衰董卓

This commit is contained in:
Spmario233 2024-05-20 22:21:20 +08:00
parent a7ec681301
commit 01fa79b06f
6 changed files with 222 additions and 17 deletions

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@ -88,6 +88,12 @@ const characters = {
hp: 4,
skills: ["jsrgsaojian"],
},
jsrg_dongzhuo: {
sex: "male",
group: "qun",
hp: 4,
skills: ["jsrgguanshi", "jsrgcangxiong", "jsrgjiebing"],
},
};
export default characters;

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@ -3,6 +3,190 @@ import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//江山如故·衰
//董卓
jsrgguanshi: {
enable: "phaseUse",
usable: 1,
viewAs: { name: "huogong" },
viewAsFilter(player) {
return player.hasCard(card => get.name(card) === "sha", "hs");
},
filterCard(card) {
return get.name(card) === "sha";
},
selectTarget: [1, Infinity],
onuse(result, player) {
player.addTempSkill("jsrgguanshi_effect");
},
position: "hs",
//这个AI难写交给157了
check() {
return -1;
},
ai: {},
subSkill: {
effect: {
trigger: {
player: ["useCardToBefore", "useCardToAfter", "useCardToExcluded", "useCardToOmitted", "useCardToCancelled"],
},
forced: true,
charlotte: true,
popup: false,
firstDo: true,
priority: 100,
filter(event, player, name) {
if (event.type !== "card" || event.skill !== "jsrgguanshi") return false;
const isUnhurted = event.card.storage && event.card.storage.jsrgguanshi;
if (name === "useCardToBefore") return isUnhurted;
return (
!isUnhurted &&
event.target &&
!player.hasHistory("sourceDamage", evt => {
return evt.card === event.card && evt.getParent() === event;
})
);
},
async content(event, trigger, player) {
if (event.triggername === "useCardToBefore") {
trigger.setContent(lib.card.juedou.content);
} else {
const card = trigger.card;
if (!card.storage) card.storage = {};
card.storage.jsrgguanshi = true;
}
},
},
},
},
jsrgcangxiong: {
trigger: {
player: "loseAfter",
global: ["gainAfter", "loseAsyncAfter"],
},
getIndex(event, player, triggername) {
if (event.type === "discard") {
return event.getl(player).cards2 || [];
} else if (event.name === "gain") {
if (event.player === player) return;
const cardsGained = event.getg(event.player),
cardsLost = event.getl(player).cards2;
return cardsLost.filter(card => cardsGained.includes(card));
} else if (event.name === "loseAsync" && event.type === "gain") {
const cardsLost = event.getl(player).cards2;
if (!cardsLost.length) return [];
const cardsGained = [];
game.countPlayer2(
current => {
if (current !== player) cardsGained.addArray(event.getg(current));
},
null,
true
);
return cardsLost.filter(card => cardsGained.includes(card));
}
return [];
},
filter(event, player, name, card) {
if (player.isDisabledJudge()) return false;
if (event.type === "discard") return get.position(card, true) === "d";
else {
const owner = game.findPlayer2(
current => {
return current !== player && event.getg(current).includes(card);
},
null,
true
);
return owner.getCards("h").includes(card);
}
},
prompt2(event, player, name, card){
return `${get.translation(card)}作为蓄谋牌置入判定区${player.isPhaseUsing() ? ",然后摸一张牌。" : ""}`
},
async content(event, trigger, player) {
const card = event.indexedData;
if(get.position(card) === "d"){
player.$gain2(card, false);
game.log(player, "使用", card, "进行了明目张胆的蓄谋")
}
else{
get.owner(card).$giveAuto(card, player, false);
}
await game.asyncDelayx();
await player.addJudge({ name: "xumou_jsrg" }, [card]);
if (player.isPhaseUsing()) await player.draw();
},
},
jsrgjiebing: {
derivation: "jsrgbaowei",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "gray",
filter(event, player) {
const target = lib.skill.jsrgjiebing.getZhugong(player);
return (
target &&
player.countCards("j", card => {
return (card.viewAs || card.name) == "xumou_jsrg";
}) > target.getHp()
);
},
async content(event, trigger, player) {
await player.gainMaxHp(2);
await player.recover(2);
await player.addSkills("jsrgbaowei");
},
ai: {
combo: "jsrgcangxiong",
},
getZhugong(player) {
const mode = get.mode();
if (mode === "identity") {
if (_status.mode === "purple") {
return game.findPlayer(current => {
return current.isZhu2() && current.identity.slice(0, 1) === player.identity.slice(0, 1);
});
}
return game.findPlayer(current => current.isZhu2());
} else {
return game.findPlayer(current => current.getSeatNum() === 1);
}
},
},
jsrgbaowei: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter(event, player) {
return game.hasPlayer(current => {
return current !== player && (current.getHistory("useCard").length > 0 || current.getHistory("respond").length > 0);
});
},
async content(event, trigger, player){
const targets = game.filterPlayer(current => {
return current !== player && (current.getHistory("useCard").length > 0 || current.getHistory("respond").length > 0);
});
if (targets.length > 2){
await player.loseHp(2);
}
else {
let target;
if (targets.length === 1) [target] = targets;
else [target] = await player.chooseTarget(true, "暴威对一名目标角色造成2点伤害", (card, player, target)=>{
return get.event("targets").includes(target);
}).set("targets", targets).set("ai", target=>{
const player = get.player();
return get.damageEffect(target, player, player) * (1.1 - get.sgn(get.attitude(player, target)));
});
player.line(target, "green");
target.damage(2);
}
},
ai:{
//这里应该写一个强命AI但是比较麻烦可能还要写全局AI技能先摆了
},
},
//阳球
jsrgsaojian: {
enable: "phaseUse",
@ -49,14 +233,14 @@ const skills = {
if (target.countCards("h") > player.countCards("h")) player.loseHp();
}
},
ai:{
ai: {
order: 7,
result: {
target(player, target){
target(player, target) {
//对面牌比自己少,就放心大胆弃牌
if (target.countCards("h") <= player.countCards("h") - 1) return -3;
//残血别浪
if (player.hp === 1 && get.effect(player, {name: "losehp"}, player, player)<0) return 0;
if (player.hp === 1 && get.effect(player, { name: "losehp" }, player, player) < 0) return 0;
//血多无所谓
return -1;
},
@ -521,8 +705,14 @@ const skills = {
jsrgtianyu: {
trigger: { global: ["loseAsyncAfter", "cardsDiscardAfter"] },
frequent: true,
filter(event) {
return lib.skill.jsrgtianyu.getCards(event).length > 0;
getIndex(event) {
return lib.skill.jsrgtianyu.getCards(event);
},
filter(event, player, triggername, card) {
return get.position(card, true) === "d";
},
frequent(event, player, triggername, card) {
return get.value(card, player) > 0;
},
getCards(event) {
const cards = event.getd().filter(card => {
@ -534,14 +724,11 @@ const skills = {
});
return cards;
},
prompt2(event, player, triggername, card) {
return `获得即将进入弃牌堆的${get.translation(card)}`;
},
async content(event, trigger, player) {
const cards = lib.skill.jsrgtianyu.getCards(trigger);
let cardsToGain;
if (cards.length === 1) {
cardsToGain = cards;
} else {
cardsToGain = await player.chooseButton(["天予:选择获得任意张牌", cards], true, [1, cards.length]).forResult("links");
}
const cards = event.indexedData;
await player.gain(cards, "gain2");
},
},
@ -1673,7 +1860,7 @@ const skills = {
audio: "jsrgeqian",
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.countCards("h");
return player.countCards("h") && !player.isDisabledJudge();
},
direct: true,
async content(event, trigger, player) {
@ -1750,7 +1937,7 @@ const skills = {
},
filter(event, player) {
if (event.card.name != "sha") return false;
if (event.target != player) return !player.hasSkill("jsrgdaimou_other");
if (event.target != player) return !player.hasSkill("jsrgdaimou_other") && !player.isDisabledJudge();
return (
!player.hasSkill("jsrgdaimou_me") &&
player.hasCard(card => {

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@ -3,7 +3,7 @@ const characterSort = {
jiangshanrugu_cheng: ["jsrg_sunce", "jsrg_xuyou", "jsrg_lvbu", "jsrg_zhanghe", "jsrg_zoushi", "jsrg_guanyu", "jsrg_chendeng", "jsrg_zhenji", "jsrg_zhangliao", "jsrg_xugong", "jsrg_chunyuqiong"],
jiangshanrugu_zhuan: ["jsrg_guojia", "jsrg_zhangfei", "jsrg_machao", "jsrg_lougui", "jsrg_zhangren", "jsrg_huangzhong", "jsrg_xiahourong", "jsrg_sunshangxiang", "jsrg_pangtong", "jsrg_hansui", "jsrg_zhangchu", "jsrg_xiahouen", "jsrg_fanjiangzhangda"],
jiangshanrugu_he: ["jsrg_zhugeliang", "jsrg_jiangwei", "jsrg_luxun", "jsrg_zhaoyun", "jsrg_simayi", "jsrg_guoxun", "jsrg_sunlubansunluyu", "jsrg_caofang", "jsrg_sunjun", "jsrg_liuyong", "jsrg_weiwenzhugezhi", "jsrg_zhangxuan", "jsrg_gaoxiang", "jsrg_guozhao"],
jiangshanrugu_shuai: ["jsrg_yuanshao", "jsrg_caojiewangfu", "jsrg_songhuanghou", "jsrg_zhangjiao"],
jiangshanrugu_shuai: ["jsrg_yuanshao", "jsrg_caojiewangfu", "jsrg_songhuanghou", "jsrg_zhangjiao", "jsrg_dongzhuo"],
};
const characterSortTranslate = {

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@ -391,6 +391,17 @@ const translates = {
jsrg_yangqiu_prefix: "衰",
jsrgsaojian: "扫奸",
jsrgsaojian_info: "出牌阶段限一次,你可以观看一名其他角色的手牌,然后展示其中的一张(对该角色自己不可见)。然后该角色重复弃置一张手牌,直到其以此法弃置了五张牌/弃置了你选择的牌/没有可弃置的手牌。若其弃置完成后的手牌数大于你,则你失去1点体力。",
jsrg_dongzhuo: "衰董卓",
jsrg_dongzhuo_prefix: "衰",
jsrgguanshi: "观势",
jsrgguanshi_info: "出牌阶段限一次,你可以将【杀】当作【火攻】对任意名角色使用。当此【火攻】对一名目标角色结算结束后,若未对其造成伤害,则此牌对其余目标角色改为以【决斗】的形式结算。",
jsrgcangxiong: "藏凶",
jsrgcangxiong_info: "当你因弃置或被其他角色得到牌而失去一张牌后,你可以用此牌蓄谋。然后若此时在你的出牌阶段内,则你摸一张牌。",
jsrgjiebing: "劫柄",
jsrgjiebing_info_identity: "觉醒技。准备阶段,若你的蓄谋牌数大于主公的体力值,则你加2点体力上限并回复2点体力,然后获得〖暴威〗。",
jsrgjiebing_info: "觉醒技。准备阶段,若你的蓄谋牌数大于一号位的体力值,则你加2点体力上限并回复2点体力,然后获得〖暴威〗。",
jsrgbaowei: "暴威",
jsrgbaowei_info: "锁定技。结束阶段,若本回合内使用或打出过牌的其他角色数:大于2,则你失去2点体力;不大于2,则你对其中一名角色造成2点伤害。",
};
export default translates;

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@ -706,6 +706,7 @@ window.noname_character_rank = {
"linghuyu",
"key_mia",
"jsrg_yangqiu",
"jsrg_yuanshao",
],
bp: [
"xin_huojun",
@ -1103,8 +1104,8 @@ window.noname_character_rank = {
"ol_wangyi",
"chengji",
"mb_sp_guanqiujian",
"jsrg_yuanshao",
"jsrg_songhuanghou",
"jsrg_dongzhuo",
],
b: [
"junk_guanyu",

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@ -2608,7 +2608,7 @@ export const Content = {
const checkFrequent = function (info) {
if (player.hasSkillTag("nofrequent", false, event.skill)) return false;
if (typeof info.frequent == "boolean") return info.frequent;
if (typeof info.frequent == "function") return info.frequent(trigger, player);
if (typeof info.frequent == "function") return info.frequent(trigger, player, event.triggername, event.indexedData);
if (info.frequent == "check" && typeof info.check == "function")
return info.check(trigger, player);
return false;