noname/card/sp.js

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'use strict';
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game.import('card',function(lib,game,ui,get,ai,_status){
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return {
name:'sp',
connect:true,
card:{
jinchan:{
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audio:true,
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fullskin:true,
type:'trick',
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notarget:true,
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global:['g_jinchan','g_jinchan2'],
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content:function(){
var evt=event.getParent(3)._trigger;
if(evt.jinchan){
var type=get.type(evt.card,'trick');
if(type=='basic'||type=='trick'){
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evt.cancel();
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}
}
player.draw(2);
},
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ai:{
useful:function(){
var player=_status.event.player;
var nj=player.countCards('h','jinchan');
var num=player.getHandcardLimit();
if(nj>=num){
return 10;
}
if(nj==num-1){
return 6;
}
return 1;
},
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result:{
player:1
},
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value:5
}
},
qijia:{
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audio:true,
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fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
if(target.getEquip(5)){
return target.countCards('e')>1;
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}
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else{
return target.countCards('e')>0;
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}
},
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content:function(){
'step 0'
var e1=[],e2=[];
var he=target.getCards('he');
for(var i=0;i<he.length;i++){
if(get.type(he[i])=='equip'){
var subtype=get.subtype(he[i]);
if(subtype=='equip1'||subtype=='equip4'){
e1.push(he[i]);
}
else if(subtype=='equip2'||subtype=='equip3'){
e2.push(he[i]);
}
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}
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}
if(e1.length&&e2.length){
var choice=0;
if(e1.length>e2.length||(target.hp>=3&&Math.random()<0.3)){
choice=1;
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}
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event.e1=e1;
event.e2=e2;
target.chooseControl(choice).set('choiceList',['弃置'+get.translation(e1),'弃置'+get.translation(e2)]);
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}
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else{
if(e1.length){
target.discard(e1);
}
else if(e2.length){
target.discard(e2);
}
event.finish();
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}
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'step 1'
if(result.index==0){
target.discard(event.e1);
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}
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else{
target.discard(event.e2);
}
},
ai:{
order:9.01,
useful:1,
value:5,
result:{
target:function(player,target){
var num1=0,num2=0;
for(var i=1;i<=4;i++){
var card=target.getEquip(i);
if(card){
if(i==1||i==4){
num1+=get.equipValue(card);
}
else{
num2+=get.equipValue(card);
}
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}
}
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var num;
if(num1==0){
num=num2;
}
else if(num2==0){
num=num1;
}
else{
num=Math.min(num1,num2);
}
if(num>0){
return -0.8-num/10;
}
else{
return 0;
}
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}
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},
tag:{
loseCard:1,
discard:1
}
}
},
fulei:{
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audio:true,
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fullskin:true,
type:'delay',
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cardnature:'thunder',
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modTarget:function(card,player,target){
return lib.filter.judge(card,player,target);
},
enable:function(card,player){
return player.canAddJudge(card);
},
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player==target);
},
selectTarget:[-1,-1],
judge:function(card){
if(get.suit(card)=='spade') return -6;
return 0;
},
effect:function(){
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'step 0'
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if(result.bool==false){
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if(!card.storage.fulei){
card.storage.fulei=1;
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}
else{
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card.storage.fulei++;
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}
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player.damage(card.storage.fulei,'thunder','nosource');
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}
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'step 1'
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player.addJudgeNext(card);
},
cancel:function(){
player.addJudgeNext(card);
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},
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ai:{
basic:{
order:1,
useful:0,
value:0,
},
result:{
target:function(player,target){
return lib.card.shandian.ai.result.target(player,target);
}
},
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}
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},
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qibaodao:{
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audio:true,
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fullskin:true,
type:'equip',
subtype:'equip1',
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skills:['qibaodao','qibaodao2'],
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distance:{attackFrom:-1},
ai:{
equipValue:function(card,player){
if(game.hasPlayer(function(current){
return player.canUse('sha',current)&&current.isHealthy()&&get.attitude(player,current)<0;
})){
return 5;
}
return 3;
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},
basic:{
equipValue:5
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}
},
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},
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zhungangshuo:{
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audio:true,
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fullskin:true,
type:'equip',
subtype:'equip1',
skills:['zhungangshuo'],
distance:{attackFrom:-2},
ai:{
equipValue:4
},
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},
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lanyinjia:{
fullskin:true,
type:'equip',
subtype:'equip2',
skills:['lanyinjia','lanyinjia2'],
ai:{
equipValue:6
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}
},
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yinyueqiang:{
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audio:true,
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fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4
}
},
skills:['yinyueqiang']
},
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du:{
type:'basic',
fullskin:true,
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toself:true,
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ai:{
value:-5,
useful:6,
result:{
player:function(player,target){
if(player.hasSkillTag('usedu')) return 5;
return -1;
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}
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},
order:7.5
},
enable:true,
modTarget:true,
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global:'g_du',
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filterTarget:function(card,player,target){
return target==player;
},
delay:false,
content:function(){},
selectTarget:-1
},
shengdong:{
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audio:true,
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fullskin:true,
enable:function(){
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return game.countPlayer()>2;
},
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chongzhu:function(){
return game.countPlayer()<=2;
},
singleCard:true,
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type:'trick',
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selectTarget:2,
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complexTarget:true,
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multitarget:true,
targetprompt:['给一张牌','得两张牌'],
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
'step 0'
if(!player.countCards('h')){
event.finish();
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}
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else{
event.target1=target;
event.target2=event.addedTarget;
player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
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}
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'step 1'
player.$giveAuto(result.cards,event.target1);
event.target1.gain(result.cards,player);
'step 2'
if(!event.target1.countCards('h')){
event.finish();
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}
else{
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var he=event.target1.getCards('he');
if(he.length<=2){
event.directresult=he;
}
else{
event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true);
}
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}
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'step 3'
if(!event.directresult){
event.directresult=result.cards;
}
event.target1.$giveAuto(event.directresult,event.target2);
event.target2.gain(event.directresult,event.target1);
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},
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ai:{
order:2.5,
value:[4,1],
useful:1,
wuxie:function(){
return 0;
},
result:{
target:function(player,target){
var ok=false;
var hs=player.getCards('h');
if(hs.length<=1) return 0;
for(var i=0;i<hs.length;i++){
if(get.value(hs[i])<=5){
ok=true;
break;
}
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}
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if(!ok) return 0;
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if(ui.selected.targets.length==1){
if(target.hasSkillTag('nogain')) return 0;
return 2;
}
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if(target.countCards('he')==0) return 0;
if(player.hasFriend()) return -1;
return 0;
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}
}
}
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},
zengbin:{
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audio:true,
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fullskin:true,
enable:true,
type:'trick',
filterTarget:true,
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content:function(){
'step 0'
target.draw(3);
'step 1'
if(target.countCards('he',{type:'basic'})<target.countCards('he')){
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target.chooseToDiscard('增兵减灶','he',function(card){
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return get.type(card)!='basic';
}).set('ai',function(card){
if(_status.event.goon) return 8-get.value(card);
return 11-get.value(card);
}).set('goon',target.countCards('h',function(card){
return get.value(card,target,'raw')<8;
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})>1).set('prompt2','弃置一张非基本牌,或取消并弃置两张牌');
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event.more=true;
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}
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else{
target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
}
'step 2'
if(event.more&&!result.bool){
target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
}
},
ai:{
order:7,
useful:4,
value:10,
tag:{
draw:2
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},
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result:{
target:function(player,target){
if(target.hasJudge('lebu')) return 0;
return Math.max(1,2-target.countCards('h')/10);
}
}
}
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},
caomu:{
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audio:true,
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fullskin:true,
enable:true,
type:'delay',
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filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
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},
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judge:function(card){
if(get.suit(card)=='club') return 0;
return -3;
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},
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effect:function(){
if(result.bool==false){
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player.addTempSkill('caomu_skill');
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}
},
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ai:{
basic:{
order:1,
useful:1,
value:4.5,
},
result:{
player:function(player,target){
return game.countPlayer(function(current){
if(get.distance(target,current)<=1&&current!=target){
var att=get.attitude(player,current);
if(att>3){
return 1.1;
}
else if(att>0){
return 1;
}
else if(att<-3){
return -1.1;
}
else if(att<0){
return -1;
}
}
});
},
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target:function(player,target){
if(target.hasJudge('bingliang')) return 0;
return -1.5/Math.sqrt(target.countCards('h')+1);
}
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},
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}
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}
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},
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skill:{
lanyinjia:{
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equipSkill:true,
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enable:['chooseToUse','chooseToRespond'],
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filterCard:true,
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.countCards('h')) return false;
},
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prompt:'将一张手牌当闪使用或打出',
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check:function(card){
return 6-get.value(card);
},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.countCards('h')) return false;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0&&target.countCards('h')) return 0.59
}
},
order:4,
useful:-0.5,
value:-0.5
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}
},
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lanyinjia2:{
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equipSkill:true,
trigger:{player:'damageBegin4'},
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forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.getEquip('lanyinjia');
},
content:function(){
var card=player.getEquip('lanyinjia');
if(card){
player.discard(card);
}
},
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},
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zhungangshuo:{
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equipSkill:true,
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trigger:{player:'useCardToPlayered'},
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logTarget:'target',
filter:function(event,player){
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return event.card.name=='sha'&&(event.player.countCards('h')||player.countCards('h'));
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},
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check:function(event,player){
var target=event.target;
if(get.attitude(player,target)>=0) return false;
if(player.hasCard(function(card){
return get.value(card)>=8;
})){
return false;
}
var n1=event.target.countCards('h');
return n1>0&&n1<=player.countCards('h');
},
content:function(){
'step 0'
game.delayx();
'step 1'
trigger.target.discardPlayerCard('h',player,true);
'step 2'
player.discardPlayerCard('h',trigger.target,true);
}
},
qibaodao:{
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equipSkill:true,
trigger:{source:'damageBegin1'},
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forced:true,
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.isHealthy();
},
content:function(){
trigger.num++;
},
ai:{
effect:{
player:function(card,player,target){
if(card.name=='sha'&&target.isHealthy()&&get.attitude(player,target)>0){
return [1,-2];
}
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}
}
}
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},
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qibaodao2:{
inherit:'qinggang_skill',
},
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g_jinchan:{
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cardSkill:true,
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trigger:{target:'useCardToBefore'},
forced:true,
popup:false,
filter:function(event,player){
if(event.player==player) return false;
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if(event.getParent().directHit.contains(player)) return false;
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var num=player.countCards('h','jinchan');
return num&&num==player.countCards('h');
},
content:function(){
'step 0'
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player.chooseToUse({name:'jinchan'},'是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
return _status.event.bool;
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}).set('bool',-get.effect(player,trigger.card,trigger.player,player)).set('respondTo',[trigger.player,trigger.card]);
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trigger.jinchan=true;
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'step 1'
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delete trigger.jinchan;
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}
},
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g_jinchan2:{
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trigger:{player:'discardAfter'},
forced:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='jinchan') return true;
}
return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='jinchan') num++;
}
if(num){
player.draw(num);
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}
}
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},
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yinyueqiang:{
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equipSkill:true,
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trigger:{player:['useCard','respondAfter']},
direct:true,
filter:function(event,player){
if(_status.currentPhase==player) return false;
if(!event.cards) return false;
if(event.cards.length!=1) return false;
if(lib.filter.autoRespondSha.call({player:player})) return false;
return get.color(event.cards[0])=='black';
},
content:function(){
'step 0'
var next=player.chooseToUse(get.prompt('yinyueqiang'),{name:'sha'});
next.aidelay=true;
next.logSkill='yinyueqiang';
next.noButton=true;
'step 1'
if(result.bool){
game.delay();
}
}
},
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g_du:{
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cardSkill:true,
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trigger:{player:'loseEnd'},
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popup:false,
forced:true,
filter:function(event,player){
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if(!event.visible) return false;
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if(player.hasSkillTag('nodu')) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].name=='du'&&event.cards[i].original=='h') return true;
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}
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}
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return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
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if(trigger.cards[i].name=='du'&&trigger.cards[i].original=='h') num++;
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}
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if(trigger.getParent().name!='useCard'||trigger.getParent().card.name!='du') player.popup('毒','wood');
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player.loseHp(num).type='du';
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},
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},
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caomu_skill:{
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cardSkill:true,
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unique:true,
trigger:{player:'phaseDrawBegin'},
silent:true,
content:function(){
trigger.num--;
},
group:'caomu_skill2'
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},
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caomu_skill2:{
trigger:{player:'phaseDrawAfter'},
silent:true,
content:function(){
var targets=game.filterPlayer(function(current){
return get.distance(player,current)<=1&&player!=current;
});
if(targets.length){
game.asyncDraw(targets);
}
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}
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}
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},
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translate:{
qijia:'弃甲曳兵',
qijia_info:'出牌阶段对一名装备区里有牌的其他角色使用。该角色选择一项1.弃置手牌区和装备区里所有的武器和-1坐骑2.弃置手牌区和装备区里所有的防具和+1坐骑。',
jinchan:'金蝉脱壳',
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g_jinchan2:'金蝉脱壳',
g_jinchan2_info:'当你因弃置而失去【金蝉脱壳】时,你摸一张牌',
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jinchan_info:'当你成为其他角色使用牌的目标时,若你的手牌里只有【金蝉脱壳】,使目标锦囊牌或基本牌对你无效,你摸两张牌。当你因弃置而失去【金蝉脱壳】时,你摸一张牌。',
fulei:'浮雷',
fulei_info:'出牌阶段对你使用。将【浮雷】放置于你的判定区里若判定结果为黑桃则目标角色受到X点雷电伤害X为此锦囊判定结果为黑桃的次数。判定完成后将此牌移动到下家的判定区里。',
qibaodao:'七宝刀',
qibaodao_info:'攻击范围2锁定技你使用【杀】无视目标防具若目标角色未损失体力值此【杀】伤害+1',
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qibaodao2:'七宝刀',
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zhungangshuo:'衠钢槊',
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zhungangshuo_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置你的一张手牌,然后你弃置其一张手牌',
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lanyinjia:'烂银甲',
lanyinjia_info:'你可以将一张手牌当做【闪】使用或打出。锁定技,【烂银甲】不会无效化;当你受到【杀】造成的伤害时,弃置【烂银甲】。',
yinyueqiang:'银月枪',
yinyueqiang_info:'你的回合外,每当你使用或打出了一张黑色手牌(若为使用则在它结算之前),你可以立即对你攻击范围内的任意一名角色使用一张【杀】',
du:'毒',
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du_info:'当此牌正面朝上离开你的手牌区时,你失去一点体力',
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shengdong:'声东击西',
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shengdong_info:'出牌阶段对一名其他角色使用。你交给目标角色一张手牌若如此做其将两张牌交给另一名由你选择的其他角色不足则全给存活角色不超过2时可重铸',
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zengbin:'增兵减灶',
zengbin_info:'出牌阶段对一名角色使用。目标角色摸三张牌然后选择一项1.弃置一张非基本牌2.弃置两张牌',
caomu:'草木皆兵',
caomu_info:'出牌阶段对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里若判定结果不为梅花摸牌阶段目标角色少摸一张牌摸牌阶段结束时与其距离为1的角色各摸一张牌',
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},
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list:[
['spade',1,'caomu'],
['club',3,'caomu'],
['heart',12,'shengdong',],
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['club',9,'shengdong'],
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['spade',9,'shengdong'],
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['diamond',4,'zengbin'],
['heart',6,'zengbin'],
['spade',7,'zengbin'],
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['spade',3,'du'],
['spade',9,'du'],
['club',3,'du'],
['club',9,'du'],
['diamond',5,'du'],
['diamond',9,'du'],
['diamond',12,'yinyueqiang'],
["spade",11,'jinchan'],
["club",12,'jinchan'],
["club",13,'jinchan'],
["club",12,'qijia'],
["club",13,'qijia'],
["spade",1,'fulei','thunder'],
["spade",6,'qibaodao'],
["spade",5,'zhungangshuo'],
["spade",2,'lanyinjia'],
["club",2,'lanyinjia'],
],
};
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});