给粉丝设计的技能1,将代码中的技能名三个字改成你自己起的技能名即可
skill={
enable:"phaseUse",
filterCard:function(card,player){
if(ui.selected.cards.length){
return get.suit(card)==get.suit(ui.selected.cards[0]);
}
var cards=player.getCards('hs');
for(var i=0;i<cards.length;i++){
if(card!=cards[i]){
if(get.suit(card)==get.suit(cards[i])) return true;
}
}
return false;
},
selectCard:2,
position:"hs",
viewAs:{
name:"sha",
},
selectTarget:[1,Infinity],
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
complexCard:true,
audio:"ext:江湖往事:true",
prompt:"将两张手牌当杀使用或打出",
check:function(card){
if(card.name=='sha') return 0;
return 5-get.value(card)
},
ai:{
respondSha:true,
skillTagFilter:function(player){
return player.countCards('hs')>=2;
},
yingbian:function(card,player,targets,viewer){
if(get.attitude(viewer,player)<=0) return 0;
var base=0,hit=false;
if(get.cardtag(card,'yingbian_hit')){
hit=true;
if(targets.filter(function(target){
return target.hasShan()&&get.attitude(viewer,target)<0&&get.damageEffect(target,player,viewer,get.nature(card))>0;
})) base+=5;
}
if(get.cardtag(card,'yingbian_all')){
if(game.hasPlayer(function(current){
return !targets.contains(current)&&lib.filter.targetEnabled2(card,player,current)&&get.effect(current,card,player,player)>0;
})) base+=5;
}
if(get.cardtag(card,'yingbian_damage')){
if(targets.filter(function(target){
return get.attitude(player,target)<0&&(hit||!target.mayHaveShan()||player.hasSkillTag('directHit_ai',true,{
target:target,
card:card,
},true))&&!target.hasSkillTag('filterDamage',null,{
player:player,
card:card,
jiu:true,
})
})) base+=5;
}
return base;
},
canLink:function(player,target,card){
if(!target.isLinked()&&!player.hasSkill('wutiesuolian_skill')) return false;
if(target.mayHaveShan()&&!player.hasSkillTag('directHit_ai',true,{
target:target,
card:card,
},true)) return false;
if(player.hasSkill('jueqing')||player.hasSkill('gangzhi')||target.hasSkill('gangzhi')) return false;
return true;
},
basic:{
useful:[5,3,1],
value:[5,3,1],
},
order:function(item,player){
if(player.hasSkillTag('presha',true,null,true)) return 10;
if(lib.linked.contains(get.nature(item))){
if(game.hasPlayer(function(current){
return current!=player&¤t.isLinked()&&player.canUse(item,current,null,true)&&get.effect(current,item,player,player)>0&&lib.card.sha.ai.canLink(player,current,item);
})&&game.countPlayer(function(current){
return current.isLinked()&&get.damageEffect(current,player,player,get.nature(item))>0;
})>1) return 3.1;
return 3;
}
return 3.05;
},
result:{
target:function(player,target,card,isLink){
var eff=function(){
if(!isLink&&player.hasSkill('jiu')){
if(!target.hasSkillTag('filterDamage',null,{
player:player,
card:card,
jiu:true,
})){
if(get.attitude(player,target)>0){
return -7;
}
else{
return -4;
}
}
return -0.5;
}
return -1.5;
}();
if(!isLink&&target.mayHaveShan()&&!player.hasSkillTag('directHit_ai',true,{
target:target,
card:card,
},true)) return eff/1.2;
return eff;
},
},
tag:{
respond:1,
respondShan:1,
damage:function(card){
if(card.nature=='poison') return;
return 1;
},
natureDamage:function(card){
if(card.nature) return 1;
},
fireDamage:function(card,nature){
if(card.nature=='fire') return 1;
},
thunderDamage:function(card,nature){
if(card.nature=='thunder') return 1;
},
poisonDamage:function(card,nature){
if(card.nature=='poison') return 1;
},
},
},
group:["技能名_1"],
subSkill:{
"1":{
popup:false,
silent:true,
firstDo:true,
trigger:{
player:"useCard1",
},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.addCount!==false&&event.cards&&
event.cards.length==2;
},
forced:true,
content:function(){
trigger.addCount=false;
if(player.stat[player.stat.length-1].card.sha>0){
player.stat[player.stat.length-1].card.sha--;
}
},
sub:true,
},
},
}

