363 lines
8.7 KiB
JavaScript
363 lines
8.7 KiB
JavaScript
import { lib, game, ui, get, ai, _status } from "../../noname.js";
|
|
|
|
const cards = {
|
|
changandajian_equip1: {
|
|
fullskin: true,
|
|
derivation: "shen_sunquan",
|
|
type: "equip",
|
|
subtype: "equip1",
|
|
distance: { attackFrom: -5 },
|
|
onLose() {
|
|
card.fix();
|
|
card.remove();
|
|
card.destroyed = true;
|
|
game.log(card, "被销毁了");
|
|
player.addTempSkill("changandajian_destroy");
|
|
},
|
|
ai: {
|
|
value(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
equipValue(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
basic: {
|
|
equipValue: 2,
|
|
},
|
|
},
|
|
},
|
|
changandajian_equip2: {
|
|
fullskin: true,
|
|
cardimage: "changandajian_equip1",
|
|
derivation: "shen_sunquan",
|
|
type: "equip",
|
|
subtype: "equip2",
|
|
onLose() {
|
|
card.fix();
|
|
card.remove();
|
|
card.destroyed = true;
|
|
game.log(card, "被销毁了");
|
|
player.addTempSkill("changandajian_destroy");
|
|
},
|
|
ai: {
|
|
value(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
equipValue(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
basic: {
|
|
equipValue: 2,
|
|
},
|
|
},
|
|
},
|
|
changandajian_equip3: {
|
|
fullskin: true,
|
|
cardimage: "changandajian_equip1",
|
|
derivation: "shen_sunquan",
|
|
type: "equip",
|
|
subtype: "equip3",
|
|
distance: { globalTo: 2 },
|
|
onLose() {
|
|
card.fix();
|
|
card.remove();
|
|
card.destroyed = true;
|
|
game.log(card, "被销毁了");
|
|
player.addTempSkill("changandajian_destroy");
|
|
},
|
|
ai: {
|
|
value(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
equipValue(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
basic: {
|
|
equipValue: 2,
|
|
},
|
|
},
|
|
},
|
|
changandajian_equip4: {
|
|
fullskin: true,
|
|
cardimage: "changandajian_equip1",
|
|
derivation: "shen_sunquan",
|
|
type: "equip",
|
|
subtype: "equip4",
|
|
distance: { globalFrom: -2 },
|
|
onLose() {
|
|
card.fix();
|
|
card.remove();
|
|
card.destroyed = true;
|
|
game.log(card, "被销毁了");
|
|
player.addTempSkill("changandajian_destroy");
|
|
},
|
|
ai: {
|
|
value(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
equipValue(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
basic: {
|
|
equipValue: 2,
|
|
},
|
|
},
|
|
},
|
|
changandajian_equip5: {
|
|
fullskin: true,
|
|
cardimage: "changandajian_equip1",
|
|
derivation: "shen_sunquan",
|
|
type: "equip",
|
|
subtype: "equip5",
|
|
skills: ["changandajian_equip5"],
|
|
onLose() {
|
|
card.fix();
|
|
card.remove();
|
|
card.destroyed = true;
|
|
game.log(card, "被销毁了");
|
|
player.addTempSkill("changandajian_destroy");
|
|
},
|
|
ai: {
|
|
value(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
equipValue(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
basic: {
|
|
equipValue: 2,
|
|
},
|
|
},
|
|
},
|
|
changandajian_equip6: {
|
|
fullskin: true,
|
|
cardimage: "changandajian_equip1",
|
|
derivation: "shen_sunquan",
|
|
type: "equip",
|
|
subtype: "equip6",
|
|
distance: { globalTo: 2, globalFrom: -2 },
|
|
onLose() {
|
|
card.fix();
|
|
card.remove();
|
|
card.destroyed = true;
|
|
game.log(card, "被销毁了");
|
|
player.addTempSkill("changandajian_destroy");
|
|
},
|
|
ai: {
|
|
value(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
equipValue(card, player) {
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
|
})
|
|
)
|
|
return 0;
|
|
return 8;
|
|
},
|
|
basic: {
|
|
equipValue: 2,
|
|
},
|
|
},
|
|
},
|
|
qizhengxiangsheng: {
|
|
enable: true,
|
|
type: "trick",
|
|
fullskin: true,
|
|
derivation: "shen_xunyu",
|
|
filterTarget: lib.filter.notMe,
|
|
content() {
|
|
"step 0";
|
|
if (!event.qizheng_name) {
|
|
if (player.isIn())
|
|
player
|
|
.chooseControl("奇兵", "正兵")
|
|
.set("prompt", "请选择" + get.translation(target) + "的标记")
|
|
.set(
|
|
"choice",
|
|
(function () {
|
|
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
|
var e2 = 0;
|
|
if (target.countGainableCards(player, "h") > 0 && !target.hasSkillTag("noh")) e2 = -1;
|
|
var es = target.getGainableCards(player, "e");
|
|
if (es.length)
|
|
e2 = Math.min(
|
|
e2,
|
|
(function () {
|
|
var max = 0;
|
|
for (var i of es) max = Math.max(max, get.value(i, target));
|
|
return -max / 4;
|
|
})()
|
|
);
|
|
if (Math.abs(e1 - e2) <= 0.3) return Math.random() < 0.5 ? "奇兵" : "正兵";
|
|
if (e1 < e2) return "奇兵";
|
|
return "正兵";
|
|
})()
|
|
)
|
|
.set("ai", function () {
|
|
return _status.event.choice;
|
|
});
|
|
else event.finish();
|
|
}
|
|
"step 1";
|
|
if (!event.qizheng_name && result && result.control) event.qizheng_name = result.control;
|
|
if (event.directHit) event._result = { bool: false };
|
|
else
|
|
target
|
|
.chooseToRespond("请打出一张杀或闪响应奇正相生", function (card, player) {
|
|
var name = get.name(card);
|
|
return name == "sha" || name == "shan";
|
|
})
|
|
.set("ai", function (card) {
|
|
if (_status.event.choice == "all") {
|
|
var rand = get.rand("qizhengxiangsheng");
|
|
if (rand > 0.5) return 0;
|
|
return 1 + Math.random();
|
|
}
|
|
if (get.name(card) == _status.event.choice) return get.order(card);
|
|
return 0;
|
|
})
|
|
.set(
|
|
"choice",
|
|
(function () {
|
|
if (target.hasSkillTag("useShan")) return "shan";
|
|
if (typeof event.qizheng_aibuff == "boolean") {
|
|
var shas = target.getCards("h", "sha"),
|
|
shans = target.getCards("h", "shan");
|
|
if (event.qizheng_aibuff) {
|
|
if (shas.length >= Math.max(1, shans.length)) return "shan";
|
|
if (shans.length > shas.length) return "sha";
|
|
return false;
|
|
}
|
|
if (!shas.length || !shans.length) return false;
|
|
}
|
|
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
|
var e2 = 0;
|
|
if (target.countGainableCards(player, "h") > 0 && !target.hasSkillTag("noh")) e2 = -1;
|
|
var es = target.getGainableCards(player, "e");
|
|
if (es.length)
|
|
e2 = Math.min(
|
|
e2,
|
|
(function () {
|
|
var max = 0;
|
|
for (var i of es) max = Math.max(max, get.value(i, target));
|
|
return -max / 4;
|
|
})()
|
|
);
|
|
if (e1 - e2 >= 0.3) return "shan";
|
|
if (e2 - e1 >= 0.3) return "sha";
|
|
return "all";
|
|
})()
|
|
);
|
|
"step 2";
|
|
var name = result.bool ? result.card.name : null,
|
|
require = event.qizheng_name;
|
|
if (require == "奇兵" && name != "sha") target.damage();
|
|
else if (require == "正兵" && name != "shan" && target.countGainableCards(player, "he") > 0) player.gainPlayerCard(target, true, "he");
|
|
},
|
|
ai: {
|
|
order: 5,
|
|
tag: {
|
|
damage: 0.5,
|
|
gain: 0.5,
|
|
loseCard: 1,
|
|
respondShan: 1,
|
|
respondSha: 1,
|
|
},
|
|
result: {
|
|
target(player, target) {
|
|
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
|
var e2 = 0;
|
|
if (target.countGainableCards(player, "h") > 0 && !target.hasSkillTag("noh")) e2 = -1;
|
|
var es = target.getGainableCards(player, "e");
|
|
if (es.length)
|
|
e2 = Math.min(
|
|
e2,
|
|
(function () {
|
|
var max = 0;
|
|
for (var i of es) max = Math.max(max, get.value(i, target));
|
|
return -max / 4;
|
|
})()
|
|
);
|
|
if (
|
|
game.hasPlayer(function (current) {
|
|
return current.hasSkill("tianzuo") && get.attitude(current, player) <= 0;
|
|
})
|
|
)
|
|
return Math.max(e1, e2);
|
|
return Math.min(e1, e2);
|
|
},
|
|
},
|
|
},
|
|
},
|
|
};
|
|
|
|
export default cards;
|