2024标准包

This commit is contained in:
mengxinzxz 2024-05-18 21:47:24 +08:00
parent 8bc128ff24
commit 4062316b74
4 changed files with 1053 additions and 1 deletions

View File

@ -32,6 +32,23 @@ const characters = {
xf_yiji: ["male", "shu", 3, ["xinfu_jijie", "xinfu_jiyuan"], []],
re_yuanshu: ["male", "qun", 4, ["rewangzun", "retongji"]],
std_sunhao: ["male", "wu", 5, ["stdcanshi", "chouhai", "guiming"], ["zhu"]],
std_mateng: ["male", "qun", 4, ["stdxiongyi", "mashu", "stdyouji"], ["zhu"]],
std_mayunlu: ["female", "shu", 4, ["stdfengpo", "mashu"]],
std_jianggan: ["male", "wei", 4, ["stddaoshu", "stddaizui"]],
std_zhouchu: ["male", "wu", 4, ["stdxiongxia"]],
std_lvlingqi: ["female", "qun", 4, ["stdhuizhan"]],
std_dc_yanghu: ["male", "wei", 4, ["stdmingfa"]],
std_dc_luotong: ["male", "wu", 4, ["stdjinjian", "stdrenzheng"]],
std_lijue: ["male", "qun", 5, ["stdxiongsuan"]],
std_chengpu: ["male", "wu", 4, ["stdchunlao"]],
std_db_wenyang: ["male", "wei", 4, ["stdquedi"]],
std_re_dengzhi: ["male", "shu", 4, ["stdzhiyinmeng", "stdhehe"]],
std_zhangyì: ["male", "shu", 4, ["stdzhiyi"]],
std_chengyu: ["male", "wei", 3, ["stdshefu", "stdyibing"]],
std_fanyufeng: ["female", "qun", 3, ["stdbazhan", "stdzhanying"]],
std_feiyi: ["male", "shu", 3, ["stdtiaohe", "stdqiansu"]],
};
export default characters;

View File

@ -2,6 +2,977 @@ import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//2024标包武将
//孙皓
stdcanshi: {
audio: "canshi",
inherit: "canshi",
forced: true,
async content(event, trigger, player) {
trigger.changeToZero();
await player.draw(
Math.max(
1,
game.countPlayer(target => {
if (player.hasSkill("guiming") && target != player && target.group == "wu") return true;
return target.isDamaged();
})
)
);
player.addTempSkill("stdcanshi_effect");
},
subSkill: {
effect: {
charlotte: true,
trigger: { player: "useCardToPlayered" },
filter(event, player) {
if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
return event.target.isDamaged();
},
forced: true,
autodelay: true,
content() {
player.chooseToDiscard("he", true);
},
},
},
},
//马腾
stdxiongyi: {
unique: true,
limited: true,
audio: "xiongyi",
filterTarget: true,
selectTarget: [1, Infinity],
skillAnimation: true,
animationColor: "thunder",
async content(event, trigger, player) {
player.awakenSkill("stdxiongyi");
const targets = event.targets.sortBySeat();
let keep = true;
while (true) {
for (const target of targets) {
let next = target
.chooseToUse(function (card) {
const event = get.event();
if (!lib.filter.cardEnabled(card, event.player, event)) return false;
return get.name(card) == "sha";
}, "雄异:是否使用一张不可被响应的【杀】?")
.set("oncard", card => {
_status.event.directHit.addArray(game.players);
});
if (!keep) next.set("prompt2", "若你不使用,则结束此流程");
const result = await next.forResult();
if (!result.bool && !keep) break;
if (targets[targets.length - 1] == target && !keep) keep = true;
}
}
},
ai: {
order: 10,
result: {
target(player, target) {
if (player.hasUnknown()) return 0;
return target.countCards("hs");
},
},
},
},
stdyouji: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
return player.canMoveCard(
null,
true,
game.filterPlayer(i => {
return i.group == "qun";
}),
card => {
return [3, 4, 6].includes(parseInt(get.subtype(card).slice("equip".length)));
},
"nojudge"
);
},
check(event, player) {
return player.canMoveCard(
true,
true,
game.filterPlayer(i => {
return i.group == "qun";
}),
card => {
return [3, 4, 6].includes(parseInt(get.subtype(card).slice("equip".length)));
},
"nojudge"
);
},
zhuSkill: true,
content() {
player.moveCard(
true,
game.filterPlayer(i => {
return i.group == "qun";
}),
card => {
return [3, 4, 6].includes(parseInt(get.subtype(card).slice("equip".length)));
},
"nojudge"
);
},
},
//马云禄
stdfengpo: {
audio: "fengpo",
trigger: { source: "damageBegin1" },
filter(event, player) {
return (
event.card.name == "sha" &&
[player, event.player].some(target => {
return target.isIn() && target.countCards("he");
})
);
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("stdfengpo"), (card, player, target) => {
const event = get.event().getTrigger();
return [player, event.player]
.filter(targetx => {
return targetx.isIn() && targetx.countCards("he");
})
.includes(target);
})
.set("ai", target => {
const player = get.event("player"),
aim = get.event().getTrigger().player;
if (get.attitude(player, aim) > 0 || get.damageEffect(aim, player, player) < 0) return 0;
if (aim.countCards("he")) return -5;
if (player.getDiscardableCards(player, "he").some(card => get.suit(card) == "diamond")) return 1;
return 0;
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
const result = await player
.discardPlayerCard(target, "he", true)
.set("ai", button => {
const suit = get.suit(button.link);
return (suit == "diamond" ? 5 : 1) * get.value(button.link);
})
.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")
.forResult();
if (result.bool) {
if (result.cards && result.cards.some(i => get.suit(i, target) == "diamond")) {
player.popup("洗具");
trigger.increase("num");
}
}
},
},
//蒋干
stddaoshu: {
audio: "daoshu",
trigger: { global: "phaseZhunbeiBegin" },
filter(event, player) {
return game.hasPlayer(target => {
return target != event.player && target.countCards("h");
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("stddaoshu"), (card, player, target) => {
const event = get.event().getTrigger();
return target != event.player && target.countCards("h");
})
.set("ai", target => {
const player = get.event("player");
return -1 / target.countCards("h");
})
.forResult();
},
async content(event, trigger, player) {
player.tempBanSkill("stddaoshu", "roundStart", false);
const target = event.targets[0];
const result = await player.choosePlayerCard(target, "h", true);
if (result.bool) {
const cards = result.cards || [];
if (cards.length) {
await player.showCards(cards, get.translation(player) + "发动了【盗书】");
await trigger.player.gain(cards, target, "give");
const suits = cards.reduce((list, card) => {
return list.add(get.suit(card, target));
}, []);
if (suits.length) {
for (const i of [player, trigger.player]) {
i.addTempSkill("stddaoshu_effect");
i.markAuto("stddaoshu_effect", suits);
}
}
}
}
},
subSkill: {
effect: {
charlotte: true,
mod: {
cardEnabled(card, player) {
if (player.getStorage("stddaoshu_effect").includes(get.suit(card))) return false;
},
cardSavable(card, player) {
if (player.getStorage("stddaoshu_effect").includes(get.suit(card))) return false;
},
},
intro: { content: "不能使用$花色的牌" },
},
},
},
stddaizui: {
audio: "spdaizui",
trigger: { player: "damageEnd" },
filter(event, player) {
return player.isTempBanned("stddaoshu");
},
forced: true,
content() {
delete player.storage.temp_ban_stddaoshu;
player.popup("盗书");
game.log(player, "重置了技能", "#g【盗书】");
},
},
//周处
stdxiongxia: {
audio: "xianghai",
enable: "chooseToUse",
filterCard: true,
selectCard: 2,
position: "hes",
viewAs: { name: "juedou" },
viewAsFilter(player) {
if (player.countCards("hes") < 2) return false;
},
check(card) {
if (get.name(card) == "sha") return 4 - get.value(card);
return 7.5 - get.value(card);
},
onuse(links, player) {
player.addTempSkill("stdxiongxia_effect");
},
subSkill: {
effect: {
charlotte: true,
trigger: { player: "useCardAfter" },
filter(event, player) {
return (
event.skill == "stdxiongxia" &&
(event.targets || []).every(target => {
return target.getHistory("damage", evt => {
return evt.card && evt.card == event.card;
}).length;
})
);
},
forced: true,
popup: false,
content() {
player.tempBanSkill("stdxiongxia");
},
},
},
},
//吕玲绮
stdhuizhan: {
audio: "guowu",
trigger: { player: "useCard2" },
filter(event, player) {
if (event.card.name != "sha") return false;
return game.hasPlayer(target => {
return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(
get.prompt2("stdhuizhan"),
(card, player, target) => {
const event = get.event().getTrigger();
return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
},
[1, 2]
)
.set("ai", target => {
const player = get.event("player"),
event = get.event().getTrigger();
return get.effect(target, event.card, player);
});
},
async content(event, trigger, player) {
trigger.targets.addArray(event.targets);
player.addTempSkill("stdhuizhan_effect");
trigger.card.stdhuizhan = true;
},
subSkill: {
effect: {
charlotte: true,
trigger: { global: "chooseToUseBegin" },
filter(event, player) {
if (event._stdhuizhan_effect) return false;
const evt = event.getParent(2);
return evt.card && evt.card.stdhuizhan;
},
forced: true,
popup: false,
forceDie: true,
async content(event, trigger, player) {
trigger._stdhuizhan_effect = true;
const targets = trigger
.getParent(2)
.targets.filter(i => {
return i != player;
})
.sortBySeat();
if (targets.length) {
for (const target of targets) {
const next = target.chooseToUse("挥战:是否替" + get.translation(trigger.player) + "使用一张【闪】?", { name: "shan" });
next.set("ai", () => {
const event = _status.event;
return get.attitude(event.player, event.source) - 2;
});
next.set("skillwarn", "替" + get.translation(player) + "打出一张闪");
next.autochoose = lib.filter.autoRespondShan;
next.set("source", player);
const result = await next.forResult();
if (result.bool) {
trigger.result = { bool: true, card: { name: "shan", isCard: true, cards: result.cards.slice() }, cards: result.cards.slice() };
trigger.responded = true;
trigger.animate = false;
break;
}
}
}
},
},
},
},
//羊祜
stdmingfa: {
audio: "dcmingfa",
filter(event, player) {
if (player.hasSkill("stdmingfa_used")) return false;
return game.hasPlayer(target => target.getHp() > 1);
},
filterTarget(card, player, target) {
return target.getHp() > 1;
},
async content(event, trigger, player) {
await target.damage();
if (target.isIn()) {
player.addSkill("stdmingfa_used");
player.markAuto("stdmingfa_used", [target]);
}
},
subSkill: {
used: {
charlotte: true,
onremove: true,
trigger: { global: ["dieAfter", "recoverAfter"] },
filter(event, player) {
return player.getStorage("stdmingfa_used").includes(event.player);
},
forced: true,
popup: false,
content() {
player.popup("明伐");
game.log(player, "恢复了技能", "#g【明伐】");
player.removeSkill("stdmingfa_used");
},
},
},
ai: {
order: 10,
result: {
target(player, target) {
return get.sgn(get.attitude(player, target)) * get.damageEffect(target, player, player);
},
},
},
},
//骆统
stdrenzheng: {
audio: "renzheng",
trigger: { global: ["damageCancelled", "damageZero"] },
filter(event, player, name) {
if (!_status.currentPhase || !_status.currentPhase.isIn()) return false;
if (name == "damageCancelled") return true;
return event.change_history.some(i => i < 0);
},
forced: true,
logTarget: () => _status.currentPhase,
content() {
_status.currentPhase.draw();
},
},
stdjinjian: {
audio: "jinjian",
trigger: { source: "damageBegin1" },
logTarget: "player",
filter: function (event, player) {
return !event.stdjinjian_source2 && !player.hasSkill("stdjinjian_source2");
},
prompt2: "令即将对其造成的伤害+1",
check: function (event, player) {
return (
get.attitude(player, event.player) < 0 &&
!event.player.hasSkillTag("filterDamage", null, {
player: player,
card: event.card,
})
);
},
usable: 1,
content: function () {
trigger.stdjinjian_source = true;
trigger.num++;
player.addTempSkill("stdjinjian_source2");
},
group: "stdjinjian_player",
subSkill: {
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);

View File

@ -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 };

View File

@ -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;