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🎉 2.0.0.9版本发布
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+99
-1
@@ -1517,7 +1517,7 @@ const skills = {
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},
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async content(event, trigger, player) {
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const result = await player
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.judge(card => get.color(card) == "black" ? 2 : 1)
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.judge(card => get.color(card) == "black" ? 2 : -1)
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.set("judge2", result => result.bool)
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.forResult();
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@@ -2015,6 +2015,104 @@ const skills = {
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threaten: 1.6,
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},
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},
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//旱魃
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xinji_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
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trigger: { global: "loseAfter" },
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forced: true,
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locked: true,
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filter(event, player) {
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return (
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_status.currentPhase &&
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_status.currentPhase.isIn() &&
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event.player?.isIn() &&
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event.player != _status.currentPhase &&
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!player.getEnemies(null, false).includes(event.player) &&
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event.type == "discard" &&
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event.cards2?.some(card => get.position(card, true) == "d" && event.hs?.includes(card))
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);
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},
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async content(event, trigger, player) {
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const difficulty = getTianshuDifficulty();
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const num = difficulty == "nightmare" ? 2 : 1;
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const target = _status.currentPhase;
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player.line(target);
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await target.damage(num, player);
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},
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ai: {
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threaten: 1.6,
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},
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},
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zhiri_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
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trigger: { global: "useCardToPlayered" },
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forced: true,
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locked: true,
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filter(event, player) {
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return (
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event.isFirstTarget &&
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event.player?.isIn() &&
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player.getEnemies(null, false).includes(event.player) &&
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get.type2(event.card) == "trick" &&
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get.color(event.card) == "red"
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);
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},
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async content(event, trigger, player) {
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let num = 1;
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const difficulty = getTianshuDifficulty();
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if (difficulty == "hard") {
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num = 2;
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} else if (difficulty == "nightmare") {
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num = 3;
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}
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await player.draw(num);
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},
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ai: {
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threaten: 1.4,
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},
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},
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fenshi_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
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trigger: { player: "phaseZhunbeiBegin" },
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forced: true,
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locked: true,
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filter(event, player) {
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const num = player.countCards("h") - player.hp;
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if (num < 0) return true;
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if (num > 0) return player.getEnemies(null, false).some(target => target.isIn());
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return false;
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},
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async content(event, trigger, player) {
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const num = player.countCards("h") - player.hp;
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if (num < 0) {
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await player.draw(-num);
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return;
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}
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const enemies = player.getEnemies(null, false).filter(target => target.isIn());
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const map = new Map();
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for (let i = 0; i < num && enemies.length; i++) {
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const target = enemies.randomGet();
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map.set(target, (map.get(target) || 0) + 1);
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}
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for (const [target, damage] of map) {
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if (!target.isIn()) continue;
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player.line(target);
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await target.damage(damage, player);
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}
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},
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ai: {
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threaten: 2,
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},
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},
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};
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export default skills;
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