吕范、朱儁技能调整

This commit is contained in:
mengxinzxz 2023-11-16 12:29:16 +08:00
parent da5a37d6db
commit 1cd3b4eb52
1 changed files with 175 additions and 2 deletions

View File

@ -14,9 +14,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
character:{
liuba:['male','shu',3,['duanbi','tongduo']],
sp_zhujun:['male','qun',4,['yangjie','zjjuxiang','houfeng']],
sp_zhujun:['male','qun',4,['xinyangjie','xinjuxiang','houfeng']],
sp_huangfusong:['male','qun',4,['spzhengjun','spshiji','sptaoluan']],
sp_lvfan:['male','wu',3,['spdiaodu','spdiancai','spyanji']],
sp_lvfan:['male','wu',3,['mbdiaodu','mbdiancai','spyanji']],
sp_jiangqing:['male','wu',4,['spjianyi','spshangyi']],
sp_jiangwan:['male','shu',3,['spzhenting','spjincui']],
sp_zhangchangpu:['female','wei',3,['spdifei','spyanjiao']],
@ -244,6 +244,68 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
ai:{expose:10},
},
xinyangjie: {
audio: 'yangjie',
enable: 'phaseUse',
filter: function (event, player) {
return game.hasPlayer(function (target) {
return player.canCompare(target);
});
},
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
usable: 1,
content: function () {
'step 0'
player.chooseToCompare(target).set('small', true);
'step 1'
if (!result.bool && game.hasPlayer(function (current) {
return current != player && current != target && current.canUse({ name: 'sha', nature: 'fire', isCard: true }, target, false);
})) {
player.chooseTarget('佯解:是否选择另一名其他角色?', '令其视为对' + get.translation(target) + '使用一张火【杀】', function (card, player, target) {
return target != player && target != _status.event.getParent().target;
}).set('ai', function (target) {
var player = _status.event.player, target2 = _status.event.getParent().target;
return get.effect(target2, { name: 'sha', nature: 'fire', isCard: true }, target, player);
});
}
else event.finish();
'step 2'
if (result.bool) {
var source = result.targets[0];
player.line(source);
game.log(player, '选择了', source);
var card = { name: 'sha', nature: 'fire', isCard: true };
if (target.isIn() && source.isIn() && source.canUse(card, target, false)) source.useCard(card, target, false, 'noai');
}
},
ai: {
order: 3,
result: {
target: function (player, target) {
var hs = player.getCards('h').sort(function (a, b) {
return a.number - b.number;
});
var ts = target.getCards('h').sort(function (a, b) {
return a.number - b.number;
});
if (!hs.length || !ts.length) return 0;
if (hs[0].number <= ts[0].number) return -3;
if (player.countCards('h') >= target.countCards('h')) return -10;
return -1;
},
},
},
},
xinjuxiang: {
audio: 'zjjuxiang',
inherit: 'zjjuxiang',
content: function () {
player.awakenSkill('xinjuxiang');
trigger.player.damage();
},
},
houfeng:{
audio:3,
group:'houfeng_zhengsu',
@ -582,6 +644,109 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.delayx();
},
},
mbdiaodu: {
audio: 'spdiaodu',
trigger: { player: 'phaseZhunbeiBegin' },
filter: function (event, player) {
return game.hasPlayer(function (target) {
return target.countCards('e', function (card) {
return game.hasPlayer(function (current) {
return current != player && current != target && current.canEquip(card);
});
});
});
},
direct: true,
content: function () {
'step 0'
player.chooseTarget(get.prompt2('mbdiaodu'), function (card, player, target) {
return target.countCards('e', function (card) {
return game.hasPlayer(function (current) {
return current != player && current != target && current.canEquip(card);
});
});
}).set('ai', function (target) {
var player = _status.event.player, att = get.attitude(player, target);
if (att > 0) {
if (target.hasCard(function (card) {
if (get.value(card, target) <= 0 && game.hasPlayer(function (current) {
return current != player && current != target && current.canEquip(card, false) && get.effect(current, card, player, player) > 0;
})) return true;
return false;
}, 'e')) return 2 * att;
}
else if (att < 0) {
if (target.hasCard(function (card) {
if (get.value(card, target) >= 4.5 && game.hasPlayer(function (current) {
return current != player && current != target && current.canEquip(card) && get.effect(current, card, player, player) > 0;
})) return true;
return false;
}, 'e')) return -att;
}
return 0;
})
'step 1'
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill('mbdiaodu', target);
}
else event.finish();
'step 2'
var es = target.getCards('e', function (card) {
return game.hasPlayer(function (current) {
return current != target && current.canEquip(card);
})
});
if (es.length == 1) event._result = { bool: true, links: es };
else player.chooseButton(['移动' + get.translation(target) + '的一张装备牌', es], true).set('ai', function (button) {
var player = _status.event.player, target = _status.event.getParent().target, card = button.link;
if (game.hasPlayer(function (current) {
return current != player && current != target && current.canEquip(card) && get.effect(current, card, player, player) > 0;
})) return -get.value(card, target) * get.attitude(player, target);
return 0;
});
'step 3'
if (result.bool) {
event.card = result.links[0];
player.chooseTarget('请选择' + get.translation(event.card) + '的移动目标', true, function (card, player, target) {
return target != player && target.canEquip(_status.event.card);
}).set('card', event.card).set('ai', function (target) {
var evt = _status.event;
return get.effect(target, evt.getParent().card, evt.player, evt.player);
});
}
else event.finish();
'step 4'
if (result.bool) {
var target2 = result.targets[0];
target.line(target2);
target.$give(card, target2);
game.delay(0.5);
target2.equip(card);
}
else event.finish();
'step 5'
target.draw();
},
},
mbdiancai: {
audio: 'spdiancai',
trigger: { global: 'phaseUseEnd' },
filter: function (event, player) {
if (_status.currentPhase == player) return false;
var num = 0;
player.getHistory('lose', function (evt) {
if (evt.cards2 && evt.getParent('phaseUse') == event) num += evt.cards2.length;
});
return num >= player.hp && player.countCards('h') < player.maxHp;
},
frequent: true,
content: function () {
var num = player.maxHp - player.countCards('h');
if (num > 0) player.draw(num);
},
},
spyanji:{
audio:3,
group:'spyanji_zhengsu',
@ -6665,6 +6830,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
spdiaodu_info:'准备阶段,你可令一名角色摸一张牌,然后移动其装备区内的一张牌。',
spdiancai:'典财',
spdiancai_info:'其他角色的结束阶段开始时你可以令至多X名角色各摸一张牌X为你本回合失去的手牌数。',
mbdiaodu:'调度',
mbdiaodu_info:'准备阶段,你可以移动一名角色装备区内的一张牌(不能移动给自己),然后其摸一张牌。',
mbdiancai:'典财',
mbdiancai_info:'其他角色的出牌阶段阶段结束后,若你本阶段失去的牌数不小于你的体力值,则你可将手牌数补至体力上限。',
spyanji:'严纪',
spyanji_info:'出牌阶段开始时,你可以进行“整肃”。',
sp_huangfusong:'手杀皇甫嵩',
@ -6679,6 +6848,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yangjie_info:'出牌阶段限一次你可以摸一张牌并和一名其他角色A拼点。当你以此法展示你的拼点牌时你令此牌点数-XX为你已损失的体力值。若你没赢则你可以令另一名其他角色B获得两张拼点牌然后其视为对A使用一张火【杀】。',
zjjuxiang:'拒降',
zjjuxiang_info:'限定技。一名其他角色脱离濒死状态时你可以对其造成1点伤害然后摸X张牌X为其体力上限且至多为5。',
xinyangjie:'佯解',
xinyangjie_info:'出牌阶段限一次你可以与一名其他角色A拼点。若你没赢则你可以令另一名其他角色B视为对A使用一张火【杀】。',
xinjuxiang:'拒降',
xinjuxiang_info:'限定技一名其他角色脱离濒死状态时你可以对其造成1点伤害。',
houfeng:'厚俸',
houfeng_info:'每轮限一次。一名其他角色的出牌阶段开始时,若其在你的攻击范围内,则你可以令其进行“整肃”。然后当其于本回合内因整肃而摸牌或回复体力后,你获得相同的整肃奖励。',
liuba:'手杀刘巴',