fk.ai_card.thunder__slash = fk.ai_card.slash fk.ai_use_play.thunder__slash = fk.ai_use_play.slash fk.ai_card.fire__slash = fk.ai_card.slash fk.ai_use_play.fire__slash = fk.ai_use_play.slash fk.ai_card.analeptic = { intention = 60, -- 身份值 value = 5, -- 卡牌价值 priority = 3 -- 使用优先值 } fk.ai_use_play.analeptic = function(self, card) local cards = table.map(self.player:getCardIds("&he"), function(id) return Fk:getCardById(id) end) self:sortValue(cards) for _, sth in ipairs(self:getActives("slash")) do local slash = nil if sth:isInstanceOf(Card) then if sth.skill:canUse(self.player, sth) and not self.player:prohibitUse(sth) then slash = sth end else local selected = {} for _, c in ipairs(cards) do if sth:cardFilter(c.id, selected) then table.insert(selected, c.id) end end local tc = sth:viewAs(selected) if tc and tc:matchPattern("slash") and tc.skill:canUse(self.player, tc) and not self.player:prohibitUse(tc) then slash = tc end end if slash then fk.ai_use_play.slash(self, slash) if self.use_id then self.use_id = card.id self.use_tos = {} break end end end end fk.ai_card.iron_chain = { intention = function(self, card, from) if self.player.chained then return -80 end return 80 end, -- 身份值 value = 2, -- 卡牌价值 priority = 3 -- 使用优先值 } fk.ai_use_play.iron_chain = function(self, card) for _, p in ipairs(self.friends) do if card.skill:targetFilter(p.id, self.use_tos, {}, card) and p.chained then table.insert(self.use_tos, p.id) end end self:sort(self.enemies) for _, p in ipairs(self.enemies) do if card.skill:targetFilter(p.id, self.use_tos, {}, card) and not p.chained then table.insert(self.use_tos, p.id) end end if #self.use_tos < 2 then self.use_tos = {} else self.use_id = card.id end end fk.ai_use_play.recast = function(self, card) if self.command == "PlayCard" then self.use_id = card.id self.special_skill = "recast" end end fk.ai_card.fire_attack = { intention = 90, -- 身份值 value = 3, -- 卡牌价值 priority = 4 -- 使用优先值 } fk.ai_use_play.fire_attack = function(self, card) self:sort(self.enemies) for _, p in ipairs(self.enemies) do if card.skill:targetFilter(p.id, self.use_tos, {}, card) and #self.player:getCardIds("h") > 2 then self.use_id = card.id table.insert(self.use_tos, p.id) end end end fk.ai_dis_card.fire_attack_skill = function(self, min_num, num, include_equip, cancelable, pattern, prompt) local use = self:eventData("UseCard") for _, p in ipairs(TargetGroup:getRealTargets(use.tos)) do if self:isEnemie(p) then local cards = table.map(self.player:getCardIds("h"), function(id) return Fk:getCardById(id) end) local exp = Exppattern:Parse(pattern) cards = table.filter(cards, function(c) return exp:match(c) end) if #cards > 0 then self:sortValue(cards) return { cards[1].id } end end end end fk.ai_nullification.fire_attack = function(self, card, to, from, positive) if positive then if self:isFriend(to) and #to:getCardIds("h") > 0 and #from:getCardIds("h") > 0 then if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then self.use_id = self.avail_cards[1] end end else if self:isEnemie(to) and #to:getCardIds("h") > 0 and #from:getCardIds("h") > 1 then if #self.avail_cards > 1 or self:isWeak(to) then self.use_id = self.avail_cards[1] end end end end fk.ai_card.fire_attack = { intention = 120, -- 身份值 value = 2, -- 卡牌价值 priority = 2 -- 使用优先值 } fk.ai_use_play.supply_shortage = function(self, card) self:sort(self.enemies) for _, p in ipairs(self.enemies) do if card.skill:targetFilter(p.id, self.use_tos, {}, card) and not p.chained then self.use_id = card.id table.insert(self.use_tos, p.id) end end end fk.ai_nullification.supply_shortage = function(self, card, to, from, positive) if positive then if self:isFriend(to) then if #self.avail_cards > 1 or self:isWeak(to) or to.id == self.player.id then self.use_id = self.avail_cards[1] end end else if self:isEnemie(to) then if #self.avail_cards > 1 or self:isWeak(to) then self.use_id = self.avail_cards[1] end end end end fk.ai_card.supply_shortage = { intention = 130, -- 身份值 value = 2, -- 卡牌价值 priority = 1 -- 使用优先值 } fk.ai_skill_invoke["#fan_skill"] = function(self) local use = self:eventData("UseCard") for _, p in ipairs(TargetGroup:getRealTargets(use.tos)) do if not self:isFriend(p) then return true end end end