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🎨 PVE文件夹重构,根据BOSS文件进行分包
📝 新增术樱包武将
This commit is contained in:
@@ -0,0 +1,44 @@
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const characters = {
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caocao_boss_shuying: {
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sex: "male",
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group: "wei",
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hp: 4,
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skills: ["jianxiong_shuying", "lingba_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/caocao_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/caocao_boss_shuying.mp3"]
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},
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simayi_boss_shuying: {
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sex: "male",
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group: "wei",
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hp: 4,
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skills: ["fankui_shuying", "guicai_shuying", "langgu_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/simayi_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/simayi_boss_shuying.mp3"]
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},
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lvbu_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["mashu", "wushuang_shuying", "shenij_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/lvbu_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/lvbu_boss_shuying.mp3"]
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},
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dongzhuo_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["jiuchi_shuying", "roulin_shuying", "baonue_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/dongzhuo_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/dongzhuo_boss_shuying.mp3"]
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},
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};
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export default characters;
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@@ -0,0 +1,71 @@
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import { getTianshuDifficulty } from "../../shared.js";
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const dynamicTranslates = {
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//曹操
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lingba_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成${num}点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。`
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},
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yishen_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "当你回复体力时,可以改为获得所有敌人各一张随机装备。";
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}
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return "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。";
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},
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//司马懿
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yuanlv_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成过1点伤害。";
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}
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return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。";
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},
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//吕布
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wushuang_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限${num}次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。`;
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},
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shenij_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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let card = 2;
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let sha = 1;
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let target = 1;
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if (difficulty == "hard") {
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card = 3;
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sha = 2;
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} else if (difficulty == "nightmare") {
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card = 4;
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sha = 2;
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target = 2;
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}
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return `判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸${card}张牌;出牌阶段,你可以多使用${sha}张【杀】,你的【杀】可以多指定${target}名角色为目标。`;
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},
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zhanjia_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 3 : 2
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return `锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸${num}张牌。`
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},
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//董卓
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baonue_shuying(player, skill) {
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let num = 3;
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if (getTianshuDifficulty() == "hard") num = 4;
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if (getTianshuDifficulty() == "nightmare") num = 5;
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return `锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为${num}。`
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},
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};
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export default dynamicTranslates;
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@@ -0,0 +1,676 @@
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import { lib, game, ui, get, ai, _status, getTianshuDifficulty } from "../../shared.js";
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const skills = {
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//曹操 over
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jianxiong_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
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trigger: { player: "damageEnd" },
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filter(event, player) {
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return event.num > 0;
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},
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async cost(event, trigger, player) {
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event.result = await player.chooseBool(get.prompt2(event.skill))
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.set("ai", () => true)
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.forResult();
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},
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async content(event, trigger, player) {
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if (get.itemtype(trigger.cards) == "cards" && get.position(trigger.cards[0], true) == "o") {
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await player.gain(trigger.cards, "gain2");
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}
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await player.draw();
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},
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ai: {
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maixie: true,
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maixie_hp: true,
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effect: {
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target(card, player, target) {
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if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
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if (get.tag(card, "damage")) return [1, 0.6];
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},
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},
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},
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},
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lingba_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
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trigger: { player: "phaseBegin" },
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forced: true,
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filter(event, player) {
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return player.getEnemies(null, false).some(target => target.isIn()) && game.players.every(current => player.countCards("h") >= current.countCards("h"));
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},
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async content(event, trigger, player) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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const enemies = player.getEnemies(null, false).filter(target => target.isIn());
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if (player.countCards("h") >= player.hp * 2) {
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for (const target of enemies) {
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player.line(target);
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await target.damage(num, player);
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}
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}
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else {
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const target = enemies.randomGet();
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player.line(target);
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await target.damage(num, player);
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}
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},
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},
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yishen_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
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trigger: { player: "recoverBegin" },
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filter(event, player) {
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return player.getEnemies(null, false).some(target => target.countGainableCards(player, "e") > 0);
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},
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async cost(event, trigger, player) {
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event.result = await player.chooseBool(get.prompt2(event.skill))
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.set("ai", () => {
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const player = get.player();
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const trigger = get.event().getTrigger();
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if (player.hp <= 1) return false;
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if (player.hp + trigger.num <= 2) return false;
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const enemies = player.getEnemies(null, false).filter(target => {
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return target.isIn() && target.countGainableCards(player, "e") > 0;
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});
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if (!enemies.length) return false;
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const recoverEffect = get.recoverEffect(player, player, player);
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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let total = 0;
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let max = 0;
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for (const target of enemies) {
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for (const card of target.getCards("e")) {
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const value = get.value(card, target);
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total += value;
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if (value > max) max = value;
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}
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}
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if (max < 5) return false;
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return total >= recoverEffect + 4;
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}
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let best = 0;
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for (const target of enemies) {
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for (const card of target.getCards("e")) {
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const value = get.value(card, target);
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if (value > best) best = value;
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}
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}
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if (best < 5) return false;
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return best >= recoverEffect;
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})
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.forResult();
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},
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async content(event, trigger, player) {
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const enemies = player.getEnemies(null, false).filter(target => target.countGainableCards(player, "e") > 0);
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const difficulty = getTianshuDifficulty();
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trigger.cancel();
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if (difficulty == "nightmare") {
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for (const target of enemies) {
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player.line(target);
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await player.gainPlayerCard({ target, position: "e", forced: true });
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}
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}
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else {
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const target = enemies.randomGet();
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player.line(target);
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await player.gainPlayerCard({ target, position: "e", forced: true });
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}
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},
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ai: {
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threaten: 1.4,
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effect: {
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target(card, player, target) {
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if (get.tag(card, "recover") && target.hasSkill("yishen_shuying")) {
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if (target.hp <= 1) return [1, 1.2];
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if (target.hp <= 2) return [1, 0.8];
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const enemies = target.getEnemies(null, false).filter(current => {
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return current.isIn() && current.countGainableCards(target, "e") > 0;
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});
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if (!enemies.length) return;
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let best = 0;
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for (const enemy of enemies) {
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for (const equip of enemy.getCards("e")) {
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best = Math.max(best, get.value(equip, enemy));
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}
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}
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if (best >= 5) return [1, 0.4];
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}
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},
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},
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},
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},
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//司马懿 over
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fankui_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
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trigger: { player: "damageEnd" },
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logTarget: "source",
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filter(event, player) {
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return (
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event.num > 0 &&
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event.source?.isIn() &&
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player.getEnemies(null, false).includes(event.source) &&
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event.source.hasGainableCards(player, "he")
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);
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},
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async content(event, trigger, player) {
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await player.gainPlayerCard({
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target: trigger.source,
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position: "he",
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forced: true,
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});
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},
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ai: {
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maixie_defend: true,
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effect: {
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target(card, player, target) {
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if (player.countCards("he") > 1 && get.tag(card, "damage")) {
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if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5];
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if (target.getEnemies(null, false).includes(player)) return [1, 1];
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}
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},
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},
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},
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},
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guicai_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
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trigger: { global: "judge" },
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filter(event, player) {
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return player.countCards("hes") > 0;
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},
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async cost(event, trigger, player) {
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event.result = await player.chooseCard(`${get.translation(trigger.player)}的${trigger.judgestr || ""}判定为${get.translation(trigger.player.judging[0])},${get.prompt(event.skill)}`, "hes", card => {
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const player = get.player();
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const mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
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if (mod2 != "unchanged") return mod2;
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const mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
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if (mod != "unchanged") return mod;
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return true;
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}).set("ai", card => {
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const trigger = get.event().getTrigger(), player = get.player(), judging = trigger.player.judging[0];
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const result = trigger.judge(card) - trigger.judge(judging);
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const attitude = player.getEnemies(null, false).includes(trigger.player) ? -1 : 1;
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let value = get.value(card, player);
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value /= get.subtype(card) == "equip2" ? 2 : 4;
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if (result == 0) return 0;
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return attitude > 0 ? result - value : -result - value;
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}).set("judging", trigger.player.judging[0]).forResult();
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},
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popup: false,
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async content(event, trigger, player) {
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const next = player.respond(event.cards, event.name, "highlight", "noOrdering");
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await next;
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const { cards } = next;
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if (cards?.length) {
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if (trigger.player.judging[0].clone) {
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trigger.player.judging[0].clone.classList.remove("thrownhighlight");
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game.broadcast(card => {
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if (card.clone) card.clone.classList.remove("thrownhighlight");
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}, trigger.player.judging[0]);
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game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
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}
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await game.cardsDiscard(trigger.player.judging[0]);
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trigger.player.judging[0] = cards[0];
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trigger.orderingCards.addArray(cards);
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game.log(trigger.player, "的判定牌改为", cards);
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await game.delay(2);
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}
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},
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ai: { rejudge: true, tag: { rejudge: 1 } },
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},
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langgu_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
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trigger: { player: "gainAfter" },
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forced: true,
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filter(event, player) {
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if (player.hasSkill("langgu_shuying_used")) return false;
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return game.hasPlayer(current => {
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return (
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current != player &&
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player.getEnemies(null, false).includes(current) &&
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event.getl?.(current)?.cards2?.length
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);
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});
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},
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async content(event, trigger, player) {
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const source = game.findPlayer(current => {
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return (
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current != player &&
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player.getEnemies(null, false).includes(current) &&
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trigger.getl?.(current)?.cards2?.length
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);
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});
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if (!source) return;
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player.addTempSkill("langgu_shuying_used", "roundStart");
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const result = await player.judge(card => get.suit(card) == "spade" ? 2 : 0).forResult();
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if (result.bool && source.isIn() && source.countDiscardableCards(player, "h") > 0) {
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player.removeSkill("langgu_shuying_used");
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player.line(source);
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const card = source.getCards("h").randomGet();
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await source.discard(card);
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}
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},
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subSkill: {
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used: { charlotte: true },
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},
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},
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yuanlv_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
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trigger: { source: "damageBegin4" },
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filter(event, player) {
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return event.card && get.type2(event.card) == "trick" && event.player?.isIn() && player.getEnemies(null, false).includes(event.player);
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},
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async cost(event, trigger, player) {
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event.result = await player.chooseBool(get.prompt(event.skill, trigger.player))
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.set("ai", () => true)
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.forResult();
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},
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async content(event, trigger, player) {
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const target = trigger.player;
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trigger.cancel();
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await player.draw();
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target.line(player);
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if (getTianshuDifficulty() == "nightmare") {
|
||||
await player.damage(1, target, "unreal");
|
||||
}
|
||||
else {
|
||||
await player.damage(1, target);
|
||||
}
|
||||
},
|
||||
},
|
||||
|
||||
//吕布 over
|
||||
wushuang_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
|
||||
trigger: { source: "damageBegin1" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
usable(skill, player) {
|
||||
return getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
},
|
||||
logTarget: "player",
|
||||
filter(event, player) {
|
||||
const target = event.player;
|
||||
const evtx = event.getParent(2);
|
||||
const card = event.card;
|
||||
if (!card || !["sha", "juedou"].includes(card.name)) return false;
|
||||
|
||||
if (card.name == "sha") {
|
||||
return !target.hasHistory("useCard", evt => {
|
||||
return evt.card.name == "shan" && evt.respondTo && evt.getParent(3) == evtx;
|
||||
});
|
||||
}
|
||||
|
||||
return !target.hasHistory("respond", evt => {
|
||||
return evt.card.name == "sha" && evt.respondTo && evt.getParent(3) == evtx;
|
||||
});
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num++;
|
||||
},
|
||||
group: ["wushuang_shuying_1", "wushuang_shuying_2"],
|
||||
subSkill: {
|
||||
1: {
|
||||
audio: "wushuang_shuying",
|
||||
sourceSkill: "wushuang_shuying",
|
||||
trigger: { player: "useCardToPlayered" },
|
||||
forced: true,
|
||||
logTarget: "target",
|
||||
filter(event, player) {
|
||||
return event.card.name == "sha" && !event.getParent().directHit.includes(event.target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const id = trigger.target.playerid;
|
||||
const map = trigger.getParent().customArgs;
|
||||
if (!map[id]) map[id] = {};
|
||||
|
||||
if (typeof map[id].shanRequired == "number") map[id].shanRequired++;
|
||||
else map[id].shanRequired = 2;
|
||||
},
|
||||
ai: {
|
||||
directHit_ai: true,
|
||||
skillTagFilter(player, tag, arg) {
|
||||
if (arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1) return false;
|
||||
},
|
||||
},
|
||||
},
|
||||
2: {
|
||||
audio: "wushuang_shuying",
|
||||
sourceSkill: "wushuang_shuying",
|
||||
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
|
||||
forced: true,
|
||||
logTarget(trigger, player) {
|
||||
return player == trigger.player ? trigger.target : trigger.player;
|
||||
},
|
||||
filter(event, player) {
|
||||
return event.card.name == "juedou";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const id = (player == trigger.player ? trigger.target : trigger.player).playerid;
|
||||
const idt = trigger.target.playerid;
|
||||
const map = trigger.getParent().customArgs;
|
||||
|
||||
if (!map[idt]) map[idt] = {};
|
||||
if (!map[idt].shaReq) map[idt].shaReq = {};
|
||||
if (!map[idt].shaReq[id]) map[idt].shaReq[id] = 1;
|
||||
|
||||
map[idt].shaReq[id]++;
|
||||
},
|
||||
ai: {
|
||||
directHit_ai: true,
|
||||
skillTagFilter(player, tag, arg) {
|
||||
if (
|
||||
arg.card.name != "juedou" ||
|
||||
Math.floor(arg.target.countCards("h", "sha") / 2) > player.countCards("h", "sha")
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.8,
|
||||
directHit_ai: true,
|
||||
},
|
||||
},
|
||||
shenij_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
|
||||
group: [
|
||||
"shenij_shuying_judge",
|
||||
"shenij_shuying_draw",
|
||||
"shenij_shuying_sha",
|
||||
"shenij_shuying_target",
|
||||
],
|
||||
subSkill: {
|
||||
judge: {
|
||||
audio: "shenij_shuying",
|
||||
trigger: { player: "phaseJudgeBegin" },
|
||||
filter(event, player) {
|
||||
return player.countCards("h") >= 2 && player.countCards("j") > 0;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player
|
||||
.chooseToDiscard("h", 2, get.prompt2(event.skill))
|
||||
.set("ai", card => {
|
||||
const player = get.player();
|
||||
if (!player.countCards("j")) return 0;
|
||||
return 7 - get.value(card);
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const cards = player.getCards("j");
|
||||
await player.discard(cards);
|
||||
},
|
||||
ai: {
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.type(card) == "delay") return [0, 2];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
draw: {
|
||||
audio: "shenij_shuying",
|
||||
trigger: { player: "phaseDrawBegin2" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return !event.numFixed;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let num = 2;
|
||||
if (getTianshuDifficulty() == "hard") num = 3;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 4;
|
||||
|
||||
trigger.num += num;
|
||||
},
|
||||
},
|
||||
sha: {
|
||||
audio: "shenij_shuying",
|
||||
forced: true,
|
||||
mod: {
|
||||
cardUsable(card, player, num) {
|
||||
let shaNum = 2;
|
||||
if (getTianshuDifficulty() == "normal") shaNum = 1;
|
||||
|
||||
if (card.name == "sha") return num + shaNum;
|
||||
},
|
||||
},
|
||||
},
|
||||
target: {
|
||||
audio: "shenij_shuying",
|
||||
trigger: { player: "useCard2" },
|
||||
filter(event, player) {
|
||||
if (event.card.name != "sha") return false;
|
||||
|
||||
const info = get.info(event.card);
|
||||
if (info.allowMultiple == false || info.multitarget || !event.targets) return false;
|
||||
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
return game.countPlayer(current => {
|
||||
return !event.targets.includes(current) &&
|
||||
lib.filter.targetEnabled2(event.card, player, current) &&
|
||||
lib.filter.targetInRange(event.card, player, current);
|
||||
}) > 0;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
|
||||
event.result = await player
|
||||
.chooseTarget(
|
||||
get.prompt(event.skill),
|
||||
`为此【杀】额外指定至多${get.cnNumber(num)}名目标`,
|
||||
[1, num],
|
||||
(card, player, target) => {
|
||||
const trigger = get.event().getTrigger();
|
||||
return !trigger.targets.includes(target) &&
|
||||
lib.filter.targetEnabled2(trigger.card, player, target) &&
|
||||
lib.filter.targetInRange(trigger.card, player, target);
|
||||
}
|
||||
)
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
if (!player.getEnemies(null, false).includes(target)) return 0;
|
||||
return get.effect(target, get.event().getTrigger().card, player, player);
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
for (const target of event.targets) {
|
||||
player.line(target);
|
||||
trigger.targets.add(target);
|
||||
game.log(target, "成为了", trigger.card, "的额外目标");
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
effect: {
|
||||
player_use(card, player, target) {
|
||||
if (card.name == "sha" && player.getEnemies(null, false).includes(target)) return [1, 0.5];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
zhanjia_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
|
||||
trigger: { player: "damageBegin4" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
usable: 1,
|
||||
filter(event, player) {
|
||||
return event.num > 2;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num = 2;
|
||||
await player.draw(getTianshuDifficulty() == "nightmare" ? 3 : 2);
|
||||
},
|
||||
ai: {
|
||||
filterDamage: true,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.tag(card, "damage")) {
|
||||
if (player.hasSkillTag("jueqing", false, target)) return;
|
||||
return [1, 0.8];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//董卓 over
|
||||
jiuchi_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
enable: "chooseToUse",
|
||||
filterCard(card, player) {
|
||||
return get.suit(card, player) == "spade";
|
||||
},
|
||||
position: "h",
|
||||
viewAs: { name: "jiu" },
|
||||
viewAsFilter(player) {
|
||||
return player.countCards("h", card => get.suit(card, player) == "spade") > 0;
|
||||
},
|
||||
prompt: "将一张黑桃手牌当【酒】使用",
|
||||
check(card) {
|
||||
return 6 - get.value(card);
|
||||
},
|
||||
ai: {
|
||||
order: 3.5,
|
||||
respondJiu: true,
|
||||
skillTagFilter(player) {
|
||||
return player.countCards("h", card => get.suit(card, player) == "spade") > 0;
|
||||
},
|
||||
},
|
||||
},
|
||||
roulin_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
logTarget(trigger, player) {
|
||||
return player == trigger.player ? trigger.target : trigger.player;
|
||||
},
|
||||
filter(event, player) {
|
||||
if (event.card.name != "sha") return false;
|
||||
if (player == event.player) return event.target.hasSex("female");
|
||||
return event.player.hasSex("female");
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const id = (player == trigger.player ? trigger.target : player).playerid;
|
||||
const map = trigger.getParent().customArgs;
|
||||
if (!map[id]) map[id] = {};
|
||||
|
||||
if (typeof map[id].shanRequired == "number") map[id].shanRequired++;
|
||||
else map[id].shanRequired = 2;
|
||||
},
|
||||
ai: {
|
||||
halfneg: true,
|
||||
directHit_ai: true,
|
||||
skillTagFilter(player, tag, arg) {
|
||||
if (tag === "directHit_ai") return;
|
||||
if (arg.card.name != "sha" || !arg.target.hasSex("female") || arg.target.countCards("h", "shan") > 1) {
|
||||
return false;
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
baonue_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "phaseBegin" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return player.getDamagedHp() > 0;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let maxNum = 3;
|
||||
if (getTianshuDifficulty() == "hard") maxNum = 4;
|
||||
if (getTianshuDifficulty() == "nightmare") maxNum = 5;
|
||||
|
||||
const num = Math.min(maxNum, player.getDamagedHp());
|
||||
await player.draw(num);
|
||||
|
||||
const result = await player
|
||||
.chooseTarget(`对至多${get.cnNumber(num)}名角色造成1点伤害`, [1, num], (card, player, target) => {
|
||||
return target.isIn() && player.getEnemies(null, false).includes(target);
|
||||
})
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
return get.damageEffect(target, player, player);
|
||||
})
|
||||
.forResult();
|
||||
|
||||
if (result.bool) {
|
||||
for (const target of result.targets) {
|
||||
player.line(target);
|
||||
await target.damage(1, player);
|
||||
}
|
||||
}
|
||||
|
||||
await player.loseHp();
|
||||
},
|
||||
ai: {
|
||||
threaten: 2,
|
||||
},
|
||||
},
|
||||
qubu_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { global: "useCardToPlayered" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.card.name == "sha" &&
|
||||
event.player?.isIn() &&
|
||||
!player.getEnemies(null, false).includes(event.player) &&
|
||||
event.targets?.length > 0
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const result = await player
|
||||
.judge(card => get.color(card) == "black" ? 2 : -1)
|
||||
.set("judge2", result => result.bool)
|
||||
.forResult();
|
||||
|
||||
if (result.bool) {
|
||||
const targets = trigger.targets.filter(target => target.isIn());
|
||||
for (const target of targets) {
|
||||
player.line(target);
|
||||
await target.damage(1, player);
|
||||
}
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.8,
|
||||
},
|
||||
},
|
||||
|
||||
|
||||
};
|
||||
|
||||
export default skills;
|
||||
@@ -0,0 +1,41 @@
|
||||
const translates = {
|
||||
caocao_boss_shuying: "曹操",
|
||||
jianxiong_shuying: "奸雄",
|
||||
jianxiong_shuying_info: "当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
|
||||
lingba_shuying: "凌霸",
|
||||
lingba_shuying_info: "锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成1点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。",
|
||||
yishen_shuying: "疑神",
|
||||
yishen_shuying_info: "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。",
|
||||
|
||||
simayi_boss_shuying: "司马懿",
|
||||
fankui_shuying: "反馈",
|
||||
fankui_shuying_info: "当你受到1点伤害后,你可以获得伤害来源的一张牌。",
|
||||
guicai_shuying: "鬼才",
|
||||
guicai_shuying_info: "当一名角色的判定牌生效前,你可以打出一张牌代替之。",
|
||||
langgu_shuying: "狼顾",
|
||||
langgu_shuying_info: " 锁定技,每回合限一次,当你获得其他角色的牌时,进行一次判定:若结果为黑桃,随机弃置其1张手牌,且视为此技能本回合未发动过。",
|
||||
yuanlv_shuying: "远虑",
|
||||
yuanlv_shuying_info: "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。",
|
||||
|
||||
lvbu_boss_shuying: "吕布",
|
||||
wushuang_shuying: "无双",
|
||||
wushuang_shuying_info: "锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限1次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。",
|
||||
shenij_shuying: "神戟",
|
||||
shenij_shuying_info: "判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸两张牌;出牌阶段,你可以多使用一张【杀】,你的【杀】可以多指定一名角色为目标。",
|
||||
zhanjia_shuying: "战甲",
|
||||
zhanjia_shuying_info: "锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸两张牌。",
|
||||
|
||||
dongzhuo_boss_shuying: "董卓",
|
||||
jiuchi_shuying: "酒池",
|
||||
jiuchi_shuying_info: "你可以将一张黑桃手牌当【酒】使用。",
|
||||
roulin_shuying: "肉林",
|
||||
roulin_shuying_info: "锁定技,你对女性角色使用的【杀】和女性角色对你使用的【杀】均需使用两张【闪】才能抵消。",
|
||||
baonue_shuying: "暴虐",
|
||||
baonue_shuying_info: "锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为3。",
|
||||
qubu_shuying: "驭布",
|
||||
qubu_shuying_info: "锁定技,当友方角色使用【杀】指定目标时,进行一次判定:若结果为黑桃,你对此【杀】的所有目标造成1点伤害。",
|
||||
|
||||
|
||||
};
|
||||
|
||||
export default translates;
|
||||
Reference in New Issue
Block a user