public P_IzayoiMiku() : base("诱宵美九") { Sex = PSex.Female; Age = PAge.Industrial; Index = 28; Cost = 50; Tips = "定位:攻击\n" + "难度:简单\n" + "史实:轻小说《约会大作战》中女主角。龙胆寺女子学院学生,歌手,偶像。\n" + "攻略:\n【独奏】可以压制住全部的防御牌,既不能被闪避也不能被减伤,还无法通过【借尸还魂】、【走为上计】自救,一定程度上使得项羽、廉颇、屈原一类的自伤角色不敢铤而走险。贞德的【圣女】能够对【独奏】形成一定程度的克制。如果美九有【古锭刀】,则每一次过路费都触发【古锭刀】技能的效果,从而成为很强的火力点。新版美九的【独奏】无法触发花木兰的【枭姬】,但花木兰仍可以通过【易装】给她【古锭刀】来形成配合。\n美九的团队通常需要建一座城堡来发动【轮舞曲】。如果在未来大概率拿不到新的商业用地的情况下,即使是3级城堡,在【轮舞曲】之后也相当于免费升了2级的购物中心。"; NewGeneral = true; PSkill Solo = new PSkill("独奏"); SkillList.Add(Solo .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(Solo.Name) { IsLocked = false, Player = Player, Time = PTime.Injure.BeforeEmitInjure, AIPriority = 200, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return Player.Equals(InjureTag.FromPlayer) && InjureTag.Injure > 0 && InjureTag.ToPlayer != null && InjureTag.ToPlayer.Area.OwnerCardNumber > 0; }, AICondition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); PPlayer ToPlayer = InjureTag.ToPlayer; return ToPlayer.TeamIndex != Player.TeamIndex || (ToPlayer.General is P_Gabriel); }, Effect = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); PPlayerCardArea ToPlayerArea = InjureTag.ToPlayer.Area; Solo.AnnouceUseSkill(Player); Game.CardManager.MoveAll(ToPlayerArea.HandCardArea, ToPlayerArea.OutOfGameArea); // Game.CardManager.MoveAll(ToPlayerArea.EquipmentCardArea, ToPlayerArea.OutOfGameArea); Player.Tags.CreateTag(new PSoloTag()); } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(Solo.Name) { IsLocked = true, Player = Player, Time = PTime.Injure.EndSettle, AIPriority = 200, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return Player.Equals(InjureTag.FromPlayer) && InjureTag.Injure > 0 && InjureTag.ToPlayer != null && Player.Tags.ExistTag(PSoloTag.TagName); }, Effect = (PGame Game) => { Solo.AnnouceUseSkill(Player); PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); PPlayer ToPlayer = InjureTag.ToPlayer; Player.Tags.PopTag <PSoloTag>(PSoloTag.TagName); if (ToPlayer.IsAlive) { Game.CardManager.MoveAll(ToPlayer.Area.OutOfGameArea, ToPlayer.Area.HandCardArea); } else { Game.CardManager.MoveAll(ToPlayer.Area.OutOfGameArea, Player.Area.HandCardArea); PPlayer ExtraTarget = null; int ExtraInjure = PMath.Percent(InjureTag.Injure, 50); if (Player.IsAI) { ExtraTarget = PAiTargetChooser.InjureTarget(Game, Player, Player, PTrigger.Except(Player), ExtraInjure, Solo); } else { ExtraTarget = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, PTrigger.Except(Player), Solo.Name + "[造成" + ExtraInjure.ToString() + "点伤害]", true); } if (ExtraTarget != null) { Game.Injure(Player, ExtraTarget, ExtraInjure, Solo); } } } }); })); PSkill Rando = new PSkill("轮舞曲") { Initiative = true }; SkillList.Add(Rando .AnnounceGameOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(Rando.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 280, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(Rando.Name) && Game.Map.BlockList.Exists((PBlock Block) => Block.Lord != null && Block.IsBusinessLand); }, AICondition = (PGame Game) => { PBlock MaxHouseBlock = PMath.Max(Game.Map.BlockList.FindAll((PBlock Block) => Block.Lord != null && Block.IsBusinessLand && Block.Lord.TeamIndex == Player.TeamIndex && !Block.BusinessType.Equals(PBusinessType.ShoppingCenter)), (PBlock Block) => Block.HouseNumber, true).Key; if (MaxHouseBlock == null) { return false; } int ClubBonus = PMath.Percent(MaxHouseBlock.Price, 40) * Game.Enemies(Player).Count *MaxHouseBlock.HouseNumber; if (MaxHouseBlock.BusinessType.Equals(PBusinessType.Institute)) { ClubBonus -= 4000 * Game.Teammates(Player).Count; } int TeammateCardBonus = -2000 * PMath.Sum(Game.Teammates(Player, false).ConvertAll((PPlayer _Player) => Math.Min(2, _Player.Area.HandCardArea.CardNumber))); int EnemyCardBonus = 2000 * PMath.Sum(Game.Enemies(Player).ConvertAll((PPlayer _Player) => Math.Min(2, _Player.Area.HandCardArea.CardNumber))); int SumBonus = ClubBonus + TeammateCardBonus + EnemyCardBonus; return SumBonus >= 8000 * (1 + Game.Map.BlockList.FindAll((PBlock _Block) => _Block.IsBusinessLand && _Block.Lord == null).Count); }, Effect = (PGame Game) => { Rando.AnnouceUseSkill(Player); Game.Traverse((PPlayer _Player) => { if (_Player != Player) { for (int i = 0; i < 2; ++i) { if (_Player.Area.HandCardArea.CardNumber > 0) { Game.ThrowCard(_Player, _Player, true, false, false); } } } }, Player); PBlock Target = null; if (Player.IsAI) { PBlock MaxHouseBlock = PMath.Max(Game.Map.BlockList.FindAll((PBlock Block) => Block.Lord != null && Block.IsBusinessLand && Block.Lord.TeamIndex == Player.TeamIndex && !Block.BusinessType.Equals(PBusinessType.ShoppingCenter)), (PBlock Block) => Block.HouseNumber, true).Key; Target = MaxHouseBlock; } else { Target = PNetworkManager.NetworkServer.ChooseManager.AskToChooseBlock(Player, Rando.Name + "-选择一处商业用地", (PBlock Block) => Block.IsBusinessLand && Block.Lord != null); } Target.BusinessType = PBusinessType.Club; PNetworkManager.NetworkServer.TellClients(new PRefreshBlockBasicOrder(Target)); Rando.DeclareUse(Player); } }); })); }
public void ThrowAll(PPlayerCardArea Area) { ThrowAll(Area.HandCardArea); ThrowAll(Area.EquipmentCardArea); ThrowAll(Area.AmbushCardArea); }