commit
26cbb6900c
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@ -742,7 +742,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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else{
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target.line(event.togive);
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event.togive.damage(Math.min(3,event.togive.countCards('h',{name:'sha'})),target);
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event.togive.damage(Math.min(2,event.togive.countCards('h',{name:'sha'})),target);
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}
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},
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intro:{
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@ -816,30 +816,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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content:function(){
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'step 0'
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var num=Math.min(Math.max(1,player.getStorage('twjichou').length),5);
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event.num=num;
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var choices=['选项一'];
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var choiceList=[
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'摸'+get.cnNumber(num)+'张牌',
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'摸两张牌',
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'获得一个“机论”标记',
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];
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if(!player.getStorage('twjichou').length||!player.getStorage('twjichou').filter(function(name){
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return !player.getStorage('jilun').contains(name)&&player.hasUseTarget({name:name});
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return !player.getStorage('jilun').includes(name)&&player.hasUseTarget({name:name});
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}).length) choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
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else choices.push('选项二');
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player.chooseControl(choices,'cancel2').set('choiceList',choiceList).set('prompt',get.prompt('jilun')).set('ai',()=>{
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if(_status.event.choiceList.length==1||!player.getStorage('twjichou').length) return 0;
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var val=_status.event.num>3?Math.min(1.5,1+(_status.event.num-3)*0.1):1;
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var val=player.getUseValue({name:'wuzhong'});
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for(var name of player.getStorage('twjichou')){
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if(player.getStorage('jilun').contains(name)) continue;
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if(player.getUseValue({name:name})>4*val) return 1;
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if(player.getStorage('jilun').includes(name)) continue;
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if(player.getUseValue({name:name})>val) return 1;
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}
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return 0;
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}).set('num',num);
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});
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'step 1'
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if(result.control!='cancel2'){
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player.logSkill('jilun');
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if(result.control=='选项一') player.draw(num);
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if(result.control=='选项一') player.draw(2);
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else player.addMark('jilun_mark',1);
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}
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},
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@ -858,7 +856,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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'step 0'
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if(!player.getStorage('twjichou').length||!player.getStorage('twjichou').filter(function(name){
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return !player.getStorage('jilun').contains(name)&&player.hasUseTarget({name:name});
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return !player.getStorage('jilun').includes(name)&&player.hasUseTarget({name:name});
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}).length){
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if(player.hasMark('jilun_mark')) player.removeMark('jilun_mark',player.countMark('jilun_mark'));
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event.finish();
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@ -866,7 +864,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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var list=[];
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for(var name of player.getStorage('twjichou')){
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if(!player.getStorage('jilun').contains(name)){
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if(!player.getStorage('jilun').includes(name)){
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list.push(['锦囊','',name]);
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}
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}
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@ -15760,12 +15758,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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old_yuanshu_prefix:'手杀',
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baoxin:'鲍信',
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mutao:'募讨',
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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)。',
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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)。',
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yimou:'毅谋',
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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。',
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jiangji:'蒋济',
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jilun:'机论',
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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。',
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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。',
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liwei:'李遗',
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jiaohua:'教化',
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jiaohua_backup:'教化',
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115
character/sb.js
115
character/sb.js
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@ -7,7 +7,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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character:{
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sb_huangyueying:['female','shu',3,['sbjizhi','sbqicai']],
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sb_sp_zhugeliang:['male','shu',3,['sbhuoji','sbkanpo']],
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sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng'],['unseen']],
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sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng']],
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sb_zhanghe:['male','wei',4,['sbqiaobian']],
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sb_yujin:['male','wei',4,['sbxiayuan','sbjieyue']],
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sb_huaxiong:['male','qun','3/4/1',['new_reyaowu','sbyangwei']],
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@ -274,7 +274,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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//诸葛亮
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sbhuoji:{
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audio:2,
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audio:3,
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dutySkill:true,
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derivation:['sbguanxing','sbkongcheng'],
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group:['sbhuoji_fire','sbhuoji_achieve','sbhuoji_fail','sbhuoji_mark'],
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subSkill:{
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fire:{
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audio:'sbhuoji1',
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enable:'phaseUse',
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filterTarget:lib.filter.notMe,
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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',
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@ -307,11 +313,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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derivation:['sbguanxing','sbkongcheng'],
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group:['sbhuoji_achieve','sbhuoji_fail','sbhuoji_mark'],
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subSkill:{
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},
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achieve:{
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audio:'sbhuoji',
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audio:'sbhuoji2',
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trigger:{player:'phaseZhunbeiBegin'},
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filter:function(event,player){
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return player.getAllHistory('sourceDamage',evt=>evt.hasNature('fire')).reduce((num,evt)=>num+evt.num,0)>=game.players.length+game.dead.length;
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@ -335,7 +339,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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fail:{
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audio:'sbhuoji',
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audio:'sbhuoji3',
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trigger:{player:'dying'},
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forced:true,
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locked:false,
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@ -365,20 +369,30 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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sbhuoji1:{audio:true},
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sbhuoji2:{audio:true},
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sbhuoji3:{audio:true},
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sbkanpo:{
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init:function(player){
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if(!player.storage.sbkanpo){
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player.storage.sbkanpo=[10,[],[]];
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player.markSkill('sbkanpo');
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}
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},
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audio:2,
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trigger:{global:'roundStart'},
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filter:function(event,player){
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var storage=player.storage.sbkanpo;
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return storage[0]||storage[1].length;
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},
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forced:true,
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locked:false,
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get getNumber(){
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return 3;
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},
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content:function*(event,map){
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var player=map.player;
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var storage=player.getStorage('sbkanpo').slice();
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if(storage.length){
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player.unmarkAuto('sbkanpo',storage);
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}
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var player=map.player,storage=player.storage.sbkanpo;
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var sum=storage[0];
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storage[1]=[];
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player.markSkill('sbkanpo');
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if(!sum) return;
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const list=get.inpileVCardList(info=>{
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if(info[2]=='sha'&&info[3]) return false;
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return info[0]!='equip';
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@ -411,7 +425,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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};
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if(event.isMine()) func();
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else if(event.isOnline()) event.player.send(func);
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var result=yield player.chooseButton(['看破:是否记录三个牌名?',[list,'vcard']],[1,3],true).set('ai',function(button){
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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){
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if(ui.selected.buttons.length>=Math.max(3,game.countPlayer()/2)) return 0;
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switch(button.link[2]){
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case 'wuxie':return 5+Math.random();
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case 'sha':return 5+Math.random();
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@ -427,7 +442,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}).set('filterButton',button=>{
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return !_status.event.names.includes(button.link[2]);
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}).set('names',storage).set('custom',{
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}).set('names',storage[2]).set('custom',{
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add:{
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confirm:function(bool){
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if(bool!=true) return;
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@ -481,24 +496,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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});
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if(result.bool){
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var names=result.links.map(link=>link[2]);
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player.setStorage('sbkanpo',names);
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player.markSkill('sbkanpo');
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storage[0]-=names.length;
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storage[1]=names;
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storage[2]=names;
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}
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else storage[2]=[];
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player.markSkill('sbkanpo');
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},
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marktext:'破',
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intro:{
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markcount:function(storage,player){
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if(player.isUnderControl(true)) return storage.length;
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if(player.isUnderControl(true)) return storage[1].length;
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return '?';
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},
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mark:function(dialog,content,player){
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if(player.isUnderControl(true)){
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const storage=player.getStorage('sbkanpo');
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const sum=storage[0];
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const names=storage[1];
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dialog.addText('剩余可记录'+sum+'次牌名');
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dialog.addText('已记录牌名:');
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dialog.addSmall([storage,'vcard']);
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}
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else{
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return `${get.translation(player)}记录了一些牌名`;
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dialog.addSmall([names,'vcard']);
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}
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},
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},
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@ -535,9 +553,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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logTarget:'player',
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content:function(){
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player.unmarkAuto('sbkanpo',[trigger.card.name]);
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player.storage.sbkanpo[1].remove(trigger.card.name);
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player.markSkill('sbkanpo');
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trigger.targets.length=0;
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trigger.all_excluded=true;
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player.draw();
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},
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},
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},
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@ -546,7 +566,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
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filter:function(event,player){
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return event.name=='phaseZhunbei'||(player.hasSkill('sbguanxing_on')&&player.countCards('s',card=>card.hasGaintag('sbguanxing')));
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var bool=player.hasCards(card=>card.hasGaintag('sbguanxing'),'s');
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if(event.name=='phaseZhunbei'){
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var num=player.countMark('sbguanxingx');
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return bool||num<=3;
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}
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return bool&&player.hasSkill('sbguanxing_on');
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},
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forced:true,
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locked:false,
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@ -556,16 +581,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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event.goto(2);
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return;
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}
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player.addMark('sbguanxingx',1,false);
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var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
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if(cards.length) player.loseToDiscardpile(cards);
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var bool=player.getAllHistory('useSkill',evt=>evt.skill=='sbguanxing').length>1;
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event.num=Math.min(7,bool?cards.length+1:7);
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var num=player.countMark('sbguanxingx')-1;
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event.num=Math.max(0,7-2*num);
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'step 1'
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if(num){
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var cards2=get.cards(num);
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player.$gain2(cards2,false);
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game.log(player,'将',cards2,'置于了武将牌上');
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player.loseToSpecial(cards2,'sbguanxing').visible=true;
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player.markSkill('sbguanxing');
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}
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'step 2'
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var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
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if(cards.length){
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@ -676,7 +704,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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marktext:'☯',
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intro:{
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content:function(storage,player){
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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一张牌。';
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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两张牌。';
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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。';
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},
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},
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@ -706,7 +734,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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check:function(card){
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return 6.5-get.value(card);
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},
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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。',
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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',
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content:function(){
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player.changeZhuanhuanji('sbzhenliang');
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target.damage('nocard');
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@ -732,7 +760,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt('sbzhenliang'),'令一名角色摸一张牌').set('ai',function(target){
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player.chooseTarget(get.prompt('sbzhenliang'),'令一名角色摸两张牌').set('ai',function(target){
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if(target.hasSkillTag('nogain')) return 0.1;
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var att=get.attitude(player,target);
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return att*(Math.max(5-target.countCards('h'),2)+3);
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@ -742,7 +770,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var target=result.targets[0];
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player.changeZhuanhuanji('sbzhenliang');
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player.logSkill('sbzhenliang',target);
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target.draw();
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target.draw(2);
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}
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},
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},
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@ -5502,7 +5530,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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)。';
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else str+='一次。你可以将所有手牌当【决斗】使用。';
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return str;
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}
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},
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sbzhenliang:function(player){
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var storage=player.storage.sbzhenliang;
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var str='转换技。';
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if(!storage) str+='<span class="bluetext">';
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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)。';
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if(!storage) str+='</span>';
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if(storage) str+='<span class="bluetext">';
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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。';
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if(storage) str+='</span>';
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||||
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一张牌。',
|
||||
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两张牌。',
|
||||
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当其他角色使用你〖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,若你拥有技能〖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',
|
||||
|
|
|
@ -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){
|
||||
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=>cards.includes(i));
|
||||
});
|
||||
}
|
||||
else cards=event.getg(player);
|
||||
if(player.hasSkill('dcsbmengmou_false')) return false;
|
||||
return game.hasPlayer(function(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){
|
||||
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=>cards.includes(i));
|
||||
});
|
||||
}
|
||||
else{
|
||||
cards=trigger.getg(player);
|
||||
targets=game.filterPlayer(function(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 cards.some(i=>cardsx.includes(i));
|
||||
});
|
||||
}
|
||||
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;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。(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;阳,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',
|
||||
|
|
Loading…
Reference in New Issue