神贾诩

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copcap 2023-10-15 09:06:12 +08:00
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commit 9d9caf8bbd
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6 changed files with 317 additions and 3 deletions

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@ -18,10 +18,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
extra_mobilezhi:['shen_guojia','shen_xunyu'], extra_mobilezhi:['shen_guojia','shen_xunyu'],
extra_mobilexin:['shen_taishici','shen_sunce'], extra_mobilexin:['shen_taishici','shen_sunce'],
extra_tw:['tw_shen_guanyu','tw_shen_lvmeng'], extra_tw:['tw_shen_guanyu','tw_shen_lvmeng'],
extra_offline:['shen_diaochan','boss_zhaoyun','shen_dianwei'], extra_offline:['shen_diaochan','boss_zhaoyun','shen_dianwei','le_shen_jiaxu'],
}, },
}, },
character:{ character:{
le_shen_jiaxu:['male','shen',4,['jxlianpo','jxzhaoluan'],['qun']],
shen_dianwei:['male','shen',4,['juanjia','qiexie','cuijue'],['wei']], shen_dianwei:['male','shen',4,['juanjia','qiexie','cuijue'],['wei']],
shen_dengai:['male','shen',4,['dctuoyu','dcxianjin','dcqijing'],['wei']], shen_dengai:['male','shen',4,['dctuoyu','dcxianjin','dcqijing'],['wei']],
tw_shen_lvmeng:['male','shen',3,['twshelie','twgongxin'],['wu']], tw_shen_lvmeng:['male','shen',3,['twshelie','twgongxin'],['wu']],
@ -71,6 +72,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
shen_sunquan:['shen_sunquan','junk_sunquan'], shen_sunquan:['shen_sunquan','junk_sunquan'],
shen_lvmeng:['shen_lvmeng','tw_shen_lvmeng'], shen_lvmeng:['shen_lvmeng','tw_shen_lvmeng'],
shen_machao:['shen_machao','ps_shen_machao'], shen_machao:['shen_machao','ps_shen_machao'],
shen_jiaxu:['le_shen_jiaxu','shen_jiaxu'],
}, },
characterFilter:{ characterFilter:{
shen_diaochan:function(mode){ shen_diaochan:function(mode){
@ -81,8 +83,306 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(mode=='versus') return _status.mode!='three'; if(mode=='versus') return _status.mode!='three';
return true; return true;
}, },
le_shen_jiaxu:function(mode){
return mode=='identity'&&_status.mode!='purple';
},
}, },
skill:{ skill:{
//神贾诩
jxlianpo:{
audio:2,
trigger:{global:'dieAfter'},
filter:function(event,player){
if(lib.skill.jxlianpo.getMax().length<=1) return false;
return event.source&&event.source.isIn();
},
forced:true,
logTarget:'source',
global:'jxlianpo_global',
getMax:()=>{
var identities=[],population=0;
game.countPlayer(current=>{
var curPopulation=1+current.getFriends().length+game.countPlayer(currentx=>{
return currentx.countMark(`jxlianpo_mark_${current.identity}`);
});
if(curPopulation>=population){
if(curPopulation>population) identities=[];
var identity=current.identity;
if(identity=='zhong') identity='zhu';
identities.add(identity);
population=curPopulation;
}
});
return identities;
},
group:'jxlianpo_show',
content:function*(event,map){
var source=map.trigger.source;
source.draw(2);
source.recover();
},
mark:true,
intro:{
content:()=>`场上最大阵营为${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 '';
}).join('、')}`,
},
subSkill:{
show:{
audio:'jxlianpo',
trigger:{global:'roundStart'},
filter:function(event,player){
var list=lib.config.mode_config.identity.identity.lastItem.slice();
list.removeArray(game.filterPlayer().map(i=>i.identity));
return list.length;
},
forced:true,
content:function*(event,map){
var player=map.player,trigger=map.trigger;
var list=lib.config.mode_config.identity.identity.lastItem.slice();
list.removeArray(game.filterPlayer().map(i=>i.identity)).unique();
var chooseControl=function(player,list){
var event=_status.event;
player=player||event.player;
var controls=[];
if(!event._result) event._result={};
Promise.all(list.map(identity=>new Promise((resolve,reject)=>{
var imageName=`mougong_${identity}`;
var pth=(`${lib.assetURL}image/card/${imageName}.jpg`);
var image=new Image();
image.onload=()=>resolve(pth);
image.onerror=reject;
image.src=pth;
}))).then(paths=>{
controls.addArray(paths.map(path=>{
return `<img src="${lib.assetURL+path}" width="65" height="93" draggable="false"></img>`;
}));
}).catch(()=>{
controls.addArray(list);
}).then(()=>{
var dialog=ui.create.dialog('###炼魄:请选择一个身份###<div class="text center">你选择的身份对应的阵营角色数于本轮内视为+1</div>');
var controlsx=[];
for(var control of controls){
controlsx.push(ui.create.control(control,function(link){
event._result.index=controls.indexOf(link);
dialog.close();
controlsx.forEach(control=>control.close());
_status.imchoosing=false;
game.resume();
}));
}
event.switchToAuto=function(){
event._result={index:get.rand(controls.length)};
dialog.close();
control.close();
_status.imchoosing=false;
game.resume();
};
});
game.pause();
game.countChoose();
}
if(event.isMine()){
chooseControl(player,list);
}
else if(event.isOnline()){
event.player.send(chooseControl,event.player,list);
event.player.wait();
game.pause();
}
else{
event._result={index:get.rand(list.length)};
_status.imchoosing=false;
}
yield null;
var index=event[event.result&&typeof event.result.index=='number'?'result':'_result'].index;
var choice=list[index],mark=`jxlianpo_mark_${choice}`;
player.when({global:'roundStart'})
.assign({
firstDo:true,
})
.filter(evt=>evt!=trigger)
.then(()=>{
for(var i in player.storage){
if(i.startsWith('jxlianpo_mark_')){
player.clearMark(i);
}
}
});
player.addMark(mark,1,false);
var videoId=lib.status.videoId++;
var createDialog=function(player,identity,id){
var dialog=ui.create.dialog(`${get.translation(player)}展示了${get.translation(identity+'2')}身份牌<br>`,'forcebutton');
dialog.videoId=id;
new Promise((resolve,reject)=>{
var imageName=`mougong_${identity}`;
var pth=(`${lib.assetURL}image/card/${imageName}.jpg`);
var image=new Image();
image.onload=()=>resolve(pth);
image.onerror=reject;
image.src=pth;
}).then(pth=>{
var img=document.createElement('img');
dialog.content.appendChild(img);
img.setAttribute('src',pth);
img.setAttribute('width','130');
img.setAttribute('height','185');
img.setAttribute('draggable',false);
dialog.open();
}).catch(()=>{});
};
game.broadcastAll(createDialog,player,choice,videoId);
var color='';
if(choice=='zhong') color='#y';
else if(choice=='fan') color='#g';
else if(choice=='nei') color='#b';
game.log(player,'展示了',`${color}${get.translation(choice+'2')}`,'身份牌');
yield game.delay(2);
game.broadcastAll('closeDialog',videoId);
}
},
global:{
mod:{
maxHandcard:function(player,num){
if(!lib.skill.jxlianpo.getMax().includes('fan')) return;
return num-game.countPlayer(current=>{
return current!=player&&current.hasSkill('jxlianpo');
});
},
cardUsable:function(card,player,num){
if(card.name=='sha'){
if(!lib.skill.jxlianpo.getMax().includes('fan')) return;
return num+game.countPlayer(current=>{
return current.hasSkill('jxlianpo');
});
}
},
attackRange:function(player,num){
if(!lib.skill.jxlianpo.getMax().includes('fan')) return;
return num+game.countPlayer(current=>{
return current.hasSkill('jxlianpo');
});
},
cardSavable:function(card,player){
if(card.name=='tao'){
if(!lib.skill.jxlianpo.getMax().includes('zhu')) return;
return false;
}
},
cardEnabled:function(card,player){
if(card.name=='tao'){
if(!lib.skill.jxlianpo.getMax().includes('zhu')) return;
return false;
}
}
},
},
},
},
jxzhaoluan:{
audio:2,
trigger:{global:'dieBegin'},
filter:function(event,player){
return event.getParent().name=='dying'&&event.player.isIn();
},
limited:true,
skillAnimation:true,
animationColor:'metal',
logTarget:'player',
check:function(event,player){
if(event.source&&event.source.isIn()&&get.attitude(player,event.source)>0&&player.identity=='fan') return false;
return get.attitude(player,event.player)>3.5;
},
content:function*(event,map){
var player=map.player,trigger=map.trigger;
var target=trigger.player;
player.awakenSkill('jxzhaoluan');
trigger.cancel();
target.getSkills(null,false,false).forEach(skill=>{
var info=get.info(skill);
if(info&&!info.charlotte&&!get.is.locked(skill)){
target.removeSkill(skill);
}
});
yield target.gainMaxHp(3);
var num=3-target.getHp(true);
if(num>0) yield target.recover(num);
target.draw(4);
player.addSkill('jxzhaoluan_effect');
player.markAuto('jxzhaoluan_effect',target);
},
ai:{
expose:0.5,
threaten:3,
},
subSkill:{
effect:{
audio:'jxzhaoluan',
enable:'phaseUse',
filter:function(event,player){
return player.getStorage('jxzhaoluan_effect').some(i=>i.isIn());
},
filterTarget:function(card,player,target){
return !player.getStorage('jxzhaoluan_hit').includes(target);
},
line:false,
locked:true,
charlotte:true,
promptfunc:function(){
var bodies=_status.event.player.getStorage('jxzhaoluan_effect').filter(i=>i.isIn());
return `选择一名角色,你令${get.translation(bodies)}${bodies.length>1?'中的一人':''}减1点体力上限然后你对选择的角色造成1点伤害。`;
},
content:function(){
'step 0'
var bodies=player.getStorage('jxzhaoluan_effect').filter(i=>i.isIn());
if(bodies.length==1) event._result={bool:true,targets:bodies};
else{
player.chooseTarget('兆乱:请选择被减上限的傀儡',true,(card,player,target)=>{
return _status.event.targets.includes(target);
}).set('targets',bodies).set('ai',target=>{
return 8-get.attitude(_status.event.player,target);
});
}
'step 1'
if(result.bool){
var target=result.targets[0];
player.line(target);
target.loseMaxHp();
game.delayex();
}
else event.finish();
'step 2'
player.line(target);
target.damage();
if(!player.storage.jxzhaoluan_hit){
player.when('phaseUseAfter')
.then(()=>{
delete player.storage.jxzhaoluan_hit;
});
}
player.markAuto('jxzhaoluan_hit',target);
},
ai:{
result:{
player:function(player){
var bodies=player.getStorage('jxzhaoluan_effect').filter(i=>i.isIn());
var body;
if(bodies.length==1) body=bodies[0];
else body=bodies.sort((a,b)=>get.attitude(player,a)-get.attitude(player,b))[0];
if(get.attitude(player,body)>4&&!body.isDamaged()&&body.getHp()<=2) return -10;
return 0;
},
target:function(player,target){
return Math.sign(get.damageEffect(target,player,target));
}
}
}
},
},
},
//神典韦 //神典韦
juanjia:{ juanjia:{
trigger:{ trigger:{
@ -7469,6 +7769,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
qiexie_info:'锁定技。准备阶段,你在剩余武将牌堆中随机观看五张牌,选择其中的任意张,将其按照如下规则转化为武器牌置入你的武器栏:{⒈此牌不具有花色,且其攻击范围和点数等于此武将牌的体力上限。⒉此武器牌的技能为该武将牌上所有描述中包含“【杀】”且不具有锁定技以外的标签的技能。⒊此武器牌离开你的装备区时,改为放回武将牌堆。}', qiexie_info:'锁定技。准备阶段,你在剩余武将牌堆中随机观看五张牌,选择其中的任意张,将其按照如下规则转化为武器牌置入你的武器栏:{⒈此牌不具有花色,且其攻击范围和点数等于此武将牌的体力上限。⒉此武器牌的技能为该武将牌上所有描述中包含“【杀】”且不具有锁定技以外的标签的技能。⒊此武器牌离开你的装备区时,改为放回武将牌堆。}',
cuijue:'摧决', cuijue:'摧决',
cuijue_info:'每回合每名角色限一次。出牌阶段你可以弃置一张牌然后对攻击范围内距离最远的一名其他角色造成1点伤害没有则不选。', cuijue_info:'每回合每名角色限一次。出牌阶段你可以弃置一张牌然后对攻击范围内距离最远的一名其他角色造成1点伤害没有则不选。',
le_shen_jiaxu:'神贾诩',
le_shen_jiaxu_prefix:'神',
jxlianpo:'炼魄',
jxlianpo_info:'锁定技。①若场上最大阵营为:反贼,其他角色的手牌上限-1所有角色使用【杀】的次数上限和攻击范围+1主忠其他角色不能对其以外的角色使用【桃】。其他角色死亡后若有多个最大阵营来源摸两张牌并回复1点体力。②一轮游戏开始时你展示一张未加入游戏或已死亡角色的身份牌本轮视为该身份对应阵营的角色数+1。',
jxzhaoluan:'兆乱',
jxzhaoluan_info:'限定技。一名角色死亡前若其此次进入过濒死状态你可以取消之令其加3点体力上限并失去所有非锁定技回复体力至3点摸四张牌。然后你获得如下效果出牌阶段你可以令一名成为过你〖兆乱〗目标的角色减1点体力上限然后对一名此阶段未以此法选择过的角色造成1点伤害。',
extra_feng:'神话再临·风', extra_feng:'神话再临·风',
extra_huo:'神话再临·火', extra_huo:'神话再临·火',

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@ -6506,8 +6506,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
yjluoshen:'洛神', yjluoshen:'洛神',
yjluoshen_info:'准备阶段,你可以判定并获得判定牌,且可重复此流程直到结果的颜色不同。', yjluoshen_info:'准备阶段,你可以判定并获得判定牌,且可重复此流程直到结果的颜色不同。',
//线下E系列 一战成名 战役篇官盗 //线下E系列 一战成名 战役篇官盗
shen_jiaxu:'神贾诩', shen_jiaxu:'战役篇神贾诩',
shen_jiaxu_prefix:'神', shen_jiaxu_prefix:'战役篇神',
zybishi:'避世', zybishi:'避世',
zybishi_info:'当你成为【杀】的目标后,你可以令使用者摸一张牌,然后令此【杀】无效。', zybishi_info:'当你成为【杀】的目标后,你可以令使用者摸一张牌,然后令此【杀】无效。',
zyjianbing:'谏兵', zyjianbing:'谏兵',

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@ -607,6 +607,7 @@ window.noname_character_rank={
'chenshi', 'chenshi',
'xiahoumao', 'xiahoumao',
'dc_xujing', 'dc_xujing',
'le_shen_jiaxu',
], ],
bp:[ bp:[
'chess_diaochan', 'chess_diaochan',

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@ -169,6 +169,8 @@ window.config={
['zhu','zhong','nei','fan','fan','fan'], ['zhu','zhong','nei','fan','fan','fan'],
['zhu','zhong','zhong','nei','fan','fan','fan'], ['zhu','zhong','zhong','nei','fan','fan','fan'],
['zhu','zhong','zhong','nei','fan','fan','fan','fan'], ['zhu','zhong','zhong','nei','fan','fan','fan','fan'],
['zhu','zhong','zhong','zhong','nei','fan','fan','fan','fan'],
['zhu','zhong','zhong','zhong','nei','nei','fan','fan','fan','fan'],
], ],
choice:{ choice:{
zhu:3, zhu:3,

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@ -34394,6 +34394,11 @@
return `${get.prefixSpan('手杀')}${get.prefixSpan('界')}` return `${get.prefixSpan('手杀')}${get.prefixSpan('界')}`
}, },
}], }],
['战役篇神',{
getSpan:(prefix,name)=>{
return `${get.prefixSpan('战役篇')}${get.prefixSpan('神')}`
},
}],
]), ]),
groupnature:{ groupnature:{
shen:'shen', shen:'shen',

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