Merge branch 'libccy:PR-Branch' into PR-Branch

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nonameShijian 2023-11-06 08:08:55 +08:00 committed by GitHub
commit 87906bbffb
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31 changed files with 1057 additions and 139 deletions

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@ -406,12 +406,12 @@ game.import('card',function(lib,game,ui,get,ai,_status){
},
useful:(card,i)=>{
let player = _status.event.player;
if(player.isDamaged()&&!game.checkMod(card,player,'unchanged','cardEnabled2',player)) return 2/(1+i);
if(!game.checkMod(card,player,'unchanged','cardEnabled2',player)) return 2/(1+i);
let fs = game.filterPlayer(current=>{
return get.attitude(player,current)>0&&current.hp<=2;
}), damaged = 0, needs = 0;
fs.forEach(f=>{
if(!lib.filter.cardSavable(card,player,f)) return;
if(f.hp>3 || !lib.filter.cardSavable(card,player,f)) return;
if(f.hp>1) damaged++;
else needs++;
});
@ -419,8 +419,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
if(needs+damaged>1 || player.hasSkillTag('maixie')) return 8;
if(player.hp/player.maxHp<0.7) return 7+Math.abs(player.hp/player.maxHp-0.5);
if(needs) return 7;
if(damaged) return Math.max(3,6.4-i);
return 6.8-Math.min(5,player.hp);
if(damaged) return Math.max(3,7.8-i);
return Math.max(1,7.2-i);
},
value:(card,player,i)=>{
let fs = game.filterPlayer(current=>{
@ -436,7 +436,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
if(needs&&damaged || player.hasSkillTag('maixie')) return 9;
if(needs || damaged>1) return 8;
if(damaged) return 7.5;
return Math.max(1,9.2-player.hp);
return Math.max(5,9.2-player.hp);
}
},
result:{
@ -455,7 +455,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
let min = 7.2-1.2*Math.min(3,player.hp),
nd = player.needsToDiscard(-player.countCards('h',i=>!taos.includes(i)&&get.value(i)<min)),
keep = 0;
if(taos.length>1&&(nd>1||nd&&player.hp<1+taos.length) || target.identity==='zhu'&&target.hp<3&&(mode==='identity'||mode==='versus'||mode==='chess')) return 2;
if(!player.hasFriend() || taos.length>1&&(nd>1||nd&&player.hp<1+taos.length) || target.identity==='zhu'&&target.hp<3&&(mode==='identity'||mode==='versus'||mode==='chess')) return 2;
if(nd<3&&game.hasPlayer(current=>{
return player!==current&&current.identity==='zhu'&&current.hp<3&&(mode==='identity'||mode==='versus'||mode==='chess')&&get.attitude(player,current)>0;
})){
@ -477,6 +477,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
if(keep>2) return 0;
}
}
return 2;
}
if(target.isZhu2() || target===game.boss) return 2;
if(player!==target){

View File

@ -1479,6 +1479,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(stat==0) return Math.random()<0.7;
return false;
}
return false;
},
prompt:function(event,player){
return '焚心:是否与'+get.translation(event.player)+'交换身份?';

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@ -114,8 +114,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
num+=current.countMark('jxlianpo_mark_fan');
return num;
}),
nei:(game.hasPlayer(current=>current.identity=='nei')?0:1)+game.countPlayer(current=>{
return current.countMark('jxlianpo_mark_nei');
nei:game.countPlayer(current=>{
let num=0;
if(current.identity=='nei') num++;
num+=current.countMark('jxlianpo_mark_nei');
return num;
}),
commoner:game.countPlayer(current=>{
let num=0;
if(current.identity=='commoner') num++;
num+=current.countMark('jxlianpo_mark_commoner');
return num;
}),
};
let population=0,identities=[];
@ -139,9 +148,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
intro:{
content:()=>`场上最大阵营为${lib.skill.jxlianpo.getMax().map(i=>{
if(i=='zhu') return '主忠';
if(i=='fan') return '反贼';
if(i=='nei') return '内奸';
return '';
return get.translation(i+'2');
}).join('、')}`,
},
$createButton:function(item,type,position,noclick,node){
@ -4670,7 +4677,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
enable:'phaseUse',
derivation:'wushuang',
filter:function(event,player){
return player.countMark('baonu')>=2;
return player.countMark('baonu')>=2&&game.hasPlayer(target=>lib.skill.ol_wuqian.filterTarget(null,player,target));
},
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('ol_wuqian_targeted');
@ -4678,29 +4685,42 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
player.removeMark('baonu',2);
player.addTempSkill('wushuang');
player.storage.ol_wuqian_target=target;
player.addTempSkill('ol_wuqian_target');
player.popup('无双');
game.log(player,'获得了技能','#g【无双】');
target.addTempSkill('ol_wuqian_targeted');
},
subSkill:{
equip:{
ai:{
unequip:true,
skillTagFilter:function(player,tag,arg){
if(arg&&arg.target&&arg.target.hasSkill('ol_wuqian_targeted')) return true;
return false;
}
}
order:9,
result:{
target:function(player,target){
if(player.countCards('hs',card=>{
if(!player.getCardUsable({name:card.name})) return false;
if(!player.canUse(card,target)) return false;
var eff1=get.effect(target,card,player,player);
_status.baonuCheck=true;
var eff2=get.effect(target,card,player,player);
delete _status.baonuCheck;
return eff2>Math.max(0,eff1);
})) return -1;
return 0;
},
},
},
global:'ol_wuqian_ai',
subSkill:{
targeted:{
charlotte:true,
ai:{unequip2:true},
},
ai:{
ai:{
unequip2:true,
skillTagFilter:function(player){
if(!_status.baonuCheck) return false;
},
},
},
targeted:{ai:{unequip2:true}},
target:{
mark:'character',
onremove:true,
intro:{
content:'获得无双且$防具失效直到回合结束'
},
}
}
},
wumou:{
audio:2,
@ -5704,6 +5724,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(target.hasSkill('biantian2')||target.hasSkill('dawu2')) return 0;
var att=get.attitude(player,target);
if(att>=4){
if(target.hp>2&&(target.isHealthy()||target.hasSkillTag('maixie'))) return 0;
if(_status.event.allUse) return att;
if(target.hp==1) return att;
if(target.hp==2&&target.countCards('he')<=2) return att*0.7;

View File

@ -4,6 +4,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
name:'huicui',
connect:true,
character:{
dc_sunchen:['male','wu',4,['dczigu','dczuowei'],['unseen']],
dc_zhangmancheng:['male','qun',4,['dclvecheng','dczhongji']],
yue_zhoufei:['female','wu',3,['dclingkong','dcxianshu']],
dc_wuban:['male','shu',4,['dcyouzhan'],['clan:陈留吴氏','unseen']],

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@ -124,6 +124,8 @@ window.noname_character_rank={
'db_key_liyingxia',
'key_kiyu',
'jsrg_pangtong',
'star_caoren',
'clan_xunyou',
],
a:[
'diy_zaozhirenjun',
@ -339,6 +341,7 @@ window.noname_character_rank={
'key_kotarou',
'key_kyou',
'key_tomoyo',
'star_yuanshu',
],
am:[
'diy_caiwenji',
@ -976,6 +979,8 @@ window.noname_character_rank={
'zhangyan',
'jsrg_huangzhong',
'jsrg_zhangchu',
'ol_dingshangwan',
'ol_liwan',
],
b:[
'diy_feishi',
@ -2023,6 +2028,9 @@ window.noname_character_rank={
'key_kotomi',
'db_key_liyingxia',
'key_iriya',
'star_caoren',
'star_yuanshu',
'clan_xunyou',
],
rare:[
'luoxian',
@ -2486,6 +2494,8 @@ window.noname_character_rank={
'ol_wenqin',
'clan_wanghun',
'yue_zhoufei',
'ol_dingshangwan',
'ol_liwan',
],
junk:[
'sunshao',

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@ -1574,7 +1574,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
chooseButton:{
dialog:function(event,player){
return ui.create.dialog(
'###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>',
'###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>',
player.getExpansions('olfushi'),
[['额外目标','伤害-1','伤害+1'],'tdnodes'],
'hidden'
@ -1686,7 +1686,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
delete event.result.skill;
event.result.card=new lib.element.VCard(lib.skill.olfushi_wusheng_backup.viewAs);
event.result.cards=[];
player.recast(cards);
player.loseToDiscardpile(cards);
event.result.card.storage.olfushi_buff=controls;
player.addTempSkill('olfushi_buff');
}
@ -1695,7 +1695,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
prompt:function(links,player){
let controls=links.filter(button=>typeof button=='string');
if(!controls.length) controls=['额外目标','伤害-1','伤害+1'];
return `选择【杀】的目标(${controls.join('、')}`;
return `选择【杀】的目标(${controls.join('、')}`;
}
},
ai:{
@ -26454,7 +26454,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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。',
lvboshe:'吕伯奢',
olfushi:'缚豕',
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31.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-13.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。',
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31.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-13.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。',
oldongdao:'东道',
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。',
zhangyan:'张燕',

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@ -4,6 +4,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
name:'sp2',
connect:true,
character:{
star_yuanshu:['male','qun',4,['starcanxi','starpizhi','starzhonggu'],['zhu']],
star_caoren:['male','wei',4,['starsujun','starlifeng']],
dc_jikang:['male','wei',3,['new_qingxian','dcjuexiang']],
dc_jsp_guanyu:['male','wei',4,['new_rewusheng','dcdanji']],
@ -108,11 +109,209 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sp_xuzhou:['re_taoqian','caosong','zhangmiao','qiuliju'],
sp_zhongyuan:['re_hucheer','re_zoushi','caoanmin','re_dongcheng'],
sp_xiaohu:['haomeng','yanfuren','yanrou','dc_zhuling'],
sp_star:['star_caoren'],
sp_star:['star_caoren','star_yuanshu'],
sp_decade:['caobuxing','re_maliang','xin_baosanniang','dc_jikang'],
}
},
skill:{
//星袁术
starcanxi:{
audio:2,
trigger:{
global:['phaseBefore','roundStart'],
player:'enterGame',
},
filter:function(event,player,name){
if(name=='roundStart') return player.getSkills().some(skill=>skill.indexOf('starcanxi_')==0);
return event.name!='phase'||game.phaseNumber==0;
},
forced:true,
content:function(){
'step 0'
if(event.triggername!='roundStart'){
var list=game.filterPlayer().reduce((list,target)=>list.add(target.group),[]);
list.sort((a,b)=>lib.group.indexOf(a)-lib.group.indexOf(b));
list.forEach(group=>lib.skill.starcanxi.create(group,player));
}
'step 1'
var groups=player.getSkills().filter(skill=>skill.indexOf('starcanxi_')==0);
groups=groups.map(group=>group.slice(10));
groups.sort((a,b)=>lib.group.indexOf(a)-lib.group.indexOf(b));
var map={};
groups.forEach(group=>map[group]=get.translation(group+'2'));
event.map=map;
player.chooseButton([
'###残玺###<div class="text center">请选择势力和效果</div>',
[Object.values(map),'tdnodes'],
[[
['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>'],
['xiangsi','<div class="popup text" style="width:calc(100% - 10px);display:inline-block"><div class="skill">【向死】</div><div>其他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>']
],'textbutton']
],2,true).set('filterButton',function(button){
var list=['wangsheng','xiangsi'];
if(!ui.selected.buttons.length) return true;
return list.includes(ui.selected.buttons[0].link)!=list.includes(button.link);
}).set('ai',function(button){
var player=_status.event.player;
var map=_status.event.map,list=['wangsheng','xiangsi'];
var getNum=function(group,effect){
var num=0,sgn=effect=='wangsheng'?1.05:-1;
game.countPlayer(function(current){
if(!(current==player&&sgn==-1)) num+=get.sgn(get.attitude(player,current))*sgn;
});
return num;
};
var listx=[];
Object.keys(map).forEach(group=>list.forEach(effect=>listx.add([group,effect])));
listx.sort((a,b)=>getNum(b[0],b[1])-getNum(a[0],a[1]));
if(button.link==map[listx[0][0]]||button.link==listx[0][1]) return 1;
return 0;
}).set('map',map);
'step 2'
if(result.bool){
if(!Object.keys(event.map).some(group=>event.map[group]==result.links[0])) result.links.reverse();
player.popup(result.links[0]);
var group=Object.keys(event.map).find(group=>event.map[group]==result.links[0]);
var skill='starcanxi_'+result.links[1];
player.popup(skill);
game.log(player,'选择了','#g'+result.links[0],'、','#y'+get.translation(skill));
player.addTempSkill(skill,'roundStart');
player.markAuto(skill,[group]);
}
},
create:function(group,player){
if(!lib.skill['starcanxi_'+group]){
lib.skill['starcanxi_'+group]={
mark:true,
charlotte:true,
onremove:function(player){
player.addMark('starpizhi',1,false);
},
intro:{content:'玉玺的一角'},
};
lib.translate['starcanxi_'+group]='残玺·'+get.translation(group+'2');
lib.skill['starcanxi_'+group].marktext=get.translation(group);
lib.translate['starcanxi_'+group+'_bg']=get.translation(group);
}
player.addSkill('starcanxi_'+group);
},
subSkill:{
wangsheng:{
charlotte:true,
onremove:true,
trigger:{global:'damageBegin1'},
filter:function(event,player){
if(!event.source||!player.getStorage('starcanxi_wangsheng').includes(event.source.group)) return false;
return !event.source.getHistory('sourceDamage').length;
},
forced:true,
logTarget:'source',
content:function(){
trigger.num++;
},
group:'starcanxi_remove',
global:'starcanxi_effect',
intro:{content:'$势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-1'},
},
xiangsi:{
charlotte:true,
onremove:true,
trigger:{global:'recoverEnd'},
filter:function(event,player){
if(!player.getStorage('starcanxi_xiangsi').includes(event.player.group)||event.player==player) return false;
return game.getGlobalHistory('changeHp',function(evt){
return evt.getParent().name=='recover'&&evt.player==event.player;
}).length==1;
},
forced:true,
logTarget:'player',
content:function(){
trigger.player.loseHp();
},
group:['starcanxi_remove','starcanxi_cancel'],
global:'starcanxi_effect',
intro:{content:'其他$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'},
},
cancel:{
charlotte:true,
trigger:{global:'useCard'},
filter:function(event,player){
if(!event.targets||!event.targets.includes(player)||!player.getStorage('starcanxi_xiangsi').includes(event.player.group)||event.player==player) return false;
return event.player.getHistory('useCard',evt=>evt.targets&&evt.targets.includes(player)).indexOf(event)==0;
},
forced:true,
logTarget:'player',
content:function(){
trigger.excluded.add(player);
},
},
effect:{
mod:{
globalFrom:function(from,to,distance){
if(game.hasPlayer(target=>target.getStorage('starcanxi_wangsheng').includes(from.group))) return distance-1;
},
},
ai:{
effect:{
player_use:function(card,player,target){
var targets=game.filterPlayer(targetx=>targetx!=player&&targetx.getStorage('starcanxi_xiangsi').includes(player.group));
if(!targets.length) return;
if(get.tag(card,'recover')&&target==player&&target.hp>2) return 0;
if(get.tag(card,'damage')&&targets.includes(target)) return 0.5;
},
},
},
},
remove:{
charlotte:true,
trigger:{player:'die'},
forced:true,
popup:false,
firstDo:true,
forceDie:true,
content:function(){
player.removeSkill('starcanxi_wangsheng');
player.removeSkill('starcanxi_xiangsi');
},
},
},
},
starpizhi:{
audio:2,
trigger:{player:'phaseEnd',global:'die'},
filter:function(event,player){
if(event.name=='phase') return player.hasMark('starpizhi');
var groups=player.getSkills().filter(skill=>skill.indexOf('starcanxi_')==0);
groups=groups.map(group=>group.slice(10));
return groups.includes(event.player.group);
},
forced:true,
content:function(){
'step 0'
if(trigger.name=='die'){
var skills=player.getSkills().filter(skill=>skill.indexOf('starcanxi_')==0&&skill.slice(10)==trigger.player.group);
player.removeSkill(skills);
}
'step 1'
player.draw(player.countMark('starpizhi'));
},
intro:{content:'已失去#个“玺角”'},
ai:{combo:'starcanxi'},
},
starzhonggu:{
unique:true,
audio:2,
trigger:{player:'phaseDrawBegin2'},
filter:function(event,player){
return !event.numFixed;
},
forced:true,
zhuSkill:true,
content:function(){
var num=(game.roundNumber>=game.countPlayer(current=>current.group=='qun')?2:-1);
trigger.num+=num;
},
},
//星曹仁
starsujun:{
audio:2,
@ -139,7 +338,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
enable:'chooseToUse',
filter:function(event,player){
if(!event.filterCard({name:'sha'},player,event)&&!event.filterCard({name:'wuxie'},player,event)) return false;
return player.countCards('h',card=>{
return player.countCards('hs',card=>{
return !player.getStorage('starlifeng_count').contains(get.color(card,player))||_status.connectMode;
});
},
@ -165,7 +364,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
event.getParent().addCount=false;
},
popname:true,
position:'h',
viewAs:{
name:links[0][2],
},
@ -185,7 +383,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
hiddenCard:function(player,name){
if(name=='wuxie') return player.countCards('h',card=>{
if(name=='wuxie') return player.countCards('hs',card=>{
return !player.getStorage('starlifeng_count').contains(get.color(card,player))||_status.connectMode;
});
},
@ -193,7 +391,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
respondSha:true,
skillTagFilter:function(player,tag,arg){
if(arg=='respond') return false;
if(!player.countCards('h',card=>{
if(!player.countCards('hs',card=>{
return !player.getStorage('starlifeng_count').contains(get.color(card,player))||_status.connectMode;
})) return false;
},
@ -10606,6 +10804,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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。',
starlifeng:'砺锋',
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。',
star_yuanshu:'星袁术',
star_yuanshu_prefix:'星',
starcanxi:'残玺',
starcanxi_wangsheng:'妄生',
starcanxi_xiangsi:'向死',
starcanxi_cancel:'向死',
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-1②向死本轮其他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。',
starpizhi:'圮秩',
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',
starzhonggu:'冢骨',
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。',
sp_whlw:"文和乱武",
sp_zlzy:"逐鹿中原",

View File

@ -12,7 +12,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
tw_yunchouyong:['tw_zongyu','tw_chendong','tw_sunyi'],
tw_yunchouyan:['tw_jiangqing'],
tw_zhu:['tw_beimihu','tw_ol_sunjian','ol_liuyu','tw_menghuo'],
tw_swordsman:['xia_xushu','xia_wangyue','xia_liyàn','xia_tongyuan','xia_lusu','xia_dianwei','xia_zhaoe','xia_xiahouzie'],
tw_swordsman:['xia_liubei','xia_xiahousone','xia_xiahoudun','xia_zhangwei','xia_xushu','xia_wangyue','xia_liyàn','xia_tongyuan','xia_lusu','xia_dianwei','xia_zhaoe','xia_xiahouzie'],
tw_mobile:['nashime','tw_gexuan','tw_zhugeguo'],
tw_mobile2:['tw_chengpu','tw_guohuai','old_quancong','tw_caoxiu','tw_guanqiujian','tw_re_fazheng','tw_madai','tw_zhangfei','tw_guyong','tw_handang','tw_xuezong','tw_yl_luzhi'],
tw_yijiang:['tw_caoang','tw_caohong','tw_zumao','tw_dingfeng','tw_maliang','tw_xiahouba'],
@ -20,6 +20,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
character:{
xia_liubei:['male','shu',4,['twshenyi','twxinghan']],
xia_xiahousone:['female','qun',3,['twchengxi']],
xia_xiahoudun:['male','qun',4,['twdanlie']],
xia_zhangwei:['female','qun',3,['twhuzhong','twfenwang']],
tw_zhanghong:['male','wu',3,['twquanqian','twrouke']],
tw_zhangzhao:['male','wu',3,['twlijian','twchungang']],
tw_ol_sunjian:['male','wu','4/5',['gzyinghun','wulie','twpolu'],['zhu']],
@ -123,6 +127,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
kaisa:["male","western",4,["zhengfu"]],
},
characterIntro:{
xiahousone:'三国杀集换式卡牌游戏《阵面对决》中的裂土系列卡牌。游卡桌游官方原创的三国时期女性角色。',
zhangwei:'三国杀集换式卡牌游戏《阵面对决》中的帝畿系列卡牌。游卡桌游官方原创的三国时期女性角色。',
nashime:'难升米(なしめ,或なんしょうまい)是倭国大夫。景初二年六月,受女王卑弥呼之命,与都市牛利出使魏国,被魏国拜为率善中郎将。',
jiachong:'贾充217年—282年字公闾平阳襄陵今山西襄汾三国曹魏至西晋时期大臣曹魏豫州刺史贾逵之子。西晋王朝的开国元勋。出身平阳贾氏。曾参与镇压淮南二叛和弑杀魏帝曹髦因此深得司马氏信任其女儿贾褒一名荃及贾南风分别嫁予司马炎弟司马攸及次子司马衷与司马氏结为姻亲地位显赫。晋朝建立后转任车骑将军、散骑常侍、尚书仆射后升任司空、太尉等要职。更封鲁郡公。咸宁末为使持节、假黄钺、大都督征讨吴国。吴国平定后增邑八千户。太康三年282年贾充去世。西晋朝廷追赠他为太宰礼官议谥曰荒司马炎不采纳改谥为武。有集五卷。',
duosidawang:'朵思大王是《三国演义》中人物,南蛮秃龙洞的元帅,孟获弟弟孟优的朋友,据说是南蛮第一智者。',
@ -278,6 +284,510 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//夏侯惇
twdanlie:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return game.hasPlayer(target=>player.canCompare(target));
},
filterTarget:function(card,player,target){
return player.canCompare(target);
},
usable:1,
selectTarget:[1,3],
multitarget:true,
multiline:true,
content:function(){
'step 0'
player.addTempSkill('twdanlie_effect');
player.chooseToCompare(targets).setContent('chooseToCompareMeanwhile');
'step 1'
if(result.winner&&result.winner==player){
player.line(targets);
targets.forEach(target=>target.damage());
}
else player.loseHp();
},
ai:{
order:10,
result:{
target:function(player,target){
var att=get.attitude(player,target);
if(att>=0) return 0;
if(player.getHp()>2) return -get.damageEffect(target,player,player)-10/target.countCards('h');
var hs=player.getCards('h').sort((a,b)=>b.number-a.number);
var ts=target.getCards('h').sort((a,b)=>b.number-a.number);
if(!hs.length||!ts.length) return 0;
if(Math.min(13,hs[0].number+player.getDamagedHp())>ts[0].number) return -get.damageEffect(target,player,player);
return 0;
},
},
},
subSkill:{
effect:{
charlotte:true,
trigger:{player:'compare'},
filter:function(event,player){
return event.getParent().name=='twdanlie'&&!event.iwhile&&player.isDamaged();
},
forced:true,
popup:false,
content:function(){
var num=player.getDamagedHp();
trigger.num1+=num;
if(trigger.num1>13) trigger.num1=13;
game.log(player,'的拼点牌点数+',num);
},
},
},
},
//张葳
twhuzhong:{
audio:2,
trigger:{player:'useCardToPlayer'},
filter:function(event,player){
return event.card.name=='sha'&&!game.hasNature(event.card,'linked')&&event.targets.length==1&&player.isPhaseUsing()&&((player.countCards('h')&&game.hasPlayer(target=>!event.targets.includes(target)&&player.canUse(event.card,target)))||event.target.countCards('h')>0);
},
direct:true,
content:function(){
'step 0'
var target=trigger.target;
event.target=target;
var list=['cancel2'];
var choiceList=[
'弃置一张手牌,令此【杀】可以额外指定一个目标',
'令其弃置一张手牌若此【杀】造成伤害则你摸一张牌且本阶段可以额外使用一张【杀】若此【杀】未造成伤害你受到其对你造成的1点伤害',
];
if(target.countCards('h')) list.unshift('其弃置');
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
if(player.countCards('h')&&game.hasPlayer(targetx=>!trigger.targets.includes(targetx)&&player.canUse(trigger.card,targetx))) list.unshift('你弃置');
else choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
player.chooseControl(list).set('choiceList',choiceList).set('ai',()=>{
var controls=_status.event.controls;
var trigger=_status.event.getTrigger();
var player=trigger.player;
var target=trigger.target;
if(controls.contains('其弃置')&&_status.event.goon) return '其弃置';
if(controls.contains('你弃置')){
if(game.hasPlayer(targetx=>!trigger.targets.includes(targetx)&&player.canUse(trigger.card,targetx)&&get.effect(targetx,trigger.card,player,player)>0)) return '你弃置';
}
return 'cancel2';
}).set('goon',function(){
var d1=true;
if(player.hasSkill('jueqing')||player.hasSkill('gangzhi')) d1=false;
if(!target.mayHaveShan()||player.hasSkillTag('directHit_ai',true,{
target:target,
card:trigger.card,
},true)){
if(!target.hasSkill('gangzhi')) d1=false;
if(!target.hasSkillTag('filterDamage',null,{
player:player,
card:trigger.card,
})&&get.attitude(player,target)<0) return true;
}
if(d1) return get.damageEffect(player,player,player)>0;
return false;
}());
'step 1'
if(result.control!='cancel2'){
player.logSkill('twhuzhong',target);
if(result.control=='其弃置'){
target.chooseToDiscard('h',true);
player.when('useCardAfter').filter(evt=>evt==trigger.getParent()).then(()=>{
if(player.getHistory('sourceDamage',evt=>evt.card==trigger.card).length){
player.draw();
player.addTempSkill('shenzhu_more','phaseUseAfter');
player.addMark('shenzhu_more',1,false);
}
else{
target.line(player);
player.damage(1,target);
}
}).vars({target:target});
event.finish();
}
else{
player.chooseToDiscard('h',true);
player.chooseTarget('请选择'+get.translation(trigger.card)+'的额外目标',function(card,player,target){
var trigger=_status.event.getTrigger();
return !trigger.targets.includes(target)&&player.canUse(trigger.card,target);
}).set('ai',function(target){
var player=_status.event.player;
var trigger=_status.event.getTrigger();
return get.effect(target,trigger.card,player,player);
});
}
}
else event.finish();
'step 2'
if(result.bool){
player.line(result.targets);
trigger.getParent().targets.addArray(result.targets);
game.log(result.targets,'成为了',trigger.card,'的额外目标');
}
},
},
twfenwang:{
audio:2,
trigger:{source:'damageBegin2',player:'damageBegin4'},
filter:function(event,player,name){
if(name=='damageBegin2'){
return !event.hasNature()&&player.countCards('h')>event.player.countCards('h');
}
return event.hasNature();
},
forced:true,
content:function(){
'step 0'
if(event.triggername=='damageBegin2'){
player.line(trigger.player);
trigger.num++;
event.finish();
}
else player.chooseToDiscard('h','弃置一张手牌,或令此伤害+1').set('ai',function(card){
return 8-get.value(card);
});
'step 1'
if(!result.bool) trigger.num++;
},
},
//夏侯子萼
//差点和夏侯紫萼搞混
twchengxi:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return game.hasPlayer(target=>lib.skill.twchengxi.filterTarget(null,player,target));
},
filterTarget:function(card,player,target){
if(player.getStorage('twchengxi_used').contains(target)||target==player) return false;
return !player.hasSkillTag('noCompareSource')&&target.countCards('h')>0&&!target.hasSkillTag('noCompareTarget');
},
content:function(){
'step 0'
if(!player.storage.twchengxi_used){
player.when('phaseUseAfter').then(()=>delete player.storage.twchengxi_used);
}
player.markAuto('twchengxi_used',[target]);
player.draw();
'step 1'
if(player.canCompare(target)) player.chooseToCompare(target);
else event.finish();
'step 2'
if(result.bool){
player.addSkill('twchengxi_effect');
}
else{
var card={name:'sha',isCard:true};
if(target.canUse(card,player,false)) target.useCard(card,player,false);
}
},
ai:{
order:8,
result:{
target:function(player,target){
if(player.hasSkill('twchengxi_effect')) return 0;
var hs=player.getCards('h').sort((a,b)=>b.number-a.number);
var ts=target.getCards('h').sort((a,b)=>b.number-a.number);
if(!hs.length||!ts.length) return 0;
if(hs[0].number>ts[0].number) return -3;
if(!target.canUse({name:'sha',isCard:true},player,false)) return -1;
return 0;
},
},
},
subSkill:{
effect:{
charlotte:true,
trigger:{player:'useCard'},
filter:function(event,player){
return get.type(event.card)=='basic'||get.type(event.card)=='trick';
},
forced:true,
popup:false,
content:function(){
player.removeSkill('twchengxi_effect');
player.when('useCardAfter').filter(evt=>evt==trigger).then(()=>{
if(trigger.targets){
var card={
name:trigger.card.name,
isCard:true,
};
var targets=trigger.targets.filter(i=>i.isIn());
if(targets.length) player.useCard(card,targets,false);
}
});
},
mark:true,
marktext:'袭',
intro:{content:'使用的下一张基本牌或非延时锦囊牌结算完毕后视为对相同目标再使用一张无次数限制的同名牌'},
},
},
},
//侠刘备
twshenyi:{
audio:2,
trigger:{global:'damageEnd'},
filter:function(event,player){
if(!event.player.isIn()) return false;
return event.player==player||player.inRange(event.player);
},
usable:1,
direct:true,
content:function(){
'step 0'
var list=lib.inpile.filter(name=>{
var type=get.type2(name);
if(type!='basic'&&type!='trick') return false;
return !player.getStorage('twshenyi').includes(name);
});
var dialog=['###'+get.prompt('twshenyi',trigger.player)+'###选择一个牌名,从牌堆中将此一张此牌名的牌称为“侠义”置于武将牌上',[list,'vcard']];
player.chooseButton(dialog).set('ai',function(button){
var trigger=_status.event.getTrigger();
var player=_status.event.player,name=button.link[2];
if(get.attitude(player,trigger.player)<=0) return 0;
if(!get.cardPile2(card=>card.name==name)) return 0;
return get.value({name:name});
});
'step 1'
if(result.bool){
var name=result.links[0][2];
player.logSkill('twshenyi',trigger.player);
player.popup(name);
player.markAuto('twshenyi',[name]);
game.log(player,'声明了','#y'+get.translation(name));
var card=get.cardPile2(card=>card.name==name);
if(card) player.addToExpansion([card],'gain2').gaintag.add('twshenyi');
else{
player.chat('无牌可得?!');
game.log('但是牌堆中已经没有','#y'+get.translation(name),'了!');
}
if(trigger.player!=player&&player.countCards('h')){
var skill='twshenyi_'+player.playerid;
if(!lib.skill[skill]){
lib.skill[skill]={charlotte:true};
lib.translate[skill]='义·'+get.translation(player.name);
}
player.give(player.getCards('h'),trigger.player).gaintag.add(skill);
player.addSkill('twshenyi_draw');
}
}
else player.storage.counttrigger.twshenyi--;
},
marktext:'义',
intro:{
name:'侠义',
content:'expansion',
markcount:'expansion',
},
onremove:function(player,skill){
delete player.storage[skill];
//var cards=player.getExpansions(skill);
//if(cards.length) player.loseToDiscardpile(cards);
},
subSkill:{
draw:{
charlotte:true,
audio:'twshenyi',
trigger:{
global:['loseAfter','equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
filter:function(event,player){
var skill='twshenyi_'+player.playerid;
return game.hasPlayer(target=>{
var evt=event.getl(target);
if(!evt||!evt.hs||!evt.hs.length) return false;
if(event.name=='lose'){
for(var i in event.gaintag_map){
if(event.gaintag_map[i].contains(skill)) return true;
}
return false;
}
return target.hasHistory('lose',function(evt){
if(event!=evt.getParent()) return false;
for(var i in evt.gaintag_map){
if(evt.gaintag_map[i].contains(skill)) return true;
}
return false;
});
});
},
forced:true,
content:function(){
var skill='twshenyi_'+player.playerid;
var targets=game.filterPlayer(target=>{
var evt=trigger.getl(target);
if(!evt||!evt.hs||!evt.hs.length) return false;
if(trigger.name=='lose'){
for(var i in trigger.gaintag_map){
if(trigger.gaintag_map[i].contains(skill)) return true;
}
return false;
}
return target.hasHistory('lose',function(evt){
if(trigger!=evt.getParent()) return false;
for(var i in evt.gaintag_map){
if(evt.gaintag_map[i].contains(skill)) return true;
}
return false;
});
}),num=0;
targets.forEach(target=>{
var cards=trigger.getl(target).hs;
if(trigger.name=='lose'){
for(var i in trigger.gaintag_map){
if(trigger.gaintag_map[i].contains(skill)) num++;
}
}
else target.getHistory('lose',function(evt){
if(trigger!=evt.getParent()) return false;
for(var i in evt.gaintag_map){
if(evt.gaintag_map[i].contains(skill)) num++;
}
});
});
if(num>0) player.draw(num);
},
},
},
},
twxinghan:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
filter:function(event,player){
return player.getExpansions('twshenyi').length>game.countPlayer();
},
check:function(event,player){
return player.getExpansions('twshenyi').some(card=>player.hasValueTarget(card));
},
prompt2:function(event,player){
return '依次使用武将牌上的“侠义”牌回合结束时弃置所有手牌并将失去X点体力X为你的体力值-1且X至少为1';
},
content:function*(event,map){
var player=map.player;
while(player.getExpansions('twshenyi').some(card=>player.hasValueTarget(card))){
var result=yield player.chooseButton(['兴汉:请选择其中的一张牌使用',player.getExpansions('twshenyi').filter(card=>player.hasValueTarget(card))]).set('ai',function(button){
return _status.event.player.getUseValue(button.link);
});
if(result.bool){
player.chooseToUse(true,result.links[0],false);
}
}
player.when('phaseEnd').then(()=>{
if(player.countCards('h')) player.discard(player.getCards('h'));
var num=Math.max(1,player.getHp()-1);
player.loseHp(num);
});
},
group:'twxinghan_init',
subSkill:{
init:{
audio:'twxinghan',
trigger:{
player:['loseEnd','dying','dyingAfter'],
global:['equipEnd','addJudgeEnd','gainEnd','loseAsyncEnd','addToExpansionEnd'],
},
filter:function(event,player){
return (player.getExpansions('twshenyi').length&&(!player.countCards('h')||player.isDying()))^player.hasSkill('twxinghan_in');
},
forced:true,
firstDo:true,
silent:true,
content:function(){
if(player.getExpansions('twshenyi').length&&(!player.countCards('h')||player.isDying())){
var cards=player.getExpansions('twshenyi');
var cardsx=cards.map(card=>{
var cardx=ui.create.card();
cardx.init(get.cardInfo(card));
cardx._cardid=card.cardid;
return cardx;
});
player.directgains(cardsx,null,'twxinghan');
player.addSkill('twxinghan_in');
}
else player.removeSkill('twxinghan_in');
},
},
in:{
charlotte:true,
audio:'twxinghan',
trigger:{player:'addToExpansionEnd'},
filter:function(event,player){
return event.gaintag.contains('twshenyi');
},
forced:true,
locked:false,
silent:true,
content:function(){
'step 0'
var cards2=player.getCards('s',card=>card.hasGaintag('twxinghan'));
if(player.isOnline2()){
player.send(function(cards,player){
cards.forEach(i=>i.delete());
if(player==game.me) ui.updatehl();
},cards2,player);
}
cards2.forEach(i=>i.delete());
if(player==game.me) ui.updatehl();
'step 1'
var cards=player.getExpansions('twshenyi');
var cardsx=cards.map(card=>{
var cardx=ui.create.card();
cardx.init(get.cardInfo(card));
cardx._cardid=card.cardid;
return cardx;
});
player.directgains(cardsx,null,'twxinghan');
},
onremove:function(player){
var cards2=player.getCards('s',card=>card.hasGaintag('twxinghan'));
if(player.isOnline2()){
player.send(function(cards,player){
cards.forEach(i=>i.delete());
if(player==game.me) ui.updatehl();
},cards2,player);
}
cards2.forEach(i=>i.delete());
if(player==game.me) ui.updatehl();
},
group:'twxinghan_use',
},
use:{
charlotte:true,
trigger:{player:['useCardBefore','respondBefore']},
filter:function(event,player){
var cards=player.getCards('s',card=>card.hasGaintag('twxinghan')&&card._cardid);
return event.cards&&event.cards.some(card=>{
return cards.includes(card);
});
},
forced:true,
popup:false,
firstDo:true,
content:function(){
var idList=player.getCards('s',card=>card.hasGaintag('twxinghan')).map(i=>i._cardid);
var cards=player.getExpansions('twshenyi');
var cards2=[];
for(var card of trigger.cards){
var cardx=cards.find(cardx=>cardx.cardid==card._cardid);
if(cardx) cards2.push(cardx);
}
var cards3=trigger.cards.slice();
trigger.cards=cards2;
trigger.card.cards=cards2;
if(player.isOnline2()){
player.send(function(cards,player){
cards.forEach(i=>i.delete());
if(player==game.me) ui.updatehl();
},cards3,player);
}
cards3.forEach(i=>i.delete());
if(player==game.me) ui.updatehl();
},
},
},
},
//张纮
twquanqian:{
audio:2,
@ -14698,6 +15208,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
kaisa:"凯撒",
zhengfu:"征服",
zhengfu_info:"当你使用【杀】指定目标时,你可以选择一种牌的类别,然后除非目标角色交给你一种该类别的牌,否则其不能闪避此【杀】。",
xia_xiahoudun:'侠夏侯惇',
xia_xiahoudun_prefix:'侠',
twdanlie:'胆烈',
twdanlie_info:'出牌阶段限一次,你可以与至多三名其他角色同时拼点,且你此次的拼点牌点数+XX为你已损失的体力值。若你赢你对这些角色各造成1点伤害若你没赢你失去1点体力。',
xia_zhangwei:'张葳',
twhuzhong:'护众',
twhuzhong_info:'当你于出牌阶段使用无属性【杀】指定唯一目标角色时你可以选择一项①弃置一张手牌然后你可以为此牌额外选择一个目标②令其弃置一张手牌此牌结算完毕后若此牌造成过伤害则你摸一张牌且本阶段可以额外使用一张【杀】否则其对你造成1点伤害。',
twfenwang:'焚亡',
twfenwang_info:'①当你受到属性伤害时,你须弃置一张牌或令此伤害+1。②当你对其他角色造成非属性伤害时若你的手牌数大于其则此伤害+1。',
xia_xiahousone:'夏侯子萼',
twchengxi:'承袭',
twchengxi_info:'出牌阶段每名角色限一次,你可以摸一张牌并与一名其他角色拼点。若你赢,你使用的下一张基本牌或非延时锦囊牌结算完毕后,你视为对原目标使用一张无次数限制的同名牌;若你没赢,其视为对你使用一张无距离限制的【杀】。',
xia_liubei:'侠刘备',
xia_liubei_prefix:'侠',
twshenyi:'伸义',
twshenyi_info:'每回合限一次,当你或你攻击范围内的一名角色受到伤害后,你可以声明一个基本牌或锦囊牌的牌名(每种牌名限一次),然后从牌堆中将一张同名牌称为“侠义”置于武将牌上,然后若受伤角色不为你,则你将所有手牌交给其,且当其失去一张你以此法交给其的牌后,你摸一张牌。',
twxinghan:'兴汉',
twxinghan_info:'①当你没有手牌时或你处于濒死状态时你可以如手牌般使用或打出你武将牌上的“侠义”牌。②准备阶段若你武将牌上的“侠义”牌数大于场上的存活角色数则你可以依次使用其中所有可以使用的牌然后于回合结束时弃置所有手牌并失去X点体力X为你的体力值-1且X至少为1。',
tw_mobile:'海外服·稀有专属',
tw_yunchouzhi:'运筹帷幄·智',

View File

@ -415,21 +415,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
subSkill:{
effect:{
audio:'qingbei',
trigger:{
player:'useCardAfter',
},
forced:true,
trigger:{player:'useCardAfter'},
charlotte:true,
onremove:true,
filter:function(event,player){
if(!lib.suit.includes(get.suit(event.card))) return false;
return player.getStorage('qingbei_effect').length;
},
direct:true,
firstDo:true,
content:function(){
player.draw(player.getStorage('qingbei_effect').length);
},
mark:true,
intro:{
content:(storage)=>`本轮内不能使用${get.translation(storage)}花色的牌,且使用牌后摸${get.cnNumber(storage.length)}张牌`,
content:(storage)=>`本轮内不能使用${get.translation(storage)}花色的牌,且使用一张有花色的牌后摸${get.cnNumber(storage.length)}张牌`,
},
mod:{
cardEnabled:function(card,player){
@ -14684,7 +14684,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
cuguo_info:'锁定技。当你于一回合使用牌首次被抵消后你弃置一张牌视为对此牌的目标角色使用一张该被抵消的牌。此牌结算结束后若此牌被抵消你失去1点体力。',
chenshi:'陈式',
qingbei:'擎北',
qingbei_info:'一轮游戏开始时,你可以选择任意种花色,你不能于本轮内使用这些花色的牌。然后当你于本轮使用牌结算结束后,你摸等同于你上一次〖擎北〗选择过的花色数的牌。',
qingbei_info:'一轮游戏开始时,你可以选择任意种花色,你不能于本轮内使用这些花色的牌。然后当你于本轮使用一张有花色的牌结算结束后,你摸等同于你上一次〖擎北〗选择过的花色数的牌。',
feiyao:'费曜',
zhenfeng:'镇锋',
zhenfeng_info:'每回合限一次。当其他角色于其回合内使用牌时若其手牌数不大于其体力值你可以猜测其手牌中与此牌类别相同的牌数。若你猜对你摸X张牌并视为对其使用一张【杀】X为你连续猜对的次数且至多为5若你猜错且差值大于1其视为对你使用一张【杀】。',

View File

@ -4982,6 +4982,8 @@
map.connect_limit_zhu.hide();
map.connect_enhance_zhu.hide();
map.connect_double_nei.hide();
map.connect_enable_commoner.hide();
map.connect_enable_year_limit.show();
map.connect_zhong_card.show();
map.connect_special_identity.hide();
map.connect_double_character.show();
@ -4992,6 +4994,8 @@
map.connect_limit_zhu.hide();
map.connect_enhance_zhu.hide();
map.connect_double_nei.hide();
map.connect_enable_commoner.hide();
map.connect_enable_year_limit.show();
map.connect_zhong_card.hide();
map.connect_special_identity.hide();
}
@ -5000,6 +5004,8 @@
map.connect_limit_zhu.hide();
map.connect_enhance_zhu.hide();
map.connect_double_nei.hide();
map.connect_enable_commoner.hide();
map.connect_enable_year_limit.hide();
map.connect_zhong_card.hide();
map.connect_special_identity.hide();
map.connect_double_character.hide();
@ -5009,12 +5015,9 @@
map.connect_player_number.show();
map.connect_limit_zhu.show();
map.connect_enhance_zhu.show();
if(config.connect_player_number!='2'){
map.connect_double_nei.show();
}
else{
map.connect_double_nei.hide();
}
map.connect_double_nei[config.connect_player_number!='2'&&!config.connect_enable_commoner?'show':'hide']();
map.connect_enable_commoner[config.connect_player_number!='2'&&!config.connect_double_nei?'show':'hide']();
map.connect_enable_year_limit.show();
map.connect_zhong_card.hide();
if(config.connect_player_number=='8'){
@ -5074,6 +5077,15 @@
return lib.mode.identity.config.double_nei.intro;
}
},
connect_enable_commoner:{
name:'启用平民',
init:false,
restart:true,
frequent:false,
get intro(){
return lib.mode.identity.config.enable_commoner.intro;
}
},
connect_double_character:{
name:'双将模式',
init:false,
@ -5093,6 +5105,15 @@
frequent:true,
intro:'开启后游戏中将增加军师、大将、贼首三个身份'
},
connect_enable_year_limit:{
name:'启用年机制',
init:false,
restart:true,
frequent:false,
get intro(){
return lib.mode.identity.config.enable_year_limit.intro;
}
},
connect_round_one_use_fury:{
name:'开启首轮强化卡牌',
init:false,
@ -5137,6 +5158,9 @@
map.choice_zhong.hide();
map.choice_nei.hide();
map.choice_fan.hide();
map.enable_commoner.hide();
map.choice_commoner.hide();
map.enable_year_limit.show();
map.ban_identity.hide();
map.ban_identity2.hide();
map.ban_identity3.hide();
@ -5172,6 +5196,9 @@
map.choice_zhong.show();
map.choice_nei.show();
map.choice_fan.show();
map.enable_commoner.hide();
map.choice_commoner.hide();
map.enable_year_limit.show();
map.ban_identity.show();
if(config.ban_identity=='off'){
map.ban_identity2.hide();
@ -5210,6 +5237,9 @@
map.choice_zhong.hide();
map.choice_nei.hide();
map.choice_fan.hide();
map.enable_commoner.hide();
map.choice_commoner.hide();
map.enable_year_limit.hide();
map.ban_identity.hide();
map.ban_identity2.hide();
map.ban_identity3.hide();
@ -5229,17 +5259,15 @@
map.player_number.show();
map.enhance_zhu.show();
map.auto_identity.show();
if(config.player_number!='2'){
map.double_nei.show();
}
else{
map.double_nei.hide();
}
map.double_nei[config.player_number!='2'&&!config.enable_commoner?'show':'hide']();
map.choice_zhu.show();
map.limit_zhu.show();
map.choice_zhong.show();
map.choice_nei.show();
map.choice_fan.show();
map.enable_commoner[config.player_number!='2'&&!config.double_nei?'show':'hide']();
map.choice_commoner[config.enable_commoner?'show':'hide']();
map.enable_year_limit.show();
map.ban_identity.show();
if(config.ban_identity=='off'){
map.ban_identity2.hide();
@ -5305,7 +5333,7 @@
init:false,
restart:true,
frequent:true,
intro:'若游戏人数不大于8则开启后游戏中将有两个内奸内奸胜利条件仍为主内1v1时击杀主公'
intro:'若游戏人数不大于9则开启后游戏中将有两个内奸内奸胜利条件仍为主内1v1时击杀主公'
},
choose_group:{
name:'神武将选择势力',
@ -5632,6 +5660,33 @@
'10':'十',
},
},
enable_commoner:{
name:'启用平民',
init:false,
restart:true,
frequent:false,
intro:'开启后游戏中将有一个平民(身份)加入游戏。<br>具体规则请查看帮助。',
},
choice_commoner:{
name:'平民候选武将数',
init:'4',
restart:true,
item:{
'3':'三',
'4':'四',
'5':'五',
'6':'六',
'8':'八',
'10':'十',
},
},
enable_year_limit:{
name:'启用年机制',
init:false,
restart:true,
frequent:false,
intro:'开启后将会加入年机制。<br>年机制的具体规则请查看帮助。',
},
}
},
guozhan:{
@ -27572,7 +27627,8 @@
}
else{
for(var i in this.forbiddenSkills){
if(this.forbiddenSkills[i].remove(skill)){
if(this.forbiddenSkills[i].includes(skill)){
this.forbiddenSkills[i].remove(skill)
if(!this.forbiddenSkills[i].length){
delete this.forbiddenSkills[i];
}
@ -27919,6 +27975,11 @@
if(func&&!func(target)) return false;
return target.identity!='fan';
});break;
case 'commoner':targets=game.filterPlayer(function(target){
if(func&&!func(target)) return false;
if(num>=3) return target.identity!='fan';
return target.identity=='fan';
}); break;
}
}
}
@ -27989,6 +28050,10 @@
if(func&&!func(target)) return false;
return target.identity=='fan';
});break;
case 'commoner':targets=game.filterPlayer(function(target){
if(func&&!func(target)) return false;
return true;
}); break;
}
}
}
@ -59357,7 +59422,8 @@
case 'purple':return '三对三对二';
case 'zhong':return (config.double_character?'双将':'')+'忠胆英杰';
case 'stratagem':return get.cnNumber(parseInt(config.number))+'人'+(config.double_character?'双将':'')+'谋攻';
default:return get.cnNumber(parseInt(config.number))+'人'+(config.double_character?'双将':'')+'身份';
debugger
default:return `${get.cnNumber(parseInt(config.number))}${config.double_nei?'双内':''}${config.enable_commoner?'带民':''}${config.double_character?'双将':''}身份`;
}
}
else if(config.mode=='guozhan'){

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@ -4076,6 +4076,12 @@ span[data-nature='woodmm'] {
text-shadow: rgba(57, 123, 4,1) 0 0 2px,rgba(57, 123, 4,1) 0 0 2px,rgba(57, 123, 4,1) 0 0 2px,
rgba(57, 123, 4,1) 0 0 2px,black 0 0 1px;
}
.player .identity[data-color="commoner"],
div[data-nature='commoner'],
span[data-nature='commoner'] {
text-shadow: rgb(135, 135, 135, 1) 0 0 2px,rgba(135, 135, 135, 1) 0 0 5px,rgba(135, 135, 135, 1) 0 0 10px,
rgba(135, 135, 135, 1) 0 0 10px,rgba(135, 135, 135, 1) 0 0 20px,rgba(135, 135, 135, 1) 0 0 20px,black 0 0 1px;
}
.player .identity[data-color="cai"],
.player .identity[data-color="bZhu"],

View File

@ -186,6 +186,23 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
});
}
"step 4"
var yearLimitCheck=()=>{
var next=game.createEvent('year_limit_pop',false);
next.setContent(function(){
'step 0'
var str=get.cnNumber(game.shuffleNumber+1,true);
game.me.$fullscreenpop(`${str}`,'thunder');
game.log('游戏进入了',`#y第${str}`);
if(game.shuffleNumber+1<game.countPlayer2()) event.finish();
else game.delay(2);
'step 1'
game.me.$fullscreenpop('年份已到','metal');
game.log('年份已到,主忠方判定为胜利');
game.delay(2);
'step 2'
game.over(game.me.identity=='zhu'||game.me.identity=='zhong'||game.me.identity=='mingzhong'||(game.me.identity=='commoner'&&game.me.isIn()));
});
};
if(_status.connectMode){
_status.mode=lib.configOL.identity_mode;
if(_status.mode=='zhong'){
@ -197,12 +214,45 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else if(_status.mode=='purple'){
lib.configOL.number=8;
}
else if(_status.mode=='normal'){
if(lib.configOL.enable_commoner||lib.configOL.double_nei){
var identity=lib.configOL.enable_commoner?'commoner':'nei';
for(var i=1;i<lib.config.mode_config.identity.identity.length;i++){
var list=lib.config.mode_config.identity.identity[i];
var toReplace;
if(list.filter(i=>i=='nei').length>=2) toReplace='nei';
else if(list.filter(i=>i=='zhong').length>list.filter(i=>i=='fan').length/2) toReplace='zhong';
else toReplace='fan';
list.remove(toReplace);
list.push(identity);
}
game.broadcast(identityList=>lib.config.mode_config.identity.identity=identityList,lib.config.mode_config.identity.identity);
}
}
if(lib.configOL.number<2){
lib.configOL.number=2;
}
if(_status.mode!='purple'&&lib.configOL.enable_year_limit){
lib.onwash.push(yearLimitCheck);
}
game.randomMapOL();
}
else{
if(_status.mode=='normal'&&(get.config('enable_commoner')||get.config('double_nei'))){
var identity=get.config('enable_commoner')?'commoner':'nei';
for(var i=1;i<lib.config.mode_config.identity.identity.length;i++){
var list=lib.config.mode_config.identity.identity[i];
var toReplace;
if(list.filter(i=>i=='nei').length>=2) toReplace='nei';
else if(list.filter(i=>i=='zhong').length>list.filter(i=>i=='fan').length/2) toReplace='zhong';
else toReplace='fan';
list.remove(toReplace);
list.push(identity);
}
}
if(_status.mode!='purple'&&get.config('enable_year_limit')){
lib.onwash.push(yearLimitCheck);
}
for(var i=0;i<game.players.length;i++){
game.players[i].getId();
}
@ -420,9 +470,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(lib.configOL.identity_mode=='stratagem'){
uiintro.add('<div class="text chat">首轮强化:'+(lib.configOL.round_one_use_fury?'开启':'关闭'));
}
else{
else if(lib.configOL.identity_mode!='purple'){
uiintro.add('<div class="text chat">双内奸:'+(lib.configOL.double_nei?'开启':'关闭'));
if(lib.configOL.identity_mode!='stratagem'){
uiintro.add('<div class="text chat">加强主公:'+(lib.configOL.enhance_zhu?'开启':'关闭'));
uiintro.add('<div class="text chat">平民身份:'+(lib.configOL.enable_commoner?'开启':'关闭'));
}
uiintro.add('<div class="text chat">年机制:'+(lib.configOL.enable_year_limit?'开启':'关闭'));
}
}
else{
@ -505,6 +559,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
fan:'反',
zhong:'忠',
nei:'内',
commoner:'民',
cai:'猜',
}
}
@ -515,6 +570,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
case 'fan':list[i]='反贼';break;
case 'zhong':list[i]='忠臣';break;
case 'nei':list[i]='内奸';break;
case 'commoner':list[i]='平民'; break;
case 'zhu':list[i]='主公';break;
case 'enemy':list[i]='敌方';break;
case 'friend':list[i]='友方';break;
@ -563,7 +619,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else{
data[identity][1]++;
}
var list=['zhu','zhong','nei','fan'];
var list=['zhu','zhong','nei','fan','commoner'];
var str='';
for(var i=0;i<list.length;i++){
if(data[list[i]]){
@ -672,6 +728,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
switch(me.identity){
case 'fan':game.over(false);break;
case 'zhong':game.over(true);break;
case 'commoner':game.over(true); break;
default:game.over();break;
}
}
@ -679,6 +736,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
switch(me.identity){
case 'fan':game.over(true);break;
case 'zhong':game.over(false);break;
case 'commoner':game.over(true); break;
default:game.over();break;
}
}
@ -698,14 +756,14 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
}
else if(me.identity=='nei'){
if(game.players.length==1&&me.isAlive()){
if(game.players.length==(1+game.players.filter(i=>i.identity=='commoner').length)&&me.isAlive()){
game.over(true);
}
else{
game.over(false);
}
}
else{
else if(me.identity=='fan'){
if((get.population('fan')+get.population('zhong')>0||get.population('nei')>1)&&
game.zhu.classList.contains('dead')){
game.over(true);
@ -714,6 +772,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
game.over(false);
}
}
else if(me.identity=='commoner'){
game.over(true);
}
},
checkOnlineResult:function(player){
if(_status.winner&&_status.loser){
@ -722,13 +783,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(_status.winner.contains(player)) return true;
}
if(game.zhu.isAlive()){
return (player.identity=='zhu'||player.identity=='zhong'||player.identity=='mingzhong');
return (player.identity=='zhu'||player.identity=='zhong'||player.identity=='mingzhong'||player.identity=='commoner'&&player.isAlive());
}
else if(game.players.length==1&&game.players[0].identity=='nei'){
else if(game.players.length==(1+game.players.filter(i=>i.identity=='commoner').length)&&game.players[0].identity=='nei'||game.players[0].identity=='commoner'){
return player.isAlive();
}
else{
return player.identity=='fan';
return player.identity=='fan'||player.identity=='commoner'&&player.isAlive();
}
},
chooseCharacterPurpleOL:function(){
@ -1436,34 +1497,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else{
if(_status.mode=='stratagem') event.stratagemMode=true;
identityList=get.identityList(game.players.length);
if(get.config('double_nei')){
switch(get.playerNumber()){
case 8:
identityList.remove('fan');
identityList.push('nei');
break;
case 7:
identityList.remove('zhong');
identityList.push('nei');
break;
case 6:
identityList.remove('fan');
identityList.push('nei');
break;
case 5:
identityList.remove('fan');
identityList.push('nei');
break;
case 4:
identityList.remove('zhong');
identityList.push('nei');
break;
case 3:
identityList.remove('fan');
identityList.push('nei');
break;
}
}
}
var stratagemMode=event.stratagemMode;
@ -1480,6 +1513,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
else{
listi=['random','zhu','zhong','fan','nei'];
if(get.config('enable_commoner')) listi.push('commoner');
}
for(var i=0;i<listi.length;i++){
@ -1519,7 +1553,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
link=['zhu','zhong','nei','fan','mingzhong'].randomGet();
}
else{
link=['zhu','zhong','nei','fan'].randomGet();
var listi=['zhu','zhong','nei','fan'];
if(get.config('enable_commoner')) listi.push('commoner');
link=listi.randomGet();
}
for(var i=0;i<this.parentNode.childElementCount;i++){
if(this.parentNode.childNodes[i].link==link){
@ -1667,7 +1703,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(ban_identity.length){
var identityList2=identityList.slice(0);
for(var i=0;i<ban_identity.length;i++){
while(identityList2.remove(ban_identity[i]));
while(identityList2.includes(ban_identity[i])){
identityList2.remove(ban_identity[i]);
}
}
ban_identity=identityList2.randomGet();
identityList.remove(ban_identity);
@ -2121,34 +2159,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
else{
identityList=get.identityList(game.players.length);
if(lib.configOL.double_nei){
switch(lib.configOL.number){
case 8:
identityList.remove('fan');
identityList.push('nei');
break;
case 7:
identityList.remove('zhong');
identityList.push('nei');
break;
case 6:
identityList.remove('fan');
identityList.push('nei');
break;
case 5:
identityList.remove('fan');
identityList.push('nei');
break;
case 4:
identityList.remove('zhong');
identityList.push('nei');
break;
case 3:
identityList.remove('fan');
identityList.push('nei');
break;
}
}
}
identityList.randomSort();
for(i=0;i<game.players.length;i++){
@ -2542,6 +2552,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
mingzhong:"忠",
nei:"内",
fan:"反",
commoner:'民',
cai:"猜",
cai2:"猜",
rZhu:"主",
@ -2565,6 +2576,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
mingzhong2:"明忠",
nei2:"内奸",
fan2:"反贼",
commoner2:'平民',
random2:"随机",
enemy:'敌',
friend:'友',
@ -2680,6 +2692,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
}
if(this.identity=='fan'&&source) source.draw(3);
else if(this.identity=='commoner'&&source) source.draw(2);
else if(this.identity=='mingzhong'&&source){
if(source.identity=='zhu'){
source.discard(source.getCards('he'));
@ -2727,8 +2740,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
return;
};
if(game.zhu&&game.zhu.isZhu){
if(get.population('zhong')+get.population('nei')==0||
get.population('zhong')+get.population('fan')==0){
if((get.population('zhong')+get.population('nei')==0||
get.population('zhong')+get.population('fan')==0)&&get.population('commoner')==0){
game.broadcastAll(function(){
if(game.showIdentity) game.showIdentity();
if(game.zhu&&game.zhu.isAlive()&&get.population('nei')==1&&get.config('nei_fullscreenpop')) game.me.$fullscreenpop('<span style="font-family:xinwei"><span data-nature="fire">主公</span><span data-nature="soil"> vs </span><span data-nature="thunder">内奸</span></span>',null,null,false);
@ -2832,7 +2845,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
else if(targets.length==1) this.ai.shown+=0.2*c;
else this.ai.shown+=0.1*c;
}
else if(effect<0&&this==game.me&&['nei','rYe','bYe'].contains(game.me.identity)){
else if(effect<0&&this==game.me&&['nei','commoner','rYe','bYe'].contains(game.me.identity)){
if(targets.length==1&&targets[0]==this);
else if(targets.length==1) this.ai.shown-=0.2;
else this.ai.shown-=0.1;
@ -2864,7 +2877,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(targets.length==1&&targets[0]==this){
effect=0;
}
else if(this.identity!='nei'){
else if(this.identity!='nei'&&this.identity!='commoner'){
if(this.ai.shown>0){
if(this.identity=='fan'){
effect=-1;
@ -2884,7 +2897,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
effect+=get.effect(targets[i],card,this,zhu)*c;
}
}
if(this.identity=='nei'){
if(this.identity=='nei'||this.identity=='commoner'){
if(effect>0){
if(this.ai.identity_mark=='fan'){
if(marknow) this.setIdentity();
@ -3246,7 +3259,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
}
var aishown=to.ai.shown;
if(to.identity=='nei'&&to.ai.shown<1&&(to.ai.identity_mark=='fan'||to.ai.identity_mark=='zhong')){
if((to.identity=='nei'||to.identity=='commoner')&&to.ai.shown<1&&(to.ai.identity_mark=='fan'||to.ai.identity_mark=='zhong')){
aishown=0.5;
}
else if(aishown==0&&to.identity!='fan'&&to.identity!='zhu'){
@ -3455,7 +3468,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
//正常身份模式态度
if(!game.zhu){
if(from.identity=='nei'||to.identity=='nei') return -1;
if(from.identity=='nei'||to.identity=='nei'||from.identity=='commoner'||to.identity=='commoner') return -1;
if(from.identity==to.identity) return 6;
return -6;
}
@ -3469,13 +3482,18 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(from!=to&&to.identity=='nei'&&to.ai.shown<1&&(to.ai.identity_mark=='fan'||to.ai.identity_mark=='zhong')){
identity2=to.ai.identity_mark;
}
if(from.identity!='nei'&&from!=to&&get.population('fan')==0&&identity2=='zhong'){
if(from.identity!='nei'&&from.identity!='commoner'&&from!=to&&get.population('fan')==0&&identity2=='zhong'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].identity=='nei'&&
game.players[i].ai.identity_mark=='zhong'&&
game.players[i].ai.shown<1){
identity2='nei';break;
}
else if(game.players[i].identity=='commoner'&&
game.players[i].ai.identity_mark=='zhong'&&
game.players[i].ai.shown<1){
identity2='commoner'; break;
}
}
}
var zhongmode=false;
@ -3527,6 +3545,29 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
return -3;
}
return -4;
case 'commoner':
if(to.identity=='zhong') return 0;
if(get.population('fan')==0){
if(to.ai.identity_mark=='zhong'&&to.ai.shown<1) return 0;
return -0.5;
}
if(zhongmode&&to.ai.sizhong&&to.ai.shown<1) return 6;
if(game.players.length==3){
var fan;
for(var i=0; i<game.players.length; i++){
if(game.players[i].identity=='fan'){
fan=game.players[i]; break;
}
}
if(fan){
if(to.hp>1&&to.hp>fan.hp&&to.countCards('he')>fan.countCards('he')){
return -3;
}
}
return 3;
}
if(situation<0&&game.zhu&&game.zhu.hp<=2) return -3.8;
return 2-get.population('fan');
}
break;
case 'zhong':case 'mingzhong':
@ -3538,11 +3579,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(zhongmode&&to.ai.sizhong&&to.ai.shown<1) return 6;
return Math.min(3,-situation);
case 'fan': return -8;
case 'commoner':
return Math.min(3,Math.max(-3,situation));
}
break;
case 'nei':
if(identity2=='zhu'&&game.players.length==2) return -10;
if(from!=to&&identity2!='zhu'&&game.players.length==3) return -8;
if(from!=to&&identity2!='zhu'&&identity2!='commoner'&&game.players.length==3) return -8;
var strategy=get.aiStrategy();
if(strategy==4){
if(from==to) return 10;
@ -3620,6 +3663,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(strategy==2) num++;
if(strategy==3) num--;
return num;
case 'commoner':
if(game.players.length<=4) return 5;
return Math.min(Math.max(-situation,-2),2);
}
break;
case 'fan':
@ -3643,6 +3689,32 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(game.zhu&&game.zhu.hp<=2) return -1;
return Math.min(3,situation);
case 'fan': return 5;
case 'commoner':
return 2*get.population('fan')-2;
}
case 'commoner':
switch(identity2){
case 'zhu':
if(situation>0) return 2*Math.min(4,(to.hp+to.countCards('h')/4-2));
if(situation>=-3&&game.zhu) return (to.hp-2)+to.countCards('h')/4; //return Math.min(-0.1,5-game.zhu.hp);
return to.hp+to.countCards('h')/3-4;
case 'zhong':
if(situation>0){
if(to.hp>=2) return Math.min(3,Math.max(1,to.hp+to.countCards('h')/4-4));
else return 0;
}
return -2;
case 'nei':
if(game.players.length==3&&get.population('nei')==1) return Math.min(3.5,(to.hp-1.5)+to.countCards('h')/3)-(to.hp<(game.zhu?game.zhu.hp:0)?4:0);
if(game.players.length<=4&&get.population('nei')==1) return Math.min(5,(to.hp-1.5)+to.countCards('h')/3);
if(situation>0) return -3;
return 0;
case 'fan':
if(situation<0) return to.hp+to.countCards('h')/4-1.7*get.population('fan')+2;
else if(situation==0) return 0;
return 0.55*get.population('fan')-2.1;
case 'commoner':
return from==to?10:(to.hp<=2?-2:0);
}
}
},
@ -4088,7 +4160,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}
},
help:{
'身份模式':'<div style="margin:10px">选项</div><ul style="margin-top:0"><li>加强主公<br>反贼人数多于2时主公会额外增加一个技能每个主公的额外技能固定非常备主公增加天命<li>特殊身份<br><ul style="padding-left:20px;padding-top:5px"><li>军师:忠臣身份。只要军师存活,主公在准备阶段开始时,可以观看牌堆顶的三张牌,然后将这些牌以任意顺序置于牌堆顶或牌堆底<li>大将:忠臣身份。只要大将存活,主公手牌上限+1<li>贼首:反贼身份,只要贼首存活,主公手牌上限-1</ul></ul>',
'身份模式':'<div style="margin:10px">选项</div><ul style="margin-top:0"><li>加强主公<br>反贼人数多于2时主公会额外增加一个技能每个主公的额外技能固定非常备主公增加天命'+
'<li>特殊身份<br><ul style="padding-left:20px;padding-top:5px"><li>军师:忠臣身份。只要军师存活,主公在准备阶段开始时,可以观看牌堆顶的三张牌,然后将这些牌以任意顺序置于牌堆顶或牌堆底<li>大将:忠臣身份。只要大将存活,主公手牌上限+1<li>贼首:反贼身份,只要贼首存活,主公手牌上限-1</ul></ul>'+
'<li>平民身份<br>英盗版三国杀于2017标准版中提出的新概念。平民的获胜条件为当其他身份的角色达成了其获胜条件且你存活你也获胜同时内奸的获胜条件改为主公死亡时场上所有忠臣和反贼均已死亡。即内奸可以和与平民共同胜利。杀死平民的角色的奖惩为摸两张牌。'+
'<li>年机制<br>英盗版三国杀于2019标准版中提出的新概念。“年”是一个全局概念游戏开始时为第一年当牌堆洗牌时年数+1。一局游戏的限定年数为本局游戏开始时玩家总数。当年数增加后若当前年数已超过限定年数则主忠方直接获胜若平民存活则平民也获胜。',
'明忠模式':'<div style="margin:10px">明忠模式(忠胆英杰)</div><ul style="margin-top:0"><li>本模式需要8名玩家进行游戏使用的身份牌为1主公、2忠臣、4反贼和1内奸。游戏开始时每名玩家随机获得一个身份由系统随机选择一名忠臣身份的玩家亮出身份将忠臣牌正面朝上放在面前其他身份包括主公的玩家不亮出身份。<li>'+
'首先由亮出身份的忠臣玩家随机获得六张武将牌,挑选一名角色,并将选好的武将牌展示给其他玩家。之后其余每名玩家随机获得三张武将牌,各自从其中挑选一张同时亮出<li>'+
'亮出身份牌的忠臣增加1点体力上限。角色濒死和死亡的结算及胜利条件与普通身份局相同。',