武关羽、SP甄姬
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@ -760,16 +760,43 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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}
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"step 2"
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ui.clear();
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var num;
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if(event.targets){
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num=event.targets.length;
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var cards;
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if(card.storage&&Array.isArray(card.storage.fixedShownCards)){
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cards=card.storage.fixedShownCards.slice();
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var lose_list=[],cards2=[];
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cards.forEach(card=>{
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var owner=get.owner(card);
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if(owner){
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var arr=lose_list.find(i=>i[0]==owner);
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if(arr) arr[1].push(card);
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else lose_list.push([owner,[card]]);
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}
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else cards2.add(card);
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});
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if(lose_list.length){
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lose_list.forEach(list=>{
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list[0].$throw(list[1]);
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game.log(list[0],'将',list[1],'置于了处理区');
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})
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game.loseAsync({
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lose_list:lose_list,
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}).setContent('chooseToCompareLose');
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if(cards2.length) game.cardsGotoOrdering(cards2);
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game.delayex();
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}
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}
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else{
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num=game.countPlayer();
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var num;
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if(event.targets){
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num=event.targets.length;
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}
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else{
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num=game.countPlayer();
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}
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if(card.storage&&typeof card.storage.extraCardsNum=='number') num+=card.storage.extraCardsNum;
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cards=get.cards(num);
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game.cardsGotoOrdering(cards).relatedEvent=event.getParent();
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}
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if(card.storage&&typeof card.storage.extraCardsNum=='number') num+=card.storage.extraCardsNum;
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var cards=get.cards(num);
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game.cardsGotoOrdering(cards).relatedEvent=event.getParent();
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var dialog=ui.create.dialog('五谷丰登',cards,true);
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_status.dieClose.push(dialog);
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dialog.videoId=lib.status.videoId++;
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@ -4,6 +4,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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name:'xianding',
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connect:true,
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character:{
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sp_zhenji:['female','qun',3,['dcjijie','dchuiji']],
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wu_guanyu:['male','shu',5,['dcjuewu','dcwuyou','dcyixian']],
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caofang:['male','wei',4,['dczhimin','dcjujian'],['zhu']],
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dc_sb_simayi:['male','wei',3,['dcsbquanmou','dcsbpingliao']],
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chendong:['male','wu',4,['dcduanxie','fenming']],
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@ -114,7 +116,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp2_yuxiu:['dongguiren','dc_tengfanglan','zhangjinyun','zhoubuyi','dc_xujing'],
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sp2_qifu:['dc_guansuo','xin_baosanniang','dc_zhaoxiang'],
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sp2_gaoshan:['wanglang','liuhui','zhangjian'],
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sp2_wumiao:['wu_zhugeliang','wu_luxun'],
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sp2_wumiao:['wu_zhugeliang','wu_luxun','wu_guanyu'],
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sp2_mouding:['dc_sb_lusu','dc_sb_zhouyu','dc_sb_simayi'],
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}
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},
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@ -123,6 +125,514 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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],
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},
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skill:{
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//武关羽
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dcjuewu:{
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audio:2,
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enable:'chooseToUse',
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filter(event,player){
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if(!player.hasCard(card=>{
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return _status.connectMode||get.number(card)===2;
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},'hes')) return false;
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for(const name of ['shuiyanqijunx'].concat(lib.inpile)){
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if(player.getStorage('dcjuewu_used').includes(name)) continue;
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const card=get.autoViewAs({name},'unsure');
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if(!get.tag(card,'damage')) continue;
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if(event.filterCard(card,player,event)) return true;
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if(name==='sha'){
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for(const nature of lib.inpile_nature){
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card.nature=nature;
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if(event.filterCard(card,player,event)) return true;
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}
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}
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}
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return false;
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},
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hiddenCard(player,name){
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if(!lib.inpile.includes(name)) return false;
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if(player.getStorage('dcjuewu_used').includes(name)) return false;
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if(!player.hasCard(card=>{
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return _status.connectMode||get.number(card)===2;
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},'hes')) return false;
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return get.tag({name},'damage');
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},
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group:'dcjuewu_inTwo',
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chooseButton:{
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dialog(event,player){
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let list=get.inpileVCardList(info=>{
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return get.tag({name:info[2]},'damage');
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});
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if(!list.some(info=>info[2]==='shuiyanqijunx')) list.add(['锦囊','','shuiyanqijunx']);
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list=list.filter(info=>{
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const name=info[2],nature=info[3];
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if(player.getStorage('dcjuewu_used').includes(name)) return false;
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const card=get.autoViewAs({name,nature},'unsure');
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return event.filterCard(card,player,event);
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});
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return ui.create.dialog('绝武',[list,'vcard']);
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},
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check(button){
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if(get.event().getParent().type!='phase') return 1;
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const player=get.player();
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return player.getUseValue({
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name:button.link[2],
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nature:button.link[3],
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});
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},
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backup(links,player){
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return {
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audio:'dcjuewu',
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filterCard(card,player){
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return get.number(card)===2;
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},
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position:'hes',
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check(card){
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return 8-get.value(card);
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},
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popname:true,
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viewAs:{
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name:links[0][2],
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nature:links[0][3]
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},
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precontent(){
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if (!player.storage.dcjuewu_used){
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player.when({global:'phaseAfter'}).then(() => {
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delete player.storage.dcjuewu_used;
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});
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}
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player.markAuto('dcjuewu_used', event.result.card.name);
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},
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}
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},
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prompt(links,player){
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return '将一张点数为2的牌当'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用';
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}
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},
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subSkill:{
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backup:{},
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inTwo:{
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audio:'dcjuewu',
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trigger:{
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player:'gainAfter',
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global:'loseAsyncAfter',
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},
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filter(event,player){
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const cards=event.getg(player);
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if(!cards.length) return false;
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return game.hasPlayer(current=>{
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if(current===player) return false;
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const evt=event.getl(current);
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return evt&&evt.hs.length+evt.es.length+evt.js.length>0;
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});
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},
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forced:true,
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locked:false,
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async content(event,trigger,player){
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player.addGaintag(trigger.getg(player),'dcjuewu_two');
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player.addSkill('dcjuewu_two');
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},
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},
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two:{
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charlotte:true,
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mod:{
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cardnumber(card){
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if(card.hasGaintag('dcjuewu_two')) return 2;
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},
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},
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},
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},
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ai:{
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fireAttack:true,
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respondSha:true,
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skillTagFilter(player){
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if(!player.hasCard(card=>{
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return _status.connectMode||get.number(card)===2;
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},'hes')) return false;
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},
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order:1,
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result:{
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player(player){
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if(get.event('dying')) return get.attitude(player,get.event('dying'));
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return 1;
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},
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},
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},
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},
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dcwuyou:{
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audio:2,
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global:'dcwuyou_g',
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subSkill:{
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g:{
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audio:'dcwuyou',
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enable:'phaseUse',
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usable:1,
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filter(event,player){
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if(!player.countCards('h')) return false;
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return game.hasPlayer(current=>{
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return current.hasSkill('dcwuyou');
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});
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},
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filterCard:true,
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filterTarget(card,player,target){
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return target.hasSkill('dcwuyou');
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},
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selectTarget(){
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const count=game.countPlayer(current=>{
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return current.hasSkill('dcwuyou');
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});
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return count>1?1:-1;
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},
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check(card){
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const player=get.player();
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const hasFriend=game.hasPlayer(current=>{
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return current.hasSkill('dcwuyou')&&get.attitude(player,current)>0;
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});
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return (hasFriend?7:1)-get.value(card);
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},
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prompt(){
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const player=get.player(),list=game.filterPlayer(current=>{
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return current.hasSkill('dcwuyou');
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}),list2=list.filter(current=>current!==player);
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const moreThanOne=list.length>1,includesMe=list.includes(player);
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let str='选择一张手牌,';
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if(includesMe) str+=`点击“确定”,${moreThanOne?'或':''}`;
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if(moreThanOne||!includesMe) str+=`将此牌交给${get.translation(list2)}${list2.length>1?'中的一人':''},`;
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str+='然后执行后续效果。';
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return str;
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},
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discard:false,
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lose:false,
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delay:false,
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async content(event,trigger,player){
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const { target } = event;
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const isMe = target === player;
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let { cards } = event;
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if (!isMe) await player.give(cards, target);
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const names = lib.inpile.filter(name => {
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return get.type2(name) !== 'equip';
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}).randomGets(5);
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if (names.includes('sha')) names.splice(names.indexOf('sha') + 1, 0, ...lib.inpile_nature.map(nature => ['sha', nature]));
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const vcard = names.map(namex => {
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let name = namex, nature;
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if (Array.isArray(namex)) [name, nature] = namex;
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const info = [get.type(name), '', name, nature];
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return info;
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});
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const links = await target.chooseButton(['武佑:选择一个牌名', [vcard, 'vcard']], true)
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.set('user', player)
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.set('ai', button => {
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const player = get.player(), user = get.event('user');
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return user.getUseValue({name: button.link[2], nature: button.link[3]}) * get.attitude(player, user);
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})
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.forResultLinks();
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if (!links || !links.length) return;
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const viewAs = {name: links[0][2], nature: links[0][3]};
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if (!isMe) {
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cards = await target.chooseToGive(player, true).forResultCards();
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}
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const card = cards[0];
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if (!target.storage.dcwuyou_transfer) target.storage.dcwuyou_transfer = {};
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target.storage.dcwuyou_transfer[card.cardid] = viewAs;
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target.addGaintag(cards, 'dcwuyou_transfer');
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target.addSkill('dcwuyou_transfer');
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},
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ai:{
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order:10,
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result:{
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player(player,target){
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if(get.attitude(player,target)>0) return 2;
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return 1;
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},
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target:0.5,
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},
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},
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},
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transfer:{
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trigger:{player:'useCard1'},
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forced:true,
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popup:false,
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charlotte:true,
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filter(event,player){
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if(event.addCount===false) return false;
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return player.hasHistory('lose',evt=>{
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if(evt.getParent()!=event) return false;
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for(const i in evt.gaintag_map){
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if(evt.gaintag_map[i].includes('dcwuyou_transfer')) return true;
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}
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return false;
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});
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},
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async content(event,trigger,player){
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trigger.addCount = false;
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const stat = player.getStat().card, name = trigger.card.name;
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if (typeof stat[name] === 'number') stat[name]--;
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},
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mod:{
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cardname(card,player){
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const map=player.storage.dcwuyou_transfer;
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if(map&&map[card.cardid]&&get.itemtype(card)=='card'&&card.hasGaintag('dcwuyou_transfer')) return map[card.cardid].name;
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},
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cardnature(card,player){
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const map=player.storage.dcwuyou_transfer;
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if(map&&map[card.cardid]&&get.itemtype(card)=='card'&&card.hasGaintag('dcwuyou_transfer')) return map[card.cardid].nature||false;
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},
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cardUsable(card){
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if(!card.cards) return;
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if(card.cards.some(card=>card.hasGaintag('dcwuyou_transfer'))) return Infinity;
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},
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},
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},
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}
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},
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dcyixian:{
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audio:2,
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enable:'phaseUse',
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limited:true,
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skillAnimation:true,
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animationColor:'metal',
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chooseButton:{
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dialog(event,player){
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const dialog=ui.create.dialog('义贤:你可以选择一项','hidden');
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dialog.add([[
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['field','获得场上的所有装备牌'],
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['discardPile','获得弃牌堆中的所有装备牌']
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],'textbutton']);
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return dialog;
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},
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check(button){
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const player=get.player();
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if(button.link=='field') return game.filterPlayer().map(current=>{
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const cards=current.getCards('e'),att=get.sgnAttitude(player,current);
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return cards.map(card=>{
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return Math.max(player.hasSkill('dcjuewu')?5:0,get.value(card,player))-get.value(card,current)*att;
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}).reduce((p,c)=>p+c,0);
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}).reduce((p,c)=>p+c,0);
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if(button.link=='discardPile') return Array.from(ui.discardPile.childNodes).filter(card=>{
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return get.type(card)==='equip';
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}).map(card=>{
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return Math.max(player.hasSkill('dcjuewu')?5:0,get.value(card,player));
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}).reduce((p,c)=>p+c,0);
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return 0.1;
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},
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backup(links){
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return {
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filterCard:()=>false,
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selectCard:-1,
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pos:links[0],
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filterTarget:()=>false,
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selectTarget:-1,
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popup:false,
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direct:true,
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async content(event,trigger,player){
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await player.logSkill('dcyixian');
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player.awakenSkill('dcyixian');
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const position = lib.skill.dcyixian_backup.pos;
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let cards = [];
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if (position === 'field') {
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cards.addArray(game.filterPlayer().map(current => current.getCards('e')).flat());
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}
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else {
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cards.addArray(Array.from(ui.discardPile.childNodes).filter(card => {
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return get.type(card) === 'equip';
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}));
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}
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if (!cards.length) return;
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await player.gain(cards, position === 'field'? 'give' : 'gain2');
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const pairs = game.filterPlayer().map(current => {
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let lostNum = 0;
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current.checkHistory('lose', evt => {
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if (evt.getParent(2) === event) lostNum += evt.cards2.length;
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});
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return [current, lostNum];
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});
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for (const pair of pairs) {
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const [target, num] = pair;
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if (!num) continue;
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const bool = await player.chooseBool(`是否令${get.translation(target)}摸${get.cnNumber(num)}张牌并回复1点体力?`)
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.set('choice', get.effect(target, {name: 'draw'}, player, player) + get.recoverEffect(target, player, player) / 5 > 0)
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.forResultBool();
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if (bool) {
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player.line(target, 'green');
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await target.draw(num);
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await target.recover();
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}
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if (!event.isMine() && !event.isOnline()) await game.asyncDelayx();
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}
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},
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}
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},
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prompt(links){
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return `点击“确定”,从${links[0]==='field'?'场上':'弃牌堆中'}获得所有装备牌`;
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},
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},
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subSkill:{
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backup:{},
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},
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ai:{
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order:10,
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threaten:2.9,
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result:{
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player(player){
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const enemies=game.filterPlayer(current=>{
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return get.rawAttitude(player,current)<0&&get.attitude(player,current)>=0;
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}),knownEnemies=game.filterPlayer(current=>{
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return get.attitude(player,current)<0;
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});
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if(!knownEnemies.length&&player.countCards('e')>1||player.getHp()>3&&enemies.length>0&&knownEnemies.length<2&&knownEnemies.length<enemies.length&&!knownEnemies.some(enemy=>get.attitude(player,enemy)<=-9)) return 0;
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const val1=game.filterPlayer().map(current=>{
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const cards=current.getCards('e'),att=get.sgnAttitude(player,current);
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return cards.map(card=>{
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return Math.max(player.hasSkill('dcjuewu')?5:0,get.value(card,player))-get.value(card,current)*att;
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}).reduce((p,c)=>p+c,0);
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}).reduce((p,c)=>p+c,0);
|
||||
const val2=Array.from(ui.discardPile.childNodes).filter(card=>{
|
||||
return get.type(card)==='equip';
|
||||
}).map(card=>{
|
||||
return Math.max(player.hasSkill('dcjuewu')?5:0,get.value(card,player));
|
||||
}).reduce((p,c)=>p+c,0);
|
||||
return Math.max(val1,val2)>20?4:0;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
//SP甄宓
|
||||
dcjijie:{
|
||||
audio:2,
|
||||
trigger:{
|
||||
global:['gainAfter','loseAsyncAfter','recoverAfter'],
|
||||
},
|
||||
getIndex(event,player){
|
||||
if (event.name!=='loseAsync') return [[event.player]];
|
||||
return [game.filterPlayer(current=>{
|
||||
return current!==player&&_status.currentPhase!==current&&event.getg(current).length>0;
|
||||
}).sortBySeat()];
|
||||
},
|
||||
filter(event,player,triggername,targets){
|
||||
if(event.name==='recover') return targets[0]!==player&&_status.currentPhase!==targets[0]&&player.isDamaged();
|
||||
return targets.some(current=>{
|
||||
return current!==player&&_status.currentPhase!==current&&event.getg(current).length>0;
|
||||
});
|
||||
},
|
||||
forced:true,
|
||||
usable:1,
|
||||
logTarget(event,player,triggername,targets){
|
||||
return targets;
|
||||
},
|
||||
async content(event,trigger,player){
|
||||
if (trigger.name === 'recover') {
|
||||
await player.recover(trigger.num);
|
||||
}
|
||||
else{
|
||||
const count = game.countPlayer(current => {
|
||||
if(current === player || _status.currentPhase === current) return 0;
|
||||
return trigger.getg(current).length;
|
||||
});
|
||||
await player.draw(count);
|
||||
}
|
||||
},
|
||||
},
|
||||
dchuiji:{
|
||||
audio:2,
|
||||
enable:'phaseUse',
|
||||
usable:1,
|
||||
filterTarget:true,
|
||||
chooseButton:{
|
||||
dialog(event,player){
|
||||
const name=get.translation(event.result.targets[0]);
|
||||
const dialog=ui.create.dialog(
|
||||
`惠济:请选择要令${name}执行的选项`,
|
||||
[[['draw','令其摸两张牌'],['equip','令其随机使用牌堆中的一张装备牌']],'textbutton'],
|
||||
'hidden'
|
||||
);
|
||||
return dialog;
|
||||
},
|
||||
filter(button,player){
|
||||
const target=get.event().getParent().result.targets[0];
|
||||
const link=button.link;
|
||||
if(button.link==='equip'&&target.isMin()) return false;
|
||||
return true;
|
||||
},
|
||||
check(button){
|
||||
const player=get.player(),target=get.event().getParent().result.targets[0];
|
||||
const link=button.link;
|
||||
const att=get.attitude(player,target)/5;
|
||||
const hs=target.countCards('h');
|
||||
if(link==='draw'){
|
||||
return (2-(hs+2>game.countPlayer())*hs)*att;
|
||||
}
|
||||
return (1.1-(hs>game.countPlayer())*hs)*att;
|
||||
},
|
||||
backup(links){
|
||||
return {
|
||||
audio:'dchuiji',
|
||||
target:get.event().result.targets[0],
|
||||
link:links[0],
|
||||
filterTarget(card,player,target){
|
||||
return target===lib.skill.dchuiji_backup.target;
|
||||
},
|
||||
selectTarget:-1,
|
||||
async content(event,trigger,player){
|
||||
const link = lib.skill.dchuiji_backup.link;
|
||||
const { target } = event;
|
||||
if (link === 'draw') await target.draw(2);
|
||||
else {
|
||||
const card = get.cardPile2(card => {
|
||||
if (get.type(card) !== 'equip') return false;
|
||||
return target.canUse(card, target) && !get.cardtag(card, 'gifts');
|
||||
});
|
||||
if (card) await target.chooseUseTarget(card, true).set('nopopup', true);
|
||||
else {
|
||||
game.log('但是牌堆里没有', target, '的装备!');
|
||||
await game.asyncDelayx();
|
||||
}
|
||||
}
|
||||
if (target.countCards('h') <= game.countPlayer()) return;
|
||||
player.when({global: 'wuguRemained'}).filter(evt => {
|
||||
return evt.getParent(3) === event;
|
||||
}).vars({originalOwner: target}).then(() => {
|
||||
const remained = trigger.remained.filterInD('d');
|
||||
if (!remained.length) return event.finish();
|
||||
player.line(originalOwner);
|
||||
originalOwner.gain(remained, 'gain2');
|
||||
});
|
||||
await target.chooseUseTarget({
|
||||
name: 'wugu',
|
||||
storage: {
|
||||
fixedShownCards: target.getCards('h'),
|
||||
},
|
||||
}, true);
|
||||
}
|
||||
};
|
||||
},
|
||||
prompt(links){
|
||||
return '点击“确定”以执行效果';
|
||||
},
|
||||
},
|
||||
subSkill:{
|
||||
backup:{},
|
||||
},
|
||||
ai:{
|
||||
order(item,player){
|
||||
if(!game.hasPlayer(current=>current!==player&&get.attitude(player,current)>0)&&game.hasPlayer(current=>get.attitude(player,current)<=0)) return 10;
|
||||
if(game.hasPlayer(current=>{
|
||||
const del=player.countCards('h')-current.countCards('h'),toFind=[2,4].find(num=>Math.abs(del)===num);
|
||||
if(toFind===4&&del<0&&get.attitude(player,current)<=0){
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
})) return 10;
|
||||
return 1;
|
||||
},
|
||||
result:{
|
||||
target(player,target){
|
||||
const del=player.countCards('h')-target.countCards('h'),toFind=[2,4].find(num=>Math.abs(del)===num);
|
||||
if(toFind){
|
||||
return -del*(get.attitude(player,target)*Math.min(3,target.countCards('h')))*toFind/10;
|
||||
}
|
||||
return -1;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
//曹芳
|
||||
dczhimin:{
|
||||
audio:2,
|
||||
|
@ -14646,6 +15156,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
qinghegongzhu:['qinghegongzhu','dc_qinghegongzhu'],
|
||||
caofang:['caofang','jsrg_caofang'],
|
||||
caomao:['caomao','mb_caomao'],
|
||||
sp_zhenji:['sp_zhenji','jsrg_zhenji'],
|
||||
},
|
||||
translate:{
|
||||
puyuan:'蒲元',
|
||||
|
@ -15210,6 +15721,21 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dczhimin_info:'锁定技。①一轮游戏开始时,你选择至多X名其他角色(X为你的体力值),获得这些角色各自手牌中的随机一张点数最小的牌。②当你于你的回合外得到牌后,你将这些牌标记为“民”。③当你失去“民”后,你将手牌补至体力上限。',
|
||||
dcjujian:'拒谏',
|
||||
dcjujian_info:'主公技。出牌阶段限一次,你可以令一名其他魏势力角色摸一张牌,然后你令其于本轮内使用的普通锦囊牌对你无效。',
|
||||
wu_guanyu:'武关羽',
|
||||
wu_guanyu_prefix:'武',
|
||||
dcjuewu:'绝武',
|
||||
dcjuewu_two:'2点',
|
||||
dcjuewu_info:'①每回合每种牌名限一次。你可以将一张点数为2的牌当任意伤害类牌使用(包括【水淹七军】)。②当你得到其他角色区域内的牌后,你令这些牌的点数均视为2直到你失去这些牌。',
|
||||
dcwuyou:'武佑',
|
||||
dcwuyou_info:'①出牌阶段限一次。你可以选择一张手牌,从系统随机生成的五个非装备牌牌名中选择一个,令此牌的牌名与属性视为与你选择的相同。②其他角色的出牌阶段限一次。其可以交给你一张手牌,你从系统随机生成的五个非装备牌牌名中选择一个,然后交给其一张手牌,令此牌的牌名与属性视为与你选择的相同(一名角色使用〖武佑〗转化的牌无距离且无任何次数限制)。',
|
||||
dcyixian:'义贤',
|
||||
dcyixian_info:'限定技。出牌阶段,你可以选择一项:⒈获得场上的所有装备牌;⒉获得弃牌堆中的所有装备牌。然后你依次选择是否令被你以此法获得牌的角色摸X张牌并回复1点体力(X为其以此法失去的牌数)。',
|
||||
sp_zhenji:'SP甄宓',
|
||||
sp_zhenji_prefix:'SP',
|
||||
dcjijie:'己诫',
|
||||
dcjijie_info:'锁定技。每回合限一次,当其他角色于其回合外得到牌后/回复体力后,你摸等量的牌/回复等量的体力。',
|
||||
dchuiji:'惠济',
|
||||
dchuiji_info:'出牌阶段限一次。你可以令一名角色摸两张牌或从牌堆中随机使用一张不为赠物的装备牌,然后若其手牌数不小于存活角色数,其视为使用一张【五谷丰登】。系统不于此牌使用准备工作结束时执行亮出牌堆顶的牌的动作,改为你令其将所有手牌置于处理区,然后令所有目标角色依次获得其中一张牌。当这些牌因执行【五谷丰登】的执行动作而置于弃牌堆后,你令其获得这些牌。',
|
||||
|
||||
sp2_yinyu:'隐山之玉',
|
||||
sp2_huben:'百战虎贲',
|
||||
|
|
Loading…
Reference in New Issue