新增族王允,新杀灭霸
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@ -16,16 +16,264 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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clan_wukuang:['male','qun',4,['clanlianzhu','clanmuyin'],['clan:陈留吴氏']],
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clan_wangling:['male','wei',4,['clanbolong','clanzhongliu'],['clan:太原王氏']],
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clan_zhongyan:['female','jin',3,['clanguangu','clanxiaoyong','clanbaozu'],['clan:颍川钟氏']],
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clan_wangyun:['male','qun',3,['clanjiexuan','clanmingjie','clanzhongliu'],['clan:太原王氏']],
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},
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characterSort:{
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clan:{
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clan_wu:['clan_wuxian','clan_wuban','clan_wukuang'],
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clan_xun:['clan_xunshu','clan_xunchen','clan_xuncai','clan_xuncan'],
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clan_han:['clan_hanshao','clan_hanrong'],
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clan_wang:['clan_wangling'],
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clan_wang:['clan_wangling','clan_wangyun'],
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clan_zhong:['clan_zhongyan'],
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},
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},
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skill:{
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//族王允
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clanjiexuan:{
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audio:2,
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enable:'phaseUse',
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limited:true,
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zhuanhuanji:'number',
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mark:true,
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marktext:'☯',
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intro:{
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markcount:()=>0,
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content:function(storage){
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return '限定技,转换技。你可以将一张'+((storage||0)%2?'黑色牌当【过河拆桥】':'红色牌当【顺手牵羊】')+'使用。';
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},
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},
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viewAs:function(cards,player){
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var storage=player.storage.clanjiexuan;
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var name=(storage||0)%2?'guohe':'shunshou';
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return {name:name};
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},
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check:function(card){
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var player=_status.event.player;
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var storage=player.storage.clanjiexuan;
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var name=(storage||0)%2?'guohe':'shunshou';
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var fix=player.hasSkill('clanzhongliu')&&get.position(card)!='h'?2:1;
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return get.value({name:name},player)-get.value(card)+fix;
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},
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position:'hes',
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filterCard:function(card,player){
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var storage=player.storage.clanjiexuan;
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return get.color(card)==((storage||0)%2?'black':'red');
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},
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skillAnimation:true,
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animationColor:'thunder',
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precontent:function(){
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'step 0'
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var skill='clanjiexuan';
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player.logSkill(skill);
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player.changeZhuanhuanji(skill);
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player.awakenSkill(skill,true);
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delete event.result.skill;
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},
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ai:{
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order:function(item,player){
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player=player||_status.event.player;
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var storage=_status.event.player.storage.clanjiexuan;
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var name=(storage||0)%2?'guohe':'shunshou';
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return get.order({name:name})+0.1;
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},
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},
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},
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clanmingjie:{
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audio:2,
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enable:'phaseUse',
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limited:true,
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filterTarget:true,
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skillAnimation:true,
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animationColor:'thunder',
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content:function(){
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'step 0'
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player.awakenSkill('clanmingjie');
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player.addSkill('clanmingjie_effect');
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player.markAuto('clanmingjie_effect',[target]);
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target.addTempSkill('clanmingjie_targeted',{player:'phaseAfter'});
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target.markAuto('clanmingjie_targeted',[player]);
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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:function(player,target){
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if(player.getStorage('clanmingjie_effect').contains(target)) return 0;
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if(player.hasSkill('clanzhongliu')||player.hp==1){
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if(!player.hasCard(card=>{
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var info=get.info(card);
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if(info.allowMultiple==false) return false;
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if(!lib.filter.targetEnabled2(card,player,target)) return false;
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return game.hasPlayer(current=>{
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return player.canUse(card,current)&&get.effect(current,card,player,player)>0&¤t!=target&&get.effect(target,card,player,player)>0;
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});
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},'hs')) return 0;
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}
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else{
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if(player.countCards('hs',card=>{
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var info=get.info(card);
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if(info.allowMultiple==false) return false;
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if(!lib.filter.targetEnabled2(card,player,target)) return false;
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return game.hasPlayer(current=>{
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return player.canUse(card,current)&&get.effect(current,card,player,player)>0&¤t!=target&&get.effect(target,card,player,player)>0;
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});
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})<3) return 0;
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}
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return get.sgnAttitude(player,target);
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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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trigger:{player:'useCard2'},
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charlotte:true,
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filter:function(event,player){
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var card=event.card;
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var info=get.info(card);
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if(info.allowMultiple==false) return false;
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if(event.targets&&!info.multitarget){
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if(player.getStorage('clanmingjie_effect').some(current=>{
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return current.isIn()&&!event.targets.contains(current)&&lib.filter.targetEnabled2(card,player,current);
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})){
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return true;
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}
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}
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return false;
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},
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prompt:'是否发动【铭戒】?',
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prompt2:function(event,player){
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var list=player.getStorage('clanmingjie_effect').filter(target=>{
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if(event.targets.contains(target)||!target.isIn()) return false;
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return lib.filter.targetEnabled2(event.card,player,target);
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});
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return '令'+get.translation(list)+'也成为'+get.translation(event.card)+'的目标';
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},
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logTarget:function(event,player){
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return player.getStorage('clanmingjie_effect').filter(target=>{
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if(event.targets.contains(target)||!target.isIn()) return false;
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return lib.filter.targetEnabled2(event.card,player,target);
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});
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},
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check:function(event,player){
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var eff=0;
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var list=player.getStorage('clanmingjie_effect').filter(target=>{
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if(event.targets.contains(target)||!target.isIn()) return false;
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return lib.filter.targetEnabled2(event.card,player,target);
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});
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for(var i of list) eff+=get.effect(i,event.card,player,player);
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return eff>0;
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},
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content:function(){
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var list=player.getStorage('clanmingjie_effect').filter(target=>{
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if(trigger.targets.contains(target)||!target.isIn()) return false;
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return lib.filter.targetEnabled2(trigger.card,player,target);
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});
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if(list.length>0){
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trigger.targets.addArray(list);
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game.log(list,'也成为了',trigger.card,'的目标');
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}
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},
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intro:{
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content:'使用牌时可以额外指定$为目标',
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},
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ai:{
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effect:{
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player:function(card,player,target){
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if(_status.event.getParent('useCard',true)||_status.event.getParent('_wuxie',true)) return;
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if(player.getStorage('clanmingjie_effect').contains(target)) return [1,-0.5];
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},
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},
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},
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},
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targeted:{
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trigger:{
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player:'phaseEnd',
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},
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filter:function(event,player){
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return player.getStorage('clanmingjie_targeted').length;
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},
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forced:true,
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popup:false,
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onremove:['clanmingjie_targeted','clanmingjie_record'],
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charlotte:true,
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group:'clanmingjie_record',
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content:function(){
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'step 0'
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var targets=player.getStorage('clanmingjie_targeted').slice();
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targets.sortBySeat();
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event.targets=targets;
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event.targetsx=targets.slice();
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var cards=[];
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var list=player.getStorage('clanmingjie_record');
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if(list.length){
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cards.addArray(list);
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}
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cards=cards.filterInD('d');
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if(cards.length){
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event.cards=cards;
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}
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else event.goto(6);
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'step 1'
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event.target=targets.shift();
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event.cards2=cards.filterInD('d');
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'step 2'
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target.chooseButton(['铭戒:是否使用这些牌?',event.cards2]).set('filterButton',button=>{
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return _status.event.player.hasUseTarget(button.link);
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}).set('ai',button=>{
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return _status.event.player.getUseValue(button.link);
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});
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'step 3'
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if(result.bool){
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var card=result.links[0];
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event.cards2.remove(card);
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target.$gain2(card,false);
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game.delayx();
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target.chooseUseTarget(card,true);
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}
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else event.goto(5);
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'step 4'
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if(event.cards2.filter(card=>{
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return get.position(card,true)=='d'&&target.hasUseTarget(card);
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}).length) event.goto(2);
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'step 5'
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if(targets.length) event.goto(1);
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'step 6'
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event.targetsx.forEach(target=>{
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target.unmarkAuto('clanmingjie_effect',[player]);
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});
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player.removeSkill('clanmingjie_targeted');
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},
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marktext:'戒',
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intro:{
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content:'已被$指定为〖铭戒〗目标',
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},
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},
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record:{
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trigger:{
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global:['shaMiss','eventNeutralized','useCard1','phaseAfter'],
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},
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silent:true,
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forced:true,
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charlotte:true,
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filter:function(event,player){
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if(_status.currentPhase!=player) return false;
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if(event.name=='useCard'){
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return get.suit(event.card)=='spade';
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}
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if(event.name=='phase') return true;
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if(event.type!='card') return false;
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return true;
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},
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content:function(){
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'step 0'
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if(trigger.name=='phase'){
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delete player.storage.clanmingjie_record;
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return;
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}
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player.markAuto('clanmingjie_record',trigger.cards);
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}
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}
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}
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},
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//钟琰族钟琰
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clanguangu:{
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audio:2,
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@ -36,7 +284,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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marktext:'☯',
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intro:{
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content:function(storage){
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return '转换技。出牌阶段限一次,你可以观看'+(storage?'一名角色的至多四张手':'牌堆顶的至多四张')+'牌,然后可以使用其中的一张牌';
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return '转换技。出牌阶段限一次,你可以观看'+(storage?'一名角色的至多四张手':'牌堆顶的至多四张')+'牌,然后可以使用其中的一张牌。';
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},
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},
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filter:function(event,player){
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@ -132,7 +380,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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nature:get.nature(card,get.owner(card)),
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cards:[card],
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}
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return player.hasUseTarget(cardx);
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return player.hasUseTarget(cardx,null,false);
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}).set('ai',button=>{
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var len=_status.event.len;
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var card=button.link;
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@ -159,7 +407,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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nature:get.nature(card,get.owner(card)),
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cards:[card],
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}
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var next=player.chooseUseTarget(cardx,[card],true).set('oncard',(card)=>{
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var next=player.chooseUseTarget(cardx,[card],true,false).set('oncard',(card)=>{
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var owner=_status.event.getParent().owner;
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if(owner) owner.$throw(card.cards);
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});
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@ -337,7 +585,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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clanzhongliu:{
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audio:2,
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audioname:['clan_wangling'],
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audioname:['clan_wangling','clan_wangyun'],
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trigger:{player:'useCard'},
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forced:true,
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clanSkill:true,
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@ -1870,6 +2118,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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clanxiaoyong_info:'锁定技。当你于回合内首次使用字数为X的牌时,你重置〖观骨〗(X为你上次发动〖观骨〗观看的牌数)。',
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clanbaozu:'保族',
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clanbaozu_info:'宗族技,限定技。当一名同族角色进入濒死状态时,你可以令其横置并回复1点体力。',
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clan_wangyun:'族王允',
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clanjiexuan:'解悬',
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clanjiexuan_info:'限定技,转换技。阴:你可以将一张红色牌当【顺手牵羊】使用;阳:你可以将一张黑色牌当【过河拆桥】使用。',
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clanmingjie:'铭戒',
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clanmingjie_info:'限定技。出牌阶段,你可以选择一名角色,然后直到其下回合结束时,当你使用牌时你可以指定其为额外目标。然后其下回合结束时,你可以使用本回合使用过的黑桃牌和被抵消过的牌。',
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clan_wu:'陈留·吴氏',
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clan_xun:'颍川·荀氏',
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@ -19949,7 +19949,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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xin_zhuzhi:'手杀朱治',
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sbanguo:'安国',
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sbanguo_info:'①游戏开始时,你令一名其他角色获得1枚“安国”标记(有“安国”的角色手牌上限基数等于体力上限)。②出牌阶段开始时,你可以将一名有“安国”的角色的所有“安国”移动给一名本局游戏未获得过“安国”的其他角色。③当你受到伤害时,若有有“安国”的角色且伤害值不小于你的体力值且此伤害没有来源或来源没有“安国”,防止此伤害。④一名角色进入濒死状态时,若其有你因〖安国①〗获得的“安国”,你移去其该“安国”,令其将体力回复至1点。然后你选择一项:1.若你的体力值大于1,你失去体力至1点;2.若你的体力上限大于1,你将体力上限减至1。最后你令其获得X点护甲(X为你以此法失去的体力值或减少的体力上限)。',
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wangjun:'王濬',
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wangjun:'手杀王濬',
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zhujian:'筑舰',
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zhujian_info:'出牌阶段限一次。你可以令至少两名装备区里有牌的角色各摸一张牌。',
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duansuo:'断索',
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238
character/sp2.js
238
character/sp2.js
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@ -4,6 +4,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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name:'sp2',
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connect:true,
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character:{
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dc_wangjun:['male','qun',4,['dcmianyao','dcchangqu']],
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dc_wuban:['male','shu',4,['dcyouzhan'],['clan:陈留吴氏','unseen']],
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dc_duyu:['male','wei',3,['dcjianguo','dcdyqingshi'],['unseen']],
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ganfurenmifuren:['female','shu',3,['dcchanjuan','dcxunbie']],
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@ -236,7 +237,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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characterSort:{
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sp2:{
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sp_whlw:["xurong","lijue","zhangji","fanchou","guosi","duanwei","liangxing","zhangheng",'tangji','niufu'],
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sp_whlw:["xurong","lijue","zhangji","fanchou","guosi","duanwei","liangxing","zhangheng",'tangji','niufu','dongxie'],
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sp_zlzy:["zhangqiying","lvkai","zhanggong","weiwenzhugezhi","beimihu"],
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sp_longzhou:["xf_tangzi","xf_huangquan","xf_sufei","sp_liuqi"],
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sp_zizouqi:["mangyachang","xugong","zhangchangpu"],
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@ -276,10 +277,238 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp2_yuxiu:['dongguiren','dc_tengfanglan','zhangjinyun'],
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sp2_gaoshan:['wanglang','liuhui'],
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sp2_wumiao:['wu_zhugeliang'],
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sp_decade:['caobuxing','re_maliang','xin_baosanniang','dongxie'],
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sp_decade:['caobuxing','re_maliang','xin_baosanniang','dc_wangjun'],
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}
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},
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skill:{
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//新服灭霸
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dcmianyao:{
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audio:2,
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trigger:{
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player:'phaseDrawEnd',
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},
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direct:true,
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filter:function(event,player){
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return player.countCards('h')>0;
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},
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content:function(){
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'step 0'
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player.chooseCard('h',get.prompt('dcmianyao'),'展示点数最小的一张牌并随机插入牌堆中,然后于回合结束时摸此牌点数张牌。',function(card,player){
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var num=get.number(card,player);
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return !player.hasCard(card2=>{
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return card!=card2&&get.number(card2,player)<num;
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});
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}).set('ai',card=>{
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var player=_status.event.player;
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var value=player.getUseValue(card,null,true);
|
||||
if(value>5&&get.number(card)<=2) return 0;
|
||||
return 1+1/Math.max(0.1,value);
|
||||
});
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
player.logSkill('dcmianyao');
|
||||
var card=result.cards[0];
|
||||
event.card=card;
|
||||
player.showCards([card],get.translation(player)+'发动了【免徭】');
|
||||
}
|
||||
else event.finish();
|
||||
'step 2'
|
||||
player.$throw(1,1000);
|
||||
player.lose(card,ui.cardPile).insert_index=function(){
|
||||
return ui.cardPile.childNodes[get.rand(0,ui.cardPile.childNodes.length-1)];
|
||||
}
|
||||
player.addTempSkill('dcmianyao_draw');
|
||||
var num=get.number(card);
|
||||
if(num>0) player.addMark('dcmianyao_draw',num,false);
|
||||
},
|
||||
subSkill:{
|
||||
draw:{
|
||||
trigger:{
|
||||
player:'phaseEnd',
|
||||
},
|
||||
filter:function(event,player){
|
||||
return player.hasMark('dcmianyao_draw');
|
||||
},
|
||||
forced:true,
|
||||
charlotte:true,
|
||||
onremove:true,
|
||||
content:function(){
|
||||
player.draw(player.countMark('dcmianyao_draw'));
|
||||
},
|
||||
}
|
||||
}
|
||||
},
|
||||
dcchangqu:{
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
selectTarget:function(){
|
||||
return [1,game.countPlayer()-1];
|
||||
},
|
||||
complexSelect:true,
|
||||
complexTarget:true,
|
||||
multitarget:true,
|
||||
multiline:true,
|
||||
filterTarget:function(card,player,target){
|
||||
if(player==target) return false;
|
||||
var next=player.getNext(),prev=player.getPrevious();
|
||||
var selected=ui.selected.targets;
|
||||
if(!selected.contains(next)&&!selected.contains(prev)) return (target==next||target==prev);
|
||||
for(var i of selected){
|
||||
if(i.getNext()==target||i.getPrevious()==target) return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
contentBefore:function(){
|
||||
event.getParent()._dcchangqu_targets=targets.slice();
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
event.targets=event.getParent()._dcchangqu_targets;
|
||||
var current=targets[0];
|
||||
current.addMark('dcchangqu_warship');
|
||||
current.addMark('dcchangqu_warshipx',1,false);
|
||||
event.num=0;
|
||||
game.delayx();
|
||||
'step 1'
|
||||
var target=targets.shift();
|
||||
event.target=target;
|
||||
var num=Math.max(1,event.num);
|
||||
var nextPlayer=targets.find(i=>{
|
||||
return i.isIn();
|
||||
});
|
||||
if(target.hasMark('dcchangqu_warshipx')){
|
||||
var prompt2='是否交给'+get.translation(player)+get.cnNumber(num)+'张手牌?'+(nextPlayer?'若如此做,将“战舰”移动给'+get.translation(nextPlayer)+',':',')+'否则你下次受到的属性伤害值+'+num;
|
||||
target.chooseCard(get.translation(player)+'对你发动了【长驱】',prompt2).set('ai',card=>{
|
||||
if(_status.event.att>0) return 6-get.value(card);
|
||||
if(_status.event.take) return -get.value(card);
|
||||
return 5-get.value(card);
|
||||
}).set('att',get.attitude(target,player)).set('take',function(){
|
||||
var base=num;
|
||||
var getEffect=function(target,player,num){
|
||||
var natures=['fire','thunder','ice'];
|
||||
return natures.map(nature=>{
|
||||
return get.damageEffect(target,target,player,nature)*Math.sqrt(num)/Math.min(1.5,1+target.countCards('h'));
|
||||
}).reduce((sum,eff)=>{
|
||||
return sum+eff;
|
||||
},0)/natures.length;
|
||||
}
|
||||
var eff=getEffect(player,player,base);
|
||||
return targets.some((current,ind)=>{
|
||||
var num=base+ind+1;
|
||||
var effx=getEffect(current,player,num);
|
||||
return effx<eff;
|
||||
});
|
||||
});
|
||||
}
|
||||
else event.goto(4);
|
||||
'step 2'
|
||||
if(result.bool){
|
||||
var cards=result.cards;
|
||||
target.give(cards,player);
|
||||
event.num++;
|
||||
}
|
||||
else{
|
||||
target.addSkill('dcchangqu_add');
|
||||
target.addMark('dcchangqu_add',Math.max(1,event.num),false);
|
||||
target.link(true);
|
||||
event.goto(4);
|
||||
}
|
||||
'step 3'
|
||||
var nextPlayer=targets.find(i=>{
|
||||
return i.isIn();
|
||||
});
|
||||
if(nextPlayer){
|
||||
target.line(nextPlayer);
|
||||
nextPlayer.addMark('dcchangqu_warship',target.countMark('dcchangqu_warship'));
|
||||
nextPlayer.addMark('dcchangqu_warshipx',target.countMark('dcchangqu_warshipx'),false);
|
||||
event.goto(1);
|
||||
game.delayx();
|
||||
}
|
||||
target.removeMark('dcchangqu_warship',target.countMark('dcchangqu_warship'));
|
||||
target.removeMark('dcchangqu_warshipx',target.countMark('dcchangqu_warshipx'),false);
|
||||
'step 4'
|
||||
var targets=game.players.slice().concat(game.dead);
|
||||
targets.forEach(i=>{
|
||||
delete i.storage.dcchangqu_warshipx;
|
||||
});
|
||||
},
|
||||
ai:{
|
||||
order:10,
|
||||
expose:0.05,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var att=get.attitude(player,target);
|
||||
var targets=game.filterPlayer(i=>i!=player);
|
||||
targets.sortBySeat(player);
|
||||
var targets2=targets.reverse();
|
||||
var sum=0;
|
||||
var maxSum=-Infinity,maxIndex=-1;
|
||||
var maxSum2=-Infinity,maxIndex2=-1;
|
||||
for(var i=0;i<targets.length;i++){
|
||||
var current=targets[i];
|
||||
var att=-get.attitude(player,current)-0.1;
|
||||
var val=Math.sqrt(i+1)*att;
|
||||
val/=0.01+Math.max(3,current.countCards('h')/2);
|
||||
sum+=val;
|
||||
if(sum>maxSum){
|
||||
maxSum=sum;
|
||||
maxIndex=i;
|
||||
}
|
||||
}
|
||||
var sum=0;
|
||||
for(var i=0;i<targets2.length;i++){
|
||||
var current=targets[i];
|
||||
var att=-get.attitude(player,current)-0.1;
|
||||
var val=Math.sqrt(i+1)*att;
|
||||
val/=0.01+Math.max(3,current.countCards('h')/2);
|
||||
sum+=val;
|
||||
if(sum>maxSum2){
|
||||
maxSum2=sum;
|
||||
maxIndex2=i;
|
||||
}
|
||||
}
|
||||
if(maxSum<maxSum2){
|
||||
targets=targets2;
|
||||
maxIndex=maxIndex2;
|
||||
}
|
||||
if(ui.selected.targets.length>maxIndex) return -100*get.sgnAttitude(player,target);
|
||||
if(target==targets[ui.selected.targets.length]) return get.sgnAttitude(player,target);
|
||||
return 0;
|
||||
}
|
||||
},
|
||||
},
|
||||
subSkill:{
|
||||
warship:{
|
||||
marktext:'舰',
|
||||
intro:{
|
||||
name:'战舰',
|
||||
name2:'战舰',
|
||||
content:'这里停了&艘战舰!不过啥用没有。',
|
||||
}
|
||||
},
|
||||
add:{
|
||||
trigger:{
|
||||
player:'damageBegin3',
|
||||
},
|
||||
filter:function(event,player){
|
||||
return event.nature&&player.hasMark('dcchangqu_add');
|
||||
},
|
||||
forced:true,
|
||||
onremove:true,
|
||||
charlotte:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
trigger.num+=player.countMark('dcchangqu_add');
|
||||
player.removeSkill('dcchangqu_add');
|
||||
},
|
||||
marktext:'驱',
|
||||
intro:{
|
||||
content:'下次受到的属性伤害+#',
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
//吴班
|
||||
dcyouzhan:{
|
||||
audio:2,
|
||||
|
@ -31326,6 +31555,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dcjianguo_info:'出牌阶段限一次。你可以选择一名角色并选择一项:1.令其摸一张牌,然后其弃置一半的手牌;2.令其弃置一张牌,然后其摸等同于手牌数一半的牌(均向下取整)。',
|
||||
dcdyqingshi:'倾势',
|
||||
dcdyqingshi_info:'当你于回合内使用【杀】或普通锦囊牌指定第一个目标后,若目标角色包括其他角色且此牌为你本回合使用的第X张牌,你可以对其中一名不为你的目标角色造成1点伤害(X为你的手牌数)。',
|
||||
dc_wangjun:'王濬',
|
||||
dcmianyao:'免徭',
|
||||
dcmianyao_info:'摸牌阶段结束时,你可以展示手牌中点数最小的一张牌并将此牌随机插入牌堆中。然后你于此回合结束时摸等同于此牌点数的牌。',
|
||||
dcchangqu:'长驱',
|
||||
dcchangqu_info:'出牌阶段限一次。你可以开一艘战舰(你从你的上家或下家开始选择任意名座位连续的其他角色,且起点角色获得“战舰”标记)。这些角色按照你选择的顺序依次执行:{若其有本次获得的“战舰”,其选择一项:1.交给你X张手牌,然后将“战舰”移动给你选择的下一名目标角色;2.令其下次受到的属性伤害值+X,然后横置(X为本次〖长驱〗中选项一被选择过的次数且至少为1)。}。',
|
||||
|
||||
sp_whlw:"文和乱武",
|
||||
sp_zlzy:"逐鹿中原",
|
||||
|
|
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Loading…
Reference in New Issue