新杀加强:孙狼、庞会、韩遂、唐咨;界曹叡(unseen)
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@ -3472,7 +3472,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{
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trigger:{
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source:'damageBegin1',
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source:'damageBegin1',
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},
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},
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usable:2,
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//usable:2,
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filter:function(event,player){
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filter:function(event,player){
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return player.countDiscardableCards(player,'he')>0&&player!=event.player;
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return player.countDiscardableCards(player,'he')>0&&player!=event.player;
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},
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},
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@ -10103,7 +10103,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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dccuijin_info:'当你或你攻击范围内的角色使用【杀】时,你可以弃置一张牌,令此【杀】的伤害基数+1。然后当此杀被目标角色抵消或无效或防止伤害后,你摸一张牌,对使用者造成1点伤害。',
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dccuijin_info:'当你或你攻击范围内的角色使用【杀】时,你可以弃置一张牌,令此【杀】的伤害基数+1。然后当此杀被目标角色抵消或无效或防止伤害后,你摸一张牌,对使用者造成1点伤害。',
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panghui:'庞会',
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panghui:'庞会',
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dcyiyong:'异勇',
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dcyiyong:'异勇',
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dcyiyong_info:'每回合限两次。当你对其他角色造成伤害时,若你有牌,你可以与其同时弃置至少一张牌。若你以此法弃置的牌的点数之和:不大于其,你摸X张牌;不小于其,此伤害+1(X为其以此法弃置的牌数)。',
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dcyiyong_info:'当你对其他角色造成伤害时,若你有牌,你可以与其同时弃置至少一张牌。若你以此法弃置的牌的点数之和:不大于其,你摸X张牌;不小于其,此伤害+1(X为其以此法弃置的牌数)。',
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chenjiao:'陈矫',
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chenjiao:'陈矫',
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dcxieshoux:'协守/清严',
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dcxieshoux:'协守/清严',
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dcxieshou:'协守',
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dcxieshou:'协守',
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@ -13,13 +13,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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refresh_yijiang2:['re_madai','re_wangyi','xin_handang','xin_zhonghui','re_liaohua','re_chengpu','re_caozhang','dc_bulianshi','xin_liubiao','re_xunyou','re_guanzhang'],
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refresh_yijiang2:['re_madai','re_wangyi','xin_handang','xin_zhonghui','re_liaohua','re_chengpu','re_caozhang','dc_bulianshi','xin_liubiao','re_xunyou','re_guanzhang'],
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refresh_yijiang3:['re_jianyong','re_guohuai','re_zhuran','re_panzhangmazhong','xin_yufan','dc_liru','re_manchong','re_fuhuanghou','re_guanping','re_liufeng','re_caochong'],
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refresh_yijiang3:['re_jianyong','re_guohuai','re_zhuran','re_panzhangmazhong','xin_yufan','dc_liru','re_manchong','re_fuhuanghou','re_guanping','re_liufeng','re_caochong'],
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refresh_yijiang4:['re_sunluban','re_wuyi','re_hanhaoshihuan','re_caozhen','re_zhoucang','dc_chenqun','re_caifuren','re_guyong','re_jushou','re_zhuhuan','re_zhangsong'],
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refresh_yijiang4:['re_sunluban','re_wuyi','re_hanhaoshihuan','re_caozhen','re_zhoucang','dc_chenqun','re_caifuren','re_guyong','re_jushou','re_zhuhuan','re_zhangsong'],
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refresh_yijiang5:['re_zhangyi','re_quancong','re_caoxiu','re_sunxiu','re_gongsunyuan','re_guotufengji','re_xiahoushi','re_liuchen','re_zhuzhi'],
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refresh_yijiang5:['re_zhangyi','re_quancong','re_caoxiu','re_sunxiu','re_gongsunyuan','re_guotufengji','re_xiahoushi','re_liuchen','re_zhuzhi','re_caorui'],
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refresh_yijiang6:['re_guohuanghou','re_sundeng'],
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refresh_yijiang6:['re_guohuanghou','re_sundeng'],
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refresh_xinghuo:['re_duji','dc_gongsunzan','re_sp_taishici','re_caiyong','re_mazhong','re_wenpin','re_jsp_huangyueying'],
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refresh_xinghuo:['re_duji','dc_gongsunzan','re_sp_taishici','re_caiyong','re_mazhong','re_wenpin','re_jsp_huangyueying'],
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},
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},
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},
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},
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connect:true,
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connect:true,
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character:{
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character:{
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re_caorui:['male','wei',3,['huituo','mingjian','rexingshuai'],['unseen','zhu']],
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re_caochong:['male','wei',3,['rechengxiang','renxin']],
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re_caochong:['male','wei',3,['rechengxiang','renxin']],
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ol_zhangzhang:['male','wu',3,['olzhijian','olguzheng']],
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ol_zhangzhang:['male','wu',3,['olzhijian','olguzheng']],
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re_jsp_huangyueying:['female','qun',3,['rejiqiao','relinglong']],
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re_jsp_huangyueying:['female','qun',3,['rejiqiao','relinglong']],
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@ -162,6 +163,95 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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re_guohuai:['xiahouyuan','zhanghe'],
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re_guohuai:['xiahouyuan','zhanghe'],
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},
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},
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skill:{
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skill:{
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//堪比界曹冲的界曹叡
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rexingshuai:{
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audio:2,
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skillAnimation:true,
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animationColor:'thunder',
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trigger:{player:'dying'},
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zhuSkill:true,
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filter:function(event,player){
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if(player.hp>0) return false;
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if(!player.hasZhuSkill('rexingshuai')) return false;
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return game.hasPlayer(function(current){
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return current!=player&¤t.group=='wei';
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});
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},
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init:function(player){
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if(player.hasZhuSkill('rexingshuai')){
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player.markSkill('rexingshuai');
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player.storage.rexingshuai=false;
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}
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},
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intro:{
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content:'limited',
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},
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limited:true,
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mark:false,
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content:function(){
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'step 0'
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player.awakenSkill('rexingshuai');
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var targets=game.filterPlayer();
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targets.sortBySeat(_status.currentPhase);
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targets.remove(player);
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event.targets=targets;
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event.damages=[];
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player.addSkill('rexingshuai_restore');
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'step 1'
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if(event.targets.length){
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var current=event.targets.shift();
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if(current.group=='wei'){
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current.chooseBool('是否令'+get.translation(player)+'回复一点体力?').set('ai',function(){
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return get.attitude(_status.event.player,_status.event.target)>2;
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}).set('target',player);
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event.current=current;
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}
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else{
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event.redo();
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}
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}
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else{
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event.goto(3);
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}
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'step 2'
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if(result.bool){
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event.damages.push(event.current);
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event.current.line(player,'green');
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game.log(event.current,'令',player,'回复一点体力');
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player.recover();
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}
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if(event.targets.length){
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event.goto(1);
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}
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'step 3'
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if(event.damages.length){
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var next=game.createEvent('rexingshuai_next');
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event.next.remove(next);
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trigger.after.push(next);
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next.targets=event.damages;
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next.setContent(function(){
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targets.shift().damage();
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if(targets.length) event.redo();
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});
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}
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},
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subSkill:{
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restore:{
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trigger:{
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global:'dieAfter',
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},
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charlotte:true,
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forced:true,
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filter:function(event,player){
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return event.source&&event.source.isIn()&&event.source.hasSkill('mingjian2');
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},
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content:function(){
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player.restoreSkill('rexingshuai');
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game.log(player,'重置了','#g【兴衰】');
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}
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},
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}
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},
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//不想突破可以不突破的界曹冲
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//不想突破可以不突破的界曹冲
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rechengxiang:{
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rechengxiang:{
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audio:2,
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audio:2,
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@ -14664,6 +14754,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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re_caochong:'界曹冲',
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re_caochong:'界曹冲',
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rechengxiang:'称象',
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rechengxiang:'称象',
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rechengxiang_info:'当你受到伤害后,你可以亮出牌堆顶的四张牌。然后获得其中任意数量点数之和不大于13的牌。若你获得的牌点数之和为13,你复原武将牌。',
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rechengxiang_info:'当你受到伤害后,你可以亮出牌堆顶的四张牌。然后获得其中任意数量点数之和不大于13的牌。若你获得的牌点数之和为13,你复原武将牌。',
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re_caorui:'界曹叡',
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rexingshuai:'兴衰',
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rexingshuai_info:'主公技,限定技。当你进入濒死状态时,你可令其他魏势力角色依次选择是否令你回复1点体力。然后这些角色依次受到1点伤害。有〖明鉴〗效果的角色于其回合内杀死角色后,你重置〖兴衰〗。',
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refresh_standard:'界限突破·标',
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refresh_standard:'界限突破·标',
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refresh_feng:'界限突破·风',
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refresh_feng:'界限突破·风',
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@ -10591,20 +10591,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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audio:2,
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enable:'phaseUse',
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enable:'phaseUse',
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usable:1,
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usable:1,
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viewAs:{name:'shunshou'},
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viewAs:{
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name:'shunshou',
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storage:{spweiwu:true},
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},
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filterCard:{color:'red'},
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filterCard:{color:'red'},
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position:'hes',
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position:'hes',
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check:function(card){
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check:function(card){
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return 7-get.value(card);
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return 7-get.value(card);
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},
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},
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filterTarget:function(card,player,target){
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mod:{
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if(target.countCards('h')<player.countCards('h')) return false;
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targetInRange:function(card){
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return lib.filter.filterTarget.apply(this,arguments);
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if(card.storage&&card.storage.spweiwu) return true;
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},
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},
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viewAsFilter:function(player){
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return player.countCards('hes',lib.skill.spweiwu.filterCard)>0&&game.hasPlayer(function(current){
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return current.countCards('h')>=player.countCards('h')&&player.canUse('shunshou',current);
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});
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},
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},
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},
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},
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tuogu:{
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tuogu:{
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@ -23646,7 +23645,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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spniluan:'逆乱',
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spniluan:'逆乱',
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spniluan_info:'出牌阶段,你可以将一张黑色牌当做【杀】使用。此【杀】使用结算完成后,若你未因此【杀】造成过伤害,则你令此【杀】不计入使用次数。',
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spniluan_info:'出牌阶段,你可以将一张黑色牌当做【杀】使用。此【杀】使用结算完成后,若你未因此【杀】造成过伤害,则你令此【杀】不计入使用次数。',
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spweiwu:'违忤',
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spweiwu:'违忤',
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spweiwu_info:'出牌阶段限一次,你可以将一张红色牌当做【顺手牵羊】对手牌数不小于你的角色使用。',
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spweiwu_info:'出牌阶段限一次,你可以将一张红色牌当无距离限制的【顺手牵羊】使用。',
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spmouzhu:'谋诛',
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spmouzhu:'谋诛',
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spmouzhu_backup:'谋诛',
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spmouzhu_backup:'谋诛',
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spmouzhu_info:'出牌阶段限一次,你可以选择任意名“距离为1”或“体力值等于你”的其他角色,这些角色依次进行以下结算:交给你一张手牌,然后若其手牌数小于你,则其视为对你使用一张【杀】或【决斗】。',
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spmouzhu_info:'出牌阶段限一次,你可以选择任意名“距离为1”或“体力值等于你”的其他角色,这些角色依次进行以下结算:交给你一张手牌,然后若其手牌数小于你,则其视为对你使用一张【杀】或【决斗】。',
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@ -807,14 +807,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger:{player:'useCardToPlayered'},
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trigger:{player:'useCardToPlayered'},
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usable:1,
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usable:1,
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filter:function(event,player){
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filter:function(event,player){
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return player.countCards('e')>0&&event.card.name=='sha'&&event.getParent().triggeredTargets3.length==event.targets.length;
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return event.card.name=='sha'&&event.getParent().triggeredTargets3.length==event.targets.length;
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},
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},
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check:function(event,player){
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check:function(event,player){
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return event.targets.some(target=>get.effect(target,event.card,player,player)<=0);
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return event.targets.some(target=>get.effect(target,event.card,player,player)<=0);
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},
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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var num=player.countCards('e');
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var num=player.countCards('e')+1;
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event.num=num;
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event.num=num;
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player.draw(num);
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player.draw(num);
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'step 1'
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'step 1'
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@ -843,7 +843,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var eff=get.effect(targetx,{name:'sha'},player,player);
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var eff=get.effect(targetx,{name:'sha'},player,player);
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delete _status._dctingxian_aiChecking;
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delete _status._dctingxian_aiChecking;
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if(eff<0) return true;
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if(eff<0) return true;
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}).length<player.countCards('e')) return [0,0,0,0.5];
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}).length<player.countCards('e')+1) return [0,0,0,0.5];
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}
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}
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},
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},
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}
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}
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if(num>=3){
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if(num>=3){
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str+=';始终跳过弃牌阶段';
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str+=';始终跳过弃牌阶段';
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}
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}
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if(num>=4){
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if(num==0||num>=4){
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str+=';造成的伤害+1';
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str+=';造成的伤害+1';
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}
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}
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return str;
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return str;
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@ -9395,7 +9395,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"xinfu_xingzhao2":{
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"xinfu_xingzhao2":{
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audio:true,
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audio:true,
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trigger:{
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trigger:{
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player:"phaseDiscardBefore",
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player:['phaseJudgeBefore','phaseDiscardBefore'],
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},
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},
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forced:true,
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forced:true,
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filter:function(event,player){
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filter:function(event,player){
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@ -9406,7 +9406,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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content:function(){
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content:function(){
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trigger.cancel();
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trigger.cancel();
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game.log(player,'跳过了弃牌阶段');
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game.log(player,'跳过了'+(trigger.name=='phaseJudge'?'判定':'弃牌')+'阶段');
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},
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},
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},
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},
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xinfu_xingzhao3:{
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xinfu_xingzhao3:{
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@ -9419,7 +9419,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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var num=game.countPlayer(function(current){
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var num=game.countPlayer(function(current){
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return current.isDamaged();
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return current.isDamaged();
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});
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});
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return num>=4;
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return num==0||num>=4;
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},
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},
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content:function(){
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content:function(){
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trigger.num++;
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trigger.num++;
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@ -9874,7 +9874,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"xz_xunxun":"恂恂",
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"xz_xunxun":"恂恂",
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"xz_xunxun_info":"摸牌阶段,你可以观看牌堆顶的四张牌,然后将其中的两张牌置于牌堆顶,并将其余的牌以任意顺序置于牌堆底。",
|
"xz_xunxun_info":"摸牌阶段,你可以观看牌堆顶的四张牌,然后将其中的两张牌置于牌堆顶,并将其余的牌以任意顺序置于牌堆底。",
|
||||||
"xinfu_xingzhao":"兴棹",
|
"xinfu_xingzhao":"兴棹",
|
||||||
"xinfu_xingzhao_info":"锁定技。若X≥1,你视为拥有技能〖恂恂〗。若X≥2,当你使用装备牌时,你摸一张牌。若X≥3,弃牌阶段开始时,你跳过此阶段。若X≥4,当你造成伤害时,此伤害+1。(X为场上已受伤的角色数)",
|
"xinfu_xingzhao_info":"锁定技。若X≥1,你视为拥有技能〖恂恂〗。若X≥2,当你使用装备牌时,你摸一张牌。若X≥3,判定阶段或弃牌阶段开始时,你跳过此阶段。若X=0或X≥4,当你造成伤害时,此伤害+1(X为场上已受伤的角色数)。",
|
||||||
"xinfu_xingzhao2":"兴棹",
|
"xinfu_xingzhao2":"兴棹",
|
||||||
"xinfu_xingzhao2_info":"",
|
"xinfu_xingzhao2_info":"",
|
||||||
xinfu_xingzhao3:'兴棹',
|
xinfu_xingzhao3:'兴棹',
|
||||||
|
@ -10287,7 +10287,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
dczuojian_info:'出牌阶段结束时,若你于此阶段使用过的牌数不小于体力值,你可以选择一项:1.令装备区牌数多于你的角色各摸一张牌;2.弃置装备区牌数少于你的角色各一张手牌。',
|
dczuojian_info:'出牌阶段结束时,若你于此阶段使用过的牌数不小于体力值,你可以选择一项:1.令装备区牌数多于你的角色各摸一张牌;2.弃置装备区牌数少于你的角色各一张手牌。',
|
||||||
sunlang:'孙狼',
|
sunlang:'孙狼',
|
||||||
dctingxian:'铤险',
|
dctingxian:'铤险',
|
||||||
dctingxian_info:'每回合限一次。当你使用【杀】指定最后一个目标后,你可以摸X张牌,然后令此【杀】对其中至多X个目标无效(X为你装备区的牌数)。',
|
dctingxian_info:'每回合限一次。当你使用【杀】指定最后一个目标后,你可以摸X张牌,然后令此【杀】对其中至多X个目标无效(X为你装备区的牌数+1)。',
|
||||||
dcbenshi:'奔矢',
|
dcbenshi:'奔矢',
|
||||||
dcbenshi_info:'锁定技。①你的攻击范围+1。②你的攻击范围基数不受装备区内武器牌的影响。③由你使用的【杀】的牌面信息中的“使用目标”产生的规则改为“攻击范围内的所有角色”。',
|
dcbenshi_info:'锁定技。①你的攻击范围+1。②你的攻击范围基数不受装备区内武器牌的影响。③由你使用的【杀】的牌面信息中的“使用目标”产生的规则改为“攻击范围内的所有角色”。',
|
||||||
sunhuan:'孙桓',
|
sunhuan:'孙桓',
|
||||||
|
|
|
@ -8804,6 +8804,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
mingjian:{
|
mingjian:{
|
||||||
|
audio:2,
|
||||||
|
audioname:['re_caorui'],
|
||||||
enable:'phaseUse',
|
enable:'phaseUse',
|
||||||
usable:1,
|
usable:1,
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
|
@ -8916,6 +8918,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
huituo:{
|
huituo:{
|
||||||
audio:2,
|
audio:2,
|
||||||
|
audioname:['re_caorui'],
|
||||||
trigger:{player:'damageEnd'},
|
trigger:{player:'damageEnd'},
|
||||||
direct:true,
|
direct:true,
|
||||||
content:function(){
|
content:function(){
|
||||||
|
@ -13587,7 +13590,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
xunyou:['re_xunyou','xunyou'],
|
xunyou:['re_xunyou','xunyou'],
|
||||||
xuezong:['tw_xuezong','xuezong'],
|
xuezong:['tw_xuezong','xuezong'],
|
||||||
huanghao:['huanghao','dc_huanghao','old_huanghao'],
|
huanghao:['huanghao','dc_huanghao','old_huanghao'],
|
||||||
caorui:['caorui','old_caorui'],
|
caorui:['re_caorui','caorui','old_caorui'],
|
||||||
sunziliufang:['dc_sunziliufang','sunziliufang'],
|
sunziliufang:['dc_sunziliufang','sunziliufang'],
|
||||||
liyan:['liyan','old_liyan'],
|
liyan:['liyan','old_liyan'],
|
||||||
zhangsong:['re_zhangsong','zhangsong'],
|
zhangsong:['re_zhangsong','zhangsong'],
|
||||||
|
|
Loading…
Reference in New Issue