乐邹氏
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@ -1,4 +1,5 @@
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const characters = {
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const characters = {
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yue_zoushi: ["female", "qun", 3, ["dcyunzheng", "dchuoxin"]],
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zhupeilan: ["female", "wu", 3, ["dccilv", "dctongdao"]],
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zhupeilan: ["female", "wu", 3, ["dccilv", "dctongdao"]],
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yue_miheng: ["male", "qun", 3, ["dcjigu", "dcsirui"]],
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yue_miheng: ["male", "qun", 3, ["dcjigu", "dcsirui"]],
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chezhou: ["male", "wei", 4, ["dcshefu", "dcpigua"]],
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chezhou: ["male", "wei", 4, ["dcshefu", "dcpigua"]],
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@ -2,6 +2,111 @@ import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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const skills = {
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//乐邹氏
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dcyunzheng: {
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audio: 2,
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trigger: {
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global: "phaseBefore",
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player: "enterGame",
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},
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filter(event, player) {
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return event.name != "phase" || game.phaseNumber == 0;
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},
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forced: true,
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content() {
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const cards = player.getCards("h");
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player.addGaintag(cards, "dcyunzheng_tag");
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},
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mod: {
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ignoredHandcard(card) {
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if (card.hasGaintag("dcyunzheng_tag")) return true;
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},
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cardDiscardable(card, _, name) {
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if (name == "phaseDiscard" && card.hasGaintag("dcyunzheng_tag")) return false;
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},
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},
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group: "dcyunzheng_fengyin",
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subSkill: {
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fengyin: {
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audio: "dcyunzheng",
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trigger: {
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global: ["phaseBefore", "loseAfter", "loseAsyncAfter", "gainAfter", "equipAfter", "addJudgeAfter", "addToExpansionAfter"],
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player: ["dchuoxin_update", "enterGame"],
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},
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filter(event, player) {
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if (
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["lose", "loseAsync", "gain", "equip", "addJudge", "addToExpansion"].includes(event.name) &&
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!game.hasPlayer(target => {
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const evt = event.getl(target);
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return evt && (evt.hs || []).length;
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})
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)
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return false;
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return game.hasPlayer(target => {
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return target.hasCard(card => card.hasGaintag("dcyunzheng_tag")) == !target.hasSkill("dcyunzheng_block");
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});
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},
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logTarget(event, player) {
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return game
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.filterPlayer(target => {
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return target.hasCard(card => card.hasGaintag("dcyunzheng_tag")) == !target.hasSkill("dcyunzheng_block");
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})
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.sortBySeat();
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},
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forced: true,
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content() {
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const targets = game
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.filterPlayer(target => {
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return target.hasCard(card => card.hasGaintag("dcyunzheng_tag")) == !target.hasSkill("dcyunzheng_block");
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})
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.sortBySeat();
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for (const target of targets) {
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target[target.hasSkill("dcyunzheng_block") ? "removeSkill" : "addSkill"]("dcyunzheng_block");
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}
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},
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},
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block: {
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inherit: "fengyin",
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},
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},
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},
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dchuoxin: {
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audio: 2,
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trigger: { player: "useCardToPlayered" },
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filter(event, player) {
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if (
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!player.hasHistory("lose", evt => {
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if (evt.getParent() != event.getParent()) return false;
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return event.cards.some(card => (evt.hs || []).includes(card));
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})
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)
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return false;
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return event.target != player && event.target.countCards("h");
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},
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forced: true,
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logTarget: "target",
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async content(event, trigger, player) {
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const target = trigger.target;
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const result = await player.choosePlayerCard("h", target, true, "惑心:展示" + get.translation(target) + "的一张手牌").forResult();
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if (result.bool) {
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let cards = result.cards.slice();
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await player.showCards(cards, get.translation(player) + "发动了【惑心】");
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const cardx = cards.filter(card => card.hasGaintag("dcyunzheng_tag") || get.suit(card) == get.suit(trigger.card));
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if (cardx.length) {
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cards.removeArray(cardx);
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await player.gain(cardx, target, "give");
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await event.trigger("dchuoxin_update");
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}
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if (cards.some(card => !card.hasGaintag("dcyunzheng_tag"))) {
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target.addGaintag(
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cards.filter(card => !card.hasGaintag("dcyunzheng_tag")),
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"dcyunzheng_tag"
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);
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await event.trigger("dchuoxin_update");
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}
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}
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},
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},
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//朱佩兰
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//朱佩兰
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dccilv: {
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dccilv: {
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audio: 2,
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audio: 2,
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@ -168,10 +273,10 @@ const skills = {
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},
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},
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mod: {
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mod: {
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ignoredHandcard(card) {
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ignoredHandcard(card) {
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if (card.hasGaintag("dcshuangjia_tag")) return true;
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if (card.hasGaintag("dcjigu")) return true;
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},
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},
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cardDiscardable(card, _, name) {
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cardDiscardable(card, _, name) {
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if (name == "phaseDiscard" && card.hasGaintag("dcshuangjia_tag")) return false;
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if (name == "phaseDiscard" && card.hasGaintag("dcjigu")) return false;
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},
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},
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},
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},
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group: "dcjigu_temp",
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group: "dcjigu_temp",
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@ -335,6 +440,7 @@ const skills = {
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audio: 2,
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audio: 2,
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trigger: { source: "damageSource" },
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trigger: { source: "damageSource" },
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filter(event, player) {
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filter(event, player) {
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if (event.player == player) return false;
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return event.num > 1 && event.player.isIn() && event.player.countCards("he") && game.roundNumber > 0;
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return event.num > 1 && event.player.isIn() && event.player.countCards("he") && game.roundNumber > 0;
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},
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},
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async cost(event, trigger, player) {
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async cost(event, trigger, player) {
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@ -11,7 +11,7 @@ const characterSort = {
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sp_jishi: ["dc_jiben", "zhenghun", "dc_sunhanhua", "liuchongluojun", "wupu"],
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sp_jishi: ["dc_jiben", "zhenghun", "dc_sunhanhua", "liuchongluojun", "wupu"],
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sp_raoting: ["dc_huanghao", "dc_sunziliufang", "dc_sunchen", "dc_jiachong"],
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sp_raoting: ["dc_huanghao", "dc_sunziliufang", "dc_sunchen", "dc_jiachong"],
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sp_yijun: ["gongsundu", "mengyou", "dc_sp_menghuo", "gongsunxiu"],
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sp_yijun: ["gongsundu", "mengyou", "dc_sp_menghuo", "gongsunxiu"],
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sp_zhengyin: ["yue_caiwenji", "yue_zhoufei", "yue_caiyong", "yue_xiaoqiao", "yue_daqiao", "yue_miheng"],
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sp_zhengyin: ["yue_caiwenji", "yue_zhoufei", "yue_caiyong", "yue_xiaoqiao", "yue_daqiao", "yue_miheng", "yue_zoushi"],
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huicui_waitforsort: ["chezhou", "zhupeilan"],
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huicui_waitforsort: ["chezhou", "zhupeilan"],
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};
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};
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@ -536,7 +536,7 @@ const translates = {
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dcshefu: "慑伏",
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dcshefu: "慑伏",
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dcshefu_info: "锁定技。你对其他角色/其他角色对你使用牌造成的伤害改为X(X为此牌对应的所有实体牌最近一次被伤害来源获得后至现在经过的轮次数之和)。",
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dcshefu_info: "锁定技。你对其他角色/其他角色对你使用牌造成的伤害改为X(X为此牌对应的所有实体牌最近一次被伤害来源获得后至现在经过的轮次数之和)。",
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dcpigua: "披挂",
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dcpigua: "披挂",
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dcpigua_info: "当你对一名角色造成超过1点伤害后,你可以获得其至多等同于游戏轮次的牌,这些牌本回合不计入你的手牌上限。",
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dcpigua_info: "当你对一名其他角色造成超过1点伤害后,你可以获得其至多等同于游戏轮次的牌,这些牌本回合不计入你的手牌上限。",
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yue_miheng: "乐祢衡",
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yue_miheng: "乐祢衡",
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yue_miheng_prefix: "乐",
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yue_miheng_prefix: "乐",
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dcjigu: "激鼓",
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dcjigu: "激鼓",
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@ -548,6 +548,13 @@ const translates = {
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dccilv_info: "当你成为普通锦囊牌的目标后,你可以摸剩余选项数的牌,然后若你的手牌数大于你的体力上限,则你选择执行并移去一项:①令此牌对你无效;②防止此牌对你造成的伤害;③于此牌结算完毕后获得此牌对应的所有实体牌。",
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dccilv_info: "当你成为普通锦囊牌的目标后,你可以摸剩余选项数的牌,然后若你的手牌数大于你的体力上限,则你选择执行并移去一项:①令此牌对你无效;②防止此牌对你造成的伤害;③于此牌结算完毕后获得此牌对应的所有实体牌。",
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dctongdao: "痛悼",
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dctongdao: "痛悼",
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dctongdao_info: "限定技,当你进入濒死状态时,你可以选择一名角色,令其将其拥有的技能重置至游戏开始时的状态,然后若其不为你,则你将体力值回复至与其相同。",
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dctongdao_info: "限定技,当你进入濒死状态时,你可以选择一名角色,令其将其拥有的技能重置至游戏开始时的状态,然后若其不为你,则你将体力值回复至与其相同。",
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yue_zoushi: "乐邹氏",
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yue_zoushi_prefix: "乐",
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dcyunzheng: "韵筝",
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dcyunzheng_tag: "筝",
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dcyunzheng_info: "锁定技。①游戏开始时,你将所有手牌标记为“筝”。②你的“筝”牌不计入手牌上限。③手牌中有“筝”的角色的非锁定技失效。",
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dchuoxin: "惑心",
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dchuoxin_info: "锁定技,当你使用手牌指定其他角色为目标后,你展示其一张手牌。若此牌为“筝”牌或与你使用牌花色相同,你获得之;否则你将此牌标记为“筝”。",
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};
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};
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export default translates;
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export default translates;
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@ -464,6 +464,6 @@ export default {
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"#dcjigu1": "我接着奏乐,诸公接着舞。",
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"#dcjigu1": "我接着奏乐,诸公接着舞。",
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"#dcjigu2": "这不是鼓,而是曹公的脸面!",
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"#dcjigu2": "这不是鼓,而是曹公的脸面!",
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"#dcsirui1": "暑气可借酒气消,此间艳阳醉着酒。",
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"#dcsirui1": "暑气可借酒气消,此间艳阳醉着酒。",
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"#dcsirui2": "诸君饮霓而醉,举事唯我独行。",
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"#dcsirui2": "诸君饮泥而醉,举事唯我独醒!",
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"#yue_miheng:die": "映日荷花今犹在,不见当年采荷人……",
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"#yue_miheng:die": "映日荷花今犹在,不见当年采荷人……",
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};
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};
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@ -717,6 +717,7 @@ window.noname_character_rank = {
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"jsrg_yuanshao",
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"jsrg_yuanshao",
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"sb_handang",
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"sb_handang",
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"sb_gongsunzan",
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"sb_gongsunzan",
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"yue_zoushi",
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],
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],
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bp: [
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bp: [
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"ol_peixiu",
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"ol_peixiu",
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@ -2278,6 +2279,7 @@ window.noname_character_rank = {
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"yue_miheng",
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"yue_miheng",
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],
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],
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rare: [
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rare: [
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"yue_zoushi",
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"chezhou",
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"chezhou",
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"std_sunhao",
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"std_sunhao",
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"std_chengpu",
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"std_chengpu",
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@ -31,7 +31,7 @@ const characterReplaces = {
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jsp_guanyu: ["jsp_guanyu", "dc_jsp_guanyu", "jsrg_guanyu"],
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jsp_guanyu: ["jsp_guanyu", "dc_jsp_guanyu", "jsrg_guanyu"],
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mushun: ["mushun", "sp_mushun"],
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mushun: ["mushun", "sp_mushun"],
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wangjun: ["dc_wangjun", "wangjun"],
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wangjun: ["dc_wangjun", "wangjun"],
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zoushi: ["re_zoushi", "jsrg_zoushi"],
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re_zoushi: ["yue_zoushi", "re_zoushi", "jsrg_zoushi"],
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zhangmancheng: ["dc_zhangmancheng", "tw_zhangmancheng"],
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zhangmancheng: ["dc_zhangmancheng", "tw_zhangmancheng"],
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};
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};
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