mirror of
https://github.com/Shu-Ying/noname-shuying.git
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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 +1,584 @@
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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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//水神共工 over
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shuishen_shuying: {
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mode: ["boss"],
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forced: true,
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group: ["shuishen_shuying_recover", "shuishen_shuying_draw", "shuishen_shuying_damage"],
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subSkill: {
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recover: {
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trigger: { player: "recoverBegin" },
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audio: false,
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forced: true,
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filter(event, player) {
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return game.shuying_getDiscardNamesNum() >= 4;
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},
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async content(event, trigger, player) {
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trigger.num++;
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},
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},
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draw: {
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trigger: { player: "phaseDrawBegin2" },
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audio: false,
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forced: true,
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filter(event, player) {
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return !event.numFixed && game.shuying_getDiscardNamesNum() >= 5;
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},
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async content(event, trigger, player) {
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trigger.num += 5;
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},
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},
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damage: {
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trigger: { source: "damageBegin1" },
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audio: false,
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forced: true,
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filter(event, player) {
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return game.shuying_getDiscardNamesNum() >= 9;
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},
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async content(event, trigger, player) {
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trigger.num++;
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},
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},
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},
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},
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tuanliu_shuying: {
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mode: ["boss"],
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trigger: { player: "phaseJieshuBegin" },
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audio: false,
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forced: true,
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filter(event, player) {
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return game.shuying_getDiscardNum() > 4;
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},
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async content(event, trigger, player) {
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let hp = 2;
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let card = 4;
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let damage = 1;
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if (getTianshuDifficulty() == "nightmare") {
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hp = 3;
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card = 6;
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}
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const num = game.shuying_getDiscardNum();
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if (num > 4) await player.recover(hp);
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if (num > 5) await player.draw(card);
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if (num > 9) {
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for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
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player.line(target);
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await target.damage(player, damage);
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}
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}
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},
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},
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juehong_shuying: {
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mode: ["boss"],
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trigger: { player: "phaseZhunbeiBegin" },
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audio: false,
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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());
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},
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async content(event, trigger, player) {
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for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
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player.line(target);
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if (target.countCards("e")) await target.chooseToDiscard("e", true, target.countCards("e"));
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else if (target.countCards("h")) await target.discard(target.getCards("h").randomGets(Math.min(2, target.countCards("h"))));
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}
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},
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},
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//白起
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changsheng_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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forced: true,
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mod: {
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targetInRange(card, player, target) {
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if (card.name == "sha") return true;
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},
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},
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},
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shashen_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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enable: ["chooseToUse", "chooseToRespond"],
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filterCard: true,
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position: "h",
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viewAs: { name: "sha" },
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viewAsFilter(player) {
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return player.countCards("h") > 0;
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},
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prompt: "将一张手牌当【杀】使用或打出",
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check(card) {
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return 6 - get.value(card);
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},
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group: "shashen_shuying_draw",
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subSkill: {
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draw: {
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trigger: { source: "damageEnd" },
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filter(event, player) {
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return event.card?.name == "sha";
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},
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async content(event, trigger, player) {
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await player.draw(3);
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},
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},
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},
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ai: {
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respondSha: true,
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skillTagFilter(player) {
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return player.countCards("h") > 0;
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},
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order: 4,
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},
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},
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wuan_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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forced: true,
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mod: {
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cardUsable(card, player, num) {
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if (card.name == "sha") return num + 3;
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},
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},
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trigger: { source: "damageBegin1" },
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filter(event, player) {
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return event.card?.name == "sha";
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},
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async content(event, trigger, player) {
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trigger.num++;
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},
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},
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//盘古
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shenqu_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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trigger: { player: "damageEnd" },
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forced: true,
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filter(event, player) {
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return player.countCards("h", card => get.color(card) == "red") > 0;
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},
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async content(event, trigger, player) {
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const cards = player.getCards("h", card => get.color(card) == "red");
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await player.lose(cards, ui.cardPile, "insert");
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await player.draw(cards.length);
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},
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},
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lieben_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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trigger: { player: "useCardToPlayered" },
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forced: true,
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filter(event, player) {
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return event.card.name == "sha" && ui.cardPile.lastChild;
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},
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async content(event, trigger, player) {
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const judge = player.judge(card => get.color(card) == "red" ? 2 : -1);
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judge.directresult = ui.cardPile.lastChild;
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judge.judge2 = result => result.bool;
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const result = await judge.forResult();
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if (result.bool) {
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trigger.getParent().addCount = false;
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trigger.getParent().baseDamage++;
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}
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},
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},
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yinjiang_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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trigger: { player: "drawEnd" },
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forced: true,
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filter(event, player) {
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return player.isPhaseUsing() && !player.hasSkill("yinjiang_shuying_disabled") && ui.cardPile.lastChild;
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},
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async content(event, trigger, player) {
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const card = ui.cardPile.lastChild;
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await player.gain(card, "gain2");
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if (get.color(card) == "red") {
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let count = 0;
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for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
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player.line(target);
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await target.damage(player);
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count++;
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}
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player.storage.yinjiang_shuying_count = (player.storage.yinjiang_shuying_count || 0) + count;
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if (player.storage.yinjiang_shuying_count >= 2) player.addTempSkill("yinjiang_shuying_disabled", { player: "phaseUseEnd" });
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}
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},
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group: "yinjiang_shuying_clear",
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subSkill: {
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clear: {
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trigger: { player: "phaseUseEnd" },
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silent: true,
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async content(event, trigger, player) {
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delete player.storage.yinjiang_shuying_count;
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},
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},
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disabled: { charlotte: true },
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},
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},
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zhuri_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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forced: true,
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group: ["zhuri_shuying_draw", "zhuri_shuying_bottom"],
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subSkill: {
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draw: {
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trigger: { player: "useCard" },
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forced: true,
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filter(event, player) {
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return get.color(event.card) == "red";
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},
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async content(event, trigger, player) {
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await player.draw();
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},
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},
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bottom: {
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trigger: { global: "useCardAfter" },
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forced: true,
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filter(event, player) {
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return event.targets?.includes(player) && (event.card.name == "sha" || get.type(event.card) == "trick") && event.cards?.filterInD("d").length;
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},
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async content(event, trigger, player) {
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const cards = trigger.cards.filterInD("d");
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game.log(cards, "被置于牌堆底");
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for (const card of cards) ui.cardPile.appendChild(card);
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},
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},
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},
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},
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//少昊 over
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baiyi_shuying: {
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mode: ["boss"],
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trigger: { global: "phaseBegin" },
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forced: true,
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logTarget: "player",
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filter(event, player) {
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return (
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game.roundNumber < 7 &&
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event.player?.isIn() &&
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player.getEnemies(null, false).includes(event.player)
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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 target = trigger.player;
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player.line(target);
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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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if (game.roundNumber < 3 && target.countGainableCards(player, "he") > 0) {
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const cards = target.getCards("he").randomGets(Math.min(num, target.countCards("he")));
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await player.gain(cards, target, "giveAuto");
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}
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if (game.roundNumber < 5 && target.isIn()) {
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await target.damage(num, "thunder", player);
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}
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if (game.roundNumber < 7 && target.isIn()) {
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const cards = target
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.getCards("he")
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.filter(card => lib.filter.cardDiscardable(card, target, "baiyi_shuying"))
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.randomGets(num);
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if (cards.length) {
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await target.discard(cards);
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}
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}
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},
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ai: {
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threaten: 3,
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},
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},
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shenen_shuying: {
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mode: ["boss"],
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forced: true,
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global: "shenen_shuying_global",
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subSkill: {
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global: {
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mod: {
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targetInRange(card, player, target) {
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const owner = game.findPlayer(current => current.hasSkill("shenen_shuying"));
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if (owner && !owner.getEnemies(null, false).includes(player)) return true;
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},
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},
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},
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},
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ai: {
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threaten: 1.5,
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},
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},
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//玄女 over
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xuanlie_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
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trigger: { player: "phaseJieshuBegin" },
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forced: true,
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locked: true,
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filter(event, player) {
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return game.hasPlayer(current => {
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return (
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current.isIn() &&
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player.getEnemies(null, false).includes(current) &&
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player.getHistory("gain", evt => evt.getl?.(current)?.cards2?.length).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 targets = game.filterPlayer(current => {
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return (
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current.isIn() &&
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player.getEnemies(null, false).includes(current) &&
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player.getHistory("gain", evt => evt.getl?.(current)?.cards2?.length).length
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);
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});
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let num = 2;
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if (getTianshuDifficulty() == "normal") num = 1;
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for (const target of targets) {
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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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ai: {
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threaten: 2,
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},
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},
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jiutian_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
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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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return player.getEnemies(null, false).some(target => target.isIn() && target.countGainableCards(player, "h") > 0);
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},
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async content(event, trigger, player) {
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let num = 2;
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const difficulty = getTianshuDifficulty();
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if (difficulty == "normal") num = 1;
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const targets = player.getEnemies(null, false).filter(target => target.isIn() && target.countGainableCards(player, "h") > 0);
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const gained = [];
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for (const target of targets) {
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const cards = target.getCards("h").randomGets(Math.min(num, target.countCards("h")));
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if (cards.length) {
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player.line(target);
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await player.gain(cards, target, "giveAuto");
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gained.addArray(cards);
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}
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}
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if (!gained.length) return;
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const colors = gained.map(card => get.color(card, player)).unique();
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const suits = gained.map(card => get.suit(card, player)).unique();
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if (colors.length >= 2) {
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for (const target of targets) {
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if (!target.isIn()) continue;
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player.line(target);
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target.damage(1, player);
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}
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}
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if (difficulty == "nightmare" && suits.length >= 4) {
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for (const target of targets) {
|
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if (!target.isIn()) continue;
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player.line(target);
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await target.loseHp();
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}
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}
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},
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ai: {
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threaten: 3,
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},
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},
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dishi_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
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trigger: { player: "useCard2" },
|
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filter(event, player) {
|
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if (!event.targets?.length) return false;
|
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if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
|
||||
|
||||
const info = get.info(event.card);
|
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if (event.targets.length == 1) {
|
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if (info.allowMultiple == false || info.multitarget) return false;
|
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return game.hasPlayer(current => {
|
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return (
|
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!event.targets.includes(current) &&
|
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lib.filter.targetEnabled2(event.card, player, current) &&
|
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lib.filter.targetInRange(event.card, player, current)
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
return event.targets.length > 1;
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},
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async cost(event, trigger, player) {
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if (trigger.targets.length == 1) {
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event.result = await player
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.chooseTarget(get.prompt(event.skill), `为${get.translation(trigger.card)}增加一个目标`, (card, player, target) => {
|
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const trigger = get.event().getTrigger();
|
||||
return (
|
||||
!trigger.targets.includes(target) &&
|
||||
lib.filter.targetEnabled2(trigger.card, player, target) &&
|
||||
lib.filter.targetInRange(trigger.card, player, target)
|
||||
);
|
||||
})
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
const trigger = get.event().getTrigger();
|
||||
const effect = get.effect(target, trigger.card, player, player);
|
||||
if (player.getEnemies(null, false).includes(target)) return effect;
|
||||
return Math.min(0, effect);
|
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})
|
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.forResult();
|
||||
}
|
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else {
|
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event.result = await player
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.chooseTarget(get.prompt(event.skill), `令${get.translation(trigger.card)}减少一个目标`, (card, player, target) => {
|
||||
return get.event().getTrigger().targets.includes(target);
|
||||
})
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
const trigger = get.event().getTrigger();
|
||||
return -get.effect(target, trigger.card, player, player);
|
||||
})
|
||||
.forResult();
|
||||
}
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = event.targets[0];
|
||||
player.line(target);
|
||||
|
||||
if (trigger.targets.includes(target)) {
|
||||
trigger.targets.remove(target);
|
||||
game.log(target, "不再是", trigger.card, "的目标");
|
||||
}
|
||||
else {
|
||||
trigger.targets.add(target);
|
||||
game.log(target, "成为了", trigger.card, "的额外目标");
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.6,
|
||||
},
|
||||
},
|
||||
|
||||
//旱魃
|
||||
xinji_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
|
||||
trigger: { global: "loseAfter" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return (
|
||||
_status.currentPhase &&
|
||||
_status.currentPhase.isIn() &&
|
||||
event.player?.isIn() &&
|
||||
event.player != _status.currentPhase &&
|
||||
!player.getEnemies(null, false).includes(event.player) &&
|
||||
event.type == "discard" &&
|
||||
event.cards2?.some(card => get.position(card, true) == "d" && event.hs?.includes(card))
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
const num = difficulty == "nightmare" ? 2 : 1;
|
||||
const target = _status.currentPhase;
|
||||
player.line(target);
|
||||
await target.damage(num, player);
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.6,
|
||||
},
|
||||
},
|
||||
zhiri_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
|
||||
trigger: { global: "useCardToPlayered" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.isFirstTarget &&
|
||||
event.player?.isIn() &&
|
||||
player.getEnemies(null, false).includes(event.player) &&
|
||||
get.type2(event.card) == "trick" &&
|
||||
get.color(event.card) == "red"
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let num = 1;
|
||||
const difficulty = getTianshuDifficulty();
|
||||
if (difficulty == "hard") {
|
||||
num = 2;
|
||||
} else if (difficulty == "nightmare") {
|
||||
num = 3;
|
||||
}
|
||||
|
||||
await player.draw(num);
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.4,
|
||||
},
|
||||
},
|
||||
fenshi_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
const num = player.countCards("h") - player.hp;
|
||||
if (num < 0) return true;
|
||||
if (num > 0) return player.getEnemies(null, false).some(target => target.isIn());
|
||||
return false;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const num = player.countCards("h") - player.hp;
|
||||
|
||||
if (num < 0) {
|
||||
await player.draw(-num);
|
||||
return;
|
||||
}
|
||||
|
||||
const enemies = player.getEnemies(null, false).filter(target => target.isIn());
|
||||
const map = new Map();
|
||||
|
||||
for (let i = 0; i < num && enemies.length; i++) {
|
||||
const target = enemies.randomGet();
|
||||
map.set(target, (map.get(target) || 0) + 1);
|
||||
}
|
||||
|
||||
for (const [target, damage] of map) {
|
||||
if (!target.isIn()) continue;
|
||||
player.line(target);
|
||||
await target.damage(damage, player);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 2,
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
export default skills;
|
||||
Reference in New Issue
Block a user