'use strict'; game.import('card',function(lib,game,ui,get,ai,_status){ return { name:'sp', connect:true, card:{ jinchan:{ audio:true, fullskin:true, wuxieable:true, type:'trick', notarget:true, global:['g_jinchan','g_jinchan2'], content:function(){ var evt=event.getParent(3)._trigger; if(evt.jinchan){ var type=get.type(evt.card,'trick'); if(type=='basic'||type=='trick'){ evt.neutralize(); } } player.draw(2); }, 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; }, result:{ player:1 }, value:5 } }, qijia:{ audio:true, fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ if(target==player) return false; if(target.getEquips(5).length){ return target.countCards('e')>1; } else{ return target.countCards('e')>0; } }, content:function(){ 'step 0' var e1=[],e2=[]; var he=target.getCards('he'); for(var i=0;ie2.length||(target.hp>=3&&Math.random()<0.3)){ choice=1; } event.e1=e1; event.e2=e2; target.chooseControl(choice).set('choiceList',['弃置'+get.translation(e1),'弃置'+get.translation(e2)]); } else{ if(e1.length){ target.discard(e1); } else if(e2.length){ target.discard(e2); } event.finish(); } 'step 1' if(result.index==0){ target.discard(event.e1); } 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); } } } 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; } } }, tag:{ loseCard:1, discard:1 } } }, fulei:{ audio:true, fullskin:true, type:'delay', cardnature:'thunder', 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], toself:true, judge:function(card){ if(get.suit(card)=='spade') return -6; return 6; }, judge2:function(result){ if(result.bool==false) return true; return false; }, cardPrompt:function(card){ var str='出牌阶段,对你使用。你将【浮雷】置入判定区。若判定结果为♠,则目标角色受到X点雷电伤害(X为此牌判定结果为♠的次数)。判定完成后,将此牌移动到下家的判定区里。'; if(card.storage&&card.storage.fulei) str+=('
此牌已判定命中过:'+card.storage.fulei+'次'); return str; }, effect:function(){ 'step 0' if(result.bool==false){ var card=cards[0]; if(card){ if(!card.storage.fulei){ card.storage.fulei=1; } else{ card.storage.fulei++; } player.damage(card.storage.fulei,'thunder','nosource'); } } 'step 1' player.addJudgeNext(card); }, cancel:function(){ player.addJudgeNext(card); }, ai:{ basic:{ order:1, useful:0, value:0, }, result:{ target:function(player,target){ return lib.card.shandian.ai.result.target(player,target); } }, tag:{ damage:0.25, natureDamage:0.25, thunderDamage:0.25, } } }, qibaodao:{ audio:true, fullskin:true, type:'equip', subtype:'equip1', skills:['qibaodao','qibaodao2'], distance:{attackFrom:-1}, ai:{ equipValue:function(card,player){ if(game.hasPlayer(function(current){ return player.canUse('sha',current)&¤t.isHealthy()&&get.attitude(player,current)<0; })){ return 5; } return 3; }, basic:{ equipValue:5 } }, }, zhungangshuo:{ audio:true, fullskin:true, type:'equip', subtype:'equip1', skills:['zhungangshuo'], distance:{attackFrom:-2}, ai:{ equipValue:4 }, }, lanyinjia:{ fullskin:true, type:'equip', subtype:'equip2', skills:['lanyinjia','lanyinjia2'], ai:{ equipValue:6 } }, yinyueqiang:{ audio:true, fullskin:true, type:'equip', subtype:'equip1', distance:{attackFrom:-2}, ai:{ basic:{ equipValue:4 } }, skills:['yinyueqiang'] }, shengdong:{ audio:true, fullskin:true, enable:function(){ return game.countPlayer()>2; }, recastable:function(){ return game.countPlayer()<=2; }, singleCard:true, type:'trick', complexTarget:true, multitarget:true, targetprompt:['给一张牌','得两张牌'], filterTarget:function(card,player,target){ return target!==player; }, filterAddedTarget:function(card,player,target,preTarget){ return target!==preTarget&&target!==player; }, content:function(){ 'step 0' if(!player.countCards('h')){ event.finish(); } else{ event.target1=target; event.target2=event.addedTarget; player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true); } 'step 1' player.give(result.cards,event.target1); 'step 2' if(!event.target1.countCards('h')){ event.finish(); } else{ 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); } } 'step 3' if(!event.directresult){ event.directresult=result.cards; } event.target1.give(event.directresult,event.target2); }, ai:{ order:2.5, value:[4,1], useful:1, wuxie:function(){ return 0; }, result:{ target:function(player,target){ let hs=player.getCards('h'); if(hs.length<=1||!hs.some(i=>{ return get.value(i)<5.5; })) return 0; let targets=get.copy(ui.selected.targets); if(_status.event.preTarget) targets.add(_status.event.preTarget); if(targets.length){ if(target.hasSkillTag('nogain')) return 0.01; return 2; } if(!target.countCards('he')) return 0; if(player.hasFriend()) return -1; return 0; } } } }, zengbin:{ audio:true, fullskin:true, enable:true, type:'trick', filterTarget:true, content:function(){ 'step 0' target.draw(3); 'step 1' if(target.countCards('he',{type:'basic'})1).set('prompt2','弃置一张非基本牌,或取消并弃置两张牌'); event.more=true; } 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:3, discard:1 }, result:{ target:function(player,target){ if(target.hasJudge('lebu')) return 0; return Math.max(1,2-target.countCards('h')/10); } } } }, caomu:{ audio:true, fullskin:true, enable:true, type:'delay', filterTarget:function(card,player,target){ return (lib.filter.judge(card,player,target)&&player!=target); }, judge:function(card){ if(get.suit(card)=='club') return 1; return -3; }, judge2:function(result){ if(result.bool==false) return true; return false; }, effect:function(){ if(result.bool==false){ player.addTempSkill('caomu_skill'); } }, 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&¤t!=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; } } }); }, target:function(player,target){ if(target.hasJudge('bingliang')) return 0; return -1.5/Math.sqrt(target.countCards('h')+1); } }, } } }, skill:{ lanyinjia:{ equipSkill:true, enable:['chooseToUse','chooseToRespond'], filterCard:true, viewAs:{name:'shan'}, viewAsFilter:function(player){ if(!player.countCards('hs')) return false; }, position:'hs', prompt:'将一张手牌当闪使用或打出', check:function(card){ return 6-get.value(card); }, ai:{ respondShan:true, skillTagFilter:function(player){ if(!player.countCards('hs')) return false; }, effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')&¤t<0&&target.countCards('hs')) return 0.59 } }, order:4, useful:-0.5, value:-0.5 } }, lanyinjia2:{ equipSkill:true, trigger:{player:'damageBegin4'}, forced:true, filter:function(event,player){ return event.card&&event.card.name=='sha'&&player.getEquips('lanyinjia').length>0; }, content:function(){ var card=player.getEquips('lanyinjia'); if(card.length){ player.discard(card); } }, }, zhungangshuo:{ equipSkill:true, trigger:{player:'useCardToPlayered'}, logTarget:'target', filter:function(event,player){ return event.card.name=='sha'&&(event.player.countCards('h')||player.countCards('h')); }, 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:{ equipSkill:true, trigger:{source:'damageBegin1'}, 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]; } } } } }, qibaodao2:{ inherit:'qinggang_skill', audio:true, }, g_jinchan:{ cardSkill:true, trigger:{target:'useCardToBefore'}, forced:true, popup:false, filter:function(event,player){ if(event.player==player) return false; if(event.getParent().directHit.includes(player)) return false; var num=player.countCards('h','jinchan'); return num&&num==player.countCards('h'); }, content:function(){ 'step 0' player.chooseToUse('是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){ return _status.event.bool; }).set('bool',-get.effect(player,trigger.card,trigger.player,player)).set('respondTo',[trigger.player,trigger.card]).set('filterCard',function(card,player){ if(get.name(card)!='jinchan') return false; return lib.filter.cardEnabled(card,player,'forceEnable'); }); trigger.jinchan=true; 'step 1' delete trigger.jinchan; } }, g_jinchan2:{ trigger:{ player:'loseAfter', global:'loseAsyncAfter', }, forced:true, cardSkill:true, filter:function(event,player){ if(event.type!='discard') return false; var evt=event.getl(player); if(!evt||!evt.cards2||!evt.cards2.length) return false; for(var i of evt.cards2){ if(i.name=='jinchan') return true; } return false; }, content:function(){ var num=0,cards=trigger.getl(player).cards2; for(var i=0;i