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@ -106,6 +106,12 @@ const characters = {
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hp: 3,
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skills: ["jsrgyansha", "jsrgqingping"],
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},
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jsrg_yl_luzhi: {
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sex: "male",
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group: "qun",
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hp: 3,
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skills: ["jsrgruzong", "jsrgdaoren"],
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},
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};
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export default characters;
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@ -3,6 +3,105 @@ import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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//江山如故·衰
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//卢植
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jsrgruzong: {
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trigger: { player: "phaseEnd" },
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filter(event, player) {
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const target = lib.skill.jsrgruzong.getTarget(player);
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if (!target) return false;
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const hs = player.countCards("h");
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if (target !== player) return target.countCards("h") > hs;
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return game.hasPlayer(current => current !== player && current.countCards("h") < hs);
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},
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getTarget(player) {
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const targets = [];
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player.checkHistory("useCard", evt => targets.addArray(evt.targets));
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return targets.length === 1 ? targets[0] : null;
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},
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frequent: true,
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async cost(event, trigger, player) {
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const target = lib.skill.jsrgruzong.getTarget(player);
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if (target !== player) {
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const bool = await player.chooseBool(get.prompt("jsrgruzong", target), "将手牌数摸至与该角色相同").set("frequentSkill", "jsrgruzong");
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if (bool) {
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event.result = {
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bool,
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targets: [target],
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cost_data: "drawToOthers",
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};
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}
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} else {
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event.result = await player
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.chooseTarget(get.prompt("jsrgruzong"), "令任意名角色将手牌数摸至与你相同", (card, player, target) => {
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return target.countCards("h") < player.countCards("h");
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})
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.set("ai", target => {
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const player = get.player();
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return (get.attitude(player, target) * Math.sqrt(player.countCards("h") - target.countCards("h"))) / (target.hasSkillTag("nogain") ? 1 : 10);
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});
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}
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},
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async content(event, trigger, player) {
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if (event.cost_data === "drawToOthers") {
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const num = Math.min(5, event.targets[0].countCards("h") - player.countCards("h"));
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if (num > 0) await player.draw(num);
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} else {
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const num = player.countCards("h");
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game.asyncDraw(event.targets.sortBySeat(), target => {
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return Math.min(5, num - target.countCards("h"));
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});
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}
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},
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},
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jsrgdaoren: {
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enable: "phaseUse",
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usable: 1,
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filter(event, player) {
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return player.countCards("h") > 0;
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},
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filterCard: true,
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position: "h",
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discard: false,
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lose: false,
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delay: false,
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filterTarget: lib.filter.notMe,
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check(card) {
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return 6 - get.value(card);
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},
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async content(event, trigger, player) {
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const target = event.target;
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await player.give(event.cards, target);
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const targets = game
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.filterPlayer(current => {
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return player.inRange(current) && target.inRange(current);
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})
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.sortBySeat();
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for (const current of targets) {
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player.line(current);
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await current.damage("nocard");
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await game.asyncDelayx();
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}
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},
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ai: {
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order: 2,
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result: {
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player(player, target){
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const targets = game.filterPlayer(current => {
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return player.inRange(current) && target.inRange(current);
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});
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if (targets.length === 0) return false;
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return targets.reduce((p, c)=>{
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let eff = get.damageEffect(c, player, player);
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if (eff < 0 && current.hp <= 2) {
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const att = get.attitude(player, current);
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if (att > 0) eff *= Math.sqrt(att);
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}
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return p + eff;
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}, 0)
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},
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},
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},
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},
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//刘表
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jsrgyansha: {
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trigger: { player: "phaseZhunbeiBegin" },
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@ -62,11 +161,12 @@ const skills = {
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jsrgqingping: {
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trigger: { player: "phaseJieshuBegin" },
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frequent: true,
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filter(event, player){
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const targets = game.filterPlayer(current => player.inRange(current)), hs = player.countCards("h");
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return targets.length > 0 && targets.every(current => current.countCards("h") <= hs);
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filter(event, player) {
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const targets = game.filterPlayer(current => player.inRange(current)),
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hs = player.countCards("h");
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return targets.length > 0 && targets.every(current => current.countCards("h") <= hs);
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},
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async content(event, trigger, player){
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async content(event, trigger, player) {
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await player.draw(game.countPlayer(current => player.inRange(current)));
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},
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},
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@ -3,7 +3,7 @@ const characterSort = {
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jiangshanrugu_cheng: ["jsrg_sunce", "jsrg_xuyou", "jsrg_lvbu", "jsrg_zhanghe", "jsrg_zoushi", "jsrg_guanyu", "jsrg_chendeng", "jsrg_zhenji", "jsrg_zhangliao", "jsrg_xugong", "jsrg_chunyuqiong"],
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jiangshanrugu_zhuan: ["jsrg_guojia", "jsrg_zhangfei", "jsrg_machao", "jsrg_lougui", "jsrg_zhangren", "jsrg_huangzhong", "jsrg_xiahourong", "jsrg_sunshangxiang", "jsrg_pangtong", "jsrg_hansui", "jsrg_zhangchu", "jsrg_xiahouen", "jsrg_fanjiangzhangda"],
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jiangshanrugu_he: ["jsrg_zhugeliang", "jsrg_jiangwei", "jsrg_luxun", "jsrg_zhaoyun", "jsrg_simayi", "jsrg_guoxun", "jsrg_sunlubansunluyu", "jsrg_caofang", "jsrg_sunjun", "jsrg_liuyong", "jsrg_weiwenzhugezhi", "jsrg_zhangxuan", "jsrg_gaoxiang", "jsrg_guozhao"],
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jiangshanrugu_shuai: ["jsrg_yuanshao", "jsrg_caojiewangfu", "jsrg_songhuanghou", "jsrg_zhangjiao", "jsrg_dongzhuo", "jsrg_yangqiu", "jsrg_zhanghuan", "jsrg_liubiao"],
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jiangshanrugu_shuai: ["jsrg_yuanshao", "jsrg_caojiewangfu", "jsrg_songhuanghou", "jsrg_zhangjiao", "jsrg_dongzhuo", "jsrg_yangqiu", "jsrg_zhanghuan", "jsrg_liubiao", "jsrg_yl_luzhi"],
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};
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const characterSortTranslate = {
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@ -415,6 +415,12 @@ const translates = {
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jsrgyansha_info: "准备阶段,你可以视为对任意名角色使用【五谷丰登】。此牌结算结束后,所有非目标角色可以依次将一张装备牌当作【杀】对其中一名目标角色使用。",
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jsrgqingping: "清平",
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jsrgqingping_info: "结束阶段,若你攻击范围内的角色均有手牌且手牌数均不大于你,则你可以摸等同于这些角色数的牌。",
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jsrg_yl_luzhi: "衰卢植",
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jsrg_yl_luzhi_prefix: "衰",
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jsrgruzong: "儒宗",
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jsrgruzong_info: "回合结束时,若你本回合使用牌指定过的目标角色仅有一名,则你可以将手牌数摸至与其相同。若该角色为你自己,则你可以改为令任意名其他角色将手牌摸至与你相同(均至多摸五张)。",
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jsrgdaoren: "蹈刃",
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jsrgdaoren_info: "出牌阶段限一次,你可以将一张手牌交给一名其他角色,然后对你与其攻击范围内均包含的所有角色各造成1点伤害。",
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};
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export default translates;
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@ -1108,6 +1108,7 @@ window.noname_character_rank = {
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"jsrg_dongzhuo",
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"jsrg_zhanghuan",
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"jsrg_liubiao",
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"jsrg_yl_luzhi",
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],
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b: [
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"junk_guanyu",
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@ -38,7 +38,7 @@ const characterReplaces = {
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zhugezhan: ["zhugezhan", "old_zhugezhan"],
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ol_lusu: ["re_lusu", "ol_lusu", "dc_sb_lusu"],
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zhanghe: ["zhanghe", "re_zhanghe", "sb_zhanghe"],
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yl_luzhi: ["yl_luzhi", "sb_yl_luzhi", "tw_yl_luzhi"],
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yl_luzhi: ["yl_luzhi", "jsrg_yl_luzhi", "sb_yl_luzhi", "tw_yl_luzhi"],
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sunliang: ["sunliang", "xin_sunliang"],
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};
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