Merge pull request #1197 from mengxinzxz/PR-Branch

龙起襄樊、族钟会技能调整
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Spmario233 2024-04-14 11:50:45 +08:00 committed by GitHub
commit 147e445d7f
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GPG Key ID: B5690EEEBB952194
15 changed files with 576 additions and 37 deletions

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@ -189,9 +189,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(get.event().dying) return get.attitude(player, get.event().dying);
if(get.event().type!='phase') return 1;
const names=get.event(`clanshengmo_${player.playerid}_enabled_names`);
return names.some(name=>{
return player.getUseValue({name})>0;
});
if(Array.isArray(names)){
return names.some(name=>{
return player.getUseValue({name})>0;
});
}
return 0;
}
}
}
@ -735,6 +738,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content(){
'step 0'
player.unmarkSkill('clanyuzhi');
if(player.countCards('h',card=>{
return card.hasGaintag('clanyuzhi')&&lib.filter.cardDiscardable(card,player);
})){
event.logged=true;
player.chooseToDiscard(player.countCards('h'),'h',(card,player)=>{
return card.hasGaintag('clanyuzhi');
},true).logSkill='clanyuzhi';
}
'step 1'
player.removeGaintag('clanyuzhi');
var num1=player.getRoundHistory('gain',evt=>{
return evt.getParent().name=='draw'&&evt.getParent(2).name=='clanyuzhi';
},1).reduce((sum,evt)=>sum+evt.cards.length,0);
@ -746,32 +759,34 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},1).reduce((sum,evt)=>sum+evt.cards.length,0);
event.num1=num1;
if(num1>0&&(num2>0&&num1>num2)||num1>num3){
player.logSkill('clanyuzhi');
if(!event.logged) player.logSkill('clanyuzhi');
if(num2>0&&num1>num2) game.log(player,'的野心已开始膨胀','#y('+num1+'张>'+num2+'张)');
if(num1>num3) game.log(player,'的行动未达到野心','#y('+num3+'张<'+num1+'张)');
if(player.hasSkill('clanbaozu',null,false,false)) player.chooseBool('迂志:是否失去〖保族〗?','若选择“否”,则你失去1点体力').set('choice',player.awakenedSkills.includes('clanbaozu'));
if(player.hasSkill('clanbaozu',null,false,false)) player.chooseBool('迂志:是否失去〖保族〗?','若选择“否”,则你受到1点雷属性伤害').set('choice',player.awakenedSkills.includes('clanbaozu'));
else event._result={bool:false};
}
else event.goto(2);
'step 1'
else event.goto(3);
'step 2'
if(result.bool){
player.removeSkills('clanbaozu');
}
else player.loseHp();
'step 2'
if(!player.countCards('h')) event.finish();
else player.damage(1,'thunder');
'step 3'
player.chooseCard('迂志:请展示一张手牌','摸此牌牌名字数的牌。下一轮开始时若本轮你使用的牌数或上一轮你以此法摸的牌数小于此牌牌名字数则你失去1点体力。',function(card,player){
var num=get.cardNameLength(card);
return typeof num=='number'&&num>0;
},true).set('logSkill','clanyuzhi').set('ai',function(card){
if(_status.event.dying&&_status.event.num>0&&get.cardNameLength(card)>_status.event.num) return 1/get.cardNameLength(card);//怂
return get.cardNameLength(card);//勇
}).set('dying',player.hp+player.countCards('hs',{name:['tao','jiu']})<1).set('num',event.num1);
if(player.countCards('h')){
player.chooseCard('迂志:请展示一张手牌','摸此牌牌名字数的牌。下一轮开始时弃置此牌若本轮你使用的牌数或上一轮你以此法摸的牌数小于此牌牌名字数则你受到1点雷属性伤害或失去〖保族〗。',function(card,player){
var num=get.cardNameLength(card);
return typeof num=='number'&&num>0;
},true).set('ai',function(card){
if(_status.event.dying&&_status.event.num>0&&get.cardNameLength(card)>_status.event.num) return 1/get.cardNameLength(card);//怂
return get.cardNameLength(card);//勇
}).set('dying',player.hp+player.countCards('hs',{name:['tao','jiu']})<1).set('num',event.num1);
}
else event.finish();
'step 4'
if(result.bool){
player.logSkill('clanyuzhi');
player.showCards(result.cards,get.translation(player)+'发动了【迂志】');
player.addGaintag(result.cards,'clanyuzhi');
player.draw(get.cardNameLength(result.cards[0]));
player.storage.clanyuzhi=get.cardNameLength(result.cards[0]);
player.markSkill('clanyuzhi');
@ -788,34 +803,44 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
trigger:{player:'damageEnd',source:'damageSource'},
filter(event,player){
if(!event.card/*||player.isLinked()*/) return false;
if(game.getGlobalHistory('everything',evt=>{
if(evt.name!='damage'||!evt.card) return false;
return evt.player==player||(evt.source&&evt.source==player);
}).indexOf(event)!=0) return false;
if(!event.card||player.isLinked()) return false;
var num=get.cardNameLength(event.card);
return typeof num=='number'&&num>0&&player.countCards('he')>0;
},
direct:true,
content(){
'step 0'
async content(event,trigger,player){
var num=get.cardNameLength(trigger.card),str='';
if(player.getDamagedHp()>0) str+=('摸'+get.cnNumber(player.getDamagedHp())+'张牌');
player.chooseToDiscard(get.prompt('clanxieshu'),/*'横置武将牌,'+*/'弃置'+get.cnNumber(num)+'张牌'+str,'he',num).set('ai',function(card){
if(player.getDamagedHp()>0) str+=(',然后摸'+get.cnNumber(player.getDamagedHp())+'张牌');
player.chooseToDiscard(get.prompt('clanxieshu'),'横置武将牌并弃置'+get.cnNumber(num)+'张牌'+str,'he',num).set('ai',function(card){
var player=_status.event.player;
var num=_status.event.num;
var num2=player.getDamagedHp();
if(!num2) return 0;
if(num<num2) return 8-get.value(card);
if(num==num2||num2>=(2+num-num2)) return lib.skill.zhiheng.check(card);
return 0;
}).set('num',num).logSkill='clanxieshu';
'step 1'
if(result.bool){
//player.link(true);
if(player.getDamagedHp()>0) player.draw(player.getDamagedHp());
}
}).set('num',num).set('logSkill','clanxieshu').forResult();
},
popup:false,
content(){
player.link(true);
if(player.getDamagedHp()>0) player.draw(player.getDamagedHp());
},
ai:{threaten:3},
group:'clanxieshu_ban',
subSkill:{
ban:{
audio:'clanxieshu',
trigger:{global:'dyingAfter'},
filter(event,player){
return !player.isTempBanned('clanxieshu');
},
forced:true,
locked:false,
content(){
player.tempBanSkill('clanxieshu');
},
},
},
},
//族王浑
clanfuxun:{
@ -3104,9 +3129,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
clanchenya_info:'当一名角色发动“出牌阶段限一次”的技能后你可以令其重铸任意张牌名字数为X的牌X为其手牌数。',
clan_zhonghui:'族钟会',
clanyuzhi:'迂志',
clanyuzhi_info:'锁定技。新的一轮开始时,你依次执行以下项:①若你上一轮使用的牌数或你上上轮因〖迂志〗摸的牌数小于你上轮因〖迂志〗摸的牌数,你失去1点体力或失去〖保族〗。②你展示一张手牌然后摸X张牌X为此牌牌名字数。',
clanyuzhi_info:'锁定技。新的一轮开始时,你依次执行以下项:①你弃置上一轮因〖迂志〗展示的手牌,然后若你上一轮使用的牌数或你上上轮因〖迂志〗摸的牌数小于你上轮因〖迂志〗摸的牌数,你受到1点雷属性伤害或失去〖保族〗。②你展示一张手牌然后摸X张牌X为此牌牌名字数。',
clanxieshu:'挟术',
clanxieshu_info:'当你每回合首次因牌造成或受到伤害后你可以弃置Y张牌并摸你已损失体力值张牌Y为此牌牌名字数。',
clanxieshu_info:'①当你因牌造成或受到伤害后你可以横置武将牌并弃置Y张牌然后摸你已损失体力值张牌Y为此牌牌名字数。②一名角色的濒死状态结算完毕后,你令〖挟术〗于本回合失效。',
clan_zhongyu:'族钟毓',
clanjiejian:'捷谏',
clanjiejian_info:'当你于一回合使用第X张牌指定第一个目标后若此牌不为装备牌则你可以令一名目标角色摸X张牌。X为此牌牌名字数',

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@ -718,6 +718,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subSkill:{
global:{
audio:'dcshiju',
forceaudio:true,
enable:'phaseUse',
usable:1,
filter(event,player){
@ -12029,6 +12030,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
const num=draws.indexOf(control)+1,max=Math.min(num,player.countCards('he'),game.countPlayer(target=>target!=player));
await player.draw(num);
let list=[];
if(_status.connectMode) game.broadcastAll(()=>_status.noclearcountdown=true);
while(max-list.length>0){
const {result:{bool,cards,targets}}=await player.chooseCardTarget({
prompt:'粮营:将'+get.cnNumber(max-1)+'至'+get.cnNumber(max)+'张牌交给其他角色',
@ -12054,6 +12056,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else break;
}
if(_status.connectMode){
game.broadcastAll(()=>{
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if(list.length){
await game.loseAsync({
gain_list:list,

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@ -15,10 +15,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
offline_piracyS:['ns_jiaxu','longyufei','ps_guanyu','ps1059_guojia','ps2070_guojia','ps2063_zhaoyun','ps2067_zhaoyun','ps1062_zhouyu','ps2080_zhouyu','ps_caozhi','ps_jin_simayi','ps_caopi','ps_simayi','ps2068_simayi','ps_machao','ps_zhugeliang','ps2066_zhugeliang','ps_jiaxu','ps_lvbu','ps_shen_machao','jsp_liubei'],
offline_piracyK:['pk_sp_duyu'],
offline_vtuber:['vtb_xiaosha','vtb_xiaoshan','vtb_xiaotao','vtb_xiaole','vtb_xiaojiu'],
offline_longyutao:['drag_guanyu','drag_caoren','drag_lvchang'],
//offline_others:[""],
},
},
character:{
drag_guanyu:['male','shu',4,['dragchaojue','dragjunshen']],
drag_caoren:['male','wei',4,['draglizhong','dragjuesui']],
drag_lvchang:['male','wei',3,['dragjuwu','dragshouxiang']],
jsp_ganfuren:['female','shu',3,['shushen','shenzhi'],['character:gz_ganfuren']],
ol_xinxianying:['female','wei',3,['xincaishi','xinzhongjian']],
zhangliang:["male","qun",4,["old_jijun","old_fangtong"]],
@ -94,6 +98,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
jsp_liubei:['male','qun',4,['jsprende']],
},
characterIntro:{
lvchang:'吕常161—221年荆州南阳博望今河南省南阳市方城县博望镇汉末至三国时期曹魏将领。吕常曾担任曹魏横海将军、章陵太守为武猛都尉厉节中郎将裨将军封关内侯。常以中勇显名州司试守雉长执戈秉戎慎守易兵不顿于敌国坠不侵于四邻拜武猛都尉厉节中郎将裨将军封关内侯。王师南征与充军从奄有江汉舍爵册勋封阴德亭侯领郡。鸠集荒散为民统纪三考有成转拜平狄将军改封卢亭侯莅国赋政十有三年。会蜀将关羽猖獗为寇常御之羽不能克。文帝加其庸转拜横海将军徙封西鄂都乡侯食邑并七百户。年六十一黄初二年正月卒。',
huangjinleishi:"黄巾军中负责施法的女祭司二人组。",
longyufei:'《三国杀·阵面对决》中的虚构角色,设定是由刘备之女夏侯岚、关羽之女关银屏、张飞之女张星彩三人在与吕布之魔魂战斗时,释放雅典娜的惊叹而召唤出来的精元化神。',
pk_sp_duyu:'杜预222年285年字元凯京兆郡杜陵县今陕西西安中国魏晋时期军事家、经学家、律学家曹魏散骑常侍杜恕之子。杜预初仕曹魏任尚书郎后成为权臣司马昭的幕僚封丰乐亭侯。西晋建立后历任河南尹、安西军司、秦州刺史、度支尚书等职。咸宁四年278年接替羊祜出任镇南大将军镇守荆州。他积极备战支持晋武帝司马炎对孙吴作战并在咸宁五年279年成为晋灭吴之战的统帅之一。战后因功进封当阳县侯仍镇荆州。太康五年285年杜预被征入朝拜司隶校尉途中于邓县逝世终年六十三岁。获赠征南大将军、开府仪同三司谥号为成。杜预耽思经籍博学多通多有建树时誉为“杜武库”。著有《春秋左氏传集解》及《春秋释例》等。为明朝之前唯一一个同时进入文庙和武庙之人。',
@ -149,6 +154,471 @@ game.import('character',function(lib,game,ui,get,ai,_status){
characterFilter:{
},
skill:{
//龙起襄樊
//关羽
//界界关羽
dragchaojue:{
trigger:{player:'phaseZhunbeiBegin'},
filter(event,player){
if(!game.hasPlayer(target=>target!=player)) return false;
return player.countCards('h',card=>_status.connectMode||lib.filter.cardDiscardable(card,player));
},
async cost(event,trigger,player){
event.result=await player.chooseToDiscard(get.prompt2('dragchaojue'),'h').set('ai',card=>{
const player=get.event('player');
if(!game.hasPlayer(target=>get.attitude(player,target)<0)) return 0;
return 7.5-get.value(card);
}).set('logSkill','dragchaojue').forResult();
},
popup:false,
async content(event,trigger,player){
const targets=game.filterPlayer(target=>target!=player).sortBySeat();
if(targets.length){
const suits=event.cards.reduce((list,card)=>list.add(get.suit(card,player)),[]).sort((a,b)=>{
return lib.suit.indexOf(a)-lib.suit.indexOf(b);
});
player.line(targets);
for(const i of targets){
i.addTempSkill('dragchaojue_buff');
i.markAuto('dragchaojue_buff',suits);
}
for(const target of targets){
const {result:{bool}}=await target.chooseToGive(player,(card,player)=>{
return get.event('suits').includes(get.suit(card));
},'h','give').set('suits',suits).set('ai',card=>{
const player=get.event('player'),target=get.event().getParent().player;
const att=get.attitude(player,target);
if(att>0) return 7.5-get.value(card);
if(att==0&&get.attitude(target,player)==0) return 0;
if(att<0&&get.attitude(target,player)<0&&player.getSkills(null,false,false).some(skill=>{
if(get.is.locked(skill,player)) return false;
const info=get.info(skill);
return info&&info.ai&&(info.ai.maixie||info.ai.maixie_hp||info.ai.maixie_defend);
})&&player.getHp()>2) return 0;
return 7.5-get.value(card);
}).set('prompt','超绝:交给'+get.translation(player)+'一张'+get.translation(suits)+'手牌,或本回合非锁定技失效');
if(!bool) target.addTempSkill('fengyin');
}
}
},
subSkill:{
buff:{
onremove:true,
charlotte:true,
mod:{
cardEnabled2(card,player){
if(player.getStorage('jsrgguanjue_ban').includes(get.suit(card))) return false;
},
},
marktext:'绝',
intro:{content:'本回合内不能使用或打出$牌'},
},
},
},
dragjunshen:{
mod:{
targetInRange(card,player){
if(get.suit(card)=='diamond'&&card.name=='sha') return true;
},
},
locked:false,
enable:['chooseToUse','chooseToRespond'],
filterCard(card,player){
return get.color(card)=='red';
},
viewAsFilter(player){
return player.countCards('hes',{color:'red'});
},
position:'hes',
viewAs:{name:'sha'},
prompt:'将一张红色牌当作【杀】使用或打出',
check(card){
const val=get.value(card);
if(_status.event.name=='chooseToRespond') return 1/Math.max(0.1,val);
return 5-val;
},
ai:{
order(item,player){
if(!player||!_status.event.type||_status.event.type!='phase'){
return 0.1;
}
return get.order({name:'sha'},player)+0.3;
},
respondSha:true,
skillTagFilter(player){
if(!player.countCards('hes',{color:'red'})) return false;
},
},
group:['dragjunshen_add','dragjunshen_damage'],
subSkill:{
add:{
trigger:{player:'useCard2'},
filter(event,player){
if(event.card.name!='sha'||get.suit(event.card)!='heart') return false;
return game.hasPlayer(target=>{
return target!=player&&!event.targets.includes(target)&&lib.filter.targetEnabled2(event.card,player,target)&&lib.filter.targetInRange(event.card,player,target);
});
},
async cost(event,trigger,player){
event.result=await player.chooseTarget(get.prompt('dragjunshen_add'),'为'+get.translation(trigger.card)+'额外指定一个目标',(card,player,target)=>{
const evt=get.event().getTrigger();
return target!=player&&!evt.targets.includes(target)&&lib.filter.targetEnabled2(evt.card,player,target)&&lib.filter.targetInRange(evt.card,player,target);
}).set('ai',target=>get.effect(target,_status.event.getTrigger().card,_status.event.player)).forResult();
},
content(){
trigger.targets.addArray(event.targets);
},
},
damage:{
trigger:{source:'damageBegin1'},
filter(event,player){
const evt=event.getParent(2);
return evt.name=='useCard'&&evt.skill=='dragjunshen';
},
logTarget:'player',
prompt2(event,player){
return '令'+get.translation(event.player)+'选择弃置装备区所有牌或令此伤害+1';
},
async content(event,trigger,player){
const target=trigger.player;
let result;
if(!target.countDiscardableCards(target,'e')) result={index:1};
else result=await target.chooseControl().set('choiceList',[
'弃置装备区所有牌',
'令此伤害+1',
]).set('ai',()=>{
const player=get.event('player'),trigger=get.event().getTrigger();
if(player.getHp()<=2||player.getDiscardableCards(player,'e').reduce((sum,card)=>{
return sum+get.value(card,player);
},0)<7) return 0;
return 1;
}).forResult();
if(result.index==0){
await target.discard(target.getDiscardableCards(target,'e'));
}
else trigger.increase('num');
},
},
},
},
//龙曹仁
draglizhong:{
trigger:{player:'phaseJieshuBegin'},
async cost(event,trigger,player){
let choiceList=[
'将任意张装备牌至于任意名角色的装备区',
'令你或任意名装备区里有牌的角色摸一张牌',
],choices=['置入装备','团体摸牌','cancel2'];
if(!player.countCards('he',card=>{
if(get.type(card)!='equip') return false;
return game.hasPlayer(target=>{
return target.canEquip(card);
})
})){
choices.shift();
choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
}
const {result:{control}}=await player.chooseControl(choices)
.set('prompt','###'+get.prompt('draglizhong')+'###选择首先执行的一项')
.set('choiceList',choiceList).set('ai',()=>{
return get.event('controls')[0];
});
event.result={bool:(control!='cancel2'),cost_data:control};
},
async content(event,trigger,player){
let choices=['置入装备','团体摸牌'],used=false;
if(event.cost_data=='团体摸牌') choices.reverse();
choices.push(event.cost_data);
for(let i=1;i<=3;i++){
if(i==3&&used) break;
switch(choices[i-1]){
case '置入装备':
while(player.hasCard(card=>{
if(get.type(card)!='equip') return false;
return game.hasPlayer(target=>{
return target.canEquip(card);
})
},'he')){
const {result:{bool,cards,targets}}=await player.chooseCardTarget({
prompt:'厉战:将一张装备牌置于一名角色的装备区',
filterCard(card){
return get.type(card)=='equip';
},
position:'he',
filterTarget(card,player,target){
return target.canEquip(card);
},
ai1(card){
return 6-get.value(card);
},
ai2(target){
const player=get.event('player');
const att=get.attitude(player,target);
if(att<=0||target.countCards('e')) return 0;
return att*(target==player?1:3);
},
});
if(bool){
if(i==1&&!used) used=true;
const card=cards[0],target=targets[0];
player.line(target);
if(target!=player){
player.$give(card,target,false);
}
await game.asyncDelay(0.5);
await target.equip(card);
}
else break;
}
break;
case '团体摸牌':
const {result}=await player.chooseTarget('厉战:令你或任意名装备区有牌的角色摸一张牌',(card,player,target)=>{
if(target!=player&&!target.countCards('e')) return false;
if(ui.selected.targets.length){
const choose=ui.selected.targets[0];
if(choose==player&&!player.countCards('e')) return false;
}
return true;
},[1,Infinity]).set('multitarget',true).set('complexTarget',true).set('ai',target=>{
const player=get.event('player');
if(!player.countCards('e')){
if(game.countPlayer(choose=>{
return choose.countCards('e')&&get.attitude(player,choose)>0;
})>1&&target==player) return 0;
}
return get.attitude(player,target);
});
if(result.bool){
if(i==1&&!used) used=true;
const targets=result.targets.sortBySeat();
player.line(targets);
choices.addArray(targets);
for(let j=0;j<targets.length;j++){
await targets[j].draw('nodelay');
}
await game.asyncDelayx();
}
break;
}
}
choices=choices.slice(3);
if(choices.length){
choices.sortBySeat();
player.line(choices);
for(const target of choices){
target.addTempSkill('draglizhong_effect','roundStart');
}
await game.asyncDelayx();
}
},
subSkill:{
effect:{
charlotte:true,
mod:{
maxHandcard(player,num){
return num+2;
},
},
enable:'chooseToUse',
filterCard:true,
position:'e',
viewAs:{name:'wuxie'},
filter(event,player){
return player.countCards('e')>0;
},
viewAsFilter(player){
return player.countCards('e')>0;
},
prompt:'将一张装备区的牌当作【无懈可击】使用',
check(card){
return 8-get.equipValue(card);
},
mark:true,
marktext:'守',
intro:{content:'手牌上限+2可将装备区的牌当作【无懈可击】使用'},
},
},
},
//撅碎(难视
dragjuesui:{
trigger:{global:'dying'},
filter(event,player){
return !player.getStorage('dragjuesui').includes(event.player)&&event.player.hasEnabledSlot();
},
check(event,player){
const target=event.player;
if(get.attitude(player,target)<=0) return false;
return player.countCards('hs',card=>player.canSaveCard(card,target))+target.countCards('hs',card=>target.canSaveCard(card,target))<1-target.hp;
},
logTarget:'player',
async content(event,trigger,player){
const target=trigger.player;
player.markAuto('dragjuesui',[target]);
const {result:{bool}}=await target.chooseBool('是否将体力值回复至1点并废除装备栏');
if(bool){
await target.recoverTo(1);
let disables=[];
for(let i=1;i<=5;i++){
for(let j=0;j<target.countEnabledSlot(i);j++){
disables.push(i);
}
}
if(disables.length) await target.disableEquip(disables);
target.addSkill('dragjuesui_wusheng');
}
else{
target.chat('拒绝!');
}
},
init(player){
if(player.getStorage('dragjuesui').length){
player.markSkill('dragjuesui');
}
},
intro:{content:'已对$发动过此技能'},
subSkill:{
wusheng:{
charlotte:true,
mark:true,
marktext:'碎',
intro:{content:'殊死一搏!可将黑色非基本牌当作无次数限制的【杀】使用'},
mod:{
cardUsable(card,player,num){
if(card.storage&&card.storage.dragjuesui) return Infinity;
},
},
enable:['chooseToUse','chooseToRespond'],
filterCard(card,player){
return get.color(card)=='black'&&get.type(card)!='basic';
},
position:'hse',
viewAs:{name:'sha',storage:{dragjuesui:true}},
viewAsFilter(player){
if(!player.countCards('hes',card=>{
return get.color(card)=='black'&&get.type(card)!='basic';
})) return false;
},
prompt:'将一张黑色非基本牌当作无次数限制的【杀】使用或打出',
check(card){
return 7-get.value(card);
},
ai:{
order(item,player){
if(!player||!_status.event.type||_status.event.type!='phase'){
return 0.1;
}
return get.order({name:'sha'},player)*0.99;
},
respondSha:true,
skillTagFilter(player){
if(!player.countCards('hes',card=>{
return get.color(card)=='black'&&get.type(card)!='basic';
})) return false;
},
},
},
},
},
//吕常×SP淳于琼√
dragjuwu:{
trigger:{target:'shaBefore'},
filter(event,player){
return game.countPlayer(target=>event.player.inRange(target))>=3;
},
forced:true,
content(){
trigger.cancel();
},
ai:{
effect:{
target(card,player,target){
if(card.name=='sha'&&game.countPlayer(targetx=>player.inRange(targetx))>=3) return 'zerotarget';
},
},
},
},
dragshouxiang:{
trigger:{player:'phaseDrawBegin2'},
filter(event,player){
if(!game.hasPlayer(target=>target.inRange(player))) return false;
return !event.numFixed;
},
check(event,player){
if(player.skipList.includes('phaseUse')) return true;
return player.countCards('h')+event.num+Math.min(5,game.countPlayer(target=>{
return target.inRange(player);
}))-game.countPlayer(target=>{
return target!=player&&get.attitude(player,target)>0;
})<=player.getHandcardLimit();
},
content(){
trigger.num+=Math.min(5,game.countPlayer(target=>target.inRange(player)));
player.skip('phaseUse');
player.addTempSkill('dragshouxiang_effect');
},
subSkill:{
effect:{
charlotte:true,
trigger:{player:'phaseDiscardBegin'},
filter(event,player){
return game.hasPlayer(target=>target.inRange(player));
},
forced:true,
async content(event,trigger,player){
const num=Math.min(5,game.countPlayer(target=>target.inRange(player)));
if(num){
if(_status.connectMode) game.broadcastAll(()=>_status.noclearcountdown=true);
let list=[];
while(num-list.length>0&&player.hasCard(card=>{
return !list.some(list=>list[1]==card);
},'h')&&game.hasPlayer(target=>{
return target!=player&&!list.some(list=>list[0]==target);
})){
const {result:{bool,targets,cards}}=await player.chooseCardTarget({
prompt:'守襄:你可以交给任意名角色各一张手牌',
prompt2:'(还可分配'+(num-list.length)+'张)',
position:'h',
animate:false,
filterCard(card,player){
return !get.event('list').some(list=>list[1]==card);
},
filterTarget(card,player,target){
return target!=player&&!get.event('list').some(list=>list[0]==target);
},
ai1(card){
if(card.name=='shan') return 1;
return Math.random();
},
ai2(target){
return get.attitude(get.event('player'),target);
},
}).set('list',list);
if(bool){
list.push([targets[0],cards[0]]);
player.addGaintag(cards,'olsujian_given');
}
else break;
}
if(_status.connectMode){
game.broadcastAll(()=>{
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if(list.length){
await game.loseAsync({
gain_list:list,
player:player,
cards:list.slice().map(list=>list[1]),
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
}
}
},
},
},
},
//天书乱斗虚拟偶像线下化
//小杀
vtbguisha:{
@ -6808,6 +7278,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
kongrong_prefix:'战役篇',
mateng:'战役篇马腾',
mateng_prefix:'战役篇',
drag_guanyu:'龙关羽',
drag_guanyu_prefix:'龙',
drag_caoren:'龙曹仁',
drag_caoren_prefix:'龙',
drag_lvchang:'龙吕常',
drag_lvchang_prefix:'龙',
dragchaojue:'超绝',
dragchaojue_info:'准备阶段,你可以弃置一张手牌,然后令所有其他角色本回合不能使用或打出此花色的牌,然后这些角色依次选择一项:①正面朝上交给你一张牌;②本回合非锁定技失效。',
dragjunshen:'军神',
dragjunshen_info:'①你可以将一张红色牌当作【杀】使用或打出。②当你使用〖军神①〗转化的【杀】造成伤害时,你可以令受伤角色选择弃置装备区的所有牌或令此伤害+1。③你使用方片【杀】无距离限制使用红桃【杀】可以额外选择一个目标。',
draglizhong:'厉众',
draglizhong_info:'结束阶段,你可以以任意顺序选择执行任意项:①将任意张装备牌置入任意名角色的装备区;②令你或任意名装备区里有牌的角色各摸一张牌。然后本次成为〖厉众②〗的角色于本轮手牌上限+2且可以将装备区的牌当作【无懈可击】使用。',
dragjuesui:'玦碎',
dragjuesui_info:'每名角色限一次一名角色进入濒死状态时你可以令其选择是否将体力值回复至1点并废除装备栏。若其选择是则其本局游戏获得以下效果你可以将一张黑色非基本牌当作无次数限制的【杀】使用或打出。',
dragjuwu:'拒武',
dragjuwu_info:'锁定技,攻击范围内至少包含三名角色的角色使用的无属性【杀】对你无效。',
dragshouxiang:'守襄',
dragshouxiang_info:'摸牌阶段你可以额外摸X张牌。若如此做你跳过出牌阶段且本回合的弃牌阶段开始时你可以交给至多X名角色各一张手牌。X为攻击范围内包含你的角色',
offline_star:'桌游志·SP',
offline_sticker:'桌游志·贴纸',
@ -6821,6 +7309,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
offline_vtuber:'天书乱斗·虚拟偶像',
offline_piracyK:'官盗K系列',
offline_others:'线下其他系列',
offline_longyutao:'龙起襄樊',
},
};
});

View File

@ -377,6 +377,9 @@ window.noname_character_rank={
'huzun',
'star_zhangchunhua',
'mb_caomao',
'drag_guanyu',
'drag_caoren',
'drag_lvchang',
],
am:[
'tw_yanliang',
@ -2193,8 +2196,11 @@ window.noname_character_rank={
'mb_caomao',
'dc_shen_huatuo',
'sp_zhenji',
'drag_guanyu',
'drag_caoren',
],
rare:[
'drag_lvchang',
're_wangyi',
'ol_wangyi',
'tw_yanliang',

View File

@ -27787,7 +27787,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
olxiaofan:'嚣翻',
olxiaofan_info:'当你需要使用不为【无懈可击】的牌时你可以观看牌堆底的X+1张牌并使用其中的一张。此牌结算结束时你依次弃置以下前X个区域中的所有牌⒈判定区、⒉装备区、⒊手牌区X为本回合你使用过的牌中包含的类型数。',
oltuishi:'侻失',
oltuishi_info:'锁定技。①你不能使用【无懈可击】。②当你使用点数为字母的牌时,你令此牌无效并摸一张牌,且你对手牌数小于你的角色使用的下一张牌无距离和次数限制。③当你使用伤害类卡牌结算完毕后,若此牌为你本回合使用的第三张或以上未造成伤害的卡牌,则你令本回合〖器翻〗失效。',
oltuishi_info:'锁定技。①你不能使用【无懈可击】。②当你使用点数为字母的牌时,你令此牌无效并摸一张牌,且你对手牌数小于你的角色使用的下一张牌无距离和次数限制。③当你使用伤害类卡牌结算完毕后,若此牌为你本回合使用的第三张或以上未造成伤害的卡牌,则你令〖器翻〗于本回合失效。',
ol_tw_zhangji:'张既',
skill_zhangji_A:'技能',
skill_zhangji_A_info:'出牌阶段限X次X为你的体力值当你使用牌指定一名其他角色为目标后你可以观看其手牌然后你选择一项<br>1.弃置其一张牌,然后若弃置的牌是能造成火焰伤害的牌,你摸一张牌。<br>2.重铸其手牌中的所有【杀】和【决斗】。<br>3.若其没有【闪】你与其互相对对方造成1点伤害。',

View File

@ -8319,6 +8319,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
const num=Math.min(player.countCards('h'),player.countCards('he'),game.countPlayer(target=>target!=player&&target.isFriendOf(player)));
if(num){
let list=[];
if(_status.connectMode) game.broadcastAll(()=>_status.noclearcountdown=true);
while(num-list.length>0){
const {result:{bool,targets,cards}}=await player.chooseCardTarget({
prompt:'宿守:你可以交给友方角色各一张牌',
@ -8344,6 +8345,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else break;
}
if(_status.connectMode){
game.broadcastAll(()=>{
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if(list.length){
await game.loseAsync({
gain_list:list,

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@ -13125,7 +13125,11 @@ export class Library {
* @returns {string}
*/
getSpan: () => `${get.prefixSpan('手杀')}${get.prefixSpan('神')}`
}]
}],
['龙', {
color: '#ff0000',
nature: 'firemm',
}],
]);
groupnature = {
shen: 'shen',