Update shiji.js
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79c9830119
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@ -1083,65 +1083,72 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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spxizhan:{
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trigger:{global:'phaseBegin'},
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forced:true,
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locked:false,
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logTarget:'player',
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filter:function(event,player){
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return player!=event.player;
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},
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content:function(){
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'step 0'
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player.chooseToDiscard('he','嬉战:弃置一张牌或失去1点体力','根据弃置的牌对'+get.translation(trigger.player)+'视为使用如下牌:<br>♠,其使用【酒】;♥,你使用【无中生有】<br>♣,对其使用【铁索连环】;♦:对其使用火【杀】').set('ai',function(card){
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var player=_status.event.player,target=_status.event.getTrigger().player;
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var suit=get.suit(card,player),list;
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switch(suit){
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case 'spade':list=[{name:'jiu'},target,target];break;
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case 'heart':list=[{name:'wuzhong'},player,player];break;
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case 'club':list=[{name:'tiesuo'},player,target];break;
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case 'diamond':list=[{name:'sha',nature:'fire'},player,target];break;
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}
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list[0].isCard=true;
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var eff=0;
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if(list[1].canUse(list[0],list[2],false)) eff=get.effect(list[2],list[0],list[1],player);
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if(eff>=0||suit=='club') eff=Math.max(eff,5);
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return eff*1.5-get.value(card);
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});
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'step 1'
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if(result.bool){
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player.addTempSkill('spxizhan_spfangzong');
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var target=trigger.player,card=result.cards[0],suit=get.suit(card,player);
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if((!target||!target.isIn())&&suit!='heart') return;
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switch(suit){
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case 'spade':
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target.chooseUseTarget('jiu',true);
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break;
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case 'heart':
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player.chooseUseTarget('wuzhong',true);
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break;
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case 'club':
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if(player.canUse('tiesuo',target)) player.useCard({
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name:'tiesuo',
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isCard:true,
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},target);
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break;
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case 'diamond':
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if(player.canUse({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false)) player.useCard({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false);
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break;
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}
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}
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else player.loseHp();
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},
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audio:4,
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group:'spxizhan_effect',
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locked:true,
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subSkill:{
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spfangzong:{charlotte:true},
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effect:{
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trigger:{global:'phaseBegin'},
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filter:function(event,player){
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return player!=event.player;
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},
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forced:true,
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logTarget:'player',
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content:function(){
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'step 0'
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player.chooseToDiscard('he','嬉战:弃置一张牌或失去1点体力','根据弃置的牌对'+get.translation(trigger.player)+'视为使用如下牌:<br>♠,其使用【酒】;♥,你使用【无中生有】<br>♣,对其使用【铁索连环】;♦:对其使用火【杀】').set('ai',function(card){
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var player=_status.event.player,target=_status.event.getTrigger().player;
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var suit=get.suit(card,player),list;
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switch(suit){
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case 'spade':list=[{name:'jiu'},target,target];break;
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case 'heart':list=[{name:'wuzhong'},player,player];break;
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case 'club':list=[{name:'tiesuo'},player,target];break;
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case 'diamond':list=[{name:'sha',nature:'fire'},player,target];break;
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}
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list[0].isCard=true;
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var eff=0;
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if(list[1].canUse(list[0],list[2],false)) eff=get.effect(list[2],list[0],list[1],player);
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if(eff>=0||suit=='club') eff=Math.max(eff,5);
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return eff*1.5-get.value(card);
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});
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'step 1'
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if(result.bool){
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player.addTempSkill('spxizhan_spfangzong');
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var target=trigger.player,card=result.cards[0],suit=get.suit(card,player);
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if(!lib.suit.contains(suit)||(!target||!target.isIn())&&suit!='heart') return;
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game.broadcastAll(function(suit){
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if(lib.config.background_speak) game.playAudio('skill','spfangzong'+(4-lib.suit.indexOf(suit)));
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},suit);
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switch(suit){
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case 'spade':
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target.chooseUseTarget('jiu',true);
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break;
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case 'heart':
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player.chooseUseTarget('wuzhong',true);
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break;
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case 'club':
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if(player.canUse('tiesuo',target)) player.useCard({
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name:'tiesuo',
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isCard:true,
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},target);
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break;
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case 'diamond':
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if(player.canUse({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false)) player.useCard({
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name:'sha',
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isCard:true,
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nature:'fire',
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},target,false);
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break;
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}
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}
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else player.loseHp();
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},
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},
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},
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},
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//高览
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@ -1906,28 +1913,31 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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//周处
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rechuhai:{
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audio:'chuhai',
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inherit:'chuhai',
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dutySkill:true,
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locked:true,
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group:['rechuhai_add','rechuhai_achieve','rechuhai_fail'],
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group:['rechuhai_add','rechuhai_achieve','rechuhai_fail','rechuhai_chuhai'],
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derivation:'zhangming',
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prompt:'与一名其他角色进行拼点',
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subSkill:{
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chuhai:{
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audio:['chuhai',2],
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inherit:'chuhai',
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prompt:'与一名其他角色进行拼点',
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},
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add:{
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trigger:{player:'compare'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.getParent().name=='rechuhai'&&event.num1<13&&player.countCards('e')<4;
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return event.getParent().name=='rechuhai_chuhai'&&event.num1<13&&player.countCards('e')<4;
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},
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content:function(){
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var num=4-player.countCards('e');
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game.log(player,'的拼点牌点数+',num);
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trigger.num1=Math.min(13,trigger.num1+num);
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}
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},
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},
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achieve:{
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audio:'rechuhai',
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audio:['chuhai',2],
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trigger:{player:'equipAfter'},
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forced:true,
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skillAnimation:true,
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@ -1944,10 +1954,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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fail:{
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audio:'chuhai3',
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trigger:{player:'chooseToCompareAfter'},
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forced:true,
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filter:function(event,player){
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return event.getParent().name=='rechuhai'&&event.num1<7&&!event.result.bool;
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return event.getParent().name=='rechuhai_chuhai'&&event.num1<7&&!event.result.bool;
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},
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content:function(){
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player.awakenSkill('rechuhai');
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@ -1956,6 +1967,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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chuhai3:{audio:true},
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zhangming:{
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audio:2,
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trigger:{player:'useCard'},
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@ -2040,7 +2052,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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chuhai:{
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audio:2,
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audio:3,
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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@ -2476,8 +2488,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCardAfter'},
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dutySkill:true,
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forced:true,
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skillAnimation:true,
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animationColor:'water',
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direct:true,
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filter:function(event,player){
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if(!player.storage.xingqi||!player.storage.xingqi.length) return false;
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var map={basic:0,trick:0,equip:0};
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@ -2492,6 +2503,7 @@ 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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player.logSkill('twmibei_achieve');
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game.log(player,'成功完成使命');
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player.awakenSkill('mibei');
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var list=['basic','equip','trick'],cards=[];
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@ -2509,6 +2521,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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derivation:'xinmouli',
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subSkill:{
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silent:{
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charlotte:true,
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trigger:{player:'phaseZhunbeiBegin'},
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silent:true,
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lastDo:true,
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@ -2518,15 +2531,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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player.addTempSkill('mibei_mark');
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},
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charlotte:true,
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},
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mark:{},
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mark:{charlotte:true},
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fail:{
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audio:'mibei2',
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trigger:{player:'phaseJieshuBegin'},
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forced:true,
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filter:function(event,player){
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return !player.getStorage('xingqi').length&&player.hasSkill('mibei_mark');
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},
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forced:true,
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content:function(){
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game.log(player,'使命失败');
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player.awakenSkill('mibei');
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@ -2535,6 +2548,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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mibei1:{audio:true},
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mibei2:{audio:true},
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xinmouli:{
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audio:'mouli',
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enable:'phaseUse',
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@ -2923,6 +2938,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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group:['qingyu_achieve','qingyu_fail'],
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subSkill:{
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achieve:{
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audio:'qingyu3',
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trigger:{player:'phaseZhunbeiBegin'},
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forced:true,
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skillAnimation:true,
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@ -2937,6 +2953,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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fail:{
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audio:'qingyu2',
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trigger:{player:'dying'},
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forced:true,
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content:function(){
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@ -2948,6 +2965,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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derivation:'xuancun',
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},
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qingyu2:{audio:true},
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qingyu3:{audio:true},
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xuancun:{
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audio:2,
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trigger:{global:'phaseEnd'},
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@ -6502,9 +6521,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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spxiangzhen:'象阵',
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spxiangzhen_info:'锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。',
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spfangzong:'芳踪',
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spfangzong_info:'锁定技。若你于当前回合内未发动过〖嬉战〗选择过选项二,则:①你不能于回合内使用具有伤害标签的牌指定攻击范围内的角色为目标。②攻击范围内包含你的角色不能使用具有伤害标签的牌指定你为目标。③结束阶段,你将手牌摸至X张(X为场上存活人数且至多为8)',
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spfangzong_info:'锁定技。①你不能于回合内使用具有伤害标签的牌指定攻击范围内的角色为目标。②攻击范围内包含你的角色不能使用具有伤害标签的牌指定你为目标。③结束阶段,你将手牌摸至X张(X为场上存活人数且至多为8)',
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spxizhan:'嬉战',
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spxizhan_info:'其他角色的回合开始时,你须选择一项:①失去1点体力。②弃置一张牌。然后若此牌的花色为:♠,其视为使用一张【酒】;♥,你视为使用一张【无中生有】;♣,你视为对其使用【铁索连环】;♦:你视为对其使用火【杀】(无距离限制)。',
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spxizhan_info:'其他角色的回合开始时,你须选择一项:①失去1点体力。②弃置一张牌并令〖芳踪〗于本回合失效,然后若此牌的花色为:♠,其视为使用一张【酒】;♥,你视为使用一张【无中生有】;♣,你视为对其使用【铁索连环】;♦:你视为对其使用火【杀】(无距离限制)。',
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sp_cuiyan:'手杀崔琰',
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spyajun:'雅俊',
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spyajun_info:'①摸牌阶段,你令额定摸牌数+1。②出牌阶段开始时,你可以用一张本回合获得的牌与其他角色拼点。若你赢,则你可将其中一张拼点牌置于牌堆顶。若你没赢,你本回合的手牌上限-1。',
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