星曹仁配音+星袁术
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@ -1574,7 +1574,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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chooseButton:{
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dialog:function(event,player){
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return ui.create.dialog(
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'###缚豕###<div class="text center">重铸任意“缚豕”牌,视为使用一张【杀】并执行等量项</div>',
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'###缚豕###<div class="text center">将任意“缚豕”牌置入弃牌堆,视为使用一张【杀】并执行等量项</div>',
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player.getExpansions('olfushi'),
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[['额外目标','伤害-1','伤害+1'],'tdnodes'],
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'hidden'
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@ -1686,7 +1686,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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delete event.result.skill;
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event.result.card=new lib.element.VCard(lib.skill.olfushi_wusheng_backup.viewAs);
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event.result.cards=[];
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player.recast(cards);
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player.loseToDiscardpile(cards);
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event.result.card.storage.olfushi_buff=controls;
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player.addTempSkill('olfushi_buff');
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}
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@ -1695,7 +1695,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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prompt:function(links,player){
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let controls=links.filter(button=>typeof button=='string');
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if(!controls.length) controls=['额外目标','伤害-1','伤害+1'];
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return `选择【杀】的目标(${controls.join('、')})`;
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return `请选择【杀】的目标(${controls.join('、')})`;
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}
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},
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ai:{
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@ -26454,7 +26454,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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skill_feiyi_B_info:'每回合每项限一次,当你的手牌数变为1后,你可以展示此唯一手牌A并摸一张牌,然后你选择一项:①本回合使用点数大于A的点数的牌额外结算一次;②本回合使用点数小于A的点数的牌额外结算一次。',
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lvboshe:'吕伯奢',
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olfushi:'缚豕',
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olfushi_info:'①一名角色使用【杀】结算结束后,若你至其的距离不大于1,你将此【杀】对应的所有实体牌置于武将牌上。②当你需要使用一张【杀】时,你可以重铸任意张“缚豕”牌,视为使用一张【杀】并选择X项(X为你以此法重铸的牌数且至多为3):1.你为此【杀】额外指定一个目标;2.你选择此【杀】的一个目标角色,此牌对其造成的伤害-1;3.你选择此【杀】的一个目标角色,此【杀】对其造成的伤害+1。当此【杀】指定最后一个目标后,若此牌被选择的效果选项相邻且此牌的目标角色座位连续,则此【杀】不计入次数限制。',
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olfushi_info:'①一名角色使用【杀】结算结束后,若你至其的距离不大于1,你将此【杀】对应的所有实体牌置于武将牌上。②当你需要使用一张【杀】时,你可以将任意张“缚豕”牌置入弃牌堆,视为使用一张【杀】并选择X项(X为你以此法重铸的牌数且至多为3):1.你为此【杀】额外指定一个目标;2.你选择此【杀】的一个目标角色,此牌对其造成的伤害-1;3.你选择此【杀】的一个目标角色,此【杀】对其造成的伤害+1。当此【杀】指定最后一个目标后,若此牌被选择的效果选项相邻且此牌的目标角色座位连续,则此【杀】不计入次数限制。',
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oldongdao:'东道',
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oldongdao_info:'农民的回合结束时:阴,你可以令地主进行一个额外回合;阳,其可以进行一个额外回合。',
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zhangyan:'张燕',
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212
character/sp2.js
212
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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star_yuanshu:['male','qun',4,['starcanxi','starpizhi','starzhonggu'],['zhu']],
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star_caoren:['male','wei',4,['starsujun','starlifeng']],
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dc_jikang:['male','wei',3,['new_qingxian','dcjuexiang']],
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dc_jsp_guanyu:['male','wei',4,['new_rewusheng','dcdanji']],
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@ -108,11 +109,209 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_xuzhou:['re_taoqian','caosong','zhangmiao','qiuliju'],
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sp_zhongyuan:['re_hucheer','re_zoushi','caoanmin','re_dongcheng'],
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sp_xiaohu:['haomeng','yanfuren','yanrou','dc_zhuling'],
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sp_star:['star_caoren'],
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sp_star:['star_caoren','star_yuanshu'],
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sp_decade:['caobuxing','re_maliang','xin_baosanniang','dc_jikang'],
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}
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},
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skill:{
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//星袁术
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starcanxi:{
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audio:2,
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trigger:{
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global:['phaseBefore','roundStart'],
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player:'enterGame',
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},
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filter:function(event,player,name){
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if(name=='roundStart') return player.getSkills().some(skill=>skill.indexOf('starcanxi_')==0);
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return event.name!='phase'||game.phaseNumber==0;
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},
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forced:true,
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content:function(){
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'step 0'
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if(event.triggername!='roundStart'){
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var list=game.filterPlayer().reduce((list,target)=>list.add(target.group),[]);
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list.sort((a,b)=>lib.group.indexOf(a)-lib.group.indexOf(b));
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list.forEach(group=>lib.skill.starcanxi.create(group,player));
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}
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'step 1'
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var groups=player.getSkills().filter(skill=>skill.indexOf('starcanxi_')==0);
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groups=groups.map(group=>group.slice(10));
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groups.sort((a,b)=>lib.group.indexOf(a)-lib.group.indexOf(b));
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var map={};
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groups.forEach(group=>map[group]=get.translation(group+'2'));
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event.map=map;
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player.chooseButton([
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'###残玺###<div class="text center">请选择势力和效果</div>',
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[Object.values(map),'tdnodes'],
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[[
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['wangsheng','<div class="popup text" style="width:calc(100% - 10px);display:inline-block"><div class="skill">【妄生】</div><div>被选择势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-1</div></div>'],
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['xiangsi','<div class="popup text" style="width:calc(100% - 10px);display:inline-block"><div class="skill">【向死】</div><div>被选择势力角色每回合首次回复体力后失去1点体力且每回合对你使用的第一张牌无效</div></div>']
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],'textbutton']
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],2,true).set('filterButton',function(button){
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var list=['wangsheng','xiangsi'];
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if(!ui.selected.buttons.length) return true;
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return list.includes(ui.selected.buttons[0].link)!=list.includes(button.link);
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}).set('ai',function(button){
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var player=_status.event.player;
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var map=_status.event.map,list=['wangsheng','xiangsi'];
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var getNum=function(group,effect){
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var num=0,sgn=effect=='wangsheng'?1:-1;
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game.countPlayer(function(current){
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num+=get.sgn(get.attitude(player,current))*sgn;
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});
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return num;
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};
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var listx=[];
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Object.keys(map).forEach(group=>list.forEach(effect=>listx.add([group,effect])));
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listx.sort((a,b)=>getNum(b[0],b[1])-getNum(a[0],a[1]));
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if(button.link==map[listx[0][0]]||button.link==listx[0][1]) return 1;
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return 0;
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}).set('map',map);
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'step 2'
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if(result.bool){
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if(!Object.keys(event.map).some(group=>event.map[group]==result.links[0])) result.links.reverse();
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player.popup(result.links[0]);
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var group=Object.keys(event.map).find(group=>event.map[group]==result.links[0]);
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var skill='starcanxi_'+result.links[1];
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player.popup(skill);
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game.log(player,'选择了','#g'+result.links[0],'、','#y'+get.translation(skill));
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player.addTempSkill(skill,'roundStart');
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player.markAuto(skill,[group]);
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}
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},
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create:function(group,player){
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if(!lib.skill['starcanxi_'+group]){
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lib.skill['starcanxi_'+group]={
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mark:true,
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charlotte:true,
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onremove:function(player){
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player.addMark('starpizhi',1,false);
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},
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intro:{content:'玉玺的一角'},
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};
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lib.translate['starcanxi_'+group]='残玺·'+get.translation(group+'2');
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lib.skill['starcanxi_'+group].marktext=get.translation(group);
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lib.translate['starcanxi_'+group+'_bg']=get.translation(group);
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}
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player.addSkill('starcanxi_'+group);
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},
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subSkill:{
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wangsheng:{
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charlotte:true,
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onremove:true,
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trigger:{global:'damageBegin1'},
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filter:function(event,player){
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if(!event.source||!player.getStorage('starcanxi_wangsheng').includes(event.source.group)) return false;
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return !event.source.getHistory('sourceDamage').length;
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},
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forced:true,
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logTarget:'source',
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content:function(){
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trigger.num++;
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},
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group:'starcanxi_remove',
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global:'starcanxi_effect',
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intro:{content:'$势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-1'},
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},
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xiangsi:{
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charlotte:true,
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onremove:true,
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trigger:{global:'recoverEnd'},
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filter:function(event,player){
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if(!player.getStorage('starcanxi_xiangsi').includes(event.player.group)) return false;
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return game.getGlobalHistory('changeHp',function(evt){
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return evt.getParent().name=='recover'&&evt.player==event.player;
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}).length==1;
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},
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forced:true,
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logTarget:'player',
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content:function(){
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trigger.player.loseHp();
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},
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group:['starcanxi_remove','starcanxi_cancel'],
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global:'starcanxi_effect',
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intro:{content:'$势力角色每回合首次回复体力后失去1点体力且每回合对你使用的第一张牌无效'},
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},
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cancel:{
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charlotte:true,
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trigger:{global:'useCard'},
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filter:function(event,player){
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if(!event.targets||!event.targets.includes(player)||!player.getStorage('starcanxi_xiangsi').includes(event.player.group)) return false;
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return event.player.getHistory('useCard',evt=>evt.targets&&evt.targets.includes(player)).indexOf(event)==0;
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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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trigger.excluded.add(player);
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},
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},
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effect:{
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mod:{
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globalFrom:function(from,to,distance){
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if(game.hasPlayer(target=>target.getStorage('starcanxi_wangsheng').includes(from.group))) return distance-1;
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},
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},
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ai:{
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effect:{
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player_use:function(card,player,target){
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var targets=game.filterPlayer(target=>target.getStorage('starcanxi_xiangsi').includes(player.group));
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if(!targets.length) return;
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if(get.tag(card,'recover')&&target==player&&target.hp>2) return 0;
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if(get.tag(card,'damage')&&targets.includes(target)) return 0.5;
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},
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},
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},
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},
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remove:{
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charlotte:true,
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trigger:{player:'die'},
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forced:true,
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popup:false,
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firstDo:true,
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forceDie:true,
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content:function(){
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player.removeSkill('starcanxi_wangsheng');
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player.removeSkill('starcanxi_xiangsi');
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},
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},
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},
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},
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starpizhi:{
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audio:2,
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trigger:{player:'phaseEnd',global:'die'},
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filter:function(event,player){
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if(event.name=='phase') return player.hasMark('starpizhi');
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var groups=player.getSkills().filter(skill=>skill.indexOf('starcanxi_')==0);
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groups=groups.map(group=>group.slice(10));
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return groups.includes(event.player.group);
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},
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forced:true,
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content:function(){
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'step 0'
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if(trigger.name=='die'){
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var skills=player.getSkills().filter(skill=>skill.indexOf('starcanxi_')==0&&skill.slice(10)==trigger.player.group);
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player.removeSkill(skills);
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}
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'step 1'
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player.draw(player.countMark('starpizhi'));
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},
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intro:{content:'已失去#个“玺角”'},
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ai:{combo:'starcanxi'},
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},
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starzhonggu:{
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unique:true,
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audio:2,
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trigger:{player:'phaseDrawBegin2'},
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filter:function(event,player){
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return !event.numFixed;
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},
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forced:true,
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zhuSkill:true,
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content:function(){
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var num=(game.roundNumber>=game.countPlayer(current=>current.group=='qun')?2:-1);
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trigger.num+=num;
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},
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},
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//星曹仁
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starsujun:{
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audio:2,
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@ -10606,6 +10805,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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starsujun_info:'当你使用一张牌时,若你手牌中的基本牌和非基本牌的牌数相等,你可以摸两张牌。',
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starlifeng:'砺锋',
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starlifeng_info:'你可以将一张本回合未有角色使用过的颜色的手牌当做不计入次数的【杀】或【无懈可击】使用。',
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star_yuanshu:'星袁术',
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star_yuanshu_prefix:'星',
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starcanxi:'残玺',
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starcanxi_wangsheng:'妄生',
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starcanxi_xiangsi:'向死',
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starcanxi_cancel:'向死',
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starcanxi_info:'锁定技。游戏开始时,你获得场上所有角色的势力对应的“玺角”标记,然后选择一个“玺角”对应势力并选择以下一项;一轮开始时,你选择一个“玺角”对应势力并选择以下一项:①妄生:本轮被选择势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-1;②向死:本轮被选择势力角色每回合首次回复体力后失去1点体力且每回合对你使用的第一张牌无效。',
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starpizhi:'圮秩',
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starpizhi_info:'锁定技。①一名角色死亡后,若你拥有该角色对应的“玺角”标记,你失去之并摸X张牌。②结束阶段,你摸X张牌。(X为你本局游戏失去的“玺角”标记数)',
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starzhonggu:'冢骨',
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starzhonggu_info:'主公技,锁定技。摸牌阶段,若游戏轮数大于等于场上的群势力角色数,则你额外摸两张牌,否则你少摸一张牌。',
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sp_whlw:"文和乱武",
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sp_zlzy:"逐鹿中原",
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