noname/character/gujian.js

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character.gujian={
character:{
gjqt_bailitusu:['male','shu',4,['xuelu','fanshi','shahun']],
gjqt_fengqingxue:['female','wu',3,['qinglan','yuehua','swd_wuxie']],
gjqt_xiangling:['female','wu',3,['qianhuan','meihu','xidie']],
gjqt_fanglansheng:['male','wu',3,['fanyin','mingkong','fumo']],
gjqt_yinqianshang:['male','qun',4,['zuiji','zuizhan']],
gjqt_hongyu:['female','shu',4,['jianwu','meiying']],
gjqt_yuewuyi:['male','wei',4,['yanjia','xiuhua','liuying']],
gjqt_wenrenyu:['female','shu',4,['chizhen','dangping']],
gjqt_xiayize:['male','qun',3,['xuanning','liuguang','yangming']],
gjqt_aruan:['female','wu',3,['zhaolu','jiehuo','yuling']],
gjqt_xunfang:['female','shu',3,['manwu','xfanghua']],
gjqt_ouyangshaogong:['male','shu',3,['yunyin','shishui','duhun']],
},
characterIntro:{
gjqt_bailitusu:'原名韩云溪,太子长琴半身。幼时经历灭族之灾,本来已死去,但因体内被封进了太子长琴一半魂魄而得以死而复生。身怀凶剑焚寂的煞气,在某次煞气发作中被紫胤真人所救,后拜入昆仑山天墉城,以“屠绝鬼气,苏醒人魂”之意更名为“百里屠苏”。',
gjqt_fengqingxue:'来自幽暗无边的地界,大哥为幽都娲皇神殿“十巫”之一的巫咸——风广陌。奉命寻兄而来到人间,邂逅百里屠苏,陷入了焚寂的宿命纠葛。后与百里屠苏相知相爱。终局,百里屠苏化为永世无法轮回的荒魂,她为寻找重生之法,放弃自己的轮回,换取下长久的寿命,在人间执着不悔地寻觅了九百年。最后,与重生后的屠苏回到桃花谷相守。',
gjqt_xiangling:'青丘之国国主九尾天狐与人界女子所生,半人半妖。由南疆紫榕林榕爷爷抚养,在山林间无拘无束长大,娇俏可爱。后来下江南寻找生母,却被抓进翻云寨,偶然被百里屠苏相救,为报答救命之恩,便一直跟随百里屠苏。在漫漫征途中成长起来,变得成熟懂事。得知方兰生对自己的感情,十分矛盾,后来终于错过。最后结局,启程前往青丘之国。',
gjqt_fanglansheng:'家住琴川的一介书生,家境殷实,母亲在家常住庵堂,吃斋念佛,父亲虽是琴川附近某间寺庙的住持,但却比商人还会敛财。跟随父亲学过降妖除鬼的佛家法术,并以此自傲。梦想能找一个娇小可爱,温柔美丽的女子共渡此生。对襄铃一见钟情。',
gjqt_yinqianshang:'原名风广陌,是幽都“十巫”之一的巫咸。奉女娲之命前往乌蒙灵谷增强焚寂封印。但因为欧阳少恭与雷严的争夺关系,他受到焚寂之力力量冲击,失去记忆,后为欧阳少恭所救。尹千觞为了报恩,跟随在百里屠苏等人身边监视。在这个过程中,他慢慢恢复过往的记忆。后为阻止欧阳少恭,随众人前往蓬莱决战。最后,对曾给予他一次重生的欧阳少恭以死相陪,一起归于火海。',
gjqt_hongyu:'上古庆枫族族人,紫胤真人的剑灵,宿体为古剑·红玉。在百里屠苏离开昆仑山天墉城后,奉命随行保护。终局之后,她依然回到了天墉城,陪伴在紫胤真人身边。',
gjqt_yuewuyi:'成长于长安富商家庭。其养父曾是战功显赫的将军,退隐后从商,很快就富甲一方;其养母是精擅偃术的南疆天玄教偃女族传人,待无异一如己出般疼爱有加;无异的生父是捐毒大将兀火罗,亡母是一名中原女子,因此他具有一半胡人的血统。',
gjqt_wenrenyu:'出身于百草谷“天罡”部队。从小在军中生活的她见惯生死,拥有超越其年龄的沉着果敢,头脑冷静严谨,洞察力敏锐,性格大方爽快。',
gjqt_xiayize:'本为当朝圣元帝三子李焱,天资聪颖,勤奋好学,于道术一途颇具天赋。幼时体弱,因身世原因被太华山的诀微长老清和真人带走,从此过上了道家清修的生活。',
gjqt_aruan:'千年前,昭明崩裂损毁,剑心为神农所得,其将剑心植入用辟邪之骨所造之人,是为巫山神女。神女爱慕司幽,却始终得不到司幽回应,心绪起伏加速灵力散逸,不久后死去,司幽自责不已,失去踪迹。神女死后,剑心碎片落地生根,吸纳灵气变为露草,露草渐渐化为人形,形貌与巫山神女一样,而且保留了她零散的记忆,阿阮正是这些露草中的一个。当阿阮灵气耗尽就会重新变为露草,并失去人时的记忆,直到重新吸纳足够的灵力才能恢复人形。',
gjqt_xunfang:'蓬莱国公主,美丽善良,为欧阳少恭前世妻子,太子长琴转世后,巽芳为寻找丈夫来到中原。蓬莱人寿命虽长却终有极限,终究躲不过容颜老去。当巽芳找到分离多年后的少恭时,自惭形秽,不愿相认,她希望少恭心中的自己永远都是青春貌美,于是化名“寂桐”守护在其身旁。',
gjqt_ouyangshaogong:'前身为太子长琴,今生只有一半仙灵,另一半仙灵被铸进焚寂之中,成为焚寂剑灵。他在漫长时光中经历太多悲欢离合,渐渐迷失自我。后与蓬莱国公主巽芳相爱,度过一段美好时光。之后蓬莱毁于天灾,他误以为巽芳已死,便不再压抑内心的疯狂与憎恨,为逆天改命不惜一切。',
},
skill:{
zuiji:{
enable:'phaseUse',
filterCard:true,
position:'he',
viewAs:{name:'jiu'},
viewAsFilter:function(player){
if(!player.num('he')) return false;
},
prompt:'将一张手牌或装备牌当酒使用',
check:function(card){
return 5-ai.get.value(card);
},
ai:{
threaten:1.2
}
},
manwu:{
trigger:{global:'phaseEnd'},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
filter:function(event,player){
return event.player.isFewestHandcard();
},
logTarget:'player',
content:function(){
trigger.player.draw();
},
ai:{
expose:0.1
}
},
xfanghua:{
trigger:{target:'useCardToBegin'},
priority:-1,
filter:function(event,player){
return get.color(event.card)=='red'&&player.isDamaged();
},
frequent:true,
content:function(){
player.recover();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.color(card)=='red'&&target.isDamaged()) return [1,1];
}
}
}
},
duhun:{
enable:'chooseToUse',
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=event.dying) return false;
if(player.maxHp<=1) return false;
if(player.num('h')==0) return false;
return true;
},
alter:true,
filterTarget:function(card,player,target){
return target!=player&&target.num('h')>0&&target.hp>0&&target.hp<=player.maxHp;
},
content:function(){
'step 0'
player.chooseToCompare(target);
'step 1'
if(!result.bool){
player.die();
event.finish();
}
else{
event.num=target.hp-player.hp;
player.loseMaxHp();
}
'step 2'
player.changeHp(event.num);
if(get.is.altered('duhun')){
event.finish();
}
'step 3'
event.target.changeHp(-event.num);
'step 4'
if(event.target.hp<=0){
event.target.dying({source:player});
}
},
ai:{
order:1,
skillTagFilter:function(player){
if(player.maxHp<=1) return false;
if(player.hp>0) return false;
if(player.num('h')==0) return false;
},
save:true,
result:{
target:-1,
player:1
},
threaten:2
},
},
yunyin:{
trigger:{player:'phaseEnd'},
direct:true,
subSkill:{
count:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return _status.currentPhase==player;
},
content:function(){
if(!player.storage.yunyin){
player.storage.yunyin=[];
}
var suit=get.suit(trigger.card);
if(suit){
player.storage.yunyin.add(suit);
}
}
},
set:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.yunyin;
}
}
},
filter:function(event,player){
if(!player.storage.yunyin) return true;
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(!player.storage.yunyin.contains(get.suit(hs[i]))) return true;
}
return false;
},
group:['yunyin_count','yunyin_set'],
content:function(){
'step 0'
player.chooseToDiscard(get.prompt('yunyin'),function(card){
if(!player.storage.yunyin) return true;
return !player.storage.yunyin.contains(get.suit(card));
}).set('logSkill','yunyin').ai=function(card){
return 9-ai.get.value(card);
}
'step 1'
if(!result.bool){
event.finish();
return;
}
var list=[];
for(var i=0;i<lib.inpile.length;i++){
var name=lib.inpile[i];
var type=get.type(name);
if(type=='trick'||type=='basic'){
if(lib.filter.cardEnabled({name:name},player)){
list.push([get.translation(type),'',name]);
}
}
}
var dialog=ui.create.dialog('云音',[list,'vcard']);
player.chooseButton(dialog).ai=function(button){
var name=button.link[2];
var taoyuan=0,nanman=0;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
var eff1=ai.get.effect(players[i],{name:'taoyuan'},player,player);
var eff2=ai.get.effect(players[i],{name:'nanman'},player,player);
if(eff1>0){
taoyuan++;
}
else if(eff1<0){
taoyuan--;
}
if(eff2>0){
nanman++;
}
else if(eff2<0){
nanman--;
}
}
if(Math.max(taoyuan,nanman)>1){
if(taoyuan>nanman) return name=='taoyuan'?1:0;
return name=='nanman'?1:0;
}
if(player.num('h')<player.hp&&player.hp>=2){
return name=='wuzhong'?1:0;
}
if(player.hp<player.maxHp&&player.hp<3){
return name=='tao'?1:0;
}
return name=='zengbin'?1:0;
}
'step 2'
if(result.bool){
var name=result.links[0][2];
var info=lib.card[name];
var card={name:name};
if(info.selectTarget==-1){
var targets=game.filterPlayer(function(current){
return lib.filter.filterTarget(card,player,current);
});
if(targets.length){
targets.sort(lib.sort.seat);
player.useCard(card,targets);
}
event.finish();
}
else if(info.notarget){
player.useCard(card);
}
else{
var next=player.chooseTarget('选择'+get.translation(name)+'的目标');
next._get_card=card;
next.filterTarget=lib.filter.filterTarget;
next.ai=ai.get.effect;
if(typeof info.selectTarget=='function'){
next.selectTarget=info.selectTarget;
}
else{
next.selectTarget=get.select(info.selectTarget);
}
event.card=card;
}
}
else{
event.finish();
}
'step 3'
if(result.bool){
player.useCard(event.card,result.targets);
}
},
ai:{
threaten:1.5,
}
},
shishui:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
return event.target&&get.color(event.card)=='red';
},
forced:true,
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
content:function(){
'step 0'
if(get.info(trigger.card).multitarget){
event.list=trigger.targets.slice(0);
}
else{
trigger.target.loseHp();
event.finish();
}
'step 1'
if(event.list.length){
event.list.shift().loseHp();
event.redo();
}
},
ai:{
effect:{
player:function(card,player,target,current){
if(get.color(card)=='red') return [1,0,1,-2];
}
}
}
},
chizhen:{
trigger:{player:'phaseUseBegin'},
frequent:true,
content:function(){
'step 0'
event.num=Math.max(1,player.maxHp-player.hp);
player.draw(event.num);
'step 1'
player.chooseToDiscard('he',event.num,true);
'step 2'
var useCard=false;
if(result.bool&&result.cards){
for(var i=0;i<result.cards.length;i++){
if(result.cards[i].name=='sha'){
useCard=true;break;
}
}
}
if(useCard){
player.chooseTarget('是否视为使用一张决斗?',function(card,player,target){
return lib.filter.targetEnabled({name:'juedou'},player,target);
}).set('ai',function(target){
return ai.get.effect(target,{name:'juedou'},_status.event.player);
});
}
else{
event.finish();
}
'step 3'
if(result.bool){
player.useCard({name:'juedou'},result.targets);
}
},
ai:{
threaten:function(player,target){
return Math.sqrt(Math.max(1,target.maxHp-target.hp));
}
}
},
xiuhua:{
trigger:{global:'loseEnd'},
filter:function(event,player){
if(event.player==player) return false;
if(event.parent.name!='equip'&&event.parent.name!='discard') return false;
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])=='equip'&&get.position(event.cards[i])=='d'){
return true;
}
}
},
frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.type(trigger.cards[i])=='equip'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
player.gain(cards,'gain2','log');
}
}
},
liuying:{
trigger:{player:'useCard'},
filter:function(event,player){
if(event.card.name!='sha') return false;
return game.hasPlayer(function(current){
return (event.targets.contains(current)==false&&current!=player&&
lib.filter.targetEnabled(event.card,player,current))
});
},
direct:true,
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return (trigger.targets.contains(current)==false&&current!=player&&
lib.filter.targetEnabled(trigger.card,player,current))
});
event.list=list;
'step 1'
if(event.list.length){
player.chooseTarget(get.prompt('liuying'),function(card,player,target){
return event.list.contains(target);
}).ai=function(target){
return ai.get.effect(target,trigger.card,player,player);
};
}
else{
event.finish();
}
'step 2'
if(result.bool){
event.current=result.targets[0];
event.current.judge(function(card){
if(get.color(card)=='black') return -1;
return 0;
});
event.list.remove(event.current);
player.logSkill('liuying',event.current);
}
else{
event.finish();
}
'step 3'
if(result.color=='black'){
trigger.targets.push(event.current);
game.log(event.current,'被追加为额外目标');
event.goto(1);
}
}
},
yanjia:{
enable:'phaseUse',
filter:function(event,player){
var he=player.get('he');
var num=0;
for(var i=0;i<he.length;i++){
var info=lib.card[he[i].name];
if(info.type=='equip'&&!info.nomod&&lib.inpile.contains(he[i].name)){
num++;
if(num>=2) return true;
}
}
},
filterCard:function(card){
var info=get.info(card);
return info.type=='equip'&&!info.nomod&&lib.inpile.contains(card.name);
},
selectCard:2,
position:'he',
check:function(card){
return ai.get.value(card);
},
content:function(){
var name=cards[0].name+'_'+cards[1].name;
var info1=get.info(cards[0]),info2=get.info(cards[1]);
if(!lib.card[name]){
var info={
enable:true,
type:'equip',
subtype:get.subtype(cards[0]),
vanish:true,
cardimage:info1.cardimage||cards[0].name,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
modTarget:true,
content:lib.element.content.equipCard,
legend:true,
source:[cards[0].name,cards[1].name],
onEquip:[],
onLose:[],
skills:[],
distance:{},
ai:{
order:8.9,
equipValue:10,
useful:2.5,
value:function(card,player){
var value=0;
var info=get.info(card);
if(player.get('e',info.subtype[5])&&card!=player.get('e',info.subtype[5])){
value=ai.get.value(player.get('e',info.subtype[5]),player);
}
var equipValue=info.ai.equipValue||info.ai.basic.equipValue;
if(typeof equipValue=='function') return equipValue(card,player)-value;
return equipValue-value;
},
result:{
target:function(player,target){
return ai.get.equipResult(player,target,name);
}
}
}
}
for(var i in info1.distance){
info.distance[i]=info1.distance[i];
}
for(var i in info2.distance){
if(typeof info.distance[i]=='number'){
info.distance[i]+=info2.distance[i];
}
else{
info.distance[i]=info2.distance[i];
}
}
if(info1.skills){
info.skills=info.skills.concat(info1.skills);
}
if(info2.skills){
info.skills=info.skills.concat(info2.skills);
}
if(info1.onEquip){
if(Array.isArray(info1.onEquip)){
info.onEquip=info.onEquip.concat(info1.onEquip);
}
else{
info.onEquip.push(info1.onEquip);
}
}
if(info2.onEquip){
if(Array.isArray(info2.onEquip)){
info.onEquip=info.onEquip.concat(info2.onEquip);
}
else{
info.onEquip.push(info2.onEquip);
}
}
if(info1.onLose){
if(Array.isArray(info1.onLose)){
info.onLose=info.onLose.concat(info1.onLose);
}
else{
info.onLose.push(info1.onLose);
}
}
if(info2.onLose){
if(Array.isArray(info2.onLose)){
info.onLose=info.onLose.concat(info2.onLose);
}
else{
info.onLose.push(info2.onLose);
}
}
if(info.onEquip.length==0) delete info.onEquip;
if(info.onLose.length==0) delete info.onLose;
lib.card[name]=info;
lib.translate[name]=get.translation(cards[0].name,'skill')+get.translation(cards[1].name,'skill');
var str=lib.translate[cards[0].name+'_info'];
if(str[str.length-1]=='.'||str[str.length-1]=='。'){
str=str.slice(0,str.length-1);
}
lib.translate[name+'_info']=str+''+lib.translate[cards[1].name+'_info'];
try{
game.addVideo('newcard',null,{
name:name,
translate:lib.translate[name],
info:lib.translate[name+'_info'],
card:cards[0].name,
legend:true,
});
}
catch(e){
console.log(e);
}
}
player.gain(game.createCard({name:name,suit:cards[0].suit,number:cards[0].number}),'gain2');
},
ai:{
order:9.5,
result:{
player:1
}
}
},
meiying:{
global:'meiying2',
globalSilent:true,
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&!event.player.tempSkills.meiying3&&event.player.isAlive()&&player.num('he',{color:'red'})>0;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard('he','魅影:是否弃置一张红色牌视为对'+get.translation(trigger.player)+'使用一张杀?');
next.logSkill=['meiying',trigger.player];
var eff=ai.get.effect(trigger.player,{name:'sha'},player,player);
next.ai=function(card){
if(eff>0){
return 7-ai.get.value(card);
}
return 0;
}
"step 1"
if(result.bool){
player.useCard({name:'sha'},trigger.player).animate=false;
}
},
ai:{
expose:0.1
}
},
meiying2:{
trigger:{player:'useCard'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('meiying3','phaseAfter');
}
},
meiying3:{},
jianwu:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return get.distance(event.target,player,'attack')>1;
},
content:function(){
trigger.directHit=true;
}
},
zuizhan:{
trigger:{player:'useCard'},
popup:false,
filter:function(event,player){
if(event.card.name!='sha') return false;
return game.hasPlayer(function(current){
return (event.targets.contains(current)==false&&current!=player&&
lib.filter.targetEnabled(event.card,player,current))
});
},
content:function(){
var list=game.filterPlayer(function(current){
return (trigger.targets.contains(current)==false&&current!=player&&
lib.filter.targetEnabled(trigger.card,player,current))
});
if(list.length){
event.target=list.randomGet();
player.line(event.target,'green');
game.log(event.target,'被追加为额外目标');
trigger.targets.push(event.target);
player.draw();
}
}
},
meiying_old:{
trigger:{global:'phaseBefore'},
filter:function(event,player){
return event.player!=player&&!player.isTurnedOver()&&!player.storage.meiying;
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&
((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
},
logTarget:'player',
content:function(){
"step 0"
player.line(trigger.player,'green');
player.phase();
player.storage.meiying=trigger.player;
"step 1"
if(!player.isTurnedOver()){
player.turnOver();
}
delete player.storage.meiying;
},
mod:{
targetInRange:function(card,player,target,now){
if(target==player.storage.meiying) return true;
},
},
ai:{
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,0];
}
}
}
},
xidie:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.num('h')>player.hp;
},
content:function(){
"step 0"
var next=player.chooseToDiscard(get.prompt('xidie'),[1,Math.min(3,player.num('h')-player.hp)]);
next.ai=function(card){
return 6-ai.get.value(card);
}
next.logSkill='xidie';
"step 1"
if(result.bool){
player.storage.xidie=result.cards.length;
}
},
group:'xidie2'
},
xidie2:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
return player.storage.xidie>0;
},
content:function(){
player.draw(player.storage.xidie);
player.storage.xidie=0;
}
},
meihu:{
trigger:{player:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.source)<4;
},
filter:function(event,player){
return event.source&&event.source!=player&&event.source.num('h')>0;
},
logTarget:'source',
content:function(){
"step 0"
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌',true).ai=function(card){
return -ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0],trigger.source);
trigger.source.$give(1,player);
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkill('jueqing')) return [1,-1.5];
return [1,0,0,-0.5];
}
}
}
}
},
qianhuan:{
trigger:{player:'phaseAfter'},
check:function(event,player){
return player.hp==1||player.isTurnedOver();
},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
player.recover();
"step 1"
player.turnOver();
},
mod:{
targetEnabled:function(card,player,target){
if(target.isTurnedOver()) return false;
},
cardEnabled:function(card,player){
if(player.isTurnedOver()) return false;
}
}
},
fumo:{
trigger:{player:'damageAfter'},
check:function(event,player){
return event.source&&ai.get.attitude(player,event.source)<0;
},
filter:function(event,player){
return event.source&&event.source.isAlive()&&player.num('h',{color:'red'})>1||player.num('h',{color:'black'})>1;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseToDiscard(get.prompt('fumo',trigger.source),2,function(card){
if(ui.selected.cards.length){
return get.color(card)==get.color(ui.selected.cards[0]);
}
return player.num('h',{color:get.color(card)})>1;
}).set('complexCard',true);
next.ai=function(card){
if(ai.get.damageEffect(trigger.source,player,player,'thunder')>0){
return 8-ai.get.value(card);
}
return 0;
};
next.logSkill=['fumo',trigger.source,'thunder'];
"step 1"
if(result.bool){
trigger.source.damage('thunder');
}
},
ai:{
threaten:0.8
}
},
fanyin:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('fanyin'),function(card,player,target){
if(player==target) return false;
if(target.isLinked()) return true;
if(target.isTurnedOver()) return true;
if(target.num('j')) return true;
if(target.hp==target.maxHp) return false;
return target.isLowestHp();
}).ai=function(target){
var num=0;
var att=ai.get.attitude(player,target);
if(att>0){
if(target.isLowestHp()){
num+=5;
}
if(target.isTurnedOver()){
num+=5;
}
if(target.num('j')){
num+=2;
}
if(target.isLinked()){
num++;
}
if(num>0){
return num+att;
}
}
return num;
}
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('fanyin',event.target);
}
else{
event.finish();
}
"step 2"
if(event.target.isLinked()){
event.target.link();
}
"step 3"
if(event.target.isTurnedOver()){
event.target.turnOver();
}
"step 4"
var cards=event.target.get('j');
if(cards.length){
event.target.discard(cards);
}
"step 5"
if(event.target.isLowestHp()){
event.target.recover();
}
},
ai:{
expose:0.2,
threaten:1.3
}
},
mingkong:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
return player.num('h')==0&&event.num>=1;
},
content:function(){
if(trigger.num>=1){
trigger.num--;
}
if(trigger.source){
trigger.source.storage.mingkong=true;
trigger.source.addTempSkill('mingkong2','phaseBefore');
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')&&target.num('h')==0){
if(player.hasSkill('jueqing')) return;
return 0.1;
}
}
}
},
},
mingkong2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
audio:false,
filter:function(event,player){
return player.storage.mingkong?true:false;
},
content:function(){
player.draw();
player.storage.mingkong=false;
player.removeSkill('mingkong2');
}
},
yuehua:{
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
frequent:true,
filter:function(event,player){
if(player==_status.currentPhase) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='red'&&
event.cards[i].original!='j') return true;
}
}
return false;
},
content:function(){
player.draw();
},
ai:{
threaten:0.7
}
},
qinglan:{
trigger:{global:'damageBefore'},
filter:function(event,player){
return event.nature&&player.num('he')>0;
},
direct:true,
priority:-5,
content:function(){
"step 0"
var next=player.chooseToDiscard(get.prompt('qinglan',trigger.player),'he');
next.logSkill=['qinglan',trigger.player];
next.ai=function(card){
if(trigger.num>1||!trigger.source){
if(ai.get.attitude(player,trigger.player)>0){
return 9-ai.get.value(card);
}
return -1;
}
else if(ai.get.attitude(player,trigger.player)>0){
if(trigger.player.hp==1){
return 8-ai.get.value(card);
}
if(trigger.source.hp==trigger.source.maxHp){
return 6-ai.get.value(card);
}
}
else if(ai.get.attitude(player,trigger.source)>0&&
trigger.source.hp<trigger.source.maxHp&&trigger.num<=1&&trigger.player.hp>1){
if(get.color(card)=='red') return 5-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
if(trigger.source){
trigger.source.recover();
}
}
else{
event.finish();
}
"step 2"
if(trigger.source){
trigger.source.draw();
}
},
ai:{
expose:0.1
}
},
fanshi:{
trigger:{player:'phaseDiscardAfter'},
forced:true,
filter:function(event,player){
return player.getStat('damage')>0;
},
check:function(event,player){
return player.hp==player.maxHp;
},
content:function(){
"step 0"
player.loseHp();
"step 1"
player.draw();
}
},
xuelu:{
unique:true,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.maxHp>player.hp&&player.num('he',{color:'red'})>0;
},
alter:true,
content:function(){
"step 0"
player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
return player!=target;
},
filterCard:function(card,player){
return get.color(card)=='red'&&lib.filter.cardDiscardable(card,player);
},
ai1:function(card){
return 9-ai.get.value(card);
},
ai2:function(target){
return ai.get.damageEffect(target,player,player,'fire');
},
prompt:get.prompt('xuelu')
});
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('xuelu',event.target,'fire');
if(get.is.altered('xuelu')){
event.num=1;
}
else{
event.num=Math.min(2,Math.ceil((player.maxHp-player.hp)/2));
}
player.discard(result.cards);
}
else{
event.finish();
}
"step 2"
if(event.target){
event.target.damage(event.num,'fire');
}
},
ai:{
maixie:true,
expose:0.2,
threaten:function(player,target){
if(target.hp==1) return 3;
if(target.hp==2) return 1.5;
return 0.5;
},
effect:{
target:function(card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
xiuhua_old:{
changeSeat:true,
trigger:{player:'shaHit'},
filter:function(event,player){
return event.target!=player.previous;
},
content:function(){
game.swapSeat(trigger.target,player,true,true);
}
},
shahun:{
enable:'chooseToUse',
skillAnimation:true,
animationColor:'fire',
derivation:'juejing',
alter:true,
filter:function(event,player){
return !player.storage.shahun&&player.hp<=0;
},
content:function(){
"step 0"
var cards=player.get('hej');
player.discard(cards);
"step 1"
if(player.isLinked()) player.link();
"step 2"
if(player.isTurnedOver()) player.turnOver();
"step 3"
player.draw(3);
"step 4"
player.recover(1-player.hp);
player.removeSkill('fanshi');
player.addSkill('juejing');
if(get.is.altered('shahun')){
player.storage.shahun=2;
}
else{
player.storage.shahun=3;
}
player.markSkill('shahun');
game.addVideo('storage',player,['shahun',player.storage.shahun]);
},
group:'shahun2',
intro:{
content:'turn'
},
ai:{
save:true,
skillTagFilter:function(player){
if(player.storage.shahun) return false;
if(player.hp>0) return false;
},
result:{
player:3
}
}
},
shahun2:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
return player.storage.shahun?true:false;
},
content:function(){
if(player.storage.shahun>1){
player.storage.shahun--;
game.addVideo('storage',player,['shahun',player.storage.shahun]);
}
else{
player.die();
}
}
},
yanjia_old:{
enable:'chooseToUse',
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
viewAs:{name:'wuzhong'},
prompt:'将一张装备牌当无中生有使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
ai:{
order:9,
threaten:1.1
}
},
jizhan:{
enable:'phaseUse',
usable:1,
changeSeat:true,
filterTarget:function(card,player,target){
return player!=target&&player.next!=target&&player.canUse('sha',target,false);
},
filter:function(event,player){
var min=Math.max(1,player.maxHp-player.hp);
return lib.filter.filterCard({name:'sha'},player);
},
content:function(){
game.swapSeat(player,target,true,true);
player.useCard({name:'sha'},target,false);
},
ai:{
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha'},player,target);
},
},
order:4,
}
},
qianjun:{
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
if(event.card.name!='sha') return false;
if(event.targets.length!=1) return false;
if(!player.num('he')) return false;
var target=event.targets[0];
return game.hasPlayer(function(current){
return player!=current&&target!=current&&get.distance(target,current)<=1;
});
},
content:function(){
"step 0"
event.targets=game.filterPlayer(function(current){
var target=trigger.targets[0];
return player!=current&&target!=current&&get.distance(target,current)<=1;
});
var num=0;
for(var i=0;i<event.targets.length;i++){
num+=ai.get.effect(event.targets[i],{name:'sha'},player,player);
}
var next=player.chooseToDiscard(get.prompt('qianjun',event.targets),'he');
next.logSkill=['qianjun',event.targets];
next.ai=function(card){
if(num<=0) return -1;
return 7-ai.get.value(card);
}
"step 1"
if(result.bool){
for(var i=0;i<targets.length;i++){
trigger.targets.add(targets[i]);
// targets[i].classList.add('selected');
}
}
}
},
xuanning:{
group:['xuanning1','xuanning2'],
intro:{
content:'mark'
},
ai:{
threaten:0.9
}
},
xuanning1:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h',{type:'basic'})>0&&player.storage.xuanning!=3;
},
filterCard:function(card){
return get.type(card)=='basic';
},
check:function(card){
return 7-ai.get.useful(card);
},
content:function(){
player.storage.xuanning=3;
player.markSkill('xuanning');
game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
},
ai:{
result:{
player:function(player){
var num=player.num('h');
if(num>player.hp+1) return 1;
if(player.storage.xuanning>=2) return 0;
if(num>player.hp) return 1
if(player.storage.xuanning>=1) return 0;
return 1;
},
},
order:5
}
},
xuanning2:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
if(player.storage.xuanning){
return (event.source&&event.source.num('he')>0);
}
return false;
},
logTarget:'source',
content:function(){
var he=trigger.source.get('he');
if(he.length){
trigger.source.discard(he.randomGet());
}
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
}
},
liuguang:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
if(player.storage.xuanning) return true;
return false;
},
content:function(){
"step 0"
player.chooseTarget(function(card,player,target){
return player!=target;
},get.prompt('liuguang'),[1,3]).ai=function(target){
return ai.get.damageEffect(target,player,player);
}
"step 1"
if(result.bool){
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
event.targets=result.targets.slice(0);
event.targets.sort(lib.sort.seat);
player.logSkill('liuguang',result.targets);
game.addVideo('storage',player,['xuanning',player.storage.xuanning]);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
var next=target.chooseToDiscard('流光:弃置一张牌或受到一点伤害','he');
next.ai=function(card){
if(ai.get.damageEffect(_status.event.player,player,_status.event.player)>=0) return -1;
if(_status.event.player.hp==1) return 9-ai.get.value(card);
return 8-ai.get.value(card);
};
next.autochoose=function(){
return this.player.num('he')==0;
};
event.current=target;
}
else{
event.finish();
}
"step 3"
if(result.bool&&result.cards&&result.cards.length){
event.goto(2);
}
else{
event.current.damage();
}
},
ai:{
expose:0.2,
threaten:1.3
}
},
yangming:{
enable:'phaseUse',
filter:function(event,player){
if(player.storage.yangming2>0) return false;
return player.num('h',{color:'red'})>0;
},
filterCard:function(card){
return get.color(card)=='red';
},
content:function(){
player.storage.yangming2=2;
player.addSkill('yangming2');
game.addVideo('storage',player,['yangming2',player.storage.yangming2]);
},
check:function(card){
return 6-ai.get.value(card);
},
ai:{
result:{
player:function(player){
if(player.num('h')<=player.hp&&player.hp==player.maxHp){
return 0;
}
return 1;
}
},
order:6,
threaten:1.3
}
},
yangming2:{
trigger:{player:'phaseUseEnd'},
direct:true,
mark:true,
content:function(){
"step 0"
player.storage.yangming2--;
game.addVideo('storage',player,['yangming2',player.storage.yangming2]);
if(player.storage.yangming2>0){
event.finish();
}
else{
player.removeSkill('yangming2');
var num=game.countPlayer(function(current){
return get.distance(player,current)<=1&&current.isDamaged();
});
if(num==0){
event.finish();
}
else{
player.chooseTarget(function(card,player,target){
return get.distance(player,target)<=1&&target.hp<target.maxHp;
},'请选择目标回复体力',[1,num]);
}
}
"step 1"
if(result.bool){
player.logSkill('yangming',result.targets);
for(var i=0;i<result.targets.length;i++){
result.targets[i].recover();
}
}
},
intro:{
content:'turn'
},
},
zhaolu:{
unique:true,
mark:true,
check:function(){
return false;
},
init:function(player){
player.storage.zhaolu=Math.min(5,game.players.length);
game.addVideo('storage',player,['zhaolu',player.storage.zhaolu]);
},
trigger:{player:['phaseEnd','damageEnd'],global:'dieAfter'},
forced:true,
content:function(){
var num=2;
if(typeof trigger.num=='number') num=2*trigger.num;
if(trigger.name=='phase') num=1;
if(trigger.name=='die') num=2;
player.storage.zhaolu-=num;
if(player.storage.zhaolu<=0){
player.loseMaxHp(true);
player.storage.zhaolu=Math.min(5,game.players.length);
}
game.addVideo('storage',player,['zhaolu',player.storage.zhaolu]);
},
intro:{
content:'turn'
},
ai:{
mingzhi:false,
threaten:0.8
},
},
jiehuo:{
unique:true,
skillAnimation:true,
animationColor:'fire',
enable:'phaseUse',
line:'fire',
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
'step 0'
target.damage(2,'fire');
player.awakenSkill('jiehuo');
'step 1'
player.die();
},
ai:{
order:1,
result:{
player:function(player,target){
if(player.hp>1) return false;
if(target.hp>2) return false;
if(ai.get.attitude(player,target)>=0) return false;
return ai.get.damageEffect(target,player,player,'fire');
}
}
}
},
jiehuo_old:{
unique:true,
forbid:['infinity'],
skillAnimation:true,
animationColor:'fire',
init:function(player){
player.storage.jiehuo=false;
},
enable:'phaseUse',
filter:function(event,player){
//if(player.maxHp<=1) return false;
return !player.storage.jiehuo
},
intro:{
content:'limited'
},
// mark:true,
line:'fire',
filterTarget:function(card,player,target){
return player!=target;
},
selectTarget:-1,
content:function(){
if(!player.storage.jiehuo2){
player.storage.jiehuo2=player.maxHp;
player.addSkill('jiehuo2');
}
player.storage.jiehuo=true;
target.damage(Math.min(target.hp,player.storage.jiehuo2),'fire');
}
},
jiehuo2:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
content:function(){
player.die();
}
},
yuling:{
unique:true,
locked:true,
group:['yuling1','yuling2','yuling3','yuling4','yuling5','yuling6'],
intro:{
content:'time'
},
alter:true,
ai:{
noh:true,
threaten:0.8,
effect:{
target:function(card,player,target){
if(card.name=='bingliang') return 0;
if(card.name=='lebu') return 1.5;
if(card.name=='guohe'){
if(!target.num('e')) return 0;
return 0.5;
}
if(card.name=='liuxinghuoyu') return 0;
}
}
}
},
yuling1:{
trigger:{player:['phaseDrawBefore','phaseDiscardBefore']},
priority:10,
forced:true,
popup:false,
check:function(){
return false;
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
yuling2:{
trigger:{player:['loseEnd','drawEnd'],global:'gameDrawAfter'},
check:function(event,player){
return player.num('h')<2;
},
priority:10,
forced:true,
filter:function(event,player){
return player.num('h')<5;
},
content:function(){
player.draw(5-player.num('h'));
}
},
yuling3:{
trigger:{player:'gainEnd'},
priority:10,
forced:true,
filter:function(event,player){
return player.num('h')>5;
},
check:function(event,player){
return player.num('h')<2;
},
content:function(){
player.chooseToDiscard(true,player.num('h')-5);
}
},
yuling4:{
mod:{
cardEnabled:function(card,player){
if(_status.currentPhase!=player) return;
var num=2;
if(get.is.altered('yuling')) num=1;
if(get.cardCount(true,player)>=player.maxHp+num) return false;
}
}
},
yuling5:{
trigger:{player:['useCardAfter','phaseBegin']},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.yuling=player.maxHp+2-get.cardCount(true,player);
}
},
yuling6:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
delete player.storage.yuling;
}
},
},
translate:{
gjqt_bailitusu:'百里屠苏',
gjqt_fengqingxue:'风晴雪',
gjqt_fanglansheng:'方兰生',
gjqt_xiangling:'襄铃',
gjqt_yinqianshang:'尹千觞',
gjqt_hongyu:'红玉',
gjqt_ouyangshaogong:'欧阳少恭',
gjqt_xunfang:'巽芳',
gjqt_yuewuyi:'乐无异',
gjqt_wenrenyu:'闻人羽',
gjqt_xiayize:'夏夷则',
gjqt_aruan:'阿阮',
zuiji:'醉饮',
zuiji_info:'出牌阶段,你可以将一张手牌或装备牌当作酒使用',
manwu:'曼舞',
manwu_info:'在一名角色的结束阶段,若其手牌数为全场最少或之一,你可以令其摸一张牌',
xfanghua:'芳华',
xfanghua_info:'在你成为红色牌的目标后,你可以回复一点体力',
yunyin:'云音',
yunyin_info:'结束阶段,你可以弃置一张与本回合使用过的卡牌花色均不相同的手牌,视为使用一张基本牌或普通锦囊牌',
shishui:'逝水',
shishui_info:'锁定技,每当你使用一张红色牌,你令目标流失一点体力',
duhun:'渡魂',
duhun_info:'濒死阶段,你可以与一名体力值不超过你的体力上限的角色拼点,若你赢,你失去一点体力上限并与该角色交换体力值;若你没赢,你立即死亡',
duhun_info_alter:'濒死阶段,你可以与一名体力值不超过你的体力上限的角色拼点,若你赢,你失去一点体力上限并将体力值回复至与该角色相同;若你没赢,你立即死亡',
chizhen:'驰阵',
chizhen_info:'出牌阶段开始时你可以摸X张牌并弃置X张牌若你弃置了杀可以视为使用一张决斗X为你已损失的体力值且至少为1',
xidie:'戏蝶',
xidie2:'戏蝶',
xidie_info:'准备阶段若你的手牌数大于体力值可以弃置至多X张牌并于结束阶段摸等量的牌X为你的体力值与手牌数之差且不超过3',
meihu:'魅狐',
meihu2:'魅狐',
meihu_info:'当你受到伤害后,可令伤害来源交给你一张手牌',
jianwu:'剑舞',
jianwu_info:'锁定技,攻击范围不含你的角色无法闪避你的杀',
meiying:'魅影',
meiying_info:'一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以弃置一张红色牌视为对其使用一张杀',
zuizhan:'乱斩',
zuizhan_info:'每当你使用一张杀,可以摸一张牌,然后此杀随机增加一个额外目标',
qianhuan:'千幻',
qianhuan_info:'回合结束后,若你已受伤,你可以回复一点体力并将武将牌翻面。若你的武将牌背面朝上,你不能使用卡牌,也不能成为卡牌的目标',
fumo:'伏魔',
fumo_info:'每当你受到一次伤害,可以弃置两张颜色相同的手牌并对伤害来源造成一点雷电伤害',
fanyin:'梵音',
fanyin_info:'结束阶段,你可以令其他一名角色复原武将牌。若其体力值是全场最少的之一,其回复一点体力。',
mingkong:'明空',
mingkong_info:'锁定技,若你没有手牌,你受到的伤害-1然后伤害来源摸一张牌',
qinglan:'晴岚',
qinglan_info:'每当有一名角色即将受到属性伤害,你可以弃置一张牌令其防止此伤害,然后伤害来源摸一张牌并回复一点体力',
yuehua:'月华',
yuehua_info:'每当你于回合外使用、打出或弃置红色牌,你可以摸一张牌',
xuelu:'血戮',
xuelu_info:'结束阶段你可以弃置一张红色牌并对一名其他角色造成X点火焰伤害X为你已损失体力值的一半向上取整且不超过2',
xuelu_info_alter:'结束阶段,你可以弃置一张红色牌并对一名其他角色造成一点火焰伤害',
fanshi:'反噬',
fanshi_info:'锁定技,弃牌阶段结束时,若你本回合内造成过伤害,你流失一点体力并摸一张牌',
shahun:'煞魂',
shahun2:'煞魂',
shahun_info:'限定技濒死阶段你可以复原武将牌弃置所有牌并摸三张牌然后将体力回复至1若如此做你失去技能【反噬】获得技能【绝境】并于三回合后立即死亡',
shahun_info_alter:'限定技濒死阶段你可以复原武将牌弃置所有牌并摸三张牌然后将体力回复至1若如此做你失去技能【反噬】获得技能【绝境】并于两回合后立即死亡',
yanjia:'偃甲',
yanjia_info:'出牌阶段,你可以将两张装备牌合成为一张强化装备',
xiuhua:'袖花',
xiuhua_info:'每当一件其他角色的装备因被替换或弃置进入弃牌堆,你可以获得之',
liuying:'流影',
liuying_info:'每当你使用一张杀,你可以指定一名不是此杀目标的角色并进行一次判定,若结果是黑色,将其追加为杀的额外目标并可以再次判定',
boyun:'拨云',
boyun1:'拨云',
boyun2:'拨云',
boyun_info:'在你的回合内,你可以弃置一张装备牌,并展示牌堆顶的一张牌,若其为装备牌,你须将其交给任意一张角色并对其造成一点伤害,否则你摸一张牌',
jizhan:'疾战',
jizhan_info:'出牌阶段限一次,你可以将移动到任意一名角色的前一位,视为对其使用了一张不计入出杀次数的杀',
qianjun:'千军',
qianjun_info:'每当你使用一张杀你可以弃置一张牌令距离目标1以内的所有角色成为额外目标',
xuanning:'玄凝',
xuanning1:'玄凝',
xuanning2:'玄凝',
liuguang:'流光',
yangming:'养命',
yangming2:'养命',
xuanning_info:'出牌阶段你可以弃置一基本牌获得至多3个玄凝标记。当你受到伤害时你失去一枚玄凝标记伤害来源随机弃置一张牌',
liuguang_info:'准备阶段,若你有玄凝标记,你可以弃置一枚玄凝标记,选择至多三名角色依次令其选择一项:弃置一张牌,或受到一点伤害,并终止流光结算',
yangming_info:'出牌阶段你可以弃置一张红色牌并在下个出牌阶段结束时令距离1以内的任意名角色回复一点体力在此之前不可再次发动',
zhaolu:'朝露',
jiehuo:'劫火',
yuling:'御灵',
yuling1:'御灵',
yuling2:'御灵',
yuling3:'御灵',
yuling4:'御灵',
zhaolu_info:'锁定技每隔X回合你流失一点体力上限每当你受到一点伤害或有人死亡视为减少两个回合X为现存角色数且至多为5',
jiehuo_info:'限定技,出牌阶段,你可以对一名其他角色造成两点火焰伤害,然后死亡',
yuling_info:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+2张牌X为你的体力上限',
yuling_info_alter:'锁定技你没有摸牌和弃牌阶段你的手牌数始终为5你在一个出牌阶段最多使用X+1张牌X为你的体力上限',
},
}