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@ -5336,7 +5336,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var dialog=ui.create.dialog('劝谏:令一名其他角色…','hidden');
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dialog.add([[
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['damage','对其攻击范围内的一名角色造成1点伤害'],
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['draw','将其手牌数调整至体力上限(至多摸至五张),且其本回合内不能使用手牌']
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['draw','将其手牌数调整至手牌上限(至多摸至五张),且其本回合内不能使用手牌']
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],'textbutton']);
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return dialog;
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},
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@ -5349,7 +5349,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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prompt:function(links){
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if(links[0]=='damage') return '令一名其他角色对攻击范围内的另一名角色造成1点伤害';
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return '令一名其他角色将手牌数调整至体力上限(至多摸至五张)且本回合内不能使用手牌';
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return '令一名其他角色将手牌数调整至手牌上限(至多摸至五张)且本回合内不能使用手牌';
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},
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},
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ai:{
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@ -5407,15 +5407,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filterTarget:function(card,player,target){
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if(target==player) return false;
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var num=target.countCards('h');
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if(num>target.maxHp) return true;
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return num<Math.min(5,target.maxHp);
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if(num>target.getHandcardLimit()) return true;
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return num<Math.min(5,target.getHandcardLimit());
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},
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filterCard:()=>false,
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selectCard:-1,
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content:function(){
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'step 0'
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player.addTempSkill('dcquanjian_draw','phaseUseAfter');
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var num1=target.countCards('h'),num2=target.maxHp;
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var num1=target.countCards('h'),num2=target.getHandcardLimit();
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var num=0;
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if(num1>num2){
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event.index=0;
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@ -5459,7 +5459,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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result:{
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target:function(player,target){
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var num1=target.countCards('h'),num2=target.maxHp;
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var num1=target.countCards('h'),num2=target.getHandcardLimit();
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if(num1>num2) return -1;
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return Math.min(5,num2)-num1;
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},
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@ -10461,7 +10461,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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player.markAuto('dcxunji_effect',[target]);
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player.addTempSkill('dcxunji_effect',{player:'die'});
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target.markSkill('dcxunji_mark');
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target.addTempSkill('dcxunji_mark',{player:'phaseEnd'});
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},
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ai:{
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order:1,
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@ -10474,6 +10474,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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subSkill:{
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mark:{
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mark:true,
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marktext:'嫉',
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intro:{content:'你已经被盯上了!'},
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},
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@ -10505,10 +10506,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.card&&event.card.name=='juedou'&&event.getParent().skill=='dcxunji_effect';
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return event.card&&event.card.name=='juedou'&&event.getParent().skill=='dcxunji_effect'&&event.player.isIn();
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},
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content:function(){
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player.loseHp(trigger.num);
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trigger.player.line(player);
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player.damage(trigger.num,trigger.player);
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},
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},
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},
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@ -11118,7 +11120,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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zhuangdan_info:'锁定技,其他角色的回合结束时,若你的手牌数为全场唯一最多,则你令〖裂胆〗失效直到你下回合结束。',
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dc_caiyang:'蔡阳',
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dcxunji:'寻嫉',
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dcxunji_info:'出牌阶段限一次,你可以选择一名其他角色。该角色的下个结束阶段开始时,若其于该回合内造成过伤害,则你视为对其使用一张【决斗】,且当此【决斗】对其造成伤害后,你失去等量的体力。',
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dcxunji_info:'出牌阶段限一次,你可以选择一名其他角色。该角色的下个结束阶段开始时,若其于该回合内造成过伤害,则你视为对其使用一张【决斗】,且当此【决斗】对其造成伤害后,其对你造成等量的伤害。',
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dcjiaofeng:'交锋',
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dcjiaofeng_info:'锁定技。每回合限一次,当你造成伤害时,若你本回合内未造成过其他伤害且你已损失的体力值:大于0,则你摸一张牌;大于1,则此伤害+1;大于2,则你回复1点体力。',
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zhoushan:'周善',
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@ -11328,7 +11330,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dcyongbi_info:'限定技。出牌阶段,你可以将所有手牌交给一名其他男性角色。你将〖媵予〗的发动时机改为“准备阶段和结束阶段开始时”。然后若这些牌中包含的花色数:大于1,则你与其本局游戏的手牌上限+2;大于2,则当你或其于本局游戏内受到大于1的伤害时,此伤害-1。',
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dc_huangquan:'黄权',
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dcquanjian:'劝谏',
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dcquanjian_info:'出牌阶段每项各限一次。你可以选择一项流程并选择一名其他角色A:⒈令A对其攻击范围内的另一名角色B造成1点伤害。⒉令A将手牌数调整至体力上限(至多摸至五张),且其本回合内不能使用或打出手牌。然后A选择一项:⒈执行此流程。⒉本回合下次受到的伤害+1。',
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dcquanjian_info:'出牌阶段每项各限一次。你可以选择一项流程并选择一名其他角色A:⒈令A对其攻击范围内的另一名角色B造成1点伤害。⒉令A将手牌数调整至手牌上限(至多摸至五张),且其本回合内不能使用或打出手牌。然后A选择一项:⒈执行此流程。⒉本回合下次受到的伤害+1。',
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dctujue:'途绝',
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dctujue_info:'限定技。当你进入濒死状态时,你可以将所有牌交给一名其他角色。然后你回复等量的体力并摸等量的牌。',
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chengui:'陈珪',
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@ -482,32 +482,34 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:'twjieyu',
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trigger:{player:'phaseJieshuBegin'},
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filter:function(event,player){
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for(var i=0;i<ui.discardPile.childElementCount;i++){
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if(get.type(ui.discardPile.childNodes[i])=='basic') return true;
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for(let i=0;i<ui.discardPile.childElementCount;i++){
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if(get.type(ui.discardPile.childNodes[i],false)=='basic') return true;
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}
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return false;
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},
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prompt2:function(event,player){
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const num=lib.skill.jieyu.getNum(player,true);
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const num=lib.skill.jieyu.getNum(player);
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return '获得弃牌堆中'+get.cnNumber(num)+'张'+(num>1?'牌名各不相同的':'')+'基本牌';
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},
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async content(event,trigger,player){
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const num=lib.skill.jieyu.getNum(player,false);
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let gains=[],names=lib.inpile.filter(name=>get.type(name)=='basic').randomGets(num);
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names.forEach(name=>{
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let card=get.discardPile(card=>card.name==name);
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if(name) gains.push(card);
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});
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if(gains.length) player.gain(gains,'gain2');
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const num=lib.skill.jieyu.getNum(player,event);
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let gains=[],names=[];
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for(let i=0;i<ui.discardPile.childElementCount;i++){
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let card=ui.discardPile.childNodes[i];
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if(get.type(card,false)=='basic'&&!names.includes(card.name)){
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gains.push(card);
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names.push(card.name);
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}
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}
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if(gains.length) player.gain(gains.randomGets(Math.min(gains.length,num)),'gain2');
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},
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getNum:function(player,goon){
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let num=3,bool=goon;
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getNum:function(player,event){
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let num=3;
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const history=game.getAllGlobalHistory('everything');
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for(let i=history.length-1;i>=0;i--){
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const evt=history[i];
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if(evt.name=='useSkill'&&evt.player==player&&evt.skill=='jieyu'){
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if(!bool) bool=true;
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else break;
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if(evt.name=='jieyu'&&evt.player==player){
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if(!event||evt!=event) break;
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}
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if(evt.name=='useCard'&&evt.player!=player&&evt.targets&&evt.targets.includes(player)&&get.tag(evt.card,'damage')){
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num--;
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@ -599,7 +601,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(to.hujia>0) return distance+1;
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},
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},
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audio:2,
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audio:true,
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trigger:{player:'damageBegin2'},
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filter:function(event,player){
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return player.hujia>0&&event.hasNature('fire');
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@ -129,6 +129,7 @@ window.noname_character_rank={
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'caoxian',
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'sb_guanyu',
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'mb_chengui',
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'sb_caopi',
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],
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a:[
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'diy_zaozhirenjun',
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@ -356,6 +357,7 @@ window.noname_character_rank={
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'dc_sb_zhouyu',
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],
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am:[
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'muludawang',
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'diy_caiwenji',
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'diy_liuyan',
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'diy_zhenji',
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@ -650,6 +652,7 @@ window.noname_character_rank={
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'mb_huban',
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],
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bp:[
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'xin_huojun',
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'chess_diaochan',
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'chess_huangzhong',
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'chess_sunshangxiang',
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@ -1019,6 +1022,7 @@ window.noname_character_rank={
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'sb_huangyueying',
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],
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b:[
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'liyi',
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'diy_feishi',
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'diy_liufu',
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'diy_tianyu',
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@ -2089,6 +2093,8 @@ window.noname_character_rank={
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'dc_sb_zhouyu',
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],
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rare:[
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'xin_huojun',
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'muludawang',
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'mb_huban',
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'sp_jianggan',
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'ol_caozhang',
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@ -6363,7 +6363,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sbfangzhu:'放逐',
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sbfangzhu_info:'出牌阶段限一次,你可以:1.移去2个“颂”标记,令一名其他角色的非Charlotte技能失效直到其回合结束;2.移去2个“颂”标记,令一名其他角色不能响应除其以为的角色使用的牌直到其回合结束;3.移去2个“颂”标记,令一名其他角色将武将牌翻面;4.移去2个“颂”标记,令一名其他角色只能使用你选择的一种类型的牌直到其回合结束。',
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sbsongwei:'颂威',
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sbsongwei_info:'①出牌阶段开始时,你获得Y个“颂”标记(Y为场上其他魏势力角色数)。②每局游戏限一次,出牌阶段,你可以令一名其他魏势力角色失去所有武将牌的技能。',
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sbsongwei_info:'主公技。①出牌阶段开始时,你获得Y个“颂”标记(Y为场上其他魏势力角色数)。②每局游戏限一次,出牌阶段,你可以令一名其他魏势力角色失去所有武将牌的技能。',
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sb_zhi:'谋攻篇·知',
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sb_shi:'谋攻篇·识',
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215
character/sp.js
215
character/sp.js
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@ -8,7 +8,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_tianji:["sunhao","liuxie","caoang","hetaihou","sunluyu",'ol_wangrong',"zuofen","ol_bianfuren","qinghegongzhu","tengfanglan","ruiji",'caoxiancaohua'],
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sp_sibi:["yangxiu","chenlin","chengyu","shixie","fuwan","wangyun","zhugejin","simalang","maliang","buzhi","dongyun","kanze","sunqian","xizhicai","sunshao",'duxi',"jianggan",'ol_dengzhi','ol_yangyi','ol_dongzhao','ol_chendeng','jin_yanghu','wangyan','xiahouxuan','quhuang','zhanghua','wangguan','sunhong','caoxi'],
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sp_tianzhu:['zhangyan','niujin','hejin','hansui',"wutugu","yanbaihu","shamoke","zhugedan",'huangzu','gaogan',"tadun","fanjiangzhangda","ahuinan","dongtuna",'ol_wenqin'],
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sp_nvshi:["lingju","guanyinping","zhangxingcai","mayunlu","dongbai","zhaoxiang",'ol_zhangchangpu',"daxiaoqiao","jin_guohuai"],
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sp_nvshi:['ol_dingshangwan',"lingju","guanyinping","zhangxingcai","mayunlu","dongbai","zhaoxiang",'ol_zhangchangpu',"daxiaoqiao","jin_guohuai"],
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sp_shaowei:["simahui","zhangbao","zhanglu","zhugeguo","xujing","zhangling",'huangchengyan','zhangzhi','lushi'],
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sp_huben:['duanjiong','ol_mengda',"caohong","xiahouba","zhugeke","zumao","wenpin","litong","mazhong","heqi","quyi","luzhi","zangba","yuejin","dingfeng","wuyan","ol_zhuling","tianyu","huojun",'zhaoyǎn','dengzhong','ol_furong','macheng','ol_zhangyì','ol_zhujun','maxiumatie','luoxian','ol_huban','haopu','ol_qianzhao'],
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sp_liesi:['lvboshe','mizhu','weizi','ol_liuba','zhangshiping'],
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@ -18,7 +18,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_zhongdan:["cuiyan","huangfusong"],
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sp_guozhan2:["sp_dongzhuo","liqueguosi","zhangren"],
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sp_others:["hanba","caiyang"],
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sp_waitforsort:['ol_luyusheng','ol_pengyang','ol_tw_zhangji','ol_dingshangwan','ol_liwan','ol_liuyan','caoyu'],
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sp_waitforsort:['ol_luyusheng','ol_pengyang','ol_tw_zhangji','ol_liwan','ol_liuyan','caoyu','liyi'],
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},
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},
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characterFilter:{
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@ -30,6 +30,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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character:{
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liyi:['male','wu',4,['olchanshuang','olzhanjin']],
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caoyu:['male','wei',3,['olgongjie','olxiangxv','olxiangzuo']],
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ol_liwan:['female','wei',3,['ollianju','olsilv']],
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ol_dingshangwan:['female','wei',3,['olfudao','olfengyan']],
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@ -202,6 +203,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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luzhi:['male','wei',3,['qingzhong','weijing']]
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},
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characterIntro:{
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liyi:'李异(生卒年不详),三国时期东吴将领。建安末,与谢旌率水陆三千,击破刘备军将领詹晏、陈凤。刘备领兵攻孙权时,李异与陆逊等人屯巫、秭归,为蜀将所破。黄武元年(222年),陆逊破刘备于猇亭,李异追踪蜀军,屯驻南山。清代学者赵一清认为此李异与刘璋部将李异为同一人。',
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caoyu:'曹宇(?-278年),字彭祖,沛国谯县(今安徽亳州)人。三国时期魏国宗室,魏武帝曹操与环夫人之子,邓哀王曹冲同母兄弟。太和六年,封为燕王。魏明帝病危,欲以大将军辅政,不果。其子常道乡公曹奂,是魏国末代皇帝,史称魏元帝。晋朝建立后,降封燕公。咸宁四年(278年),曹宇去世。',
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zhangyan:'张燕,本姓褚,生卒年不详,常山真定(今河北正定南)人,东汉末年黑山军首领。张燕剽捍,敏捷过人,军中称为“飞燕”。官渡之战时投降曹操,被任命为平北将军,封安国亭侯。死后其子张方袭爵。',
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lushi:'卢氏,五斗米教主张衡妻,张鲁母,擅长驻颜之术,常年令自己保持少女的容颜。常拜访刘焉,与其交好。',
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|
@ -705,6 +707,207 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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skill:{
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//李异
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olchanshuang:{
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audio:2,
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enable:'phaseUse',
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filterTarget:lib.filter.notMe,
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usable:1,
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content:function*(event,map){
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const player=map.player,target=event.target;
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const choiceList=[
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||||
'重铸一张牌',
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||||
'使用一张【杀】',
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'弃置两张牌',
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||||
],list=['重铸','出杀','弃牌','无法选择'];
|
||||
let result=[];
|
||||
for(let current of [player,target]){
|
||||
let list1=list.slice(),choiceList1=choiceList.slice();
|
||||
list1=list1.filter(control=>{
|
||||
if(control=='无法选择') return false;
|
||||
if(control=='重铸') return current.countCards('he',card=>current.canRecast(card));
|
||||
if(control=='出杀') return current.countCards('he',card=>card.name=='sha'&¤t.hasUseTarget(card));
|
||||
if(control=='弃牌') return current.countCards('he',card=>lib.filter.cardDiscardable(card,current))>1;
|
||||
});
|
||||
choiceList1=choiceList.filter(control=>{
|
||||
if(choiceList.indexOf(control)==0) return current.countCards('he',card=>current.canRecast(card));
|
||||
if(choiceList.indexOf(control)==1) return current.countCards('he',card=>card.name=='sha'&¤t.hasUseTarget(card));
|
||||
if(choiceList.indexOf(control)==2) return current.countCards('he',card=>lib.filter.cardDiscardable(card,current))>1;
|
||||
});
|
||||
if(list1.length){
|
||||
if(list1.length==1) result.push(list.indexOf(list1[0]));
|
||||
else{
|
||||
let result1=yield current.chooseControl(list1).set('ai',()=>{
|
||||
const current=_status.event.player;
|
||||
const controls=_status.event.controls.slice();
|
||||
if(controls.includes('出杀')&¤t.countCards('hs',card=>card.name=='sha'&¤t.hasValueTarget(card))) return '出杀';
|
||||
if(controls.includes('重铸')) return '重铸';
|
||||
return '弃牌';
|
||||
}).set('choiceList',choiceList1);
|
||||
if(result1.control) result.push(list.indexOf(result1.control));
|
||||
}
|
||||
}
|
||||
else result.push(3);
|
||||
}
|
||||
player.popup(list[result[0]]);
|
||||
target.popup(list[result[1]]);
|
||||
for(let current of [player,target]){
|
||||
switch(list[result[current==player?0:1]]){
|
||||
case '重铸':
|
||||
let result2=yield current.chooseCard('he','请重铸一张牌',(card,player)=>player.canRecast(card),true);
|
||||
if(result2.bool) current.recast(result2.cards);
|
||||
break;
|
||||
case '出杀':
|
||||
current.chooseToUse({
|
||||
prompt:'请使用一张【杀】',
|
||||
filterCard:function(card,player){
|
||||
if(card.name!='sha') return false;
|
||||
return lib.filter.filterCard.apply(this,arguments);
|
||||
},
|
||||
forced:true,
|
||||
ai1:function(card){
|
||||
return _status.event.player.getUseValue(card);
|
||||
},
|
||||
});
|
||||
break;
|
||||
case '弃牌':
|
||||
current.chooseToDiscard('he',2,true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:function(item,player){
|
||||
return get.order({name:'sha'},player)-0.1;
|
||||
},
|
||||
result:{
|
||||
target:function(player,target){
|
||||
const att=get.attitude(player,target);
|
||||
if(target.countCards('hs',card=>{
|
||||
return card.name=='sha'&&game.hasPlayer(current=>{
|
||||
return target.canUse(card,current)&&get.effect(current,card,target,target)>0&&get.effect(current,card,target,player)>0;
|
||||
});
|
||||
})) return 3;
|
||||
if(att>0) return 2;
|
||||
if(!target.countCards('h')) return get.sgn(att)+(att==0?1:0);
|
||||
return 0;
|
||||
},
|
||||
},
|
||||
},
|
||||
group:'olchanshuang_end',
|
||||
subSkill:{
|
||||
end:{
|
||||
audio:'olchanshuang',
|
||||
trigger:{player:'phaseJieshuBegin'},
|
||||
filter:function(event,player){
|
||||
return player.getHistory('lose',evt=>{
|
||||
if(evt.type=='discard'){
|
||||
var evtx=evt.getl(player);
|
||||
return evtx&&evtx.cards2.length==2;
|
||||
}
|
||||
return evt.getParent(2).name=='recast';
|
||||
}).length||player.getHistory('useCard',evt=>evt.card.name=='sha').length;
|
||||
},
|
||||
forced:true,
|
||||
locked:false,
|
||||
content:function*(event,map){
|
||||
let num=0,player=map.player;
|
||||
if(player.getHistory('lose',evt=>evt.getParent(2).name=='recast').length) num++;
|
||||
if(player.getHistory('useCard',evt=>evt.card.name=='sha').length) num++;
|
||||
if(player.getHistory('lose',evt=>{
|
||||
if(evt.type=='discard'){
|
||||
var evtx=evt.getl(player);
|
||||
return evtx&&evtx.cards2.length==2;
|
||||
}
|
||||
}).length) num++;
|
||||
if(num&&player.countCards('he',card=>player.canRecast(card))){
|
||||
let result=yield player.chooseCard('he','请重铸一张牌',(card,player)=>player.canRecast(card),true);
|
||||
if(result.bool) yield player.recast(result.cards);
|
||||
}
|
||||
if(num>1&&player.countCards('he',card=>card.name=='sha'&&player.hasUseTarget(card))){
|
||||
yield player.chooseToUse({
|
||||
prompt:'请使用一张【杀】',
|
||||
filterCard:function(card,player){
|
||||
if(card.name!='sha') return false;
|
||||
return lib.filter.filterCard.apply(this,arguments);
|
||||
},
|
||||
forced:true,
|
||||
ai1:function(card){
|
||||
return _status.event.player.getUseValue(card);
|
||||
},
|
||||
});
|
||||
}
|
||||
if(num>2&&player.countCards('he',card=>lib.filter.cardDiscardable(card,player))) yield player.chooseToDiscard('he',2,true);
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
olzhanjin:{
|
||||
audio:2,
|
||||
locked:true,
|
||||
group:'olzhanjin_guanshi',
|
||||
subSkill:{
|
||||
guanshi:{
|
||||
audio:'olzhanjin',
|
||||
nobracket:true,
|
||||
equipSkill:true,
|
||||
trigger:{player:['shaMiss','eventNeutralized']},
|
||||
filter:function(event,player){
|
||||
if(!player.hasEmptySlot(1)||!lib.card.guanshi) return false;
|
||||
if(event.type!='card'||event.card.name!='sha'||!event.target.isIn()) return false;
|
||||
return player.countCards('he')>=2;
|
||||
},
|
||||
direct:true,
|
||||
locked:false,
|
||||
content:function(){
|
||||
"step 0"
|
||||
player.chooseToDiscard(get.prompt('olzhanjin_guanshi'),'弃置两张牌,令'+get.translation(trigger.card)+'强制命中',2,'he').set('ai',function(card){
|
||||
var evt=_status.event.getTrigger();
|
||||
if(get.attitude(evt.player,evt.target)<0){
|
||||
if(player.needsToDiscard()) return 15-get.value(card);
|
||||
if(evt.baseDamage+evt.extraDamage>=Math.min(2,evt.target.hp)) return 8-get.value(card);
|
||||
return 5-get.value(card);
|
||||
}
|
||||
return -1;
|
||||
}).set('complexCard',true).logSkill='olzhanjin_guanshi';
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
if(event.triggername=='shaMiss'){
|
||||
trigger.untrigger();
|
||||
trigger.trigger('shaHit');
|
||||
trigger._result.bool=false;
|
||||
trigger._result.result=null;
|
||||
}
|
||||
else trigger.unneutralize();
|
||||
}
|
||||
},
|
||||
mod:{
|
||||
attackRange:function(player,num){
|
||||
if(lib.card.guanshi&&player.hasEmptySlot(1)) return num-lib.card.guanshi.distance.attackFrom;
|
||||
},
|
||||
},
|
||||
ai:{
|
||||
directHit_ai:true,
|
||||
skillTagFilter:function(player,tag,arg){
|
||||
if(player._olzhanjin_guanshi_temp||!player.hasEmptySlot(1)||!lib.card.guanshi) return;
|
||||
player._guanshi_temp=true;
|
||||
var bool=(get.attitude(player,arg.target)<0&&arg.card&&arg.card.name=='sha'&&player.countCards('he',card=>{
|
||||
return card!=arg.card&&(!arg.card.cards||!arg.card.cards.includes(card))&&get.value(card)<5;
|
||||
})>1);
|
||||
delete player._olzhanjin_guanshi_temp;
|
||||
return bool;
|
||||
},
|
||||
effect:{
|
||||
target:function(card,player,target){
|
||||
if(player==target&&get.subtype(card)=='equip1'){
|
||||
if(get.equipValue(card)<=get.equipValue({name:'guanshi'})) return 0;
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
//曹宇
|
||||
olgongjie:{
|
||||
audio:2,
|
||||
|
@ -764,9 +967,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
return cards.length-player.countCards('h')>0;
|
||||
},
|
||||
usable:1,
|
||||
logTarget:()=>_status.currentPhase,
|
||||
async content(event,trigger,player){
|
||||
player.tempBanSkill('olxiangxv',null,false);
|
||||
player.when({global:'phaseEnd'}).then(()=>{
|
||||
if(target&&target.isIn()){
|
||||
var num=target.countCards('h')-player.countCards('h');
|
||||
|
@ -26815,6 +27018,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
olxiangxv_info:'当你的手牌数变为全场最少时,你可以获得以下效果:本回合结束时,将手牌数调整至与当前回合角色手牌数相同(至多摸至五张)。',
|
||||
olxiangzuo:'襄胙',
|
||||
olxiangzuo_info:'限定技,当你进入濒死状态时,你可以交给当前回合角色任意张牌,若如此做,若你本回合已对其发动过〖恭节〗或〖相胥〗,你回复等量的体力。',
|
||||
liyi:'李异',
|
||||
olchanshuang:'缠双',
|
||||
olchanshuang_info:'①出牌阶段限一次,你可以选择一名其他角色。你与其依次选择〖缠双③〗的一项,然后你与其依次执行各自选择的项。②结束阶段,若X大于0,你执行〖缠双③〗的前X项(X为你本回合以任意形式执行过的〖缠双③〗的选项数)。③选项:1.重铸一张牌;2.使用一张【杀】;3.弃置两张牌。',
|
||||
olzhanjin:'蘸金',
|
||||
olzhanjin_guanshi:'贯石斧(蘸金)',
|
||||
olzhanjin_info:'锁定技,若你有空置的武器栏,则你视为装备【贯石斧】。',
|
||||
|
||||
sp_tianji:'天极·皇室宗亲',
|
||||
sp_sibi:'四弼·辅国文曲',
|
||||
|
|
|
@ -9182,7 +9182,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
huaping:{
|
||||
audio:'huaping',
|
||||
audio:2,
|
||||
trigger:{global:'die'},
|
||||
limited:true,
|
||||
skillAnimation:true,
|
||||
|
@ -13859,7 +13859,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dcjinjie:'尽节',
|
||||
dcjinjie_info:'当一名角色进入濒死状态时,可以令其摸一张牌。然后若你本轮未进行过回合,你可以弃置X张手牌令其回复1点体力(X为本轮你发动过〖尽节〗的次数)。',
|
||||
dcjue:'举讹',
|
||||
dcjue_info:'准备阶段,你可以视为对一名未受伤的角色使用一张【杀】。',
|
||||
dcjue_info:'准备阶段,你可以视为对一名体力值或手牌数大于你的角色使用一张【杀】。',
|
||||
dc_tengfanglan:'滕芳兰',
|
||||
dcluochong:'落宠',
|
||||
dcluochong_info:'一轮游戏开始时,你可以弃置任意名角色区域里的共计至多[4]张牌,然后若你以此法弃置了一名角色的至少三张牌,则你方括号内的数字-1。',
|
||||
|
|
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Reference in New Issue