谋荀彧
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4bb66b6242
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@ -660,6 +660,7 @@ window.noname_character_rank={
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'jsrg_simayi',
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'jsrg_zhaoyun',
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'jsrg_zhangxuan',
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'sb_xunyu',
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],
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bp:[
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'xin_huojun',
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358
character/sb.js
358
character/sb.js
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@ -5,6 +5,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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name:'sb',
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connect:true,
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character:{
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sb_xunyu:['male','wei',3,['sbquhu','sbjieming']],
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sb_caopi:['male','wei',3,['sbxingshang','sbfangzhu','sbsongwei'],['zhu']],
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sb_guanyu:['male','shu',4,['sbwusheng','sbyijue']],
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sb_huangyueying:['female','shu',3,['sbjizhi','sbqicai']],
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@ -56,6 +57,357 @@ 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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//荀彧
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sbquhu:{
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audio:2,
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enable:'phaseUse',
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usable:1,
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filterTarget(card,player,target){
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return player!=target&&target.countCards('he');
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},
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selectTarget:2,
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multitarget:true,
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multiline:true,
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async content(event,trigger,player){
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const targets=[player].addArray(event.targets);
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targets.sortBySeat();
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const {result}=await player.chooseCardOL(targets,'he',[1,Infinity],true,'驱虎:请将任意张牌扣置于武将牌上').set('ai',card=>{
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const player=get.event().getParent(2).player;
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let value=5;
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if(get.player()==player) value-=0.5;
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return value-get.useful(card);
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});
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const lose_list=[];
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const map=new Map();
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let myCards;
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let minLength=Infinity;
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for(let i=0;i<result.length;i++){
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const current=targets[i],cards=result[i].cards;
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if(current==player) myCards=cards;
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else if(cards.length<minLength) minLength=cards.length;
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lose_list.push([current,cards]);
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map.set(current.playerid,cards);
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}
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await game.loseAsync({
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lose_list,
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log:true,
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animate:'giveAuto',
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gaintag:['sbquhu'],
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}).setContent(lib.skill.sbquhu.addToExpansionMultiple);
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await game.asyncDelay(1.5);
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const isMin=minLength>myCards.length;
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const sortedList=lose_list.filter(list=>list[0]!=player).sort((a,b)=>{
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return 1000*(b[1].length-a[1].length)+(get.distance(player,a[0],'absolute')-get.distance(player,b[0],'absolute'));
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});
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const mostPlayer=sortedList[0][0],secondPlayer=sortedList[1][0];
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await new Promise(resolve=>{
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game.broadcastAll(lose_list=>{
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lose_list.forEach(list=>list[0].prompt(`${get.cnNumber(list[1].length)}张`,'wood'));
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},lose_list);
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setTimeout(()=>{
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game.broadcastAll(lose_list=>{
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lose_list.forEach(list=>list[0].unprompt());
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},lose_list);
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resolve();
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},2000/(lib.config.speed=='vvfast'?3:1));
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});
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if(isMin){
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await mostPlayer.gain(myCards,'give',player);
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await game.asyncDelay();
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const gain_list=lose_list.filter(list=>list[0]!=player);
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game.loseAsync({
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gain_list,
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animate:'draw',
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}).setContent('gaincardMultiple');
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}
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else{
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mostPlayer.line(secondPlayer,'thunder');
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await secondPlayer.damage(mostPlayer);
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await game.asyncDelay();
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await mostPlayer.gain(myCards,'give',player);
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await game.asyncDelay();
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await game.loseAsync({
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lose_list:sortedList,
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}).setContent(()=>{
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for(var i=0;i<event.lose_list.length;i++){
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var current=event.lose_list[i][0],cards=event.lose_list[i][1];
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var next=current.lose(cards,ui.discardPile);
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current.$throw(cards);
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game.log(current,'将',cards,'置入了弃牌堆');
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next.set('relatedEvent',event.getParent());
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next.set('getlx',false);
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}
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});
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await game.asyncDelayx();
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}
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},
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addToExpansionMultiple(){
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"step 0"
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if(event.animate=='give') event.visible=true;
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event.type='addToExpansion';
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if(!event.gaintag) event.gaintag=[];
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if(event.lose_list){
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var map={},map2={};
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for(var list of event.lose_list){
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var player=list[0],cards=list[1];
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var myId=player.playerid;
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if(!map2[myId]) map2[myId]=[];
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for(var i of cards){
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var owner=get.owner(i,'judge');
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if(owner&&(owner!=player||get.position(i)!='x')){
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var id=owner.playerid;
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if(!map[id]) map[id]=[[],[],[]];
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map[id][0].push(i);
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map2[myId].push(i);
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var position=get.position(i);
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if(position=='h') map[id][1].push(i);
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else map[id][2].push(i);
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}
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else if(!event.updatePile&&get.position(i)=='c') event.updatePile=true;
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}
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}
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event.losing_map=map;
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event.gaining_map=map2;
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for(var i in map){
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var owner=(_status.connectMode?lib.playerOL:game.playerMap)[i];
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var next=owner.lose(map[i][0],ui.special).set('forceDie',true).set('getlx',false);
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next.set('relatedEvent',event.getParent());
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next.set('forceDie',true);
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next.set('getlx',false);
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if(event.visible==true) next.set('visible',true);
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}
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}
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else {
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event.finish();
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}
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"step 1";
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if(event.lose_list){
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var map={};
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for(var list of event.lose_list){
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var player=list[0],cards=list[1];
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for(var i=0;i<cards.length;i++){
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if(cards[i].willBeDestroyed('expansion',player,event)){
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cards[i].selfDestroy(event);
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cards.splice(i--,1);
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}
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else if(event.losing_map){
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for(var id in event.losing_map){
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if(event.losing_map[id][0].includes(cards[i])){
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var source=(_status.connectMode?lib.playerOL:game.playerMap)[id];
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var hs=source.getCards('hejsx');
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if(hs.includes(cards[i])){
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cards.splice(i--,1);
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}
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}
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}
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}
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}
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}
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}
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if(cards.length==0){
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event.finish();
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return;
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}
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"step 2";
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for(var j in event.gaining_map){
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var map={};
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var player=(_status.connectMode?lib.playerOL:game.playerMap)[j],cards=event.gaining_map[j];
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var hs=player.getCards('x');
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for(var i=0;i<cards.length;i++){
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if(hs.includes(cards[i])){
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cards.splice(i--,1);
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}
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}
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for(var num=0;num<cards.length;num++){
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if(_status.discarded){
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_status.discarded.remove(cards[num]);
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}
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for(var num2=0;num2<cards[num].vanishtag.length;num2++){
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if(cards[num].vanishtag[num2][0]!='_'){
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cards[num].vanishtag.splice(num2--,1);
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}
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}
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}
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if(event.animate=='draw'){
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player.$draw(cards.length);
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if(event.log) game.log(player,'将',get.cnNumber(cards.length),'张牌置于了武将牌上');
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game.pause();
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setTimeout((player,cards)=>{
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player.$addToExpansion(cards,null,event.gaintag);
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for(var i of event.gaintag) player.markSkill(i);
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game.resume();
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},get.delayx(500,500),player,cards);
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}
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else if(event.animate=='gain'){
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player.$gain(cards,false);
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game.pause();
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setTimeout((player,cards)=>{
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player.$addToExpansion(cards,null,event.gaintag);
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for(var i of event.gaintag) player.markSkill(i);
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game.resume();
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},get.delayx(700,700),player,cards);
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}
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else if(event.animate=='gain2'||event.animate=='draw2'){
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var gain2t=300;
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if(player.$gain2(cards)&&player==game.me){
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gain2t=500;
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}
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game.pause();
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setTimeout((player,cards)=>{
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player.$addToExpansion(cards,null,event.gaintag);
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for(var i of event.gaintag) player.markSkill(i);
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game.resume();
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},get.delayx(gain2t,gain2t),player,cards);
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}
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else if(event.animate=='give'||event.animate=='giveAuto'){
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var evtmap=event.losing_map;
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var entries=Object.entries(evtmap).map(entry=>[entry[0],entry[1][0]]);
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var getOwner=(card)=>{
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var entry=entries.find(entry=>entry[1].includes(card));
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if(entry) return (_status.connectMode?lib.playerOL:game.playerMap)[entry[0]];
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return null;
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};
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var gainmap={};
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for(var cardx of cards){
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var owner=getOwner(cardx);
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if(owner){
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var id=owner.playerid;
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if(!gainmap[id]) gainmap[id]=[];
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gainmap[id].push(cardx);
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}
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}
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if(event.animate=='give'){
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for(var i in gainmap){
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var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
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source.$give(evtmap[i][0],player,false);
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if(event.log) game.log(player,'将',evtmap[i][0],'置于了武将牌上');
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}
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}
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else{
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for(var i in gainmap){
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var source=(_status.connectMode?lib.playerOL:game.playerMap)[i];
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if(evtmap[i][1].length){
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source.$giveAuto(evtmap[i][1],player,false);
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if(event.log) game.log(player,'将',get.cnNumber(evtmap[i][1].length),'张牌置于了武将牌上');
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}
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if(evtmap[i][2].length){
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source.$give(evtmap[i][2],player,false);
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if(event.log) game.log(player,'将',evtmap[i][2],'置于了武将牌上');
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}
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}
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}
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game.pause();
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setTimeout((player,cards)=>{
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player.$addToExpansion(cards,null,event.gaintag);
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for(var i of event.gaintag) player.markSkill(i);
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game.resume();
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},get.delayx(500,500),player,cards);
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}
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else if(typeof event.animate=='function'){
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var time=event.animate(event);
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game.pause();
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setTimeout((player,cards)=>{
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player.$addToExpansion(cards,null,event.gaintag);
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for(var i of event.gaintag) player.markSkill(i);
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game.resume();
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},get.delayx(time,time),player,cards);
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}
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else{
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player.$addToExpansion(cards,null,event.gaintag);
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for(var i of event.gaintag) player.markSkill(i);
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event.finish();
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}
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}
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"step 3";
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game.delayx();
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if(event.updatePile) game.updateRoundNumber();
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},
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intro:{
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markcount:'expansion',
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mark(dialog,storage,player){
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const cards=player.getExpansions('sbquhu');
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if(player.isUnderControl(true)) dialog.addAuto(cards);
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else return '共有'+get.cnNumber(cards.length)+'张牌';
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},
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},
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ai:{
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order:3.5,
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result:{
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target(player,target){
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let sgn=1,preAtt=0;
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if(ui.selected.targets.length){
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const selected=ui.selected.targets[0];
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preAtt=get.attitude(player,selected);
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if(preAtt>0) sgn=-1;
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}
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let eff=0.4*target.countCards('h',card=>{
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return 5-get.useful(card);
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})-1;
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if(get.attitude(player,target)>0&&sgn<0||get.attitude(player,target)<0&&preAtt<0) eff=-Math.abs(eff);
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return eff;
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},
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}
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}
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},
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sbjieming:{
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audio:2,
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trigger:{
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player:'damageEnd',
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},
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direct:true,
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async content(event,trigger,player){
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let num=Math.max(1,player.getDamagedHp());
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const {result:{bool,targets}}=await player.chooseTarget(get.prompt('sbjieming'),`令一名角色摸三张牌,然后其可以弃置任意张牌。若其弃置的牌数小于${get.cnNumber(num)}张,你失去1点体力。`).set('ai',target=>{
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if(get.event('nope')) return 0;
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const player=get.player(),att=get.attitude(player,target);
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if(att>2){
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const num=Math.sqrt(Math.min(5,Math.max(1,target.countCards('he',card=>get.value(card)<5.5))));
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return num*att;
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}
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return att/3;
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}).set('nope',(player.getHp()+player.countCards('hs',card=>player.canSaveCard(card,player))<=1)&&num>3);
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if(!bool) return;
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const target=targets[0];
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player.logSkill('sbjieming',target);
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await target.draw(3);
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num=Math.max(1,player.getDamagedHp());
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const {result:{bool:bool2,cards}}=await target.chooseToDiscard('节命:是否弃置任意张牌?',`若你本次弃置的牌数小于${get.cnNumber(num)}张,${get.translation(player)}失去1点体力。`,[1,Infinity]).set('ai',card=>{
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if(get.event('nope')) return 0;
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if(ui.selected.cards.length>=get.event('num')) return 0;
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return 5.5-get.value(card);
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}).set('nope',get.attitude(target,player)*get.effect(player,{name:'losehp'},player,target)>=0).set('num',num);
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if(!bool2||cards.length<num) player.loseHp();
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},
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ai:{
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maixie:true,
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maixie_hp:true,
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effect:{
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target(card,player,target,current){
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if(get.tag(card,'damage')&&target.hp>1){
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if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
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if(!target.hasFriend()) return;
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let max=0;
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const num=Math.max(1,player.getDamagedHp());
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if(num>3) return 2;
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const players=game.filterPlayer();
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for(const current of players){
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if(get.attitude(target,current)>0){
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max=Math.max(current.countCards('he'),max);
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}
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}
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switch(max){
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case 0:return 2;
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case 1:return 1.5;
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case 2:return [1,2];
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default:return [0,max];
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}
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}
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if((card.name=='tao'||card.name=='caoyao')&&
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target.hp>1&&target.countCards('h')<=target.hp) return [0,0];
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},
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},
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},
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},
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//曹丕
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sbxingshang:{
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audio:2,
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@ -6371,6 +6723,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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外的角色使用的牌直到其回合结束;3.移去3个“颂”标记,令一名其他角色将武将牌翻面;4.移去3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:'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_xunyu:'谋荀彧',
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sb_xunyu_prefix:'谋',
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sbquhu:'驱虎',
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sbquhu_info:'出牌阶段限一次。你可以选择两名有牌的其他角色,你与这些角色同时将任意张牌扣置于武将牌上。若你以此法扣置的牌唯一最少,则扣置牌最多的其他角色获得你扣置的牌,且这些角色获得各自扣置的牌;否则这两名角色中扣置牌较多的角色对较少的角色造成1点伤害,获得你扣置的牌,然后这些角色将各自扣置的牌置入弃牌堆(若这两名角色扣置的牌数相同,视为与你逆时针最近座次的角色扣置牌较多)。',
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sbjieming:'节命',
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sbjieming_info:'当你受到伤害后,你可以令一名角色摸三张牌,然后其可以弃置任意张牌。若其弃置的牌数小于X,你失去1点体力(X为你已损失的体力值,至少为1)。',
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sb_zhi:'谋攻篇·知',
|
||||
sb_shi:'谋攻篇·识',
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||||
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|
|
@ -7722,7 +7722,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
yuji:['xin_yuji','re_yuji','yuji'],
|
||||
zhangjiao:['sp_zhangjiao','re_zhangjiao','sb_zhangjiao','zhangjiao'],
|
||||
dianwei:['dianwei','ol_dianwei','re_dianwei'],
|
||||
xunyu:['xunyu','ol_xunyu','re_xunyu'],
|
||||
xunyu:['xunyu','ol_xunyu','re_xunyu','sb_xunyu'],
|
||||
sp_zhugeliang:['sp_zhugeliang','ol_sp_zhugeliang','re_sp_zhugeliang','sb_sp_zhugeliang'],
|
||||
pangtong:['pangtong','ol_pangtong','re_pangtong','sb_pangtong'],
|
||||
re_jsp_pangtong:['re_jsp_pangtong','jsrg_pangtong','sp_pangtong'],
|
||||
|
|
Loading…
Reference in New Issue