commit
aed7e098fb
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@ -101,38 +101,91 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return !target.hasSkill('wuling_wuqinxi');
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},
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usable:1,
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prompt:'选择一名角色,向其传授“五禽戏”',
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group:'wuling_die',
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content:function(){
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'step 0'
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target.addSkill('wuling_wuqinxi');
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player.chooseControl(lib.skill.wuling.wuqinxi).set('prompt','五灵:请选择'+get.translation(target)+'的初始五禽戏效果').set('ai',()=>['鹿','熊'].randomGet()).set('choiceList',lib.skill.wuling.wuqinxiMap);
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target.addAdditionalSkill(`wuling_${player.playerid}`,'wuling_wuqinxi');
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var next=player.chooseToMove(`五灵:调整向${get.translation(target)}传授的“五禽戏”顺序`);
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next.set('list',[
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['',[lib.skill.wuling.wuqinxi,(item,type,position,noclick,node)=>{
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node=ui.create.buttonPresets.vcard(item,type,position,noclick);
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node._customintro=[
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node=>`五禽戏:${node.link[2]}`,
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node=>lib.skill.wuling.wuqinxiMap[lib.skill.wuling.wuqinxi.indexOf(node.link[2])].slice(2)
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];
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return node;
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}]]
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]);
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next.set('processAI',()=>{
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const event=get.event().getParent(),player=event.player,target=event.target;
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const spirits=[];
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let nextPlayer=player;
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do{
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nextPlayer=nextPlayer.getNext();
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if(get.attitude(player,nextPlayer)<0){
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spirits.add('熊');
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break;
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}
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}
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while(nextPlayer!=target);
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if(!spirits.length) spirits.add('猿');
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if(get.recoverEffect(target,player,player)>0||target.hasCard(card=>{
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return get.effect(target,{
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name:card.viewAs||card.name,
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cards:[card],
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},target,target)<-1;
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},'j')) spirits.add('鹿');
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const others=lib.skill.wuling.wuqinxi.slice().removeArray(spirits);
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do{
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others.randomSort();
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}
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while(others.length>1&&others[0]=='鹿');
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return [spirits.concat(others).map(i=>['','',i])];
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})
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'step 1'
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player.popup(result.control);
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target.storage.wuling_wuqinxi=result.control;
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var sortedWuqinxi=result.moved[0].map(i=>i[2]);
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game.log(target,'习得的五禽戏顺序为','#g'+sortedWuqinxi.join('、'));
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sortedWuqinxi.unshift(sortedWuqinxi[0]);
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target.storage.wuling_wuqinxi=sortedWuqinxi;
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lib.skill.wuling.updateMark(target);
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},
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wuqinxi:['虎','鹿','熊','猿','鹤'],
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wuqinxiMap:[
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'虎:使用仅指定唯一目标的牌对目标角色造成的伤害+1',
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'鹿:回复1点体力并弃置判定区的所有牌;不能成为延时锦囊牌的目标',
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'熊:受到伤害时,此伤害-1',
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'猿:出牌阶段开始时,选择一名角色,随机获得其装备区里的一张牌',
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'鹤:出牌阶段开始时,摸两张牌',
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'虎:当你使用指定唯一目标的牌对目标角色造成伤害时,此伤害+1。',
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'鹿:①当你获得此效果时,你回复1点体力并弃置判定区的所有牌。②你不能成为延时锦囊牌的目标。',
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'熊:当你受到伤害时,此伤害-1。',
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'猿:出牌阶段开始时,你选择一名角色,随机获得其装备区里的一张牌。',
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'鹤:出牌阶段开始时,你摸两张牌。',
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],
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updateMark:function(player){
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var wuqinxi=player.storage.wuling_wuqinxi;
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game.log(player,'获得了','#g【'+wuqinxi+'】','标记');
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if(!wuqinxi) return;
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var prevMark=wuqinxi.shift();
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// wuqinxi.push(prevMark);
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var curMark=wuqinxi[0];
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if(!curMark){
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for(var skill in player.additionalSkills){
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if(!skill.startsWith('wuling_')) continue;
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player.removeAdditionalSkill(skill);
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}
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game.log(player,'完成了五禽戏的操练');
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return;
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}
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game.log(player,'获得了','#g【'+curMark+'】','标记');
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player.markSkill('wuling_wuqinxi');
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game.broadcastAll(function(player,wuqinxi){
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if(player.marks.wuling_wuqinxi) player.marks.wuling_wuqinxi.firstChild.innerHTML=wuqinxi;
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},player,wuqinxi);
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if(wuqinxi=='鹿'){
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game.broadcastAll(function(player,curMark){
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if(player.marks.wuling_wuqinxi) player.marks.wuling_wuqinxi.firstChild.innerHTML=curMark;
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},player,curMark);
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if(curMark=='鹿'){
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player.logSkill('wuling_wuqinxi');
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player.recover();
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player.discard(player.getCards('j'));
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player.discard(player.getCards('j')).discarder=player;
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}
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},
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ai:{
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order:7,
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threaten:5,
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result:{target:1},
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},
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derivation:'wuling_wuqinxi',
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@ -141,51 +194,51 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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nopop:true,
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charlotte:true,
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intro:{
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content:function(storage){
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var str='<li>当前效果:'+storage;
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var list=lib.skill.wuling.wuqinxiMap.map(str2=>str2.slice(2));
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str+='<br><li>';
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str+=list[lib.skill.wuling.wuqinxi.indexOf(storage)];
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return str;
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markcount:()=>0,
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mark:function(dialog,storage){
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const wuqinxiMap=lib.skill.wuling.wuqinxiMap;
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const str=`<li>当前效果:${storage[0]}<br><li>${wuqinxiMap.find(str=>storage[0]==str[0]).slice(2)}<br>`;
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dialog.addText(str,false);
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const str2='<div class="text center">“五禽戏”顺序:<br>'+storage.join(' ')+'</div>';
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dialog.addText(str2);
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if(storage.length>1){
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const str3=`<div class="text" style="font-size:10px; ">[下一效果] ${wuqinxiMap.find(str=>storage[1]==str[0])}<br></div>`;
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dialog.add(str3);
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}
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},
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},
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mod:{
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targetEnabled:function(card,player,target){
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if(get.type(card)=='delay'&&target.storage.wuling_wuqinxi&&target.storage.wuling_wuqinxi=='鹿') return false;
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if(get.type(card)=='delay'&&target.storage.wuling_wuqinxi&&target.storage.wuling_wuqinxi[0]=='鹿') return false;
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},
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},
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trigger:{
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source:'damageBegin1',
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player:['phaseBegin','damageBegin2','phaseUseBegin'],
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player:['phaseZhunbeiBegin','damageBegin4','phaseUseBegin'],
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},
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filter:function(event,player,name){
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var wuqinxi=player.storage.wuling_wuqinxi;
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const wuqinxi=player.storage.wuling_wuqinxi&&player.storage.wuling_wuqinxi[0];
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if(!wuqinxi) return false;
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if(event.name=='phase') return true;
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if(event.name=='phaseZhunbei') return true;
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switch(name){
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case 'damageBegin1':
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if(wuqinxi!='虎'||!event.card) return false;
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var evt=event.getParent('useCard');
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return evt.targets&&evt.targets.length==1&&evt.targets.includes(event.player);
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break;
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case 'damageBegin2':
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case 'damageBegin4':
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return wuqinxi=='熊';
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break;
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default:
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if(wuqinxi=='鹤') return true;
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if(wuqinxi!='猿') return false;
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return game.hasPlayer(target=>target.countGainableCards(player,'e'));
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break;
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}
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},
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forced:true,
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onremove:true,
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content:function(){
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'step 0'
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var wuqinxi=player.storage.wuling_wuqinxi;
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if(trigger.name=='phase'){
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var num=lib.skill.wuling.wuqinxi.indexOf(wuqinxi)+1;
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if(num>=lib.skill.wuling.wuqinxi.length) num-=lib.skill.wuling.wuqinxi.length;
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player.storage.wuling_wuqinxi=lib.skill.wuling.wuqinxi[num];
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var wuqinxi=player.storage.wuling_wuqinxi[0];
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if(trigger.name=='phaseZhunbei'){
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lib.skill.wuling.updateMark(player);
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event.finish();
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}
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@ -197,7 +250,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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trigger.num++;
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event.finish();
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break;
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case 'damageBegin2':
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case 'damageBegin4':
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trigger.num--;
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event.finish();
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break;
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@ -232,8 +285,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ai:{
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effect:{
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target:function(card,player,target){
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var wuqinxi=target.storage.wuling_wuqinxi;
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if(!wuqinxi||wuqinxi!='熊') return;
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const wuqinxi=target.storage.wuling_wuqinxi;
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if(!wuqinxi||!wuqinxi.length) return;
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const curWuqinxi=wuqinxi[0];
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const nextWuqinxi=wuqinxi[1];
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if(nextWuqinxi=='鹿'&&get.type(card)=='delay') return 'zerotarget';
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if(curWuqinxi!='熊') return;
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if(player.hasSkillTag('jueqing',false,target)) return;
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var num=get.tag(card,'damage');
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if(num){
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@ -244,6 +301,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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},
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die:{
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trigger:{player:'die'},
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filter:function(event,player){
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return game.hasPlayer(current=>current.additionalSkills[`wuling_${player.playerid}`]);
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},
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forced:true,
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locked:false,
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forceDie:true,
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content:function(){
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var targets=game.filterPlayer(current=>{
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return current.additionalSkills[`wuling_${player.playerid}`];
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});
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player.line(targets);
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targets.forEach(current=>current.removeAdditionalSkill(`wuling_${player.playerid}`));
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},
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},
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},
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},
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youyi:{
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@ -259,11 +332,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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'step 0'
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var cards=_status.renku.slice();
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game.cardsDiscard(cards);
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game.cardsDiscard(cards).fromRenku=true;
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_status.renku.removeArray(cards);
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player.$throw(cards,1000);
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game.updateRenku();
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game.log(cards,'被置入了弃牌堆');
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game.log(cards,'从仁库进入了弃牌堆');
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'step 1'
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var targets=game.filterPlayer();
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player.line(targets);
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@ -7802,16 +7875,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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shen_huatuo:'神华佗',
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shen_huatuo_prefix:'神',
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wuling:'五灵',
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wuling_info:'出牌阶段限一次,你可以令一名没有“五禽戏”的角色获得“五禽戏”,然后你为其指定一个“五禽戏”的初始效果。',
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wuling_info:'①出牌阶段限一次。你可以选择一名没有“五禽戏”的角色,按照你选择的顺序向其传授“五禽戏”,且其获得如下效果:其获得你选择的第一种“五禽戏”的效果,并在其每个准备阶段移除当前“五禽戏”的效果并切换为下一种。②当你死亡时,你令场上的角色失去你传授的“五禽戏”。',
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wuling_wuqinxi:'五禽戏',
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wuling_wuqinxi_info:'<br><li>“五禽戏”分为“虎、鹿、熊、猿、鹤”五个不同的效果,有“五禽戏”的角色的准备阶段,将自己“五禽戏”的效果更换为“五禽戏”顺序的下一种效果'+
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'<br><li>虎:你使用仅指定唯一目标的牌对目标角色造成的伤害+1'+
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'<br><li>鹿:获得或更换至此效果时,回复1点体力并弃置判定区的所有牌;你不能成为延时锦囊牌的目标'+
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'<br><li>熊:当你受到伤害时,此伤害-1'+
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'<br><li>猿:出牌阶段开始时,你选择一名角色,随机获得其装备区里的一张牌'+
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'<br><li>鹤:出牌阶段开始时,你摸两张牌',
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wuling_wuqinxi_info:'<br><li>“五禽戏”分为“虎、鹿、熊、猿、鹤”五个不同的效果:'+
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'<br><li>虎:当你使用指定唯一目标的牌对目标角色造成伤害时,此伤害+1。'+
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'<br><li>鹿:①当你获得此效果时,你回复1点体力并弃置判定区的所有牌。②你不能成为延时锦囊牌的目标。'+
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'<br><li>熊:当你受到伤害时,此伤害-1。'+
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'<br><li>猿:出牌阶段开始时,你选择一名角色,随机获得其装备区里的一张牌。'+
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'<br><li>鹤:出牌阶段开始时,你摸两张牌。',
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youyi:'游医',
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youyi_info:'①弃牌阶段结束时,你可以将所有于此阶段进入弃牌堆的牌置入仁区。②出牌阶段限一次,你可以将仁区的所有牌置入弃牌堆,然后令所有角色各回复1点体力。',
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youyi_info:'①弃牌阶段结束时,你可以将所有于此阶段弃置的牌置入仁区。②出牌阶段限一次。你可以将仁区的所有牌置入弃牌堆,令所有角色各回复1点体力。',
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extra_feng:'神话再临·风',
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extra_huo:'神话再临·火',
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@ -10798,7 +10798,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mamidi:['mamidi','xin_mamidi'],
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mengyou:['mengyou','ns_mengyou'],
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zhangchu:['zhangchu','jsrg_zhangchu'],
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xianglang:['xianglang','re_xianglang'],
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xianglang:['xianglang','mb_xianglang'],
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},
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translate:{
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re_panfeng:'潘凤',
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|
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@ -6,7 +6,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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connect:true,
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characterSort:{
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mobile:{
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mobile_default:['re_xianglang','yanxiang','xin_wuban','laimin','baoxin','jiangji','liwei','xin_guozhao',"miheng","taoqian","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding","zhangyì","jiakui","yangbiao","chendeng","dongcheng","yangyi","dengzhi","zhengxuan","sp_sufei","furong","dingyuan","simashi","yanghuiyu","hucheer","gongsunkang","nanhualaoxian","zhouqun","qiaozhou","fuqian","simafu","mayuanyi","yanpu","sunhanhua","sp_maojie","peixiu","sp_jianggan","ruanhui","xin_mamidi","sp_caosong","yangfu","wangjun","sp_pengyang","qianzhao",'shichangshi'],
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mobile_default:['mb_xianglang','yanxiang','xin_wuban','laimin','baoxin','jiangji','liwei','xin_guozhao',"miheng","taoqian","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei","hujinding","zhangyì","jiakui","yangbiao","chendeng","dongcheng","yangyi","dengzhi","zhengxuan","sp_sufei","furong","dingyuan","simashi","yanghuiyu","hucheer","gongsunkang","nanhualaoxian","zhouqun","qiaozhou","fuqian","simafu","mayuanyi","yanpu","sunhanhua","sp_maojie","peixiu","sp_jianggan","ruanhui","xin_mamidi","sp_caosong","yangfu","wangjun","sp_pengyang","qianzhao",'shichangshi'],
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mobile_yijiang:["yj_zhanghe","yj_zhangliao","yj_xuhuang","yj_ganning",'yj_huangzhong','yj_weiyan','yj_zhoubuyi'],
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mobile_standard:["xin_xiahoudun","xin_zhangfei"],
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mobile_shenhua_feng:['re_xiaoqiao',"xin_zhoutai"],
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@ -26,7 +26,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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character:{
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re_xianglang:['male','shu',3,['naxue','yijie']],
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mb_xianglang:['male','shu',3,['naxue','yijie']],
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yanxiang:['male','qun',3,['kujian','twruilian'],['character:tw_yanxiang','die_audio:tw_yanxiang']],
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mb_sunluyu:['female','wu',3,['mbmeibu','mbmumu']],
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xin_wuban:['male','shu',4,['xinjintao'],['clan:陈留吴氏','character:wuban']],
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|
@ -410,17 +410,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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map.trigger.cancel();
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var num=player.countDiscardableCards(player,'he');
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if(num){
|
||||
var result=yield player.chooseToDiscard('纳学:弃置任意张牌并摸等量的牌',[1,num],true).set('ai',lib.skill.zhiheng.check);
|
||||
if(result.bool) player.draw(result.cards.length);
|
||||
var result=yield player.chooseToDiscard('纳学:是否弃置任意张牌并摸等量的牌?','he',[1,num]).set('ai',lib.skill.zhiheng.check);
|
||||
if(result.bool) yield player.draw(result.cards.length);
|
||||
}
|
||||
if(player.countCards('he')){
|
||||
if(player.countCards('h')){
|
||||
var result2=yield player.chooseCardTarget({
|
||||
prompt:'纳学:将至多两张牌交给一名其他角色',
|
||||
prompt:'是否交给至多两名其他角色各一张手牌?',
|
||||
prompt2:'先按顺序选中所有要给出的牌,然后再按顺序选择等量的目标角色。',
|
||||
selectCard:[1,2],
|
||||
filterCard:true,
|
||||
filterTarget:lib.filter.notMe,
|
||||
forced:true,
|
||||
position:'he',
|
||||
selectTarget:function(){
|
||||
return ui.selected.cards.length;
|
||||
},
|
||||
filterOk:()=>{
|
||||
return ui.selected.cards.length==ui.selected.targets.length;
|
||||
},
|
||||
position:'h',
|
||||
ai1:function(card){
|
||||
if(card.name=='du') return 10;
|
||||
else if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
|
||||
|
@ -437,7 +443,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return att;
|
||||
},
|
||||
});
|
||||
if(result2.bool) player.give(result2.cards,result2.targets[0]);
|
||||
if(result2.bool){
|
||||
const list=[];
|
||||
for(let i=0;i<result2.targets.length;i++){
|
||||
list.push([result2.targets[i],result2.cards[i]]);
|
||||
player.line(result2.targets[i]);
|
||||
}
|
||||
game.loseAsync({
|
||||
gain_list:list,
|
||||
player:player,
|
||||
cards:result2.cards,
|
||||
giver:player,
|
||||
animate:'giveAuto',
|
||||
}).setContent('gaincardMultiple');
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
|
@ -449,16 +468,25 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
forced:true,
|
||||
forceDie:true,
|
||||
skillAnimation:true,
|
||||
animationColor:'orange',
|
||||
logTarget:function(event,player){
|
||||
return game.filterPlayer(target=>target!=player);
|
||||
},
|
||||
content:function(){
|
||||
'step 0'
|
||||
var targets=game.filterPlayer(target=>target!=player);
|
||||
var sum=targets.reduce((num,target)=>num+=target.hp,0);
|
||||
sum=Math.max(1,Math.floor(sum/targets.length));
|
||||
targets.forEach(target=>{
|
||||
if(target.hp!=sum){
|
||||
game.log(target,'将体力从',target.hp,'改为',sum);
|
||||
target.changeHp(sum-target.hp)._triggered=null;
|
||||
}
|
||||
});
|
||||
event.num=sum;
|
||||
event.targets=targets;
|
||||
'step 1'
|
||||
var target=targets.shift();
|
||||
var delta=target.hp-num;
|
||||
if(delta!=0){
|
||||
target[delta>0?'loseHp':'recover'](Math.abs(delta));
|
||||
}
|
||||
if(targets.length) event.redo();
|
||||
},
|
||||
},
|
||||
//阎象
|
||||
|
@ -15740,12 +15768,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
yanxiang:'阎象',
|
||||
kujian:'苦谏',
|
||||
kujian_info:'出牌阶段限一次,你可以将至多两张手牌称为“谏”并交给一名其他角色,然后你获得以下效果:当其他角色使用或打出牌后,若其中有“谏”,你与其各摸两张牌;当其他角色不因使用或打出而失去牌后,若其中有“谏”,你与其各弃置一张牌。',
|
||||
re_xianglang:'手杀向朗',
|
||||
re_xianglang_prefix:'手杀',
|
||||
mb_xianglang:'手杀向朗',
|
||||
mb_xianglang_prefix:'手杀',
|
||||
naxue:'纳学',
|
||||
naxue_info:'你可以跳过出牌阶段。若如此做,你弃置任意张牌并摸等量的牌,然后交给一名其他角色至多两张牌。',
|
||||
naxue_info:'你可以跳过出牌阶段。若如此做,你可以弃置任意张牌并摸等量的牌,然后你可以交给至多两名其他角色各一张手牌。',
|
||||
yijie:'遗诫',
|
||||
yijie_info:'锁定技,当你死亡时,所有其他角色将体力调整为X(X为所有其他角色的体力值之和除以所有其他角色数,向下取整,且X至少为1)。',
|
||||
yijie_info:'锁定技。当你死亡时,你令所有其他角色将体力回复或失去至X(X为所有其他角色的体力之和除以所有其他角色数,向下取整,且X至少为1)。',
|
||||
|
||||
mobile_standard:'手杀异构·标准包',
|
||||
mobile_shenhua_feng:'手杀异构·其疾如风',
|
||||
|
|
|
@ -346,6 +346,8 @@ window.noname_character_rank={
|
|||
'tianshangyi',
|
||||
'malingli',
|
||||
'caoyi',
|
||||
'sb_sp_zhugeliang',
|
||||
'sb_zhugeliang',
|
||||
],
|
||||
am:[
|
||||
'diy_caiwenji',
|
||||
|
@ -634,6 +636,7 @@ window.noname_character_rank={
|
|||
'dc_jiachong',
|
||||
'pangshanmin',
|
||||
'kuaiqi',
|
||||
'shen_huatuo',
|
||||
],
|
||||
bp:[
|
||||
'chess_diaochan',
|
||||
|
@ -1001,6 +1004,7 @@ window.noname_character_rank={
|
|||
'ol_liuyan',
|
||||
'sunhuan',
|
||||
'yue_caiyong',
|
||||
'sb_huangyueying',
|
||||
],
|
||||
b:[
|
||||
'diy_feishi',
|
||||
|
@ -1312,6 +1316,7 @@ window.noname_character_rank={
|
|||
're_simalang',
|
||||
'laimin',
|
||||
'baoxin',
|
||||
'mb_xianglang',
|
||||
],
|
||||
bm:[
|
||||
'diy_xizhenxihong',
|
||||
|
|
289
character/sb.js
289
character/sb.js
|
@ -7,7 +7,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
character:{
|
||||
sb_huangyueying:['female','shu',3,['sbqicai','sbjizhi']],
|
||||
sb_sp_zhugeliang:['male','shu',3,['sbhuoji','sbkanpo']],
|
||||
sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng']],
|
||||
sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng'],['unseen']],
|
||||
sb_zhanghe:['male','wei',4,['sbqiaobian']],
|
||||
sb_yujin:['male','wei',4,['sbxiayuan','sbjieyue']],
|
||||
sb_huaxiong:['male','qun','3/4/1',['new_reyaowu','sbyangwei']],
|
||||
|
@ -46,10 +46,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
characterSort:{
|
||||
sb:{
|
||||
sb_zhi:['sb_sunquan','sb_zhouyu','sb_zhangjiao','sb_caocao','sb_zhenji','sb_liubei','sb_daqiao','sb_liubiao'],
|
||||
sb_zhi:['sb_sunquan','sb_zhouyu','sb_zhangjiao','sb_caocao','sb_zhenji','sb_liubei','sb_daqiao','sb_liubiao','sb_sp_zhugeliang'],
|
||||
sb_shi:['sb_xuhuang','sb_machao','sb_fazheng','sb_chengong','sb_diaochan','sb_pangtong','sb_zhanghe'],
|
||||
sb_tong:['liucheng','sp_yangwan','sb_xiahoushi','sb_zhangfei','sb_zhaoyun','sb_sunce','sb_zhurong','sb_xiaoqiao'],
|
||||
sb_yu:['sb_yujin','sb_lvmeng','sb_huangzhong','sb_huanggai','sb_zhouyu','sb_caoren','sb_ganning','sb_yl_luzhi'],
|
||||
sb_yu:['sb_yujin','sb_lvmeng','sb_huangzhong','sb_huanggai','sb_zhouyu','sb_caoren','sb_ganning','sb_yl_luzhi','sb_huangyueying'],
|
||||
sb_neng:['sb_huaxiong','sb_sunshangxiang','sb_jiangwei','sb_yuanshao','sb_menghuo'],
|
||||
}
|
||||
},
|
||||
|
@ -61,32 +61,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(get.type2(card)=='trick') return true;
|
||||
},
|
||||
},
|
||||
init:function(player){
|
||||
var skill='sbqicai_'+player.playerid;
|
||||
if(!lib.skill[skill]){
|
||||
lib.skill[skill]={
|
||||
onremove:true,
|
||||
mark:true,
|
||||
marktext:'奇',
|
||||
intro:{
|
||||
markcount:function(storage){
|
||||
return (storage||0).toString();
|
||||
},
|
||||
content:function(storage){
|
||||
return '已被掠夺'+(storage||0)+'张普通锦囊牌';
|
||||
},
|
||||
},
|
||||
};
|
||||
lib.translate[skill]='奇才';
|
||||
lib.translate[skill+'_bg']='奇';
|
||||
}
|
||||
},
|
||||
getLimit:3,
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
onChooseToUse:function(event){
|
||||
if(!event.sbqicai&&!game.online){
|
||||
const player=get.player();
|
||||
const cards=Array.from(ui.discardPile.childNodes).filter(card=>lib.skill.sbqicai.filterCardx(card,player));
|
||||
event.set('sbqicai',cards);
|
||||
}
|
||||
},
|
||||
filter:function(event,player){
|
||||
if(!game.hasPlayer(target=>target!=player&&target.hasEmptySlot(2))) return false;
|
||||
return player.countCards('h',card=>lib.skill.sbqicai.filterCardx(card,player))||Array.from(ui.discardPile.childNodes).some(card=>lib.skill.sbqicai.filterCardx(card,player));
|
||||
return player.countCards('h',card=>lib.skill.sbqicai.filterCardx(card,player))||event.sbqicai&&event.sbqicai.length;
|
||||
},
|
||||
filterCardx:function(card,player){
|
||||
if(player.getStorage('sbqicai').includes(card.name)) return false;
|
||||
|
@ -95,8 +82,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
usable:1,
|
||||
chooseButton:{
|
||||
dialog:function(event,player){
|
||||
var list1=player.getCards('h',card=>lib.skill.sbqicai.filterCardx(card,player));
|
||||
var list2=Array.from(ui.discardPile.childNodes).filter(card=>lib.skill.sbqicai.filterCardx(card,player));
|
||||
const list1=player.getCards('h',card=>lib.skill.sbqicai.filterCardx(card,player));
|
||||
const list2=event.sbqicai;
|
||||
var dialog=ui.create.dialog('###奇才###<div class="text center">请选择一张防具牌置入一名其他角色的装备区</div>');
|
||||
if(list1.length){
|
||||
dialog.add('<div class="text center">手牌区</div>');
|
||||
|
@ -105,6 +92,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
if(list2.length){
|
||||
dialog.add('<div class="text center">弃牌堆</div>');
|
||||
dialog.add(list2);
|
||||
if(list1.length) dialog.classList.add('fullheight');
|
||||
}
|
||||
return dialog;
|
||||
},
|
||||
|
@ -143,7 +131,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
player.markAuto('sbqicai',[cards[0].name]);
|
||||
target.equip(cards[0]);
|
||||
player.addSkill('sbqicai_gain');
|
||||
target.addSkill('sbqicai_'+player.playerid);
|
||||
lib.skill.sbqicai.updateCounter(player,target,0);
|
||||
},
|
||||
ai:{
|
||||
result:{
|
||||
|
@ -161,6 +149,40 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return '请选择置入'+get.translation(links)+'的角色';
|
||||
},
|
||||
},
|
||||
updateCounter:function(player,target,num){
|
||||
const skill=`sbqicai_${player.playerid}`;
|
||||
game.broadcastAll(lib.skill.sbqicai.initSkill,skill);
|
||||
if(!target.hasSkill(skill)) target.addSkill(skill);
|
||||
if(num==0) target.clearMark(skill,false);
|
||||
else if(num>0) target.addMark(skill,num,false);
|
||||
if(target.countMark(skill)>=lib.skill.sbqicai.getLimit) target.removeSkill(skill);
|
||||
if(!_status.postReconnect.sbqicai){
|
||||
_status.postReconnect.sbqicai=[
|
||||
lib.skill.sbqicai.initSkill,
|
||||
[]
|
||||
];
|
||||
}
|
||||
_status.postReconnect.sbqicai[1].add(skill);
|
||||
},
|
||||
initSkill:skill=>{
|
||||
if(!lib.skill[skill]){
|
||||
lib.skill[skill]={
|
||||
onremove:true,
|
||||
mark:true,
|
||||
marktext:'奇',
|
||||
intro:{
|
||||
markcount:function(storage){
|
||||
return (storage||0).toString();
|
||||
},
|
||||
content:function(storage){
|
||||
return '已被掠夺'+get.cnNumber(storage||0)+'张普通锦囊牌';
|
||||
},
|
||||
},
|
||||
};
|
||||
lib.translate[skill]='奇才';
|
||||
lib.translate[skill+'_bg']='奇';
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:7,
|
||||
result:{
|
||||
|
@ -170,6 +192,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
},
|
||||
},
|
||||
marktext:'才',
|
||||
intro:{content:'已使用$发动过此技能'},
|
||||
subSkill:{
|
||||
gain:{
|
||||
|
@ -183,14 +206,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
},
|
||||
forced:true,
|
||||
direct:true,
|
||||
charlotte:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
if(!event.checkedTargets) event.checkedTargets=[];
|
||||
var target=game.findPlayer(function(current){
|
||||
if(!trigger.getg(current).length||!current.hasSkill('sbqicai_'+player.playerid)) return false;
|
||||
if(event.checkedTargets.includes(current)) return false;
|
||||
if(current.countMark('sbqicai_'+player.playerid)>=lib.skill.sbqicai.getLimit) return false;
|
||||
return trigger.getg(current).some(card=>get.type(card)=='trick'&&lib.filter.canBeGained(card,current,player));
|
||||
});
|
||||
if(!target){
|
||||
event.finish();
|
||||
return;
|
||||
}
|
||||
event.target=target;
|
||||
player.logSkill('sbqicai_gain',target);
|
||||
event.checkedTargets.add(target);
|
||||
var cards=trigger.getg(target).filter(card=>get.type(card)=='trick'&&lib.filter.canBeGained(card,target,player));
|
||||
if(cards.length<=lib.skill.sbqicai.getLimit-target.countMark('sbqicai_'+player.playerid)) event._result={bool:true,links:cards};
|
||||
else{
|
||||
|
@ -201,9 +234,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
}
|
||||
'step 1'
|
||||
if(result.bool){
|
||||
game.delaye(0.5);
|
||||
target.give(result.links,player);
|
||||
target.addMark('sbqicai_'+player.playerid,result.links.length,false);
|
||||
lib.skill.sbqicai.updateCounter(player,target,result.links.length);
|
||||
}
|
||||
event.goto(0);
|
||||
},
|
||||
},
|
||||
},
|
||||
|
@ -243,17 +278,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
filterTarget:lib.filter.notMe,
|
||||
prompt:'选择一名其他角色,对其与其势力相同的所有其他角色各造成1点火属性伤害',
|
||||
usable:1,
|
||||
line:false,
|
||||
line:'fire',
|
||||
content:function(){
|
||||
'step 0'
|
||||
target.damage('fire');
|
||||
'step 1'
|
||||
var targets=game.filterPlayer(current=>{
|
||||
if(current==player) return false;
|
||||
if(current==player||current==target) return false;
|
||||
return current.group==target.group;
|
||||
});
|
||||
player.line(targets);
|
||||
targets.forEach(i=>i.damage(1,'fire'));
|
||||
if(targets.length){
|
||||
game.delayx();
|
||||
player.line(targets,'fire');
|
||||
targets.forEach(i=>i.damage('fire'));
|
||||
}
|
||||
},
|
||||
ai:{
|
||||
order:7,
|
||||
fireAttack:true,
|
||||
result:{
|
||||
target:function(player,target){
|
||||
var att=get.attitude(player,target);
|
||||
|
@ -327,35 +369,138 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{global:'roundStart'},
|
||||
forced:true,
|
||||
locked:false,
|
||||
get getNumber(){
|
||||
return 3;
|
||||
},
|
||||
content:function*(event,map){
|
||||
var player=map.player;
|
||||
var storage=player.getStorage('sbkanpo').slice();
|
||||
if(storage.length){
|
||||
player.unmarkAuto('sbkanpo',storage);
|
||||
}
|
||||
var result=yield player.chooseButton(['看破:是否记录三张不同的牌名',[lib.inpile.map(name=>[get.translation(get.type(name)),'',name]),'vcard']],3).set('ai',function(button){
|
||||
const list=get.inpileVCardList(info=>{
|
||||
if(info[2]=='sha'&&info[3]) return false;
|
||||
return info[0]!='equip';
|
||||
});
|
||||
const func=()=>{
|
||||
const event=get.event();
|
||||
const controls=[link=>{
|
||||
const evt=get.event();
|
||||
if(link=='cancel2') ui.click.cancel();
|
||||
else{
|
||||
if(evt.dialog&&evt.dialog.buttons){
|
||||
for(let i=0;i<evt.dialog.buttons.length;i++){
|
||||
const button=evt.dialog.buttons[i];
|
||||
button.classList.remove('selectable');
|
||||
button.classList.remove('selected');
|
||||
const counterNode=button.querySelector('.caption');
|
||||
if(counterNode){
|
||||
counterNode.childNodes[0].innerHTML=``;
|
||||
}
|
||||
}
|
||||
ui.selected.buttons.length=0;
|
||||
game.check();
|
||||
}
|
||||
return;
|
||||
}
|
||||
}];
|
||||
event.controls=['清除选择','cancel2'].map(control=>{
|
||||
return ui.create.control(controls.concat(control=='清除选择'?[control,'stayleft']:control));
|
||||
});
|
||||
};
|
||||
if(event.isMine()) func();
|
||||
else if(event.isOnline()) event.player.send(func);
|
||||
var result=yield player.chooseButton(['看破:是否记录三个牌名?',[list,'vcard']],[1,3],true).set('ai',function(button){
|
||||
switch(button.link[2]){
|
||||
case 'wuxie':return 5+Math.random();
|
||||
case 'sha':return 5+Math.random();
|
||||
case 'tao':return 4+Math.random();
|
||||
case 'jiu':return 3+Math.random();
|
||||
case 'lebu':return 3+Math.random();
|
||||
case 'shan':return 4.5+Math.random();
|
||||
case 'wuzhong':return 4+Math.random();
|
||||
case 'shunshou':return 3+Math.random();
|
||||
case 'shunshou':return 2.7+Math.random();
|
||||
case 'nanman':return 2+Math.random();
|
||||
case 'wanjian':return 2+Math.random();
|
||||
default:return Math.random();
|
||||
case 'wanjian':return 1.6+Math.random();
|
||||
default:return 1.5+Math.random();
|
||||
}
|
||||
}).set('filterButton',button=>{
|
||||
return !_status.event.names.includes(button.link[2]);
|
||||
}).set('names',storage);
|
||||
}).set('names',storage).set('custom',{
|
||||
add:{
|
||||
confirm:function(bool){
|
||||
if(bool!=true) return;
|
||||
const event=get.event().parent;
|
||||
if(event.controls) event.controls.forEach(i=>i.close());
|
||||
if(ui.confirm) ui.confirm.close();
|
||||
game.uncheck();
|
||||
},
|
||||
button:function(){
|
||||
if(ui.selected.buttons.length) return;
|
||||
const event=get.event();
|
||||
if(event.dialog&&event.dialog.buttons){
|
||||
for(let i=0;i<event.dialog.buttons.length;i++){
|
||||
const button=event.dialog.buttons[i];
|
||||
const counterNode=button.querySelector('.caption');
|
||||
if(counterNode){
|
||||
counterNode.childNodes[0].innerHTML=``;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(!ui.selected.buttons.length){
|
||||
const evt=event.parent;
|
||||
if(evt.controls) evt.controls[0].hide();
|
||||
}
|
||||
},
|
||||
},
|
||||
replace:{
|
||||
button:function(button){
|
||||
const event=get.event();
|
||||
if(!event.isMine()) return;
|
||||
if(button.classList.contains('selectable')==false) return;
|
||||
if(ui.selected.buttons.length>=lib.skill.sbkanpo.getNumber) return false;
|
||||
button.classList.add('selected');
|
||||
ui.selected.buttons.push(button);
|
||||
let counterNode=button.querySelector('.caption');
|
||||
const count=ui.selected.buttons.filter(i=>i==button).length;
|
||||
if(counterNode){
|
||||
counterNode=counterNode.childNodes[0];
|
||||
counterNode.innerHTML=`×${count}`;
|
||||
}
|
||||
else{
|
||||
counterNode=ui.create.caption(`<span style="font-size:24px; font-family:xinwei; text-shadow:#FFF 0 0 4px, #FFF 0 0 4px, rgba(74,29,1,1) 0 0 3px;">×${count}</span>`,button);
|
||||
counterNode.style.right='5px';
|
||||
counterNode.style.bottom='2px';
|
||||
}
|
||||
const evt=event.parent;
|
||||
if(evt.controls) evt.controls[0].show();
|
||||
game.check();
|
||||
},
|
||||
}
|
||||
});
|
||||
if(result.bool){
|
||||
var names=result.links.map(link=>link[2]);
|
||||
player.markAuto('sbkanpo',names);
|
||||
game.log(player,'记录了','#y'+get.translation(names));
|
||||
player.setStorage('sbkanpo',names);
|
||||
player.markSkill('sbkanpo');
|
||||
}
|
||||
},
|
||||
intro:{content:'已记录$'},
|
||||
marktext:'破',
|
||||
intro:{
|
||||
markcount:function(storage,player){
|
||||
if(player.isUnderControl(true)) return storage.length;
|
||||
return '?';
|
||||
},
|
||||
mark:function(dialog,content,player){
|
||||
if(player.isUnderControl(true)){
|
||||
const storage=player.getStorage('sbkanpo');
|
||||
dialog.addText('已记录牌名:');
|
||||
dialog.addSmall([storage,'vcard']);
|
||||
}
|
||||
else{
|
||||
return `${get.translation(player)}记录了一些牌名`;
|
||||
}
|
||||
},
|
||||
},
|
||||
group:'sbkanpo_kanpo',
|
||||
subSkill:{
|
||||
kanpo:{
|
||||
|
@ -365,7 +510,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
return event.player!=player&&player.getStorage('sbkanpo').includes(event.card.name);
|
||||
},
|
||||
prompt2:function(event,player){
|
||||
return '移除'+get.translation(event.card.name)+',令'+get.translation(event.card)+'失效';
|
||||
return '移除'+get.translation(event.card.name)+'的记录,令'+get.translation(event.card)+'无效';
|
||||
},
|
||||
check:function(event,player){
|
||||
var effect=0;
|
||||
|
@ -407,28 +552,29 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
content:function(){
|
||||
'step 0'
|
||||
if(trigger.name=='phaseJieshu'){
|
||||
event.goto(1);
|
||||
event.goto(2);
|
||||
return;
|
||||
}
|
||||
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
|
||||
if(cards.length) player.loseToDiscardpile(cards);
|
||||
var bool=player.getAllHistory('useSkill',evt=>evt.skill=='sbguanxing').length>1;
|
||||
var num=Math.min(7,bool?cards.length+1:7);
|
||||
event.num=Math.min(7,bool?cards.length+1:7);
|
||||
'step 1'
|
||||
var cards2=get.cards(num);
|
||||
player.$gain2(cards2,false);
|
||||
game.log(player,'将',cards2,'置于了武将牌上');
|
||||
player.loseToSpecial(cards2,'sbguanxing').visible=true;
|
||||
player.markSkill('sbguanxing');
|
||||
'step 1'
|
||||
'step 2'
|
||||
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
|
||||
if(cards.length){
|
||||
player.chooseToMove().set('list',[
|
||||
['“星”',cards],
|
||||
['你的“星”',cards],
|
||||
['牌堆顶'],
|
||||
]).set('prompt','观星:点击将牌移动到牌堆顶').set('processAI',function(list){
|
||||
var cards=list[0][1].slice(),player=_status.event.player;
|
||||
var name=_status.event.getTrigger().name;
|
||||
var target=(name=='phaseBegin'?player:target);
|
||||
var target=(name=='phaseZhunbei'?player:target);
|
||||
var top=[],att=get.sgn(get.attitude(player,target));
|
||||
if(att!=0&&(target!=player||!player.hasWuxie())){
|
||||
for(var i=0;i<judges.length;i++){
|
||||
|
@ -444,15 +590,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
});
|
||||
}
|
||||
else event._result={bool:false};
|
||||
'step 2'
|
||||
'step 3'
|
||||
if(result.bool){
|
||||
var cards=result.moved[1];
|
||||
player.$throw(cards,1000);
|
||||
for(var i=cards.length-1;i>=0;i--){
|
||||
player.lose([cards[i]],ui.cardPile,'insert');
|
||||
}
|
||||
player.loseToDiscardpile(cards,ui.cardPile,'insert').log=false;
|
||||
game.log(player,'将',cards,'置于了牌堆顶');
|
||||
}
|
||||
else if(trigger.name=='phaseBegin') player.addTempSkill('sbguanxing_on');
|
||||
else if(trigger.name=='phaseZhunbei') player.addTempSkill('sbguanxing_on');
|
||||
},
|
||||
group:'sbguanxing_unmark',
|
||||
subSkill:{
|
||||
|
@ -495,22 +639,31 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
sbkongcheng:{
|
||||
audio:2,
|
||||
trigger:{player:'damageBegin2'},
|
||||
filter:function(event,player){
|
||||
return player.hasSkill('sbguanxing');
|
||||
trigger:{player:['damageBegin3','damageBegin4']},
|
||||
filter:function(event,player,name){
|
||||
if(!player.hasSkill('sbguanxing')) return false;
|
||||
const num=player.countCards('s',card=>card.hasGaintag('sbguanxing'));
|
||||
if(name=='damageBegin3'&&!num) return true;
|
||||
if(name=='damageBegin4'&&num) return true;
|
||||
return false;
|
||||
},
|
||||
forced:true,
|
||||
content:function(){
|
||||
'step 0'
|
||||
var num=player.countCards('s',card=>card.hasGaintag('sbguanxing'));
|
||||
event.num=num;
|
||||
if(!num){
|
||||
trigger.num++;
|
||||
event.finish();
|
||||
if(!num&&event.triggername=='damageBegin3'){
|
||||
trigger.increase('num');
|
||||
}
|
||||
else if(num&&event.triggername=='damageBegin4'){
|
||||
player.judge(function(result){
|
||||
if(get.number(result)<=get.player().countCards('s',card=>card.hasGaintag('sbguanxing'))) return 2;
|
||||
return -1;
|
||||
}).set('judge2',result=>result.bool).set('callback',function(){
|
||||
if(event.judgeResult.number<=player.countCards('s',card=>card.hasGaintag('sbguanxing'))){
|
||||
event.getParent('sbkongcheng').getTrigger().decrease('num');
|
||||
}
|
||||
});
|
||||
}
|
||||
else player.judge();
|
||||
'step 1'
|
||||
if(result.number<=num) trigger.num--;
|
||||
},
|
||||
},
|
||||
//卢植
|
||||
|
@ -5562,23 +5715,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sb_xiaoqiao_prefix:'谋',
|
||||
sbtianxiang:'天香',
|
||||
sbtianxiang_info:'①出牌阶段限三次,你可以交给一名没有“天香”标记的其他角色一张红色牌,然后令其获得此牌花色的“天香”标记。②当你受到伤害时,你可以移去一名角色的“天香”标记,若此“天香”标记为:红桃,你防止此伤害,其受到伤害来源对其造成的1点伤害(若没有伤害来源则改为无来源伤害);方片,其交给你两张牌。③准备阶段,你移去场上所有的“天香”标记,然后摸等量的牌。',
|
||||
sb_sp_zhugeliang:'谋卧龙',
|
||||
sb_sp_zhugeliang:'谋诸葛亮',
|
||||
sb_sp_zhugeliang_prefix:'谋',
|
||||
sb_zhugeliang:'谋诸葛亮',
|
||||
sb_zhugeliang_prefix:'谋',
|
||||
sbhuoji:'火计',
|
||||
sbhuoji_info:'使命技。①使命:出牌阶段限一次,你可以选择一名其他角色,对其和所有势力与其势力相同的其他角色造成1点火属性伤害。②成功:准备阶段,若你本局游戏已造成的火属性伤害大于等于游戏人数,则你将武将牌更换为谋诸葛亮(若你没有拥有此技能的武将牌则改为失去〖火计〗和〖看破〗,然后获得〖观星〗和〖空城〗)。③失败:使命成功前进入濒死状态。',
|
||||
sbhuoji_info:'使命技。①使命:出牌阶段限一次。你可以对一名其他角色造成1点火焰伤害,然后你对所有与其势力相同的不为其的其他角色各造成1点火焰伤害。②成功:准备阶段,若你本局游戏已造成的火焰伤害不小于本局游戏总角色数,则你失去〖火计〗和〖看破〗,然后获得〖观星〗和〖空城〗。③失败:使命成功前进入濒死状态。',
|
||||
sbkanpo:'看破',
|
||||
sbkanpo_info:'①一轮开始时,你清除“看破”记录的牌名,然后你可以记录三个非此次移去的牌名的牌名。②一名其他角色使用你“看破”记录的牌名的牌时,你可以从“看破”中移去此牌名,令此牌无效。',
|
||||
sbkanpo_info:'①一轮游戏开始时,你清除〖看破①〗记录的牌名,然后你可以依次记录共计三个未于本次清除过的非装备牌牌名(对其他角色不可见)。②当其他角色使用你〖看破①〗记录过的牌名的牌时,你可以移去一个〖看破①〗中的此牌名的记录,令此牌无效。',
|
||||
sbguanxing:'观星',
|
||||
sbguanxing_info:'①准备阶段,你将武将牌上所有“星”置入弃牌堆,将牌堆顶的X张牌称为“星”置于你的武将牌上(X为你此次移去的“星”数+1且至多为7,若本次为第一次发动〖观星〗则X为7),然后你可以将任意张“星”置于牌堆顶,若你未将任意“星”置于牌堆顶,你可以于结束阶段将任意张“星”置于牌堆顶。②你可以如手牌般使用或打出“星”。',
|
||||
sbguanxing_info:'①准备阶段,你将所有“星”置入弃牌堆,将牌堆顶的X张牌置于你的武将牌上,称为“星”。然后你可以将任意张“星”置于牌堆顶(X为你此次移去的“星”数+1且至多为7,若你此前未发动过〖观星①〗则X为7)。②结束阶段,若你未于本回合的准备阶段将“星”置于过牌堆顶,你可以将任意张“星”置于牌堆顶。③你可以如手牌般使用或打出“星”。',
|
||||
sbkongcheng:'空城',
|
||||
sbkongcheng_info:'锁定技,当你受到伤害时,若你拥有技能〖观星〗,则:若你有“星”,你进行一次判定,若判定结果点数小于等于你的“星”,则此伤害-1;没有“星”,此伤害+1。',
|
||||
sbkongcheng_info:'锁定技。当你受到伤害时,若你有〖观星〗,且若你:有“星”,你判定,若结果点数不大于你的“星”数,此伤害-1;没有“星”,此伤害+1。',
|
||||
sb_huangyueying:'谋黄月英',
|
||||
sb_huangyueying_prefix:'谋',
|
||||
sbqicai:'奇才',
|
||||
sbqicai_backup:'奇才',
|
||||
sbqicai_info:'①出牌阶段限一次,你可以将手牌中或弃牌堆中的一张防具牌置于一名其他角色的装备栏,然后其须将之后获得的前三张基本锦囊牌交给你。②你使用锦囊牌无距离限制。',
|
||||
sbqicai_info:'①出牌阶段限一次。你可以将手牌中或弃牌堆中的一张防具牌置于一名其他角色的防具栏,然后其获得如下效果:当其得到普通锦囊牌后,其将此牌交给你(限三张)。②你使用锦囊牌无距离限制。',
|
||||
sbjizhi:'集智',
|
||||
sbjizhi_info:'锁定技,当你使用一张普通锦囊牌时,你摸一张牌,且此牌本回合不计入你的手牌上限。',
|
||||
|
||||
|
|
|
@ -18,7 +18,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sp_zhongdan:["cuiyan","huangfusong"],
|
||||
sp_guozhan2:["sp_dongzhuo","liqueguosi","zhangren"],
|
||||
sp_others:["hanba","caiyang"],
|
||||
sp_waitforsort:['ol_luyusheng','ol_pengyang','ol_tw_zhangji','ol_feiyi','ol_dingshangwan','ol_liwan'],
|
||||
sp_waitforsort:['ol_luyusheng','ol_pengyang','ol_tw_zhangji','ol_feiyi','ol_dingshangwan','ol_liwan','ol_liuyan'],
|
||||
},
|
||||
},
|
||||
characterFilter:{
|
||||
|
|
|
@ -956,7 +956,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
game.checkGlobalHistory('cardMove',function(evt){
|
||||
if(evt.name=='cardsDiscard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards);
|
||||
});
|
||||
return cards;
|
||||
return cards.filterInD('d');
|
||||
},
|
||||
audio:2,
|
||||
sunbenSkill:true,
|
||||
|
|
|
@ -404,6 +404,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
'step 1'
|
||||
if(result.bool){
|
||||
var suits=result.links.map(i=>i[2].slice(6));
|
||||
player.logSkill('qingbei');
|
||||
player.addTempSkill('qingbei_effect','roundStart');
|
||||
player.setStorage('qingbei_effect',suits);
|
||||
player.markSkill('qingbei_effect');
|
||||
|
@ -418,12 +419,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
trigger:{player:'useCardAfter'},
|
||||
charlotte:true,
|
||||
onremove:true,
|
||||
forced: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);
|
||||
},
|
||||
|
|
Loading…
Reference in New Issue