skill={
audio:2,
trigger:{
global:"gainAfter",
player:"damageEnd",
},
frequent:true,
filter:function(event,player){
if(event.name=='damage') return true;
if(player==event.player) return false;
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.length>0;
},
content:function(){
'step 0'
event.count=(trigger.name=='damage'?trigger.num:1);
'step 1'
event.count--;
player.draw();
'step 2'
var hs=player.getCards('h');
if(hs.length){
if(hs.length==1) event._result={bool:true,cards:hs};
else player.chooseCard('h',true,'选择一张手牌作为“权”');
}
else event.goto(4);
'step 3'
if(result.bool&&result.cards&&result.cards.length){
var card=result.cards[0];
player.lose(card,ui.special,'toStorage');
player.markAuto('xinquanji',result.cards);
game.log(player,'将',card,'置于了武将牌上');
}
'step 4'
if(event.count>0){
player.chooseBool(get.prompt2('xinquanji')).set('frequentSkill','xinquanji');
}
else event.finish();
'step 5'
if(result.bool){
player.logSkill('xinquanji');
event.goto(1);
}
},
locked:false,
intro:{
content:"cards",
onunmark:"throw",
},
mod:{
maxHandcard:function(player,num){
return num+player.getStorage('xinquanji').length;
},
},
ai:{
maixie:true,
"maixie_hp":true,
threaten:0.8,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
if(target.hp>=4) return [0.5,get.tag(card,'damage')*2];
if(!target.hasSkill('xinpaiyi')&&
audio:2,
trigger:{
global:"gainAfter",
player:"damageEnd",
},
frequent:true,
filter:function(event,player){
if(event.name=='damage') return true;
if(player==event.player) return false;
var evt=event.getl(player);
return evt&&evt.cards2&&evt.cards2.length>0;
},
content:function(){
'step 0'
event.count=(trigger.name=='damage'?trigger.num:1);
'step 1'
event.count--;
player.draw();
'step 2'
var hs=player.getCards('h');
if(hs.length){
if(hs.length==1) event._result={bool:true,cards:hs};
else player.chooseCard('h',true,'选择一张手牌作为“权”');
}
else event.goto(4);
'step 3'
if(result.bool&&result.cards&&result.cards.length){
var card=result.cards[0];
player.lose(card,ui.special,'toStorage');
player.markAuto('xinquanji',result.cards);
game.log(player,'将',card,'置于了武将牌上');
}
'step 4'
if(event.count>0){
player.chooseBool(get.prompt2('xinquanji')).set('frequentSkill','xinquanji');
}
else event.finish();
'step 5'
if(result.bool){
player.logSkill('xinquanji');
event.goto(1);
}
},
locked:false,
intro:{
content:"cards",
onunmark:"throw",
},
mod:{
maxHandcard:function(player,num){
return num+player.getStorage('xinquanji').length;
},
},
ai:{
maixie:true,
"maixie_hp":true,
threaten:0.8,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
if(target.hp>=4) return [0.5,get.tag(card,'damage')*2];
if(!target.hasSkill('xinpaiyi')&&