character = { character: { shuYing_Keli:["female", "qun", 4, ["shuYing_Pengpeng", "shuYing_Honghong", "shuYing_Lieyan"], ['ext:术樱包/yuanshen/可莉/1.jpg', "die:true", "die:ext:术樱包/yuanshen/可莉:true"]], }, skill: { shuYing_Pengpeng:{ mark:true, marktext:'砰', intro: { content:(storage, player, skill) => { var num = player.storage.shuYing_Pengpeng, num1; if (num >= 3 && parseInt(num % 3) == 0) { return '下张伤害类牌就可以多丢一个炸弹'; } else { num1 = num < 3 ? 3 - num : 3 - parseInt(num % 3); return '距离可莉的炸弹还有' + num1 + '张哦'; } }, }, audio:"ext:术樱包/yuanshen/可莉:4", trigger:{player:"useCardToTargeted"}, forced:true, firstDo:true, popup:false, init:function(player) { player.storage.shuYing_Pengpeng=0; player.storage.shuYing_Pengpeng_Damage=false; player.storage.shuYing_Pengpeng_Bool=false; player.storage.shuYing_Keli_Bool=false; }, filter:function(event,player) { if(!get.tag(event.card,'damage')) return false; if(!event.isFirstTarget) return false; var info = get.info(event.card); if(info.allowMultiple==false) return false; if(event.targets&&!info.multitarget) { if(game.hasPlayer(function(current){return lib.filter.targetEnabled2(event.card,player,current)})) { return true; } } return false; }, content:function() { var num = player.storage.shuYing_Pengpeng; var mp3 = num+1; if(mp3 >= 3 && parseInt(mp3 % 3) == 0){ var list=[1,2,3].randomGet(); game.playAudio('..','extension/术樱包/yuanshen/可莉','shuYing_Pengpeng' + list); } if(num>=3&&parseInt(num%3)==0){ player.storage.shuYing_Pengpeng_Bool=true; player.storage.shuYing_Keli_Bool=true; player.storage.shuYing_Pengpeng++; } else { player.storage.shuYing_Pengpeng_Damage=false; player.storage.shuYing_Pengpeng_Bool=false; player.storage.shuYing_Keli_Bool=false; player.storage.shuYing_Pengpeng++; } }, group:['shuYing_Pengpeng_Damage','shuYing_Pengpeng_Target'], subSkill:{ Damage:{ trigger:{source:"damageBefore"}, forced:true, firstDo:true, popup:false, onremove:true, sub:true, filter:function(event,player){ return get.tag(event.card,'damage')&&player.storage.shuYing_Keli_Bool; }, content:function(){ trigger.nature='fire'; if(player.storage.shuYing_Pengpeng_Damage) { trigger.num++; } } }, Target:{ trigger:{player:"useCardToTargeted"}, forced:true, popup:false, sub:true, filter:function(event,player){ if(!get.tag(event.card,'damage')||event.targets.length!=1) return false; if(!event.isFirstTarget) return false; var info=get.info(event.card); if(info.allowMultiple==false) return false; if(event.targets&&!info.multitarget){ if(game.hasPlayer(function(current){ return lib.filter.targetEnabled2(event.card,player,current); })){ return player.storage.shuYing_Pengpeng_Bool; } } return false; }, content:function(){ 'step 0' var prompt2='为'+get.translation(trigger.card)+'额外指定一个目标'; player.chooseTarget([1,player.storage.fumian_red],get.prompt(event.name),function(card,player,target){ var player=_status.event.player; if(_status.event.targets.contains(target)) return false; return lib.filter.targetEnabled2(_status.event.card,player,target); }).set('prompt2',prompt2).set('ai',function(target){ var trigger=_status.event.getTrigger(); var player=_status.event.player; return get.effect(target,trigger.card,player,player); }).set('targets',trigger.targets).set('card',trigger.card); 'step 1' if(result.bool){ if(!_status.connectMode&&!event.isMine()) game.delayx(); event.targets=result.targets; } else { event.finish(); player.storage.shuYing_Pengpeng_Bool=false; player.storage.shuYing_Pengpeng_Damage=true; } 'step 2' if(event.targets){ player.logSkill(event.name,event.targets); trigger.targets.addArray(event.targets); } player.storage.shuYing_Pengpeng_Bool=false; }, }, }, }, shuYing_Honghong:{ audio:"ext:术樱包/yuanshen/可莉:3", enable:'phaseUse', usable:1, init:function(player){ player.storage.shuYing_Honghong_Bool=false; }, check:function(){ return true; }, filter:function(event,player){ var hs=player.getCards('h',function(card){ return get.tag(card,'damage'); }); if(!hs.length) return false; return true; }, content:function(){ 'step 0' event.card=get.cardPile(function(card){ return get.tag(card,'damage'); }); if(event.card) { player.showCards(event.card); player.chooseToDiscard('h',1,function(card){ return get.tag(card,'damage'); },false).set('ai',function(card){ return 8-ai.get.value(card); }); } else { game.log(player,'将',event.card,'置入弃牌堆'); game.cardsDiscard(event.card); event.finish(); } 'step 1' if(result.bool){ player.storage.shuYing_Honghong_Bool=true; player.chooseUseTarget(event.card,false); } 'step 2' if(!result.targets){ game.log(player,'将',event.card,'置入弃牌堆'); game.cardsDiscard(event.card); } else { event.finish(); } }, contentAfter:function(){ player.storage.shuYing_Honghong_Bool=false; }, group:['shuYing_Honghong_Damage','shuYing_Honghong_Jieshu'], subSkill:{ Damage:{ trigger:{source:"damageBefore"}, forced:true, firstDo:true, popup:false, onremove:true, sub:true, filter:function(event,player){ return get.tag(event.card,'damage')&&player.storage.shuYing_Honghong_Bool; }, content:function(){ trigger.nature='fire'; } }, Jieshu:{ trigger:{player:"phaseJieshu"}, frequent:true, filter:function(event,player){ var sourceDamage=player.getHistory('sourceDamage').length; return sourceDamage==0&&!player.countCards('h',function(card){ return get.tag(card,'damage'); }); }, content:function(){ var card=get.cardPile2(function(card){ return get.tag(card,'damage'); }); if(card) player.gain(card,'gain2'); game.updateRoundNumber(); }, }, }, ai:{ order:6, result:{ player:1, }, threaten:0.5, }, }, shuYing_Lieyan: { audio:"ext:术樱包/yuanshen/可莉:1", trigger:{player:'damageBegin4'}, filter:function(event){ return event.nature=='fire'; }, forced:true, content:function(){ trigger.cancel(); }, ai:{ nofire:true, effect:{ target:function(card,player,target,current){ if(get.tag(card,'fireDamage')) return 'zerotarget'; } } }, group:'shuYing_Lieyan_Damage', subSkill:{ Damage:{ audio:"ext:术樱包/yuanshen/可莉:3", trigger:{source:"damageBegin"}, forced:true, sub:true, filter:function(event,player){ return event.nature=='fire'; }, content:function(){ if(player.countCards('h')!=player.hp){ player.draw(player.countCards('h')==0?2:1); } else { trigger.num++; } }, ai:{ effect:{ player:function(card,player,target){ if(card.name=='sha'||card.nature=='fire'||card.name=='zhuque') return [1,3]; }, }, }, }, }, }, }, translate: { shuYing_Keli:"可莉", shuYing_Pengpeng:"砰砰", shuYing_Pengpeng_info:"锁定技: 你每使用三次伤害类型牌,下张伤害类型牌的伤害为火元素。若该牌目标唯一,则你可以选择一个额外的合法目标。若取消则该牌伤害+1", shuYing_Honghong:"轰轰", shuYing_Honghong_info:"出牌阶段限一次,你展示牌堆中一张可以造成伤害的牌,然后你可以弃置一张可以造成伤害的手牌并使用该牌(这张牌造成的伤害为火元素)否则将此牌置入弃牌堆。结束阶段,若你此回合没有造成伤害且手牌没有伤害类牌则你获得一张伤害类牌", shuYing_Lieyan:"烈焰", shuYing_Lieyan_info:"锁定技,你受到火元素伤害时,免疫此伤害;当你造成火元素伤害时, 若你手牌不等于当前体力, 则你摸一张牌, 若你没有手牌则额外摸一张手牌;若相等则该伤害+1", } };