v1.9.89.4(part2)
This commit is contained in:
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d05dbce020
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@ -2151,13 +2151,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return player!=event.player&&event.player.isAlive()&&_status.currentPhase==player;
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},
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check:function(event,player){
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var list=[];
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if(player.isDisabled(5)) return false;
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var skills=event.player.skills.slice(0);
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for(var i=0;i<skills.length;i++){
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var info=get.info(skills[i])
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if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) list.push(skills[i]);
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};
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return !player.storage.disableEquip.contains('equip5')&&list.length>0;
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if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) return true;
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}
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},
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content:function(){
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'step 0'
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@ -2167,38 +2166,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var info=get.info(skills[i])
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if(info!=undefined&&!info.charlotte&&(!info.unique||info.gainable)) event.skills.push(skills[i]);
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};
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if(player.storage.disableEquip.length<5){
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var list=['武器','防具','防御马','攻击马','宝物'];
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for(var i=0;i<player.storage.disableEquip.length;i++){
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list.remove(get.translation(player.storage.disableEquip[i]));
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};
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var list1=['equip1','equip2','equip3','equip4','equip5'];
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for(var i=0;i<player.storage.disableEquip.length;i++){
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list1.remove(player.storage.disableEquip[i]);
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};
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player.chooseControl(list).set('ai',function(event){
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if(list1.contains('equip5')&&event.skills.length>0) return '宝物';
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return list.randomGet();
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}).set('prompt','请选择需要废除的栏位');
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if(player.countDisabled()<5){
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player.chooseToDisable().ai=function(event,player,list){
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if(list.contains('equip5')) return 'equip5';
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return list.randomGet();
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};
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}
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'step 1'
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if(result.control!=undefined){
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if(result.control=='武器') player.disableEquip('equip1');
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if(result.control=='防具') player.disableEquip('equip2');
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if(result.control=='防御马') player.disableEquip('equip3');
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if(result.control=='攻击马') player.disableEquip('equip4');
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if(result.control=='宝物') player.disableEquip('equip5');
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}
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if(event.skills.length>0){
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player.chooseControl(event.skills).set('prompt','请选择要获得的技能');
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player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()});
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}
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else event.finish();
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'step 2'
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player.addTempSkill(result.control,{player:'dieAfter'});
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player.popup(result.control,'thunder');
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player.storage.drlt_duorui=[result.control];
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player.storage.drlt_duorui_player=trigger.player;
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trigger.player.storage.drlt_duorui=[result.control];
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trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
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game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
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},
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group:['duorui_clear'],
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},
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@ -2260,20 +2246,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.targets&&event.targets.contains(player)&&event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
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},
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content:function(){
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'step 0'
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var list=[];
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for(var i=0;i<player.storage.disableEquip.length;i++){
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list.push(get.translation(player.storage.disableEquip[i]));
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};
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player.chooseControl(list).set('ai',function(event){
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return list.randomGet();
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}).set('prompt','请选择需要恢复的栏位');;
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'step 1'
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if(result.control=='武器') player.enableEquip('equip1');
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if(result.control=='防具') player.enableEquip('equip2');
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if(result.control=='防御马') player.enableEquip('equip3');
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if(result.control=='攻击马') player.enableEquip('equip4');
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if(result.control=='宝物') player.enableEquip('equip5');
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player.chooseToEnable();
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},
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},
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'2':{
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@ -2286,20 +2259,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
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},
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content:function(){
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'step 0'
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var list=[];
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for(var i=0;i<player.storage.disableEquip.length;i++){
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list.push(get.translation(player.storage.disableEquip[i]));
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};
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player.chooseControl(list).set('ai',function(event){
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return list.randomGet();
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}).set('prompt','请选择需要恢复的栏位');;
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'step 1'
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if(result.control=='武器') player.enableEquip('equip1');
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if(result.control=='防具') player.enableEquip('equip2');
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if(result.control=='防御马') player.enableEquip('equip3');
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if(result.control=='攻击马') player.enableEquip('equip4');
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if(result.control=='宝物') player.enableEquip('equip5');
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player.chooseToEnable();
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},
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},
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'3':{
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@ -2313,19 +2273,7 @@ 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 list=[];
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for(var i=0;i<player.storage.disableEquip.length;i++){
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list.push(get.translation(player.storage.disableEquip[i]));
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};
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player.chooseControl(list).set('ai',function(event){
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return list.randomGet();
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}).set('prompt','请选择需要恢复的栏位');;
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'step 1'
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if(result.control=='武器') player.enableEquip('equip1');
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if(result.control=='防具') player.enableEquip('equip2');
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if(result.control=='防御马') player.enableEquip('equip3');
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if(result.control=='攻击马') player.enableEquip('equip4');
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if(result.control=='宝物') player.enableEquip('equip5');
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player.chooseToEnable();
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},
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},
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'4':{
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@ -2338,20 +2286,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
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},
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content:function(){
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'step 0'
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var list=[];
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for(var i=0;i<player.storage.disableEquip.length;i++){
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list.push(get.translation(player.storage.disableEquip[i]));
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};
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player.chooseControl(list).set('ai',function(event){
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return list.randomGet();
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}).set('prompt','请选择需要恢复的栏位');;
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'step 1'
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if(result.control=='武器') player.enableEquip('equip1');
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if(result.control=='防具') player.enableEquip('equip2');
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if(result.control=='防御马') player.enableEquip('equip3');
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if(result.control=='攻击马') player.enableEquip('equip4');
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if(result.control=='宝物') player.enableEquip('equip5');
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player.chooseToEnable();
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},
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},
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'5':{
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@ -2364,20 +2299,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
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},
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content:function(){
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'step 0'
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var list=[];
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for(var i=0;i<player.storage.disableEquip.length;i++){
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list.push(get.translation(player.storage.disableEquip[i]));
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};
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player.chooseControl(list).set('ai',function(event){
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return list.randomGet();
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}).set('prompt','请选择需要恢复的栏位');;
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'step 1'
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if(result.control=='武器') player.enableEquip('equip1');
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if(result.control=='防具') player.enableEquip('equip2');
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if(result.control=='防御马') player.enableEquip('equip3');
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if(result.control=='攻击马') player.enableEquip('equip4');
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if(result.control=='宝物') player.enableEquip('equip5');
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player.chooseToEnable();
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},
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},
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},
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@ -10,8 +10,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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liru:['male','qun',3,['juece','mieji','fencheng']],
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yujin:['male','wei',4,['yizhong']],
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xin_yujin:['male','wei',4,['jieyue']],
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lusu:['male','wu',3,['haoshi','dimeng']],
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yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
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//lusu:['male','wu',3,['haoshi','dimeng']],
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//yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
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old_zhonghui:['male','wei',3,['zzhenggong','zquanji','zbaijiang']],
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old_xusheng:['male','wu',4,['pojun']],
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old_zhuran:['male','wu',4,['olddanshou']],
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@ -33,12 +33,319 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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re_zhenji:['female','wei',3,['reluoshen','qingguo']],
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re_zhugeliang:['male','shu',3,['reguanxing','kongcheng']],
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re_huaxiong:["male","qun",6,["new_reyaowu"]],
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re_sp_zhugeliang:["male","shu",3,["rehuoji","rekanpo","bazhen"],[]],
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re_xunyu:["male","wei",3,["quhu","rejieming"],[]],
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re_dianwei:["male","wei",4,["reqiangxi"],[]],
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re_yanwen:["male","qun",4,["reshuangxiong"],[]],
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re_pangtong:['male','shu',3,['xinlianhuan','niepan'],[]],
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xin_yuanshao:['male','qun',4,['reluanji','xueyi'],['zhu']],
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},
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characterIntro:{
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re_gongsunzan:'群雄之一。出身贵族,因母地位卑贱,只当了郡中小吏。他貌美,声音洪亮,机智善辩。后随卢植于缑氏山中读书,粗通经传。',
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re_lidian:'字曼成,曹操麾下将领。李典深明大义,不与人争功,崇尚学习与高贵儒雅,尊重博学之士,在军中被称为长者。李典有长者之风,官至破虏将军,三十六岁去世。魏文帝曹丕继位后追谥号为愍侯。',
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},
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skill:{
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reqiangxi:{
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subSkill:{
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off:{
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sub:true,
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},
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},
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audio:"qiangxi",
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enable:"phaseUse",
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filterCard:function (card){
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return get.type(card)=='equip';
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},
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selectCard:function (){
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return [0,1];
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},
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filterTarget:function (card,player,target){
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if(player==target) return false;
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if(target.hasSkill('reqiangxi_off')) return false;
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return get.distance(player,target,'attack')<=1;
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},
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content:function (){
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"step 0"
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if(cards.length==0){
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player.loseHp();
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}
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"step 1"
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target.addTempSkill('reqiangxi_off');
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target.damage('nocard');
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},
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check:function (card){
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return 10-get.value(card);
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},
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position:"he",
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ai:{
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order:8.5,
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result:{
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target:function (player,target){
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if(!player.countCards('he',{type:'equip'})){
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if(player.hp<2) return 0;
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if(target.hp>=player.hp) return 0;
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}
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return get.damageEffect(target,player);
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},
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},
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},
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threaten:1.5,
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},
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rehuoji:{
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position:"he",
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audio:"huoji",
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enable:"chooseToUse",
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filterCard:function (card){
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return get.color(card)=='red';
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},
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viewAs:{
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name:"huogong",
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nature:"fire",
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},
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viewAsFilter:function (player){
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if(!player.countCards('h',{color:'red'})) return false;
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},
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prompt:"将一张红色牌当火攻使用",
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check:function (card){
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var player=_status.currentPhase;
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if(player.countCards('h')>player.hp){
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return 6-get.value(card);
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}
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return 4-get.value(card)
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},
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ai:{
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basic:{
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order:4,
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value:[3,1],
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useful:1,
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},
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wuxie:function (target,card,player,current,state){
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if(get.attitude(current,player)>=0&&state>0) return false;
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},
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result:{
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player:function (player){
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var nh=player.countCards('h');
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if(nh<=player.hp&&nh<=4&&_status.event.name=='chooseToUse'){
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if(typeof _status.event.filterCard=='function'&&
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_status.event.filterCard({name:'huogong'})){
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return -10;
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}
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if(_status.event.skill){
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var viewAs=get.info(_status.event.skill).viewAs;
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if(viewAs=='huogong') return -10;
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if(viewAs&&viewAs.name=='huogong') return -10;
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}
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}
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return 0;
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},
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target:function (player,target){
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if(target.hasSkill('huogong2')||target.countCards('h')==0) return 0;
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if(player.countCards('h')<=1) return 0;
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if(target==player){
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if(typeof _status.event.filterCard=='function'&&
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_status.event.filterCard({name:'huogong'})){
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return -1.5;
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}
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if(_status.event.skill){
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var viewAs=get.info(_status.event.skill).viewAs;
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if(viewAs=='huogong') return -1.5;
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if(viewAs&&viewAs.name=='huogong') return -1.5;
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}
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return 0;
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}
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return -1.5;
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},
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},
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tag:{
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damage:1,
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fireDamage:1,
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natureDamage:1,
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norepeat:1,
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},
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},
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},
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rekanpo:{
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audio:"kanpo",
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position:"he",
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enable:"chooseToUse",
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filterCard:function (card){
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return get.color(card)=='black';
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},
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viewAsFilter:function (player){
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return player.countCards('he',{color:'black'})>0;
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},
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viewAs:{
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name:"wuxie",
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},
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prompt:"将一张黑色手牌当无懈可击使用",
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check:function (card){return 8-get.value(card)},
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threaten:1.2,
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ai:{
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basic:{
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useful:[6,4],
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value:[6,4],
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},
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result:{
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player:1,
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},
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expose:0.2,
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},
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},
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rejieming:{
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audio:"jieming",
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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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content:function (){
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"step 0"
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event.count=trigger.num;
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"step 1"
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player.chooseTarget(get.prompt('rejieming')).set('ai',function(target){
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var att=get.attitude(_status.event.player,target);
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if(att>2){
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if((target.maxHp-target.countCards('h'))>2) return 2*att;
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return att;
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}
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return att/3;
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});
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"step 2"
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if(result.bool){
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event.current=result.targets[0];
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player.logSkill('rejieming',event.current);
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player.line(event.current,'thunder');
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event.current.draw(2);
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event.count--;
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}
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else event.finish();
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"step 3"
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if(event.current.countCards('h')<event.current.maxHp){
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player.draw();
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}
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if(event.count>0) event.goto(1);
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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:function (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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var max=0;
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var players=game.filterPlayer();
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for(var i=0;i<players.length;i++){
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if(get.attitude(target,players[i])>0){
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max=Math.max(Math.min(5,players[i].hp)-players[i].countCards('h'),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')&&
|
||||
target.hp>1&&target.countCards('h')<=target.hp) return [0,0];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
reshuangxiong:{
|
||||
trigger:{
|
||||
player:"phaseDrawBefore",
|
||||
},
|
||||
group:"reshuangxiong2",
|
||||
audio:"shuangxiong",
|
||||
check:function (event,player){
|
||||
if(player.countCards('h')>player.hp) return true;
|
||||
if(player.countCards('h')>3) return true;
|
||||
return false;
|
||||
},
|
||||
content:function (){
|
||||
"step 0"
|
||||
trigger.cancel();
|
||||
event.cards=get.cards(2);
|
||||
event.videoId=lib.status.videoId++;
|
||||
game.broadcastAll(function(player,id,cards){
|
||||
var str;
|
||||
if(player==game.me&&!_status.auto){
|
||||
str='【双雄】选择获得其中一张牌';
|
||||
}
|
||||
else{
|
||||
str='双雄';
|
||||
}
|
||||
var dialog=ui.create.dialog(str,cards);
|
||||
dialog.videoId=id;
|
||||
},player,event.videoId,event.cards);
|
||||
event.time=get.utc();
|
||||
game.addVideo('showCards',player,['双雄',get.cardsInfo(event.cards)]);
|
||||
game.addVideo('delay',null,2);
|
||||
"step 1"
|
||||
var next=player.chooseButton([1,1],true);
|
||||
next.set('dialog',event.videoId);
|
||||
next.set('ai',function(button){
|
||||
var player=_status.event.player;
|
||||
var color=get.color(button.link);
|
||||
var value=get.value(button.link,player);
|
||||
if(player.countCards('h',{color:color})>player.countCards('h',['red','black'].remove(color)[0])) value+=5;
|
||||
return value;
|
||||
});
|
||||
"step 2"
|
||||
if(result.bool&&result.links){
|
||||
var cards2=[];
|
||||
for(var i=0;i<result.links.length;i++){
|
||||
cards2.push(result.links[i]);
|
||||
cards.remove(result.links[i]);
|
||||
}
|
||||
for(var i=0;i<cards.length;i++){
|
||||
cards[i].discard();
|
||||
}
|
||||
event.card2=cards2[0];
|
||||
}
|
||||
var time=1000-(get.utc()-event.time);
|
||||
if(time>0){
|
||||
game.delay(0,time);
|
||||
}
|
||||
"step 3"
|
||||
game.broadcastAll('closeDialog',event.videoId);
|
||||
var card2=event.card2;
|
||||
player.gain(card2,'gain2');
|
||||
player.addTempSkill('shuangxiong2');
|
||||
player.storage.shuangxiong=get.color(card2);
|
||||
game.delay();
|
||||
},
|
||||
},
|
||||
"reshuangxiong2":{
|
||||
trigger:{
|
||||
player:"damageEnd",
|
||||
},
|
||||
forced:true,
|
||||
silent:true,
|
||||
popup:false,
|
||||
filter:function (event,player){
|
||||
return event.parent.skill=='shuangxiong2'&&event.parent.targetCards.length>0;
|
||||
},
|
||||
content:function (){
|
||||
"step 0"
|
||||
var cards=trigger.parent.targetCards.slice(0);
|
||||
for(var i=0;i<cards.length;i++){
|
||||
if(get.position(cards[i])!='d') cards.remove(cards[i--]);
|
||||
}
|
||||
if(!cards.length) event.finish();
|
||||
else{
|
||||
event.cards=cards;
|
||||
player.chooseBool('是否获得'+get.translation(event.cards)+'?').ai=function(){
|
||||
return true;
|
||||
};
|
||||
}
|
||||
"step 1"
|
||||
if(result.bool) player.gain(cards,'gain2');
|
||||
},
|
||||
},
|
||||
|
||||
"new_yajiao":{
|
||||
audio:"reyajiao",
|
||||
trigger:{
|
||||
|
@ -185,15 +492,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function (){
|
||||
"step 0"
|
||||
event.num=1;
|
||||
event.count=1;
|
||||
"step 1"
|
||||
player.gain(get.cards(2));
|
||||
player.$draw(2);
|
||||
player.draw(2);
|
||||
event.given=0;
|
||||
"step 2"
|
||||
player.chooseCardTarget({
|
||||
filterCard:true,
|
||||
selectCard:[1,2],
|
||||
selectCard:[1,2-event.given],
|
||||
filterTarget:function(card,player,target){
|
||||
return player!=target&&target!=event.temp;
|
||||
},
|
||||
|
@ -214,17 +520,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
"step 3"
|
||||
if(result.bool){
|
||||
player.$give(result.cards.length,result.targets[0]);
|
||||
player.$giveAuto(result.cards,result.targets[0]);
|
||||
player.line(result.targets,'green');
|
||||
result.targets[0].gain(result.cards);
|
||||
if(num==1){
|
||||
event.given+=result.cards.length;
|
||||
if(event.given<2){
|
||||
event.temp=result.targets[0];
|
||||
event.num++;
|
||||
event.goto(2);
|
||||
}
|
||||
else if(event.count<trigger.num){
|
||||
delete event.temp;
|
||||
event.num=1;
|
||||
event.count++;
|
||||
event.goto(1);
|
||||
}
|
||||
|
@ -2680,8 +2985,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
re_sunshangxiang:'界孙尚香',
|
||||
re_zhugeliang:'界诸葛亮',
|
||||
re_zhenji:'界甄姬',
|
||||
|
||||
re_huaxiong:"界华雄",
|
||||
|
||||
"re_sp_zhugeliang":"界卧龙",
|
||||
"re_xunyu":"界荀彧",
|
||||
"re_dianwei":"界典韦",
|
||||
"re_yanwen":"界颜良文丑",
|
||||
re_pangtong:"界庞统",
|
||||
xin_yuanshao:"界袁绍",
|
||||
|
||||
reqiangxi:"强袭",
|
||||
"reqiangxi_info":"出牌阶段对每名其他角色限一次,你可以选择一项:1. 失去一点体力并对你攻击范围内的一名其他角色造成一点伤害;2. 弃置一张装备牌并对你攻击范围内的一名其他角色造成一点伤害。",
|
||||
rehuoji:"火计",
|
||||
"rehuoji_info":"出牌阶段,你可以将你的任意一张♥或♦牌当作【火攻】使用。",
|
||||
rekanpo:"看破",
|
||||
"rekanpo_info":"你可以将你的任意一张♠或♣牌当作【无懈可击】使用。",
|
||||
rejieming:"节命",
|
||||
"rejieming_info":"当你受到1点伤害后,你可以令一名角色摸两张牌。然后若其手牌数小于体力上限,则你摸一张牌。",
|
||||
reshuangxiong:"双雄",
|
||||
"reshuangxiong_info":"摸牌阶段,你可以放弃摸牌。若如此做,你展示牌堆顶的两张牌并选择获得其中的一张。然后,你本回合内可以将与此牌颜色不同的一张手牌当做【决斗】使用。",
|
||||
"reshuangxiong2":"双雄",
|
||||
"reshuangxiong2_info":"",
|
||||
|
||||
reguanxing:'观星',
|
||||
reguanxing_info:'准备阶段,你可以观看牌堆顶的5张牌(存活角色小于4时改为3张),并将其以任意顺序置于牌堆项或牌堆底,若你将“观星”的牌都放在了牌堆底,则你可以在结束阶段再次发动“观星”',
|
||||
|
|
|
@ -17,20 +17,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
// xin_yuji:['male','qun',3,['guhuo']],
|
||||
|
||||
sp_zhugeliang:['male','shu',3,['huoji','bazhen','kanpo']],
|
||||
pangtong:['male','shu',3,['xinlianhuan','niepan']],
|
||||
pangtong:['male','shu',3,['lianhuan','oldniepan']],
|
||||
xunyu:['male','wei',3,['quhu','jieming']],
|
||||
dianwei:['male','wei',4,['xinqiangxi']],
|
||||
dianwei:['male','wei',4,['qiangxi']],
|
||||
taishici:['male','wu',4,['tianyi']],
|
||||
yanwen:['male','qun',4,['shuangxiong']],
|
||||
re_yuanshao:['male','qun',4,['reluanji','xueyi'],['zhu']],
|
||||
re_yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
|
||||
pangde:['male','qun',4,['mashu','jianchu']],
|
||||
|
||||
menghuo:['male','shu',4,['huoshou','zaiqi']],
|
||||
zhurong:['female','shu',4,['juxiang','lieren']],
|
||||
caopi:['male','wei',3,['xingshang','fangzhu','songwei'],['zhu']],
|
||||
xuhuang:['male','wei',4,['duanliang','jiezi']],
|
||||
re_lusu:['male','wu',3,['haoshi','redimeng']],
|
||||
sunjian:['male','wu',4,['yinghun']],
|
||||
re_lusu:['male','wu',3,['haoshi','dimeng']],
|
||||
sunjian:['male','wu',4,['gzyinghun']],
|
||||
dongzhuo:['male','qun',8,['jiuchi','roulin','benghuai','baonue'],['zhu']],
|
||||
jiaxu:['male','qun',3,['luanwu','wansha','weimu']],
|
||||
|
||||
|
@ -131,48 +131,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
skill:{
|
||||
//废除装备栏和判定区
|
||||
_disableJudge:{
|
||||
marktext:"废",
|
||||
intro:{
|
||||
content:"已经废除了判定区",
|
||||
},
|
||||
mod:{
|
||||
targetEnabled:function(card,player,target){
|
||||
if(target.storage._disableJudge&&get.type(card)=='delay') return false;
|
||||
},
|
||||
},
|
||||
},
|
||||
"_disableEquip":{
|
||||
marktext:"废",
|
||||
intro:{
|
||||
content:function(storage,player,skill){
|
||||
var str='';
|
||||
for(var i=0;i<player.storage.disableEquip.length;i++){
|
||||
str+='、'+get.translation(player.storage.disableEquip[i])+'栏';
|
||||
};
|
||||
str=str.slice(1,str.length)
|
||||
str='已经废除了'+str;
|
||||
return str;
|
||||
},
|
||||
},
|
||||
mod:{
|
||||
targetEnabled:function(card,player,target){
|
||||
if(target.isDisabled(get.subtype(card))) return false;
|
||||
},
|
||||
},
|
||||
trigger:{
|
||||
player:['disableEquipBefore','enableEquipBefore','enterGame'],
|
||||
global:'gameStart',
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
return player.storage.disableEquip==undefined;
|
||||
},
|
||||
content:function(){
|
||||
player.storage.disableEquip=[];
|
||||
},
|
||||
},
|
||||
|
||||
//阴雷
|
||||
"drlt_zhenrong":{
|
||||
init:function (player){
|
||||
|
@ -502,55 +461,33 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var list=['武器','防具','坐骑','宝物'];
|
||||
for(var i=0;i<player.storage.disableEquip.length;i++){
|
||||
if(get.translation(player.storage.disableEquip[i])=='防御马'||get.translation(player.storage.disableEquip[i])=='攻击马'){
|
||||
list.remove('坐骑');
|
||||
}else{
|
||||
list.remove(get.translation(player.storage.disableEquip[i]));
|
||||
};
|
||||
};
|
||||
var list1=['equip1','equip2','equip3','equip4','equip5'];
|
||||
for(var i=0;i<player.storage.disableEquip.length;i++){
|
||||
list1.remove(player.storage.disableEquip[i]);
|
||||
};
|
||||
player.chooseControl(list).set('ai',function(event){
|
||||
if(list1.contains('equip2')) return '防具';
|
||||
if(list1.contains('equip1')&&player.countCards('h',{name:'sha'})>2) return '武器';
|
||||
if(list1.contains('equip5')&&player.countCards('h',{type:'trick'})>=1) return '宝物';
|
||||
}).set('prompt','请选择需要废除的栏位');
|
||||
player.chooseToDisable(true).set('ai',function(event,player,list){
|
||||
if(list.contains('equip2')) return 'equip2';
|
||||
if(list.contains('equip1')&&player.countCards('h',{name:'sha'})>2) return 'equip1';
|
||||
if(list.contains('equip5')&&player.countCards('h',{type:'trick'})>=1) return 'equip5';
|
||||
});
|
||||
'step 1'
|
||||
if(result.control=='武器'){
|
||||
if(result.control=='equip1'){
|
||||
player.addTempSkill('drlt_jueyan1',{player:'phaseAfter'});
|
||||
player.disableEquip('equip1');
|
||||
};
|
||||
if(result.control=='防具'){
|
||||
player.disableEquip('equip2');
|
||||
if(result.control=='equip2'){
|
||||
player.draw(3);
|
||||
player.addTempSkill('drlt_jueyan3',{player:'phaseAfter'});
|
||||
};
|
||||
if(result.control=='坐骑'){
|
||||
if(result.control=='equip6'){
|
||||
player.addTempSkill('drlt_jueyan2',{player:'phaseAfter'});
|
||||
player.disableEquip('equip3');
|
||||
player.disableEquip('equip4');
|
||||
};
|
||||
if(result.control=='宝物'){
|
||||
player.addTempSkill('jizhi',{player:'phaseAfter'});
|
||||
player.disableEquip('equip5');
|
||||
if(result.control=='equip5'){
|
||||
player.addTempSkill('rejizhi',{player:'phaseAfter'});
|
||||
};
|
||||
},
|
||||
ai:{
|
||||
order:13,
|
||||
result:{
|
||||
player:function(player){
|
||||
if(player.storage.disableEquip==undefined) return -1;
|
||||
var list=['equip1','equip2','equip3','equip4','equip5'];
|
||||
for(var i=0;i<player.storage.disableEquip.length;i++){
|
||||
list.remove(player.storage.disableEquip[i]);
|
||||
};
|
||||
if(list.contains('equip2')) return 1;
|
||||
if(list.contains('equip1')&&player.countCards('h',{name:'sha'})>2) return 1;
|
||||
if(list.contains('equip5')&&player.countCards('h',{type:'trick'})>=1) return 1;
|
||||
if(!player.isDisabled('equip2')) return 1;
|
||||
if(!player.isDisabled('equip1')&&player.countCards('h',{name:'sha'})>2) return 1;
|
||||
if(!player.isDisabled('equip5')&&player.countCards('h',{type:'trick'})>=1) return 1;
|
||||
return -1;
|
||||
},
|
||||
},
|
||||
|
@ -562,6 +499,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(card.name=='sha') return num+3;
|
||||
},
|
||||
},
|
||||
mark:true,
|
||||
intro:{content:'本回合内可以多使用三张【杀】'},
|
||||
},
|
||||
'drlt_jueyan2':{
|
||||
mod:{
|
||||
|
@ -569,6 +508,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return true;
|
||||
},
|
||||
},
|
||||
mark:true,
|
||||
intro:{content:'本回合内使用牌没有距离限制'},
|
||||
},
|
||||
'drlt_jueyan3':{
|
||||
mod:{
|
||||
|
@ -576,6 +517,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return num+3;
|
||||
},
|
||||
},
|
||||
mark:true,
|
||||
intro:{content:'本回合内手牌上限+3'},
|
||||
},
|
||||
"drlt_poshi":{
|
||||
audio:2,
|
||||
|
@ -1115,12 +1058,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
marktext:"飞",
|
||||
intro:{
|
||||
content:function (storage){
|
||||
var str='';
|
||||
for(var i=0;i<storage.length;i++){
|
||||
str+='、';
|
||||
str+=get.translation(storage[i]);
|
||||
};
|
||||
str=str.slice(1);
|
||||
if(!storage.length) return '尚未发动';
|
||||
var str=get.translation(storage);
|
||||
return '已对'+str+'发动过〖飞军〗';
|
||||
},
|
||||
},
|
||||
|
@ -1173,11 +1112,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 2'
|
||||
if(result.bool){
|
||||
event.target=result.targets[0];
|
||||
if(player.hasSkill('nzry_binglve')&&!player.storage.nzry_feijun.contains(event.target)){
|
||||
player.draw(2);
|
||||
if(!player.storage.nzry_feijun.contains(event.target)){
|
||||
if(player.hasSkill('nzry_binglve')){
|
||||
player.draw(2);
|
||||
player.logSkill('nzry_binglve');
|
||||
}
|
||||
player.storage.nzry_feijun.push(event.target);
|
||||
player.syncStorage('nzry_feijun');
|
||||
player.logSkill('nzry_binglve');
|
||||
};
|
||||
player.line(event.target);
|
||||
if(event.control=='令一名手牌数大于你的角色交给你一张牌'){
|
||||
|
@ -1193,7 +1134,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
};
|
||||
'step 3'
|
||||
if(result.bool){
|
||||
event.target.$give(result.cards.length,player);
|
||||
event.target.$giveAuto(result.cards,player);
|
||||
player.gain(result.cards,event.target);
|
||||
};
|
||||
},
|
||||
|
@ -1389,11 +1330,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
"nzry_zhizheng":{
|
||||
audio:2,
|
||||
group:["nzry_zhizheng_1","nzry_zhizheng_2","nzry_zhizheng_3"],
|
||||
group:["nzry_zhizheng_1","nzry_zhizheng_2"],
|
||||
mod:{
|
||||
playerEnabled:function(card,player,target){
|
||||
if(target!=player&&player.isPhaseUsing()&&get.distance(target,player,'attack')>1) return false;
|
||||
},
|
||||
},
|
||||
trigger:{
|
||||
player:'useCardAfter'
|
||||
},
|
||||
filter:function (event,player){
|
||||
return player.isPhaseUsing();
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
content:function(){
|
||||
player.storage.nzry_zhizheng++;
|
||||
},
|
||||
subSkill:{
|
||||
"1":{
|
||||
trigger:{
|
||||
player:'phaseUseBefore'
|
||||
player:['phaseUseBefore','phaseUseAfter']
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
|
@ -1424,34 +1381,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
};
|
||||
},
|
||||
},
|
||||
"3":{
|
||||
trigger:{
|
||||
player:'phaseUseAfter'
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
content:function(){
|
||||
delete player.storage.nzry_zhizheng;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
"_nzry_zhizheng":{
|
||||
mod:{
|
||||
targetEnabled:function(card,player,target){
|
||||
if(player.storage.nzry_zhizheng>=0&&get.distance(target,player,'attack')>1) return false;
|
||||
},
|
||||
},
|
||||
trigger:{
|
||||
player:'useCardAfter'
|
||||
},
|
||||
filter:function (event,player){
|
||||
return player.storage.nzry_zhizheng>=0;
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
content:function(){
|
||||
player.storage.nzry_zhizheng++;
|
||||
},
|
||||
},
|
||||
"nzry_lijun":{
|
||||
|
@ -1459,13 +1388,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
global:'nzry_lijun1',
|
||||
zhuSkill:true,
|
||||
},
|
||||
nzry_lijun2:{},
|
||||
"nzry_lijun1":{
|
||||
audio:2,
|
||||
trigger:{
|
||||
player:'useCardAfter'
|
||||
},
|
||||
filter:function(event,player){
|
||||
if(event.card.name!='sha') return false;
|
||||
if(event.card.name!='sha') return false;
|
||||
if(player.hasSkill('nzry_lijun2')) return false;
|
||||
if(player.group!='wu') return false;
|
||||
if(_status.currentPhase!=player) return false;
|
||||
if(!game.hasPlayer(function(target){
|
||||
|
@ -1489,6 +1420,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 1'
|
||||
if(!result.bool) event.finish();
|
||||
else{
|
||||
player.addTempSkill('nzry_lijun2');
|
||||
var zhu=result.targets[0];
|
||||
player.logSkill('nzry_lijun1',zhu);
|
||||
var list=[];
|
||||
|
@ -2247,27 +2179,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
viewAs:{name:'tiesuo'},
|
||||
prompt:'将一张梅花牌当铁锁连环使用',
|
||||
check:function(card){return 6-get.value(card)},
|
||||
ai:{
|
||||
order:7.5,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
if(ui.selected.targets.length) return 0;
|
||||
if(target.isLinked()) return 1;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
lianhuan4:{
|
||||
trigger:{player:'useCard'},
|
||||
filter:function(event){
|
||||
return event.skill=='lianhuan3'&&event.targets.length==1;
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
content:function(){
|
||||
player.draw();
|
||||
}
|
||||
mod:{
|
||||
selectTarget:function(card,player,range){
|
||||
if(card.name=='tiesuo'&&range[1]<3) range[1]=3;
|
||||
},
|
||||
},
|
||||
},
|
||||
reluanji:{
|
||||
audio:'luanji',
|
||||
|
@ -2306,16 +2224,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
order:10
|
||||
}
|
||||
},
|
||||
group:['reluanji_count','reluanji_reset','reluanji_respond'],
|
||||
group:['reluanji_count','reluanji_reset','reluanji_respond','reluanji_damage','reluanji_draw'],
|
||||
subSkill:{
|
||||
reset:{
|
||||
trigger:{player:'phaseAfter'},
|
||||
silent:true,
|
||||
filter:function(event,player){
|
||||
return player.storage.reluanji?true:false;
|
||||
},
|
||||
content:function(){
|
||||
delete player.storage.reluanji;
|
||||
delete player.storage.reluanji2;
|
||||
}
|
||||
},
|
||||
count:{
|
||||
|
@ -2327,6 +2243,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
content:function(){
|
||||
if(!player.storage.reluanji){
|
||||
player.storage.reluanji=[];
|
||||
player.storage.reluanji2=trigger.card;
|
||||
}
|
||||
for(var i=0;i<trigger.cards.length;i++){
|
||||
player.storage.reluanji.add(get.suit(trigger.cards[i]));
|
||||
|
@ -2337,12 +2254,36 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{global:'respond'},
|
||||
silent:true,
|
||||
filter:function(event){
|
||||
return event.getParent(2).skill=='reluanji'&&event.player.isDamaged();
|
||||
return event.getParent(2).skill=='reluanji';
|
||||
},
|
||||
content:function(){
|
||||
trigger.player.draw();
|
||||
}
|
||||
}
|
||||
},
|
||||
damage:{
|
||||
trigger:{source:'damageEnd'},
|
||||
forced:true,
|
||||
silent:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
return player.storage.reluanji2&&event.card==player.storage.reluanji2;
|
||||
},
|
||||
content:function(){
|
||||
delete player.storage.reluanji2;
|
||||
},
|
||||
},
|
||||
draw:{
|
||||
trigger:{player:'useCardAfter'},
|
||||
forced:true,
|
||||
silent:true,
|
||||
popup:false,
|
||||
filter:function(event,player){
|
||||
return player.storage.reluanji2&&event.card==player.storage.reluanji2;
|
||||
},
|
||||
content:function(){
|
||||
player.draw(trigger.targets.length);
|
||||
},
|
||||
},
|
||||
}
|
||||
},
|
||||
qimou:{
|
||||
|
@ -3030,7 +2971,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
hunzi:{
|
||||
skillAnimation:true,
|
||||
audio:2,
|
||||
derivation:['reyingzi','yinghun'],
|
||||
derivation:['reyingzi','gzyinghun'],
|
||||
unique:true,
|
||||
trigger:{player:'phaseBeginStart'},
|
||||
filter:function(event,player){
|
||||
|
@ -3041,7 +2982,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
content:function(){
|
||||
player.loseMaxHp();
|
||||
player.addSkill('reyingzi');
|
||||
player.addSkill('yinghun');
|
||||
player.addSkill('gzyinghun');
|
||||
game.log(player,'获得了技能','#g【英姿】和【英魂】')
|
||||
player.awakenSkill('hunzi');
|
||||
player.storage.hunzi=true;
|
||||
},
|
||||
|
@ -3069,6 +3011,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
audio:2,
|
||||
forceaudio:true,
|
||||
enable:'phaseUse',
|
||||
prompt:function(){
|
||||
var player=_status.event.player;
|
||||
var list=game.filterPlayer(function(target){
|
||||
return target.hasZhuSkill('zhiba',player)&&player.canCompare(target);
|
||||
});
|
||||
var str='和'+get.translation(list);
|
||||
if(list.length>1) str+='中的一人';
|
||||
str+='进行拼点。若你没赢,其可以获得两张拼点牌。';
|
||||
return str;
|
||||
},
|
||||
filter:function(event,player){
|
||||
if(player.group!='wu'||player.countCards('h')==0) return false;
|
||||
return game.hasPlayer(function(target){
|
||||
|
@ -4620,7 +4572,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
viewAs:{name:'tiesuo'},
|
||||
prompt:'将一张梅花牌当铁锁连环使用',
|
||||
check:function(card){return 4-get.value(card)}
|
||||
check:function(card){return 4.5-get.value(card)}
|
||||
},
|
||||
lianhuan2:{
|
||||
audio:2,
|
||||
|
@ -5098,7 +5050,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
shuangxiong2:{
|
||||
audio:true,
|
||||
enable:'phaseUse',
|
||||
prompt:function(){
|
||||
var player=_status.event.player;
|
||||
var str='将一张'+(player.storage.shuangxiong2=='red'?'红':'黑')+'色手牌当做【决斗】使用';
|
||||
return str;
|
||||
},
|
||||
viewAs:{name:'juedou'},
|
||||
onremove:true,
|
||||
filterCard:function(card,player){
|
||||
return get.color(card)!=player.storage.shuangxiong;
|
||||
},
|
||||
|
@ -6214,6 +6172,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
discard:false,
|
||||
line:true,
|
||||
prepare:'give',
|
||||
prompt:function(){
|
||||
var player=_status.event.player;
|
||||
var list=game.filterPlayer(function(target){
|
||||
return target!=player&&target.hasZhuSkill('huangtian',player);
|
||||
});
|
||||
var str='将一张【闪】或【闪电】交给'+get.translation(list);
|
||||
if(list.length>1) str+='中的一人';
|
||||
return str;
|
||||
},
|
||||
filter:function(event,player){
|
||||
if(player.group!='qun') return false;
|
||||
if(player.countCards('h','shan')+player.countCards('h','shandian')==0) return 0;
|
||||
|
@ -6280,7 +6247,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"feichu_equip3_bg":"废",
|
||||
"feichu_equip4_bg":"废",
|
||||
"feichu_equip5_bg":"废",
|
||||
_disableJudge:"判定区",
|
||||
|
||||
re_yuanshao:'袁绍',
|
||||
re_lusu:'鲁肃',
|
||||
|
@ -6322,10 +6288,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
"nzry_kuizhu":"溃诛",
|
||||
"nzry_kuizhu_info":"弃牌阶段结束后,你可以选择一项:令至多X名角色各摸一张牌,或对任意名体力值之和为X的角色造成一点伤害,若不少于2名角色,你须受到一点伤害。(X为你此阶段弃置的牌数)",
|
||||
"nzry_zhizheng":"掣政",
|
||||
"nzry_zhizheng_info":"锁定技,你的出牌阶段内,攻击范围内不包含你的角色不能成为你使用牌的目标。出牌阶段结束时,若你本阶段内使用的牌数小于这些角色数,你可以弃置其中一名角色一张牌",
|
||||
"nzry_zhizheng_info":"锁定技,你的出牌阶段内,攻击范围内不包含你的其他角色不能成为你使用牌的目标。出牌阶段结束时,若你本阶段内使用的牌数小于这些角色数,你可以弃置其中一名角色一张牌",
|
||||
"nzry_lijun1":"立军",
|
||||
"nzry_lijun":"立军",
|
||||
"nzry_lijun_info":"主公技,其他吴势力角色于其回合内使用的【杀】结算后,其可以将此【杀】交给你,然后你可以令其摸一张牌",
|
||||
"nzry_lijun_info":"主公技,其他吴势力角色的回合限一次,其使用的【杀】结算后,可以将此【杀】交给你,然后你可以令其摸一张牌",
|
||||
"nzry_huaiju":"怀橘",
|
||||
"nzry_huaiju_info":"锁定技,游戏开始时,你获得3个“橘”标记。(有“橘”的角色受到伤害时,防止此伤害,然后移去一个“橘”;有“橘”的角色摸牌阶段额外摸一张牌)",
|
||||
"_nzry_huaiju":"怀橘",
|
||||
|
@ -6386,7 +6352,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
redimeng:'缔盟',
|
||||
redimeng_info:'出牌阶段限一次,你可以弃置X张牌选择两名其他角色(X为这两名角色的手牌差),你混合他们的手牌,然后令其中一名角色获得其中的一张牌,并令另一名角色获得其中的一张牌,然后重复此流程,直到这些牌均被获得为止',
|
||||
reluanji:'乱击',
|
||||
reluanji_info:'你可以将两张与你本回合以此法转化的花色均不相同的手牌当【万箭齐发】使用,然后当一名已受伤的角色因响应此牌而打出【闪】时,该角色摸一张牌',
|
||||
reluanji_info:'你可以将两张与你本回合以此法转化的花色均不相同的手牌当【万箭齐发】使用,然后当一名角色因响应此牌而打出【闪】时,该角色摸一张牌。若你以此法使用的【万箭齐发】未造成伤害,则你可以在此牌结算完成后摸X张牌。(X为此牌的目标数)',
|
||||
xintianxiang:'天香',
|
||||
xintianxiang2:'天香',
|
||||
xintianxiang3:'天香',
|
||||
|
@ -6549,7 +6515,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
luanji:'乱击',
|
||||
xueyi:'血裔',
|
||||
mengjin:'猛进',
|
||||
xinlianhuan_info:' 你可以将一张♣手牌当【铁索连环】使用,若以此法使用的【铁索连环】仅指定一个目标,你摸一张牌;你可以重铸♣牌',
|
||||
xinlianhuan_info:' 你可以将一张♣手牌当【铁索连环】使用或重铸。你使用的【铁索连环】可以指定至多3个目标。',
|
||||
huoji_info:'出牌阶段,你可以将你的任意一张♥或♦手牌当【火攻】使用。',
|
||||
bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
|
||||
kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
|
||||
|
|
|
@ -4415,11 +4415,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
check:function(){return 1},
|
||||
ai:{
|
||||
effect:{
|
||||
target:function(card,player,target,current){
|
||||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||||
}
|
||||
},
|
||||
respondSha:true,
|
||||
skillTagFilter:function(player){
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0) return false;
|
||||
|
@ -4458,12 +4453,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(!player.storage.fanghun||player.storage.fanghun<0) return false;
|
||||
if(!player.countCards('h','sha')) return false;
|
||||
},
|
||||
effect:{
|
||||
target:function(card,player,target,current){
|
||||
if(!player.storage.fanghun||player.storage.fanghun<0) return 0;
|
||||
if(get.tag(card,'respondShan')&¤t<0) return 0.6
|
||||
}
|
||||
},
|
||||
order:4,
|
||||
useful:-1,
|
||||
value:-1
|
||||
|
@ -5424,8 +5413,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.storage.jianshu=false;
|
||||
},
|
||||
filterTarget:function(card,player,target){
|
||||
if(target==player) return false;
|
||||
if(ui.selected.targets.length){
|
||||
return ui.selected.targets[0].canCompare(target)&&target.distanceTo(ui.selected.targets[0])<=1;
|
||||
return !ui.selected.targets[0].hasSkillTag('noCompareSource')&&target.countCards('h')
|
||||
&&!target.hasSkillTag('noCompareTarget')&&target.distanceTo(ui.selected.targets[0])<=1;
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
|
|
@ -2855,7 +2855,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.storage.xinfu_qiai=true;
|
||||
event.current=player.next;
|
||||
"step 1"
|
||||
event.current.chooseCard('交给'+get.translation(player)+'一张手牌','he',true).set('ai',function(card){
|
||||
event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
|
||||
var evt=_status.event.getParent();
|
||||
if(get.attitude(_status.event.player,evt.player)>2){
|
||||
if(card.name=='jiu') return 120;
|
||||
|
|
|
@ -83,7 +83,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
xuezong:['male','wu',3,['funan','jiexun']],
|
||||
|
||||
old_huaxiong:['male','qun',6,['shiyong']],
|
||||
"re_yujin":["male","wei",4,["zhenjun"],[]],
|
||||
re_jikang:["male","wei",3,["new_qingxian","new_juexiang"],[]],
|
||||
re_yujin:["male","wei",4,["zhenjun"],[]],
|
||||
},
|
||||
characterIntro:{
|
||||
caozhi:'字子建,沛国谯人,三国曹魏著名文学家,建安文学代表人物。魏武帝曹操之子,魏文帝曹丕之弟,生前曾为陈王,去世后谥号“思”,因此又称陈思王。南朝宋文学家谢灵运更有“天下才有一石,曹子建独占八斗”的评价。王士祯尝论汉魏以来二千年间诗家堪称“仙才”者,曹植、李白、苏轼三人耳。',
|
||||
|
@ -181,6 +182,226 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
wuguotai:['sunjian'],
|
||||
},
|
||||
skill:{
|
||||
"new_qingxian":{
|
||||
group:["qingxian_draw"],
|
||||
enable:"phaseUse",
|
||||
audio:"qingxian",
|
||||
usable:1,
|
||||
position:'he',
|
||||
filterTarget:function (card,player,target){
|
||||
return target!=player;
|
||||
},
|
||||
complexCard:true,
|
||||
complexSelect:true,
|
||||
selectTarget:function (){
|
||||
return ui.selected.cards.length;
|
||||
},
|
||||
filterCard:true,
|
||||
selectCard:function (){
|
||||
var player=_status.event.player;
|
||||
return [1,player.hp];
|
||||
},
|
||||
check:function (cardx){
|
||||
var player=_status.event.player;
|
||||
var number=game.countPlayer(function(target){
|
||||
if(player==target) return false;
|
||||
var pe=player.countCards('e',function(card){
|
||||
return card!=cardx&&ui.selected.cards.contains(card)==false;
|
||||
});
|
||||
var te=target.countCards('e');
|
||||
if(pe>te&&target.isDamaged()&&get.attitude(player,target)>2) return true;
|
||||
else if(pe==te&&get.attitude(player,target)>2) return true;
|
||||
else if(pe<te&&get.attitude(player,target)<0) return true;
|
||||
return false;
|
||||
});
|
||||
if(ui.selected.cards.length<number) return 7-get.value(cardx);
|
||||
else return 0;
|
||||
},
|
||||
targetprompt:function (target){
|
||||
var pe=_status.event.player.countCards('e',function(card){
|
||||
return ui.selected.cards.contains(card)==false;
|
||||
});
|
||||
var te=target.countCards('e');
|
||||
if(pe>te) return "回复体力";
|
||||
else if(pe==te) return "摸一张牌";
|
||||
else if(pe<te) return "失去体力";
|
||||
},
|
||||
line:"thunder",
|
||||
content:function (){
|
||||
var pe=player.countCards('e');
|
||||
var te=target.countCards('e');
|
||||
if(pe>te) target.recover();
|
||||
else if(pe==te) target.draw();
|
||||
else if(pe<te) target.loseHp();
|
||||
},
|
||||
ai:{
|
||||
order:10,
|
||||
result:{
|
||||
target:function (player,target){
|
||||
var pe=player.countCards('e',function(card){
|
||||
return ui.selected.cards.contains(card)==false;
|
||||
});
|
||||
var te=target.countCards('e');
|
||||
if(pe>te&&target.isDamaged()) return 2;
|
||||
else if(pe==te) return 1;
|
||||
else if(pe<te) return -2.5;
|
||||
else return 0;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
"new_juexiang":{
|
||||
audio:"qingxian_jilie",
|
||||
trigger:{
|
||||
player:"dieBegin",
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
skillAnimation:true,
|
||||
derivation:["new_canyun"],
|
||||
content:function (){
|
||||
"step 0"
|
||||
player.chooseTarget('【绝响】:是否令一名其他角色获得技能〖残韵〗?',function(card,player,target){
|
||||
return target!=player;
|
||||
}).set('ai',function(target){
|
||||
var att=get.attitude(_status.event.player,target);
|
||||
if(target.countCards('ej',{suit:'club'})) att=att*2;
|
||||
return 10+att;
|
||||
});
|
||||
"step 1"
|
||||
var next=game.createEvent('new_juexiang',null,trigger.parent);
|
||||
next.player=trigger.source;
|
||||
next.playerx=player;
|
||||
if(result.bool) next.target=result.targets[0];
|
||||
next.setContent(lib.skill.new_juexiang.contentx);
|
||||
},
|
||||
contentx:function (){
|
||||
"step 0"
|
||||
if(player||target)event.playerx.logSkill('new_juexiang');
|
||||
if(player){
|
||||
player.discard(player.getCards('e'));
|
||||
player.loseHp();
|
||||
}
|
||||
if(target){
|
||||
event.playerx.line(target,'thunder');
|
||||
target.addSkill('new_canyun');
|
||||
target.discardPlayerCard('是否弃置自己区域内的一张梅花牌,获得技能〖绝响〗?',target,'hej').set('ai',function(card){
|
||||
if(get.position(card)=='j') return 100+get.value(card);
|
||||
return 100-get.value(card);
|
||||
}).set('visible',true).set('filterButton',function(card){
|
||||
return get.suit(card.link)=='club';
|
||||
});
|
||||
}
|
||||
else event.finish()
|
||||
"step 1"
|
||||
if(result.bool) target.addSkill('new_juexiang');
|
||||
},
|
||||
},
|
||||
"new_canyun":{
|
||||
group:["qingxian_draw"],
|
||||
complexCard:true,
|
||||
complexSelect:true,
|
||||
marktext:"韵",
|
||||
init:function (player,skill){
|
||||
if(!player.storage[skill]) player.storage[skill]=[];
|
||||
},
|
||||
intro:{
|
||||
content:function (storage){
|
||||
var str='';
|
||||
var str2='<li>出牌阶段限一次,你可以弃置至多X张牌并选择等量的其他角色(不能选择已经成为过〖残韵〗目标的角色)。这些角色中,装备区内牌数少于你的回复1点体力,等于你的摸一张牌,多于你的失去1点体力。若你以此法指定的角色数等于X,则你摸一张牌。(X为你的体力值)';
|
||||
if(storage.length>0){
|
||||
for(var i=0;i<storage.length;i++){
|
||||
str+='、';
|
||||
str+=get.translation(storage[i]);
|
||||
};
|
||||
str=str.slice(1);
|
||||
str2+=('<br><li>已对'+str+'发动过〖残韵〗');
|
||||
}
|
||||
return str2;
|
||||
},
|
||||
},
|
||||
mark:true,
|
||||
enable:"phaseUse",
|
||||
usable:1,
|
||||
check:function (cardx){
|
||||
var player=_status.event.player;
|
||||
var number=game.countPlayer(function(target){
|
||||
if(player==target) return false;
|
||||
var pe=player.countCards('e',function(card){
|
||||
return card!=cardx&&ui.selected.cards.contains(card)==false;
|
||||
});
|
||||
var te=target.countCards('e');
|
||||
if(pe>te&&target.isDamaged()&&get.attitude(player,target)>2) return true;
|
||||
else if(pe<te&&get.attitude(player,target)<0) return true;
|
||||
return false;
|
||||
});
|
||||
if(ui.selected.cards.length<number) return 6-get.value(cardx);
|
||||
else return 0;
|
||||
},
|
||||
filter:function (event,player){
|
||||
if(!player.storage.new_canyun) player.storage.new_canyun=[];
|
||||
return game.hasPlayer(function(current){
|
||||
return current!=player&&!player.storage.new_canyun.contains(current);
|
||||
});
|
||||
},
|
||||
filterTarget:function (card,player,target){
|
||||
return target!=player&&!player.storage.new_canyun.contains(target);
|
||||
},
|
||||
selectTarget:function (){
|
||||
return ui.selected.cards.length;
|
||||
},
|
||||
filterCard:true,
|
||||
selectCard:function (){
|
||||
var player=_status.event.player;
|
||||
return [1,player.hp];
|
||||
},
|
||||
targetprompt:function (target){
|
||||
var pe=_status.event.player.countCards('e',function(card){
|
||||
return ui.selected.cards.contains(card)==false;
|
||||
});
|
||||
var te=target.countCards('e');
|
||||
if(pe>te) return "回复体力";
|
||||
else if(pe==te) return "摸一张牌";
|
||||
else if(pe<te) return "失去体力";
|
||||
},
|
||||
line:"thunder",
|
||||
position:"he",
|
||||
content:function (){
|
||||
player.storage.new_canyun.push(target);
|
||||
var pe=player.countCards('e');
|
||||
var te=target.countCards('e');
|
||||
if(pe>te) target.recover();
|
||||
else if(pe==te) target.draw();
|
||||
else if(pe<te) target.loseHp();
|
||||
},
|
||||
ai:{
|
||||
order:10,
|
||||
result:{
|
||||
target:function (player,target){
|
||||
var pe=player.countCards('e');
|
||||
var te=target.countCards('e');
|
||||
if(pe>te&&target.isDamaged()) return 2;
|
||||
else if(pe==te) return 1;
|
||||
else if(pe<te) return -2.5;
|
||||
else return 0;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
"qingxian_draw":{
|
||||
trigger:{
|
||||
player:["new_qingxianAfter","new_canyunAfter"],
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
silent:false,
|
||||
filter:function (event,player){
|
||||
return event.target==event.targets[event.targets.length-1]&&event.targets.length==player.hp;
|
||||
},
|
||||
content:function (){
|
||||
player.draw();
|
||||
},
|
||||
},
|
||||
zhenjun:{
|
||||
audio:"jieyue",
|
||||
trigger:{
|
||||
|
@ -796,7 +1017,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var target=result.targets[0];
|
||||
player.logSkill('qingxian',target);
|
||||
event.insert(lib.skill.qingxian.content_choose,{target:target,player:player});
|
||||
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -880,7 +1100,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
'step 3'
|
||||
if(event.card&&get.suit(event.card)=='club'){
|
||||
player.recover();
|
||||
player.draw();
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -2168,24 +2388,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
taoluan:{
|
||||
enable:'chooseToUse',
|
||||
filter:function(event,player){
|
||||
return !player.hasSkill('taoluan3')&&player.countCards('he')>0;
|
||||
return !player.hasSkill('taoluan3')&&player.countCards('he')>0&&!_status.dying.length;
|
||||
},
|
||||
init:function(player){
|
||||
player.storage.taoluan=[];
|
||||
},
|
||||
chooseButton:{
|
||||
dialog:function(event,player){
|
||||
var list=['sha','tao','jiu','taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman'];
|
||||
for(var i=0;i<player.storage.taoluan.length;i++){
|
||||
list.remove(player.storage.taoluan[i]);
|
||||
}
|
||||
for(var i=0;i<list.length;i++){
|
||||
if(i<3){
|
||||
list[i]=['基本','',list[i]];
|
||||
}
|
||||
else{
|
||||
list[i]=['锦囊','',list[i]];
|
||||
}
|
||||
var list=[];
|
||||
for(var i=0;i<lib.inpile.length;i++){
|
||||
var name=lib.inpile[i];
|
||||
if(player.storage.taoluan.contains(name)) continue;
|
||||
if(name=='sha'){
|
||||
list.push(['基本','','sha']);
|
||||
list.push(['基本','','sha','fire']);
|
||||
list.push(['基本','','sha','thunder']);
|
||||
}
|
||||
else if(get.type(name)=='trick') list.push(['锦囊','',name]);
|
||||
else if(get.type(name)=='basic') list.push(['基本','',name]);
|
||||
}
|
||||
if(list.length==0){
|
||||
return ui.create.dialog('滔乱已无可用牌');
|
||||
|
@ -2252,20 +2472,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
backup:function(links,player){
|
||||
return {
|
||||
filterCard:true,
|
||||
audio:'taoluan',
|
||||
selectCard:1,
|
||||
popname:true,
|
||||
check:function(card){
|
||||
return 6-get.value(card);
|
||||
},
|
||||
position:'he',
|
||||
viewAs:{name:links[0][2]},
|
||||
viewAs:{name:links[0][2],nature:links[0][3]},
|
||||
onuse:function(result,player){
|
||||
player.storage.taoluan.add(result.card.name);
|
||||
},
|
||||
}
|
||||
},
|
||||
prompt:function(links,player){
|
||||
return '选择'+get.translation(links[0][2])+'的目标';
|
||||
return '选择'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'的目标';
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
|
@ -2341,9 +2562,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
enable:'chooseToRespond',
|
||||
filter:function(event,player){
|
||||
if(event.parent.name!='sha') return false;
|
||||
return !player.storage.taoluan.contains('shan')&&!player.hasSkill('taoluan3');
|
||||
return !player.storage.taoluan.contains('shan')&&!player.hasSkill('taoluan3')&&!_status.dying.length;
|
||||
},
|
||||
onuse:function(result,player){
|
||||
onrespond:function(result,player){
|
||||
player.storage.taoluan.add('shan');
|
||||
},
|
||||
filterCard:true,
|
||||
|
@ -2387,7 +2608,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
init:function(player){
|
||||
player.storage.jishe=0;
|
||||
},
|
||||
usable:20,
|
||||
usable:200,
|
||||
content:function(){
|
||||
player.draw();
|
||||
player.storage.jishe++;
|
||||
|
@ -4108,6 +4329,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
xinzhongyong:{
|
||||
trigger:{player:'shaAfter'},
|
||||
audio:'zhongyong',
|
||||
direct:true,
|
||||
filter:function(event,player){
|
||||
return get.itemtype(event.cards)=='cards'||(event.responded&&get.itemtype(event.responded.cards)=='cards');
|
||||
|
@ -4127,18 +4349,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(result.bool){
|
||||
event.target=result.targets[0];
|
||||
if(!event.cards2){
|
||||
player.logSkill('zhongyong',event.target);
|
||||
player.logSkill('xinzhongyong',event.target);
|
||||
event.sha=false;
|
||||
event.target.gain(event.cards1,'gain2');
|
||||
if(get.color(event.cards1)=='red'){
|
||||
event.sha=true;
|
||||
for(var i=0;i<event.cards1.length;i++){
|
||||
if(get.color(event.cards1[i])=='red') event.sha=true;break;
|
||||
}
|
||||
event.goto(3);
|
||||
}
|
||||
else{
|
||||
var sha=false;
|
||||
if(event.cards1.length==1&&get.color(event.cards1[0])=='red'){
|
||||
sha=true;
|
||||
for(var i=0;i<event.cards1.length;i++){
|
||||
if(get.color(event.cards1[i])=='red') sha=true;break;
|
||||
}
|
||||
player.chooseControl('杀','闪',function(event,player){
|
||||
if(_status.event.choosesha) return '杀';
|
||||
|
@ -4150,19 +4372,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
event.finish();
|
||||
}
|
||||
"step 2"
|
||||
player.logSkill('zhongyong',event.target);
|
||||
player.logSkill('xinzhongyong',event.target);
|
||||
event.sha=false;
|
||||
if(result.control=='杀'){
|
||||
event.target.gain(event.cards1,'gain2');
|
||||
if(get.color(event.cards1)=='red'){
|
||||
event.sha=true;
|
||||
}
|
||||
for(var i=0;i<event.cards1.length;i++){
|
||||
if(get.color(event.cards1[i])=='red') event.sha=true;break;
|
||||
}
|
||||
}
|
||||
else{
|
||||
event.target.gain(event.cards2,'gain2');
|
||||
if(get.color(event.cards2)=='red'){
|
||||
event.sha=true;
|
||||
}
|
||||
for(var i=0;i<event.cards2.length;i++){
|
||||
if(get.color(event.cards2[i])=='red') event.sha=true;break;
|
||||
}
|
||||
}
|
||||
"step 3"
|
||||
if(event.sha){
|
||||
|
@ -8739,7 +8961,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
chengxiang:{
|
||||
trigger:{player:'damageEnd'},
|
||||
direct:true,
|
||||
//direct:true,
|
||||
frequent:true,
|
||||
audio:2,
|
||||
content:function(){
|
||||
"step 0"
|
||||
|
@ -8774,7 +8997,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
"step 2"
|
||||
if(result.bool&&result.links){
|
||||
player.logSkill('chengxiang');
|
||||
//player.logSkill('chengxiang');
|
||||
var cards2=[];
|
||||
for(var i=0;i<result.links.length;i++){
|
||||
cards2.push(result.links[i]);
|
||||
|
@ -8867,8 +9090,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.showCards(result.cards);
|
||||
var type=get.type(result.cards[0],'trick');
|
||||
if(trigger.source){
|
||||
trigger.source.chooseToDiscard('弃置一张'+get.translation(type)+'牌或令'+get.translation(player)+'回复一点体力',function(card){
|
||||
return get.type(card,'trick')==_status.event.type;
|
||||
trigger.source.chooseToDiscard('弃置一张不为'+get.translation(type)+'牌的牌或令'+get.translation(player)+'回复一点体力',function(card){
|
||||
return get.type(card,'trick')!=_status.event.type;
|
||||
}).set('ai',function(card){
|
||||
if(get.recoverEffect(_status.event.getParent().player,_status.event.player,_status.event.player)<0){
|
||||
return 7-get.value(card);
|
||||
|
@ -9494,8 +9717,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
jikang:'嵇康',
|
||||
qinmi:'秦宓',
|
||||
caiyong:'蔡邕',
|
||||
"re_yujin":"于禁",
|
||||
"re_yujin":"于禁",
|
||||
"re_jikang":"新嵇康",
|
||||
|
||||
"new_qingxian":"清弦",
|
||||
"new_qingxian_info":"出牌阶段限一次,你可以弃置至多X张牌并选择等量的其他角色。这些角色中,装备区内牌数少于你的回复1点体力,等于你的摸一张牌,多于你的失去1点体力。若你以此法指定的角色数等于X,则你摸一张牌。(X为你的体力值)",
|
||||
"new_juexiang":"绝响",
|
||||
"new_juexiang_info":"锁定技,当你死亡后,杀死你的角色弃置装备区内的所有牌并失去1点体力。然后,你可以令一名其他角色获得技能〖残韵〗。若该角色区域内有梅花牌,则其可以弃置其中的一张,然后其获得技能〖绝响〗。",
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||||
"new_canyun":"残韵",
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"new_canyun_info":"出牌阶段限一次,你可以弃置至多X张牌并选择等量的其他角色(不能选择已经成为过〖残韵〗目标的角色)。这些角色中,装备区内牌数少于你的回复1点体力,等于你的摸一张牌,多于你的失去1点体力。若你以此法指定的角色数等于X,则你摸一张牌。(X为你的体力值)",
|
||||
"qingxian_draw":"清弦",
|
||||
"qingxian_draw_info":"",
|
||||
zhenjun:"镇军",
|
||||
"zhenjun_info":"准备阶段,你可以弃置一名手牌数多于体力值的角色的X张牌(X为其手牌数和体力值之差),然后选择一项:1.你弃置等同于其中非装备牌数量的牌;2.其摸等量的牌。",
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||||
fenli:'奋励',
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||||
|
@ -9513,7 +9745,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
tongbo:'通博',
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||||
tongbo_info:'摸牌阶段摸牌后,你可以用任意张牌替换等量的“书”,然后若你的“书”包含四种花色,你将所有“书”交给任意名其他角色',
|
||||
qingxian:'清弦',
|
||||
qingxian_info:'当你受到伤害/回复体力后,你可以令伤害来源/一名其他角色执行一项:失去1点体力,随机使用一张装备牌;回复1点体力,弃置一张装备牌。若其以此法使用或弃置的牌为梅花,你回复1点体力',
|
||||
qingxian_info:'当你受到伤害/回复体力后,你可以令伤害来源/一名其他角色执行一项:失去1点体力,随机使用一张装备牌;回复1点体力,弃置一张装备牌。若其以此法使用或弃置的牌为梅花,你摸一张牌。',
|
||||
juexiang:'绝响',
|
||||
juexiang_info:'当你死亡后,你可以令一名角色随机获得“清弦残谱”其中一个技能,然后直到其下回合开始,其不能被选择为其他角色使用梅花牌的目标',
|
||||
juexiang_ji:'激弦',
|
||||
|
|
Loading…
Reference in New Issue