```javascript { name: "神·蛊惑", skills: { "神·蛊惑": { enable: true, filterCard: true, selectCard: 1, selectTarget: false, content: function() { "step 0" player.chooseToUse(true, "你可以扣置一张手牌当任意一张基本牌或普通锦囊牌使用或打出", function(event, card) { return !event.isHandcard(card); }).set("prompt", "选择一张手牌扣置").set("ai", function() { return 0.5; }); "step 1" if (result.bool) { var card = result.cards[0]; var target = result.targets; var name = get.prompt("输入要当作的牌名"); if (name && lib.card.isCard(name)) { var newCard = game.createCard(name, card.suit, card.number, card.id); newCard.isVirtual = true; newCard.from = card.from; newCard.original = card; newCard.bySkill = "神·蛊惑"; if (target) { game.useCard(newCard, target); } else { game.playCard(newCard); } game.log(player, "扣置了", card, "当作", name, "使用"); player.addTempSkill("神·蛊惑_check"); } } } }, "神·蛊惑_check": { trigger: { player: "useCardToPlayed" }, forced: true, content: function() { if (event.card.bySkill == "神·蛊惑") { var card = event.card.original; var list = game.filterPlayer(function(current) { return current != player && !current.hasSkill("神·缠怨"); }); if (list.length > 0) { game.askForOrder(list, "是否质疑", function(current) { return current.chooseToDo("质疑"); }, function() { game.log(current, "质疑了", player, "的", "神·蛊惑"); game.flip(card); if (card.name != event.card.name) { game.log("质疑成功,此牌作废"); event.cancel(); } else { game.log("质疑失败"); current.addSkill("神·缠怨"); } }); } } } } }, subSkill: { "神·缠怨": { forced: true, mod: { maxHp: -100 }, skills: [], trigger: { global: "phaseBegin" }, content: function() { player.disableSkill("神·缠怨"); } } } } ``` 三条额外需要注意的逻辑点: 1. 技能触发时需要处理牌名输入合法性验证。 2. 质疑逻辑需要确保只有未拥有"神·缠怨"的角色可以质疑。 3. 虚拟牌创建时需要正确继承原牌的属性和位置信息。 [2025-07-30 16:58:31 | AI写代码神器 | 671点数解答]