Merge pull request #742 from mengxinzxz/PR-Branch

技能调整
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Spmario233 2023-12-26 22:55:44 +08:00 committed by GitHub
commit 26cbb6900c
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3 changed files with 151 additions and 125 deletions

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@ -742,7 +742,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
else{
target.line(event.togive);
event.togive.damage(Math.min(3,event.togive.countCards('h',{name:'sha'})),target);
event.togive.damage(Math.min(2,event.togive.countCards('h',{name:'sha'})),target);
}
},
intro:{
@ -816,30 +816,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
content:function(){
'step 0'
var num=Math.min(Math.max(1,player.getStorage('twjichou').length),5);
event.num=num;
var choices=['选项一'];
var choiceList=[
'摸'+get.cnNumber(num)+'张牌',
'摸张牌',
'获得一个“机论”标记',
];
if(!player.getStorage('twjichou').length||!player.getStorage('twjichou').filter(function(name){
return !player.getStorage('jilun').contains(name)&&player.hasUseTarget({name:name});
return !player.getStorage('jilun').includes(name)&&player.hasUseTarget({name:name});
}).length) choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
else choices.push('选项二');
player.chooseControl(choices,'cancel2').set('choiceList',choiceList).set('prompt',get.prompt('jilun')).set('ai',()=>{
if(_status.event.choiceList.length==1||!player.getStorage('twjichou').length) return 0;
var val=_status.event.num>3?Math.min(1.5,1+(_status.event.num-3)*0.1):1;
var val=player.getUseValue({name:'wuzhong'});
for(var name of player.getStorage('twjichou')){
if(player.getStorage('jilun').contains(name)) continue;
if(player.getUseValue({name:name})>4*val) return 1;
if(player.getStorage('jilun').includes(name)) continue;
if(player.getUseValue({name:name})>val) return 1;
}
return 0;
}).set('num',num);
});
'step 1'
if(result.control!='cancel2'){
player.logSkill('jilun');
if(result.control=='选项一') player.draw(num);
if(result.control=='选项一') player.draw(2);
else player.addMark('jilun_mark',1);
}
},
@ -858,7 +856,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
if(!player.getStorage('twjichou').length||!player.getStorage('twjichou').filter(function(name){
return !player.getStorage('jilun').contains(name)&&player.hasUseTarget({name:name});
return !player.getStorage('jilun').includes(name)&&player.hasUseTarget({name:name});
}).length){
if(player.hasMark('jilun_mark')) player.removeMark('jilun_mark',player.countMark('jilun_mark'));
event.finish();
@ -866,7 +864,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
var list=[];
for(var name of player.getStorage('twjichou')){
if(!player.getStorage('jilun').contains(name)){
if(!player.getStorage('jilun').includes(name)){
list.push(['锦囊','',name]);
}
}
@ -15760,12 +15758,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
old_yuanshu_prefix:'手杀',
baoxin:'鲍信',
mutao:'募讨',
mutao_info:'出牌阶段限一次。你可以选择一名角色令其将手牌中所有的【杀】置于武将牌上然后将这些牌依次随机交给其下家开始的每一名角色。然后其对最后一名以此法获得【杀】的角色A造成X点伤害X为A手牌中【杀】的数量且至多为3)。',
mutao_info:'出牌阶段限一次。你可以选择一名角色令其将手牌中所有的【杀】置于武将牌上然后将这些牌依次随机交给其下家开始的每一名角色。然后其对最后一名以此法获得【杀】的角色A造成X点伤害X为A手牌中【杀】的数量且至多为2)。',
yimou:'毅谋',
yimou_info:'当一名角色受到伤害后若其存活且你至其的距离不大于1你可以选择一项1.令其从牌堆中获得一张【杀】2.令其将一张手牌交给另一名角色,然后摸一张牌。',
jiangji:'蒋济',
jilun:'机论',
jilun_info:'①当你受到伤害后若你拥有技能〖急筹〗则你可以一项1.摸X张牌X为〖急筹①〗记录数且X且至少为1至多为5。2.获得1枚“机论”标记。②一名角色的结束阶段若你拥有“机论”则重复选择执行以下项直到你没有“机论”标记1.失去1枚“机论”标记视为使用一张〖急筹①〗记录过且未被〖机论②〗记录过的普通锦囊牌并记录此牌牌名。2.失去所有“机论”标记。',
jilun_info:'①当你受到伤害后若你拥有技能〖急筹〗则你可以一项1.摸两张牌。2.获得1枚“机论”标记。②一名角色的结束阶段若你拥有“机论”则重复选择执行以下项直到你没有“机论”标记1.失去1枚“机论”标记视为使用一张〖急筹①〗记录过且未被〖机论②〗记录过的普通锦囊牌并记录此牌牌名。2.失去所有“机论”标记。',
liwei:'李遗',
jiaohua:'教化',
jiaohua_backup:'教化',

View File

@ -7,7 +7,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
character:{
sb_huangyueying:['female','shu',3,['sbjizhi','sbqicai']],
sb_sp_zhugeliang:['male','shu',3,['sbhuoji','sbkanpo']],
sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng'],['unseen']],
sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng']],
sb_zhanghe:['male','wei',4,['sbqiaobian']],
sb_yujin:['male','wei',4,['sbxiayuan','sbjieyue']],
sb_huaxiong:['male','qun','3/4/1',['new_reyaowu','sbyangwei']],
@ -274,44 +274,48 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
//诸葛亮
sbhuoji:{
audio:2,
enable:'phaseUse',
filterTarget:lib.filter.notMe,
prompt:'选择一名其他角色对其与其势力相同的所有其他角色各造成1点火属性伤害',
usable:1,
line:'fire',
content:function(){
'step 0'
target.damage('fire');
'step 1'
var targets=game.filterPlayer(current=>{
if(current==player||current==target) return false;
return current.group==target.group;
});
if(targets.length){
game.delayx();
player.line(targets,'fire');
targets.forEach(i=>i.damage('fire'));
}
},
ai:{
order:7,
fireAttack:true,
result:{
target:function(player,target){
var att=get.attitude(player,target);
return get.sgn(att)*game.filterPlayer(current=>{
if(current==player) return false;
audio:3,
dutySkill:true,
derivation:['sbguanxing','sbkongcheng'],
group:['sbhuoji_fire','sbhuoji_achieve','sbhuoji_fail','sbhuoji_mark'],
subSkill:{
fire:{
audio:'sbhuoji1',
enable:'phaseUse',
filterTarget:lib.filter.notMe,
prompt:'选择一名其他角色对其与其势力相同的所有其他角色各造成1点火属性伤害',
usable:1,
line:'fire',
content:function(){
'step 0'
target.damage('fire');
'step 1'
var targets=game.filterPlayer(current=>{
if(current==player||current==target) return false;
return current.group==target.group;
}).reduce((num,current)=>num+get.damageEffect(current,player,player,'fire'),0);
});
if(targets.length){
game.delayx();
player.line(targets,'fire');
targets.forEach(i=>i.damage('fire'));
}
},
ai:{
order:7,
fireAttack:true,
result:{
target:function(player,target){
var att=get.attitude(player,target);
return get.sgn(att)*game.filterPlayer(current=>{
if(current==player) return false;
return current.group==target.group;
}).reduce((num,current)=>num+get.damageEffect(current,player,player,'fire'),0);
},
},
},
},
},
derivation:['sbguanxing','sbkongcheng'],
group:['sbhuoji_achieve','sbhuoji_fail','sbhuoji_mark'],
subSkill:{
achieve:{
audio:'sbhuoji',
audio:'sbhuoji2',
trigger:{player:'phaseZhunbeiBegin'},
filter:function(event,player){
return player.getAllHistory('sourceDamage',evt=>evt.hasNature('fire')).reduce((num,evt)=>num+evt.num,0)>=game.players.length+game.dead.length;
@ -335,7 +339,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
fail:{
audio:'sbhuoji',
audio:'sbhuoji3',
trigger:{player:'dying'},
forced:true,
locked:false,
@ -365,20 +369,30 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
},
sbhuoji1:{audio:true},
sbhuoji2:{audio:true},
sbhuoji3:{audio:true},
sbkanpo:{
init:function(player){
if(!player.storage.sbkanpo){
player.storage.sbkanpo=[10,[],[]];
player.markSkill('sbkanpo');
}
},
audio:2,
trigger:{global:'roundStart'},
filter:function(event,player){
var storage=player.storage.sbkanpo;
return storage[0]||storage[1].length;
},
forced:true,
locked:false,
get getNumber(){
return 3;
},
content:function*(event,map){
var player=map.player;
var storage=player.getStorage('sbkanpo').slice();
if(storage.length){
player.unmarkAuto('sbkanpo',storage);
}
var player=map.player,storage=player.storage.sbkanpo;
var sum=storage[0];
storage[1]=[];
player.markSkill('sbkanpo');
if(!sum) return;
const list=get.inpileVCardList(info=>{
if(info[2]=='sha'&&info[3]) return false;
return info[0]!='equip';
@ -411,7 +425,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
};
if(event.isMine()) func();
else if(event.isOnline()) event.player.send(func);
var result=yield player.chooseButton(['看破:是否记录三个牌名?',[list,'vcard']],[1,3],true).set('ai',function(button){
var result=yield player.chooseButton(['看破:是否记录至多'+get.cnNumber(sum)+'个牌名?',[list,'vcard']],[1,sum],true).set('ai',function(button){
if(ui.selected.buttons.length>=Math.max(3,game.countPlayer()/2)) return 0;
switch(button.link[2]){
case 'wuxie':return 5+Math.random();
case 'sha':return 5+Math.random();
@ -427,7 +442,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}).set('filterButton',button=>{
return !_status.event.names.includes(button.link[2]);
}).set('names',storage).set('custom',{
}).set('names',storage[2]).set('custom',{
add:{
confirm:function(bool){
if(bool!=true) return;
@ -481,24 +496,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
if(result.bool){
var names=result.links.map(link=>link[2]);
player.setStorage('sbkanpo',names);
player.markSkill('sbkanpo');
storage[0]-=names.length;
storage[1]=names;
storage[2]=names;
}
else storage[2]=[];
player.markSkill('sbkanpo');
},
marktext:'破',
intro:{
markcount:function(storage,player){
if(player.isUnderControl(true)) return storage.length;
if(player.isUnderControl(true)) return storage[1].length;
return '?';
},
mark:function(dialog,content,player){
if(player.isUnderControl(true)){
const storage=player.getStorage('sbkanpo');
const sum=storage[0];
const names=storage[1];
dialog.addText('剩余可记录'+sum+'次牌名');
dialog.addText('已记录牌名:');
dialog.addSmall([storage,'vcard']);
}
else{
return `${get.translation(player)}记录了一些牌名`;
dialog.addSmall([names,'vcard']);
}
},
},
@ -535,9 +553,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
logTarget:'player',
content:function(){
player.unmarkAuto('sbkanpo',[trigger.card.name]);
player.storage.sbkanpo[1].remove(trigger.card.name);
player.markSkill('sbkanpo');
trigger.targets.length=0;
trigger.all_excluded=true;
player.draw();
},
},
},
@ -546,7 +566,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
filter:function(event,player){
return event.name=='phaseZhunbei'||(player.hasSkill('sbguanxing_on')&&player.countCards('s',card=>card.hasGaintag('sbguanxing')));
var bool=player.hasCards(card=>card.hasGaintag('sbguanxing'),'s');
if(event.name=='phaseZhunbei'){
var num=player.countMark('sbguanxingx');
return bool||num<=3;
}
return bool&&player.hasSkill('sbguanxing_on');
},
forced:true,
locked:false,
@ -556,16 +581,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.goto(2);
return;
}
player.addMark('sbguanxingx',1,false);
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
if(cards.length) player.loseToDiscardpile(cards);
var bool=player.getAllHistory('useSkill',evt=>evt.skill=='sbguanxing').length>1;
event.num=Math.min(7,bool?cards.length+1:7);
var num=player.countMark('sbguanxingx')-1;
event.num=Math.max(0,7-2*num);
'step 1'
var cards2=get.cards(num);
player.$gain2(cards2,false);
game.log(player,'将',cards2,'置于了武将牌上');
player.loseToSpecial(cards2,'sbguanxing').visible=true;
player.markSkill('sbguanxing');
if(num){
var cards2=get.cards(num);
player.$gain2(cards2,false);
game.log(player,'将',cards2,'置于了武将牌上');
player.loseToSpecial(cards2,'sbguanxing').visible=true;
player.markSkill('sbguanxing');
}
'step 2'
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
if(cards.length){
@ -676,7 +704,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
marktext:'☯',
intro:{
content:function(storage,player){
if(storage) return '你的回合外,一名角色使用或打出牌结算完成后,若此牌与“任”类别相同,则你可以令一名角色摸张牌。';
if(storage) return '你的回合外,一名角色使用或打出牌结算完成后,若此牌与“任”类别相同,则你可以令一名角色摸张牌。';
return '出牌阶段限一次你可以弃置一张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害。';
},
},
@ -706,7 +734,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
check:function(card){
return 6.5-get.value(card);
},
prompt:'弃置与攻击范围内的一名角色体力值之差至少为1张与“任”颜色相同的牌对其造成1点伤害',
prompt:'弃置与攻击范围内的一名角色体力值之差至少为1张与“任”颜色相同的牌对其造成1点伤害',
content:function(){
player.changeZhuanhuanji('sbzhenliang');
target.damage('nocard');
@ -732,7 +760,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('sbzhenliang'),'令一名角色摸张牌').set('ai',function(target){
player.chooseTarget(get.prompt('sbzhenliang'),'令一名角色摸张牌').set('ai',function(target){
if(target.hasSkillTag('nogain')) return 0.1;
var att=get.attitude(player,target);
return att*(Math.max(5-target.countCards('h'),2)+3);
@ -742,7 +770,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var target=result.targets[0];
player.changeZhuanhuanji('sbzhenliang');
player.logSkill('sbzhenliang',target);
target.draw();
target.draw(2);
}
},
},
@ -5502,7 +5530,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(player.countMark('sbjiang')) str+='X次。你可以将所有手牌当【决斗】使用X为场上其他吴势力角色数+1。';
else str+='一次。你可以将所有手牌当【决斗】使用。';
return str;
}
},
sbzhenliang:function(player){
var storage=player.storage.sbzhenliang;
var str='转换技。';
if(!storage) str+='<span class="bluetext">';
str+='阴出牌阶段限一次你可以弃置X张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害X为你与其体力值值差且X至少为1。';
if(!storage) str+='</span>';
if(storage) str+='<span class="bluetext">';
str+='阳:你的回合外,一名角色使用或打出牌结算完成后,若此牌与“任”类别相同,则你可以令一名角色摸两张牌。';
if(storage) str+='</span>';
return str;
},
},
translate:{
sb_zhanghe_prefix:'谋',
@ -5714,24 +5753,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sb_yl_luzhi:'谋卢植',
sb_yl_luzhi_prefix:'谋',
sbzhenliang:'贞良',
sbzhenliang_info:'转换技。阴出牌阶段限一次你可以弃置X张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害X为你与其体力值值差且X至少为1。阳你的回合外一名角色使用或打出牌结算完成后若此牌与“任”类别相同则你可以令一名角色摸张牌。',
sbzhenliang_info:'转换技。阴出牌阶段限一次你可以弃置X张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害X为你与其体力值值差且X至少为1。阳你的回合外一名角色使用或打出牌结算完成后若此牌与“任”类别相同则你可以令一名角色摸张牌。',
sb_xiaoqiao:'谋小乔',
sb_xiaoqiao_prefix:'谋',
sbtianxiang:'天香',
sbtianxiang_info:'①出牌阶段限三次你可以交给一名没有“天香”标记的其他角色一张红色牌然后令其获得此牌花色的“天香”标记。②当你受到伤害时你可以移去一名角色的“天香”标记若此“天香”标记为红桃你防止此伤害其受到伤害来源对其造成的1点伤害若没有伤害来源则改为无来源伤害方片其交给你两张牌。③准备阶段你移去场上所有的“天香”标记然后摸等量的牌。',
sbtianxiang_info_versus_two:'①出牌阶段限三次你可以交给一名没有“天香”标记的其他角色一张红色牌然后令其获得此牌花色的“天香”标记。②当你受到伤害时你可以移去一名角色的“天香”标记若此“天香”标记为红桃你防止此伤害其受到伤害来源对其造成的1点伤害若没有伤害来源则改为无来源伤害方片其交给你两张牌。③准备阶段你移去场上所有的“天香”标记然后摸X张牌X为移去的“天香”标记数+2。',
sb_sp_zhugeliang:'谋诸葛亮',
sb_sp_zhugeliang:'谋卧龙',
sb_sp_zhugeliang_prefix:'谋',
sb_zhugeliang:'谋诸葛亮',
sb_zhugeliang_prefix:'谋',
sbhuoji:'火计',
sbhuoji_info:'使命技。①使命出牌阶段限一次。你可以对一名其他角色造成1点火焰伤害然后你对所有与其势力相同的不为其的其他角色各造成1点火焰伤害。②成功准备阶段若你本局游戏已造成的火焰伤害不小于本局游戏总角色数则你失去〖火计〗和〖看破〗然后获得〖观星〗和〖空城〗。③失败使命成功前进入濒死状态。',
sbkanpo:'看破',
sbkanpo_info:'①一轮游戏开始时,你清除〖看破①〗记录的牌名,然后你可以依次记录共计三个未于本次清除过的非装备牌牌名(对其他角色不可见)。②其他角色使用你〖看破①〗记录过的牌名的牌时,你可以移去一个〖看破①〗中的此牌名的记录令此牌无效。',
sbkanpo_info:'①一轮游戏开始时,你清除〖看破①〗记录的牌名,然后你可以依次记录任意个未于上次发动〖看破①〗记录清除过的非装备牌牌名(对其他角色不可见每局游戏至多记录10个牌名)。②其他角色使用你〖看破①〗记录过的牌名的牌时,你可以移去一个〖看破①〗中的此牌名的记录令此牌无效,然后你摸一张牌。',
sbguanxing:'观星',
sbguanxing_info:'①准备阶段你将所有“星”置入弃牌堆将牌堆顶的X张牌置于你的武将牌上称为“星”。然后你可以将任意张“星”置于牌堆顶X为你此次移去的“星”数+1且至多为7若你此前未发动过〖观星①〗则X为7。②结束阶段,若你未于本回合的准备阶段将“星”置于过牌堆顶,你可以将任意张“星”置于牌堆顶。③你可以如手牌般使用或打出“星”。',
sbguanxing_info:'①准备阶段你将所有“星”置入弃牌堆将牌堆顶的X张牌置于你的武将牌上称为“星”X为7-此前发动〖观星①〗次数的两倍且X至少为0。然后你可以将任意张“星”置于牌堆顶。②结束阶段,若你未于本回合的准备阶段将“星”置于过牌堆顶,你可以将任意张“星”置于牌堆顶。③你可以如手牌般使用或打出“星”。',
sbkongcheng:'空城',
sbkongcheng_info:'锁定技。当你受到伤害时,若你有〖观星〗,且若你:有“星”,你判定,若结果点数不大于你的“星”数,此伤害-1没有“星”此伤害+1。',
sbkongcheng_info:'锁定技。当你受到伤害时,若你技能〖观星〗,且若你:有“星”,你判定,若结果点数不大于你的“星”数,此伤害-1没有“星”此伤害+1。',
sb_huangyueying:'谋黄月英',
sb_huangyueying_prefix:'谋',
sbqicai:'奇才',

View File

@ -268,8 +268,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
zhuanhuanji:true,
intro:{
content:function(storage){
if(!storage) return '每回合限一次,当你得到其他角色的牌后,你可以令该角色使用至多X张【杀】且其每以此法造成1点伤害其回复1点体力。X为你的体力值'
return '每回合限一次,其他角色得到你的牌后你可令该角色打出至多X张【杀】然后其失去Y点体力。X为你的体力值Y为X-其打出【杀】数)';
if(!storage) return '每回合限一次,当你得到其他角色的牌后,或其他角色得到你的牌后,你可以令该角色使用至多X张【杀】且其每以此法造成1点伤害其回复1点体力。X为你的体力值'
return '每回合限一次,当你得到其他角色的牌后,或其他角色得到你的牌后你可令该角色打出至多X张【杀】然后其失去Y点体力。X为你的体力值Y为X-其打出【杀】数)';
},
},
audio:2,
@ -277,47 +277,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter:function(event,player){
if(!player.getHp()) return false;
if(event.name=='loseAsync'&&event.type!='gain') return false;
var storage=player.storage.dcsbmengmou;
var cards;
if(storage){
if(player.hasSkill('dcsbmengmou_true')) return false;
cards=event.getl(player).cards2;
return game.hasPlayer(function(current){
if(current==player) return false;
var cardsx=event.getg(current);
return cardsx.some(i=>cards.includes(i));
});
}
else cards=event.getg(player);
if(player.hasSkill('dcsbmengmou_false')) return false;
return game.hasPlayer(function(current){
var cards1=event.getl(player).cards2,cards2=cards=event.getg(player);
return (!player.hasSkill('dcsbmengmou_true')&&game.hasPlayer(function(current){
if(current==player) return false;
var cardsx=event.getg(current);
return cardsx.some(i=>cards1.includes(i));
}))||(!player.hasSkill('dcsbmengmou_false')&&game.hasPlayer(function(current){
if(current==player) return false;
var cardsx=event.getl(current).cards2;
return cards.some(i=>cardsx.includes(i));
});
return cards2.some(i=>cardsx.includes(i));
}));
},
direct:true,
content:function*(event,map){
var player=map.player,trigger=map.trigger;
var storage=player.storage.dcsbmengmou;
player.addTempSkill('dcsbmengmou_effect','dcsbmengmouAfter');
var targets,cards,num=player.getHp();
if(storage){
cards=trigger.getl(player).cards2;
targets=game.filterPlayer(function(current){
if(current==player) return false;
var cardsx=trigger.getg(current);
return cardsx.some(i=>cards.includes(i));
});
}
else{
cards=trigger.getg(player);
targets=game.filterPlayer(function(current){
if(current==player) return false;
var cardsx=trigger.getl(current).cards2;
return cards.some(i=>cardsx.includes(i));
});
}
var targets=[],num=player.getHp();
var cards1=trigger.getl(player).cards2;
var cards2=trigger.getg(player);
if(!player.hasSkill('dcsbmengmou_true')) targets.addArray(game.filterPlayer(function(current){
if(current==player) return false;
var cardsx=trigger.getg(current);
return cardsx.some(i=>cards1.includes(i));
}));
if(!player.hasSkill('dcsbmengmou_false')) targets.addArray(game.filterPlayer(function(current){
if(current==player) return false;
var cardsx=trigger.getl(current).cards2;
return cards2.some(i=>cardsx.includes(i));
}));
targets.sortBySeat();
var check_true=function(player,target){
if(get.attitude(player,target)>0){
if(target.countCards('hs',card=>{
@ -13198,12 +13187,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
dcsbmengmou:function(player){
var storage=player.storage.dcsbmengmou;
var str='转换技,每回合每项各限一次';
var str='转换技,每回合每项各限一次,当你得到其他角色的牌后,或其他角色得到你的牌后';
if(!storage) str+='<span class="bluetext">';
str+='阴,当你得到其他角色的牌后,你可以令该角色使用至多X张【杀】且其每以此法造成1点伤害其回复1点体力';
str+='阴,你可以令该角色使用至多X张【杀】且其每以此法造成1点伤害其回复1点体力';
if(!storage) str+='</span>';
if(storage) str+='<span class="bluetext">';
str+='阳,其他角色得到你的牌后,你可令该角色打出至多X张【杀】然后其失去Y点体力。';
str+='阳,你可令该角色打出至多X张【杀】然后其失去Y点体力。';
if(storage) str+='</span>';
str+='X为你的体力值Y为X-其打出【杀】数)';
return str;
@ -13735,7 +13724,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dcsbmingshi:'明势',
dcsbmingshi_info:'摸牌阶段,你可以多摸两张牌,然后令展示三张牌并令一名其他角色选择获得其中的一张牌。',
dcsbmengmou:'盟谋',
dcsbmengmou_info:'转换技,每回合每项各限一次:阴当你得到其他角色的牌后你可以令该角色使用至多X张【杀】且其每以此法造成1点伤害其回复1点体力,其他角色得到你的牌后你可令该角色打出至多X张【杀】然后其失去Y点体力。X为你的体力值Y为X-其打出【杀】数)',
dcsbmengmou_info:'转换技,每回合每项各限一次,当你得到其他角色的牌后,或其他角色得到你的牌后:阴你可以令该角色使用至多X张【杀】且其每以此法造成1点伤害其回复1点体力你可令该角色打出至多X张【杀】然后其失去Y点体力。X为你的体力值Y为X-其打出【杀】数)',
dc_sb_zhouyu:'新杀谋周瑜',
dc_sb_zhouyu_prefix:'新杀谋',
dcsbronghuo:'融火',