2024标准包
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@ -32,6 +32,23 @@ const characters = {
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xf_yiji: ["male", "shu", 3, ["xinfu_jijie", "xinfu_jiyuan"], []],
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re_yuanshu: ["male", "qun", 4, ["rewangzun", "retongji"]],
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std_sunhao: ["male", "wu", 5, ["stdcanshi", "chouhai", "guiming"], ["zhu"]],
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std_mateng: ["male", "qun", 4, ["stdxiongyi", "mashu", "stdyouji"], ["zhu"]],
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std_mayunlu: ["female", "shu", 4, ["stdfengpo", "mashu"]],
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std_jianggan: ["male", "wei", 4, ["stddaoshu", "stddaizui"]],
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std_zhouchu: ["male", "wu", 4, ["stdxiongxia"]],
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std_lvlingqi: ["female", "qun", 4, ["stdhuizhan"]],
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std_dc_yanghu: ["male", "wei", 4, ["stdmingfa"]],
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std_dc_luotong: ["male", "wu", 4, ["stdjinjian", "stdrenzheng"]],
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std_lijue: ["male", "qun", 5, ["stdxiongsuan"]],
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std_chengpu: ["male", "wu", 4, ["stdchunlao"]],
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std_db_wenyang: ["male", "wei", 4, ["stdquedi"]],
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std_re_dengzhi: ["male", "shu", 4, ["stdzhiyinmeng", "stdhehe"]],
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std_zhangyì: ["male", "shu", 4, ["stdzhiyi"]],
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std_chengyu: ["male", "wei", 3, ["stdshefu", "stdyibing"]],
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std_fanyufeng: ["female", "qun", 3, ["stdbazhan", "stdzhanying"]],
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std_feiyi: ["male", "shu", 3, ["stdtiaohe", "stdqiansu"]],
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};
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export default characters;
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@ -2,6 +2,977 @@ import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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//2024标包武将
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//孙皓
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stdcanshi: {
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audio: "canshi",
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inherit: "canshi",
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forced: true,
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async content(event, trigger, player) {
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trigger.changeToZero();
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await player.draw(
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Math.max(
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1,
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game.countPlayer(target => {
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if (player.hasSkill("guiming") && target != player && target.group == "wu") return true;
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return target.isDamaged();
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})
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)
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);
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player.addTempSkill("stdcanshi_effect");
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},
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subSkill: {
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effect: {
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charlotte: true,
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trigger: { player: "useCardToPlayered" },
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filter(event, player) {
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if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
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return event.target.isDamaged();
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},
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forced: true,
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autodelay: true,
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content() {
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player.chooseToDiscard("he", true);
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},
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},
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},
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},
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//马腾
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stdxiongyi: {
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unique: true,
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limited: true,
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audio: "xiongyi",
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filterTarget: true,
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selectTarget: [1, Infinity],
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skillAnimation: true,
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animationColor: "thunder",
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async content(event, trigger, player) {
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player.awakenSkill("stdxiongyi");
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const targets = event.targets.sortBySeat();
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let keep = true;
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while (true) {
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for (const target of targets) {
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let next = target
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.chooseToUse(function (card) {
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const event = get.event();
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if (!lib.filter.cardEnabled(card, event.player, event)) return false;
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return get.name(card) == "sha";
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}, "雄异:是否使用一张不可被响应的【杀】?")
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.set("oncard", card => {
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_status.event.directHit.addArray(game.players);
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});
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if (!keep) next.set("prompt2", "若你不使用,则结束此流程");
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const result = await next.forResult();
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if (!result.bool && !keep) break;
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if (targets[targets.length - 1] == target && !keep) keep = true;
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}
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}
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},
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ai: {
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order: 10,
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result: {
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target(player, target) {
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if (player.hasUnknown()) return 0;
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return target.countCards("hs");
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},
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},
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},
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},
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stdyouji: {
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audio: 2,
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trigger: { player: "phaseZhunbeiBegin" },
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filter(event, player) {
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return player.canMoveCard(
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null,
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true,
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game.filterPlayer(i => {
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return i.group == "qun";
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}),
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card => {
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return [3, 4, 6].includes(parseInt(get.subtype(card).slice("equip".length)));
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},
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"nojudge"
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);
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},
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check(event, player) {
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return player.canMoveCard(
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true,
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true,
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game.filterPlayer(i => {
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return i.group == "qun";
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}),
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card => {
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return [3, 4, 6].includes(parseInt(get.subtype(card).slice("equip".length)));
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},
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"nojudge"
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);
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},
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zhuSkill: true,
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content() {
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player.moveCard(
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true,
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game.filterPlayer(i => {
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return i.group == "qun";
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}),
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card => {
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return [3, 4, 6].includes(parseInt(get.subtype(card).slice("equip".length)));
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},
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"nojudge"
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);
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},
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},
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//马云禄
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stdfengpo: {
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audio: "fengpo",
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trigger: { source: "damageBegin1" },
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filter(event, player) {
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return (
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event.card.name == "sha" &&
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[player, event.player].some(target => {
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return target.isIn() && target.countCards("he");
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})
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);
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},
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async cost(event, trigger, player) {
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event.result = await player
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.chooseTarget(get.prompt2("stdfengpo"), (card, player, target) => {
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const event = get.event().getTrigger();
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return [player, event.player]
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.filter(targetx => {
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return targetx.isIn() && targetx.countCards("he");
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})
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.includes(target);
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})
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.set("ai", target => {
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const player = get.event("player"),
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aim = get.event().getTrigger().player;
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if (get.attitude(player, aim) > 0 || get.damageEffect(aim, player, player) < 0) return 0;
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if (aim.countCards("he")) return -5;
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if (player.getDiscardableCards(player, "he").some(card => get.suit(card) == "diamond")) return 1;
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return 0;
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})
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.forResult();
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},
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async content(event, trigger, player) {
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const target = event.targets[0];
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const result = await player
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.discardPlayerCard(target, "he", true)
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.set("ai", button => {
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const suit = get.suit(button.link);
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return (suit == "diamond" ? 5 : 1) * get.value(button.link);
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})
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.set("prompt", "凤魄:弃置" + (target != player ? get.translation(target) : "") + "一张牌,若弃置了方片牌,则此伤害+1")
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.forResult();
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if (result.bool) {
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if (result.cards && result.cards.some(i => get.suit(i, target) == "diamond")) {
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player.popup("洗具");
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trigger.increase("num");
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}
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}
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},
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},
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//蒋干
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stddaoshu: {
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audio: "daoshu",
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trigger: { global: "phaseZhunbeiBegin" },
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filter(event, player) {
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return game.hasPlayer(target => {
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return target != event.player && target.countCards("h");
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});
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},
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async cost(event, trigger, player) {
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event.result = await player
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.chooseTarget(get.prompt2("stddaoshu"), (card, player, target) => {
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const event = get.event().getTrigger();
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return target != event.player && target.countCards("h");
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})
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.set("ai", target => {
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const player = get.event("player");
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return -1 / target.countCards("h");
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})
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.forResult();
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},
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async content(event, trigger, player) {
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player.tempBanSkill("stddaoshu", "roundStart", false);
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const target = event.targets[0];
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const result = await player.choosePlayerCard(target, "h", true);
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if (result.bool) {
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const cards = result.cards || [];
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if (cards.length) {
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await player.showCards(cards, get.translation(player) + "发动了【盗书】");
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await trigger.player.gain(cards, target, "give");
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const suits = cards.reduce((list, card) => {
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return list.add(get.suit(card, target));
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}, []);
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if (suits.length) {
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for (const i of [player, trigger.player]) {
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i.addTempSkill("stddaoshu_effect");
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i.markAuto("stddaoshu_effect", suits);
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}
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}
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}
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}
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},
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subSkill: {
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effect: {
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charlotte: true,
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mod: {
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cardEnabled(card, player) {
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if (player.getStorage("stddaoshu_effect").includes(get.suit(card))) return false;
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},
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cardSavable(card, player) {
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if (player.getStorage("stddaoshu_effect").includes(get.suit(card))) return false;
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},
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},
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intro: { content: "不能使用$花色的牌" },
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},
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},
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},
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stddaizui: {
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audio: "spdaizui",
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trigger: { player: "damageEnd" },
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filter(event, player) {
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return player.isTempBanned("stddaoshu");
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},
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forced: true,
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content() {
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delete player.storage.temp_ban_stddaoshu;
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player.popup("盗书");
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game.log(player, "重置了技能", "#g【盗书】");
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},
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},
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//周处
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stdxiongxia: {
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audio: "xianghai",
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enable: "chooseToUse",
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filterCard: true,
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selectCard: 2,
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position: "hes",
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viewAs: { name: "juedou" },
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viewAsFilter(player) {
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if (player.countCards("hes") < 2) return false;
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},
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check(card) {
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if (get.name(card) == "sha") return 4 - get.value(card);
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return 7.5 - get.value(card);
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},
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onuse(links, player) {
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player.addTempSkill("stdxiongxia_effect");
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},
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subSkill: {
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effect: {
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charlotte: true,
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trigger: { player: "useCardAfter" },
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filter(event, player) {
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return (
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event.skill == "stdxiongxia" &&
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(event.targets || []).every(target => {
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return target.getHistory("damage", evt => {
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return evt.card && evt.card == event.card;
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}).length;
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})
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);
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},
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forced: true,
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popup: false,
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content() {
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player.tempBanSkill("stdxiongxia");
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},
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},
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},
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},
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//吕玲绮
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stdhuizhan: {
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audio: "guowu",
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trigger: { player: "useCard2" },
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filter(event, player) {
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if (event.card.name != "sha") return false;
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return game.hasPlayer(target => {
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return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
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});
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},
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async cost(event, trigger, player) {
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event.result = await player
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.chooseTarget(
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get.prompt2("stdhuizhan"),
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(card, player, target) => {
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const event = get.event().getTrigger();
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return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
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},
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[1, 2]
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)
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.set("ai", target => {
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const player = get.event("player"),
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event = get.event().getTrigger();
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return get.effect(target, event.card, player);
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});
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},
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async content(event, trigger, player) {
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trigger.targets.addArray(event.targets);
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player.addTempSkill("stdhuizhan_effect");
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trigger.card.stdhuizhan = true;
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},
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subSkill: {
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effect: {
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charlotte: true,
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trigger: { global: "chooseToUseBegin" },
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filter(event, player) {
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if (event._stdhuizhan_effect) return false;
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const evt = event.getParent(2);
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return evt.card && evt.card.stdhuizhan;
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},
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forced: true,
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popup: false,
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forceDie: true,
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async content(event, trigger, player) {
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trigger._stdhuizhan_effect = true;
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const targets = trigger
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.getParent(2)
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.targets.filter(i => {
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return i != player;
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})
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.sortBySeat();
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if (targets.length) {
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for (const target of targets) {
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const next = target.chooseToUse("挥战:是否替" + get.translation(trigger.player) + "使用一张【闪】?", { name: "shan" });
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next.set("ai", () => {
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const event = _status.event;
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return get.attitude(event.player, event.source) - 2;
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});
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next.set("skillwarn", "替" + get.translation(player) + "打出一张闪");
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next.autochoose = lib.filter.autoRespondShan;
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next.set("source", player);
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const result = await next.forResult();
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if (result.bool) {
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trigger.result = { bool: true, card: { name: "shan", isCard: true, cards: result.cards.slice() }, cards: result.cards.slice() };
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trigger.responded = true;
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trigger.animate = false;
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break;
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}
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}
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}
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},
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},
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},
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},
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//羊祜
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stdmingfa: {
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audio: "dcmingfa",
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filter(event, player) {
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if (player.hasSkill("stdmingfa_used")) return false;
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return game.hasPlayer(target => target.getHp() > 1);
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},
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filterTarget(card, player, target) {
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return target.getHp() > 1;
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},
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async content(event, trigger, player) {
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await target.damage();
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if (target.isIn()) {
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player.addSkill("stdmingfa_used");
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player.markAuto("stdmingfa_used", [target]);
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}
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},
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subSkill: {
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used: {
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charlotte: true,
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onremove: true,
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trigger: { global: ["dieAfter", "recoverAfter"] },
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filter(event, player) {
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return player.getStorage("stdmingfa_used").includes(event.player);
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},
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forced: true,
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popup: false,
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content() {
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player.popup("明伐");
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game.log(player, "恢复了技能", "#g【明伐】");
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player.removeSkill("stdmingfa_used");
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},
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},
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},
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ai: {
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order: 10,
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result: {
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target(player, target) {
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return get.sgn(get.attitude(player, target)) * get.damageEffect(target, player, player);
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},
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},
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},
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},
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//骆统
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stdrenzheng: {
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audio: "renzheng",
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trigger: { global: ["damageCancelled", "damageZero"] },
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filter(event, player, name) {
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if (!_status.currentPhase || !_status.currentPhase.isIn()) return false;
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if (name == "damageCancelled") return true;
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return event.change_history.some(i => i < 0);
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},
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forced: true,
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logTarget: () => _status.currentPhase,
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content() {
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_status.currentPhase.draw();
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},
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},
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stdjinjian: {
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audio: "jinjian",
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trigger: { source: "damageBegin1" },
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logTarget: "player",
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filter: function (event, player) {
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return !event.stdjinjian_source2 && !player.hasSkill("stdjinjian_source2");
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},
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prompt2: "令即将对其造成的伤害+1",
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check: function (event, player) {
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return (
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get.attitude(player, event.player) < 0 &&
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!event.player.hasSkillTag("filterDamage", null, {
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player: player,
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card: event.card,
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})
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);
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},
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usable: 1,
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content: function () {
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trigger.stdjinjian_source = true;
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trigger.num++;
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player.addTempSkill("stdjinjian_source2");
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},
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group: "stdjinjian_player",
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subSkill: {
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player: {
|
||||
audio: "jinjian",
|
||||
trigger: { player: "damageBegin4" },
|
||||
filter: function (event, player) {
|
||||
return !event.stdjinjian_player2 && !player.hasSkill("stdjinjian_player2");
|
||||
},
|
||||
prompt2: "令即将受到的伤害-1",
|
||||
usable: 1,
|
||||
content: function () {
|
||||
trigger.stdjinjian_player = true;
|
||||
trigger.num--;
|
||||
player.addTempSkill("stdjinjian_player2");
|
||||
},
|
||||
},
|
||||
source2: {
|
||||
trigger: { source: "damageBegin1" },
|
||||
forced: true,
|
||||
charlotte: true,
|
||||
filter: function (event, player) {
|
||||
return !event.stdjinjian_source;
|
||||
},
|
||||
content: function () {
|
||||
trigger.num--;
|
||||
trigger.stdjinjian_source2 = true;
|
||||
player.removeSkill("stdjinjian_source2");
|
||||
},
|
||||
marktext: " -1 ",
|
||||
intro: {
|
||||
content: "下次造成的伤害-1",
|
||||
},
|
||||
},
|
||||
player2: {
|
||||
trigger: { player: "damageBegin3" },
|
||||
forced: true,
|
||||
charlotte: true,
|
||||
filter: function (event, player) {
|
||||
return !event.stdjinjian_player;
|
||||
},
|
||||
content: function () {
|
||||
trigger.num++;
|
||||
trigger.stdjinjian_player2 = true;
|
||||
player.removeSkill("stdjinjian_player2");
|
||||
},
|
||||
marktext: " +1 ",
|
||||
intro: {
|
||||
content: "下次受到的伤害+1",
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
maixie_defend: true,
|
||||
threaten: 0.9,
|
||||
effect: {
|
||||
target: function (card, player, target) {
|
||||
if (player.hasSkillTag("jueqing")) return;
|
||||
if (player._stdjinjian_tmp) return;
|
||||
const count = player.storage.counttrigger;
|
||||
if (count && count.stdjinjian_player && count.stdjinjian_player > 0) return;
|
||||
if (_status.event.getParent("useCard", true) || _status.event.getParent("_wuxie", true)) return;
|
||||
if (get.tag(card, "damage")) {
|
||||
if (target.hasSkill("stdjinjian_player2")) {
|
||||
return [1, -2];
|
||||
} else {
|
||||
if (get.attitude(player, target) > 0) {
|
||||
return [0, 0.2];
|
||||
}
|
||||
if (get.attitude(player, target) < 0 && !player.hasSkillTag("damageBonus")) {
|
||||
var sha = player.getCardUsable({ name: "sha" });
|
||||
player._stdjinjian_tmp = true;
|
||||
var num = player.countCards("h", function (card) {
|
||||
if (card.name == "sha") {
|
||||
if (sha == 0) {
|
||||
return false;
|
||||
} else {
|
||||
sha--;
|
||||
}
|
||||
}
|
||||
return get.tag(card, "damage") && player.canUse(card, target) && get.effect(target, card, player, player) > 0;
|
||||
});
|
||||
delete player._stdjinjian_tmp;
|
||||
if (player.hasSkillTag("damage")) {
|
||||
num++;
|
||||
}
|
||||
if (num < 2) {
|
||||
return [0, 0.8];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
//李傕
|
||||
stdxiongsuan: {
|
||||
audio: "xinfu_langxi",
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
filter(event, player) {
|
||||
return player.isMaxHp();
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player
|
||||
.chooseTarget(
|
||||
"请选择【凶算】的目标",
|
||||
lib.translate.stdxiongsuan_info,
|
||||
(card, player, target) => {
|
||||
return target.getHp() == player.getHp();
|
||||
},
|
||||
[1, Infinity]
|
||||
)
|
||||
.set("ai", target => {
|
||||
const player = get.event("player");
|
||||
return get.damageEffect(target, player, player);
|
||||
});
|
||||
},
|
||||
locked: true,
|
||||
async content(event, trigger, player) {
|
||||
for (const i of event.targets) {
|
||||
await i.damage();
|
||||
}
|
||||
},
|
||||
},
|
||||
//程普
|
||||
stdchunlao: {
|
||||
audio: "chunlao",
|
||||
trigger: { player: "phaseDiscardEnd" },
|
||||
filter(event, player) {
|
||||
return (
|
||||
(event.cards || []).length >= 2 &&
|
||||
game.hasPlayer(target => {
|
||||
return target != player && target.countCards("h");
|
||||
})
|
||||
);
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
const cards = trigger.cards;
|
||||
event.result = await player
|
||||
.chooseTarget(get.prompt("stdchunlao"), "用" + get.translation(cards) + "交换一名其他角色的手牌", (card, player, target) => {
|
||||
return target != player && target.countCards("h");
|
||||
})
|
||||
.set("ai", target => {
|
||||
return get.event("cards").length - target.countCards("h") - 0.5;
|
||||
})
|
||||
.set("cards", cards)
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const cards = trigger.cards,
|
||||
target = event.targets[0];
|
||||
await target.loseToDiscardpile(target.getCards("h"));
|
||||
await target.gain(cards, "gain2").set("giver", player);
|
||||
if (player.isDamaged()) {
|
||||
const bool = await target.chooseBool("是否令" + get.translation(player) + "回复1点体力?").forResult("bool");
|
||||
if (bool) {
|
||||
target.line(player);
|
||||
await player.recover();
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
//文鸯
|
||||
stdquedi: {
|
||||
audio: "dbquedi",
|
||||
enable: "chooseToUse",
|
||||
filterCard: { name: "sha" },
|
||||
position: "hes",
|
||||
viewAs: { name: "juedou" },
|
||||
viewAsFilter(player) {
|
||||
if (!player.countCards("hes", { name: "sha" })) return false;
|
||||
},
|
||||
check(card) {
|
||||
return 6 - get.value(card);
|
||||
},
|
||||
},
|
||||
//邓芝
|
||||
//只因盟
|
||||
stdzhiyinmeng: {
|
||||
audio: "weimeng",
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
filter(event, player) {
|
||||
return player.countCards("he");
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player
|
||||
.chooseCardTarget({
|
||||
prompt: get.prompt2("stdzhiyinmeng"),
|
||||
filterCard: true,
|
||||
position: "he",
|
||||
selectCard: [1, Infinity],
|
||||
complexCard: true,
|
||||
complexTarget: true,
|
||||
complexSelect: true,
|
||||
ai1(card) {
|
||||
if (ui.selected.cards.length && card.name != "du") return 0;
|
||||
if (card.name == "du") return 114514;
|
||||
return 5 - get.value(card);
|
||||
},
|
||||
ai2(target) {
|
||||
if (!ui.selected.cards.length) return 0;
|
||||
const player = get.event("player"),
|
||||
att = get.attitude(player, target);
|
||||
if (ui.selected.cards[0].name == "du") {
|
||||
if (!target.hasSkillTag("nodu")) return -att;
|
||||
return -0.00001 * att;
|
||||
}
|
||||
return att;
|
||||
},
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = event.targets[0];
|
||||
await player.give(event.cards, target);
|
||||
await target.chooseToGive("he", [1, Infinity], player);
|
||||
},
|
||||
},
|
||||
stdhehe: {
|
||||
audio: "jianliang",
|
||||
trigger: { player: "phaseDrawEnd" },
|
||||
filter(event, player) {
|
||||
return game.hasPlayer(target => {
|
||||
return target != player && target.countCards("h") == player.countCards("h");
|
||||
});
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player
|
||||
.chooseTarget(
|
||||
get.prompt2("stdhehe"),
|
||||
(card, player, target) => {
|
||||
return target != player && target.countCards("h") == player.countCards("h");
|
||||
},
|
||||
[1, Infinity]
|
||||
)
|
||||
.set("ai", target => {
|
||||
const player = get.event("player");
|
||||
return get.effect(target, { name: "draw" }, player, player);
|
||||
});
|
||||
},
|
||||
locked: true,
|
||||
async content(event, trigger, player) {
|
||||
await game.asyncDraw(event.targets);
|
||||
await game.asyncDelayx();
|
||||
},
|
||||
},
|
||||
//张翼
|
||||
stdzhiyi: {
|
||||
audio: "zhiyi",
|
||||
trigger: { global: "phaseEnd" },
|
||||
filter(event, player) {
|
||||
return player.getHistory("useCard", evt => {
|
||||
return evt.card.name == "sha";
|
||||
}).length;
|
||||
},
|
||||
forced: true,
|
||||
async content(event, trigger, player) {
|
||||
const result = await player.chooseUseTarget("执义:是为使用【杀】,或摸一张牌", { name: "sha" }, false).forResult();
|
||||
if (!result.bool) await player.draw();
|
||||
},
|
||||
},
|
||||
//大魏汉尼拔
|
||||
stdshefu: {
|
||||
audio: "shefu",
|
||||
trigger: { player: "phaseJieshuBegin" },
|
||||
filter(event, player) {
|
||||
return player.countCards("h");
|
||||
},
|
||||
async cost(event, player) {
|
||||
event.result = await player
|
||||
.chooseCard(get.prompt("stdshefu"), "将一张手牌置于武将牌上", "h")
|
||||
.set("ai", card => {
|
||||
return (
|
||||
(lib.card.list
|
||||
.slice()
|
||||
.map(list => list[2])
|
||||
.filter(name => {
|
||||
return card.name == name;
|
||||
}).length -
|
||||
1) /
|
||||
(get.value(card) || 0.5)
|
||||
);
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
content() {
|
||||
player.addToExpansion(event.cards, player, "giveAuto").gaintag.add("stdshefu");
|
||||
},
|
||||
marktext: "伏",
|
||||
intro: {
|
||||
markcount: "expansion",
|
||||
mark(dialog, _, player) {
|
||||
const cards = player.getExpansions("stdshefu");
|
||||
if (player.isUnderControl(true) && cards.length) dialog.addAuto(cards);
|
||||
else return "共有" + get.cnNumber(cards.length) + "张“伏兵”";
|
||||
},
|
||||
},
|
||||
onremove(player, skill) {
|
||||
const cards = player.getExpansions(skill);
|
||||
if (cards.length) player.loseToDiscardpile(cards);
|
||||
},
|
||||
group: "stdshefu_effect",
|
||||
subSkill: {
|
||||
effect: {
|
||||
audio: "shefu",
|
||||
trigger: { global: "useCard" },
|
||||
filter(event, player) {
|
||||
return player.getStorage("stdshefu").some(card => card.name == event.card.name);
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
let result = await player
|
||||
.chooseButton(["###" + get.prompt("stdshefu") + "###弃置一张同名牌,令此牌无效", player.getStorage("stdshefu")])
|
||||
.set("filterButton", button => {
|
||||
return button.link.name == get.event().getTrigger().card.name;
|
||||
})
|
||||
.set("ai", button => {
|
||||
return get.event("goon") ? 1 : 0;
|
||||
})
|
||||
.set("goon", lib.skill.sbkanpo.subSkill.kanpo.check(trigger, player))
|
||||
.forResult();
|
||||
if (result.bool && result.links) {
|
||||
result.cards = result.links.slice();
|
||||
delete result.links;
|
||||
}
|
||||
event.result = result;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
await player.loseToSpecial(event.cards);
|
||||
trigger.targets.length = 0;
|
||||
trigger.all_excluded = true;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
stdyibing: {
|
||||
audio: "benyu",
|
||||
trigger: { global: "dying" },
|
||||
filter(event, player) {
|
||||
return event.player != player && event.player.countCards("h");
|
||||
},
|
||||
direct: true,
|
||||
content() {
|
||||
const target = trigger.player;
|
||||
player.gainPlayerCard(target, "h", true).set("prompt", get.prompt("stdyibing", target)).logSkill = ["stdyibing", target];
|
||||
},
|
||||
},
|
||||
//樊玉凤
|
||||
stdbazhan: {
|
||||
audio: "bazhan",
|
||||
enable: "phaseUse",
|
||||
filter(event, player) {
|
||||
return player.countCards("h") > 0;
|
||||
},
|
||||
filterCard: true,
|
||||
position: "h",
|
||||
filterTarget(card, player, target) {
|
||||
return target != player && target.hasSex("male");
|
||||
},
|
||||
discard: false,
|
||||
lose: false,
|
||||
delay: false,
|
||||
usable: 1,
|
||||
check(card) {
|
||||
if (card.name == "du") return 114514;
|
||||
return 5 - get.value(card);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = event.target;
|
||||
await player.give(event.cards, target, "visible");
|
||||
await target
|
||||
.chooseToGive(
|
||||
player,
|
||||
(card, player) => {
|
||||
return get.type2(card) != get.type2(get.event("cards")[0]);
|
||||
},
|
||||
"he"
|
||||
)
|
||||
.set("cards", event.cards);
|
||||
},
|
||||
ai: {
|
||||
order: 10,
|
||||
result: {
|
||||
target(player, target) {
|
||||
if (!ui.selected.cards.length) return 0;
|
||||
const cardxx = ui.selected.cards[0];
|
||||
if (cardxx.name == "du") return -100;
|
||||
if (!player.hasSkill("stdzhanying")) return 1;
|
||||
if (target.countMark("stdzhanying_count") == target.countCards("h") + 1) {
|
||||
const cards = player.getCards("hs", card => {
|
||||
return card != cardxx && get.tag(card, "damage") && player.canUse(card, target) && get.effect(target, card, player, player) > 0;
|
||||
});
|
||||
if (!cards.length) return 1;
|
||||
let cardx = cards.filter(card => get.name(card) == "sha");
|
||||
cardx.sort((a, b) => get.effect(target, b, player, player) - get.effect(target, a, player, player));
|
||||
cardx = cardx.slice(Math.min(cardx.length, player.getCardUsable("sha")), cardx.length);
|
||||
cards.removeArray(cardx);
|
||||
return -cards.reduce((sum, card) => sum + get.effect(target, card, player, player), 0);
|
||||
}
|
||||
return 1;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
stdzhanying: {
|
||||
audio: "zhanying",
|
||||
trigger: { global: "damageBegin2" },
|
||||
filter(event, player) {
|
||||
if (_status.currentPhase !== player) return false;
|
||||
return event.player.countCards("h") > event.player.countMark("stdzhanying_count");
|
||||
},
|
||||
forced: true,
|
||||
logTarget: "player",
|
||||
content() {
|
||||
trigger.increase("num");
|
||||
},
|
||||
global: "stdzhanying_mark",
|
||||
subSkill: {
|
||||
count: {
|
||||
charlotte: true,
|
||||
onremove: true,
|
||||
intro: {
|
||||
markcount: storage => (storage || 0).toString(),
|
||||
content: "本回合开始时手牌数为#张",
|
||||
},
|
||||
},
|
||||
mark: {
|
||||
charlotte: true,
|
||||
trigger: { global: "phaseBegin" },
|
||||
filter(event, player) {
|
||||
return event.player.hasSkill("stdzhanying", null, null, false);
|
||||
},
|
||||
forced: true,
|
||||
popup: false,
|
||||
firstDo: true,
|
||||
content() {
|
||||
player.addTempSkill("stdzhanying_count");
|
||||
player.addMark("stdzhanying_count", player.countCards("h"), false);
|
||||
},
|
||||
mod: {
|
||||
cardEnabled(card, player) {
|
||||
if (!_status.currentPhase || !_status.currentPhase.hasSkill("stdzhanying")) return;
|
||||
if (get.color(card) == "red" && player.countMark("stdzhanying_count") < player.countCards("h")) return false;
|
||||
},
|
||||
cardSavable(card, player) {
|
||||
if (!_status.currentPhase || !_status.currentPhase.hasSkill("stdzhanying")) return;
|
||||
if (get.color(card) == "red" && player.countMark("stdzhanying_count") < player.countCards("h")) return false;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
//F1
|
||||
stdtiaohe: {
|
||||
audio: "fyjianyu",
|
||||
enable: "phaseUse",
|
||||
filter(event, player) {
|
||||
return game.hasPlayer(target => {
|
||||
return target.getDiscardableCards(player, "e").some(card => parseInt(get.subtype(card).slice("equip".length)) <= 2);
|
||||
});
|
||||
},
|
||||
filterTarget(card, player, target) {
|
||||
if (!ui.selected.targets.length) {
|
||||
return target.getDiscardableCards(player, "e").some(card => parseInt(get.subtype(card).slice("equip".length)) <= 2);
|
||||
}
|
||||
const cards = ui.selected.targets[0]
|
||||
.getDiscardableCards(player, "e")
|
||||
.filter(card => parseInt(get.subtype(card).slice("equip".length)) <= 2)
|
||||
.map(card => get.subtype(card));
|
||||
let Tcards = target
|
||||
.getDiscardableCards(player, "e")
|
||||
.filter(card => parseInt(get.subtype(card).slice("equip".length)) <= 2)
|
||||
.map(card => get.subtype(card));
|
||||
Tcards.removeArray(cards);
|
||||
return Tcards.length;
|
||||
},
|
||||
selectTarget: [1, 2],
|
||||
complexTarget: true,
|
||||
multitarget: true,
|
||||
multiline: true,
|
||||
async content(event, trigger, player) {
|
||||
let discardedType = [];
|
||||
for (const i = 0; i < 2; i++) {
|
||||
const target = event.targets[i],
|
||||
other = event.targets[1 - i];
|
||||
let cards = target
|
||||
.getDiscardableCards(player, "e")
|
||||
.filter(card => parseInt(get.subtype(card).slice("equip".length)) <= 2)
|
||||
.map(card => get.subtype(card));
|
||||
cards.removeArray(
|
||||
i == 0
|
||||
? other
|
||||
.getDiscardableCards(player, "e")
|
||||
.filter(card => parseInt(get.subtype(card).slice("equip".length)) <= 2)
|
||||
.map(card => get.subtype(card))
|
||||
: discardedType
|
||||
);
|
||||
if (!cards.length) continue;
|
||||
const result = await player
|
||||
.discardPlayerCard("e", target, true)
|
||||
.set("filterButton", button => {
|
||||
return get.event("cards").includes(get.subtype(button.link));
|
||||
})
|
||||
.set("cards", cards)
|
||||
.forResult();
|
||||
if (result.bool)
|
||||
discardedType.addArray(
|
||||
result.cards.reduce((list, card) => {
|
||||
return list.add(get.subtype(card));
|
||||
}, [])
|
||||
);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
order: 10,
|
||||
result: { target: -1 },
|
||||
},
|
||||
},
|
||||
stdqiansu: {
|
||||
audio: "shengxi_feiyi",
|
||||
trigger: { target: "useCardToTargeted" },
|
||||
filter(event, player) {
|
||||
return get.type2(event.card) == "trick" && !player.countCards("e");
|
||||
},
|
||||
frequent: true,
|
||||
content() {
|
||||
player.draw();
|
||||
},
|
||||
ai: {
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (target.countCards("e")) return;
|
||||
if (target == player && get.type(card) == "equip" && get.equipValue(card) < 5) return 0;
|
||||
if (get.type2(card) == "trick") return [1, 2];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
//标准版甘夫人
|
||||
stdshushen: {
|
||||
audio: "shushen",
|
||||
|
@ -505,7 +1476,7 @@ const skills = {
|
|||
: await player.chooseCardButton("遗计:请选择要分配的牌", true, cards, [1, cards.length]).set("ai", () => {
|
||||
if (ui.selected.buttons.length == 0) return 1;
|
||||
return 0;
|
||||
});
|
||||
});
|
||||
if (!bool) return;
|
||||
cards.removeArray(links);
|
||||
event.togive = links.slice(0);
|
||||
|
|
|
@ -3,6 +3,7 @@ const characterSort = {
|
|||
standard_2013: ["old_re_lidian", "huaxiong", "re_yuanshu"],
|
||||
standard_2019: ["gongsunzan", "xf_yiji"],
|
||||
standard_2023: ["std_panfeng", "ganfuren"],
|
||||
standard_2024: ["std_sunhao", "std_mateng", "std_mayunlu", "std_jianggan", "std_zhouchu", "std_lvlingqi", "std_dc_yanghu", "std_dc_luotong", "std_lijue", "std_chengpu", "std_db_wenyang", "std_re_dengzhi", "std_zhangyì", "std_chengyu", "std_fanyufeng", "std_feiyi"],
|
||||
};
|
||||
|
||||
const characterSortTranslate = {
|
||||
|
@ -10,6 +11,7 @@ const characterSortTranslate = {
|
|||
standard_2013: "2013版标准包",
|
||||
standard_2019: "2019版标准包",
|
||||
standard_2023: "2023版标准包",
|
||||
standard_2024: "204版标准包",
|
||||
};
|
||||
|
||||
export { characterSort, characterSortTranslate };
|
||||
|
|
|
@ -179,6 +179,68 @@ const translates = {
|
|||
stdshushen: "淑慎",
|
||||
stdshushen_info: "当你回复1点体力时,你可以令一名其他角色摸一张牌(若其没有手牌则改为摸两张牌)。",
|
||||
old_re_lidian: "李典",
|
||||
std_sunhao: "孙皓",
|
||||
std_mateng: "马腾",
|
||||
std_mayunlu: "马云騄",
|
||||
std_jianggan: "蒋干",
|
||||
std_zhouchu: "周处",
|
||||
std_lvlingqi: "吕玲绮",
|
||||
std_dc_yanghu: "羊祜",
|
||||
std_dc_luotong: "骆统",
|
||||
std_lijue: "李傕",
|
||||
std_chengpu: "程普",
|
||||
std_db_wenyang: "文鸯",
|
||||
std_re_dengzhi: "邓芝",
|
||||
std_zhangyì: "张翼",
|
||||
std_chengyu: "程昱",
|
||||
std_fanyufeng: "樊玉凤",
|
||||
std_feiyi: "费祎",
|
||||
stdcanshi: "残蚀",
|
||||
stdcanshi_info: "锁定技,摸牌阶段,你改为摸X张牌(X为场上的已受伤角色且X至少为1)。然后本回合你使用【杀】或普通锦囊牌指定目标后,你弃置一张牌。",
|
||||
stdxiongyi: "雄异",
|
||||
stdxiongyi_info: "限定技,出牌阶段,你可以选择任意名角色,这些角色依次选择是否使用一张不可被响应的【杀】,然后这些角色重复此流程直至有角色不使用【杀】。",
|
||||
stdyouji: "游骑",
|
||||
stdyouji_info: "主公技,准备阶段,你可以移动一名群势力角色的一张坐骑牌。",
|
||||
stdfengpo: "凤魄",
|
||||
stdfengpo_info: "当你使用【杀】造成伤害时,你可以弃置你或其的一张牌,若以此法弃置了方片牌,则此伤害+1。",
|
||||
stddaoshu: "盗书",
|
||||
stddaoshu_info: "每轮限一次,一名角色的准备阶段,你可以展示除其外一名角色的一张牌,然后令其获得此牌,且你与其本回合不能使用与此牌花色相同的牌。",
|
||||
stddaizui: "戴罪",
|
||||
stddaizui_info: "锁定技,当你受到伤害后,你视为本轮未发动过〖盗书〗。",
|
||||
stdxiongxia: "凶侠",
|
||||
stdxiongxia_info: "你可以将两张牌当作【决斗】使用。你以此法使用的【决斗】结算完毕后,若所有目标角色都受到了此牌造成的伤害,则〖凶侠〗于本回合失效。",
|
||||
stdhuizhan: "挥战",
|
||||
stdhuizhan_info: "你使用【杀】可以额外指定至多两个目标。若如此做,目标角色响应此【杀】时,其他目标角色可以代替其使用【闪】。",
|
||||
stdmingfa: "明伐",
|
||||
stdmingfa_info: "出牌阶段,你可以对一名体力值大于1的角色造成1点伤害,然后此技能失效直至其死亡或回复体力。",
|
||||
stdjinjian: "进谏",
|
||||
stdjinjian_info: "每回合每项各限一次,当你造成/受到伤害时,你可令此伤害+1/-1,然后你本回合内下一次造成的伤害-1/+1且不能触发〖进谏〗。",
|
||||
stdrenzheng: "仁政",
|
||||
stdrenzheng_info: "锁定技,当有伤害被防止时,你令当前回合角色摸一张牌。",
|
||||
stdxiongsuan: "凶算",
|
||||
stdxiongsuan_info: "锁定技,准备阶段,若你的体力值为全场最多,则你须对至少一名体力值等于你的角色各造成1点伤害。",
|
||||
stdchunlao: "醇醪",
|
||||
stdchunlao_info: "弃牌阶段结束时,若你本阶段弃置了不少于两张牌,则你可以用这些牌交换一名其他角色的手牌,然后其可以令你回复1点体力。",
|
||||
stdquedi: "却敌",
|
||||
stdquedi_info: "你可以将【杀】当作【决斗】使用。",
|
||||
stdzhiyinmeng: "急盟",
|
||||
stdzhiyinmeng_info: "准备阶段,你可以交给一名其他角色任意张牌,然后其可以交给你任意张牌。",
|
||||
stdhehe: "和合",
|
||||
stdhehe_info: "摸牌阶段结束时,你可以令至多两名手牌数与你相同的其他角色各摸一张牌。",
|
||||
stdzhiyi: "执义",
|
||||
stdzhiyi_info: "锁定技,一名角色的回合结束时,若你本回合使用过【杀】,则你视为使用【杀】或摸一张牌。",
|
||||
stdshefu: "设伏",
|
||||
stdshefu_info: "①结束阶段,你可以将一张手牌称为“伏兵”扣置于武将牌上。②一名角色使用牌时,你可以移去武将牌上的一张与此牌同名的“伏兵”并令此牌无效。",
|
||||
stdyibing: "益兵",
|
||||
stdyibing_info: "一名角色进入濒死状态时,你可以获得其一张牌。",
|
||||
stdbazhan: "把盏",
|
||||
stdbazhan_info: "出牌阶段限一次,你可以交给一名男性角色一张手牌,然后其可以交给你一张与此牌类别不同的牌。",
|
||||
stdzhanying: "蘸影",
|
||||
stdzhanying_info: "锁定技,你的回合内,手牌数比回合开始时多的角色不能使用红色牌且受到的伤害+1。",
|
||||
stdtiaohe: "调和",
|
||||
stdtiaohe_info: "出牌阶段限一次,你可以弃置场上的一张装备牌和一张防具牌(不能为同一名角色装备区的牌)。",
|
||||
stdqiansu: "谦素",
|
||||
stdqiansu_info: "当你成为锦囊牌的目标后,若你的装备区没有牌,则你可以摸一张牌。",
|
||||
};
|
||||
|
||||
export default translates;
|
||||
|
|
Loading…
Reference in New Issue