step 1"
if(result.bool){
player.logSkill('jikong');
player.useCard({name:'sha',nature:'thunder'},result.targets,false);
}
},
ai:{
expose:0.2,
}
},
xielei:{
trigger:{player:['useCard','respondAfter']},
direct:true,
filter:function(event){
return game.players.length>2&&event.card&&event.card.name=='sha';
},
content:function(){
"step 0"
game.delay(0.5);
player.chooseCardTarget({
prompt:'是否发动【挟雷】?',
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
if(player==target) return false;
if(trigger.name=='respond'){
return trigger.source!=target;
}
else{
return !trigger.targets.contains(target);
}
},
ai1:function(card){
return 8-ai.get.value(card);
},
ai2:function(target){
return ai.get.damageEffect(target,player,player,'thunder');
}
});
"step 1"
if(result.bool){
player.logSkill('xielei',result.targets,'thunder');
player.discard(result.cards);
result.targets[0].damage('thunder');
}
},
ai:{
expose:0.3,
threaten:1.6
}
},
jingjie:{
enable:'phaseUse',
init:function(player){
player.storage.jingjie=false;
},
mark:true,
intro:{
content:'limited',
},
filter:function(event,player){
return !player.storage.jingjie;
},
content:function(){
'step 0'
player.storage.jingjie=true;
player.unmarkSkill('jingjie');
for(var i=0;i<game.players.length;i++){
game.players[i].discard(game.players[i].get('hej'))._triggered=null;
}
'step 1'
for(var i=0;i<game.players.length;i++){
game.players[i].directgain(get.cards(2));
game.players[i].$draw(2);
}
},
ai:{
threaten:1.3,
order:1,
result:{
player:function(player){
var num=0;
for(var i=0;i<game.players.length;i++){
var att=ai.get.attitude(player,game.players[i]);
if(att>0){
num-=game.players[i].num('he')-2;
}
else if(att<0){
num+=game.players[i].num('he')-2;
}
}
if(player.hp==1) return num-1;
return num-game.players.length/2;
}
}
}
},
ningjian:{
group:['ningjian1','ningjian2'],
ai:{
effect:{
target:function(card,player,target){
if(target.num('he')&&(get.tag(card,'respondShan')||get.tag(card,'respondSha'))) return 0.6
}
},
respondSha:true,
respondShan:true,
}
},
ningjian1:{
enable:['chooseToRespond','chooseToUse'],
filterCard:{color:'black'},
viewAs:{name:'sha'},
position:'he',
prompt:'将一张黑色牌当杀打出',
check:function(card){return 6-ai.get.value(card)}
},
ningjian2:{
enable:['chooseToRespond','chooseToUse'],
filterCard:{color:'red'},
viewAs:{name:'shan'},
position:'he',
prompt:'将一张红色牌当闪打出',
check:function(card){return 6-ai.get.value(card)}
},
duoren:{
trigger:{target:'shaMiss'},
filter:function(event){
return event.player.get('e','1')!=undefined;
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
priority:5,
content:function(){
trigger.player.$give(trigger.player.get('e','1'),player);
player.gain(trigger.player.get('e','1'));
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='sha'&&target.num('h')>1&&player.get('e','1')){
return [1,0.5,0,-0.5];
}
}
}
}
// filter:function(event){
// return event.player.num('e')>0;
// },
// content:function(){
// "step 0"
// player.choosePlayerCard('是否获得'+get.translation(trigger.player)+'的一张装备牌?',
// 'e',trigger.player).ai=ai.get.buttonValue;
// "step 1"
// if(result.bool){
// var card=result.buttons[0].link;
// trigger.player.$give(card,player);
// player.gain(card);
// }
// },
},
taixu:{
enable:'phaseUse',
filter:function(event,player){
return (!player.storage.taixu)&&player.num('hej');
},
filterTarget:function(card,player,target){
return player!=target&&target.hp>1;
},
content:function(){
player.discard(player.get('hej'));
player.storage.taixu=true;
target.damage(player.maxHp-player.hp);
},
ai:{
basic:{
order:1,
},
result:{
target:function(player,target){
if(player.maxHp-player.hp<2) return 0;
return -2;
},
player:function(player,target){
return -0.5*player.num('he');
}
}
}
},
pozhen:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return event.source&&event.source.num('h')!=player.num('h');
},
// check:function(event,player){
// return ai.get.attitude(player,event.source)<0;
// },
direct:true,
content:function(){
"step 0"
var num=player.num('h')-trigger.source.num('h');
event.num=num;
if(num>0){
player.chooseToDiscard(num,'是否弃置'+num+'张手牌,并对'+get.translation(trigger.source)+'造成一点伤害?').ai=function(card){
if(ai.get.damageEffect(trigger.source,player,player)>0&&num<=2){
return 6-ai.get.value(card);
}
return -1;
}
}
else if(num<0){
player.chooseBool('是否弃置'+get.translation(trigger.source)+(-num)+'张手牌?').ai=function(){
return ai.get.attitude(player,trigger.source)<0;
}
}
else{
event.finish();
}
"step 1"
if(result.bool){
player.logSkill('pozhen',trigger.source);
if(event.num>0){
trigger.source.damage();
}
else{
var cards=trigger.source.get('h');
cards.sort(lib.sort.random);
trigger.source.discard(cards.slice(0,-event.num));
}
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1];
var num=player.num('h')-target.num('h');
if(num>0){
return [1,0,0,-num/2];
}
if(num<0){
return [1,0,0,-0.5];
}
}
}
}
}
},
tanlin_defence:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return player.num('h')&&event.source&&event.source.num('h');
},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard([1,trigger.source.num('h')],'弃置任意张手牌并令伤害来源弃置等量手牌').ai=function(card){
if(ui.selected.cards.length>=trigger.source.num('h')) return -1;
if(ui.selected.cards.length==0) return 8-ai.get.value(card);
return 4-ai.get.value(card);
}
"step 1"
if(result.bool){
player.logSkill('tanlin');
trigger.source.discard(trigger.source.get('h',lib.sort.random,result.cards.length));
}
else{
event.finish();
}
"step 2"
player.draw();
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')&&target.num('h')&&target.hp>1&&player!=target) return [1,0.2,0,-0.2];
}
}
}
},
tanlin:{
enable:'phaseUse',
usable:1,
group:'tanlin4',
filterTarget:function(card,player,target){
return player!=target&&target.num('h');
},
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
if(target.skills.contains('tanlin2')==false){
target.addSkill('tanlin2');
player.addSkill('tanlin3');
player.gain([result.player,result.target]);
player.$gain2([result.player,result.target]);
}
}
else{
player.damage(target);
}
},
ai:{
result:{
target:function(player,target){
var cards=player.get('h');
var num=target.num('h');
if(num>cards.length+3&&player.hp>1) return -2;
if(num>cards.length+1&&player.hp>1) return -1;
if(num==cards.length-1&&player.hp>1) return -1;
for(var i=0;i<cards.length;i++){
if(cards[i].number>9) return num==1?-1:-0.5;
}
return 0;
}
},
order:9,
}
},
tanlin2:{
trigger:{global:'phaseAfter'},
forced:true,
content:function(){
player.removeSkill('tanlin2');
},
// mod:{
// cardEnabled:function(){
// return false;
// },
// cardUsable:function(){
// return false;
// },
// cardRespondable:function(){
// return false;
// },
// cardSavable:function(){
// return false;
// }
// },
},
tanlin3:{
trigger:{global:'phaseAfter'},
forced:true,
popup:false,
content:function(){
player.removeSkill('tanlin3');
},
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
},
tanlin4:{
mod:{
targetInRange:function(card,player,target,now){
if(target.skills.contains('tanlin2')) return true;
},
},
},
yunchou:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('h');
},
filterCard:true,
selectCard:[1,Infinity],
content:function(){
"step 0"
var card=target.get('h').randomGet();
target.discard(card);
var color=get.color(card);
var suit=get.suit(card);
var num1=0,num2=0;
for(var i=0;i<cards.length;i++){
if(get.color(cards[i])==color) num1++;
else num2++;
// if(get.suit(cards[i])==suit) num1++;
}
event.num1=num1;
event.num2=num2;
"step 1"
player.draw(event.num1);
"step 2"
target.draw(event.num2);
},
check:function(card){
if(ui.selected.cards.length) return 0;
return 4-ai.get.value(card);
},
ai:{
order:5,
result:{
target:-0.5
},
threaten:1.3
}
},
qimou:{
trigger:{player:'damageEnd'},
frequent:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
"step 0"
var cards=get.cards(1);
event.card=cards[0];
player.gain(cards,'gain2');
game.log(get.translation(player)+'获得了'+get.translation(event.card));
"step 1"
var gained=event.card;
if(lib.filter.filterCard(gained)){
var next=player.chooseToUse();
next.filterCard=function(card){
return card==gained;
};
next.prompt='是否使用'+get.translation(gained)+'';
// if(get.select(lib.card[gained.name])[1]!=-1){
// next.selectCard=-1;
// }
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')&&_status.currentPhase!=target){
if(player.skills.contains('jueqing')) return [1,-1.5];
return [1,0.5];
}
}
}
}
},
lexue:{
group:['lexue1','lexue2'],
},
lexue1:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
player.removeSkill(player.storage.lexue);
switch(Math.floor(Math.random()*4)){
case 0:if(lib.skill.zhiheng){player.addSkill('zhiheng'); player.storage.lexue='zhiheng';player.popup('zhiheng');}break;
case 1:if(lib.skill.jizhi){player.addSkill('jizhi'); player.storage.lexue='jizhi';player.popup('jizhi');}break;
case 2:if(lib.skill.dimeng){player.addSkill('dimeng'); player.storage.lexue='dimeng';player.popup('dimeng');}break;
case 3:if(lib.skill.quhu){player.addSkill('quhu'); player.storage.lexue='quhu';player.popup('quhu');}break;
}
}
},
lexue2:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
content:function(){
player.removeSkill(player.storage.lexue);
switch(Math.floor(Math.random()*4)){
case 0:if(lib.skill.yiji){player.addSkill('yiji'); player.storage.lexue='yiji';player.popup('yiji');}break;
case 1:if(lib.skill.jijiu){player.addSkill('jijiu'); player.storage.lexue='jijiu';player.popup('jijiu');}break;
case 2:if(lib.skill.guidao){player.addSkill('guidao'); player.storage.lexue='guidao';player.popup('guidao');}break;
case 3:if(lib.skill.fankui){player.addSkill('fankui'); player.storage.lexue='fankui';player.popup('fankui');}break;
}
}
},
tianshu:{
unique:true,
enable:'phaseUse',
priority:-9,
filterCard:true,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
var names=[];
if(target.name&&!target.classList.contains('unseen')) names.add(target.name);
if(target.name1&&!target.classList.contains('unseen')) names.add(target.name1);
if(target.name2&&!target.classList.contains('unseen2')) names.add(target.name2);
var pss=player.get('s');
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&!pss.contains(skills[j])){
return true;
}
}
}
return false;
}
},
group:'tianshu_remove',
createDialog:function(player,target,onlylist){
var names=[];
var list=[];
if(target.name&&!target.classList.contains('unseen')) names.add(target.name);
if(target.name1&&!target.classList.contains('unseen')) names.add(target.name1);
if(target.name2&&!target.classList.contains('unseen2')) names.add(target.name2);
var pss=player.get('s');
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&
!pss.contains(skills[j])){
list.push(skills[j]);
}
}
}
}
if(onlylist) return list;
var dialog=ui.create.dialog();
dialog.add('选择获得一项技能');
_status.event.list=list;
var clickItem=function(){
_status.event._result=this.link;
game.resume();
};
for(i=0;i<list.length;i++){
if(lib.translate[list[i]+'_info']){
var translation=get.translation(list[i])[0]+get.translation(list[i])[1];
var item=dialog.add('<div class="popup" style="width:50%;display:inline-block"><div class="skill">【'+
translation+'】</div><div>'+lib.translate[list[i]+'_info']+'</div></div>');
item.firstChild.addEventListener('click',clickItem);
item.firstChild.link=list[i];
}
}
dialog.add(ui.create.div('.placeholder'));
return dialog;
},
check:function(card){
return 5-ai.get.value(card);
},
content:function(){
"step 0"
if(player.storage.tianshu){
player.unmark(player.storage.tianshu+'_charactermark');
}
event.skillai=function(list){
return list.randomGet();
};
if(event.isMine()){
event.dialog=lib.skill.tianshu.createDialog(player,target);
event.switchToAuto=function(){
event._result=event.skillai(event.list);
game.resume();
};
game.pause();
}
else{
event._result=event.skillai(lib.skill.tianshu.createDialog(player,target,true));
}
"step 1"
if(event.dialog){
event.dialog.close();
}
var link=result;
player.addSkill(link);
player.skills.remove(link);
player.additionalSkills.tianshu=link;
player.popup(link);
player.markCharacter(target.name,{
name:get.translation(link),
content:lib.translate[link+'_info']
});
game.addVideo('markCharacter',player,{
name:'get.translation(link)',
content:lib.translate[link+'_info'],
id:'tianshu',
target:target.name
});
player.storage.tianshu=target.name;
player.checkMarks();
player.addTempSkill('tianshu_ai','phaseAfter');
},
ai:{
order:1,
result:{
player:function(player){
if(player.skills.contains('tianshu_ai')) return 0;
if(player.num('h')>player.hp) return 1;
return 0;
}
}
}
},
tianshu_remove:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
if(player.storage.tianshu){
player.unmark(player.storage.tianshu+'_charactermark');
delete player.storage.tianshu;
delete player.additionalSkills.tianshu;
}
}
},
tianshu_ai:{},
tianshu2:{
trigger:{player:'phaseBegin'},
direct:true,
priority:-9,
content:function(){
"step 0"
player.chooseTarget('是否发动【天书】?',lib.skill.tianshu.filterTarget).ai=function(target){
if(target.maxHp<5) return Math.random()*(5-target.maxHp);
return -1;
};
"step 1"
if(result.bool){
player.logSkill('tianshu',result.targets);
event.target=result.targets[0];
if(event.isMine()){
ui.auto.hide();
event.dialog=lib.skill.tianshu.createDialog(player,result.targets[0]);
game.pause();
}
else{
var target=result.targets[0];
var names=[];
var list=[];
if(target.name&&!target.classList.contains('unseen')) names.add(target.name);
if(target.name1&&!target.classList.contains('unseen')) names.add(target.name1);
if(target.name2&&!target.classList.contains('unseen2')) names.add(target.name2);
var pss=player.get('s');
for(var i=0;i<names.length;i++){
var info=lib.character[names[i]];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&
!pss.contains(skills[j])){
list.push(skills[j]);
}
}
}
}
if(!list.length){
event.finish();
}
else{
event._result=list.randomGet();
}
}
}
else{
event.finish();
}
"step 2"
if(player.storage.tianshu){
player.unmark(player.storage.tianshu+'_charactermark');
}
ui.auto.show();
if(event.dialog){
event.dialog.close();
}
var link=result;
var target=event.target;
player.addSkill(link);
player.skills.remove(link);
player.additionalSkills.tianshu=link;
player.markCharacter(target.name,{
name:get.translation(link),
content:lib.translate[link+'_info']
});
game.addVideo('markCharacter',player,{
name:'get.translation(link)',
content:lib.translate[link+'_info'],
id:'tianshu',
target:target.name
});
player.storage.tianshu=target.name;
player.checkMarks();
player.popup(link);
},
ai:{
expose:0.2,
threaten:2
}
},
luomei:{
trigger:{player:['useCard','respond']},
frequent:true,
filter:function(event,player){
if(!event.cards) return false;
if(event.cards.length!=1) return false;
for(var i=0;i<event.cards.length;i++){
if(get.suit(event.cards[i])=='club') return true;
}
return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(get.suit(trigger.cards[i])=='club') num++;
}
player.draw(num);
}
},
xingdian:{
enable:'phaseUse',
usable:1,
filterCard:true,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return player!=target&&target.num('he')>0;
},
check:function(card){
return 7-ai.get.value(card);
},
selectTarget:[1,2],
content:function(){
target.chooseToDiscard(true,'he');
},
ai:{
order:9,
result:{
target:function(player,target){
if(target.num('he')==1) return -1.5;
return -1;
}
// player:function(player){
// var num=0;
// for(var i=0;i<game.players.length;i++){
// if(game.players[i]!=player){
// if(ai.get.attitude(player,game.players[i])>0) num--;
// else num++;
// }
// }
// return num;
// }
},
}
},
yulin:{
trigger:{player:'damageBefore'},
priority:-10,
filter:function(event,player){
return player.num('he',{type:'equip'});
},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('he','是否弃置一张装备牌抵消伤害?',function(card,player){
return get.type(card)=='equip';
}).ai=function(card){
if(player.hp==1||trigger.num>1){
return 9-ai.get.value(card);
}
if(player.hp==2){
return 8-ai.get.value(card);
}
return 7-ai.get.value(card);
};
"step 1"
if(result.bool){
player.logSkill('yulin');
game.delay();
trigger.untrigger();
trigger.finish();
}
}
},
funiao:{
enable:'phaseUse',
discard:false,
prepare:function(cards,player,targets){
player.$give(1,targets[0]);
},
filterTarget:function(card,player,target){
if(player==target) return false;
if(player.num('h')==0) return false;
if(target.storage.funiao) return false;
return true;
},
filterCard:true,
check:function(card){
if(get.owner(card).num('h')<get.owner(card).hp) return 0;
return 4-ai.get.value(card);
},
content:function(){
"step 0"
target.gain(cards);
target.storage.funiao=true;
target.addSkill('funiao2');
game.delay();
"step 1"
if(event.isMine()){
event.dialog=ui.create.dialog(get.translation(target.name)+'的手牌',target.get('h'));
game.pause();
ui.create.confirm('o');
}
else{
event.finish();
}
"step 2"
event.dialog.close();
},
ai:{
result:{
target:1,
},
order:1
}
},
funiao2:{
trigger:{global:'phaseUseEnd'},
forced:true,
popup:false,
content:function(){
player.storage.funiao=false;
}
},
lingbo:{
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
frequent:true,
content:function(){
player.draw(2);
},
ai:{
mingzhi:false,
effect:{
target:function(card,player,target){
if(get.tag(card,'respondShan')){
var shans=target.num('h','shan');
var hs=target.num('h');
if(shans>1) return [0,1];
if(shans&&hs>2) return [0,1];
if(shans) return [0,0];
if(hs>2) return [0,0];
if(hs>1) return [1,0.5];
return [1.5,0];
}
}
},
threaten:0.8
}
},
yunshen:{
trigger:{player:'respond'},
filter:function(event,player){
return event.card.name=='shan';
},
frequent:true,
init:function(player){
player.storage.yunshen=0;
},
content:function(){
player.storage.yunshen++;
player.markSkill('yunshen');
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'respondShan')){
var shans=target.num('h','shan');
var hs=target.num('h');
if(shans>1) return [1,1];
if(shans&&hs>2) return [1,1];
if(shans) return [1,0.5];
if(hs>2) return [1,0.3];
if(hs>1) return [1,0.2];
return [1.2,0];
}
}
},
threaten:0.8
},
intro:{
content:'mark'
},
group:'yunshen2'
},
yunshen2:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return player.storage.yunshen>0;
},
content:function(){
player.draw(player.storage.yunshen);
player.storage.yunshen=0;
player.unmarkSkill('yunshen');
},
mod:{
globalTo:function(from,to,distance){
if(typeof to.storage.yunshen=='number') return distance+to.storage.yunshen;
}
}
},
xuehuang:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
nodelay:true,
check:function(card){return 6-ai.get.value(card);},
filterTarget:function(card,player,target){
return get.distance(player,target)<=1||player==target;
},
filter:function(event,player){
return player.num('h',{color:'red'})>0;
},
selectTarget:-1,
content:function(){
target.damage('fire');
},
line:'fire',
ai:{
order:1,
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target,'fire');
}
}
}
},
zhuyu:{
trigger:{global:'damageBegin'},
filter:function(event,player){
if(event.player.classList.contains('linked')==false) return false;
if(event.nature=='fire') return false;
if(player.num('h',{color:'red'})) return true;
return false;
},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('朱羽:是否弃置一张红色手牌使其受到一点火焰伤害?',function(card){
return get.color(card)=='red';
}).ai=function(card){
if(trigger.player.hasSkillTag('nofire')) return 0;
if(ai.get.damageEffect(trigger.player,player,player,'fire')>0){
return 9-ai.get.value(card);
}
return 0;
};
"step 1"
if(result.bool){
player.logSkill('zhuyu',trigger.player,'fire');
trigger.player.damage('fire');
}
}
},
ningshuang:{
trigger:{target:'useCardToBegin'},
filter:function(event,player){
if(get.color(event.card)!='black') return false;
if(!event.player) return false;
if(event.player==player) return false;
if(event.player.classList.contains('linked')&&
event.player.classList.contains('turnedover')) return false;
if(player.num('h',{color:'black'})) return true;
return false;
},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('是否弃置一张黑色手牌使其横置或翻面?',function(card){
return get.color(card)=='black';
}).ai=function(card){
if(ai.get.attitude(player,trigger.player)<0){
return 9-ai.get.value(card);
}
return 0;
};
"step 1"
if(result.bool){
player.logSkill('ningshuang');
if(trigger.player.classList.contains('turnedover')){
trigger.player.loseHp();
}
if(trigger.player.classList.contains('linked')){
trigger.player.turnOver();
}
else{
trigger.player.link();
player.draw();
}
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.color(card)=='black'&&ai.get.attitude(target,player)<0&&target.num('h')>0){
return [1,0.1,0,-target.num('h')/4];
}
}
}
}
},
zaowu:{
enable:'phaseUse',
usable:1,
position:'he',
filterCard:function(card,player,target){
if(ui.selected.cards.length==0) return true;
for(var i=0;i<ui.selected.cards.length;i++){
if(get.type(ui.selected.cards[i],'trick')==get.type(card,'trick')) return false;
}
return true;
},
selectCard:3,
check:function(card){
return 10-ai.get.value(card);
},
content:function(){
"step 0"
var list=[];
var suit=['heart','diamond','club','spade'].randomGet();
var number=Math.floor(Math.random()*13)+1;
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(ai.get.value({name:i})>=10) continue;
if(i!='list') list.push([suit,number,i]);
}
var dialog=ui.create.dialog([list,'vcard']);
player.chooseButton(dialog,2,true,function(button){
return ai.get.value({name:button.link[2]},player);
});
"step 1"
var cards=[ui.create.card(),ui.create.card()];
cards[0].init(result.buttons[0].link);
cards[1].init(result.buttons[1].link);
player.gain(cards);
player.$gain(cards);
game.delay();
},
ai:{
order:8,
result:{
player:1
},
threaten:1.6
}
},
xielv:{
trigger:{player:'phaseDiscardEnd'},
filter:function(event,player){
var cards=player.get('h');
if(cards.length<2) return false;
var color=get.color(cards[0]);
for(var i=1;i<cards.length;i++){
if(get.color(cards[i])!=color) return false;
}
return true;
},
direct:true,
content:function(){
"step 0"
var todiscard=[];
var ainum=0;
var cards;
var att;
var filter={color:get.color(player.get('h')[0])=='red'?'black':'red'};
for(var i=0;i<game.players.length;i++){
att=ai.get.attitude(player,game.players[i]);
cards=game.players[i].get('e',filter);
if(att>0){
ainum-=cards.length;
}
else if(att<0){
ainum+=cards.length;
}
todiscard=todiscard.concat(cards);
cards=game.players[i].get('j',filter);
if(att>0){
ainum+=cards.length;
}
else if(att<0){
ainum-=cards.length;
}
todiscard=todiscard.concat(cards);
}
var choice=[];
if(player.hp<player.maxHp){
choice.push('recover_hp');
}
if(todiscard.length){
choice.push('discard_card');
}
choice.push('cancel');
if(choice.length>1){
if(event.isMine()){
event.dialog=ui.create.dialog('是否发动【谐率】?');
}
player.chooseControl(choice).ai=function(){
if(choice.contains('recover_hp')) return 'recover_hp';
else if(ainum>0) return 'discard_card';
else return 'cancel';
}
event.todiscard=todiscard;
event.filter=filter;
}
else{
event.finish();
}
"step 1"
if(event.dialog) event.dialog.close();
event.control=result.control;
if(event.control!='recover_hp'&&event.control!='discard_card'){
event.finish();
}
else{
player.showHandcards();
player.logSkill('xielv');
}
"step 2"
if(event.control=='recover_hp'){
player.recover();
event.finish();
}
else if(event.control=='discard_card'){
event.targets=game.players.slice(0);
event.targets.sort(lib.sort.seat);
}
else{
event.finish();
}
"step 3"
if(event.targets&&event.targets.length){
var target=event.targets.shift();
target.discard(target.get('ej',event.filter));
event.redo();
}
},
ai:{
expose:0.1,
}
},
xiaomoyu:{
trigger:{source:'damageEnd'},
priority:1,
forced:true,
content:function(){
"step 0"
if(player.hp<player.maxHp){
player.recover();
event.finish();
// player.chooseControl('draw_card','recover_hp',function(event,target){
// if(player.num('h')>=player.hp) return 'recover_hp';
// return 'draw_card';
// });
}
else{
player.draw();
event.finish();
}
"step 1"
if(result.control=='draw_card'){
player.draw();
}
else{
player.recover();
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target,current){
if(card.name=='sha'&&(get.color(card)=='red')){
return [1,-2];
}
}
}
}
},
xielv_old:{
trigger:{player:'phaseDiscardEnd'},
filter:function(event,player){
var cards=player.get('h');
if(cards.length<2) return false;
var color=get.color(cards[0]);
for(var i=1;i<cards.length;i++){
if(get.color(cards[i])!=color) return false;
}
return true;
},
content:function(){
"step 0"
player.showHandcards();
"step 1"
"step 2"
var num=player.num('h');
event.color=get.color(player.get('h')[0]);
player.chooseTarget('选择至多'+num+'名角色各摸一张牌',[1,num],function(card,player,target){
return true;
}).ai=function(target){
return ai.get.attitude(player,target);
}
"step 3"
if(result.bool){
event.num=0;
event.targets=result.targets;
}
else{
event.finish();
}
"step 4"
if(event.num<event.targets.length){
event.current=event.targets[event.num]
event.current.draw();
}
else{
event.finish();
}
"step 5"
var renum=event.current.num('e',{color:event.color});
if(renum){
event.current.recover();
}
event.num++;
event.goto(4);
},
ai:{
threaten:1.4,
expose:0.1,
}
},
xiangu:{
mod:{
maxHandcard:function(player,num){
if(player.hp<player.maxHp) return num+player.maxHp-player.hp;
}
},
},
tianhuo:{
enable:'phaseUse',
filterTarget:function(card,player,target){
return target.num('j')>0;
},
usable:1,
selectTarget:-1,
filter:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j')) return true;
}
return false;
},
line:'fire',
content:function(){
"step 0"
event.num=target.num('j');
target.discard(target.get('j'));
"step 1"
target.damage(event.num,'fire','nosource')
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.get.damageEffect(target,player,target,'fire');
if(eff>=0) return eff+1;
var judges=target.get('j');
if(!judges.length) return 0;
if(target.hp==1||judges.length>1) return -judges.length;
var name=judges[0].viewAs||judges[0].name;
if(name=='shandian'||name=='huoshan'||name=='hongshui') return -judges.length;
return 0;
}
}
}
},
huanyin:{
trigger:{target:'useCardToBefore'},
forced:true,
priority:5.9,
filter:function(event,player){
return event.player!=player;
},
content:function(){
"step 0"
var effect=ai.get.effect(player,trigger.card,trigger.player,player);
player.judge(function(card){
switch(get.suit(card)){
case 'spade':return -effect;
case 'heart':return 1;
default:return 0;
}
});
"step 1"
switch(result.suit){
case 'spade':{
trigger.untrigger();
trigger.finish();
break;
}
case 'heart':{
player.draw();
break;
}
}
},
ai:{
effect:{
target:function(card,player,target){
return 0.7
}
},
threaten:0.8
}
},
xuanzhou:{
enable:'phaseUse',
usable:1,
discard:false,
filter:function(event,player){
return player.num('he',{type:'trick'})>0;
},
prepare:function(cards,player,targets){
player.$throw(cards);
},
position:'he',
filterCard:{type:'trick'},
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
"step 0"
var list=[];
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
}
var dialog=ui.create.dialog([list,'vcard']);
var bing=target.num('h')<=1;
player.chooseButton(dialog,true,function(button){
if(bing&&button.link[2]=='bingliang'){
return 2;
}
if(button.link[2]=='lebu'){
return 1;
}
if(button.link[2]=='guiyoujie'){
return 0.5;
}
return 0.2;
}).filterButton=function(button){
return !target.hasJudge(button.link[2]);
};
"step 1"
// console.log(result.links[0][2]);
target.addJudge(result.links[0][2],cards);
},
ai:{
result:{
target:-1
},
order:9.5,
}
},
tianlun:{
unique:true,
trigger:{global:'judge'},
direct:true,
filter:function(event){
if(event.card) return true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j')) return true;
}
return false;
},
content:function(){
"step 0"
var list=[];
if(trigger.card) list.push(trigger.card);
for(var i=0;i<game.players.length;i++){
list=list.concat(game.players[i].get('j'));
}
var dialog=ui.create.dialog(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging)+
',是否发动【天轮】?',list);
player.chooseButton(dialog,function(button){
var card=button.link;
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
var attitude=ai.get.attitude(player,trigger.player);
return result*attitude;
});
"step 1"
if(result.bool){
event.card=result.buttons[0].link;
if(get.owner(event.card)) get.owner(event.card).discard(event.card);
else trigger.player.$throw(event.card,1000);
if(event.card.clone){
event.card.clone.classList.add('thrownhighlight');
game.addVideo('highlightnode',player,get.cardInfo(event.card));
}
}
"step 2"
if(event.card){
player.logSkill('tianlun',trigger.player);
ui.discardPile.appendChild(trigger.player.judging);
trigger.player.judging=event.card;
trigger.position.appendChild(event.card);
game.log(get.translation(trigger.player)+'的判定牌改为'+get.translation(event.card));
event.card.expired=true;
game.delay(2);
}
},
ai:{
tag:{
rejudge:0.6
}
}
},
longyin:{
enable:'phaseUse',
usable:1,
filterCard:function(card,player){
if(get.number(card)%game.players.length==0) return false;
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i],'absolute')==get.number(card)%game.players.length){
break;
}
}
if(!game.players[i]) return false;
if(game.players[i].num('e')==0) return false;
for(var i=0;i<ui.selected.cards.length;i++){
if(get.number(card)%game.players.length==
get.number(ui.selected.cards[i])%game.players.length) return false;
if(get.color(card)!=get.color(ui.selected.cards[i])) return false;
}
return true;
},
selectCard:[1,Infinity],
filterTarget:function(card,player,target){
if(player==target) return false;
if(target.num('ej')==0) return false;
for(var i=0;i<ui.selected.cards.length;i++){
if(get.number(ui.selected.cards[i])%game.players.length==
get.distance(player,target,'absolute')) return true;
}
return false;
},
selectTarget:-1,
content:function(){
"step 0"
if(target.num('e')){
player.choosePlayerCard(target,true,'e');
}
"step 1"
try{
target.discard(1,result.buttons[0].link);
}
catch(e){}
if(target==targets[targets.length-1]) player.draw(targets.length);
},
check:function(card){
return 8-ai.get.value(card);
},
ai:{
order:10,
result:{
target:-1
}
}
},
lanzhi:{
trigger:{source:'damageBefore'},
filter:function(event,player){
return player.skills.contains('lanzhi2')==false&&event.player!=player;
},
prompt:function(event){
return '是否对'+get.translation(event.player)+'发动【兰芷】?';
},
check:function(event,player){
if(event.source==player){
if(event.num>1) return ai.get.attitude(player,event.player)>=0;
return ai.get.attitude(player,event.player)>=-2;
}
else{
if(player.hp==1||event.num>1) return true;
if(player.hp==2) return ai.get.attitude(player,event.player)>=-2;
return ai.get.attitude(player,event.player)>=0;
}
},
content:function(){
trigger.untrigger();
trigger.finish();
trigger.source.draw(2);
player.addTempSkill('lanzhi2','phaseAfter');
},
},
lanzhi2:{},
duanyi:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h','sha')>1;
},
filterCard:{name:'sha'},
selectCard:2,
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
return 10-ai.get.value(card);
},
content:function(){
"step 0"
target.damage();
"step 1"
if(target.isAlive()){
target.turnOver();
}
else{
event.finish();
}
"step 2"
target.draw(target.maxHp-target.hp);
},
ai:{
expose:0.3,
result:{
target:function(player,target){
var eff=ai.get.damageEffect(target,player);
if(target.hp==1) return eff;
return target.maxHp-target.hp-2+eff;
}
},
order:5
}
},
swd_xiuluo:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.num('j')>0;
},
content:function(){
"step 0"
player.chooseToDiscard(2,'hj',function(card){
if(ui.selected.cards.length==0) return true;
if(get.position(ui.selected.cards[0])=='h'){
if(get.position(card)!='j') return false;
}
if(get.position(ui.selected.cards[0])=='j'){
if(get.position(card)!='h') return false;
}
return get.suit(card)==get.suit(ui.selected.cards[0])
},'是否一张手牌来弃置一张花色相同的判定牌?').ai=function(card){
if(get.position(card)=='h'){
return 11-ai.get.value(card);
}
if(card.name=='lebu') return 5;
if(card.name=='bingliang') return 4;
if(card.name=='guiyoujie') return 3;
return 2;
}
"step 1"
if(result.bool){
player.logSkill('swd_xiuluo');
}
}
},
guxing:{
group:['guxing1','guxing3']
},
guxing1:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
var min=Math.max(1,player.maxHp-player.hp);
return player.num('h')<=min&&player.num('h')>0&&
lib.filter.filterCard({name:'sha'},player);
},
filterCard:true,
selectCard:-1,
// viewAs:{name:'sha'},
discard:false,
prepare:function(cards,player,targets){
player.$throw(cards);
player.line(targets);
},
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
content:function(){
"step 0"
delete player.storage.guxing;
targets.sort(lib.sort.seat);
player.useCard({name:'sha'},cards,targets,'guxing').animate=false;
"step 1"
if(player.storage.guxing){
player.draw(player.storage.guxing);
delete player.storage.guxing;
}
},
multitarget:true,
selectTarget:[1,3],
ai:{
order:function(){
if(_status.event.player.num('h')==1) return 10;
return lib.card.sha.ai.order+0.1;
},
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha'},player,target);
}
},
threaten:function(player,target){
if(target.hp<target.maxHp-1) return 1.5;
},
pretao:true
}
},
guxing3:{
trigger:{source:'damageAfter'},
forced:true,
popup:false,
filter:function(event){
return event.parent.skill=='guxing';
},
content:function(){
if(!player.storage.guxing){
player.storage.guxing=1;
}
else{
player.storage.guxing++;
}
}
},
miles_xueyi:{
trigger:{player:'damageBefore'},
forced:true,
priority:10,
content:function(){
trigger.untrigger();
trigger.finish();
player.loseHp();
}
},
swdxueyi:{
trigger:{player:'phaseDrawBegin'},
frequent:true,
content:function(){
trigger.num+=player.maxHp-player.hp;
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
jifeng:{
mod:{
selectTarget:function(card,player,range){
if(range[0]!=1||range[1]!=1) return;
var range2=get.select(get.info(card).selectTarget);
if(range2[0]!=1&&range2[1]!=1) return;
if(card.name=='sha'||get.type(card)=='trick') range[1]=Infinity;
},
},
trigger:{player:'useCardToBefore'},
priority:6,
forced:true,
popup:false,
filter:function(event,player){
if(event.targets.length<=1) return false;
if(event.card.name=='sha') return true;
else if(get.type(event.card)=='trick'){
var range=get.select(get.info(event.card).selectTarget);
if(range[0]==1&&range[1]==1) return true;
}
return false;
},
content:function(){
if(Math.random()>(1.3+trigger.targets.length/5)/trigger.targets.length){
trigger.target.popup('失误');
trigger.untrigger();
trigger.finish();
}
}
},
mohua2:{
unique:true,
trigger:{player:'dying'},
priority:10,
forced:true,
content:function(){
"step 0"
player.removeSkill('miles_xueyi');
player.removeSkill('aojian');
player.removeSkill('mohua2');
player.addSkill('moyan');
player.addSkill('miedao');
player.addSkill('jifeng');
player.addSkill('swd_xiuluo');
lib.character.swd_satan=['','qun',4,['moyan','miedao','jifeng','swd_xiuluo'],['temp']];
if(player.name=='swd_miles') player.name='swd_satan';
if(player.name1=='swd_miles') player.name1='swd_satan';
if(player.name2=='swd_miles'){
player.name2='swd_satan';
player.node.avatar2.setBackground('swd_satan','character');
}
else{
player.node.avatar.setBackground('swd_satan','character');
}
"step 1"
player.recover(2);
"step 2"
player.draw(2);
},
},
liexin:{
trigger:{source:'damageBegin'},
direct:true,
content:function(){
"step 0"
player.chooseToDiscard('是否弃置一张牌使伤害+1','he').ai=function(card){
if(ai.get.attitude(player,trigger.player)<0){
return 7-ai.get.value(card);
}
}
"step 1"
if(result.bool){
player.logSkill('liexin');
trigger.num++;
}
},
ai:{
threaten:1.8
}
},
mohua:{
trigger:{player:'dying'},
priority:10,
forced:true,
mode:['identity'],
content:function(){
"step 0"
var skills=['wuying','xiehun','jumo'];
if(lib.config.mode_choice.double_character){
skills.push('swd_xiuluo');
}
lib.character.swd_satan=['','qun',6,skills,['temp']];
if(!_status.ai.customAttitude) _status.ai.customAttitude=[];
_status.ai.customAttitude.push(function(from,to){
if(from.storage.xiehun){
if(to==game.zhu) return 10;
return -10;
}
if(to.storage.xiehun){
return 0;
}
});
player.uninit();
player.init('swd_satan');
player.hp=game.players.length;
player.update();
game.zhu=player;
player.identity='zhu';
player.setIdentity('魔');
player.identityShown=true;
var players=get.players(false,true);
for(var i=0;i<players.length;i++){
if(players[i]!=player){
players[i].identity='fan';
players[i].setIdentity('人');
players[i].identityShown=true;
}
}
player.draw(2);
"step 1"
while(_status.event.name!='phaseLoop'){
_status.event=_status.event.parent;
}
_status.event.player=player;
_status.event.step=0;
ui.clear();
}
},
wuying:{
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha') {range[0]=-1;range[1]=-1;}
if(get.type(card)=='trick'&&range[0]==1&range[1]==1) {range[0]=-1;range[1]=-1;}
},
},
},
xiehun:{
group:['xiehun1','xiehun2'],
intro:{
content:'已陷入混乱状态',
show:true,
}
},
xiehun1:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
if(game.me.storage.xiehun) ui.auto.show();
for(var i=0;i<game.players.length;i++){
delete game.players[i].storage.xiehun;
}
if(ui.auto.innerHTML=='托管') _status.auto=false;
}
},
xiehun2:{
trigger:{source:'damageBegin'},
filter:function(event,player){
return event.player!=player;
},
forced:true,
content:function(){
trigger.player.storage.xiehun=true;
if(trigger.player==game.me){
_status.auto=true;
ui.auto.hide();
}
// player.chooseToDiscard(true,'h');
}
},
jumo2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
priority:-10,
content:function(){
var num=Math.max(2,game.players.length-1);
if(lib.config.mode_choice.double_character){
num++;
}
trigger.num=Math.min(4,num);
}
},
jumo:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
var num=0;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&!game.players[i].storage.xiehun) num++;
}
num=2*num-game.players.length;
if(get.config('double_character')){
num++;
}
if(num>0){
player.draw(num);
}
},
},
duijue:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.storage.duijue;
},
filterTarget:function(card,player,target){
return player!=target&&target!=game.zhu;
},
content:function(){
var players=game.players.concat(game.dead);
players.remove(player);
players.remove(target);
for(var i=0;i<players.length;i++){
players[i].classList.add('out');
players[i].storage.duijue2=true;
}
player.addSkill('duijue2');
target.addSkill('duijue2');
player.storage.duijue=true;
},
init:function(player){
player.storage.duijue=false;
},
intro:{
content:'limited'
}
},
duijue2:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
content:function(){
var players=game.players.concat(game.dead);
for(var i=0;i<players.length;i++){
if(players[i].storage.duijue2&&players[i].isOut()){
players[i].classList.remove('out');
delete players[i].storage.duijue2;
}
players[i].removeSkill('duijue2');
}
}
},
yueren:{
trigger:{player:'shaBegin'},
filter:function(event,player){
return !player.skills.contains('yueren2');
},
check:function(event,player){
return ai.get.attitude(player,event.target)<=0;
},
content:function(){
"step 0"
player.judge(function(){
return 0;
});
player.addTempSkill('yueren2','phaseAfter');
"step 1"
if(get.color(result.card)=='black'){
if(trigger.target.num('he')){
player.discardPlayerCard(true,trigger.target,'he');
// trigger.target.discard(trigger.target.get('he').randomGet());
}
}
else if(trigger.cards&&trigger.cards.length){
player.gain(trigger.cards);
player.$gain2(trigger.cards);
game.log(get.translation(player)+'收回了'+get.translation(trigger.cards));
}
}
},
yueren2:{},
busi:{
trigger:{player:'dying'},
priority:7,
unique:true,
forced:true,
filter:function(event,player){
return player.hp<=0;
},
content:function(){
'step 0'
player.judge(function(card){
return get.suit(card)=='spade'?-1:1;
});
'step 1'
if(result.bool){
player.recover(1-player.hp);
if(!player.isTurnedOver()){
player.turnOver();
}
}
},
ai:{
threaten:0.8
}
},
busi_old:{
unique:true,
global:'busi2',
},
busi_old2:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
content:function(){
var target=player.nextSeat;
while(target.isDead()&&target.skills.contains('busi')==false){
target=target.nextSeat;
}
if(target.isDead()){
target.revive(1);
target.classList.add('turnedover');
target.logSkill('busi');
}
},
ai:{
threaten:0.5,
}
},
xuying:{
unique:true,
trigger:{player:'damageBefore'},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
if(player.num('h')) player.loseHp();
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')&&target.num('h')==0) return 0;
}
}
}
},
yinguo:{
unique:true,
trigger:{global:'damageBefore'},
priority:6,
direct:true,
filter:function(event,player){
if(event.player==player||event.source==player) return false;
if(!event.source) return false;
if(player.num('he')==0) return false;
if(player.skills.contains('yinguo2')) return false;
return true;
},
content:function(){
"step 0"
var go=ai.get.attitude(player,trigger.player)>0&&
ai.get.attitude(player,trigger.source)<0&&
ai.get.damageEffect(trigger.player,trigger.source,player)<
ai.get.damageEffect(trigger.source,trigger.player,player);
player.chooseToDiscard('是否将伤害来源('+get.translation(trigger.source)+
')和目标('+get.translation(trigger.player)+')对调?','he').ai=function(card){
if(go){
return 10-ai.get.value(card);
}
return 0;
};
"step 1"
if(result.bool){
player.logSkill('yinguo');
var target=trigger.player;
trigger.player=trigger.source;
trigger.source=target;
trigger.trigger('damageBefore');
player.addTempSkill('yinguo2',['damageAfter','damageCancelled']);
}
},
ai:{
threaten:10,
expose:0.5,
},
global:'yinguo3'
},
yinguo2:{},
yinguo3:{
ai:{
effect:{
target:function(card,player,target){
if(!get.tag(card,'damage')) return;
if(target.skills.contains('yinguo')) return;
var source=null;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('yinguo')){
source=game.players[i];
break;
}
}
if(source&&source.num('he')){
if(ai.get.attitude(source,player)<0&&ai.get.attitude(source,target)>0){
return [0,0,0,-1];
}
}
}
}
}
},
guiyan:{
unique:true,
enable:'phaseUse',
usable:1,
intro:{
content:''
},
mark:true,
filterTarget:function(card,player,target){
return player!=target&&target.num('h');
},
content:function(){
"step 0"
player.chooseCardButton(target,target.get('h')).filterButton=function(button){
return get.suit(button.link)=='club';
}
"step 1"
if(result.bool){
player.gain(result.links[0]);
target.$give(1,player);
game.delay(0,500);
}
},
ai:{
order:11,
result:{
target:-1,
player:1,
},
threaten:1.3
},
group:['guiyan2'],
},
guiyan2:{
trigger:{player:'dying'},
priority:6,
forced:true,
content:function(){
player.recover();
player.removeSkill('guiyan');
player.removeSkill('guiyan2');
}
},
yunshen_old:{
mod:{
globalFrom:function(from,to,distance){
if(!from.get('e','1')) return distance-1;
},
globalTo:function(from,to,distance){
if(!to.get('e','2')) return distance+1;
}
}
},
suiyan_old:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
return get.type(card)=='basic';
},
filterTarget:function(card,player,target){
return player!=target&&target.num('e');
},
content:function(){
var num=Math.floor(Math.random()*3);
if(num==0){
player.draw();
}
else{
target.discard(target.get('e').sort(lib.sort.random).splice(0,num));
}
},
ai:{
order:7,
result:{
target:-1,
},
threaten:1.2
}
},
xianyin:{
enable:'phaseUse',
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j')&&game.players[i]!=player) return true;
}
return false;
},
content:function(){
"step 0"
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j')&&game.players[i]!=player){
// game.players[i].gain(game.players[i].get('j'),'gain2');
event.targets.add(game.players[i]);
}
}
event.targets.sort(lib.sort.seat);
"step 1"
if(event.targets.length){
event.target=event.targets.shift();
event.target.discard(event.target.get('j'));
}
else{
event.finish();
}
"step 2"
if(event.target.num('h')){
event.target.chooseCard('选择一张手牌交给'+get.translation(player),true).ai=function(card){
return -ai.get.value(card);
}
}
else{
event.goto(1);
}
"step 3"
if(result.bool){
player.gain(result.cards[0]);
target.$give(1,player);
}
event.goto(1);
},
ai:{
order:9,
result:{
player:function(player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].num('j')){
if(ai.get.attitude(player,game.players[i])>=0&&
ai.get.attitude(game.players[i],player)>=0){
num++;
}
else{
num--;
}
}
}
return num;
}
}
}
},
mailun:{
unique:true,
trigger:{player:'phaseBegin'},
direct:true,
intro:{
content:function(storage){
if(!storage) return '无';
return lib.skill.mailun.effects[storage-1];
}
},
effects:[
'减少一点体力并增加一点体力上限',
'增加一点体力并减少一点体力上限',
'令你即将造成和即将受到的首次伤害-1',
'令你即将造成和即将受到的首次伤害+1',
'少摸一张牌并令手牌上限+1',
'多摸一张牌并令手牌上限-1',
'进攻距离+1防御距离-1',
'进攻距离-1防御距离+1'
],
content:function(){
"step 0"
player.removeSkill('mailun31');
player.removeSkill('mailun32');
player.removeSkill('mailun41');
player.removeSkill('mailun42');
player.removeSkill('mailun5');
player.removeSkill('mailun6');
player.removeSkill('mailun7');
player.removeSkill('mailun8');
if(event.isMine()){
ui.auto.hide();
event.dialog=ui.create.dialog('脉轮:选择一个效果');
var effects=lib.skill.mailun.effects;
var clickItem=function(){
event.choice=this.link;
game.resume();
}
for(var i=0;i<8;i++){
if(i==0&&player.maxHp==6) continue;
var item=event.dialog.add('<div class="popup" style="width:70%;display:inline-block"><div class="skill">【'+
get.cnNumber(i+1,true)+'】</div><div>'+effects[i]+'</div></div>');
item.addEventListener('click',clickItem);
item.link=i+1;
}
event.control=ui.create.control('取消',function(){
event.choice=0;
game.resume();
});
event.dialog.add(ui.create.div('.placeholder'));
event.dialog.add(ui.create.div('.placeholder'));
event.dialog.add(ui.create.div('.placeholder'));
game.pause();
}
else{
var ctrl;
if(player.hp<=1){
if(player.maxHp>3){
ctrl=2;
}
else{
ctrl=3;
}
}
else if(player.hp==2){
if(player.maxHp>4){
ctrl=2;
}
else if(player.num('h')==0){
ctrl=6;
}
else{
ctrl=3;
}
}
else if(player.num('h')<player.hp){
ctrl=6;
}
else if(player.num('h')>player.hp+1){
ctrl=5;
}
event.choice=ctrl;
}
"step 1"
ui.auto.show();
player.storage.mailun=event.choice;
game.addVideo('storage',player,['mailun',player.storage.mailun]);
if(event.choice){
player.logSkill('mailun');
player.markSkill('mailun');
switch(event.choice){
case 1:{
player.loseHp();
player.gainMaxHp();
break;
}
case 2:{
player.recover();
player.loseMaxHp();
break;
}
case 3:{
player.addSkill('mailun31');
player.addSkill('mailun32');
break;
}
case 4:{
player.addSkill('mailun41');
player.addSkill('mailun42');
break;
}
case 5:{
player.addSkill('mailun5');
break;
}
case 6:{
player.addSkill('mailun6');
break;
}
case 7:{
player.addSkill('mailun7');
break;
}
case 8:{
player.addSkill('mailun8');
break;
}
}
}
else{
player.unmarkSkill('mailun');
}
if(event.dialog){
event.dialog.close();
}
if(event.control){
event.control.close();
}
}
},
mailun31:{
trigger:{source:'damageBegin'},
forced:true,
content:function(){
trigger.num--;
player.removeSkill('mailun31');
}
},
mailun32:{
trigger:{player:'damageBegin'},
forced:true,
content:function(){
trigger.num--;
player.removeSkill('mailun32');
}
},
mailun41:{
trigger:{source:'damageBegin'},
forced:true,
content:function(){
trigger.num++;
player.removeSkill('mailun41');
}
},
mailun42:{
trigger:{player:'damageBegin'},
forced:true,
content:function(){
trigger.num++;
player.removeSkill('mailun42');
}
},
mailun5:{
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
content:function(){
trigger.num--;
},
mod:{
maxHandcard:function(player,num){
return num+1;
}
}
},
mailun6:{
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
content:function(){
trigger.num++;
},
mod:{
maxHandcard:function(player,num){
return num-1;
}
}
},
mailun7:{
mod:{
globalFrom:function(from,to,distance){
return distance-1;
},
globalTo:function(from,to,distance){
return distance-1;
}
}
},
mailun8:{
mod:{
globalFrom:function(from,to,distance){
return distance+1;
},
globalTo:function(from,to,distance){
return distance+1;
}
}
},
fengming:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
filterCard:{type:'equip'},
position:'he',
filterTarget:true,
content:function(){
"step 0"
target.recover();
"step 1"
target.draw();
},
ai:{
order:9,
result:{
target:function(player,target){
if(target.hp<target.maxHp){
return ai.get.recoverEffect(target);
}
}
}
}
},
wanjun:{
enable:'chooseToUse',
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
viewAs:{name:'nanman'},
prompt:'将一张装备牌当南蛮入侵使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
ai:{
order:9,
threaten:1.1
}
},
huanling:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【幻灵】?',function(card,player,target){
return player!=target;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(target.isTurnedOver()){
if(att>0){
return att+5;
}
return -1;
}
if(player.isTurnedOver()){
return 5-att;
}
return -att;
};
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill('huanling',result.targets);
player.turnOver();
result.targets[0].turnOver();
}
},
group:'huanling2',
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='guiyoujie') return [0,2];
if(target.isTurnedOver()){
if(get.tag(card,'damage')) return 0;
}
}
},
expose:0.2
}
},
huanling2:{
trigger:{player:'damageBefore'},
filter:function(event,player){
return player.isTurnedOver();
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
},
ljifeng:{
trigger:{player:'phaseUseBefore'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
var check=player.num('h')<=player.hp+(player.hp>2?2:1);
player.chooseCardTarget({
prompt:'是否发动【疾风】?',
filterCard:true,
filterTarget:function(card,player,target){
if(player==target) return false;
return player.canUse({name:'sha'},target,false);
},
selectTarget:[1,2],
ai1:function(card){
if(!check) return 0;
return 8-ai.get.value(card);
},
ai2:function(target){
if(!check) return 0;
return ai.get.effect(target,{name:'sha'},player);
}
});
"step 1"
if(result.bool){
player.logSkill('ljifeng',result.targets);
player.discard(result.cards);
player.useCard({name:'sha'},result.targets).animate=false;
trigger.untrigger();
trigger.finish();
}
}
},
lxianglong:{
trigger:{target:'shaMiss'},
priority:5,
direct:true,
content:function(){
"step 0"
player.chooseTarget(function(card,player,target){
return player.canUse(trigger.card,target);
},'是否发动【翔龙】?').ai=function(target){
return ai.get.effect(target,trigger.card,player);
}
"step 1"
if(result.bool){
player.logSkill('lxianglong');
player.line(result.targets);
player.useCard(trigger.card,trigger.cards,result.targets).animate=false;
}
},
ai:{
effect:{
target:function(card,player,target){
if(card.name=='sha'&&target.num('h')) return 0.7;
}
}
}
},
zhenjiu:{
enable:'phaseUse',
usable:1,
filterCard:{color:'red'},
filterTarget:function(card,player,target){
return !target.skills.contains('zhenjiu2');
},
check:function(card){
return 8-ai.get.value(card);
},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
player.line(targets[0],'green');
},
content:function(){
"step 0"
game.delay();
"step 1"
target.storage.zhenjiu2=cards[0];
game.addVideo('storage',target,['zhenjiu2',get.cardInfo(target.storage.zhenjiu2),'card']);
target.addSkill('zhenjiu2');
},
ai:{
result:{
target:function(player,target){
if(target.hp<target.maxHp){
return target==player?1:1.5;
}
if(player.num('h')>player.hp) return 0.5;
return 0;
}
},
order:9,
threaten:1.7
}
},
zhenjiu2:{
trigger:{player:'phaseBegin'},
forced:true,
mark:'card',
content:function(){
player.recover();
player.gain(player.storage.zhenjiu2,'gain2');
game.log(get.translation(player)+'获得了'+get.translation(player.storage.zhenjiu2));
player.removeSkill('zhenjiu2');
delete player.storage.zhenjiu2;
},
intro:{
content:'card'
}
},
mazui:{
enable:'phaseUse',
usable:1,
filterCard:{color:'black'},
filterTarget:function(card,player,target){
return !target.skills.contains('mazui2');
},
check:function(card){
return 6-ai.get.value(card);
},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
player.line(targets[0],'green');
},
content:function(){
"step 0"
game.delay();
"step 1"
target.storage.mazui2=cards[0];
target.addSkill('mazui2');
game.addVideo('storage',target,['mazui2',get.cardInfo(target.storage.mazui2),'card']);
},
ai:{
expose:0.2,
result:{
target:function(player,target){
return -target.hp;
}
},
order:4,
threaten:1.2
}
},
mazui2:{
trigger:{source:'damageBegin'},
forced:true,
mark:'card',
filter:function(event){
return event.num>0;
},
content:function(){
trigger.num--;
player.addSkill('mazui3');
player.removeSkill('mazui2');
},
intro:{
content:'card'
}
},
mazui3:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
content:function(){
player.gain(player.storage.mazui2,'gain2');
game.log(get.translation(player)+'获得了'+get.translation(player.storage.mazui2));
player.removeSkill('mazui3');
delete player.storage.mazui2;
}
},
shoulie:{
trigger:{player:'shaBegin'},
direct:true,
content:function(){
"step 0"
var dis=trigger.target.num('h','shan')||trigger.target.num('e','bagua')||trigger.target.num('h')>2;
player.chooseToDiscard('是否发动【狩猎】?').ai=function(card){
if(dis) return 7-ai.get.value(card);
return 0;
}
"step 1"
if(result.bool){
player.logSkill('shoulie');
trigger.directHit=true;
}
}
},
hudun:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return !player.hujia&&event.player!=player;
},
content:function(){
player.changeHujia();
player.update();
},
},
toudan:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('he',{suit:'spade'});
},
filterTarget:function(card,player,target){
return player!=target;
},
filterCard:{suit:'spade'},
check:function(card){
return 10-ai.get.value(card);
},
position:'he',
line:'fire',
content:function(){
"step 0"
target.damage('fire');
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i])<=1){
event.targets.push(game.players[i]);
}
}
lib.tempSortSeat=event.target;
event.targets.sort(lib.sort.seat);
event.targets.unshift(player);
delete lib.tempSortSeat;
"step 1"
if(event.targets.length){
var current=event.targets.shift();
if(current.num('he')){
current.chooseToDiscard('he',true);
}
event.redo();
}
},
ai:{
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target,'fire');
}
},
order:10,
threaten:1.5
}
},
shending:{
inherit:'longfan',
filter:function(event,player){
return !player.get('e','5');
},
ai:{
order:11,
result:{
player:1,
},
effect:{
target:function(card,player,target){
if(player!=target) return;
if(get.subtype(card)=='equip5'){
if(ai.get.equipValue(card)<=7) return 0;
}
}
},
threaten:1.2
}
},
poxiao:{
mod:{
attackFrom:function(from,to,distance){
if(!from.get('e','1')) return distance-1;
},
selectTarget:function(card,player,range){
if(!player.get('e','1')&&card.name=='sha') range[1]++;
}
},
enable:'chooseToUse',
filterCard:{type:'equip'},
filter:function(event,player){
return player.num('he',{type:'equip'});
},
position:'he',
viewAs:{name:'sha'},
prompt:'将一张闪当杀使用或打出',
check:function(card){
if(get.subtype(card)=='equip1') return 10-ai.get.value(card);
return 7-ai.get.equipValue(card);
},
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
},
effect:{
target:function(card,player){
if(get.subtype(card)=='equip1'){
var num=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0){
num++;
if(num>1) return [0,0,0,0];
}
}
}
}
}
}
},
zhexian:{
inherit:'lingbo'
}
},
translate:{
swd_yangshuo:'杨硕',
swd_septem:'赛特',
swd_yuxiaoxue:'于小雪',
swd_lilian:'莉莲',
swd_cheyun:'车芸',
swd_jipeng:'疾鹏',
swd_muyun:'徐暮云',
swd_zhaoyun:'皇甫朝云',
swd_jiliang:'姬良',
swd_lanyin:'兰茵',
swd_zhiyin:'芝茵',
swd_hengai:'横艾',
swd_huzhongxian:'壶中仙',
swd_qiner:'磬儿',
swd_huanyuanzhi:'桓远之',
swd_murongshi:'慕容诗',
swd_hupo:'琥珀',
swd_miles:'麦尔斯',
swd_kangnalishi:'康那里士',
swd_satan:'撒旦',
swd_philis:'菲力斯',
swd_weida:'薇达',
swd_fengtianling:'凤天凌',
swd_huyue:'瑚月',
swd_jiting:'姬亭',
swd_rongshuang:'蓉霜',
swd_zhuoshanzhu:'浊山铸',
swd_jialanduo:'迦兰多',
swd_linming:'林明',
swd_duanmeng:'端蒙',
swd_nicole:'妮可',
swd_kendi:'肯迪',
swd_lijing:'李靖',
swd_hanteng:'韩腾',
swd_yuwentuo:'宇文拓',
swd_shanxiaoxiao:'单小小',
swd_yuchiyanhong:'尉迟嫣红',
swd_pepin:'丕平',
swd_anka:'安卡',
swd_jiangwu:'疆梧',
swd_situqiang:'司徒蔷',
swd_tuwei:'徒维',
swd_yeyaxi:'耶亚希',
swd_chunyuheng:'淳于恒',
swd_duguningke:'独孤宁珂',
swd_duguningke2:'魔化宁珂',
swd_chenjingchou:'陈靖仇',
swd_zhanglie:'张烈',
swd_guyue:'古月圣',
swd_kama:'卡玛',
swd_yuli:'玉澧',
swd_duopeng:'多鹏',
swd_jiangziya:'姜子牙',
swd_heran:'何然',
swd_zhanggao:'张诰',
swd_hanlong:'韩龙',
swd_jiuyou:'久悠',
swd_qingming:'青冥',
swd_shangzhang:'尚章',
swd_youzhao:'游兆',
swd_wangsiyue:'王思月',
swd_huanglei:'黄雷',
swd_tuobayuer:'拓跋玉儿',
swd_tuobayueer:'拓跋月儿',
swd_chengyaojin:'程咬金',
swd_qinshubao:'秦叔宝',
swd_lishimin:'李世民',
swd_shuijing:'水镜',
swd_xuanyuanjianxian:'轩辕剑仙',
swd_xuanyuanjiantong:'轩辕剑童',
swd_luchengxuan:'陆承轩',
swd_xiarou:'夏柔',
swd_moye:'莫邪',
swd_fu:'毛民·福',
swd_hanluo:'寒洛',
swd_linyue:'临月',
swd_zidashu:'子大暑',
swd_maixing:'麦星',
swd_haidapang:'海大胖',
swd_shaowei:'少微',
swd_fuyan:'符验',
swd_huiyan:'慧彦',
swd_sikongyu:'司空宇',
swd_muyue:'沐月',
swd_ziqiao:'子巧',
swd_fengyu:'凤煜',
swd_qi:'柒',
swd_chenfu:'陈辅',
swd_libai:'李白',
swd_xingtian:'刑天',
swd_lanmoshen:'蓝魔神',
swd_wushi:'巫师',
jingjie:'镜界',
jingjie_info:'回合开始阶段,你可以流失一点体力,并',
jingjie_old_info:'限定技,出牌阶段,你可以令所有角色弃置所有牌,然后摸两张牌(不触发任何技能)',
kongmo:'恐魔',
kongmo_info:'锁定技,你使用基本牌或非延时锦囊牌后将额外结算一次卡牌效果',
miaobi:'妙笔',
miaobi_info:'出牌阶段限一次,你可以将一张红桃牌当作五谷丰登使用',
zhexian:'谪仙',
jufu:'巨斧',
jufu_info:'锁定技,当你有武器牌时,杀造成的伤害+1',
huajing:'化精',
huajing_info:'每当你使用锦囊牌造成伤害,可以回复一点体力并摸一张牌',
pingxu:'冯虚',
pingxu_info:'锁定技,当你没有武器牌时,与其他角色的距离-1当你没有防具牌时其他角色与你的距离+1',
yudun:'愚钝',
yudun_info:'锁定技,你无法使用锦囊牌,你可以将两张锦囊牌当作杀使用',
bingfeng:'冰封',
bingfeng2:'冰封',
bingfeng2_info:'不能使用或打出手牌',
bingfeng_info:'限定技,出牌阶段,你可以指定至多三个目标与其一同翻面,且处于翻面状态时不能使用或打出手牌;若如此做,你失去技能玄咒并减少一点体力上限',
guozao:'聒噪',
guozao_info:'锁定技每当距离你1以内的角色受到一次伤害若伤害来源不你你须观看牌堆顶的三张牌然后指定一名有手牌的角色将手牌与这些牌交换',
heihuo:'黑火',
heihuo_info:'出牌阶段你可以弃置一张装备牌令你的手牌数加倍若你的手牌因此达到8张或更多你立即受到3点火焰伤害且本回合内不能再次发动黑火',
yaotong:'妖瞳',
yaotong1:'妖瞳',
yaotong2:'妖瞳',
yaotong3:'妖瞳',
yaotong4:'妖瞳',
yaotong_info:'当你的手牌数为奇数时,你可以将一张手牌当作杀或闪使用或打出,当你的手牌数为偶数时,你可以将一张手牌当作无懈可击使用',
pojian:'破茧',
pojian_info:'每当你失去最后一张手牌,可以从牌堆中获得一张装备牌并装备之',
kuangfu:'狂斧',
kuangfu_info:'每当你使用杀造成伤害,可以将对方的一张装备牌移到你的装备区',
huajin:'化金',
huajin2:'化金',
huajin_info:'出牌阶段限一次,你可以弃置一张牌令你造成的伤害+1直到你的下一回合开始',
poxiao:'破霄',
poxiao_info:'你可以将一张装备牌当杀使用;当你没有武器牌时,你的攻击范围+1杀可以额外指定一个目标',
jianji:'箭疾',
jianji_info:'你可以将一张装备牌当杀使用,然后摸一张牌,此杀无视距离和防具,且不计入回合内出杀限制',
yuchen:'浴尘',
yuchen_info:'每当你于回合外使用或打出一张黑色牌,你可以弃置一名角色的一张牌',
huangyu:'凰羽',
huangyu_info:'出牌阶段限一次,你可以将两张红色牌当炽羽袭使用',
bingjian:'冰箭',
bingjian_info:'出牌阶段限一次,你可以弃置一张黑色的杀,令一名有手牌的其他角色展示手牌并弃置其中的所有闪,若其没有闪则受到一点雷电伤害',
rumeng:'入梦',
rumeng_info:'其他角色的出牌阶段前,你可以弃置一张非基本牌,并令其选择一项:弃置一张基本牌,或跳过出牌及弃牌阶段',
lianda:'连打',
lianda_info:'当你使用一杀结算完毕后,可以弃置一张牌视为对目标再使用一张杀',
xianghui:'祥晖',
xianghui_info:'出牌阶段限一次,你可以弃置一张红色手牌,然后令场上体力值最少的角色各回复一点体力',
huiqi:'回气',
huiqi_info:'每当你受到一次伤害可令一名角色摸X张牌X为你已损失的体力值',
toudan:'投弹',
toudan_info:'出牌阶段限一次你可以弃置一张黑桃牌对一名其他角色造成一点火焰伤害然后你与距离该角色1以内的所有角色各弃置一张牌',
shending:'神丁',
shending_info:'锁定技,若你没有宝物牌,视为装备了蓝格怪衣',
hzhenwei:'镇卫',
hzhenwei_info:'当一名其他角色成为杀的目标后,若你在杀的使用者的攻击范围内,你可以弃置一张牌将此杀转移给自己,并在杀结算完毕后摸一张牌',
shoulie:'狩猎',
shoulie_info:'当你使用一张杀指定目标后,可以弃置一张手牌令此杀不可闪避',
hudun:'护盾',
hudun_bg:'盾',
hudun2:'护盾',
hudun_info:'锁定技,当你对其他角色造成伤害后,若你没有护甲,你获得一点护甲值',
mazui:'麻醉',
mazui2:'麻醉',
mazui_info:'出牌阶段限一次,你可以将一张黑色手牌置于一名角色的武将牌上,该角色造成的下一次伤害-1然后获得此牌',
zhenjiu:'针灸',
zhenjiu2:'针灸',
zhenjiu_info:'出牌阶段限一次,你可以将一张红色手牌置于一名角色的武将牌上,该角色于下一个回合开始阶段回复一点体力,然后获得此牌',
ljifeng:'疾风',
ljifeng_info:'你可以弃置一张手牌并跳过出牌阶段,视为对至多两名角色使用一张杀',
lxianglong_info:'每当你闪避一张杀,可以将此杀对攻击范围内的一名角色使用',
lxianglong:'翔龙',
shangxi:'伤袭',
shangxi_info:'回合开始阶段,你可以弃置一张牌,并对攻击范围内一名体力值不小于你的其他角色造成一点伤害',
zhenwei:'镇威',
zhenwei_info:'在你的回合内,你可以将其他角色打出的卡牌交给除该角色外的任意一名角色',
fuyan:'覆岩',
fuyan2:'覆岩',
fuyan_info:'每当你受到一次伤害,可以令一名没有护甲的角色获得一点护甲值',
guaili:'怪力',
guaili_info:'锁定技,你的杀造成的伤害+1造成伤害后需弃置一张牌',
pingshen:'凭神',
pingshen2:'凭神',
pingshen_info:'锁定技,受到过你的伤害的角色可在回合内对你发动一次【离魂】(每局限发动一次)',
xingzhui:'星坠',
xingzhui_info:'出牌阶段限一次,你可以弃置一张牌,并令一名角色弃置一张类别相同的牌,若则受到一点伤害',
lingxian:'凌仙',
lingxian_info:'每当你于回合外使用或打出一张手牌,你可以选择攻击范围外的一名其他角色与你各摸一张牌',
shouyin:'守印',
shouyin_info:'限定技,当任意一名角色处于濒死状态时,若你的武将牌正朝上,可以将武将牌翻面,然后令场上所有存活角色将体力回复至体力上限',
bofeng:'搏风',
bofeng_info:'锁定技,体力值不大于你的角色视为在你的攻击范围;当你使用杀指定目标时,可令目标额外打出一张闪,否则此杀不可闪避且造成的伤害+1',
hutian:'护天',
hutian2:'护天',
hutian3:'护天',
hutian_info:'回合结束阶段你可以将X张牌置于一名角色的武将牌上则该角色的体力值始终不能小于X在你的下一个回合结束阶段该角色获得武将牌上的牌在此回合不能再次发动',
linyun:'凌云',
linyun_info:'你可以将两张牌当作杀使用,此杀需要额外一张闪才能闪避',
sliufeng:'流风',
sliufeng_info:'锁定技,体力值不大于你的角色视为在你的攻击范围',
chengjian:'承剑',
chengjian_info:'每当其他角色使用杀造成一次伤害,你可以令其摸一张牌',
huanling:'幻灵',
huanling2:'幻灵',
huanling_info:'回合结束阶段,你可以选择一名角色与你同时翻面;翻面状态下,你防止一切伤害',
xiaozhan:'消战',
xiaozhan_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
xielei:'挟雷',
xielei_info:'每当你使用或打出一张杀,可以弃置一张牌并对目标以外的一名角色造成一点雷电伤害',
dangping:'荡平',
dangping_info:'每当你造成一次伤害可以弃置一张手牌对其距离1以内的另一名角色造成一点伤害',
guisi:'归思',
guisi_info:'每当你成为杀的目标,你可以交给对方一张手牌并取消之',
duishi:'对诗',
duishi_info:'出牌阶段,你可以弃置一张手牌,并指定一名有手牌的角色弃置一张与之花色相同的手牌,否则你获得其一张牌。若其弃置了手牌,你可对一名其他目标再发动一次',
anlianying:'连营',
anlianying_info:'每当你失去最后一张手牌,可摸两张牌',
lianwu:'连舞',
lianwu_info:'锁定技,你的杀可以额外指定一个目标,你的红杀不可被闪避',
jiying:'疾鹰',
jiying_info:'锁定技,你使用杀无视距离',
daofa:'道法',
daofa_info:'每当有一名其他角色造成伤害,你可以令其弃置一张牌',
xiaomoyu:'魔愈',
xiaomoyu_info:'锁定技,每当你造成一次伤害,你回复一点体力,若你没有受伤,则改为摸一张牌',
yihua:'移花',
yihua_info:'每当你成为其他角色的某张卡牌的惟一目标时,你可以弃置两张手牌,将使用者与目标对调',
youyin:'游吟',
youyin_info:'每当有其他角色弃置卡牌时若其中有基本牌且你的手牌数不超过5你可以摸一张牌',
rexue:'热血',
rexue_info:'任意一名角色的回合开始阶段,你可以对其使用一张杀,然后摸一张牌',
huopu:'火瀑',
huopu_info:'你可以将一张红桃手牌当作流星火羽使用',
benlei:'奔雷',
benlei2:'奔雷',
benlei_info:'你可以将三张牌当惊雷闪使用;每当你造成一次雷属性伤害,你回复一点体力',
lingwu:'灵舞',
lingwu_info:'回合结束后若你在本回合内使用了至少3张牌你可以进行一个额外的回合',
miejing:'灭境',
miejing_info:'限制技,你可以弃置所有黑色牌,然后令所有其他角色受到一点雷电伤害',
lingxin:'灵心',
lingxin_info:'回合结束阶段,你可以亮出牌堆顶的三张牌,然后获得其中的红桃牌',
fushen:'附身',
fushen_info:'回合开始前,你可以将自己移出游戏,并代替另一名角色进行一回合,然后流失一点体力',
fushen2:'附身',
tiandao:'天道',
tiandao_info:'任意一名角色的判定生效前,你可以打出一张牌替换之',
wangchen:'忘尘',
wangchen_info:'若你于弃牌阶段弃置了基本牌,可令一名角色翻面',
guiyin:'归隐',
guiyin_info:'若你于弃牌阶段弃置了至少两张牌,你可以摸两张牌',
shejie:'设界',
shejie2:'设界',
shejie_info:'每当你受到一次伤害,可以令伤害来源不能使用或打出其手牌,直到其下一回合开始',
shejie2_info:'不能使用或打出手牌,直到下一回合开始',
yinyue:'引月',
yinyue_info:'每当有一名角色回复一次体力,你可以令其摸一张牌,若你的手牌数不大于该角色,你也摸一张牌',
mohua2:'魔化',
mohua2_info:'锁定技,当你进入濒死状态时,你立即变身为撒旦,将体力回复至2,然后摸两张牌',
liexin:'裂心',
liexin_info:'每当你即将造成伤害,你可以弃置一张牌令伤害+1',
swdxueyi:'血裔',
swdxueyi_info:'锁定技你摸牌阶段额外摸X张牌X为你已损失的体力值',
moyan:'血焰',
moyan_info:'出牌阶段你可以弃置X张红色手牌然后对至多X名角色各造成一点火焰伤害X为你已损失的体力值。每阶段限一次',
aojian:'傲剑',
aojian_info:'出牌阶段你可以弃置X张手牌然后对攻击范围内至多X名角色各造成一点伤害X为你已损失的体力值。每阶段限一次',
milesxiehun:'邪魂',
milesxiehun_info:'锁定技出牌阶段结束后你令随机名角色各弃置一张牌为你已损失的体力值且至少为1 ',
liaochen:'撩尘',
liaochen_info:'锁定技,出牌阶段结束后,所有角色需弃置一张牌',
lianji:'连计',
lianji_info:'出牌阶段限一次,你可以选择一张手牌并指定两名角色进行拼点,拼点赢的角色获得此牌,并对没赢的角色造成一点伤害',
yinmo:'引魔',
yinmo_info:'锁定技,当你对场上所有角色发动「连计」后,你立即变身为魔化宁珂,然后对所有其他角色造成一点雷电伤害',
huanxing:'幻形',
huanxing2:'幻形',
huanxing_info:'回合开始阶段,你可以弃置一张牌并选择一名男性角色,获得其所有技能,直到你首次受到伤害',
meihuo:'魅惑',
meihuo_info:'每当你失去最后一张装备牌,你可以获得一名其他角色的一张牌,若此牌来自装备区,你立即装备之',
touxi:'偷袭',
touxi_info:'在其他角色的回合结束阶段,你可以进行一次判定,若结果为黑色,你对其造成一点雷电伤害并摸一张牌,且直到下一回合开始不能再次发动偷袭;若结果为红色,对方须弃置你的一张牌',
minjing:'明镜',
minjing_info:'锁定技,若你没有防具牌,你视为装备了光纱天衣',
qimou:'奇谋',
qimou_info:'每当你于回合外受到一次伤害,你可以摸一张牌,并立即使用之',
mufeng:'沐风',
mufeng_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。',
lexue:'乐学',
lexue_info:'回合内,你随机获得制衡、集智、缔盟、驱虎中的一个技能;回合外,你随机获得遗计、急救、鬼道、反馈中的一个技能',
mingfu:'冥缚',
mingfu_info:'出牌阶段限一次,你可以将一张梅花牌当鬼幽结使用',
chuanyue:'穿月',
chuanyue_info:'出牌阶段限一次,你可以将两张手牌当决斗使用',
miedao:'灭道',
miedao1:'灭道',
miedao2:'灭道',
miedao_info:'锁定技摸牌阶段你额外摸X张牌弃牌阶段你至少须弃X张牌不足则全弃X为你已损失的体力值。',
polang:'破浪',
polang_info:'每当你造成一次伤害,可以弃置对方装备区内的所有牌。',
jikong:'亟空',
jikong2:'亟空',
jikong_info:'每当你失去最后一手手牌,可以对一名角色造成一点雷电伤害;回合开始阶段,你可以指定一名角色视为对其使用一张雷杀',
xiangu:'仙骨',
xiangu_info:'锁定技,你的手牌上限不会因体力值的减少而减少。',
yiesheng:'回雪',
yiesheng_info:'出牌阶段,你可以弃置任意数量的黑色手牌,然后摸等量的牌。',
huajian:'化剑',
huajian_info:'出牌阶段结束时,你可以弃置一张牌,视为对一张角色使用一张杀',
xuanyuan:'轩辕',
xuanyuan_info:'锁定技,你无视轩辕剑的装备条件;失去轩辕剑时不流失体力',
jilve:'极略',
jilve2:'极略',
jilve_info:'回合内,你可以观看牌堆顶的两张牌,然后使用其中的基本牌或锦囊牌。每回合最多发动三次',
gongshen:'工神',
gongshen_info:'任意一名其他角色使用一张基本牌或锦囊牌指定目标后,你可以弃置一张装备牌令其失效',
liuhong:'流虹',
liuhong_info:'每当你使用一张杀,可以摸一张牌',
poyue:'破月',
poyue_info:'锁定技,你的黑杀无视距离,红色不计入回合内的出杀限制且不可闪避',
mojian:'墨剑',
mojian_info:'每当你使用杀并指定目标后,你可以令其摸一张牌,然后你回复一点体力',
duanyue:'断月',
duanyue_info:'出牌阶段限一次,你可以弃置一张装备牌,对一名其他角色造成一点伤害,并弃其所有手牌。若弃置的手牌数有两张或更多,你流失一点体力',
fengmo:'封魔',
fengmo_info:'出牌阶段限一次,你可以弃置场所有武器牌(至少两张),然后令一名未翻面的角色摸等量的牌并翻面',
pozhou:'破咒',
pozhou_bg:'破',
pozhou2:'破咒',
pozhou3:'破咒',
pozhou3_bg:'咒',
pozhou_info:'每当你受到一次伤害,你获得一枚破咒标记。在其他角色的回合开始阶段,你可以弃置一枚破咒标记令其所有非锁定技失效直到下一回合开始',
xuanzhou:'玄咒',
xuanzhou_info:'出牌阶段限一次,你可以将一张非延时锦囊牌当作任意一张延时锦囊,对任意一名角色使用(无视锦囊使用范围限制)',
ningxian:'凝霰',
ningxian_info:'每当你受到一次伤害,你可以弃置任意张黑色牌并选择等量其他角色对其各造成一点伤害',
guanhu:'贯鹄',
guanhu_info:'每当你使用杀造成伤害,你可以弃置对方一张牌',
chuanyang:'穿杨',
chuanyang_info:'每当你使用一张杀,若你不在目标的攻击范围,你可以令此杀不可闪避',
fengming:'凤鸣',
fengming_info:'出牌阶段限一次,你可以弃置一张装备牌,令一名角色恢复一点体力并摸一张牌',
duanxing:'锻星',
duanxing_info:'每当你装备一张装备牌,可以视为一名角色使用一张杀',
wanjun:'万钧',
wanjun_info:'你可以将一张装备牌当作南蛮入侵使用',
dunxing:'遁形',
// dunxing_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
guiying:'鬼影',
guiying_info:'你可以将一张黑色牌当偷梁换柱使用',
shehun:'摄魂',
shehun_info:'出牌阶段限一次,你可以弃置任意张花色不同的牌,另一名其他角色弃置等量的牌,若其弃置的牌中有牌的花色与你弃置的牌相同,你对其造成一点伤害',
zhanlu:'沾露',
luomu:'落木',
jifeng:'魔影',
liaoyuan:'燎原',
huanhun:'唤魂',
daixing:'代形',
yishan:'异闪',
yishan2:'异闪',
swd_wuxie:'无邪',
qingcheng:'倾城',
xianjiang:'仙匠',
xianjiang3:'仙匠',
shengong:'神工',
ningjian:'凝剑',
ningjian1:'凝剑',
ningjian2:'凝剑',
taixu:'太虚',
duoren:'夺刃',
tanlin:'探麟',
tanlin2:'探麟',
pozhen:'破阵',
yunchou:'运筹',
tianshu:'天书',
tianshu2:'天书',
xingdian:'星点',
luomei:'落梅',
yulin:'玉鳞',
funiao:'符鸟',
lingbo:'凌波',
xuehuang:'血凰',
zhuyu:'朱羽',
ningshuang:'凝霜',
zaowu:'造物',
// shouhua:'收化',
xielv:'谐率',
tianhuo:'天火',
huanyin:'幻音',
tianlun:'天轮',
longyin:'龙吟',
lanzhi:'兰芷',
duanyi:'断意',
miesheng:'灭生',
guxing:'孤星',
guxing1:'孤星',
guxing2:'孤星',
poxing:'破星',
mohua:'魔化',
miles_xueyi:'血裔',
wuying:'无影',
xiehun:'邪魂',
xiehun1:'邪魂',
xiehun2:'邪魂',
xiehun3:'邪魂',
jumo:'聚魔',
duijue:'对决',
yueren:'月刃',
busi:'不死',
xuying:'虚影',
yinguo:'因果',
guiyan:'鬼眼',
guiyan2:'鬼眼',
swd_xiuluo:'修罗',
yunshen:'云身',
yunshen2:'云身',
suiyan:'碎岩',
suiyan_info:'每当你造成一次伤害,可以弃置一张牌并弃置对方的全部装备牌',
xianyin:'散结',
qiaoxie:'巧械',
xiaoji2:'巧械',
xuanfeng2:'巧械',
mailun:'脉轮',
mailun31:'脉轮',
mailun32:'脉轮',
mailun41:'脉轮',
mailun42:'脉轮',
kunlunjing:'镜界',
kunlunjing1:'镜界',
kunlunjing2:'镜界',
susheng:'苏生',
shengshou:'圣手',
huanjian:'幻箭',
yuhuo:'浴火',
huanjian_info:'你可以将一张黑色手牌当作毒箭使用',
shengshou_info:'你可以将一张黑色手牌当作草药使用',
susheng_info:'在任意一名角色即将死亡时你可以弃置一张手牌防止其死亡并将其体力回复至1每回合限发动一次',
zhanlu_info:'出牌阶段,你可以弃置一张黑桃牌令至多3名角色各回复一点体力',
kunlunjing_info:'回合开始前,你可以令场上所有牌还原到你上一回合结束时的位置,此时有其他角色的体力值比你少,你流失一点体力',
swd_xiuluo_info:'回合开始阶段,你可以弃一张手牌来弃置你判断区里的一张延时类锦囊(必须花色相同)',
xianyin_info:'出牌阶段,你可以令所有判定区内有牌的角色弃置判定区内的牌,然后交给你一张手牌',
qiaoxie_info:'每当你装备一张牌,可摸一张牌,每当你失去一张装备牌(不含替换),你可以弃置其他角色的一张牌',
mailun_info:'回合开始阶段,你可以选择一个脉轮效果直到下一回合开始',
yunshen_info:'每当你打出一张闪,你可以令其他角色与你的距离+1回合开始阶段你将累计的防御距离清零然后摸等量的牌',
guiyan_info:'出牌阶段,你可以观看一名角色的手牌,并获得其中一张梅花牌,每阶段限一次。当你首次进入濒死状态时,你须回复一点体力并失去技能鬼眼',
busi_info:'锁定技当你进入濒死状态时你进行一次判定若结果不为黑桃你将体力回复至1并将武将牌翻至背面',
xuying_info:'锁定技,每当你即将受到伤害,你防止此伤害,若你此时有手牌,你流失一点体力',
yinguo_info:'除你之外的任意一名角色即将受到受到伤害时,若有伤害来源,你可以弃置一张牌将伤害来源和目标对调',
yueren_info:'每当你使用一张杀,可以进行一次判定,若结果为黑色,你弃置目标一张牌,若结果为红色,你将此杀收回,每回合限发动一次',
duijue_info:'限定技,出牌阶段,你可以指定一名角色与其单挑,直到一方死亡为止',
wuying_info:'锁定技你的杀和单体x锦囊目标锁定为范围内的所有角色',
xiehun_info:'锁定技,受到来自你伤害的角色进入混乱状态,行为不受控制,且会攻击队友,直到你的下一回合开始',
jumo_info:'锁定技回合结束阶段你摸X-1张牌X为未进入混乱状态的角色数与进入混乱状态的角色数之差若为双将则改为X',
jifeng_info:'你的杀和单体锦囊可以额外指定任意个目标,若如此做,此卡牌有一定机率失效,指定的目标越多失效的概率越大',
mohua_info:'锁定技在身份局中当你进入濒死状态时你立即变身为撒旦体力上限变为现存角色数至少为4并成为其他所有角色的共同敌人',
miles_xueyi_info:'锁定技,你防止即将受到的伤害,然后流失一点体力',
duanyi_info:'出牌阶段限一次你可以弃置两张杀对一名角色造成一点伤害然后其翻面并摸X张牌X为其已损失的体力值',
guxing_info:'出牌阶段你可以将最后至多X张手牌当杀使用此杀无视距离且可以指定至多3个目标每造成一次伤害你摸一张牌为你已损失的体力值且至少为。',
tianlun_info:'任意一名角色的判定生效前,你可以弃置一张场上角色的判定牌代替之',
longyin_info:'出牌阶段,你可以弃置任意张颜色相同且点数不同的牌,并获得逆时针座位距离与卡牌点数相同的角色区域内的一张牌。每阶段限一次',
lanzhi_info:'每当你即将造成伤害,可以防止此伤害,然后摸两张牌。每回合限发动一次。',
tianhuo_info:'出牌阶段,你可以令所有角色弃置其判定区域内的牌,并受到没有来源的等量火焰伤害,每阶段限一次',
huanyin_info:'锁定技,每当你成为其他角色的卡牌的目标时,你进行一次判定,若为黑桃则取消之,若为红桃你摸一张牌',
luomu_info:'锁定技,每当你造成伤害时,受伤害角色随机弃置一张牌',
poxing_info:'锁定技,每当你即将造成伤害,若目标的体力值大于你,你令伤害+1',
liaoyuan_info:'每当你使用一张杀指定目标后,你可以弃置任意张与此杀花色相同的牌,若如此做,目标需额外打出等量的闪,否则此杀不可闪避且伤害+XX为少打出的闪的个数',
yuhuo_info:'限定技,濒死阶段,你可以重置角色牌,减少一点体力上限,然后将体力回复至体力上限',
yishan_info:'每当你受到一次伤害,你可以重新获得最近失去的两张牌',
huanhun_info:'当一名角色进入濒死状态时,你可以弃置一张红色牌并令其进行一次判定,若结果为红色,其回复一点体力',
daixing_info:'回合结束阶段,你可以任意张牌并获得等量的护甲,这些护甲将在你的下个回合开始阶段消失',
swd_wuxie_info:'锁定技,你不能成为其他角色的延时锦囊的目标',
qingcheng_info:'回合开始阶段,你可以进行判定,若为红色则可以继续判定,判定结束后将判定成功的牌收入手牌',
xianjiang_info:'出牌阶段,你可以将一张装备牌永久转化为任意一张其它装备牌,一张牌在一个阶段只能转化一次',
xianjiang3_info:'出牌阶段,若你装备区内没有牌,你可以弃置一张锦囊牌,并从牌堆中随机获得一张装备牌,若牌堆中没有装备牌,你摸一张牌,每阶段限一次',
shengong_info:'每当你需要打出一张杀或闪时,你可以弃置一名角色装备区内的一张武器牌或防具牌,视为打出一张杀或闪,然后该角色摸一张牌,你弃一张牌',
ningjian_info:'你可以将一张红色牌当闪、黑色牌当杀使用或打出',
taixu_info:'限定技你可以弃置你的所有牌至少1张并对一名体力值大于1为其他角色造成X点火焰伤害X为你已损失的体力值且至少为1',
duoren_info:'每当你闪避一张杀,你可以立即获得来源的武器牌',
tanlin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你获得双方拼点牌、对该角色使用卡牌无视距离且可以额外使用一张杀直到回合结束,若你没赢,你受到该角色的一点伤害。',
pozhen_info:'每当你受到一次伤害若你的手牌数大于伤害来源你可以弃置X张手牌对其造成一点伤害若你的手牌数小于伤害来源你可以弃置其X张手牌。X为你与伤害来源的手牌数之差。',
yunchou_info:'出牌阶段限一次,你可以弃置任意张手牌,并弃置一张其他角色的手牌,你弃置的手牌中每有一张与此牌的颜色相同,你摸一张牌,否则对方摸一张牌',
tianshu_info:'出牌阶段,你可以弃置一张手牌,并获得场上一名存活角色的一项技能直到你的下一出牌阶段开始',
luomei_info:'每当你使用或打出一张梅花花色的牌,你可以摸一张牌',
xingdian_info:'出牌阶段限一次,你可以弃置一张手牌,然后指定至多两名角色令其各弃置一张牌',
yulin_info:'每当你即将受到伤害,你可以弃置一张装备牌抵消此伤害',
funiao_info:'出牌阶段,你可以交给一名角色一张手牌,然后观看其手牌,每个阶段对一名角色只能发动一次',
zhexian_info:'每当你使用或打出一张闪,你可以摸两张牌',
lingbo_info:'每当你使用或打出一张闪,你可以摸两张牌',
xuehuang_info:'出牌阶段限一次,你可以弃置一张红色手牌令距离你一以内的所有角色受到一点火焰伤害',
zhuyu_info:'每当有横置的角色即将受到非火焰伤害,你可以弃置一张红色牌使其额外受到一点火焰伤害',
ningshuang_info:'每当你成为黑色牌的目标,你可以弃置一张黑色牌将其横置,并摸一张牌,若其已经模置则将其翻面',
zaowu_info:'出牌阶段,你可以弃置三张不同类型的牌,创造任意两张牌并获得之',
xielv_info:'弃牌阶段结束后若你的所有手牌至少两张颜色均相同你可以展示所有手牌然后选择一项1、回复一点体力2、弃置场上所有与你手牌颜色不同的牌',
},
}