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@ -55,7 +55,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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guanping:['male','shu',4,['longyin']],
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liaohua:['male','shu',4,['xindangxian','xinfuli']],
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chengpu:['male','wu',4,['lihuo','chunlao']],
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gaoshun:['male','qun',4,['xianzhen','jinjiu']],
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gaoshun:['male','qun',4,['xinxianzhen','jinjiu']],
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caozhen:['male','wei',4,['xinsidi']],
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wuyi:['male','shu',4,['xinbenxi']],
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hanhaoshihuan:['male','wei',4,['shenduan','yonglve']],
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@ -224,12 +224,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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};
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}
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else{
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if(!player.storage.xindanshou) player.storage.xindanshou=0;
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player.storage.xindanshou++;
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if(!['basic','trick'].contains(get.type(trigger.card,'trick'))){
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event.finish();
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return;
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};
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if(!player.storage.xindanshou) player.storage.xindanshou=0;
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player.storage.xindanshou++;
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player.chooseBool(get.prompt('xindanshou')+'(可摸'+get.cnNumber(player.storage.xindanshou)+'张牌)',get.translation('xindanshou_info'));
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}
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'step 1'
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@ -428,18 +428,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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summer:{
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sub:true,
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trigger:{player:['phaseAfter','useCardAfter']},
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trigger:{player:['phaseAfter','useCardAfter','useCard']},
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silent:true,
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content:function(){
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if(trigger.name=='phase'){
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player.storage.xinbenxi=0;
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}
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else if(event.triggername=='useCard'){
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player.logSkill('xinbenxi');
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player.storage.xinbenxi++;
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player.syncStorage('xinbenxi');
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}
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else{
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player.storage.xinbenxi_unequip.remove(event.card);
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player.storage.xinbenxi_directHit.remove(event.card);
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player.storage.xinbenxi_damage.remove(event.card);
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player.storage.xinbenxi++;
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player.syncStorage('xinbenxi');
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}
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},
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},
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@ -1441,6 +1444,53 @@ 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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rezhenjun:{
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audio:"jieyue",
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trigger:{
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player:"phaseBegin",
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},
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filter:function (event,player){
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return game.hasPlayer(function(current){
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return current.countCards('h')>0;
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});
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},
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direct:true,
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content:function (){
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'step 0'
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player.chooseTarget(get.prompt2('rezhenjun')).ai=function(target){
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return -get.attitude(_status.event.player,target)*(target.countCards('e')+1);
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};
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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var num=Math.max(target.countCards('h')-target.hp,1);
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player.logSkill('rezhenjun',target);
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player.discardPlayerCard(num,target,true);
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}
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'step 2'
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if(result.cards&&result.cards.length){
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event.num=0;
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for(var i=0;i<result.cards.length;i++){
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if(get.type(result.cards[i])!='equip'){
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event.num++;
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}
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}
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if(event.num>0){
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var prompt='弃置'+get.cnNumber(event.num)+'张牌,或令'+get.translation(event.target)+'摸'+get.cnNumber(event.num)+'张牌';
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player.chooseToDiscard(event.num,prompt,'he').ai=function(card){
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return 5-get.value(card);
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}
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}
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else event.finish();
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}
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else event.finish();
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'step 3'
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if(!result.bool){
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event.target.draw(event.num);
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}
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},
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},
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fenli:{
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audio:2,
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group:['fenli_draw','fenli_use','fenli_discard'],
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@ -4800,39 +4850,79 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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jinjiu:{
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mod:{
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cardEnabled:function(card,player){
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if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false;
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},
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cardUsable:function(card,player){
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if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false;
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},
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cardRespondable:function(card,player){
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if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false;
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},
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cardSavable:function(card,player){
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if(card.name=='jiu'&&get.position(card)=='h'&&_status.event.skill==undefined) return false;
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cardname:function(card,player){
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if(card.name=='jiu') return 'sha';
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},
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},
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enable:['chooseToUse','chooseToRespond'],
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filter:function(event,player){
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return player.countCards('h','jiu')>0;
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},
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filterCard:{name:'jiu'},
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viewAs:{name:'sha'},
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viewAsFilter:function(player){
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if(!player.countCards('h','jiu')) return false;
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},
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check:function(){return 1},
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ai:{
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skillTagFilter:function(player){
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if(!player.countCards('h','jiu')) return false;
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},
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respondSha:true,
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order:4,
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useful:-1,
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value:-1
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}
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},
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xinxianzhen:{
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audio:'xianzhen',
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inherit:'xianzhen',
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},
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xinxianzhen2:{
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audio:'xianzhen',
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mod:{
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targetInRange:function(card,player,target){
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if(target==player.storage.xinxianzhen) return true;
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},
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cardUsable:function(card,player,num){
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if(typeof num=='number') return num+100;
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},
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playerEnabled:function(card,player,target){
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if(card.name=='sha'&&player.storage.xinxianzhen!=target&&!ui.selected.targets.contains(player.storage.xinxianzhen)){
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var num=player.getCardUsable(card)-100;
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if(num<=0) return false;
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}
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}
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},
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ai:{
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unequip:true,
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skillTagFilter:function(player,tag,arg){
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if(arg.target!=player.storage.xinxianzhen) return false;
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},
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},
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trigger:{player:'useCard2'},
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filter:function(event,player){
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return (event.card.name=='sha'||get.type(event.card)=='trick')&&
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event.targets&&event.targets.length==1&&!event.targets.contains(player.storage.xinxianzhen);
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},
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check:function(event,player){
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return get.effect(player.storage.xinxianzhen,event.card,player,player)>0;
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},
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logTarget:function(event,player){
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return player.storage.xinxianzhen;
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},
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prompt2:'令该角色也成为此牌的目标',
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content:function(){
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var target=player.storage.xinxianzhen;
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trigger.targets.push(target);
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game.log(target,'成为了',trigger.card,'的额外目标');
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},
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},
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xinxianzhen3:{
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charlotte:true,
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mod:{
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cardEnabled:function(card){
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if(card.name=='sha') return false;
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},
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ignoredHandcard:function(card,player){
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if(get.name(card)=='sha'){
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return true;
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}
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},
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cardDiscardable:function(card,player,name){
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if(name=='phaseDiscard'&&get.name(card)=='sha'){
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return false;
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}
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},
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},
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},
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xianzhen:{
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audio:2,
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enable:'phaseUse',
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@ -4848,11 +4938,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.chooseToCompare(target);
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"step 1"
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if(result.bool){
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player.storage.xianzhen=target;
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player.addTempSkill('xianzhen2');
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player.storage[event.name]=target;
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player.addTempSkill(event.name+2);
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}
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else{
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player.addTempSkill('xianzhen3');
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player.addTempSkill(event.name+3);
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}
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},
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ai:{
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@ -4888,6 +4978,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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xianzhen2:{
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charlotte:true,
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mod:{
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targetInRange:function(card,player,target){
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if(target==player.storage.xianzhen) return true;
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@ -4910,6 +5001,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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xianzhen3:{
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charlotte:true,
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mod:{
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cardEnabled:function(card){if(card.name=='sha') return false}
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}
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@ -5921,30 +6013,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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shizhi:{
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mod:{
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cardRespondable:function(card,player){
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if(card.name=='shan'&&player.hp==1&&_status.event.skill!='shizhi') return false;
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cardname:function(card,player,name){
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if(card.name=='shan'&&player.hp==1) return 'sha';
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},
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},
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enable:['chooseToUse','chooseToRespond'],
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filter:function(event,player){
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return player.hp==1;
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},
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filterCard:{name:'shan'},
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viewAs:{name:'sha'},
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viewAsFilter:function(player){
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if(!player.countCards('h','shan')) return false;
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if(player.hp!=1) return false;
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},
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check:function(){return 1},
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ai:{
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skillTagFilter:function(player){
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if(!player.countCards('h','shan')) return false;
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if(player.hp!=1) return false;
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},
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respondSha:true,
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order:4,
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useful:-1,
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value:-1
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}
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},
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wurong:{
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@ -6051,11 +6129,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"step 6"
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game.log(player,'展示了',event.card1);
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game.log(target,'展示了',event.card2);
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var name1=event.card1.name;
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if(player.hp==1&&name1=='shan'){
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name1='sha';
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}
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if(name1=='sha'&&event.card2.name!='shan'){
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var name1=get.name(event.card1);
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var name2=get.name(event.card2);
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if(name1=='sha'&&name2!='shan'){
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player.discard(event.card1).set('animate',false);
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target.$gain2(event.card2);
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var clone=event.card1.clone;
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@ -6075,7 +6151,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},event.card1);
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target.damage('nocard');
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}
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else if(name1!='sha'&&event.card2.name=='shan'){
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else if(name1!='sha'&&name2=='shan'){
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player.discard(event.card1).set('animate',false);
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target.$gain2(event.card2);
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var clone=event.card1.clone;
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@ -8591,7 +8667,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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position:'he',
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filterCard:function(card){
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return card.name=='sha'||get.type(card)=='equip';
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return get.name(card)=='sha'||get.type(card)=='equip';
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},
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filter:function(event,player){
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return player.countCards('h','sha')>0||player.countCards('he',{type:'equip'})>0;
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@ -10798,6 +10874,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"qingxian_draw_info":"",
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zhenjun:"镇军",
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"zhenjun_info":"准备阶段,你可以弃置一名手牌数多于体力值的角色的X张牌(X为其手牌数和体力值之差),然后选择一项:1.你弃置等同于其中非装备牌数量的牌;2.其摸等量的牌。",
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rezhenjun:"镇军",
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rezhenjun_info:"准备阶段,你可以弃置一名手牌数多于体力值的角色的X张牌(X为其手牌数和体力值之差且至少为1),然后选择一项:1.你弃置X张牌;2.其摸X张牌。(X为其弃置的牌中非装备牌的数量)",
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xinzhenjun:'镇军',
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xinzhenjun_info:'出牌阶段开始时,你可以将一张牌交给一名其他角色,令其选择是否使用一张不为黑色的【杀】。若其选择是,则你于此【杀】结算完成后摸一张牌,且当此【杀】造成伤害时你摸X张牌(X为伤害点数)。若其选择否,则你对其或其攻击范围内的一名其他角色造成1点伤害。',
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fenli:'奋励',
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@ -10924,7 +11002,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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jieyue4:'节钺',
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jieyue_info:'结束阶段开始时,你可以弃置一张手牌,然后令一名其他角色选择一项:将一张牌置于你的武将牌上(称之为“节”);或令你弃置其一张牌。当你你武将牌上有“节”时,你可以将红色手牌当作【闪】、黑色的手牌当作【无懈可击】使用或打出。准备阶段开始时,你获得你武将牌上的“节”。',
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xianzhen:'陷阵',
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xianzhen_info:'出牌阶段,你可以与一名角色拼点。若你赢,你获得以下效果直到回合结束:无视与该角色的距离;无视该角色的防具且对其使用【杀】没有次数限制。若你没赢,你不能使用【杀】直到回合结束。每回合限一次',
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xianzhen_info:'出牌阶段限一次,你可以与一名角色拼点。若你赢,你获得以下效果直到回合结束:无视与该角色的距离;无视该角色的防具且对其使用【杀】没有次数限制。若你没赢,你不能使用【杀】直到回合结束。',
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xinxianzhen:'陷阵',
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xinxianzhen_info:'出牌阶段限一次,你可以与一名角色拼点。若你赢,你获得以下效果直到回合结束:无视该角色的防具且对其使用牌没有次数和距离限制。若你没赢,你不能使用【杀】且你的【杀】不计入手牌上限直到回合结束。',
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xinxianzhen2:'陷阵',
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jinjiu:'禁酒',
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jinjiu_info:'锁定技,你的【酒】均视为【杀】。',
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chunlao:'醇醪',
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@ -10939,7 +11020,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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benxi:'奔袭',
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benxi_info:'锁定技,你的回合内,你每使用一次牌后,你的进攻距离+1直到回合结束;你的回合内,若你与所有角色的距离均为1,你无视其他角色的防具,且你使用的【杀】可额外指定一个目标',
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xinbenxi:'奔袭',
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xinbenxi_info:'锁定技,当你于回合内使用牌后,你本回合计算与其他角色的距离-1。你的回合内若你至场上所有其他角色的距离均不大于1,则当你使用牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被响应;4.你因此牌造成伤害时摸一张牌。',
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xinbenxi_info:'锁定技,当你于回合内使用牌时,你本回合计算与其他角色的距离-1。你的回合内若你至场上所有其他角色的距离均不大于1,则当你使用牌选择唯一目标后,你选择至多两项:1.为此牌多指定一个目标;2.令此牌无视防具;3.令此牌不可被响应;4.你因此牌造成伤害时摸一张牌。',
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sidi:'司敌',
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sidi2:'司敌',
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sidi3:'司敌',
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@ -11193,7 +11274,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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zongshi_info:'锁定技,你的手牌上限+X(X为场上现存势力数)。',
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danshou_info:'出牌阶段,你可以选择你攻击范围内的一名其他角色,然后弃置X张牌(X为此前你于此阶段你发动“胆守”的次数+1)。若X:为1,你弃置该角色的一张牌;为2,令该角色交给你一张牌;为3,你对该角色造成1点伤害;不小于4,你与该角色各摸两张牌。',
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olddanshou_info:'当你造成伤害后,你可以摸一张牌。若如此做,终止一切结算,当前回合结束。',
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xindanshou_info:'①每回合限一次,当你成为基本牌或锦囊牌的目标时,你可以摸X张牌(X为你本回合内成为过牌的目标的次数)。②一名其他角色的结束阶段,若你本回合内没有发动过〖胆守①〗,则你可以弃置X张牌并对其造成1点伤害(X为其手牌数)。',
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xindanshou_info:'①每回合限一次,当你成为基本牌或锦囊牌的目标时,你可以摸X张牌(X为你本回合内成为过基本牌或锦囊牌的目标的次数)。②一名其他角色的结束阶段,若你本回合内没有发动过〖胆守①〗,则你可以弃置X张牌并对其造成1点伤害(X为其手牌数)。',
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yizhong_info:'锁定技,当你的防具栏为空时,黑色的杀对你无效',
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xinzhan_info:'出牌阶段限一次,你可以观看牌堆顶的3张牌,然后展示其中任意数量♥的牌并获得之。',
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huilei_info:'锁定技,当你死亡时,杀死你的角色弃置所有的牌。',
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Reference in New Issue