commit
49cfb9727d
|
@ -96,6 +96,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
re_chunyuqiong:['male','qun',4,['recangchu','reliangying','reshishou']],
|
re_chunyuqiong:['male','qun',4,['recangchu','reliangying','reshishou']],
|
||||||
xingdaorong:['male','qun','4/6',['xuxie']],
|
xingdaorong:['male','qun','4/6',['xuxie']],
|
||||||
re_panfeng:['male','qun',4,['xinkuangfu']],
|
re_panfeng:['male','qun',4,['xinkuangfu']],
|
||||||
|
dc_jiangfei:['male','shu',3,['dcshengxi','dcshoucheng']],
|
||||||
},
|
},
|
||||||
characterSort:{
|
characterSort:{
|
||||||
huicui:{
|
huicui:{
|
||||||
|
@ -107,7 +108,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
sp_jianghu:['guanning','huzhao','dc_huangchengyan','mengjie'],
|
sp_jianghu:['guanning','huzhao','dc_huangchengyan','mengjie'],
|
||||||
sp_zongheng:['huaxin','luyusheng','re_xunchen','re_miheng','fengxi','re_dengzhi','dc_yanghu','zongyu'],
|
sp_zongheng:['huaxin','luyusheng','re_xunchen','re_miheng','fengxi','re_dengzhi','dc_yanghu','zongyu'],
|
||||||
sp_taiping:['guanhai','liupi','peiyuanshao','zhangchu','zhangkai','dc_zhangmancheng'],
|
sp_taiping:['guanhai','liupi','peiyuanshao','zhangchu','zhangkai','dc_zhangmancheng'],
|
||||||
sp_yanhan:['dc_liuba','dc_huangquan','furongfuqian','xianglang','dc_huojun','gaoxiang','dc_wuban'],
|
sp_yanhan:['dc_liuba','dc_huangquan','furongfuqian','xianglang','dc_huojun','gaoxiang','dc_wuban','dc_jiangfei'],
|
||||||
sp_jishi:['dc_jiben','zhenghun','dc_sunhanhua','liuchongluojun'],
|
sp_jishi:['dc_jiben','zhenghun','dc_sunhanhua','liuchongluojun'],
|
||||||
sp_raoting:['dc_huanghao','dc_sunziliufang','dc_sunchen','dc_jiachong'],
|
sp_raoting:['dc_huanghao','dc_sunziliufang','dc_sunchen','dc_jiachong'],
|
||||||
sp_yijun:['gongsundu','mengyou','dc_sp_menghuo'],
|
sp_yijun:['gongsundu','mengyou','dc_sp_menghuo'],
|
||||||
|
@ -115,6 +116,86 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
skill:{
|
skill:{
|
||||||
|
dcshengxi:{
|
||||||
|
audio:2,
|
||||||
|
trigger:{player:'phaseDiscardEnd'},
|
||||||
|
filter(event,player){
|
||||||
|
return !player.getStat('damage');
|
||||||
|
},
|
||||||
|
frequent:true,
|
||||||
|
content(){
|
||||||
|
player.draw(2);
|
||||||
|
},
|
||||||
|
},
|
||||||
|
dcshoucheng:{
|
||||||
|
audio:2,
|
||||||
|
init(player){
|
||||||
|
game.addGlobalSkill('dcshoucheng_draw',player);
|
||||||
|
},
|
||||||
|
trigger:{
|
||||||
|
global:['equipAfter','addJudgeAfter','loseAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||||||
|
},
|
||||||
|
filter(event,player){
|
||||||
|
return game.hasPlayer(function(current){
|
||||||
|
if(current==_status.currentPhase) return false;
|
||||||
|
let evt=event.getl(current);
|
||||||
|
return evt&&evt.hs&&evt.hs.length&¤t.countCards('h')==0;
|
||||||
|
});
|
||||||
|
},
|
||||||
|
direct:true,
|
||||||
|
content(){
|
||||||
|
"step 0"
|
||||||
|
event.list=game.filterPlayer(current=>{
|
||||||
|
if(current==_status.currentPhase) return false;
|
||||||
|
let evt=trigger.getl(current);
|
||||||
|
return evt&&evt.hs&&evt.hs.length&¤t.countCards('h')==0;
|
||||||
|
}).sortBySeat(_status.currentPhase);
|
||||||
|
"step 1"
|
||||||
|
var target=event.list.shift();
|
||||||
|
event.target=target;
|
||||||
|
if(target.isIn()) player.chooseBool(get.prompt2('dcshoucheng',target)).set('ai',function(){
|
||||||
|
return get.attitude(_status.event.player,_status.event.getParent().target)>0;
|
||||||
|
});
|
||||||
|
else event.goto(3);
|
||||||
|
"step 2"
|
||||||
|
if(result.bool){
|
||||||
|
player.logSkill(event.name,target);
|
||||||
|
if(player!==target&&(get.mode()!=='identity'||player.identity!=='nei')) player.addExpose(0.2);
|
||||||
|
target.draw(2);
|
||||||
|
}
|
||||||
|
"step 3"
|
||||||
|
if(event.list.length) event.goto(1);
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
threaten(player,target){
|
||||||
|
return Math.sqrt(game.countPlayer(i=>{
|
||||||
|
return get.attitude(target,i)>0;
|
||||||
|
}));
|
||||||
|
}
|
||||||
|
},
|
||||||
|
subSkill:{
|
||||||
|
draw:{
|
||||||
|
trigger:{player:'dieAfter'},
|
||||||
|
filter(event,player){
|
||||||
|
return !game.hasPlayer(current=>{
|
||||||
|
return current.hasSkill('dcshoucheng');
|
||||||
|
},true);
|
||||||
|
},
|
||||||
|
content(){
|
||||||
|
game.removeGlobalSkill('dcshoucheng_draw');
|
||||||
|
},
|
||||||
|
ai:{
|
||||||
|
noh:true,
|
||||||
|
skillTagFilter(player,tag,arg){
|
||||||
|
if(player.countCards('h')!==1) return false;
|
||||||
|
return game.hasPlayer(current=>{
|
||||||
|
return current.hasSkill('dcshoucheng')&&get.attitude(current,player)>0;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
//乐大乔
|
//乐大乔
|
||||||
dczixi:{
|
dczixi:{
|
||||||
init(){
|
init(){
|
||||||
|
@ -11437,7 +11518,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
xinkuangfu_info:'出牌阶段限一次,你可选择:1,弃置装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】造成伤害,你摸两张牌。2,弃置一名其他角色装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】未造成伤害,你弃置两张手牌。',
|
xinkuangfu_info:'出牌阶段限一次,你可选择:1,弃置装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】造成伤害,你摸两张牌。2,弃置一名其他角色装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】未造成伤害,你弃置两张手牌。',
|
||||||
xingdaorong:'邢道荣',
|
xingdaorong:'邢道荣',
|
||||||
xuxie:'虚猲',
|
xuxie:'虚猲',
|
||||||
xuxie_info:'出牌阶段开始时,你可以减1点体力上限并选择所有与你距离为1的角色,弃置这些角色的各一张牌或令这些角色各摸一张牌。出牌阶段结束时,若你的体力上限不为全场最多,则你加1点体力上限,然后回复1点体力或摸两张牌。',
|
xuxie_info:'出牌阶段开始时,你可以减1点体力上限并选择所有距离1以内的角色,弃置这些角色的各一张牌或令这些角色各摸一张牌。出牌阶段结束时,若你的体力上限不为全场最多,则你加1点体力上限,然后回复1点体力或摸两张牌。',
|
||||||
caoxing:'曹性',
|
caoxing:'曹性',
|
||||||
cxliushi:'流矢',
|
cxliushi:'流矢',
|
||||||
cxliushi2:'流矢',
|
cxliushi2:'流矢',
|
||||||
|
@ -11910,6 +11991,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
yue_daqiao_prefix:'乐',
|
yue_daqiao_prefix:'乐',
|
||||||
dczixi:'姊希',
|
dczixi:'姊希',
|
||||||
dczixi_info:'①出牌阶段开始和结束时,你可以将一张“琴”当作一张无效果的【乐不思蜀】、【兵粮寸断】或【闪电】置于一名角色的判定区。②当你使用基本牌或普通锦囊牌指定唯一目标后,你可根据其判定区内的牌数执行对应项:1.令此牌对其额外结算一次;2.摸两张牌;3.弃置其判定区所有牌,对其造成3点伤害。',
|
dczixi_info:'①出牌阶段开始和结束时,你可以将一张“琴”当作一张无效果的【乐不思蜀】、【兵粮寸断】或【闪电】置于一名角色的判定区。②当你使用基本牌或普通锦囊牌指定唯一目标后,你可根据其判定区内的牌数执行对应项:1.令此牌对其额外结算一次;2.摸两张牌;3.弃置其判定区所有牌,对其造成3点伤害。',
|
||||||
|
dc_jiangfei:'新杀蒋琬费祎',
|
||||||
|
dc_jiangfei_prefix:'新杀',
|
||||||
|
dcshengxi:'生息',
|
||||||
|
dcshengxi_info:'弃牌阶段结束时,若你本回合未造成过伤害,你可以摸两张牌。',
|
||||||
|
dcshoucheng:'守成',
|
||||||
|
dcshoucheng_info:'一名角色于其回合外失去最后的手牌时,你可令其摸两张牌。',
|
||||||
|
|
||||||
sp_baigei:'无双上将',
|
sp_baigei:'无双上将',
|
||||||
sp_caizijiaren:'才子佳人',
|
sp_caizijiaren:'才子佳人',
|
||||||
|
|
|
@ -22982,36 +22982,28 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
audio:2,
|
audio:2,
|
||||||
trigger:{global:'phaseJieshuBegin'},
|
trigger:{global:'phaseJieshuBegin'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return event.player.isIn()&&event.player!=player&&player.countCards('h',function(card){
|
return event.player.isIn()&&event.player!=player&&player.countCards('h');
|
||||||
if(_status.connectMode) return true;
|
|
||||||
return get.type(card)=='basic';
|
|
||||||
});
|
|
||||||
},
|
},
|
||||||
direct:true,
|
direct:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
"step 0"
|
"step 0"
|
||||||
var nono=(Math.abs(get.attitude(player,trigger.player))<3);
|
var next=player.chooseToDiscard(get.prompt('xiaoguo',trigger.player));
|
||||||
if(get.damageEffect(trigger.player,player,player)<=0){
|
|
||||||
nono=true;
|
|
||||||
}
|
|
||||||
var next=player.chooseToDiscard(get.prompt('xiaoguo',trigger.player),{type:'basic'});
|
|
||||||
next.set('ai',function(card){
|
next.set('ai',function(card){
|
||||||
if(_status.event.nono) return 0;
|
return _status.event.eff-get.useful(card);
|
||||||
return 8-get.useful(card);
|
|
||||||
});
|
});
|
||||||
next.set('logSkill',['xiaoguo',trigger.player]);
|
next.set('logSkill',['xiaoguo',trigger.player]);
|
||||||
next.set('nono',nono);
|
next.set('eff',function(){
|
||||||
|
if(trigger.player.hasSkillTag('noe')) return get.attitude(_status.event.player,trigger.player);
|
||||||
|
return get.damageEffect(trigger.player,player,_status.event.player);
|
||||||
|
}());
|
||||||
"step 1"
|
"step 1"
|
||||||
if(result.bool){
|
if(result.bool){
|
||||||
var nono=(get.damageEffect(trigger.player,player,trigger.player)>=0);
|
|
||||||
if(get.mode()!=='identity'||player.identity!=='nei') player.addExpose(0.15);
|
if(get.mode()!=='identity'||player.identity!=='nei') player.addExpose(0.15);
|
||||||
trigger.player.chooseToDiscard('he','弃置一张装备牌并令'+get.translation(player)+'摸一张牌,或受到1点伤害',{type:'equip'}).set('ai',function(card){
|
trigger.player.chooseToDiscard('he','弃置一张装备牌并令'+get.translation(player)+'摸一张牌,或受到1点伤害',{type:'equip'}).set('ai',function(card){
|
||||||
if(_status.event.nono){
|
if(_status.event.damage>0) return 0;
|
||||||
return 0;
|
if(_status.event.noe) return 12-get.value(card);
|
||||||
}
|
return 2*_status.event.damage-get.value(card);
|
||||||
if(_status.event.player.hp==1) return 10-get.value(card);
|
}).set('damage',get.damageEffect(trigger.player,player,trigger.player)).set('noe',trigger.player.hasSkillTag('noe'));
|
||||||
return 9-get.value(card);
|
|
||||||
}).set('nono',nono);
|
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
event.finish();
|
event.finish();
|
||||||
|
@ -26489,7 +26481,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
guixiu_info:'当你成为【杀】的目标后,若你的手牌数小于体力值,则你可以摸一张牌。',
|
guixiu_info:'当你成为【杀】的目标后,若你的手牌数小于体力值,则你可以摸一张牌。',
|
||||||
fenming_info:'结束阶段开始时,若你处于横置状态,你可以弃置所有处于横置状态的角色的各一张牌。',
|
fenming_info:'结束阶段开始时,若你处于横置状态,你可以弃置所有处于横置状态的角色的各一张牌。',
|
||||||
duanxie_info:'出牌阶段限一次,你可以令至多X名其他角色横置(X为你已损失的体力值且至少为1),然后你横置。',
|
duanxie_info:'出牌阶段限一次,你可以令至多X名其他角色横置(X为你已损失的体力值且至少为1),然后你横置。',
|
||||||
xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张基本牌,令该角色选择一项:1.弃置一张装备牌,然后你摸一张牌;2.受到你对其造成的1点伤害。',
|
xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张手牌,令该角色选择一项:1.弃置一张装备牌,然后你摸一张牌;2.受到你对其造成的1点伤害。',
|
||||||
sijian_info:'当你失去最后的手牌时,你可以弃置一名其他角色的一张牌。',
|
sijian_info:'当你失去最后的手牌时,你可以弃置一名其他角色的一张牌。',
|
||||||
suishi_info:'当其他角色进入濒死状态时,伤害来源可以令你摸一张牌;当其他角色死亡时,伤害来源可以令你失去1点体力。',
|
suishi_info:'当其他角色进入濒死状态时,伤害来源可以令你摸一张牌;当其他角色死亡时,伤害来源可以令你失去1点体力。',
|
||||||
quji_info:'出牌阶段限一次,你可以弃置X张牌(X为你已损失的体力值),然后令至多X名已受伤的角色各回复1点体力。若你以此法弃置的牌中有黑色牌,你失去1点体力。',
|
quji_info:'出牌阶段限一次,你可以弃置X张牌(X为你已损失的体力值),然后令至多X名已受伤的角色各回复1点体力。若你以此法弃置的牌中有黑色牌,你失去1点体力。',
|
||||||
|
|
|
@ -11401,7 +11401,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
starzongshi:'纵势',
|
starzongshi:'纵势',
|
||||||
starzongshi_info:'出牌阶段,你可以展示一张可展示目标的基本牌或普通锦囊牌,然后你将手牌中所有与此牌花色相同的其他牌当作此牌使用,且此牌至多指定转化牌数的目标。',
|
starzongshi_info:'出牌阶段,你可以展示一张可展示目标的基本牌或普通锦囊牌,然后你将手牌中所有与此牌花色相同的其他牌当作此牌使用,且此牌至多指定转化牌数的目标。',
|
||||||
starjiaowang:'骄妄',
|
starjiaowang:'骄妄',
|
||||||
starjiaowang_info:'锁定技,非首轮游戏开始时,若上一轮没有角色因〖硝焰〗死亡,则你失去1点体力并发动〖硝焰〗。',
|
starjiaowang_info:'锁定技,非首轮游戏开始时,若上一轮没有角色死亡,则你失去1点体力并发动〖硝焰〗。',
|
||||||
staraoshi:'傲势',
|
staraoshi:'傲势',
|
||||||
staraoshi_info:'主公技,其他群势力角色的出牌阶段限一次,其可以交给你一张手牌,然后你可以发动一次〖纵势〗。',
|
staraoshi_info:'主公技,其他群势力角色的出牌阶段限一次,其可以交给你一张手牌,然后你可以发动一次〖纵势〗。',
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue