Merge pull request #375 from mengxinzxz/PR-Branch

OL后台武将+bugfix
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Spmario233 2023-09-22 17:44:10 +08:00 committed by GitHub
commit 78f04bea7f
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3 changed files with 433 additions and 42 deletions

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@ -13,7 +13,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sp_huben:['duanjiong','ol_mengda',"caohong","xiahouba","zhugeke","zumao","wenpin","litong","mazhong","heqi","quyi","luzhi","zangba","yuejin","dingfeng","wuyan","ol_zhuling","tianyu","huojun",'zhaoyǎn','dengzhong','ol_furong','macheng','ol_zhangyì','ol_zhujun','maxiumatie','luoxian','ol_huban','haopu','ol_qianzhao'],
sp_liesi:['mizhu','weizi','ol_liuba','zhangshiping'],
sp_default:["sp_diaochan","sp_zhaoyun","sp_sunshangxiang","sp_caoren","sp_jiangwei","sp_machao","sp_caiwenji","jsp_guanyu","jsp_huangyueying","sp_pangde","sp_jiaxu","yuanshu",'sp_zhangliao','sp_ol_zhanghe','sp_menghuo'],
sp_waitforsort:['ol_luyusheng','ol_pengyang'],
sp_waitforsort:['ol_luyusheng','ol_pengyang','ol_tw_zhangji','ol_feiyi','ol_lvboshe'],
sp_qifu:["caoying",'panshu',"caochun","yuantanyuanshang",'caoshuang','wolongfengchu','guansuo','baosanniang','fengfangnv','jin_zhouchu'],
sp_wanglang:['ol_wanglang','ol_puyuan','ol_zhouqun'],
sp_zhongdan:["cuiyan","huangfusong"],
@ -25,8 +25,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
tianyu:function(mode){
return mode!='chess'&&mode!='tafang'&&mode!='stone';
},
ol_dongzhao:function(mode){
return mode=='identity'&&['normal','zhong'].contains(_status.mode);
},
ol_lvboshe:function(mode){
return mode=='doudizhu';
},
},
character:{
ol_tw_zhangji:['male','wei',3,['skill_zhangji_A','skill_zhangji_B'],['unseen']],
ol_feiyi:['male','shu',3,['skill_feiyi_A','skill_feiyi_B'],['unseen']],
ol_lvboshe:['male','qun',4,['skill_lvboshe'],['unseen']],
ol_luyusheng:['female','wu',3,['olcangxin','olrunwei']],
caoxi:['male','wei',3,['olgangshu','oljianxuan']],
ol_pengyang:['male','shu',3,['olqifan','oltuishi','nzry_cunmu']],
@ -195,6 +204,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
luzhi:['male','wei',3,['qingzhong','weijing']]
},
characterIntro:{
lvboshe:'吕伯奢,东汉成皋(今河南荥阳)人,曹操父亲曹嵩的故友。曹操与陈宫在逃离董卓避祸,返回乡里的途中借宿于吕伯奢家,未伤其人,有贼八人欲捉曹操,曹操杀之,明罗贯中在历史小说《三国演义》中将这段历史进行了丑化加工,也成为小说中曹操名言“宁教我负天下人,休教天下人负我”的出处。',
caoxi:'曹羲249年字昭叔。曹真之子曹爽之弟。为人有学识明律法。司马懿曾组织朝议改革九品中正制废除九品而留中正曹羲认为此举并无区别最终都是决定于人的人治。曹爽掌权后受封中领军掌握禁兵封安乡侯。曹爽及诸兄弟轻视司马懿恣意妄为经常外出狩猎曹羲屡次劝谏不被采纳。249年司马懿发动高平陵政变被夷三族。',
duanjiong:'段颎179年字纪明武威姑臧今甘肃省武威市人。东汉名将西域都护段会宗从曾孙与皇甫规字威明、张奂字然明并称“凉州三明”。段颎少时学习骑射有文武智略最初被举为孝廉为宪陵园丞、阳陵令有治理之才。汉桓帝时入军旅先破鲜卑后讨平东郭窦、公孙举起事以功封列侯。延熹二年159年起戍边征战十余年百战羌人至永康元年167年平定西羌建宁二年169年平定东羌前后斩东西羌六万余级。累功封新丰县侯。建宁三年170年段颎被征入朝历任侍中、执金吾、河南尹、司隶校尉等职他党附宦官、捕杀太学生因而得保富贵两度出任太尉。光和二年179年权宦王甫罪行被揭发段颎受牵连下狱其后在狱中饮鸩而死。',
haopu:'郝普字子太义阳治所在今湖北枣阳东南人。刘备入川后郝普为零陵太守。建安二十年215年吴将吕蒙进攻荆州三郡唯有郝普坚守待援。但援兵久久不至其挚友邓玄之又被吕蒙所骗郝普也因此上当投降吴国。湘水划界后郝普回归刘备。建安二十四年219年吕蒙再次袭击荆州击败关羽郝普再次投降最终归顺吴国并官至廷尉。郝普与隐蕃亲善隐蕃蓄谋叛变事情败露他受到牵连因此自杀。在刘备集团的5个荆州郡守中郝普是唯一一个抵抗过东吴的荆州郡守。',
@ -694,64 +704,427 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//张既
skill_zhangji_A:{
audio:2,
trigger:{player:'useCardToPlayered'},
filter:function(event,player){
if(player.countMark('skill_zhangji_A_count')>=player.hp) return false;
return event.target!=player&&event.target.countCards('h')&&player.isPhaseUsing();
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
logTarget:'target',
content:function(){
'step 0'
player.addTempSkill('skill_zhangji_A_count','phaseUseAfter');
player.addMark('skill_zhangji_A_count',1,false);
player.viewHandcards(trigger.target);
var list=[],choiceList=[
'弃置'+get.translation(trigger.target)+'的一张牌,然后若弃置的牌的是能造成火焰伤害的牌,你摸一张牌',
'重铸'+get.translation(trigger.target)+'手牌中的所有【杀】和【决斗】',
'你与'+get.translation(trigger.target)+'互相对对方造成1点伤害',
];
list.push('选项一');
if(trigger.target.countCards('h',{name:['sha','juedou']})) list.push('选项二');
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
if(!trigger.target.countCards('h',{name:'shan'})) list.push('选项三');
else choiceList[2]='<span style="opacity:0.5">'+choiceList[2]+'</span>';
player.chooseControl(list).set('prompt',get.prompt('tspowei',target)).set('choiceList',choiceList).set('ai',function(){
var player=_status.event.player,target=_status.event.target;
if(list.contains('选项三')&&player.hp+player.countCards('hs',{name:'tao'})>2) return '选项三';
if(list.contains('选项二')&&target.countCards('h',{name:['sha','juedou']})>1) return'选项二';
return '选项一';
}).set('target',trigger.target);
'step 1'
game.log(player,'选择了','#y'+result.control);
switch(result.control){
case '选项一':
player.discardPlayerCard('he',trigger.target,'visible',true);
break;
case '选项二':
var cards=trigger.target.getCards('h',{name:['sha','juedou']}).filter(card=>trigger.target.canRecast(card));
trigger.target.recast(cards);
event.finish();
break;
case '选项三':
trigger.target.damage(player);
player.damage(trigger.target);
event.finish();
break;
}
'step 2'
if(result.bool&&get.tag(result.cards[0],'fireDamage')) player.draw();
},
subSkill:{
count:{
charlotte:true,
onremove:true,
},
},
},
skill_zhangji_B:{
getNum:function(name){
var num=0;
if(name=='litong') num=1;
else switch(game.getRarity(name)){
case 'junk':num=1;break;
case 'rare':num=2;break;
case 'epic':num=3;break;
case 'legend':num=4;break;
}
return num;
},
getCharacter:function(list){
var listx=[],num=0;
for(var name of list){
var numx=lib.skill.skill_zhangji_B.getNum(name);
if(numx>num){
num=numx;
listx=[name];
}
else if(numx==num) listx.push(name);
}
return listx;
},
group:'skill_zhangji_B_jieming',
audio:2,
trigger:{player:'dying'},
skillAnimation:true,
animationColor:'water',
direct:true,
content:function(){
'step 0'
if(!_status.characterlist) lib.skill.pingjian.initList();
player.chooseTarget(get.prompt('skill_zhangji_B'),'令一名其他角色选择是否更换武将牌',lib.filter.notMe).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
var num=lib.skill.skill_zhangji_B.getNum(target.name);
if(target.name2!=undefined) num=Math.min(num,lib.skill.skill_zhangji_B.getNum(target.name2));
return att*(4-num);
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
var num=target.maxHp;
event.num=num;
player.logSkill('skill_zhangji_B',target);
var list=[];
for(var i=0;i<_status.characterlist.length;i++){
if(lib.character[_status.characterlist[i]][1]=='wei') list.push(_status.characterlist[i]);
}
list=list.randomGets(5);
var bolDialog=['请选择替换的武将',[list,'character']];
target.chooseButton(bolDialog).set('ai',function(button){
var target=_status.event.player;
var num=lib.skill.skill_zhangji_B.getNum(target.name);
if(target.name2!=undefined) num=Math.min(num,lib.skill.skill_zhangji_B.getNum(target.name2));
return lib.skill.skill_zhangji_B.getNum(button.link)-num;
});
}
else event.finish();
'step 2'
if(result.bool){
event.character=result.links[0];
if(target.name2!=undefined) target.chooseControl(target.name,target.name2).set('prompt','请选择要更换的武将牌').set('ai',function(){
return lib.skill.skill_zhangji_B.getNum(target.name)<lib.skill.skill_zhangji_B.getNum(target.name2)?target.name:target.name2;
});
else result.control=target.name;
}
else{
target.chat('拒绝');
game.log('但',target,'拒绝更换其武将牌');
event.finish();
}
'step 3'
if(result.control==target.name) target.changeGroup('wei',false);
game.log(target,'将','#g'+get.translation(result.control),'替换为了','#g'+get.translation(event.character));
target.reinit(result.control,event.character,false);
target.maxHp=num;
target.update();
},
subSkill:{
jieming:{
audio:'skill_zhangji_B',
trigger:{player:'damageEnd'},
filter:function(event,player){
return game.hasPlayer(function(current){
return current.countCards('h')<current.maxHp;
});
},
direct:true,
content:function(){
'step 0'
event.count=trigger.num;
'step 1'
event.count--;
player.chooseTarget(get.prompt('skill_zhangji_B'),'令一名手牌数小于其体力上限的角色摸三张牌,然后其将手牌数调整至其体力上限值',function(card,player,target){
return target.countCards('h')<target.maxHp;
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(target.hasSkillTag('nogain')) att/=6;
if(att>2) return Math.min(5,target.maxHp)-target.countCards('h');
return att/3;
});
'step 2'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('skill_zhangji_B_jieming',target);
target.draw(3);
}
else event.finish();
'step 3'
if(target.countCards('h')>target.maxHp) target.chooseToDiscard('h',target.countCards('h')-target.maxHp,true);
if(event.count>0&&game.hasPlayer(function(current){
return current.countCards('h')<current.maxHp;
})&&player.hasSkill('skill_zhangji_B')) event.goto(1);
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&target.hp>1){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
var max=0;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])>0){
max=Math.max(Math.min(5,players[i].hp)-players[i].countCards('h'),max);
}
}
switch(max){
case 0:return 2;
case 1:return 1.5;
case 2:return [1,2];
default:return [0,max];
}
}
if((card.name=='tao'||card.name=='caoyao')&&
target.hp>1&&target.countCards('h')<=target.hp) return [0,0];
}
},
},
},
},
},
//费祎
skill_feiyi_A:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
var num=player.countCards('h')%2;
if(num==0&&!player.countCards('h')) return false;
return !player.hasSkill('skill_feiyi_A_'+num);
},
filterCard:function(card,player){
return player.countCards('h')%2==0;
},
selectCard:function(){
var player=_status.event.player;
if(player.countCards('h')%2==0) return [player.countCards('h')/2,Infinity];
return -1;
},
check:function(card){
if(player.hasSkill('skill_feiyi_B')){
if(player.countCards('h')-ui.selected.cards.length>1) return 1/(get.value(card)||0.5);
return 0;
}
if(ui.selected.cards.length<player.countCards('h')/2) return 5-get.value(card);
return 0;
},
complexCard:true,
delay:0,
content:function(){
'step 0'
player.addTempSkill('skill_feiyi_A_'+(cards.length?'0':'1'),'phaseUseAfter');
if(cards.length){
player.draw(3)
event.finish();
}
else player.draw(3);
'step 2'
player.chooseToDiscard('h','技能:弃置至少一半手牌',[Math.floor(player.countCards('h')/2),Infinity],true).set('ai',card=>{
var player=_status.event.player;
if(player.hasSkill('skill_feiyi_B')&&player.countCards('h')-ui.selected.cards.length>1) return 1/(get.value(card)||0.5);
if(!player.hasSkill('skill_feiyi_B')&&ui.selected.cards.length<Math.floor(player.countCards('h')/2)) return 1/(get.value(card)||0.5);
return 0;
});
},
subSkill:{
'0':{charlotte:true},
'1':{charlotte:true},
},
ai:{
order:3,
result:{player:1},
},
},
skill_feiyi_B:{
audio:2,
trigger:{
player:'loseAfter',
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
filter:function(event,player){
if(player.countCards('h')!=1||typeof get.number(player.getCards('h')[0],player)!='number') return false;
if(player.hasSkill('skill_feiyi_B_0')&&player.hasSkill('skill_feiyi_B_1')) return false;
var evt=event.getl(player);
return evt&&evt.player==player&&evt.hs&&evt.hs.length>0;
},
prompt2:function(event,player){
var str='展示最后一张手牌并摸一张牌';
if(!player.hasSkill('skill_feiyi_B_0')||!player.hasSkill('skill_feiyi_B_0')){
str+=',然后令本回合使用点数';
if(!player.hasSkill('skill_feiyi_B_0')) str+='大于';
if(!player.hasSkill('skill_feiyi_B_0')&&!player.hasSkill('skill_feiyi_B_0')) str+='或';
if(!player.hasSkill('skill_feiyi_B_1')) str+='小于';
str+=get.number(player.getCards('h')[0],player);
str+='的牌额外结算一次';
}
return str;
},
frequent:true,
content:function(){
'step 0'
player.showHandcards(get.translation(player)+'发动了【技能】');
event.num=get.number(player.getCards('h')[0],player);
'step 1'
player.draw();
'step 2'
if(player.hasSkill('skill_feiyi_B_0')) event._result={index:1};
else if(player.hasSkill('skill_feiyi_B_1')) event._result={index:0};
else{
player.chooseControl().set('choiceList',[
'本回合使用点数大于'+num+'的牌额外结算一次',
'本回合使用点数小于'+num+'的牌额外结算一次',
]).set('ai',()=>{
var player=_status.event.player;
var num=_status.event.player;
if(player.getCards('h').reduce(function(num,card){
return num=(get.number(card,player)||0);
},0)>num*2) return 0;
return 1;
}).set('num',num);
}
'step 3'
var skill='skill_feiyi_B_'+result.index;
player.addTempSkill(skill);
player.markAuto(skill,[num]);
},
subSkill:{
'0':{
charlotte:true,
onremove:true,
marktext:'技',
intro:{
markcount:()=>0,
content:'使用点数大于$的牌额外结算一次',
},
audio:'skill_feiyi_B',
trigger:{player:'useCard'},
filter:function(event,player){
var num=get.number(event.card,player);
return typeof num=='number'&&player.getStorage('skill_feiyi_B_0').some(numx=>num>numx);
},
forced:true,
content:function(){
trigger.effectCount++;
game.log(trigger.card,'额外结算一次');
},
},
'1':{
charlotte:true,
onremove:true,
marktext:'能',
intro:{
markcount:()=>0,
content:'使用点数小于$的牌额外结算一次',
},
audio:'skill_feiyi_B',
trigger:{player:'useCard'},
filter:function(event,player){
var num=get.number(event.card,player);
return typeof num=='number'&&player.getStorage('skill_feiyi_B_1').some(numx=>num<numx);
},
forced:true,
content:function(){
trigger.effectCount++;
game.log(trigger.card,'额外结算一次');
},
},
},
},
//吕伯奢
skill_lvboshe:{
mode:['doudizhu'],
zhuanhuanji:true,
mark:true,
markcount:'☯',
intro:{
content:function(storage){
if(storage) return '农民的回合结束时,你可以令其进行一个额外回合';
return '农民的回合结束时,你可以令地主进行一个额外回合';
},
},
audio:2,
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player.identity=='fan';
},
prompt2:function(event,player){
return '令'+get.translation(lib.skill.skill_lvboshe.logTarget(event,player))+'进行一个额外回合';
},
logTarget:function(event,player){
var storage=player.storage.skill_lvboshe;
return storage?event.player:game.zhu;
},
content:function(){
var target=lib.skill.skill_lvboshe.logTarget(trigger,player);
player.changeZhuanhuanji('skill_lvboshe');
target.insertPhase();
},
},
//OL陆郁生
olcangxin:{
audio:2,
trigger:{player:'damageBegin4'},
filter:function(event,player){
return ui.cardPile.childNodes.length>0;
},
check:function(event,player){
checkx:function(event,player){
var target=event.source;
return get.damageEffect(player,target,target);
return get.damageEffect(player,target,target)<=0;
},
forced:true,
content:function(){
'step 0'
var cards=[],cardx=Array.from(ui.cardPile.childNodes);
for(var i=cardx.length-1;i>=0;i--){
cards.push(cardx[i]);
if(cards.length>=3) break;
}
if(!cards.length){
event.finish();
return;
}
var cards=get.bottomCards(3,true);
player.chooseButton(['###藏心:请选择要弃置的牌###若以此法弃置了红桃牌,则防止此伤害',cards],[1,cards.length],true).set('ai',function(button){
if(!_status.event.bool&&get.suit(button.link,false)=='heart') return 0;
if(get.suit(button.link,false)!='heart') return 1;
if(!ui.selected.buttons.some(but=>get.suit(but.link,false)=='heart')) return 1;
return 0;
});
}).set('bool',lib.skill.olcangxin.checkx(trigger,player));
'step 1'
if(result.bool){
player.$throw(result.links,1000);
game.cardsDiscard(result.links);
if(result.links.some(card=>get.suit(card,false)=='heart')) trigger.cancel();
}
else event.finish();
'step 2'
game.delayx();
},
group:'olcangxin_yingzi',
subSkill:{
yingzi:{
audio:'olcangxin',
trigger:{player:'phaseDrawBegin2'},
filter:function(event,player){
if(event.numFixed) return false;
var cards=[],cardx=Array.from(ui.cardPile.childNodes);
for(var i=cardx.length-1;i>=0;i--){
cards.push(cardx[i]);
if(cards.length>=3) break;
}
return cards.some(card=>get.suit(card,false)=='heart');
},
trigger:{player:'phaseDrawBegin'},
forced:true,
locked:false,
content:function(){
var cards=[],cardx=Array.from(ui.cardPile.childNodes);
for(var i=cardx.length-1;i>=0;i--){
cards.push(cardx[i]);
if(cards.length>=3) break;
}
cards=cards.filter(card=>get.suit(card,false)=='heart');
trigger.num+=cards.length;
var cards=get.bottomCards(3,true);
player.showCards(cards,get.translation(player)+'发动了【藏心】');
trigger.num+=cards.filter(card=>get.suit(card,false)=='heart').length;
},
},
},
@ -9131,10 +9504,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.logSkill('olxianlve');
player.storage.olxianlve=name;
player.markSkill('olxianlve');
game.log(player,'声明了','#g'+get.translation(name));
}
},
intro:{content:'已声明【$】'},
intro:{
content:function(name,player){
return '已声明'+(player.isUnderControl(true)?'【'+get.translation(name)+'】':'一个牌名');
},
},
group:['olxianlve_use','olxianlve_count'],
subSkill:{
count:{
@ -9251,7 +9627,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
var name=result.links[0][2];
player.storage.olxianlve=name;
player.markSkill('olxianlve');
game.log(player,'声明了','#g'+get.translation(name));
}
},
},
@ -23905,6 +24280,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(player.storage.olsaogu) return '转换技。①出牌阶段,你可以。阴:弃置两张牌(不能包含你本阶段弃置过的花色),然后使用其中的【杀】;<span class="bluetext">阳:摸一张牌</span>。②结束阶段,你可以弃置一张牌,令一名其他角色执行你当前〖扫谷①〗的分支。';
return '转换技。①出牌阶段,你可以。<span class="bluetext">阴:弃置两张牌(不能包含你本阶段弃置过的花色),然后使用其中的【杀】</span>;阳:摸一张牌。②结束阶段,你可以弃置一张牌,令一名其他角色执行你当前〖扫谷①〗的分支。';
},
skill_lvboshe:function(player){
if(player.storage.skill_lvboshe) return '农民的回合结束时:阴,你可以令地主进行一个额外回合;<span class="bluetext">阳,你可以令其进行一个额外回合</span>。';
return '农民的回合结束时:<span class="bluetext">阴,你可以令地主进行一个额外回合</span>;阳,你可以令其进行一个额外回合。';
},
},
characterReplace:{
caoshuang:['caoshuang','ns_caoshuang'],
@ -25082,7 +25461,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
olkuansai_info:'当一张牌指定第一个目标后若目标数大于你的体力值你可以令其中一个目标选择一项1.交给你一张牌2.令你回复1点体力。',
ol_luyusheng:'OL陆郁生',
olcangxin:'藏心',
olcangxin_info:'①当你受到伤害时,你可以观看牌堆底的三张牌并弃置其中任意张牌,若你以此法弃置了红桃牌,则防止此伤害。②摸牌阶段你多摸X张牌X为牌堆底前三张牌中红桃牌的数量)。',
olcangxin_info:'锁定技。①当你受到伤害时,你观看牌堆底的三张牌并弃置其中任意张牌,若你以此法弃置了红桃牌,则防止此伤害。②摸牌阶段开始时你展示牌堆底的三张牌然后摸X张牌X为其中红桃牌的数量)。',
olrunwei:'润微',
olrunwei_info:'其他角色的弃牌阶段开始时,若其已受伤,则你可以选择一项:①令其弃置一张牌,其本回合手牌上限+1②令其摸一张牌其本回合手牌上限-1。',
caoxi:'曹羲',
@ -25095,6 +25474,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
olqifan_info:'当你需要使用不为【无懈可击】的牌时你可以观看牌堆底的X+1张牌并使用其中的一张。此牌结算结束时你依次弃置以下前X个区域中的所有牌⒈判定区、⒉装备区、⒊手牌区X为你因此技能使用过的牌中包含的类型数。',
oltuishi:'侻失',
oltuishi_info:'锁定技。①你不能使用【无懈可击】。②当你使用点数为字母的牌后,你摸两张牌,且你使用的下一张牌无距离和次数限制。',
ol_tw_zhangji:'张既',
skill_zhangji_A:'技能',
skill_zhangji_A_info:'出牌阶段限X次X为你的体力值当你使用牌指定一名其他角色为目标后你可以观看其手牌然后你选择一项<br>1.弃置其一张牌,然后若弃置的牌是能造成火焰伤害的牌,你摸一张牌。<br>2.重铸其手牌中的所有【杀】和【决斗】。<br>3.若其没有【闪】你与其互相对对方造成1点伤害。',
skill_zhangji_B:'技能',
skill_zhangji_B_info:'当你受到1点伤害后你可令一名手牌数小于体力上限的角色摸三张牌然后其将手牌数弃置至其体力上限数当你进入濒死状态时你可令一名其他角色观看五张魏势力武将牌其可以选择其中一张代替自己的武将牌体力和体力上限不变。',
ol_feiyi:'费祎',
skill_feiyi_A:'技能',
skill_feiyi_A_info:'出牌阶段各限一次,若你的手牌数为:①奇数,你可以摸三张牌,然后弃置至少一半手牌(向下取整);②偶数,你可以弃置至少一半手牌,然后摸三张牌。',
skill_feiyi_B:'技能',
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。',
ol_lvboshe:'吕伯奢',
skill_lvboshe:'技能',
skill_lvboshe_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,你可以令其进行一个额外回合。',
sp_tianji:'天极·皇室宗亲',
sp_sibi:'四弼·辅国文曲',

View File

@ -2042,7 +2042,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
trigger._dunxi=true;
trigger.player.removeMark('dunxi',1);
var target=trigger.target;
var target=trigger.targets[0];
event.target=target;
trigger.targets.remove(target);
//trigger.triggeredTargets1.remove(target);

View File

@ -1358,15 +1358,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:'zhaofu',
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hasZhuSkill('xinzhaofu');
},
mark:true,
limited:true,
skillAnimation:true,
animationColor:'wood',
selectTarget:[1,2],
filterTarget:lib.filter.notMe,
zhuSkill:true,
contentBefore:function(){
player.awakenSkill('xinzhaofu');
},