衰董卓
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a7ec681301
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@ -88,6 +88,12 @@ const characters = {
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hp: 4,
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skills: ["jsrgsaojian"],
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},
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jsrg_dongzhuo: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["jsrgguanshi", "jsrgcangxiong", "jsrgjiebing"],
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},
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};
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export default characters;
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@ -3,6 +3,190 @@ import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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//江山如故·衰
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//董卓
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jsrgguanshi: {
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enable: "phaseUse",
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usable: 1,
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viewAs: { name: "huogong" },
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viewAsFilter(player) {
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return player.hasCard(card => get.name(card) === "sha", "hs");
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},
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filterCard(card) {
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return get.name(card) === "sha";
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},
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selectTarget: [1, Infinity],
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onuse(result, player) {
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player.addTempSkill("jsrgguanshi_effect");
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},
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position: "hs",
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//这个AI难写,交给157了!
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check() {
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return -1;
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},
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ai: {},
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subSkill: {
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effect: {
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trigger: {
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player: ["useCardToBefore", "useCardToAfter", "useCardToExcluded", "useCardToOmitted", "useCardToCancelled"],
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},
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forced: true,
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charlotte: true,
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popup: false,
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firstDo: true,
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priority: 100,
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filter(event, player, name) {
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if (event.type !== "card" || event.skill !== "jsrgguanshi") return false;
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const isUnhurted = event.card.storage && event.card.storage.jsrgguanshi;
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if (name === "useCardToBefore") return isUnhurted;
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return (
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!isUnhurted &&
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event.target &&
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!player.hasHistory("sourceDamage", evt => {
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return evt.card === event.card && evt.getParent() === event;
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})
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);
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},
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async content(event, trigger, player) {
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if (event.triggername === "useCardToBefore") {
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trigger.setContent(lib.card.juedou.content);
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} else {
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const card = trigger.card;
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if (!card.storage) card.storage = {};
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card.storage.jsrgguanshi = true;
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}
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},
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},
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},
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},
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jsrgcangxiong: {
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trigger: {
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player: "loseAfter",
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global: ["gainAfter", "loseAsyncAfter"],
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},
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getIndex(event, player, triggername) {
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if (event.type === "discard") {
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return event.getl(player).cards2 || [];
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} else if (event.name === "gain") {
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if (event.player === player) return;
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const cardsGained = event.getg(event.player),
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cardsLost = event.getl(player).cards2;
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return cardsLost.filter(card => cardsGained.includes(card));
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} else if (event.name === "loseAsync" && event.type === "gain") {
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const cardsLost = event.getl(player).cards2;
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if (!cardsLost.length) return [];
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const cardsGained = [];
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game.countPlayer2(
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current => {
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if (current !== player) cardsGained.addArray(event.getg(current));
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},
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null,
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true
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);
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return cardsLost.filter(card => cardsGained.includes(card));
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}
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return [];
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},
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filter(event, player, name, card) {
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if (player.isDisabledJudge()) return false;
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if (event.type === "discard") return get.position(card, true) === "d";
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else {
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const owner = game.findPlayer2(
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current => {
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return current !== player && event.getg(current).includes(card);
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},
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null,
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true
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);
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return owner.getCards("h").includes(card);
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}
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},
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prompt2(event, player, name, card){
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return `将${get.translation(card)}作为蓄谋牌置入判定区${player.isPhaseUsing() ? ",然后摸一张牌。" : ""}`
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},
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async content(event, trigger, player) {
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const card = event.indexedData;
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if(get.position(card) === "d"){
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player.$gain2(card, false);
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game.log(player, "使用", card, "进行了明目张胆的蓄谋")
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}
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else{
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get.owner(card).$giveAuto(card, player, false);
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}
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await game.asyncDelayx();
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await player.addJudge({ name: "xumou_jsrg" }, [card]);
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if (player.isPhaseUsing()) await player.draw();
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},
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},
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jsrgjiebing: {
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derivation: "jsrgbaowei",
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trigger: { player: "phaseZhunbeiBegin" },
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forced: true,
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juexingji: true,
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skillAnimation: true,
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animationColor: "gray",
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filter(event, player) {
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const target = lib.skill.jsrgjiebing.getZhugong(player);
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return (
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target &&
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player.countCards("j", card => {
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return (card.viewAs || card.name) == "xumou_jsrg";
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}) > target.getHp()
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);
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},
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async content(event, trigger, player) {
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await player.gainMaxHp(2);
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await player.recover(2);
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await player.addSkills("jsrgbaowei");
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},
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ai: {
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combo: "jsrgcangxiong",
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},
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getZhugong(player) {
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const mode = get.mode();
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if (mode === "identity") {
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if (_status.mode === "purple") {
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return game.findPlayer(current => {
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return current.isZhu2() && current.identity.slice(0, 1) === player.identity.slice(0, 1);
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});
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}
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return game.findPlayer(current => current.isZhu2());
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} else {
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return game.findPlayer(current => current.getSeatNum() === 1);
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}
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},
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},
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jsrgbaowei: {
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trigger: { player: "phaseJieshuBegin" },
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forced: true,
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filter(event, player) {
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return game.hasPlayer(current => {
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return current !== player && (current.getHistory("useCard").length > 0 || current.getHistory("respond").length > 0);
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});
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},
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async content(event, trigger, player){
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const targets = game.filterPlayer(current => {
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return current !== player && (current.getHistory("useCard").length > 0 || current.getHistory("respond").length > 0);
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});
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if (targets.length > 2){
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await player.loseHp(2);
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}
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else {
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let target;
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if (targets.length === 1) [target] = targets;
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else [target] = await player.chooseTarget(true, "暴威:对一名目标角色造成2点伤害", (card, player, target)=>{
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return get.event("targets").includes(target);
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}).set("targets", targets).set("ai", target=>{
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const player = get.player();
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return get.damageEffect(target, player, player) * (1.1 - get.sgn(get.attitude(player, target)));
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});
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player.line(target, "green");
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target.damage(2);
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}
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},
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ai:{
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//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
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},
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},
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//阳球
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jsrgsaojian: {
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enable: "phaseUse",
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@ -49,14 +233,14 @@ const skills = {
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if (target.countCards("h") > player.countCards("h")) player.loseHp();
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}
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},
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ai:{
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ai: {
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order: 7,
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result: {
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target(player, target){
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target(player, target) {
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//对面牌比自己少,就放心大胆弃牌
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if (target.countCards("h") <= player.countCards("h") - 1) return -3;
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//残血别浪
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if (player.hp === 1 && get.effect(player, {name: "losehp"}, player, player)<0) return 0;
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if (player.hp === 1 && get.effect(player, { name: "losehp" }, player, player) < 0) return 0;
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//血多无所谓
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return -1;
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},
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@ -521,8 +705,14 @@ const skills = {
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jsrgtianyu: {
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trigger: { global: ["loseAsyncAfter", "cardsDiscardAfter"] },
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frequent: true,
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filter(event) {
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return lib.skill.jsrgtianyu.getCards(event).length > 0;
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getIndex(event) {
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return lib.skill.jsrgtianyu.getCards(event);
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},
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filter(event, player, triggername, card) {
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return get.position(card, true) === "d";
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},
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frequent(event, player, triggername, card) {
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return get.value(card, player) > 0;
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},
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getCards(event) {
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const cards = event.getd().filter(card => {
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@ -534,14 +724,11 @@ const skills = {
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});
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return cards;
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},
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prompt2(event, player, triggername, card) {
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return `获得即将进入弃牌堆的${get.translation(card)}`;
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},
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async content(event, trigger, player) {
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const cards = lib.skill.jsrgtianyu.getCards(trigger);
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let cardsToGain;
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if (cards.length === 1) {
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cardsToGain = cards;
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} else {
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cardsToGain = await player.chooseButton(["天予:选择获得任意张牌", cards], true, [1, cards.length]).forResult("links");
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}
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const cards = event.indexedData;
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await player.gain(cards, "gain2");
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},
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},
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@ -1673,7 +1860,7 @@ const skills = {
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audio: "jsrgeqian",
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trigger: { player: "phaseJieshuBegin" },
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filter(event, player) {
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return player.countCards("h");
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return player.countCards("h") && !player.isDisabledJudge();
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},
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direct: true,
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async content(event, trigger, player) {
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@ -1750,7 +1937,7 @@ const skills = {
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},
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filter(event, player) {
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if (event.card.name != "sha") return false;
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if (event.target != player) return !player.hasSkill("jsrgdaimou_other");
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if (event.target != player) return !player.hasSkill("jsrgdaimou_other") && !player.isDisabledJudge();
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return (
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!player.hasSkill("jsrgdaimou_me") &&
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player.hasCard(card => {
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@ -3,7 +3,7 @@ const characterSort = {
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jiangshanrugu_cheng: ["jsrg_sunce", "jsrg_xuyou", "jsrg_lvbu", "jsrg_zhanghe", "jsrg_zoushi", "jsrg_guanyu", "jsrg_chendeng", "jsrg_zhenji", "jsrg_zhangliao", "jsrg_xugong", "jsrg_chunyuqiong"],
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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"],
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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"],
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jiangshanrugu_shuai: ["jsrg_yuanshao", "jsrg_caojiewangfu", "jsrg_songhuanghou", "jsrg_zhangjiao"],
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jiangshanrugu_shuai: ["jsrg_yuanshao", "jsrg_caojiewangfu", "jsrg_songhuanghou", "jsrg_zhangjiao", "jsrg_dongzhuo"],
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};
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const characterSortTranslate = {
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@ -391,6 +391,17 @@ const translates = {
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jsrg_yangqiu_prefix: "衰",
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jsrgsaojian: "扫奸",
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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。",
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jsrg_dongzhuo: "衰董卓",
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jsrg_dongzhuo_prefix: "衰",
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jsrgguanshi: "观势",
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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。",
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jsrgcangxiong: "藏凶",
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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。",
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jsrgjiebing: "劫柄",
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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〗。",
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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〗。",
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jsrgbaowei: "暴威",
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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。",
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};
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export default translates;
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@ -706,6 +706,7 @@ window.noname_character_rank = {
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"linghuyu",
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"key_mia",
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"jsrg_yangqiu",
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"jsrg_yuanshao",
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],
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bp: [
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"xin_huojun",
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@ -1103,8 +1104,8 @@ window.noname_character_rank = {
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"ol_wangyi",
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"chengji",
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"mb_sp_guanqiujian",
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"jsrg_yuanshao",
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"jsrg_songhuanghou",
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"jsrg_dongzhuo",
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],
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b: [
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"junk_guanyu",
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@ -2608,7 +2608,7 @@ export const Content = {
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const checkFrequent = function (info) {
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if (player.hasSkillTag("nofrequent", false, event.skill)) return false;
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if (typeof info.frequent == "boolean") return info.frequent;
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if (typeof info.frequent == "function") return info.frequent(trigger, player);
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if (typeof info.frequent == "function") return info.frequent(trigger, player, event.triggername, event.indexedData);
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if (info.frequent == "check" && typeof info.check == "function")
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return info.check(trigger, player);
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return false;
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