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Sukincen 2019-09-06 10:56:34 +08:00 committed by GitHub
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6 changed files with 741 additions and 29 deletions

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@ -1763,14 +1763,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
player.respond(result.cards,'reguicai','highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('reguicai');
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){

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@ -6198,14 +6198,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
player.respond(result.cards,'highlight','guidao');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('guidao');
player.$gain2(trigger.player.judging[0]);
player.gain(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];

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@ -12,15 +12,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sp_zizouqi:["mangyachang","xugong","zhangchangpu"],
sp_zhongdan:["cuiyan","huangfusong"],
sp_star:["sp_xiahoushi","jsp_zhaoyun","huangjinleishi","sp_pangtong","sp_daqiao","sp_ganning","sp_xiahoudun","sp_lvmeng","sp_zhangfei","sp_liubei"],
sp_guozhan:["shamoke","ganfuren","yuejin","hetaihou","dingfeng","panfeng"],
sp_guozhan:["shamoke","ganfuren","yuejin","hetaihou","dingfeng","panfeng","jianggan"],
sp_guozhan2:["mifuren","mateng","tianfeng","chendong","sp_dongzhuo","jiangfei","jiangqing","kongrong","bianfuren","liqueguosi","lvfan","cuimao","jiling","zangba","zhangren","zoushi"],
sp_others:["kaisa","hanba"],
sp_others:["hanba"],
},
},
character:{
mangyachang:["male","qun",4,["spjiedao"],[]],
xugong:["male","wu",3,["biaozhao","yechou"],[]],
zhangchangpu:["female","wei",3,["yanjiao","xingshen"],[]],
jianggan:["male","wei",3,["weicheng","daoshu"]],
lijue:["male","qun","4/6",["xinfu_langxi","xinfu_yisuan"],[]],
zhangji:["male","qun",4,["xinfu_lveming","xinfu_tunjun"],[]],
fanchou:["male","qun",4,["xinfu_xingluan"],[]],
@ -150,9 +151,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sp_liuqi:['male','qun',3,['spwenji','sptunjiang']],
luzhi:['male','wei',3,['qingzhong','weijing']],
kaisa:["male","western",4,["zhengfu"]],
//kaisa:["male","western",4,["zhengfu"]],
},
characterIntro:{
jianggan:"蒋干,字子翼,汉末三国时期的人物,九江(治今安徽寿县)人。历史上的蒋干是当时的名士、辩论家。而罗贯中在历史小说《三国演义》中则将蒋干刻画成了被周瑜所愚弄的小丑形象。",
zhangchangpu:"钟会的母亲。《母夫人张氏传》:夫人张氏,字昌蒲,太原兹氏人,太傅定陵成侯之命妇也。",
xugong:"许贡是东汉末官吏。先后任吴郡都尉、太守欲送密信给曹操要曹操注意孙策却被孙策发现而被杀。许贡生前招揽了一些门客当中有三人不忘故主千方百计想要手刃仇人。建安五年公元200年广陵太守陈登派人秘密联系孙策治下的山贼余党企图颠覆孙策在江东的统治。孙策决定讨伐陈登行军到丹徒时许贡门客终于找到了机会。因为孙策有单骑出猎在野外思考的习惯三门客趁孙策轻装外出打猎时放冷箭射中孙策面颊。这些门客后来在与孙策的搏斗中被赶到的侍卫杀死。孙策此后因为伤口感染并且俊美的容貌被毁终于不治身亡去世时年仅26岁。",
mangyachang:"南蛮王孟获的部将,使一口截头大刀,骑一匹黄骠马。率军与蜀军交战,战败王平。后被平北将军马岱斩杀。只出现在《三国演义》里,正史中无此人。",
@ -552,6 +554,73 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
},
skill:{
//蒋干
weicheng:{
audio:2,
trigger:{global:'gainEnd'},
forced:true,
frequent:true,
filter:function(event,player){
if(event.source==player&&event.player!=player&&player.hp>player.countCards('h')){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
}
return false;
},
content:function(){
player.draw();
},
},
daoshu:{
audio:2,
enable:'phaseUse',
filterTarget:function(c,p,t){
return t!=p&&t.countGainableCards(p,'h')>0;
},
filter:function(e,p){
return !p.hasSkill('daoshu_used')
},
content:function(){
'step 0'
player.chooseControl(lib.suit).set('prompt','请选择一个花色').ai=function(){return lib.suit.randomGet()};
'step 1'
event.suit=result.control;
player.popup(event.suit+2);
game.log(player,'选择了',event.suit+2);
player.gainPlayerCard(target,true,'h','visibleMove');
'step 2'
if(result.bool){
var suit2=get.suit(result.cards[0]);
if(suit2==event.suit){
target.damage();
event.finish();
}
else{
player.addTempSkill('daoshu_used','phaseUseAfter');
if(player.countCards('h',function(card){return get.suit(card)!=event.suit})==0){
player.showHandcards();
event.finish();
}
else player.chooseCard('h',true,function(card){
return get.suit(card)!=event.suit
},'交给'+get.translation(target)+'一张不为'+get.translation(event.suit)+'花色的牌');
}
}
else event.finish();
'step 3'
player.give(result.cards,target,true);
},
ai:{
order:1,
result:{
target:-1,
},
},
subSkill:{
used:{sub:true},
},
},
//和沙摩柯一起上线的新服三将
spjiedao:{
audio:2,
@ -1038,14 +1107,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
player.respond(result.cards,'highlight','huanshi_three');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('huanshi_three');
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){
@ -2145,6 +2213,49 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}
},
bingzhao:{
audio:2,
unique:true,
zhuSkill:true,
forced:true,
intro:{
content:function(group){
return '已选择了'+get.translation(group)+'势力'
},
},
trigger:{global:['gameDrawAfter','zhuUpdate']},
filter:function(event,player){
return !player.storage.bingzhao&&player.hasZhuSkill('bingzhao');
},
content:function(){
'step 0'
var list=[];
for(var i=0;i<lib.group.length;i++){
if(lib.group[i]=='shen') continue;
if(lib.group[i]=='western'&&!gamehasPlayer(function(current){
return current.group=='western'
})) continue;
list.push(lib.group[i]);
}
player.chooseControl(list).set('prompt','秉诏:请选择一个势力').set('ai',function(){
var listx=list.slice(0);
list.sort(function(a,b){
return game.countPlayer(function(current){
return current.group==b;
})-game.countPlayer(function(current){
return current.group==a;
});
})
return listx[0];
});
'step 1'
var group=result.control;
player.popup(get.translation(group)+'势力',get.groupnature(group,'raw'));
game.log(player,'选择了','#y'+get.translation(group)+'势力');
player.storage.bingzhao=group;
player.markSkill('bingzhao');
},
},
baijia:{
audio:2,
unique:true,
@ -2190,7 +2301,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(info.type=='delay') return false;
return game.hasPlayer(function(current){
if(!current.hasSkill('zongkui_mark')) return false;
return !event.targets.contains(current)&&lib.filter.filterTarget2(event.card,player,current);
return !event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,player,current);
});
},
direct:true,
@ -2253,9 +2364,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return event.player!=player&&event.player.hasSkill('zongkui_mark');
},
content:function(){
'step 0'
player.draw();
player.storage.guju++;
player.markSkill('guju');
'step 1'
if(player.hasZhuSkill('bingzhao',trigger.player)&&trigger.player.group==player.storage.bingzhao){
trigger.player.chooseBool(get.prompt2('bingzhao',player)).ai=function(){
return get.attitude(trigger.player,player)>1;
};
}
else event.finish();
'step 2'
if(result.bool){
trigger.player.logSkill('bingzhao',player);
player.draw();
player.storage.guju++;
player.markSkill('guju');
}
},
ai:{
combo:'zongkui'
@ -2450,7 +2576,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
'step 0'
var str='令一名其他角色交给你一张牌';
if(player.storage.choulve){
str+='若其如此做,视为你使用'+get.translation(player.storage.choulve);
str+='若其如此做,视为你使用'+get.translation(player.storage.choulve)+'】';
}
var goon=true;
if(player.storage.choulve){
@ -2474,7 +2600,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.logSkill('choulve',target);
target.chooseCard('he','是否交给'+get.translation(player)+'一张牌?',
player.storage.choulve?('若如此做,视为'+get.translation(player)+
'使用'+get.translation(player.storage.choulve)):null).set('ai',function(card){
'使用'+get.translation(player.storage.choulve)+'】'):null).set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',get.attitude(target,player)>1);
@ -2487,9 +2613,40 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.bool){
event.target.give(result.cards,player);
if(player.storage.choulve){
player.chooseUseTarget(player.storage.choulve);
var card=player.storage.choulve;
var select=get.select(get.info(card).selectTarget);
var targets=game.filterPlayer();
if(select[1]==-1){
for(var i=0;i<targets.length;i++){
if(!player.canUse(card,targets[i])){
targets.splice(i--,1);
}
}
if(targets.length){
player.useCard(card,targets);
}
}
else{
player.chooseTarget(select,'选择【'+get.translation(card)+'】的目标',true,function(cardx,player,target){
var card=_status.event.card;
return _status.event.targets.contains(target)&&player.canUse(card,target);
}).set('ai',function(target){
var card=_status.event.card;
var player=_status.event.player;
return get.effect(target,card,player,player);
}).set('targets',targets).set('card',card);
}
}
else event.finish();
}
else event.finish();
'step 3'
if(result.bool){
player.useCard(player.storage.choulve,result.targets);
}
else event.finish();
'step 4'
player.getStat().card[player.storage.choulve.name]--;
},
group:'choulve_damage',
subSkill:{
@ -2498,12 +2655,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
silent:true,
content:function(){
if(trigger.card&&get.info(trigger.card).enable&&get.type(trigger.card)!='delay'){
if(trigger.cards&&trigger.cards.length==1&&trigger.cards[0]==trigger.card){
player.storage.choulve=game.createCard(trigger.card);
}
else{
player.storage.choulve={name:trigger.card.name};
}
player.storage.choulve={name:trigger.card.name};
}
}
}
@ -2521,7 +2673,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
player.useCard(game.createCard('ly_piliche','diamond',1),player);
}
else{
player.draw();
player.draw(trigger.num);
}
}
},
@ -11032,7 +11184,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 1"
if(result.bool){
event.card=result.links[0];
player.respond(event.card,'highlight');
player.respond(event.card,'highlight').nopopup=true;
}
else{
event.finish();
@ -11987,6 +12139,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
mangyachang:"忙牙长",
xugong:"许贡",
zhangchangpu:"张昌蒲",
jianggan:"蒋干",
spjiedao:"截刀",
"spjiedao_info":"当你每回合第一次造成伤害时,你可令此伤害至多+XX为你损失的体力值。然后若受到此伤害的角色没有死亡你弃置等同于此伤害加值的牌。",
@ -12006,6 +12159,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"yanjiao2_info":"",
xingshen:"省身",
"xingshen_info":"当你受到伤害后,你可以摸一张牌且下一次发动“严教”亮出的牌数+1。若你的手牌数为全场最少则改为摸两张牌若你的体力值为全场最少则“严教”亮出的牌数改为+2加值总数不能超过4。",
weicheng:'伪诚',
weicheng_info:'当其他角色获得你的手牌后,若你的手牌数小于体力值,你可以摸一张牌。',
daoshu:'盗书',
daoshu_info:'出牌阶段你可以选择一个花色并获得一名其他角色的一张手牌。若此牌花色与你选择的相同则你对其造成1点伤害。否则你须交给其一张与你选择的花色不同的手牌没有则展示手牌且本阶段内不能再发动【盗书】',
xinshanjia:"缮甲",
"xinshanjia_info":"出牌阶段开始时你可以摸三张牌然后弃置3-X张牌(X为你本局游戏内失去过的装备区内的牌的数目且至多为3)。若你没有以此法弃置基本牌或锦囊牌,则你可以视为使用了一张不计入出牌阶段使用次数的【杀】。",
@ -12548,6 +12706,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yicong_info:'锁定技只要你的体力值大于2点你的进攻距离+1只要你的体力值为2点或更低你的防御距离+1',
baobian_info:'锁定技若你的体力值为3或更少你视为拥有技能“挑衅”若你的体力值为2或更少你视为拥有技能“咆哮”若你的体力值为1你视为拥有技能“神速”。',
bingzhao:'秉诏',
bingzhao_info:'主公技,游戏开始时,你选择一个其他势力,该势力有“傀”标记的角色受到伤害后,可令你因“骨疽”额外摸一张牌。',
sp_default:"常规",
sp_whlw:"文和乱武",
sp_zlzy:"逐鹿中原",

View File

@ -216,14 +216,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}).set('judging',trigger.player.judging[0]);
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
player.respond(result.cards,'guicai','highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('guicai');
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
game.broadcast(function(card){

555
character/tw.js Normal file
View File

@ -0,0 +1,555 @@
'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'tw',
connect:false,
characterSort:{},
character:{
tw_beimihu:['female','qun',3,['zongkui','guju','baijia','bingzhao'],['zhu']],
nashime:['male','qun',3,['chijie','waishi','renshe']],
tw_xiahouba:['male','shu',4,['twyanqin','twbaobian']],
tw_zumao:['male','wu',4,['twtijin']],
tw_caoang:['male','wei',4,['twxiaolian']],
tw_dingfeng:['male','wu',4,['twqijia','twzhulin']],
tw_caohong:['male','wei',4,['twhuzhu','twliancai']],
tw_maliang:['male','shu',3,['twrangyi','twbaimei']],
kaisa:["male","western",4,["zhengfu"]],
},
characterIntro:{
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。',
},
card:{
},
characterFilter:{},
skill:{
twrangyi:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:lib.filter.notMe,
delay:0,
content:function(){
'step 0'
event.cards=player.getCards('h');
player.give(event.cards,target,true);
'step 1'
target.chooseToUse({
prompt:'请使用得到的一张牌,或者受到来自'+get.translation(player)+'的一点伤害',
filterCard:function(card,player,event){
if(!cards.contains(card)) return false;
return lib.filter.filterCard(card,player,event);
},
});
'step 2'
if(result.bool){
var hs=target.getCards('h');
for(var i=0;i<cards.length;i++){
if(!hs.contains(cards[i])) cards.splice(i--,1);
}
if(cards.length) target.give(cards,player,true);
}
else target.damage('nocard');
},
ai:{
order:1,
result:{
target:function(player,target){
var hs=player.getCards('h');
for(var i=0;i<hs.length;i++){
var hi=hs[i];
if(hi.name=='tao'||game.hasPlayer(function(current){
return target.canUse(hi,current)&&get.effect(current,hi,target,target);
})) return 1;
}
return get.damageEffect(target,player,target);
},
},
},
},
twbaimei:{
audio:2,
trigger:{
player:"damageBefore",
},
forced:true,
priority:15,
filter:function (event,player){
if(player.countCards('h')) return false;
if(event.nature) return true;
return get.type(event.card,'trick')=='trick';
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target,current){
if(target.countCards('h')) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
},
},
},
twhuzhu:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(e,player){
return player.countCards('e')>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0
},
content:function(){
'step 0'
target.chooseCard('交给'+get.translation(player)+'一张手牌','h',true);
'step 1'
target.give(result.cards,player);
'step 2'
if(player.countGainableCards(player,'e')) target.gainPlayerCard(player,'e',true);
'step 3'
if(target.isDamaged()&&target.hp<=player.hp){
player.chooseBool('是否令'+get.translation(target)+'回复1点体力').ai=function(){
return get.recoverEffect(target,player,player);
};
}
'step 4'
if(result.bool) target.recover();
},
ai:{
order:8,
result:{
target:function(player,target){
var eff=(target.isDamaged()&&target.hp<=player.hp)?get.recoverEffect(target,player,player):0;
if(eff<=0&&!player.countGainableCards(target,'e')) return -1;
return eff;
},
},
},
},
twliancai:{
audio:2,
trigger:{player:['turnOverEnd','phaseEnd']},
filter:function(card,player,target){
return target=='phaseEnd'||player.countCards('h')<player.hp;
},
filterTarget:function(card,player,target){
return target!=player&&target.countGainableCards(player,'e')>0;
},
check:function(card,player){
if(card.name=='turnOve') return true;
if(player.isTurnedOver()) return true;
if(player.hp-player.countCards('h')>1) return true;
return game.hasPlayer(function(current){
return lib.skill.twliancai.filterTarget(null,player,current)&&lib.skill.twliancai.filterAI(current);
});
},
filterAI:function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(target.isDamaged()&&target.countCards('e','baiyin')&&att>0) return 2*att;
return -att;
},
prompt2:function(card,player,target){
return card.name=='phase'?'将武将牌翻面,然后获得一名其他角色装备区内的一张牌':'将手牌摸至与体力值相同';
},
content:function(){
'step 0'
if(event.triggername=='phaseEnd') player.turnOver();
else{
player.draw(player.hp-player.countCards('h'));
event.finish();
}
'step 1'
player.chooseTarget('获得一名角色装备区内的一张牌',lib.skill.twliancai.filterTarget).ai=lib.skill.twliancai.filterAI;
'step 2'
if(result.bool){
player.line(result.targets,'thunder');
player.gainPlayerCard('e',true,result.targets[0]);
}
},
},
twqijia:{
group:'twqijia_alka',
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.countCards('e',function(card){
return !player.storage.twqijia.contains(get.subtype(card));
});
},
filterTarget:function(card,player,target){
return target!=player&&player.canUse({name:'sha'},target);
},
position:'e',
filterCard:function(card,player){
return !player.storage.twqijia.contains(get.subtype(card));
},
content:function(){
'step 0'
player.storage.twqijia.push(get.subtype(cards[0]));
player.useCard({name:'sha'},target);
'step 1'
player.getStat().card.sha--;
},
subSkill:{
alka:{
sub:true,
trigger:{player:['phaseUseBegin','phaseUseEnd']},
silent:true,
content:function(){
player.storage.twqijia=[];
player.storage.twzhulin=[];
},
},
},
check:function(card){
return 7-get.value(card);
},
ai:{
order:function(){
return get.order({name:'sha'})-0.2;
},
result:{
target:function(player,target){
return get.effect(target,{name:'sha'},player,player);
},
},
},
},
twzhulin:{
group:'twqijia_alka',
locked:false,
mod:{
globalFrom:function(from,to,distance){
if(from.storage.twzhulin&&from.storage.twzhulin.contains(to)) return -Infinity;
}
},
enable:'phaseUse',
filter:function(event,player){
return player.countCards('h',lib.skill.twzhulin.filterCard)>0;
},
filterCard:function(card){
return card.name=='tao'||card.name=='jiu';
},
filterTarget:lib.filter.notMe,
content:function(){
player.storage.twzhulin.add(target);
player.markSkill('twzhulin');
},
intro:{
content:function(content,player){
return '至'+get.translation(content)+'的距离视为1';
},
},
},
twxiaolian:{
inherit:'twtijin',
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&
event.targets.length==1&&event.targets[0]!=player;
},
content:function(){
trigger.twxiaolian=trigger.targets[0];
trigger.targets=[player];
},
group:'twxiaolian_damage',
subSkill:{
distance:{
sub:true,
charlotte:true,
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
mark:true,
marktext:'马',
intro:{
content:'cards',
},
mod:{
globalTo:function(from,to,distance){
if(from!=to) return distance+to.storage.twxiaolian_distance.length;
},
},
},
damage:{
sub:true,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.getParent(2).twxiaolian!=undefined;
},
content:function(){
'step 0'
var target=trigger.getParent(2).twxiaolian;
event.target=target;
player.chooseCard('是否将一张牌当做【马】置于'+get.translation(target)+'的武将牌旁?','he').ai=function(target){
if(get.attitude(_status.event.player,_status.event.getParent('twxiaolian_damage').target)>2) return 7-get.value(card);
return 0;
};
'step 1'
if(result.bool){
player.logSkill('twxiaolian',target);
player.lose(result.cards,ui.special,'toStorage');
target.addSkill('twxiaolian_distance');
target.storage.twxiaolian_distance.addArray(result.cards);
target.markSkill('twxiaolian_distance');
}
},
},
},
},
twtijin:{
audio:2,
trigger:{global:'useCard'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&
event.targets.length==1&&event.targets[0]!=player&&get.distance(event.player,player,'attack')<=1;
},
logTarget:'player',
check:function(event,player){
return get.effect(event.targets[0],{name:'sha'},event.player,player)<=get.effect(player,{name:'sha'},event.player,player);
},
content:function(){
'step 0'
trigger.targets=[player];
var next=game.createEvent('twtijin_discard',null,trigger.getParent());
next.player=player;
next.target=trigger.player;
next.setContent(function(){
player.line(target,'green');
player.discardPlayerCard(target,true,'he');
});
},
},
twyanqin:{
forbid:['guozhan'],
audio:2,
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
var list=[];
if(player.group!='wei') list.push('wei2');
if(player.group!='shu') list.push('shu2');
list.push('cancel2');
player.chooseControl(list).set('ai',function(){
return list.randomGet();
}).set('prompt',get.prompt2('twyanqin'));
'step 1'
if(result.control!='cancel2'){
player.logSkill('twyanqin');
var group=result.control.slice(0,3);
player.group=group;
player.node.name.dataset.nature=get.groupnature(group);
game.log(player,'将势力变为了','#y'+get.translation(group+2));
}
},
},
twbaobian:{
audio:2,
trigger:{source:'damageBefore'},
filter:function(event,player){
var card=event.card;
if(!card||(card.name!='sha'&&card.name!='juedou')) return false;
return event.player.group==player.group||event.player.countCards('h')>event.player.hp
},
check:function(event,player){
var att=get.attitude(player,event.player);
if(event.player.group==player.group) return att>0;
return att<0;
},
logTarget:'player',
content:function(){
var target=trigger.player;
if(target.group==player.group){
trigger.cancel();
var num=target.maxHp-target.countCards('h');
if(num) target.draw(num);
}
else{
player.discardPlayerCard(target,'h',true,target.countCards('h')-target.hp)
}
},
},
renshe:{
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
if(lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
if(game.hasPlayer(function(current){
return get.attitude(player,current)>0||current.hasSkillTag('nogain');
})) return 0;
return 1;
});
'step 1'
if(result.control=='cancel2') event.finish();
else{
event.index=result.index;
player.logSkill('renshe');
if(event.index==0){
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
if(target.hasSkillTag('nogain')) return 0.1;
return get.attitude(_status.event.player,target);
};
}
else if(result.index==1){
player.storage.waishi++;
event.finish();
}
else{
var next=game.createEvent('renshe_changeGroup');
next.player=player;
next.renshe=true;
next.setContent(lib.skill.chijie.content);
event.finish();
}
}
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
game.asyncDraw([player,result.targets[0]]);
game.delay();
}
},
},
waishi:{
group:'waishi_afterstory',
subSkill:{
afterstory:{
trigger:{player:'phaseUseEnd'},
forced:true,
silent:true,
popup:false,
content:function(){player.storage.waishi=1},
},
},
init:function(player,skill){
player.storage[skill]=1;
},
enable:'phaseUse',
filter:function(event,player){
return player.storage.waishi>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>=ui.selected.cards.length;
},
filterCard:true,
check:function(card){
if(!game.hasPlayer(function(current){
return current!=_status.event.player&&current.countCards('h')>ui.selected.cards.length;
})) return 0;
return 6-get.value(card);
},
selectCard:function(){
if(!ui.selected.targets.length) return [1,game.countGroup()];
return [1,Math.min(ui.selected.targets[0].countCards('h'),game.countGroup())];
},
discard:false,
lose:false,
delay:0,
content:function(){
'step 0'
player.storage.waishi--;
player.lose(cards,ui.special);
player.gainPlayerCard(target,true,'h',cards.length).chooseonly=true;
'step 1'
event.cards2=result.cards;
target.lose(event.cards2,ui.special);
'step 2'
player.gain(event.cards2);
target.gain(cards);
player.$give(cards.length,target);
target.$give(event.cards2.length,player);
'step 3'
game.delay(1.2);
'step 4'
if(target.countCards('h')>player.countCards('h')||player.group==target.group) player.draw();
},
ai:{
result:{
player:function(player,target){
if(player.countCards('h')<target.countCards('h')||player.group==target.group) return 1;
return 0.1;
},
},
},
},
chijie:{
forbid:['guozhan'],
trigger:{global:'gameDrawAfter'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.group!=player.group;
});
},
content:function(){
'step 0'
var list=[];
game.countPlayer(function(current){
if(current.group!=player.group&&current.group!='shen') list.add(current.group);
});
if(!event.renshe) list.push('cancel2');
player.chooseControl(list).set('prompt',event.renshe?'请选择一个势力':get.prompt('chijie')).set('prompt2',event.renshe?'':'将自己的势力变更为场上存在的一个势力').set('',function(){
return list.randomGet();
});
'step 1'
if(result.control!='cancel2'){
if(!event.renshe) player.logSkill('chijie');
var group=result.control;
player.group=group;
player.node.name.dataset.nature=get.groupnature(group);
game.log(player,'将势力变为了','#y'+get.translation(group));
}
},
},
},
translate:{
tw_beimihu:'TW卑弥呼',
nashime:'难升米',
tw_xiahouba:'TW夏侯霸',
tw_zumao:'TW祖茂',
tw_caoang:'TW曹昂',
tw_dingfeng:'TW丁奉',
tw_caohong:'TW曹洪',
tw_maliang:'TW马良',
twyanqin:'姻亲',
twyanqin_info:'准备阶段,你可以将势力变更为魏或蜀。',
twbaobian:'豹变',
twbaobian_info:'当你使用【杀】或【决斗】造成伤害时,若目标角色的势力与你相同,则你可以防止此伤害,然后其将手牌数补充至与体力值相同。若不同且其手牌数大于体力值,则你可以将其手牌弃置至与其体力值相同。',
twtijin:'替巾',
twtijin_info:'当你攻击范围内的一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,此【杀】结算完成后,你弃置该角色的一张牌。',
twxiaolian:'孝廉',
twxiaolian_info:'当一名其他角色使用【杀】指定另一名其他角色为目标时,你可以将此【杀】的目标改为你。若如此做,当你受到此【杀】的伤害后,你可以将一张牌放在此【杀】原目标的武将牌旁,称之为“马”。锁定技,场上的一名角色每有一张“马”,其他角色计算与其的距离便+1。',
twqijia:'弃甲',
twqijia_info:'出牌阶段,你可以弃置一张装备区内的牌(每种类型的装备牌限一次),然后视为对攻击范围内的一名其他角色使用了一张【杀】。',
twzhulin:'诛綝',
twzhulin_info:'出牌阶段你可以弃置一张【桃】或【酒】并选择一名其他角色。你与其的距离视为1直到此阶段结束。',
twhuzhu:'护主',
twhuzhu_info:'出牌阶段限一次若你的装备区内有牌则你可以令一名其他角色交给你一张手牌然后获得你装备区内的一张牌。若其体力值不大于你则你可以令其回复1点体力。',
twliancai:'敛财',
twliancai_info:'结束阶段,你可以将武将牌翻面,然后获得一名其他角色装备区内的一张牌。当你的武将牌翻面时,你可以将手牌补至与体力值相同。',
twrangyi:'攘夷',
twrangyi_info:'出牌阶段限一次你可以将所有手牌交给一名其他角色然后令其选择一项1.使用其中的一张牌然后将其余的牌交还给你。2.受到来自你的1点伤害。',
twbaimei:'白眉',
twbaimei_info:'锁定技,若你没有手牌,则防止你受到的所有属性伤害和锦囊牌造成的伤害。',
chijie:'持节',
chijie_info:' 游戏开始时,你可以选择一个现存势力,你的势力视为该势力。 ',
waishi:'外使',
waishi_info:' 出牌阶段限一次你可以用至多X张牌交换一名其他角色等量的手牌X为现存势力数然后若其与你势力相同或手牌多于你你摸一张牌。',
renshe:'忍涉',
renshe_info:'当你受到伤害后,你可以选择一项:将势力改为现存的另一个势力;或可以额外发动一次“外使”直到你的下个出牌阶段结束;或与另一名其他角色各摸一张牌。',
}
};
});

View File

@ -162,7 +162,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
else{
var card=target.getCards('hej').randomGet();
target.$giveAuto(card,player);
player.gain(card);
player.gain(card,target);
}
},
ai:{
@ -274,7 +274,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(result.index==0){
var card=target.getCards('hej').randomGet();
target.$giveAuto(card,player);
player.gain(card);
player.gain(card,target);
target.addTempSkill('tanbei_effect2','phaseAfter');
}
else{
@ -1322,7 +1322,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(card2) list.push(card2);
if(list.length>0){
trigger.player.$giveAuto(list,player);
player.gain(list);
player.gain(list,trigger.player);
}
game.delay();
},
@ -1882,8 +1882,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(player==target&&get.subtype(card)=='equip2'){
if(get.equipValue(card)<=8) return 0;
}
if(target.getEquip(2)) return;
if(target.storage.lose_pos_equip&&target.storage.lose_pos_equip.contains('equip2')) return;
if(!target.isEmpty(2)) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
@ -2782,7 +2781,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
"step 2"
if(result.bool&&result.cards&&result.cards.length){
event.current.$giveAuto(result.cards,player);
player.gain(result.cards);
player.gain(result.cards,event.current);
}
event.current=event.current.next;
if(event.current!=player) event.goto(1);